This article contains outdated information that is inaccurate for the current version. It was last updated for QLM2-309851. Unreflected changes in the discussed game mechanics are detailed here: AP-398142 • AP-408920 • EX1-444834 • EX1-469287 • FA-471618 • FA-471883 • U33-473720 • U36-481350 • U37-483944 • U38-486708 • U39-489821 • U42-509629 • U44-535720 • U46-550759 • U47-561558 • U50-582745 |
Duplicants are the tiny, frustrating, but also endearing clones that the player manages in Oxygen Not Included. Each is generated or "printed" to be unique and has specific needs and vitals that must be fulfilled so they can survive. A new game begins with a selection dialog where the player has to select three randomly generated duplicants (or dupes). As the game progresses, the player may choose to add one of 3 new randomly generated duplicants, or, as of QLM2, items, food, or resources every 3 Cycles in the Printing Pod. Though each set of 3 is new, a new set of 3 will not be generated until the player selects one to print or rejects all available bioprints upon which the Printing Pod will begin generating another set.
Duplicant selection
At the start of the game, three duplicants are given. The player may regenerate a duplicant, removing it and replacing it with a new, randomized one, and are not limited to just three options. In this first selection, the player needs to make sure that all duplicants have acceptable combinations of attributes, and positive and negative traits. When the player has reached an acceptable selection the duplicant may be renamed, before the game starts.
In the selection dialog that appears every 3 cycles, the player can not shuffle the three possible duplicants. The player can either pick one or reject the entire selection. If the Colony can't handle another duplicant right now, it is possible to ignore the selection dialog entirely or, as of QLM2, to select one of the items, food, or resources instead. Unless the player selects a new bioprint, or rejects the set, the Printing Pod 3-cycle timer will remain stagnant.
Duplicants will spawn at the Printing Pod and then immediately pick up a job if there is one available, while items, food, and resources will drop in front of the printing pod.
Duplicant properties
Each duplicant has a number of properties and conditions such as strength or health.
Attributes
Each duplicant has 11 different attributes that can be leveled up by mastering jobs. They define how effectively duplicants will perform those errands. From the start, each duplicant usually has some attributes with a starting bonus sometimes influenced by their traits. Sometimes a negative trait may cause a duplicant to be unable to perform certain jobs altogether.
Most attributes can be trained, and the remaining will probably become trainable in future updates. The maximum level a skill can be trained to 20, but traits that modify skills apply after that.
While a duplicant has a job, they will get a bonus that will be removed if they are unassigned from the job. After they master that job, the bonus will be permanent, and their expectations will increase.
A duplicant will start with 7-10 points randomly allocated into attributes, with that number being modified by any traits that they have. For instance, a duplicant with fast learner and flatulent will have 6-9 points to allocate, as fast learner removes 3 and flatulent adds 2.
The following attributes are available:
Name | Description | Bonus per level | Trained by mastering |
---|---|---|---|
Construction | Duplicant's building speed | +25% construction speed | Apprentice Architect, Architect, Senior Architect |
Digging | Duplicant's mining speed | +25% digging speed
+5% attack damage |
Apprentice Miner, Miner, Seasoned Miner |
Tinkering | How adeptly a duplicant uses machines | +10% tinkering speed | General Engineer, Electrical Engineer, Mechatronics Engineer |
Athletics | Duplicant's movement speed | +10% runspeed | Exosuit Engineer |
Learning | How quickly a duplicant conducts research and gains skills | +40% research speed
+10% skill leveling |
Research Assistant, Scientist, Tenured Scientist |
Cooking | How quickly a duplicant cooks food | +5% cooking speed | Sous Chef, Chef |
Creativity | The speed and finesse with which a duplicant creates artwork | +10% decorating speed | Art Student, Artist |
Strength | Carrying capacity and combat ability | +25% tidying speed
+40 kg carrying capacity* |
Gofer, Courier, Groundskeeper |
Kindness | Medical skill and how well a Duplicant works with peers and creatures | +10% compound treatment speed,
+20% medical care speed |
Cannot be trained yet |
Farming | How quickly and efficiently a Duplicant raises plants | +5% farming speed
+~2.6% tending speed +~3.3% seed chance |
Farmhand, Farmer, Seasoned Farmer |
Ranching | How quickly and efficiently a Duplicant raises critters. | Rancher, Seasoned Rancher |
- Duplicants have 200 kg carrying capacity
Traits
Inborn traits (traits duplicants start with) give bonuses or maluses to duplicants attributes. Negative traits may also make it impossible for a duplicant to perform certain jobs. Traits gained through certain jobs mainly allow for the duplicant to use certain stations and perform certain errands.
