I have over a thousand hours in this game and the bit with the ration box and a single hatch being fed the sedimentary rock is just brilliant, I never thought of that.
when most of guide are late-game/optimal, new players tend to get overwhelm and/or become indicisive during cycle 30-50 (when getting access to refined material, and more stuff) whether they should do something right away, or wait a little longer to do optimal one. this progressive guide really help a lot with that. teaching how can you start utilizing them early and on top of that, in detail for each step to optimize it remarkable
Sometimes we forget how much of a struggle it is when you start your first few colonies. Just a few days ago I talked to a newer player, trying to explain making an Aquatuner-Steam Turbine heat-deletion-device is actually rather easy, but he was just like: "No, man, I don't have an engineering degree! I just want sustainable food and water." >_
@@EchoRidgeGaming Honestly, dude, I've never tried Ranching because of the fear of not understanding it, but due to your calm mannered voice, I understood everything and will definitely use the ration box trick.
8.5 hatches per generator my dudes! If you get stone hatchlings and use a volcano to your advantage to feed the hatches, you could essentially have infinite food + coal
personal fav hatch set-up is a bit wacky, polluted slush geyser to a steam boiler, to make it to dirt, which goes to a sage hatch farm, water gets electrolysed and feeds oxylite, hydrogen gets frozen, surprisingly possible mid game, too
Don't forget to hide your conveyor rails in walls, floors or even doors. That way eggs count as "out of the room" and will minimise time critters have cramped debuff on them
You can orient your ranches vertically to not need any oddly shaped sectioned off ranches. Your hatches are always close to the grooming station just the same
You can use space behind the door with tile for different things, such as farming, generating power and so on. If you have vertical ranch all that space is lost
You could jsut make a 100 tile room and then do two doors instead oh his one door and a block and then another block in a random corner. Just make sure the top door is sideways so it doesn't cut the room into two.
@@serega_lifer I do vertical ranches with "floors" that line up with my base layout, just leave out one tile per floor and it all still counts as one room, and dupes just hop over that gap.
@@bob8mybobbob How wide and tall do you tend to make those? Do you have to put several doors on every floor so the game still considers each a separate vertical room for ranching?
@@jameskrolak counting the outer walls, 11Wx16H, which is three floors of my base. The top floor has a mini room that I keep an incubator in, in order to keep the tile count correct. And yeah, you need doors on each floor, but the upper floors with no critters I leave open for faster travel. I tried making a diagram. X=wall, S=open space, D=door. Idk if it’s helpful or not (each letter is a tile, hence each door is a stack of 2 Ds) XXXXXXXXXXX XSSXX SSSSSX XSSXX SSSSSX DSSD SSSSSSX DSSD SSSSSSX XXXXXXXXXSX XSSSSSSSSS X XSSSSSSSSS X DSSSSSSSSS D DSSSSSSSSS D XXXXXXXXXSX XSSSSSSSSS X XSSSSSSSSS X DSSSSSSSSS D DSSSSSSSSS D XXXXXXXXXXX
This is so insanely helpful! Like someone pointed out most other guides have really complex setups that make no sense and you(new player) don't understand what is going on.
With the 25x4 tile ranch, and filling in with a door and two tiles: remove the tiles, and place a pneumatic door horizontally above the feeders. This'll increase the gasflow through the ranch (not being blocked by a solid tile, and having a 4tile high area to move, same principle as the 3tile wide ladder/firepole row), and the room won't look asymmetrical due to a corner tile in one end, for those who like that. (This is something I got from the comments section in one of @Francis John's videos a while back. Can't remember who said it, but I've been doing this ever since, as I do enjoy the look of a more symmetrical room) Another note: the patch that updated ranching (for the first time since it's introduction to the game) didn't add only grooming as a way of skilling up, but the actual wrangling aswell. With this, the athletics/operating gym of a hamsterwheel and lightbulb principle can be added to husbandry; a batch of 10 newly born hatches (as an example) in one room with a drop-off. Set the drop-off to no critter filters with auto-wrangle. Ranchers will come and wrangle, gain skill, but not move them (as long as all ranches are full), so when they naturally get free, the ranchers will come back and repeat the process. (Doing this, I had 3 ranchers, who started out with 1-3 base in husbandry, at about 12 base husbandry within a relatively short time. (More hatches in the room equals more experience per round, but more time spent training)) Great tutorial @Echo, pretty sure any newcomers to the game will have an easier time with food management 😀
Remember the extra room space can be used for storage, power systems, and any other misc room you may want. Stables are very lenient on the extra furniture and equipment. So you could have your coal generators in the same room. If built vertically you could give multiple entries to the stable leaving easy access or routing around your base. Kind like slicksters in hot boxes.
Excellent tutorial. You explained the entire process very well and it was nice to see the logical progression of how to make a simple design a little more complicated one piece at a time instead of getting the most optimal arrangement all at once
if u don't wanna have a cuddle pip ranch but still want them to hug eggs for you, just raise some wild ones. in case u forgot, cuddle pip can hug the eggs even if it is in the incubator, and no, u won't need to spend much reed fibers cuz u only need one to keep the system going. so the egg get double buffs lullabied by the dupes and hugs by the cuddle pip. also the cuddle pip can go on hugging spree if a dupe hug them make them hug more eggs
BEST tutorial ever on this game, thank you so much I am going to save this and watch more. Everyone else just goes way too fast and don't really break it down.
Excellent tutorial, I have several hundred hours in this game and have largely gotten as far as I have through guesswork but I want to learn more about the systems - I play to binge several of your videos over the next few days. Great work!
In my experience with incubators, both lighting and Husbandry skill level affects how fast they hug them. Also, if you don't need the coal, feeding the Hatch/Sage Hatch food is more resource effective, it'll cost 35kg dirt per cycle to feed one Hatch on Meal Lice, as opposed to 140kg from feeding it dirt directly. The amount of coal they drop is based on the weight of the material they consume, Meal Lice is second best food, after the Grubfruit for coal, though even Grubfruit is only 2-3% of the coal that eating raw material gives. From what i can tell, Hatches convert 50% mineral weight and 75% food weight into coal, while Sage Hatches convert 100% mineral and food weight into coal. If the hatch gets to lay the maximum of 16 eggs in it's lifecycle, then the average calories consumed per egg laid is 4178.125, a small net loss, in exchange for Barbecue tier food.
