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== Architect == | == Architect == | ||
{{Main|Architect}} | {{Main|Architect}} | ||
− | The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]] | + | The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]] |
[[File:ArchitectMenu.png|frameless|none]] | [[File:ArchitectMenu.png|frameless|none]] | ||
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For a full breakdown of work types, the work menu, and the options available, see the [[Work]] page. | For a full breakdown of work types, the work menu, and the options available, see the [[Work]] page. | ||
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+ | == Area == | ||
+ | The player has 3 starting areas, one of them being the regular area called "Area 1". The player can add more and/or rename their respective areas(e.g. a Bedroom zone should be named "Bedroom"). | ||
== 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. | + | The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day. |
− | + | === Anything === | |
− | The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] | + | The pawn will attempt to [[work]] per their priorities, unless their [[needs|need]] to [[Recreation|recreate]], [[Saturation|eat]], or [[rest]] fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested. |
− | + | [[Colonist]]s won't break from research with 2rd priority to patient with 1st priority themself but players can force them to do so by using [[draft]] and undraft. | |
− | + | === Work === | |
− | The pawn will attempt to | + | The pawn will attempt to work per their priorities, regardless of their needs except the need to eat. If a pawn is already asleep when this scheduled activity begins, they will wake up to work. Note that if a pawn's Rest need reaches zero, they will fall asleep regardless of their schedule. |
− | + | === Recreation === | |
− | The pawn will attempt to | + | The pawn will attempt to recreate, unless either they have fill their recreation need to 95% at which point they will attempt to work, or until their needs to eat or rest fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested. |
− | + | === Sleep === | |
− | The pawn will attempt to | + | The pawn will attempt to sleep until either they have fill their rest need to 75% at which point they will attempt to work, or until their needs to eat falls below a certain threshold, at which point they will instead attempt to eat. |
− | + | === Meditate === | |
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{{Royalty|section=1}} | {{Royalty|section=1}} | ||
− | The pawn will attempt to | + | The pawn will attempt to meditate, preferring to meditate at their assigned [[meditation spot]] {{RoyaltyIcon}} or assigning an unassigned on to themself. They will continue to do this until their need to eat or rest fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. Meditation counts as Solitary type recreation, and thus they will not need to recreate during. If a pawn is already asleep when this scheduled activity begins, they will wake up to meditate. Note that if a pawn's Rest need reaches zero, they will fall asleep regardless of their schedule. All pawns can meditate, not just [[psycast]]ers {{RoyaltyIcon}} and psycaster pawns will not stop a scheduled meditation even when they have met or exceeded their target [[psyfocus]] {{RoyaltyIcon}} level. Meditation will continue to fill the level up its maximum of 100%, even if the target is set lower. |
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{| class=wikitable sortable style="text-align: center; | {| class=wikitable sortable style="text-align: center; | ||
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|- | |- | ||
! [[File:Schedule Meditate.png]] | ! [[File:Schedule Meditate.png]] | ||
− | | | + | | 16% || Always Meditate || Yes || - |
|- | |- | ||
! [[File:Schedule Sleep.png]] | ! [[File:Schedule Sleep.png]] | ||
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|} | |} | ||
− | + | Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled. | |
− | + | In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 pm), and the rest of the time at night as anything. The "anything time" minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the "night owl at day" debuff and maximize the "night owl at night" buff. | |
− | + | Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone. | |
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== Assign == | == Assign == | ||
− | {{Stub|section=1|reason=All of these sections are | + | {{Stub|section=1|reason=All of these sections are light on detail of how the mechanics work}} |
{{Image wanted|section=1|reason=Updated main image, images of the submenus}} | {{Image wanted|section=1|reason=Updated main image, images of the submenus}} | ||
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]] | [[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]] | ||
