Bionic Duplicant

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Duplicant.png
This article may be outdated. It was last updated for U54-646687. These versions were tagged as updating the game mechanics discussed here: U55-659901 • U56-674504
Bionic Logo.png
This article is related to The Bionic Booster Pack content.
There is a version of this article for the Base Game, see Duplicant.
Bionic preview.png

Bionic Duplicant is a variety of Duplicant introduced in The Bionic Booster Pack. They are largely similar to standard Duplicants, but have different basic needs and gain stats and abilities differently.

Mechanics

The following properties are shared between standard Duplicants and Bionic Duplicants:

  • Attributes [note]
  • Comfort and danger temperatures
  • Environmental effects
  • Health
  • Morale and stress
  • Radiation
  • Experience and Skill Points
[note] Although Bionic Duplicants do have all the same attributes as standard Duplicants, their attributes do not passively increase. Bionic Duplicant attributes must be raised directly through Skills and Boosters.

The following properties do not apply to Bionic Duplicants:

  • Bladder and toilet speed
  • Breath and Carbon Dioxide emission
  • Calories
  • Interests
  • Stamina and sleep
  • Traits

The following new properties are specific to Bionic Duplicants:

  • Boosters
  • Defragmenting
  • Gear Oil
  • Gunk and clogged toilets
  • Oxygen Tank
  • Power Banks

Bionic Duplicants hate getting wet even more than regular duplicants, gaining the Liquid Exposure debuff causing +200% stress/cycle while exposed to Water-Based liquids Water.pngWater Steam.png Ice.png, Polluted Water.pngPolluted Water Steam.png Resource Dirt.png Polluted Ice.png, Salt Water.pngSalt Water Steam.png Salt.png Brine.png Ice.png and Brine.pngBrine Steam.png Salt.png Brine Ice.png), compared to +20%/cycle for Sopping Wet.

Printing

At the Duplicants selection screen, each duplicant could be a classic duplicant or a bionic duplicant and you can choose to only select one type of duplicant. By default this selection is random.

Duplicants printed by the Printing Pod during the game are random so it can offer Bionic ones or not.

Each time a Bionic Duplicant is printed by the Printing Pod, 5 Metal Power Banks and 1 Gear Balm are printed with it.


List of Bionic Duplicants

There are currently 6 total Bionic Duplicants available in the game.

Currently Available Bionic Duplicants
Name Gender Appearance Description Stress Response Overjoyed Response
Chip X Chip This Chip is extremely good at guessing their friends' passwords. Stunner Rain Maker
Edwiredo M Edwiredo This Edwiredo once rolled his eye so hard that he powered himself off and on again. Stunner Rain Maker
Gizmo M Gizmo Gizmos love nothing more than a big juicy info dump. Stunner Rain Maker
Sonyar F Sonyar Sonyars would sooner burn down the colony than read an instruction manual. Stunner Flash Mobber
Steela F Steela Steelas aren't programmed to put up with nonsense, but they do enjoy the occasional shenanigan. Stunner Flash Mobber
Ulti X Ulti This Ulti's favorite dance move is The Robot. They don't get why others think that's funny. Stunner Flash Mobber

Traits

Bionic Duplicant are printed with a preinstalled Booster giving it a positive bonus.

There is also a Bionic Bug, which is a set of two decreased attributes:

Bionic Bug Decreased attributes
All Thumbs Excavation and Machinery
Dissociative Husbandry and Medicine
Error Prone Medicine and Science
Late Bloomer Athletics and Agriculture
Overengineered Construction and Creativity
Rigid Thinking Science and Strength
Urbanite Cuisine and Agriculture

Basic Needs

The basic needs of Bionic Duplicants differ from those of standard Duplicants. They don't need to eat, breathe, or empty their bladder, but they do need Power Banks, access to Oxygen, drain their Gunk as well as lubrication for their moving parts.

Oxygen

Bionic Duplicants breathe using their internal Oxygen Tank, which they refill regularly. If a Bionic Duplicant's Oxygen Tank fully depletes, their Breath will drop at a rate of 0.9%/s, and will die of suffocation when their Breath drops to 0%.

