Difference between revisions of "Colonist"

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(→‎Backstory: Removing incomplete, out-of-date backstory list.)
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===Backstory===
 
===Backstory===
 
Each colonist will have two parts to their backstory: childhood and adulthood. Each trait has a small story to go along with it, with the name of the colonist filled in for each story. Each different backstory has different effects on the colonist such as: increasing stats, decreasing stats, and disallowing certain tasks. Such information is important to consider when creating the first three colonists for the new colony, as future colonists can sometimes be hard to come by.
 
Each colonist will have two parts to their backstory: childhood and adulthood. Each trait has a small story to go along with it, with the name of the colonist filled in for each story. Each different backstory has different effects on the colonist such as: increasing stats, decreasing stats, and disallowing certain tasks. Such information is important to consider when creating the first three colonists for the new colony, as future colonists can sometimes be hard to come by.
{| class="wikitable mw-collapsible mw-collapsed"
 
|-
 
! colspan="5" | Childhood traits
 
|- valign="top"
 
| Medieval Lordling
 
-1 Construction
 
-1 Growing
 
-1 Mining
 
+4 Social
 
| Urbworld urchin
 
+2 Shooting
 
+4 Melee
 
| Midworld nerd
 
+4 Research
 
-3 Social
 
| Vatgrown soldier
 
+4 Shooting
 
+4 Melee
 
-4 Social
 
Warden disabled
 
Doctor disabled
 
| Medieval slave
 
+2 Construction
 
+2 Growing
 
-3 Research
 
+2 Mining
 
|- valign="top"
 
| Frightened Child
 
+3 Cooking
 
+3 Medicine
 
Firefighting Disabled
 
| Shelter Child
 
-2 Construction
 
+3 Research
 
-2 Mining
 
+2 Social
 
+3 Medicine
 
| Caveworld Tunneler
 
+1 Construction
 
+6 Mining
 
-2 Shooting
 
Researching Disabled
 
Crafting Disabled
 
| History Student
 
+2 Social
 
+2 Artistic
 
+2 Crafting
 
| Trader's Child
 
-2 Construction
 
-1 Growing
 
+1 Social
 
+1 Crafting
 
|- valign="top"
 
| Son of a Huntress
 
+2 Shooting
 
+2 Melee
 
+2 Cooking
 
+1 Medicine
 
+1 Crafting
 
Researching Disabled
 
| Coma Child
 
-2 Construction
 
-2 Mining
 
+5 Social
 
| Scout
 
+1 Construction
 
+3 Shooting
 
+2 Crafting
 
Researching Disabled
 
Art Disabled
 
| Caveworld Tender
 
+4 Growing
 
+2 Mining
 
-3 Shooting
 
| Farm Boy
 
+2 Growing
 
+3 Mining
 
+4 Melee
 
-3 Social
 
-2 Cooking
 
|- valign="top"
 
| Feral Child
 
+2 Growing
 
+4 Melee
 
+1 Crafting
 
Researching Disabled
 
Warden Disabled
 
| Mechanoid Nerd
 
+2 Construction
 
+3 Research
 
-2 Social
 
+2 Crafting
 
| Sickly Child
 
-2 Construction
 
+4 Research
 
-2 Melee
 
-2 Social
 
+5 Medicine
 
| Student Socialite
 
+6 Social
 
Cleaning Disabled
 
Hauling Disabled
 
Art Disabled
 
Crafting Disabled
 
Plant Cutting Disabled
 
Mining Disabled
 
Growing Disabled
 
Repairing Disabled
 
Constructing Disabled
 
Cooking Disabled
 
Doctoring Disabled
 
| Pampered
 
+2 Research
 
-3 Melee
 
+3 Social
 
+3 Medicine
 
Cooking Disabled
 
|- valign="top"
 
