Most orders are used to designate actions upon objects to be carried out by colonists.
Orders your colonists to take apart the highlighted structures or furniture. In most cases, deconstructing a building will give a refund of 50% of the build cost of the item, rounded up. This can be useful when resources are desperately needed or structures are no longer required. Existing ruins can be deconstructed for free building materials.
While it is under the Construction task, Deconstruction takes place after all normal construction has been completed.
This order designates areas of stone or metals to be mined out. This can generate up to 40 pieces of a certain resource, depending on which ore is mined and the Mining Yield stat of the colonist. (e.g. gold). Mining regular rocks sometimes yields stone chunks, which can be made into stone blocks by a crafter at a stonecutter's table.
This order is carried out by colonists assigned to haul in the work menu. Haulers will always haul the closest marked debris.
Haulers will take the max amount they can carry, and if the target stockpile cell can't hold it all, they will drop the extra nearby.
Pawns with injuries to their arms or spine suffer reduced manipulation and will not be able to carry as much. The amount is listed as the pawn's 'carrying capacity' stat.
Orders your colonists to take cut and remove plants. This will harvest any resources possible from the plant before destroying it. It is possible to click and drag this tool to order your colonists to remove plants from a large area. This tool can also be used to remove trees that are not fully grown and therefore are not able to be selected with the "chop wood" order. Trees that are not fully mature and are cut down using this tool will not yield the full amount of logs.
Marks plants to be harvested by colonists assigned to Plant cut. Characters assigned to Grow also harvest but with the intention of clearing the area to plant new crops. Harvesting of plants provides edibles such as agave, berries, rice, potatoes, corn, haygrass, and processable herbs like smokeleaf, psychoid leaves, hops, healroot and devilstrand. Plants that haven't borne produce will be destroyed in the process.
This should not be confused with the term "Harvest" that is also a term used in medical operations, meaning to remove a body organ from a donor, usually with intent to transplant the organ to another patient or sell for profit. Harvestable organs in-game include: heart, lungs, kidney and livers.
Unskilled or injured characters can fail at harvesting, destroying the harvest.
- Click Chop Wood then click one or more trees individually.
- Click Chop Wood then click and drag to select multiple trees.
Trees marked in this way are marked with yellow shears.
Trees, even if they have not achieved 40% growth, can be harvested by using Cut Plant instead of Chop Wood. Trees marked in this way are marked with a yellow machete.
Trees bear an amount of wood based on their growth.
Only colonists assigned the plant cutting job will chop down trees. A colonist may be directly ordered to chop down a marked tree. Select a colonist assigned to plant cutting, right-click a marked tree, click Prioritize cutting. The time it takes a colonist to chop down a tree it determined by their Plant Work Speed.
Hunters only hunt when equipped with a ranged weapon. Hunters are coded to shoot marked animals from a considerable distance to minimize the risk of injury should it try to revenge by turning manhunter. You can select several animals for hunting by opening the Wildlife tab and dragging the mouse over the appropriate animals in the Mark animals column. This tab also shows the revenge chance for each animal, and has a special icon for predators. All wild animals on the current map are shown here, and if an animal is injured or downed it will be highlighted as such. It can be an easy way to get risk-free kills of predators that have been badly injured.
Once a hunter's target is downed, they will finish it off at point-blank range by cutting its throat.
As of Alpha 14 (July 15th, 2016), projectiles fired by hunting colonists no longer intercept random targets.
Marks a tamed animal to be slaughtered; done by handlers. The amount of meat and leather gained from a slaughtered animal is 150% from other corpses, and it does not cause any meat loss from missing parts
Marks a wild animal for an animal handler to try taming it.
Marks a movable object to uninstalled and boxed, usually so that it can be reinstalled in a new location. Boxed objects can be sold to traders.
Used to claim neutral structures for the colony, including ancient shrines, existing ruins, abandoned siege camps or destroyed faction bases. Claiming structures other than ones built by the player will automatically add them to your home area. Colonists will repair, maintain and extinguish fires in a claimed area or structure. This can be removed from the Architect menu.
Strip apparel from corpses and the wounded. Click Strip from the Orders menu and click any number of pawns to designate stripping.
Stripping can be done by reverse designation. Select one or more pawns and click the strip icon to mark them for stripping.
Stripping can also be done by prioritizing a colonist. Select a colonist, right-click the target pawn, and click Strip.
- Clothing stripped from corpses is considered tainted and is noted with a T. Vendors will not buy tainted clothing.
- Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it, unless they have the bloodlust trait. See Thoughts.
Place planning designations. These don't do anything except help you plan future expansions.
Does the opposite of the plan order, in that it removes plans you've laid out.
- ? - Rearm trap order removed, as traps are now destroyed when used and replaced by a blueprint. Previously it involved rearming a sprung trap so it can be triggered again. Traps were rearmed by haulers.