And dump all of those eggs into a little evolution chamber where they will encounter a hostile environment that will force them to evolve into their final form of meat!!!!! I LOVE IT! :)
Oh my goodness I remember when I first saw this and I thought "Shit this all seems way too complicated, I'll keep farming mealwood" Then I learned about temperature, dirt, harvesting, automation, BBQ... You say that once we try this we'll never go back, well you were dead on!
Don't stress to much about it, keep the colony small to start things will be slower but you have more time to react to things. Also try and enjoy the process, you only get to enjoy learning the game once 😁
@@FrancisJohnYT follow-up after another 100 hours of playing - I now grow plants for food just in the very beginning and later for other purposes, and I'm playing with little effort on Oasisse, thanks to the "hot" base concept and 100% barbecue diet
Absolutely love your channel for learning about ONI. I'm at about 100 hours now and I still struggle on some parts and have never made it past cycle 500/made it to space. It's these kinds of tutorial nuggets that help make every new run that much more efficient and faster. I used to keep my hatches in a full 96 tile room with only one critter feeder and letting them roam the entire space. Now that I've implemented this design, the amount of duplicant required labor was significantly minimized. With two feeders, a storage bin, and keeping the hatches in such a small space, the amount of time my duplicants spend replenishing the feeder, gone, the amount of time they sit idle while they call a critter from across the room, gone, and now I can put all sorts of different stuff in the same room as the ranches to compress/better use my space, which means I can run even more hatches for more food to be able to support more duplicants. And being able to automate this all once you hit mid game is even more icing on the cake. Thanks a bunch.
I had no idea what he was talking about at 8:06 ... just a bunch of numbers real fast. 4 hatches at 7 - 2 at 8... It's proceeded by "thats why I suggest 7" 7 what... the incubator priority? The drop off thingy? Is he talking about when hatches hatch and get added to the pen and therefore the priority of... some thing that poops new hatches into pens... Does he mean the number of hatches to keep in a pen to split them up? I'm watching this because I have no idea what I'm doing, so going THIS quickly makes it a bit more difficult to keep up. It would be perfect for a refresher though, if I had stopped playing for some months. I had to watch that 10 seconds of video about 12 times, because I have zero context on the process and don't even know what each building does entirely. Meh. I'm just a flubbing moron. Glad he talked fast for the smart people.
A nasty thing I found out the day before yesterday is that hatches who are burried do not count as critter in the room. So my limit of 7 was on the night unexpectedly 11. So be careful to build all tiles under your stable so they can't burry themselves!
There is a fairly complicated build that uses the burrow of the hatch to compress hundreds of them into one spot. You can look it up on the Keli forums it's crazy.
oh boy.... I did not know about the inability to level up husbandry...... I've always chosen my ranchers so that they have *interest* in farming & ranching. Well....... another thing to keep in mind for the next restart ^^
Struggled late game with finding enough sedimentary rock in order to feed them, but knowing now that cooled lave turns to igneous rock makes it a completely renewable. Thanks for the video, still after years of playing the game on and off I learn new things.
I really appreciate the way you explained your "evolution chamber" -- even in games I'm very sensitive to animal death. Made me feel better about it. Thank you
Oh boy, I had to play it at 0.5 speed. Sorry I couldn't keep up with how fast you're talking. But thank you so much for the info. I've just started playing, got about 40+ hours in and with the uber complexity of this game I am still very much learning the different aspects of it. I got power, temperature and materials issues back and forth. I hope it's not too late and I can hopefully resolve my power issues with the hatches. Thank you very much!
I've been looking for tutorials for ONI and could only find hour-long videos, with all the information drowned into it and it was really hard to find anything practical or useful. I really like how well you manage to organise and explain the mecanics of the game. Thank you very much for you video! You helped me a whole lot today, I've learned so much!!
Thanks for this. I've been tearing my hair out trying to figure out how to make a perpetual source of slime for mushrooms, but after seeing this video I think I'm going to have to learn autosweepers and just feed my dupes BBQ.
I've been plugging an automation in my last map for the incubators, just a timer to power them during 20-25% of the day. That way, my ranchers jump on the eggs to hug them, the eggs gets the "huggin" buff, I make power saving, and everyone is happy. As I'm no theorycrafter nor a good observer, I can't tell if the eggs hatch as if the incubator were powered full time, I'll try to pay attention just to know. Nice tutorial as always :-)
Just turning them on long enough to get hugged does work and saves you a ton of power. I try to avoid doing stuff I think they will patch out though, makes the tutorials last longer before I have to redo them :)
@hitechguy18 crapgar is showing off, complicate much in videos, wannabe clever, attention seeker, you can hear it in his voice. skye storme is much better and fun to watch.
Still on my first playthrough of this game and am starting to have issues with food. This will help a ton. I've mostly been farming , though, seem to be starting to stagnate in progression as I am having to divert more time into fixing resource concerns.
Make sure to specialize your dupes for the job they will be doing, dupes that do the same job all the time get faster and better at doing it. Check out the priorities nugget.
I never knew just how valuable hatches are. I usually went the puft->algie distillery for bonus polluted water->pacu for poluted dirt->pokeshell. I tend to always be low on lime, since I like making everything out of steel, and the pacu/pokeshell are absolute beasts for lime production. 2kg egg shell for each pacu egg and then the direct molt to lime is insane. My only bottleneck in this tends to be not enough pO2 for the pufts, even when they're separated from the pacu with mesh tiles.
This was quite useful, actually. I was starting to run into a coal shortage, and I realized that my ranch design could definitely be improved. Fucking eggs keep stopping up the hatches. I also realize that I need to set up two more ranches to keep up with the coal plant... Thanks for the video, man!
Oh, man. It was really rough for a little while. I nearly starved my entire colony due to temperature rise, so I had to kill all my hatches so I could survive long enough to raise new ones. Now I have more meat than I can store!! Thank YOU!!
