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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]].
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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 ==
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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.  Pawns will continue their current task until finished. Only then will a colonist check their schedule and work tabs for other possible assignments. Task lengths vary.
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The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.   
  
==== Anything ====
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=== Anything ===
  
The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] falls below 35%, their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 30%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. For this setting, if a pawn is already asleep when this schedule begins, they will not wake up and instead continue to sleep until fully rested.  
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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.
  
Pawns will continue their current work task until finished, so that the need percentages may fall below the threshold, but when looking for the next task the schedule thresholds will be in effect. The current work task can be manually ended by [[Draft|drafting]] and undrafting the pawn.  
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[[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 ====
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=== Work ===
  
The pawn will attempt to [[work]] per their priorities unless their need to [[Saturation|eat]] falls below 30% and without regard for sleep or recreation. If a pawn is already asleep when this scheduled activity begins, they will wake up to work. Note that when a pawn's rest need reaches zero, they will eventually fall asleep in their current location (e.g., the ground), regardless of their schedule, and wake up at 20% rest need. The pawn will never recreate.
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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 ====
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=== Recreation ===
  
The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] falls below 95%, their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 30%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this schedule begins, they will not wake up and instead continue to sleep until rested.
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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 ====
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=== Sleep ===
  
The pawn will attempt to [[work]] per their priorities, unless their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 75%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. The pawn will wake up to eat if [[Saturation|eat]] falls below 12.5%. The pawn will not sleep past 100% need, but will instead wake up and evaluate the priorities per the schedule and work tab.
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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.
  
A pawn scheduled to sleep will not do [[Recreation|recreate]] except if idle.
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=== Meditate ===
 
 
==== Meditate ====
 
  
 
{{Royalty|section=1}}
 
{{Royalty|section=1}}
The pawn will attempt to [[meditate]], preferring to meditate at their assigned [[meditation spot]] {{RoyaltyIcon}} or assigning an unassigned spot to themselves. They will meditate until their [[needs|need]] to [[Saturation|eat]] falls below 30% or their need to [[rest]] falls below 15%. When those thresholds are met, they will instead attempt to fulfill those needs. Meditation counts as Solitary type recreation and their recreation need will fill to 100% if able. 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, i.e. meditation will continue to fill the level up its maximum of 100%, even if the target is set lower.
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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.
 
 
Meditation will be scheduled at any recreation need below 100%. Pawns will sporadically perform other tasks if they continuously meditate at 100% recreation need, indicating that this is behavior similar to other schedules, but with a threshold of 100%, and that the work check can sometimes be met. Meditation is a work task with a duration and like the other schedules, pawns will continue their current work task until finished, so that the need percentages may fall below the threshold, but when looking for the next task the schedule thresholds will be in effect.
 
  
 
{| 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]]  
| 15% || Always Meditate || Yes || -
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| 16% || Always Meditate || Yes || -
 
|-
 
|-
 
! [[File:Schedule Sleep.png]]  
 
! [[File:Schedule Sleep.png]]  
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|}
 
|}
  
Early game, colonists may be set to permanent work until basic infrastructure and accommodations are constructed, but permanent work has a high chance of mental breaks.  
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Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.
  
The ideal schedule for a pawn varies by the [[trait]]s of the pawn. For example, optimists remain cheery despite less recreation time, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or an efficient [[bed]] do not need as much sleep.
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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.
  
Psycasters{{RoyaltyIcon}} can have 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.
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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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{{clear}}
=== Allowed area ===
 
 
 
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.
 
 
 
In [[Events#Toxic_fallout|toxic fallout events]], players can restrict the allowed area of colonists to rooms with a [[roof]] overhead to prevent [[Ailments#Toxic_buildup|toxic buildup]].
 
* Consider scheduling sleep during the [[day]] (11h-18h) for colonists with [[Night owl]] trait.
 
* Use [[temporary allowed area|temporary allowed area(s)]].
 
