Difference between revisions of "Colonist"

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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.
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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, 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.
 
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==Creation==
 
==Creation==

Revision as of 21:35, 24 September 2015

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors


Colonists are the living inhabitants of each RimWorld colony. Each colonist has specific skills, positive and negative traits, 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.

For a comprehensive list of backstories, see here

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. Upon generation of a new colony, starting characters will generally be outfitted with synthread t-shirts and pants.

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 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, both shown and not 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.
  • Space - the need for space to move (natural claustrophobia).
  • Comfort - the need for comfortable places to sleep, eat and relax.

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