Oxygen Not Included Wiki
(decor meter rises not stress, it doesnt depend on room entirely, rises and falls over time, when higher than the meter drab decor state goes down. its like fuel.)
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'''Duplicants''' are the characters that players manage in ''[[Oxygen Not Included]]''. They are assigned [[job]]s and have vitals that can be tracked. The player starts a new game with the choice of three Duplicants. Once the game has started, the player can chose one of three Duplicants every three [[Cycles]].
 
 
As of the Pax demo version of the game the stats and look of every duplicant is random.
 
 
== Skills ==
 
Every Duplicant is starting with few skills which can level up by doing jobs (skills are bonus, still needs same amount of action). The highest one determines their profession . List of all skills:
 
* <nowiki/>Athletics (Runner)
 
** The Athletics attribute determines a Duplicant's movement speed.
 
** +/-10% Movement Speed (per level)
 
** Moving x tiles/using manual generator increases this skill.
 
* Cooking (Cook)
 
** The Cooking attribute determines a Duplicant's Food production speed.
 
** +/-10% Cooking Speed (per level)
 
** Cooking food in musher increases this skill.
 
* Digging (Miner)
 
** The Digging attribute determines a Duplicant's mining speed.
 
** +/-25% Digging Speed (per level)
 
** Digging out tiles increases this skill.
 
* Medicine
 
** The Medicine attribute determines a Duplicant's Disease resistance and ability to heal after injury.
 
** +/-10% Disease Resistance (per level)
 
** *Recovering from injury increases this skill?. Naturally robust duplicants are better than having this skill.
 
* Tinkering (Tinkerer?)
 
** The Tinkering attribute determines a Duplicant's efficiency when operating machines.
 
** +/-10% Tinkering Speed (per level)
 
** Operating musher, stations, hydrofan, generator increases this skill. Composting increases this skill faster.
 
* Construction (Architect)
 
** The Construction attribute determines a Duplicant's building speed.
 
** +/-25% Construction Speed (per level)
 
** Constructing objects increases this skill.
 
* Creativity (Artist)
 
** Creativity affects the speed and quality of a Duplicant's artistic creations.
 
** +/-10% Decorating Speed (per level)
 
** *Creating art increases this skill. Currently 5+ enough to create better art.
 
* Learning (Scientist)
 
** The Learning attribute determines a Duplicant's skill training and Research effectiveness.
 
** +/-3 Research Point Per Day (per level)
 
** +/-10% Skill Leveling (per level)
 
** Operating stations increases this skill.
 
** *Increases other skill learning, limited by research tree.
 
* Strength (Hauler?)
 
** The Strength attribute determines a Duplicant's carrying capacity and combat effectiveness.
 
** +/-10% Carrying Weight (per level)
 
** *Can not be learned.
 
** *It is handy for filling machines, sweeping, delivery.
 
 
== Traits ==
 
 
=== Positive Traits ===
 
{| class="wikitable"
 
|-
 
! Name !! Description !! Effects
 
|-
 
| Mole Hands || "These hands are great for tunneling, but finding gloves is a nightmare" || Digging: +5
 
|-
 
| Twinkletoes || "This Duplicant is light as a feather on their feet" || Athletics: +5
 
|-
 
| Uncultured || "This Duplicant has no appreciation for the finer things" || Decor Expectation: -20
 
 
Refuses to do job: Art. *Lower chance of stressing out.
 
|-
 
| Early Bird || "This Duplicant wakes up feeling fresh and efficient!" || In the first part of the day, adds +2 to all skills.
 
|-
 
| Diver's Lungs || "This Duplicant may have been a talented opera singer in another life" || Air Consumption Rate: -25 g/s (25% saves 15 kg oxygen. Instead of 60 kg, only 45 kg each [[Cycles|cycle]].
 
|-
 
| Amphibious || "This Duplicant moves as quickly underwater as they do on land" || -
 
|-
 
| Quick Learner || "This Duplicant's sharp as a tack and picks up new skills with amazing speed" || Learning: +5
 
|-
 
| Iron Gut || "This Duplicant can eat just about anything without getting sick!" || *No diarrhea from mushbars.
 
|-
 
| Grease Monkey || "This Duplicant likes to throw a wrench into the colony's plans...in a good way" || Tinkering: +5
 
|-
 
| Night Owl || "This Duplicant does their best work when they ought to be sleeping" ||During the night, adds +3 to all skills (except creativity). Can work if wakes up at night. Can do one more task before going to bed.
 
