Difference between revisions of "Menus"

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The following '''menus''' are found along the bottom edge of the screen.
 
The following '''menus''' are found along the bottom edge of the screen.
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==Architect==
 
==Architect==
The Architect menu is mainly used to designate construction.
 
 
{{Main|Architect}}
 
{{Main|Architect}}
 +
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]]
  
 
==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]].
 
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.]]
  
 
===Manual priorities===
 
===Manual priorities===
 
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).
 
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.
 
*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.
+
*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. For tasks with the same priority, tasks on the left will be performed first.
  
 
===Assigning work===
 
===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 gray (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.  
+
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.
 
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===
 
===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.
+
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 characters 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===
 
===Prioritizing a task===
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*For improved efficiency, colonists do cleaning and harvesting in batches.
 
*For improved efficiency, colonists do cleaning and harvesting in batches.
 
*Colonists will only perform work in their [[Zone/Area|allowed area]].
 
*Colonists will only perform work in their [[Zone/Area|allowed area]].
 +
**If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.
  
 
===Work types===
 
===Work types===
----
+
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.
[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]
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{| class="wikitable sortable"
 +
|-
 +
! Work type !! Description !! Relevant skill !! Category
 +
|- id="Firefight"
 +
| '''Firefight''' || Firefighters extinguish fires in the home area.  Firefighters can't extinguish fires outside the home area || none || none
 +
|- id="Patient"
 +
| '''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
 +
|- id="Doctor"
 +
| '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.<br/>Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.
  
====Firefight====
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* Tend to patients with urgent needs. '''Priority:''' 110
This task allows a colonist to extinguish fires. Colonists will not extinguish fires that are not both in their allowed area and the home zone.
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* Tend to patients. '''Priority:''' 100
* Relevant skill: none
+
* Tend to self. '''Priority:''' 90
* Category: none
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* Feed patients. '''Priority:''' 80
 +
* [[Surgery|Operate]] on humanlikes. '''Priority:''' 70
 +
* Rescue downed allies to bed. '''Priority:''' 60
 +
* Tend to animals. '''Priority:''' 50
 +
* Feed animals (patient animals only). '''Priority:''' 40
 +
* Operate on animals. '''Priority:''' 30
 +
* Take patients to bed for operations. '''Priority:''' 20
 +
* Visit sick people . '''Priority:''' 10
  
====Patient====
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|| [[Skills#Medical|Medical]] || Caring<br><br>Social (Visiting only)
Patients go to a [[bed|medical bed]] to receive treatment for an immediately life-threatening health condition (i.e. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. See the 'bed rest' task to set the priority for non-disease injuries.
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|- id="Bed rest"
* Relevant skill: none
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| '''Bed rest''' || Colonists assigned to bed rest will rest in a bed to heal [[Injury|injuries]].  This is separate from a colonist's need to sleep to replenish rest. || none || none
* Category: none
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|- id="Basic"
 +
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete.
 +
* Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500
 +
* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100
 +
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50
 +
&#42; ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.''
 +
|| none || none
 +
|- id="Warden"
 +
| '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.
 +
* Execute prisoners. '''Priority:''' 110
 +
* Release prisoners. '''Priority:''' 100
 +
* Take prisoners to bed. '''Priority:''' 90
 +
* Feed prisoners. '''Priority:''' 80
 +
* Deliver food to prisoners. '''Priority:''' 70
 +
* Chat with prisoners. '''Priority:''' 60
 +
|| none || none
 +
|- id="Handle"
 +
| '''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.
  
====Doctor====
+
* Feed animals. '''Priority:''' 150
Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists. Doctors tend to colonists, anyone rescued, prisoners and colony animals that are resting in a bed.
+
* Slaughter animals. '''Priority:''' 100
* Relevant skill: Medicine
+
* Milk animals. '''Priority:''' 90
* Category: Caring
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* Shear animals. '''Priority:''' 85
 +
* Tame animals. '''Priority:''' 80
 +
* Train animals. '''Priority:''' 70
 +
|| [[Skills#Animals|Animals]] || Animals
 +
|- id="Cook"
 +
| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]].
  
