Difference between revisions of "Drafting"

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(Just clarity for new players.)
(clean up / standardize. analysis / tips not done yet)
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{{for|arrest|Prisoner#Taking a Prisoner}}
 
{{for|arrest|Prisoner#Taking a Prisoner}}
{{Rewrite|reason = Conciseness and organisation - General summary of the state (as is) and then a set of orders with headings perhaps? See: [[Talk:Drafting]]}}[[File:Button_-_Draft.png|79px|thumb|right|Draft gizmo.]]
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{{Rewrite|reason = Conciseness and organisation - General summary of the state (as is) and then a set of orders with headings perhaps? See: [[Talk:Drafting]]}}
  
'''Drafting''' is an immediate call to action for any capable [[colonist]] (not [[prisoner]]s){{RimworldIcon}}, [[slave]]{{IdeologyIcon}} or allied [[mechanoid]]{{BiotechIcon}}. In order to defend yourself from armed incursion from [[raider]]s, [[mechanoid]]s and [[insectoid]]s, and maintain order in your colony when [[colonist]]s start suffering [[mental break|mental break]]s or when [[prisoner]]s and [[slave]]s become uncooperative, you're going to need to draft your colonists as soldiers. To draft a colonist, select them, and press the toolbar gizmo marked with two crossed swords or press the {{key|R}} button.
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'''Drafting''' is RimWorld's primary combat mode, an immediate call to action for any capable pawn to begin fighting.
  
Colonists that are experiencing a [[mental break]], are [[downed]], or are [[babies]]{{BiotechIcon}} cannot be drafted.
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==How to==
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[[File:Button_-_Draft.png|79px|thumb|right|Draft gizmo.]]
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To draft a colonist, select them, and press the toolbar gizmo marked with two crossed swords or press the {{key|R}} button.
  
By default all colonists can be drafted, even those unarmed or [[Work#Incapable_of_work_types|incapable of violence]]. While drafted, a colonist will immediately follow your move, rescue and [[Prisoner#Taking_a_Prisoner|arrest]] orders while, if capable of Violence, attacking any enemies that are manually targeted or that are in range once positioned. A draftee will attack manually targeted enemies until they are downed, [[dead]] or mentally broken. They will ignore any other duties including their own hunger and rest needs until all nearby hostiles are no longer an active threat. If drafted and left alone for {{Ticks|10,000}} with no threats or orders, drafted colonists will undraft themselves, then return to their default [[Work|work priorities]] and attend to their needs as normal. Drafted pawns still experience their [[needs]] and the [[mood]] and [[health]] effects of them, even if they will not take their usual steps to rememdy them. This may lead to mental breaks, which will end the drafting.
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Capable [[colonist]]s, even those unarmed or [[Work#Incapable_of_work_types|incapable of violence]], [[slaves]]{{IdeologyIcon}}, and [[allied mechanoids]]{{BiotechIcon}} are able to draft instantly on command. Those who are [[downed]], otherwise incapable of movment, or under a [[mental break]] are unable to be drafted. While a pawn lit on [[fire]] will still be drafted, the player will lose some control of them during the panic.
  
Drafting also overrides a colonist's [[Menus#Assign|threat response setting]]. This can be useful to make colonists defend themselves when they are set to "Flee" from or "Ignore" threats. Colonists incapable of violence will not fight but can still be drafted and ordered to rescue a downed colonist or [[animal]] from danger.  
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==Summary==
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Drafted pawns are able to be ordered to a precise location. Select a pawn, and right click the desired location. A group of pawns can be sent to one location (simple right click), or ordered to create a line (right click & drag). Multiple orders can be assigned sequentially by holding shift (ex. move to place A then place B).
  
If currently performing any action, drafting will immediately interrupt what they're doing. Any work progress they've made that is represented by a yellow progress bar will be lost, pausable work such as crafting and construction will not.
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Drafted pawns will remain stationary, ignoring their [[need]]s entirely, and overriding the [[Menus#Assign|threat response setting]]. Pawns with [[ranged wepaons]] will attack enemies so long as ''Fire at Will'' remains enabled, and will take [[cover]] from adjacent buildings. Any pawn capable of violence will begin melee with enemies 1 tile away. If left alone for {{Ticks|10,000}} without threats or orders, then drafting will automatically end.
  
