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− | {{ | + | |
− | ''' | + | {{Tocright}} |
+ | |||
+ | The following '''menus''' are found along the bottom edge of the screen. | ||
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]]) | The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]]) | ||
− | == Architect == | + | ==Architect== |
{{Main|Architect}} | {{Main|Architect}} | ||
− | The Architect menu is used to designate construction | + | The Architect menu is used to designate construction, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]] |
[[File:ArchitectMenu.png|frameless|none]] | [[File:ArchitectMenu.png|frameless|none]] | ||
− | == Work == | + | ==Work== |
− | + | From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, [[Backstories#Medieval lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]]. | |
− | + | [[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]] | |
− | From the Work menu you can set the types of work you want your colonists to perform | ||
− | + | ===Manual priorities=== | |
+ | 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 importantly than tasks on the right. | ||
+ | *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. | ||
− | == | + | ===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. 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. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. | |
− | + | To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work. | |
− | === | + | ===Incapable of work types=== |
+ | Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under <tt><b>Incapable Of</b></tt> in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''extremely'' ineffective and inefficient. One exception is that character who are ''incapable of'' plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though. | ||
− | + | ===Prioritizing a task=== | |
+ | A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane. | ||
− | + | ===Notes=== | |
+ | *For improved efficiency, colonists do cleaning and harvesting in batches. | ||
+ | *Colonists will only perform work in their [[Zone/Area|allowed area]]. | ||
− | + | ===Work types=== | |
− | + | {| class="wikitable" | |
− | + | |- | |
− | + | ! Work type !! Description !! Relevant skill !! Category | |
− | + | |- | |
− | + | | '''Firefight''' || Firefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area || none || none | |
− | + | |- | |
− | + | | '''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 | |
− | + | |- | |
− | + | | '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.<br/><br/>Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot. || [[Skills#Medical|Medical]] || Caring | |
− | + | |- | |
− | + | | '''Bed rest''' || Pawns assigned to bed rest will rest in a bed to heal [[Injury|injuries]]. This is separate from a pawns need to sleep to replenish rest. || none || none | |
− | + | |- | |
− | + | | '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. These include toggling power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], releasing [[Prisoner#Release|prisoners]], and opening containers. || none || none | |
− | + | |- | |
− | + | | '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoners releases and executions. || none || none | |
− | + | |- | |
− | + | | '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. <br/><br/> ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. || [[Skills#Animals|Animals]] || Animals | |
− | + | |- | |
− | + | | '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. || [[Skills#Cooking|Cooking]] || Skilled labor | |
− | + | |- | |
− | + | | '''Hunt''' || Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one). || [[Skills#Shooting|Shooting]] || Violent | |
+ | |- | ||
+ | | '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment (requires components). || [[Skills#Construction|Construction]] || Skilled labor | ||
+ | |- | ||
+ | | '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. || [[Skills#Plants|Plants]] || Skilled labor | ||
+ | |- | ||
+ | | '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. || [[Skills#Mining|Mining]] || Skilled labor | ||
+ | |- | ||
+ | | '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. || [[Skills#Plants|Plants]] || Dumb labor | ||
+ | |- | ||
+ | | '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] || [[Skills#Crafting|Crafting]] || Skilled labor | ||
+ | |- | ||
+ | | '''Tailor''' || Tailors craft clothing at the [[tailor's workbench]]. || [[Skills#Crafting|Crafting]] || Skilled labor | ||
|- | |- | ||
− | + | | '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic | |
|- | |- | ||
− | + | | '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. || [[Skills#Crafting|Crafting]] || Skilled labor | |
− | | | ||
|- | |- | ||
− | + | | '''Haul''' || Haulers do a number of things, including: | |
− | | | + | * Carry materials, items, and corpses to [[stockpile zone|stockpiles]] |
− | + | * Cremate corpses at the [[crematorium]] | |
− | + | * Burn apparel and drugs at a [[campfire]] or crematorium | |
− | + | * Open [[cryptosleep casket]]s and [[sarcophagus|sarcophagi]] | |
+ | * Transfer [[wort]] to [[fermenting barrel]]s | ||
+ | * [[Orders#Strip|Strip]] pawns marked for stripping | ||
+ | * Refuel [[torch lamp]]s and [[campfire]]s | ||
+ | * Refuel [[fueled generator]]s and other [[production]] stations that run on wood | ||
+ | || none || Dumb labor | ||
|- | |- | ||
− | + | | '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room. || none || Dumb labor | |
− | |||
|- | |- | ||
− | + | | '''Research''' || Researchers do research work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options. <br/><br/> See [[Research|here]] for a list of all research projects you can complete.|| [[Skills#Intellectual|Intellectual]] || Intellectual | |
− | | | ||
|} | |} | ||
− | + | ==Restrict== | |
+ | [[File:Restrict menu.png|600px|thumb|right|Example of the restrict menu showing schedule and allowed areas]] | ||
+ | The Restrictions screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day. Activities include: Anything, Work, Recreation, and Sleep. | ||
− | + | 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, or renamed. Up to eight allowed areas may be created. | |
