Difference between revisions of "Drafting"

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'''Drafting''' is an immediate call to action for any capable colonist.  An unarmed colony is not going to last long out in the wilderness. In order to defend yourself from armed incursion from [[raider]]s and [[mechanoid]]s, and maintain order in your colony when [[colonist]]s start suffering [[Mood|mental breaks]], you're going to need to draft your colonists as soldiers.  Drafting works for all colonists, even those incapable of Violence.  While drafted, a colonist will immediately follow your move, rescue and arrest orders while, if capable of Violence, attacking any threats in range once positioned.  Drafted colonists will ignore any other duties including their own hunger and rest needs until all nearby hostiles are no longer a threat, whether killed, downed or retreated.  Targets may be manually given as well.  In which case, a draftee will attack until that target is downed, killed or destroyed.  If drafted and left alone for some time with no threats or orders, drafted colonists will undraft themselves and return to their previous jobs and needs.
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Drafting also overrides a colonist's hostility response mode setting.  This can be useful to make colonists set to Flee defend themselves.  Even colonists incapable of Violence can be drafted and ordered to rescue a downed colonist or animal from a firefight.
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To draft a colonist, press the button marked with two crossed swords or press the R button.  Colonists having [[Mood|mental breaks]], incapable of walking or in prison cannot be drafted.
 
  
==Orders==
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'''Drafting''' is RimWorld's primary combat mode, an immediate call to action for any capable pawn to begin fighting. It also allows you to direct a pawn to a specific tile.
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==How to==
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[[File:Button_-_Draft.png|79px|thumb|right|Draft gizmo.]]
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To draft a colonist, select them, and press the toolbar gizmo marked with two crossed swords or press the {{key|R}} button. Multiple colonists can be drafted at a time
  
Unlike a colonist, a drafted colonist can be precisely controlled as in deciding where he/she shall stand, what target to fire upon and so on. To move a draftee, select them, then right-click on any pathable tile on the map. If you band-box select multiple soldiers at once, you can order them all to move to the same area. Multiple orders can be queued by holding shift while selecting each action, such as rescuing, stripping, attacking or even equipping armor before moving into position. Each action will be carried out in the order it was given. Queued orders can be cleared simply by issuing a non-queued order or movement or by undrafting the soldier.  
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Capable [[colonist]]s (even those [[Work#Incapable_of_work_types|incapable of violence]] or unarmed), [[slaves]]{{IdeologyIcon}}, and [[friendly mechanoids]]{{BiotechIcon}} are able to draft instantly on command. Those who are [[downed]], otherwise incapable of movement, or under a [[mental break]] are unable to be drafted. While a pawn lit on [[fire]] will still be drafted, the player will lose some control of them during the panic.
  
Draftees will use any viable terrain features or structures they're standing next to as [[cover]] to protect themselves during a firefight with your enemies, considering the placement of themselves, the cover and the target.
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==Summary==
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Drafted pawns are able to be ordered to a precise location. Select a pawn, and right click the desired location. A group of pawns can be sent to one location (simple right click), or ordered to create a line (right click & drag). Multiple orders can be assigned sequentially by holding shift (ex. move to place A then place B). Drafted pawns will remain at their assigned place, ignoring their [[need]]s entirely. This overrides both [[zone]] restrictions and the [[Menus#Assign|threat response setting]].
  
Drafted colonists can only can do certain tasks. They may have their movement manually directed, be ordered to capture or rescue downed pawns, arrest pawns, consume food, manually attack most things and equip weapons and armor. However, they cannot be ordered to haul items or perform work tasks.
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Pawns with [[ranged weapons]] will attack enemies so long as ''Fire at Will'' remains enabled, and will take [[cover]] from adjacent buildings. You can also direct pawns to attack a specific target, structure, and for explosives, a tile. Any pawn capable of violence will begin melee with enemies 1 tile away. In addition, they will enter a state of ''collision'', if they haven't already. During collision, opposing pawns cannot pass over each other, and 2 pawns can't stay on the same tile. If they were already on top of each other, pawns will radiate to nearby available cells.
  
For ranged colonists there is a 'Fire at will' option which defaults to 'On'. When turned on the colonist will freely engage any targets within range, shooting at them. If turned off you will need to manually direct the colonist to shoot at a specific target.  All drafted colonists capable of Violence will automatically melee attack any threats within 1 tile.
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If left alone for {{Ticks|10,000}} without any threats or orders, then drafting will automatically end. [[Mental break]]s and [[downed|downing]] also end the draft state.
  
