Should Dupes wake up or continuing sleeping when it's time to work?
Several of us old-timers clearly remember that Dupes used to have properly functioning alarms and would wake up when it's time to go to work. To quote @Saturnus : "It's completely illogical to me that the dupes can just ignore work and get up whenever they feel like it, like they were some gen-Z interns.".
However, they will currently happily sleep through work slots.
Can Dupe get back their alarm clock?
Note that it is not a Mergedown issue, that behavior change pre-dates the last pre-MD version still available on Steam. I checked that by temporarily switching.
Edit: the capture shows the wrong version because of this bug: https://forums.kleientertainment.com/klei-bug-tracker/oni/wrong-branch-r31313/
I re-tested afterwards by properly deactivating the DLC in Steam, and that behavior was indeed already present in CS-469300.
- Make a schedule with only one Sleep slot, followed by Work, and ensure the Dupe is tired enough not to recover in that single Sleep slot.
- Let the game run, Dupe goes to sleep.
- At the start of the work slot, the lazy Dupe forgot his alarm and happily sleep instead of going to work.