As I'm a student in elctronic engineering and focusing on digital circuits : this absolutelely tickled my heart. I spend the last two days redesigning a door pump and creating all sorts of signal-time-graphs in the process. AND JUST NOW you upload this gem of a video which motivated me to keep going (as I just got frustrated again with the buffer and filter gates) and maybe (big MAYBE; dont get your hopes up) at some point in the future make a video about it as I enjoy teaching people little by little about this stuff and what I myself learned in the process. Thank you
Adding to my previous comment. Dude if you are reading this. I am looking for a detailed build for a industrial brick or sauna which is early game compatible.
@@engineertroy_ Thanks for the wonderful tutorial. I am really struggling with the early to mid game transition for which I am trying to build a industrial brick/sauna which I found about from the Francis John and echo ridges tutorial. Although design are good but the heat management is getting difficult for me to isolate my base properly from my outside areas. Also my dups are nusence for me. They either refuse to do something important even of highest priority or they get stuck.
I think a lot of people get stuck around the mid game. I'm nearing 1k hours and I still find myself getting lost in the sauce and stalling in the mid game. I tend to build a cooling loop indirectly attached to a thermo aquatuner/steam turbine setup. I accomplish this with a cooling spike that can cool multiple secondary loops with great precision. I've even filled one of these loops with ethanol to keep my Ceres base at -30. I can't say for sure if it THE best solution but it works for me. Check out my let's plays if your curious what that setup looks like.
I'm always excited to see bulk automation wires in use because they were the one thing I couldn't find a tutorial on when I first discovered them. I like to use them to bulk automate all of my ranches at once with a simpler/more dupe intensive model. I had at one point created a basic evolution chamber by storing all of my extra eggs and critters inside of a 1x2 space with mesh doors on either side and tiling everywhere else. Any Pinch Roe that hatched would take care of any other critter that managed to be born, because there'd always be at least 1 Pinch Roe egg sitting there and making them aggressive to everything else. I'd love to see you take and/or modify the techniques you've learned in this video and expand that out into ranching other critters, or would it be simpler to just copy this design but swap out hatches for Pinch Roe, Dreckos, etc?
I think there are definitely aspects that will translate into ranching other critters as well as to automation in general. I’m currently working on flox and drecko ranch improvements so I’m excited to see how we can apply some of the things I’ve learned thus far.
this comes right after i finished building your original design and i have to say i love the improvements, some are things i already implemented but you took it to another level completely, amazing job
dude finally bring me more automation this was so pretty to look at youre a blessing to your craft, i just cant wrap my ahead around automation for some reason.
Hey, good to hear from you again MrJ! Hope you are well. Thanks so much for your kind words! I know it can be confusing sometimes, but, like most things, it gets easier with practice! Hopefully I did ok trying to explain it. Keep at it and I’m sure you’ll have it down soon. 😊
Yay it came into my “for you” feed right away! I’ve been meaning to take a stab at this with my own. I have a system but the refill isn’t there. I’m going to attempt to mirror the design since my current batch farm are on the right of a main shaft.
Glad to see you're getting into it! Hopefully the video helps you to get a solid hatch farm going. I’ve built a modified version of this in my frosty let’s play (new episodes have been recorded, just need to find time to edit). I was about to mirror but went vertical instead.
You can automate incubators to be on only 600s after it was used for lets say 6s. If drop offs are not needed, if you put the conveyor receptical above the grooming station, it might be worth to extend the ranch and fiting the critter condo.
You should take in to account that hatches that are unde 5 years cant jump. So you should have the drop one higher so you only drop down productive hatches into the ranches.
And also "funny haha I'm dumb" asside I actually did a simpler and less complicated version of this since I noticed that the first design that played with only 1 incubator was not filling the ranches as fast so I tested things out so my final design was: individualized rooms for the incubators and have the storage (that can be cornered autosweeperl be 1 tile filled with water inbetween said rooms above them and set it so that IF room left (the one that also drops critters into the ranches) has a critter shut door that connects the right room and disable autosweeper that loads in eggs it gets from the 1 tile storage. And when room L is empty open room R door and let critter in room R walk in and close door.
After 100 cycles. this build can absolutely get you carnivore as long as you have it finished and full of hatches before cycle 60. I didnt get it fully built until around 60ish. With that being said at the end of cycle 100 i have 336000kcal consumed. I would start with an operator for my next run, as that is all i was waiting on to complete the build.
