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I've finally gotten around to building that thing I wanted to build. I haven't seen any of these so far and the ones that I have seen try to feed the whole stack of hatches at different intervals which is very inefficient as only a handful of hatches will eat the materials while the rest starve out without producing eggs. I present to you a concept of batch processing hatches. Sorry it's not pretty, I'm just tired of working on it today. This took way too long. A brief overview; this build batch processes X amount of hatches letting them eat for X amount of time after they hatch and before they are dumped into their final holding chamber. The process then repeats. This ensures that hatches have enough calories to lay an egg before they pass on. math Critter Sensor 1: set to above X amount of hatches you want to process Critter Sensor 2: set to below 1 Critter Sensor 3: set to above 0 Filter Gate 1: used to prevent trap entrance door from opening too soon Filter Gate 2: used to prevent premature resetting just in case a hatch jumps back in while the other enters the trap room Filter Gate 3: used in conjunction with a xor gate to send a short timed green pulse Filter Gate 4: part of another premade build I call the off-on pulse, the filter controls how long the trap exit door stays open while the adjacent buffer controls how long it is shut for. as long as critter sensor 3 is green, it will continue to open and close regardless if 1 or 64 hatches are in the trap room. I use a simple 1 blob water valve-shutoff clock to control up to 10,000 seconds or 16.67 cycles water level should be > 350kg, this number varies on what type of liquid you use as to control hatch movements. Hatches are able to jump down to eat and then return to the top of the door. I built this with my cookie cutter base in mind let me know if there is any extraneous automation or another method/build to mass ranch hatches, I'd like to see them. I'm hoping someone creates a better one Hatch Batch Process Temp.blueprint
So title pretty much sums it up, open for debate, but I have been playing around with hatches, and find the green dudes pretty underwhelming. Supposedly, every hatch has its place, and green ones are supposed to be the source of food/eggs. Wiki even states they're a reliable source of eggs and meat, but ingame, their reproductive cycle is exactly the same as the much more useful Stone or Smooth hatches, the former eat a crapton of overly abundant rock, and the later yield effortless refining of metal, while also contributing eggs and sometimes meat to the mix. So are the green fellas just a failed mutation in the evolutive process? Everything they eat is better used elsewhere, and they don't give eggs often enough to justify the effort of ranching them.
zOldBulldog posted a topic in [Oxygen Not Included] - General DiscussionI know the most common/standard design for Hatch farms is 4 wide, 24 tall. That makes all 8 hatches stay in a very compact area and if you researched automation you can have auto delivery and pickups to avoid wasting your duplicants time. But... I have seen very few design screenshots for it and those that I saw don't show the upper area. Since I can't imagine people wasting all that valuable space I must ask... what do you use all that upper space for? Storage? Something else? If you don't mind, share some screenshots too.
I was wondering why sage hatches can't eat salt. I think this should be added as a potential food. Also a buff to sage hatches that when they eat actual food that their excretions from that food would be 3 to 5 times as much as normal, maybe even slightly higher, this could be based on the quality of the food along with how much they normally eat of an actual food.