The evolution chamber is neat but I like the elegant simplicity of 2 water filled tiles with a locked screen door over the top. Dupes/sweeper can grab eggs, meat, and shells through the door. Nobody gets wet and takes up very little space.
That is a useful design, and on reflection I should have included it. The downside to that is that it doesn't cater for the extra critters that come out of the incubators when the ranch is full.
@@GCFungus fair point for me early on and honestly until I get fairly far and actually start making my base look pretty/get sick of starving critter alerts my incubation rooms double as their own very slow evolution chambers. Though i do like your design and I will likely give it a go at that later point on the game I just started. My last had your huge sour gas boiler in it.
I mainly use a single tile evolution chamber with an auto sweeper in the corner grabbing eggshells and meat It's simple snd effective, and the only issue i have is sometimes my incubation room has no eggs
Since this video was released, there has been an update which renders the setup at 6:00 unnecessary: you don't need to keep hatches in a small area because, when a duplicant is grooming a critter, the next critter will now wait next to the grooming station until it's its turn. So you don't have to worry nearly as much about the time it takes for the critters to get to the station (I think it only really matters for the first one).
That is true, but I believe this design is still better because you only need 1 autosweeper to cover the area, not more as you would in a larger ranching area.
This is why I always go straight up to space as soon as possible and capture Shove Voles. They are by far the easiest to handle, just put them in a small room and starvation-ranch them. No need to feed them, no need to consider access eggs (as you can put 20 of them in a room, and if that is reached open another room), and they give a TON of BBQ. Always get locavore and carnivore very easily with them.
I enjoy the interesting evolution chambers you've shown, but I think as a "tutorial bite", you should have included the move basic of basic with the water and door directly above method. The dupes can pull eggs out from through the door and place them into depowered incubators which will always leave a hatch or two spared from the evolution chamber to re-populate the farms. After that you should include the more complex versions with sensors and automation. This is just a preference/idea I'm shooting your way though!
I wasn't expecting such a high quality video that only has 4k views! I'm about to start a sage hatch farm simply because I've never did it before. Good luck
Nasty nasty hatches! Orders from High Command are to crush all nasty hatches with a rock as soon as found. Quite fond of the evolution chamber, very good for conversion to their final form. I had been using a pinch tank for dealing with unhatched eggs that needed to change form a few times.
The timing of this video is amazing, I've been Ranching sweetle for dirt (I know it's not efficient, but I'm not yet space travelling for pips to be on trees so I figured I'd use the sulphur + sweetle > sucrose, then grubrubs > mud which is water and dirt. But they breed up so fast and so much that I have maybe 50eggs and a bunch of them in my incubator rooms, but those evolution chambers can wipe these frame rate killers. Thanks!
I very much like the three liquid evo chamber, I'm going to incorporate that into my builds from now on. A good alternative in my opinion is a drop ranch. So yes, the removed the mechanic that allowed hatches to drop through doors, BUT their eggs still drop. Critter sensor set at 7 set to open two mechanical airlocks under the grooming station, feeder, and dropoff. When eggs gets laid, sensor detects more than 7 critters, doors open, drop the egg into the next ranch or the evo chamber. This also drops all the coal into a single location too. Setting up a couple incubators that can be reached by an auto sweeper that can reach the entire evo chamber allows for auto filling. Set up mechanical doors under the incubators that open when all the ranches are at max capacity so they aren't filled needlessly.
1:34 I found one exception to this rule. 30 Mealwood sustain 10 sage hatches (2 incubators) and 5 pacu (1 incubator), and are easily sustained by 15 pips (3 incubators). A pretty good deal considering that 15 Pips can only sustain 2 sage hatches that are fed dirt directly. You can run a separate hatch ranch for coal production.
6:39 I use the empty space in my critter ranch for Bristle Blossom farms. Since my ranchers are usually also farmers, this saves space and time. Edit: I also use Sweepers and Conveyors to drop the Bristle Blossoms off wherever my cook is, with another sweeper and refrigerator to load the grill (or 'fridge, if the grill is full). Then have another conveyor running to a small room near my great hall to drop the cooked food off, which is auto-loaded into refrigerators. My dupes run through a Park, then grab their food, then eat in the great hall.
