Perfect! keep it like this: quick (under 10mn), precise and answering a specific need. For example i'd need someting about cool steam vents or natural gas geyser, 2 very comon things you encounter when you start the game. Subscribed !
Really like this short format video. Nice and to the point - and a great, simple design. I've used a slightly more complicated setup so far h using a pressure plate and a pair of pneumatic doors to drop my victims into a small pool - but this is even more compact.
I did a similar build but with a wider array of doors and a clock instead of a sensor in the water area. I didn't think about the fact the water area is considered its own room. Very good design. Also important to mention, it's more effective to use 2 different areas: breeding rooms to lay and auto-sweep lots of eggs and a slaughter room where the eggs are sent to hatch and get slaughtered like this. If you leave eggs and critters in the same room without removing the eggs it causes problems with overcrowdedness. Use automated incubators to stock the breeding rooms and make sure dupes have access to the eggs in the slaughter room to feed into the incubators if needed. You only really have to build all this extra stuff if you're feeding your dupes only barbecue or if you've got a big end game colony and cooking burgers. I did this for my Oasisse run as I was running out of lettuce + mushroom resources and messed up the temperature of my base so I couldn't grow mealwood. Ended up feeding 16 dupes on nothing but hatches with a relatively small amount of space and dupe labor (2 ranchers and a chef with 3 64-size breeder rooms). Otherwise, just building a single room like in this video is fine.
You can improve the efficiency if you put two pneumatic doors right beside the airlock door. Connect it on same automation wire and the critter is trapped in there before the slow airlock closes and cant jump out :)
Just something i want to discuss as an alternative to auto murdering. This setup won't work for auto omelettes 1) Breeding room: This is the room which has a grooming station producing the most eggs. All eggs are auto swept-out 2) Quantum Stable: This room does not have a grooming station. All eggs are dropped here by the conveyor system to naturally hatch and will contain all your extra critters. This room is connected to the breeding room and a door opens when the breeding room has too few critters. You can auto feed the critters in the Quantum Stable, or even just let them die naturally here. The point being Duplicants will never be Grooming anything here. This room can be as small as you want really, provided your conveyor stuff fits. The animals here will be glum, the animals here will be overcrowded. But you have to understand even if the critters produce slower, they also eat slower. This basically means you are still getting what you paid for even with unhappy critters. Plus side, no more grooming, less work for duplicants while getting the most utility out of eggs. If you want a shorthand term, the critters here are basically slaves. They are unhappy, work slow, eat slow(or dont feed them), and cannot reproduce. Some Disclaimers: the mechanized door between the Breeding Room and Quantum stable can sometimes trap critters, or overpopulate the breeding stable. Debugging the occasional problem however complicates things a bit more. by adding another room between the two rooms. 3) Lobby: Always (tries) to hold 1 Critter. Door to Quantum Stable opens when there are no critters here. Door to Breeding room opens when population is low. Basically were trying to space them out enough that they won't all go to the breeding room at the same time. More Disclaimers: Quantum stables don't work on Dreckos or so in this case, i thank Mr. Tony for teaching me an easy way to integrate a kill area inside the stable. While i think intentionally killing your critters is the best solution for FPS problems, it does not make good use of them as a resource. In my ideal world, all my critters die of old age. and this is the setup i use for that purpose. Critters dying of old age drop meat btw, and unlike the real world where animals dying of old age and starvation means less calorific food, in ONI we get the full calorie meat.
I watched the whole thing waiting for it to get complicated. You explained each step so well, that I hit the end and I was like wait, I didn't learn how to.. ohh
For those having difficulty with this (as I was), it still works with the current game. The trick is to put very little water in the chamber, otherwise the critters just keep hopping across the pit. The video image is accurate on this, but the audio doesn't emphasize this point. I don't know exact limits, but 24 Kg per tile works fine. Enjoy!
I got it working sometimes, actually now when doors are open bottom is still a separate room, so you just need the critter sensor hooked up to the door. But i find that hatches don't really want to go to the kill box.
Cool concept! I'd like to see some advanced/optimized room combinations. For example, an efficient automated drecko ranch, plus whatever incubation and murder rooms it utilizes to minimize necessary duplicant errand time. I love seeing all the ways we can use auto-sweepers to eliminate errands, and I think ranching is probably one of the best applications of them. I'd also like to see specialized duplicant housing setups. For example, I saw one enclosure that housed four duplicants, had atmo suits near the exit, had a great hall inside, two bedrooms with two beds each, and a bathroom with shower. I'd like to learn how to fully enclose my buildings and still efficiently filter/cycle the air in them to ensure they only ever contain oxygen (duplicants exhale CO2, which will build up if not moved elsewhere). I'd like to learn the most effective ways to cool things (maximum cooling), as well as the most efficient ways to cool things (no power cost, or potentially a power gain, while still cooling to livable temperatures).