|-
 
| Naturally Robust || "This Duplicant's hardy immune system repels most common illnesses" || *Can stand longer in contaminated oxygen, without getting sick.
 
|-
 
|Interior Decorator
 
|"Just a little more to the left..."
 
|Creativity: +5
 
Decor Expectation: +5
 
|}
 
 
=== Negative traits ===
 
{| class="wikitable"
 
|-
 
! Name !! Description !! Effects
 
|-
 
| Biohazard || "All the Vitamin C in space can't stop this Duplicant from getting sick" || *Can not stand in contaminated oxygen for too long.
 
|-
 
| Bottomless Stomach || "This Duplicant might actually be several blackholes in a trenchcoat" || Calories Burn Rate: -0.8 kcal/s (eats more than twice a day)
 
|-
 
| Yokel || "This Duplicant isn't the brightest in the sky" || Cannot perform job: Research
 
|-
 
| Scaredy-Cat || "This Duplicant is afraid of violence" || Cannot perform job: Combat
 
|-
 
| Gastrophobia || "This Duplicant has an unshakable fear of kitchens and the culinary arts" || Cannot perform job: Cook
 
|-
 
| Loud Sleeper || "In space, everyone can hear you snore" ||Wakes up nearby duplicants when sleeping(Range : 2) causing interrupted sleep.
 
|-
 
| Mouth Breather || "This Duplicant sucks up way more than their fair share of Oxygen" || Air Consumption Rate: +100 g/s (double)
 
|-
 
| Anemic || "This Duplicant is the exact opposite of athletic" || Athletics: -5
 
|-
 
| Narcoleptic || "This Duplicant can and will fall asleep anytime, anyplace" ||Falls asleep for a short while sometimes during the day, better stamina, constant sore back, can be moved manually to wake up.
 
|-
 
| Flatulance || "Some Duplicants are just full of it" ||Occasionally farts(*a lot), creating contaminated oxygen. Interrupts jobs and sleep if farts while walking trough others.
 
|-
 
| Slow Learner || "This Duplicant is a little slow on the update, but gosh do they try" || Learning: -3
 
|-
 
| Irritable Bowel || "This Duplicant takes a little longer than usual to "do their business"" || Bladder Efficiency: -0.5 (sits in toilet more.* reading newspapers or checking the phone?)
 
|-
 
| Small Bladder || "This Duplicant has a tiny, pea-sized bladder. Adorable!" || Bladder Charge: +0.2 %/s (twice a day instead of once)
 
|}
 
 
== Additional ==
 
 
=== Decor Expectation ===
 
* Areas with [[Decor]] values lower than a Duplicant's Decor Expectations will cause decor meter to fall while high decor values will cause their decor meter to rise. If they decor meter is below the expected causes their [[Stress]] to rise ("Drab decor!"), A Duplicant's expectations will increase as they level up and become better at their primary job (highest skill level). (Todo:*i dont know if it rises faster from more decor, its capped at maximum 100 now.)
 
* Base value: -25
 
 
* Different traits can add different values to the base value, especially number of positives and negatives, highest skill level.
 
 
=== Stress Response ===
 
* Vomiters
 
** Stops current action and vomits on the floor
 
** Creates contaminated water on floor
 
** Cant vomit while falling/on ladders
 
* Destructive
 
** Stops current action and starts destroying "defenseless" equipment
 
** Resists Red alert!
 
** Doesn't stop until destroying said object
 
** Low breathing stops from destruction, targets small batteries, [[Algae Deoxydizer|oxydizers]] then [[Manual Generator|manual generator]].
 
[[Category:Oxygen Not Included]]
 
 
=== Breathing ===
 
* Inhaling
 
** Base value: -100 g/s O2
 
 
* Exhaling
 
** Base value: 2000 mg/s CO2
 
 
=== Needs ===
 
* Health
 
** "A combatant will become incapacitated at zero Health"
 
** Base value: 100
 
** Base change per second: 0
 
** *not implemented yet, they do not lose health. update 8577+
 
* Stress
 
** "A Duplicant will have a Nervous Breakdown at 100% Stress" (sometimes around 60-70 if neglected)
 
** Base value: 0%
 
** Base change per second: 0%
 
** *Interrupted sleep changes base charge. Other things increase value, like "stepping in contaminated water" or staying "hungry".
 
