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Oxygen Not Included

Found 14 results

  1. So, the game tells you critters need a certain temperature range to be happy. Of course, being the kind and sensitive rancher I am, I usually meet them. Kidding, I just throw critters wherever, and things usually work out fine. But in extreme temperatures, do critters die at an elevated rate? In other words, can I run a kill room based around extreme temperatures instead of door schemes for drowning?
  2. Hey Dev team, first thx for fixing the Wrangling priority. Mentioning it in the stream helped while posting here didnt. Hope this is different this time. In attached safefile gameversion Q2-312713. Ii ranched lots of Shinebugs and Pufts. At some point the Pufts get into a on/off cramped mode (roomsize over 8000tiles) while the shinebugs are still happy. If i kill the shinebugs at the Solarpanels the "cramped" problem disapears. Would be great if even though i have 300+ shinebugs the pufts would still reproduce. Like the shinebugs themself do happyly. And the Shinebug setup also shows ... maybe change the light/brightness of shinebugs to color more than the daylight ? Cant see much when the shinebugs get over 50KLUX TESTING GLOWBALL KILLLING.sav
  3. So I found out the other day that eggs hatch while submerged. This is the result: Eggs arrive via the top conveyor rail. The autosweeper drops them into the water reservoir below, where they incubate and eventually hatch. Newly hatched victims (pictured) suffer a violent death by drowning shortly after birth. Overlays: Made in: survival mode Construction difficulty: very easy Building material restriction: none, use whatever you want Note that the conveyor rail on the top is looped via a bridge back to the receptacle. This is because the autosweeper interrupt mechanism is unreliable and eggs do get delivered sometimes. If that happens, they simply end up in the receptacle ready for another attempt.
  4. So, I think I came up with something totally unnecessary, but nice. Fun, maybe. I wanted a reliable way to always have a topped up Drecko ranch and a packed shearing room that doesn't involve wrangling. Because I hate wrangling so much that I'll go to any length to avoid it. Here it is: According to ONI physics, it's possible to make stable multilayered liquid "structures". No communicating vases for you now, take that Archimedes. Glossy Drecko eggs hatch at the bottom, in the PW layer. When drecklets then try to escape, there can be two outcomes: The stable is not full. In this case, the door at the top will be open, and the one at the bottom will be closed. The drecklet will climb up and enter the stable. The top door remains open until the stable is full. The stable is full. The top door will be closed, the drecklet will go right through the now open door and enter the shearing room. The last door on the right is always open, and it's there just to make it a room. Automation is dead simple, the egg dropper in the water corridor has a filter gate to prevent it from catching the eggs again, since they fall slowly when in water. The filter gate after the critter sensor is to avoid false positives if a Drecko happens to lay an egg while another is climbing up. The conveyor network relies on the sorter sweeper sitting at the top of the ranch in a vaacumed out area. The two loaders in the domes receive everything except plastic, which is shipped out directly. The sorter sends edibles, phosphorite, egg shells, and eggs on their respective lines. Glossy Drecklet eggs are sent to the hatchery room, while wooly Drecklet eggs are directly sent to the shearing room. Here, products from shearing are sent on dedicated lines, while everything else goes back to the sorter. The sweeper in the PW channel is there just as a precaution. Works reliably, I actually built two of these. They took a very long time to build, I made some mistakes and had to tear everything down and start over. I started with a few Dreckos, and now I have two full stables and a packed shearing room, while the other is filling up. It takes some dupe time to shear a massive number of creatures, but hey, gotta give those idle dupes something to do. You can shear a wooly Drecko 3/4 times before it starves, so in the long run you'll have quite a bit of reed fiber and you'll be swimming in plastic, so you can feel like a dolphin too.