Positive traits
Name | Description | Skill Effect | Skill Distribution | Disabled Jobs | Miscellaneous Effects |
---|---|---|---|---|---|
Twinkletoes | "This Duplicant is light as a feather on their feet" | +3 Athletics | -3 | ||
Simple Tastes | "This Duplicant is satisfied by even the blandest food." | -2 | Food Quality Perception +1 | ||
Foodie | "This Duplicant has a highly refined palete." | +3 Cooking | -2 | -1 Food Quality Perception | |
Buff | "This Duplicant has muscles on their muscles" | +3 Strength | -3 | ||
Mole Hands | "They're great for tunneling, but finding gloves is a nightmare" | +3 Digging | -3 | ||
Grease Monkey | "This Duplicant likes to throw a wrench into the colony's plans...in a good way" | +3 Tinkering | -2 | ||
Quick Learner | "This Duplicant's sharp as a tack and learns new skills with amazing speed" | +3 Learning | -3 | ||
Interior Decorator | "'Move it a little to the left...'" | +3 Creativity | -2 | -5 Decor Perception | |
Caregiver | "This Duplicant has good bedside manner and a healing touch" | +3 Kindness | -2 | ||
Early Bird | "This Duplicant wakes up feeling fresh and efficient!" | +2 All Skills | -2 | Only active for the first 100s of the day. | |
Night Owl | "This Duplicant does their best work when they ought to be sleeping" | +3 All Skills | -2 | Only active at night (must use Red Alert or a special schedule) | |
Uncultured | "This Duplicant has simply no appreciation for the arts" | -2 | Art | -20 Decor Expectation | |
Diver's Lungs | "This Duplicant could have been a talented opera singer in another life" | -2 | -25 g/s Oxygen Consumption Rate (-25%) | ||
Iron Gut | "This Duplicant can eat just about anything without getting sick" | -2 | Immune to diarrhea from Mush Bars | ||
Germ Resistant | "This Duplicant's immune system bounces back faster than most" | -2 | Immunity Regen: +8%/Cycle |
Negative traits
Name | Description | Skill Effect | Skill Distribution | Disabled Jobs | Miscellaneous Effects |
---|---|---|---|---|---|
Anemic | "This Duplicant has trouble keeping up with others" | -5 Athletics | +2 | ||
Noodle Arms | "This Duplicate's arms have all the tensile strength of an overcooked linguine" | -3 Strength | +2 | ||
Slow Learner | "This Duplicant's a little slow on the uptake, but gosh do they try" | -3 Learning | +2 | ||
Gastrophobia | "This Duplicant has a deep-seated distrust of the culinary arts" | +3 | Cook | ||
Pacifist | "This Duplicant abhors violence" | +2 | Combat | ||
Squeamish | "This Duplicant is of delicate disposition and cannot tend to the sick" | +3 | Aid | ||
Trypophobia | "This Duplicant's fear of holes makes it impossible for them to dig" | +3 | Dig | ||
Unconstructive | "This Duplicant is incapable of building even the most basic of structures" | +3 | Build | ||
Yokel | "This Duplicant isn't the brightest star in the solar system" | +3 | Research | ||
Irritable Bowel | "This Duplicant needs a little extra time to 'do their business' " | +2 | -50% Toilet Speed | ||
Small Bladder | "This Duplicant has a tiny, pea-sized bladder. Adorable!" | +2 | Doubled bladder fill speed | ||
Biohazardous | "All the vitamin C in space can't stop this Duplicant from getting sick" | +2 | Immunity Regen: -4%/cycle | ||
Bottomless Stomach | "This Duplicant might actually be several black holes in a trench coat" | +2 | +500 kcal needed per day | ||
Mouth Breather | "This Duplicant sucks up way more than their fair share of Oxygen" | +2 | +100 g/s Oxygen Consumed | ||
Narcoleptic | "This Duplicant can and will fall asleep anytime, anyplace" | +3 | Falls asleep every 300-600s, for 15-30s (average of 30s per cycle) | ||
Loud Sleeper | "In space, everyone can hear you snore" | +2 | Wakes up duplicants within 3 tiles when sleeping, causing interrupted sleep. | ||
Flatulent | "Some Duplicants are just full of it" | +2 | Emits 5 g of Natural Gas every 10-40s (average 0.2 g/s) |
Note that narcoleptic sleep can be interrupted by giving the Duplicant a movement command.