====Bed rest====
+
* Cook meals at stove. '''Priority:''' 100
This task prescribes a colonist to rest in bed to heal [[Injury|injuries]]. It does not designate a priority for sleep when a colonist needs to replenish rest or to recover from a disease.
+
* Cook meals at [[campfire]]. '''Priority:''' 97
* Relevant skill: none
+
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90
* Category: none
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* Fill food [[hopper]]s. '''Priority:''' 50
 +
* [[Brewery|Brew]] liquors. '''Priority:''' 30
  
====Basic====
+
|| [[Skills#Cooking|Cooking]] || Skilled labor
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.
+
|- id="Hunt"
* Relevant skill: none
+
| '''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
* Category: none
+
|- id="Construct"
 +
| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]].  
  
====Warden====
+
* Fix broken-down buildings. '''Priority:''' 120
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. These options can be selected for each prisoner on the Prisoner tab found on the inspect pane.
+
* Uninstall structures. '''Priority:''' 110
* Relevant skill: Social
+
* [[Build roof area|Build roofs]]. '''Priority:''' 100
* Category: Social
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* [[Remove roof area|Remove roofs]]. '''Priority:''' 90
 +
* Construct placed frames. '''Priority:''' 80
 +
* Deliver resources to frames. '''Priority:''' 70
 +
* Deliver resources to blueprints. '''Priority:''' 60
 +
* Deconstruct structures. '''Priority:''' 50
 +
* Repair damaged things. '''Priority:''' 40
 +
* Remove floors. '''Priority:''' 30
 +
* [[Smooth stone|Smooth floors]]. '''Priority:''' 20
 +
* Smooth walls. '''Priority:''' 10
 +
|| [[Skills#Construction|Construction]] || Skilled labor
 +
|- id="Grow"
 +
| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops.
  
====Handle====
+
* Harvest crops. '''Priority:''' 100
Handlers tame [[animals]]. Handlers rescue wounded animals, [[Animals#Training|train]], feed, milk, shear, and slaughter.  
+
* Sow crops. '''Priority:''' 50
 +
|| [[Skills#Plants|Plants]] || Skilled labor
 +
|- id="Mine"
 +
| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s.  
  
'''Note:''' Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence.
+
* Mine. '''Priority:''' 100
 +
* Drill at [[deep drill]]. '''Priority:''' 50
 +
|| [[Skills#Mining|Mining]] || Skilled labor
 +
|- id="Plant cut"
 +
| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. || [[Skills#Plants|Plants]] || Dumb labor
 +
|- id="Smith"
 +
| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]]
  
*Relevant skill: Animals
+
* Make weapons (at [[smithy]]). '''Priority:''' 115
*Category: Animals
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* Make things at [[machining table]]. '''Priority:''' 75
 +
* [[Fabrication bench|Fabricate]] things. '''Priority:''' 50
  
====Cook====
+
|| [[Skills#Crafting|Crafting]] || Skilled labor
Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]].
+
|- id="Tailor"
* Relevant skill: Cooking
+
| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor
* Category: Skilled labor
+
|- id="Art"
 +
| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic
 +
|- id="Craft"
 +
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].
  
====Hunt====
+
* Make things at [[crafting spot]]. '''Priority:''' 100
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 that are unarmed).
+
* Work at [[refinery]]. '''Priority:''' 97
* Skills: Shooting
+
* [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95
* Category: Violent
+
* Make [[stone blocks]]. '''Priority:''' 90
 
+
* [[Electric smelter|Smelt]] items. '''Priority:''' 80
====Construct====
+
|| [[Skills#Crafting|Crafting]] || Skilled labor<br><Br>Intellectual (Synthesize only)
Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment (requires components).
+
|- id="Haul"
* Relevant skill: Construction
+
| '''Haul''' || Haulers do a number of things, including:
* Category: Skilled labor
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* Rearm turrets. '''Priority:''' 150
 
+
* Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140
<!--As of A16, Repair was removed; tasks merged into Construct. Not deleting at this time, in case it's brought back.
+
* Unload [[Pack animal|carriers]]. '''Priority:''' 130
====Repair====
+
* Load [[caravan]]. '''Priority:''' 120
Repairers fix buildings and structures that have lost hit points.
+
* Load [[transport pod|transporters]]. '''Priority:''' 110
* Relevant skill: Construction
+
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100
* Category: Skilled labor
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* Haul corpses. '''Priority:''' 90
-->
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* Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40
====Grow====
+
* Do bills at campfire (such as burning drugs). '''Priority:''' 30
Growers plant and [[Orders#Harvest Food|harvest]] domestic crops.
+
* Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20
* Relevant skill: Plants
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* [[Wort|Fill]] fermenting barrels. '''Priority:''' 19
* Category: Skilled labor
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* Haul general things. '''Priority:''' 15
 