@@roojackaroo8517 The eggs in the evolution chamber are accessible to your dupes. So if an incubator needs an egg your dupes can grab one from the pool.
Thanks. Came here to learn about ranching, thinking that is what running plants and animals is called, but realized it is only animals. Stayed because while I am new to this game and it seems super overwhelming, I really want to try it now. Thanks and subscribed.
Turning them in to rock hatches seems to be the best. Stone hatches don't eat meat so that gives your automation or dupes enough time to grab the meat they drop when they die. Especially if you are starve ranching an excess of them later on. Back when fertilizer was cheaper to make(and a byproduct of making natural gas) sage hatches were the good ones. Moving extra hatch eggs to a liquid death room for meat seems like a better idea than cracking them for omelettes.
Ah I don't usually do any ranching early. I'd have someone finally get skills to ranch around the time I'd also be able to place down automation. Deliver extra eggs to one of those storage that also drops stuff maybe?
when you make the farms 5 tiles high,you can set up your atomated storage area in the unused space of the hatchfarms,very practical in my gameplay so far
I have found that vertical ranches are the way to go. A bit harder to build but if you do the floor+4 tiles room sizes you just make 4 floors tall and everything works out.
Cool trick to incubators is to power them only to sing to egg and switch it back off. Egg will still be lullabied. you save power and don't heat the room too much. Just in case you need to expand your ranch fast otherwise I don't really see the point.
I have seen this used but decided against using it, I know it's great I just find it a little to much. In general I try to stay within the developers intent.
@@FrancisJohnYT I've thought about this more, and they intended to put switches in the game. They also changed things from duplicants having to turn the switch on to the player being able to control the switch. So, I would think they intended that we use switches in some way. I don't see why doing such for incubators wouldn't fall within the scope of that. One gives up watching other duplicants if watching ranchers sing to an egg. Ranchers are safe (if they have enough oxygen). Diggers or builders might not be for many newer players. There still exists a trade off if one uses switches manually.
Nice video. For the basic ranch design though, I would recommend a single ranch with multiple grooming stations and an "outdoors" area next to it that is not part of the ranch. It doesn't even have to be big, just a sort of balcony where you stick their feeders. Hatches will get overcrowded debuffs inside the ranch of course, but not on the balcony. All debuffs disappear there, even on a small balcony. Which means that they will keep laying eggs almost indefinitely, no matter how many you get. I routinely have hundreds of hatches of all kinds in the same ranch like this because it's so space efficient. And they are all super happy every time they go out on their balcony to eat and completely miserable when they go inside the ranch to get groomed. But since they keep walking back and forth between the two anyway they produce tons of eggs even at massive numbers. I usually use four specialized ranchers, so I want four grooming stations in my hatch ranch so they can all work at the same time. And this is enough for 200-300 hatches in the same ranch, believe it or not.
Infinite ranches, I'v seen them. Very popular with slicksters. I try and stick within the developers intent as much as possible. It's one of the reasons I avoid infinite gas/liquid storage and the like. For convenience I imagine they make for awesome meat supplies.
@@@FrancisJohnYT Yes I agree there. It's why I don't like to do toilet recycling. It's too easy and removes too many problems. But the main reason I like to mass ranch the hatches is to save space. Ranching is just very spacey, and anything I can save there I'll take. And you can only really do it with hatches and slicksters anyway, since they don't fly or climb.
@@@equitime77 I usually just build a regular size ranch and have the door open, either into the rest of my base or to the outside. So that's what I mean. That way the hatches can wander freely, and aren't confined in the cramped ranch. Balcony is the word I use when it goes to the outside, "range" when it goes inside or is closed off for the more escape-y species in the game. Because a balcony or open inside range only really works with hatches and sicksters, since they can neither fly or climb. Just make sure you plan ahead a little. I often end up just dumping all my hatches in the basement in the early game, so this obviously becomes a logical place to build a ranch when I get around to it. steamcommunity.com/sharedfiles/filedetails/?id=1929576079 Not sure if you can see this, but I thought i'd give it a go. At the bottom is my overflowing stone hatch ranch with the door open. They are miserable in the tiny ranch, but extatically happy just as soon as they leave it, even when there are ten hatches to a tile there. I can't count them, but I think I have at minimum 300 of them in my basement. Open the door the other way to the outside of the base and you have a balcony. Put the feeders outside the ranch to encourage wandering. Above that is an experiment with the same thing for my glossy dreckos. The bit on the left is the sealed (water lock prevents escapes, as well as gas flow) ranch that I built first. it holds about seven-eight dreckos before they get cramped and overcrowded. So I built the bit on the right as a sort of range for them and am filling it with hydrogen for their scales in this pic. I later removed the wall next to the incubator and put in a door there that I then opened to allow the dreckos to move freely between the two. So it's sort of the same thing as with the hatches, but on a smaller scale. And remember to always have one grooming station in each ranch for every active rancher you have. I have four or five ranchers here I think. Hard to count that after a while as well somehow...
I'd like to add that sage hatches can consume your polluted dirt, slime, algae and dirt to make the coal conversion at 100%... polluted dirt could be gained from say... an arbor grove into ethanol production chain, which in turn can be used for fuel generation, and feeding slicksters for oil production which can be refined to petroleum -> plastic and natural gas (yes magma slicksters are great for petroleum, but you actually do need the natural gas for your tier 3 cooking) TL;DR: i think it's a mistake to ignore sage hatches as an option for hatch farming, while you do have all the stone in the world to feed the sotne hatches, your sage hatch foodsource is renevable... but there's a question of scale.
