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== Architect == | == Architect == | ||
{{Main|Architect}} | {{Main|Architect}} | ||
− | The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]] | + | 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]] | [[File:ArchitectMenu.png|frameless|none]] | ||
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For a full breakdown of work types, the work menu, and the options available, see the [[Work]] page. | For a full breakdown of work types, the work menu, and the options available, see the [[Work]] page. | ||
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+ | == Area == | ||
+ | The player has 3 starting areas, one of them being the regular area called "Area 1". The player can add more and/or rename their respective areas(e.g. a Bedroom zone should be named "Bedroom"). | ||
== Schedule == | == Schedule == | ||
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]] | [[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]] | ||
− | The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day. | + | The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day. |
==== Anything ==== | ==== Anything ==== | ||
− | The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] | + | The pawn will attempt to [[work]] per their priorities, unless their [[needs|need]] to [[Recreation|recreate]], [[Saturation|eat]], or [[rest]] fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested. |
− | + | Colonists won't immediately stop research work with 2nd priority to patient themselves at 1st priority, but players can force colonists to stop any task using [[draft]] and undraft. | |
==== Work ==== | ==== Work ==== | ||
− | The pawn will attempt to | + | The pawn will attempt to work per their priorities, regardless of their needs except the need to eat. If a pawn is already asleep when this scheduled activity begins, they will wake up to work. Note that if a pawn's rest need reaches zero, they will fall asleep regardless of their schedule. |
==== Recreation ==== | ==== Recreation ==== | ||
− | The pawn will attempt to | + | The pawn will attempt to recreate, unless either they have filled their recreation need to 95% - at which point they will attempt to work, or until their needs to eat or rest fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested. |
==== Sleep ==== | ==== Sleep ==== | ||
− | The pawn will attempt to | + | The pawn will attempt to sleep until either they have filled their rest need to 75% at which point they will attempt to work, or until their needs to eat falls below a certain threshold, at which point they will instead attempt to eat. |
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==== Meditate ==== | ==== Meditate ==== | ||
{{Royalty|section=1}} | {{Royalty|section=1}} | ||
− | The pawn will attempt to | + | The pawn will attempt to meditate, preferring to meditate at their assigned [[meditation spot]] {{RoyaltyIcon}} or assigning an unassigned spot to themselves. They will continue to do this until their need to eat or rest fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. Meditation counts as Solitary type recreation, and thus they will not need to recreate during. If a pawn is already asleep when this scheduled activity begins, they will wake up to meditate. Note that if a pawn's rest need reaches zero, they will fall asleep regardless of their schedule. All pawns can meditate, not just [[psycast]]ers {{RoyaltyIcon}}, and psycaster pawns will not stop a scheduled meditation even when they have met or exceeded their target [[psyfocus]] {{RoyaltyIcon}} level. Meditation will continue to fill the level up its maximum of 100%, even if the target is set lower. |
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{| class=wikitable sortable style="text-align: center; | {| class=wikitable sortable style="text-align: center; | ||
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|- | |- | ||
! [[File:Schedule Meditate.png]] | ! [[File:Schedule Meditate.png]] | ||
− | | | + | | 16% || Always Meditate || Yes || - |
|- | |- | ||
! [[File:Schedule Sleep.png]] | ! [[File:Schedule Sleep.png]] | ||
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|} | |} | ||
− | + | Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled. | |
− | + | In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 pm), and the rest of the time at night as anything. The "anything time" minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the "night owl at day" debuff and maximize the "night owl at night" buff. | |
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− | Psycasters{{RoyaltyIcon}} can have hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the "night owl at day" debuff and maximize the "night owl at night" buff. | ||
=== Allowed area === | === Allowed area === | ||
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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, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone. | 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, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone. | ||