+
* Deliver resources to frames. '''Priority:''' 10
====Mine====
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* Deliver resources to blueprints. '''Priority:''' 9
Miners dig out marked sections of stone and minerals; and operate [[deep drill]]s.
+
* Merge things. '''Priority:''' 5
* Relevant skill: Mining
+
|| none || Dumb labor
* Category: Skilled labor
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|- id="Clean"
 
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| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.
====Plant cut====
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* Clear [[snow]]. '''Priority:''' 10
Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]].
+
* Clean [[filth]]. '''Priority:''' 5
* Relevant skill: Plants
+
|| none || Dumb labor
* Category: Dumb labor
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|- id="Research"
 
+
| '''Research''' ||
====Smith====
+
* [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options.. '''Priority:''' 100
Smiths create weapons at the [[smithing bench]] and the [[machining table]].
+
* Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50
* Relevant skill: Crafting
+
* Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50
* Category: Skilled labor
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|| [[Skills#Intellectual|Intellectual]] || Intellectual
 
+
|}
====Tailor====
 
Tailors craft clothing at the [[tailor's workbench]].
 
* Relevant skill: Crafting
 
* Category: Skilled labor
 
 
 
====Art====
 
Artists make [[sculptures]] at the [[sculptor's table]].
 
* Relevant skill: Artistic
 
* Category: Artistic
 
 
 
====Craft====
 
Crafters do general low-skilled labor at work stations such as [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].
 
* Relevant skill: Crafting
 
* Category: Skilled labor
 
 
 
====Haul====
 
Haulers:  
 
* Do the following:  
 
** 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
 
** Prior to B19, they would rearm [[deadfall trap|traps]]
 
* Relevant skill: none
 
* Category: Dumb labor
 
 
 
====Clean====
 
Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.
 
* Relevant skill: none
 
* Category: Dumb labor
 
 
 
====Research====
 
Researchers do research work at a [[simple research bench]] to unlock new items and building options.
 
 
 
Researchers must use the [[hi-tech research bench]] for projects that require it.
 
 
 
* Relevant skill: Intellectual
 
* Category: Intellectual
 
  
==Restrict==
+
==Schedule==
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.
+
[[File:Restrict menu.png|600px|thumb|right|Example of the restrict menu showing schedule and allowed areas]]
 +
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  Activities include: Anything, Work, Recreation, Meditation (Royalty only), 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.
 
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.
 +
{{clear}}
  
 
==Assign==
 
==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.]]
+
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying all its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]]
  
 
The Assign screen has the following functions:
 
The Assign screen has the following functions:
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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.
+
:* Nudist: Allows only headgear. A nudist does not consider headgear 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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==Animals==
 
==Animals==
 +
[[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. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.
 
* [[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}}
 
{{Main|Animals}}
 +
{{clear}}
 +
 +
==Wildlife==
 +
The wildlife window lists all non-tamed animals on the map.  Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it.  The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator.  There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.
 +
 +
Predator animals will hunt and eat vulnerable animals and colonists.  Checking this menu often and killing any predators that arrive is a good way to keep the map safe.
  
 
==Research==
 
==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.
+
[[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 icon on the menu bar is also a progress bar of the current research project.
 +
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.
 +
{{clear}}
  
==Factions==
+
==Quests==
 
+
{{Main|Quests}}
{{Main|Factions}}
+
The quests menu has different tabs that can show available, active, and historical questsAvailable quests can be accepted here, with most quests having a time limit before expiryThere is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.
 
 
There are five different factions in the game besides your own: Tribes, Outlanders, Pirates, Spacers and MechanoidsEach faction has its own unique characteristics and view of your colony.  By default, only the Outlanders are non-hostile.  However, attacking Outlander forces will cause them to retaliate and become hostile.
 
 
 
===Tribes===
 
The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirtThey also wear parkas in colder climates.  If you are playing as New Arrivals, people from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Spanish, such as 'miñoca', 'legua', etc. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. It is not uncommon to see raids of over twenty tribesmen later in the game, even on lower difficulties. This faction is a formidable ally and foe alike. They may not be as dangerous as pirates, but they are not insignificant.
 
