Everything about Duplicants
Duplicant selection
Duplicants will spawn at the Printing Pod and then immediately pick up a job if there is one available.
Attributes
Each duplicant has a number of properties and conditions such as strength or health.
Most attributes can be trained. The maximum level an attribute can be trained to is 20, trait modifiers are applied after the training levels.
A duplicant will start with all attributes at 0, with that number being modified by any traits and interests that they have. For instance, a duplicant with interests in Supplying and Tidying and the Buff trait, will have 9 strength and 0 in every other attribute.
The following attributes are available:
+~3.3% seed chance
+5% attack damage
+20% medical care speed
+10% skill leveling
+400 kg carrying capacity
Traits
* Note that narcoleptic sleep can be interrupted by giving the Duplicant a movement command.
Interests
Properties
Morale
Required Morale depends on a Duplicant's highest job level or current training. 1 Morale is required if unemployed, 30 is the highest level. High Morale decreases Stress by up to 25% each cycle, low Morale increases Stress by up to +25%.
Duplicants have a perception of Decor and Food. The higher the average Decor during the last cycle and the higher the Food Quality, the higher the Morale Boost will be. Morale penalties will be incurred if below the individual's perception.
Without a modifier, the Morale from Food ranges from -1 to +16 or is modified 0 to +16 with the Simple Tastes trait and -1 to +12 with Foodie. Duplicants will start eating in their downtime when below 3.300kcal and has the highest priority.
Normal Decor Perception is at 0, exceeding it can yield up to +12 Morale when reaching 120 difference and failing to will decrease Morale by -1. The Morale Boost is not linear.
Using rooms, having downtime and interacting with certain buildings will confer a Morale Boost. Duplicants will use certain furniture only if they do not yet have the Morale Boost and they do so in the order of the most possible Morale gained.
The highest Morale achievable is 49. The lowest is -1.
Stress Responses
Joy Responses
Needs
- +100% per cycle
- Will use a toilet when at 100% during work or 40%+ during recreation
- An accident will happen when they are unable to relieve themselves
- Healthy temperature is 37 °C (98.6 °F)
- Feels cold at 34 °C (93.2 °F), hot at 40 °C (104 °F)
- Takes damage outside of 32 °C (89.6 °F) to 42 °C (107.6 °F)
- Gain 0.9%/s in breathable conditions, lose 0.9%/s in unbreathable
- Interrupt activity at 72.72% (after 30 seconds)
- Suffocation warning occurs at 45.45% (after 60 seconds)
- Death at 0%
- Maximum of 4000 kcal, get hungry at 2000 kcal, die at 0 kcal
- By default, eat a maximum of 1500 kcal per cycle; need 1000 kcal per cycle
- Becoming hungry interrupts sleep
- Will eat during recreation when below 3300 kcal
- -70%/cycle base value
- +700%/cycle if sleeping
- +200%/cycle if sleeping in a Cot
- +250%/cycle if sleeping in a Comfy Bed
- +100%/cycle if sleeping in Barracks (A room)
- Collapses from exhaustion at 0% and normally sleeps until 50%
Ownership
Emotions
Final Notes
This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.