==Weapons==
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=== Pawn interruption ===
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If a draftable pawn is currently sleeping or performing any action, drafting will immediately interrupt it. Any work progress they've made that is represented by a yellow progress bar will be lost, while pausable work such as crafting and construction will not be. Forced work will also be cancelled. [[Allowed area]]s, [[need]] fulfillment, and work priorities will be re-assessed once the pawn is undrafted. This can be useful to force pawns to reconsider their next action without having to wait for the next natural breakpoint.
  
A draftee carrying a [[weapon]] will hold it out and ready at all times, automatically attacking any hostile [[characters]] or [[animal]]s that comes within range. If you draft a colonist who does not have a weapon, you will be immediately notified of such. It is advised to ensure that soldiers are always armed, unless you want them to use their bare fists to subdue someone with a minimal chance of killing or crippling them.  Armed draftees will use their ranged weapons as bludgeons as well as their other empty hand and even their own teeth to melee attack.
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Pawns will drop any held items and pawns they were carrying, to make use of their weapon. [[Babies]]{{BiotechIcon}} are a special exception: the first time you draft, the baby will still be carried. However, if you undraft and redraft, the baby will be dropped.
  
==Additional Functions==
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===Fire===
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The effects of [[fire]] take precedence over drafting. Whilst on fire, the ignited pawn to run around wildly instead of fighting, without collision. Drafted pawns can still be given commands, but they will go to their intended location first (which is often water, to douse the fire).
  
Draftees can [[Prisoner|arrest]] colonists and neutral human characters, dragging them to the nearest convenient [[bed]] marked for prisoners. This can be used to arrest colonists who have suffered a non-violent mental breakdown, which can be very helpful if someone starts setting fires, binging on [[drugs]] or gets out of bed when they need medical treatment. To do so, select a different colonist, draft them, right-click the desired captive, then select "arrest <name>" from the menu. It's also possible to arrest visiting members of other factions... if you don't mind becoming Hostile with them. No one likes being imprisoned however. They may resist their capture attempt. Being imprisoned affects their mood, even after release for a while.  Use only when necessary.
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==Capabilities==
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[[File:Icon_-_Drop_person.png|79px|thumb|right|Gizmo for dropping a carried creature.]]
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Other than move and fight, pawns must be drafted in order to:
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*[[Arrest]] colonists, slaves, and allied/neutral guests.
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*Douse adjacent [[fire]]s, even if outside of the [[home area]]. Must be capable of Firefighting.
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*Carry and/or rescue [[downed]] pawns and place them at a specific location. Possible even if incapable of Hauling or Caring.
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*Tend pawns anywhere, with or without medicine, even if not assigned to Doctoring. Must be capable of Caring.  
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**Medicine must be carried in the inventory to be available.
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*Use many abilities, such as the [[smokepop pack]], [[firefoam pop pack]], and most [[psycast]]s{{RoyaltyIcon}},  
  
A draftee can be ordered to shoot at many things, not just humans, animals and robots. If you order a colonist to fire a ranged weapon at something that can't be destroyed like a grave, sleeping spot, or crafting spot, their Shooting skill will improve.  Trees make another good option as they replenish themselves.  It's advised to zone out colonists and animals from wandering into your firing range and being shot by mistake.  You may want to place your firing range of the way from where trade caravans typically walk.
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Drafted pawns are also able to:
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*Drop any item in their inventory.
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*Equip [[weapon]]s or [[apparel]], and pick up [[medicine]] or [[drug]]s.
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*Consume [[food]] and take drugs directly.
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*Repair damaged buildings.
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This means that drafted pawns can't [[haul]], [[construct]] new objects, or do other types of work.
  
Drafting will immediately interrupt what the colonist is doing. It can be used to prevent starving colonists from immediately consuming raw food. Careful use of drafting and undrafting can give a cook time to make meals for starving colonists and avoid any "Ate raw food" mood penalties.
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==Noncolonist==
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=== Animals ===
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[[Animals]] cannot be drafted, but those that have been trained in [[Animal husbandry#Animal Guard Order|Guard]] can be assigned to follow an assigned master whenever they are drafted. This can be toggled in the Animals tab. The animal will ignore zone restrictions to do so, and will attack nearby aggressors. Animals trained in [[Animal husbandry#Animal Attack Order|Attack]] can also be ordered to chase enemies with the ''Animals Attack'' gizmo.
  