That's a lot of good ideas. I'll put them on my list. I'm mainly working on volcano tamers right now but nothing will be ready for a day or two so I want to do some quick videos. I think scrubbing air in a building would be a good one. Maybe I'll have something for that tomorrow.
Also - I love "alternative" solutions to things. The no-power filter is a perfect example. I'm wondering if there's a way to use something like residual heat/cold to move gases without using a pump? Etc...
Thanks, I will put this in my hatchery, and I will try to make it so if there is one or more critter in the trap room it closes the door, otherwise keeps the door open.
after some testing i noticed it is nice to have the kill room 4 tiles wide and use two doors because if you have only 2 tiles wide and one door they often jump up before the door has time to auto close.
You don't even need algea distillers, just the submerged storage for slime. Slimelung isn't any dangerous, and a couple oxygen cleaners can take care of annoying pO2.
I just gave this a try. Some points: More than 10 kg water the ADULT critters don’t want to jump down. Critter“Lings” i.e. babies won’t get in, ever. I just used a critter sensor and set critter to 1 and turned off eggs. As soon as something hatches, door slams shut and critter evolves to meat.
I do my barns 9 tiles long max and hook an auto sweeper to a critter sensor. Activate it before they become cramped and the sweeper drops the eggs next door in a 1x3 of water. Eggs hatch and drown, another auto sweeper picks up the meat and send it to kitchen. 0 effort from your dupes and very little energy consumption.
I like the idea that the kill room and the pen are both one and the same but I personally find it easier just to throw in an extra conveyor loader someone where then start messing with automated gates lol
Just completed your Oasis Series. I am having trouble with the massive ice glaciers, I have no volcanoes to melt them. I tried making a ice storage in my petroleum room, the storage itself is at 50+Degree Celcius but the ice isnt melting at all, constant at -30 :( Is there any way to convert all the ice into usable water ?
I haven't tried it but I've heard people suggest building tempshift plates out of ice in hot areas. That should melt 800kg of ice at a time. As long as there is enough heat to do the job it seems like that ought to work.
I usually just make a tank 2 tiles high and 2 wide. Critter drop off inside. Baby hatches can't jump up 2 tiles. Door under a mesh tile. Once a day the door closes pushes the water up killing any hatches inside. Sweeper picks up the meat. I believe now a Hatch can't walk through a door of any kind. But I could be wrong.
For the circuit, you can use DeMorgan's law to simplify your circuit and not use any logic gates. NOT (AND X Y) == OR (NOT X) (NOT Y). Your circuit becomes "open the drowning door if the number of critters in the room is less than x OR if the number of critters in the pool is less than 1."
The design is great, but takes up space, especially if you have multiple ranches. Another solution is to create one critter killer outside and let the dupes transfer extra critters there from all of your ranches. XD
But how will I know if this is a good design if I don't get a 16 minute long intro including outtakes of the device not qute working? Can I really get answers for all the things in under 5 minutes (yes, the answer is yes).
the thing is. when you make stables you will put sweepers in there anyway. why not just let the sweepers take care of the critter murdering aswell (by sweeping the eggs and dropping them in a shared killroom for ALL your stables). making 1 individual kill room per stable seems very inefficient.
Clever, but I just sweep any eggs into my water tank and let nature take its course. Once you have enough hatches it takes about 20 cycles before you have sustainable bbq forever. Critter sensors give me a visual cue whenever the population drops due to old age.
after running it for an hour or so its 50/50, depends on the critters pre-determined move sequence... noticed they will do a 2 step movement sometimes and others a one step, the one step traps it successfully the 2 step they evade the death door
Great Video. I may have an improvement idea. If you put the not gate only on the lower sensor the door only opens if you have to much critters. Else the grooming process is interupted if the critter wanting to be groomed jumps down into the pit and the rancher comes and goes without getting anything done. =) Also no more fast on and of switching of the lower sensor.
You can use a critter trap if you have plastic. Or you can build a critter dropoff near them and set it to wrangle everything (I think that still works).
It's logistically simpler to have a separate murder room where dupes wrangle and deliver the excess, than having to keep every single variant of every single species of critters in separate stables, so this simple pit wouldn't accidentally kill more than one, or not the right one. Also for dreckos it's just not feasible having to wait for one until it randomly decides to go over the trap, wouldn't be a stable income of meat.