They start with a full oxygen tank of 240 kg, consuming 100 g/s (130 g/s with Yucky Lungs). As 1 cycle is 600 seconds, this tank is depleted in 4 cycles (~3.08 cycles with Yucky Lungs). It's the same oxygen consumption rate as for regular duplicants.

Refill behavior

To refill their Oxygen Tank, they prefer to seek out gas canisters such as the ones produced by Canister Filler, but they can also find a location to draw in Oxygen or Polluted Oxygen from the atmosphere if no canisters are present.

  • During downtime, it'll refill if the oxygen tank is under 204 kg.
    • If sucked from the atmosphere: it'll refill it until it's full, meaning 240 kg. If not possible it'll refill as much as possible. It'll choose the location where the oxygen density is the greatest, no matter if it's polluted oxygen or clean oxygen.
    • If sucked from bottles, it'll eat as many bottles as needed to get a tank greater than 204 kg. Excedent oxygen in the bottle will be lost. For example: if the tank is at 200 kg, and the bottle used is at 100 kg; then the tank will be filled at 240 kg, and the remaining 60 kg of the bottle will be lost.
  • During work time, it'll refill its oxygen tank as soon as it goes under 12 kg. This operation interrupts its current work.
    • If sucked from the atmosphere, it'll suck until it's greater than 63,8 kg if possible. For that, it'll reach the closest location where oxygen density is sufficient for its taste, no matter if it's polluted or clean oxygen, and no matter if behind the next door there is a much bigger oxygen density.
    • If sucked from bottles, it'll eat one bottle.

If it has access to several bottles of oxygen on the ground and in a canister filler, it'll choose the closest, even if it's the smallest.

Even if they don't breathe like classic duplicants, they can get popped eardrums.

Power supply

Power Banks are essential for Bionic Duplicant survival. They are its "food". If a Bionic Duplicant runs out of power, it becomes immobile until another Duplicant can deliver a new Power Bank. While drained of power, a Bionic Duplicant continues to breathe, placing it at the mercy of its Oxygen Tank.

A Bionic Duplicant is printed with 4 slots for Power Banks, filled with 4 full Metal Power Bank, which can be boosted to 6 by learning the Power Banking Skill. 1 power bank is 120 kJ. A Bionic Duplicant needs 1 power bank per cycle to operate, draining 200 W.

  • Assuming no inefficiencies, a Power Bank Charger will consume 240 W (consuming 480 W half of the time) to recharge the battery.

In the Consumables interface, you can choose what kind of power bank each duplicant is allowed to eat. They cannot eat Atomic Power Banks.

Refill behavior
  • During downtime, a bionic duplicant will feed itself with all power banks needed to be fully loaded.
  • During work time, if it starts to consume its last power bank, it'll stop working and "eat" just 1 power bank.

To refill, a duplicate will search for the closest power bank, without taking into account its type. If you want your duplicants to not eat your Metal Power Banks but only use Eco Power Banks, keep them far from them or manage it in the Consumables interface.

While consumed, Metal Power Banks and Uranium Ore Power Banks disappear. When an Eco Power Bank reaches 0 kJ, a discharged Eco Power Bank will be displayed in the duplicant power bank inventory list. The next time it'll eat power bank, the discharged eco power bank will drop on the ground.

Metal Power Bank can be crafted at a Crafting Station, and the Soldering Station can be used for Eco Power Bank, Uranium Ore Power Bank and Atomic Power Bank.

Gunk

As a Bionic Duplicant performs its tasks, Gunk will build up in its systems, which must occasionally be drained.

A Gunk Extractor is the ideal way to facilitate drainage, which directs the liquid Gunk into a pipe for storage or transport. If no Gunk Extractor is available, a Bionic Duplicant can instead drain into any conventional toilet such as an Outhouse or Lavatory, but the Gunk will clog the pipes, rendering the toilet inoperable until a Duplicant cleans it out. If a Bionic Duplicant does not have access to any facility to drain the Gunk, it will overflow and spill the Gunk into the environment or any Exosuit the Duplicant may be wearing. If a duplicate has the choice of which toilet to use, it'll use Gunk Extractor preferably.

