Adding a comment just to add some extra information out there: - Correction on the skills tree, they are 1, 2, and 3 morale like normal dupes, and the total skill tree takes 15 - Bionic duplicants do not breathe out Carbon Dioxide - They do not need to sleep, so you can choose to have more work time or more microchips - They cannot make dream journals for the Somnium Synthesizer, but can benefit from its buff - They can use the rocket toilet but will clog it - When getting lubricated with oil, they get a temporary buff aftweards Thanks to all the helpful comments - I do try my best to research eveyrthing, but especially with new content it can be difficult to verify everything, and to guess every bit of information that might be itneresting!
13:50 Note about the Stunner stress reaction: It quickly drains all the dupes power banks and leaves them incapacitated at the end and also damages nearby power buildings and cables. Additionally it can cause power storing buildings like batteries and transformers to discharge and explode, causing devastating chain reactions.
A thing i discovered is that bionic dupes can use the neural vacillators. Which means if you end up rolling, say, beefsteak: that's a FREE +10 strength for no booster cost, and for the dupe that can never passively gain stats, that's INSANELY good!
I was doing some math after watching your Nuclear Power tutorial bite, and the Atomic Batteries introduced by this DLC are actually pretty nice for a variety of power applications. (The ones made with Enriched Uranium in the Molecular Forge, not the basic Uranium Ore batteries for the dupes) An Atomic Power Bank turns 10kg of Enriched Uranium into 60W for 150 cycles, or 5,400kj, and generates minor amounts of heat Based on your tutorial, Research Reactors turn the same fuel into 2,400-14,400kj in 1 cycle, and lose some of that energy to cooling the turbines. This makes Atomic Batteries great for applications that require intermittent bursts of power or a low, consistent supply, and they can be quickly plopped down anywhere in your base, rockets, or other colonies. I'm currently using them for powering my Eco Battery Charging stations, powering my rocket interior to save height and materials that would have gone to solar panels/battery modules, and for running my SPOM so I can store Hydrogen for liquifying instead. Just have to be mindful of the explosion at the end of their lifespan.. 😅
An important thing is that, since bionics have their own internal oxygen storage and they can refill it whike wearing a suit, atmo suit are basically a permanent upgrade for them with very little reason to unequip them
I don't think that's accurate unless something has changed. When I've had them use atmo suits, they draw directly from the suit's oxygen rather than their internal tanks. So they only feel the need to refill their internal tanks after an atmo suit runs out of oxygen. It's still a great upgrade for them, but not especially more than it is for regular dupes.
@@VenLapakiyou’re missing the point that once the atmo suit is empty, the dupe has to go around and breath to reful their lungs, for a bionic dupe they do this and fully refill their tank as they would without the suit anyway
Quick note/tip, the oxygen canister filler can be set to different amounts up to 200kg. Bionic will grab a canister during their downtime to refill. Since these will take 200 seconds to fill, you will need one per dupe on a shift. I have noticed that Dupes tend not to use all 200kg, so 1 pipe will work for 2 fillers. But you want a storage between the two fillers so the overflow will allow both fillers to fill at the same time
10:10 The morale need numbers are incorrect. Bionic dup skills have the normal morale need (+1 for first level, +2 for second level, +3 for third level), totaling 15 morale needed for a full skill tree. This can also be seen later in the video (at 11:43 the duplicant has almost all skills and only requires 12 morale).
For the morale needs the somnium synthesizer is also an option. That is my plan this playthrough, get to the point where i can put my first 6 organic dupes to sleep and have everything be run by turbocharged boops.
9:08 Phyto Oil can also be heated into Algae And If my calculations are correct, Slime -> Phyto Oil -> Algae (46%) With (30%) Dirt, and (24%) CO2 Has a slightly better converting ratio than Algae Destiller (33%) With polluted water as byproduct (66%)
Your content is consistently incredible, but sometimes your videos hit just right and its like David Attenborough talking about the Galapagos. Netflix worthy cadence! lmao
More bionic good to knows I figured out recently Defragmenting is not actually required. The dupe loses the moral bonus from not visiting a barracks but no further penalties are applied. The power control station can produce microchips without the room. Stamina modifiers do not work on bionics. Because of that sweaty and chilly only affect morale and athletics and a good sleeping spot does not make them finish resting sooner or produce more microchips. The penalty from entering liquids only applies to water based liquids and has no lingering effect like wetness on standard dupes. The flash mobber overjoyed reaction gives a status that increases mechanic skill by seven.