* Bladder
 
** "The Duplicant will make a mess at 100% if no bathrooms are available"
 
** Base value: 0%
 
** Base change per second: +0.2 %/s (daily once)
 
** Peeing on the floor creates contaminated water
 
** When bladder hits 100% they "reserve" a toilet, others cannot use until they walk there and finish. They stop their current job to go for closest unoccupied/unreserved toilet.
 
** *They can wait on 100% if 2? others are in line to use the toilet. They need to go to toilet each day at the same time (one day after printed), travel distance and speed can delay it.
 
** *Outhouses got priority over lavatories whatever distance they are, and causes them to wake up at night. Lavatories only do not wake them, but needs water and at least 1 empty pipe for use.
 
* Breath
 
** "A duplicant will suffocate at 0%"
 
** Base value: 100%
 
** They get interrupted around 80%(?) breath from work/sleep.
 
** Low pressure oxygen also bad for them. While contaminated oxygen is breathable but may cause sickness.
 
** They pick the closest spot with oxygen to breath until they are at full of breath. Closed doors may bug them in that process.
 
** Changes in different gases:
 
*** Breathable: +0.9 %/s
 
*** Unbreathable: -0.9 %/s
 
* Stamina
 
** "A Duplicant will pass out from fatigue at 0%"
 
** Base value 100%
 
** Base change per second: -0.2 %/s
 
** *Walking to outhouse and back makes them miss a part of the night, causing low refill.
 
** *Nighttime stops their actions and wont interrupt sleep arriving late or eating, but toilets or 50% fullness will.
 
** *They dont need a full night sleep to fully recharge. They can sleep on massage tables if stressed.
 
* Calories
 
** "This Duplicant has [x] kcal of stored energy the can burn before starving"
 
** Base value: 2000 (Becomes hungry, stops activity and goes to eat if food available). Maximum 4000 (100%).
 
** Actual maximum is 3500 (85% fullness), due to highest ration of 1500.
 
** Base value for rations 1000 ("Until full", multiple time daily when falls below 2000) .
 
** Base change per second: -1.7 kcal/s ( around 1000 calories daily).
 
** A duplicant starves when fullness hits 0% (0 calories).
 
** *Full bladder has priority currently update 8557, under 3-5% fullness may be too late.
 
** Duplicants "reserve food" when they become hungry, still shows up in bar until they take it.
 
** "Food beyond reach" means that all food is reserved. For example having 5 duplicants means they need 5000 calories daily. If they dont it in time, will eat anyway later, multiple times.
 
** Becoming "hungry" at night causes interrupted sleep. If they take the food before going to bed and eat it, it wont.
 
** Assigning (or reassigning) mess tables makes them eat approximately the same time.
 
** Below 50% is hungry (2000 calories). Below 25% is starving(1000calories), needs to eat twice 1000. This state causes stress and small delays.
 
* Body Temperature
 
** "A healthy Duplicant's body temperature is 37 °C/310.2 K/98.6 °F"
 
** Base change per second: 0 °C/ 0K/ 0 °F
 
** *Currently they not affected by heat. They cannot die from it. Update 8557+.
 
** *They can become very hot and heat up plants, causing endless replanting. Update 8557+.
 
* External Temperature
 
** "This Duplicant's immediate environment is [X] °C/K/°F"
 
** Base change per second: 0 °C/ 0K/ 0 °F
 
* Decor
 
** "A Duplicant will gain Stress while in rooms with lower Decor values than their expectations".
 
** Decor Expectation: varies from character to character, highest skill determines the profession and duplicant level. Higher level requires more decor (+5? per level starting from base -25 +-traits).
 
** Decor meter works over time like "fuel", not varying each room. Therefore best spots for decor are places they spend more time (near/above beds, machines).
 
** Stress is caused when their decor meter is below expectation. "Drab decor!" warning.
 
** Surroundings increase/decrease decor meter (not the stress):
 
*** +0.25/s (when over expectation)
 
*** -0.17/s (when under expectation)
 
 
=== Assigned ===
 
* Bed (cots assigned, auto assigned if free)
 
* Dining Area (mess table assigned to each duplicant, auto-assigned when is free and duplicant takes food. )
 
* Clinic (beds to separate them while sick, "trench stench" disturbs others, most diseases only affect duplicant itself.)
 
* Relaxation Point (massage tables assigned until stress hits 0)
 
 
== See also ==
 
* [[Job]]
 
* [[Printing Pod]]
 

Revision as of 03:49, 19 March 2017

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