Good video! I think this is the first time I’ve seen anyone do a video on the these plants. Mostly people seem to ignore them. I look forward to see how you solve/mitigate the stinging risk.
Feedback: Unless you're processing uranium with this build, you have WAY too many Beeta Hives. Each Hive can support 30 domesticated Critter Traps without issue. Ideally, each Hive should be in the middle of a single row, with 15 Critter Traps on either side. This will immediately resolve the vast majority of stinging incidents, as few - if any - Beetinies survive to adulthood. Adding an additional Critter Trap to either end will eliminate even that, as the only reason you would have any survivors is due to delays in dupe harvesting. This will simultaneously eliminate the additional burden on your CPU of all the excess Beetas, which as flying critters have 4X the pathing options of the grounded Beetinies. This would also allow you to condense and simplify your gas piping. Another note, there's no reason for the atmo sensors in the generator rooms. Just let the vents overpressurize at 2kg.
Thanks there are some good Ideas i have not thought about. The Version 2 already has all Saturn Critter Traps on 1 side with no space in between. simplyfying the piping Good call seeing that as well. Fitting the beeta hives production to the rythm of the saturn critter traps digestion is smart! As in you don't have any beetinys or beetas too much. Would it would sacrifice though is startup speed [by more than half] . not sure i would want that exchange. My current solution for version 2 is trap them (the beetas) since there are a maximum of 3 at a time i only need 3 traps per row. But i like your CPU saving idea so will test it in a version. I am trying to avoid adding even more critter traps since there is a limited supply of them. At the current Asteroid i found a maximum of 54. The Atmo Sensors are for supressing the red symbols that pop up when the vent overpressures. Just for my soul peace :D Thnaks alot for all the Tips and Suggestions :)!
@@lumaraw To accelerate startup, just have dupes drag in Beetinies from your uranium refinement and wild hives. That will probably result in some early stings, but will resolve itself in 20-30 cycles. Seed issues, if you're unwilling to use your own seed duplicator, can be resolved by limiting yourself to a "mere" 32 Traps and a single Hive. That said, Version 1 uses 60 Traps, so... 😉 Personally, I can't live without Suppress Notifications. Right up there with the pre-Disconnect Tool Pliers Mod.
@@asureaskie i am testing your idea currently and it looks nice. Not as modular as before but also cool. it has been running for a few hours but is still not full so i think placing a second hive or even more to the left until everything is filled then killing them might be an option as well. Just for the quicker start. I personally am willing to use my replicator but not everyone else is. so they might have to use a smaller setup. So far i am pretty happy with the outcome. Thanks again for the tip. I also use the supress notification and can't live without it. i still do the atmo sensor for other people that don't have it.
Very cool! I haven't seen anyone try to make a Plant Meat/Hydrogen farm using Saturn traps before. One thing you might want to iterate on is using automation to replace the hive once it dies after 10 cycles. Right now, it seems a bit labor intensive to manually move the beetiny to the hive area so often. Alternatively, using a different critter that can be easily ranched and dont offer a lot of meat by themselves (like pips) might be more beneficial.
Thanks for the tip but the hives never died in my setups. not sure what you mean? Maybe i don't understand them or they work differently depending on the temperatures
@@sdcurry2 i really didn't feed them actively. i also haven't build anything out of uranium. i have read that they only survive for a certain amount but i cannot confirm that is the case.
I have never even interacted with a Saturn trap. This is super cool. Is it possible for them to eat shine bugs? Can we make a shine bug ranched version?
Good video! I think this is the first time I’ve seen anyone do a video on the these plants. Mostly people seem to ignore them. I look forward to see how you solve/mitigate the stinging risk.
Feedback: Unless you're processing uranium with this build, you have WAY too many Beeta Hives. Each Hive can support 30 domesticated Critter Traps without issue. Ideally, each Hive should be in the middle of a single row, with 15 Critter Traps on either side. This will immediately resolve the vast majority of stinging incidents, as few - if any - Beetinies survive to adulthood. Adding an additional Critter Trap to either end will eliminate even that, as the only reason you would have any survivors is due to delays in dupe harvesting. This will simultaneously eliminate the additional burden on your CPU of all the excess Beetas, which as flying critters have 4X the pathing options of the grounded Beetinies. This would also allow you to condense and simplify your gas piping.
