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Auto-stable with butchery and replacements (idea). No omelettos.


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I don't really like that micro of ranching. I like the idea to may leave my base for 100 of cycles and it still will be alive. So I wanted to automate it.

A few days ago I read about "free space" or "free range" ranching. The idea is to allow hatches to move from stables. They remain groomed and happy and lay eggs fast. And yesterday I came up with this.

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1. Free range. Open space. It must be large. If critters on the right will not have 8 tiles each, they will someday "expecting" eggs and output will go down. (That mistake was made by me)
2. Egg's picker. It's easy to overcrowd stables, so we move eggs away (to freespace). Just moving eggs on the other side of the wall, nothing special.
3. Egg dropper. First buffer is for periodic pulse. I set it to 200 sec as I don't expect more than 3 eggs per day. (you can choose other automation of this). every 200 sec it activates sweeper for 3 sec. Sweeper picks egg, stoppes working and drops egg on the floor of free space (6 of more tile away).
4. Butchery. Preassure plate becomes active when weight if above 900 kg (3 hatches at time). I tried 500 (2 hatches) with not good results. Eventaully 3 hatches stops on plate and 1-2 hatches freeze on opened door. Door stays opened for 30 seconds. I found out hatches can freeze on opened door and fall if only they stay on it for about 30 seconds. After 30 seconds doors closes and cannot be activated for 3-5 seconds (second buffer 33-35 sec). It prevents door to be opened always, because hatches will just jump over it. After drowing of hatch meet goes to kitchen.

Results: after 80 cycles I had 13 hatches alive (so it's like stable). A forgot to made that holes on the walls you can see on the picture, so hatches were "expecting" too much and output was way more less than it can be.

IDEAS:
1. You can make freespace bigger. It may give you more hatches alive. But also this will take more time to call hatch for grooming (raches call hatches from free space!).
2. You may pickup some unwanted eggs like common hatches and kill them somewhere else.
3. More or less weight for weight plate. (Be aware for overcrowding effect, may be require more space)

I may forgot something else.

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Free range butchery modif.sav

3 hours ago, Kroning said:

(raches call hatches from free space!).

Oooo I like that. :D

I don't like making omelettes either. Not because cooking sucks, I just don't like it. lol So I was going to make a post about my butchery hatch farm but now that you've already made one let's see if we can combine our ideas to make a better one. I'll take a look at your save before showing you my hatch farm. I really like the free range idea.

Edit: For some reason the sweeper in room 3 keeps dropping the egg. Ohhh I see,

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3. Egg dropper.

lol Very smart use.

Edit2: One problem I see is that you could accidentally kill off half your hatches... Then you'd have to wait for more to hatch which takes 20 cycles to obtain a new one(not counting the time they mature).

Edit3: Here's my butchery farm as promised:

Spoiler

You have to manually incubate the eggs to supply enough meat for the duplicants but at the cost of all my clay, sedimentary rock, sand and whatever else I have left. So it's not really worth it. Hopefully the Pacu farm goes well. I would say normal Hatches are a failure until you can get Sage Hatchlings and supply enough fertilizers.

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33 minutes ago, 0xFADE said:

Instead of bringing the hatches to the water bring the water to the hatches.

drop the egg in a recessed room and when they walk over the plate close doors pushing water up. 

And how do you suppose to replace dead hatches at stables without micro-menegment if you will kill every hatchling?

a higher priority fridge than the conveyor to hold an egg buffer first.  The size of the buffer will control how many are alive in the main room at once since they live for 5 times longer than they passively incubate.

Should also keep any far away hatches from trying to get groomed which will speed that up as well.

Oh you could drop them through a wire door too so they are isolated away from the total count. 

13 hours ago, 0xFADE said:

a higher priority fridge than the conveyor to hold an egg buffer first.  The size of the buffer will control how many are alive in the main room at once since they live for 5 times longer than they passively incubate.

Should also keep any far away hatches from trying to get groomed which will speed that up as well.

Oh you could drop them through a wire door too so they are isolated away from the total count. 

They can hatch from fridge on load and may overcrowd stables. And you will need to manually control it.

If you put them behind the door you will need to manually wrangle them after one in the stables die.

