Oxygen Not Included - Tutorial Bites - Starting Dupes

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This tutorial bite for Oxygen Not Included quickly covers the 3 starting dupes and how to choose them.

0:00 - Intro
0:18 - Dupes
0:55 - Re-rolling dupes
1:08 - How to choose interests
1:53 - How to choose traits
2:32 - The DGSM (Duplicant Generation Settings Manager) mod
2:57 - Outro

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I make 6 starting dupes out of the 3 by choosing dupes who have 2 or more related interests. Like, my miner +4 is also interested in construction +2 and has a +1 in athletics too, my researcher is also a medic, my farmer also likes cooking. Because I'm very picky with the printing pod, it could take a very long time until I get a dupe I like, and I have to make sure my founder dupes are skilled enough to survive on their own.

reibubbles
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Two diggers is often faster than a digger and a builder at the start. Even if you build incubators and ranching dispensers, two diggers is still faster early.

Spoonwood
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What about negative traits to avoid? I tend to avoid dupes with Flatulence as their natural gas farts can break a vacuum room and Allergies as I use floral scent as a germ buffer, and Narcolepsy as they can fall asleep in a bad location

TheShinyiest
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there are 2 negatives which prevent a specific errand that can be extremely annoying under the wrong conditions. digger duplicants who cant build and builder duplicants who cant dig are a nightmare especially for say your teleporter planet or a colonizer/ outer asteroids crew.
the probleme here is that if you want to build over natural tiles they wont do it because both skills would be required to complete the job

arisrayden
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The dupe stat rolling reminds me a lot of when I played baldur's gate even that game let you save a good stat roll if you wanted to rng for better. For some reason Klei made a game more than 2 decades later without that feature.

Somebody-bvcd
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your traits breakdown is very limited here. You have not talked about the Good negative traits such as kitchen menace(+1 food moral) or the bad positive traits such as Interior decorator(-20 decor). Are you planning a more extensive tutorial?

lordxabbu
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Idgaf, despite I refuse to use mods because I feel they break some of the challenges of the game, I despise the rng nature of dupes being your main focus and some can affect quite a bit.
I pick always a researcher, a builder and a digger that are strong in a single task. Most likely, they will never stop to execute it. For My playtroughs a single reseacher is enough to do all research at the pace you need it as long as it never stops. A digger because you gotta strip those biomes and make space and if possible I pick the granite mining to faster exploration, and a builder. Usually the busier is the builder, as the building never stops, it has mechatronics engineering as it takes a lot of skill points to make them (was it 5 I believe) in addition of building ones.


Whatever you get next doesn't matter that much but usually I like to have a person specialist on a task as it makes them more efficient most of the times, and depending on how heavy it is to have more people in there.
Carriers move stuff and mop.
Chefs use the cooking stations to feed the colony.
Ranchers groom critters and lullaby eggs.
Farmers apply crop tendings and harvest (in my opinion is the one can take the longer due to crop tending times)
Operators use crushers and make materials.
Researchers can geotune if not researching.

All is important probably except doctor and decor wich are only done like 5% of the time. Builders and diggers are important but at the same time they will most likely eventually come to an end once certain things have been finished.

arigatoespacialsuperadmiti
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