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'''Work''' is the various tasks that a [[colonist]] can do to keep a colony running, and perform almost all non-combat related tasks. The Work Menu allows the player to 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]]. | '''Work''' is the various tasks that a [[colonist]] can do to keep a colony running, and perform almost all non-combat related tasks. The Work Menu allows the player to 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]]. | ||
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== Manual priorities == | == Manual priorities == | ||
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check). | 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. |
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== Assigning work == | == 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. | + | 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. | 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. | ||
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== Incapable of work types == | == Incapable of work types == | ||
− | Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). Incapabilities are listed under | + | Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). Incapabilities are listed under <tt><b>Incapable Of</b></tt> in the character tab - mouse-hovering over the listed prohibition will show the source of the incapability. Pawns that are incapable of one or more of these activities will never, with a few exceptions, perform a task related to those work types. This is distinct from characters with a skill level 0 in a skill which still capable of performing the relevant task, they will just be ''extremely'' slow, ineffective and/or inefficient. Where an expection exists, pawns incapable of a task are treated as having level 0 in the relevant skill, even if they had a higher skill before becoming incapable. For example, an 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. |
− | Pawns will never perform a task related to | ||
− | What a pawn is incapable of is determined by their [[traits]], [[backstories]], [[title]] {{RoyaltyIcon}}, status as a [[slave]],{{IdeologyIcon}} or ideoligious [[role]] {{IdeologyIcon}}. Typically, incapabilities from multiple sources stack. Though rare, it is quite possible that, given a perfectly wrong combination of backstory limitations, a pawn may be so limited that they are incapable of practically everything. [[Slavery]]{{IdeologyIcon}} is unique in this regard, in that it removes all other incapabilities and replaces them with its own. See that page for details. | + | What a pawn is incapable of is determined by their [[traits]], [[backstories]], [[title]] {{RoyaltyIcon}}, status as a [[slave]],{{IdeologyIcon}} or ideoligious [[role]]{{IdeologyIcon}}. Typically, incapabilities from multiple sources stack. Though rare, it is quite possible that, given a perfectly wrong combination of backstory limitations, a pawn may be so limited that they are incapable of practically everything. [[Slavery]]{{IdeologyIcon}} is unique in this regard, in that it removes all other incapabilities and replaces them with its own. See that page for details. |
− | Occasionally, incapabilities have interactions with other | + | Occasionally, incapabilities have interactions with other mechancics, such as the limitation of traits; for example, a "non-violent" colonist will never have the [[brawler]] trait. |
A pawn can be "incapable of": | A pawn can be "incapable of": | ||
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− | + | {|width="750" | |
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− | + | * Animals | |
− | + | * Artistic | |
− | + | * Caring<sup>1</sup> | |
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− | + | * Cleaning | |
− | + | * Cooking | |
+ | * Crafting | ||
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− | + | * Dumb Labor<sup>2</sup> | |
− | + | * Firefighting | |
− | + | * Hauling<sup>3</sup> | |
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− | + | * Intellectual<sup>4</sup> | |
− | + | * Mining | |
− | + | * Plants<sup>5</sup> | |
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− | + | * Skilled Labor<sup>6</sup> | |
− | + | * Social<sup>7</sup> | |
− | + | * Violent<sup>8</sup> | |
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|} | |} | ||
+ | Notes: | ||
+ | # '''Caring''' prohibits any medical tasks, including Doctoring, Nursing, and Surgery, on humans or animals. | ||
+ | # '''Dumb Labor''' prohibits Hauling, Cleaning, Rearming, Refueling, Loading, and Cremating. | ||
+ | # '''Hauling''' is identical to Dumb Labor, except ''allows'' Cleaning. | ||
+ | # '''Intellectual''' prohibits Research, Drug Production, Scanning, Computer Hacking, etc. | ||
+ | # '''Plants''' prohibits Growing, Sowing, Harvesting, and Plant Cutting (including cutting trees). | ||
+ | # '''Social''' prohibits Trading - including while on [[caravan]]s or at [[faction base]]s, Recruiting prisoners, and all Wardening. | ||
+ | # '''Skilled Labor''' prohibits a long list: Brewer, Butcher, Cook, Constructor ''and'' Deconstructor, Miner, Grower, Harvester, Plant Cutter, Crafter, Smith, Tailor, Repairer, Driller, Fabricator, Machinist, Refiner, Smelter, Stonecutter, and Apothecary (i.e. drug production).<!-- This is in not in-game order, which is listed rather randomly (and lists "Miner" twice).--> | ||
+ | # '''(non-)Violent''' is exactly that, prohibiting all Ranged and Melee combat, as well as the Hunting, Warden, and Executing prisoners tasks. A pawn that is incapable of Violent cannot defend themself in any way, period. This includes a prohibition against equipping even "non-damaging" weapons such as [[smoke launcher]]s or [[EMP grenades]], or weapons equipped only for their buffs, such as the [[eltex staff]] {{RoyaltyIcon}}. A "non-violent" colonist can still be drafted, and can still use [[Psycasts|psycasts]] {{RoyaltyIcon}}. | ||
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+ | Colonies with few colonists and most colonists incapable of Dumb Labor can be a problem because of [[Infection]]s. At some point, there must be a janitor in the colony. | ||
