Hatch Farm

The Hatch is kept for the sake of processing unneeded resources into coal. Smooth Hutch is capable of processing ore into refined metal. Additionally, their farms produce some shells and meat.

Hatch Characteristics:
 * Feeds: raw mineral, 140 kg/cycle
 * Produces: coal, 50% of what is eaten
 * Life span: 100 cycles
 * Breeding rate: 2% (no grooming), 17% (with grooming)
 * Hatching rate: 5% (basic), 25% (incubator)
 * Minimum room size: 12 cells/animal
 * Temperature: -30...+70°C

Simple option
These can be very simple farms. Here's my version of a classic one: The same, for fans of vertical design:

But they have a limit = 96 cells per ranch, which = 8 hutch (for 1 hutch needs 12 cells). So I present an option:

Compact option




The hatch/eggs/cubs are placed in the left room (let's call it the walking room). After 60s (+- at your discretion), the door to the barn opens and closes after 6 seconds (+-). A group of hatches is left waiting for the breeder. After the animals have been served and the breeder has left, the door to the lower tunnel will open and close after the animals have left the barn. The countdown of the next 60s will start. The hatches will follow the tunnel back to the walking room. The ledge on the floor between the walking room and the chute prevents the cubs from going into the ranch (this would stop the circuit).

The circuit could (probably) be used as a butcher's room if completed with a kill room.

Setup

 * Filter - 60s.
 * Buffer - 6s.
 * Creature sensor in the ranch - below 1.
 * Counter - 2.
 * Sensors in the tunnel - by default.
 * Conveyor Loader - everything except what you feed the hatch (e.g. except sandstone).

For a large number of hatch you will need to increase the walking room and tunnel (by extending the scheme to the left), and play with the buffer/filter. You can fit more hatch at the same time.

The operation of the scheme will not please everyone: animals get stuck in the doors (not a big problem), and in the stable get groomed (not in the way at all), and some animals are left without care (will get care on the next run). The following scheme lacks all of these disadvantages.

Big option
The scheme is a copy of the Pokeshell Farm, with the following changes: deodorizers removed, Hutch selected in the Critter Drop-Off, and a water lock added to the bottom room (to keep Hutch from scattering).

A normal Hutch will be able to lay eggs of a stone Hutch or a Smooth Hutch, with a 2% chance for each. So you either have to make provisions to feed them or take them out of the scheme into the drowning room by selecting the appropriate eggs in the right loader.

Productivity
Over 150 cycles, the Hatch population has reached 150 individuals and continues to increase. In 1 cycle, the farm produces:
 * kg of coal.
 * kg of shell
 * kcal of meat (2800 barbecue) and some refined metals

The coal produced by the farm is enough to generate 3750 watts of power (with an engineering tune-up). General conclusions and possible changes are similar to the Pokeshell Farm.

Blueprint
Hatch Farm