Auto Hatch Ranch Oxygen Not Included | ONI Tutorial

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  • Опубликовано: 16 сен 2024

Комментарии • 215

  • @mrjblacc85
    @mrjblacc85 22 дня назад +6

    It's good to note that the ranch back area can also be used for ANYTHING that doesn't require a deticated room.
    Rock crushers, filtration, transformers, liquid/gas tanks, farms.

  • @flutterbree
    @flutterbree 6 месяцев назад +67

    this is the most straightforward ranch guide i have come across, and accounts for technologies you need AHEAD of time. you deserve many many views. please keep making these!

    • @engineertroy_
      @engineertroy_  6 месяцев назад +3

      Thanks so much! I’m overwhelmed by the response so far. I have a few more already in the works!

    • @crozowblade
      @crozowblade 6 месяцев назад +2

      @@engineertroy_ Please make a straightforward SPOM tutorial. I feel like all the tutorials I see are so complicated and require some super niche bug or plant that I never have.

    • @engineertroy_
      @engineertroy_  6 месяцев назад +5

      I'm currently working on one! Hoping to finish it soon.

  • @iSqueam
    @iSqueam 3 месяца назад +15

    Love seeing a new face in the ONI guides community!

  • @pierrotdeanau1848
    @pierrotdeanau1848 6 месяцев назад +29

    It’s a good design. I’ve seen something like that in one of the steam guide, but your blueprint is easier to implant. I will surely use it :) have a good day

  • @EzAzAbc
    @EzAzAbc 6 месяцев назад +4

    So there is a ranch auto farm that is very similar to this but slightly more complicated. I have found after runnning the auto farm for 1k cycles that sometimes I would end up with to many hatchlings and to many of them would drop into the other rooms instead of the kill tile so I would end up having to put a manual kill tile where over stocked ranches would have breeders bring the extra hatchlings to that area. This auto farm solves that issue for me and I love it! Thank you! the auto farm I had had the eggs land on a tile that had 2 doors, one for the farm and 1 for the auto kill tile water drowning chamber thingamabob. I appreciate you sir!

    • @engineertroy_
      @engineertroy_  6 месяцев назад +2

      Glad you found this build useful. Thank you for the comment!

  • @mrchimico89
    @mrchimico89 15 дней назад +1

    I think you do the best ONI video tutorial on the internet man. keep up

    • @engineertroy_
      @engineertroy_  13 дней назад

      Wow, thanks so much!

    • @mrchimico89
      @mrchimico89 13 дней назад

      @@engineertroy_ honestly man I keep watching the tutorial as they are unbelievably useful and detailed!

  • @AProudDad
    @AProudDad 16 дней назад +3

    I've been looking for weeks (I swear) and I finally found your content. So hard to find good ONI tutorials. Perhaps because the learning curve is so steep? And the game has such a cool niche audience of geeky engineers and problem solvers?
    Anywho! If you're still active I'd love to subscribe. Cheers!

    • @engineertroy_
      @engineertroy_  13 дней назад +2

      I’m still here. 😊 Just been busy irl.

    • @AProudDad
      @AProudDad 13 дней назад +2

      @@engineertroy_ heyo! Subbed

  • @rnbicalho
    @rnbicalho 27 дней назад +1

    I didn't know you could be this lv of details and automation, now I wanna play even more

  • @L-E-son
    @L-E-son 6 месяцев назад +7

    great video Troy, you did a great job of walking us through the supplemental information that is required to understand the build

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Glad you enjoyed it. Thanks for the comment!

  • @MSoave
    @MSoave 6 месяцев назад +5

    I love the design and seen similar ones before. I also love how you forget to replace the normal wire going into your incubator with conductive wire.

  • @Psy-Krow
    @Psy-Krow 6 месяцев назад +2

    I've been playing ONI since day one. I've seen and built a lot of hatch ranches over the years and this looks like it tops them all and will absolutely be in my next base. ty sir.

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Thank you for your kind words! I'm glad you found the hatch ranch design helpful for your next base.

  • @Kellerw2000
    @Kellerw2000 4 месяца назад +1

    So happy to see more ONI tutorials that aren't an hour long! Good work!
    The "other projects" for dupes to do once the ranch is automated just being yellow alert mopping cracked me up.

    • @engineertroy_
      @engineertroy_  4 месяца назад

      Thanks a bunch for watching! Glad you liked it!

  • @MarcHerndon
    @MarcHerndon 6 месяцев назад +14

    I really like the design! If I'm not mistaken it's heavily influenced by my own steam guide, which in turn borrowed the "eggspam" floor from Neroiscool, but I see some nice tweaks here including the cycled incubator up top which I never went back and implemented with hatches, only in my drecko guide. Your control logic is far simpler than mine, and your dropper mechanism is quite unique. Both are much more approachable for someone who isn't a digital logic expert. Nice job and great explanation in the video.

    • @engineertroy_
      @engineertroy_  6 месяцев назад +6

      Thanks! Yes, it was heavily inspired by your design. Thanks for the inspiration and the comment!

    • @MattMGK
      @MattMGK 3 месяца назад +2

      As a newbie I think this is my favourite part of the ONI community, people building on others work over years. It's very cool being able to see the history of a design, and knowing this won't be the final version!

    • @geeksdo1tbetter
      @geeksdo1tbetter 12 дней назад +1

      Thanks to both of you, for requesting and acknowledging credit with grace. Love this community!

  • @kennethjudecarrera5955
    @kennethjudecarrera5955 6 месяцев назад +3

    Alright Troy, I'm already bad at math but love this game so fine...have my sub.

    • @engineertroy_
      @engineertroy_  6 месяцев назад +2

      What a great comment! You made my day. Thanks for the sub!!!!

