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== Work ==
 
== Work ==
[[File:Work priorities.jpg|400px|thumb|right|Example of work priorities and the different work types.]]
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{{Move|destination=Work}}
{{Main|Work}}
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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]].
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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[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]
  
For a full breakdown of work types, the work menu, and the options available, see the [[Work]] page.
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===Manual priorities===
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The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).
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*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.
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*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===
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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.
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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.
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===Incapable of work types===
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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.
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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.
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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.
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A pawn can be "incapable of":
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{|width="750"
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|
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* Animals
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* Artistic
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* Caring<sup>1</sup>
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|
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* Cleaning
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* Cooking
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* Crafting
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|
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* Dumb Labor<sup>2</sup>
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* Firefighting
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* Hauling<sup>3</sup>
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|
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* Intellectual<sup>4</sup>
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* Mining
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* Plants<sup>5</sup>
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|
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* Skilled Labor<sup>6</sup>
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* Social<sup>7</sup>
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* Violent<sup>8</sup>
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|}
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Notes:
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# '''Caring''' prohibits any medical tasks, including Doctoring, Nursing, and Surgery, on humans or animals.
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# '''Dumb Labor''' prohibits Hauling, Cleaning, Rearming, Refueling, Loading, and Cremating.
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# '''Hauling''' is identical to Dumb Labor, except ''allows'' Cleaning.
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# '''Intellectual''' prohibits Research, Drug Production, Scanning, Computer Hacking, etc.
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# '''Plants''' prohibits Growing, Sowing, Harvesting, and Plant Cutting (including cutting trees).
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# '''Social''' prohibits Trading, Recruiting prisoners, and all Wardening.
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# '''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).-->
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# '''(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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===Prioritizing a task===
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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.
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===Notes===
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*For improved efficiency, colonists do cleaning and harvesting in batches.
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*Colonists will only perform work in their [[Zone/Area|allowed area]].
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**If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.
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===Work types===
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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.
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{| class="wikitable sortable"
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|-
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! Work type !! Description !! Relevant skill !! Category
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|- id="Firefight"
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| '''Firefight''' || Firefighters extinguish fires in the home area.  Firefighters can't extinguish fires outside the home area || none || none
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|- id="Patient"
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| '''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
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|- id="Doctor"
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| '''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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* Tend to patients with urgent needs. '''Priority:''' 110
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* Tend to patients. '''Priority:''' 100
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* Tend to self. '''Priority:''' 90
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* Feed patients. '''Priority:''' 80
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* [[Surgery|Operate]] on humanlikes. '''Priority:''' 70
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* Rescue downed allies to bed. '''Priority:''' 60
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* Tend to animals. '''Priority:''' 50
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* Feed animals (patient animals only). '''Priority:''' 40
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* Operate on animals. '''Priority:''' 30
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* Take patients to bed for operations. '''Priority:''' 20
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* Visit sick people . '''Priority:''' 10
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|| [[Skills#Medical|Medical]] || [[Traits|Caring]] <br><br>Social (Visiting only)
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|- id="Bed rest"
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| '''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
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|- id="Basic"
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| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete.
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* Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500
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* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100
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* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50
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&#42; ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.''
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|| none || none
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|- id="Warden"
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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.
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* Execute prisoners. '''Priority:''' 110
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* Release prisoners. '''Priority:''' 100
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* Take prisoners to bed. '''Priority:''' 90
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* Feed prisoners. '''Priority:''' 80
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* Deliver food to prisoners. '''Priority:''' 70
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* Chat with prisoners. '''Priority:''' 60
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|| [[Skills#Social|Social]] || none
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|- id="Handle"
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| '''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.
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* Take roaming animals to pen. '''Priority:''' 160
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* Feed sick animals. '''Priority:''' 150 (animal patients - sick or injured animals resting in an animal bed or sleeping spot designated as medical)
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* Take to pen. '''Priority:''' 130 (presumably this one is for moving animals from a hitching spot to a pen)
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* Slaughter animals. '''Priority:''' 100
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* Release to wild. '''Priority:''' 100
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* Milk animals. '''Priority:''' 90