Fun tip: You can make your ranch 100 tiles, use a door with a block on top of it about 5 blocks away from the grooming station, and one block in the other corner at the end of the ranch. This traps the hatches near the grooming station. Then use the rest of the ranch as a farm. Congratulations. You just saved a ton of space and travel time for your farmer/ rancher dupes. Use Sweepers and conveyors to transport everything for even less work load. :D
I found that putting my ranches vertical and next to reach other with 8 tiles wide allows me to save a lot of ore and refined ore on the automation. I only need one sweeper on each side and I put my shipping containers in the wall in the middle (shut off with doors to make the "stable" room) and feeding everything into one shipper (then element filtering out coal, meat and eggs... along my conveyor line with element sensors saves a lot of time. And I really liked the "prio 1" sweeping task and having an incubator unpowered to "save" the egg from egg cracking.
This actually helped me A LOT compared to other ranching tutorials. It's a surprise that I even like playing this game because of how complex and difficult it can be. I'll make sure to work on my ranching and do something like this in my worlds. Tysm ❤️😂 Also side note, the little moments where you put an edit in the video that was 1000% unnecessary but cute helped my attention span actually stay on the video rather than wander lmao
there are acceptable caveats to clay, sand, polluted dirt, dirt, iron ore, fertilizer, and slime when feeding the hatches and hatch variants: 1. clay is produced from deoderizers, which can be serviced with regolith as opposed to sand. hatches don't have the ability to eat regolith, but can eat the clay produced from it. so, if you have an asteroid which has meteors delivering regolith, then all you need is a team of deodorizers and a polluted water source. 2. sand is very important to save, but is very abundant in an oasis asteroid, almost on the same level as igneous and granite. alternatively, the sand could be produced via poke shells. even though their output is reduced, it is still a viable method of a continuous food source for the hatch. 3. 4 ethanol distillers (required to run a petrol generator in full) produces enough polluted dirt to feed 5 sage hatches continuously, enough to run a single coal generator at continuous power indefinitely. this is the best combo with the ethanol distillers for power. 4. dirt is produced from polluted dirt, slime, and fertilizer. it isn't as practical as the parent 3, for feeding sage hatches, but it is an option that is abundant on the forest biomes, until ethanol distillers are up and running. most often giving more than 600 tons worth. 5. when it comes to smooth hatches, they are not as efficient as metal refineries, but they are more productive at producing refined metal. with that said, they need a lot of it, and the best place to get metal ore, is the rust deoxidizer. this produces 400 g/s of iron ore, or 240 kg/cycle. this is enough for 2.4 smooth hatches for a long time. maybe not indefinite, but long enough to make as much steel as you want. 6. fertilizer is by far the worst way, but it is the most accessible way to support a sage hatch ranch. 18 synthesizers (enough to keep two nat gas generators running continuously), has the ability to produce 1296 kg of fertilizer, enough for 9.25 sage hatches. this will support 2 coal generators continuously, while only using 54% of the dirt requirements. 7. slime is the most power efficient way to support sage hatches. a puft drops 47.5 kg of slime per cycle. 5 sage hatches (enough to support one coal generator) requires 14.7 pufts, or 2.45 stables worth. to make this work for power, it would be best to have 15 small puft ranches, instead of multiple large ranches, due to polluted oxygen consumption.
34:20 You need a night shift rancher, because that 600 off, 40 on, timer will gradually push the incubation/lullabied time to the rancher's sleeping period. I would also use the values (600 + 40) on, 40 off, because if the dupe managed to lullaby late, say 39 seconds into the ON time, using a 600 + 40 setup means the next day the dupe would only have 1 seconds on lullaby period.
I think this comment (re: times on the automation) misses the point of the timer. The Lullabied buff lasts 600 seconds. If the egg is lullabied with 1 second to go on the timer and the timer then turns it off for 600s, the egg will lose the lullabied buff 1 second before the incubator turns on, giving the full on period (40s or whatever other number you choose) for the rancher to get to the egg. This is actually the most efficient possible. In an ideal world the on time would be exactly the time for the rancher to get the errand, get to the egg and Lullaby it JUST before it turns off. Obviously you need to build some slack into the system because sometimes the rancher will be further away or doing things, but the longer it's on not only are you spending power, but the earlier in the Green period the egg is lullabied, the longer it will have without the buff at the end of the red period before it can get the buff again. So you want enough on-time to be sure the Rancher can get there and do the job every time, but not so long that you lose efficiency at the end of the red.
i like how your videos are linked together. yes, there are a lot of youtubers that say that they have a video about "x" subject but then you have to look for it. yours are really well tagged even with the thumbnail and it's just great.
This video is excellent. Some things I knew but I didn't know why and you explained it here. Some other things were completely new to me. I just made specific farm designs I learned from Reddit but never knew why some things were the way they are.
I typically use 8 wide x 12 height hatch ranches (8 x 12 = 96). It serves the same purpose as the door + tile stack, requiring only one sweeper. But it also allows for a walking platform above the hatches which the dupes can use to move around the ranch without risking any of them escaping through the doorway, or to shoot the hatches from above without risking getting hurt, if you do that. It isn't necessary very often to shoot them, but it's there when you need it. Stone hatches can bite hard enough to send dups to a med bed for a cycle if they fight more than a couple of them. Avoiding the risk is worth it when it is trivial to accomplish. 12w x 8h is another convenient size for them sometimes. I rarely use a 24w x 4h configuration like what you show here because I reckon skinny & tall beats short & fat most of the time with hatches. I prefer short & fat for dreckos mostly because you need farm tiles for them and they're easier to manage along the bottom of the chamber necessitating more width there. So, 12w x 8h, 16w x 6h, 24w x 4h, or 36w x 3h all work better depending on what space is available. 12w x 8h is nice because it perfectly fits to span two floors vertically in a layout which uses 4 tiles/floor...the most common layout most people use in early game.
ty foe the deep dive, i recently came back to play oni, and i realise i usually use plant base diets for my dupe back then and only use meats n eggs when its laying around. This will help me better to do the ranch effectively rather than do the rooms, and let it be.
I always throw my mealwood farms in my hatch ranches so not using the door + tile barrier isn't a good option. That's just my thing - with so many ways to play this game, it's great they added another option with the grooming queue.
I also just figured out that you can store gas or liquid reservoirs in the extra space if you are using the tile and door trick. You can probably also but a bunch of bins and use it for solid storage as well.
Really fantastic tutorial! Thank you! I’ve played ONI for a bit over 20 hours and I’m on my 3rd world and this is perfect. I’m definitely a beginner at ranching and this was on a great level
I love this game, although I'm not a very experienced or good player. I usually play 10-15 hours and come back after months and find updates that i need to re-learn about. Hatching is something I've never cared to try because of that besides some basic farming. Your video is easily comprehensible and moderately fun for this topic. Excellent stuff! 👌
It's still useful to keep your animals penned in as much as possible to keep pathfinding down to save your poor computer from melting down. I like to build my Hatch ranches vertical, hatches up top with coal generators on a level below the hatches and then the bottom floor made of farms. Once I get to mid game I'll grow mushrooms in the CO2 and feed them slime from a chlorine room below the farm tiles.