Another note, there's no reason for the atmo sensors in the generator rooms. Just let the vents overpressurize at 2kg.
Thanks there are some good Ideas i have not thought about.
The Version 2 already has all Saturn Critter Traps on 1 side with no space in between. simplyfying the piping
Good call seeing that as well.
Fitting the beeta hives production to the rythm of the saturn critter traps digestion is smart!
As in you don't have any beetinys or beetas too much.
Would it would sacrifice though is startup speed [by more than half] . not sure i would want that exchange.
My current solution for version 2 is trap them (the beetas) since there are a maximum of 3 at a time i only need 3 traps per row. But i like your CPU saving idea so will test it in a version.
I am trying to avoid adding even more critter traps since there is a limited supply of them.
At the current Asteroid i found a maximum of 54.
The Atmo Sensors are for supressing the red symbols that pop up when the vent overpressures.
Just for my soul peace :D
Thnaks alot for all the Tips and Suggestions :)!
Good points!
@@lumaraw is the seed count really limited though if concedering you could split the seed before planting...
@@lumaraw To accelerate startup, just have dupes drag in Beetinies from your uranium refinement and wild hives. That will probably result in some early stings, but will resolve itself in 20-30 cycles.
Seed issues, if you're unwilling to use your own seed duplicator, can be resolved by limiting yourself to a "mere" 32 Traps and a single Hive. That said, Version 1 uses 60 Traps, so... 😉
Personally, I can't live without Suppress Notifications. Right up there with the pre-Disconnect Tool Pliers Mod.
@@asureaskie i am testing your idea currently and it looks nice. Not as modular as before but also cool. it has been running for a few hours but is still not full so i think placing a second hive or even more to the left until everything is filled then killing them might be an option as well. Just for the quicker start.
I personally am willing to use my replicator but not everyone else is. so they might have to use a smaller setup.
So far i am pretty happy with the outcome.
Thanks again for the tip.
I also use the supress notification and can't live without it. i still do the atmo sensor for other people that don't have it.
Very cool! I haven't seen anyone try to make a Plant Meat/Hydrogen farm using Saturn traps before. One thing you might want to iterate on is using automation to replace the hive once it dies after 10 cycles. Right now, it seems a bit labor intensive to manually move the beetiny to the hive area so often. Alternatively, using a different critter that can be easily ranched and dont offer a lot of meat by themselves (like pips) might be more beneficial.
Thanks for the tip but the hives never died in my setups. not sure what you mean? Maybe i don't understand them or they work differently depending on the temperatures
@lumaraw ah, you must have been feeding them uranium, then. If beeta hives have no uranium ore to process, they die 10 cycles after becoming empty.
@@sdcurry2 i really didn't feed them actively. i also haven't build anything out of uranium. i have read that they only survive for a certain amount but i cannot confirm that is the case.
I'd probably add auto sweepers or sweepy docs to minimize dupe labor for picking up food and/or nuclear waste.
Time to force the dupe to carry nuclear waste for their entire life and eat food sprinkled with nuclear waste and hope they'll mutate like the plants
Maybe the Dupes also get mutated Buff or Debuff in future updates.
4 armed Meep giving a helping hand
Nice experimental build ! Can your dupes plant the traps by hand now ? Or do we still have to rely on pips ?
I have never even interacted with a Saturn trap. This is super cool. Is it possible for them to eat shine bugs? Can we make a shine bug ranched version?
Not sure if they can eat flying critter.
Another point could be the temperature range of below 0°C.
Other than that i see no problems
@@lumaraw perhaps a version that eats excess sweetles/grub grubs?
They can't eat flying bugs, unfortunately.
Where do you get seeds? My map had about 6, they can drop seeds when harvested?
Mining out the biomes they're in will get you a few more.
send in the dupes with Regenerative trait and call it a day.