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== Work == | == Work == | ||
− | [[File:Work priorities.jpg|400px| | + | [[File:Work priorities.jpg|400px|frameless|Example of work priorities and the different work types.]] |
{{Main|Work}} | {{Main|Work}} | ||
From the Work menu you can set the types of work you want your colonists to perform and in what order. However, some colonists cannot perform all tasks, and this will be displayed on the menu as well. For example, a [[Backstories#Medieval lord|medieval lord]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]]. | From the Work menu you can set the types of work you want your colonists to perform and in what order. However, some colonists cannot perform all tasks, and this will be displayed on the menu as well. For example, a [[Backstories#Medieval lord|medieval lord]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]]. | ||
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== Schedule == | == Schedule == | ||
− | [[File:Restrict menu.png|600px| | + | [[File:Restrict menu.png|600px|frameless|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. | + | |
+ | The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day. | ||
+ | For all schedules, work or meditation will occur if other needs are above the threshold. When assigned to work, pawns, including psycasters, will not meditate. When assigned to meditation, pawns will normally not work. | ||
+ | |||
+ | Early game, colonists may be set to permanent work until basic infrastructure and accommodations are constructed, but permanent work has a high chance of mental breaks. | ||
+ | |||
+ | The ideal schedule for a pawn varies by the [[trait]]s of the pawn. For example, optimists remain cheery despite less recreation time, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or an efficient [[bed]] do not need as much sleep. | ||
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+ | Psycasters{{RoyaltyIcon}} can have 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. | ||
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+ | {| class=wikitable sortable style="text-align: center; | ||
+ | |- | ||
+ | ! Schedule !!Rest below !!Recreate below !! Eat below !!Wake on schedule change!! Else | ||
+ | |- | ||
+ | ! [[File:Schedule Anything.png]] | ||
+ | | 30% || 35% || rowspan=5 | 30% food need ||No || Work | ||
+ | |- | ||
+ | ! [[File:Schedule Recreation.png]] | ||
+ | | 30% || 80% || No || Work | ||
+ | |-| | ||
+ | ! [[File:Schedule Work.png]] | ||
+ | | Never Rest || Never Recreate||Yes || - | ||
+ | |- | ||
+ | ! [[File:Schedule Meditate.png]] | ||
+ | | 15% || Always Meditate || Yes || - | ||
+ | |- | ||
+ | ! [[File:Schedule Sleep.png]] | ||
+ | | 75% || 80% || No || Work | ||
+ | |} | ||
+ | |||
==== Anything ==== | ==== Anything ==== | ||
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==== Recreation ==== | ==== Recreation ==== | ||
− | The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] falls below | + | The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] falls below 80%, their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 30%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this schedule begins, they will not wake up and instead continue to sleep until rested. |
+ | |||
+ | In most cases, a pawn will start [[Recreation|recreation]] when the schedule changes to Recreation from another setting, as 80% recreation is a relatively high threshold. Pawns will continue their current work task until finished. | ||
==== Sleep ==== | ==== Sleep ==== | ||
− | The pawn will attempt to [[work]] per their priorities, unless their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 75%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. The pawn will wake up to eat | + | The pawn will attempt to [[work]] per their priorities, unless their [[needs|need]] to [[Recreation|recreate]] falls below 80%, their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 75%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. The pawn will not wake up to eat, meditate, or recreate. The pawn will not sleep past 100% need, but will instead wake up and evaluate the priorities per the schedule and work tab. Recreation does not fall while asleep. |
− | + | In most cases, a pawn will start [[rest|sleeping]] when the schedule changes to Sleep from another setting, as 75% rest is a relatively high threshold. While sleep need is between 75% and 100% there is no functional difference between the recreation schedule and sleep schedule. Pawns will continue their current work task until finished. | |
==== Meditate ==== | ==== Meditate ==== | ||
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Meditation will be scheduled at any recreation need below 100%. Pawns will sporadically perform other tasks if they continuously meditate at 100% recreation need, indicating that this is behavior similar to other schedules, but with a threshold of 100%, and that the work check can sometimes be met. Meditation is a work task with a duration and like the other schedules, pawns will continue their current work task until finished, so that the need percentages may fall below the threshold, but when looking for the next task the schedule thresholds will be in effect. | Meditation will be scheduled at any recreation need below 100%. Pawns will sporadically perform other tasks if they continuously meditate at 100% recreation need, indicating that this is behavior similar to other schedules, but with a threshold of 100%, and that the work check can sometimes be met. Meditation is a work task with a duration and like the other schedules, pawns will continue their current work task until finished, so that the need percentages may fall below the threshold, but when looking for the next task the schedule thresholds will be in effect. | ||
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=== Allowed area === | === Allowed area === | ||
