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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: https://forums.kleientertainment.com/forums/topic/101596-wrangle-free-auto-morph-hatch-ranch-v10/ 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).