  
 
== Assign ==
 
== Assign ==
{{Stub|section=1|reason=All of these sections are wordy and should be made new pages that redirect}}
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{{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 ===
{{stub|section=1|reason=Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc}}
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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. Melee colonist in attack mode attack enemies within a radius of 8 cells inclusive pawns. Ranged colonists in attack mode attack enemies within a radius that is approximately 70% of the weapons maximum range up to a max of about 20 cells.
 
 
{| 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
|}
 
 
=== Treatment options ===
 
{{See also|Doctoring#Treatment options{{!}}Doctoring}}
 
Sets the best medicine types a [[Work#Doctor|Doctor]] will use when treating, or performing [[surgery]] on, a pawn. The highest tier allowed will always be used, even for minor injuries and treatments. If the requested tier cannot be retrieved by the doctor for any reason, the next tier down will be tried, and so on. The default setting can be adjusted at the "Defaults" button next to the medical quality level on a pawn's health tab.
 
 
'''Note:''' Most [[operation]]s require medicine - if a pawn is set to no medicine, or none is available, the operations in question will not be performed.
 
 
{| style="margin-left: 19px;"
 
|- style="height: 23px;"
 
| [[File:Doctor_care_but_no_medicine.png|16px|link=Medical]]        || style="vertical-align: bottom; padding-left: .5em;" | [[Doctoring|Doctor care]], but no medicine
 
|- style="height: 23px;"
 
|[[File:Herbal medicine.png|16px|link=Herbal medicine]]            || style="vertical-align: bottom; padding-left: .5em;" | [[Herbal medicine]]
 
|- style="height: 23px;"
 
|[[File:Medicine industrial a.png|16px|link=Medicine]]              || style="vertical-align: bottom; padding-left: .5em;" | [[Medicine]]
 
|- style="height: 23px;"
 
|[[File:Glitterworld_medicine.png|16px|link=Glitterworld medicine]] || style="vertical-align: bottom; padding-left: .5em;" | [[Glitterworld medicine]]
 
 
|}
 
|}
  
 
=== Outfits ===
 
=== Outfits ===
Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don the best apparel possible per their assigned outfit and according to the weather. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.
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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.
 
 
If the player forces a colonist to wear a piece of apparel, the colonist will never remove it until the manual assignment is cleared, the apparel runs out of HP, or the colonist is forced to wear a different apparel on the same body part. In the Gear tab on the pawn inspect pane, 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.
 
  
 
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.
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:* '''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? Will pawns drop a simple meal for a newly cooked lavish meal? Food restrictions list incomplete}}
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{{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too?}}
Food Restrictions allow the player to edit and set food policies for different colonists. The default food restriction policy, named Lavish, allows pawns to consume meals of all qualities, pemmican, chocolate, or raw food (if accessible) and forbids human meat and insect meat.
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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]].  
  
Hungry Pawns attempt to eat the food that grants them the most mood that they are allowed to eat. If multiple foods grant the same mood the colonist will eat the closest. If the colonist has a meal in their inventory and is starving (below 12.5% food saturation), or if their desired meal is more than approximately 90 cells away, they will eat the meal from their inventory regardless of the inventory meal's quality. After eating, a colonist attempts to refill their food inventory slot with the meal that grants them the most mood allowed by their food restriction.
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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 meals, [[carnivore lavish meal]]s, and [[vegetarian lavish meal]]s allowed.
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:* '''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 meals, [[carnivore fine meal]]s, vegetarian fine meals, lavish meals, carnivore lavish meals, and vegetarian lavish meals allowed.
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:* '''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 meals. All other food types allowed.  
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:* '''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, including animal products.
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:* '''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 lavish meals, pemmican, and [[kibble]], as well as meals with appetizing meat, human meat, or insect meat disallowed. All other food types allowed.  
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:* '''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:''' All raw vegetables, vegetarian meals, and other meals with a vegetable ingredient disallowed.
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:* '''Carnivore:''' ?
:* '''Cannibal:'''  
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:* '''Cannibal:''' ?
 
:* '''Insect meat:''' ?
 
:* '''Insect meat:''' ?
  
The player may modify these restriction presets or create their own.
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The player may modify these restrictions or create their own.
  
