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{{Stub|reason=Add Childcare work in the right place. Where is mech gestation in [[Work#Smith]]'s priority list. }}
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'''Work''' is the various tasks that a [[colonist]] can do to keep a colony running, and perform almost all non-combat related tasks. The Work Menu allows the player to 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]].
 
'''Work''' is the various tasks that a [[colonist]] can do to keep a colony running, and perform almost all non-combat related tasks. The Work Menu allows the player to 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]].
  
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== 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 important than tasks on the right.
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*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 1 (highest priority) to 4 (lowest priority). Blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.
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*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.
 
 
Regardless of mode, ''all'' available work of one priority will be done before the next priority. If Hauling is set to 1, then a colonist will haul every single object, even those halfway across the map, before doing the rest of their tasks. They have no regard for efficiency.
 
  
 
== 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 red (worst), to white, to bright yellow (best). Also, hovering over a skill box displays the colonist's skill level.  
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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.
 
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.
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== 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). Incapabilities are listed under ''"Incapable Of"'' in a pawn's Bio tab. Hovering the cursor over a listed incapability will show its source.  
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Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). Incapabilities are listed under <tt><b>Incapable Of</b></tt> in the character tab - mouse-hovering over the listed prohibition will show the source of the incapability. Pawns that are incapable of one or more of these activities will never, with a few exceptions, perform a task related to those work types. This is distinct from characters with a skill level 0 in a skill which still capable of performing the relevant task, they will just be ''extremely'' slow, ineffective and/or inefficient. Where an expection exists, pawns incapable of a task are treated as having level 0 in the relevant skill, even if they had a higher skill before becoming incapable. For example, an 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.  
Pawns will never perform a task related to their incapability, with a few exceptions. This is distinct from characters with a skill level of 0 in a [[skill]]. At level 0, a pawn is still capable of performing the task, they will just be ''extremely'' slow, ineffective, inefficient, and have an increased chance of failure. Where an exception exists, pawns incapable of a task are treated as having level 0 in the relevant skill, even if they had a higher skill before becoming incapable. For example, an exception is that characters who are incapable of plant work can still cut down trees - if it is ordered as construction work through the Architect>Orders menu.
 
  
What a pawn is incapable of is determined by their [[traits]], [[backstories]], [[title]] {{RoyaltyIcon}}, status as a [[slave]],{{IdeologyIcon}} or ideoligious [[role]] {{IdeologyIcon}}. Typically, incapabilities from multiple sources stack. Though rare, it is quite possible that, given a perfectly wrong combination of backstory limitations, a pawn may be so limited that they are incapable of practically everything. [[Slavery]]{{IdeologyIcon}} is unique in this regard, in that it removes all other incapabilities and replaces them with its own. See that page for details.
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What a pawn is incapable of is determined by their [[traits]], [[backstories]], [[title]] {{RoyaltyIcon}}, status as a [[slave]],{{IdeologyIcon}} or ideoligious [[role]]{{IdeologyIcon}}. Typically, incapabilities from multiple sources stack. Though rare, it is quite possible that, given a perfectly wrong combination of backstory limitations, a pawn may be so limited that they are incapable of practically everything. [[Slavery]]{{IdeologyIcon}} is unique in this regard, in that it removes all other incapabilities and replaces them with its own. See that page for details.
  
Occasionally, incapabilities have interactions with other mechanics, such as the limitation of traits; for example, a "non-violent" colonist will never have the [[brawler]] trait.
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Occasionally, incapabilities have interactions with other mechancics, such as the limitation of traits; for example, a "non-violent" colonist will never have the [[brawler]] trait.
  
