Difference between revisions of "Work site"
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{{Image Wanted|reason=Images of each worksite type, and consider whether different faction types have different designs of the same site type}} | {{Image Wanted|reason=Images of each worksite type, and consider whether different faction types have different designs of the same site type}} | ||
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− | Work | + | '''Work sites''' are locations on the [[world map]] akin to small [[faction base]]. They contain pawns and various resources determined from the type of site they are and can be attacked to acquire them. They appear as a quest on the world map and are owned by a faction that is either independent and won't affect any faction relations, or is owned by one of the factions already present and will affect goodwill if attacked. |
Work sites: | Work sites: | ||
* Mining | * Mining | ||
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== Pawn kinds == | == Pawn kinds == | ||
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Specific xenotypes can be found dependent on what faction owns the Work Site, if it is an independent faction, this will be noted under the quest and it will be based on any pre-existing faction on the map for Xenotypes. | Specific xenotypes can be found dependent on what faction owns the Work Site, if it is an independent faction, this will be noted under the quest and it will be based on any pre-existing faction on the map for Xenotypes. | ||
Farming sites can have pawns spawned in with a [[Field hand]] installed, and Mining sites can have pawns with a [[Drill arm]] installed. | Farming sites can have pawns spawned in with a [[Field hand]] installed, and Mining sites can have pawns with a [[Drill arm]] installed. | ||
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+ | {{:Work site/Pawns}} | ||
== Spawning mechanics == | == Spawning mechanics == |
Latest revision as of 22:10, 23 August 2024
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This page could use some more or updated images. You can help RimWorld Wiki by uploading images to make this page better. Note: Images of each worksite type, and consider whether different faction types have different designs of the same site type. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
Work sites are locations on the world map akin to small faction base. They contain pawns and various resources determined from the type of site they are and can be attacked to acquire them. They appear as a quest on the world map and are owned by a faction that is either independent and won't affect any faction relations, or is owned by one of the factions already present and will affect goodwill if attacked. Work sites:
- Mining
- Farming
- Hunting
- Lumber
Sites will usually have Gibbet cages with human corpses already present in them. Any sites will also provide food from the pawns killed, usually dropping Pemmican for tribal factions or Simple meals, Fine meals, and Packaged survival meals for higher tech factions.
Pawn kinds[edit]
Specific xenotypes can be found dependent on what faction owns the Work Site, if it is an independent faction, this will be noted under the quest and it will be based on any pre-existing faction on the map for Xenotypes.
Farming sites can have pawns spawned in with a Field hand installed, and Mining sites can have pawns with a Drill arm installed.
Pawn Type | Combat Power | Gear | Apparel | Weapons | Tech | Inventory | Additional Info [edit] |
---|---|---|---|---|---|---|---|
Miner (Tribal) |
35 | HP: 50~180% Avg. Quality: Poor |
Budget: 180~350 Available: Headwrap , Visage mask , Broadwrap , Parka, Tribalwear |
Budget: 80~80 Available: Knife, Club, Short bow |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe Backstories: Tribal (Childhood) and Tribal Miner (Adulthood) Not Fighter Chemical Addiction Chance: 5% Initial Will Range: 1~2 Initial Resistance Range: 17~27 |
Miner (Outlander) |
40 | HP: 20~200% Avg. Quality: Poor |
Budget: 200~400 Allow Headgear Chance: 40% Available: Cowboy hat, Bowler hat, Tuque, Gas mask , Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants... further results |
Budget: 65~125 Available: Knife |
Budget: 1000~1000 80% chance to have at most 1 of the following: Drill arm |
2.55 Nutrition | Age Range: Any Race: Human Default Faction Type: Civil Outlander Backstories: Cryptosleep (8% Commonality), Miner (Adulthood) Not Fighter Chemical Addiction Chance: 5% Initial Will Range: 1~2 Initial Resistance Range: 10~17 |