 
=== Drug policies ===  
 
=== Drug policies ===  
{{stub|section=1|reason=Insufficient detail on the options and how they're implemented mechanically}}
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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.  
 
  
Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will. Pawns on a [[mental break|food binge]] may take drugs for recreation regardless of player settings. Pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having "Take drugs for recreation" and "Take drugs for addiction" enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy.
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If a colonist has drug-related trait it is conveniently noted on the drug policy.
 
 
Pawns can also be told to keep a certain number of doses for each individual drug type. NOTE: Sometimes colonists do not put appropriate drugs in their inventory and the reason why is currently unknown.
 
 
 
The "For Addiction", "For Recreation" and "Scheduled" check boxes have "OR" functionality. The "Scheduled" options of "Frequency", "Only if mood below" and "Only if recreation below" sliders have "AND" functionality. The "Scheduled" "Frequency" option uses the time since last ingestion and not the time of "last scheduled ingestion".
 
 
 
A drug set to "For Recreation" can be taken anytime the colonist does Recreation. A drug held in inventory will aways be preferred when taken "For Recreation."
 
  
 
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.
  
=== Carry medicine ===  
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=== Medicine ===  
Players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-3. This allows drafted doctors to quickly stabilize a pawn on the battlefield using medicine.
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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.
* The <tt>[Manage auto-slaughter...]</tt> button at the top of the window opens another window to adjust the thresholds at which your colonists will automatically slaughter excess animals.
 
 
{{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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* Animal [[self-tamed]]
* [[Blight]]: domesticated plant
 
 
* [[Mental_break#Psychotic_wandering_.28Daze.29|Daze]]: [[colonist]]
 
* [[Mental_break#Psychotic_wandering_.28Daze.29|Daze]]: [[colonist]]
* [[Death]]: colonist
 
 
* [[Disease]]: [[Infection]]
 
* [[Disease]]: [[Infection]]
 
* [[Events#Meteorite|Meteorite]]: material
 
* [[Events#Meteorite|Meteorite]]: material
* Everyone is dead or gone. This story is over. Perhaps someone else will a use for the ruins of this place.
 
* Gift from ...
 
* Colonist kidnapped
 
 
* [[Mad animal]]
 
* [[Mad animal]]
* [[Events#Man in black|Man in black]]
 
* [[Mental_break#Manhunter|Manhunter]]: domesticated animal
 
 
* [[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
* [[Events#Party|Party]]
 
* [[Events#People arrived|People arrived]]
 
 
* [[Raid]]
 
* [[Raid]]
* New [[recruit]]: colonist
 
 
* [[Events#Rare_Thrumbos|Rare Thrumbos]] ([[Thrumbo]])
 
* [[Events#Rare_Thrumbos|Rare Thrumbos]] ([[Thrumbo]])
 
* [[Quest]] active: ...
 
* [[Quest]] active: ...
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Examples:
 
Examples:
* An animal named ... had a mental break (e.g. [[Manhunter]]) because of of [[master]]'s death
 
 
* [[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]]
* Colonist is no longer inspired
 
 
* 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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* [[Fall]] has begun
 
* [[Fall]] has begun
 
* [[Food]] has [[Deterioration|deteriorated]] in storage
 
* [[Food]] has [[Deterioration|deteriorated]] in storage
* [[Rice plant]] died because of cold
+
* [[Relation]]s with ... have changed from 0 to 1 ([[Trade]]d)
* [[Goodwill|Relation]]s with ... have changed from 0 to 1 ([[Trade]]d)
 
* [[Spring]] has begun
 
 
* 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.
* Beta 19/1.0 - New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals. Added medical care column to the Assign tab.
 
* [[Version/1.3.3066|1.3.3066]] -  Wildlife tab refinements
 
* [[Version/1.3.3287|1.3.3287]] - Fix: [[torture crown]]{{IdeologyIcon}} is automatically allowed by colonists' clothing restrictions.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Drug take to inventory in policy can exceed def-defined limit.
 
 
 
[[Category:RimWorld game]]
 
[[Category:RimWorld game]]

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