 
 
===Outlanders===
 
Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders by default are non-hostile but can be provoked into hostility. Due to their similarity to your colony they can be considered the standard faction if you are playing as New Arrivals. If you are playing as a Lost Tribe, people from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. They often use similar equipment and tactics as pirates, but rarely use high level gear such as [[charge rifle]]s or [[sniper rifle]]s. Be nice to them and you will have an ally and trade partner, but anger them and you basically have another enemy.
 
 
 
===Pirates===
 
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[Comms console|comm system]]). Pirates are the primary source of raids, usually attacking from the map edge and occasionally dropping directly on your base. They kidnap incapacitated colonists if they have the chance. The Pirates can be considered the bad guys of RimWorld.
 
 
 
===Spacers===
 
Spacers are an off-map faction, similar to mechanoids. They affect your colony in the form of survivors from spaceship disasters, and often require medical attention in the aftermath of whatever they were escaping. Spacers can also often be found within the cryptosleep caskets of ancient ruins. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack as the spacers sometimes lash out in dazed confusion. Sleeping Spacers often wield high-tech weaponry and powerful armor, but managing to subdue them gains skilled allies who will willingly join your colony (recruit difficulty <40).
 
 
 
===Mechanoids===
 
 
 
The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in three forms:  [[Mechanoid#Centipede|Centipedes]],
 
[[Mechanoid#Scyther|Scythers]], and  [[Lancer]]s 
 
 
 
Centipedes are the Mechanoids' heavy tank unit, coming equipped with an [[inferno cannon]] or [[heavy charge blaster]], as well as remarkably tough armor.  Centipedes are capable of dealing a great amount of damage to your colony.  Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements.  They cannot move quickly, so it is often possible to run around it in circles and not get injured.  Use this to your advantage when combating Centipedes.
 
 
 
Scythers are the Mechanoids' fast melee unit, coming equipped with twin blades and light, though still durable, armor. Scythers can deal a great amount of damage in melee, so they should be engaged with ranged weapons if at all possible. 
 
 
 
Lancers are the Mechanoids' long range sniper unit. Their weapons ([[charge lance]]) are slow-firing, but are very accurate and are powerful enough to kill a humanoid or cause permanent injuries in one shot. They are relatively safe to engage in melee, as long as you can safely close the distance. 
 
 
 
Once killed, all Mechanoids leave a mechanoid corpse which can be broken down at a [[machining table]] for even more metal. A Mechanoid attack can easily destroy your colony if you are not prepared for it.  They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face.  Mechanoids can invade from the edge of the map, or they can be dropped directly into an unsuspecting base. Mechanoids are the enemies of the [[Events#Crashed ship part|Psychic Ship and Poison Ship events]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.
 
  
 
==World==
 
==World==
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===Caravans===
 
===Caravans===
{{Main|Caravan}}
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{{Main|Caravan}} 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, trading, and attacking hostile outposts.
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. The player will then be able to select who and what to bring, as well as which side of the tile that the caravan will exit. Caravans can also be formed by sending drop pods that contain at least one colonist (without a colonist, any items sent to an empty world map tile will be permanently lost, even if an existing caravan is on that tile). After a caravan is formed, the player can select the caravan and right click on the destination and the caravan will begin to move (similar to a drafted colonist). The caravan's speed is based on the terrain, and can change based on the time of the year as well as the health of the colonists in the caravan. Caravans are also capable of splitting and reforming while traveling, and cannot move if they become overburdened. In addition, caravans have a chance of being ambushed by raiders and wild animals, opening a small "sub world" and forcing the members of your caravan to fight. All of the statistics and information about a caravan can be checked and managed through the caravan menu. This is accessed by clicking on the caravan on the world map, or on one of the colonists in the caravan via the character bar at the top.
 
 
 
The caravan menu consists of five tabs. The gear tab displays both the weight of the caravan, as well as which items are being hauled. The social, needs, and health tabs allow you to check the individual statistics of the colonists in the caravans (to see their character stats, click the "info" button next to their name). Finally, the gear tab allows you to equip clothing and weapons to your colonists (very useful for traveling from warm to cold biomes).
 
