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Worst trait (applicable to every duplicant)


Which trait would be the worst one applicable to every duplicant ?  

69 members have voted

  1. 1. Worst trait (playing with the hardest game settings)

    • Foodie (Huge stress increase with the fatalistic setting) + blocks positive traits
      1
    • Uncultured (Nobody can do art) + blocks positive traits
      5
    • Anemic (Slow start)
      5
    • Slow Learner
      3
    • Gastrophobia (Yes, I am considering a colony without a cook; omlet would be the best food)
      9
    • Squeamish (No treatment and no immunity regen; catching slimelung means game over)
      7
    • Small Bladder (Less efficient scheduling)
      0
    • Bottomless Stomach (Just a 25% increase in food consumption)
      3
    • Mouth Breather (Would be doube food/oxygen consumption)
      14
    • Loud Sleeper
      2
    • Flatulent
      19
    • Biohazardous (Not sure if possible ^^)
      1


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I just found a new seed with let´s call it an interesting geyser distribution:

https://toolsnotincluded.net/seeds/411454804/300556

(Combined yield: >1kg/s gold; > 10kg/s cold polluted water; 3 oil reservoirs ... )

The seed got everything I prefer for a long term base except a chlorine geyser ...

 

=> Time to create a "tougher survival mode"

 

1. Immune system:        Miserable

2. Duplicant Mood:        Fatalistic

3. Moral requirements:  Very High

4. Hunger rate:              Ravaging Hunger

To make the games harder and duplicant selection more interesting I always add two personal restriction:

5. Your only allowed to print a new duplicant, if he possesses a specific trait. (I roll my starting duplicants all with the same trait.)

6. If any duplicant dies the colony is lost ;)

=> I am searching for the trait with the worst impact on the gameplay to increase the overall difficulty

 

 

- I think we can all agree that a game with all duplicants having the Trypophobia,  Unconstructive or  Yokel trait is impossible.

- I didn´t consider "Narcoleptics" because I don´t like the randomness aspect.

 

 

9 minutes ago, Coolthulhu said:

Squeamish would mean anyone infected with slimelung would die

Thank you, didn´t really thought about that implication.

If your playing "ravaging hunger" + "miserable", it´s most likely game over if any duplicant gets sick early.

But slimelung is 100% avoidable till your forced to deal with mushrooms.

 

PS: Rolling everyone to be germ resistent seems counterintuitive, when you choose a setting to lower the immunity^^

The "real" challenge is to deal with the absence of immunity regeneration.

(But I thought about raising the old "immunity" stat for all duplicants by "1", so everyone would regenerate 1% immunity each cycle)

Not sure why everyone hates "Flatulent" so much.

Just did some rough estimations and it should take above 5 cycles for the 3 starting duplicants to create one tile of natural gas.

(I consider a tile filled if it reaches a pressure above 1800g)

=> In the early stages of the game there is no real impact, if you just ignore the accumulating gas.

(It´s like dealing with the additional CO2 produced by the "Mouth Breather" trait.)

 

I would even go a bit further and call "Flatulent" a "beneficial" trait.

I don't think Loud Sleeper increases the difficulty at all, you just need to make your bedrooms a little larger to counter it. Narcoleptic isn't too bad, just a little annoying sometimes, it could even be beneficial in some conditions.

 

1 hour ago, Lilalaunekuh said:

Not sure why everyone hates "Flatulent" so much.

Just did some rough estimations and it should take above 5 cycles for the 3 starting duplicants to create one tile of natural gas.

(I consider a tile filled if it reaches a pressure above 1800g)

=> In the early stages of the game there is no real impact, if you just ignore the accumulating gas.

(It´s like dealing with the additional CO2 produced by the "Mouth Breather" trait.)

 

I would even go a bit further and call "Flatulent" a "beneficial" trait.

I wouldn't start with them at first but having ton of Flatulents would be able to run some nat-gas machines for water?

playing Flatulent dupe will annoy the game progress early so much in hardest mode. you are in race with limited time and food resources while efficient dupe move is required. it means we urgently dig less tile with only dig cracked tile to search seed and muckroot faster. i cant survive the game yet with flatulent trait. i have no clues no strategies or ideas to tackle this. basically fart suffocating  is very unpleasant and disgusting to watch. but i die watching this.

credit to @GrindThisGame

5b81c36690c20_oxygennotincluded2018-08-2

2 hours ago, Lilalaunekuh said:

Not sure why everyone hates "Flatulent" so much.

Just did some rough estimations and it should take above 5 cycles for the 3 starting duplicants to create one tile of natural gas.

It's not about mass, it's about little fart clouds floating everywhere and choking plants, contaminating pristine gas chambers (last time I checked, they farted through atmo suits), rotting food.

I've seen dupes farting away a full tile of liquid from the waterlock,

It also gets much worse if your air pressure is low, because then the fart layer rises up. You can't skim it like CO2, so the only way to get rid of it is to pump it. At this point in game, pumping is expensive, doubly so if you have low air pressure, triply so if you are trying to filter it and recirculate the safe gases instead of just dropping everything in a closer room.

3 hours ago, Lilalaunekuh said:

4. Hunger rate:              Ravaging Hunger

6. If any duplicant dies the colony is lost ;)

Not sure you can even do these two together. The one time I got "Ravaging Hunger" to a (temporary) stable point it was by excessively using the 4000 kcal or so a dupe gets printed with. I think by dupe 25 or so I actually had them were they could survive without that and could stop the dying.

Here is a possible modification that should be doable: Have only one specific dupe that must not die.