The door & tile thing in the hatch room, could also be for player who wants to do things on the oppisite side of the door. Could be dropping more valuable resources on the other side. Can do almost anything in there as long as other critters are not involved.
Just started to play this game. I killed 2 communities, the third one was on the blank of extinction but a dupe saved the day, and now I have 4 and I was able to grow food. Now I am learning ho to address gas and animals. This game is a full time job!
Because I always try to see how I can save dupe travel time, I like to make vertical ranches. Basically take the 24x4 room and put it on it's side. A few next to each other. You can have some discontinious flooring with their own doors for various other things that are allowed in a ranch too (storage is a nice one. Then sweeping is efficient and ranchers do not need to run up and down ladders so much. Having the incubator room/dispensary/killing floor across from a few such vertical ranches is another great way to save dupe time. Before evolution chamber (which is locked behind a long skill tree) I like to make a pip ranch, with thimble reed seeds in a storage container (natural floor of course), if I can get a pip from the printer. A few cuddle pips speed things up in the incubator and dispenser rooms which need their own grooming stations and critter dropoffs btw. they need to qualify as ranches (1 zeroed for hatches, 1 maxed for pips) - Then excess hatches can be auto wrangled to the high prio ranches or a low prio dropoff at the killing floor. The latter strat is mostly to speed things up for the carnivore achievement.
I use hatches primarily as coal producers. My method requires periodic culling but only because they eventually produce so much coal I run out of storage solutions to keep it all. I use the same small room you started with (about 32 tiles total 10x3 usually with an extra tile over work station(s) for lighting), but I leave the door open to a natural floor, open "free-range" area. This area is connected to all the rest of the non-room explored area of the map. The hatches never feel cramped in the free-range and the size of this area only increases as you explore and open more of the map. This open area is dead-ended to hatch pathing to other areas of the map usually by a two or three tile gap bridged by ladder tiles so the hatches can't go beyond their free-range. I usually make this anywhere from 5 to 16 (or so) tiles long and 2 tiles high. I then train two ranchers and *put them on a night cycle work schedule* (even better if they have the "night owl" trait) making sure their off time and bed time are at least two or three hours after the start of the morning cycle. I then place two grooming stations with a priority above 6. The night cycle work schedule means it's unnecessary to hard tile the working room. The hatches can bury themselves during the day in both areas because their groomers work at night. The important thing to know is that a buried hatch does not feel cramped and reproduction rate goes to maximum even if you have 100 hatches confined to a one tile opening. As long as they can burrow they will produce eggs at a (nearly) maximum rate. I also put several feeders out in both the room and in the free-range. With this set up you can start out with the usual three or four discovered hatches and by the 50th or so cycle have so many hatches (I've had as many as 200+ hatches at one time) all contained in this small area, producing coal enough to power the entire base with coal generators and still have a continuous gain in coal.
28:00 this works just as well with a dispenser above the chamber as rail dropping eggs from above. as long as that door is pneumatic(AKA NON SOLID). With shipping you can just make a single tile of water, surrounded by walls from all 4 sides, an corner pull the meat out, with sweeper, so that thing becomes tiny, and hidden between 2 of your ranches,
Great ranching tutorial, amazing summary. Only bit I missed in this is the 100% conversion rate of Sage Hatches, which differs from the other hatch types. There are super neat ways to combine wild arbor trees, pip dirt production into Sage Hatches for more coal. As each pip generates ~20kg of dirt, you'd need 7 pips to feed a single Sage Hatch for 140kg coal per cycle, with likely lots of excess lumber for other things, if you are running a full size arbor tree farm with 8 pips. This can be particularly useful if you need coal for refined carbon into diamond within the DLC. Either way, great step by step tutorial for hatches. Sure there are many people getting lots of info out of this for quiet some time.
Two other points I'd like to add is that 1. You can get more sedimentary rock by crushing fossil -> 100kg fossil = 5kg lime + 95kg sedimentary rock. 2. Hatches and Stone Hatches have 50% conversion rate from what they eat to coal they expel, so 140kg sandstone -> 70kg coal, but Sage Hatches have 100% conversion rate, 140 kg dirt -> 140kg coal.
Great video as always with interesting tips, but from my experience if you don't have infinity source of material, it's better to sometimes look how much you have left of it. By my irresponsibility I forgot about our beloved hatches for over a dozen cycles with my gigantic stables and to my surprise despite hundreds of new hatches hatched, they also ate through the whole bunch of my 150t poor sand. That was a funny lesson to me (despite having problems with sand lmao)
back a long time ago i used to think it wassuch a big brain move i would put hatches in the back of the bathrooms i called them my crap eaters. Well the other word. This was back when like diseases were horrible and sutff and would wreck your day. It was back when super computers would scald dupes
you can also use 2 critter sensor, one for eggs and the other for critters connected to a AND gate and the output goes to the auto sweepers. And then you set the auto sweeper to take the eggs only if the critters are above 6 and the eggs above 2. that way the sweeper take the 2 eggs to drown the critters but still leave 6 critters alive so they lay more eggs. Doing this way they never get cramped as their numbers never get above 8 for a 96 tile ranch
I subscribed to you just from this tutorial. Thank you for explaining it to me clearly & even including some automation things. I just found the game & I have loved playing it, but I am intimidated by the automation & advance stuff.
Really wish this video had chapters to be able to find the information I'm looking for quickly. Otherwise it is a good, comprehensive guide aimed for beginners (meaning it is slow paced and explains the relevant concepts thoroughly).
I usually want as efficient use of space, so I want 8 adult hatches in a ranch. So having sweepers take the eggs to a killing chamber/incubators depending on how many eggs are already getting incubated. If you have the incubation chamber have a critter drop building and set it to 0, the incubators will not overproduce :)
It's funny, I've had colonies go into the hundreds of cycles and I've literally never used ranching. Most of my colonies die because the meallice farm overheats, I think I can step my game up with the ranching haha
Once I tried making the ranches vertical, and it seems that hatches enjoy vaulted ceilings. My ranchers didn't need to go up and down ladders to get to the next stable. Not exactly a huge improvement or anything, but you could theoretically use the vertical space for other purposes like storage. IIRC, hatches don't mind sharing their ranch with buffer tanks or piles of storage compactors.
Unfortunately the starting ration box is _not_ always made of sedimentary rock. It depends which planetoid (in the base game) or cluster (in Spaced Out) you're on - in some cases, notably the base game's Arboria and Aridio asteroids, it's made of Igneous instead.