Ok you took stable, kill pool and incubators and stick them together. Are 2 incubators enough to hatch all the eggs? Usually drop egg overflow in kill pool to hatch by themself. The meter is a nice touch
Quality content here. How might you adjust this build using the critter condo (either for increased temperature tolerance or for 9 hatches in each room)? Future automation suggestion: automating delivery of hot materials to the geothermal heat pump. I haven't seen this covered much, but by pumping in very hot liquid to the geothermal heat pump (2200+ C), you can get rare materials as a byproduct. In my colony, I pumped liquid metal from the volcanoes to achieve this. However, I also want to use it as a water purifier and a source of steam power when not handling molten metal. This means that each batch of liquid would need to be separated. I'm proud of my design, but I'm curious what your take on it would be.
I'm still working on optimizing the critter condo integration! Truth be told, I haven’t really done much with them yet. Thanks so much for the comment and the suggestions! They are on the list. 😊
I don't think you need the incubators. Just have all the eggs sit on the floor in the incubation room. The automated doors will move the excess hatches to the drowning chamber. Alternately, don't use a drowning room. Use the automated doors to move a hatch to a drop room to await a vacancy in the ranches below. All the excess hatches wait in the incubation room until they starve. It takes longer to get started without incubators or drowning, but long term it's just as productive.
That diagram that you used to display the logic (the picture named DOOR, ROOM & SENSOR DIAGRAM). What software did you use to make it? It looks so nicely done that it seems professional. Great content by the way. I'll be watching all your ONI videos from now on.
When he says "Think about it" my brain immediately questions itself if it actually did but then I realized it didn't but also did at the same time... So my brain's final answer was a "No...?....!....?"
What if i want to use cuddle pips instead of dups for the buff. Is there a way to include it. I know itlle mess with the critter sensors and their gravity defying movement patterns
Aren't "or" gates redundant? You can connect a receiver directly to two different signals, if either is green it will work the same way. (It's just a little less visual)
Great observation! Yes they are redundant unless there is a potential for signal back feed to something that is connected. In fact, the ranches are connected in a sort of multiplexed OR gate where any green signal from any of the ranches causes an overall green signal to be sent to the incubator control circuit. You also may have noticed that there are no OR gates in the final control logic, only AND gates. The NOT gate is connected directly to the AND gate output for door F even though it shows the gate in the Logic Gate Diagram.
Ok after a bit of testing, I am struggling, but i had to copy everything straight from the vid as I couldn't get the sav file to show up in my list of saved games. the hatches wont fall through the door to the next hatch for some reason.
@@engineertroy_ firstly i rebuilt as i believe i messed up somewhere the first time. on this build i made sure to set the ribbons exactly as shown and made sure the door h was set to open. i thought the hatches would be able to fall through the laying down mech doors but they have to drop from door h so that was my mistake. it appears to be working as intended now that i went through it with a fine tooth comb.
Yall I need help, I've tried putting the save file in both local and cloud save locations in oni but still cant load the file once in game, I feel like I'm 80 trying to program a new cell phone
As I'm a student in elctronic engineering and focusing on digital circuits : this absolutelely tickled my heart. I spend the last two days redesigning a door pump and creating all sorts of signal-time-graphs in the process. AND JUST NOW you upload this gem of a video which motivated me to keep going (as I just got frustrated again with the buffer and filter gates) and maybe (big MAYBE; dont get your hopes up) at some point in the future make a video about it as I enjoy teaching people little by little about this stuff and what I myself learned in the process. Thank you
More automation tutorials please This video was awesome! Not just a tutorial but I actually learned something too. I need more
Thanks for the feedback! I'm glad you found it helpful. I'll definitely going to make more!
Dude this build is awesome! I have 2600 hours in this game. I used your first design for a while. This is next level. I thank you for this
Wow, this is awesome. I'm 100% using some ideas for my next run!!
Thanks! Glad you found it inspiring!
Praise the UA-cam algorithm. This is a quality content which UA-cam decided to show me now. Here is my new binge watching for next week. Thanks 🙏
Adding to my previous comment. Dude if you are reading this. I am looking for a detailed build for a industrial brick or sauna which is early game compatible.
Glad you like it! Enjoy the binge watching!
I'm not sure what the next tutorial topic will be but bricks and saunas are definitely on the list!
@@engineertroy_ Thanks for the wonderful tutorial. I am really struggling with the early to mid game transition for which I am trying to build a industrial brick/sauna which I found about from the Francis John and echo ridges tutorial. Although design are good but the heat management is getting difficult for me to isolate my base properly from my outside areas. Also my dups are nusence for me. They either refuse to do something important even of highest priority or they get stuck.