For morale requirements, I think you may be referring to old beta values rather than the current ones. Bionics only need 15 morale to max their skill tree, with the usual 1/2/3 point costs. if you give them 3 downtime and 1 bedtime slot (+5), have the barracks (+1) exit into a nature reserve (+6), and put a sink in the room with the gunk extractor (+2), you've got them covered, since all dupes have a natural +1.
It's interesting how for space travel, you can just make a massive amount of oxygen bottles somewhere, and that'd be enough. Being able to swap out what stat they'd have makes them super versatile for those jobs too.
One technique you can try, you can make a "gunk boiler" like a petroleum boiler. It takes a little more heat, but works well. The odd thing is it gives off sulfur gas which if you have 2 or 3 levels of winding pipe/draining petroleum, it will just store infinitely in the top section. I put a gas pump and a limited for 100g/s and pump it out to cool it down to get sulfur.
Something I noticed when messing around with the DLC was that finding a Leaky Oil Fissure near my base was a godsend. Sure, it doesn't produce a *lot* of oil... but it's free, and a slow trickle is perfect for filling up a Lubrication Station and a extra liquid tank. Someone way better at the math than me could probably figure out how many bionic dupes could be run off one.
Thank you for pointing out washroom, I missed that when building mines, thinking it wasn't possible with the gunkextractors after reading all in-game resources I could find. It will help the morale a bit. 💜
Hi, just wanted to comment about the gear oil of bionic duplicants. They can have up to 200kg of gear oil and consume 20kg/cycle. The thing is that only lubrication stations refill their gear oil up to 200kg, gear balm only seems to add 80kg per use. So if you have any bionic duplicant that is getting lubricated by gear balm they will need to lubricate more often.
That limitation of the advanced boosters, this mechanic has existed since regular Duplicants could be printed with pre-learned skills. A Super-duperhard digging skill from a fresh Duplicant doesn't cover Hard and Superhard tiers; those still have to be learned.
worth noting if they run out of power because there are no power banks they will be incapacitated where they stand like as if their HP has dropped to 0. if they are somewhere that has no oxygen they can suffocate and die. just because they are off does not mean they do not need air.
they will suffocate regardless of oxygen presence. incapacitated bionic dupes dont breathe at all and will start to deplete their oxygen tank until completely empty. once theyre incapacitated, youre on a timer to get them another dupe to fix them with a power bank
Thanks for this, I'm on cycle 500 and still have 1 dead bionic duplicant lying on the bottom.of the map and have too many other projects going on to figure out the bionic guys yet lol
Since they seem to have quite a synergy as off world explorers, i wonder what the interaction is with the wall toilet, does it still need to be unclogged of gunk? And if not then thats quite a significant amount of rocket space to dedicate for de-gunking
Wall toilet still cloggs when boops use it so it will need to be unclogged but tbh thats not really a major issue since boops dont need to use the bathroom every cycle like normal dupes.
i think the wall toilet is the only space efficient solution for gunk. those gunk extractors are massive and reusing the gunk with an in rocket apothecary will take even more space (not to mention youd probably want a bottle filler in this setup). basically, the intended basic gunk extraction setup is too space inefficient. better stock up on gear balms on rocket missions and install a wall toilet
from my testing, they will empty their gunk under any of three circumstances: - during downtime, only in toilet buildings, prioritising gunk extractors over lavatory/outhouse (GE counts as flush toilet for washroom room bonus) - when afflicted with rad sickness and vomiting, on the ground where they are - when the tank has been at 100% for a few seconds, on the ground where they are
I don't own the dlc so I can't check but I I think bionic dupes don't breathe out carbon dioxide right. They just consume the oxygen, unlike dupes in oxygen masks which I think could be helpful for maintaining certain atmospheres with liquid locks, without atmo suits and without CO2 contamination, tho it's probably not nearly as useful as I imagine because they still have the same eye irritation and popped ears statuses. Actually, I guess you don't wanna use liquid locks without atmo suits period if they get damaged, tho I am nut sure if it's any liquid or just water.
Correct, they don't produce CO2, they just consume oxygen from their internal tank. You can ignore the wetness issue by just sticking them in Atmosuits forever. They can still use the bathroom and refill their O2 tanks while wearing the suit, so it makes them pretty much invincible.
Actually start with them is slow but imo easier, later I built a vacuum base with them, dont care about food and oxygen is just spom to carnisters. When you practice they are super easy to handle, only issue is temperature, so atmo suits there. And as a bonus they produce a ton of microchips with time it builds up and I have all of my generators overtuned.