In the default difficulty, bionic duplicant generates 25% of Gunk per cycle.

Extraction behavior

During downtime, if Gunk reaches 60%, bionic duplicant will use Gunk Extractor or Outhouse or Lavatory. Gunk Extractor and Lavatory will be used at 60% of Gunk, and will produce 47,3 kg of Gunk sent to the pipe. Outhouse will be used at 60% of Gunk, and will produce 200 kg of Dirt and a bottle of 48,7 kg of Gunk. During work time, if Gunk reaches 90%, it'll get the Gunk Extraction Required buff, giving +20% of stress/cycle. If toilets are available, it'll stop its task and use it, generating 68,5 kg of gunk. If no toilet is available and the gunk reaches 100%, it'll lose the Gunk Extraction Required buff and get the Gunk Mouth buff, giving +20% of stress/cycle during 1 cycle. It'll spill out on the floor (or in its exosuit) all its gunk, going back to 0%.

Food poisoning germs

Gunk extracted from the duplicant, will have food poisoning germs on it. If spilled on the floor, it'll be full of food poisoning germs. If extracted with a Gunk Extractor, the gunk extractor and the duplicant won't have any food poisoning on it but the liquid in the pipe will. If extracted with a Lavatory, food poisoning germs will be present in the lavatory, on the duplicant, and in the liquid in the pipe. If extracted using Outhouse, the duplicant, the outhouse, and the dirt will have food poisoning on them but not the bottle of gunk generated.

Lubrication

The moving parts within a Bionic Duplicant must be lubricated with Gear Oil. This can be done with Gear Balm that can be crafted at an Apothecary, or by using a Lubrication Station fed with Crude Oil or Phyto Oil.

Bionic duplicants start with a full reserve of 200 kg of Gear Oil and consume 20 kg per cycle. If it reaches 0 kg, it'll get the Grinding Gears buff giving -8 in athletics and +30% stress/cycle. When Gear Oil is replenished, the athletics malus disappears but the stress malus is kept for 1 cycle.

Refill behavior

When reaching 40 kg of Gear Oil, a bionic duplicant will display a drop of oil in a speech balloon and will try to lubricate itself, independently of its schedule. Bionic duplicants will prioritize the lubrication station over the gear balm.

  • Gear Balm: contains 80 kg of Gear Oil. When used, a duplicant typically goes from 40 kg to 120 kg of Gear Oil, but it won't use another Gear Balm after this first one until it reaches 40 kg again.
  • Lubrication Station: will be used only if it contains at least 200 kg of Gear Oil. The duplicant will refill its gear oil to its maximum with this mean, and gain the Fresh Oil buff (see below). If both Crude Oil and Phyto Oil are present in the Lubrication Station, they will prioritize consuming Crude Oil. Even if the Phyto Oil in the Lubrication Station contains Slimelung germs, these germs are destroyed when injected into the duplicant's body.

Schedule

Bionic Duplicants have a Schedule spanned on 3 cycles by default, having the 2 first days of full work and the last one mixing work, downtime, and bedtime.

Downtime

During downtime, Bionic Duplicants will take care of themself. This means:

Bedtime

During bedtime, Bionic Duplicants won't sleep, instead, they'll go on their assigned bed and defragment themselves, creating Microchips for free in the process (150 seconds / 0.25 cycles of time being the only cost). Defragmenting also a -20% stress reduction during, and a 3 cycle buff for the room they slept.

The defragmentation process emits 1800 lux of light in a range of 3 tiles that will annoy nearby sleeping duplicants.

