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Found 11 results

  1. How do I control the population of my critters automatically? I want to: make sure the population I'm ranching does not die out (if I set my egg cracker at continuous this will eventually happen) get superfluous eggs and crack them (how do I do that?) make sure the critters are not overpopulated Thanks
  2. 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).
  3. This post is in response to a message from @JackOverkill who wanted to see my glossy drecko stables I wanted to share my early game design I use often because I have been told by other players that early glossy farming was impractical therefor getting plastic for early to mid game germ sensors was also impractical While in no way am I criticizing the play style of other players in this forum, I'm just sharing how I can ranch glossies early enough to set up my simple septic systems for bathroom loops that is 100% germ free. EARLY GAME GLOSSY FARM In the picture above I have a simple room that's 16X6 for a 96 tile stable. The door on the left is low down enough to prevent any hydrogen from escaping and the rest is exposed to my main base allowing dupes and the mealwood to breath Easy to set up and you can pump H2 from below or set up an electrolyzer underneath Note that 4 dreckos is recommended for this stable due to limited food. And you don't really need many for early game as a single sheared glossy can supply enough plastic for 4 germ sensors or 4 high pressure vents LATE GAME GLOSSY FARM This is a repost from a few updates ago but it still works in QOL3 This maximizes the full 8 glossy limit while keeping the drecko's paths short for quick grooming/shearing. The reason for the short paths is the drecko's can jump the one tile gaps on ether side of the grooming station or the shearing station. This way the rancher can call the critters over quickly without spending half a cycle waiting for the critter to reach them. The conveyor system removes eggs, plastic, phosphorite, meat, berries, and seeds For best results use exo suits to prevent unwanted CO2 and loss of oxygen LATE GAME GLOSSY FARM TUTORIAL Although I have been given plenty of complements about my design above, many players say it's too complicated to build outside of debug mode and asked how I build it in survival. Here's a step by step tutorial with pictures to show how STEP ONE: Build the structure like shown in the picture above. Be sure to include piping and wiring as it will be difficult to build these later. Once finished vacuum all air out with pumps and start filling the reservoir with hydrogen Note: If you prefer to build this before having access to visco-gel you can substitute with water for the air lock STEP TWO: Deconstruct the reservoir and replace it with a normal gas vent, Start pumping in oxygen until the vent becomes over pressurized then deconstruct the vent and pipes. STEP THREE: Start placing airflow tiles as shown above, once finished your room should be 96 tiles at this point Note, the extra pneumatic door is because light can't pass though airflow tiles STEP FOUR: Build the rest of the stable including sweeper arms, conveyor loaders, grooming station, critter drop-off, and shearing station. At this point you are pretty much done, just plant some bristle berries and breed some glossy dreckos until you have 8. You can include a critter sensor if you want to automate the glossy breeding
  4. I have a small (1x4) hatchery room with a critter drop-off, a few eggs and not much else. The drop-off has auto-wrangle enabled and the number of critters is set to zero. The idea is that my dupes auto-wrangle the newly hatched critters to one of my ranches. Except that's not what's happening. Dupes ignore the critters and the errand status says "Pen Status OK". Well, it's not OK: there are more critters in the room than it's supposed to have. Am I missing anything here?
  5. The Y.S.N.P. = YOU SHOULD NOT PASS - Tile to block critter movement. Based on content from Why not adding a tile, where critters could not pass? For walking critters it would be an easy thing. Some baked slime coating as real block(rock crusher/kitchen), or something more like path planner, to cut off pathing for critters, based on rooms / ranch, but must be possible to use, in open ranches too. For flying ones, it could be the same, but they stay 3 tiles away from them (as block). Perhaps a background tile would be a thing too. Could be modded perhaps? @D.L.S.TY
  6. Something has changed in the last build. I had a drecko ranch with two pneumatic doors leading out. One of the dreckos was on the ceiling; it got there before the patch. Well, that one couldn't get back down to the floor anymore. Couldn't crawl over pneumatic doors, even though it never had a problem with it before. In addition, tame dreckos can walk through open doors now. Half of them got out while dupes were entering or leaving. Not just dreckos, it seems. Tame hatches can also walk through open doors and they never did that in the past. Anybody else noticing this?
  7. 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?
  8. 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
  9. 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.
  10. 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.
  11. 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.