@carlosromero2839 they did not. eco banks are an early tech dura banks unlock with reactor dura banks use enriched uranium and produce a continuos 60w for like a 100+ cycles. ig they got renamed to atomic power bank in beta
Dura banks are now named atomic banks and they can no longer be used to power bionic dupes. The issue with the atomic banks were the radiation will basically kill the boops even if they took a rad pill, so in beta they basically let boops not use them anymore but they can still use the nuclear bank which emits less radiation.
very nice. didn't know they need to wash there hands after gunking, and it seems it cheaper to keep a sleeping one for making power tunne then to find a source for refined metal
They don't need to wash their hands, but the sink is required for the room to qualify as a washroom for the morale bonus. You can just have it disabled.
@@NickFoster They should only use a sink if they have germs on them, so you don't need to disable it. There was briefly a bug where regular dupes stopped getting germs on them when using a toilet, and they stopped washing their hands because of the lack of germs.
They should start putting links to your videos in the internal wiki pages. Just some "more info" and embed or link to your video. (I also bet you have enough of them to cover at least 75% of the wiki entries with a specific video about the item.)
I do appreciate the work the wiki does, it's super helpful and I always try and check my video scripts against it where I can. For new things like this, there usually isn't any info up so I have to work it all out myself, with help from other content creators. I know some of my things end up on the wiki, for example the geotuner page uses the table that I made for my geotuner video. I'm happy I can contribute that way!
Another dupe needs to give them a new battery. Be careful for deactivated dupes keep consuming oxygen and will die after consuming the stored oxygen if not revived in time
If a bionic duplicant dies they cant be revived in any way. The only ways the bionic duplicants can die are if their health goes to 0 or if their breath goes to 0%. If you mean about a bionic duplicant running out of power, they are still not dead, another duplicant will need to bring a power bank to the incapacitated robo-dupe and manually recharge them. Take in mind 3 things: 1.- Their breath and oxygen tank are separated things, so even if their oxygen tank goes to 0% they can still be recharged. 2.- The progress bar of recharging a powerless bionic dupe resets everytime the duplicant recharging them gets interrupted, so if a bionic duplicant runs out of power in an unbreathable zone, it may be imposible to recharge them if you dont have any way of keeping the breath of the duplicant recharging them. (You could use another bionic duplicant to recharge a powerless one) 3.- Recharging a powerless bionic duplicant is considered a "task" so if you assigned tasks with more priority to your duplicants they will ignore the bionic duplicant until the tasks with more priority are finished.
I believe it's all waters, so water, polluted water, salt water or brine. Oil and ethanol don't affect them, and I assume liquid metals the same - although they will start taking heat damage at that point anyway.
Adding a comment just to add some extra information out there:
- Correction on the skills tree, they are 1, 2, and 3 morale like normal dupes, and the total skill tree takes 15
- Bionic duplicants do not breathe out Carbon Dioxide
- They do not need to sleep, so you can choose to have more work time or more microchips
- They cannot make dream journals for the Somnium Synthesizer, but can benefit from its buff
- They can use the rocket toilet but will clog it
- When getting lubricated with oil, they get a temporary buff aftweards
Thanks to all the helpful comments - I do try my best to research eveyrthing, but especially with new content it can be difficult to verify everything, and to guess every bit of information that might be itneresting!
13:50 Note about the Stunner stress reaction:
It quickly drains all the dupes power banks and leaves them incapacitated at the end and also damages nearby power buildings and cables. Additionally it can cause power storing buildings like batteries and transformers to discharge and explode, causing devastating chain reactions.
It can also damage critters, in I think an Echo video, a ton of wild pacu were damaged when a bionic was in their polluted water area.
Lucklily I haven't hade mine blow up my power plant.
the full drain leaving them incapacitated is a huge detail and im suprised fungus didnt mention it
A thing i discovered is that bionic dupes can use the neural vacillators. Which means if you end up rolling, say, beefsteak: that's a FREE +10 strength for no booster cost, and for the dupe that can never passively gain stats, that's INSANELY good!
I was doing some math after watching your Nuclear Power tutorial bite, and the Atomic Batteries introduced by this DLC are actually pretty nice for a variety of power applications. (The ones made with Enriched Uranium in the Molecular Forge, not the basic Uranium Ore batteries for the dupes)
An Atomic Power Bank turns 10kg of Enriched Uranium into 60W for 150 cycles, or 5,400kj, and generates minor amounts of heat
Based on your tutorial, Research Reactors turn the same fuel into 2,400-14,400kj in 1 cycle, and lose some of that energy to cooling the turbines.