Algae runs out quick, slime is better for mushrooms, I don't care about dirt of polluted dirt but I don't use crops. Just never found sage hatches attractive. I tend to move to petroleum and ranch slicksters, they are very similar to hatches for ranching purposes except very renewable with a petroleum boiler. I suppose it's down to playstyle and I have some bias towards some strategies i'v used in the past. With the new ethanol production chain they may be very useful.
If you feed them polluted dirt, you might as well ranch pokeshells to get more lime, rather than using it on coal. It's better to make coal out of rocks than dirt, even at a lower efficiency, cause you are going to have 10-20 times more granite and igneous rock than dirt.
The numbers on beans look terrible, they might be viable on a temp basis on a map where ethanol exists naturally but even then I'm not sure. Currently the best crops are mealwood and Mushrooms because they don't require water. Every other crops requires water and usually a bunch of labor.
Damn. I'm going through your tutorials thanks to your current oni series and I just noticed that you have updated the description with a bug not being patched yet. That's some dedication to getting the information out there. I checked the forum and oh wow. How has that not been patched yet? Imagine if pawns in rimworld didn't get animal training skill from any activity. That would be insane. This game has had some big updates right?
about the automation it is also possible to use the auto sweeper through a pnuemic door to get the egg out of the room faster. if done with a central corridor you can save a conveyorloader. used the trick to deliver food for my hatches with converyor recepticles. didint think i could get the eggs out even faster at the time i made it but not thinking about it then yes.
It's logged with them and they are aware, they will get around to it at some point. If you want to train your dupes you could ranch shine bugs and run about 20 incubators, egg hugging for days.
I still feed the Stone Hatches copper ore until I get one Smooth Hatch. I prefer using Smooth Hatches than having to deal with the complexities of a Metal Refinery.
The only relevant critters are hatches, Pips, slicksters and shove voles. Everything else has niche uses that can usually be ignored or done better by machines. I have shove voles on the list of tutorials to do later.
Your initial ration box in a Badlands type asteroid is made out of sedimentary rock. Also Terra... I'd guess all temperate biome starts, but I haven't checked... not with forest biome starts. I've gotten stone hatches on both of Badland play throughs without crushing fossil.
You always have a flat 2% chance to start, but with only one hatch that's not great. I suppose if you feed it the ration box the odds on that first hatch go up by a huge margin.
@@FrancisJohnYT I think it jumps up to 7% chance after one meal. Or at least what I see when a hatch eats dirt on a forest biome start is that it has a 7% chance of birthing a sage hatchling egg. I'm thinking though that maybe I shouldn't release that first hatch on a forest biome start until I'm sure it can't eat dirt or food, but I digress.
Francis John is the best, the fastest, the greatest, the timelesslesses, the funniest, the autisticest 😉, most thoughtful Oxygen not included fan I ever met.
Do you know if a liquid lock will break up a room? I'm tempted to see if I can fit one of the electrolyzer set ups you recently demonstrated into a hatch ranch. I like the idea of turning the hatch ranch into a food oxygen and power generation all one.
Liquid does not count as a block so will not break up the room. Your going to put a 4 tile high electrolizer inside the dead space of the ranch...... how did I not think of doing that before. Even if you can't get it to work that is a genius idea.
@@FrancisJohnYT room layout wise it works but I didnt get around to testing it live. But a 33-34 long block including outer walls fits the 4 high electolizer with a water lock slaped in as well as one generator and one smart battery. I've made a 34 wide block of stacked ranches. 3 levels with electrolyzers 2 with coal generators and 1 for excess hydrogen tanks. Feeds 28 dupes on barbeque 30 dupes for oxygen and enough coal 4.9 generators to be up constantly. I run the water leading to the electrolyzers over the batteries and generators for a bit of free heat deletion. Power food and oxygen in a 34x31 grid.
8 hatches, 2 coal , 1 hydro gen. and a natural gas and i never think about energy anymore, i love those little guys so i don't eat them, just let them roam free in my hatch ranch
Is there a way to just completely automate ranching? For farming you just set up the crop and away it goes For ranching, using your setup as an example (and assuming I'm correct) - Starting with a few hatches they will slowly grow in population. The eggs they make are taken to the incubators, but then you have to remember to go back and check the incubators to release them, then set them up to be wrangled back in to their pens. Then you have your 7 hatches per pen (allowing for continuous reproduction), but then you have to keep an eye for the hatches dying so you can send over more hatchlings (admittedly not overly often because they live for quite a while). I always use hatches for resources, because they don't need any real management for that, even if they are crowded they will continue to eat and produce coal. When i use them as a food source i want it to be fully automated and because i can't quite get that it really puts me off! Any tips or am i wishing for the impossible
If you have critter drop off in your ranches then when the hatch in the incubator is ready if there is space available in the ranch your dupes will automatically move it there. Once you set them up, your dupes should take care of the rest. A little automation as well allows you to make things less labor intensive.
A critter drop-off in the incubator room set to zero critters and autowrangle will automate the task for you. If there is space in the ranches, dupes will move the new critter there. I used this system plenty of times with no trouble.
only thing about slicksters, which i found out by trial and oops, was they need high temperature. i've got this ethanol refining thingy i was hoping to put low in my base to make use of the arbor tree output i'd had stockpiling for ages...not really sure what i'll use the ethanol for yet, but the thought of heat+carbon dioxide is exciting...course, i have no idea how to create the stable down there yet...*ponders*
Ashen put them in a room with a critter wrangler. Set it to auto-wrangle, and prioritize your drop-off for your ranches to be higher than whatever kill chamber you’re using. It will automatically wrangle your hatches and if there’s no room in the ranches, it will send them to die
Then you have to many incubators. Unpowered 1 for every 5 hatches. When one hatches another one is dying. I usually power mine. So I have a drop off that fills with water once a day to evolve them:) When they hatch they either refill my ranches first or go straight to the Big Sleep. More meat more BBQ means I can have more Dupes if I like without a food worry. 24 hatches unpowered feeds 16 dupes by by his numbers. He didn't say what it was powered. But I'm sure it's an insane amount powered.
