Critter

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Duplicant.png
This article may be outdated. It was last updated for CS-442154. These versions were tagged as updating the game mechanics discussed here: EX1-444349 • EX1-455425 • FA-471618 • FA-472345 • U35-479045 • U36-481350 • U37-483944 • U38-486708 • U49-577063 • U50-581979 • U56-674504

Critters are aliens that lay eggs and some species produce materials and/or drop meat when dying. Ranching can be used to increase the number of critters, eggs, and materials. Some critters have different morphs which consume different foods, live at different temperatures, or produce different products.

List of Critters

Image Name Diet Produces Egg Baby Drops Stable Limit
(96 tiles)
Note
Hatch

Sage Hatch Stone Hatch Smooth Hatch

Hatch Food, Raw Mineral, Organic, Metal Ore Coal,
Refined Metal
Hatch Egg

Sage Hatch Egg Stone Hatch Egg Smooth Hatch Egg

Hatchling

Sage Hatchling Stone Hatchling Smooth Hatchling

MeatMeat 8 Will burrow in soft ground during the day, but will stay active if it can't find a place to burrow.
Shine Bug

Sun Bug Royal Bug Coral Bug
Azure Bug Abyss Bug Radiant Bug

Shine Bug Food,
Phosphorite
Light,
Decor,
Radiation
Shine Bug Egg

Sun Bug Egg Royal Bug Egg Coral Bug Egg
Azure Bug Egg Abyss Bug Egg Radiant Bug Egg

Shine Nymph

Sun Nymph Royal Nymph Coral Nymph
Azure Nymph Abyss Nymph Radiant Nymph

None 16 Floating/hovering critter, provides a constant source of light and +30 decor in its immediate vicinity. Nice to have in one's base due to the light and decor bonuses. Small health pool and only a small number spawn.
Pip

Cuddle Pip

Pip Arbor Trees, Thimble Reed Dirt Pip Egg

Cuddle Pip Egg

Pipsqueak

Cuddle Pipsqueak

MeatMeat 8 (Pip)

24 (Cuddle Pip)

Plants loose seeds into soft blocks and can knock items out of storage bins. Cuddle pips hug eggs and dupes, speeding up incubation.
Drecko

Glossy Drecko

Drecko Balm Lily,Pincha Pepper,Mealwood Phosphorite,
Reed Fiber, Plastic
Drecko Egg

Glossy Drecko Egg

Drecklet

Glossy Drecklet

MeatMeat 8 This creature can be found crawling around in cavities in the Jungle Biome. They are able to cling strongly to any surface, and will freely wander the full perimeter of whatever chamber they are in. They are not hostile and are quite mobile, inevitably wandering away from any chamber they are not trapped in.
Pokeshell
OakshellSanishell
Pokeshell Rot Piles,
Polluted Dirt, Slime
Sand,
Pokeshell Molt, Oakshell Molt
Pokeshell Roe
Oakshell RoeSanishell Roe
Pokeshell Spawn
Oakshell SpawnSanishell Spawn
Pokeshell MoltPokeshell Molt, Oakshell MoltOakshell Molt, Raw ShellfishRaw Shellfish 8 Pokeshells will become agressive towards duplicants and other critters if in the vicinity of at least one pokeshell egg.
Puft

Puft Prince Dense Puft Squeaky Puft

Puft Polluted Oxygen, Oxygen, Chlorine Slime, Oxylite, Bleach Stone Puft Egg

Puft Prince Egg Dense Puft Egg Squeaky Puft Egg

Puftlet

Puftlet Prince Dense Puftlet Squeaky Puftlet

MeatMeat 6 Floating/hovering critter. Its movement is based on invert pyramid shape, moves center to top, left then right, follows bubbles of contaminated air, prefers going up. Sucks in the closest air bubble, goes up into top of room/chamber on borders of gases then spits out slime. Can follow its own slime consuming again. Won't go under water, but can enter a stream of water from below or from the side (and then die).
Pacu

