Oxygen Not Included

Oxygen Not Included

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Everything about Duplicants
By DanishScorpio
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 get more of them from the Printing Pod.
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Duplicant selection
At the start of the game the attributes of the three choices may be shuffled. In that first selection you have to make sure that all duplicants have acceptable combinations of attributes and positive and negative traits. When you have reached an acceptable selection you may rename any duplicant as desired and then start the game.

In the selection dialog that appears every 3 cycles you can not shuffle the attributes of these three possible duplicants. You can either pick one or reject the entire selection. If your Colony can't handle another duplicant right now you can also ignore the selection dialog entirely. Until you either select a new duplicant or reject the selection the 3 cycle timer will be paused.

Duplicants will spawn at the Printing Pod and then immediately pick up a job if there is one available.
Attributes
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. The maximum level an attribute can be trained to is 20, trait modifiers are applied after the training levels.

A duplicant will start with all attributes at 0, with that number being modified by any traits and interests that they have. For instance, a duplicant with interests in Supplying and Tidying and the Buff trait, will have 9 strength and 0 in every other attribute.

The following attributes are available:

Name
Description
Bonus/Level
Mastering
Agriculture
How quickly and efficiently a Duplicant raises plants
+5% farming speed +~2.6% tending speed
+~3.3% seed chance
Farmhand, Farmer, Seasoned Farmer
Athletics
Duplicant's movement speed
+10% runspeed
Exosuit Engineer
Construction
Duplicant's building speed
+25% construction speed
Apprentice Architect, Architect, Senior Architect
Creativity
The speed and finesse with which a duplicant creates artwork
+10% decorating speed
Art Student, Artist
Cuisine
How quickly a duplicant cooks food
+5% cooking speed
Sous Chef, Chef
Excavation
Duplicant's mining speed
+25% digging speed
+5% attack damage
Apprentice Miner, Miner, Seasoned Miner
Husbandry
How quickly and efficiently a Duplicant raises critters
N/A
Rancher, Seasoned Rancher
Machinery
How adeptly a duplicant uses machines
+10% tinkering speed
General Engineer, Electrical Engineer, Mechatronics Engineer
Medicine
Medical skill and how well a Duplicant works with peers and creatures
+10% compound treatment speed,
+20% medical care speed
Cannot be trained yet
Science
How quickly a duplicant conducts research and gains skills
+40% research speed
+10% skill leveling
Research Assistant, Scientist, Tenured Scientist
Strength
Carrying capacity and combat ability
+25% tidying speed
+400 kg carrying capacity
Gofer, Courier, Groundskeeper
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
Disabled Jobs
Misc Effects
Buff
"This Duplicant has muscles on their muscles"
+3 Strength
--
--
Caregiver
"This Duplicant has good bedside manner and a healing touch"
+3 Kindness
--
--
Diver's Lungs
"This Duplicant could have been a talented opera singer in another life"
--
--
-25 g/s Oxygen Consumption Rate (-25%)
Early Bird
"This Duplicant wakes up feeling fresh and efficient!"
+2 All Skills
--
Only active for the first 100s of the day.
Foodie
"This Duplicant has a highly refined palete."
+3 cooking
--
-1 Food Quality Perception
Germ Resistant
"This Duplicant's immune system bounces back faster than most"
--
--
Immunity Regen: +8%/Cycle
Grease Monkey
"This Duplicant likes to throw a wrench into the colony's plans...in a good way"
+3 Tinkering
--
--
Interior Decorator
"'Move it a little to the left...'"
+3 Creativity
--
-5 Decor Perception
Iron Gut
"This Duplicant can eat just about anything without getting sick"
--
--
Immune to diarrhea from Mush Bars
Mole Hands
"They're great for tunneling, but finding gloves is a nightmare"
+3 Digging
--
--
Night Owl
"This Duplicant does their best work when they ought to be sleeping"
+3 All Skills
--
Only active at night (must use Red Alert or a special schedule)
Quick Learner
"This Duplicant's sharp as a tack and learns new skills with amazing speed"
+3 Learning
--
--
Simple Tastes
"This Duplicant is satisfied by even the blandest food."
--
--
Food Quality Perception +1
Twinkletoes
"This Duplicant is light as a feather on their feet"
+3 Athletics
--
--
Uncultured
"This Duplicant has simply no appreciation for the arts"
--
Art
-20 Decor Expectation

