I'd love a short or update showing new information gained with the QOL update for critters like pufts. It used to be so annoying to ranch them, but now we can break that stigma.
Dense pufts are my favorite. They are pretty much free food since they turn 95% oxygen back into oxygen(oxylite) and I prefer ranching them over producing oxylite with the machines.
If you have a chlorine vent and a salt geyser, then Regular and squeaky pufts are god tier when it comes to food production. A single fully fed regular puft can theoretically produces enough slime to supply 7 600kcal of mushroom wraps per cycle, a single squeaky puft theoretically provides enough bleach to supply 152 000kcal of mushroom wraps per cycle. So all in all, you theoriticaly need on puft per 7,238kcal of mushroom wraps (with an additional 400 kcal of BBQ) per cycle. By this metric, Pufts are actually better sources of calories than even Shove Voles.
You sort of want to ranch all the types and I don't think I ever properly automated it so there was always some manual stuff getting the princes sorted out.
@@Tamizushi the pufts are too complicated to get going easily. Its better. To throw them together in a room and let them ride. I never rely on chlorine vents at all. I usually run several different ranches. Glossy and reg drecos. Grub grubs etc and pips. I got like 10 millon frost burger kcals. The key is to get resources from other planets etc
@@turboimport95 They are difficult to figure out but once you know how to deal with them pufts are not that hard to get going. Tbh, I think most critters are worth ranching to some degree: hatches, pips, dreckos, pufts, divergents, shove voles, pacus and yes, even pufts, are all well worth it. On another hand, I haven’t found much use for poke shells, shine bugs, slugs and gassy moos.
Dense and Squeaky puffs are ridiculously EASY to ranch. It's only difficult to make the ranch maximally efficient. For the bare minimum, all you need to do is throw a dense or squeaky puft into a large Stable room with the right gas. They'll sort the rest out themselves, laying Prince eggs when princes are needed, dense/squeeky eggs otherwise, and the occasional normal puft will simply starve to death and remove itself from your problem. There are lots of ways to improve the system, but things only get complicated when you want to absolutely maximize the outputs while minimizing labor and cost.
It's fundamentally a bit unfair of Klei, on reflection. There is a requirement to have a certain mix of animals for an outcome, but the sensors provided don't enable us to differentiate between types of animal. I've had success with having max 5 for dense pufts, then max 6 with a lower priority for princes. So long as there's a supply of dense pufts from a low priority ranch, it's stable. It fails when there isn't.
That's such good design for puff ranchs!!! I never though or seen anything about using the base/prince pufts combo that makes the process so simple and streamlined, and the squeaky/dense puff ranch need dupes only for grooming which make them so reliable and opens the possibility for multiple of them for mass production!!!! Thank you so much for making and sharing this with the community!!!!!!!!!!!!!!
What a creative solution! Love watching your videos, for topics I'm not familiar with (like this one) but also for stuff I already am, just so relaxing and enjoyable to watch.
Amazing timing Fungus! I was just starting to experiment with pufts on my playthrough just to do something with them and I was wondering when you'd make a tutorial bite about them. You heard my plea. So far i've just put all eggs i find inside my polluted water reservoar but now i might test out your design. Great work!😊
Cheers, I've been looking forward to the puft episode :) A couple of notes/nitpicks: - I've ranched slime pufts "inside" the base, using only oxygen masks for access - a CO2 lock at the bottom worked surprisingly well in that use case. CO2 from dupes was drained through it, but it never let PO2 from the ranch leak into the base. - 9:56 - eh, not really. Just make a dense-/squeaky-only ranch from those excess eggs. Ranching any puft morph sustainably only needs 2 ranches. A well implemented mixed ranch should be able to support a few single-morph ranches. I love the idea of using excess unranched dense/squeaky pufts to produce princes. I don't let excess ones mature in my map, but I noticed that pufts in my ranch's waiting room/dispenser have fairly high prince changes because of the time they spend in there.