I auto-sweep and drop coal and eggs in my drowning chamber on a rail. The chamber is 2x2 with a horizontal mesh door on the top so the eggs/coal fall though but hatches cant jump out. I keep an incubator close so a sweeper can grab the egg if the sensor says the ranch is not full. The hatches that turn into meat get shipped to the freezer
The stable is actually one of the more flexible rooms and there are no restrictions on industrial machinery within it so you can use whatever you want. The only things you need to avoid are buildings that would conflict the room type, e.g. beds, mess tables etc.
@@GCFungus i could have swore that that you couldn't place industrial machinery in the stables, maybe it changed in an update? doesn't matter, thank you for your comment
I don't do written guides if that's what you mean, so the closest thing I have is the one take references that I put in videos where I think they will be helpful. I can also share the video scripts if that helps anyone.
Great video, question, do you have a video on your incubator setup. I remember you mentioning it before but I don't recall you going over it in detail.
OK I'll check that I was about to ask what's going with the incubators because I honestly just leave mine running all the time and that's unfortunately very expensive
I've been following your videos for a while, very helpfull. I got a question for this one; in the math for the average food did you included de incubation time for the eggs?. Also i dont now if this changed recently but in my games i notice that a 2s interval between doors in the drowning chamber is not enough, packets of water gets deleted; so i setup an interval of 4s in every buffer.
No I don't consider the incubation time because over a long period it's not relevant. Every time a critter egg is made, you know you will get those calories. For thr average amount of calories made, it doesn't matter how long it takes assuming you're averaging over a longer period.
Great video. The effort and time. Can you do a building material difference like igneous rock vs seidmentary vs mafic? Are they renewable? Where are they used for? :D
I did cover materials in the Tutorial Bite for thermal conductivity and specific heat capacity, which is the main distinction between raw minerals. The short answer is that you want igneous rock for insulated things, granite if you want heat exchange, and obsidian where there's a melting risk. But for other things you can pretty much use whatever is nearest or in supply. Many of the raw minerals are technically renewable through space mining (I covered which are not in the sustainability Tutorial Bite), but igneous rock is the most straightforward as it is made when magma cools from volcanoes.
This tutorial is really helpful but I'm having a problem with the drowining chamber where I'm having to refill the chamber with water after severeal uses? I've checked the buffer gate timings and all is well. Can't seem to get around this problem. Any ideas?
I did test the design and it seemed robust. If the water is disappearing then either it's spilling (which I assume you would have caught), or there's maybe something with the door closing that's trapping some water and deleting it. If that's the case then it may help to vary the timing to reduce that.
@@GCFungus Carnivore is 400kcal in 100 cycles. That's fully feeding 4 dupes on those 100 cycles. of course dupes don't begin feeding off critters at day 1, so more are needed. I did it with 5 ranches and like 20 incubators, barely fulfilling it at cycle 92
@@jonumine6250 I'd suggest your dupe numbers are a bit low. The more you have the more meat you can eat! I usually aim for doing 60 cycles of set-up, then have 10 dupes for the last 40 cycles eating only BBQ. Of course that's just a rough guide and if you can do it quicker go for it. As each hatch ranch should feed 5 dupes, having 2 is theoretically OK, but 3 is quite safe.
Hello! I noticed you only use horizontal ranches here, why not vertical? Wouldn’t that allow you to reduce dupe travel time between ranches if you put a few next to each other? Thanks as always for these!
You could do vertical ranches and that would work perfectly. The reason I prefer 4 high is that it fits the 'standard' room height so for me makes it easier to integrate into bases. Pretty much any shape would work, especially if you included the door/tile if it were horizontally bigger than the minimum.
so, when you drop off the critter eggs into the water, how do you end up getting the hatches into the "evolution" section or even the incubators? is it just through dupe labor or is there a way to fully automate the process
Yes, the intent with the design is for dupes to come along and collect the eggs as needed and feed them into the incubators. Any that are left simply evolve there, and any extra hatched critters from the incubators also go back to the evolution chamber via the drop off. It is certainly possible to automate the incubator egg loading, but you'll have to run conveyor rails to a conveyor chute neat the incubators with an autosweeper, then have the eggs loaded back up by the autosweepers if there are no spare spaces in the incubators. That can be a bit challenging for more than a few incubators, so for the sake of a little dupe labour I think this is the simpler solution.