  • @lemoneyesalt5513
    @lemoneyesalt5513 6 месяцев назад +5

    Holy shit the video is just as well made as the bloody hatch ranch! I'm going to build this right now haha

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Glad you like it. Thanks for the comment!

  • @Vagitarian01
    @Vagitarian01 7 месяцев назад +1

    I typically tighten up the occupied section of the ranch. I like to lay it out as Open space, Partition, Drop off, Grooming, Feeder, Storage box. 5 spaces between partition and entrance. Above the feeder and storage is where I place my two conveyor loaders (one for eggs, one for coal), above drop off and grooming is where I put an auto-sweeper.
    Appreciate the video, especially that top room.

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Ah, I see what you’re saying. That could also tighten up the incubator room and increase the storage area size. Thanks for the comment!

  • @_kaaaatie
    @_kaaaatie 6 месяцев назад +3

    I can't wait to see more guides from you. This was so easy to follow!

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Thanks! More guides are in the works!

  • @JPEaglesandKatz
    @JPEaglesandKatz 2 месяца назад +3

    Really like this tutorial.. What make the videos FAR FAR better is if you could include a save file so it is easier to see how things work. You go through things so fast that it is almost impossible to see what you are doing. Also not sure what good coordinates do to this video.

    • @engineertroy_
      @engineertroy_  2 месяца назад +2

      Noted! Thanks for the feedback! 😊

    • @JPEaglesandKatz
      @JPEaglesandKatz 2 месяца назад +2

      @@engineertroy_ Good job m8. And I forgot.. Nice critter setup indeed!

  • @Krlitos110
    @Krlitos110 6 месяцев назад

    Man this is exactly what i was looking for, please keep doing this kind of guides, straightforward and super clear explanation of how to do it.

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Awesome, glad it was helpful! I'll make sure to keep the guides coming. Thanks for the comment!

  • @bughouse26
    @bughouse26 6 месяцев назад +1

    2 suggestions:
    1. if you use centralized storage in your base where all of your debris is stored on a single tile, this tile can also serve as the evolution chamber. Suggest petroleum instead of water to make sure it doesn't boil when you drop steel onto it.
    2. If you aren't sure how to use the empty space inside of the stables, you can put your coal generators there and run a short conveyor rail from where the hatches deposit coal.

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Oh man, that’s a great idea! I would want to change the pneumatic door to another airlock and put some sort carbon dioxide catch in there. It would also need a cooling loop at some point? Very interesting and inspiring. Thanks for the suggestions!

    • @bughouse26
      @bughouse26 6 месяцев назад

      ​@@engineertroy_ Fair points. I usually have my ranches in an atmo-suit area so will usually just ignore the heat and CO².

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Sounds like it may help getting the Job Suitability achievement also.

  • @crafteurx2099
    @crafteurx2099 6 месяцев назад +1

    Thanks for the video and this simple design! Definitely gonna try this one since i was looking for a simple way to get meat :)

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Nice! Thanks for watching. Let me know how it goes!

  • @adrianb3869
    @adrianb3869 6 месяцев назад

    Nice design. I’ve played a long time and never thought of this. It’s great seeing new designs for the simple or forgotten parts of the game.

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Glad you like it! Thanks for the comment!

  • @Paperbag34
    @Paperbag34 6 месяцев назад +1

    This is a pretty nice design! pretty simple compared to the ones I've seen. If you want to save some fluid, you can make the evo chamber two tiles instead, and put in a critter sensor in there connected to a airlock that replaces the door above it. If any amount of liquid is enclosed, it turns into a full block for drowning, which lets you save some water. You can also probably squeeze the stuff in the actual ranch into a smaller space to reduce the space the hatches have, like removing the dropoff, which is kinda redundant, especially now with the Move command, or having only one feeder, since feed is automated anyway

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Great solutions and tips! Thanks for the comment!

  • @laszlobandi6456
    @laszlobandi6456 2 месяца назад +1

    pretty cool. I havent even done ranching so far. picked up the game when it was early release, some sort of 270000 version. was fun, limited to a few biomes and items. slime biome was highest tech I think. I remember them adding ice biome and showcasing in a video. quite a lot of bugs tho, a few funny/annoying ones, like hatches eating duplicants sleeping, because they are items xD quite a few crashes too and my laptop couldn't handle bigger maps. build 300k+ was more stable and also less overwhelming than later when dlcs started dropping. I get kind of ocd with things then waste cycles doing stuff. most games I played are easier to start off and more forgiving on placements, oni somehow feels like really crazy detailed and crazy random at the same time. I feel like games with speed settings lose their appeal/value if you run them on max speed. like football manager, crusader kings or tropico. the skills is really subjective too but errors are kind of final. I remember first time running on algae and reaching 180ish cycles, I think there wasn't electrolyzers even, or just quite complex to have water for farming and research and oxygen too. sacrificing dupes to fix floods and kill morbs could extend a few cycles. some games have huge numbers of npcs and losing some is part of it, some games you grow attached and feel like losing them means losing the game. kind of felt this with oni, not giving you tasks directly, I feel lost, confused, overwhelmed. mindset issue I guess. will pick this game up again.

    • @engineertroy_
      @engineertroy_  2 месяца назад

      I definitely get fidgety with things too and loose several cycles. I call it the M&M(micromanagement)hole!😂 I personally hate to lose dupes but they can totally be replace every three cycles via the printing pod. Just don’t kill any really good ones!

