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Neural Buff choice, STR vs Divers Lung


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So, i noticed if you force a save with your dup standing by it, its easy to just reload and try again for the stat you want.

On the wiki it says theirs only 4 possible buffs right now,

the 2 I am considering are the +10 str vs the divers lung.

In the case for the dup im choosing, they are my miner / builder dup that spends the majority of there time in an exosuit.

The game starting traits on this dup, were divers lung and noodle arms.

But the wiki said the divers lung from the brain upgrade stacks with the starting one.

What are your guys recommendations?

1 minute ago, Kuirem said:

By the point you reach the Neural Buff Oxygen is likely not a problem anymore. I would go with Rock Crusher.

Good Point, but one of my habits is to put a door and remove access rights to my exosuit digger / builder, so they are forced to stay far away from base camp, to stop them from running back when they are a little hungry or tired, I let them pee on the ground out in the boonies and push there stress to 40% so I can get them to focus clearing out areas.

The str is a huge factor but I am unsure if the divers lung makes the suits oxygen last longer?

I would never accept a dupe with Noodle Arms, but since we're past that point I'd take Rock Crusher for this particular dupe.

Under normal circumstances, however, I always hope for Deeper Diver's Lungs because it allows me to add another dupe to my colony without expanding my oxygen production.  I run a small colony of (10 dupes), though, so I try to squeeze as much out of every system as I can.  If your colony is larger and you're already building multiple oxygen generators to handle a higher population then I'd go Rock Crusher every time.

11 minutes ago, goboking said:

I would never accept a dupe with Noodle Arms, but since we're past that point I'd take Rock Crusher for this particular dupe.

Under normal circumstances, however, I always hope for Deeper Diver's Lungs because it allows me to add another dupe to my colony without expanding my oxygen production.  I run a small colony of (10 dupes), though, so I try to squeeze as much out of every system as I can.  If your colony is larger and you're already building multiple oxygen generators to handle a higher population then I'd go Rock Crusher every time.

HEH, ive never ran 10 dups, i almost never push past 4 till all research is done, and then 5 once I am starting to look into plastic content.

i think the reason I accepted taht guy was it was my 4th dup, and it was cause of the base divers lung, and the likes. Ruby had just what i wanted, dig, operate, and supply.

I was lacking a dig liked, and the operate and supply combo i never pass up, cause it makes learning conveyor tech early super awesome.

14 minutes ago, MythN7 said:

i think the reason I accepted taht guy was it was my 4th dup, and it was cause of the base divers lung, and the likes. Ruby had just what i wanted, dig, operate, and supply.

Don't get me wrong, I'm not saying you're doing anything wrong.  I personally don't want a dupe with lower Strength, but your mileage may very.  If the max number of dupes you're ever going to run is five then I wouldn't worry about Deeper Diver's Lungs since a single electrolyzer will produce more than enough oxygen for your needs.

Just now, goboking said:

Don't get me wrong, I'm not saying you're doing anything wrong.  I personally don't want a dupe with lower Strength, but your mileage may very.  If the max number of dupes you're ever going to run is five then I wouldn't worry about Deeper Diver's Lungs since a single electrolyzer will produce more than enough oxygen for your needs.

ya for me having more is a matter of farming needs, haven't really played that much with a constant food supply at high volume.

Once I tried 6 dups and it seemed I needed to keep 1 of them as ONLY cook and farm, while the 2nd guy was ONLY allowed to cook.  Just to keep up food for those dups, since I still lack ability to neatly setup higher than lice for un interrupted cal.

the issue i find is that the nicer food is either from slimelung rooms or needs meat, or sleet wheat, which is hard to manage for me to keep the one room super cold, and the other from leaking slime germs into the base while maintaining a steady slime pool.

I used to aim for 14 dupes due to my barracks design and that I could take a mouth breather and still have headroom off of a simple two electrolyzer three pump 1500g/s O2 build. I wouldn't expand much past 7 until after all research though.

3 minutes ago, Lutzkhie said:

anything, but i avoid -20% stress
but between str and lungs, i would prefer str, my oxygen build is producing a lot of them for me, plus you can get divers lung on the printer

so it seems everyone is voting for str.

it does not show as a used stat in the job tree, and under the stat itself, it says faster tidy speed.

but also it says sweep orders are apart of tidy, but its the supply job that picks up debris when not a sweep order.

so if you mark debris for sweep how does the str bonus factor in for the bonus effect to tidy speed?

1 minute ago, Lutzkhie said:

2 ways of making sweep fast, first is athletics the faster they run the faster they can run back and forth to sweep those items
Second is str, the higher the str, the more they can carry

ya, just meaning they classify sweep as a tidy task, so does the >100% bonus from tidy speed on str make it so they either carry more than normal or move faster than normal when compared to just letting them grab debris without a sweep order?

36 minutes ago, MythN7 said:

it does not show as a used stat in the job tree, and under the stat itself, it says faster tidy speed.

Strength is relevant for anything that requires the Dupe to carry materials, because it affects their carry capacity.  Specifically, things like Temp Shift Plates that require 800 kg of the selected material might take 4+ deliveries from multiple Dupes before enough has arrived to actually initiate construction.  I don't know what the number is, but there is a value of Strength at which a single Dupe can carry the whole 800 kg.

Specifically, Strength is useful for Sweeping in new construction areas, or when supplying a series of the same machine positioned next to each other.  In the former, you will end up with piles of materials littering the floor, their size increasing with the size of the build -- higher Strength means fewer trips.  In the latter, the Dupe can just run along the row of machines and drop of the specified amount to fill the machine's capacity and move onto the next without going back to the Storage area to get more.

In the preview build, the result of the neural machine is set when the map is generated.

Regardless, I don't think the +10 strength is much. 400kg extra carry weight is less than one rank in golfer gives you. By training your dupes in Golfer, Courier and Groundskeeper you will let them carry +1440kg.

 

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