What if you use a critter sensor in a stable, so they can pick up eggs only if it's full? Assuming food is delivered by duplicants. Also, why do you need incubators if eggs hatch eventually anyway?
It is theoretically possible but doesn't really give any advantages over just removing them and filling the rooms from the incubators. The main advantage in my mind of the incubators is that dupes will automatically take hatched critters from them and take them to a critter drop off without player input. This is therefore the simplest way to keep the ranches at the correct number of critters. Of course if you power them efficiently then they also speed up incubation times which can be useful depending on the critter too.
@@GCFungus The advantage of my method is that you don't need incubators to refill the rooms. Eggs just stay there if the number of hatches is below needed. But I encountered an issue where all hatches died together without laying an egg. Or it is what I think at least. The solution is probably to have hatches of different ages. Although the sweeper picks eggs randomly too, so it may disrupt age range.
The problem is that each critter has a minimum space required to not get overcrowded or cramped. For hatches (and many critters) that's 12 tiles, so the ranch needs to be the max size of 96 tiles to put 8 inside. You can reshape the room but you cannot make it smaller without reducing the number of hatches.
@@GCFungus though thought have been something I missed, I did notice that when the critter censor was meant to send the red signal the wire would still be green despite censor showing it should be sending a red signal, it was set to send green if below 10 and wasn't counting eggs.
Do you mean nature reserves as in the room type? I covered that in the rooms tutorial bite, and yes they are certainly very useful for that +6 morale - especially when combined into a ladder room that dupes walk through all the time.
The only way to run hatches for thousands of cycles if you play that long. Is to strip mine the secondary planetoid and ship back everything. or go to space and use the drill cone on the asteroids because they respawn. But after mining the 2nd planet I had like 1500 Tons of rock and 1500 Tons of granite and could literally run them forever. The biggest thing to do first is get your inf food storage up and running so BBQ don't rot. I had like 2 million calories in Frost burger.. once you get sustained it has a snowball effect. Also get a inf water source with that the sky is the limit.😂
@@GCFungus it is if you also fly out to space and mine. the asteroids respawn after some cycles though. you could live on hatches forever but most people would run other critters as well.
@@turboimport95 That is technically true. On balance though I think if you are an advanced player enough to do that then you can probably do simpler ways of making sustainable food!
@@GCFungus You can find other alternatives like berry sludge. or use the sulfur geysers/ sour gas boiler. using pips for dirt and water or natural plants for there food = inf sleet wheat as well lots of options really. most important is a reliable water source without that issues arrive.
The evolution chamber is neat but I like the elegant simplicity of 2 water filled tiles with a locked screen door over the top. Dupes/sweeper can grab eggs, meat, and shells through the door. Nobody gets wet and takes up very little space.
That is a useful design, and on reflection I should have included it. The downside to that is that it doesn't cater for the extra critters that come out of the incubators when the ranch is full.
@@GCFungus fair point for me early on and honestly until I get fairly far and actually start making my base look pretty/get sick of starving critter alerts my incubation rooms double as their own very slow evolution chambers. Though i do like your design and I will likely give it a go at that later point on the game I just started. My last had your huge sour gas boiler in it.
I mainly use a single tile evolution chamber with an auto sweeper in the corner grabbing eggshells and meat
It's simple snd effective, and the only issue i have is sometimes my incubation room has no eggs
I knew this game was complex but until I've watched your videos I had no idea the mountain I have to climb. Thank you for your time putting these up.
Since this video was released, there has been an update which renders the setup at 6:00 unnecessary: you don't need to keep hatches in a small area because, when a duplicant is grooming a critter, the next critter will now wait next to the grooming station until it's its turn. So you don't have to worry nearly as much about the time it takes for the critters to get to the station (I think it only really matters for the first one).