Those are all valid concerns, it surely has it's strengths and weaknesses. Except, it won't ever kill too many, the critter sensors will open the door if there aren't enough critters left in the stable.
Notes:
1) Someone is having their meat disappear when they do this with shove voles. Can anyone confirm this?
just tried this. the hatch will eat the meat before door closed. even with airlock connect to power.
@@5100hans Does that happen even with an auto-sweeper?
Perfect! keep it like this: quick (under 10mn), precise and answering a specific need. For example i'd need someting about cool steam vents or natural gas geyser, 2 very comon things you encounter when you start the game. Subscribed !
I've heard UA-cam pays more if they're 10 mins or longer (can do three ad breaks)
Really like this short format video. Nice and to the point - and a great, simple design. I've used a slightly more complicated setup so far h using a pressure plate and a pair of pneumatic doors to drop my victims into a small pool - but this is even more compact.
I did a similar build but with a wider array of doors and a clock instead of a sensor in the water area. I didn't think about the fact the water area is considered its own room. Very good design.
Also important to mention, it's more effective to use 2 different areas: breeding rooms to lay and auto-sweep lots of eggs and a slaughter room where the eggs are sent to hatch and get slaughtered like this. If you leave eggs and critters in the same room without removing the eggs it causes problems with overcrowdedness. Use automated incubators to stock the breeding rooms and make sure dupes have access to the eggs in the slaughter room to feed into the incubators if needed.
You only really have to build all this extra stuff if you're feeding your dupes only barbecue or if you've got a big end game colony and cooking burgers. I did this for my Oasisse run as I was running out of lettuce + mushroom resources and messed up the temperature of my base so I couldn't grow mealwood. Ended up feeding 16 dupes on nothing but hatches with a relatively small amount of space and dupe labor (2 ranchers and a chef with 3 64-size breeder rooms). Otherwise, just building a single room like in this video is fine.
You can improve the efficiency if you put two pneumatic doors right beside the airlock door. Connect it on same automation wire and the critter is trapped in there before the slow airlock closes and cant jump out :)
Thank you for making this video. This method is so simple and efficient. :)
Just something i want to discuss as an alternative to auto murdering. This setup won't work for auto omelettes
1) Breeding room: This is the room which has a grooming station producing the most eggs. All eggs are auto swept-out
2) Quantum Stable: This room does not have a grooming station. All eggs are dropped here by the conveyor system to naturally hatch and will contain all your extra critters. This room is connected to the breeding room and a door opens when the breeding room has too few critters. You can auto feed the critters in the Quantum Stable, or even just let them die naturally here. The point being Duplicants will never be Grooming anything here. This room can be as small as you want really, provided your conveyor stuff fits.
The animals here will be glum, the animals here will be overcrowded. But you have to understand even if the critters produce slower, they also eat slower. This basically means you are still getting what you paid for even with unhappy critters. Plus side, no more grooming, less work for duplicants while getting the most utility out of eggs. If you want a shorthand term, the critters here are basically slaves. They are unhappy, work slow, eat slow(or dont feed them), and cannot reproduce.
Some Disclaimers: the mechanized door between the Breeding Room and Quantum stable can sometimes trap critters, or overpopulate the breeding stable. Debugging the occasional problem however complicates things a bit more. by adding another room between the two rooms.
3) Lobby: Always (tries) to hold 1 Critter. Door to Quantum Stable opens when there are no critters here. Door to Breeding room opens when population is low. Basically were trying to space them out enough that they won't all go to the breeding room at the same time.
More Disclaimers: Quantum stables don't work on Dreckos or so in this case, i thank Mr. Tony for teaching me an easy way to integrate a kill area inside the stable.
While i think intentionally killing your critters is the best solution for FPS problems, it does not make good use of them as a resource. In my ideal world, all my critters die of old age. and this is the setup i use for that purpose. Critters dying of old age drop meat btw, and unlike the real world where animals dying of old age and starvation means less calorific food, in ONI we get the full calorie meat.
I watched the whole thing waiting for it to get complicated. You explained each step so well, that I hit the end and I was like wait, I didn't learn how to.. ohh
Dang, it's compact, easy to understand, quick to setup. Perfect.
For those having difficulty with this (as I was), it still works with the current game. The trick is to put very little water in the chamber, otherwise the critters just keep hopping across the pit. The video image is accurate on this, but the audio doesn't emphasize this point. I don't know exact limits, but 24 Kg per tile works fine. Enjoy!
I got it working sometimes, actually now when doors are open bottom is still a separate room, so you just need the critter sensor hooked up to the door. But i find that hatches don't really want to go to the kill box.
