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My Glossy Drecko Ranch...


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I created this ranch idea for my very young base and would like some feedback. All tiles are abbysalite and water lock entrance is on the right. This is my first design, so don’t expect much. The design is completely expandable, and very doable in survival/regular gameplay. To have gassed behave, I separated the carbon and the hydrogen with tiles and deconstructed them when done.

71948329-EAA0-4F9E-BC09-8851BA37AEA0.jpeg

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A problem that I had before with glossy ranch is: they spend too much time in non-hydrogen. You can observe after some time running your build.

 

Currently, I use ranch like this

Screenshot_2.png.5577e82754b237fdfb4fbd078c947887.png

Nothing made in sandbox or debug so there has to be a room for little mistake. For example when I pour CO2 in there, few of them will spill over, it is contained above waterlock.

 

Edit: I just realized that I should increase tile under the lamps, just to increase their time in hydrogen a bit longer.

glossy needs 3 plants each....

if your goal is plastic/reedfiber remove the ranch station and keep 8 critters in the room shown at the beginning of the post I shared, if your goal is eggs keep the ranch station. and remember 2 plants per reed, 3 plants per glossy

On my ranch, I use +1 glossy than available food. Because when I use 4 glossy/12 plants, there is always 1 plant that not eaten at all for very long time, and too tempting not to harvest it (because it still using water). Rather than wasting resource, I put 1 extra glossy there. If he starving, I will kill him :p

 

Don't be mean like me and use @Kabrute suggestion instead, 3 plant per glossy.

There's also no reason to make everything from insulated abyssilite.  That's just a waste of resources.  If you're worried about heat, regular insulated sandstone or igneous will be plenty for that.  Heck, non-insulated would most likely be plenty good unless you've built it in a very warm area.

28 minutes ago, turbonl64 said:

If a glossy drecko sits on the door now and the door opens, the drecko will fall out of the ranch.

This is door behavior on ranch update. Current CU update (don't remember in which exact update), strangely enough, they (dupe and critters) didn't fall from horizontal doors.

4 minutes ago, Carnis said:

Just needs a 8 drecko version.

Since ranching update until now, stable bonus just "hastens critter domestication". If it already tame and we just need to make them happy, we can build as big as we want. Grooming and shearing station will be outside stable, but they work normally just like in the open area.

4 hours ago, abud said:

Since ranching update until now, stable bonus just "hastens critter domestication". If it already tame and we just need to make them happy, we can build as big as we want. Grooming and shearing station will be outside stable, but they work normally just like in the open area.

You don't even need that, it only takes 2 cycles/groomings for critters to get tamed.

-55% wildness/cycle when groomed (non-stable) is more than fast enough on its own.

To keep them fully fed, you need 3 mealwood for each Glossy Drecko or 2 mealwood for each Wooly Drecko.  More just means that some of the plants will eventually go to harvest levels and less means that eventually your critters will go hungry.  From my experimentation, you can actually get away with 2 1/3 or 2 1/2 mealwood for each Glossy Drecko.  They get hungry but eventually get to eat.  I haven't run the experiment for more than about 25 cycles though, so long term it might not work.

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