Tropical Pacu Gulp Fish

Pacu Algae, Seakomb Leaf, Seakomb, Seeds Polluted Dirt Pacu Egg

Tropical Pacu Egg Gulp Fish Egg

Pacu Fry

Tropical Fry Gulp Fry

Pacu FilletPacu Fillet 12 Swims in any liquid, can be caught via a Fish Trap, and Critter Trap when flopping.
Slickster

Longhair Slickster Molten Slickster

Slickster Carbon Dioxide, Oxygen Crude Oil, Petroleum Slickster Egg

Longhair Slickster Egg Molten Slickster Egg

Slickster Larva

Longhair Larva Molten Larva

MeatMeat 8 Floats over the floor or liquid, and follows spots of carbon dioxide.
Shove Vole

Delecta Vole

Shove Vole Regolith, Dirt, Iron Ore Solid Tile, Tonic Root Shove Vole Egg

Delecta Vole Egg

Vole Pup

Delecta Vole Pup

MeatMeat Burrowing critters that eat the Regolith collected on terrestrial surfaces.
Gassy Moo

Husky Moo

Gassy Moo Gas Grass, Plant Husk Natural Gas, Brackene, Carbon Dioxide, Biodiesel none none MeatMeat 6 Extraterrestrial creatures that feed on grass and plant, excretes gases, and can be milked.
Morb Morb none Polluted Oxygen none none Polluted Oxygen.pngPolluted Oxygen Liquid Oxygen.png Spawns from full Outhouses if it filled long enough but can be found naturally, produces contaminated oxygen unless in high-pressure gas, explodes in a puff of Polluted Oxygen or Chlorine upon death. Cannot be Ranched.


Critters in Spaced Out!Spaced Out Banner.png

Image Name Diet Produces Egg Baby Drops Stable Limit
(96 tiles)
Note
Plug Slug

Sponge Slug Smog Slug

Plug Slug Metal Ore / Refined Metal Hydrogen Plug Slug

Plug Slug Plug Slug

Plug Slug

Plug Slug Plug Slug

MeatMeat 8 Hangs from the ceiling at night providing power to any exposed wires 2-tiles from the ceiling. The amount of power provided is proportional to the hunger of the Slug.
Sweetle
Grubgrub
Divergent Sulphur & Sucrose Sucrose & Mud Divergent

Divergent

Divergent

Divergent

MeatMeat 8 (Sweetle)
6 (Grubgrub)
Will provide a growth bonus on contact with a plant. Allows Grubfruit Plants to produce full size Fruits instead of Spindly Fruits.
Beeta Beeta Uranium Ore Enriched Uranium Beeta Hive

1 produced each cycle from the Beeta Hive.

Beetiny Liquid Nuclear Waste.pngNuclear Waste Nuclear Fallout.png Uranium Ore.png N/A Spawned as Beetinys from a Beeta Hive, fully grown up it harvests Uranium ore, delivering it to the hive. Hives convert 90% of the mass of uranium ore into enriched uranium.

Beetas are inherently hostile to anything that is not them, including other critters.

Critters in The Frosty Planet Frosty Planet Banner.png Pack

Image Name Diet Produces Egg Baby Drops Stable Limit
(96 tiles)
Note
Flox

Shatter Flox

Flox Pikeapple Bush, Pikeapple, Bristle Berry, Bristle Blossom / Abyssalite Resource Dirt.pngDirt Sand.png,
Lumber.pngWood Carbon Dioxide.png / Resource Glass.pngGlass Molten Glass.png
Flox

Shatter Flox Egg

Flox

Shatter Flox Fawn

MeatMeat 8 Their antlers can be sheared for Lumber.pngWood Carbon Dioxide.png or Resource Glass.pngGlass Molten Glass.png.
Bammoth

Regal Bammoth

Bammoth Plume Squash Plant, Plume Squash, Nosh Bean, Nosh Sprout, Squash Fries Bammoth PattyBammoth Patty,
Reed FiberReed Fiber,
Regal Bammoth CrestRegal Bammoth Crest
Bammoth

Regal Bammini Egg

Bammoth

Regal Bammini

MeatMeat 6 Their wooly coat can be sheared for Reed Fiber.
Spigot Seal Spigot Seal Nectar, Sucrose Ethanol.pngEthanol Ethanol Gas.png Solid Ethanol.png Spigot Seal Spigot Seal Tallow.pngTallow Biodiesel.png 8 Seals must be deceased to obtain Tallow.pngTallow Biodiesel.png.

