Difference between revisions of "Work"
(→Work types: Updated the work list to reflect the work tab in the 1.5 release. Some tasks require further explanation regarding exactly what they entail. Execute prisoners and Carry to growth vat are duplicated in the lists in the current work tab (a) |
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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. | + | * '''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 | + | * '''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. |
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. | 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). | + | 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 | + | 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. | 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 mechanics, such as the limitation of traits; for example, a "non-violent" colonist will never have the [[brawler]] trait. | 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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! Work type !! Effect | ! Work type !! Effect | ||
|- | |- | ||
− | ! Animals | + | ! 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 | + | ! Artistic |
| | | | ||
|- | |- | ||
− | ! Caring | + | ! Caring |
| Prohibits any medical tasks, including ''Doctoring'', ''Nursing'', and ''Surgery''; on humans or animals. | | Prohibits any medical tasks, including ''Doctoring'', ''Nursing'', and ''Surgery''; on humans or animals. | ||
|- | |- | ||
− | ! Cleaning | + | ! Cleaning |
| | | | ||
|- | |- | ||
− | ! Cooking | + | ! Cooking |
| | | | ||
|- | |- | ||
− | ! Crafting | + | ! Crafting |
| | | | ||
|- | |- | ||
− | ! Dumb Labor | + | ! Dumb Labor |
− | | ''Hauling'', ''Rearming'', ''Refueling'', ''Loading'', ''Cremating'', and ''Cleaning''. | + | | ''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 | + | ! Firefighting |
| | | | ||
|- | |- | ||
! Hauling | ! Hauling | ||
− | | ''Hauling'', ''Rearming'', ''Refueling'', ''Loading'', and ''Cremating''. | + | | ''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. |
|- | |- | ||
! Intellectual | ! Intellectual | ||
| ''Research'', ''Drug Production'', ''Scanning'', ''Computer Hacking'', and so on. | | ''Research'', ''Drug Production'', ''Scanning'', ''Computer Hacking'', and so on. | ||
|- | |- | ||
− | ! Mining | + | ! Mining |
| | | | ||
|- | |- | ||
− | ! Plants | + | ! Plants |
| ''Growing'', ''Sowing'', ''Harvesting'', and ''Plant Cutting'' (including cutting trees). | | ''Growing'', ''Sowing'', ''Harvesting'', and ''Plant Cutting'' (including cutting trees). | ||
|- | |- | ||
− | ! Skilled Labor | + | ! 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).--> | | ''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 | + | ! Social |
| ''Trading'' (including while on [[caravan]]s or at [[faction base]]s), ''Recruiting prisoners'', and all ''Wardening''. | | ''Trading'' (including while on [[caravan]]s or at [[faction base]]s), ''Recruiting prisoners'', and all ''Wardening''. | ||
|- | |- | ||
− | ! Violent | + | ! 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. | + | | 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}} (except neural heat dump, berserk, flashstorm, berserk pulse, and neuroquake), 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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== Work types == | == Work types == | ||
− | Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks | + | Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks higher on the list will be prioritized over tasks lower on the list in the same work-type. |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
! Work type !! Description !! Relevant skill !! Category | ! Work type !! Description !! Relevant skill !! Category | ||
|- id="Firefight" | |- id="Firefight" | ||
− | | '''Firefight''' || Firefighters extinguish fires in the home area. | + | | '''Firefight''' || Firefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area. || none || Firefighting |
|- 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 |
|- 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. | ||