Drafting and then immediately undrafting colonists has a variety of purposes.
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===Mechanoids===
#It wakes up the draftee, which can be useful to make sleeping colonists fight fires or attend parties or weddings. Do not abuse this though, as there is a mood penalty for interrupted sleep.
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{{Main|Mechanoid creation#Behavior}}
#It can be used to interrupt their current activity so that a colonist will more quickly switch to another with a higher priority, like fighting fires or tending to the wounded.
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[[Friendly mechanoids]]{{BiotechIcon}} can only be or stay drafted if their [[mechanitor]] is not in a [[mental break]], [[downed]], or in a different map. From there, there is a 25-tile radius from the mechanitor which mechs are allowed to move to, and which mechs must be currently inside in order to give combat commands. Mechs can still be drafted outside of this radius, and will follow their latest command.
  
==Animal Handlers==
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== Tips ==
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Watch out for the needs of drafted pawns. Mood can quickly diminish as they starve or get tired, which is exacerbated by [[pain]], being near [[corpse]]s, or witnessing an ally's [[death]]. This can cause a deadly [[mental break]] - even minor breaks like [[mental break#Sad wander|sad wander]] and [[food binge]] can get a pawn out of position, and promptly shot in the head.
  
When a colonist is drafted, any animals assigned to this colonist will disregard their allowed areas to follow and defend their master against nearby enemies. If the colonist has any animals trained for Release, clicking the 'Release animals' button will let animals leave their master's side to attack enemies up to a certain distance.
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===Non-combat uses===
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*Wake up a colonist, or update their work tasks, by drafting and undrafting.
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*Delay certain actions, such as to prevent ''Ate Raw Food'' just as a meal is cooking.
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*Move pawns to a safe location, such as a [[temperature|warm]] building to avoid [[hypothermia]] and [[frostbite]], or to tell pawns where to run away to.
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*Send pawns to extinguish [[fire]]s outside of the home zone.
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*Gain access to Tend (no medicine) without altering the settings. This can heal minor bruises that don't need medication, or stabilize a pawn desperately bleeding out.
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*Control [[rescue]]rs where to go.
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*Drop carried items at a specific location.
  
Colonists that are [[Animals#Bonding|bonded]] to an animal will have [[mood]] penalties if their counterpart is killed.  Bonded animals likewise will have some sort of [[mental break]] if their masters are killed.
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For more long-term control of where you want your pawns to go (such as "indoors" during a [[toxic fallout]]), you may want to set a [[allowed area|zone]] instead.
  
==Other info==
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== See Also ==
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* [[Combat]]
  
* A colonist who spends a long time drafted will accumulate mood penalties from various unmet [[needs]], which will negatively impact their mood and increase the risk of a mental break. The potential penalties from witnessing death or being near corpses exacerbates this.
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== Version history ==
 
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* B19/1.0 - Increased delay before auto-undraft by 20%.
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* [[Version/1.1.0|1.1.0]] - Interface now reports the chance of a successful arrest before you try to make it.
{{See also|Combat}}
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* [[Version/1.3.3066|1.3.3066]] - Drafted pawns can tend to others in the field and will use medicine if they are carrying any. They can also carry/drop [[downed]] pawns anywhere. Added ability to "drag" groups into a line.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 12:55, 23 July 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade

Drafting is RimWorld's primary combat mode, an immediate call to action for any capable pawn to begin fighting. It also allows you to direct a pawn to a specific tile.

How to[edit]

Draft gizmo.

To draft a colonist, select them, and press the toolbar gizmo marked with two crossed swords or press the R button. Multiple colonists can be drafted at a time

Capable colonists (even those incapable of violence or unarmed), slavesContent added by the Ideology DLC, and friendly mechanoidsContent added by the Biotech DLC are able to draft instantly on command. Those who are downed, otherwise incapable of movement, or under a mental break are unable to be drafted. While a pawn lit on fire will still be drafted, the player will lose some control of them during the panic.

Summary[edit]

Drafted pawns are able to be ordered to a precise location. Select a pawn, and right click the desired location. A group of pawns can be sent to one location (simple right click), or ordered to create a line (right click & drag). Multiple orders can be assigned sequentially by holding shift (ex. move to place A then place B). Drafted pawns will remain at their assigned place, ignoring their needs entirely. This overrides both zone restrictions and the threat response setting.