Hunter (Outlander) |
52 | HP: 20~200% Avg. Quality: Poor |
Budget: 200~400 Required: Allow Headgear Chance: 40% Available: Cowboy hat, Bowler hat, Tuque, Gas mask , Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants... further results |
Budget: 140~250 Available: Revolver, Autopistol, Machine pistol |
Budget: 50~600 6% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, Drill arm , Field hand , Aesthetic nose |
2.55 Nutrition | Age Range: Any Race: Human Default Faction Type: Civil Outlander Backstories: Cryptosleep (8% Commonality), Hunter (Adulthood) Not Fighter Chemical Addiction Chance: 5% Initial Will Range: 1~2 Initial Resistance Range: 10~17 |
Logger (Tribal) |
40 | HP: 50~180% Avg. Quality: Poor |
Budget: 180~350 Required: Shadecone Available: Headwrap , Visage mask , Broadwrap , Parka, Tribalwear |
Budget: 80~80 Available: Knife, Club, Short bow |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe Backstories: Tribal (Childhood) and Tribal Logger (Adulthood) Not Fighter Chemical Addiction Chance: 5% Initial Will Range: 1~2 Initial Resistance Range: 17~27 |
Logger (Outlander) |
35 | HP: 20~200% Avg. Quality: Poor |
Budget: 200~400 Allow Headgear Chance: 40% Available: Cowboy hat, Bowler hat, Tuque, Gas mask , Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants... further results |
Budget: 65~125 Available: Knife |
Budget: 50~600 6% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, Drill arm , Field hand , Aesthetic nose |
2.55 Nutrition | Age Range: Any Race: Human Default Faction Type: Civil Outlander Backstories: Cryptosleep (8% Commonality), Logger (Adulthood) Not Fighter Chemical Addiction Chance: 5% Initial Will Range: 1~2 Initial Resistance Range: 10~17 |
Farmer (Tribal) |
35 | HP: 50~180% Avg. Quality: Poor |
Budget: 180~350 Required: Shadecone Available: Headwrap , Visage mask , Broadwrap , Parka, Tribalwear |
Budget: 80~80 Available: Knife, Club, Short bow |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe Backstories: Tribal (Childhood) and Tribal Farmer (Adulthood) Not Fighter Chemical Addiction Chance: 5% Initial Will Range: 1~2 Initial Resistance Range: 17~27 |
Farmer (Outlander) |
35 | HP: 20~200% Avg. Quality: Poor |
Budget: 200~400 Required: Cowboy hat Allow Headgear Chance: 40% Available: Cowboy hat, Bowler hat, Tuque, Gas mask , Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants... further results |
Budget: 65~125 Available: Knife |
Budget: 1000~1000 80% chance to have at most 1 of the following: Field hand |
2.55 Nutrition | Age Range: Any Race: Human Default Faction Type: Civil Outlander Backstories: Cryptosleep (8% Commonality), Farmer (Adulthood) Chemical Addiction Chance: 5% Initial Will Range: 1~2 Initial Resistance Range: 10~17 |
Spawning mechanics[edit]
A work site may spawn between 3 and 9 tiles away from your colony. A passable world map tile within that distance is picked at random. Which work site type can be spawned on the tile varies by Biome and, in the case of farming sites, seasonal temperature:
- Farming sites can only spawn in a Temperate Forest, Temperate Swamp, Tropical Rainforest or Tropical Swamp. An additional requirement for the farming camp to spawn is that the seasonal temperature in the tile is between 6°C and 42°C.
- Mining sites can only spawn in hilly and mountainous terrain.
- Hunting sites can spawn in biomes with an animal density that is greater than Desert's. This means that temperate and tropical biomes as well as Arid Shrubland, Boreal Forest, Tundra and Cold Bog can have a hunting site.
- Logging sites can spawn in biomes with a tree density equal or greater than that of Tundra's. This means that Desert, Extreme Desert, Ice Sheet and Sea Ice are not suitable candidates.
If the randomly chosen world map tile does not fulfil any of these requirements, no work site will be spawned. This primarily affects Desert, Extreme desert, Ice sheet and Sea ice tiles with flat terrain. If your colony has a large amount of these Biomes nearby on the world map then a work site might never spawn, so the player is advised to keep this in mind when choosing a suitable tile to found a colony in, especially if their ideology contains the Ideoligion#Raiding precept.
Factions[edit]
The work site will be owned by a random major or minor Faction. It is:
- 60% likely to be owned by a minor faction
- 25% likely to be owned by a major enemy faction
- 15% likely to be owned by a major neutral or ally faction
If the player chooses to raid a major neutral or ally faction's work site, this will result in a diplomatic relations hit.