Another great video, thank you! I like the evolution chamber but sadly I'm not that fat in my game. Do you know if a critter drop meat on it's death of age? I'm asking because I started ranching pips and dreckos to produce meat (and hopefully later some plastic).
Critters always drop meat regardless of how they evolve. However poke shells and shine bugs don't have any meat on them. Pips are better for eggs as they drop less calories in terms of meat. Drecko's are a pretty weak food source they produce one third less calories than hatches. But if you farm enough of them it will work.
@@FrancisJohnYT Well. No. I'm talking about builds that trap hatches in doors most of the time because that is the same effect as burrowing, namely being happy and not overcrowded. Which means they still lay eggs (when you open the door) and still eat whatever food you feed them and poop the same amount of coal. The standard builds easily holds 100 hatches in a single door. The more advanced ones such as the one I've posted (username on Klei forum is Saturnus) that can potentially hold 2400 hatches in a single door.
@@SaturnusDK That is the most evil efficient design I'v seen in a long long time. They spend almost their entire lives trapped inside a door. So evil, but so efficient.
i solved my "problem" storing all the food i want with a 1 tile water locked tile and conveyors chute. and let my 6 full stone hatch ranches produce the amont of meat they CAN, now i have 1kk calories in vaccum and 13 dupes eating like kings, i see a rock and i instantly associate with food >.
I'm having a problem, the Errands on the grooming station say no critters available, and yet in the same room there is a glum gritter that's not groomed. this is annoying.
"This hatch is suffering the drowning debuff because its 'evolving' [into meat]"
Lolled my ass off.
And dump all of those eggs into a little evolution chamber where they will encounter a hostile environment that will force them to evolve into their final form of meat!!!!! I LOVE IT! :)
I stole that from someone in the comments a while back, it sounds so much nicer when you say it that way.
@@FrancisJohnYT How do i get the conveyor system to dump eggs directly into that pool of water?
@@Krulani14 bruh, just put the output in the water
I still prefer Pit of Death
@@FrancisJohnYT 🌲🎯🌲
What a helpful fellow you are, helping the hatches evolve to the final level.
Stone hatch I choose you.
This video was EXTREMELY well done. Thank you Francis John.
14:30
"How much hatch can hatch dupe groom when hatch dupe groom hatches...alot"
Dude, I love your videos
Oh my goodness I remember when I first saw this and I thought "Shit this all seems way too complicated, I'll keep farming mealwood" Then I learned about temperature, dirt, harvesting, automation, BBQ... You say that once we try this we'll never go back, well you were dead on!
Not going to lose this time! I am going to keep watching these tutorials until I get a colony that works!!!
Don't stress to much about it, keep the colony small to start things will be slower but you have more time to react to things. Also try and enjoy the process, you only get to enjoy learning the game once 😁
I played 700 hours and I still learned A LOT from this video - awesome quality content
Join the ranching revolution, only the rich with grow plants :)
me too!
@@FrancisJohnYT I am doing Locavore and therefore cant plant anything, so I started ranching, and I loved it.
@@nivodeus Changes the way the game feels, water is no longer a big deal.
@@FrancisJohnYT follow-up after another 100 hours of playing - I now grow plants for food just in the very beginning and later for other purposes, and I'm playing with little effort on Oasisse, thanks to the "hot" base concept and 100% barbecue diet
Absolutely love your channel for learning about ONI. I'm at about 100 hours now and I still struggle on some parts and have never made it past cycle 500/made it to space. It's these kinds of tutorial nuggets that help make every new run that much more efficient and faster. I used to keep my hatches in a full 96 tile room with only one critter feeder and letting them roam the entire space. Now that I've implemented this design, the amount of duplicant required labor was significantly minimized. With two feeders, a storage bin, and keeping the hatches in such a small space, the amount of time my duplicants spend replenishing the feeder, gone, the amount of time they sit idle while they call a critter from across the room, gone, and now I can put all sorts of different stuff in the same room as the ranches to compress/better use my space, which means I can run even more hatches for more food to be able to support more duplicants. And being able to automate this all once you hit mid game is even more icing on the cake. Thanks a bunch.
Thank you for speaking quickly, listening to people droning through this type of video makes me want to jump out of the window
Just curious but do you also watch videos on increased speed like 1.5?
@@FrancisJohnYT I'll play ONI, watch Match of the Day and listen to UA-cam (@ 1.5x 😏)... it's either really good for my brain, or REALLY bad!
@@jimmorrison4291 I wanna be a junkie when I grow up...
@@FrancisJohnYT For everybody but you, I do.
I had no idea what he was talking about at 8:06 ... just a bunch of numbers real fast. 4 hatches at 7 - 2 at 8... It's proceeded by "thats why I suggest 7" 7 what... the incubator priority? The drop off thingy? Is he talking about when hatches hatch and get added to the pen and therefore the priority of... some thing that poops new hatches into pens... Does he mean the number of hatches to keep in a pen to split them up? I'm watching this because I have no idea what I'm doing, so going THIS quickly makes it a bit more difficult to keep up. It would be perfect for a refresher though, if I had stopped playing for some months. I had to watch that 10 seconds of video about 12 times, because I have zero context on the process and don't even know what each building does entirely.
Meh. I'm just a flubbing moron. Glad he talked fast for the smart people.
A nasty thing I found out the day before yesterday is that hatches who are burried do not count as critter in the room. So my limit of 7 was on the night unexpectedly 11. So be careful to build all tiles under your stable so they can't burry themselves!
