Difference between revisions of "Colonist"

From RimWorld Wiki
Jump to navigation Jump to search
(Updated needs)
m
Line 1: Line 1:
Colonists are the new people of each RimWorld colony. Each colonist has specific skills, limitations set and a character background. In general, colonists are every human except for [[raiders]]/[[travelers]]/[[prisoners]]. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game.
+
Colonists are the new [[Human|people]] of each RimWorld colony. Each colonist has specific skills, limitations set and a character background. In general, colonists are every [[Human|human]] except for [[Raider|raiders]]/[[Traveler|travelers]]/[[Prisoner|prisoners]]. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game.
  
 
==Creation==
 
==Creation==

Revision as of 21:53, 16 August 2014

Colonists are the new people of each RimWorld colony. Each colonist has specific skills, limitations set and a character background. In general, colonists are every human except for raiders/travelers/prisoners. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game.

Creation

Main Article: Characters

Upon creating a new colony, a screen where 3 colonists can be randomized individually is shown. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name, age, and traits all seem to not have any effect on the colonist.

Typical character creation screen

Backstory

Each colonist will have two parts to their backstory: childhood and adulthood. Each trait has a small story to go along with it, with the name of the colonist filled in for each story. Each different backstory has different effects on the colonist such as: increasing stats, decreasing stats, and disallowing certain tasks. Such information is important to consider when creating the first three colonists for the new colony, as future colonists can sometimes be hard to come by.

Childhood traits
Medieval Lordling
-1 Construction
-1 Growing
-1 Mining
+4 Social
Urbworld urchin
+2 Shooting
+4 Melee
Midworld nerd
+4 Research
-3 Social
Vatgrown soldier
+4 Shooting
+4 Melee
-4 Social
Warden disabled
Doctor disabled
Medieval slave
+2 Construction
+2 Growing
-3 Research
+2 Mining
Frightened Child
+3 Cooking
+3 Medicine
Firefighting Disabled
Shelter Child
-2 Construction
+3 Research
-2 Mining
+2 Social
+3 Medicine
Caveworld Tunneler
+1 Construction
+6 Mining
-2 Shooting
Researching Disabled
Crafting Disabled
History Student
+2 Social
+2 Artistic
+2 Crafting
Trader's Child
-2 Construction
-1 Growing
+1 Social
+1 Crafting
Son of a Huntress
+2 Shooting
+2 Melee
+2 Cooking
+1 Medicine
+1 Crafting
Researching Disabled
Coma Child
-2 Construction
-2 Mining
+5 Social
Scout
+1 Construction
+3 Shooting
+2 Crafting
Researching Disabled
Art Disabled
Caveworld Tender
+4 Growing
+2 Mining
-3 Shooting
Farm Boy
+2 Growing
+3 Mining
+4 Melee
-3 Social
-2 Cooking
Feral Child
+2 Growing
+4 Melee
+1 Crafting
Researching Disabled
Warden Disabled
Mechanoid Nerd
+2 Construction
+3 Research
-2 Social
+2 Crafting
Sickly Child
-2 Construction
+4 Research
-2 Melee
-2 Social
+5 Medicine
Student Socialite
+6 Social
Cleaning Disabled
Hauling Disabled
Art Disabled
Crafting Disabled
Plant Cutting Disabled
Mining Disabled
Growing Disabled
Repairing Disabled
Constructing Disabled
Cooking Disabled
Doctoring Disabled
Pampered
+2 Research
-3 Melee
+3 Social
+3 Medicine
Cooking Disabled
Student Engineer
+2 Construction
+4 Research
-2 Mining
-2 Cooking
-2 Artistic
+4 Crafting
Cleaning Disabled
Hauling Disabled
Plant Cutting Disabled
Aspiring Pop Idol
-2 Mining
-4 Shooting
-4 Melee
+4 Social
+4 Artistic
Cleaning Disabled
Hauling Disabled
Plant Cutting Disabled
Mining Disabled
Growing Disabled
Amateur Engineer
+2 Construction
+2 Research
+1 Mining
+1 Shooting
Cleaning Disabled
Plant Cutting Disabled
Growing Disabled
Vatgrown Medic
+3 Shooting
+3 Medicine
Art Disabled
Crafting Disabled
Cooking Disabled
Warden Disabled
Disciplined Farmer
+2 Construction
+3 Growing
-1 Research
+2 Mining
Cooking Disabled
Warden Disabled
Street Child
+3 Social
Rebel Slave
+1 Construction
+1 Growing
-2 Research
+2 Shooting
+2 Social
+2 Crafting
Art Disabled
Mining Disabled
Noble Ward
+4 Research
-1 Shooting
-2 Melee
+3 Social
Cleaning Disabled
Hauling Disabled
Plant Cutting Disabled
Mining Disabled
Growing Disabled
Fire Fighting Disabled
Core Dilettante
+2 Research
+2 Social
+2 Artistic
Cleaning Disabled
Hauling Disabled
Plant Cutting Disabled
Hunting Disabled
VR Addict
+2 Research
+1 Shooting
+1 Melee
+1 Artistic
+1 Crafting
Warden Disabled
Wild Child
+4 Shooting
+6 Melee
-2 Social
-3 Cooking
Researching Disabled
Cleaning Disabled
Art Disabled
Doctoring Disabled
Urbworld Hooligan
+2 Shooting
+3 Melee
-3 Cooking
Plant Cutting Disabled
Growing Disabled
Urbworld Criminal
+2 Shooting
+3 Melee
+1 Medicine
Fire-Scarred Child
+1 Mining
+1 Melee
-2 Cooking
Cooking Disabled
Fire Fighting Disabled
Awkward Nerd
+5 Research
-2 Melee
-2 Social
+4 Crafting
Fire Fighting Disabled
Hillbilly Prodigy
+2 Shooting
+2 Melee
-2 Social
+2 Medicine
Cleaning Disabled
Art Disabled
Warden Disabled
Military Child
+2 Construction
+3 Shooting
+1 Melee
+2 Medicine
-3 Artistic
Construction Grunt
+4 Construction
+1 Social
+2 Crafting
Cleaning Disabled
Plant Cutting Disabled
Growing Disabled
Farmer Boy
+1 Construction
+4 Growing
+1 Mining
-3 Social
+2 Crafting
Warden Disabled
Doctoring Disabled
Fire Fighting Disabled
Test Subject
+2 Research
+2 Melee
+1 Cooking
Plant Cutting Disabled
Mining Disabled
Growing Disabled
Warden Disabled
Stable Boy
+2 Mining
+2 Melee
-2 Social
+2 Artistic
+1 Crafting
Warden Disabled
Cat Herder
+2 Social
+3 Cooking
Cleaning Disabled
Hauling Disabled
Shunned Girl
+2 Shooting
-2 Social
Vatgrown Assassin
+2 Construction
+4 Shooting
+1 Melee
Art Disabled
Plant Cutting Disabled
Growing Disabled
Cooking Disabled
Doctoring Disabled
Officer Cadet
+1 Growing
-3 Research
+3 Shooting
+3 Melee
+1 Social
+1 Medicine
-3 Artistic
Researching Disabled
Art Disabled
Adulthood traits
Medieval lord
-5 Construction
-5 Growing
-5 Mining
+5 Shooting
+5 Melee
+7 Social
Cleaning Disabled
Hauling Disabled
Cutting Disabled
Mining Disabled
Growing Disabled
Constructing Disabled
Deep space miner
+3 Construction
+7 Mining
+2 Melee
Military commissar
+3 Shooting
Colony settler
+4 Construction
+4 Growing
+4 Mining
Medieval farm oaf
+8 Growing
+3 Mining
Researching disabled
Urbworld entrepreneur
+3 Research
+6 Social
Navy scientist
+8 Research

