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== Schedule ==
 
== Schedule ==
 
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]
 
[[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.  Pawns will continue their current task until finished. Only then will a colonist check their schedule and work tabs for other possible assignments. Task lengths vary.
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The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.   
  
 
==== Anything ====
 
==== Anything ====
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==== 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 if [[Saturation|eat]] falls below 12.5%. The pawn will not sleep past 100% need, but will instead wake up and evaluate the priorities per the schedule and work tab.
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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.  
  
A pawn scheduled to sleep will not do [[Recreation|recreate]] except if idle.
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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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|-
 
|-
 
! [[File:Schedule Recreation.png]]  
 
! [[File:Schedule Recreation.png]]  
| 30% || 95% || No  || Work
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| 30% || 80% || No  || Work
 
|-|
 
|-|
 
! [[File:Schedule Work.png]]  
 
! [[File:Schedule Work.png]]  
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|-
 
|-
 
! [[File:Schedule Sleep.png]]  
 
! [[File:Schedule Sleep.png]]  
| 75% || Never Recreate || No || Work
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| 75% || 80% || No || Work
 
|}
 
|}
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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.  
 
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.  
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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. Melee colonist in attack mode attack enemies within a radius of 8 cells inclusive pawns. Ranged colonists in attack mode attack enemies within a radius that is approximately 70% of the weapons maximum range up to a max of about 20 cells.
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Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane. Melee colonist in attack mode attack enemies within a radius of 8 cells inclusive pawns.
 
{| 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. The default setting can be adjusted at the "Defaults" button next to the medical quality level on a pawn's health tab.
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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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=== 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 Lavish, 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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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.  
  
Hungry Pawns attempt to eat the food that grants them the most mood that they are allowed to eat. If multiple foods grant the same mood the colonist will eat the closest. If the colonist has a meal in their inventory and is starving (below 12.5% food saturation), or if their desired meal is more than approximately 90 cells away, they will eat the meal from their inventory regardless of the inventory meal's quality. After eating, a colonist attempts to refill their food inventory slot with the meal that grants them the most mood allowed by their food restriction.
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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. Pawns on a [[mental break|food binge]] may take drugs for recreation regardless of player settings. Pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having "Take drugs for recreation" and "Take drugs for addiction" enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy.
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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.
 
 
Pawns can also be told to keep a certain number of doses for each individual drug type. NOTE: Sometimes colonists do not put appropriate drugs in their inventory and the reason why is currently unknown.
 
 
 
The "For Addiction", "For Recreation" and "Scheduled" check boxes have "OR" functionality. The "Scheduled" options of "Frequency", "Only if mood below" and "Only if recreation below" sliders have "AND" functionality. The "Scheduled" "Frequency" option uses the time since last ingestion and not the time of "last scheduled ingestion".
 
  
A drug set to "For Recreation" can be taken anytime the colonist does Recreation. A drug held in inventory will aways be preferred when taken "For Recreation."
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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.
* [[Version/1.4.3523|1.4.3523]] - Fix: Drug take to inventory in policy can exceed def-defined limit.
 
  
 
[[Category:RimWorld game]]
 
[[Category:RimWorld game]]

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