But that the point - I am trying to get rid of micro at all.

20 hours ago, Kroning said:

And how do you suppose to replace dead hatches at stables without micro-menegment if you will kill every hatchling?

 

A stable with a single egg container set to 1 kg (so 1 egg), will stop the critters from making new eggs when they reach the space limit.

 

That make the room micro free, it will fill up the room, then wait for deaths before creating more eggs that will replace deaths..


You also need a critter auto kill setup, so excess eggs is automatically handled. Putting an excess egg container somewhere in the wild, will result in warnings about critter starvation, because eggs from tame critters start tame.

 

I personally suggest a BBQ based solution, because omelettes seems much harder to do.

 

Only problem is the inconsistency of incubation of eggs in containers.  For some reason we keep getting eggs that hit 100% incubation, but require a game re-load to hatch, but that is either a bug that they hatch or a bug that they sometimes don't. If it end up being a bug that they hatch, then we might have a real problem in making stables micro free.

6 hours ago, Kroning said:

They can hatch from fridge on load and may overcrowd stables. And you will need to manually control it.

If you put them behind the door you will need to manually wrangle them after one in the stables die.

But that the point - I am trying to get rid of micro at all.

We are both visualizing very different things here. I'll leave you to your design. Pictures are the only way to properly expain this. 

34 minutes ago, Miravlix said:

 

A stable with a single egg container set to 1 kg (so 1 egg), will stop the critters from making new eggs when they reach the space limit.

 

That make the room micro free, it will fill up the room, then wait for deaths before creating more eggs that will replace deaths..


You also need a critter auto kill setup, so excess eggs is automatically handled. Putting an excess egg container somewhere in the wild, will result in warnings about critter starvation, because eggs from tame critters start tame.

 

I personally suggest a BBQ based solution, because omelettes seems much harder to do.

 

Only problem is the inconsistency of incubation of eggs in containers.  For some reason we keep getting eggs that hit 100% incubation, but require a game re-load to hatch, but that is either a bug that they hatch or a bug that they sometimes don't. If it end up being a bug that they hatch, then we might have a real problem in making stables micro free.

Yes! Hutching on reload, no way to free hatchlings from container - that's why I am trying this strange setups.

I just found a neat little trick that you might like.

Burrowed hatches don't count towards the critter limit. :D They'll be glum during the night but happy during the day. Not so bad. Now I can stick as many hatches as I want in a room. lol

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16 hours ago, MidnightSteam said:

I just found a neat little trick that you might like.

Burrowed hatches don't count towards the critter limit. :D They'll be glum during the night but happy during the day. Not so bad. Now I can stick as many hatches as I want in a room. lol

 

Cool! Let's call it "a trick":D

But I am afraid it's a bug.

38 minutes ago, Lilalaunekuh said:

Does someone kmow the coal production of a burrowed hatches in a overpopulated stable? (or test it^^)

Good idea. You should only need to see what the calorie difference is after the day. 

5 hours ago, 0xFADE said:

Good idea. You should only need to see what the calorie difference is after the day. 

 

You can't groom burrowed hatches, so you avoid overcrowded during the day, but get glum state and overcrowded during the night.

 

Also is a burrowed hatch "active" does the laying eggs timer update?

1 hour ago, Miravlix said:

 

You can't groom burrowed hatches, so you avoid overcrowded during the day, but get glum state and overcrowded during the night.

 

Also is a burrowed hatch "active" does the laying eggs timer update?

Oh yeah well no grooming that is no good.  you can have an open room with something that doesn't fly so you won't get overcrowded.  The room buff only helps in domestication so for a relatively useless duration.

4 hours ago, Miravlix said:

Also is a burrowed hatch "active" does the laying eggs timer update?

I can't give you an exact answer but I had a hatch population explosion around cycle 60. So reproduction is working. At around cycle 90 I ended up with a total of 43 hatches, hatchling, stone hatches and stone hatchlings. My game got laggy so I drowned them all. Then my game crashed shortly after lol.

Next step is to get sage hatchlings and throw them in with pufts so they eat the slime.

Oh, and there's a major drawback to having them burrowed. Your duplicants will sometimes spend the whole cycle calling a burrowed hatch. :D You know that ain't happening.

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