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Regarding multi-cycle schedules


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Has anyone found a practical use for the multi-cycle scheduling system introduced recently? I tried using it but ran into some practical issues.

Duplicants loose 70% stamina per cycle as a base rate. This comes down to 2,917% stamina per scheduling block, theoretically allowing them to be awake for 34 whole scheduling blocks. Following with two blocks of sleep time in a private bedroom gets them back to 100% adding up to 36 blocks or 1,5 cycles exactly. Nice!

The problem I ran into is the bladder, which goes up at 100% per cycle as a base rate. This resulted in dupes peeing themselves constantly, or at least more than I was willing to deal with. This meant returning to single-cycle schedules.

Another problem are hot and cold surroundings, which drain an additional 50% stamina per cycle, though that should be less of an issue late game.

Are there ways to get around the bladder issue? What are your experiences?

On 11/15/2024 at 2:10 PM, ouroboros13 said:

Has anyone found a practical use for the multi-cycle scheduling system introduced recently?

Some recreational buildings provide morale increase that lasts 4, 8, or 12 cycles. You can use the multi-cycle schedule to give dupes more downtime every 4, 8, or 12 cycles, and set the in-between cycles to focus on work.

On 11/16/2024 at 7:41 AM, Knurek said:

Some recreational buildings provide morale increase that lasts 4, 8, or 12 cycles. You can use the multi-cycle schedule to give dupes more downtime every 4, 8, or 12 cycles, and set the in-between cycles to focus on work.

Everybody's working for the weekend!

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