Difference between revisions of "Colonist"

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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.
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Colonists are the living inhabitants of each RimWorld colony. Each colonist has specific skills, positive and negative traits, and a character background. In general, every [[Human|human]] is a colonist 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.
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==Creation==
 
==Creation==
Main Article: [[Characters]]
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{{Main Article|Characters}}
  
Upon creating a new colony, a screen where 3 colonists can be <!--currently--> 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.
+
Upon creating a new colony, a screen where 3 colonists can be <!--currently--> randomized individually is shown. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name is the only information that does not alter a colonist. The age can cause Cataracts, a bad back, and Frailty. Traits can cause mood disruption, psychic resistance, increase in skills, and so on.
 
[[File:CharacterCreation.png|200px|thumb|right|Typical character creation screen]]
 
[[File:CharacterCreation.png|200px|thumb|right|Typical character creation screen]]
 
===Backstory===
 
===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.
+
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/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.
{| class="wikitable mw-collapsible mw-collapsed"
 
|-
 
! colspan="5" | Childhood traits
 
|- valign="top"
 
| 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
 
|- valign="top"
 
| 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
 
|- valign="top"
 
| 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
 
|- valign="top"
 
| 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
 
|- valign="top"
 
| 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
 
|- valign="top"
 
| 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
 
|- valign="top"
 
| 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
 
|- valign="top"
 
| 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
 
|- valign="top"
 
| 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
 
|}
 
  
{| class="wikitable mw-collapsible mw-collapsed"
+
For a comprehensive list of backstories, see [[Backstories|here]].
|-
 
! colspan="7" | Adulthood traits
 
|- valign="top"
 
| 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==
 
==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.
+
The game begins with three colonists being dropped in escape pods on the map. This is how the first three of the colonists are introduced onto the map, although the rest will walk onto the map from the border (or fall in from their own pods via an event, or be discovered in [[Cryptosleep casket|cryptosleep sarcophagi]]). Upon generation of a new colony, starting characters will generally be outfitted with [[Synthread|synthread]] [[Clothing|t-shirts and pants]]. In addition to being clothed, a [[Weapons|pistol, survival rifle, and knife]] are dropped beside them as they emerge from their pods, along with [[Medicine|medicine]] and [[Food|food]].
 
===Equipment===
 
===Equipment===
Main Article: [[Weapons]]
+
{{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.
+
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 type at a time, meaning a single shirt, a single weapon, and so on. Their skill with their weapons is determined by their skill with Shooting, for projectile-based weapons, and Melee for the rest. An example of this can be seen below.
 
[[File:ColonistEquipped.png|200px|thumb|none|Entrepreneur colonist equipped with a pistol]]
 
[[File:ColonistEquipped.png|200px|thumb|none|Entrepreneur colonist equipped with a pistol]]
  
 
===Overview===
 
===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.
+
The overview screen allows manually setting the tasks that 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.  
 
[[File:ColonistOverview.png|200px|thumb|none|With default prioritization]]
 
[[File:ColonistOverview.png|200px|thumb|none|With default prioritization]]
  
 
+
As of build 243, one can prioritize a colonist's actions manually. To do this, go to the Overview menu, and check 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 tasks from left to right, in relation to the task menu.
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.
 
 
[[File:OverviewNew.png|200px|thumb|none|With manual prioritization selected]]
 
[[File:OverviewNew.png|200px|thumb|none|With manual prioritization selected]]
  
 
===Thoughts===
 
===Thoughts===
The Thoughts tab shows whatever your colonist is thinking, whether good or bad. These thoughts can increase or decrease [[Happiness|happiness]], increase or decrease [[Fear|fear]], or sometimes do a mixture of the two.
+
The Thoughts tab shows what your colonist is thinking and experiencing, whether good or bad, and these thoughts will increase or decrease [[mood]].
  
For a more detailed list of thoughts, click [[Thoughts List|here]]
+
For a more detailed list of thoughts, click [[Thoughts List|here]].
  
 
===Needs===
 
===Needs===
The two needs in the game (as of build 254b) are food and rest. Both gradually degrade over time. Rest is replenished by sleeping in a [[Bed|bed]] or [[Sleeping spot|sleeping spot]], while food is replenished by eating... well, food.
+
Colonists have basic needs that, if not met or if met beyond expectations, affect their [[Thoughts]]. The Needs tab also shows the current effectiveness of the colonist.
 +
 
 +
The needs, shown in the Needs tab, are:
  
The Needs tab also shows the current effectiveness of the colonist, and also whatever filth they are carrying around with them (dirt, sand, ect.)
+
* [[Rest]] - the need for sleep.
 +
* [[Food]] - the need for food.
 +
* [[Beauty]] - the need for a desirable place to live. Colonists don't like environments covered in dirt, blood, or debris, and prefer to be in lavish rooms furnished with beautiful statues, large wooden royal beds, and plush carpeted flooring.
 +
* [[Space]] - the need for space. Being in cramped rooms gives colonists unhappy thoughts, while being in wide-open interiors gives them happy ones.
 +
* [[Comfort]] - the need for comfortable places to sleep, eat and relax.
  
 
[[Category:Characters]]
 
[[Category:Characters]]

Revision as of 21:42, 22 October 2016

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Colonists are the living inhabitants of each RimWorld colony. Each colonist has specific skills, positive and negative traits, and a character background. In general, every human is a colonist 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

Template:Main Article

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 is the only information that does not alter a colonist. The age can cause Cataracts, a bad back, and Frailty. Traits can cause mood disruption, psychic resistance, increase in skills, and so on.

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/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.

For a comprehensive list of backstories, see here.

Playing

The game begins with three colonists being dropped in escape pods on the map. This is how the first three of the colonists are introduced onto the map, although the rest will walk onto the map from the border (or fall in from their own pods via an event, or be discovered in cryptosleep sarcophagi). Upon generation of a new colony, starting characters will generally be outfitted with synthread t-shirts and pants. In addition to being clothed, a pistol, survival rifle, and knife are dropped beside them as they emerge from their pods, along with medicine and food.

Equipment

Template:Main Article

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 type at a time, meaning a single shirt, a single weapon, and so on. Their skill with their weapons is determined by their skill with Shooting, for projectile-based weapons, and Melee for the rest. An example of this can be seen below.

File:ColonistEquipped.png
Entrepreneur colonist equipped with a pistol

Overview

The overview screen allows manually setting the tasks that 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.

File:ColonistOverview.png
With default prioritization

As of build 243, one can prioritize a colonist's actions manually. To do this, go to the Overview menu, and check 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 tasks from left to right, in relation to the task menu.

With manual prioritization selected

Thoughts

The Thoughts tab shows what your colonist is thinking and experiencing, whether good or bad, and these thoughts will increase or decrease mood.

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 tab also shows the current effectiveness of the colonist.

The needs, shown in the Needs tab, are:

  • Rest - the need for sleep.
  • Food - the need for food.
  • Beauty - the need for a desirable place to live. Colonists don't like environments covered in dirt, blood, or debris, and prefer to be in lavish rooms furnished with beautiful statues, large wooden royal beds, and plush carpeted flooring.
  • Space - the need for space. Being in cramped rooms gives colonists unhappy thoughts, while being in wide-open interiors gives them happy ones.
  • Comfort - the need for comfortable places to sleep, eat and relax.