There is a fairly complicated build that uses the burrow of the hatch to compress hundreds of them into one spot. You can look it up on the Keli forums it's crazy.
oh boy.... I did not know about the inability to level up husbandry...... I've always chosen my ranchers so that they have *interest* in farming & ranching. Well....... another thing to keep in mind for the next restart ^^
Last I tested it did nothing and one dupes could only ranch about 14 hatches max. This new 32+ hatch limit blew my mind.
this video has totally revolutionized my oxygen not included quality of life. like 100 point restoration. thank you
Struggled late game with finding enough sedimentary rock in order to feed them, but knowing now that cooled lave turns to igneous rock makes it a completely renewable. Thanks for the video, still after years of playing the game on and off I learn new things.
I really appreciate the way you explained your "evolution chamber" -- even in games I'm very sensitive to animal death. Made me feel better about it. Thank you
It's not a problem when you just consider a magical tranformation.
I didn't know critters being overcrowded would prevent them from producing eggs! Thanks for your mini tutorials!
This game has lots of little quirks that will cause you no end of grief, it's one of the reasons it's so much fun to play.
Oh boy, I had to play it at 0.5 speed. Sorry I couldn't keep up with how fast you're talking. But thank you so much for the info.
I've just started playing, got about 40+ hours in and with the uber complexity of this game I am still very much learning the different aspects of it.
I got power, temperature and materials issues back and forth.
I hope it's not too late and I can hopefully resolve my power issues with the hatches. Thank you very much!
I've been looking for tutorials for ONI and could only find hour-long videos, with all the information drowned into it and it was really hard to find anything practical or useful. I really like how well you manage to organise and explain the mecanics of the game. Thank you very much for you video! You helped me a whole lot today, I've learned so much!!
Most mind blowing thing I learned today. *Doors can be rotated!* I’ve been casually messing with this game on and off for over 200 hours!
This... This changes everything. I've got 900 hours and I'd never seen this design. I'm brimming with excitement.
Thanks for this. I've been tearing my hair out trying to figure out how to make a perpetual source of slime for mushrooms, but after seeing this video I think I'm going to have to learn autosweepers and just feed my dupes BBQ.
I've been plugging an automation in my last map for the incubators, just a timer to power them during 20-25% of the day. That way, my ranchers jump on the eggs to hug them, the eggs gets the "huggin" buff, I make power saving, and everyone is happy.
As I'm no theorycrafter nor a good observer, I can't tell if the eggs hatch as if the incubator were powered full time, I'll try to pay attention just to know.
Nice tutorial as always :-)
Just turning them on long enough to get hugged does work and saves you a ton of power. I try to avoid doing stuff I think they will patch out though, makes the tutorials last longer before I have to redo them :)
@hitechguy18 crapgar is showing off, complicate much in videos, wannabe clever, attention seeker, you can hear it in his voice. skye storme is much better and fun to watch.
I love this guy - he speaks fast and concise! (albeit not always the most organised)
Great video! I'm switching to hatches! I really like the shorter style of tutorial video you do. It never feels slow
i Always Forget how many hatches an incubater is for… great this exists. thanks Francis
Still on my first playthrough of this game and am starting to have issues with food. This will help a ton. I've mostly been farming , though, seem to be starting to stagnate in progression as I am having to divert more time into fixing resource concerns.
Make sure to specialize your dupes for the job they will be doing, dupes that do the same job all the time get faster and better at doing it. Check out the priorities nugget.
I never knew just how valuable hatches are. I usually went the puft->algie distillery for bonus polluted water->pacu for poluted dirt->pokeshell. I tend to always be low on lime, since I like making everything out of steel, and the pacu/pokeshell are absolute beasts for lime production. 2kg egg shell for each pacu egg and then the direct molt to lime is insane. My only bottleneck in this tends to be not enough pO2 for the pufts, even when they're separated from the pacu with mesh tiles.
This was quite useful, actually. I was starting to run into a coal shortage, and I realized that my ranch design could definitely be improved. Fucking eggs keep stopping up the hatches. I also realize that I need to set up two more ranches to keep up with the coal plant... Thanks for the video, man!
Glad it helped.
Oh, man. It was really rough for a little while. I nearly starved my entire colony due to temperature rise, so I had to kill all my hatches so I could survive long enough to raise new ones. Now I have more meat than I can store!! Thank YOU!!
Welcome to the church of ranching, may it bring you nothing but joy.
@@FrancisJohnYT I'm a bit of a noob, how exactly do you get the hatch eggs into the evolution chamber while still keeping the incubators stocked?
@@roojackaroo8517 The eggs in the evolution chamber are accessible to your dupes. So if an incubator needs an egg your dupes can grab one from the pool.
@@FrancisJohnYT thank you so much! definetely implementing this system
Thanks. Came here to learn about ranching, thinking that is what running plants and animals is called, but realized it is only animals. Stayed because while I am new to this game and it seems super overwhelming, I really want to try it now. Thanks and subscribed.
Once you go hatch you never go back. Just remember to move away from them before you run out of rock to feed them.
Great vid. I thought I knew most everything about hatch farming but you taught me a few new things . Very nice!
I have a bit of a bias towards ranching, I love critters heat resistance.
Turning them in to rock hatches seems to be the best. Stone hatches don't eat meat so that gives your automation or dupes enough time to grab the meat they drop when they die. Especially if you are starve ranching an excess of them later on. Back when fertilizer was cheaper to make(and a byproduct of making natural gas) sage hatches were the good ones.
Moving extra hatch eggs to a liquid death room for meat seems like a better idea than cracking them for omelettes.
Can't think of a convenient way to do it with early tech pre automation, got any idea's?
Ah I don't usually do any ranching early. I'd have someone finally get skills to ranch around the time I'd also be able to place down automation. Deliver extra eggs to one of those storage that also drops stuff maybe?
when you make the farms 5 tiles high,you can set up your atomated storage area in the unused space of the hatchfarms,very practical in my gameplay so far
Great video, very helpful. I also had to lol at your consistent use of the euphemism "turn them into meat" instead of "kill" or "drown" haha.