I think a lot of people get stuck around the mid game. I'm nearing 1k hours and I still find myself getting lost in the sauce and stalling in the mid game. I tend to build a cooling loop indirectly attached to a thermo aquatuner/steam turbine setup. I accomplish this with a cooling spike that can cool multiple secondary loops with great precision. I've even filled one of these loops with ethanol to keep my Ceres base at -30. I can't say for sure if it THE best solution but it works for me. Check out my let's plays if your curious what that setup looks like.
Bro threw in an Automation guide for free, nice :)
Glad you enjoyed it! Thanks for taking the time to comment. 😊
I'm always excited to see bulk automation wires in use because they were the one thing I couldn't find a tutorial on when I first discovered them. I like to use them to bulk automate all of my ranches at once with a simpler/more dupe intensive model.
I had at one point created a basic evolution chamber by storing all of my extra eggs and critters inside of a 1x2 space with mesh doors on either side and tiling everywhere else. Any Pinch Roe that hatched would take care of any other critter that managed to be born, because there'd always be at least 1 Pinch Roe egg sitting there and making them aggressive to everything else.
I'd love to see you take and/or modify the techniques you've learned in this video and expand that out into ranching other critters, or would it be simpler to just copy this design but swap out hatches for Pinch Roe, Dreckos, etc?
I think there are definitely aspects that will translate into ranching other critters as well as to automation in general. I’m currently working on flox and drecko ranch improvements so I’m excited to see how we can apply some of the things I’ve learned thus far.
this comes right after i finished building your original design and i have to say i love the improvements, some are things i already implemented but you took it to another level completely, amazing job
Glad you liked the improvements! I’m always trying to find ways to make designs better. 😊
And I thought my rocket launcher room was overly complex 😅
Thank you for the build.
Yeah, it’s definitely on the more advanced side 😅
dude finally bring me more automation this was so pretty to look at youre a blessing to your craft, i just cant wrap my ahead around automation for some reason.
Hey, good to hear from you again MrJ! Hope you are well. Thanks so much for your kind words! I know it can be confusing sometimes, but, like most things, it gets easier with practice! Hopefully I did ok trying to explain it. Keep at it and I’m sure you’ll have it down soon. 😊
Wow very informative vid. This is my first video from you. Again very well done
All if my logic switches look stupid.. but these and old engineering additive (if it looks stupid but it works it's not stupid)
Glad you liked it! Thanks for checking it out. 😊
Yay it came into my “for you” feed right away!
I’ve been meaning to take a stab at this with my own. I have a system but the refill isn’t there. I’m going to attempt to mirror the design since my current batch farm are on the right of a main shaft.
Glad to see you're getting into it! Hopefully the video helps you to get a solid hatch farm going. I’ve built a modified version of this in my frosty let’s play (new episodes have been recorded, just need to find time to edit). I was about to mirror but went vertical instead.
Fantastic video!
Glad you enjoyed it! 😊
You can automate incubators to be on only 600s after it was used for lets say 6s. If drop offs are not needed, if you put the conveyor receptical above the grooming station, it might be worth to extend the ranch and fiting the critter condo.
Interesting! I'll have look into those things perhaps for a version 3? Thanks for the comment!
You should take in to account that hatches that are unde 5 years cant jump. So you should have the drop one higher so you only drop down productive hatches into the ranches.
Good point. I guess there is still room for further optimization!😂
It looks so nice
Thanks! Glad you like it.
And also "funny haha I'm dumb" asside I actually did a simpler and less complicated version of this since I noticed that the first design that played with only 1 incubator was not filling the ranches as fast so I tested things out so my final design was:
individualized rooms for the incubators and have the storage (that can be cornered autosweeperl be 1 tile filled with water inbetween said rooms above them and set it so that IF room left (the one that also drops critters into the ranches) has a critter shut door that connects the right room and disable autosweeper that loads in eggs it gets from the 1 tile storage. And when room L is empty open room R door and let critter in room R walk in and close door.
That sounds interesting. I may have to do some testing of my own. Thanks for the comment!
After 100 cycles. this build can absolutely get you carnivore as long as you have it finished and full of hatches before cycle 60. I didnt get it fully built until around 60ish. With that being said at the end of cycle 100 i have 336000kcal consumed. I would start with an operator for my next run, as that is all i was waiting on to complete the build.
