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Rescue: (Training intelligence required: Advanced, Steps: 2)Īnimals trained in rescue will rescue its master as well as nearby colonists. When the ‘release animals’ command is turned off, animals will guard their master and only attack enemies nearby. When animals are released by their master, using the ‘release animals’ command, they may leave their master’s immediate area to attack enemies. Release: (Training intelligence required: Intermediate, Steps: 2) This effect does not stack with multiple bonded animals, however one pawn can have both the positive and negative moodlets from two bonded animals. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is not assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Multiple animals may be assigned to a single master. The assigned master can be changed to another colonist with sufficient animal skill for that animal. An animal’s master is listed on the Training tab and on the Animals menu. Obedience: (Training intelligence required: Simple, Steps: 1)Īn animal trained in obedience follows its master and will attack nearby aggressors. These animals can then be trained in four basic categories: Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be Extremely ineffective and inefficient.įor improved efficiency, colonists do cleaning and harvesting in batches.Ĭolonists have the ability to tame and handle a variety of wild animals. This is listed under Incapable Of in the character tab. Some characters are incapable of certain work and/or certain categories of work (i.e. Properly utilizing manual mode can make sure everyone always has something to do and avoids idle colonists.Ĭolonists will only perform work in their allowed area. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed. In manual mode, each colonist’s tasks can be prioritized from 0 (blank) to 4. In standard mode, colonists will either perform a task or not, with tasks on the left ranked more importantly than tasks on the right. 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. Using the wrong people will slow down your progression. It is a good idea to study your colonists’ skills and apply them to their strengths. 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. It is possible to get your base working very efficiently by managing who does what job hover over a skill box to see the colonist’s proficiency score out of 20. From the Work menu you can set the tasks you want your colonists to perform, though some colonists cannot perform all tasks.
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