That is true, but I believe this design is still better because you only need 1 autosweeper to cover the area, not more as you would in a larger ranching area.
This is why I always go straight up to space as soon as possible and capture Shove Voles. They are by far the easiest to handle, just put them in a small room and starvation-ranch them. No need to feed them, no need to consider access eggs (as you can put 20 of them in a room, and if that is reached open another room), and they give a TON of BBQ. Always get locavore and carnivore very easily with them.
I enjoy the interesting evolution chambers you've shown, but I think as a "tutorial bite", you should have included the move basic of basic with the water and door directly above method. The dupes can pull eggs out from through the door and place them into depowered incubators which will always leave a hatch or two spared from the evolution chamber to re-populate the farms. After that you should include the more complex versions with sensors and automation. This is just a preference/idea I'm shooting your way though!
I wasn't expecting such a high quality video that only has 4k views! I'm about to start a sage hatch farm simply because I've never did it before. Good luck
Nasty nasty hatches! Orders from High Command are to crush all nasty hatches with a rock as soon as found. Quite fond of the evolution chamber, very good for conversion to their final form. I had been using a pinch tank for dealing with unhatched eggs that needed to change form a few times.
The timing of this video is amazing, I've been Ranching sweetle for dirt (I know it's not efficient, but I'm not yet space travelling for pips to be on trees so I figured I'd use the sulphur + sweetle > sucrose, then grubrubs > mud which is water and dirt.
But they breed up so fast and so much that I have maybe 50eggs and a bunch of them in my incubator rooms, but those evolution chambers can wipe these frame rate killers. Thanks!
I very much like the three liquid evo chamber, I'm going to incorporate that into my builds from now on. A good alternative in my opinion is a drop ranch. So yes, the removed the mechanic that allowed hatches to drop through doors, BUT their eggs still drop.
Critter sensor set at 7 set to open two mechanical airlocks under the grooming station, feeder, and dropoff. When eggs gets laid, sensor detects more than 7 critters, doors open, drop the egg into the next ranch or the evo chamber. This also drops all the coal into a single location too. Setting up a couple incubators that can be reached by an auto sweeper that can reach the entire evo chamber allows for auto filling. Set up mechanical doors under the incubators that open when all the ranches are at max capacity so they aren't filled needlessly.
This video was so impressive. Amazing design. Also made it super easy to reference and create in my own world. Great job.
1:34 I found one exception to this rule. 30 Mealwood sustain 10 sage hatches (2 incubators) and 5 pacu (1 incubator), and are easily sustained by 15 pips (3 incubators). A pretty good deal considering that 15 Pips can only sustain 2 sage hatches that are fed dirt directly. You can run a separate hatch ranch for coal production.
Dude you are doing great job. I'm waiting for more
very helpful video, i've always had difficulties with ranching but this cleared things up a lot, thanks!
6:39 I use the empty space in my critter ranch for Bristle Blossom farms. Since my ranchers are usually also farmers, this saves space and time.
Edit: I also use Sweepers and Conveyors to drop the Bristle Blossoms off wherever my cook is, with another sweeper and refrigerator to load the grill (or 'fridge, if the grill is full). Then have another conveyor running to a small room near my great hall to drop the cooked food off, which is auto-loaded into refrigerators. My dupes run through a Park, then grab their food, then eat in the great hall.
Definitely an efficient use of space.
I auto-sweep and drop coal and eggs in my drowning chamber on a rail. The chamber is 2x2 with a horizontal mesh door on the top so the eggs/coal fall though but hatches cant jump out. I keep an incubator close so a sweeper can grab the egg if the sensor says the ranch is not full. The hatches that turn into meat get shipped to the freezer
2:35 while regular hatches have only 100hp stone hatches have 200 and smooth hatches 400hp, which makes the latter quite challenging for a single dupe
Great video once again!
great vid, i wish you included a list of industrial machinery that can' t be placed inside the ranch also
maybe do it in your next vid
The stable is actually one of the more flexible rooms and there are no restrictions on industrial machinery within it so you can use whatever you want. The only things you need to avoid are buildings that would conflict the room type, e.g. beds, mess tables etc.