Negative traits

Name
Description
Skill Effect
Disabled Jobs
Misc Effects
Anemic
"This Duplicant has trouble keeping up with others"
-5 Athletics
--
--
Biohazardous
"All the vitamin C in space can't stop this Duplicant from getting sick"
--
--
Immunity Regen: -4%/cycle
Bottomless Stomach
"This Duplicant might actually be several black holes in a trench coat"
--
--
+500 kcal needed per day
Flatulent
"Some Duplicants are just full of it"
--
--
Emits 5 g of Natural Gas every 10-40s (average 0.2 g/s)
Gastrophobia
"This Duplicant has a deep-seated distrust of the culinary arts"
--
Cook
--
Irritable Bowel
"This Duplicant needs a little extra time to 'do their business' "
--
--
-50% Toilet Speed
Loud Sleeper
"In space, everyone can hear you snore"
--
--
Wakes up duplicants within 3 tiles, causing interrupted sleep.
Mouth Breather
"This Duplicant sucks up way more than their fair share of Oxygen"
--
--
+100 g/s Oxygen Consumed
Narcoleptic *
"This Duplicant can and will fall asleep anytime, anyplace"
--
--
Falls asleep every 300-600s, for 15-30s (average of 30s per cycle)
Noodle Arms
"This Duplicate's arms have all the tensile strength of an overcooked linguine"
-3 Strength
--
--
Pacifist
"This Duplicant abhors violence"
--
Combat
--
Slow Learner
"This Duplicant's a little slow on the uptake, but gosh do they try"
-3 Learning
--
--
Small Bladder
"This Duplicant has a tiny, pea-sized bladder. Adorable!"
--
--
Doubled bladder fill speed
Squeamish
"This Duplicant is of delicate disposition and cannot tend to the sick"
--
Aid
--
Trypophobia
"This Duplicant's fear of holes makes it impossible for them to dig"
--
Dig
--
Unconstructive
"This Duplicant is incapable of building even the most basic of structures"
--
Build
--
Yokel
"This Duplicant isn't the brightest star
--
Research
--

* Note that narcoleptic sleep can be interrupted by giving the Duplicant a movement command.
Interests
Each duplicant may have at most 3 interests. They enjoy performing related jobs and will master them 50% faster.

  • Art
  • Build
  • Cook
  • Farm
  • Dig
  • Operate
  • Ranch
  • Research
  • Supply
  • Tidy
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
Trait 2nd Level
Bladder Rate
100% per Cycle
--
Small Bladder (+100% per Cycle)
--
Calorie Consumption
1000 kcal/Cycle
--
Bottomless Stomach (+500 kcal/Cycle)
--
Carbon Dioxide Production
2 g/s
--
--
--
Oxygen Consumption
100 g/s
Diver's Lungs (-25 g/s)
Mouthbreather (+100 g/s)
Deeper Diver's Lungs (-50 g/s)
Toilet Speed
100%
--
Irritable Bowel (-50%)
--
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
[...] 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.
[...] Meal
-1 to +16
Eat
Depends on the Food Quality and Perception, needs less than 3300kcal, highest priority
[...] 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
Downtime
+1
Have Downtime
Must do a downtime action
Drank Juice
+4
Use Juicer
Also provides +1 strength attribute
Duplicant
+1
Be a duplicant
How not to be is a mystery
Great Hall
+6
Eat in a Great Hall
Does not stack with Mess Hall
Had an Espresso
+4
Use Espresso Machine
Requires Power, 1kg of water and 1kg Peppernut
Hot Tubbed
+5
Use Hot Tub
Requires water above 37.7°C and bleach stone
Mess Hall
+3
Eat in a Mess Hall
Does not stack with Great Hall
Nature Reserve
+6
Pass through a Nature Reserve
Does not stack with Park
New Hope
+1
First 3 Duplicants only
Lasts only for 3 cycles and can not be gotten by any means
Nice Bathroom
+1
Use Toilet in a Latrine
Does not stack with Plumbed Bathroom
Park
+3
Pass through a Park
Does not stack with Nature Reserve
Passably Relaxed
+5
Use Beach Chair
Requires insufficient light
Played Video Games
+2
Play on an Arcade
Requires lots of Power
Plumbed Bathroom
+2
Use Toilet in a Washroom
Does not stack with Nice Bathroom
Recently Danced
+2
Use a Jukebot
Requires Power
Salted Food
+1
Eat food with Table Salt
Eat a meal from a Mess Table that has Table Sal
Showered
+3
Use a Shower
Socialized
+1
Use a Water Cooler
Requires 1kg of Water
Soda Filled
+4
Use Soda Fountain
Also provides +1 to science attribute
Steam powered
+2
Use Sauna
Requires steam
Stoked
+2
Use Mechanical Surfboard
Also get Soggy Feet
Sun kissed
+8
Use Beach Chair
Requires sufficient light
Visited Space
+5
Use Sight-Seeing Module
Become overjoyed and +3 to all stats
Wind Swept
+5
Use Vertical Wind Tunnel
Consumes a lot of power
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
Responce
Binge Eater
"This Duplicant will dangerously overeat when stressed"
Eats 2000 kcals of food 3 times before returning to 60% stress
Destructive
"This Duplicant will take out their frustrations on defenseless machines when stressed"
Damages nearby equipment and tiles, cannot repair buildings above 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
Vomiter
"This Duplicant is liable to puke everywhere when stressed"
Vomits on the floor, producing 200 g/s Polluted Water
Joy Responses
Joy responses are positive effects that can occur when the morale of a duplicant is higher than necessary for their job requirements.

