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About tjart

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  1. it wasn't luck, I used Tools Not Included to pick a slush heavy seed.
  2. ok thanks, I was able to just drag it into this text box for anyone else who didn't know it could do that. nice job with the coding Klei or whoever does your forums. Spacebuds Cycle 180.sav
  3. A side effect of fixing certain door bugs has left critters and dupes unable to fall through doors. As a result, I've rebuilt the v1.0 version of the Auto Hatch Ranch from this thread: The ranch is duplicated 4 times and feeds directly into a coal power plant, so you only need to pay attention to about 1/5th of the overall build The wrangling drop off stations are just there for my information. I like to hover over them to make sure the ranch has the right number of critters. They can be deleted once you're confident that your ranch automation is working properly The 4 green ranches are all the same ranch, the orange power plant is where all the coal gets dumped onto the ground where it can be swept into a coal plant as needed. The central grey room is the hatchery I've set the critter sensor there to 11 meaning it will trigger once there are 12 eggs or critters in the room. This trigger effects a conveyor shutoff that will send any eggs beyond the 12 in this room to another location. in my case, a drowning pool. The central auto-sweeper has 3 destinations: the top one accepts the egg types that you want to keep (Stone hatches in my case). These eggs will either be sent to the central hatching chamber or to a drowning pool if the central room is full. It's important to drop the eggs on the ledge that doesn't have any door-pez-dispensers on it. This is because baby hatches can't jump. This means only fully grown hatches will be able to enter the system which in turn means all hatches in ranches will be able to lay eggs. no grooming time or food will be spent on a non-producing hatch. The open doors take advantage of the fact that hatches can't fall through doors now. They serve as a sort of staircase for adult hatches that have learned how to jump. The container below the top one sends all other egg types directly to the drowning pool w/o checking the hatchery first The bottom most corner container is for coal. These are dumped onto the floor of the power plant to be swept up again and placed into power plants when needed. I guess you could call this ranch self-powered, but it provides a lot more power than it needs so calling it self powered is undervaluing it's power output. The automation has gotten a lot easier with the addition of the Automatic Dispenser. The only thing that really needs automation now are the Pez Dispenser concept and tracking how many critters are in the hatching chamber The critter sensors are all set to 0 except for the one in the ranching areas which is set to 7 and the one in the hatchery which can be set to any number you like, this number determines how many eggs and babies are growing up at a time. I have it set to 11 but it;s an arbitrary number, I chose it because it felt right, I have no maths to back it up. The first 3 doors have a simple not gate to cause the door to close behind a hatch when it enters. The last door has an and gate to make sure that the last door and the second-to-last door are never open at the same time. This is the part that solves the doors not dropping any more. By removing the floor under the last door, hatches can't get trapped in that door. The door opens when there are less than 8 in the ranch and when there is 1 in the final slot. This will cause the last door to open, the second-to-last door to stay shut and hatches will jump back and fourth for a short while. after 30 seconds or so, all hatches will be in the ranch and none in the final chamber. when this happens, the door will close and the second-to-last door will unlock allowing the process to repeat if/when needed. Lastly, the central critter sensor toggles the 4 Conveyor shutoffs dictating whether accepted egg types end up in the hatchery or the pool. The coal produced isn't enough to run the plants alone, but it is a hefty chunk. I have yet to burn any coal from the map and have about 25 tons sitting on the floor at cycle 150 (I built the ranches without automation starting at cycle 5 or so). the pile is getting smaller, but it's pretty slow. Note: this is while running my whole base, not just the ranches If this were a self powered build with less than 6 coal generators, it would likely be more than enough. The food should be enough to feed 16 dupes with BBQ if you avoid destroying the wild pepernuts you run into (don't turn on harvesting for them, as that takes up your farmer's time, just let them fall naturally and set up a high priority fridge for them).
  4. They do, it just takes time, which is why they get trapped above the final door, so they can't walk away before they fall.
  5. Nice streamlining. I'll definitely give this version a go on the next one I build.
  6. The ranch itself probably won't since it's gravity based, but it's component concepts should work. the critter dispenser just relies on the critter moving left or right, and the egg dropper doesn't have any critter specific limitations that I am aware of, The main issue would be the layout. There is a chance that a puft would float back up into the critter dispenser with this setup. for pufts, there would need to be an additional mechanic besides gravity that ensures the critters stay in the ranching area after they have been dispensed. I was able to confirm that, yes you would. using the existing NOTs just turned all of the doors into one big AND bus like you expected. So, I guess it's just a matter of personal preference. 7 ANDs or 9 NOTs. I like to put paintings over the ANDs, so I think I'll keep them, but it's still a great trick to know.