@@GCFungus i could have swore that that you couldn't place industrial machinery in the stables, maybe it changed in an update?
doesn't matter, thank you for your comment
Thank you for this video!
is there a non-vedio reference of your designes for me to take a look at?
I don't do written guides if that's what you mean, so the closest thing I have is the one take references that I put in videos where I think they will be helpful. I can also share the video scripts if that helps anyone.
Great video, question, do you have a video on your incubator setup. I remember you mentioning it before but I don't recall you going over it in detail.
I covered it in the main critter tutorial bite.
OK I'll check that I was about to ask what's going with the incubators because I honestly just leave mine running all the time and that's unfortunately very expensive
If someone told me to go to the evolution chamber, I will know that I won't evolve at all.
you sound like im watching Nat Geo Wild
the perfect animal documentary voice
Great video
Good video very helpful
After hatches, what are the next most useful?
Dreckos and pips come to mind first. Then slickster and pacu.
You are definitely on my line of thinking. Those 4 are certainly in my list of what may come next...
I've been following your videos for a while, very helpfull. I got a question for this one; in the math for the average food did you included de incubation time for the eggs?. Also i dont now if this changed recently but in my games i notice that a 2s interval between doors in the drowning chamber is not enough, packets of water gets deleted; so i setup an interval of 4s in every buffer.
No I don't consider the incubation time because over a long period it's not relevant. Every time a critter egg is made, you know you will get those calories. For thr average amount of calories made, it doesn't matter how long it takes assuming you're averaging over a longer period.
Great video. The effort and time.
Can you do a building material difference like igneous rock vs seidmentary vs mafic? Are they renewable? Where are they used for? :D
I did cover materials in the Tutorial Bite for thermal conductivity and specific heat capacity, which is the main distinction between raw minerals. The short answer is that you want igneous rock for insulated things, granite if you want heat exchange, and obsidian where there's a melting risk. But for other things you can pretty much use whatever is nearest or in supply. Many of the raw minerals are technically renewable through space mining (I covered which are not in the sustainability Tutorial Bite), but igneous rock is the most straightforward as it is made when magma cools from volcanoes.
@@GCFungus Thank you very much. Keep the videos going definitely gonna binge watch and learn. :D
This tutorial is really helpful but I'm having a problem with the drowining chamber where I'm having to refill the chamber with water after severeal uses? I've checked the buffer gate timings and all is well. Can't seem to get around this problem. Any ideas?
I did test the design and it seemed robust. If the water is disappearing then either it's spilling (which I assume you would have caught), or there's maybe something with the door closing that's trapping some water and deleting it. If that's the case then it may help to vary the timing to reduce that.
@@GCFungus I'll try that and see if it helps thanks
If you want the carnivore achievement, get this but 5x
Yep hatches are great for carnivore, although 3 should be enough if you set them up quite quickly.
@@GCFungus
Carnivore is 400kcal in 100 cycles.
That's fully feeding 4 dupes on those 100 cycles.
of course dupes don't begin feeding off critters at day 1, so more are needed.
I did it with 5 ranches and like 20 incubators, barely fulfilling it at cycle 92
@@jonumine6250 I'd suggest your dupe numbers are a bit low. The more you have the more meat you can eat! I usually aim for doing 60 cycles of set-up, then have 10 dupes for the last 40 cycles eating only BBQ. Of course that's just a rough guide and if you can do it quicker go for it. As each hatch ranch should feed 5 dupes, having 2 is theoretically OK, but 3 is quite safe.
Hello! I noticed you only use horizontal ranches here, why not vertical? Wouldn’t that allow you to reduce dupe travel time between ranches if you put a few next to each other? Thanks as always for these!
You could do vertical ranches and that would work perfectly. The reason I prefer 4 high is that it fits the 'standard' room height so for me makes it easier to integrate into bases. Pretty much any shape would work, especially if you included the door/tile if it were horizontally bigger than the minimum.