I think that pufts don't breathe the gas, but more like feeding on it Like whales filtering water from microorganisms That makes sense, since polluted oxygen has a lot of slimelung and other nutrient parts, making it very nutrient Though I can't explain why squeaky and dense pufts consume their materials
In the regular world, there are a ton of micro organisms in oxygen as well. so dense puffs eating oxygen makes sense. It's the squeaky one that requires suspension of belief since chlorine is VERY toxic to nearly all organisms. However since in the game lore all the critters are genetically engineered by gravitas, I guess everything will make sense 🤣
I've been watching a few videos on how to automate puft farms, and your idea of physically separating the puft prince from the others is genius. I wonder if this could be used alongside detecting meat drops to know that the prince died and you need to replace it.
Thanks, it did take a lot of research to even come up with this fiddly concept. But with the critter drop-off changes, this ranch is now simpler as you just have a drop-off for the princes and the dense/squeaky pufts in the same ranch and that should work now.
Ostensibly that's an oversight since the critter drop-off is meant for stables, which means the wrangled pufts are supposed to be tamed or at least in an enclosed space.
I was looking into ranching squeaky pufts because I have a chlorine vent on my map and I want bleach stone without needing salt and gold, but after realising how much chlorine they eat per cycle, it feels like the dasha saltvines are actually better, if you go into the trouble of geotuning the chlorine vent.
One interesting thing about pufts is how little they actually "eat". Let's take the squeaky puft for example and your average 100g/s chlorine vent. That's 60kg of chlorine per cycle, enough for 2 pufts. But since pufts turn that 60kg of chlorine into 95% (57kg) of bleachstone, and that bleachstone if made to offgas in their ranch in a small amount of liquid, they effectively only consumed 3kg of chlorine per cycle. So 2 squeaky pufts can life off of 3kg of chlorine per cycle, so your average chlorine vent can reliably feed 20 squeaky pufts. It won't net you any bleachstone, but it's a source of meat and eggs. So if your goal is meat (and lime), you need very little input to keep all those pufts going. A smidge of chlorine and oxygen for the special ones, and a bit more pO2 for the regular puft and princes to breed all morphs, easy enough to provide if you let their products offgas
That's an interesting point, but there is definitely a practical consideration of how quickly you can offgas all the solids back to gases as they aren't very quick.
@@GCFungus That's a great point! It's my understanding (I may well be wrong) that the offgassing rate is dependent on the mass of debris. My thinking is, that as more debris, say bleachstone, keeps popping out of the squeakies and stacking in the same tile, the offgas rate will naturally increase until it reaches an equilibrium. I.e. you need to "prime the system" by overfeeding them at the start to generate enough debris mass, and gradually their NET consumption will go from 30kg/cycle to 3kg/cycle. Since I'm no mathemagician I genuinely don't know how long that will take to accumulate enough debris mass to reach that equilibrium though. The mechanics of offgassing and it's rate might be a cool topic for an in-depth video. It's certainly something I could learn about :)
I would use them only around infectious gas vents and chlorine vents, as they are a headache to use with machinery. Infectious gas vent + 2 toilet water tiles high should do.
Looking at the stable design with the prince separated from the other pufts, i'm wondering if the counter sensor system is even needed. Pufts drop meat when they die, and if the prince is contained in its own part of the stable, it means that if his meat passes through a conveyor you know it is specifically the prince's meat! So a simple element sensor on the conveyor rail and you got yourself a working "is the prince dead yet?" detector.
I answered a similar question in another comment, and I think this is possible but the issue is that an unincubated egg will take 20 cycles to hatch and then 5 cycles to mature, so you'd have 25 cycles without a puft Prince in the ranch which is three quarters of the time.
@@GCFungus would it be an option to prepare a prince in a room next to it, open the door once the first one dies and then close it again after he enters the stable? A critter sensor with a not gate in the backup room should do the trick. It would take up more space however.
@@Game_InSky That does sound like a potential way to do it yes, a clever idea. Would probably need some experimenting to work in practice but I can see it.
@@GCFungus actually iffy with that sensor as well - we have a timer sensor which can be switched to cycles instead right? (i know you used it in shove vole's ranch tutorial)
One simple optimisation would be to dump the 1 puft prince per 75 cycle in the glum ranch (the room where you have all your regular pufts) instead of dumping in the squeaky puft ranch. This will cause your glum regular pufts to mostly lay dense pufts or squeaky pufts, which will supply those ranches. This means you can build your specialized ranches normally, with 6 specialized pufts each.
wait a minute this is such a great idea, it complements the video's ranchs so well and in many ways if you are going for triple puft production, i going to steal it and try to use it on my base.
