I've been working on this build for months.. It certainly has some optimization left, but it's functional!
Due to how Puft breeding works, a critter dropoff is not sufficient to keep the stable populated correctly. I have a few different things going on here:
- Timer automation, 2 counters count down the lives of each puft. One for the prince (70 days), one for the variants (15 days). Once a counter reaches its limit, it triggers the next step.
- Memory toggles stage the sequence from incubation to delivery of a new adult.
2.a The counter signal triggers a conveyor shutoff to allow one egg to pass, and then is reset by an egg sensor.
2.b The egg sensor triggers the incubator to turn on and opens the Dupe access door for lullabying.
2.c Two stages of critter sensor, memory toggles, and doors prevent the stabled Pufts from getting into the incubation chamber, but eject the youngsters without any Dupe involvment. - Switches all over to allow me to manually open doors when the occasional critter or dupe gets trapped, due to delays in the game engine.
- The stable is built around the rooms, liquid lock prevents escape. This optimized space usage in what was already a big project, and decreased dupe travel time into and out of the grooming zone.
- Egg and excrement distribution system sorts the eggs into their respective stables, depositing the extras into a drowning pit. Oxylite and bleach stone are too, for now, to prevent offgassing until permanent storage is set up. Slime is shipped off to Shroom farm.
Altogether, when operating nominally, minimal dupe labor is needed to lullaby the eggs and groom the adults.