== Orders ==
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When drafted, pawns will enter a state of ''collision'', if they haven't already. During collision, pawns cannot pass through each other. If they were already on top of each other, pawns will radiate outside, even bypassing [[wall]]s in extreme circumstances.
Unlike an undrafted colonist, a ''drafted'' colonist can be precisely controlled as in deciding where they shall stand, what target to fire upon and so on. To move a draftee, select them, then right-click on any pathable tile on the map. If you band-box select multiple soldiers at once, you can order them all to move to the same area. Multiple orders can be queued by holding shift while selecting each action, such as rescuing, stripping, attacking or even equipping armor before moving into position. Each action will be carried out in the order it was given. Queued orders can be cleared simply by issuing a non-queued order or movement or by undrafting the soldier.
 
  
Draftees will use any viable terrain features or structures they're standing next to as [[cover]] to protect themselves during a firefight with your enemies, considering the placement of themselves, the cover and the target.
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The effects of [[fire]] take precedence over drafting, causing the ignited pawn to run around wildly without collision, instead of fighting. Drafted pawns can still be given commands, but they will go to their intended location first (which is often water, to douse the fire). Drafting also ends if the pawn reaches a [[mental state]]
 
 
Drafted colonists can only can do certain tasks. They may have their movement manually directed, be ordered to capture or rescue downed pawns, arrest pawns, consume food, manually attack most things and equip weapons and armor. However, they cannot be ordered to haul items or perform work tasks.
 
 
 
For ranged colonists there is a 'Fire at will' option which defaults to 'On'. When turned on the colonist will freely engage any targets within range, shooting at them. If turned off you will need to manually direct the colonist to shoot at a specific target. All drafted colonists capable of Violence will automatically melee attack any threats within 1 tile.
 
  
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===Work===
 
[[File:Icon_-_Drop_person.png|79px|thumb|right|Gizmo for dropping a carried creature.]]
 
[[File:Icon_-_Drop_person.png|79px|thumb|right|Gizmo for dropping a carried creature.]]
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Drafted pawns can do a limited amount of work, outside of combat:
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*[[Arrest]] colonists, slaves, and allied/neutral guests.
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*Douse adjacent [[fire]]s, even if outside of the [[home area]].
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*Carry and/or rescue [[downed]] pawns, even if incapable of Hauling.
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*Place downed pawns at a specific location.
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*Tend pawns anywhere, with or without medicine, even if not assigned to Doctoring.
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**Medicine must be carried in the inventory to be available.
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*Equip [[weapons]]/[[apparel]], consume [[food]], and take [[drug]]s.
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*Repair damaged buildings.
  
Any drafted pawn, even the one incapable of hauling work type, can be ordered to carry a [[downed]] creature (human, animal, etc), which can be dropped on command later. This is useful for carrying the creature out of danger like flames or line of fire to a safe place, where they can be tended. In some situations, this can be preferred to [[rescue]].
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===Interruption===
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If currently performing any action, drafting will immediately interrupt what they're doing, and pawns will immediately wake up. Any work progress they've made that is represented by a yellow progress bar will be lost, while pausable work such as crafting and construction will not. Work priorities will be re-assessed after the pawn is undrafted.
  
Unlike non-drafted pawns, drafted ones can [[Doctoring|tend]] to creatures right in place, [[rescue]] is not required. Being [[Menus#Work|assigned]] to doctoring isn't required either, only being capable of doctoring. Medicine is optional, it will only be used if the tending pawn is carrying any. While any creature, friendly or not, can be tended while [[downed]], injured colonists and tamed animals can also be tended on their feet. They suspend any activity (fighting, moving, etc) while being treated. While it can be a life-saver, wounds' treatment in dirty environment, with low Medical skill, and without medicine, increases chances of [[infection]].
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Pawns will drop any held items and pawns they were carrying, to make use of their weapon. [[Babies]]{{BiotechIcon}} are a special exception: the first draft will consider a held baby a draft-carried baby, and give a warning. If undrafted, the second draft thereafter will drop the baby.
 