@@obisidiangolden1159 Yeah, pufts are great for glum ranching in general. The main down side is that their pathing is costly for your FPS, but you can completely fill the room they are in with liquid except for one square to restrict their pathing. As long as there is a pneumatic door right above them they will be able to breathe normally. Squeaky and dense pufts can also be glum ranched just fine.
Not sure exactly when the "move to" command was added to the game, but i find collecting wild eggs via the "move to" command much easier than baiting adult pufts
Do the meteor showers actually drop that much oxylite? The oxylite refinery is certainly very easy to run, so dense pufts are definitely way more of a hassle.
i don't see a reason for large squeaky and dense puft ranching. the amount of available chlorine is rather low, and the only reason i see for the ranching of dense pufts is due to arboria type asteroids. the large crop numbers that were mentioned earlier can be achieved by just having a few.
Is there a tutorial on Plug Slug coming soon? 😅 I really need power on my Swampy planet, looks like coal isn't around my area.. Wait, can you make a tutorial for starter setup for each biome/planetoids? Haha.. Just kidding!
Never really ranched dense Pufts until recently but I have 1 question why dont you groom the puft prince to maintain its population, because a happy puft drops an egg in about 5 cycles so if im not mistake. 1 alone tamed puft and 1 alone tamed puft prince should sustain the puft prince population. Unless you dont want the prince to eat the oxygen hence why you want it in the glum state. but tbf if you running a spom especially a hydra spom then you already have an over abundance of oxygen so idk.
With this design before the critter drop-off change, the entire design is about keeping the puft prince number correct which is far more difficult than simply having another puft ranch to make the right eggs for it. But with the new critter drop off, you don't need to separate them any more so you could simply take the puft eggs.
first time ranching pufts, gotta say, 4 incubators each is overkill. i had like 26 pufts in the overflow room, and many more just floating around the map lol
Yes, I show 4 in these Tutorial Bites as I think it's a convenient amount, but each ranch only needs 1, maybe 2 each which I mentioned in the main Critter Tutorial Bite.
Polluted dirt can be renewable by mass producing food and letting it rot. A good candidate is raw fish as pacus can be starvation ranched, possibly producing ludicrous amounts of raw fish, rot piles, polluted dirt or polluted oxygen. On my save file, I am using a pacu farm to produce tons of polluted dirt which I feed to sage hatches and poke shells to produce sand and coal renewably.
Are you sure on the numbers for this? 1 pacu will drop 1kg of pacu fullet on death that becomes 1kg of polluted dirt, but you only get this every 22 cycles. A single puft will consume the polluted oxygen at 75kg/cycle, so if my maths is right you'd need 1650 pacu to feed one puft.
Hi everyone, quick update as per the October 2023 Quality of Life Update, Pufts can now be wrangled by dupes.
Also good to note that squeaky pufts are no longer the only way to make bleach stone :)
Critter dropoffs now differentiate between different morphs of critters now as well.
@@DanteTorn And their amounts
I'd love a short or update showing new information gained with the QOL update for critters like pufts. It used to be so annoying to ranch them, but now we can break that stigma.
I'm not even playing the game at the moment but I find this series strangely comforting.
I find this youtuber's voice to be oddly comforting, as well.
Dense pufts are my favorite. They are pretty much free food since they turn 95% oxygen back into oxygen(oxylite) and I prefer ranching them over producing oxylite with the machines.
slicksters and drecos are free food as well. drecos best cause free reed fibre. but free oil works well.
If you have a chlorine vent and a salt geyser, then Regular and squeaky pufts are god tier when it comes to food production. A single fully fed regular puft can theoretically produces enough slime to supply 7 600kcal of mushroom wraps per cycle, a single squeaky puft theoretically provides enough bleach to supply 152 000kcal of mushroom wraps per cycle. So all in all, you theoriticaly need on puft per 7,238kcal of mushroom wraps (with an additional 400 kcal of BBQ) per cycle. By this metric, Pufts are actually better sources of calories than even Shove Voles.