12:04 _whats this? Hatch is evolving!_
*Hatch evolved into MEAT!*
Correction - 6:33 Hatches live for 100 cycles.
Thank you for your awesome content man!
Yeah my bad on that one, that should have been they take 20 cycles to hatch.
@@FrancisJohnYT yeah, spotted that too...but i figured it was me misunderstanding you. lol
The evolution chamber caught me so off guard!!!!
Thanks for the tip, I learned that lit workspace doesn't work on this, awesome knowledge over all this critter stuff !
Awesome! Very informative (as usual)! I'd like to see an equivalent video about Shove Voles.
I have found that vertical ranches are the way to go. A bit harder to build but if you do the floor+4 tiles room sizes you just make 4 floors tall and everything works out.
And now things are coming together for me. So glad I found this channel
Cool trick to incubators is to power them only to sing to egg and switch it back off. Egg will still be lullabied. you save power and don't heat the room too much. Just in case you need to expand your ranch fast otherwise I don't really see the point.
I have seen this used but decided against using it, I know it's great I just find it a little to much. In general I try to stay within the developers intent.
@@FrancisJohnYT I've thought about this more, and they intended to put switches in the game. They also changed things from duplicants having to turn the switch on to the player being able to control the switch. So, I would think they intended that we use switches in some way. I don't see why doing such for incubators wouldn't fall within the scope of that. One gives up watching other duplicants if watching ranchers sing to an egg. Ranchers are safe (if they have enough oxygen). Diggers or builders might not be for many newer players. There still exists a trade off if one uses switches manually.
Nice video. For the basic ranch design though, I would recommend a single ranch with multiple grooming stations and an "outdoors" area next to it that is not part of the ranch. It doesn't even have to be big, just a sort of balcony where you stick their feeders. Hatches will get overcrowded debuffs inside the ranch of course, but not on the balcony. All debuffs disappear there, even on a small balcony. Which means that they will keep laying eggs almost indefinitely, no matter how many you get. I routinely have hundreds of hatches of all kinds in the same ranch like this because it's so space efficient. And they are all super happy every time they go out on their balcony to eat and completely miserable when they go inside the ranch to get groomed. But since they keep walking back and forth between the two anyway they produce tons of eggs even at massive numbers.
I usually use four specialized ranchers, so I want four grooming stations in my hatch ranch so they can all work at the same time. And this is enough for 200-300 hatches in the same ranch, believe it or not.
Infinite ranches, I'v seen them. Very popular with slicksters. I try and stick within the developers intent as much as possible. It's one of the reasons I avoid infinite gas/liquid storage and the like. For convenience I imagine they make for awesome meat supplies.
@@@FrancisJohnYT Yes I agree there. It's why I don't like to do toilet recycling. It's too easy and removes too many problems. But the main reason I like to mass ranch the hatches is to save space. Ranching is just very spacey, and anything I can save there I'll take. And you can only really do it with hatches and slicksters anyway, since they don't fly or climb.
Hi, how do you build the grooming area and balcony? Are they separate rooms? Thanks
@@@equitime77 I usually just build a regular size ranch and have the door open, either into the rest of my base or to the outside. So that's what I mean. That way the hatches can wander freely, and aren't confined in the cramped ranch. Balcony is the word I use when it goes to the outside, "range" when it goes inside or is closed off for the more escape-y species in the game.
Because a balcony or open inside range only really works with hatches and sicksters, since they can neither fly or climb.
Just make sure you plan ahead a little. I often end up just dumping all my hatches in the basement in the early game, so this obviously becomes a logical place to build a ranch when I get around to it.
steamcommunity.com/sharedfiles/filedetails/?id=1929576079
Not sure if you can see this, but I thought i'd give it a go. At the bottom is my overflowing stone hatch ranch with the door open. They are miserable in the tiny ranch, but extatically happy just as soon as they leave it, even when there are ten hatches to a tile there. I can't count them, but I think I have at minimum 300 of them in my basement. Open the door the other way to the outside of the base and you have a balcony. Put the feeders outside the ranch to encourage wandering.
Above that is an experiment with the same thing for my glossy dreckos. The bit on the left is the sealed (water lock prevents escapes, as well as gas flow) ranch that I built first. it holds about seven-eight dreckos before they get cramped and overcrowded. So I built the bit on the right as a sort of range for them and am filling it with hydrogen for their scales in this pic. I later removed the wall next to the incubator and put in a door there that I then opened to allow the dreckos to move freely between the two.
So it's sort of the same thing as with the hatches, but on a smaller scale. And remember to always have one grooming station in each ranch for every active rancher you have. I have four or five ranchers here I think. Hard to count that after a while as well somehow...
@@politicallycorrectredskin796 thanks, that's a very good explanation. I'll look at the files and see how I can use it myself. Thanks
How many Hatches can a duplicant ranch if a... ok, this was fing hilarious. I subbed to your channel for this video.
Keep the great vids coming Francis, thanks again for another helpful release. Cheers.
I'd like to add that sage hatches can consume your polluted dirt, slime, algae and dirt to make the coal conversion at 100%...
polluted dirt could be gained from say... an arbor grove into ethanol production chain, which in turn can be used for fuel generation, and feeding slicksters for oil production which can be refined to petroleum -> plastic and natural gas (yes magma slicksters are great for petroleum, but you actually do need the natural gas for your tier 3 cooking)
TL;DR: i think it's a mistake to ignore sage hatches as an option for hatch farming, while you do have all the stone in the world to feed the sotne hatches, your sage hatch foodsource is renevable... but there's a question of scale.
