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Number of recreation area needed per dupe to manage stress


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23 minutes ago, Yannick Vachon said:

Are you sure about that? Because from before the Expression Upgrade, the duplicants was needing the food from their highest level, even after going down to something else. So, if they changed that in this branch, indeed, it can help. If not, it means that in time, everyone will require barbeque to be happy in the colony.

In EU:

Tenured Scientist starts with Missing.Strings.Duplicants.Attributes.Qualityoflifeexpectation.name:24

Now put on as a gofer. Missing.Strings.Duplicants.Attributes.Qualityoflifeexpectation.name:24

Reloaded to make sure it's not a hanging variable somewhere...  stays at 24.

Expectations stay at point of highest job, it would appear.  You can't back one down anymore, that's an interesting requirement.  Be VERY sure you want them to go to the next level job before you do it.

19 minutes ago, WanderingKid said:

In EU:

Tenured Scientist starts with Missing.Strings.Duplicants.Attributes.Qualityoflifeexpectation.name:24

Now put on as a gofer. Missing.Strings.Duplicants.Attributes.Qualityoflifeexpectation.name:24

Reloaded to make sure it's not a hanging variable somewhere...  stays at 24.

Expectations stay at point of highest job, it would appear.  You can't back one down anymore, that's an interesting requirement.  Be VERY sure you want them to go to the next level job before you do it.

Sometimes i think, we play different games..
Stress is no problem. Mushrooms / bristles are enough, to keep stress down(cooked).
 

2 minutes ago, Oozinator said:

Sometimes i think, we play different games..
Stress is no problem. Mushrooms / bristles are enough, to keep stress down.

It's cycle 28, there are no mushrooms/bristles yet for me.  I also have two Senior architects who have a QOL expectation of 16.  I'm going to have to adjust my playstyle.

Just now, WanderingKid said:

It's cycle 28, there are no mushrooms/bristles yet for me.  I'm going to have to adjust my playstyle.

Mhh but you wrote: " VERY sure you want them to go to the next level job before you do it. "
On cycle 28 stress should be no problem. Hold feet dry, keep area clean.
Never cook/produce Mush bars!
 

Just now, Oozinator said:

Mhh but you wrote: " VERY sure you want them to go to the next level job before you do it. "
On cycle 28 stress should be no problem. Hold feet dry, keep area clean.
Never cook Mush bars!

They're eating Mealwood at the moment, almost as bad but less water.

ccfTFpv.jpg

And yes, if a dupe's profession can become a permanent expectation for that dupe from now on, I do recommend people be VERY sure they want to set the profession to that level.  I'm currently experimenting with an existing game that was getting on just fine until the new upload.

14 minutes ago, WanderingKid said:

They're eating Mealwood at the moment, almost as bad but less water.

ccfTFpv.jpg

And yes, if a dupe's profession can become a permanent expectation for that dupe from now on, I do recommend people be VERY sure they want to set the profession to that level.  I'm currently experimenting with an existing game that was getting on just fine until the new upload.

When you choose so early, to scale sytems up, then you scale stress up too.
12 dupes is my maximum of dupes i take in. (would love to take 120 when it would make sense)
At cycle 28 i perhaps have 4 or 5 and everything is clean, no debris + art.
I use every natural food, dig up every buried object quick.
I dig only, what i need..
No reason to shape such a farm structure early on (preparing for ranching).
Hydro gens and coal gens are never on the same level/height for me.
Thick wires in a frequent visited area are a trap in early game too (without snazzys)
Food reserve for that amount of dupes, much to low for my taste.
They breath much and you run on algae.
Before i switch on electrolyzers, i produce 50% of O² with PW bottles deodorizers and only when hydrogen chamber at top is filled enough i activate the Hydrosystem/ clean up bottles (seamless), reduced algae consumption.
That "scaling up" thing is for me as player in no other game so present like in ONI, could be a sign of balance, but i don't know how to describe it better.
Same "scaling up" for electrolyzer setups with pumps, nice toy but useless (inefficient from energy / heat side).
I never activate coal gen, before air scrubber is installed, to "block out" clean areas for CO²
 

11 minutes ago, Oozinator said:

When you choose so early, to scale sytems up, then you scale stress up too.
12 dupes is my maximum of dupes i take in.
At cycle 28 i perhaps have 4 or 5 and everything is clean, no debris + art.
I use every natural food, dig up every buried object quick.
I dig only, what i need..
No reason to shape such a farm structure early on (preparing for ranching).
Hydro gens and coal gens are never on the same level/height for me.
Thick wires in a frequent visited area are a trap in early game too (without snazzys)
Food reserve for that amount of dupes much to low for my taste.

