Orders are used to designate actions upon objects, which are carried out by colonists.
The construction skill has a significant effect on the speed of deconstructing an object. Deconstruction will increase Construction skill.
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 work type, deconstruction is given a lower priority within the task, and therefore takes place after all construction has been completed.
The mine order designates areas of stone, ore, or compacted machinery to be mined out. Colonists or slaves assigned to Mining will mine then mine the designated area, or can manually instructed to mine specific tiles. Mining these resources will yield an amount of resources or stone chunk at a rate dependent on what is mined and the Mining Yield stat of the colonist.
Colonists can only mine tiles directly adjacent to their current tile and in four cardinal directions. They cannot not diagonally.
The Smooth order designates natural stone surfaces to be smoothed, be they natural stone walls, rough stone, or rough-hewn stone. Area beauty will be affected by unsmoothed walls, which in turn affects colonist mood while in the area. If you are building an underground area that colonists will visit often/spend long periods of time in, smoothing the walls will keep their mood from going down.
The "haul things" order marks chunks and other items to be hauled to stockpile zone. Most other items are automatically "haulable" so long as they are not forbidden. For any item, you may have to allow the item or set a valid stockpile zone for it to be hauled.
This order is carried out by colonists assigned to haul in the work menu.
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.
Harvest 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.
There are two variations:
- 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.
Hunt is an order used to mark wild animals to be automatically hunted and killed by hunters. Once a hunter's target is downed, they will finish it off at point-blank range by cutting its throat. If a properly configured stockpile zone is present and has room, the hunter will then haul the corpse back before resuming hunting. These corpses can then be butchered by cooks to yield meat and leather, with type and quantity of both depending on the animal hunted.
Animals can be marked for hunting in the Wildlife menu. Multiple animals can be selected clicking and dragging the mouse down the "Mark animals for Hunting" 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 there. If an animal is injured or downed, it will be highlighted as such. Such animals may be 'finished off' for easy meat.
Some animals have a chance to "revenge" when harmed, that is turn manhunter and attack any nearby humans. Each time an animal is injured, a check whether the animal will turn manhunter is performed. Some herd animals will also turn any nearby wild members of their species manhunter when they do, causing them all to attack togther. When marking an animal for hunting with a chance to turn manhunter, a warning will be displayed.
Hunters are coded to shoot marked animals from a maximum distance to minimize the risk of injury should the target turn manhunter. However, animals will flee from nearby gunshots and may inadvertently move closer to the hunter. Weapons with a long range and high damage per shot are the safest for hunting weapons, such as the greatbow and bolt-action rifle, while short-range weapons, low damage weapons and weapons that predominantly get their DPS from low-damage but high rates of fire, such as the machine pistol are poor choices. The hunting stealth of the hunter directly scales the chance of manhunting.
Marks a tamed animal to be slaughtered; done by handlers in the field where the animal stands. The amount of meat and leather gained from a slaughtered animal is 150% that of an animal killed in a fight.
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.
Plans can only be placed inside the buildable area of the map, shown by a white border. An error (Too close to map edge.) will appear while attempting to place plans outside.
A planning designation will automatically be removed once something (like a wall) is built on top of it.
Does the opposite of the plan order, in that it removes plans you've laid out.
- Beta 19 - 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 could be triggered again. Traps were rearmed by haulers.