Gurgel Posted April 23, 2018 Share Posted April 23, 2018 The thing I think I do really not like in the new update is critter lifetime. My current endgame is to have a fully sustainable colony where I have to do exactly nothing. Dying critters would sabotage that, unless I can automate their replacement. Note that having dupes involved is totally fine, but if I have to do it myself, that is not. So: - Has anybody found a way to breed critters without the need for manual interaction? - Has anybody found a way to do the above that keeps critter numbers at a certain level? Link to comment https://forums.kleientertainment.com/forums/topic/90092-automated-critter-replacement/ Share on other sites More sharing options...
Lilalaunekuh Posted April 23, 2018 Share Posted April 23, 2018 Have found some possible and partialy constructed solutions (just perfectly tinkered around the sage hatch^^) for my endgame hatch sustain (but you need dirt/algae/(sandstone) á 700kg to raise a hatchling) so i consider your endgame base does produce algae or dirt. Now you could use a tube/conveyor setup or other ways to build an area where nobody sweeps your eggs away but they still get food from the outside. So after 20 cycles my hatch will spawn and you feed the whole stable just algae then every hatchling will mature after 5 cycles and every hatch besides the sage hatch will starve. Considering 67% chance for a sage hatch egg you can get up to 16 eggs per sage hatch you will keep your stable full or win the lottery (Next build will be a floor of automated doors for my stable and a one way weight plate controlled way back for everything hatched beneath) Link to comment https://forums.kleientertainment.com/forums/topic/90092-automated-critter-replacement/#findComment-1028777 Share on other sites More sharing options...
Major44 Posted April 23, 2018 Share Posted April 23, 2018 We are thinking the same thing. This is my post: Animal lifetime and auto replenishment Post content: I know it's more reasonable to set an animal lifetime. But ceaselessly check the animal number in stable is really annoying. Could you please design a new sensor which can detect the animal number in stable? So that we can automatically activate an incubator when animal die. And the incubator also need an automatic upgrade. I just like the base run without any manual work. Link to comment https://forums.kleientertainment.com/forums/topic/90092-automated-critter-replacement/#findComment-1028779 Share on other sites More sharing options...
TheScaryOne Posted April 23, 2018 Share Posted April 23, 2018 I wonder if they could rush out a "critter sensor" or something that would read a "collar" or tag on number of tamed critters in a room. Link to comment https://forums.kleientertainment.com/forums/topic/90092-automated-critter-replacement/#findComment-1028780 Share on other sites More sharing options...
Lilalaunekuh Posted April 23, 2018 Share Posted April 23, 2018 I just tinker with my sensor but i can´t distinguish unwanted hatchlings before they mature so -700kg per bad egg is much if you want a full stable. (I got some automated storage units with ascending priorities next to the sweeper that loads my conveyor to the stable now i play with different automation signals and storage capacites all with a input to a sr-latch (new memory automation^^), I use one day time sensor as input for all my reset lines of the latches. Now i have all outputs i want to analyze the hatch count inside Link to comment https://forums.kleientertainment.com/forums/topic/90092-automated-critter-replacement/#findComment-1028786 Share on other sites More sharing options...
Rossum Posted April 23, 2018 Share Posted April 23, 2018 Maybe have something like a bed for critters? The dupes have beds that they head to every night, maybe there could be little 1-tile beds you can make for the critters and the critters get assigned to them. Build a ranch area big enough for X number of critters, build X number of beds, maybe have some sort of automation sensor that hooks up to tell if a bed is empty. Or have it where ranching dupes will carry a critter to an unassigned bed, similar to how farmers bring seeds to farming plots. But yeah, critter beds could be cool as a way to plan out how many of a given critter type a room can sustain. Link to comment https://forums.kleientertainment.com/forums/topic/90092-automated-critter-replacement/#findComment-1028789 Share on other sites More sharing options...
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