Stress

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Stress is a core mechanic of Oxygen Not Included. At 100% stress, Duplicants will be unresponsive to orders and proceed to vent Stress in their preferred way until it drops to 60%. Each of these are detailed on the Duplicant page.

Stress Causes

Cause Name Stress Gain/Cycle Duration (in cycles) Note
Morale below expectations Low Morale Variable Until solved Between 0 and 50% per cycle depending on amount and difficulty setting
Stepping on a tile with liquid in it Soggy Feet 10% 0.2 Without Atmo Suit only, mutually exclusive
Being fully submerged in a liquid Sopping Wet 20% 0.3 Without Atmo Suit only, mutually exclusive
When Oxygen Gas Pressure is below 500g Low Oxygen 10% Until solved Without Oxygen Mask or Atmo Suit only; not caused by Holding Breath
When Gas Pressure is >4 kg/tile Popped Eardrums 20% 0.5 Without Oxygen Mask or Atmo Suit only
When thermal exchange is too low Chilly Surroundings 10% Until solved Without Atmo Suit only; gases below ~279K/6°C, liquids below 309K/35°C
When thermal exchange is too high Toasty Surroundings 10% Until solved Without Atmo Suit only; gases above ~327K/53°C, liquids above 311K/38°C
Interrupted sleep by another Duplicant Dead Tired 20% 0.7
When a Duplicant dies Mourning 20% 3 Relieved by mourning at a Tasteful Memorial
Bladder at 100% Full Bladder 30% Until solved ~6.42% until mess
Bladder at 100% for 125 seconds Making a Mess 50% Until finished ~0.68% per mess
Difficulty Setting Glum 10% Permanent
Difficulty Setting Frankly Depressing 20% Permanent
Making a mess while having an Exosuit equipped Soiled Suit 40% Until Duplicant unequips suit
Exposure to Floral Scent germs Allergic Reaction 15% 0.1 Only Duplicants with the 'Allergies' trait are susceptible to Allergic Reactions
Exposure to the Banshee stress response Disturbed by Wailing 10% 0.5 Affects Duplicants within 8 tiles of the wailing Duplicant
Consumed Curried Beans Hot Stuff 5% 2.0 +3 Athletics, +3 Strength, +1 Sneeziness
Exposure to a light source of 72000 Lux or higher for longer than 120 seconds Sunburn 20% 1.75 Mutually exclusive with "Bright and Cheerful" and "Intensely Bright"

Stress Relief

Mean Name Stress Relief per Cycle Duration in cycles Note
Morale exceeds expectations High Morale 20%* Until changed *10% if the current Morale is exactly 1 higher than Morale expectations
Morale equal to expectations Sufficient Morale 5% Until changed
Sleep Sleeping 20% Until stopping Bedding (and lack thereof) does not matter
Duplicants interacting Pleasant Chitchat 5% 0.1 Affects both
Duplicants interacting Saw a Friend 5% 0.1 Affects both
Duplicants interacting while one is working Appreciated 5% 0.1 Affects the worker
Using Arcade Cabinet Gaming 15% 0.025 0.375% total
On a Massage Table Receiving Massage 30% Until stopping Mutually exclusive
On a Massage Table inside a Massage Clinic Receiving Clinic Massage 60% Until stopping Mutually exclusive
Rest on a Med-Bed Med-Bed Rest 10% Until stopping Mutually exclusive
Received Care on a Med-Bed Receiving Care 20% 0.5 Mutually exclusive
Printing a new Duplicant New Friend 10% 3
Applied to the starting 3 Duplicants New Hope 20% 3
Difficulty Setting Chipper 10% Permanent
Difficulty Setting Cloud Nine Infinity Permanent Makes Stress gain impossible
Follow Cam Center of Attention 5% As long as Follow Cam is used Can only be used on one Duplicant at a time
Exposure to Floral Scent germs Smelled Flowers 5% 0.3 Duplicants with the 'Allergies' trait will experience an Allergic Reaction instead
Consumed Frost Burger Soul Food 15% 2.0 -2 Athletics
Walking on Carpeted Tiles Tickled Tootsies 15% 0.025 Also when resting on Carpeted Tiles, e.g. while sleeping
Relaxing in a Beach Chair Totally Chill 15% Until stopping
Exposure to a light source of 40000 Lux or higher Bright and Cheerful 10% Until exposure ends Mutually exclusive with "Intensely Bright" and "Sunburn"
Exposure to a light source of 72000 Lux or higher for less than 120 seconds Intensely Bright 5% Until exposure ends Mutually exclusive with "Bright and Cheerful" and "Sunburn." Causes Sunburn if applied for longer than 120 seconds in a row

Stress Responses

Each Duplicant has a different stress response. These responses trigger at 100% stress (stress is reduced after the 100% response). All responses stop the current errand in order to perform the response. These responses cannot be stopped by Red Alert or commanding the Duplicant to move.

Name Description Response Warning Sign (60% Stress)
Vomiter This Duplicant is liable to puke everywhere when stressed Vomits on the floor, producing 200 g/s Polluted Water. While vomiting, a duplicant's calories also decrease more rapidly. Vomiting may be prevented or interrupted by continuously issuing move commands to a duplicant. Vomiter Warning.gif
Vomiters will burp violently.
Destructive This Duplicant will take out their frustrations on defenseless machines when stressed Damages nearby equipment and tiles, and cannot repair buildings above 60% stress. Destructive Warning.gif
Destructive Dupes shake their arms violently before calming themselves.
Binge Eater This Duplicant will dangerously overeat when stressed Eats 2000 kcals of food 3 times before returning to 60% stress. Decrease decor by -30 in a 3 tile radius while doing so. Binge Eater Warning.gif
Binge Eaters will bite their nails and hold their stomach.
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. Ugly Crier Warning.gif
Ugly Criers will squeeze out a few tears but will promptly get back up. (No water is created)
Banshee This Duplicant wails uncontrollably when stressed Moves to a location and wails, stressing out other Duplicants by +10%/cycle in a 8 tile range. Banshee Warning.gif
Banshees will bite their lip and shake their arms.
Stress Warning.gif
When any Dupe is beyond 60% Stress, other Dupes may gesture towards them.