Also note that changes to skill distribution via traits has no effect on the maximum attribute level learn-able, which is +20 not counting attribute or job modifiers.
Interests
Each duplicant will have between 1 and 3 interests. Interests reduce the morale requirements from learning associated Skills.
Properties
Properties are aspects of Duplicants that aren't leveled and can't be intrinsically changed (as opposed to Skills). However, many Attributes have positive and negative Traits associated with them.
Attribute | Base Value | Positive Trait | Negative Trait | Positive trait Second level |
---|---|---|---|---|
Oxygen Consumption | 100 g/s | Diver's Lungs (-25 g/s) | Mouthbreather (+100 g/s) | Deeper Diver's Lungs (-50 g/s) |
Carbon Dioxide Production | 2 g/s | None | None | None |
Calorie Consumption | 1000 kcal/Cycle | None | Bottomless Stomach (+500 kcal/Cycle) | None |
Bladder Rate | 100% per Cycle | None | Small Bladder (+100% per Cycle) | None |
Toilet Speed | 100% | None | Irritable Bowel (-50%) | None |
Morale
Morale has an impact on how much Stress is incurred or reduced and is affected by several factors. Generally, there are very few Morale Penalties.
Required Morale depends on a Duplicant's highest job level or current training. 1 Morale is required if unemployed, 30 is the highest level. High Morale decreases Stress by up to 25% each cycle, low Morale increases Stress by up to +25%.
Duplicants have a perception of Decor and Food. The higher the average Decor during the last cycle and the higher the Food Quality, the higher the Morale Boost will be. Morale penalties will be incurred if below the individual's perception.
Without a modifier, the Morale from Food ranges from -1 to +16 or is modified 0 to +16 with the Simple Tastes trait and -1 to +12 with Foodie. Duplicants will start eating in their downtime when below 3.300kcal and has the highest priority.
Normal Decor Perception is at 0, exceeding it can yield up to +12 Morale when reaching 120 difference and failing to will decrease Morale by -1. The Morale Boost is not linear.
Using rooms, having downtime and interacting with certain buildings will confer a Morale Boost. Duplicants will use certain furniture only if they do not yet have the Morale Boost and they do so in the order of the most possible Morale gained.
The highest Morale achievable is 49. The lowest is -1.
Name | Morale | Requirement | Note |
---|---|---|---|
[...] Meal | -1 to +16 | Eat | Depends on the Food Quality and Perception, needs less than 3300kcal, highest priority |
[...] Decor | -1 to +12 | Automatically recorded | Depends on average Decor of the last cycle and Decor Perception, 120 points above Perception gives the most points. Not linear. |
[...] Shift Break | 0 to +4 | Have downtime on schedule | Bonus starts at 0 at 1 hour downtime and increases passive moral bonus by 1 for every hour added on downtime each cycle. |
Comfortable Barracks | +1 | Sleep in Barracks | Does not stack with Comfortable Bedroom |
Comfortable Bedroom | +2 | Sleep in a Bedroom | Does not stack with Comfortable Barracks |
Nice Bathroom | +1 | Use Toilet in a Latrine | Does not stack with Plumbed Bathroom |
Plumbed Bathroom | +2 | Use Toilet in a Washroom | Does not stack with Nice Bathroom |
Mess Hall | +3 | Eat in a Mess Hall | Does not stack with Great Hall |
Great Hall | +6 | Eat in a Great Hall | Does not stack with Mess Hall |
Socialized | +1 | Use a Water Cooler | Requires 1 kg of Water |
Recently Danced | +2 | Use a Jukebot | Requires Power |
Played Video Games | +2 | Play on an Arcade | Requires lots of Power |
Had an Espresso | +4 | Use Espresso Machine | Requires Power, 1 kg of water and 1 kg Peppernut |
Downtime | +1 | Have Downtime | Must do a downtime action |
New Hope | +1 | First 3 Duplicants only | Lasts only for 3 cycles and can not be gotten by any means |
Duplicant | +1 | Be a duplicant | How not to be is a mystery |
Stress Responses
Each Duplicant has a different stress response. These responses trigger at 60% and 100% stress (stress is reduced after the 100% response). All responses stop the current job in order to perform the response. These responses cannot be stopped by Red Alert or commanding the Duplicant to move.