You sort of want to ranch all the types and I don't think I ever properly automated it so there was always some manual stuff getting the princes sorted out.
@@Tamizushi the pufts are too complicated to get going easily. Its better. To throw them together in a room and let them ride. I never rely on chlorine vents at all. I usually run several different ranches. Glossy and reg drecos. Grub grubs etc and pips. I got like 10 millon frost burger kcals. The key is to get resources from other planets etc
@@turboimport95 They are difficult to figure out but once you know how to deal with them pufts are not that hard to get going.
Tbh, I think most critters are worth ranching to some degree: hatches, pips, dreckos, pufts, divergents, shove voles, pacus and yes, even pufts, are all well worth it. On another hand, I haven’t found much use for poke shells, shine bugs, slugs and gassy moos.
Dense and Squeaky puffs are ridiculously EASY to ranch. It's only difficult to make the ranch maximally efficient. For the bare minimum, all you need to do is throw a dense or squeaky puft into a large Stable room with the right gas. They'll sort the rest out themselves, laying Prince eggs when princes are needed, dense/squeeky eggs otherwise, and the occasional normal puft will simply starve to death and remove itself from your problem.
There are lots of ways to improve the system, but things only get complicated when you want to absolutely maximize the outputs while minimizing labor and cost.
This gave me hope
It's fundamentally a bit unfair of Klei, on reflection. There is a requirement to have a certain mix of animals for an outcome, but the sensors provided don't enable us to differentiate between types of animal.
I've had success with having max 5 for dense pufts, then max 6 with a lower priority for princes. So long as there's a supply of dense pufts from a low priority ranch, it's stable. It fails when there isn't.
That's such good design for puff ranchs!!! I never though or seen anything about using the base/prince pufts combo that makes the process so simple and streamlined, and the squeaky/dense puff ranch need dupes only for grooming which make them so reliable and opens the possibility for multiple of them for mass production!!!! Thank you so much for making and sharing this with the community!!!!!!!!!!!!!!
Nicely done! That was a very clever way to have that puft prince in with those squeeky pufts!
What a creative solution! Love watching your videos, for topics I'm not familiar with (like this one) but also for stuff I already am, just so relaxing and enjoyable to watch.
Amazing timing Fungus! I was just starting to experiment with pufts on my playthrough just to do something with them and I was wondering when you'd make a tutorial bite about them. You heard my plea.
So far i've just put all eggs i find inside my polluted water reservoar but now i might test out your design. Great work!😊
Yo, this tutorial turned out to be very complete! That's great GC!
I don’t even watch these for the tutorial, I’m just happy that a new GCFungus video is out!
Thank you! I love your squeaky puft ranch design! Imma try it out.
Cheers, I've been looking forward to the puft episode :) A couple of notes/nitpicks:
- I've ranched slime pufts "inside" the base, using only oxygen masks for access - a CO2 lock at the bottom worked surprisingly well in that use case. CO2 from dupes was drained through it, but it never let PO2 from the ranch leak into the base.
- 9:56 - eh, not really. Just make a dense-/squeaky-only ranch from those excess eggs. Ranching any puft morph sustainably only needs 2 ranches. A well implemented mixed ranch should be able to support a few single-morph ranches.
I love the idea of using excess unranched dense/squeaky pufts to produce princes. I don't let excess ones mature in my map, but I noticed that pufts in my ranch's waiting room/dispenser have fairly high prince changes because of the time they spend in there.
hell yea puftss i have been waiting for this
Another great resource, thanks a million!
I think that pufts don't breathe the gas, but more like feeding on it
Like whales filtering water from microorganisms
That makes sense, since polluted oxygen has a lot of slimelung and other nutrient parts, making it very nutrient
Though I can't explain why squeaky and dense pufts consume their materials
In the regular world, there are a ton of micro organisms in oxygen as well. so dense puffs eating oxygen makes sense. It's the squeaky one that requires suspension of belief since chlorine is VERY toxic to nearly all organisms. However since in the game lore all the critters are genetically engineered by gravitas, I guess everything will make sense 🤣
Might as well ask how hatches turn rocks that contain little to no carbon into pure coal.