Playing

The game starts of with three colonists being dropped in on escape/transfer pods (as can be somewhat seen on the right) on the map. This is how the majority of colonists are introduced onto the map, although some will also walk into the map from the border. Colonists have a wide variety of outfits based on their job, which is determined by their backstory. In general the less manual-oriented colonists will have lab coats on, while the more labor-intensive colonists will wear a solid color.

Equipment

Main Article: Weapons

Colonists can be equipped with various items which are shown on their information panel while individually selected. They can only be equipped with one item at a time, and their skill with that item is determined by their skill with Shooting. An example of this can be seen below.

File:ColonistEquipped.png
Entrepreneur colonist equipped with a pistol

Overview

The overview screen allows the setting of what tasks each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no check-boxes for tasks they are unable to perform. With the default prioritization, the priority of the tasks is preset, and can't be changed. An example of this can be seen below.

File:ColonistOverview.png
With default prioritization


As of build 243, one can prioritize a colonist's actions manually. To do this, one goes to the Overview menu, and checks the Manual Priorities box in the upper left-hand corner. The colonist has the numbers 1-4 in each check-box available, with 1 being the highest priority. If two or more tasks have the same prioritization number, then the colonist will do the task on the left of the menu first.

With manual prioritization selected

Thoughts

The Thoughts tab shows whatever your colonist is thinking, whether good or bad. These thoughts can increase or decrease happiness, increase or decrease fear, or sometimes do a mixture of the two.

For a more detailed list of thoughts, click here

Needs

Colonists have basic needs that, if not met or if met beyond expectations, affect their Thoughts.

The needs, both shown and not shown in the Needs tab, are:

  • Rest - the need for sleep.
  • Saturation - the need for food.
  • Beauty - the need for a desirable place to live.
  • Clearance - the need for space to move (natural claustrophobia).

The Needs tab also shows the current effectiveness of the colonist, and also whatever filth they are carrying around with them (dirt, sand, ect.)