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− | ''' | + | |
+ | The following '''menus''' are found along the bottom edge of the screen. | ||
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]]) | The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]]) | ||
− | == Architect == | + | ==Architect== |
{{Main|Architect}} | {{Main|Architect}} | ||
− | The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]] | + | The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]] |
[[File:ArchitectMenu.png|frameless|none]] | [[File:ArchitectMenu.png|frameless|none]] | ||
− | == Work == | + | ==Work== |
− | + | From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, [[Backstories#Medieval lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]]. | |
− | + | [[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]] | |
− | From the Work menu you can set the types of work you want your colonists to perform | + | |
+ | |||
+ | |||
+ | ===Manual priorities=== | ||
+ | The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check). | ||
+ | *Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right. | ||
+ | *Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first. | ||
+ | |||
+ | ===Assigning work=== | ||
+ | An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from red (worst), to white, to bright yellow (best). Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. | ||
+ | To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work. | ||
− | + | ===Incapable of work types=== | |
+ | Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under <tt><b>Incapable Of</b></tt> in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''extremely'' ineffective and inefficient. One exception is that characters who are ''incapable of'' plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though. | ||
− | == | + | ===Prioritizing a task=== |
− | + | A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane. | |
− | |||
− | === | + | ===Notes=== |
+ | *For improved efficiency, colonists do cleaning and harvesting in batches. | ||
+ | *Colonists will only perform work in their [[Zone/Area|allowed area]]. | ||
+ | **If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone. | ||
− | + | ===Work types=== | |
+ | Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type. | ||
+ | {| class="wikitable sortable" | ||
+ | |- | ||
+ | ! Work type !! Description !! Relevant skill !! Category | ||
+ | |- id="Firefight" | ||
+ | | '''Firefight''' || Firefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area || none || none | ||
+ | |- id="Patient" | ||
+ | | '''Patient''' || Patients go to a [[bed|medical bed]] to receive treatment for life-threatening health conditions (e.g. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. <br/><br/>See the 'bed rest' task to set the priority for non-disease injuries. || none || none | ||
+ | |- id="Doctor" | ||
+ | | '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.<br/>Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot. | ||
− | + | * Tend to patients with urgent needs. '''Priority:''' 110 | |
+ | * Tend to patients. '''Priority:''' 100 | ||
+ | * Tend to self. '''Priority:''' 90 | ||
+ | * Feed patients. '''Priority:''' 80 | ||
+ | * [[Surgery|Operate]] on humanlikes. '''Priority:''' 70 | ||
+ | * Rescue downed allies to bed. '''Priority:''' 60 | ||
+ | * Tend to animals. '''Priority:''' 50 | ||
+ | * Feed animals (patient animals only). '''Priority:''' 40 | ||
+ | * Operate on animals. '''Priority:''' 30 | ||
+ | * Take patients to bed for operations. '''Priority:''' 20 | ||
+ | * Visit sick people . '''Priority:''' 10 | ||
− | ==== | + | || [[Skills#Medical|Medical]] || Caring<br><br>Social (Visiting only) |
+ | |- id="Bed rest" | ||
+ | | '''Bed rest''' || Colonists assigned to bed rest will rest in a bed to heal [[Injury|injuries]]. This is separate from a colonist's need to sleep to replenish rest. || none || none | ||
+ | |- id="Basic" | ||
+ | | '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. | ||
+ | * Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500 | ||
+ | * Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100 | ||
+ | * Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50 | ||
+ | * ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.'' | ||
+ | || none || none | ||
+ | |- id="Warden" | ||
+ | | '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions. | ||
+ | * Execute prisoners. '''Priority:''' 110 | ||
+ | * Release prisoners. '''Priority:''' 100 | ||
+ | * Take prisoners to bed. '''Priority:''' 90 | ||
+ | * Feed prisoners. '''Priority:''' 80 | ||
+ | * Deliver food to prisoners. '''Priority:''' 70 | ||
+ | * Chat with prisoners. '''Priority:''' 60 | ||
+ | || [[Skills#Social|Social]] || none | ||
+ | |- id="Handle" | ||
+ | | '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. <br/><br/> ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. | ||
− | + | * Take roaming animals to pen. '''Priority:''' 160 | |
