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There's no way to tell any system incubation %, but you can use automation to prioritize picking up eggs and taking them through an incubation room. If #eggs in incubation room is below 1 you can tell automation to drop the egg and a sweeper arm to put the egg in the incubator. You can fully automate this where dupes aren't allowed into the room if you don't want the eggs lullabied. If you do then they need access.
If the # of eggs in the room is above 1 then shipping can send the eggs into a separate egg chamber where dupes cannot access but a sweeper arm can, and then can supply the eggs to the cracker.
My hatch farm design is set up mainly for meat farming, but you can do the same thing for egg production instead.
I need to hop into my game to snag a screenshot of the automation and I can post it.
i just want them to hatch naturally, not bothering with a incubator at this point (havent gotten to plastics yet and im running a very minimal power system as im still kind of early and just aiming for learning a new aspect)
sure a screenshot is always nice :)
You can then set your egg cracker to "forever" and not worry about numbers of eggs left over.
https://steamcommunity.com/sharedfiles/filedetails/?id=2323407110
https://steamcommunity.com/sharedfiles/filedetails/?id=2323407302
wow you got alot of automation going on there. care to help me understand a bit of what you got going on with the pressure plate at the incubators? is it telling it to resupply the incubator or something else?
A rancher standing at the incubator fires off the pressure plate; the filter gate waits for a default of 5 seconds, so someone running past doesn't trip it. That resets the SR memory latch, which turns off the incubator via a buffer gate. Set that to about 7 seconds, so your ranchers have time to finish singing before the power goes off.
There's a cycle timer at the top which turns everything back on once a day in the morning.
That usually results in enough food that meal lice is not needed, which frees up all of the mealwood plants to be feed to dreckos to get glossy dreckos. The normal dreckos then get moved to balm lily ranches instead.
https://cdn.discordapp.com/attachments/697324757443412038/788936818456133652/Hatch_Farm_V3.png
forgot to add incubator automation shuts down between lullabies, clock censors are not reliable, as you don't know when a dupe actually lullabied or not, when the egg was delivered can also affect those times.
Also vertical allows for automatic dropping back into the ranch and saves floor space, and less time waiting for critter travel while rancher waits at grooming station.
For heat late early game, I slap an aquatuner down inside some slime biome polluted water pool a bit away from base and set automation for a base cooling loop. It really lasts a LONG time until you can get a proper steam chamber setup going with steam turbines.
yea that makes sense CS. just my attention span keeps failing me
Unpowered 1 incubator for every 5 critters. Keeps the population from dying out.
Then it's 2 hatches for each Dupe. So 24 hatches is 12 Dupes of food.
If there are hatches on your map you can easily be on full BBQ at cycle 100 baring something unforeseen happening. So unless your base getting over 70c food is not a problem. But if you base gets over 70c you have a huge problem anyway. So....
and i had very little space so i only had a tiny space to get hatches farming.
Their main cost is power, if you keep them running 100% of the time.
But as @casey notes, they can still be useful even unpowered, since they will still hold on to an egg and keep it from being an omelette. Using automation lets you get the egg hatching speedup but only use 10% or so of the power.