  • @mojodotssp
    @mojodotssp 21 день назад +1

    I believe a new critter pickup building will simplify the setup

    • @GForceIntel
      @GForceIntel 7 дней назад

      Critter pickup will just have dupes moving hatches more. This automates everything

  • @torolavmelhus1092
    @torolavmelhus1092 6 месяцев назад

    Good stuff, I like to put my evolution chamber under every ranch and put either hydroponics or regular planting tile in the open space with sweepers and conveyors to minimize distance from ranch to farmland

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      That's a great idea. Very efficient use of the space!

  • @deilusi
    @deilusi 2 месяца назад

    I do modify this a bit, with plan to use that space behind ranches a bit more.
    a) I remove one tile from right, not left. It makes mechanized door step use one vertical door instead, and I got full 17x4 size empty.
    I tend to load it with gas/water storage tanks, and use it as either pure or polluted water ready to be piped en masse,
    or oxygen storage with BIG cap. Its like 8x Liquid Reservoir, so about 40 tons of storage, not bad for usually unused space.
    gas tanks are nice here as well, I tend to make 8 and use pixel packs to show how full they are. Mostly with oxygen or hydrogen. I tend to eyeball, not do math, so large buffers are nice.
    b) version here I try to make it 5 high. to make left side 2 rows of storages. Accessible mostly from left side, if made like on vid.

    • @engineertroy_
      @engineertroy_  2 месяца назад

      I like it! You’ve given me some ideas for future improvements. 😊

  • @RebelSyntax
    @RebelSyntax 4 месяца назад

    I put this together last night. It was a bit tricky doing the mirror build of this. For one thing, the sweeper to load the incubator wont reach far enough over. It covers the wrong half of it. But, you can take down one wall of the kill chamber to make it fit. That said, I was super excited to get my first automated stone hatch born and wander over to the door to drop down. I was really curious if it would try to jump over the mechanized door and through the pneumatic door onto the low ledge I had to make to fit the sweeper. I anxiously waited for it to jump out when my rancher came by and bagged him to do the work manually. I guess I was slightly disappointed, but even if the rancher handles it, its no biggie as long as I don't have to micro that and everything else this system does for me. Nice build, easy to follow even if I was building it backwards! Thanks!

    • @engineertroy_
      @engineertroy_  4 месяца назад

      Nice! You can disable or remove the drops once everything is setup to prevent that. Glad you liked it!

  • @Dreanmer
    @Dreanmer 6 месяцев назад +1

    you can also add a critter drop off limiting the incubator room to a single critter and auto-wrangler surplus critters activate, put another one in an overflow room

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Then you could remove the second critter sensor and the second sweeper from the left.

  • @tetragears
    @tetragears 5 месяцев назад

    Great guide, big thanks! As a new player I still have some questions:
    1. Why eggs fall through doors and critters not? Is this a door setting or they just work this way?
    2. Why do ranches maximum size if most of it just empty? Can this space be effectively used for something else?
    3. While evolving eggs into meat automation is understandable, what is the best way to do it early game? Just attack them or is there more elegant way to flesh harvesting?

    • @engineertroy_
      @engineertroy_  5 месяцев назад +1

      Thanks!
      1. That’s just how mechanized airlocks work.
      2. Each critter requires a certain amount of space in order to not be cramped. You can make that space whatever shape you want but some are better than others. I like to put farm plots in the empty space.
      3. Attacking them works. Having your rancher move them to a pool of water to drown would work also. I made a something like this in my Carnivore achievement tutorial video.
      How that helps!

    • @tetragears
      @tetragears 5 месяцев назад

      ​@@engineertroy_ yes, I get how this works now, maybe I can actually not starve my dupes early game!

  • @arigatoespacialsuperadmiti7316
    @arigatoespacialsuperadmiti7316 3 месяца назад +1

    This is lovely and makes very smart moves to make it automated. Perhaps I wonder how can stuff like the critter condo and the critter fountain be included. I heard they can make the critters happy enough for not having to be groomed.

    • @engineertroy_
      @engineertroy_  3 месяца назад

      You are correct! I included in the drecko farm I built recently. I’ll have to revisit this soon.

  • @tomaszpankowski8903
    @tomaszpankowski8903 5 месяцев назад

    Very nice, I will use your Ranch form now on. But I see a few problems.
    - Use a timer instead of a cycle sensor. Set the timer for 580/60, and make sure you have two ranchers on a different schedule. Otherwise your eggs won't be lullabied some of the time.
    - Using the critter condo would allow you to go up to 8 hatches per ranch, they will become crowded but with the condo buff they will still be happy and reproduce.
    - One incubator (if lullabied all the time) can hatch 25 hatches in 100 cycles so is barely enough for 3x8 ranches.

    • @engineertroy_
      @engineertroy_  5 месяцев назад +1

      All great tips!
      -Yeah, I learned my lesson on using cycle sensors for incubators. I used the timer similar to what you described in my new setup in the Incubation Automation video. Now set my timers to 600s(the time the buff lasts) and 75s active.
      -I haven’t worked with the condos much yet but I’ll have to look into it soon.
      - Yes, it just barely covers hatch replacement. There is room for a second incubator but I fear the logic to control hatchling delivery would get a lot more complicated.
      Thanks for the comment!

  • @deatho0ne587
    @deatho0ne587 6 месяцев назад

    Mostly due to I like square rooms. Remove the tile above the partion door & in the corner, then put another door on its side above the partition door.
    Can also place some plants, power, dupe gym, etc... in the rest of the ranch which can be mostly automated later. This can be to save space, but also dupe travel time.

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Great idea! Thanks for the comment!

  • @arnarerlingsson6440
    @arnarerlingsson6440 4 месяца назад

    Adding farm tiles in the unused space of the farm is what I usually do in early game. I guess I'll be trying this design right now in my play through to generate me some coal.

