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Sometimes you just have extra, redundant or just poor skill synergy dupes. Letting them die off feels a bit morbid. So why not recycle them? Creates a game of getting dupes with the right pairing of skills and behavior for the process. Giving some control and customization at the cost of experienced dupes.

Turns dupe skills, traits and personality into a resource. Makes taking bad dupes for rare skills worth the extra challenge of having them. 

Allows for customized crews. Build a night shift of night owls or builders with built in lighting.

Edited by cyberwarlord
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Also adding a favorite food and a few more traits I thought sounded fun. Give a bit more character to each dupe.

Phototrophic?: This dupe is part plant. Recovers stamina over time in light. Potentially never needing sleep again with enough lighting. 

Magnificent Beard: Improves insulation, adds facial hair.

Tall or short: Changes the vertical reach of a dupe.

Naturalist: Moves faster on natural tiles.

Survivalist: Harvest bonus on wild plants.

Dextrose: Small meat bonus when attacking critters and bonus medicinal skill.

Perfectionist: Slower work speeds but higher quality production. (Food quality, max suit endurance, art quality.)

Claustrophobic: Can't sleep or operate in small rooms. Gains stress from using atmosuits or rocket interiors.

Hydrophobic: Immune to soggy feat or sopping wet. Can't use showers or sinks. (Only sanitizers, or some player made device using gates and radiation cleaning...)

Picky eater: only eats foods above a certain quality. Nothing from a microbe musher.

Emotional: Will sometimes gain a bonus on all positive or negative stress modifiers.

Edit()

Entanglement: Find a teleporter skill that lets one jump from chore to chore sometimes randomly when changing tasks.

Wall walking: Drecko pathing dupe for those tall ceilings.

Edited by cyberwarlord
  • Like 1
15 hours ago, cyberwarlord said:

Claustrophobic: Can't sleep or operate in small rooms. Gains stress from using atmosuits or rocket interiors.

Acrophobia: Stress from heights, especially climbing tall ladders; or from the reaction of having the floor renmoved from underneath them.

On 3/11/2025 at 4:13 AM, cyberwarlord said:

Also adding a favorite food and a few more traits I thought sounded fun. Give a bit more character to each dupe.

Phototrophic?: This dupe is part plant. Recovers stamina over time in light. Potentially never needing sleep again with enough lighting. 

Magnificent Beard: Improves insulation, adds facial hair.

Tall or short: Changes the vertical reach of a dupe.

Naturalist: Moves faster on natural tiles.

Survivalist: Harvest bonus on wild plants.

Dextrose: Small meat bonus when attacking critters and bonus medicinal skill.

Perfectionist: Slower work speeds but higher quality production. (Food quality, max suit endurance, art quality.)

Claustrophobic: Can't sleep or operate in small rooms. Gains stress from using atmosuits or rocket interiors.

Hydrophobic: Immune to soggy feat or sopping wet. Can't use showers or sinks. (Only sanitizers, or some player made device using gates and radiation cleaning...)

Picky eater: only eats foods above a certain quality. Nothing from a microbe musher.

Emotional: Will sometimes gain a bonus on all positive or negative stress modifiers.

I really like those ideas, seem to be adding a lot of variety

 

not all are easily implementable tho

Claustrophobic already exists btw

 

to be a bit more specific, its part of a list of so called "Needs"-traits that were never added to the dupe rolling.

You get access to them with either the bio inks mods "whacky" dupes, or by adding the traits from the traitlist in duplicant stat selector

these are the available "needs" traits:

8B1576F4-EC79-49D7-A19D-D02513FDE29B.png.2d521203656be04d30db125639077f99.png

3 hours ago, SGT_Imalas said:

You get access to them with either the bio inks mods "whacky" dupes, or by adding the traits from the traitlist in duplicant stat selector

I used something similar for the challenge colony and some rp runs. I like the dupes feeling somewhat like classic Sims characters. Interesting workers with a bit of attitude and willful behavior. 

I do wish we could modify them with some complex in game balance though. Even if some traits could only exist once. 

Entanglement: Find a teleporter skill that lets one jump from chore to chore sometimes randomly when changing tasks.

Wall walking: Drecko pathing dupe for those tall ceilings.

Oh, a Mt wall climber recreation building could be interesting. Make it tall and large enough for 3 dupes.  

Strength skill training?

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