btribble Posted May 31, 2018 Share Posted May 31, 2018 There is no way to operate incubators automatically without player interventions. Incubators should work like grills and allow the player to queue several eggs for incubation or to continuously incubate a certain egg type. An automation input would enable/disable dupe usage so that eggs are not placed in an incubator. Alternatively, dupes would not autonomously place eggs in an unpowered incubator. Link to comment Share on other sites More sharing options...
TheExceed Posted May 31, 2018 Share Posted May 31, 2018 5th time suggesting this lol Link to comment Share on other sites More sharing options...
btribble Posted June 3, 2018 Author Share Posted June 3, 2018 As someone who works in an industry that consumes these type of suggestions, that's exactly how you get features added. There's no LOL about it. Link to comment Share on other sites More sharing options...
Dukeofdummies Posted June 4, 2018 Share Posted June 4, 2018 It would be such a beautiful elegant solution for automated ranching. All it would take is a little trial and error/math and you could fully automate critter population. Just queue continuously and add a clock to the incubator. At that point you just need to figure out how much you need to accelerate the normal growth of an egg to replace the population as another critter dies. Attach the clock, turn on the incubator for a part of the day, turn it off for the rest, and boom, you have control of just how quickly the egg hatches. I really want to know why they need to handle it differently than a workshop. I'd hope it would be just drag and drop code. Link to comment Share on other sites More sharing options...
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