− | * Tend to patients with urgent needs. | + | * Tend to patients with urgent needs. |
− | * Tend to patients. | + | * Tend to patients. |
− | * Tend to self. | + | * Tend to self (emergency). |
− | * Feed patients. | + | * Tend to entities.{{AnomalyIcon}} |
− | * [[Surgery|Operate]] on humanlikes. | + | * Tend to self. |
− | * Rescue downed allies to bed. | + | * Feed patients. |
− | * Tend to animals. | + | * [[Surgery|Operate]] on humanlikes. |
− | * Feed animals (patient animals only). | + | * Administer hemogen.{{BiotechIcon}} |
− | * Operate on animals. | + | * Rescue downed allies to bed. |
− | * Take patients to bed for operations. | + | * Tend to animals. |
− | * Visit sick people . | + | * Feed animals (patient animals only). |
+ | * Operate on animals. | ||
+ | * Take patients to bed for operations. | ||
+ | * Visit sick people . | ||
+ | * Extract bioferrite from entities.{{AnomalyIcon}} | ||
− | || [[Skills#Medical|Medical]] || [[Traits|Caring]] <br><br>Social (Visiting only) | + | || [[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]]. | + | | '''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="Childcare" | ||
+ | | '''Childcare'''{{BiotechIcon}} || Care for a baby or child of the colony. | ||
+ | * Teach child. | ||
+ | * Bring babies to safe temperature. | ||
+ | * Breastfeed babies. | ||
+ | * Play with babies. | ||
+ | * Feed babies. | ||
+ | * Carry to mother. | ||
+ | || [[Skills#Social|Social]] || Caring <br/><br/> Social | ||
+ | |||
|- 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. | ||
− | * Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. | + | * Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. |
− | * Release [[Prisoner#Release|prisoners]]. | + | * Release [[Prisoner#Release|prisoners]]. |
− | * Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. | + | * Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. |
+ | * Change dryad types.{{IdeologyIcon}} | ||
+ | * Extract skull.{{IdeologyIcon}} | ||
+ | |||
* ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.'' | * ''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 | ||
|- id="Warden" | |- id="Warden" | ||
| '''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. | + | * Interrogate identity{{AnomalyIcon}} |
− | * Release prisoners. | + | * Execute entities.{{AnomalyIcon}} |
− | * Take prisoners to bed. | + | * Execute prisoners. |
− | * Feed prisoners. | + | * Execute guilty colonists.{{IdeologyIcon}} |
− | * Deliver food to prisoners. | + | * Execute prisoners. |
− | * Chat with prisoners. | + | * Emancipate slaves.{{IdeologyIcon}} |
+ | * Release prisoners. | ||
+ | * Enslave prisoners.{{IdeologyIcon}} | ||
+ | * Suppress entity activity.{{AnomalyIcon}} | ||
+ | * Take prisoners to bed. | ||
+ | * Feed prisoners. | ||
+ | * Imprison slaves.{{IdeologyIcon}} | ||
+ | * Convert prisoners.{{IdeologyIcon}} | ||
+ | * Deliver hemogen to prisoners.{{BiotechIcon}} | ||
+ | * Deliver food to prisoners. | ||
+ | * Suppress slaves.{{IdeologyIcon}} | ||
+ | * Release entities.{{AnomalyIcon}} | ||
+ | * Chat with prisoners. | ||
|| [[Skills#Social|Social]] || none | || [[Skills#Social|Social]] || none | ||
|- id="Handle" | |- id="Handle" | ||
| '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. <br/><br/> ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. | | '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. <br/><br/> ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. | ||
− | * Take roaming animals to pen. | + | * Take roaming animals to pen. |
− | * Feed sick animals. | + | * Feed sick animals.(animal patients - sick or injured animals resting in an animal bed or sleeping spot designated as medical) |
− | * Take to pen. | + | * Take to pen. (presumably this one is for moving animals from a hitching spot to a pen) |
− | * Slaughter animals. | + | * Slaughter animals. |
− | * Release to wild. | + | * Release to wild. |
− | * Milk animals. | + | * Milk animals. |
− | * Shear animals. | + | * Shear animals. |
− | * Tame animals. | + | * Tame animals. |
− | * Train animals. | + | * Train animals. |
− | * Rebalance animals in pens. | + | * Rebalance animals in pens. |