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=== Threat response === | === Threat response === | ||
− | + | Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.) | |
− | Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane. | ||
{| style="margin-left: 19px;" | {| style="margin-left: 19px;" | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
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|- style="height: 23px;" | |- style="height: 23px;" | ||
|[[File:ReactUndraftedIgnore.png|16px]] || style="vertical-align: bottom; padding-left: .5em;" | Ignore | |[[File:ReactUndraftedIgnore.png|16px]] || style="vertical-align: bottom; padding-left: .5em;" | Ignore | ||
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=== Outfits === | === Outfits === | ||
− | Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don the best apparel possible | + | Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will. |
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− | If the player | ||
There are several default outfits as follows: | There are several default outfits as follows: | ||
:* '''Anything:''' Allows literally any apparel, included [[tainted]] apparel. | :* '''Anything:''' Allows literally any apparel, included [[tainted]] apparel. | ||
− | :* '''Nudist:''' Allows only untainted headgear and [[utility]] items. A [[nudist]] does not consider those items to be clothing and will still get the appropriate +20 mood buff. | + | :* '''Nudist:''' Allows only untainted headgear and [[utility]] items. A [[Traits#Nudist|nudist]] does not consider those items to be clothing and will still get the appropriate +20 mood buff. |
:* '''Worker:''' Excludes any type of armor but allows most everything else. | :* '''Worker:''' Excludes any type of armor but allows most everything else. | ||
:* '''Soldier:''' Includes armor and clothing suited for cold weather. | :* '''Soldier:''' Includes armor and clothing suited for cold weather. | ||
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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? | + | {{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too?}} |
− | + | Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist. Food can be restricted generally, such as allowing rotting food, vegetarian food i.e. meals that did use meat as an ingredient, food with "appetizing meat" i.e. non-human, non-insect [[meat]], food with [[human meat]], or food with [[insect meat]]. Individual types of food and meals can also be specifically restricted, such as allowing only certain types of [[meal]]. | |
− | + | Note that pawns will prefer the best meals they have access to and are allowed - if you want your pawns to eat [[lavish meal]]s, you need not restrict [[fine meal]]s to do so, and not doing so allows them to eat fine meals when no lavish meals are available. | |
There are several default food restrictions as follows: | There are several default food restrictions as follows: | ||
:* '''Lavish:''' All food types allowed. | :* '''Lavish:''' All food types allowed. | ||
− | :* '''Fine:''' All food types except lavish | + | :* '''Fine:''' All food types except [[lavish meal]]s, [[carnivore lavish meal]]s, and [[vegetarian lavish meal]]s allowed. |
− | :* '''Simple:''' All food types except [[packaged survival meal]]s, fine | + | :* '''Simple:''' All food types except [[packaged survival meal]]s, [[fine meal]]s, [[carnivore fine meal]]s, [[vegetarian fine meal]]s, [[lavish meal]]s, [[carnivore lavish meal]]s, and [[vegetarian lavish meal]]s allowed. |
− | :* '''Paste:''' All meals disallowed except nutrient paste | + | :* '''Paste:''' All meals disallowed except [[nutrient paste meal]]s. All other food types allowed. |
− | :* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], and all meals disallowed. All other food types allowed | + | :* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], and all meals disallowed. All other food types allowed. |
:* '''Nothing:''' All food types disallowed. | :* '''Nothing:''' All food types disallowed. | ||
− | :* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore | + | :* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore meals meal, pemmican and [[kibble]], as well as food with appetizing meat, human meat, or insect meat disallowed. All other food types allowed. |
− | :* '''Carnivore:''' | + | :* '''Carnivore:''' ? |
− | :* '''Cannibal:''' | + | :* '''Cannibal:''' ? |
:* '''Insect meat:''' ? | :* '''Insect meat:''' ? | ||
− | The player may modify these | + | The player may modify these restrictions or create their own. |
=== Drug policies === | === Drug policies === | ||
− | + | Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. (Note: Pawns on a [[Drugs|drug binge]] or with a [[Traits|chemical fascination or chemical interest]] trait may ignore these restrictions and take drugs at will.) Pawns can also be told to keep a certain number of doses for each individual drug type. | |
− | Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. | ||
− | + | If a colonist has drug-related trait it is conveniently noted on the drug policy. | |
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There are several default drug policies as follows: | There are several default drug policies as follows: | ||
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The player may modify these policies or create their own. | The player may modify these policies or create their own. | ||
− | === | + | === Medicine === |
− | + | After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-3. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield. | |
==Animals== | ==Animals== | ||
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* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in. | * [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in. | ||
* The <tt>[Manage areas...]</tt> button at the top of the window opens another window to edit allowed areas. | * The <tt>[Manage areas...]</tt> button at the top of the window opens another window to edit allowed areas. | ||
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{{clear}} | {{clear}} | ||
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* [[Ancient shrine|Ancient danger]] | * [[Ancient shrine|Ancient danger]] | ||
* [[Animal]]'s revenge | * [[Animal]]'s revenge | ||
− | * [[ | + | * Animal [[self-tamed]] |
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* [[Mental_break#Psychotic_wandering_.28Daze.29|Daze]]: [[colonist]] | * [[Mental_break#Psychotic_wandering_.28Daze.29|Daze]]: [[colonist]] | ||
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* [[Disease]]: [[Infection]] | * [[Disease]]: [[Infection]] | ||
* [[Events#Meteorite|Meteorite]]: material | * [[Events#Meteorite|Meteorite]]: material | ||
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* [[Mad animal]] | * [[Mad animal]] | ||
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* [[Mental break#Hide in room|Hide in room]]: colonist | * [[Mental break#Hide in room|Hide in room]]: colonist | ||
* [[Mental_inspiration#Inspired_taming|Inspired taming]]: colonist | * [[Mental_inspiration#Inspired_taming|Inspired taming]]: colonist | ||
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* [[Events#People arrived|People arrived]] | * [[Events#People arrived|People arrived]] | ||
* [[Raid]] | * [[Raid]] | ||
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* [[Events#Rare_Thrumbos|Rare Thrumbos]] ([[Thrumbo]]) | * [[Events#Rare_Thrumbos|Rare Thrumbos]] ([[Thrumbo]]) | ||
* [[Quest]] active: ... | * [[Quest]] active: ... | ||
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Examples: | Examples: | ||
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* [[Animals#Taming|Tamed animal]] has started to roam away! He(she) will leave this map unless animal [[handle]]r ropes her back to a pen | * [[Animals#Taming|Tamed animal]] has started to roam away! He(she) will leave this map unless animal [[handle]]r ropes her back to a pen | ||
* [[Bill]] complete ([[Campfire]]) | * [[Bill]] complete ([[Campfire]]) | ||
* [[Colonist]]s [[Construct Success Chance|failed]] while [[Work#Construct|constructing]] a simple wooden bench. Some resources have been wasted | * [[Colonist]]s [[Construct Success Chance|failed]] while [[Work#Construct|constructing]] a simple wooden bench. Some resources have been wasted | ||
− | * Colonist is fully healed | + | * Colonist is fully [[healed]] |
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* Colonist is no longer having a [[Mental_break#Tantrum|Tantrum]] | * Colonist is no longer having a [[Mental_break#Tantrum|Tantrum]] | ||
* Colonist has gotten [[food poisoning]] from: [[Simple meal]]. Cause: Dirty cooking area. | * Colonist has gotten [[food poisoning]] from: [[Simple meal]]. Cause: Dirty cooking area. | ||
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* [[Food]] has [[Deterioration|deteriorated]] in storage | * [[Food]] has [[Deterioration|deteriorated]] in storage | ||
* [[Rice plant]] died because of cold | * [[Rice plant]] died because of cold | ||
− | * [[ | + | * [[Relation]]s with ... have changed from 0 to 1 ([[Trade]]d) |
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* The [[Trade#By_physical_presence|trade caravan]] from ... is leaving | * The [[Trade#By_physical_presence|trade caravan]] from ... is leaving | ||
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* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added. | * [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added. | ||
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore. | * [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore. | ||
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[[Category:RimWorld game]] | [[Category:RimWorld game]] |