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Data Mining, Theorizing, Art Assets, Sprite Sheets, & More! (SPOILERS!)


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9 hours ago, minespatch said:

It looks like the duplicator now has a new asset whenever a new item is printed out. I can't see the new item due to the animation being done so quickly.

Duplicator? :wilson_curious:

Spoiler

You mean the Printing Pod?

Here's the care package btw:

Spoiler

carepackage.png.59f81523e03711bfbc7f518bb4015d30.png

5 minutes ago, Sasza22 said:

You can see it on the home screen in the back.

Oh you mean this?

Spoiler

5c71793f2907d_MainMenu.thumb.png.c867b2bcd19bd6f4409e9f8b25441a17.png

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1 hour ago, DragonMage156 said:

I saw that on stream, wasn't sure what it was ^^;

So what about when animals are printed. Is it printed like dupes or come out via care package?

P sure it comes out via a care package...but I'm not 100% sure, because I haven't played the latest version. 

idk.png.ad4fa951a08564ab864964c11eb0395c.png

Edited by watermelen671
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bdtfgrnbdtyhb.thumb.PNG.d3b863bc54d8a8b1f98d4ec3a61e44d7.PNG

I found this and I thought it was a bit interesting, has such a phosphorus generator ever been in the game at any point?

Here's some diseases that aren't in the game yet

degbdrthjrtf.PNG

Lazibonitis pffft

8f941371f3692079e66de5d0d2325038.png.547953d5f8fc2e9325972f73ef966598.png

Eating mushbars used to cause Dweebcephaly

Edited by Squeegee
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I got a shockworm to spawn in QOL Mark 2, if it attempts *anything* movement related the game instantly crashes, such as looking at it's nav path.

2 hours ago, minespatch said:

Is that where the zombification gif was from?

Not quite sure to be honest. I really hope that makes it in though.

unknown.png

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15 hours ago, Squeegee said:

The only ones that aren't present in gameplay are Spores, Putrid Odor, Dweebcephaly and Lazibonitis. These are the general database for Diseases.

15 hours ago, Squeegee said:

[snip]

Phosphorus Generator is what the Coal generator was called in REALLY old builds of the game. The hydrogen generator was called "merc generator" back then too, and the shiny liquid sloshing in it was silver instead of pink.

Spoiler

generatorphos_0.thumb.png.cd3d380b7f973aa996e7d766c105d079.png

Slain is a death type that happens when a dupe is rendered incapacitated by an aggressive mob like an attacked Hatch or the former Shockworms, and no medical aid is given.

Death from Freezing, and Overheating are not implemented in the game, and have been in the files since day 1.

Spoiler

In fact, I'm pretty sure I have the animation for a dupe freezing to death lying around on my computer...

Death from Explosion can still technically happen, if you cause a debug explosion and then don't have your dupes' injuries treated.

But there are more ways for dupes to die than what was listed in your findings. For example:

Spoiler

		public class DEATH_SUFFOCATION
		{
			public static LocString NAME = "Duplicants suffocated";

			public static LocString TOOLTIP = "These Duplicants died from a lack of oxygen:";
		}

		public class DEATH_FROZENSOLID
		{
			public static LocString NAME = "Duplicants have frozen";

			public static LocString TOOLTIP = "These Duplicants died from extremely low temperatures:";
		}

		public class DEATH_OVERHEATING
		{
			public static LocString NAME = "Duplicants have overheated";

			public static LocString TOOLTIP = "These Duplicants died from extreme heat:";
		}

		public class DEATH_STARVATION
		{
			public static LocString NAME = "Duplicants have starved";

			public static LocString TOOLTIP = "These Duplicants died from a lack of food:";
		}

		public class DEATH_FELL
		{
			public static LocString NAME = "Duplicants splattered";

			public static LocString TOOLTIP = "These Duplicants fell to their deaths:";
		}

		public class DEATH_CRUSHED
		{
			public static LocString NAME = "Duplicants crushed";

			public static LocString TOOLTIP = "These Duplicants have been crushed:";
		}

		public class DEATH_SUFFOCATEDTANKEMPTY
		{
			public static LocString NAME = "Duplicants have suffocated";

			public static LocString TOOLTIP = "These Duplicants were unable to reach oxygen and died;";
		}

		public class DEATH_SUFFOCATEDAIRTOOHOT
		{
			public static LocString NAME = "Duplicants have suffocated";

			public static LocString TOOLTIP = "These Duplicants have asphyxiated in hot air:";
		}

