Puft Farm

In this article we will look at Puft farms: regular and Squeaky Puft (2 variants). Squeaky Puft is useful also for Waterweed's farm, which I think will be good for feeding the plant from DLC - Experiment 52B.

Characteristics of the Puft:
 * Feeds: polluted oxygen, 50 kg/cycle (ordinary); chlorine, 30 kg/cycle (Squeaky Puft)
 * Produces: slime, 95% of what is eaten
 * Life span: 75 cycles
 * Reproduction rate: 2% (no grooming), 20% (with grooming)
 * Hatching rate: 7% (basic), 35% (incubator)
 * Minimum room size: 16 cells/animal
 * Temperature: -30...+70°C

Puft (ordinary)
The layout consists of: an open Farm (room on the left), a Stable (room on the top and right), and a drowning room (small block of water on the bottom right)

Initial settings
Incubator and Critter Drop-Off: in the ranch - all (both puft and prince), on the farm - disable (or do not select eggs).

After the first poof-prince eggs appear, capture pufts (one at a time or all at once, depending on how populated) from the ranch: in the critter drop-off you should leave only puft-prince/puftlet prince (autocatch max 4 creatures), and in the farm vice versa - puft/puftlet. Incubators, in the ranch - puft-prince, in the farm - puft. After hatching 4 poof princes - turn off the Incubator and critter drop-off in the ranch.

You can place 3 more incubators for the prince eggs for ultra-fast start up. This is unnecessary, and even pointless if you have only found 1 pufft.

Description
Once the scheme reaches the population you want, the incubator on the farm can be turned off (you may not build it at all). If you need to pump dupes livestock skill - on the contrary, you can initially build a lot of incubators, extending the scheme to the left.

Passing through the airlock, the dupes will release not only CO2 (it's at the bottom), but also some polluted oxygen. You can put a deodorizer (a couple of cells to the right of the stairs). Oxygen that gets inside the ranch is not harmful to the scheme and will be recycled by the princes into oxylite.

The view of the upper room can be anything: as in my cave, of granite - vertical, horizontal, square (as on the second screenshot) Only if its size is exactly 96 cells.

The drowning room no longer works after the recent update because the dupes took away the ability to pick up resources from the corner. Instead, you must use the room from the Squeaky Pufts scheme.

Options
This farm can be placed on top of my Morb Farm, replacing the tiles in the floor with permeable tiles (not in this thread, will be a separate article). This way, you can save money on gas pumps.

The drowning room can be placed next to the canteen, extending the conveyor belt.

If you are a pacifist and are against killing animals, this room can be removed altogether by placing an egg cracker.

For a large population you will need to get 1 more tube of dirty oxygen. Or vice versa, limit O2 - princes enough in any case (the grid in their compartment), the ordinary will be kept starving (for meat / shells) - the farm will become a pure meat.

If you take away everything not required, you get a nano-variant (not tested):

Sensor/loader settings

 * Animal sensor - below 5 (eggs and animals)
 * Critter drop-off: left - puft/puftlet, right - puft prince/puftlet prince
 * Incubators: left - puft egg (can be disabled), right - puft prince egg.
 * Conveyor loader: top one - princes, middle one - puft, bottom one - everything except Dense and Squeaky.
 * Water seals - about 30g (extra will pour out)
 * Drowning room - 2kg.

Conclusions
The scheme ran up to 60 pufts. It could have been a lot more if the incubator was normally controlled by logic (surprise - regardless of the 0/1 input, dupes/Auto-sweeper shove eggs into it). Then the circuit would be even more compact and it wouldn't waste 14 cycles incubating princes.

The output (for 1 cycles):


 * kg Slime.
 * kcal Meat (2400 kcal as a barbecue)
 * gr Shells.

Squeaky Puft (with atmosuits)


The scheme consists of an stable (the left room and the top of the right room). Its size is 96 cells, which is enough for 6 Pufts. To increase the chance of Squeaky Puft eggs, there must be at least 1 Pufft-Prince in their pen.

Puft-Prince eggs are placed in the left incubator, Squeaky Puft eggs in the right incubator. All surplus eggs, as well as the Bleach Stone, Shells are removed to the Drowning Room.

The drowning room consists of a Conveyor chute, an Critter sensor and a small amount of water (5 kg/cage). As soon as Puft hatch from the egg, the door will close, Puft will start to sink, and after a while we will get meat. The door will open and the dupes will be able to pick it up. Alternatively, the eggs can be sent to the egg cracker or to automatic scrambled eggs.

At startup, as the Squeaky Puft appear, you will have to manually remove the common Puffs. For them, at least some polluted oxygen must be supplied to the circuit at startup.

The circuit is insulated with a Two-drop liquid lock. Because of this, if the chlorine supply is interrupted, it is possible that the Pufts will consume almost all the chlorine and the incubators will overheat. To avoid this, some liquid of any kind should be poured under the incubators.


 * Critter Sensor (Critter count): left <6; middle <5; right <1.

Squeaky Puft


The scheme is similar to the previous one, except that it can be serviced without atmosuits.

Mini gas pump (used only to save space) is designed to pump CO2 exhaled by dupes. Since it will pump out not only CO2, but also chlorine, a filter is used on the valve. Chlorine is returned to the circuit, and CO2 is thrown outside.


 * Atmosensor: <1200 g (about 100...500 g below the oxygen pressure around the circuit)
 * Gas Element Sensor: CO2
 * Filter Gate: 10 s
 * Gas Valve: 0.1 gr

Both circuits produce about kg of Bleach Stone per cycle, some meat and shells. That's enough for 220 Waterweed's, giving kcal/cycle.

Both schemes are suitable for Dense Puft. It's enough to feed the scheme with oxygen instead of chlorine.

Blueprints
Puft • Squeaky Puft, with atmosuits • Squeaky Puft