17:50 - locking critters in place is still useful, because it allows you to use a single autosweeper per stable to do all loading/unloading tasks. 29:00 - nevermind :)
+ if u want most efficent way to produce coal without using your construction materials like granite ign rock etc there is very good combo 7 pip + 1 sage hatch in same ranch math: u need 4 wild arbor trees (actually 3.2 or something like that) 1 pip produce 20 kg dirt per cycle 7 pip can support one sage hatch forever for daily 140kg per cycle coal . İts not good for food and if u playing on moonlet cluster your hatch can eat your planet in couple hundred cycles volcano + stone hatch better than this but if u have volcano each volcane can support min 4 hatch(sory for bad english)
Bro thats a little crazy i always wondered why my dude would be down there in the stable slapping his legs and no hatches coming to them. i was like thats a weird bug. I thought the hatches would be happier if they could burrow
just a note. i thought the main reason for the door/tile was to keep them close so you could use the sweeper to automate the removal of the eggs. never once did i think it was to keep them close to the grooming station.
I put one sage hatch into the room with water purifier. Hatch eats any polluted dirt generated by the purifier, preventing it from releasing polluted oxygen.
nice tutorial! as i have not played for a long time now i don't know if it is still true, but i think eggs ON conveyors are counted while they are physically inside the room. so i would advice having the conveyors run inside the wall to minimize the time an egg is counted to the population of the room.
I wonder if creating an incubation room with a Critter Pick-up set to 0 and a Critter Drop-off set into a pool of water with a lower priority than your Stables would also work. You'd get the benefits of maturing the eggs faster while also sending excess critters into the dunk tank. The only downsides might be getting your dupes soggy, but you ought to be able to fix that by placing a shower into/out of the dunk tank.
If you feed regolith to your volcano you quadruple the heat, lots of steam power, then can feed it to stone dupes for 75% of the mass in cole. Even late hate with things life infinite pacu and shove Vole it’s still worth keeping your hatches around.
buddy, but you can place a warehouse with eggs not in the kitchen, but next to the incubator, and send only meat from drowned monsters to the kitchen, it will be much more profitable. Yes, and the kitchen can be made very compact and with a "eternal" refrigerator.
wait wait wait no thats not true im pretty sure i have seen my wild hatches eat from the feeder. But damn i will watch more closely. Dude thank you so much for this video i was giving them like 29 spaces of pure ground to live on thinking it would make them happy. Thank you so much!
@@EchoRidgeGaming YO! Bro! Like thank you for this video. I had no idea that hatches werent supposed to be burrowed. I thought it would make them the most happy. yeah i cant make starve traps tho. i feel bad for the little babies being hungry. I know its dumb. ALSO! Baby slickers! They make the cutest noise! Honestly i didnt really mess with the critter stuff until i looked at your video. Id get a slickster egg and it would die. And i waslike its not too hot there. The literal manual tells you what their idea temp is. You are going to have me but i play it in F tehe
I usually have a small ranch with an open door leading to a large open area. That way, hatches come in to get groomed, and then leave. There will quickly be tens of them living happily just outside the stable, without the "crowded" debuff. For additional room inside the ranch, an auto sweeper moves any eggs to the outside, where the critters hatch naturally.
Great video 😊 The only thing I dont like about ranching hatches is the large area of space needed ;( I always have annoying slime and or pockets of chlorine, helium and polluted oxygen all around making expanding slow :/
Great video explaining the basics of ranching. Could you do an updated video of the Spaced and Frosty DLC's creatures. I am particularly interested in anything you might add for Sage hatches with lettuce as a viable mid late game use before you run out of granite igneous from farming stone hatches. This would require a gold volcano salt water volcano and bleachstone hopper with some remaining sand used for ?? I would like to see the math thankyou sir.
Something I keep hearing is coal generators run infinitely and I'm not sure what game y'all are playing, but coal generators actually have a low threshold setting that starts once battery life has decreased and it'll stop again once max battery charge is met. They don't require a smart battery and the manual generators have this feature, as well.
Btw. instead of checking if the ranch has 8 hatches, it would be better to keep 1 hatch in the incubator 'waiting' to be transferred to the ranch ;) Just a small improvement to the system above
I have over a thousand hours in this game and the bit with the ration box and a single hatch being fed the sedimentary rock is just brilliant, I never thought of that.
1000h, try wild hatches xd
@@jacksonfive5180 or use a volcano
that would be more space efficient
@@jonaut5705 would this make instant BBQ?
@@jAfr0Thunder86 I mean more that you could use a volcano to get the rock to feed tame hatches, which are more space efficient than wild hatches.
when most of guide are late-game/optimal, new players tend to get overwhelm and/or become indicisive during cycle 30-50 (when getting access to refined material, and more stuff) whether they should do something right away, or wait a little longer to do optimal one.
this progressive guide really help a lot with that. teaching how can you start utilizing them early and on top of that, in detail for each step to optimize it
remarkable
Thank you for the great comment.
Sometimes we forget how much of a struggle it is when you start your first few colonies. Just a few days ago I talked to a newer player, trying to explain making an Aquatuner-Steam Turbine heat-deletion-device is actually rather easy, but he was just like:
"No, man, I don't have an engineering degree! I just want sustainable food and water." >_
@@EchoRidgeGaming Honestly, dude, I've never tried Ranching because of the fear of not understanding it, but due to your calm mannered voice, I understood everything and will definitely use the ration box trick.
8.5 hatches per generator my dudes! If you get stone hatchlings and use a volcano to your advantage to feed the hatches, you could essentially have infinite food + coal
yeah i wish there was a better way to get sustainable coal hatches are broken
personal fav hatch set-up is a bit wacky, polluted slush geyser to a steam boiler, to make it to dirt, which goes to a sage hatch farm, water gets electrolysed and feeds oxylite, hydrogen gets frozen, surprisingly possible mid game, too
Don't forget to hide your conveyor rails in walls, floors or even doors. That way eggs count as "out of the room" and will minimise time critters have cramped debuff on them
Just Binge watched your max difficulty playthrough and your 150 dupe playthrough, moving onto your colonization playthrough. Man its addicting.
Glad you are enjoying!
You can orient your ranches vertically to not need any oddly shaped sectioned off ranches. Your hatches are always close to the grooming station just the same
You can use space behind the door with tile for different things, such as farming, generating power and so on. If you have vertical ranch all that space is lost
You could jsut make a 100 tile room and then do two doors instead oh his one door and a block and then another block in a random corner. Just make sure the top door is sideways so it doesn't cut the room into two.