		public class DEATH_SUFFOCATEDAIRTOOCOLD
		{
			public static LocString NAME = "Duplicants have suffocated";

			public static LocString TOOLTIP = "These Duplicants have asphyxiated in cold air:";
		}

		public class DEATH_DROWNED
		{
			public static LocString NAME = "Duplicants have drowned";

			public static LocString TOOLTIP = "These Duplicants have drowned:";
		}

		public class DEATH_ENTOUMBED
		{
			public static LocString NAME = "Duplicants have been entombed";

			public static LocString TOOLTIP = "These Duplicants are trapped and need assistance:";
		}

		public class DEATH_RAPIDDECOMPRESSION
		{
			public static LocString NAME = "Duplicants pressurized";

			public static LocString TOOLTIP = "These Duplicants died in a low pressure environment:";
		}

		public class DEATH_OVERPRESSURE
		{
			public static LocString NAME = "Duplicants pressurized";

			public static LocString TOOLTIP = "These Duplicants died in a high pressure environment:";
		}

		public class DEATH_POISONED
		{
			public static LocString NAME = "Duplicants poisoned";

			public static LocString TOOLTIP = "These Duplicants died as a result of poisoning:";
		}

		public class DEATH_DISEASE
		{
			public static LocString NAME = "Duplicants have succumb to illness";

			public static LocString TOOLTIP = "These Duplicants died from an untreated  disease:";
		}

Most of which are unimplemented.

Dweebcephaly and Lazibonitis are two REALLY old diseases that were scrapped early on in development.

Spores and Trench Stench were diseases that were contracted when a dupe was exposed to polluted oxygen for long periods of time, but this was back before the Thermal Upgrade.

Anyways, here's a list of all of the diseases.

Spoiler

DIARRHEA

Spoiler


// STRINGS.DUPLICANTS.DISEASES.DIARRHEA
public class DIARRHEA
{
	public static LocString NAME = "Diarrhea";

	public static LocString DESCRIPTION = "This Duplicant's gut is giving them some trouble";
}

DWEEBCEPHALY

Spoiler


// STRINGS.DUPLICANTS.DISEASES.DWEEBCEPHALY
public class DWEEBCEPHALY
{
	public static LocString NAME = "Brain Fog";

	public static LocString DESCRIPTION = "This Duplicant is experiencing some cognitive impairment";
}

FOOD POISONING

Spoiler


// STRINGS.DUPLICANTS.DISEASES.FOODPOISONING
public class FOODPOISONING
{
	public static LocString NAME = "Food Poisoning";

	public static LocString DESCRIPTION = "This Duplicant's last meal might have been past its prime";
}

LAZIBONITIS

Spoiler


// STRINGS.DUPLICANTS.DISEASES.LAZIBONITIS
public class LAZIBONITIS
{
	public static LocString NAME = "The Lackadaisies";

	public static LocString DESCRIPTION = "This Duplicant really doesn't feel like working right now";
}

PUTRID ODOR

Spoiler


// STRINGS.DUPLICANTS.DISEASES.PUTRIDODOUR
public class PUTRIDODOUR
{
	public static LocString NAME = "Trench Stench";

	public static LocString DESCRIPTION = "The pungent odor wafting off this Duplicant is nauseating their peers";

	public static LocString CRINGE_EFFECT = "Smelled a putrid odor";
}

SAWCORPSOSIS

Spoiler


// STRINGS.DUPLICANTS.DISEASES.SAWCORPSOSIS
public class SAWCORPSOSIS
{
	public static LocString NAME = "Existential Angst";

	public static LocString DESCRIPTION = "This Duplicant saw the corpse of a friend";
}

SPORES

Spoiler


// STRINGS.DUPLICANTS.DISEASES.SPORES
public class SPORES
{
	public static LocString NAME = "The Spores";

	public static LocString DESCRIPTION = "This Duplicant is a walking fungal pod";
}