 

7 hours ago, Lilalaunekuh said:

Not sure why everyone hates "Flatulent" so much.

(Snip) 

I would even go a bit further and call "Flatulent" a "beneficial" trait.

Honestly, it's the ruining of vacuum that makes me not like flatulent dupes. 

Fairly easy to avoid, sure, but I just don't take the time to restrict farting dupes away from vacuum areas. 

Biohazardous (-4% per cycle decrease in immune system), why wasn’t that on the list? Essentially if you do not make Vitamin Chews within 25 cycles, your first duplicants will die.

5 hours ago, Gurgel said:

 

9 hours ago, Lilalaunekuh said:

4. Hunger rate:              Ravaging Hunger

6. If any duplicant dies the colony is lost ;)

Not sure you can even do these two together.

I played Ravaging Hunger recently and only lost a duplicant due to immunity rather than starvation, so I think it’s possible. Easy? By no means! :D It’s extremely difficult and I enjoyed the change after playing normal difficulty for so long.

17 hours ago, yoakenashi said:

Biohazardous (-4% per cycle decrease in immune system), why wasn’t that on the list? Essentially if you do not make Vitamin Chews within 25 cycles, your first duplicants will die.

No problem at all for me and I start slime mining early. You just have to be really careful with deodorizers and occasionally restrict a dupe in movement.

17 hours ago, yoakenashi said:

I played Ravaging Hunger recently and only lost a duplicant due to immunity rather than starvation, so I think it’s possible. Easy? By no means! :D It’s extremely difficult and I enjoyed the change after playing normal difficulty for so long.

Isn't ONI great? You have a problem I do not have at all and on the other hand I have a problem you do not have at all. The hallmark of a game that is a real simulation and supports tons of different approaches!

18 hours ago, beowulf2010 said:

Honestly, it's the ruining of vacuum that makes me not like flatulent dupes. 

For me it is that extra filtration problem and having NG everywhere. It is probably not life-threatening, but it is a hassle and makes everything take longer. 

I wonder how they fart in the first place though, they technically can only pee. And since they smile when farting, it cannot be painful either...

12 hours ago, Coolthulhu said:

they farted through atmo suits

Ok, I thought that didn´t happen anymore

 

12 hours ago, Coolthulhu said:

I've seen dupes farting away a full tile of liquid from the waterlock,

Yeah, but no real problem if you build your water locks 3 tiles tall instead of 2 (with the same 2 tiles high liquid)

 

Since ravagening hunger just adds 1000kcal it´s not that hard to achieve. (When it was +2000kcal, dieing duplicants were hard to avoid)

(But I would never consider something like 20+ duplicants ^^)

 

7 hours ago, fishoutofwater said:

gostrophobia, I'm curious about the idea to cook omelettes without using grill.

There should be some designs in the forum, you just need a hot room with an autosweeper.

(Just send any egg into the receptacle and allow just omlet to be stored in the loader.

=> Your eggs will automatically crack producing raw egg, which will turn into omlet at something below 200°C)

 

6 hours ago, yoakenashi said:

Biohazardous (-4% per cycle decrease in immune system), why wasn’t that on the list? Essentially if you do not make Vitamin Chews within 25 cycles, your first duplicants will die.

Thought about that one for a while, 0% immunity doesn´t mean your duplicant dies (or immediately becomes sick).

But the next toilet visit at least should give the duplicant food poisoning.

=> I don´t like to bother with "vitamin chews" without modding the game ;)

(The only mod I would recommand anyone playing the game is just the addition of an immunity threshold for vitamin chew consumption)

 

@Gurgel  Not sure if you considered the combination of a miserable immune system and biohazardous.

(Did some tests with a full biohazardous colony before their was ravaging hunger and a morale system, but the lost worktime was just to painful.

Most of the time my duplicants will loose a good chunk of immunity in the first cycles and if you threated them the will just  regenerate 6% immunity for 2 cycles, resulting in a reinfection every 5 cycles without any consumed germs.

So to me it "seems impossible", but when I started the game the normal difficulty already seemed very hard ...

=> Would really like to know if you tried it and give some advise how you did it ;)

(Ravaging hunger shifts my normal research focus and my dupes need a big chunk of their daily time just to keep everyone alive.)

 

 

 

13 minutes ago, Lilalaunekuh said:

Thought about that one for a while, 0% immunity doesn´t mean your duplicant dies (or immediately becomes sick).

But the next toilet visit at least should give the duplicant food poisoning.

Why do you think they'd get food poisoning? Are you feeding them next to toilets? 

6 hours ago, Grimgaw said:

Why do you think they'd get food poisoning?

Because with carefull digging your dupes will never get slimelung, so the only option left would be food poisoning xD

 

6 hours ago, Grimgaw said:

Are you feeding them next to toilets? 

Yes, but most of the time with a sink in between^^

 

Can´t test it right no, but I thought if your at 0% immunity the next contact with germs should result in an infection.

(If not, their shouldn´t be any problem if I keep all dupes at 0% immunity and just keep my food clean.

=> Biohazardous wouldn't be that bad)

 

Duplicants stay at 0% immunity without an infection, so it´s not as  bad as I thought

 

 

PS: Think I will start my base tonight.

So right now "Flatulent" and "Mouth Breather" have the most votes, but I already played a base with all dupes having the "Flatulent" (or "Biohazardous" or " Slow Learner") trait.

=> "Mouth Breather" seems like my new challenge ;)

(Maybe someone in the mood to start the same challenge ?)

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