Cool concept!
I'd like to see some advanced/optimized room combinations. For example, an efficient automated drecko ranch, plus whatever incubation and murder rooms it utilizes to minimize necessary duplicant errand time. I love seeing all the ways we can use auto-sweepers to eliminate errands, and I think ranching is probably one of the best applications of them.
I'd also like to see specialized duplicant housing setups. For example, I saw one enclosure that housed four duplicants, had atmo suits near the exit, had a great hall inside, two bedrooms with two beds each, and a bathroom with shower.
I'd like to learn how to fully enclose my buildings and still efficiently filter/cycle the air in them to ensure they only ever contain oxygen (duplicants exhale CO2, which will build up if not moved elsewhere).
I'd like to learn the most effective ways to cool things (maximum cooling), as well as the most efficient ways to cool things (no power cost, or potentially a power gain, while still cooling to livable temperatures).
That's a lot of good ideas. I'll put them on my list. I'm mainly working on volcano tamers right now but nothing will be ready for a day or two so I want to do some quick videos. I think scrubbing air in a building would be a good one. Maybe I'll have something for that tomorrow.
Also - I love "alternative" solutions to things. The no-power filter is a perfect example. I'm wondering if there's a way to use something like residual heat/cold to move gases without using a pump? Etc...
Thanks, I will put this in my hatchery, and I will try to make it so if there is one or more critter in the trap room it closes the door, otherwise keeps the door open.
perfect i made a compact criter ranch with a kill room working 24/7, thanks for the video
this is great bro...thanks for sharing this one,,its more compact than other blueprints out there..
Definitely impressed. This is really clever.
compact, concise, and useful! thanks
after some testing i noticed it is nice to have the kill room 4 tiles wide and use two doors because if you have only 2 tiles wide and one door they often jump up before the door has time to auto close.
Great video please do more like this one. Or even a video about how to clean out a slime biome showing from start to finish.
You don't even need algea distillers, just the submerged storage for slime. Slimelung isn't any dangerous, and a couple oxygen cleaners can take care of annoying pO2.
I just gave this a try.
Some points:
More than 10 kg water the ADULT critters don’t want to jump down.
Critter“Lings” i.e. babies won’t get in, ever.
I just used a critter sensor and set critter to 1 and turned off eggs. As soon as something hatches, door slams shut and critter evolves to meat.
I do my barns 9 tiles long max and hook an auto sweeper to a critter sensor. Activate it before they become cramped and the sweeper drops the eggs next door in a 1x3 of water. Eggs hatch and drown, another auto sweeper picks up the meat and send it to kitchen.
0 effort from your dupes and very little energy consumption.
That's a good way to go. Snatching eggs requires a bit less automation. Neither method requires your dupes to do anything.
Do hatchlings give the same meat as full grown hatches?
@@Witzerle I think so, but I haven't checked in a while.
@@tonyadvanced6315 the extra automation is make sure every barn stays at max capacity and make the best use of their reproduction cycle
Hatchling don"t climb the door anymore (for me). Opened or closed. Following this design. They also don't fall in.
You have too much water in the pit
I like the idea that the kill room and the pen are both one and the same but I personally find it easier just to throw in an extra conveyor loader someone where then start messing with automated gates lol
With only one tile of water you can stack them horizontally. And you don't need outside critter sensor with separated kill room
I don't think this works anymore. The hatches never get caught, they hop in and out and the door closes and opens after, or the lights just flicker.
Just completed your Oasis Series. I am having trouble with the massive ice glaciers, I have no volcanoes to melt them. I tried making a ice storage in my petroleum room, the storage itself is at 50+Degree Celcius but the ice isnt melting at all, constant at -30 :( Is there any way to convert all the ice into usable water ?
I haven't tried it but I've heard people suggest building tempshift plates out of ice in hot areas. That should melt 800kg of ice at a time. As long as there is enough heat to do the job it seems like that ought to work.
I usually just make a tank 2 tiles high and 2 wide. Critter drop off inside. Baby hatches can't jump up 2 tiles. Door under a mesh tile. Once a day the door closes pushes the water up killing any hatches inside. Sweeper picks up the meat. I believe now a Hatch can't walk through a door of any kind. But I could be wrong.
I was really hoping to see a working Pokeshell-De-Moldificator :P but otherwise it's a great and useful video and I learned new stuff again! Thanks!
You can do that with this trick as well. You just have to use hot oil/petrol. There would be some heat leakage but its workable.