This makes Atomic Batteries great for applications that require intermittent bursts of power or a low, consistent supply, and they can be quickly plopped down anywhere in your base, rockets, or other colonies. I'm currently using them for powering my Eco Battery Charging stations, powering my rocket interior to save height and materials that would have gone to solar panels/battery modules, and for running my SPOM so I can store Hydrogen for liquifying instead.
Just have to be mindful of the explosion at the end of their lifespan.. 😅
could use a cycle sensor setup to replace the battery once they reach their lifespan and throw the old one into a steam room, perhaps
@@alamrasyidi4097 Ooh I hadn't even thought of that, that's a great idea! I was just going to pack it in Insulated Tiles and let it explode
An important thing is that, since bionics have their own internal oxygen storage and they can refill it whike wearing a suit, atmo suit are basically a permanent upgrade for them with very little reason to unequip them
I don't think that's accurate unless something has changed. When I've had them use atmo suits, they draw directly from the suit's oxygen rather than their internal tanks. So they only feel the need to refill their internal tanks after an atmo suit runs out of oxygen.
It's still a great upgrade for them, but not especially more than it is for regular dupes.
@@VenLapakiyou’re missing the point that once the atmo suit is empty, the dupe has to go around and breath to reful their lungs, for a bionic dupe they do this and fully refill their tank as they would without the suit anyway
Imo the main issue with this is the athletics penalty as the limited boosters having one devoted to suit wearing seems like a waste
You forgot they can eat oxygen cannisters - they can refill their tanks that way.
An important thing huh? Lol
Quick note/tip, the oxygen canister filler can be set to different amounts up to 200kg.
Bionic will grab a canister during their downtime to refill.
Since these will take 200 seconds to fill, you will need one per dupe on a shift.
I have noticed that Dupes tend not to use all 200kg, so 1 pipe will work for 2 fillers. But you want a storage between the two fillers so the overflow will allow both fillers to fill at the same time
10:10 The morale need numbers are incorrect. Bionic dup skills have the normal morale need (+1 for first level, +2 for second level, +3 for third level), totaling 15 morale needed for a full skill tree. This can also be seen later in the video (at 11:43 the duplicant has almost all skills and only requires 12 morale).
What a strange error, yeah. Max morale for bupes is a consistent 15 for me. And 12 is enough to get them every booster and athletics buff.
One more difference: they don't need to sleep/defrag. Just usefull to get chips so you can create booster packs.
For the morale needs the somnium synthesizer is also an option. That is my plan this playthrough, get to the point where i can put my first 6 organic dupes to sleep and have everything be run by turbocharged boops.
The matrix... The remote work stations could also be put in the sleeping dupe chambers so they also contribute labour like ranching.
This is literally the plot of the Matrix isn't it?
9:08 Phyto Oil can also be heated into Algae
And If my calculations are correct,
Slime -> Phyto Oil -> Algae (46%)
With (30%) Dirt, and (24%) CO2
Has a slightly better converting ratio than Algae Destiller (33%)
With polluted water as byproduct (66%)
Too much of hand work required. It's like using algae terrarium for oxygen.
Your content is consistently incredible, but sometimes your videos hit just right and its like David Attenborough talking about the Galapagos. Netflix worthy cadence! lmao
More bionic good to knows I figured out recently
Defragmenting is not actually required. The dupe loses the moral bonus from not visiting a barracks but no further penalties are applied. The power control station can produce microchips without the room. Stamina modifiers do not work on bionics. Because of that sweaty and chilly only affect morale and athletics and a good sleeping spot does not make them finish resting sooner or produce more microchips. The penalty from entering liquids only applies to water based liquids and has no lingering effect like wetness on standard dupes. The flash mobber overjoyed reaction gives a status that increases mechanic skill by seven.
For morale requirements, I think you may be referring to old beta values rather than the current ones. Bionics only need 15 morale to max their skill tree, with the usual 1/2/3 point costs.
if you give them 3 downtime and 1 bedtime slot (+5), have the barracks (+1) exit into a nature reserve (+6), and put a sink in the room with the gunk extractor (+2), you've got them covered, since all dupes have a natural +1.
It's interesting how for space travel, you can just make a massive amount of oxygen bottles somewhere, and that'd be enough. Being able to swap out what stat they'd have makes them super versatile for those jobs too.