  5. I was fiddling around with Dreckos and trying to find a reliable way to automate the delivery process of young dreckos, without having to resort to tricks like repeateadly opening and closing the doors they're clinging upon, and avoiding escapes or overpopulation. Dreckos are brave souls, they fear nothing, except water, not because they fear drowning, no. They don't wanna see their beautiful hair damp and ruined, or their scales wet. Since they hate water so much, I tried to use it to corral them. So i jumped into my test world and came up with this. I had to respect some dimensions, since I copied my ranch from my actual base, and there's a geyser in the way, so the room had to be this big. There's however no limit to how big or small it can be made, although I suppose it can't be made that much smaller. The entire room is vacuumed out, and the various pieces of machinery are cooled by water puddles, metal tiles, tempshift plates and radiant pipes running behind. It keeps three glossy dreckos in their cages, dumping the other eggs in a pool. The dispensing process works like in the hatch ranch made by @tjart. (you can find it here) Wooly drecko eggs are to be sent to a shearing/butchery room. Automation was a bit painful to fit in,and it's not very elegant I guess, those damned door ports always get in the way. There are three hydro sensors in the last cage, the top one set to below 900 kg and the middle one to above 900 kg. Those control the top two doors via a memory toggle. The bottom sensor is set to above zero, and prevents the powered middle mechanized airlock from opening if there is still water in the cage. The bottom memory toggle controls the door pump. There's a filter gate after the critter sensor in the ranch to prevent hiccups, and also to allow any drecko that may fall in to escape. If it's too lazy and doesn't manage to escape, no worries, the cycle is gonna repeat immediately if needed. ...And in the eventuality that something goes wrong, the sweeper above the middle cage is gonna pickup any stray eggs, egg shells, pieces of meat or phosphorite. Once the ranch requests a new critter, the door over the drowning pool closes, the cage is flooded and the drecko tries to run from the water. As soon as the water reaches sufficient pressure (900kg) the top doors open, and the lil' bugger can claw (or crawl?) its way to safety. And delicious bristle berry. Yay! Who's a good drecklet? YOU ARE! Then, after a brief safety delay, the door pump opens and the water drains out. As water pressure drops, the top mechanized airlock starts to close. This one is powered, because I didn't have that layer of water inside mesh tiles when I started experimenting, and it was necessary to prevent any co2 from entering the bottom chamber, altering the balance of the ranch atmosphere and creating a pocket that would shut down the system. However, since I added that layer, I guess the door can be unpowered. There's no place for the gas to escape, so your carefully crafted atmosphere will never be messed up, and the hatchery will always be in a vacuum. No nasty gas pockets ruining the day. Edit - Sadly, the water layer got too shallow, and it seems to mess up drecko pathfinding. They all wanted to jump down. It can be done with more water, but that would require altering the dimensions of the room. I reverted to my previous setup with the powered door and solid tiles. it seems reliable, and prevents the other dreckos from trying to jump in the open door. This setup also seems to be a viable alternative. Then the cycle starts again, and the next drecko takes the place of his friend. Dreckos have long lifespans, and I figured out that some may die while in the cage. That's why there's that middle sweeper, and also a loopback loader for glossy eggs, in the eventuality that a drecko decides to poop, lay an egg, or go to drecko heaven right when one of his friends is climbing up. I suppose you can even stop grooming the dreckos and just shear them, to reduce work load even more. But if you do that, know that you are a terrible, terrible person. Any suggestion, input, comment or whatever is much appreciated. I had lots of fun designing this, now time to build it in survival. Enjoy, and cya ^^
  6. Critters have a happiness stat that is either 5 for happy groomed critters or -1 for glum ones, confined and otherwise unhappy. Glum critters have 80% reduced metabolism. It would be nice if there was something in between. like each point in happiness could increase metabolism by 20% with 20% being minimal and 100% max. Then add other modifiers to the critter happiness. Lets say certain plants in the stable would make the critter happy. Briar would work for hatches, Joya for slicksters etc. Tied to the critter natural habitat. It would add +1 happiness if the plant is there. Another thing might be giving the hatch the ability to burrow. Hatches burrow naturally so it would make sense that giving them a place to burrow would make them happier. Maybe even add a special tile or structure hatches could burrow into. It would also give something to put in the hatch ranch outside the feeder and the grooming station. Shinebugs like lights. Maybe make a lamp in the room increase their happiness. Maybe introduce nests for certain critters. Dreckos and fliers tend to drop eggs in the wierdest locations. Giving them a sort of nest would help with that and could add another pint to their happiness. It could be hanging from the ceiling to save space in drecko ranches. Tame critters would have a base of 1 happiness giving them 20% metabolism. Grooming would then give +3 putting them at 80%. Other things mentioned would add +1. This way you could keep critters at 60% without grooming to save dupe time and still get some stuff out of the critters.