− | In [[Events#Toxic_fallout|toxic fallout events]], players can restrict the allowed area of colonists to rooms with a [[roof]] overhead to prevent [[Ailments#Toxic_buildup|toxic buildup]]. | + | ==== Tips ==== |
− | * Consider scheduling sleep during the [[day]] (11h-18h) for colonists with [[Night owl]] | + | |
− | * Use [[temporary allowed area|temporary allowed area(s)]] | + | {{stub|section=1}} |
+ | |||
+ | * In [[Events#Toxic_fallout|toxic fallout events]], players can restrict the allowed area of colonists to rooms with a [[roof]] overhead to prevent [[Ailments#Toxic_buildup|toxic buildup]]. | ||
+ | * Consider scheduling sleep during the [[day]] (11h-18h) for colonists with [[Traits#Night_owl|"Night owl" trait]] | ||
+ | * Use [[temporary allowed area|temporary allowed area(s)]] | ||
== Assign == | == Assign == | ||
− | {{Stub|section=1|reason=All of these sections are | + | {{Stub|section=1|reason=All of these sections are light on detail of how the mechanics work}} |
{{Image wanted|section=1|reason=Updated main image, images of the submenus}} | {{Image wanted|section=1|reason=Updated main image, images of the submenus}} | ||
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]] | [[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]] | ||
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=== Threat response === | === Threat response === | ||
− | + | Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.) | |
− | Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane. | ||
{| style="margin-left: 19px;" | {| style="margin-left: 19px;" | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
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|- style="height: 23px;" | |- style="height: 23px;" | ||
|[[File:ReactUndraftedIgnore.png|16px]] || style="vertical-align: bottom; padding-left: .5em;" | Ignore | |[[File:ReactUndraftedIgnore.png|16px]] || style="vertical-align: bottom; padding-left: .5em;" | Ignore | ||
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=== Outfits === | === Outfits === | ||
− | Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don the best apparel possible | + | Allows the player to manage [[Clothing|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 | + | If the player orders a colonist to wear a piece of apparel, the colonist will never remove it until the manual assignment is cleared, the apparel runs out of HP, or the colonist is forced to wear a different apparel on the same body part. In the Gear tab on the pawn inspect pane, 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: | There are several default outfits as follows: | ||
:* '''Anything:''' Allows literally any apparel, included [[tainted]] apparel. | :* '''Anything:''' Allows literally any apparel, included [[tainted]] apparel. | ||
− | :* '''Nudist:''' Allows only untainted headgear and [[utility]] items. A [[nudist]] does not consider those items to be clothing and will still get the appropriate +20 mood buff. | + | :* '''Nudist:''' Allows only untainted headgear and [[utility]] items. A [[Traits#Nudist|nudist]] does not consider those items 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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=== Food restriction === | === Food restriction === | ||
− | {{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? | + | {{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too?}} |
− | + | Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist. Food can be restricted generally, such as disallowing rotting food, raw food, food with [[human meat]], or food with [[insect meat]]. Specific types of food and meals can also be restricted, such as allowing only [[nutrient paste meal]]s. | |
− | + | Pawns will prefer the best meals they have access to and are allowed. Unless restricted, they will automatically seek out a [[fine meal]] if no [[lavish meal]]s are available, and then a [[simple meal]] if no fine meals are available, and so on. A pawn forbidden from consuming all food except lavish meals will starve until lavish meals are available. Pawns with the [[traits#cannibal|Cannibal trait]] will preferentially eat human [[corpses]], human [[raw meat]], or meals cooked with human meat. | |
There are several default food restrictions as follows: | There are several default food restrictions as follows: | ||
:* '''Lavish:''' All food types allowed. | :* '''Lavish:''' All food types allowed. | ||
:* '''Fine:''' All food types except lavish meals, [[carnivore lavish meal]]s, and [[vegetarian lavish meal]]s allowed. | :* '''Fine:''' All food types except lavish meals, [[carnivore lavish meal]]s, and [[vegetarian lavish meal]]s allowed. | ||
− | :* '''Simple:''' All food types except | + | :* '''Simple:''' All food types except packaged survival meals, fine meals, [[carnivore fine meal]]s, vegetarian fine meals, lavish meals, carnivore lavish meals, and vegetarian lavish meals allowed. |
:* '''Paste:''' All meals disallowed except nutrient paste meals. All other food types allowed. | :* '''Paste:''' All meals disallowed except nutrient paste meals. All other food types allowed. | ||
