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About Doddler

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Don't Starve Together
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Oxygen Not Included
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  1. They'll only go to the medbay if you have med packs that can can be used to cure slimelung. Otherwise they simply have to put up with it.
  2. How is it not a calculable factor? It's incredibly consistent. Was there more than 500-1000 germs on the food they ate? 22% chance they get sick. Did a dupe breath air with slimelung? 12% chance they get sick. You can see the chance they get sick right on the character after they're exposed. The game even goes well out of it's way to ensure these percentages are consistently applied so as to prevent surprises, so if 9 dupes get exposed to slimelung (each 12% chance, a total of 108%), only one of them will get sick, every time. You can't predict who, but it'll be one of the exposed dupes. If and when they get sick, you can suck it up and work at reduced efficiency, you can treat them, or you can work to prevent germ exposure.
  3. Why is this?

    Liquids seem happy to compress based on gas pressure, it's a bit weird. I dropped a bunch of oil into a sealed pit of lava and the level of lava compressed down to a third of it's original size, displaced by the volume of gas created. Once I pumped the gas out the lava raised back to it's original level. That seems to be a bit at odds with how you'd expect liquids to function based on real life.
  4. For non allergic dupes, floral scents will give a "smelled flowers" buff which reduces stress I believe.
  5. Cold CO2 vents are the only ones that you can just straight up ignore the presence of, it can be in the middle of my base with unsuited dupes running around, it has no value and doesn't even work as an obstacle. Certainly can't cool anything with it. The hot vent is a little more dangerous but equally useless.
  6. One of the things I don't think are balanced at all at the moment with the recent changes are the mitigation stuff. Vitamin chews, Immuno Booster, and Allergy Medication are expensive and not very useful. Well Allergy Medication is in it's own category because you can't just cure allergies, but a bristle blossom seed per cycle per dupe is telling me I just don't want any allergic dupes in my base. For Slimelung, vitamin chews will cut slimelung chance from 12% to 8%, and immuno boosters will drop it to 5%, which is an ok decrease... but not compared to just using a cure. It will take on average around 8 cycles for a standard dupe (with no booster) to catch slimelung if they're exposed every cycle. A medicine pack is 1 balm lily + 1kg phosphorite, relatively cheap. Using Immuno Boosters for that entire time is 4kg pincha peppernut (1kg per 2 cycles)... and you also can't easily target boosters like you can just use a medpack on only duplicants that get sick, you'd have to give them to every duplicant that could get exposed to really be effective. For Zombie Spores, which is actually a scary disease you'd actually want to mitigate, full immuno boosters will decrease your chance from 75% to 50%, at which point I wonder if it's worth the effort. Zombie Spore cures are expensive, but the boosters are almost pointless at that rate. Honestly the boosters cost isn't that bad, but they are too expensive to aim to give them to everyone, and they aren't good enough to bother micromanaging their usage. At very least, they don't last long enough. Allergy Medication is the worst, 1 cycle of relief for a blossom berry seed, I dunno how you can reliably keep even one dupe on them for very long.
  7. I actually think I like the mechanic changes, where it's unavoidable to encounter illnesses and you'll have to mitigate them as time goes on, but at this point food poisoning and even slime lung offer so small a penalty that it feels like they're almost not worth mitigating. You could probably run your full base with everyone with food poisoning and slime lung 100% of the time and you'd be maybe just half as effective?
  8. Here are the current per-cycle chances a duplicant has to contract an illness based on their resistance after an exposure to the germs. Duplicant resistance is 0 by default, with +0.5 with vitamin chew, +1 with immunobooster. Biohazardous duplicants are -0.5, and germ resistant dupes are +0.5.
  9. I gave it some more thought and the easiest way to summarize the new system is, without mitigating factors, being exposed to slimelung and food poisoning has a 30% chance to make you sick (90% for zombie spore), with a bunch of stuff behind the scenes that tries to make it more uniform and less likely to end up with all your dupes getting sick at once. The intent here is pretty clear, the old system you could avoid using the medicine content entirely (and you didn't even need to play very cautiously to do it), but now you will have to make use of medicine one way or another.
  10. Well it's not like it resets on a daily basis, one dupe getting multiple exposures over multiple cycles will be the same as 3-4 dupes getting it in one cycle, you'll still end up with a sick dupe. I'm paraphrasing, sorry. I couldn't find the exact sim code, but my assumption from what I saw is that if you say consumed 10% of the oxygen on a tile, you'd take 10% of the germs with it.