+ | * Feed sick animals. '''Priority:''' 150 (animal patients - sick or injured animals resting in an animal bed or sleeping spot designated as medical) | ||
+ | * Take to pen. '''Priority:''' 130 (presumably this one is for moving animals from a hitching spot to a pen) | ||
+ | * Slaughter animals. '''Priority:''' 100 | ||
+ | * Release to wild. '''Priority:''' 100 | ||
+ | * Milk animals. '''Priority:''' 90 | ||
+ | * Shear animals. '''Priority:''' 85 | ||
+ | * Tame animals. '''Priority:''' 80 | ||
+ | * Train animals. '''Priority:''' 70 | ||
+ | * Rebalance animals in pens. '''Priority:''' 60 | ||
+ | || [[Skills#Animals|Animals]] || Animals | ||
+ | |- id="Cook" | ||
+ | | '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. | ||
− | + | * Cook meals at stove. '''Priority:''' 100 | |
+ | * Cook meals at [[campfire]]. '''Priority:''' 97 | ||
+ | * [[Butcher table|Butcher]] creatures. '''Priority:''' 90 | ||
+ | * Fill food [[hopper]]s. '''Priority:''' 50 | ||
+ | * [[Brewery|Brew]] liquors. '''Priority:''' 30 | ||
− | + | || [[Skills#Cooking|Cooking]] || Skilled labor | |
+ | |- id="Hunt" | ||
+ | | '''Hunt''' || Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one). || [[Skills#Shooting|Shooting]] and [[Skills#Animals|Animals]]|| Violent | ||
+ | |- id="Construct" | ||
+ | | '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. | ||
− | = | + | * Fix broken-down buildings. '''Priority:''' 120 |
+ | * Uninstall structures. '''Priority:''' 110 | ||
+ | * [[Build roof area|Build roofs]]. '''Priority:''' 100 | ||
+ | * [[Remove roof area|Remove roofs]]. '''Priority:''' 90 | ||
+ | * Construct placed frames. '''Priority:''' 80 | ||
+ | * Deliver resources to frames. '''Priority:''' 70 | ||
+ | * Deliver resources to blueprints. '''Priority:''' 60 | ||
+ | * Deconstruct structures. '''Priority:''' 50 | ||
+ | * Repair damaged things. '''Priority:''' 40 | ||
+ | * Remove floors. '''Priority:''' 30 | ||
+ | * [[Smooth stone|Smooth floors]]. '''Priority:''' 20 | ||
+ | * Smooth walls. '''Priority:''' 10 | ||
+ | || [[Skills#Construction|Construction]] || Skilled labor | ||
+ | |- id="Grow" | ||
+ | | '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. | ||
− | + | * Harvest crops. '''Priority:''' 100 | |
+ | * Replant trees. '''Priority:''' 60 | ||
+ | * Sow crops. '''Priority:''' 50 | ||
+ | || [[Skills#Plants|Plants]] || Skilled labor | ||
+ | |- id="Mine" | ||
+ | | '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. | ||
− | + | * Mine. '''Priority:''' 100 | |
+ | * Drill at [[deep drill]]. '''Priority:''' 50 | ||
+ | || [[Skills#Mining|Mining]] || Skilled labor | ||
+ | |- id="Plant cut" | ||
+ | | '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. | ||
− | = | + | * Extract trees. '''Priority:''' 110 |
+ | * Cut plants. '''Priority:''' none | ||
+ | || [[Skills#Plants|Plants]] || Dumb labor | ||
+ | |- id="Smith" | ||
+ | | '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] | ||
− | + | * Make weapons (at [[smithy]]). '''Priority:''' 115 | |
− | + | * Make things at [[machining table]]. '''Priority:''' 75 | |
+ | * [[Fabrication bench|Fabricate]] things. '''Priority:''' 50 | ||
− | + | || [[Skills#Crafting|Crafting]] || Skilled labor | |
+ | |- id="Tailor" | ||
+ | | '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor | ||
+ | |- id="Art" | ||
+ | | '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic | ||
+ | |- id="Craft" | ||
+ | | '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. | ||
− | + | * Make things at [[crafting spot]]. '''Priority:''' 100 | |
− | + | * Work at [[refinery]]. '''Priority:''' 97 | |
− | + | * [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95 | |
− | | | + | * Make [[stone blocks]]. '''Priority:''' 90 |
− | + | * [[Electric smelter|Smelt]] items. '''Priority:''' 80 | |
− | | | + | || [[Skills#Crafting|Crafting]] || Skilled labor<br><Br>Intellectual (Synthesize only) |
− | + | |- id="Haul" | |
− | + | | '''Haul''' || Haulers do a number of things, including: | |
− | | | + | * Rearm turrets. '''Priority:''' 150 |
− | + | * Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140 | |
− | + | * Unload [[Pack animal|carriers]]. '''Priority:''' 130 | |
− | | | + | * Load [[caravan]]. '''Priority:''' 120 |
− | | | + | * Load [[transport pod|transporters]]. '''Priority:''' 110 |
− | + | * [[Orders#Strip|Strip]] corpses. '''Priority:''' 100 | |
− | | | + | * Haul corpses. '''Priority:''' 90 |
− | + | * Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40 | |
− | + | * Do bills at campfire (such as burning drugs). '''Priority:''' 30 | |
− | | | + | * Empty egg boxes. '''Priority:''' 20 |
+ | * Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20 | ||
+ | * [[Wort|Fill]] fermenting barrels. '''Priority:''' 19 | ||
+ | * Haul general things. '''Priority:''' 15 | ||
+ | * Deliver resources to frames. '''Priority:''' 10 | ||
+ | * Deliver resources to blueprints. '''Priority:''' 9 | ||
+ | * Merge things. '''Priority:''' 5 | ||
+ | || none || Dumb labor | ||
+ | |- id="Clean" | ||