Ok you took stable, kill pool and incubators and stick them together. Are 2 incubators enough to hatch all the eggs? Usually drop egg overflow in kill pool to hatch by themself. The meter is a nice touch
Yes, the sweeper loads the incubators as needed and the rest of the eggs are left to evolve naturally in the kill pool.
Quality content here.
How might you adjust this build using the critter condo (either for increased temperature tolerance or for 9 hatches in each room)?
Future automation suggestion: automating delivery of hot materials to the geothermal heat pump. I haven't seen this covered much, but by pumping in very hot liquid to the geothermal heat pump (2200+ C), you can get rare materials as a byproduct. In my colony, I pumped liquid metal from the volcanoes to achieve this. However, I also want to use it as a water purifier and a source of steam power when not handling molten metal. This means that each batch of liquid would need to be separated. I'm proud of my design, but I'm curious what your take on it would be.
I'm still working on optimizing the critter condo integration! Truth be told, I haven’t really done much with them yet. Thanks so much for the comment and the suggestions! They are on the list. 😊
i think this is awesome i am just a little confused what do i need to set the critter sensor to as it dose not seen to be working for me at the min
Above 7, critters only for each ranch. The others are in the diagrams
@@engineertroy_ thanks i got it working now its grate as it slove a problem i have with un needed hachs thanks so much
I don't think you need the incubators. Just have all the eggs sit on the floor in the incubation room. The automated doors will move the excess hatches to the drowning chamber. Alternately, don't use a drowning room. Use the automated doors to move a hatch to a drop room to await a vacancy in the ranches below. All the excess hatches wait in the incubation room until they starve. It takes longer to get started without incubators or drowning, but long term it's just as productive.
thats why I used mods for critter sensors. 10x simpler to design a ranch with it.
That diagram that you used to display the logic (the picture named DOOR, ROOM & SENSOR DIAGRAM). What software did you use to make it? It looks so nicely done that it seems professional.
Great content by the way. I'll be watching all your ONI videos from now on.
Google docs 😂 but I use EasyEDA and Fusion for actual CAD stuff.
When he says "Think about it" my brain immediately questions itself if it actually did but then I realized it didn't but also did at the same time... So my brain's final answer was a "No...?....!....?"
Haha! Love it. Thanks for the comment!
What if i want to use cuddle pips instead of dups for the buff. Is there a way to include it. I know itlle mess with the critter sensors and their gravity defying movement patterns
I’m not sure 🤔
Aren't "or" gates redundant?
You can connect a receiver directly to two different signals, if either is green it will work the same way. (It's just a little less visual)
Great observation! Yes they are redundant unless there is a potential for signal back feed to something that is connected. In fact, the ranches are connected in a sort of multiplexed OR gate where any green signal from any of the ranches causes an overall green signal to be sent to the incubator control circuit. You also may have noticed that there are no OR gates in the final control logic, only AND gates. The NOT gate is connected directly to the AND gate output for door F even though it shows the gate in the Logic Gate Diagram.
Nice
Thanks! 😊
can this be made mirrored? and also i love ur buidls :3
So what your saying is oxygen not included is not just a keep them alive game but "a rip out hair because I love logic math but it hates me" game
Yes 😂
All this information for free!
Ok after a bit of testing, I am struggling, but i had to copy everything straight from the vid as I couldn't get the sav file to show up in my list of saved games. the hatches wont fall through the door to the next hatch for some reason.
Is door H set to open?
@@engineertroy_ firstly i rebuilt as i believe i messed up somewhere the first time. on this build i made sure to set the ribbons exactly as shown and made sure the door h was set to open. i thought the hatches would be able to fall through the laying down mech doors but they have to drop from door h so that was my mistake. it appears to be working as intended now that i went through it with a fine tooth comb.
Shouldn't the timer sensor be set to 525 and 75? A Cycle is 600 seconds. At 600 and 75, the lullaby time will gradually drift through the day.
No. The buff lasts for 600 seconds. If you turn the incubator on after 525, then the egg will still be buffed when it turns on.
Yall I need help, I've tried putting the save file in both local and cloud save locations in oni but still cant load the file once in game, I feel like I'm 80 trying to program a new cell phone
same
its not working
\
@@dez3940 you know what Troy worked hard to build it for me ima keep rewatching the video and blueprint it in sandbox. thanks again Troy
@@The1MrJ it loosk like the file is corupted compared to a normal save file
like they just look diferent
@@dez3940 heard thanks for the heads up
Sorry, it’s my first time sharing an ONI save file. I’ll try to fix it this evening when I get home.