  7. Hey! So this is my first post ever on an any type of forum so I ask you guys to please go easy on me. I've seen many builds to achieve a fully automated hatch farm and so I decided to just add on to the pile and submit my own attempt. This is based off of an existing thread on this forum (Almost) Set-And-Forget Automated Hatch Ranch, however this one is pre-QOL Mk1 and lacks the critter sensors, I did mess around with his design without the critter sensors and it is possible though an utter nightmare, using weight plates to achieve a similar setup. This setup is as most hatch farms completely self-powered, even when using regular hatches as opposed to sage hatches, and also tuneable by modifying some of the automation detection values. It will hatch hatches in its "kill chamber"(the chamber with water) and on death in the grooming chamber will attempt to introduce one of the hatched hatches back into the grooming chamber, if no hatch is capable of pathfinding into the drop platform(Mec. door and weight plate leading to grooming chamber) then an egg is fetched and used instead(This is the 200s timer in the automation overlay, should be enough once the farm gets going). It will also control the population inside the "kill chamber", using the weight plate and the second drop platform(Mec. door and weight plate leading to water) which will produce meat and avoid an exponential growth in the number of hatches(This can be changed by increasing or decreasing the weight threshold of the plate itself). So here is the general overlay of the farm: And the electrical overlay: And finally the magical automation overlay: Finally, the shipping overlay to get the byproducts to their destinations:
  8. I saw some pretty elaborate solutions for this in the forum. This seems like a much simpler way. While the door is closed, all the critters in the stable are safe. When the critter sensor detects that you have more critters than you want, then the door opens. When a critter hops into the space under the door, then the critter sensor under the door closes the door and traps the critter. Notice that the water fills the entire space under the door even though there is just a small amount of water. The critter drowns and turns into meat, and the auto-sweeper picks up the meat and sends it on it's way. (I positioned the auto-sweeper so it can reach the meat even when the door is closed.) Here's the automation, it's nothing more than a NOT and an AND. Set the critter sensor in the room to the number you want to keep alive. Set the critter sensor under the door to zero. I didn't try it with flying critters, it seems like it would still work but you may have to wait a long while for something to fly into the trap. Perhaps that issue could be mitigated by making the trap wider (more doors) or using a lure to get one into a small room. EDIT: A vulnerability of this approach is that an egg laid atop the door will fall inside the trap. This makes the whole thing stop working until the egg hatches. Perhaps this can be avoided in most cases by putting tiles above the door.
  9. I made a visco-gel vacuum door between my rocket silo and an outside room, then this happened. Every drecko that got in couldn't go out. It's kind of useless, but I just thought it to be interesting how dreckos' pathfinding works.
  10. How to setup an automated Egg dropper - Hatchery - Kill room for meat farming When I was looking around the forums trying to find out this information for myself it was scattered over a bunch of different threads, and a lot of the designs were overly large and complicated as well as being old. so I thought I'd bring it all into one thread with this design I've come up with. It's for fully automated ranching so that you can make BBQ instead of omellettes. Or have a mixture of both. It's 16x4 tiles (the same height as 3 bedrooms stacked on top of each other, so 3 levels of your base) credits to. @Craigjw . for showing me the egg dropper automation. and . @Mullematsch . for the kill room idea. (also if anyone is wondering about the dense puft ranch, I'm very close to finishing the entire thing with seperate fully automated hatchery ranches for each puft variant. Gonna make a thread for it soon. And hopefully it will inspire others to improve on it. Took a break from designing it for a few days because it was giving me a headache. Some of the information in-game about the egg chances is misleading [and annoying]) Larger screenshot of the whole ranch, kill room, kitchen, storage for context. just so you can see how it would fit next to a ranch and kitchen in your base. This is in a sandbox testing colony. You could build it next to any ranch and send eggs into it. (drecko, hatches, etc.) I'm not sure if it kills slicksters though, I think they can survive underwater. Not tested it. There is a sweeper arm inside the ranch sending eggs towards the egg dropper... The sweeper arm inside that room gets turned on for 3 seconds.. and then turned off for 1 second... And this is repeated forever (using the automation logic). So it's enough time to pick up the egg, but not enoguh time to load it, so the egg is dropped and falls through the mesh door into the kill room below. Kill room needs to be out of range so it won't pick the eggs back up. Egg dropper and Kill room Once the doors close at the bottom the hatchery room is flooded and everything dies. The lower sweeper arm moves meat into the central conveyor