+ | | '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room. | ||
+ | * Clear [[snow]]. '''Priority:''' 10 | ||
+ | * Clean [[filth]]. '''Priority:''' 5 | ||
+ | || none || Dumb labor | ||
+ | |- id="Research" | ||
+ | | '''Research''' || | ||
+ | * Study thing. '''Priority:''' 110 (unclear) | ||
+ | * [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options. '''Priority:''' 100 | ||
+ | * Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50 | ||
+ | * Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50 | ||
+ | || [[Skills#Intellectual|Intellectual]] || Intellectual | ||
|} | |} | ||
− | + | ==Area== | |
+ | The player has 3 starting areas, one of them being the regular area called "Area 1". The player can add more and/or rename their respective areas(e.g. a Bedroom zone should be named "Bedroom"). | ||
− | + | == Schedule == | |
+ | {{Stub|section=1|reason=Exactly what activities are permissible under each schedule option?}} | ||
+ | [[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]] | ||
+ | The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day. Activities include: Anything, Work, Recreation, Meditation (Royalty only), and Sleep. | ||
− | + | Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled. | |
− | + | In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 pm), and the rest of the time at night as anything. The "anything time" minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the "night owl at day" debuff and maximize the "night owl at night" buff. | |
− | + | Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone. | |
+ | {{clear}} | ||
− | + | ==Assign== | |
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[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]] | [[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]] | ||
The Assign screen has the following functions: | The Assign screen has the following functions: | ||
− | + | * '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.) | |
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− | Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane. | ||
{| style="margin-left: 19px;" | {| style="margin-left: 19px;" | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
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|} | |} | ||
− | + | * '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will. | |
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− | Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don the best apparel possible | ||
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There are several default outfits as follows: | There are several default outfits as follows: | ||
− | :* | + | :* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate +20 mood buff. |
− | + | :* Worker: Excludes any type of armor but allows most everything else. | |
− | :* | + | :* Soldier: Includes armor and clothing suited for cold weather. |
− | :* | ||
The player may modify these outfits or create their own. | The player may modify these outfits or create their own. | ||
− | + | * '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist. | |
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− | + | * '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. (Note: Pawns on a [[Drugs|drug binge]] or with a [[Traits|chemical fascination or chemical interest]] trait may ignore these restrictions and take drugs at will.) | |
− | + | If a colonist has drug-related trait it is conveniently noted on the drug policy. | |
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− | + | * '''Medicine:''' After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-5. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield. | |
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==Animals== | ==Animals== | ||
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* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in. | * [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in. | ||
* The <tt>[Manage areas...]</tt> button at the top of the window opens another window to edit allowed areas. | * The <tt>[Manage areas...]</tt> button at the top of the window opens another window to edit allowed areas. | ||
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{{clear}} | {{clear}} | ||
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===Messages=== | ===Messages=== | ||
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On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer. | On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer. | ||
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===Statistics=== | ===Statistics=== | ||
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* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added. | * [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added. | ||
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore. | * [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore. | ||
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[[Category:RimWorld game]] | [[Category:RimWorld game]] |