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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 important than tasks on the right.
+
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more important than tasks on the right.
* '''Manual mode:''' Each colonist's work type can be prioritized from 1 (highest priority) to 4 (lowest priority). Blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.
+
*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.
  
 
Regardless of mode, ''all'' available work of one priority will be done before the next priority. If Hauling is set to 1, then a colonist will haul every single object, even those halfway across the map, before doing the rest of their tasks. They have no regard for efficiency.
 
Regardless of mode, ''all'' available work of one priority will be done before the next priority. If Hauling is set to 1, then a colonist will haul every single object, even those halfway across the map, before doing the rest of their tasks. They have no regard for efficiency.
  
 
== 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 ''"Incapable Of"'' in a pawn's Bio tab. Hovering the cursor over a listed incapability will show its source.  
+
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 a pawn's Bio tab. Hovering the cursor over a listed incapability will show its source.  
 
Pawns will never perform a task related to their incapability, with a few exceptions. This is distinct from characters with a skill level of 0 in a [[skill]]. At level 0, a pawn is still capable of performing the task, they will just be ''extremely'' slow, ineffective, inefficient, and have an increased chance of failure. Where an exception 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 ordered as construction work through the Architect>Orders menu.
 
Pawns will never perform a task related to their incapability, with a few exceptions. This is distinct from characters with a skill level of 0 in a [[skill]]. At level 0, a pawn is still capable of performing the task, they will just be ''extremely'' slow, ineffective, inefficient, and have an increased chance of failure. Where an exception 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 ordered as construction work through the Architect>Orders menu.
  
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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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 mechanics, such as the limitation of traits; for example, a "non-violent" colonist will never have the [[brawler]] trait.
 
Occasionally, incapabilities have interactions with other mechanics, such as the limitation of traits; for example, a "non-violent" colonist will never have the [[brawler]] trait.
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! Work type !! Effect
 
! Work type !! Effect
 
|-
 
|-
! Animals
+
! Animals                  
 
| Prohibits working with animals, including taming wild animals, training tamed animals and collecting materials such as wool from tame animals. Does not disable the ability to hunt wild animals, nor the animals skill which also governs hunting ability.
 
| Prohibits working with animals, including taming wild animals, training tamed animals and collecting materials such as wool from tame animals. Does not disable the ability to hunt wild animals, nor the animals skill which also governs hunting ability.
 
|-
 
|-
! Artistic
+
! Artistic                
 
|
 
|
 
|-
 
|-
! Caring
+
! Caring                  
 
| Prohibits any medical tasks, including ''Doctoring'', ''Nursing'', and ''Surgery''; on humans or animals.
 
| Prohibits any medical tasks, including ''Doctoring'', ''Nursing'', and ''Surgery''; on humans or animals.
 
|-
 
|-
! Cleaning
+
! Cleaning                
 
|
 
|
 
|-  
 
|-  
! Cooking  
+
! Cooking                  
 
|
 
|
 
|-
 
|-
! Crafting
+
! Crafting                
 
|
 
|
 
|-
 
|-
! Dumb Labor
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! Dumb Labor              
 
| ''Hauling'', ''Rearming'', ''Refueling'', ''Loading'', ''Cremating'', and ''Cleaning''. Does not prevent a colonist from hauling as part of another job such as bringing construction materials to something they're building.
 
| ''Hauling'', ''Rearming'', ''Refueling'', ''Loading'', ''Cremating'', and ''Cleaning''. Does not prevent a colonist from hauling as part of another job such as bringing construction materials to something they're building.
 
|-
 
|-
! Firefighting
+
! Firefighting            
 
|
 
|
 
|-
 
|-
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| ''Research'', ''Drug Production'', ''Scanning'', ''Computer Hacking'', and so on.
 
| ''Research'', ''Drug Production'', ''Scanning'', ''Computer Hacking'', and so on.
 
|-  
 
|-  
! Mining
+
! Mining                  
 
|
 
|
 
|-
 
|-
! Plants
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! Plants                  
 
| ''Growing'', ''Sowing'', ''Harvesting'', and ''Plant Cutting'' (including cutting trees).
 
| ''Growing'', ''Sowing'', ''Harvesting'', and ''Plant Cutting'' (including cutting trees).
 