Fair enough!
so, when you drop off the critter eggs into the water, how do you end up getting the hatches into the "evolution" section or even the incubators? is it just through dupe labor or is there a way to fully automate the process
Yes, the intent with the design is for dupes to come along and collect the eggs as needed and feed them into the incubators. Any that are left simply evolve there, and any extra hatched critters from the incubators also go back to the evolution chamber via the drop off. It is certainly possible to automate the incubator egg loading, but you'll have to run conveyor rails to a conveyor chute neat the incubators with an autosweeper, then have the eggs loaded back up by the autosweepers if there are no spare spaces in the incubators. That can be a bit challenging for more than a few incubators, so for the sake of a little dupe labour I think this is the simpler solution.
What if you use a critter sensor in a stable, so they can pick up eggs only if it's full? Assuming food is delivered by duplicants. Also, why do you need incubators if eggs hatch eventually anyway?
It is theoretically possible but doesn't really give any advantages over just removing them and filling the rooms from the incubators. The main advantage in my mind of the incubators is that dupes will automatically take hatched critters from them and take them to a critter drop off without player input. This is therefore the simplest way to keep the ranches at the correct number of critters. Of course if you power them efficiently then they also speed up incubation times which can be useful depending on the critter too.
@@GCFungus The advantage of my method is that you don't need incubators to refill the rooms. Eggs just stay there if the number of hatches is below needed. But I encountered an issue where all hatches died together without laying an egg. Or it is what I think at least. The solution is probably to have hatches of different ages. Although the sweeper picks eggs randomly too, so it may disrupt age range.
Is there a way to make this design much smaller? I want to make it so it doesn't take so much space
The problem is that each critter has a minimum space required to not get overcrowded or cramped. For hatches (and many critters) that's 12 tiles, so the ranch needs to be the max size of 96 tiles to put 8 inside. You can reshape the room but you cannot make it smaller without reducing the number of hatches.
ive been trying to make the evolution chamber work and its not closing when the critter censor is red.
The doors should definitely close when red, that's how they work. Are you sure everything is connected correctly?
@@GCFungus yeah I set it up 1:1 from the video, I may have done something wrong since I did flip the design to fit where I need it.
@@GCFungus wait do the air locks need to be powered?
@@scarlet2847 Not for an evolution chamber, no. That only makes them close quicker which might affect the timings slightly.
@@GCFungus though thought have been something I missed, I did notice that when the critter censor was meant to send the red signal the wire would still be green despite censor showing it should be sending a red signal, it was set to send green if below 10 and wasn't counting eggs.
I comment to help statistics
Come to think about it, what would you say about natural reserves?
Do you mean nature reserves as in the room type? I covered that in the rooms tutorial bite, and yes they are certainly very useful for that +6 morale - especially when combined into a ladder room that dupes walk through all the time.
The only way to run hatches for thousands of cycles if you play that long. Is to strip mine the secondary planetoid and ship back everything. or go to space and use the drill cone on the asteroids because they respawn. But after mining the 2nd planet I had like 1500 Tons of rock and 1500 Tons of granite and could literally run them forever. The biggest thing to do first is get your inf food storage up and running so BBQ don't rot. I had like 2 million calories in Frost burger.. once you get sustained it has a snowball effect. Also get a inf water source with that the sky is the limit.😂
That's true, you can certainly get a lot of time out of simply digging the map up, although it's not truly sustainable!
@@GCFungus it is if you also fly out to space and mine. the asteroids respawn after some cycles though. you could live on hatches forever but most people would run other critters as well.
@@turboimport95 That is technically true. On balance though I think if you are an advanced player enough to do that then you can probably do simpler ways of making sustainable food!
@@GCFungus You can find other alternatives like berry sludge. or use the sulfur geysers/ sour gas boiler. using pips for dirt and water or natural plants for there food = inf sleet wheat as well lots of options really. most important is a reliable water source without that issues arrive.
can u give the world link?
I don't normally include save files, but I would be happy to share via the discord if you want to pop in: discord.gg/bnqYAUTMmn
(for later 10:10 )
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