Assignment

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Assignment is the process of directly instructing a colonist to perform a specific action. This instruction is achived by selecting the your pawn and right clicking the thing you want to interact with, then it will show a menu with name and the order you can give. For example, "pick up that autopistol" or "haul that corpse". But these expand not only to items but also to pawns and buildings.

General[edit]

In general the pawn must be capable, the work allowed and a condition is met. This means not every pawn can do every thing ( like if they are incapable of hauling). A condition may not be met if there are no avalible items or a value is to low. One factor is if your pawn is drafted or not some action need your pawn to be drafted (like arresting human). All forced action can be cancelled with selecting the pawn who is doing a forced task.

Interactions with Items[edit]

For items there are a couple of choices but inherrently you can always* haul an item. With apparels you can either put on the chosen colonist or you can target a pawn (prisoners or slavesContent added by the Ideology DLC) this can be also used for outfit stands. The colonist whom was an apperal forced on cannot independently undress the clothing.

Weapons can be assign to a colonist (which they normally won't do). A Pawn only can only equip one weapon at the time. If they told to equip another weapon they immediatly drop their privously equiped weapon.

One use items like Techprof subpersona core, Psychic soothe pulser, etc... can be activated.

  • if there is an designation for an item like stone blocks to haul it, but stone blocks can still be forced hauled if you mark them and then tell the pawn to do it.

Interactions with other Pawns[edit]

Undrafted you interact with a pawn then you can force a romace interaction which can lead to a partnership. This is also only way to trade with trader and orbital traders

Drafted pawns can arrest another Human this includes pawn with a mental break which can be useful because if their metal break would be a dangerous (killing a diffrent pawn) it can be cancelled. Pawns can be told to carry creatures (like animals or humans etc) "important" if you carry something you must tell the pawn to go and they will drop the thing if you undraft the pawn. A useful interactions is if your pawn is not capable of moving (because it collpased from pain or injuries) and under a fire you can carry the pawn to remove from its dangerous position.

You can tend to pawns without medicine but if you have medicine in selected pawns inventory you can tend with the medicine.

Because of your drafted pawns movement is also right click there will alawys an option to move the position.

Summary[edit]

All in all you can tell pawns to do what they would normally do over their work priorities but some can only be done manually by the player.

Mirco managing pawn can be a tedious task but has to be done sometimes (like if your pawns do something which isn't that important to you right now).