− | :* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], and all meals disallowed. All other food types allowed | + | :* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], and all meals disallowed. All other food types allowed. |
:* '''Nothing:''' All food types disallowed. | :* '''Nothing:''' All food types disallowed. | ||
− | :* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore lavish meals, pemmican, and [[kibble]], as well as | + | :* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore lavish meals, pemmican, and [[kibble]], as well as food with appetizing meat, human meat, or insect meat disallowed. All other food types allowed. |
− | :* '''Carnivore:''' | + | :* '''Carnivore:''' ? |
− | :* '''Cannibal:''' | + | :* '''Cannibal:''' ? |
:* '''Insect meat:''' ? | :* '''Insect meat:''' ? | ||
− | The player may modify these | + | The player may modify these restrictions or create their own. |
=== Drug policies === | === Drug policies === | ||
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Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. | Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. | ||
− | Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will | + | Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will and pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having "Take drugs for recreation" enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy. |
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− | + | Pawns can also be told to keep a certain number of doses for each individual drug type. | |
There are several default drug policies as follows: | There are several default drug policies as follows: | ||
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The player may modify these policies or create their own. | The player may modify these policies or create their own. | ||
− | === | + | === Medicine === |
− | + | After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-3. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield. | |
==Animals== | ==Animals== | ||
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* [[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 zone option is not available for farm animals, only displaying which pen an animal is in. | * [[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 zone option is not available for farm animals, only displaying which pen an animal is in. | ||
* 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. | ||
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{{clear}} | {{clear}} | ||
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* [[Events#Meteorite|Meteorite]]: material | * [[Events#Meteorite|Meteorite]]: material | ||
* Everyone is dead or gone. This story is over. Perhaps someone else will a use for the ruins of this place. | * Everyone is dead or gone. This story is over. Perhaps someone else will a use for the ruins of this place. | ||
− | * Gift from ... | + | * [[Gift]] from ... |
− | * Colonist kidnapped | + | * Colonist [[kidnapped]] |
* [[Mad animal]] | * [[Mad animal]] | ||
* [[Events#Man in black|Man in black]] | * [[Events#Man in black|Man in black]] | ||
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* [[Bill]] complete ([[Campfire]]) | * [[Bill]] complete ([[Campfire]]) | ||
* [[Colonist]]s [[Construct Success Chance|failed]] while [[Work#Construct|constructing]] a simple wooden bench. Some resources have been wasted | * [[Colonist]]s [[Construct Success Chance|failed]] while [[Work#Construct|constructing]] a simple wooden bench. Some resources have been wasted | ||
− | * Colonist is fully healed | + | * Colonist is fully [[healed]] |
* Colonist is no longer inspired | * Colonist is no longer inspired | ||
* Colonist is no longer having a [[Mental_break#Tantrum|Tantrum]] | * Colonist is no longer having a [[Mental_break#Tantrum|Tantrum]] | ||
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* [[Food]] has [[Deterioration|deteriorated]] in storage | * [[Food]] has [[Deterioration|deteriorated]] in storage | ||
* [[Rice plant]] died because of cold | * [[Rice plant]] died because of cold | ||
− | * [[ | + | * [[Relation]]s with ... have changed from 0 to 1 ([[Trade]]d) |
* [[Spring]] has begun | * [[Spring]] has begun | ||
* The [[Trade#By_physical_presence|trade caravan]] from ... is leaving | * The [[Trade#By_physical_presence|trade caravan]] from ... is leaving | ||
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* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added. | * [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added. | ||
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore. | * [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore. | ||
− | * Beta 19/1.0 - New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals | + | * Beta 19/1.0 - New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals. |
* [[Version/1.3.3066|1.3.3066]] - Wildlife tab refinements | * [[Version/1.3.3066|1.3.3066]] - Wildlife tab refinements | ||
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[[Category:RimWorld game]] | [[Category:RimWorld game]] |