+ | {{clr}} | ||
+ | ==Assign== | ||
− | + | [[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying all its features. Note that 'Brawler' in the 'Current Outfit' tab is a custom outfit.]] | |
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− | [[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying | ||
The Assign screen has the following functions: | The Assign screen has the following functions: | ||
− | + | * '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.) | |
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− | 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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− | + | * '''Outfits:''' 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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− | Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don the best apparel possible | ||
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− | If the player | ||
There are several default outfits as follows: | There are several default outfits as follows: | ||
− | :* | + | :* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate mood buff. |
− | + | :* Worker: Excludes any type of armor but allows most everything else. | |
− | :* | + | :* Soldier: Includes armor and clothing suited for cold weather. |
− | :* | ||
The player may modify these outfits or create their own. | The player may modify these outfits or create their own. | ||
− | + | * '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist. | |
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− | + | * '''Drugs:''' 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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==Animals== | ==Animals== | ||
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[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]] | [[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]] | ||
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal. | The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal. | ||
− | * A button lists the animal's master, if it has one. Click the button to assign a new master | + | * A button lists the animal's master, if it has one. Click the button to assign a new master. |
− | * [[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 | + | * [[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 <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. | ||
− | + | {{Main|Animals}} | |
− | {{ | + | {{clr}} |
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==Research== | ==Research== | ||
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]] | [[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]] | ||
{{Main|Research}} | {{Main|Research}} | ||
− | The Research window is used to select the next technology to research. The Research | + | The Research window is used to select the next technology to research. The Research button is also a progress bar of the current research project. |
− | + | {{clr}} | |
− | {{ | ||
− | == | + | ==Factions== |
− | {{Main| | + | [[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]] |
− | The | + | {{Main|Factions}} |
+ | |||
+ | There are many different factions in the game besides your own. The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colonists and other factions. | ||
+ | {{clr}} | ||
==World== | ==World== | ||
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===Caravans=== | ===Caravans=== | ||
− | {{Main|Caravan}} | + | {{Main|Caravan}} |
− | + | As of Alpha 16, caravans can be deployed from existing colonies by clicking on the colony and clicking the "form caravan" button at the bottom left. Caravans can be used to settle in different areas, attack pirate bands, and trade with other factions. | |
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==History== | ==History== | ||
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===Messages=== | ===Messages=== | ||
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On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer. | On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer. | ||
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===Statistics=== | ===Statistics=== | ||
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space. | On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space. | ||
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==Menu== | ==Menu== | ||
− | The Menu is accessed by hitting the | + | The Menu is accessed by hitting the esc key or by hitting the corresponding tab at the bottom right of the page. |
The functions are as follows: | The functions are as follows: | ||
*Save - Saves the current game manually | *Save - Saves the current game manually | ||
*Load game - Loads a previously saved game | *Load game - Loads a previously saved game | ||
− | *Review scenario - Displays the conditions of your current | + | *Review scenario - Displays the conditions of your current play through (Does not record the seed used to generate your world map) |
*Options - Provides graphics and sound settings for the game | *Options - Provides graphics and sound settings for the game | ||
*Quit to main menu - Returns the user to the title page | *Quit to main menu - Returns the user to the title page | ||
*Quit to OS - Quits the application | *Quit to OS - Quits the application | ||
− | In a save with [[Permadeath]] enabled, the functions are as follows: | + | In a save with [[AI Storytellers#Permadeath Mode|Permadeath]] enabled, the functions are as follows: |
− | *Review scenario - Displays the conditions of your current | + | *Review scenario - Displays the conditions of your current play through |
*Options - Provides graphics and sound settings for the game | *Options - Provides graphics and sound settings for the game | ||
*Save and quit to menu - Saves the current game manually, then returns the user to the title page | *Save and quit to menu - Saves the current game manually, then returns the user to the title page | ||
*Save and quit to OS - Saves the current game manually, then quits the application | *Save and quit to OS - Saves the current game manually, then quits the application | ||
− | + | [[Category:Main]] | |
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− | [[Category: |