| Student Engineer
 
+2 Construction
 
+4 Research
 
-2 Mining
 
-2 Cooking
 
-2 Artistic
 
+4 Crafting
 
Cleaning Disabled
 
Hauling Disabled
 
Plant Cutting Disabled
 
| Aspiring Pop Idol
 
-2 Mining
 
-4 Shooting
 
-4 Melee
 
+4 Social
 
+4 Artistic
 
Cleaning Disabled
 
Hauling Disabled
 
Plant Cutting Disabled
 
Mining Disabled
 
Growing Disabled
 
| Amateur Engineer
 
+2 Construction
 
+2 Research
 
+1 Mining
 
+1 Shooting
 
Cleaning Disabled
 
Plant Cutting Disabled
 
Growing Disabled
 
| Vatgrown Medic
 
+3 Shooting
 
+3 Medicine
 
Art Disabled
 
Crafting Disabled
 
Cooking Disabled
 
Warden Disabled
 
| Disciplined Farmer
 
+2 Construction
 
+3 Growing
 
-1 Research
 
+2 Mining
 
Cooking Disabled
 
Warden Disabled
 
|- valign="top"
 
| Street Child
 
+3 Social
 
| Rebel Slave
 
+1 Construction
 
+1 Growing
 
-2 Research
 
+2 Shooting
 
+2 Social
 
+2 Crafting
 
Art Disabled
 
Mining Disabled
 
| Noble Ward
 
+4 Research
 
-1 Shooting
 
-2 Melee
 
+3 Social
 
Cleaning Disabled
 
Hauling Disabled
 
Plant Cutting Disabled
 
Mining Disabled
 
Growing Disabled
 
Fire Fighting Disabled
 
| Core Dilettante
 
+2 Research
 
+2 Social
 
+2 Artistic
 
Cleaning Disabled
 
Hauling Disabled
 
Plant Cutting Disabled
 
Hunting Disabled
 
| VR Addict
 
+2 Research
 
+1 Shooting
 
+1 Melee
 
+1 Artistic
 
+1 Crafting
 
Warden Disabled
 
|- valign="top"
 
| Wild Child
 
+4 Shooting
 
+6 Melee
 
-2 Social
 
-3 Cooking
 
Researching Disabled
 
Cleaning Disabled
 
Art Disabled
 
Doctoring Disabled
 
| Urbworld Hooligan
 
+2 Shooting
 
+3 Melee
 
-3 Cooking
 
Plant Cutting Disabled
 
Growing Disabled
 
| Urbworld Criminal
 
+2 Shooting
 
+3 Melee
 
+1 Medicine
 
| Fire-Scarred Child
 
+1 Mining
 
+1 Melee
 
-2 Cooking
 
Cooking Disabled
 
Fire Fighting Disabled
 
| Awkward Nerd
 
+5 Research
 
-2 Melee
 
-2 Social
 
+4 Crafting
 
Fire Fighting Disabled
 
|- valign="top"
 
| Hillbilly Prodigy
 
+2 Shooting
 
+2 Melee
 
-2 Social
 
+2 Medicine
 
Cleaning Disabled
 
Art Disabled
 
Warden Disabled
 
| Military Child
 
+2 Construction
 
+3 Shooting
 
+1 Melee
 
+2 Medicine
 
-3 Artistic
 
| Construction Grunt
 
+4 Construction
 
+1 Social
 
+2 Crafting
 
Cleaning Disabled
 
Plant Cutting Disabled
 
Growing Disabled
 
| Farmer Boy
 
+1 Construction
 
+4 Growing
 
+1 Mining
 
-3 Social
 
+2 Crafting
 
Warden Disabled
 
Doctoring Disabled
 
Fire Fighting Disabled
 
| Test Subject
 
+2 Research
 
+2 Melee
 
+1 Cooking
 
Plant Cutting Disabled
 
Mining Disabled
 
Growing Disabled
 
Warden Disabled
 
|- valign="top"
 
| Stable Boy
 
+2 Mining
 
+2 Melee
 
-2 Social
 
+2 Artistic
 
+1 Crafting
 
Warden Disabled
 
| Cat Herder
 
+2 Social
 
+3 Cooking
 
Cleaning Disabled
 
Hauling Disabled
 
| Shunned Girl
 
+2 Shooting
 
-2 Social
 
| Vatgrown Assassin
 
+2 Construction
 
+4 Shooting
 
+1 Melee
 
Art Disabled
 
Plant Cutting Disabled
 
Growing Disabled
 
Cooking Disabled
 
Doctoring Disabled
 
| Officer Cadet
 
+1 Growing
 
-3 Research
 
+3 Shooting
 
+3 Melee
 
+1 Social
 
+1 Medicine
 
-3 Artistic
 
Researching Disabled
 
Art Disabled
 
|}
 
  
{| class="wikitable mw-collapsible mw-collapsed"
+
For a comprehensive list of backstories, see [[Backstories|here]]
|-
 