It's Gravitas, I ain't gotta explain shit. 🤷
I've been watching a few videos on how to automate puft farms, and your idea of physically separating the puft prince from the others is genius. I wonder if this could be used alongside detecting meat drops to know that the prince died and you need to replace it.
Thanks, it did take a lot of research to even come up with this fiddly concept. But with the critter drop-off changes, this ranch is now simpler as you just have a drop-off for the princes and the dense/squeaky pufts in the same ranch and that should work now.
5:01 It is NOT an exploit to use critter drop-offs!! The game has wrangled animations for pufts!!
Agreed. The animation means they knew this was an option. My conscience is clear.
Ostensibly that's an oversight since the critter drop-off is meant for stables, which means the wrangled pufts are supposed to be tamed or at least in an enclosed space.
I was looking into ranching squeaky pufts because I have a chlorine vent on my map and I want bleach stone without needing salt and gold, but after realising how much chlorine they eat per cycle, it feels like the dasha saltvines are actually better, if you go into the trouble of geotuning the chlorine vent.
Great tutorial 👍🔝
One interesting thing about pufts is how little they actually "eat". Let's take the squeaky puft for example and your average 100g/s chlorine vent. That's 60kg of chlorine per cycle, enough for 2 pufts. But since pufts turn that 60kg of chlorine into 95% (57kg) of bleachstone, and that bleachstone if made to offgas in their ranch in a small amount of liquid, they effectively only consumed 3kg of chlorine per cycle. So 2 squeaky pufts can life off of 3kg of chlorine per cycle, so your average chlorine vent can reliably feed 20 squeaky pufts. It won't net you any bleachstone, but it's a source of meat and eggs.
So if your goal is meat (and lime), you need very little input to keep all those pufts going. A smidge of chlorine and oxygen for the special ones, and a bit more pO2 for the regular puft and princes to breed all morphs, easy enough to provide if you let their products offgas
That's an interesting point, but there is definitely a practical consideration of how quickly you can offgas all the solids back to gases as they aren't very quick.
@@GCFungus That's a great point! It's my understanding (I may well be wrong) that the offgassing rate is dependent on the mass of debris. My thinking is, that as more debris, say bleachstone, keeps popping out of the squeakies and stacking in the same tile, the offgas rate will naturally increase until it reaches an equilibrium. I.e. you need to "prime the system" by overfeeding them at the start to generate enough debris mass, and gradually their NET consumption will go from 30kg/cycle to 3kg/cycle. Since I'm no mathemagician I genuinely don't know how long that will take to accumulate enough debris mass to reach that equilibrium though. The mechanics of offgassing and it's rate might be a cool topic for an in-depth video. It's certainly something I could learn about :)
How many puff princes could a puff prince puff if a puff prince could puff princes?
I would use them only around infectious gas vents and chlorine vents, as they are a headache to use with machinery.
Infectious gas vent + 2 toilet water tiles high should do.
Looking at the stable design with the prince separated from the other pufts, i'm wondering if the counter sensor system is even needed.
Pufts drop meat when they die, and if the prince is contained in its own part of the stable, it means that if his meat passes through a conveyor you know it is specifically the prince's meat!
So a simple element sensor on the conveyor rail and you got yourself a working "is the prince dead yet?" detector.
I answered a similar question in another comment, and I think this is possible but the issue is that an unincubated egg will take 20 cycles to hatch and then 5 cycles to mature, so you'd have 25 cycles without a puft Prince in the ranch which is three quarters of the time.
@@GCFungus would it be an option to prepare a prince in a room next to it, open the door once the first one dies and then close it again after he enters the stable? A critter sensor with a not gate in the backup room should do the trick. It would take up more space however.
@@Game_InSky That does sound like a potential way to do it yes, a clever idea. Would probably need some experimenting to work in practice but I can see it.
@@GCFungus actually iffy with that sensor as well - we have a timer sensor which can be switched to cycles instead right? (i know you used it in shove vole's ranch tutorial)
I would say the wrangle excess is not an exploit as they have specific animations for wrangling the ordinarily not able to be wrangled critters.