  7. This sounds like a solution you could possibly solve with a smart storage connected to a sweeper. But, proprieties would get in the way since the smart storage would have to be a lower priority than the critter feeder. Personally, I just use the storage under the ranch to store igneous (for stone hatches) and let them do it manually.. I have 2 dupes that are set to janitorial duties/hauling and they are often idle, so it works fine for me for now. But, I get your point. it's not exactly 'Fully Automated" w/o that part
  8. Very nice and very convenient since each of the sensors already use a NOT. I'll give it a go, thanks for the tip!
  9. I did eventually get a clog in the system so I had to give the two unpaired loaders a loop back receptacle. I also moved the top receptacle into it's own room since I think having it in the same room as the loader is what caused the clog initially.
  10. EDIT: This ranch no longer works after certain bug fixes with doors. For the next version using Quality of Life III check out First, Like a pair of lungs, the ranch is mirrored left and right, so for this post, the left side of the center column can be ignored. Also, the bottom part is just storage used to bring the ranch size up to 96, so it can also be ignored The general idea is that hatches get queued up like a pez dispenser and dropped out when the ranch below the dispenser falls under 8 (or greater than 7 since the critter sensor is weird like that) All critter dispensers are at their default 0 except the one in the center ranch which is set to 7 (or greater than 7 to be accurate). So, when 8 critters are present, various pieces of the automation get activated or deactivated. The Shipping is pretty basic, but this is where the Auto-Morphing happens. Set the eggs you want to keep in the outer left and right loaders and set the center loaders to reject all eggs you don't want. They get immediately dumped into the water pool. Dropping is not done with a Not/Buffer or Not/Filter clock. Instead, the critter sensor paired with an Auto-Sweeper the 2 are located in different rooms. In the critter Sensor room is a Conveyor Receptacle that receives the eggs. The egg causes the critter count to become greater than 0, this in turn activates the Auto -Sweeper that tries to put the egg into a nearby Loader. But, as soon as the egg leaves the room with the Critter Sensor in it, the Auto-Sweeper looses it's automation signal causing the egg to drop either to the kill-pool if unwanted, or to a hatching area if wanted. An important note: The Conveyor Loader that the Auto-Sweeper is trying to load the egg into never gets the egg so it doesn't need a partner receptacle. You do need to give it a single tile of railing to activate it though, If you're having problems, just go ahead and give it a useless loader partner. I didn't add meat, coal, and eggshell sweeping here because the automation is already pretty intimidating. you can add that as you see fit after it's built. It looks intimidating, but it's pretty simple. we only use AND and NOT, with a single XOR (well, two of them if you count both sides) It's divided into 3 parts that are also divided by the floors they sit on. The top part is the last part and you can build this long after the ranch is up and running. you'll have several weeks before it is needed. it handles egg overflow after the ranch is fully functional. we'll address it last. The middle part is just 4 NOT gates (again, 8 if you count both sides, but it's easier to talk about just one side). This is the Pez dispenser. When a baby hatch is born in the egg area (middle, middle area on top of the mechanical airlock) it will almost immediately walk left or right. When the Critter Sensor becomes greater than 0, the door behind the hatch closes and locks creating a one-way dispenser that only opens up when there is room below is 7 or less. The bottom segment is the dropper. it uses a single AND, XOR and NOT. A hatch won't normally drop through doors. The exception is when they are already trapped in a door. So the final room invites the hatch to go stand in a doorway that has no room on the other side. The critter sensor behind the hatch is set back to 0 closing the door on the hatch, trapping it in the doorway while the mechanical airlock below the door opens, but only if the ranch below has 7 or less critters. This part is the only part that can't be mirrored left to right because the AND and XOR gates don't flip, so you have slightly different automation configurations, but they do the same thing. Back to the top again, this Automation is nothing but ANDs. It checks if there are critters in each of the 3 queue slots and if the ranch also has more than 7 critters, meaning it is full. it checks that this is true for both sides (8 total booleans that all have to be true) if all conditions are met, the center Mechanical Airlock will open up dropping any excess eggs into the kill-pool below, eventually turning them into meat. The hatch will stay open as long as the ranch is full, but will close and begin hatching a new hatch once one of the queue slots becomes available. Conclusion The result is a fully automated (still needs a groomer) hatch ranch that Lets you choose what morph variants you want to breed Eliminates the need for any wrangling (beyond set-up) Doesn't have the constant beeping of a NOT clock Produces enough BBQ for around 8 dupes Uses 2 new Critter-Sensor concepts that can be adapted to other ranches (the critter dispenser and the egg dropper) Is fully automated so you can go focus on other colony things and while producing the best food and a good chunk of coal power (or refined metal) I added v1.0 in the title because I'm excited to see and possibly use your improvements. be sure to post any you come up with! Enjoy!