Critters in The Prehistoric Planet Pack Prehistoric Planet Banner.png

Image Name Diet Produces Egg Baby Drops Stable Limit
(96 tiles)
Note
Lumb

Blum Lumb

Lumb Ovagro Fig, Bristle Berry, Bog Jelly Peat.pngPeat Coal.png / Algae.pngAlgae Resource Dirt.png Lumb

Blum Lumb Egg

Lumb

Blumblet

Tough MeatTough Meat 6 When they stomp heavily near Plants, the commotion causes harvestable items to fall to the ground.
Mimika
Mimika N/A N/A Mimika Bud

Produced from the self-harvesting Mimika Bud Plant.

N/A MimilletMimillet 12 When its leaves dry up, it will harden into a MimilletMimillet.
Rhex Rhex Hatch, Pip, Shove Vole, Slickster, Drecko, Lumb, Dartle, Divergent Brine Ice.pngBrine Ice Brine.png Rhex Rhex Tough MeatTough Meat 6 Their tailfeathers can be shorn for Feather FiberFeather Fiber.
Dartle Dartle Dewdrip Bleach Stone.pngBleach Stone Liquid Chlorine.png,Chlorine Gas.pngChlorine Liquid Chlorine.png Dartle Dartle MeatMeat 24 They are preyed on by Rhex.
Jawbo Jawbo Pacu Rust.pngRust Molten Iron.png Jawbo Jawbo Jawbo FilletJawbo Fillet 8 They pose no danger to duplicants.
Gnit Gnit N/A N/A Gnit Gnit None 24 They are hostile airborne critters primarily bred as food for the carnivorous Lura Plant to produce Amber.pngAmber Resin.png Fossil.png.

Their offspring must be exposed to Liquid in order to survive.

Common traits

Most critters share the following traits:

Survival

  • Will take frostbite/scalding damage when exposed to elements outside its livable range (specific range depends on species).
  • Aquatic critters like Pacus/Jawbos will be reduced to the flopping state in the absence of substantial liquids.

Drowning

  • Critters will drown in liquids after roughly 75 seconds of submersion, with the exception of critter species Pacu, Jawbo, Pokeshell, Spigot Seal, Gnit (larva only)
  • Non-aquatic critters, such as hatches, will drown in non-navigable liquids, which is defined as either:
    • 1) a substantial liquid, or a liquid tile with at least 35% mass of its default mass (i.e. 350kg or more for a water tile) or,
    • 2) any liquid cell with either a liquid or solid cell above it (i.e. in a 10g crude oil tile with a solid tile or any amount of petroleum on top of it)

