This is the core of the control room, where most of the action takes place. I like what I came up with, and I wanted to share my results in case it helps anyone else.Ĭhamber 2 – Hatchery and Resource Sorting I’m by no means the first to try this, and I’ve borrowed and built upon bits from several other designs. Even so, I thought it’d be fun to automate as much as possible about the ranching process, ideally everything but the grooming. I tend to have extra supplier/runner dupes in the main base, and my ranchers will chip in and haul goods once all the critters are groomed. ![]() In my colonies I’ve never had issues with dupe labor using that approach. Before I started experimenting on my own I generally used the ‘Francis John’ stable design: two feeders, a bin for storage, and limited to no automation. Right up front I’ll say that this whole guide might be a solution in search of a problem. I rely on it so much that I always take a ranching dupe as one of my first three to get running as fast as possible. ![]() Having an essentially infinite supply of coal (thus power) and barbecue (thus calories and morale) relatively early in the game seems too good to pass up. Ever since I discovered that you could ranch critters, hatches have become a core component of my ONI playstyle.
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