    • @engineertroy_
      @engineertroy_  4 месяца назад

      Same! Though I don't use them for long. Thanks for the comment!

  • @CasualGuidesRS3
    @CasualGuidesRS3 6 месяцев назад +1

    Love the Simplicity of the setup if I can get it up and running I will share a blueprint link

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Thanks! Look forward to seeing it!

    • @CasualGuidesRS3
      @CasualGuidesRS3 6 месяцев назад

      I think its auto filtering the link comment I've tried to post twice!

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      @@CasualGuidesRS3 I was looking and I don't think you can do that anymore in a comment.

    • @CasualGuidesRS3
      @CasualGuidesRS3 6 месяцев назад +1

      @engineertroy_ Is there a way to send to you?

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      @@CasualGuidesRS3 Not currently, sorry!

  • @frovis7426
    @frovis7426 6 месяцев назад

    Thanks for great tutorial. Looking forward to more

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Thanks for watching! And the comment!

  • @nicholascox4545
    @nicholascox4545 6 месяцев назад

    this is absolutely unreal. wicked

  • @TinyPirate
    @TinyPirate 5 месяцев назад

    Thanks for this fun design! I adapted it so I have 4 stone ranches going constantly, with 4 incubators also cycling and working (each has its own cycle automation box - inelegant, but it works). Spare eggs get left in the evolution box. Spare hatched critters get dropped all the way through all the ranches and into an evolution machine which picks up the arrival of the critter and then does the typical door cycling with water trick. The whole system could probably be cleaner, but I figure this way I'm getting a LOT of meat as I'm drowning a critter every cycle or so and also spares are going to hatch regularly in damp confinement too. Make sense?

    • @engineertroy_
      @engineertroy_  5 месяцев назад

      Yes! Sounds like a lot of meat!

  • @KattiesKanal
    @KattiesKanal 24 дня назад

    funny to hear the wow-sounds that made me laugh when i was watching fairy tail years ago :D

  • @Beefster09
    @Beefster09 6 месяцев назад

    It never occurred to me to use doors to drop eggs. Brilliant.

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Same here when I saw it in similar design on steam. Another commenter linked to it if your curious. Thanks for the comment!

  • @wyce.
    @wyce. Месяц назад +2

    okay, what am i missing here, wont dupes take eggs to the incubator anyways even if it is turned off by the automation and just flood that chamber with hatchlings?

    • @engineertroy_
      @engineertroy_  Месяц назад +2

      Yes, I have noticed this in my own play through. There are a couple such flaws that I have discovered since making this video. I have designed a new ranch stack that appears to be flawless so far. I’m currently working on a video for the updated design.

  • @The1MrJ
    @The1MrJ 6 месяцев назад +1

    Is there any chance of a solid tutorial on automation, there are a few out there but none with alot of in depth in game application. Id love to see how you explain it.

    • @The1MrJ
      @The1MrJ 6 месяцев назад +1

      the ribbons make my brain melt haha

    • @engineertroy_
      @engineertroy_  6 месяцев назад +3

      Hey, thanks for the suggestion! I'll work on putting on together. Right now I have a couple of videos in the works so it may be a few weeks.

    • @The1MrJ
      @The1MrJ 6 месяцев назад +1

      I’m not going anywhere you blew me away and actually earned my sub keep it up, you’re killin it

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Thanks! That means a lot!

  • @SimpleStoriesRu
    @SimpleStoriesRu 4 месяца назад +1

    nice, thank you!

    • @engineertroy_
      @engineertroy_  4 месяца назад

      I'm glad you enjoyed the video, thank you!

  • @LlamaCat25
    @LlamaCat25 5 месяцев назад

    You don’t need power for the doors on the floor, just the automation, because they still work without power, just a bit slower, same as when you use them as upright doors.

    • @engineertroy_
      @engineertroy_  5 месяцев назад

      Yup, you’re absolutely correct! Thanks for the comment!

  • @daggergblue
    @daggergblue 6 месяцев назад

    Not a change to the ranch per se, but I use all the empty space on the other side of the middle door for farms.

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      I used to put farm plots there but I wonder if something else would better suit that space. Thanks for the comment!

  • @screennamemissing
    @screennamemissing 6 месяцев назад

    The only improvement I could see is Cuddle Pips to boost the egg incubation. Not sure on implementation within this system, though.. xD I'm definitely going to use this design going forward! It's so simple but effective.

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Thanks! Glad you like it. Appreciate the comment!

  • @int4k78
    @int4k78 6 месяцев назад

    That’s nice I want to apply this design in my base 😮

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Nice! Let me know how it goes!

  • @scottheuke9067
    @scottheuke9067 15 дней назад +1

    Anyone have a good answer to running out of sedimentary rock? I set up 2 of these, and now every few cycles I need to scavenge the map for food for the hatches. Doesn't seem sustainable at the rate i'm needing to collect.

    • @dean4939
      @dean4939 7 дней назад

      Only feed your standard hatch long enough get a stone hatch egg then switch over to stone hatches for all your ranches. swapping out the food source for the stone hatch to Igneous or granite depending on whatever you have more of. Even then you could also build a regolith melter for which turns it into igneous ( late game build). I am currently experimenting with sage hatches eating lettuce since i can get salt water from gysers and even geotune them with the bleachstone. combined with a gold volcano. you dont have to worry about long term food until cycle 1500, but by then your computer is lagging so bad you will want to start a new game.

