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Oxygen not included farm
Oxygen not included farm








oxygen not included farm

Working time of the dupe was 25% (daily statistics). As an option, this scheme can be combined with half-starved. It is easier to put a few hungry ferms (1st scheme in the article). The scheme can be reduced by a floor or, conversely, increased by several floors, but there is no point in this scheme - it's too complicated and bulky. And you will have to replenish the voles from another farm. This is a rare occurrence, but the vole population may go down after many, many cycles. it's rest time, narcoleptic or a glitch), that egg will cause a false sensor response. There is a small disadvantage in this scheme - if the dupe drops an egg on the way to another farm (e.g. And do not rush to remove it (as well as for any other hungry farm). Since the farm is hungry, you will need any other farm to get the initial population of 16 voles. Sensors at grooming station: left 1 ( critters and eggs).and in 10 seconds the auto-sweeper will load the meat. The vole reaches the drowning room quickly enough, the animal sensor closes the door over it. The dupe will bring a new baby vole and take the egg to the hatchery and sing it a song. After the vole lays an egg, the upper door will open and the vole will enter the corridor - the door will close. The farm consists of 16 identical blocks, with grooming stations, four drowning rooms and a room with incubators. The rest of the settings are similar to the previous scheme. Their purpose and setting were described here. In this form the circuit produces 23690 kcal of meat or 29620 kcal as a barbecue.ĭaily timers are needed to save energy.

#Oxygen not included farm full#

But it would require not 1 dupe per full cycle, but 2. Increasing number of grooming stations to 2.3, maybe it is possible to increase productivity of the scheme by 2 times. But it seems to be limited not by feeding, but by lack of care.

oxygen not included farm

In the scheme was fed more regolith (timer 1 - green, 100 - red periods), about 600 kg/cycle, in the expectation to achieve a large number of Shove Voles (200+ pcs). The hatching Shove Voles will be dropped into the main (half-starved) farm using the doors. Scheme consists of 2 rooms: the right room, with the grooming station, and the left room, with incubators.

  • Produces 8150 kcal of meat and 2.0 kg of shell per cycle.
  • Incubation rate: 5% (basic), 25% (incubator).
  • Reproduction rate: 2% (no care), 17% (with care).
  • Food: regolith, dirt, iron ore, 4,800 kg/cycle.
  • Shove Vole do not go through hard blocks, such as obsidian (which is used to build walls in the schemes) or pneumatic doors. If you want, you can add 1 Robo-miner to each of the schemes, you don't have to reconfigure automatics and/or conveyors. This doesn't cause any problems - you get a message and can remove the regolith with a dupe. Nevertheless, over 400 cycles of the test, in two farms at 1 time Shove Vole managed to allocate a block of regolith (probably a glitch), which filled the grooming station.

    oxygen not included farm

    Therefore, the Shove Vole will not "allocate" anything, and none of the farms have Robo-miner. The rest of the farms are semi-starved, consuming about 200 kg of regolith per cycle. The first farm is completely starved - nothing is fed to it. This article will consider 4 farms, very similar at first glance, but very different as the productivity of meat, and labor costs of dupes. Just from her eggs after hatching the shell falls out. Thus, its only purpose is to breed for meat. Shove Vole consumes regolith, and releases it (50% of what is eaten). Another great feature - Shove Vole does not experience overcrowding, therefore can be kept in large numbers in a small room, along with the eggs. There is 1 species of Shove Vole in the game, and this makes it easier to breed, because they do not need selection.










    Oxygen not included farm