 
== Weapons ==
 
A draftee carrying a [[weapon]] will hold it out and ready at all times, automatically attacking any hostile [[characters]] or [[animal]]s that comes within range. If you draft a colonist who does not have a weapon, you will be immediately notified of such. It is advised to ensure that soldiers are always armed, unless you want them to use their bare fists to subdue someone with a minimal chance of killing or crippling them. Armed draftees will use their ranged weapons as bludgeons as well as their other empty hand and even their own teeth to melee attack.
 
 
 
It can be used to prevent starving colonists from immediately consuming raw food. Careful use of drafting and undrafting can give a cook time to make meals for starving colonists and avoid any "Ate raw food" mood penalties.
 
 
 
Drafting and then immediately undrafting colonists has a variety of purposes.
 
* It wakes up the draftee, which can be useful to make sleeping colonists fight fires or attend parties or weddings.
 
* It can be used to interrupt their current activity so that a colonist will more quickly switch to another with a higher priority, like fighting fires or tending to the wounded.
 
  
 
== Animal Handlers ==
 
== Animal Handlers ==
 
When a colonist is drafted, any animals assigned to this colonist will disregard their allowed areas to follow and defend their master against nearby enemies. If the colonist has any animals trained for Release, clicking the 'Release animals' button will let animals leave their master's side to attack enemies up to a certain distance.
 
When a colonist is drafted, any animals assigned to this colonist will disregard their allowed areas to follow and defend their master against nearby enemies. If the colonist has any animals trained for Release, clicking the 'Release animals' button will let animals leave their master's side to attack enemies up to a certain distance.
 
== Other info ==
 
A colonist who spends a long time drafted will accumulate mood penalties from various unmet [[needs]], which will negatively impact their mood and increase the risk of a mental break. The potential penalties from witnessing death or being near corpses exacerbates this.
 
  
 
== Tips ==
 
== Tips ==
 
 
{{stub|section=1}}
 
{{stub|section=1}}
 
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*It can be used to prevent starving colonists from immediately consuming raw food. Careful use of drafting and undrafting can give a cook time to make meals for starving colonists and avoid any "Ate raw food" mood penalties.
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*A colonist who spends a long time drafted will accumulate mood penalties from various unmet [[needs]], which will negatively impact their mood and increase the risk of a mental break. The potential penalties from witnessing death or being near corpses exacerbates this.
 
* Draft [[colonist|colonist(s)]] if they sleep during [[fire]]
 
* Draft [[colonist|colonist(s)]] if they sleep during [[fire]]
 
* Draft colonist(s) if they prevent [[Prioritize|manual prioritization]] of [[order]]s
 
* Draft colonist(s) if they prevent [[Prioritize|manual prioritization]] of [[order]]s
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* Draft and undraft colonist(s) to combine incomplete stacks...
 
* Draft and undraft colonist(s) to combine incomplete stacks...
 
* Draft a colonist with [[Traits#Night_owl|"Night owl" trait]] to get +16 mood bonus during night (23:00 - 06:00) for whatever reason...
 
* Draft a colonist with [[Traits#Night_owl|"Night owl" trait]] to get +16 mood bonus during night (23:00 - 06:00) for whatever reason...
 
== Arrest ==
 
{{move|section=1|destination=Prisoner#Taking_a_Prisoner}}
 
Draftees can [[Prisoner|arrest]] colonists and neutral human characters, dragging them to the nearest convenient [[bed]] marked for prisoners. This can be used to arrest colonists who have suffered a non-violent mental breakdown, which can be very helpful if someone starts setting fires, binging on [[drugs]] or gets out of bed when they need medical treatment. To do so, select a different colonist, draft them, right-click the desired captive, then select "arrest <name>" from the menu. It's also possible to arrest visiting members of other factions... if you don't mind becoming Hostile with them. No one likes being imprisoned however. They may resist their capture attempt. You can see the [[Arrest Success Chance]] in the tooltip before you order the arrest. It is therefore advised to check multiple pawns for the highest chance. Being imprisoned affects their mood, even after release for a while. Use only when necessary.
 
  
 
== See Also ==
 
== See Also ==

Revision as of 20:03, 6 December 2022

Drafting is RimWorld's primary combat mode, an immediate call to action for any capable pawn to begin fighting.

How to

Draft gizmo.

To draft a colonist, select them, and press the toolbar gizmo marked with two crossed swords or press the R button.