loader which is sent to the kitchen. Egg shells are sent into the bottom conveyor loader which goes where ever you want that to go. Can be sent to a compost room or rock granulator. I usually compost egg shells for dirt since fossils provide you with more lime than you need (especially now that you don't need to build a space wall to stop the meteors destroying the map). Automation Egg dropper You can move the automation inside the egg dropper room. I just kept it seperate so that it's easy to see. -Filter gate set to 1 second. -Buffer gate set to 3 seconds. Kill room I compacted this one into the small space... -There are 600 seconds in a cycle of the game... -So the filter gates add up to 600 seconds... -The doors close for 90 seconds once per cycle. (just about enough time to drown the critters) -Then open for the remainder 510 seconds. (200s +200s +110s) -Then it repeats. shipping Egg dropper room... -Conveyor receptacle priority is set to 1 (lower than the loader). -Conveyor loader priority is set to 2. -Conveyor loader is set to pick up critter eggs. -Eggs are sent from the ranches into the conveyor receptacle. -The conveyor loader is looped back towards the receptacle using a bridge (not sure if bridge is necassary, it's a visual thing to see it better.) Kill room I think it's self explanatory. -The important thing to note is that it is out of range of the upper sweeper arm (in the egg dropper room) to prevent the eggs being picked back up. -Also the bottom sweeper arm can't put eggs into the loader in the egg dropper room, because of the mesh tile. That mesh tile is important. -Meat is sent into one loader -Egg shells into the other.
  11. Guys? do you still set up hatch farms in your gameplays? - if so, what has been working out great for you - do you only breed stone hatches or something?. I kinda wanna have the normal hatches and was wondering if there is a renewable food source i could feed them consistently with less effort in producing that renewable food source for them. It's alot smarter to breed stone hatches and feed them igneous rock but just out of personal preference, i kinda wanna keep the basic hatches instead (not a fan of gray color lol)
  12. So i recently started a new file with a few plans in mind, one of them being breeding all kind of pufts (since in my last save i did the same with shine bugs, got to abyssalite bugs before the game started going at like 10fps lol), i've been trying to find some info on puft breeding and lots of threads say they aren't worth it unless you have a polluted oxygen vent, but those threads are months old, so i bring the question: are they worth it? Not just normal/prince Pufts, Dense and Squeaky pufts too! (Though im pretty sure Dense Pufts are just for decoration since they produce 5% less oxylite than their oxygen consumption iirc)
  13. Does somebody have a working automated system for collecting surplus eggs from the stable? Attached is my attempt at this in QoL1. With critter sensor set to 8 and the loader set to accept eggs, it should just work. Except that it quite doesn't, because the way critter sensor and autosweeper work makes it really difficult. With there being 7 hatches and 2 eggs, one egg should be loaded and transported away, but it will actually load both of the eggs.This is because both the sensor still counts eggs held by the loader or the sweeper as "in the room", and also because the sweeper first collects both eggs from the group and only then it loads them. Which means that it's unlikely that any egg would ever hatch, since in the time needed for it another egg will get laid and then they both will get swept. (Note that the save is created using sandbox, so there are e.g. not enough sweepers to cover the entire stables, but it shows the situation well enough). I already mentioned this in the announcement thread, and some people said that it of course will work somehow. But nobody posted an actual working solution, only ideas or mockups, and they just will not work because of the above-mentioned problems (people for some reason especially seem to miss the fact that the sweeper will first load both eggs, even though I stressed that fact; you can test it in the save). So, does somebody have a working solution and could you please post it? Preferably if it's a reasonably simple solution. I know people have already automated this in the past even without the sensor, but those were complex setups that presumably took hours to invent. I think if a task as reasonable as this cannot be done without extensive research then it is broken. PS: Note that the save also shows two bugs, the critter sensor not remembering its setting after save/load, and the loader getting loaded even when disabled by automation. But regardless of those I still can't see a reasonable solution for the problem. Test.sav
  14. So! I'm working on making (and constantly updating) the critter + morphs image sheet. Now I've found some updated assets in the files, but I'm pretty sure they haven't been implemented into the game yet...so I'm kinda shooting in the dark with them. So it's as the title says, do you think I got them right? I'm pretty sure I've nailed the second Pacu morph, but I'm also pretty sure I've completely screwed up on the first Pacu morph. How do you think it's supposed to look? Edit: Never mind, I've got everything wrong. I suppose I'll just make this a compilation thingy and ship it over to the art thread.