Morale

All buffs that affect morale

Name Morale Duration (cycle) Use time (sec) Note 
New Hope 1 3 Available for the starting 3 duplicants when game starts, can not be acquired again later.
Downtime Bonus 0 to +5 3 Bonus starts at 0 at 1 schedule block downtime and increases passive moral bonus by 1 for every block added on downtime. It maxes at 6 schedule blocks.
Washroom 2 1.1 Use Toilet or Gunk Extractor in a Washroom (Does not stack with Latrine )
Fresh Oil (Phyto Oil) 2 8 Refill a bionic duplicants gear oil using phyto oil at the lubrication station. Buff lasts until gear oil runs out or is next refreshed. Also gives -5% stress per cycle.
Fresh Oil (Crude Oil) 3 8 Refill a bionic duplicants gear oil using crude oil at the lubrication station. Buff lasts until gear oil runs out or is next refreshed. Also gives -10% stress per cycle.
Park 3 0.4 Park and Nature Reserve are mutually exclusive, the timer will reset and your dupe will get the better one of its most recent interaction.
Nature Reserve 6 0.4 Nature Reserve and Park are mutually exclusive, the timer will reset and your dupe will get the better one of its most recent interaction.
Barracks 1 3 Defragmenting in Barracks (Does not stack with Luxury Barracks and Private Bedroom)
Luxury Barracks 2 3 Defragmenting in a Luxury Barracks (Does not stack with Barracks and Private Bedroom)
Private Bedroom 3 3 Defragmenting in a Private Bedroom (Does not stack with Barracks and Luxury Barracks)
Poor Decor 0 1.1 Last Cycle's Average Decor ≥ -30 and < 0
Mediocre Decor 1 1.1 Last Cycle's Average Decor ≥ 0 and < 30
Above Average Decor 3 1.1 Last Cycle's Average Decor ≥ 30 and < 60
Nice Decor 6 1.1 Last Cycle's Average Decor ≥ 60 and < 90
Charming Decor 9 1.1 Last Cycle's Average Decor ≥ 90 and < 120
Gorgeous Decor 12 1.1 Last Cycle's Average Decor ≥ 120
Sun kissed 8 11.95 150 Use Beach Chair and requires sufficient light
Passably Relaxed 5 11.95 150 Use Beach Chair and requires insufficient light
Wind Swept 5 7.95 90 Use Vertical Wind Tunnel
Played Video Games 3 3.95 15 Use Arcade Cabinet
Recently Danced 2 3.95 15 Use Jukebot
Steam powered 2 3.95 30 Use Sauna
Stoked 2 3.95 30 Use Mechanical Surfboard
Had An Espresso 4 0.75 30 Athletics +1, Use Espresso Machine (Requires Power, 1 kg of water and 1 kg Pincha Peppernut. Also provides +1 to Athletics attribute. )
Soda Filled 4 0.75 30 Science +1, Use Soda Fountain
Socialized 1 1.1 Use Water Cooler (Requires 1 kg of Water)
Extra hydrated 2 1.1 -15% Stress/cycle, use Water Cooler (Requires 1 kg of Brackene)
Spaced Out is needed to unlock this contentLess Anxious 1 0.75 40 Use Party Line Phone while no one else is. Less Anxious, Full of Gossip, and Sociable are Mutually exclusive with one another.
Spaced Out is needed to unlock this contentFull of Gossip 2 0.75 40 Use Party Line Phone while someone else is also using the phone while on the same planetoid. Less Anxious, Full of Gossip, and Sociable are Mutually exclusive with one another.
Spaced Out is needed to unlock this contentSociable 4 0.75 40 Use Party Line Phone while someone else is also using the phone while across space. Less Anxious, Full of Gossip, and Sociable are Mutually exclusive with one another.
Bionic Duplicant 1 How not to be is a mystery

Overjoyed Responses

Overjoyed responses are positive effects that can occur when the morale of a Bionic duplicant is higher than necessary for their morale requirements. If morale exceeds expectation by over 8 points, there is a 2% chance the Bionic Duplicant will have an overjoyed response. This probability rises linearly with morale up to a maximum of 5% chance with 20 excess morale. The Overjoyed state can be triggered at any point of the cycle.

Name Description Response
Flash Mobber This duplicant breaks into dance when they are overjoyed. Dances during downtime, reducing stress by 10% Stress/cycle. Nearby duplicants (not including self) gain the Hyped status effect which grants +8 Machinery and -15% Stress/cycle for 2 cycles.
Only available for Bionic Duplicants
Rain Maker

This duplicant distributes microchips when they are overjoyed.