@@serega_lifer I do vertical ranches with "floors" that line up with my base layout, just leave out one tile per floor and it all still counts as one room, and dupes just hop over that gap.
@@bob8mybobbob How wide and tall do you tend to make those? Do you have to put several doors on every floor so the game still considers each a separate vertical room for ranching?
@@jameskrolak counting the outer walls, 11Wx16H, which is three floors of my base. The top floor has a mini room that I keep an incubator in, in order to keep the tile count correct. And yeah, you need doors on each floor, but the upper floors with no critters I leave open for faster travel.
I tried making a diagram. X=wall, S=open space, D=door. Idk if it’s helpful or not (each letter is a tile, hence each door is a stack of 2 Ds)
XXXXXXXXXXX
XSSXX SSSSSX
XSSXX SSSSSX
DSSD SSSSSSX
DSSD SSSSSSX
XXXXXXXXXSX
XSSSSSSSSS X
XSSSSSSSSS X
DSSSSSSSSS D
DSSSSSSSSS D
XXXXXXXXXSX
XSSSSSSSSS X
XSSSSSSSSS X
DSSSSSSSSS D
DSSSSSSSSS D
XXXXXXXXXXX
what a fantastic tutorial. i wouldn't have expected it to cover automation. this is definitely a 100% tutorial for hatches. nice.
This is so insanely helpful! Like someone pointed out most other guides have really complex setups that make no sense and you(new player) don't understand what is going on.
This is the best ONI hatching tutorial on TH-cam by far. Thank you for taking the time to make it.
With the 25x4 tile ranch, and filling in with a door and two tiles: remove the tiles, and place a pneumatic door horizontally above the feeders. This'll increase the gasflow through the ranch (not being blocked by a solid tile, and having a 4tile high area to move, same principle as the 3tile wide ladder/firepole row), and the room won't look asymmetrical due to a corner tile in one end, for those who like that. (This is something I got from the comments section in one of @Francis John's videos a while back. Can't remember who said it, but I've been doing this ever since, as I do enjoy the look of a more symmetrical room)
Another note: the patch that updated ranching (for the first time since it's introduction to the game) didn't add only grooming as a way of skilling up, but the actual wrangling aswell. With this, the athletics/operating gym of a hamsterwheel and lightbulb principle can be added to husbandry; a batch of 10 newly born hatches (as an example) in one room with a drop-off. Set the drop-off to no critter filters with auto-wrangle. Ranchers will come and wrangle, gain skill, but not move them (as long as all ranches are full), so when they naturally get free, the ranchers will come back and repeat the process. (Doing this, I had 3 ranchers, who started out with 1-3 base in husbandry, at about 12 base husbandry within a relatively short time. (More hatches in the room equals more experience per round, but more time spent training))
Great tutorial @Echo, pretty sure any newcomers to the game will have an easier time with food management 😀
Love the idea about the ranching gym. Great idea. Thanks for the in-depth comment.
Excellent tutorial, covering all angles, been playing for years and still learned something while being entertained at the same time.
Remember the extra room space can be used for storage, power systems, and any other misc room you may want. Stables are very lenient on the extra furniture and equipment. So you could have your coal generators in the same room. If built vertically you could give multiple entries to the stable leaving easy access or routing around your base. Kind like slicksters in hot boxes.
This is by far the best tutorial I've seen on this topic. Very thorough and yet to the point.
Excellent tutorial. You explained the entire process very well and it was nice to see the logical progression of how to make a simple design a little more complicated one piece at a time instead of getting the most optimal arrangement all at once
Your tutorials are so comprehensive. Love it!
if u don't wanna have a cuddle pip ranch but still want them to hug eggs for you, just raise some wild ones. in case u forgot, cuddle pip can hug the eggs even if it is in the incubator, and no, u won't need to spend much reed fibers cuz u only need one to keep the system going. so the egg get double buffs lullabied by the dupes and hugs by the cuddle pip. also the cuddle pip can go on hugging spree if a dupe hug them make them hug more eggs
I want to do more with cuddle pips, the double bonus is great.
BEST tutorial ever on this game, thank you so much I am going to save this and watch more. Everyone else just goes way too fast and don't really break it down.
Excellent tutorial, I have several hundred hours in this game and have largely gotten as far as I have through guesswork but I want to learn more about the systems - I play to binge several of your videos over the next few days. Great work!
Dude thx so much I was using plants as my food and I didn’t work because the heat and I needed to get a new food source. So thank you
My sage hatches live in my bathrooms. They eat that polluted dirt quicker then I can move it and handle it in compost. very handy.
I love your tutorials! They're so thorough but never tedious and that's an impressive balance to strike.
In my experience with incubators, both lighting and Husbandry skill level affects how fast they hug them.
Also, if you don't need the coal, feeding the Hatch/Sage Hatch food is more resource effective, it'll cost 35kg dirt per cycle to feed one Hatch on Meal Lice, as opposed to 140kg from feeding it dirt directly. The amount of coal they drop is based on the weight of the material they consume, Meal Lice is second best food, after the Grubfruit for coal, though even Grubfruit is only 2-3% of the coal that eating raw material gives.
From what i can tell, Hatches convert 50% mineral weight and 75% food weight into coal, while Sage Hatches convert 100% mineral and food weight into coal.
If the hatch gets to lay the maximum of 16 eggs in it's lifecycle, then the average calories consumed per egg laid is 4178.125, a small net loss, in exchange for Barbecue tier food.
Fun tip: You can make your ranch 100 tiles, use a door with a block on top of it about 5 blocks away from the grooming station, and one block in the other corner at the end of the ranch. This traps the hatches near the grooming station. Then use the rest of the ranch as a farm. Congratulations. You just saved a ton of space and travel time for your farmer/ rancher dupes. Use Sweepers and conveyors to transport everything for even less work load. :D
I found that putting my ranches vertical and next to reach other with 8 tiles wide allows me to save a lot of ore and refined ore on the automation. I only need one sweeper on each side and I put my shipping containers in the wall in the middle (shut off with doors to make the "stable" room) and feeding everything into one shipper (then element filtering out coal, meat and eggs... along my conveyor line with element sensors saves a lot of time.
And I really liked the "prio 1" sweeping task and having an incubator unpowered to "save" the egg from egg cracking.
This actually helped me A LOT compared to other ranching tutorials. It's a surprise that I even like playing this game because of how complex and difficult it can be. I'll make sure to work on my ranching and do something like this in my worlds. Tysm ❤️😂
Also side note, the little moments where you put an edit in the video that was 1000% unnecessary but cute helped my attention span actually stay on the video rather than wander lmao
I've been playing this game literally since it's beginning and I love learning new things I'd never thought of before - thank you!