Name | Description | Response |
---|---|---|
Vomiter | "This Duplicant is liable to puke everywhere when stressed" | Vomits on the floor, producing 200 g/s Polluted Water |
Destructive | "This Duplicant will take out their frustrations on defenseless machines when stressed" | Damages nearby equipment and tiles, cannot repair buildings above 60% stress |
Binge Eater | "This Duplicant will dangerously overeat when stressed" | Eats 2000 kcals of food 3 times before returning to 60% stress |
Ugly Crier | "If this Duplicant gets too stressed it won't be pretty" | Sits on the floor and cries, producing 40 g/s Water, reducing Decor by 30 |
Needs
Need | Description |
---|---|
Breath |
|
Stamina |
|
Calories |
|
Bladder |
|
Body Temperature |
|
Ownership
Individual Duplicants can have ownership of certain structures: Cots, Comfy Bed, Mess Tables, Massage Tables, Med Beds, and Pharma Chambers. Each Duplicant can only be assigned to one, and they can be reassigned by the player at any time. They will automatically select them for themselves if left unassigned, or the duplicant becomes sick.
Emotions
Duplicants occasionally express emotions or reactions to things around them. This indicates their status in ways that the player can keep track of.
Established Duplicants
Duplicants have an assigned name, appearance, stress response and description (attributes, traits, and interests are still randomly generated). Changing the name of a Duplicant will alter the description as appropriate but will not change the appearance of the Dupe.
Almost every possible duplicant can appear when creating a new game, except for Liam and Meep which can only spawn from the Printing Pod after the start.
Name | Appearance | Description |
---|---|---|
Archibald | The colony is convinced that this Archibald was some sort of fancy monarch in a past life. | |
Bea | A little ray of sunshine in a bleak world, Beas loves(sic) people who love her right back. | |
Bertie | This Bertie is convinced she can remember bits of her past prints. Everyone else is convinced she's making it up. | |
Bertrand | This Bertrand always feels great after a bubble bath and a good long cry. | |
Brady | Bradys are pretty cool when they can manage to suppress their natural narcissism. | |
Braynen | This Braynen is severely disappointed by the colony's lack of cute, pudgy birds. | |
Casper | This Casper can't wait to die, so their poetry can be appreciated posthumously. | |
Cass | This Cass is painfully aware that she spits when she talks. She avoids joining in on most conversations because of it. | |
Cecil | There's a technical term for a Cecil's personality..."dweeb". | |
Chuanli | A Chuanli's one dream is to shed their mortal coil and cut off all of time and space. It shouldn't be too much to ask. | |
Dan | Every Dan has this unshakable feeling that his life’s already happened and he’s just watching it as if in a movie. | |
Dorris | This Dorris wakes up every day of her life with an urge to clip coupons for stores that don't exist. | |
Eleanor | A severe climate requires a severe woman. This Eleanor is that woman. | |
Elvira | This Elvira can't remember a time when she wasn't blanketed in the cold embrace of darkness. | |
Elvis | Every Elvis is convinced he was printed in the wrong generation...and on the wrong celestial body. | |
Ernestine | This Ernestine has one stubborn hair on her chin that plucking never seems to deter. It's okay though, she's growing attached to it. | |
Eugene | Once you get a Eugene talking, it's impossible to get them to stop. Chitchat at your own risk. | |
Floyd | Floyds have a theory that no matter what time it is, it's always actually 3AM. | |
Gabriel | Gabriels are spoiled rotten, but at least they have great hair. | |
Grub | Grubs think plants are neat. | |
Grungy | A Grungy deeply relishes the feeling of dirt beneath her nails. | |
Gus | This Gus just wants everyone to be happy. | |
Hideki | This Hideki is consumed by a deep, soulful weariness that no amount of sleep could possibly vanquish. | |
Horatio | Horatios always feel as if someone is staring at them, although people rarely are. | |