 
A pawn can be "incapable of":
 
A pawn can be "incapable of":
{| class="wikitable mw-collapsible sortable"
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! Work type !! Effect
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{|width="750"
|-
 
! Animals
 
| Prohibits working with animals, including taming wild animals, training tamed animals and collecting materials such as wool from tame animals. Does not disable the ability to hunt wild animals, nor the animals skill which also governs hunting ability.
 
|-
 
! Artistic
 
 
|
 
|
|-
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* Animals
! Caring
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* Artistic
| Prohibits any medical tasks, including ''Doctoring'', ''Nursing'', and ''Surgery''; on humans or animals.
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* Caring<sup>1</sup>
|-
 
! Cleaning
 
 
|
 
|
|-
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* Cleaning
! Cooking  
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* Cooking
 +
* Crafting
 
|
 
|
|-
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* Dumb Labor<sup>2</sup>
! Crafting
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* Firefighting
|
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* Hauling<sup>3</sup>
|-
 
! Dumb Labor
 
| ''Hauling'', ''Rearming'', ''Refueling'', ''Loading'', ''Cremating'', and ''Cleaning''. Does not prevent a colonist from hauling as part of another job such as bringing construction materials to something they're building.
 
|-
 
! Firefighting
 
 
|
 
|
|-
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* Intellectual<sup>4</sup>
! Hauling
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* Mining
| ''Hauling'', ''Rearming'', ''Refueling'', ''Loading'', and ''Cremating''. Does not prevent a colonist from hauling as part of another job such as bringing construction materials to something they're building.
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* Plants<sup>5</sup>
|-
 
! Intellectual
 
| ''Research'', ''Drug Production'', ''Scanning'', ''Computer Hacking'', and so on.
 
|-
 
! Mining
 
 
|
 
|
|-
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* Skilled Labor<sup>6</sup>
! Plants
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* Social<sup>7</sup>
| ''Growing'', ''Sowing'', ''Harvesting'', and ''Plant Cutting'' (including cutting trees).
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* Violent<sup>8</sup>
|-
 
! Skilled Labor
 
| ''Brewer, Butcher, Cook, Constructor ''and'' Deconstructor, Miner, Grower, Harvester, Plant Cutter, Crafter, Smith, Tailor, Repairer, Driller, Fabricator, Machinist, Refiner, Smelter, Stonecutter,'' and ''Drug Production''.<!-- This is in not in-game order, which is listed rather randomly (and lists "Miner" twice).-->
 
|-
 
! Social
 
| ''Trading'' (including while on [[caravan]]s or at [[faction base]]s), ''Recruiting prisoners'', and all ''Wardening''.
 
|-
 
! Violent
 
| All ''Ranged'' and ''Melee'' combat, ''Hunting'', ''Wardening'', ''Slaughtering'', and ''Executing prisoners''.<br/>An incapable of Violent pawn cannot defend themself from attacks. This includes a prohibition against equipping even "non-damaging" weapons such as [[smoke launcher]]s or [[EMP grenades]], and weapons equipped only for their buffs, such as the [[eltex staff]] {{RoyaltyIcon}}. A "non-violent" colonist can still be [[draft]]ed, use [[Psycasts|psycasts]] {{RoyaltyIcon}}, and order combat [[mechanoid]]s as a [[mechanitor]]{{BiotechIcon}}. Pawns that are incapable of violence can provoke [[social fight]]s, but will not fight back during them. However, these pawns are capable of Extreme [[mental break]]s that murder animals or other colonists. These pawns are also incapable of slaughtering tamed animals, but are in fact able to euthanize animals and humans as a medical operation to achieve the same benefits of slaughtering.
 