I prefer sweeping the eggs away in a box full of water, but this is a nice solution
For the circuit, you can use DeMorgan's law to simplify your circuit and not use any logic gates. NOT (AND X Y) == OR (NOT X) (NOT Y). Your circuit becomes "open the drowning door if the number of critters in the room is less than x OR if the number of critters in the pool is less than 1."
The design is great, but takes up space, especially if you have multiple ranches. Another solution is to create one critter killer outside and let the dupes transfer extra critters there from all of your ranches. XD
Awesome! Really nice design :)
But how will I know if this is a good design if I don't get a 16 minute long intro including outtakes of the device not qute working? Can I really get answers for all the things in under 5 minutes (yes, the answer is yes).
Good stuff bro, thank you. 👍
Not sure if this still works as the hatches no longer fall through when it opens they just continue to walk across the door when open..
Do you have a way to deal with dreckos? Manually marking them for death is a chore sometimes.
This works for dreckos. (Doesn't it?)
@@tonyadvanced6315 I wouldn't know. I only just saw this video. I'll try it out. Thanks for replying.
@@mickles1975 Ah. Okay. It will totally work for dreckos.
Man this was so helpful. Now my only problem is I'm making too much food
the thing is. when you make stables you will put sweepers in there anyway. why not just let the sweepers take care of the critter murdering aswell (by sweeping the eggs and dropping them in a shared killroom for ALL your stables). making 1 individual kill room per stable seems very inefficient.
They'll jump in if there's no blocks to the sides of the door.
Keep the good work. Love the videos!!
All new strategies how to kill. 🤣
Clever, but I just sweep any eggs into my water tank and let nature take its course. Once you have enough hatches it takes about 20 cycles before you have sustainable bbq forever. Critter sensors give me a visual cue whenever the population drops due to old age.
Mmmn MEAT! This is so helpful, thanks!
Critters are not jumping into the small room. Did this change?
Solved it: Hatch is jumping but Hatchling doesn't.
@@tomRX4878 I'm glad you got it figured out. Yeah, hatchlings don't jump. I wonder if other juvenile critters act that way.
What is the easiest way to get water in the trap in survival mode?
I would use a bottle emptier.
very nice, thanks
light bugs broke this for me
It doesn't work on them? I wonder if something in the game changed.
my hatches jump out before the door closes lol
after running it for an hour or so its 50/50, depends on the critters pre-determined move sequence... noticed they will do a 2 step movement sometimes and others a one step, the one step traps it successfully the 2 step they evade the death door
They do that. :) Don't worry, it'll get them soon enough.
im using 2 vertical one instead of 1 horizontal, cuz they cant jump 2 tile that fast.
Great and simple design.
Great Video. I may have an improvement idea. If you put the not gate only on the lower sensor the door only opens if you have to much critters. Else the grooming process is interupted if the critter wanting to be groomed jumps down into the pit and the rancher comes and goes without getting anything done. =) Also no more fast on and of switching of the lower sensor.
Good idea! I'll try that out next time I'm ranching. Thank you.
I dont think it works, it's either not enough water for them to drown or too much water for them to walk in.
I heard talk that they changed something recently but I havent tried it yet.
@@tonyadvanced6315 I’d say too much water. Works well for me as I posted above.
How to catch slicksters?
You can use a critter trap if you have plastic. Or you can build a critter dropoff near them and set it to wrangle everything (I think that still works).
Learn to Make-Love with your critters in 4.5 minutes
It's all about the mood lighting over the grooming station.
i would like a perfect starter base design that looks good, self sustaining and practical
Good stuff, i like it.
nice man i like it
best design so far
My water gets displaced if the doors lock (Happens for Pips and Dreckos ) :(
cool
It's logistically simpler to have a separate murder room where dupes wrangle and deliver the excess, than having to keep every single variant of every single species of critters in separate stables, so this simple pit wouldn't accidentally kill more than one, or not the right one. Also for dreckos it's just not feasible having to wait for one until it randomly decides to go over the trap, wouldn't be a stable income of meat.
Those are all valid concerns, it surely has it's strengths and weaknesses. Except, it won't ever kill too many, the critter sensors will open the door if there aren't enough critters left in the stable.
@@tonyadvanced6315 Oh, right, my bad, AND gate.
=I'M USING *_WHEEZE WORT FLASH FREEZING_* BC IT DEALS WITH ANYTHING
=HEHEHEHE
so awesome lol
It's cruel))
Pacu
:(
The slicksters thing seems like some racism. Yea segregation lol
You know, the switch works way better for manual control than the atmo switch...
I think the switch had to be flipped by a dupe back when I made this, so I didn't use them.
Awesome! Really nice design :)