  • @luctran8245
    @luctran8245 12 дней назад +1

    I copy your set up but for some reason, the hatch wouldn't fall into the ranch area, they always got stuck on the normal tile above the door

    • @engineertroy_
      @engineertroy_  8 дней назад

      Sorry for the delayed response! It sounds like either the drop door in the incubation room or the doors with the tile on top in the ranches are not correctly aligned vertically. If you’re still having this problem, check the overlays and compare them to your build. Hope that helps. Lemme know how it goes! 😊

    • @luctran8245
      @luctran8245 8 дней назад +1

      @@engineertroy_ yeah lol the door is 1 tile off. I've just realized that after asking you🤣

  • @ghostrider654321
    @ghostrider654321 6 месяцев назад

    This setup is sweet.

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Thanks! Glad you like it. Appreciate you taking the time to leave comment!

    • @ghostrider654321
      @ghostrider654321 6 месяцев назад

      @@engineertroy_ 💖

  • @imaginaryfinality3392
    @imaginaryfinality3392 2 месяца назад +1

    Hi, what is the hatchling fall sound effect at 3:02 from? It's really bothering me that I can't remember where it's from...

    • @imaginaryfinality3392
      @imaginaryfinality3392 2 месяца назад

      Wait... the moment I posted this comment, I suddenly remembered. Was it from Metal Slug?

    • @engineertroy_
      @engineertroy_  2 месяца назад +1

      It’s the Wilhelm scream. It’s a common Easter egg in the film industry.

  • @mayorlagerbeer
    @mayorlagerbeer 6 месяцев назад

    Beautiful ranch! what if we place another evolution chamber at the bottom to catch overflow critters when a ranch does not need them instead of blocking the bottom ranch and that gives you a constant supplier of bbq as well every 4 cycle?

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      That could work! However, I think it may be redundant due to the fact that in this particular build the airlock underneath the pneumatic drop door in the incubation room should never allow overcrowding in the ranches and the sweeper within range of the incubator should never allow an egg to put in it making sure there is never a critter backup. That means all the eggs should evolve into meat in the evolution chamber up top and the meat will be swept onto the rail and to your kitchen or food storage area. Thanks for the comment!

  • @LittleMew133
    @LittleMew133 5 месяцев назад

    Can I have multiple egg incubators? Like just set the number to start moving eggs into incubators, to say under 2 if I have 2 incubators? 3 for 3, and so on?

    • @engineertroy_
      @engineertroy_  5 месяцев назад +1

      Yes, you could have multiple incubators. Adding another sweeper to the incubator room and setting the additional incubators to a higher priority should make the sweeper load them with the egg from the lowest priority and the sweeper in the evolution area should keep replacing it until they are all full. The only problem is that adding more incubators to this room would cause the hatchling delivery automation work incorrectly.
      Hopefully I understood your question correctly and that my response helps!

  • @Dreanmer
    @Dreanmer 6 месяцев назад +1

    how do you prevent the new born critter that will, lets say, complete the bottom ranch, fall direct to it without taking more critters from the middle ranchs together?

    • @xenosai371
      @xenosai371 6 месяцев назад

      I believe that this is because hatches can walk over an open airlock as if it’s a solid tile (the same way that dupes can). But an open door will simply not stop the hatch that was squeezed out by the pneumatic door causing it to fall through

    • @Dreanmer
      @Dreanmer 6 месяцев назад

      @@xenosai371 so the solution is already taking this into account... I'll make some tests

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Yes. Let me know if you find anything interesting!

    • @Dreanmer
      @Dreanmer 6 месяцев назад

      @@xenosai371 works exactly as you said, dont prevent a falling critter to fall but still a floor for the critters in the room

  • @Lorens4444
    @Lorens4444 22 дня назад +1

    Is putting buildings on doors work to this day?

    • @engineertroy_
      @engineertroy_  22 дня назад +1

      Yes, the door setup in this build still works though I have since improved the design. Currently working on a new video for it.

  • @SargentExon
    @SargentExon 6 месяцев назад

    I tried this in my current colony but the hatches don't seem to fall through the airlocks. Does it only work on hatchlings maybe? I will keep an eye on it and see if it works, would really hope so since it seems so incredibly nice to have all this automated.

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Hatches should fall through an open mechanized airlock IF they are already falling however they will not fall through one if they are walking across it. Hope that helps!

  • @Jimpanse08
    @Jimpanse08 6 месяцев назад

    This is crazy

  • @martveri4873
    @martveri4873 Месяц назад +1

    Does the incubator should remove the critter automaticly when he turns into adult or is my system bugged?

    • @engineertroy_
      @engineertroy_  Месяц назад +1

      Nope, that’s correct. The hatchling will stay in the incubator until it becomes an adult or when a duplicant removes it.

    • @martveri4873
      @martveri4873 Месяц назад

      @@engineertroy_ Okey but I have a problem where the critter sensor shows there isnt enough hatchling but it wont open the doors. Also even if I have enought critters it automaticly start to incubate a new hatchling

    • @engineertroy_
      @engineertroy_  Месяц назад +1

      @@martveri4873 Yes, since making this video I have discovered a few problems with this design. I have a new design that I am currently making a new video on but it is slightly more complicated.

    • @martveri4873
      @martveri4873 Месяц назад

      @@engineertroy_ cant wait to see it!

  • @tehmessiah5617
    @tehmessiah5617 6 месяцев назад

    I like that design. Can you do one for Drecko ranching for plastic? I seem to keep losing my dreckos while I’m doing other stuff

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Thanks! Yeah, I have a particular drecko ranch setup I like to add on top of this ranch stack during my playthroughs and it is definitely for early game plastic. I already have the next few videos in the works but I'll do my best in adding it to the list of upcoming content. Thanks for the comment!

  • @Noxxvideos
    @Noxxvideos 4 месяца назад

    Bit late to the party here. What stops the duplicants from getting the hatchling out of the incubators and taking them to the ranches?