 
 
Caravans can be used to settle in different areas, attack pirate bands, and trade with other NPC (non-player character) colonies (giving you an increased profit since you're making the trip). By default, the maximum amount of colonies that a player can create and maintain at one time is set to 1. This limit can be increased to as high as 5 in the game's options. These colonies will exist simultaneously. The severity and type of events that occur will be based on the individual colony's wealth. So 200-man tribal raids shouldn't occur on your new settlement even though your old settlement might be very developed. If a settlement is abandoned the world tile becomes a [[Ruin]] and all items, structures, and resources are lost forever, and the player can never re-enter the area.
 
  
 
==History==
 
==History==
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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.
 +
 +
==Factions==
 +
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]
 +
{{Main|Factions}}
 +
 +
There are many different kinds of 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 colony and other factions.
 +
{{clear}}
  
 
==Menu==
 
==Menu==
The Menu is accessed by hitting the esc key or by hitting the corresponding tab at the bottom right of the page.
+
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 play through (Does not record the seed used to generate your world map)
+
*Review scenario - Displays the conditions of your current playthrough (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
Line 282: Line 293:
  
 
In a save with [[AI Storytellers#Permadeath Mode|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 play through
+
*Review scenario - Displays the conditions of your current playthrough
 
*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]]
+
 
 +
== Version History ==
 +
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.
 +
 
 +
[[Category:RimWorld game]]

Revision as of 15:01, 6 June 2021

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu

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)

Architect

The Architect menu is used to designate construction blueprints, give orders to colonists, and create new zones / areas

ArchitectMenu.png

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, nobles can only access research and firefighting whilst a settler can access all skills.

Example of work priorities and the different work types.

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. For tasks with the same priority, tasks on the left will be performed first.

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 Incapable Of 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 characters 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 allowed area.
    • If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.

Work types

Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.

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 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.

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.
Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.
  • Tend to patients with urgent needs. Priority: 110
  • Tend to patients. Priority: 100
  • Tend to self. Priority: 90
  • Feed patients. Priority: 80
  • Operate on humanlikes. Priority: 70
  • Rescue downed allies to bed. Priority: 60
  • Tend to animals. Priority: 50
  • Feed animals (patient animals only). Priority: 40
  • Operate on animals. Priority: 30
  • Take patients to bed for operations. Priority: 20
  • Visit sick people . Priority: 10
Medical Caring

Social (Visiting only)
Bed rest Colonists assigned to bed rest will rest in a bed to heal injuries. This is separate from a colonist's need to sleep to replenish rest. none none
Basic Colonists will complete tasks that are unskilled and easy to complete.

* Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.

none none
Warden Wardens feed prisoners, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.
  • Execute prisoners. Priority: 110
  • Release prisoners. Priority: 100
  • Take prisoners to bed. Priority: 90
  • Feed prisoners. Priority: 80
  • Deliver food to prisoners. Priority: 70
  • Chat with prisoners. Priority: 60
none none
Handle Handlers tame, train, feed, milk, shear and slaughter tamed animals. Handlers also rescue wounded animals.

Note: Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence.
  • Feed animals. Priority: 150
  • Slaughter animals. Priority: 100
  • Milk animals. Priority: 90
  • Shear animals. Priority: 85
  • Tame animals. Priority: 80
  • Train animals. Priority: 70
Animals Animals
Cook Cooks butcher animals, prepare meals, and brew beer.
  • Cook meals at stove. Priority: 100
  • Cook meals at campfire. Priority: 97
  • Butcher creatures. Priority: 90
  • Fill food hoppers. Priority: 50
  • Brew liquors. Priority: 30
Cooking Skilled labor
Hunt Hunters hunt animals 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). Shooting Violent
Construct Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with components.
  • Fix broken-down buildings. Priority: 120
  • Uninstall structures. Priority: 110
  • Build roofs. Priority: 100
  • Remove roofs. Priority: 90
  • Construct placed frames. Priority: 80
  • Deliver resources to frames. Priority: 70
  • Deliver resources to blueprints. Priority: 60
  • Deconstruct structures. Priority: 50
  • Repair damaged things. Priority: 40
  • Remove floors. Priority: 30
  • Smooth floors. Priority: 20
  • Smooth walls. Priority: 10
Construction Skilled labor
Grow Growers plant and harvest domestic crops.
  • Harvest crops. Priority: 100
  • Sow crops. Priority: 50
Plants Skilled labor
Mine Miners dig out marked sections of stone or minerals, as well as operating deep drills.
  • Mine. Priority: 100
  • Drill at deep drill. Priority: 50
Mining Skilled labor
Plant cut Plant cutters harvest food from wild plant and cut down marked plants. Plants Dumb labor
Smith Smiths create weapons at the smithing bench and the machining table Crafting Skilled labor
Tailor Tailors craft clothing at a tailor bench (electric / hand tailor bench). Crafting Skilled labor
Art Artists make sculptures at the sculptor's table. Artistic Artistic
Craft Craftsman do general low-skilled labor at work like stonecutting and smelting. Crafting Skilled labor

