Most orders are used to designate actions upon objects to be carried out by colonists.
Orders your colonists to take apart the highlighted structures or furniture. In most cases, deconstructing a building will give a refund of 75% of the build cost of the item, rounded up. This can be useful when resources are desperately needed or structures are no longer required.
This order designates areas of rocks or minerals to be mined out. This can generate 35 pieces of a certain resource, depending on which ore is mined. (e.g gold). Mining regular rocks sometimes yields stone chunks, which can be made into stone blocks by a crafter at a stonecutter's table.
This order is carried out by colonists assigned to haul in the work menu. Haulers will always haul the closest marked debris.
Haulers will take the max amount they can carry, and if the target stockpile cell can’t hold it all, they will drop the extra nearby.
Pawns with injuries to their arms or spine suffer reduced manipulation and will not be able to carry as much. The amount is listed as the pawn's 'carrying capacity' stat.
Orders your colonists to take cut and remove plants. This will harvest any resources possible from the plant before destroying it. It is possible to click and drag this tool to order your colonists to remove plants from a large area. This tool can also be used to remove trees that are not fully grown and therefore are not able to be selected with the "chop wood" order. Trees that are not fully mature and are cut down using this tool will not yield the full amount of logs.
Marks plants to be harvested by colonists assigned to Plant cut. Characters with Grow do harvest as well but without need to mark plants, growers concentrate themselves on plantations. Harvest of plants provides edibles such as agave, berries, rice, potato, corn, haygrass, strawberry, processable herbs like cotton, smokeleaf, psyched, hop, healroot and devilstrand. Plant that haven't bared their fruits will be destroyed in the process.
Unskilled or injured characters can fail at harvesting, destroying the harvest.
- Click Chop Wood then click one or more trees individually.
- Click Chop Wood then click and drag to select multiple trees.
Trees marked in this way are marked with yellow shears.
Trees, even if they have not achieved 40% growth, can be harvested by using Cut Plant instead of Chop Wood. Trees marked in this way are marked with a yellow machete.
Trees bear an amount of wood based on their growth.
Only colonists assigned the plant cutting job will chop down trees. A colonist may be directly ordered to chop down a marked tree. Select a colonist assigned to plant cutting, right-click a marked tree, click Prioritize cutting. The time it takes a colonist to chop down a tree it determined by their Plant Work Speed.
Hunters only hunt when equipped with a ranged weapon. Certain animals will typically retaliate when harmed. When such animals are marked for hunting, a notice will appear, indicating that the player may want to avoid hunting them.
Hunters are coded to shoot marked animals from a considerable distance. This is done to minimize the risk of injury should it turn manhunter and try to retaliate.
Once a hunter's target is downed, they will finish it off at point-blank range.
As of Alpha 14 (July 15th, 2016), projectiles fired by hunting colonists no longer intercept random targets.
Marks a tamed animal to be slaughtered; done by handlers.
Marks a wild animal for an animal handler to try taming it.
Marks a movable object to uninstalled and boxed, usually so that it can be reinstalled in a new location. Boxed objects can be sold to a traders.
Strip apparel from corpses and the wounded. Click Strip from the Orders menu and click any number of pawns to designate stripping.
Stripping can be done by reverse designation. Select one or more pawns and click the strip icon to mark them for stripping.
Stripping can also be done by prioritizing a colonist. Select a colonist, right-click the target pawn, and click Strip.
Dead man's apparel
- Clothing stripped from corpses is considered dead man's apparel and is noted with a D. Dead man's apparel status applies a 10% multiplier to its market value, greatly reducing its sell cost.
- Colonists wearing dead man's apparel gain a persistent mood debuff as long as they're wearing it. See Thoughts.
Rearm a sprung trap so it can be triggered again. Traps are rearmed by haulers.
Marks a non-empty container to be opened by a hauler. Works on graves, sarcophagi, and cryptosleep caskets.
Place planning designations. These don't do anything except help you plan future expansions.
Does the opposite of the plan order, in that it removes plans you've laid out.