Thank you for the nice comment!
I just started playing the game and the ranching concept really appeals to me. This was a great video, thank you!
14:00 This game is a logic and math nightmare xD I'm so more used to be approximative but the degree you can have things going is sideral 🤯
there are acceptable caveats to clay, sand, polluted dirt, dirt, iron ore, fertilizer, and slime when feeding the hatches and hatch variants:
1. clay is produced from deoderizers, which can be serviced with regolith as opposed to sand. hatches don't have the ability to eat regolith, but can eat the clay produced from it. so, if you have an asteroid which has meteors delivering regolith, then all you need is a team of deodorizers and a polluted water source.
2. sand is very important to save, but is very abundant in an oasis asteroid, almost on the same level as igneous and granite. alternatively, the sand could be produced via poke shells. even though their output is reduced, it is still a viable method of a continuous food source for the hatch.
3. 4 ethanol distillers (required to run a petrol generator in full) produces enough polluted dirt to feed 5 sage hatches continuously, enough to run a single coal generator at continuous power indefinitely. this is the best combo with the ethanol distillers for power.
4. dirt is produced from polluted dirt, slime, and fertilizer. it isn't as practical as the parent 3, for feeding sage hatches, but it is an option that is abundant on the forest biomes, until ethanol distillers are up and running. most often giving more than 600 tons worth.
5. when it comes to smooth hatches, they are not as efficient as metal refineries, but they are more productive at producing refined metal. with that said, they need a lot of it, and the best place to get metal ore, is the rust deoxidizer. this produces 400 g/s of iron ore, or 240 kg/cycle. this is enough for 2.4 smooth hatches for a long time. maybe not indefinite, but long enough to make as much steel as you want.
6. fertilizer is by far the worst way, but it is the most accessible way to support a sage hatch ranch. 18 synthesizers (enough to keep two nat gas generators running continuously), has the ability to produce 1296 kg of fertilizer, enough for 9.25 sage hatches. this will support 2 coal generators continuously, while only using 54% of the dirt requirements.
7. slime is the most power efficient way to support sage hatches. a puft drops 47.5 kg of slime per cycle. 5 sage hatches (enough to support one coal generator) requires 14.7 pufts, or 2.45 stables worth. to make this work for power, it would be best to have 15 small puft ranches, instead of multiple large ranches, due to polluted oxygen consumption.
All good ideas
34:20 You need a night shift rancher, because that 600 off, 40 on, timer will gradually push the incubation/lullabied time to the rancher's sleeping period. I would also use the values (600 + 40) on, 40 off, because if the dupe managed to lullaby late, say 39 seconds into the ON time, using a 600 + 40 setup means the next day the dupe would only have 1 seconds on lullaby period.
Great point!
I think this comment (re: times on the automation) misses the point of the timer. The Lullabied buff lasts 600 seconds. If the egg is lullabied with 1 second to go on the timer and the timer then turns it off for 600s, the egg will lose the lullabied buff 1 second before the incubator turns on, giving the full on period (40s or whatever other number you choose) for the rancher to get to the egg. This is actually the most efficient possible. In an ideal world the on time would be exactly the time for the rancher to get the errand, get to the egg and Lullaby it JUST before it turns off.
Obviously you need to build some slack into the system because sometimes the rancher will be further away or doing things, but the longer it's on not only are you spending power, but the earlier in the Green period the egg is lullabied, the longer it will have without the buff at the end of the red period before it can get the buff again.
So you want enough on-time to be sure the Rancher can get there and do the job every time, but not so long that you lose efficiency at the end of the red.
i like how your videos are linked together. yes, there are a lot of youtubers that say that they have a video about "x" subject but then you have to look for it. yours are really well tagged even with the thumbnail and it's just great.
Thank you.
The animation for the waiting hatch is very cute... lol. The tapping leg perfectly captures impatience in one small movement.
This video is excellent. Some things I knew but I didn't know why and you explained it here. Some other things were completely new to me. I just made specific farm designs I learned from Reddit but never knew why some things were the way they are.
I typically use 8 wide x 12 height hatch ranches (8 x 12 = 96). It serves the same purpose as the door + tile stack, requiring only one sweeper. But it also allows for a walking platform above the hatches which the dupes can use to move around the ranch without risking any of them escaping through the doorway, or to shoot the hatches from above without risking getting hurt, if you do that. It isn't necessary very often to shoot them, but it's there when you need it. Stone hatches can bite hard enough to send dups to a med bed for a cycle if they fight more than a couple of them. Avoiding the risk is worth it when it is trivial to accomplish. 12w x 8h is another convenient size for them sometimes. I rarely use a 24w x 4h configuration like what you show here because I reckon skinny & tall beats short & fat most of the time with hatches. I prefer short & fat for dreckos mostly because you need farm tiles for them and they're easier to manage along the bottom of the chamber necessitating more width there. So, 12w x 8h, 16w x 6h, 24w x 4h, or 36w x 3h all work better depending on what space is available. 12w x 8h is nice because it perfectly fits to span two floors vertically in a layout which uses 4 tiles/floor...the most common layout most people use in early game.
ty foe the deep dive, i recently came back to play oni, and i realise i usually use plant base diets for my dupe back then and only use meats n eggs when its laying around. This will help me better to do the ranch effectively rather than do the rooms, and let it be.
I always throw my mealwood farms in my hatch ranches so not using the door + tile barrier isn't a good option. That's just my thing - with so many ways to play this game, it's great they added another option with the grooming queue.
This is a great use of space.
I have about 700 hours in this game and I always learn something new
I also just figured out that you can store gas or liquid reservoirs in the extra space if you are using the tile and door trick. You can probably also but a bunch of bins and use it for solid storage as well.
Really fantastic tutorial! Thank you! I’ve played ONI for a bit over 20 hours and I’m on my 3rd world and this is perfect. I’m definitely a beginner at ranching and this was on a great level
Thank you for the compliment :) Glad it helped.
I love this game, although I'm not a very experienced or good player. I usually play 10-15 hours and come back after months and find updates that i need to re-learn about. Hatching is something I've never cared to try because of that besides some basic farming. Your video is easily comprehensible and moderately fun for this topic. Excellent stuff! 👌
It's still useful to keep your animals penned in as much as possible to keep pathfinding down to save your poor computer from melting down.
I like to build my Hatch ranches vertical, hatches up top with coal generators on a level below the hatches and then the bottom floor made of farms. Once I get to mid game I'll grow mushrooms in the CO2 and feed them slime from a chlorine room below the farm tiles.
Great point about the pathfinding. I like your hatch ranch implementation.
The absolute best tutorial on hatches that I have seen, great job and thank you. :)
Thank you very much.
