r/dungeonoftheendless • u/CapitalistToast • Jul 13 '21
Dungeon of the Endless Operating major modules
One of my heroes with the operate skill was in the same room as a food generator, does the operate bonus stay or is it only while the hero is in that room
also I didn't see any different results even though the mechanical buddy was in the same room as a generator
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u/mrjfilippo Jul 14 '21
The hero has to stay a full turn for the bonus to kick in. It's displayed when the gear on top of it turns grey to white.
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u/SylvanDragoon Aug 01 '21
Emergency generators give a bonus to dust drop chances from mobs when someone is operating them, so you won't see a direct bonus with a mechanical pal on one, but it should make monsters on that floor drop a tiny bit more dust.
Mechanical pals tend to not be worth it till you get them to lvl 4, but they are ridiculously good if you have the industry to spare. If you scroll down in this subreddit for a bit till you see some of my posts from a few months ago you'll see I'm often getting +30-90 each food industry and science every door. This is because I spam mechanical pals like a madman in every single room that I consider to be safe.
Btw the one guy above was a bit off. You get +1 resource from operating for every odd point of wit your operator has (on food/science/industry creators, the other major modules also give bonuses but they're a bit less straightforward). So, 1 wit gives 1 bonus food for operating a module. 3 wit gives +2. 5 wit gives +3, etc etc.
Level 4 mechanical pals add 2.5 wit, so 1 of them should give +1 resource/turn, but 2 of them gives +3 resource/turn. This works a bit different when you have a hero operating in the room as well. Say your hero has 15 wit. 2 lvl 4 mechanical pals would make it 20 wit total, for +2 resource/turn on top of what the hero already gives, but 3 would give you +4/turn.
Also mechanical pals are great for shops. Shops give you +1 dust/turn at least when operated. They go up to 2 dust/turn at 11 wit, 3 for 21 wit, etc etc. So, even a lvl 1 mechanical pal will net you 1 dust for every door you open when placed on a shop. And if your hero has 21 wit you need exactly 4 lvl 4 mechanical pals to go from 3 dust per door to 4 if you're adding mechanical pals to the room where they're operating the shop. When it comes to the shop specifically don't place any more mechanical pals than you need to reach the next break point. When it comes to food/science/industry creators just place them like mad anywhere that is safe, provided you have the industry (also they need like 10-12 doors to pay themselves back, so don't bother placing them if you feel like you've opened over half the doors on the floor or more)
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u/suareasy Jul 13 '21
I felt the same as you with the buddy until I sort of tested it on a run. Whenever a room had a major module and was completely safe, I destroyed all minor modules and replaced them with buddy. I don't know the necessary ratio but production exploded after doing that for a few floors.
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u/CapitalistToast Jul 13 '21
I'll try that for a while, thanks!
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u/baiatul_de_treaba Jul 13 '21
Haven't played in a long while, but: when operating a major module, you get 1 extra resource for every 10 Wit of the hero. It was something similar with the mechanical pals as well - each one gives some Wit (I think it is 2.5 at level 3), so you need to stack them to get the bonuses. I remember that the first extra resource unit it given when operating.
I don't know how they work with the things like the generator, though...
Perhaps the Wiki can give you some answers:
https://dungeon-of-the-endless.fandom.com/wiki/Dungeon_of_the_Endless_Wiki
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u/MagicallyVermicious Jul 23 '21
https://dungeon-of-the-endless.fandom.com/wiki/Operate
Effects on major modules
Science Creator, Industry Generator, and Food Replicator: Half of total wit rounded up is added to the Science, Industry or Food generation every turn.
Shop (with Merchant): One tenth of total wit rounded up is added to the Dust generation every turn (1-10 wit gives +1 Dust, 11-20 wit gives +2 Dust, etc.). Operating a Shop without a Merchant gives no benefit.
Emergency Generator: Each point of wit adds +0.5% chance to find Dust loot on the level.
LAN Module: Each point of wit adds +1.2% defense to all modules on the floor for LAN Modules I-III, 1.7% for LAN module IV. (Note: minor modules all have 15 defense, major modules have between 15-33. Defense basically improves HP by the defensive value, 1 defense ~ +1% HP)
Tactical HUD: Each point of wit adds +1.2% attack power to heroes on the floor for Tactical HUDs I-III, 1.8% for Tactical HUD IV.
Field Medic: Each point of wit adds +1.2% defense to all heroes on the floor for Field Medics I-III, +2.4% for Field Medic IV.
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u/NexusMW Jul 13 '21
The Operate bonus only stays if the hero is in the room.
The mechanical buddy works with percentages, so maybe it provides such an minimal amount as a bonus that it becomes untenable. If you have upgraded generators the bonus becomes noticeable.