 
|}
 
|}
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Notes:
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# '''Caring''' prohibits any medical tasks, including Doctoring, Nursing, and Surgery, on humans or animals.
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# '''Dumb Labor''' prohibits Hauling, Cleaning, Rearming, Refueling, Loading, and Cremating.
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# '''Hauling''' is identical to Dumb Labor, except ''allows'' Cleaning.
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# '''Intellectual''' prohibits Research, Drug Production, Scanning, Computer Hacking, etc.
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# '''Plants''' prohibits Growing, Sowing, Harvesting, and Plant Cutting (including cutting trees).
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# '''Social''' prohibits Trading - including while on [[caravan]]s or at [[faction base]]s, Recruiting prisoners, and all Wardening.
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# '''Skilled Labor''' prohibits a long list: Brewer, Butcher, Cook, Constructor ''and'' Deconstructor, Miner, Grower, Harvester, Plant Cutter, Crafter, Smith, Tailor, Repairer, Driller, Fabricator, Machinist, Refiner, Smelter, Stonecutter, and Apothecary (i.e. drug production).<!-- This is in not in-game order, which is listed rather randomly (and lists "Miner" twice).-->
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# '''(non-)Violent''' is exactly that, prohibiting all Ranged and Melee combat, as well as the Hunting, Warden, and Executing prisoners tasks. A pawn that is incapable of Violent cannot defend themself in any way, period. This includes a prohibition against equipping even "non-damaging" weapons such as [[smoke launcher]]s or [[EMP grenades]], or weapons equipped only for their buffs, such as the [[eltex staff]] {{RoyaltyIcon}}. A "non-violent" colonist can still be drafted, and can still use [[Psycasts|psycasts]] {{RoyaltyIcon}}.
 +
 +
Colonies with few colonists and most colonists incapable of Dumb Labor can be a problem because of [[Infection]]s. At some point, there must be a janitor in the colony.
  
 
== Prioritizing a task ==  
 
== Prioritizing a task ==  
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! Work type !! Description !! Relevant skill !! Category
 
! Work type !! Description !! Relevant skill !! Category
 
|- id="Firefight"
 
|- id="Firefight"
| '''Firefight''' || Firefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area. || none || none
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| '''Firefight''' || Firefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area || none || none
 
|- id="Patient"
 
|- 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
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| '''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"
 
|- 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.
 
| '''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.
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* Visit sick people . '''Priority:''' 10
 
* Visit sick people . '''Priority:''' 10
  
|| [[Skills#Medical|Medical]] || [[Traits|Caring]]<br/><br/>Social (Visiting only)
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|| [[Skills#Medical|Medical]] || [[Traits|Caring]] <br><br>Social (Visiting only)
 
|- id="Bed rest"
 
|- id="Bed rest"
| '''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
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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
 
|- id="Basic"
 
|- id="Basic"
 
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete.  
 
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete.  
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* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100
 
* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100
 
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50
 
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50
* Change dryad types.{{IdeologyIcon}} '''Priority:''' 30
 
* Extract skull.{{IdeologyIcon}} '''Priority:''' 20
 
 
 
&#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.''
 
&#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
 
|| none || none
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| '''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.
 
| '''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
 
* Execute prisoners. '''Priority:''' 110
* Emancipate slaves.{{IdeologyIcon}} '''Priority:''' 105
 
 
* Release prisoners. '''Priority:''' 100
 
* Release prisoners. '''Priority:''' 100
* Enslave prisoners.{{IdeologyIcon}} '''Priority:''' 95
 
 
* Take prisoners to bed. '''Priority:''' 90
 
* Take prisoners to bed. '''Priority:''' 90
 
* Feed prisoners. '''Priority:''' 80
 
* Feed prisoners. '''Priority:''' 80
* Imprison slaves.{{IdeologyIcon}} '''Priority:''' 75
 
* Convert prisoners.{{IdeologyIcon}} '''Priority:''' 72
 
 
* Deliver food to prisoners. '''Priority:''' 70
 
* Deliver food to prisoners. '''Priority:''' 70
* Suppress slaves.{{IdeologyIcon}} '''Priority:''' 65
 
 
* Chat with prisoners. '''Priority:''' 60
 
* Chat with prisoners. '''Priority:''' 60
 
|| [[Skills#Social|Social]] || none
 
|| [[Skills#Social|Social]] || none
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| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]].  
 
| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]].  
  