Creates microchips during downtime.
Only available for Bionic Duplicants

Boosters

All of the principal abilities granted by standard Duplicant Skills, such as the ability to wrangle critters or dig through Abyssalite, are made available to Bionic Duplicants through Boosters. Boosters are also the primary means of increasing a Bionic Duplicant's attributes. When a Bionic Duplicant is printed, they can equip up to 2 Boosters, and this number can be increased to 8 by Skills.

Boosters are manufactured using Microchips. Basic Boosters are made at a Crafting Station and require 2 Microchips, and advanced Boosters are made at a Soldering Station and require 8 Microchips. Any Duplicant can use a Crafting Station, but Soldering Station requires a Duplicant with either an Electrical Engineering or Schematics Skill.

Microchips can be manufactured at an Power Control Station by any Duplicant with Electrical Engineering or Schematics. A Bionic Duplicant will also manufacture Microchips automatically while defragmenting.

When a Booster is equipped, a Duplicant gains any abilities and attribute bonuses granted by the Booster. When a Booster is unequipped, the Duplicant loses these abilities and attributes bonuses. If multiple copies of the same Booster are equipped, the attribute bonuses stack, allowing Bionic Duplicants to exceed the total level for individual attributes.

Boosters only provide capacities specified in it, no more. For example, a duplicant with a Extreme Digging Booster will be able to mine Abyssalite, Diamond, and Corium but not Very Firm Materials as it doesn't have the Digging Booster.

Crafting Station

Advanced Medical Booster.png
Advanced Medical Booster
Hat role medicalaid1.png
Hat role medicalaid2.png
Hat role medicalaid3.png
Enables
Boosts
+5 Medicine
+2 Athletics
Construction Booster.png
Construction Booster
Hat role building1.png
Hat role building2.png
Hat role building3.png
Enables
Demolish Gravitas Buildings
Boosts
+5 Construction
+2 Athletics
Digging Booster.png
Digging Booster
Hat role mining1.png
Enables
Very Firm Material mining
Boosts
+5 Excavation
+2 Athletics
Researching Booster.png
Researching Booster
Hat role research1.png
Hat role research2.png
Enables
Geographical Analysis
Geotuner Usage
Boosts
+5 Science
+2 Athletics
Strength Booster.png
Strength Booster
Hat role hauling1.png
Hat role hauling2.png
Boosts
+400 kg Carrying Capacity
+5 Strength
+2 Athletics

Soldering Station

Astronomy Booster.png
Astronomy Booster
Hat role research3.png
Hat role research5.png Spaced Out is needed to unlock this content
Enables
Boosts
+5 Science
+2 Athletics
Applied Sciences Booster.png
Applied Sciences Booster
Spaced Out is needed to unlock this content
Hat role research4.png
Enables
Boosts
+5 Science
+2 Athletics
Crop Tending Booster.png
Crop Tending Booster
Hat role farming1.png
Hat role farming2.png
Hat role farming3.png
Enables
Crop Tending
Boosts
+5 Agriculture
+2 Athletics
Grilling Booster.png
Grilling Booster
Hat role cooking1.png
Hat role cooking2.png
Enables
Boosts
+5 Cuisine
+2 Athletics
Electrical Engineering Booster.png
Electrical Engineering Booster
Hat role technicals1.png
Hat role technicals2.png
Enables
Generator Tuning
Microchip Crafting
Boosts
+5 Machinery
+2 Athletics
Extreme Digging Booster.png
Extreme Digging Booster
Hat role mining2.png
Hat role mining3.png
Hat role mining4.png Spaced Out is needed to unlock this content
Enables
Abyssalite mining
Diamond and Obsidian mining
Corium mining Spaced Out is needed to unlock this content
Boosts
+5 Excavation
+2 Athletics
Masterworks Art Booster.png
Masterworks Art Booster
Hat role art1.png
Hat role art2.png
Hat role art3.png
Enables
Boosts
+5 Creativity
+2 Athletics
Mechatronics Engineering Booster.png
Mechatronics Engineering Booster
Hat role engineering1.png
Enables
Conveyor Rail Construction
Boosts
+5 Machinery
+2 Athletics
Piloting Booster.png
Piloting Booster
Spaced Out is needed to unlock this content
Hat role astronaut1.png
Hat role astronaut2.png
Enables
Boosts
+5 Piloting
+2 Athletics
Ranching Booster.png
Ranching Booster
Hat role rancher1.png
Hat role rancher2.png
Enables
Critter Wrangling
Boosts
+5 Husbandry
+2 Athletics
Rocketry Booster.png
Rocketry Booster
notSpaced Out is needed to unlock this content
Hat role astronaut1.png
Hat role astronaut2.png
Enables
Boosts
+3 Athletics
Suit Training Booster.png
Suit Training Booster
Hat role suits1.png
Hat role suits2.png
Enables
Slows Exosuit Durability Damage
Exosuit Penalty Reduction
Boosts
+5 Athletics
Tidying Booster.png
Tidying Booster
Hat role basekeeping1.png
Hat role basekeeping2.png
Hat role basekeeping3.png
Enables
Pipe Emptying
Boosts
+5 Strength
+2 Athletics