  11. Looking at the code again, I missed that you can only get exposure if you are not currently exposed. So to your first and third questions, the answer would be probably be no. For the second question, it should only count exposure if they get more than 100 germs at once. The wiki says dupes consume 100g per second, so I'd assume that germs would have to be above around 1000 per 1kg of oxygen in normal circumstances for them to pick up the germs. That would work differently if they were out of breath and consumed a lot more oxygen at once though. With the knowledge that an exposed dupe can't be re-exposed, I think that means for slimelung, without pills you can say on average every 3.3 exposed duplicants per cycle will result in one duplicant getting sick.
  12. Ok so each time a duplicant gets exposed to germs by breathing in germs or eating germy food, they get 'exposed'. That doesn't mean they're sick, it just shows as exposed to a disease in their status. Once they're exposed they stay exposed until they rest. After a certain number of exposures (base wide), one of your currently exposed duplicants will contract the disease. Contracting the disease means they're going to get sick... they're not sick yet, but they will be. After a duplicant sleeps, if they just have exposure status they'll go back to normal, and if they have contracted status, they'll become sick then. That said, I'm not sure if the UI tells you if a disease is contracted or not from an exposure, so you might not be able to know ahead of time if a exposure has lead to sickness until they rest. The whole exposure score is how many exposures your duplicants can go through before one of them gets sick. If your biohazardous dupes are getting exposed, you'll get sick quicker. If you've got everyone on pills, it will take quite a few more exposures to get sick.
  13. (Edit: updating post with info) I actually dug through the code for disease and here's how it works: The amount of germs in an exposure event is based on the amount of germs consumed. For air it's the amount of germs in the gas tile divided by the volume of gas consumed, and for food it's the amount of germs on the food divided by the % of the food consumed. The exposure must be above 100 germs or it won't do anything. Immediately when exposed, the duplicant gains the exposed status. Edit: If the duplicant is already counted as exposed, then the check ends there as they cannot be exposed multiple times at once. The exposure is given a score based on the contraction rate multiplied by the duplicant's susceptibility rate. Contraction rate for Slime Lung and Food Poisoning are 0.3, and for the spore one it's 0.9. Susceptibility rate is by default 1, germ resistant is 0.5, biohazardous is 1.5. This should be modified by pills and such too. The exposure is then passed to a global tracker where the score is added to a tally for each disease. If the tally exceeds 1, one of your duplicants with the exposed status is picked at random to gain the contracted status. The duplicant that gets sick is based on a weighted random check based on the amount of germs of their last exposure (so higher germ count means that duplicant has a higher chance of getting sick). Once a duplicant is picked to be sick, the tally is reduced by 1. When a duplicant wakes up, if they went to sleep with just the exposed status, they lose that status. If they have the contracted status, they become sick. So to sum up: Every x number of exposure events will cause a duplicant to get sick. For Slime Lung with default resistant duplicants, every 3-4 exposures will get one of your exposed duplicants sick. Edit: As of the April 17th hotfix, the exposure score cannot go above 1. This means that a single exposure event can't result in more than one duplicant getting sick. Exposure events in one dupe can still however result in an other contracting an illness if the other duplicant is still considered exposed.
  14. Robominers and other buildings in a vaccuum should still exchange heat with the ground, it seems a bit weird that they don't honestly.
  15. The Perfect Plumbing System

    When a pipe is split in a T junction with 1 input and two outputs, the junction will alternate sending packets one direction and then the other. Intuitively, you might expect that if one of the two outputs becomes blocked that all output would go down the open path instead. What happens however is if it is unable to send a packet to one of the outputs, it simply gives up and sends no packet at all. The result is that each T junction reduces flow by 1/2, even if one of the two outputs is fully backed up. While I think existing players have gotten used to this and devised their own workarounds using pipe bridges to force priority outputs, I think it's still pretty obviously un-intuitive behavior. I wouldn't be surprised if just about every user attempting to learn how to do piping in ONI encounters this and becomes confused as to why it's happening. I wouldn't call it a bug, but it is something that could certainly be improved on.