|| [[Skills#Animals|Animals]] || Animals | || [[Skills#Animals|Animals]] || Animals | ||
|- id="Cook" | |- id="Cook" | ||
| '''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]]. | + | * Cook meals at [[stove]]. |
− | * Cook meals at [[campfire]]. | + | * Cook meals at [[campfire]]. |
− | * [[Butcher table|Butcher]] creatures. | + | * [[Butcher table|Butcher]] creatures. |
− | + | * [[Brewery|Brew]] liquors. | |
− | * [[Brewery|Brew]] liquors. | ||
|| [[Skills#Cooking|Cooking]] || Skilled labor | || [[Skills#Cooking|Cooking]] || Skilled labor | ||
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| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. | | '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. | ||
− | * Fix broken-down buildings. | + | * Fix broken-down buildings. |
− | * Uninstall structures. | + | * Uninstall structures. |
− | * [[Build roof area|Build roofs]]. | + | * [[Build roof area|Build roofs]]. |
− | * [[Remove roof area|Remove roofs]]. | + | * [[Remove roof area|Remove roofs]]. |
− | * Construct placed frames. | + | * Construct placed frames. |
− | * Deliver resources to frames. | + | * Deliver resources to frames. |
− | * Deliver resources to blueprints. | + | * Deliver resources to blueprints. |
− | * Deconstruct structures. | + | * Fill in.{{AnomalyIcon}} |
− | * Repair damaged things. | + | * Deconstruct structures. |
− | * Remove floors. | + | * Repair damaged things. |
− | * [[Smooth stone|Smooth floors]]. | + | * Remove floors. |
− | * Smooth walls. | + | * [[Smooth stone|Smooth floors]]. |
+ | * Smooth walls. | ||
|| [[Skills#Construction|Construction]] || Skilled labor | || [[Skills#Construction|Construction]] || Skilled labor | ||
|- id="Grow" | |- id="Grow" | ||
| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. | | '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. | ||
− | * Harvest crops. | + | * Harvest crops. |
− | * Replant trees. | + | * Plant seeds. |
− | * Sow crops. | + | * Replant trees. |
+ | * Sow crops. | ||
|| [[Skills#Plants|Plants]] || Skilled labor | || [[Skills#Plants|Plants]] || Skilled labor | ||
|- id="Mine" | |- id="Mine" | ||
| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. | | '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. | ||
− | * Mine. | + | * Mine. |
− | * Drill at [[deep drill]]. | + | * Drill at [[deep drill]]. |
|| [[Skills#Mining|Mining]] || Skilled labor | || [[Skills#Mining|Mining]] || Skilled labor | ||
|- id="Plant cut" | |- id="Plant cut" | ||
| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. | | '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. | ||
− | * Extract trees. | + | * Extract trees. |
− | * Cut plants. | + | * Prune Gauranlen trees.{{IdeologyIcon}} |
+ | * Cut plants. | ||
|| [[Skills#Plants|Plants]] || Dumb labor | || [[Skills#Plants|Plants]] || Dumb labor | ||
|- id="Smith" | |- id="Smith" | ||
− | | '''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}} |
− | * Make weapons (at [[smithy]]). | + | * Make things at [[subcore encoder]].{{BiotechIcon}} |
− | * Make things at [[machining table]]. | + | * Make things at [[mech gestator]].{{BiotechIcon}} |
− | * [[Fabrication bench|Fabricate]] things. | + | * Repair mech.{{BiotechIcon}} |
+ | * Make weapons (at [[smithy]]). | ||
+ | * Make things at [[machining table]]. | ||
+ | * Make things at [[bioferrite shaper]].{{AnomalyIcon}} | ||
+ | * [[Fabrication bench|Fabricate]] things. | ||
|| [[Skills#Crafting|Crafting]] || Skilled labor | || [[Skills#Crafting|Crafting]] || Skilled labor | ||
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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 | + | | '''Art''' || Artists make [[sculptures]] at the [[art bench]]. |
+ | * Remove paint. | ||
+ | * Remove floor paint. | ||
+ | * Paint buildings | ||
+ | * Paint floor | ||
+ | * Make things at 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]]. | ||
− | * Make things at [[crafting spot]]. | + | * Make things at [[crafting spot]]. |
− | * Work at [[refinery]]. | + | * Work at [[refinery]]. |
− | * [[Drug lab|Synthesize]] [[drugs]]. | + | * [[Drug lab|Synthesize]] [[drugs]]. |