Skills

The usual mechanics of Skills apply to Bionic Duplicants, with the following key differences:

  • Bionic Duplicants have their own set of Skills they can learn. No Skills are shared between standard and Bionic Duplicants.
  • Most Bionic Duplicant Skills do not boost attributes or grant new abilities. Instead, most of a Bionic Duplicant's attributes and abilities come from Boosters.
  • Bionic Duplicants do not have interests, so all Bionic Duplicant Skills come with their full morale cost.

Booster Processing

Skill Booster Processing I.png
Booster Processing I
Hat Booster Processing I.png
Tier 1
Prerequisites
None
Boosts
+1 Booster Slots
Skill Booster Processing II.png
Booster Processing II
Hat Booster Processing II.png
Tier 2
Prerequisites
Skill Booster Processing I.png
Booster Processing I
Boosts
+1 Booster Slots
+2 Athletics
Skill Complex Processing.png
Complex Processing
Hat Complex Processing.png
Tier 3
Prerequisites
Skill Booster Processing I.png
Booster Processing I
Skill Booster Processing II.png
Booster Processing II
Enables
Exosuit Penalty Reduction
Boosts
+2 Booster Slots

Improved Gears

Skill Improved Gears I.png
Improved Gears I
Hat Improved Gears I.png
Tier 1
Prerequisites
None
Enables
50% Grinding Gears penalty reduction
Skill Improved Gears II.png
Improved Gears II
Hat Improved Gears II.png
Tier 2
Prerequisites
Skill Improved Gears I.png
Improved Gears I
Boosts
+1 Booster Slots
+2 Athletics
Skill Power Banking.png
Power Banking
Hat Power Banking.png
Tier 3
Prerequisites
Skill Improved Gears I.png
Improved Gears I
Skill Improved Gears II.png
Improved Gears II
Skill Schematics.png
Schematics
Skill Advanced Schematics.png
Advanced Schematics
Boosts
+2 Power Banks

Schematics

Skill Schematics.png
Schematics
Hat Schematics.png
Tier 1
Prerequisites
None
Enables
Boosts
+2 Athletics
Skill Advanced Schematics.png
Advanced Schematics
Hat Advanced Schematics.png
Tier 2
Prerequisites
Skill Schematics.png
Schematics
Boosts
+1 Booster Slots
+2 Athletics

Tips

  • Since Bionic Duplicants do not eat, they cannot gain morale from high-quality Food, making moral gains from recreation buildings and Decor even more important.
  • Defragmenting is optional, since the bionic duplicants do not have stamina. You can turn off bedtime slots if you do not need the microchips or morale bonuses, or limit it to one slot and they will still get Barracks or Bedroom bonus for 3 cycles.
  • As they inhale a lot of oxygen from the atmosphere when they refill their tank, they can easily empty a full room of oxygen. Use oxygen canisters to avoid it. Alternatively, this can be exploited to vacuum a small room that contains only Oxygen or Polluted Oxygen by locking them into the room.