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Tonyroid posted a topic in [Oxygen Not Included] - General DiscussionI 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.
ChickenMadness posted a topic in [Oxygen Not Included] - General DiscussionHow 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.