Algae runs out quick, slime is better for mushrooms, I don't care about dirt of polluted dirt but I don't use crops. Just never found sage hatches attractive. I tend to move to petroleum and ranch slicksters, they are very similar to hatches for ranching purposes except very renewable with a petroleum boiler. I suppose it's down to playstyle and I have some bias towards some strategies i'v used in the past. With the new ethanol production chain they may be very useful.
If you feed them polluted dirt, you might as well ranch pokeshells to get more lime, rather than using it on coal. It's better to make coal out of rocks than dirt, even at a lower efficiency, cause you are going to have 10-20 times more granite and igneous rock than dirt.
"Hope I wasn't too long winded" - You said that so fast, I felt winded.
Thanks for mentioning that the bug was patched out. Really appreciate it!
I wish a had found your channel sooner
Extreme quality video, please keep up the good work.
I would love to see a few pairing and balance videos for critters and plants. A example would be beans and ethanol production.
The numbers on beans look terrible, they might be viable on a temp basis on a map where ethanol exists naturally but even then I'm not sure. Currently the best crops are mealwood and Mushrooms because they don't require water. Every other crops requires water and usually a bunch of labor.
You should start a game video tutorial consulting company and do this for every game.
Very nice! I always wanted to start ranching, now I know what to do
I'm sure ONI will find a way to cause you problems, ONI always finds a way :)
Very clear and useful video.
I make ranches near the polluted water sources. Deodorizers produce clay that hatches eat, and I get meat + clean oxygen. XD
Damn. I'm going through your tutorials thanks to your current oni series and I just noticed that you have updated the description with a bug not being patched yet. That's some dedication to getting the information out there.
I checked the forum and oh wow. How has that not been patched yet? Imagine if pawns in rimworld didn't get animal training skill from any activity. That would be insane.
This game has had some big updates right?
Eggcellent tutorial. Thanks.
Great and cover everything quickly good job !
dude i died laughing when you said "helps them evolve into their final form of meat"
Protip: prevent them burrowing. If you queue ladder building at level 1 priority, the hatch won't burrow on that tile.
about the automation it is also possible to use the auto sweeper through a pnuemic door to get the egg out of the room faster. if done with a central corridor you can save a conveyorloader. used the trick to deliver food for my hatches with converyor recepticles. didint think i could get the eggs out even faster at the time i made it but not thinking about it then yes.
Your page is super helpful. Thank you
Excellent - was just thinking I need a ranching guide :D
I think youtube figured that out, it knows way to much about us all.
Didn't knew about husbandry leveling bug. It's so annoying wish i knew it before choosing dups for this job.
It's logged with them and they are aware, they will get around to it at some point. If you want to train your dupes you could ranch shine bugs and run about 20 incubators, egg hugging for days.
well... Time to sacrifice some workers xD
I still feed the Stone Hatches copper ore until I get one Smooth Hatch. I prefer using Smooth Hatches than having to deal with the complexities of a Metal Refinery.
Don't use a metal refinery use s rock crusher
Such a great tutorial! Thanks a lot!
Would you be kind enough to make more tutorials for the rest of the critters?
The only relevant critters are hatches, Pips, slicksters and shove voles. Everything else has niche uses that can usually be ignored or done better by machines. I have shove voles on the list of tutorials to do later.
ooh, finally i can stop chonking on fried mushbars
Jesus you talk fast! And thats coming from a fellow Irishman!
Your initial ration box in a Badlands type asteroid is made out of sedimentary rock. Also Terra... I'd guess all temperate biome starts, but I haven't checked... not with forest biome starts. I've gotten stone hatches on both of Badland play throughs without crushing fossil.
You always have a flat 2% chance to start, but with only one hatch that's not great. I suppose if you feed it the ration box the odds on that first hatch go up by a huge margin.
@@FrancisJohnYT I think it jumps up to 7% chance after one meal. Or at least what I see when a hatch eats dirt on a forest biome start is that it has a 7% chance of birthing a sage hatchling egg. I'm thinking though that maybe I shouldn't release that first hatch on a forest biome start until I'm sure it can't eat dirt or food, but I digress.
@@Spoonwood I wonder what would happen if you fed it 1 kg of sedimentary rock at a time. Would the chances go up by a few percent each kilo?
5:40 "natch hatcherly" is gonna be my new saying
Thank you for the tutorial, really helpful
Francis John is the best, the fastest, the greatest, the timelesslesses, the funniest, the autisticest 😉, most thoughtful Oxygen not included fan I ever met.
Do you know if a liquid lock will break up a room? I'm tempted to see if I can fit one of the electrolyzer set ups you recently demonstrated into a hatch ranch. I like the idea of turning the hatch ranch into a food oxygen and power generation all one.
Liquid does not count as a block so will not break up the room. Your going to put a 4 tile high electrolizer inside the dead space of the ranch...... how did I not think of doing that before. Even if you can't get it to work that is a genius idea.
@@FrancisJohnYT room layout wise it works but I didnt get around to testing it live. But a 33-34 long block including outer walls fits the 4 high electolizer with a water lock slaped in as well as one generator and one smart battery. I've made a 34 wide block of stacked ranches. 3 levels with electrolyzers 2 with coal generators and 1 for excess hydrogen tanks. Feeds 28 dupes on barbeque 30 dupes for oxygen and enough coal 4.9 generators to be up constantly. I run the water leading to the electrolyzers over the batteries and generators for a bit of free heat deletion. Power food and oxygen in a 34x31 grid.
Thanks for the vid!
incredibly informative ty
8 hatches, 2 coal , 1 hydro gen. and a natural gas and i never think about energy anymore, i love those little guys so i don't eat them, just let them roam free in my hatch ranch
A ton of great info. Thank you!
Wow. So much useful information.
October 2020. The ranching skill bug has still not been fixed.
Thanks for testing.