COLD BRAIN

Spoiler


// STRINGS.DUPLICANTS.DISEASES.COLDBRAIN
public class COLDBRAIN
{
	public static LocString NAME = UI.FormatAsLink("Hypothermia", "COLDBRAIN");

	public static LocString DESCRIPTIVE_SYMPTOMS = "Nonlethal. Duplicants experience extreme body heat loss causing chills and discomfort.";

	public static LocString DESCRIPTION = "This Duplicant's thought processes have been slowed to a crawl from extreme cold exposure";

	public static LocString LEGEND_HOVERTEXT = "Area Causes Hypothermia\n";
}

HEAT RASH

Spoiler


// STRINGS.DUPLICANTS.DISEASES.HEATRASH
public class HEATRASH
{
	public static LocString NAME = UI.FormatAsLink("Heat Stroke", "HEATRASH");

	public static LocString DESCRIPTIVE_SYMPTOMS = "Nonlethal. Duplicants experience high fever and discomfort.";

	public static LocString DESCRIPTION = "This Duplicant's thought processes have short circuited from extreme heat exposure";

	public static LocString LEGEND_HOVERTEXT = "Area Causes Heat Stroke\n";
}

SLIME LUNG

Spoiler


// STRINGS.DUPLICANTS.DISEASES.SLIMELUNG
public class SLIMELUNG
{
	public static LocString NAME = UI.FormatAsLink("Slimelung", "SLIMELUNG");

	public static LocString DESCRIPTION = "This Duplicant's chest congestion is making it difficult to breathe";

	public static LocString LEGEND_HOVERTEXT = "Slimelung Germs Present\n";

	public static LocString COUGH_SYMPTOM = "Coughing";

	public static LocString COUGH_SYMPTOM_TOOLTIP = "Duplicants periodically cough up Polluted Oxygen, producing additional germs";

	public static LocString DESCRIPTIVE_SYMPTOMS = "Lethal without medical care. Duplicants experience coughing and shortness of breath.";

	public static LocString DISEASE_SOURCE_DESCRIPTOR = "Currently infected with {2}.\n\nThis Duplicant will produce {1} when coughing.";

	public static LocString DISEASE_SOURCE_DESCRIPTOR_TOOLTIP = "This Duplicant will cough approximately every {0}" + UI.HORIZONTAL_BR_RULE + "Each time they cough, they will release {1}";
}

SUN BURN

Spoiler


// STRINGS.DUPLICANTS.DISEASES.SUNBURN
public class SUNBURN
{
	public static LocString NAME = UI.FormatAsLink("Sunburn", "SUNBURN");

	public static LocString DESCRIPTION = "Extreme sun exposure has given this Duplicant a nasty burn";

	public static LocString LEGEND_HOVERTEXT = "Area Causes Sunburn\n";

	public static LocString SUNEXPOSURE = "Sun Exposure";

	public static LocString DESCRIPTIVE_SYMPTOMS = "Nonlethal. Duplicants experience temporary discomfort due to dermatological damage.";
}

OH! I did find this!

Spoiler

	public class ARCHAEOLOGIST
	{
		public static LocString NAME = "Archeologist";

		public static LocString DESC = "This Duplicant will always bring back an artifact from space expeditions.";
	}

And there's the stress reactions:

Spoiler

DESTRUCTIVE

Spoiler


// STRINGS.DUPLICANTS.TRAITS.AGGRESSIVE
public class AGGRESSIVE
{
	public static LocString NAME = "Destructive";

	public static LocString DESC = "This Duplicant handles stress by taking their frustrations out on defenseless machines";

	public static LocString NOREPAIR = "• Will not repair buildings above 60% stress";
}

ANXIOUS

Spoiler


// STRINGS.DUPLICANTS.TRAITS.ANXIOUS
public class ANXIOUS
{
	public static LocString NAME = "Anxious";

	public static LocString DESC = "This Duplicant collapses when put under too much pressure";
}

BINGE EATER

Spoiler


// STRINGS.DUPLICANTS.TRAITS.BINGEEATER
public class BINGEEATER
{
	public static LocString NAME = "Binge Eater";

	public static LocString DESC = "This Duplicant will dangerously overeat when stressed";
}

UGLY CRIER

Spoiler


// STRINGS.DUPLICANTS.TRAITS.UGLYCRIER
public class UGLYCRIER
{
	public static LocString NAME = "Ugly Crier";

	public static LocString DESC = "If this Duplicant gets too stressed it won't be pretty";
}

VOMITER

Spoiler


// STRINGS.DUPLICANTS.TRAITS.STRESSVOMITER
public class STRESSVOMITER
{
	public static LocString NAME = "Vomiter";

	public static LocString DESC = "This Duplicant is liable to puke everywhere when stressed";
}
Spoiler

The anxious stress type is one that's not implemented.