Howard | A Howard’s monotonous voice and lack of facial expression make it impossible for others to tell when he’s messing with them. | |
Hugh | A Hugh is truly a man stuck in the past. And in a space colony. | |
Isamu | This Isamu traps people in long conversations about her "novel", but she's never once sat down to actually write it. | |
Jack | A lifetime of running from his responsibilities has made this Jack emotionally impenetrable. | |
Jasper | Jaspers just want to dance. | |
Josie | A Josie is admired by all for her seemingly tireless work ethic. Little do people know, she's dying on the inside. | |
Leah | There's nothing Leahs are more proud of than their thick, dignified eyebrows. | |
Lenny | Dirt's great. Space's great. Everything's great, according to Lennys. | |
Longwei | This Longwei picks his nose when he thinks no one's watching. Thankfully, he never eats it. | |
Maha | Mahas always snort when they laugh. It's the worst. | |
McNair | McNair | All of space is brightened by a McNair's dazzling smile. |
Ming-Mei | One time a Ming-Mei declared herself mayor of the colony for a whole week and no one even questioned it. | |
Mamoru | The "cool loner" vibes that radiate of a Mamoru never fail to make the colony swoon. | |
Metrodora | Metrodoras love watching old black and white films, especially if they have robots in them. | |
Moon | Moon | A Moon's monotonous voice and lack of facial expression make it impossible for others to tell when she's messing with them. |
Mozzarella | World...too...bright... | |
Mystique | Mystiques defy all labels. | |
Nadia | The burden of living is just too much for some people. Like this Nadia, for instance. | |
Neil | Neils generally like to wear strange and unusual hats to compensate for their total lack of personality. | |
Nori | Get a bunch of Noris together in a room, and you'll have...a bunch of Noris together in a room. | |
Olive | This Olive feels like there's an emotional wall between themself(sic) and the world that their multitool just can't penetrate. | |
Pam | No one ever asks for a Pam's bad opinions, but she's always happy to offer them anyway. | |
Pierre | Pierre | Big softies with a tendency to nag, Pierres sometimes feel like the mothers the other duplicants never had. |
Price | This Price once had dreams of becoming a doctor, but sadly, he's averse to the sight of blood. | |
Quincy | At any given moment, a Quincy is viscerally reliving ten different humiliating memories. | |
Ralph | Everyone feels slightly more irritable after having spent time with a Ralph. | |
Red | Reds are completely incapable of distinguishing between positive and negative attention, much to the colony's dismay. | |
Rosalind | Sometimes this Rosalind feels like she'd have to keel over for people to notice her. | |
Sadie | This Sadie never clips her fingernails. The unchecked growth is starting to get a little unsettling. | |
Seth | Sometimes the colony sends Seths on fake "spelunking" jobs just to get some peace and quiet. | |
Shannon | Some have described Shannons as "paranoid". They prefer the term "prepared". | |
Spike | Spikes detest small spaces. You can imagine how they feel about the colony. | |
Stacy | A Stacy can somehow talk for hours and say absolutely nothing. It's a feat to behold! | |
Suki | Sukis have grins like sharks and stares to pierce through your soul. | |
Sybil | Sybils always get what they want...even when they shouldn't. | |
Tilly | Tillys like to frequently and loudly remind everyone of the pointlessness of existence. | |
Vernon | The colony's managed to convince this Vernon he's totally and completely unique. It's hilarious! | |
Virgil | Virgils are overcome with childlike wonder at the infinite nature of the universe. | |
Will | Will | Wills have great hair and are always about ten seconds away from starving to death. |
Woodrow | Woodrows are exceptionally bad at reading social cues and never know when to stop talking. | |
Yvette | A Yvette's every waking moment is plagued by her terrible genetic curse...a horrifyingly acute sense of smell. | |
Zeke | A Zeke's snobby exterior is a defense to protect the kind, mushy heart that lurks within. |
*As of build R1-262109