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Interests increase experience gain


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I noticed this in some of my early testing but have not seen it mentioned here, apologies if I missed it.

A dupe with operate interest gained 721 exp in a day, non operate dupes gained 468 exp, assuming they run on a hamster wheel all day.

A dupe with dig interest gained 675 exp in a day, non dig gained 487 exp, assuming they dig all day.

This makes specialized dupes with the relevant interest even more attractive in the early game. For example a specialized digger with dig interest in the early game can gain skill points up to 38% faster meaning you can get to Abyssalite mining faster. Have not tested research interest. Ranching does not "appear" to work this way but that was only a side note in some adjacent testing I was doing a while back so I'm open to having my mind changed. The fastest way to get an Astronaut looks to be get a dupe with the operate interest and run them on a hamster wheel.

Additional notes : For the dig test the dupe with the highest dig speed got the lowest exp despite mining more tiles than the other dupes. I believe this is because as they move forward to get in range of the next tile to mine they are not gaining exp. Since they spend more time moving than weaker digging dupes they gain less exp. It was only 2% less exp. This indicates that exp is not linked with completing tasks but the time spend doing tasks regardless of efficiency. Also athletics will decrease the wasted time between jobs so increase exp gain at least slightly.

Testing For operate I took three dupes. "Operate" dupe with 0 tinkering, "Grease monkey" dupe with 3 tinkering and "Smart" dupe with 5 learning and 0 tinkering. Used debug to put all three onto hamster wheels the moment the game started and ran them for a day then noted exp at end of shift.

Testing For Dig I took three dupes. "Dig" 0 digging, "Mole hands" with 3 digging, "5 dig" with 5 digging. Used debug to set them all up to start digging from start to end of day non stop.

8 hours ago, crbd115 said:

Is this still true? I know that the tool tip used to say that it increased xp gain from interested jobs but now it just says it reduces morale requirements and I'm not sure if the xp gain is still true or not.

I tested it just before I made the post. It's still giving an exp boost as of yesterday.

Dupes gain 300xp/cycle in passive xp.  This is true even if they are idle all cycle.

Active xp gain is 0.6xp/sec, and is the same for all activities. So it doesn't matter if your dupe is mining or researching or running on a hamster wheel, they will get the same xp.

However, interests increase the amount of active xp a dupe gains for relevant activities. The amount of extra xp the dupe gets depends on the activity being done:

Doctor station and Egg hugging give 1.8xp/sec of active xp (so 2.3xp/sec) overall.

Apothecary, disinfecting, making clothes, flipping compost, forging glass, harvesting, Metal Refinery, mopping, releasing pressure from an oil well, repairing, using the rock crusher, crafting an exosuit, crafting using space materials, cleaning an outhouse, uprooting plants and using a manual generator all give double active xp: 1.2xp/sec active, 1.7xp in total (including passive xp)

Art, building, cooking, deconstructing, digging, fertilising plants, using an ice fan, oil refinery, engi tuneups and analyzing a geyser all give a 67% bonus: 1xp/sec, 1.5xp/sec including passive

Finally research and storage jobs give the smallest bonus of 56%, so 0.93xp/sec or 1.43xp/sec including passive.

My testing has revealed some weirdness in that sleeping and eating also seem to give some active xp, around 50/cycle, but I'm not sure why - maybe it's a bug?

You are correct that how efficient a dupe is at a task is irrelevant, only the time spent doing that task.  However, I'm interested that you saw a difference for high skill dupes.  I thought that the game includes the time spent moving to a new task when calculating how long a dupe spends doing that task, but that may be incorrect. Were your digging dupes fighting for the same tiles?

 

4 hours ago, jlarner said:

Were your digging dupes fighting for the same tiles?

No, I set each of them up in there own tunnel with nothing but oxolite (4 tiles high) to mine, at the end of the cycle the dupe with the highest digging stat of 5 had 2% less exp than the dupe with the digging stat of 3.

2 hours ago, malloc said:

Does anyone have a definitiive answer on whether the dupe's learning skill level still impacts either form of leveling (the base skills leveling and/or the skill level up threshold)?

In testing the learning skill did not affect exp gain. In previous patches it affected stat point gain, however I have not retested this in the new version. 

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