Pawns with ranged weapons will attack enemies so long as Fire at Will remains enabled, and will take cover from adjacent buildings. You can also direct pawns to attack a specific target, structure, and for explosives, a tile. Any pawn capable of violence will begin melee with enemies 1 tile away. In addition, they will enter a state of collision, if they haven't already. During collision, opposing pawns cannot pass over each other, and 2 pawns can't stay on the same tile. If they were already on top of each other, pawns will radiate to nearby available cells.

If left alone for 10,000 ticks (2.78 mins) without any threats or orders, then drafting will automatically end. Mental breaks and downing also end the draft state.

Pawn interruption[edit]

If a draftable pawn is currently sleeping or performing any action, drafting will immediately interrupt it. Any work progress they've made that is represented by a yellow progress bar will be lost, while pausable work such as crafting and construction will not be. Forced work will also be cancelled. Allowed areas, need fulfillment, and work priorities will be re-assessed once the pawn is undrafted. This can be useful to force pawns to reconsider their next action without having to wait for the next natural breakpoint.

Pawns will drop any held items and pawns they were carrying, to make use of their weapon. BabiesContent added by the Biotech DLC are a special exception: the first time you draft, the baby will still be carried. However, if you undraft and redraft, the baby will be dropped.

Fire[edit]

The effects of fire take precedence over drafting. Whilst on fire, the ignited pawn to run around wildly instead of fighting, without collision. Drafted pawns can still be given commands, but they will go to their intended location first (which is often water, to douse the fire).

Capabilities[edit]

Gizmo for dropping a carried creature.

Other than move and fight, pawns must be drafted in order to:

  • Arrest colonists, slaves, and allied/neutral guests.
  • Douse adjacent fires, even if outside of the home area. Must be capable of Firefighting.
  • Carry and/or rescue downed pawns and place them at a specific location. Possible even if incapable of Hauling or Caring.
  • Tend pawns anywhere, with or without medicine, even if not assigned to Doctoring. Must be capable of Caring.
    • Medicine must be carried in the inventory to be available.
  • Use many abilities, such as the smokepop pack, firefoam pop pack, and most psycastsContent added by the Royalty DLC,

Drafted pawns are also able to:

This means that drafted pawns can't haul, construct new objects, or do other types of work.

Noncolonist[edit]

Animals[edit]

Animals cannot be drafted, but those that have been trained in Guard can be assigned to follow an assigned master whenever they are drafted. This can be toggled in the Animals tab. The animal will ignore zone restrictions to do so, and will attack nearby aggressors. Animals trained in Attack can also be ordered to chase enemies with the Animals Attack gizmo.

Mechanoids[edit]

Friendly mechanoidsContent added by the Biotech DLC can only be or stay drafted if their mechanitor is not in a mental break, downed, or in a different map. From there, there is a 25-tile radius from the mechanitor which mechs are allowed to move to, and which mechs must be currently inside in order to give combat commands. Mechs can still be drafted outside of this radius, and will follow their latest command.

Tips[edit]

Watch out for the needs of drafted pawns. Mood can quickly diminish as they starve or get tired, which is exacerbated by pain, being near corpses, or witnessing an ally's death. This can cause a deadly mental break - even minor breaks like sad wander and food binge can get a pawn out of position, and promptly shot in the head.

Non-combat uses[edit]

  • Wake up a colonist, or update their work tasks, by drafting and undrafting.
  • Delay certain actions, such as to prevent Ate Raw Food just as a meal is cooking.
  • Move pawns to a safe location, such as a warm building to avoid hypothermia and frostbite, or to tell pawns where to run away to.
  • Send pawns to extinguish fires outside of the home zone.
  • Gain access to Tend (no medicine) without altering the settings. This can heal minor bruises that don't need medication, or stabilize a pawn desperately bleeding out.
  • Control rescuers where to go.
  • Drop carried items at a specific location.

For more long-term control of where you want your pawns to go (such as "indoors" during a toxic fallout), you may want to set a zone instead.

See Also[edit]

Version history[edit]

  • B19/1.0 - Increased delay before auto-undraft by 20%.
  • 1.1.0 - Interface now reports the chance of a successful arrest before you try to make it.
  • 1.3.3066 - Drafted pawns can tend to others in the field and will use medicine if they are carrying any. They can also carry/drop downed pawns anywhere. Added ability to "drag" groups into a line.