One simple optimisation would be to dump the 1 puft prince per 75 cycle in the glum ranch (the room where you have all your regular pufts) instead of dumping in the squeaky puft ranch. This will cause your glum regular pufts to mostly lay dense pufts or squeaky pufts, which will supply those ranches. This means you can build your specialized ranches normally, with 6 specialized pufts each.
wait a minute this is such a great idea, it complements the video's ranchs so well and in many ways if you are going for triple puft production, i going to steal it and try to use it on my base.
@@obisidiangolden1159
Yeah, pufts are great for glum ranching in general. The main down side is that their pathing is costly for your FPS, but you can completely fill the room they are in with liquid except for one square to restrict their pathing. As long as there is a pneumatic door right above them they will be able to breathe normally. Squeaky and dense pufts can also be glum ranched just fine.
Not sure exactly when the "move to" command was added to the game, but i find collecting wild eggs via the "move to" command much easier than baiting adult pufts
Yep, that's probably now the simpler method of moving eggs instead of using the storage bin!
airborne critter traps now exist
yeah, just gathering the oxylite I need from the meteor shower seems much less of a hassle
Do the meteor showers actually drop that much oxylite? The oxylite refinery is certainly very easy to run, so dense pufts are definitely way more of a hassle.
Omg yes! More of these!
Well done
I think Critter Flux-O-Matic could be best uttalized to farm puffs and just morph Inefficient princes to something else
It's such a neglected P.O.I.!
I consistently send all my drecko and puft prince eggs there, for those sweet sweet morphs
@@MrVallant easy plastic lol.
i don't see a reason for large squeaky and dense puft ranching. the amount of available chlorine is rather low, and the only reason i see for the ranching of dense pufts is due to arboria type asteroids. the large crop numbers that were mentioned earlier can be achieved by just having a few.
A comment for the engagement algorithm!
The algorithm thanks you.
the derpiest of dem critters
bleachstone can now be made with a machine
Is there a tutorial on Plug Slug coming soon? 😅 I really need power on my Swampy planet, looks like coal isn't around my area.. Wait, can you make a tutorial for starter setup for each biome/planetoids? Haha.. Just kidding!
It will hopefully not be long before that one is out too!
Never really ranched dense Pufts until recently but I have 1 question why dont you groom the puft prince to maintain its population, because a happy puft drops an egg in about 5 cycles so if im not mistake. 1 alone tamed puft and 1 alone tamed puft prince should sustain the puft prince population. Unless you dont want the prince to eat the oxygen hence why you want it in the glum state. but tbf if you running a spom especially a hydra spom then you already have an over abundance of oxygen so idk.
With this design before the critter drop-off change, the entire design is about keeping the puft prince number correct which is far more difficult than simply having another puft ranch to make the right eggs for it. But with the new critter drop off, you don't need to separate them any more so you could simply take the puft eggs.
This looks complicated, even the basic puft ranch. Would have liked to see a step by step guide to make it more manageable.
first time ranching pufts, gotta say, 4 incubators each is overkill. i had like 26 pufts in the overflow room, and many more just floating around the map lol
Yes, I show 4 in these Tutorial Bites as I think it's a convenient amount, but each ranch only needs 1, maybe 2 each which I mentioned in the main Critter Tutorial Bite.
I'm don't understand how puft prince work it count it self or not count it self
Yes the puft prince does count itself, so if a puft prince sees another puft prince then both will start making puft eggs.
Ahh yes the creature that started Markiplier's demise
Polluted dirt can be renewable by mass producing food and letting it rot. A good candidate is raw fish as pacus can be starvation ranched, possibly producing ludicrous amounts of raw fish, rot piles, polluted dirt or polluted oxygen.
On my save file, I am using a pacu farm to produce tons of polluted dirt which I feed to sage hatches and poke shells to produce sand and coal renewably.
Are you sure on the numbers for this? 1 pacu will drop 1kg of pacu fullet on death that becomes 1kg of polluted dirt, but you only get this every 22 cycles. A single puft will consume the polluted oxygen at 75kg/cycle, so if my maths is right you'd need 1650 pacu to feed one puft.
Dear god. i just want Bleach stone ...
You may find the bleachstone hopper building easier to use!
I comment to help statistics
E eu criando puffs no meu esgoto e na minha sala de geração de energia a gás natural, hahahahahaha
!
This comment contains nine words consisting of at least three symbols.