Thick wires are why the generators are hidden there, and that particular set of farms is scaled for 24 dupes worth of fried mushrooms which I try to have up and running by Cycle 75 if I can.  The ranches will be mostly for production, not food, as I expect to use wild wheat and peppers to supplement.  Cycle 28 is 4.5 hours of normal speed gameplay.  I expect it to move, not meander like a lazy river, so yes, I scale systems up quickly, and have adopted my playstyle accordingly.  I am well aware of the need for art spam and heavi-watt considerations, that's not the issue.

Part of the issue is the first cycle after it released everything was completely wonky.  I had people desperate for bathrooms, hungry when they would normally eat, and I'm still trying to figure out why people suddenly don't like hatches (Hatch and an uphappy face).  They also had a horrible time of it in the massage room, as it obviously wasn't prepared for the expectation.

We do, however, play with very different game expectations.  I want a fully functional base, with only huge, interesting projects in my way.  I'll adapt, however, Max level researchers will be hard to satisfy fully.

Just now, WanderingKid said:

 Max level researchers will be hard to satisfy fully.

I played EU too (stopped because of bad FPS) and i give higher tier food only to dupes, when their stress is climbing up.
No problem with tenured scientist and low tier food..

Just now, Oozinator said:

I played EU too (stopped because of bad FPS) and i give higher tier food only to dupes, when their stress is climbing up.
No problem with tenured scientist and low tier food..

Looks like I need to experiment.  First impression is that it's going to be... interesting.  :shock:

I have Max as an exosuit engineer (QoL exoectation 24) at only QoL 18 and he is doing just fine in default difficulty. His stress doesn't go above 10% in the whole day and it goes to 0% by the morning.

Having dupes work in low oxygen environment or getting the soggy feet or sopping wet debuffs really mess up their mood, so you should avoid these as much as possible.

3 hours ago, DyingCrow said:

However, it may be possible to train dupes up to max tier on a job, and then drop them down to a lower tier. Afaik, they will still keep the bonuses and what they learned, but that may change at some point. Which might completely screw dupe cross training :/

This will probably never be the case, originally when a dupe changed job they forgot how to do the others IIRC, and then the devs changed it to what we currently have

2 hours ago, Oozinator said:

Stress is no problem. Mushrooms / bristles are enough, to keep stress down(cooked).
 

Good to know. This matches what I saw when loading my pre-EU game into EU, but I only did run it for a few cycles.

2 hours ago, WanderingKid said:

And yes, if a dupe's profession can become a permanent expectation for that dupe from now on, I do recommend people be VERY sure they want to set the profession to that level.  I'm currently experimenting with an existing game that was getting on just fine until the new upload.

Uh....  this isn't new.  It's been how it works since Occupation.  Perhaps the changes for Expression make the increases much more demanding, but the concept has been in place for quite some time.

4 minutes ago, PhailRaptor said:

Uh....  this isn't new.  It's been how it works since Occupation.  Perhaps the changes for Expression make the increases much more demanding, but the concept has been in place for quite some time.

Fair enough, it seems to simply be more demanding.  When I tested it on one of the releases originally the job assignment changed the expectations, and never seemed to notice the fact that they were still demanding higher quotas. 

@Oozinator  I will respond to your screenshot when I get more information.  What started as a simple confirmation of 'yes old job requirements stick to lower end jobs' has become a bit of a dive into the changes and what makes them affect what.

20 minutes ago, WanderingKid said:

Fair enough, it seems to simply be more demanding.  When I tested it on one of the releases originally the job assignment changed the expectations, and never seemed to notice the fact that they were still demanding higher quotas. 

@Oozinator  I will respond to your screenshot when I get more information.  What started as a simple confirmation of 'yes old job requirements stick to lower end jobs' has become a bit of a dive into the changes and what makes them affect what.

I think that was because most of the time as long as you had the right food, decor didnt matter.

Some personal experiences with ONI in EU. 

1) 4 Dupes per Outhouse/basin, minimum 2 of each in case something goes wrong.  Red Alert if it's gone HORRIBLY wrong.

2) I am completely underwhelmed by the QOL impact of 10% stress.  I haven't had a chance to push it higher than that yet, does it increase to 20%?  40%?  QOL is now merely one way to handle stress.  I think just surrender the 10% deduction, art spam as necessary, and move on is perfectly fine.

3) Moving from 1/6 of the cycle to 1/3 of the cycle for non-work is significantly more impactful than anything that might be stressing the dupes, because it's stressing ME.  All of my opening build orders for when I would need to set up more food and O2, when water was less or more important, what I would expect to have excavated for the next build compontent, etc... is now completely wonky.  I'm adapting, but it's annoying, particularly since I haven't build a break room yet.

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