Lifecycle, behavior, and drops

  • Both wild and tamed critters age, lay eggs, and have a capped life expectancy (with exception of Morbs, those have no life-cycle, and Gassy Moos, which lay no eggs).
  • Juvenile critters take 5 cycles to grow into an adult, with the exception of Beetas, which matures from Beetiny at age 3.
  • Critters typically spawn with 90% of their maximum calorie capacity and look for food at 90% of their initial stomach capacity.
  • A wild critter does not starve once their calories reaches 0 kcal. Once tamed, a critter carries over the same calories it had when it was wild. Tamed critters are susceptible to Starvation. Higher metabolism (such as from grooming critters) causes critters to lose calories faster.
  • Critters lay eggs with the same wildness as their parent. Once tamed, a critter cannot revert to being wild. Tamed critters need a stable food supply to survive.
  • Wild critters usually always stay satisfied if they have enough space.
  • Critters always spawn mid way of their comfortable temperature range. For example, Shove Vole's comfortable range is between -100 °C / -148 °F and 400 °C / 752 °F, so they spawn at 150 °C / 302 °F.
  • Resource conversion can range one hundredfold depending on critter status. Happy and Tamed Critters have 100% production, Wild and Satisfied has 25%, Tame and Glum has 20%. Wild and Glum has only 10% production rate. See also: Metabolism
  • Can arrive as a care package by Printing Pod (except Morbs, Beetiny, and Gassy Moos).
  • They drop meat or whatever material when they die, no matter how this happens (being killed by a duplicant, dying of old age, drowning, ...). Killing a Juvenile critter will grant the same amount of output, with the exception of Oakshells and Pokeshells.
  • The critter drops and byproducts it excretes are at the same body temperature as the critter. This does not include items stored by the critter itself, such as the Water.pngWater Steam.png Ice.png inside Gulp Fish, the gases absorbed by Smog Slug, or the liquids absorbed by Sponge Slug.
  • will not actively seek to attack duplicants (with the exception of Pokeshell and Beetas). Some critters will retaliate if attacked.
  • Will occasionally make an emote bubble on its current mood (Happy/Glum/Satisfied etc.) This is in place of its normal idle loop (i.e. Pufts may not roam to the top of the room to poop. Lumbs may not roar.)

Movement

Most critters:

  • Can't use ladders for pathfinding purposes
  • Can get confined when a tile is built on top of them or were idle in a closing door.
  • With Pneumatic Doors, Manual Airlocks and Mechanized Airlocks, critters:
    • Can walk through doors & airlocks set to open but will not move through doors & airlocks on locked or on auto
    • Can walk on doors & airlocks, whether open, closed, or auto
    • If standing on a door or airlock that is opened, the critter will continue standing on it
    • If the critter is falling, then:
      • It will continue to fall through any door, whether open, closed, or auto
      • It will land on closed or auto airlocks, but will fall through open airlocks
    • If a critter is standing inside an open door or airlock that is then closed, it will enter a falling state.
      • If there are any doors or open airlocks below the critter when the door closes on it, it will fall down.
      • If there is a solid tile below the critter, it will remain trapped in the closed door.

Hatch and Morb, as walking critters, share the traits:

  • Can walk, jump across 1 tile gaps, climb diagonally 1 tile, and jump up diagonally 1 tile to left/right and 2 tiles up/down.
  • Babies can't jump tile gaps, or up/down.
  • Non-aquatic critters sometimes jump into a puddle of liquids that's less than 1 tile thick.

Critter Moods

The happiness of a Critter affects their critter metabolism as well as their reproduction rates. A critter can either be Miserable (-10 or less), Glum (-9 to -1), Satisfied (0 to 3), or Happy (4 or more). Miserable, tame critters have a -80% metabolism offset, but 0% reproduction rate. Miserable critters also have no scale growth. Glum, tame, critters have -80% metabolism offset and 100% reproduction rate. Satisfied critters have no metabolism offset and 100% reproduction rate. Happy critters have no metabolism offset and 1000% reproduction rate.

While wild, satisfied critters have a base metabolism rate of 25% and the glum metabolism offset is only -15%.

Babies further multiply their metabolism by a factor of 0.1.

  • Satisfied × Tame: 100%
  • Satisfied × Tame × Baby: 10%
  • Glum × Tame: 20%
  • Glum × Tame × Baby: 2%
  • Satisfied × Wild: 25%
  • Satisfied × Wild × Baby: 2.5%
  • Glum × Wild: 10%
  • Glum × Wild × Baby: 1%
Happiness Metabolism Reproduction Rate
-10 20% 0%
-9 20% 100%
-8 20% 100%
-7 20% 100%
-6 20% 100%
-5 20% 100%
-4 20% 100%
-3 20% 100%
-2 20% 100%
-1 20% 100%
0 100% 100%
1 100% 100%
2 100% 100%
3 100% 100%
4 100% 1000%
  • Tamed critters have a base happiness of -1
  • Crowding reduces happiness for each critter over the room carrying capacity
  • Grooming and Critter Fountain increases happiness by 5
  • Critter Condo and Water Fort increases happiness by 1
  • Confined reduces happiness by 10
  • Starvation reduces happiness by 10
  • Body temperature outside of the comfort range reduces happiness by 1
  • Drowning reduces happiness by 100