    • @engineertroy_
      @engineertroy_  4 месяца назад

      Disabling or removing the critter drop offs. I forgot to mention it in the video. 🤦‍♂️

    • @Noxxvideos
      @Noxxvideos 4 месяца назад +1

      @@engineertroy_ oh that makes more sense! It’s probably worth making one in the incubator room so you can start the next egg right away.

    • @engineertroy_
      @engineertroy_  4 месяца назад +1

      Good idea! I was trying to remove as much duplicant labor as possible. I may revisit this soon as I have a few ideas to fully fully automate it. 😂

    • @Noxxvideos
      @Noxxvideos 4 месяца назад +1

      @@engineertroy_ you could unpower and never lullaby the incubator and use the not gate automation to handle an autosweeper feeding it, it would require another incubator or two to maintain more ranches but it’s probably possible.

  • @Oluz1975
    @Oluz1975 3 месяца назад

    Thanks for the guide, however, I seem to be having a problem. None of my hatches are falling through the mechanized door, neither the adults nor babies.

    • @engineertroy_
      @engineertroy_  3 месяца назад +1

      I would check the settings on the critter sensors and the automation circuit. I suspect something is set incorrectly. Let me know if that helps!

    • @Oluz1975
      @Oluz1975 3 месяца назад

      @@engineertroy_ Just want to be clear. I've set all hatch room critter sensors to 'above 7 hatches' and the critter drop off to 8. The doors are open, so the logic is working, except the critters are not falling. I even pushed the door+block further to expose the whole door, but they don't fall.

    • @engineertroy_
      @engineertroy_  3 месяца назад

      If I'm not mistaken, you are saying they are not falling through the mechanized door underneath the pneumatic door in the incubation room? Is that mechanized door open? Is the pneumatic door opening when there is a hatch inside the incubation room and then closing on it once it walks onto that door? I know it is frustrating when things don't work as expected and for that I am sorry. It may help to go back through the video again but I'll do my best to help diagnose it with you.

  • @BouncingTribbles
    @BouncingTribbles 14 дней назад +1

    PSA for ranches! The storage bin is your perfect setup for your evolution chamber. Just build a storage bin for eggs next to your fridge or grill. The dupes will automatically collect them and unlike the egg cracker you'll never lack an egg when you go to load an incubator.
    *edit - everything after this is wrong.
    Why is this the perfect setup for your evolution chamber though? It's simple, eggs in storage crack instead of hatching. That's it; now you'll eventually have automatic egg dispenser and when you load those eggs into an evolution chamber you'll start getting BBQ right away.
    I should make my own video, but I'm sharing it everywhere instead. I've never seen anyone do this in a tutorial and I find it revolutionary.

    • @dean4939
      @dean4939 7 дней назад

      Depends on the recipes you're wanting to make. Your raw egg gets cooked into omelet for 2800Kcal with a +2 quality. With the latest Frosty DLC you can make souffle pancakes (3600Kcal) for a +3 quality which require eggs ( 1600kcal), and sleet wheat. Seems like you get more bang from your dead critter via Barbecue from Evolution dropped meat at 3200Kcal near the stove. this is twice the food output compared to a raw egg/ Omelet. Barbecue at (4000Kcal) requires no other food type for a +3 quality.

    • @BouncingTribbles
      @BouncingTribbles 7 дней назад

      @@dean4939 I was just wrong. Didn't notice incubation wasn't going up, viability was just going down. It still works as a timed dispenser before your evolution pit is done, but it's not that good.

  • @rubyscorpion5213
    @rubyscorpion5213 6 месяцев назад

    If you use gassy moos you can also remove the need to groom the hatches. Other than that this is as automated as it gets

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Great suggestion. Thanks for the comment!

  • @sylvaincoulonges8288
    @sylvaincoulonges8288 6 месяцев назад +1

    Could you delete the critter dropoffs from the stables so dupes don't do manual job? Maybe put one in the growing room?

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      Definitely! I disabled mine in the video but forgot to mention it.

    • @sylvaincoulonges8288
      @sylvaincoulonges8288 6 месяцев назад

      @@engineertroy_ I don’t know if by putting one in the growing room, the auto sweeper will empty the incubator. Also, I think (but not sure) that you need 2 incubators for 3 hatches ranch. I’ll definitely try your design :)

    • @engineertroy_
      @engineertroy_  6 месяцев назад +2

      @@sylvaincoulonges8288Three ranches will require 24 hatches every 100 cycles therefore you will need 100/24 = 4.166 or roughly 1 hatch every 4 cycles which is how long it takes to incubate a lullabied egg. The first hatch replacement cycle may be rough, especially if the hatches are very close in age but it should even out starting with the second replacement cycle if you let the incubator do it's thing. Let me know if you find anything new or to the contrary. Thanks!

    • @sylvaincoulonges8288
      @sylvaincoulonges8288 6 месяцев назад

      @@engineertroy_ yeah, you’re right, an incubator can support 25 hatches :)

  • @SonOfTorture98
    @SonOfTorture98 5 месяцев назад

    Not sure if you're still replying but for your achievement runs after the carnivore achievement do you still run these farms? Also what do you feed them that is infinite? Sandstone or something else? Noob btw :/

    • @engineertroy_
      @engineertroy_  5 месяцев назад

      I convert them over to stone hatches and feed them igneous rock which there is usually a ton of toward the bottom of the Terran asteroid. An infinite source is a volcano which produces igneous when the magma is cooled. Hope that helps!

  • @avakar9674
    @avakar9674 5 месяцев назад

    Any chance of a text and image based guide?

    • @engineertroy_
      @engineertroy_  5 месяцев назад

      I appreciate your suggestion! I'll definitely consider adding a text and image-based guide in the future but probably not for the time being. Sorry!