And certain duplicants could develop special needs under certain circumstances I believe (NOT IMPLEMENTED)

Spoiler

// STRINGS.DUPLICANTS.TRAITS.NEEDS
public class NEEDS
{
	public class CLAUSTROPHOBIC
	{
		public static LocString NAME = "Claustrophobic";

		public static LocString DESC = "This Duplicant feels suffocated in spaces less than four tiles high or three tiles wide";
	}

	public class FASHIONABLE
	{
		public static LocString NAME = "Fashionista";

		public static LocString DESC = "This Duplicant dies a bit inside when forced to wear unstylish clothing";
	}

	public class CLIMACOPHOBIC
	{
		public static LocString NAME = "Vertigo Prone";

		public static LocString DESC = "Climbing ladders more than four tiles tall makes this Duplicant's stomach do flips";
	}

	public class SOLITARYSLEEPER
	{
		public static LocString NAME = "Solitary Sleeper";

		public static LocString DESC = "This Duplicant prefers to sleep alone";
	}

	public class PREFERSWARMER
	{
		public static LocString NAME = "Skinny";

		public static LocString DESC = "This Duplicant doesn't have much insulation, so they are more temperature sensitive than others";
	}

	public class PREFERSCOOLER
	{
		public static LocString NAME = "Pudgy";

		public static LocString DESC = "This Duplicant has some extra insulation, so the room temperature affects them a little less";
	}

	public class SENSITIVEFEET
	{
		public static LocString NAME = "Delicate Feetsies";

		public static LocString DESC = "This Duplicant is a sensitive sole and would rather walk on tile than raw bedrock";
	}

	public class WORKAHOLIC
	{
		public static LocString NAME = "Workaholic";

		public static LocString DESC = "This Duplicant gets antsy when left idle";
	}
}

They do actually work in game, but require the use of Duplicity in order to see it in effect.

Hm...it appears that there's a new job lurking in the files...

Spoiler

// STRINGS.DUPLICANTS.ROLES.BOTANIST
public class BOTANIST
{
	public static LocString NAME = UI.FormatAsLink("Botanist", "BOTANIST");

	public static LocString DESCRIPTION = "Becoming a Botanist broadens a Duplicant's understanding of\nplants, improving their crop tending abilities.";
}

Which is different from the Farming jobs:

Spoiler


	public class JUNIOR_FARMER
	{
		public static LocString NAME = UI.FormatAsLink("Farmhand", "JUNIOR_FARMER");

		public static LocString DESCRIPTION = "Becoming a Farmhand will minorly increase a Duplicant's farming skills, increasing their chances of harvesting new plant seeds.";
	}

	public class FARMER
	{
		public static LocString NAME = UI.FormatAsLink("Farmer", "FARMER");

		public static LocString DESCRIPTION = "This job provides additional training in the tending of crops. Tending plants will increase their growth speed.";
	}

	public class SENIOR_FARMER
	{
		public static LocString NAME = UI.FormatAsLink("Seasoned Farmer", "SENIOR_FARMER");

		public static LocString DESCRIPTION = "Promotion to the Seasoned Farmer position further increases a Duplicant's farming skills.";
	}

...oof.

Spoiler

// STRINGS.DUPLICANTS.MODIFIERS.PRICKLEFRUITDAMAGE
public class PRICKLEFRUITDAMAGE
{
	public static LocString NAME = "Ouch!";

	public static LocString TOOLTIP = "This Duplicant ate a raw Bristle Berry and it gave their mouth ouchies.";
}

Can dupes sigh?

Spoiler

	public class SIGH
	{
		public static LocString NAME = "Sigh";

		public static LocString STATUS = "Sighing";

		public static LocString TOOLTIP = "Ho-hum.";
	}
Spoiler

	public class THINKING
	{
		public static LocString NAME = "Ponder";

		public static LocString STATUS = "Pondering";

		public static LocString TOOLTIP = "This Duplicant is thinking about what to do";
	}

jooshthonk.thumb.png.f5b345e863e51680bbc84573e0b16523.png confirmed?

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6 hours ago, Mooagain said:

They don't count as slaves if they are payed. I pay them in room and board. (And sometimes gold if I can find a swamp)

...they're still slaves. Most chattel slaves are given basic necessities, such as food and housing.

But the real question is, is it slavery if they're basically designed to do what it is they do?

 jooshthonk.thumb.png.f5b345e863e51680bbc84573e0b16523.png

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Slavery is Slavery. Clones deserve the same rights as natural-born people. That said, there isn't exactly a currency to pay them and the fate of their - and possibly humanity's - lives are on the line in getting a functioning base set up regardless of comforts. Once they reach a safe and stable sustainability it should be of high priority to improve the system to provide not only for their needs but for their wants. 
Dupes are therefore the birth of gay-socialist-space-communism. Capitalism Not Included. :D 

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