Space Requirements

(See Also, Stable)

Critter Shine Bug Puft Hatch Slickster Drecko Pip Cuddle Pip Pokeshell Pacu Gassy Moo Plug Slug (Spaced Out) Sweetle Grubgrub Flox Bammoth Spigot Seal
Required Space 12 16 12 12 12 12 4 12 8 16 12 12 16 12 16 12
Max Critters in

96 Tile Stable

8 6 8 8 8 8 24 8 N/A 6 8 8 6 8 6 8
  • Pufts, Gassy Moos, and Grubgrubs (Spaced Out) all have the highest Minimum Space Requirement (16 tiles), so fewer can fit in one room at a time.
  • Cuddle Pips have the smallest Minimum Space Requirement (4 tiles, four times less than a Puft), so many can comfortably live in the same room.

Confined

"This critter is trapped within a door, tile, or confined space" "Sounds uncomfortable!"

The Critter is in a Room that is too small to meet the Space Requirements of that type of Critter (shown above). This debuff reduces Happiness by 10 and reduces Reproduction Rate by 100%, regardless of any other Reproduction Rate increases.

  • This debuff overrides the Crowded and Cramped debuffs, and is seen as the most severe of the three.

PuftConfinedAndNot.pngPuftFeelingFine.pngPuftFeelingConfined.png

  • Left: a room with 16 tiles (4x4) that is comfortable for a single Puft.
  • Right: a room with 12 tiles (3x4) that is not comfortable for any Pufts.

Crowded

"This critter isn't comfortable with so many other critters in a Room of this size."

A Critter is Crowded when the critter population requirement (the sum of every critters' personal space requirement within the room) exceeds the current size of the room. The critter's happiness decreases by this difference, divided by that critter's personal space requirement (rounded up).

  • In a 96 tile room, there are 5 Rhexes and 4 Dartles. The sum would be 5×16+4×4=96, which is not greater than 96. Therefore, no critters feel crowded.
  • In a 80 tile room, there are 5 Rhexes and 4 Dartles.The sum would be 5×16+4×4=96, which is greater than 80. The difference is 16, so both the Rhexes and the Dartles will feel crowded. The Rhexes will have a happiness penalty of -1, while the Dartles will have a happiness penalty of -4.
  • In a 91 tile room, there are 5 Rhexes and 4 Dartles.The sum would be 5×16+4×4=96, which is greater than 91. The difference is 5, so both the Rhexes and the Dartles will feel crowded. The Rhexes will have a happiness penalty of -1 (5/16 rounds to 1), while the Dartles will have a happiness penalty of -2 (5/4 rounds to 2).

For aquatic creatures, the pool size is used instead of the Room size and only aquatic creatures are counted. The pool size is the number of connected, non-navigable liquid cells. A non-navigable liquid cell is either a liquid cell that exceeds 35% of its default mass, or a liquid cell with a solid/liquid cell on top. Non-navigable cells can drown non-aquatic critters.

Cramped

"This Room will become too crowded once all nearby Eggs hatch" "The selected Critter has slowed it's Reproduction to prevent further overpopulation."

A Critter is Cramped when the sum of every critter's and egg's personal space requirement within the room exceeds the current size of the room. At least 1 egg is required to trigger Cramped.

Similarly for aquatic creatures, only the pool size is used and only aquatic creatures or eggs are counted.

  • While very similar in calculation to Crowded, this de-buff only decreases Reproduction Rate, yet can still affect Critters that are Crowded
  • It also includes Critter Eggs to the total Critter count instead of just the amount of Critter in the Room.
  • As stated above, Confined overrides the Cramped status, as it already affects Happiness and Reproductive Rate.

Exceptions

  • Shove Voles/Morbs do not contribute to any crowding/cramping, as they have a personal space requirement of 0.
  • Shove Voles cannot be confined.

External links