  • @MrMutt111
    @MrMutt111 5 месяцев назад

    So how is the hatch falling down a level? I thought they got rid of that?

    • @engineertroy_
      @engineertroy_  5 месяцев назад

      Pretty sure it still works the way I explained in the video. Not unless there was a patch in the last few days as I am currently using this setup in my let’s play series.

  • @svenbuchholz9862
    @svenbuchholz9862 6 месяцев назад

    How does it work for different hatch types? I want one floor with sage hatches, one with stone hatches and one with regular hatches. What would I need to change?

    • @engineertroy_
      @engineertroy_  6 месяцев назад +2

      This build was intentionally designed assuming all hatches would be the same type. Otherwise it could potentially be far more complicated. It can be challenging restocking multiple types to different ranches since there is no real way for a critter sensor to distinguish between them. One strategy would be to fill the top ranch first and work your way down the stack changing what you are incubating as you change rooms. This would still get tricky when they started needing replacement hatches. Also the feed system is designed for one type of food so that may get tricky as well. I personally don’t ranch sages but I do like to fill the bottom room with smooth hatches to get the ‘Down the Hatch’ achievement. I do this with 100% dupe labor after the top farms are full.

  • @Brandon63991
    @Brandon63991 5 месяцев назад

    ive just made this and ive noticed the hatch dont leave the incubator and the dubs end up just taking it and putting it in one of the rooms, what have i done wrong?

    • @engineertroy_
      @engineertroy_  5 месяцев назад +1

      A critter will leave the incubator on their own once they become adults. You can remove or disable the critter drop offs in each ranch once everything is built to prevent duplicants from getting an errand. Hope that helps!

    • @Brandon63991
      @Brandon63991 5 месяцев назад +1

      @@engineertroy_ ahh I see! Thank you so much! Still new to the game!

    • @TinyPirate
      @TinyPirate 5 месяцев назад

      If you put a critter drop off in the incubator room, set to all and max number of critters, your ranchers will come, take the critter out of the incubator, and plop it on the floor, allowing another egg to be loaded and the critter to wander into the dropper.

  • @Deguzavr
    @Deguzavr 5 месяцев назад

    Why bother with not gates in ranches if we can just invert the sensors?

    • @Deguzavr
      @Deguzavr 5 месяцев назад

      Oh, nvm, totally missed the part with the air locks. Clever design!

    • @engineertroy_
      @engineertroy_  5 месяцев назад

      Thanks!

  • @LordLacerda
    @LordLacerda 6 месяцев назад

    hey man, the mechanized airlock drop the eggs, but how do I make them drop a critter?

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      They can only drop critters if the critter is already falling and the airlock is open. That first upgrade with airlock floors will only drop eggs since the critter are already standing on them. Hope that helps. Thanks for the comment!

    • @LordLacerda
      @LordLacerda 6 месяцев назад

      @@engineertroy_ thanks man!

  • @clear_team
    @clear_team 6 месяцев назад

    thiết kế chưa tối ưu lắm
    nếu phòng dưới cùng thiếu sinh vật nhưng 2 phòng trên đã đủ sinh vật thì cửa không mở ra để sinh vật đi rơi xuống phòng dưới cùng

    • @engineertroy_
      @engineertroy_  6 месяцев назад +1

      The door should open in each ranch if it’s critter sensor is set to critters only and above 7. The door stops a falling hatch if the ranch is low but allows it to pass through if it is full. Hope this helps. Thanks for the comment!

    • @clear_team
      @clear_team 6 месяцев назад

      @@engineertroy_tôi sẽ đặt trường hợp phòng dưới cùng có 7 sinh vậy phòng thứ 1 và 2 có đủ 8 sinh vật
      làm sao để sinh vật đc thả xuống phòng dưới cùng

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      If the first and second have 8 the airlocks in those rooms should be open. This will allow a hatch to fall past these floors all the way down to the bottom ranch. If they are not open something is wrong with the critter sensor settings or the automation wiring connecting it to the airlock for that room.

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Check the overlays toward the end of the video. I made a overlay chapter in the video for quick reference.

  • @DarkFenix17
    @DarkFenix17 4 месяца назад

    Please make explanation even faster so it will be definitely more understandable

    • @engineertroy_
      @engineertroy_  4 месяца назад

      Sorry my pacing wasn't right for you. Thanks for the feedback!

  • @redcoffe4078
    @redcoffe4078 2 месяца назад

    It looks great but the new porn hatch doesn't fall down. both doors are open so I don't know what the wrong! can some one help me please?

    • @engineertroy_
      @engineertroy_  2 месяца назад

      Does the vertical pneumatic door in the incubator room close once the hatch is inside it?

    • @Keccak
      @Keccak Месяц назад

      @@engineertroy_ kinda similar problem for me. (im having a few)
      (a) - in incubator room, when egg hatches, the hatchling, stays in the incubator, and a rancher comes and picks it up, then delivers it to the "critter drop off" station in the room below (room 1). where as in your video, the hatchling walks around in that room, and the automation makes it fall to the "room 1" below.
      (b) when "room 1" is at 8 hatches, the door to fall to "room 2" opens, but they just stand on it, i see in another comment you said they only fall if already falling, but.. since my babies are staying in the incubator, they aren't walking around the incubator room to be able to fall. further, if they only fall through mechanized airlocks, if already falling, then since thats how they are supposed to escape the incubator room, i dont understand how to fix this.