One technique you can try, you can make a "gunk boiler" like a petroleum boiler. It takes a little more heat, but works well. The odd thing is it gives off sulfur gas which if you have 2 or 3 levels of winding pipe/draining petroleum, it will just store infinitely in the top section. I put a gas pump and a limited for 100g/s and pump it out to cool it down to get sulfur.
Something I noticed when messing around with the DLC was that finding a Leaky Oil Fissure near my base was a godsend. Sure, it doesn't produce a *lot* of oil... but it's free, and a slow trickle is perfect for filling up a Lubrication Station and a extra liquid tank. Someone way better at the math than me could probably figure out how many bionic dupes could be run off one.
Thank you for pointing out washroom, I missed that when building mines, thinking it wasn't possible with the gunkextractors after reading all in-game resources I could find. It will help the morale a bit. 💜
They do not need to sleep. Rather significant difference
Love your Tutorial Bites series!
thanks a lot for the tutorial bites. cant express my gratitude for making things much easier for the ONI players!
Hi, just wanted to comment about the gear oil of bionic duplicants.
They can have up to 200kg of gear oil and consume 20kg/cycle.
The thing is that only lubrication stations refill their gear oil up to 200kg, gear balm only seems to add 80kg per use.
So if you have any bionic duplicant that is getting lubricated by gear balm they will need to lubricate more often.
That limitation of the advanced boosters, this mechanic has existed since regular Duplicants could be printed with pre-learned skills. A Super-duperhard digging skill from a fresh Duplicant doesn't cover Hard and Superhard tiers; those still have to be learned.
Bionic duplicants do not have stamina, so while they can defragment, they do not need to. I feel like this should be mentioned
The new power bank buildings mean we can now send power between the asteroids. The solid conveyor belt teleporter can carry 120 kW.
you can probably also orbital drop batteries lol
Oil gives them a buff that reduces their stress by a certain amount. Don't remember by how much
It's called Fresh Oil, and I think it's-5% stress per cycle.
also plus +3 moral
It's -5% for phyto oil and -15% for crude oil
worth noting if they run out of power because there are no power banks they will be incapacitated where they stand like as if their HP has dropped to 0. if they are somewhere that has no oxygen they can suffocate and die. just because they are off does not mean they do not need air.
they will suffocate regardless of oxygen presence. incapacitated bionic dupes dont breathe at all and will start to deplete their oxygen tank until completely empty. once theyre incapacitated, youre on a timer to get them another dupe to fix them with a power bank
@@alamrasyidi4097 ah yeah true, i must have a mod or something that prevented that normally or just havn't had it happen in so long i'd forgotten.
Strength and purity of steel-
Also Bionic doesn't exhale Carbon Dioxide, which can be a problem
Thanks for this, I'm on cycle 500 and still have 1 dead bionic duplicant lying on the bottom.of the map and have too many other projects going on to figure out the bionic guys yet lol
nice, happy new year
Since they seem to have quite a synergy as off world explorers, i wonder what the interaction is with the wall toilet, does it still need to be unclogged of gunk? And if not then thats quite a significant amount of rocket space to dedicate for de-gunking
Wall toilet still cloggs when boops use it so it will need to be unclogged but tbh thats not really a major issue since boops dont need to use the bathroom every cycle like normal dupes.
i think the wall toilet is the only space efficient solution for gunk. those gunk extractors are massive and reusing the gunk with an in rocket apothecary will take even more space (not to mention youd probably want a bottle filler in this setup). basically, the intended basic gunk extraction setup is too space inefficient. better stock up on gear balms on rocket missions and install a wall toilet
Another Awesome Vid
The best quality tutorials ever!
At 13:59 you showed an atmo-suit checkpoint. Do Bionic dupes drop gunk in the wild or when they take their atmo-suit off?
They hilariously fill up their atmo suit with gunk (with visuals!)
from my testing, they will empty their gunk under any of three circumstances:
- during downtime, only in toilet buildings, prioritising gunk extractors over lavatory/outhouse (GE counts as flush toilet for washroom room bonus)
- when afflicted with rad sickness and vomiting, on the ground where they are
- when the tank has been at 100% for a few seconds, on the ground where they are
if they would otherwise expel gunk while wearing an atmo suit, it is stored in the suit (giving Soiled Suit) and dropped off at the checkpoint
have not tested using a building while wearing atmo suits yet
I don't own the dlc so I can't check but I I think bionic dupes don't breathe out carbon dioxide right. They just consume the oxygen, unlike dupes in oxygen masks which I think could be helpful for maintaining certain atmospheres with liquid locks, without atmo suits and without CO2 contamination, tho it's probably not nearly as useful as I imagine because they still have the same eye irritation and popped ears statuses. Actually, I guess you don't wanna use liquid locks without atmo suits period if they get damaged, tho I am nut sure if it's any liquid or just water.