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* Shear animals. '''Priority:''' 85
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* Tame animals. '''Priority:''' 80
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* Train animals. '''Priority:''' 70
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* Rebalance animals in pens. '''Priority:''' 60
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|| [[Skills#Animals|Animals]] || Animals
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|- id="Cook"
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| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]].
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* Cook meals at stove. '''Priority:''' 100
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* Cook meals at [[campfire]]. '''Priority:''' 97
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* [[Butcher table|Butcher]] creatures. '''Priority:''' 90
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* Fill food [[hopper]]s. '''Priority:''' 50
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* [[Brewery|Brew]] liquors. '''Priority:''' 30
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|| [[Skills#Cooking|Cooking]] || Skilled labor
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|- id="Hunt"
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| '''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
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|- id="Construct"
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| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]].
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* Fix broken-down buildings. '''Priority:''' 120
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* Uninstall structures. '''Priority:''' 110
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* [[Build roof area|Build roofs]]. '''Priority:''' 100
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* [[Remove roof area|Remove roofs]]. '''Priority:''' 90
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* Construct placed frames. '''Priority:''' 80
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* Deliver resources to frames. '''Priority:''' 70
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* Deliver resources to blueprints. '''Priority:''' 60
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* Deconstruct structures. '''Priority:''' 50
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* Repair damaged things. '''Priority:''' 40
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* Remove floors. '''Priority:''' 30
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* [[Smooth stone|Smooth floors]]. '''Priority:''' 20
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* Smooth walls. '''Priority:''' 10
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|| [[Skills#Construction|Construction]] || Skilled labor
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|- id="Grow"
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| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops.
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* Harvest crops. '''Priority:''' 100
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* Replant trees. '''Priority:''' 60
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* Sow crops. '''Priority:''' 50
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|| [[Skills#Plants|Plants]] || Skilled labor
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|- id="Mine"
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| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s.
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* Mine. '''Priority:''' 100
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* Drill at [[deep drill]]. '''Priority:''' 50
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|| [[Skills#Mining|Mining]] || Skilled labor
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|- id="Plant cut"
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| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]].
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* Extract trees. '''Priority:''' 110
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* Cut plants. '''Priority:''' none
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|| [[Skills#Plants|Plants]] || Dumb labor
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|- id="Smith"
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| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]]
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* Make weapons (at [[smithy]]). '''Priority:''' 115
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* Make things at [[machining table]]. '''Priority:''' 75
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* [[Fabrication bench|Fabricate]] things. '''Priority:''' 50
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|| [[Skills#Crafting|Crafting]] || Skilled labor
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|- id="Tailor"
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| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor
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|- id="Art"
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| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic
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|- id="Craft"
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| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].
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* Make things at [[crafting spot]]. '''Priority:''' 100
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* Work at [[refinery]]. '''Priority:''' 97
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* [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95
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* Make [[stone blocks]]. '''Priority:''' 90
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* [[Electric smelter|Smelt]] items. '''Priority:''' 80
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||
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* [[Skills#Crafting|Crafting]]
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* [[Skills#Cooking|Cooking]] ([[Drug Cooking Speed|Drug Cooking]] only)
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* [[Skills#Intelligence|Intelligence]] ([[Drug Synthesis Speed|Drug Synthesis]] only)
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* None (Stone Cutting and Smelting only)
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|| Skilled labor<br><Br>Intellectual (Drug Synthesis only)
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|- id="Haul"
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| '''Haul''' ||
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Haulers do a number of things, including:
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* Rearm turrets. '''Priority:''' 150
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* Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140
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* Unload [[Pack animal|carriers]]. '''Priority:''' 130
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* Load [[caravan]]. '''Priority:''' 120
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* Load [[transport pod|transporters]]. '''Priority:''' 110
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* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100
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* Haul corpses. '''Priority:''' 90
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* Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40
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* Do bills at campfire (such as burning drugs). '''Priority:''' 30
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* Empty egg boxes. '''Priority:''' 20
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* Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20
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* [[Wort|Fill]] fermenting barrels. '''Priority:''' 19
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* Haul general things. '''Priority:''' 15
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* Deliver resources to frames. '''Priority:''' 10
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* Deliver resources to blueprints. '''Priority:''' 9
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* Merge things. '''Priority:''' 5
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|| none || Dumb labor
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|- id="Clean"
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| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.
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* Clear [[snow]]. '''Priority:''' 10
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* Clean [[filth]]. '''Priority:''' 5
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|| none || Dumb labor
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|- id="Research"
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| '''Research''' ||
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* Study thing. '''Priority:''' 110 (unclear)
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* [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options. '''Priority:''' 100
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* Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50
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* Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50
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|| [[Skills#Intellectual|Intellectual]] || Intellectual
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|}
  
 
== Schedule ==
 
== Schedule ==

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