    • @Keccak
      @Keccak Месяц назад

      i think i solved part of it.
      (b) - i had the critter sensor, in room 1, set to "above 7" like in the video. this did make it open when above 7, but, it opens too slow, so the hatch falls on it, before its 100% open. since its now "in the room and standing there" slightly before its actually fully open, it can not fall through. by changing my critter sensor in rooms 1,2,etc to "above 6" i solve this. now my rooms stay at 7 hatches.
      for (a), if i do nothing, the baby hatchling stays in the incubator, till a dupe comes and removes it (then brings to room 1). but.. if i happen to be there when it hatches, and manually click "remove" then the baby hatchling jumps about the room. is this the only way to do this? or am i missing something?

  • @redhongkong
    @redhongkong 6 месяцев назад

    i build all my ranch above kitchen, and all produce are dropped down into kitchen sink full of water.

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      That's a great solution. Thanks for the comment!

  • @the1gofer
    @the1gofer 6 месяцев назад

    At the very end, won’t one loader work?

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Oops! It appears I missed something in the video. The left one in each ranch is for eggs and meat. I added the one on the right for coal and forgot to explain it. Thanks for catching it!

    • @the1gofer
      @the1gofer 6 месяцев назад

      @@engineertroy_ well I guess my question is won’t one loader load the appropriate item into different loaders? Or maybe it’s a range issue?

    • @engineertroy_
      @engineertroy_  6 месяцев назад +2

      Loaders or sweepers? After reading your comment several times it sounds like your asking why there are so many sweepers when one can cover multiple loaders.
      Evolution Sweepers:
      The right most evolution sweeper is turned off when a critter hatches in the incubation room so it would be unable to load meat when off. It's sole purpose is to cover the incubator but it can and will sweep meat while on. But you're right if your intuition tells you the left evolution sweeper seems redundant. It could be removed and the right most could be sufficient, however if your ranches are ever full and an egg hatches on it's own(which is a real possibility) that sweeper wouldn't operate until a vacancy occurred and the critter drop let it leave. Again, this seems fringe to me but exactly why I elected to have two sweepers here.
      (This is something else I notice while reviewing the video for this comment)
      Storage Sweepers:
      Another one that may be confusing is the second one from the left in the storage area. This sweeper overlaps a storage bin the first will fill. I have the left most bins set to a priority of 1 and the right bins covered by the second are set to 2(except the bin covered by both which is still set to 1). This will cause the second sweeper fill the rightmost bins with material from the overlapping bin as well as the loader. The loader for the feed system is set to priority 3. Hopefully that helps. Sorry for the confusion!

    • @the1gofer
      @the1gofer 6 месяцев назад

      @@engineertroy_ interesting thanks

  • @damius1980
    @damius1980 5 месяцев назад

    The loading part on the incubator is on the left side, I built the ranch mirrored and the sweeper doesn't reach the incubator from the right side. I'm kinda sad I can't flip the incubator with O-key, because I had built everything already haha. I moved the top pneumatic door and the autosweeper 1 tile left so it can reach the incubator.
    Just thought I mention it incase people built mirrored.
    It's a great and a bit more simplified design otherwise! I used the one from @MarcHerndon for ages and it has served me well.

    • @engineertroy_
      @engineertroy_  5 месяцев назад

      Oops! Yeah, that’s one of those tricks that isn’t obvious at first. You’re exactly right; The use tile of all buildings is the one under the mouse during placement and needs to be in range of your sweepers to work. I too wish more buildings could be flipped for that reason. Thanks for giving it a go and letting us know how it turned out!

  • @LordLacerda
    @LordLacerda 6 месяцев назад +1

    I love this game, but sometimes it is so much work...

    • @engineertroy_
      @engineertroy_  6 месяцев назад +2

      Yeah, things get complex rather quickly. But that’s what I love about it. Thanks for the comment!

    • @LordLacerda
      @LordLacerda 6 месяцев назад +1

      @@engineertroy_ man, sometimes I have to stop playing because I'm 30 minutes trinking of the best design for a solution, so many variables...
      Amazing video by the way, I gonna try it

    • @engineertroy_
      @engineertroy_  6 месяцев назад +2

      Thanks so much! So glad you like it. Let me know how your build goes!

  • @LittleMew133
    @LittleMew133 5 месяцев назад +1

    All I see is "if then" codes.

  • @musdale1
    @musdale1 2 месяца назад

    I've completely mirrored your design, most of the stuff works perfectly, yet I'm having problem with sending the hatclings to the next stable. Even though the automation opens up the mechanic door and the hatchling stands on the opened door, it doesn't fall. Am I doing something wrong ? Also I've looked trough your channel to see if you have a discord but couldn't find any so I'm writing here in hopes of finding an answer.
    Here is the video of the said issue ruclips.net/video/AR6ZRuEdv84/видео.html

    • @engineertroy_
      @engineertroy_  2 месяца назад

      They only pass through the airlocks when they are already falling otherwise all the hatches would end up in the bottom ranch. The next hatch from the incubator room should fall all the way down through all the open airlocks. I hope that answers your question.

    • @musdale1
      @musdale1 2 месяца назад +1

      @@engineertroy_ After i wrote this comment i waited to see if a hatcling falls from incubator room to the bottom room and it does! Thanks for the explanation.
      Also can I ask what do you suggest for feeding hatches ? After like 15-20 cycle of feeding them sedimentary rock they started pooping stone hatch eggs. I've looked through some forums and people also suggest using stone hatches since it's easier to find things to feed them. Do you have any thoughts about this ?

    • @engineertroy_
      @engineertroy_  2 месяца назад

      😊

  • @frems4494
    @frems4494 6 месяцев назад

    did u make this hatch ranch?

    • @engineertroy_
      @engineertroy_  6 месяцев назад

      Yes, however it is heavily influenced by a couple of designs I’ve seen other people make, namely the on posted on steam. Thanks for the comment!