Correct, they don't produce CO2, they just consume oxygen from their internal tank.
You can ignore the wetness issue by just sticking them in Atmosuits forever. They can still use the bathroom and refill their O2 tanks while wearing the suit, so it makes them pretty much invincible.
Are there any new lore files about the bionic dupes?
Actually start with them is slow but imo easier, later I built a vacuum base with them, dont care about food and oxygen is just spom to carnisters. When you practice they are super easy to handle, only issue is temperature, so atmo suits there. And as a bonus they produce a ton of microchips with time it builds up and I have all of my generators overtuned.
Do Bionic dupes expel the same amount of carbon dioxide as Regular Dupes too?
They don't make carbon dioxide at all.
Praise the Dupessiah
the dura banks cant be used by boops?
@carlosromero2839 they did not. eco banks are an early tech dura banks unlock with reactor
dura banks use enriched uranium and produce a continuos 60w for like a 100+ cycles. ig they got renamed to atomic power bank in beta
Dura banks are now named atomic banks and they can no longer be used to power bionic dupes. The issue with the atomic banks were the radiation will basically kill the boops even if they took a rad pill, so in beta they basically let boops not use them anymore but they can still use the nuclear bank which emits less radiation.
@carlosromero2839 Nah dura banks are now the atomic banks
very cool
YES YES YES
Do they have a rocket toilet?
There isn't a specific one for bionics, and I'm not sure if they clog the rocket toilet or not - needs testing.
❤
you missed lubrication buff.
very nice. didn't know they need to wash there hands after gunking, and it seems it cheaper to keep a sleeping one for making power tunne then to find a source for refined metal
They don't need to wash their hands, but the sink is required for the room to qualify as a washroom for the morale bonus. You can just have it disabled.
@@NickFoster They should only use a sink if they have germs on them, so you don't need to disable it. There was briefly a bug where regular dupes stopped getting germs on them when using a toilet, and they stopped washing their hands because of the lack of germs.
I hope he does how to harness a niobium geyser at some point.
He did lol
They should start putting links to your videos in the internal wiki pages. Just some "more info" and embed or link to your video.
(I also bet you have enough of them to cover at least 75% of the wiki entries with a specific video about the item.)
I do appreciate the work the wiki does, it's super helpful and I always try and check my video scripts against it where I can. For new things like this, there usually isn't any info up so I have to work it all out myself, with help from other content creators. I know some of my things end up on the wiki, for example the geotuner page uses the table that I made for my geotuner video. I'm happy I can contribute that way!
thx
Anyone know how to revive them?
Another dupe needs to give them a new battery. Be careful for deactivated dupes keep consuming oxygen and will die after consuming the stored oxygen if not revived in time
If a bionic duplicant dies they cant be revived in any way.
The only ways the bionic duplicants can die are if their health goes to 0 or if their breath goes to 0%.
If you mean about a bionic duplicant running out of power, they are still not dead, another duplicant will need to bring a power bank to the incapacitated robo-dupe and manually recharge them.
Take in mind 3 things:
1.- Their breath and oxygen tank are separated things, so even if their oxygen tank goes to 0% they can still be recharged.
2.- The progress bar of recharging a powerless bionic dupe resets everytime the duplicant recharging them gets interrupted, so if a bionic duplicant runs out of power in an unbreathable zone, it may be imposible to recharge them if you dont have any way of keeping the breath of the duplicant recharging them.
(You could use another bionic duplicant to recharge a powerless one)
3.- Recharging a powerless bionic duplicant is considered a "task" so if you assigned tasks with more priority to your duplicants they will ignore the bionic duplicant until the tasks with more priority are finished.
@@eeevs8075if their oxygen tank goes to zero they die shortly afterwards.
th-cam.com/video/BEv-63e_bfM/w-d-xo.html
is it any fuid or only whater types? how about liquid metals?
I believe it's all waters, so water, polluted water, salt water or brine. Oil and ethanol don't affect them, and I assume liquid metals the same - although they will start taking heat damage at that point anyway.
@GCFungus still going to put one in mercury and see what happens..
Sup
Bionic Dups, Not useful for much and im not really looking forward to the next one. opposite to your tutorial bites.
Cry
The weakest dlc. Useless in all aspect
Cold take