− | 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 | + | 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 ten allowed areas may be created, not including the home zone. |
In [[Events#Toxic_fallout|toxic fallout events]], players can restrict the allowed area of colonists to rooms with a [[roof]] overhead to prevent [[Ailments#Toxic_buildup|toxic buildup]]. | In [[Events#Toxic_fallout|toxic fallout events]], players can restrict the allowed area of colonists to rooms with a [[roof]] overhead to prevent [[Ailments#Toxic_buildup|toxic buildup]]. | ||
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=== Threat response === | === Threat response === | ||
{{stub|section=1|reason=Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc}} | {{stub|section=1|reason=Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc}} | ||
− | Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane | + | 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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=== Treatment options === | === Treatment options === | ||
{{See also|Doctoring#Treatment options{{!}}Doctoring}} | {{See also|Doctoring#Treatment options{{!}}Doctoring}} | ||
− | Sets the best medicine types a [[Work#Doctor|Doctor]] will use when treating, or performing [[surgery]] on, a pawn. The highest tier allowed will always be used, even for minor injuries and treatments. If the requested tier cannot be retrieved by the doctor for any reason, the next tier down will be tried, and so on | + | Sets the best medicine types a [[Work#Doctor|Doctor]] will use when treating, or performing [[surgery]] on, a pawn. The highest tier allowed will always be used, even for minor injuries and treatments. If the requested tier cannot be retrieved by the doctor for any reason, the next tier down will be tried, and so on. |
'''Note:''' Most [[operation]]s require medicine - if a pawn is set to no medicine, or none is available, the operations in question will not be performed. | '''Note:''' Most [[operation]]s require medicine - if a pawn is set to no medicine, or none is available, the operations in question will not be performed. | ||
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Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don the best apparel possible per their assigned outfit and according to the weather. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. | Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don the best apparel possible per their assigned outfit and according to the weather. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. | ||
− | If the player forces a colonist to wear a piece of apparel, the colonist will never remove it until the manual assignment is cleared, the apparel runs out of HP, or the colonist is forced to wear | + | If the player forces a colonist to wear a piece of apparel, the colonist will never remove it until the manual assignment is cleared, the apparel runs out of HP, or the colonist is forced to wear different apparel on the same body part. In the Gear tab on the pawn inspect pane, 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. |
There are several default outfits as follows: | There are several default outfits as follows: | ||
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=== Food restriction === | === Food restriction === | ||
{{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? Food restrictions list incomplete}} | {{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? Food restrictions list incomplete}} | ||
− | Food Restrictions allow the player to edit and set food policies for different colonists. The default food restriction policy, named | + | Food Restrictions allow the player to edit and set food policies for different colonists. The default food restriction policy, named ''Simple,''' allows pawns to consume meals of all qualities, pemmican, chocolate, or raw food (if accessible) and forbids human meat and insect meat. |
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+ | When hungry, pawns first consume any meal they are carrying. They then attempt to refill their food inventory slot with the best meal allowed by their food restriction. A pawn will automatically decide to grab a [[fine meal]] if no [[lavish meal]]s are available; then a [[simple meal]] if no fine meals are available, and so on. They will consume [[raw food]] if nothing else is available, at a mood penalty. | ||
− | + | Pawns with the [[traits#cannibal|Cannibal trait]] will preferentially eat human [[corpse]]s, raw [[human meat]], or meals cooked with human meat. | |
There are several default food restrictions as follows: | There are several default food restrictions as follows: | ||
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Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. | Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. | ||
− | Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will | + | Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will and pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having "Take drugs for recreation" enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy. |
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− | + | Pawns can also be told to keep a certain number of doses for each individual drug type. | |
There are several default drug policies as follows: | There are several default drug policies as follows: | ||
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* [[Version/1.3.3066|1.3.3066]] - Wildlife tab refinements | * [[Version/1.3.3066|1.3.3066]] - Wildlife tab refinements | ||
* [[Version/1.3.3287|1.3.3287]] - Fix: [[torture crown]]{{IdeologyIcon}} is automatically allowed by colonists' clothing restrictions. | * [[Version/1.3.3287|1.3.3287]] - Fix: [[torture crown]]{{IdeologyIcon}} is automatically allowed by colonists' clothing restrictions. | ||
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[[Category:RimWorld game]] | [[Category:RimWorld game]] |