![]() ![]() Duplicants have stats that determine how effective they are at certain tasks, and will prioritize tasks that they are best at. If the duplicants cannot access a source of copper for the wire, the task will remain uncompleted as the duplicants go to complete other tasks they can do. ![]() For example, the player can order a conduit of wire to be built which will have the duplicants collect the materials to make the wire, clear away any materials around the conduit's path, and then construct the wire. The player does not control the duplicants directly, and instead provides prioritized instructions, from which the duplicants will then follow to the best of their abilities. To help establish the colony, the player directs the duplicants to perform certain tasks, such as mining for resources, growing food, crafting equipment, researching new technologies, and maintaining their own health through nourishment, rest, and hygiene. The game simulates the diffusion of gases and equalization of atmospheres when a new natural chamber is opened, which can cause oxygen levels to drop in existing chambers, as well as the draining of liquids by gravity. The world also contains several hazards such as diseases and extreme temperatures. While initial areas have a breathable atmosphere, subsequent areas are in a vacuum or lack oxygen, requiring proper preparation by the duplicants before they explore these areas. The world is then subdivided into various regions or "biomes" that contain different and often biome specific materials and critters. Each game's world is procedurally generated. The player must monitor the duplicants' hunger, waste, and oxygen levels to keep them alive. The player is tasked with managing and taking care of these duplicants as they try to survive and create a sustainable makeshift space colony. At the start of a new game, three colonists (referred to as duplicants) find themselves in an asteroid with isolated pockets of breathable atmosphere, with no memory how they got there. 6kg sucrose/10kg sulfur per cycle to get 50% growth for 6-7 plants with grubgrubs (glum) this can stack with fertilizer for 150% growth.Oxygen Not Included is a simulation survival game. wild unfed grubgrubs are good for taking care of 1-2 wild plants or untangling a farm of 8 grubfruits. arbor trees can produce more even when domesticated. This means, sweetle numbers can be increased without feed. they do not 'rub' oxyfern or wheezeworts sadly this is however per branch which grubgrubs can only 'rub' 6-7 as far as i've seen. Grubgrubs can also 'rub' arbor tree branches for 50% growth. the grubgrub has a 33% chance of laying a sweetle egg if not tending to grubfruits they both should die at age 24 due to starvation. if groomed, the sweetle will lay an egg at age 10 and again at age 20. the sweetles and grubgrub will die of starvation at about 58cycles, the sweetle will have barely laid an egg while the grubgrub will be about half way. Sweetles and grubgrubs start with 6300calories on birth and consume 700/cycle. Sweetles eat 20kg/cycle sulfur and excrete 50% as sucrose while grubgrubs eat 50kg/cycle sulfur or 30kg/cycle sucrose and do not excrete Sweetles give 1600kcal while grubgrubs give 4800kcal tending to grubfruits increase the chances for grubgrub eggs. grubgrubs are 66% grubgrub and 33% sweetle base egg laying chance. sweetles have a base 98% sweetle and 2% grubgrub egg laying. the sweetle eggs hatch 7%+27% and say 33% total change. the grubgrub eggs hatch at 3%+13% but it says 17% change. Sweetles reproduce at 20%+2% while tamed/groomed/not starving. wild and tame tend the same amount, being wellfed or having sufficient calories is the difference of 1-2 plants tended a day to 6-7plants tended a day Sweetles and grubgrubs tend to the same amount of plants. I've been trying to maximize grubgrubs/sweetles for a couple hours or so and here's my findings ![]()
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