− | * Make [[stone blocks]]. | + | * Make [[stone blocks]]. |
− | * [[Electric smelter|Smelt]] items. | + | * [[Electric smelter|Smelt]] items. |
+ | * Make things at [[serum lab]].{{AnomalyIcon}} | ||
|| | || | ||
* [[Skills#Crafting|Crafting]] | * [[Skills#Crafting|Crafting]] | ||
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* [[Skills#Intellectual|Intellectual]] ([[Drug Synthesis Speed|Drug Synthesis]] only) | * [[Skills#Intellectual|Intellectual]] ([[Drug Synthesis Speed|Drug Synthesis]] only) | ||
* None (Stone Cutting and Smelting only) | * None (Stone Cutting and Smelting only) | ||
− | || Skilled labor<br>< | + | || Skilled labor<br/><br/>Intellectual (Drug Synthesis and Serums only) |
|- id="Haul" | |- id="Haul" | ||
| '''Haul''' || | | '''Haul''' || | ||
Haulers do a number of things, including: | Haulers do a number of things, including: | ||
− | * Rearm turrets. | + | * Capture entity.{{AnomalyIcon}} |
− | * Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). | + | * Rearm turrets. |
− | * Unload [[Pack animal|carriers]]. | + | * Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). |
− | * Load [[caravan]]. | + | * Unload [[Pack animal|carriers]]. |
− | * Load [[transport pod|transporters]]. | + | * Load [[caravan]]. |
− | * [[Orders#Strip|Strip]] corpses. | + | * Bank [[genepack]].{{BiotechIcon}} |
− | * Haul corpses. | + | * Load [[transport pod|transporters]]. |
− | * Do [[Electric crematorium|cremation]] bills. | + | * Empty waste container.{{BiotechIcon}} |
− | * Do bills at campfire (such as burning drugs). | + | * Carry to biosculpter pod.{{IdeologyIcon}} |
− | * Empty egg boxes. | + | * Carry to growth vat.{{BiotechIcon}} |
− | * Take [[ | + | * Haul to map. |
− | * [[Wort|Fill]] fermenting barrels. | + | * [[Orders#Strip|Strip]] corpses. |
− | * Haul general things. | + | * Haul corpses. |
− | * Deliver resources to frames. | + | * Carry to [[gene extractor]].{{BiotechIcon}} |
− | * Deliver resources to blueprints. | + | * Carry to growth vat.{{BiotechIcon}} |
− | * Merge things. | + | * Haul mechs to charger.{{BiotechIcon}} |
+ | * Carry to subcore scanner.{{BiotechIcon}} | ||
+ | * Haul resources to [[Pack animal|carriers]]. | ||
+ | * Haul resources to subcore scanner.{{BiotechIcon}} | ||
+ | * Haul resources to [[wastepack atomizer]].{{BiotechIcon}} | ||
+ | * Transfer entities.{{AnomalyIcon}} | ||
+ | * Fill food hoppers. | ||
+ | * Do [[Electric crematorium|cremation]] bills. | ||
+ | * Do bills at campfire (such as burning drugs). | ||
+ | * Take [[beer]] out of [[fermenting barrel]]s. | ||
+ | * Empty egg boxes. | ||
+ | * Take [[bioferrite]] out of [[bioferrite harvester]].{{AnomalyIcon}} | ||
+ | * [[Wort|Fill]] fermenting barrels. | ||
+ | * Haul general things. | ||
+ | * Deliver resources to frames. | ||
+ | * Deliver resources to blueprints. | ||
+ | * Merge things. | ||
|| none || Dumb labor | || none || Dumb labor | ||
|- id="Clean" | |- id="Clean" | ||
| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room. | | '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room. | ||
− | * Clear [[snow]]. | + | * Clear [[snow]]. |
− | * Clean [[filth]]. | + | * Clean [[filth]]. |
+ | * Clean [[pollution]]. | ||
|| none || Dumb labor | || none || Dumb labor | ||
+ | |- id="Dark Study" | ||
+ | | '''Dark Study'''{{AnomalyIcon}} || Interact with anomalous entities. | ||
+ | || [[Skills#Intellectual|Intellectual]] || Intellectual | ||
|- id="Research" | |- id="Research" | ||
| '''Research''' || | | '''Research''' || | ||
− | * Study | + | * Create xenogerm.{{BiotechIcon}} |
− | * [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options. | + | * Study archotech structures. |
− | * Scanning at the [[Long-range mineral scanner]]. | + | * [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options. |
− | * Scanning at the [[Ground-penetrating scanner]]. | + | * Scanning at the [[Long-range mineral scanner]]. |
+ | * Scanning at the [[Ground-penetrating scanner]]. | ||
|| [[Skills#Intellectual|Intellectual]] || Intellectual | || [[Skills#Intellectual|Intellectual]] || Intellectual | ||
|} | |} | ||
Line 259: | Line 325: | ||