Intellectual (Synthesize only)
Haul Haulers do a number of things, including:
  • Rearm turrets. Priority: 150
  • Refuel fuelable buildings (Torch lamps, generators, Fueled stoves etc.). Priority: 140
  • Unload carriers. Priority: 130
  • Load caravan. Priority: 120
  • Load transporters. Priority: 110
  • Strip corpses. Priority: 100
  • Haul corpses. Priority: 90
  • Do cremation bills. Priority: 40
  • Do bills at campfire (such as burning drugs). Priority: 30
  • Take beer out of fermenting barrels. Priority: 20
  • Fill fermenting barrels. Priority: 19
  • Haul general things. Priority: 15
  • Deliver resources to frames. Priority: 10
  • Deliver resources to blueprints. Priority: 9
  • Merge things. Priority: 5
none Dumb labor
Clean Cleaners remove filth such as dirt, blood, and vomit, which would otherwise negatively affect the beauty of a room.
  • Clear snow. Priority: 10
  • Clean filth. Priority: 5
none Dumb labor
Research Intellectual Intellectual

Schedule

Example of the restrict menu showing schedule and allowed areas

The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day. Activities include: Anything, Work, Recreation, Meditation (Royalty only), and Sleep.

Also, each colonist is assigned to an 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.

Assign

Assign tab displaying all its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.

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.)
ReactUndraftedFlee.png Flee (default)
ReactUndraftedAttack.png Attack
ReactUndraftedIgnore.png Ignore
  • Outfits: Allows the player to manage 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.

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 +20 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.

  • Food restriction: Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.
  • Drugs: Allows the player to edit and set drug policies that can be applied to each colonist.

If a colonist has drug-related trait it is conveniently noted on the drug policy.

Animals

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.

  • A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.
  • 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 [Manage areas...] button at the top of the window opens another window to edit allowed areas.

Wildlife

The wildlife window lists all non-tamed animals on the map. Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it. The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator. There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.

Predator animals will hunt and eat vulnerable animals and colonists. Checking this menu often and killing any predators that arrive is a good way to keep the map safe.

Research

Example screenshot of the research menu with a few projects completed

The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project. Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the Royalty DLC is installed, techprint requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.

Quests

The quests menu has different tabs that can show available, active, and historical quests. Available quests can be accepted here, with most quests having a time limit before expiry. There is also the option to change reward preferences, which allows goodwill or honour to be blocked as a quest reward from each faction.

World

The World interface provides information about the planet that the player has settled on. By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.

Tabs

  • Planet tab - provides both the name of the planet as well as the seed used in world generation.
  • Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.

Caravans

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, trading, and attacking hostile outposts.

History

Graph

On the History screen, the graph tab shows a historical graph. There are three different graphs:

  • Wealth: This graph has lines depicting total wealth, item wealth, and building wealth.
  • Population: This graph shows the free population and prisoner population.
  • Colonist mood: This graph only displays the average mood of all of the colonists.

At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.

Messages

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.

Statistics

On the History screen, the Statistics tab contains information about the colony, including the current 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.

Factions

An example of the different factions with leaders in 1.1

There are many different kinds of 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 colony and other factions.

Menu

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:

  • Save - Saves the current game manually
  • Load game - Loads a previously saved game
  • Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)
  • Options - Provides graphics and sound settings for the game
  • Quit to main menu - Returns the user to the title page
  • Quit to OS - Quits the application

In a save with Permadeath enabled, the functions are as follows:

  • Review scenario - Displays the conditions of your current playthrough
  • 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 OS - Saves the current game manually, then quits the application

Version History

  • 0.10.785 - Outfit system added. Timetable system added.