Capable colonists, even those unarmed or incapable of violence, slavesContent added by the Ideology DLC, and allied mechanoidsContent added by the Biotech DLC are able to draft instantly on command. Those who are downed, otherwise incapable of movment, or under a mental break are unable to be drafted. While a pawn lit on fire will still be drafted, the player will lose some control of them during the panic.

Summary

Drafted pawns are able to be ordered to a precise location. Select a pawn, and right click the desired location. A group of pawns can be sent to one location (simple right click), or ordered to create a line (right click & drag). Multiple orders can be assigned sequentially by holding shift (ex. move to place A then place B).

Drafted pawns will remain stationary, ignoring their needs entirely, and overriding the threat response setting. Pawns with ranged wepaons will attack enemies so long as Fire at Will remains enabled, and will take cover from adjacent buildings. Any pawn capable of violence will begin melee with enemies 1 tile away. If left alone for 10,000 ticks (2.78 mins) without threats or orders, then drafting will automatically end.

When drafted, pawns will enter a state of collision, if they haven't already. During collision, pawns cannot pass through each other. If they were already on top of each other, pawns will radiate outside, even bypassing walls in extreme circumstances.

The effects of fire take precedence over drafting, causing the ignited pawn to run around wildly without collision, instead of fighting. Drafted pawns can still be given commands, but they will go to their intended location first (which is often water, to douse the fire). Drafting also ends if the pawn reaches a mental state

Work

Gizmo for dropping a carried creature.

Drafted pawns can do a limited amount of work, outside of combat:

  • Arrest colonists, slaves, and allied/neutral guests.
  • Douse adjacent fires, even if outside of the home area.
  • Carry and/or rescue downed pawns, even if incapable of Hauling.
  • Place downed pawns at a specific location.
  • Tend pawns anywhere, with or without medicine, even if not assigned to Doctoring.
    • Medicine must be carried in the inventory to be available.
  • Equip weapons/apparel, consume food, and take drugs.
  • Repair damaged buildings.

Interruption

If currently performing any action, drafting will immediately interrupt what they're doing, and pawns will immediately wake up. Any work progress they've made that is represented by a yellow progress bar will be lost, while pausable work such as crafting and construction will not. Work priorities will be re-assessed after the pawn is undrafted.

Pawns will drop any held items and pawns they were carrying, to make use of their weapon. BabiesContent added by the Biotech DLC are a special exception: the first draft will consider a held baby a draft-carried baby, and give a warning. If undrafted, the second draft thereafter will drop the baby.

Animal Handlers

When a colonist is drafted, any animals assigned to this colonist will disregard their allowed areas to follow and defend their master against nearby enemies. If the colonist has any animals trained for Release, clicking the 'Release animals' button will let animals leave their master's side to attack enemies up to a certain distance.

Tips

  • It can be used to prevent starving colonists from immediately consuming raw food. Careful use of drafting and undrafting can give a cook time to make meals for starving colonists and avoid any "Ate raw food" mood penalties.
  • A colonist who spends a long time drafted will accumulate mood penalties from various unmet needs, which will negatively impact their mood and increase the risk of a mental break. The potential penalties from witnessing death or being near corpses exacerbates this.
  • Draft colonist(s) if they sleep during fire
  • Draft colonist(s) if they prevent manual prioritization of orders
  • Draft colonist(s) to urgently feed otherwise malnutritioned pawns...
  • Draft colonist(s) to stop them from feeding unwanted and malnutritioned pawns...
  • Draft colonist(s) to change their rescue destination. This can be true if death on the doorstep because of Blood loss or similar.
  • Draft colonist(s) high toxic buildup to stop from going outside during toxic fallout
  • Draft colonist(s) to defend harvest or trees from dendrovorous animals (like Alphabeaver and Thrumbo)
  • Draft and undraft colonist(s) to update their current schedule or work after changing priorities, canceling some orders...
  • Draft and undraft colonist(s) to combine incomplete stacks...
  • Draft a colonist with "Night owl" trait to get +16 mood bonus during night (23:00 - 06:00) for whatever reason...

See Also

Version history

  • 1.1.0 - Interface now reports the chance of a successful arrest before you try to make it.
  • 1.3.3066 - Drafted pawns can tend to others in the field. They will use medicine if they are carrying any.
  • 1.3.3066 - Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.