== Prioritizing a task == | == Prioritizing a task == | ||
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! Work type !! Description !! Relevant skill !! Category | ! Work type !! Description !! Relevant skill !! Category | ||
|- id="Firefight" | |- id="Firefight" | ||
− | | '''Firefight''' || Firefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area | + | | '''Firefight''' || Firefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area || none || none |
|- id="Patient" | |- 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 | + | | '''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" | |- 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. | | '''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. | ||
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* Visit sick people . '''Priority:''' 10 | * Visit sick people . '''Priority:''' 10 | ||
− | || [[Skills#Medical|Medical]] || [[Traits|Caring]]<br | + | || [[Skills#Medical|Medical]] || [[Traits|Caring]] <br><br>Social (Visiting only) |
|- id="Bed rest" | |- 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 | + | | '''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" | |- id="Basic" | ||
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. | | '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. | ||
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* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100 | * Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100 | ||
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50 | * Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50 | ||
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* ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.'' | * ''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 | || none || none | ||
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| '''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. | | '''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 | * Execute prisoners. '''Priority:''' 110 | ||
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* Release prisoners. '''Priority:''' 100 | * Release prisoners. '''Priority:''' 100 | ||
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* Take prisoners to bed. '''Priority:''' 90 | * Take prisoners to bed. '''Priority:''' 90 | ||
* Feed prisoners. '''Priority:''' 80 | * Feed prisoners. '''Priority:''' 80 | ||
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* Deliver food to prisoners. '''Priority:''' 70 | * Deliver food to prisoners. '''Priority:''' 70 | ||
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* Chat with prisoners. '''Priority:''' 60 | * Chat with prisoners. '''Priority:''' 60 | ||
|| [[Skills#Social|Social]] || none | || [[Skills#Social|Social]] || none | ||
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| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. | | '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. | ||
− | * Cook meals at | + | * Cook meals at stove. '''Priority:''' 100 |
* Cook meals at [[campfire]]. '''Priority:''' 97 | * Cook meals at [[campfire]]. '''Priority:''' 97 | ||
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90 | * [[Butcher table|Butcher]] creatures. '''Priority:''' 90 | ||
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* Harvest crops. '''Priority:''' 100 | * Harvest crops. '''Priority:''' 100 | ||
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* Replant trees. '''Priority:''' 60 | * Replant trees. '''Priority:''' 60 | ||
* Sow crops. '''Priority:''' 50 | * Sow crops. '''Priority:''' 50 | ||
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* Extract trees. '''Priority:''' 110 | * Extract trees. '''Priority:''' 110 | ||
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* Cut plants. '''Priority:''' none | * Cut plants. '''Priority:''' none | ||
|| [[Skills#Plants|Plants]] || Dumb labor | || [[Skills#Plants|Plants]] || Dumb labor | ||
|- id="Smith" | |- id="Smith" | ||
− | | '''Smith''' || | + | | '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] |
* Make weapons (at [[smithy]]). '''Priority:''' 115 | * Make weapons (at [[smithy]]). '''Priority:''' 115 | ||
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| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor | | '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor | ||
|- id="Art" | |- id="Art" | ||
− | | '''Art''' || Artists make [[sculptures]] at the [[ | + | | '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic |
|- id="Craft" | |- id="Craft" | ||
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. | | '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. | ||
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* [[Skills#Crafting|Crafting]] | * [[Skills#Crafting|Crafting]] | ||
* [[Skills#Cooking|Cooking]] ([[Drug Cooking Speed|Drug Cooking]] only) | * [[Skills#Cooking|Cooking]] ([[Drug Cooking Speed|Drug Cooking]] only) | ||
− | * [[Skills# | + | * [[Skills#Intelligence|Intelligence]] ([[Drug Synthesis Speed|Drug Synthesis]] only) |
* None (Stone Cutting and Smelting only) | * None (Stone Cutting and Smelting only) | ||
− | || Skilled labor<br | + | || Skilled labor<br><Br>Intellectual (Drug Synthesis only) |
|- id="Haul" | |- id="Haul" | ||
| '''Haul''' || | | '''Haul''' || | ||
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* Load [[caravan]]. '''Priority:''' 120 | * Load [[caravan]]. '''Priority:''' 120 | ||
* Load [[transport pod|transporters]]. '''Priority:''' 110 | * Load [[transport pod|transporters]]. '''Priority:''' 110 | ||
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* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100 | * [[Orders#Strip|Strip]] corpses. '''Priority:''' 100 | ||
* Haul corpses. '''Priority:''' 90 | * Haul corpses. '''Priority:''' 90 | ||
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|} | |} | ||
− | == | + | === Tips === |
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− | + | {{stub|section=1}} | |
+ | |||
+ | Consider rising priorities of ''Firefight'' during relevant [[Raid]]s as quite important... | ||
+ | Consider lowering priorities of ''Firefight'' during [[Rain]] and [[Rainy thunderstorm]] as not so important... | ||
[[Category: RimWorld game]] | [[Category: RimWorld game]] |