Oxygen Not Included

Oxygen Not Included

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MadCre8tor Mar 16, 2020 @ 8:43am
Feeding Pokeshells and Composts?
My issue with logistics - again:
I have one tame pokeshell that I'm feeding polluted dirt. The excess dirt is supposed to go to composts. Now my dupes continue to run to the stable and steal the crab's food.

I can't 'lock away' the polluted dirt either. It would need to be accessible by the crab but not by dupes which I ... don't see is somehow possible. Stable has to be accessible for grooming otherwise why bother taming?

Any ideas?

Also, since pokeshells can't drown I assume I'll have to kill them off manually, right?
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Elidrin Mar 16, 2020 @ 8:47am 
Use the critter feeder?
MadCre8tor Mar 16, 2020 @ 8:51am 
Originally posted by Elidrin:
Use the critter feeder?

uhhh... why didn't I think of that before...[media.tenor.com]

I kinda wanted to automate stuff, but yea, that solves the problem, thx lol.
Sometimes I get so hung up with automating everything that I forget about the simple structures in the game.
MadCre8tor Mar 16, 2020 @ 9:07am 
Originally posted by Elidrin:
Use the critter feeder?

Okay, I do want to mention that it is mandatory to flood the critter feeder in liquid. Otherwise the polluted dirt inside will offgas and dupes will constantly run to the 1999kg filled critter feeder to add a few grams.
gimmethegepgun Mar 17, 2020 @ 5:23am 
Originally posted by MadCre8tor:
Originally posted by Elidrin:
Use the critter feeder?

Okay, I do want to mention that it is mandatory to flood the critter feeder in liquid. Otherwise the polluted dirt inside will offgas and dupes will constantly run to the 1999kg filled critter feeder to add a few grams.
Solution is to get more Pokeshells so they're starving half the time because they eat the polluted dirt faster than you can make it.
dorianmode Mar 17, 2020 @ 5:33am 
Or run the whole pokeshell racket with autosweepers.
MadCre8tor Mar 17, 2020 @ 5:37am 
Yea, I realized later on that critter feeders don't even operate when flooded... sweepers won't fill them.
Currently I'm just overproducing on purpose with two constantly running ethanol distillers. I needed that dirt so bad. The excess is just stacking up in the crab's stable now.
Maybe every once in a while when I have too much lying around I'll get a second crab for a couple cycles.

My setup would work! if only you didn't need cuplicants to also flip the composts, godammn.
dorianmode Mar 17, 2020 @ 6:05am 
You can prevent offgassing by overpressurising the room, if you want to go that route.
Elidrin Mar 17, 2020 @ 6:08am 
I would build the room with the idea that once completed dupes cannot enter parts of it. Example: Do not give dupes access to the water. Then drop the various garbage in. Crabs get their food, no off gassing, dupes wont steal it.
Eldon Mar 17, 2020 @ 6:45am 
easiest way i can see

put access rules on doors.
dont let your dupes through

or automate your doors on the new sensor to be closed for 10 cycles and open for one.
limit how often they can get in to steal the food so they only grab the sand that's built up.
MadCre8tor Mar 17, 2020 @ 7:04am 
Okay, update. I have a pressure plate in the crab stable now. When new polluted dirt is produced it is immediately transported via conveyor rails to the crab stable and a room with composts. If the pressure plate measures anything below 2t of mass, it will tell a conveyor shut-off to drop the incoming polluted dirt in the stable. Otherwise the polluted dirt will continue its ride into the compost room. Autosweepers put the p-dirt immediately into the composts, they just need flipping now.

Do they still sometimes pick up polluted dirt from the crab stable? sometimes yes. I have to put the composts on higher prio for the flipping and the dupes 'steal' the sweeping errand from the auto-sweepers. And the issue of them running across the entire map is solved by building the composts nearby.

I guess it's solved now. To be frank, the devs really need to add a 'manual supply' tick-box for more buildings like we have with loaders. Some specific doors would also be nice, those that forbid duplicants to pass through in one direction when disabled, but still allow to pass through the other direction (leave room), while the signal is still red. That would remove the need for double door rooms.

Or mark specific areas with a tool that will allow you to drag a rectangle and disallow picking up a type of resource in that area.
dorianmode Mar 17, 2020 @ 11:34am 
There was a manual supply toggle on certain buildings, but it was recently removed. Does anyone know if this every applied to compost/critter feeders, or if there's a mod that reinstates it?
I didn't find anything when I looked, but I could have missed something.
Dracuras Mar 17, 2020 @ 12:53pm 
um.. all doors have built in permission lists so you can assign the door to the crab ranch to only let in a few specific people (i.e. ranchers and a couple supply runners) and then forbid those particular people from passing the door into the composting room.
dorianmode Mar 17, 2020 @ 2:30pm 
Originally posted by Dracuras:
and then forbid those particular people from passing the door into the composting room.

How would the compost get flipped in this example?
Dracuras Mar 17, 2020 @ 3:05pm 
how would it not? just about any dupe can flip compost. unless you laid out the rooms so the only way into the composting room is past the crab ranch or vice-versa.
dorianmode Mar 17, 2020 @ 3:09pm 
Understood - previous posts placed the compost inside the crab ranch, and I (wrongly) assumed you'd carried this over. Thanks for clarifying.
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Date Posted: Mar 16, 2020 @ 8:43am
Posts: 15