And here I was assuming it had been fixed since the video is about a year old
@@somedude1967 notice today my main rancher upgrade +1 husbandry in about +350 cycles, idk they "fixed" or is just "so hard, near imposible" situation
@@tiagopesce bugger. that must be the bug then. betcha they left out a decimal point or something
Is there a way to just completely automate ranching? For farming you just set up the crop and away it goes
For ranching, using your setup as an example (and assuming I'm correct) - Starting with a few hatches they will slowly grow in population. The eggs they make are taken to the incubators, but then you have to remember to go back and check the incubators to release them, then set them up to be wrangled back in to their pens.
Then you have your 7 hatches per pen (allowing for continuous reproduction), but then you have to keep an eye for the hatches dying so you can send over more hatchlings (admittedly not overly often because they live for quite a while). I always use hatches for resources, because they don't need any real management for that, even if they are crowded they will continue to eat and produce coal. When i use them as a food source i want it to be fully automated and because i can't quite get that it really puts me off!
Any tips or am i wishing for the impossible
If you have critter drop off in your ranches then when the hatch in the incubator is ready if there is space available in the ranch your dupes will automatically move it there. Once you set them up, your dupes should take care of the rest. A little automation as well allows you to make things less labor intensive.
A critter drop-off in the incubator room set to zero critters and autowrangle will automate the task for you. If there is space in the ranches, dupes will move the new critter there. I used this system plenty of times with no trouble.
Very nice video. I can't get the pneumatic door plus mesh tile trick to work. They still climb the mesh tile.
That should not be possible, adult hatches can only jump two tiles.
use the "Show navigation" button on the hatch
"That hatch is evolving because it is drowning." 😂😂😂
only thing about slicksters, which i found out by trial and oops, was they need high temperature. i've got this ethanol refining thingy i was hoping to put low in my base to make use of the arbor tree output i'd had stockpiling for ages...not really sure what i'll use the ethanol for yet, but the thought of heat+carbon dioxide is exciting...course, i have no idea how to create the stable down there yet...*ponders*
as always thank for the video :)
387 cycles: thats the time it taked from day 1 for my dedicated rancher to rise from 11 to 12. -.-'
Tanks for the vídeos greetings from Brazil.
>Tiny Baby!
>Drowning
Monster
I've tried hatches but apparently missed some crucial information. Not anymore. Thanks !!
Glad to help.
Good video man!
Evolution chamber = automated baby hatch slaughtering machine :O
GENIUS! This is awesome!
how go you deal with incubator eggs hatching when all your stables are full? i suddenly had tons of hatches running around my base
Ashen put them in a room with a critter wrangler. Set it to auto-wrangle, and prioritize your drop-off for your ranches to be higher than whatever kill chamber you’re using. It will automatically wrangle your hatches and if there’s no room in the ranches, it will send them to die
Then you have to many incubators. Unpowered 1 for every 5 hatches. When one hatches another one is dying. I usually power mine. So I have a drop off that fills with water once a day to evolve them:) When they hatch they either refill my ranches first or go straight to the Big Sleep. More meat more BBQ means I can have more Dupes if I like without a food worry. 24 hatches unpowered feeds 16 dupes by by his numbers. He didn't say what it was powered. But I'm sure it's an insane amount powered.
You have 1808 tons of dirt. It's safe to say you will never ran out of it. On my maps I only have 50~100tons of it.
Yeah I always kept an eye out for dupes with bonus ranching. Not sure how the stats work on release.
Ranching 32 critters with one dupe is a big upgrade from the 14 we got before ranching gave an extended groomed buff.
Another great video, thank you!
I like the evolution chamber but sadly I'm not that fat in my game. Do you know if a critter drop meat on it's death of age? I'm asking because I started ranching pips and dreckos to produce meat (and hopefully later some plastic).
Critters always drop meat regardless of how they evolve. However poke shells and shine bugs don't have any meat on them. Pips are better for eggs as they drop less calories in terms of meat. Drecko's are a pretty weak food source they produce one third less calories than hatches. But if you farm enough of them it will work.
Very interesting, thank you
Next level up: inifini-hatch container
You talking about leaving dirt tiles in the ranch so the hatches can burrow? Though of including it but due to time constraints i cut the footage.
@@FrancisJohnYT Well. No. I'm talking about builds that trap hatches in doors most of the time because that is the same effect as burrowing, namely being happy and not overcrowded. Which means they still lay eggs (when you open the door) and still eat whatever food you feed them and poop the same amount of coal. The standard builds easily holds 100 hatches in a single door. The more advanced ones such as the one I've posted (username on Klei forum is Saturnus) that can potentially hold 2400 hatches in a single door.
@@SaturnusDK The Klei search function is terrible, can't find the build. What key words should i search for?
@@FrancisJohnYT forums.kleientertainment.com/forums/topic/109788-the-inifinihatch-farm-actually-just-800/?tab=comments#comment-1242336
@@SaturnusDK That is the most evil efficient design I'v seen in a long long time. They spend almost their entire lives trapped inside a door. So evil, but so efficient.
i solved my "problem" storing all the food i want with a 1 tile water locked tile and conveyors chute. and let my 6 full stone hatch ranches produce the amont of meat they CAN, now i have 1kk calories in vaccum and 13 dupes eating like kings, i see a rock and i instantly associate with food >.
in rough math store all that meat would BREAKE my energy production system, so the vaccumn tile IS the final step for your amazing tutorial, Francis!
I'm having a problem, the Errands on the grooming station say no critters available, and yet in the same room there is a glum gritter that's not groomed. this is annoying.
If their is no one available in errands that usually indicates no one is assigned to ranching or has the skill.
Will we see an update to scheduling tutorial. Maximizing duplicant time mid/late game 🙏
Added to the list, still got to cover crops and germs first.
Lovin the tutorials and your playthrough. Keep up the good work 👍👍
Really enjoyed this, thank you!