! colspan="7" | Adulthood traits
 
|- valign="top"
 
| Medieval lord
 
-5 Construction
 
-5 Growing
 
-5 Mining
 
+5 Shooting
 
+5 Melee
 
+7 Social
 
Cleaning Disabled
 
Hauling Disabled
 
Cutting Disabled
 
Mining Disabled
 
Growing Disabled
 
Constructing Disabled
 
| Deep space miner
 
+3 Construction
 
+7 Mining
 
+2 Melee
 
| Military commissar
 
+3 Shooting
 
| Colony settler
 
+4 Construction
 
+4 Growing
 
+4 Mining
 
| Medieval farm oaf
 
+8 Growing
 
+3 Mining
 
Researching disabled
 
| Urbworld entrepreneur
 
+3 Research
 
+6 Social
 
| Navy scientist
 
+8 Research
 
|}
 
  
 
==Playing==
 
==Playing==

Revision as of 11:18, 20 August 2015

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors


Colonists are the new people of each RimWorld colony. Each colonist has specific skills, limitations set and a character background. In general, colonists are every human except for raiders/travelers/prisoners. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game.


Creation

Main Article: Characters

Upon creating a new colony, a screen where 3 colonists can be randomized individually is shown. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name, age, and traits all seem to not have any effect on the colonist.

Typical character creation screen

Backstory

Each colonist will have two parts to their backstory: childhood and adulthood. Each trait has a small story to go along with it, with the name of the colonist filled in for each story. Each different backstory has different effects on the colonist such as: increasing stats, decreasing stats, and disallowing certain tasks. Such information is important to consider when creating the first three colonists for the new colony, as future colonists can sometimes be hard to come by.

For a comprehensive list of backstories, see here

Playing

The game starts of with three colonists being dropped in on escape/transfer pods (as can be somewhat seen on the right) on the map. This is how the majority of colonists are introduced onto the map, although some will also walk into the map from the border. Colonists have a wide variety of outfits based on their job, which is determined by their backstory. In general the less manual-oriented colonists will have lab coats on, while the more labor-intensive colonists will wear a solid color.

Equipment

Main Article: Weapons

Colonists can be equipped with various items which are shown on their information panel while individually selected. They can only be equipped with one item at a time, and their skill with that item is determined by their skill with Shooting. An example of this can be seen below.

File:ColonistEquipped.png
Entrepreneur colonist equipped with a pistol

Overview

The overview screen allows the setting of what tasks each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no check-boxes for tasks they are unable to perform. With the default prioritization, the priority of the tasks is preset, and can't be changed. An example of this can be seen below.

File:ColonistOverview.png
With default prioritization


As of build 243, one can prioritize a colonist's actions manually. To do this, one goes to the Overview menu, and checks the Manual Priorities box in the upper left-hand corner. The colonist has the numbers 1-4 in each check-box available, with 1 being the highest priority. If two or more tasks have the same prioritization number, then the colonist will do the task on the left of the menu first.

With manual prioritization selected

Thoughts

The Thoughts tab shows whatever your colonist is thinking, whether good or bad. These thoughts can increase or decrease mood.

For a more detailed list of thoughts, click here

Needs

Colonists have basic needs that, if not met or if met beyond expectations, affect their Thoughts.

The needs, both shown and not shown in the Needs tab, are:

  • Rest - the need for sleep.
  • Saturation - the need for food.
  • Beauty - the need for a desirable place to live.
  • Clearance - the need for space to move (natural claustrophobia).

The Needs tab also shows the current effectiveness of the colonist, and also whatever filth they are carrying around with them (dirt, sand, ect.)