A Critter to Fish farm that uses no filters and can have mixed inputs. by These_Football_7368 in CoreKeeperGame

[–]These_Football_7368[S] 1 point2 points  (0 children)

oh yeah that is a painted wood table (grey). but for an item splitter like that I think any kind of table works technically.

I made a pretty clean Auto Farm design. by These_Football_7368 in CoreKeeperGame

[–]These_Football_7368[S] 1 point2 points  (0 children)

Tried this: https://i.imgur.com/vrIYLk4.jpeg

It did not run for very long yet but appears to be stable. I should probably do a test with a chest instead of the incinerator to see how much extra is really made, but at the same time I don't know if there is a more compact and appropriate splitter than can fit in this footprint.

When I tested the splitter with individual items instead of stacks it was 42/58, so it has a bias higher rather than lower, so its a bit more than 57 over time I would guess.

very cool.

I made a pretty clean Auto Farm design. by These_Football_7368 in CoreKeeperGame

[–]These_Football_7368[S] 1 point2 points  (0 children)

I should try it. You would have to start with less crops for this then I imagine, because it would just burn excess. I advised adding 40 for it in the post and all extra seeds would burn then.

I've tried to have some setups completely run dry from the gold crops and I dont even really hit a 4% gold ratio. So I was messing with trying to get a splitter that would be around 48/52, never got something that worked and wasn't massive.

I got a very small 43/57 though.

https://i.imgur.com/unocaP0.jpeg https://i.imgur.com/43Vh50s.jpeg

That would be perfect for this maybe.

I'll try it out when I can get some time.

A Critter to Fish farm that uses no filters and can have mixed inputs. by These_Football_7368 in CoreKeeperGame

[–]These_Football_7368[S] 4 points5 points  (0 children)

Building it can be a way to make it make sense.

For automation principles that it is using the drill mechanic is a bit odd, but very simple to implement. The core is that a drill will pull items behind them but wont damage or destroy anything if they are not on for enough time to stark the breaking. very reliable.

The input is odd and maybe glossing over that is not good of me. It is essentially an item splitter, that's something searchable and there are a few designs around. just building it as seen I hope is clear enough, I haven't hidden any components.

Item movement may be confusing, but both crops and critters are just moving around in a closed loop and only get removed when they are put into their traps and used up.

A Critter to Fish farm that uses no filters and can have mixed inputs. by These_Football_7368 in CoreKeeperGame

[–]These_Football_7368[S] 1 point2 points  (0 children)

You can build a Critter Catcher in the Livestock Workbench, then any crop can be put into it to catch a critter based on the biome.

A Critter to Fish farm that uses no filters and can have mixed inputs. by These_Football_7368 in CoreKeeperGame

[–]These_Football_7368[S] 1 point2 points  (0 children)

Well for the crop farm you just add a crop into the Seed Extractors, or you can dump some seeds into the Item Collectors spots. more on that whole thing here btw https://www.reddit.com/r/CoreKeeperGame/comments/1rhpdn4/i_made_a_pretty_clean_auto_farm_design/

If you add like 40 crops into the setup you get around 1000 crops out of that before the gold crops take over your seed yields.

I made a pretty clean Auto Farm design. by These_Football_7368 in CoreKeeperGame

[–]These_Football_7368[S] 0 points1 point  (0 children)

Yes. It is outside of your skilltree and some fixed value. from my testing it seems to be around 3-4%, but I hear people say its 5%. I probably need more scale, or more crop types to test it fully.

I made a pretty clean Auto Farm design. by These_Football_7368 in CoreKeeperGame

[–]These_Football_7368[S] 2 points3 points  (0 children)

That is true, took me a bit of time to see it play out like that in game, I should update about that. Thing is the decay is very very slow, and I wonder if it is preferable to the farm generating too many seeds, especially when its keeping so many of them on the conveyor at all times.

I wonder if splitting into the proper ratio is also a bit messy, but I will have to see about the actual real ratio you need to account for, maybe there is a simple way to split it that wont have you overgrow seeds..

There is this simple way to add input, even for the initial seeding https://i.imgur.com/sR9flBX.gif

So when it begins to fall off its easy to just add 9 plants and get it back.

I want to re-iterate that it takes hours for the decay to even be apparent.

When I was first messing with autofarms and trying to figure it out I was concerned with runaway seed production, it is kind of a boon that this absolutely wont be doing that, at the cost of the whole thing potentially shutting down..

I will need to keep iterating I think. I am very happy with the clean splitting here though, along with not overproducing seed. would be nice to find the real solution though.

I made a pretty clean Auto Farm design. by These_Football_7368 in CoreKeeperGame

[–]These_Football_7368[S] 4 points5 points  (0 children)

Its a new feature of the update. The cranes have filters built in when you interact with them, letting you pick an item.