The door & tile thing in the hatch room, could also be for player who wants to do things on the oppisite side of the door. Could be dropping more valuable resources on the other side.
Can do almost anything in there as long as other critters are not involved.
I do the door method and I just have machinery and what not on the other side of the doors. Feels like I don't have a bunch of wasted space.
Came for the hatches; stayed for the hatch math.
Just started to play this game. I killed 2 communities, the third one was on the blank of extinction but a dupe saved the day, and now I have 4 and I was able to grow food. Now I am learning ho to address gas and animals. This game is a full time job!
This is a video I will definitely be referring back to from time to time. :-)
Because I always try to see how I can save dupe travel time, I like to make vertical ranches. Basically take the 24x4 room and put it on it's side. A few next to each other. You can have some discontinious flooring with their own doors for various other things that are allowed in a ranch too (storage is a nice one. Then sweeping is efficient and ranchers do not need to run up and down ladders so much. Having the incubator room/dispensary/killing floor across from a few such vertical ranches is another great way to save dupe time. Before evolution chamber (which is locked behind a long skill tree) I like to make a pip ranch, with thimble reed seeds in a storage container (natural floor of course), if I can get a pip from the printer. A few cuddle pips speed things up in the incubator and dispenser rooms which need their own grooming stations and critter dropoffs btw. they need to qualify as ranches (1 zeroed for hatches, 1 maxed for pips) - Then excess hatches can be auto wrangled to the high prio ranches or a low prio dropoff at the killing floor. The latter strat is mostly to speed things up for the carnivore achievement.
Dupe travel time is an excellent point for the use of vertical ranches.
I use hatches primarily as coal producers. My method requires periodic culling but only because they eventually produce so much coal I run out of storage solutions to keep it all.
I use the same small room you started with (about 32 tiles total 10x3 usually with an extra tile over work station(s) for lighting), but I leave the door open to a natural floor, open "free-range" area. This area is connected to all the rest of the non-room explored area of the map. The hatches never feel cramped in the free-range and the size of this area only increases as you explore and open more of the map. This open area is dead-ended to hatch pathing to other areas of the map usually by a two or three tile gap bridged by ladder tiles so the hatches can't go beyond their free-range. I usually make this anywhere from 5 to 16 (or so) tiles long and 2 tiles high. I then train two ranchers and *put them on a night cycle work schedule* (even better if they have the "night owl" trait) making sure their off time and bed time are at least two or three hours after the start of the morning cycle. I then place two grooming stations with a priority above 6. The night cycle work schedule means it's unnecessary to hard tile the working room. The hatches can bury themselves during the day in both areas because their groomers work at night. The important thing to know is that a buried hatch does not feel cramped and reproduction rate goes to maximum even if you have 100 hatches confined to a one tile opening. As long as they can burrow they will produce eggs at a (nearly) maximum rate. I also put several feeders out in both the room and in the free-range. With this set up you can start out with the usual three or four discovered hatches and by the 50th or so cycle have so many hatches (I've had as many as 200+ hatches at one time) all contained in this small area, producing coal enough to power the entire base with coal generators and still have a continuous gain in coal.
Nice, and I can see why this gives you more coal then you could ever need ha. Ingenious method.
28:00 this works just as well with a dispenser above the chamber as rail dropping eggs from above. as long as that door is pneumatic(AKA NON SOLID). With shipping you can just make a single tile of water, surrounded by walls from all 4 sides, an corner pull the meat out, with sweeper, so that thing becomes tiny, and hidden between 2 of your ranches,
the door also helps if you use shipping to remove eggs and coal away as you can confine the critters to the range of the auto sweepers
Great ranching tutorial, amazing summary. Only bit I missed in this is the 100% conversion rate of Sage Hatches, which differs from the other hatch types. There are super neat ways to combine wild arbor trees, pip dirt production into Sage Hatches for more coal. As each pip generates ~20kg of dirt, you'd need 7 pips to feed a single Sage Hatch for 140kg coal per cycle, with likely lots of excess lumber for other things, if you are running a full size arbor tree farm with 8 pips. This can be particularly useful if you need coal for refined carbon into diamond within the DLC.
Either way, great step by step tutorial for hatches. Sure there are many people getting lots of info out of this for quiet some time.
Great points that I should have touched upon. Thank you.
Two other points I'd like to add is that
1. You can get more sedimentary rock by crushing fossil -> 100kg fossil = 5kg lime + 95kg sedimentary rock.
2. Hatches and Stone Hatches have 50% conversion rate from what they eat to coal they expel, so 140kg sandstone -> 70kg coal, but Sage Hatches have 100% conversion rate, 140 kg dirt -> 140kg coal.
Great points.
Great video as always with interesting tips, but from my experience if you don't have infinity source of material, it's better to sometimes look how much you have left of it. By my irresponsibility I forgot about our beloved hatches for over a dozen cycles with my gigantic stables and to my surprise despite hundreds of new hatches hatched, they also ate through the whole bunch of my 150t poor sand. That was a funny lesson to me (despite having problems with sand lmao)
Ha, yes you definitely have to keep an eye on your materials!
u do the best oni videos by far, i have watched everybody's u just explain very well.
back a long time ago i used to think it wassuch a big brain move i would put hatches in the back of the bathrooms i called them my crap eaters. Well the other word. This was back when like diseases were horrible and sutff and would wreck your day. It was back when super computers would scald dupes
you can also use 2 critter sensor, one for eggs and the other for critters connected to a AND gate and the output goes to the auto sweepers. And then you set the auto sweeper to take the eggs only if the critters are above 6 and the eggs above 2. that way the sweeper take the 2 eggs to drown the critters but still leave 6 critters alive so they lay more eggs. Doing this way they never get cramped as their numbers never get above 8 for a 96 tile ranch
21:00 To get more sedimentry rock you can also crush fossil, it will break up in lime and sedimetry rock
Oh my god... HOW did I not realize that HIGHER numbers were higher priority???
12 tiles per hatch, that's what i needed to know
Thanks
You forget to say, that hatches could fight back the slaughter and traumatize your dups.
That was fantastic.
I subscribed to you just from this tutorial. Thank you for explaining it to me clearly & even including some automation things. I just found the game & I have loved playing it, but I am intimidated by the automation & advance stuff.
You will get there Trixxxy!
Really wish this video had chapters to be able to find the information I'm looking for quickly. Otherwise it is a good, comprehensive guide aimed for beginners (meaning it is slow paced and explains the relevant concepts thoroughly).
Fantastic tutorial again.
I just wanted to know how many criters I can have in my 64 tile ranch but watched it all and learned so much. Thank you!