== Version history == | == Version history == | ||
* [[Version/1.3.3066|1.3.3066]] - Guests with "AllWork" disabled will no longer opportunistically haul. | * [[Version/1.3.3066|1.3.3066]] - Guests with "AllWork" disabled will no longer opportunistically haul. | ||
+ | * [[Version/1.4.3563|1.4.3563]] - Fix: "Tend to self" emergency work giver appears below non-emergency work giver on UI. | ||
[[Category: RimWorld game]] | [[Category: RimWorld game]] |
Latest revision as of 20:17, 2 August 2024
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This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Add Childcare work in the right place. Where is mech gestation in Work#Smith's priority list.. |
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.
Manual priorities[edit]
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 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.
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[edit]
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[edit]
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 , status as a slave, or ideoligious role . 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 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":
Work type | Effect |
---|---|
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 | |
Caring | Prohibits any medical tasks, including Doctoring, Nursing, and Surgery; on humans or animals. |
Cleaning | |
Cooking | |
Crafting | |
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 | |
Hauling | 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. |
Intellectual | Research, Drug Production, Scanning, Computer Hacking, and so on. |
Mining | |
Plants | Growing, Sowing, Harvesting, and Plant Cutting (including cutting trees). |
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. |
Social | Trading (including while on caravans or at faction bases), Recruiting prisoners, and all Wardening. |
Violent | All Ranged and Melee combat, Hunting, Wardening, Slaughtering, 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 . A "non-violent" colonist can still be drafted, use psycasts (except neural heat dump, berserk, flashstorm, berserk pulse, and neuroquake), and order combat mechanoids as a mechanitor. Pawns that are incapable of violence can provoke social fights, but will not fight back during them. However, these pawns are capable of Extreme mental breaks 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. |
Prioritizing a task[edit]
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[edit]
- 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[edit]
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks higher on the list will be prioritized over tasks lower on the list 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 | Firefighting |
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.
|
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 |
Childcare | Care for a baby or child of the colony.
|
Social | Caring Social |
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.
|
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.
|
Animals | Animals |
Cook | Cooks butcher animals, prepare meals, and brew beer. | 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.
|
Construction | Skilled labor |
Grow | Growers plant and harvest domestic crops.
|
Plants | Skilled labor |
Mine | Miners dig out marked sections of stone or minerals, as well as operating deep drills.
|
Mining | Skilled labor |
Plant cut | Plant cutters harvest food from wild plant and cut down marked plants. | Plants | Dumb labor |
Smith | Create weapons and tools from raw materials, either as a blacksmith or by machining. Also repair mechanoids, if the colonist is a mechanitor.
|
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 and Serums only) |
Haul |
Haulers do a number of things, including:
|
none | Dumb labor |
Clean | Cleaners remove filth such as dirt, blood, and vomit, which would otherwise negatively affect the beauty of a room. | none | Dumb labor |
Dark Study | Interact with anomalous entities. | Intellectual | Intellectual |
Research |
|
Intellectual | Intellectual |