Colonist Types[]
There are two types of colonists; Humans and Robots. While they are largely similar in function, robots have fewer allowed jobs, but also fewer needs.
Attributes[]
Each colonist has three core attributes which affect their abilities in various ways. Each attribute ranges from 1 to 10 and can be increased with certain training machines as well as colonist equipment. New colonists start with randomized attribute values.
Smarts[]
Increases earned experience in job roles by 10% per point.
Muscles[]
Each point in muscles increases inventory capacity by 10. Colonists with 8 or above in muscles will no longer have a movement penalty applied when carrying items.
Athletics[]
Each point in athletics increases a colonists base movement speed per point.
Needs[]
Each colonist has several needs to keep the colonist happy and healthy.
Health[]
Colonist health is important to the survival of your colony. If a colonists health reaches zero then the colonist will die. Colonists can lose health from various injuries while doing their job. Colonists are less likely to be injured on the job if they are more skilled in that job. The Medi-Bed is used to treat patients which will restore their health and remove any ailments.
Fatigue[]
Colonists will become fatigued over time. While they can sleep on the floor or a sleeping mat, they will get greater benefit by sleeping in a bed.
Hunger[]
Like most biological lifeforms, colonists will need to consume food. Meals are prepared at the cook station from raw food.
Consumable items have two important attributes:
Satiation: This is the amount, in percent, of hunger that will be reduced when consuming this item. Better quality meals are more satiating than low quality or raw food item.
Nutrition: This affects the rate of change for the hunger meter. A higher nutrition percent will slow the change rate so that a colonist doesn’t become hungry again as quickly. The applied nutrition value decays naturally over time.
Stress[]
Colonists work best in a calm and stress free environment. Negative facility decor, sleeping on the ground and other factors can cause colonists to become stressed. If a colonist becomes fully stressed out they will no longer perform their job until their stress level lowers. They may also perform their stress reaction quirk such as vomiting or pacing.
Power[]
This need only applies to robots and functions similar to fatigue. Power will deplete over time and must be restored at a charge pad.