I usually want as efficient use of space, so I want 8 adult hatches in a ranch. So having sweepers take the eggs to a killing chamber/incubators depending on how many eggs are already getting incubated. If you have the incubation chamber have a critter drop building and set it to 0, the incubators will not overproduce :)
It's funny, I've had colonies go into the hundreds of cycles and I've literally never used ranching. Most of my colonies die because the meallice farm overheats, I think I can step my game up with the ranching haha
I am not even playing oxygen but I loved this video
Once I tried making the ranches vertical, and it seems that hatches enjoy vaulted ceilings. My ranchers didn't need to go up and down ladders to get to the next stable. Not exactly a huge improvement or anything, but you could theoretically use the vertical space for other purposes like storage. IIRC, hatches don't mind sharing their ranch with buffer tanks or piles of storage compactors.
Unfortunately the starting ration box is _not_ always made of sedimentary rock. It depends which planetoid (in the base game) or cluster (in Spaced Out) you're on - in some cases, notably the base game's Arboria and Aridio asteroids, it's made of Igneous instead.
Today I learned... wow, had no idea. Thanks for clueing me in!
Great vid Echs. You're tutorials are the best!
I have the best mods too.
@@EchoRidgeGaming you may be a little biased in our favor, but I'll take it.
17:50 - locking critters in place is still useful, because it allows you to use a single autosweeper per stable to do all loading/unloading tasks.
29:00 - nevermind :)
lol
+ if u want most efficent way to produce coal without using your construction materials like granite ign rock etc there is very good combo 7 pip + 1 sage hatch in same ranch math: u need 4 wild arbor trees (actually 3.2 or something like that) 1 pip produce 20 kg dirt per cycle 7 pip can support one sage hatch forever for daily 140kg per cycle coal . İts not good for food and if u playing on moonlet cluster your hatch can eat your planet in couple hundred cycles volcano + stone hatch better than this but if u have volcano each volcane can support min 4 hatch(sory for bad english)
Definitely a cool way to do it.
Bro thats a little crazy i always wondered why my dude would be down there in the stable slapping his legs and no hatches coming to them. i was like thats a weird bug. I thought the hatches would be happier if they could burrow
just a note. i thought the main reason for the door/tile was to keep them close so you could use the sweeper to automate the removal of the eggs. never once did i think it was to keep them close to the grooming station.
This video had a lot of stuff I had forgotten also. Lots of good tips!
I put one sage hatch into the room with water purifier. Hatch eats any polluted dirt generated by the purifier, preventing it from releasing polluted oxygen.
This is a fantastic video. A lot of care and effort went into this. I learned a lot. Thank you.
nice tutorial!
as i have not played for a long time now i don't know if it is still true, but i think eggs ON conveyors are counted while they are physically inside the room. so i would advice having the conveyors run inside the wall to minimize the time an egg is counted to the population of the room.
Good tip, especially if you have longer runs of rails in your stable.
I wonder if creating an incubation room with a Critter Pick-up set to 0 and a Critter Drop-off set into a pool of water with a lower priority than your Stables would also work. You'd get the benefits of maturing the eggs faster while also sending excess critters into the dunk tank. The only downsides might be getting your dupes soggy, but you ought to be able to fix that by placing a shower into/out of the dunk tank.
If you feed regolith to your volcano you quadruple the heat, lots of steam power, then can feed it to stone dupes for 75% of the mass in cole. Even late hate with things life infinite pacu and shove Vole it’s still worth keeping your hatches around.
buddy, but you can place a warehouse with eggs not in the kitchen, but next to the incubator, and send only meat from drowned monsters to the kitchen, it will be much more profitable. Yes, and the kitchen can be made very compact and with a "eternal" refrigerator.
19:08 Echo petting a doggy in the hatch ranch
Nicely done.
Amazing work here. This was super helpful!
I like using vertical ranches, more efficient to go from one to the next.
Excellent work!
Thank you.
Sigh I'm going crazy, drowning chamber made me laugh for awhile lol
wait wait wait no thats not true im pretty sure i have seen my wild hatches eat from the feeder. But damn i will watch more closely. Dude thank you so much for this video i was giving them like 29 spaces of pure ground to live on thinking it would make them happy. Thank you so much!
Wild critters WILL eat from the feeder.
@@EchoRidgeGaming YO! Bro! Like thank you for this video. I had no idea that hatches werent supposed to be burrowed. I thought it would make them the most happy. yeah i cant make starve traps tho. i feel bad for the little babies being hungry. I know its dumb. ALSO! Baby slickers! They make the cutest noise! Honestly i didnt really mess with the critter stuff until i looked at your video. Id get a slickster egg and it would die. And i waslike its not too hot there. The literal manual tells you what their idea temp is. You are going to have me but i play it in F tehe
also sorry i thought you said that the wild ones wont ea from the feeder.
It might be nice to update this to reflex the changes to ONI logic for how critter work and the new items that effect happiness.
Amazing tutorial
I usually have a small ranch with an open door leading to a large open area. That way, hatches come in to get groomed, and then leave. There will quickly be tens of them living happily just outside the stable, without the "crowded" debuff.
For additional room inside the ranch, an auto sweeper moves any eggs to the outside, where the critters hatch naturally.
Awesome stuff Echo!!
Amazing, I learned a lot, time to reproduce it in the game! :D
Great tutorial. One question, why do you place the incubators outside the ranch?
Because if they were inside the ranch they would count as critters/eggs in the stable.
Great video 😊 The only thing I dont like about ranching hatches is the large area of space needed ;( I always have annoying slime and or pockets of chlorine, helium and polluted oxygen all around making expanding slow :/
Great video explaining the basics of ranching. Could you do an updated video of the Spaced and Frosty DLC's creatures. I am particularly interested in anything you might add for Sage hatches with lettuce as a viable mid late game use before you run out of granite igneous from farming stone hatches. This would require a gold volcano salt water volcano and bleachstone hopper with some remaining sand used for ?? I would like to see the math thankyou sir.
Something I keep hearing is coal generators run infinitely and I'm not sure what game y'all are playing, but coal generators actually have a low threshold setting that starts once battery life has decreased and it'll stop again once max battery charge is met. They don't require a smart battery and the manual generators have this feature, as well.
Great content and explanations. Very easy to follow. Thanks.
Thank you.
Btw. instead of checking if the ranch has 8 hatches, it would be better to keep 1 hatch in the incubator 'waiting' to be transferred to the ranch ;) Just a small improvement to the system above
Excellent explanation! Gonna start a new playthrough now. :)
Ohhh… very impressive. Thank u for your tutorial.
20:29 So this debunks the big question what came first the chicken or the egg!!