Difference between revisions of "Work"

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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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By default, the Work tab can be opened with {{key|F1}}.{{PCIcon}}
 
[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]
 
[[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.
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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 important 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.
 
*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.
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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. 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.  
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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.  
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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). 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.  
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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 a pawn's Bio tab. Hovering the cursor over a listed incapability will show its source.  
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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.
 
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 mechancics, 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 mechanics, 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":
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# '''Social''' prohibits Trading - including while on [[caravan]]s or at [[faction base]]s, Recruiting prisoners, and all Wardening.
 
# '''Social''' prohibits Trading - including while on [[caravan]]s or at [[faction base]]s, Recruiting prisoners, and all Wardening.
 
# '''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).-->
 
# '''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).-->
# '''(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}}.
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# '''(non-)Violent''' prohibits all Ranged and Melee combat, Hunting, Wardening, and Executing prisoners. 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 in fact capable of Extreme [[mental break]]s that murder animals or other colonists.
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Colonies with few colonists, with most 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
 
| '''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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|| [[Skills#Plants|Plants]] || Dumb labor
 
|| [[Skills#Plants|Plants]] || Dumb labor
 
|- id="Smith"
 
|- id="Smith"
| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]]  
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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 [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic
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| '''Art''' || Artists make [[sculptures]] at the [[art bench]]. || [[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#Intellectual|Intellectual]] || Intellectual
 
|| [[Skills#Intellectual|Intellectual]] || Intellectual
 
|}
 
|}
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[[Category: RimWorld game]]
 
[[Category: RimWorld game]]

Revision as of 17:53, 24 May 2023

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

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

By default, the Work tab can be opened with F1.Content exclusively from the PC Edition

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 important 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.

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

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). Incapabilities are listed under Incapable Of in a pawn's Bio tab. Hovering the cursor over a listed incapability will show its source. 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 Content added by the Royalty DLC, status as a slave,Content added by the Ideology DLC or ideoligious roleContent added by the Ideology DLC. 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. SlaveryContent added by the Ideology DLC 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.

A pawn can be "incapable of":

  • Animals
  • Artistic
  • Caring1
  • Cleaning
  • Cooking
  • Crafting
  • Dumb Labor2
  • Firefighting
  • Hauling3
  • Intellectual4
  • Mining
  • Plants5
  • Skilled Labor6
  • Social7
  • Violent8

Notes:

  1. Caring prohibits any medical tasks, including Doctoring, Nursing, and Surgery, on humans or animals.
  2. Dumb Labor prohibits Hauling, Cleaning, Rearming, Refueling, Loading, and Cremating.
  3. Hauling is identical to Dumb Labor, except allows Cleaning.
  4. Intellectual prohibits Research, Drug Production, Scanning, Computer Hacking, etc.
  5. Plants prohibits Growing, Sowing, Harvesting, and Plant Cutting (including cutting trees).
  6. Social prohibits Trading - including while on caravans or at faction bases, Recruiting prisoners, and all Wardening.
  7. 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).
  8. (non-)Violent prohibits all Ranged and Melee combat, Hunting, Wardening, and Executing prisoners. An incapable of Violent pawn cannot defend themself from attacks. This includes a prohibition against equipping even "non-damaging" weapons such as smoke launchers or EMP grenades, and weapons equipped only for their buffs, such as the eltex staff Content added by the Royalty DLC. A "non-violent" colonist can still be drafted, use psycasts Content added by the Royalty DLC, and order combat mechanoids as a mechanitorContent added by the Biotech DLC. Pawns that are incapable of violence can provoke social fights, but will not fight back during them. However, these pawns are in fact capable of Extreme mental breaks that murder animals or other colonists.

Colonies with few colonists, with most incapable of Dumb Labor, can be a problem because of infections. At some point, there must be a janitor in the colony.

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
Social 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.
  • Take roaming animals to pen. Priority: 160
  • Feed sick animals. Priority: 150 (animal patients - sick or injured animals resting in an animal bed or sleeping spot designated as medical)
  • Take to pen. Priority: 130 (presumably this one is for moving animals from a hitching spot to a pen)
  • Slaughter animals. Priority: 100
  • Release to wild. Priority: 100
  • Milk animals. Priority: 90
  • Shear animals. Priority: 85
  • Tame animals. Priority: 80
  • Train animals. Priority: 70
  • Rebalance animals in pens. Priority: 60
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 and Animals 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
  • Replant trees. Priority: 60
  • 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.
  • Extract trees. Priority: 110
  • Cut plants. Priority: none
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 art bench. Artistic Artistic
Craft Craftsman do general low-skilled labor at work like stonecutting and smelting. Skilled labor

Intellectual (Drug Synthesis 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
  • Empty egg boxes. Priority: 20
  • 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