|-
 
|-
! Skilled Labor
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! Skilled Labor            
 
| ''Brewer, Butcher, Cook, Constructor ''and'' Deconstructor, Miner, Grower, Harvester, Plant Cutter, Crafter, Smith, Tailor, Repairer, Driller, Fabricator, Machinist, Refiner, Smelter, Stonecutter,'' and ''Drug Production''.<!-- This is in not in-game order, which is listed rather randomly (and lists "Miner" twice).-->
 
| ''Brewer, Butcher, Cook, Constructor ''and'' Deconstructor, Miner, Grower, Harvester, Plant Cutter, Crafter, Smith, Tailor, Repairer, Driller, Fabricator, Machinist, Refiner, Smelter, Stonecutter,'' and ''Drug Production''.<!-- This is in not in-game order, which is listed rather randomly (and lists "Miner" twice).-->
 
|-  
 
|-  
! Social
+
! Social                  
 
| ''Trading'' (including while on [[caravan]]s or at [[faction base]]s), ''Recruiting prisoners'', and all ''Wardening''.
 
| ''Trading'' (including while on [[caravan]]s or at [[faction base]]s), ''Recruiting prisoners'', and all ''Wardening''.
 
|-
 
|-
! Violent
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! Violent                  
| All ''Ranged'' and ''Melee'' combat, ''Hunting'', ''Wardening'', ''Slaughtering'', and ''Executing prisoners''.<br/>An incapable of Violent pawn cannot defend themself from attacks. This includes a prohibition against equipping even "non-damaging" weapons such as [[smoke launcher]]s or [[EMP grenades]], and weapons equipped only for their buffs, such as the [[eltex staff]] {{RoyaltyIcon}}. A "non-violent" colonist can still be [[draft]]ed, use [[Psycasts|psycasts]] {{RoyaltyIcon}}, and order combat [[mechanoid]]s as a [[mechanitor]]{{BiotechIcon}}. Pawns that are incapable of violence can provoke [[social fight]]s, but will not fight back during them. However, these pawns are capable of Extreme [[mental break]]s that murder animals or other colonists. These pawns are also incapable of slaughtering tamed animals, but are in fact able to euthanize animals and humans as a medical operation to achieve the same benefits of slaughtering.  
+
| All ''Ranged'' and ''Melee'' combat, ''Hunting'', ''Wardening'', ''Slaughtering'', and ''Executing prisoners''. <br>An incapable of Violent pawn cannot defend themself from attacks. This includes a prohibition against equipping even "non-damaging" weapons such as [[smoke launcher]]s or [[EMP grenades]], and weapons equipped only for their buffs, such as the [[eltex staff]] {{RoyaltyIcon}}. A "non-violent" colonist can still be [[draft]]ed, use [[Psycasts|psycasts]] {{RoyaltyIcon}}, and order combat [[mechanoid]]s as a [[mechanitor]]{{BiotechIcon}}. Pawns that are incapable of violence can provoke [[social fight]]s, but will not fight back during them. However, these pawns are capable of Extreme [[mental break]]s that murder animals or other colonists. These pawns are also incapable of slaughtering tamed animals, but are in fact able to euthanize animals and humans as a medical operation to achieve the same benefits of slaughtering.  
 
|}
 
|}
  
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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. || none || none
+
| '''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
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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
 
|- 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/><br/>Social (Visiting only)
+
|| [[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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|| [[Skills#Plants|Plants]] || Dumb labor
 
|| [[Skills#Plants|Plants]] || Dumb labor
 
|- id="Smith"
 
|- id="Smith"
| '''Smith''' || Create weapons and tools from raw materials, either as a [[smithing bench|blacksmith]] or by [[machining table|machining]]. Also repair mechanoids, if the colonist is a [[mechanitor]].{{BiotechIcon}}
+
| '''Smith''' || Create weapons and tools from raw materials, either as a [[smithing bench|blacksmith]] or by [[machining table|machining]]. {{Hover title|Only appears with the Biotech DLC enabled|Also repair mechanoids, if the colonist is a [[mechanitor]].}}  
  
 
* Make weapons (at [[smithy]]). '''Priority:''' 115
 
* Make weapons (at [[smithy]]). '''Priority:''' 115
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* [[Skills#Intellectual|Intellectual]] ([[Drug Synthesis Speed|Drug Synthesis]] only)
 
* [[Skills#Intellectual|Intellectual]] ([[Drug Synthesis Speed|Drug Synthesis]] only)
 
* None (Stone Cutting and Smelting only)  
 
* None (Stone Cutting and Smelting only)  
|| Skilled labor<br/><br/>Intellectual (Drug Synthesis only)
+
|| Skilled labor<br><Br>Intellectual (Drug Synthesis only)
 
|- id="Haul"
 
|- id="Haul"
 
| '''Haul''' ||  
 
| '''Haul''' ||  

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