Name
Description
Response
Balloon Artist
This duplicant hands out ballons when overjoyed.
Dupes receiving a balloon gain +8 Creativity, Science, Cuisine, Medicine, Agriculture and Husbandry for 2 cycles.
Sparkle Streaker
This duplicant leaves a trail of happy sparks when they are overjoyed.
Athletics +8. Gives athletics +5 to nearby dupes.
Super Productive
This duplicant is super productive when they are overjoyed.
Duplicant has a 10% chance to skip working and complete a chore instantly. The chore must have a progress bar that lasts longer than 1 second to be skippable.
Sticker Bomber
This duplicant will spontaneously redecorate a room when overjoyed.
Decor +20 (Radius: 3 tiles). For each Sticker Bomb
Needs
Need
Description
Bladder
  • +100% per cycle
  • Will use a toilet when at 100% during work or 40%+ during recreation
  • An accident will happen when they are unable to relieve themselves
Body Temperature
  • Healthy temperature is 37 °C (98.6 °F)
  • Feels cold at 34 °C (93.2 °F), hot at 40 °C (104 °F)
  • Takes damage outside of 32 °C (89.6 °F) to 42 °C (107.6 °F)
Breath
  • Gain 0.9%/s in breathable conditions, lose 0.9%/s in unbreathable
  • Interrupt activity at 72.72% (after 30 seconds)
  • Suffocation warning occurs at 45.45% (after 60 seconds)
  • Death at 0%
Calories
  • Maximum of 4000 kcal, get hungry at 2000 kcal, die at 0 kcal
  • By default, eat a maximum of 1500 kcal per cycle; need 1000 kcal per cycle
  • Becoming hungry interrupts sleep
  • Will eat during recreation when below 3300 kcal
Stamina
  • -70%/cycle base value
  • +700%/cycle if sleeping
  • +200%/cycle if sleeping in a Cot
  • +250%/cycle if sleeping in a Comfy Bed
  • +100%/cycle if sleeping in Barracks (A room)
  • Collapses from exhaustion at 0% and normally sleeps until 50%
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
Icon
Description
Icon
Description
Icon
Description
John
"I am angry"
John
"I am binge eating"
John
"I can not breathe"
John
"I am crying"
John
"I like/hate better decor"
John
"I feel destructive"
John
"I am enraged"
John
"I need the toilet"
John
"I am happy"
John
"I am hungry"
John
"It's too loud!"
John
"I am sick"
John
"I am sleepy"
John
"Something smells bad!"
John
"I am stressed"
John
"I am cold"
John
"I am hot"
John
"I am unhappy"
John
"I am vomiting"
John
"This is disgusting!"
Final Notes
Thanks to Oxygen Not Included Wiki and friends for providing information for this guide.










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4 Comments
DanishScorpio  [author] 13 Jun, 2021 @ 6:08am 
@NovaGamingBird not a bad idea - I'll have a look at that.
NovaGamingBird 13 Jun, 2021 @ 1:56am 
Pretty handy. We needed one of these around! Also if you can, Do you mind adding information about their priorities? Like what overwrites what and ect.
DanishScorpio  [author] 29 Dec, 2020 @ 2:08am 
My pleasure :csd2smile:
Liam the cat 29 Dec, 2020 @ 1:12am 
Thank you for making this, It really is helping me keep better care of my duplicants