* Cook meals at [[stove]]. '''Priority:''' 100
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* Cook meals at stove. '''Priority:''' 100
 
* Cook meals at [[campfire]]. '''Priority:''' 97
 
* Cook meals at [[campfire]]. '''Priority:''' 97
 
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90
 
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90
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* Harvest crops. '''Priority:''' 100
 
* Harvest crops. '''Priority:''' 100
* Plant seeds. '''Priority:''' 80
 
 
* Replant trees. '''Priority:''' 60
 
* Replant trees. '''Priority:''' 60
 
* Sow crops. '''Priority:''' 50
 
* Sow crops. '''Priority:''' 50
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* Extract trees. '''Priority:''' 110
 
* Extract trees. '''Priority:''' 110
* Prune Gauranlen trees.{{IdeologyIcon}} '''Priority:''' 25
 
 
* Cut plants. '''Priority:''' none
 
* Cut plants. '''Priority:''' none
 
|| [[Skills#Plants|Plants]] || Dumb labor
 
|| [[Skills#Plants|Plants]] || Dumb labor
 
|- id="Smith"
 
|- id="Smith"
| '''Smith''' || Create weapons and tools from raw materials, either as a [[smithing bench|blacksmith]] or by [[machining table|machining]]. Also repair mechanoids, if the colonist is a [[mechanitor]].{{BiotechIcon}}
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| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]]  
  
 
* Make weapons (at [[smithy]]). '''Priority:''' 115
 
* Make weapons (at [[smithy]]). '''Priority:''' 115
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| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor
 
| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor
 
|- id="Art"
 
|- id="Art"
| '''Art''' || Artists make [[sculptures]] at the [[art bench]]. || [[Skills#Artistic|Artistic]] || Artistic
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| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic
 
|- id="Craft"
 
|- id="Craft"
 
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].  
 
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].  
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* [[Skills#Crafting|Crafting]]  
 
* [[Skills#Crafting|Crafting]]  
 
* [[Skills#Cooking|Cooking]] ([[Drug Cooking Speed|Drug Cooking]] only)
 
* [[Skills#Cooking|Cooking]] ([[Drug Cooking Speed|Drug Cooking]] only)
* [[Skills#Intellectual|Intellectual]] ([[Drug Synthesis Speed|Drug Synthesis]] only)
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* [[Skills#Intelligence|Intelligence]] ([[Drug Synthesis Speed|Drug Synthesis]] only)
 
* None (Stone Cutting and Smelting only)  
 
* None (Stone Cutting and Smelting only)  
|| Skilled labor<br/><br/>Intellectual (Drug Synthesis only)
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|| Skilled labor<br><Br>Intellectual (Drug Synthesis only)
 
|- id="Haul"
 
|- id="Haul"
 
| '''Haul''' ||  
 
| '''Haul''' ||  
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* Load [[caravan]]. '''Priority:''' 120
 
* Load [[caravan]]. '''Priority:''' 120
 
* Load [[transport pod|transporters]]. '''Priority:''' 110
 
* Load [[transport pod|transporters]]. '''Priority:''' 110
* Carry to biosculpter pod.{{IdeologyIcon}} '''Priority:''' 109
 
 
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100
 
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100
 
* Haul corpses. '''Priority:''' 90
 
* Haul corpses. '''Priority:''' 90
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|}
 
|}
  
== Version history ==
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=== Tips ===
* [[Version/1.3.3066|1.3.3066]] - Guests with "AllWork" disabled will no longer opportunistically haul.
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* [[Version/1.4.3563|1.4.3563]] - Fix: "Tend to self" emergency work giver appears below non-emergency work giver on UI.
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{{stub|section=1}}
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Consider rising priorities of ''Firefight'' during relevant [[Raid]]s as quite important...
 +
Consider lowering priorities of ''Firefight'' during [[Rain]] and [[Rainy thunderstorm]] as not so important...
  
 
[[Category: RimWorld game]]
 
[[Category: RimWorld game]]

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