Jobs are all the things that a colonist does. These can be jobs assigned by the player, like farming and mining, or independent behaviors, such as idling, gossiping, and fleeing.
There are several ways a player can create jobs. By left clicking most objects in the environment, which summons an options gear, and selection one of the options (usually clearing, processing, or gathering), by adding a new building to be constructed, or by ordering commodities made in a Workshop.
Many jobs are auto created, such as jobs in a mine and at a farm.
Independent Behaviors:
- Idle
- Gossip
- Wander (human), Wander Near Overseer
- Sleep
- Eat Food, Eat Cooked Food
- Forage due to Hunger
- Smash stuff
- Cower Inside
- Burial Duties
- Cannibalistic Murder
- Seeking inspiration (if the colonist is a poet)
Player created behaviors:
- Tidy Shop
- Finish Production
- Bake Bread
- Tend Crops, Harvest Crops
- Farming
- Wield shovel, Wield Axe, Pick up Hoe
- Return Goods, Return Container
- Drop item
- Gather Repair Materials
- Perform Repairs
- Mine in Mine shaft
- Make Charcoal
- Smelt Iron Ore
- Ponder the Wonders of Science, Admire Fine Implements of Science (if the colonist is a scientist)
Combat related behaviors:
- Do Military Training
- Pick Up Equipment
- Fleeing from Enemy, Fleeing Toward Civilization
- Reload firearm
- Shoot at Entity
- Melee Attack Entity
- Retreating (Within Civilization), Retreating (Outside Civilization)
Job utility[ | ]
Every job has a number assigned to it, known as it's utility. This number decides how important the job will be to do for a colonist. Every job has a base utility that is then modified by factors such as distance, Traits and the Day-Night Cycle.