Jobs

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Non-Playing Characters (NPCs), portrayed in the game as "Colonists" can be assigned jobs via the Command Tool. This will give them the order to engage in specific tasks in order to automate production of food, ores, tools and other significant resources to keep your colony running. Colonists must have crates to drop off their produce. Placing crates closer to the colonist's job will increase the efficiency of the job, as it cuts back on time required to travel between the crate and the job. Colonists who can not reach a crate (or, if you don't have crates, the banner) will display a symbol over their head indicating that they have no path to a crate, and will stop working until a path is created.

Job Types:[edit | edit source]

Within Colony Survival, there are many types of jobs, with more advanced types of jobs needed to sustain more advanced colonies. Below is a list of the jobs found in the game:

Food[edit | edit source]

Calorie Production is the core of any colony, as colonists need calories to survive, and the player needs calories to recruit new colonists. Different types of food require different materials to produce, and they originate from one of the following:


Berry Farmer - Works in a Berry Farm, and produces Berry.png Berry. Wears a Red Shirt

Wheat Farmer - Works in a Wheat Farm, and produces wheat and hay. Wears a Light Green Shirt.

Water Gatherer - Works at a Gathering Spot, and produces water.

Fish Farmer - Works at a fish farm, and produces fish.

Beekeeper - Works at a Hive, and produces honey and wax.

Barley Farmer - Works in a Barley Farm, and produces barley.

Chicken Farmer - Works in a Chicken Coop, and produces Chicken Meat and Feathers.


Cabbage Farmer - Works in a Cabbage Field, and produces cabbage.

Olive Farmer - Works in an Olive Farm, and produces olives.

Guarding[edit | edit source]

Daytime

Daytime Guards will sleep during the night, then wake up early to move to their post. Once there, they will stand guard, firing upon any nearby undead with their weapon until the early night (testing required) Via the appropriate science, stronger weapons with longer ranges can be unlocked and crafted.

Daytime Slinger -

Daytime Archer -

Daytime Crossbow -

Daytime Matchlock -

Nighttime

Nighttime Guards will sleep during the day, then wake up as the sun begins to set to move to their post. Once there, they will stand guard, firing upon any nearby undead with their weapon until the late dawn, when they will leave their post and return to sleep. Via the appropriate science, stronger weapons with longer ranges can be unlocked and crafted.

Nighttime Slinger _

Nighttime Archer -

Nighttime Crossbow -

Nighttime Matchlock -

Miner[edit | edit source]

Miners are unique in that their workstation may only be placed on (name needed), which is found by digging into either a mountain or down into the ground. (Name needed) can have several variants, each producing a different mineral when mined. Miners produce an infinite amount of the mineral that their workstation is on.

Miner - Works at a Mining Spot, produces that spots mineral indefinitely, wears a Black Shirt

First Steps:[edit | edit source]

Some of the first essential jobs in the game are ones that produce food. Food is an essential resource in the game, and if your food reaches 0, your colonists will begin to die of starvation. Each colonist consumes the amount of calories you ration to them every day, and each colonist costs 8000-160,000 calories to hire initially. To place down an area you wish your colonist to work in, open the command tool (The default hotkey of the command tool is the "1" key, and the icon for it is a golden crown.) Left click to select a job you wish you place, and right click to place it. Most farming jobs require you to right click twice, once to start the area and once to finish it. The first food production you can use is berry farmers, which will produce berries worth a small amount of food each day.

Advanced Food:[edit | edit source]

There of course are more ways to make food then mere berries. One of the first technologies to unlock is water. After unlocking this, you can research bread production, which will unlock the wheat farmer, the grindstone, the oven and bread crates. To make bread, you need flour and water. Flour is made at the grindstone with wheat, and water is produced by a water gatherer with an empty bucket. After this, the two materials are processed at the oven and made into bread, which contains 1200 calories and 10 happiness per unit. As you progress in research, there is also fish. Fish is cooked at the oven with olive oil. It has a happiness value of 15 and a calorie count of 400. Finally, there are three more foods native to the old world: the perpetual stew, which takes boiling water, raw fish, cabbage, berries, honey, olive oil, bread and firewood and makes it into a item worth 8400 calories and 75 happiness, the luxury meal, which takes meat, cabbage, eggs, bread, raw fish, olive oil, honey, boiling water and firewood and combines it into a tasty meal worth 10,000 calories and 60 happiness and the cake, which needs flour, eggs, water, honey, berries and firewood and makes it into a birthday cake worth only 100 calories but 50 happiness.

Getting Your Bearings:[edit | edit source]

At night, zombies will begin to advance towards your banner, intent on killing your colonists! It's time to hire some guards to keep your colonists safe! Of course, to provide your guards with ammunition you'll also need either artisans and miners or have to mine stone yourself and craft the ammo yourself! This is where the game starts to become a bit more difficult. You need to balance out your food production with the new colonists you're hiring to defend your colony, so you don't run out of food! Along the way you'll be able to unlock science that will make life easier all around! So go out, get acquainted with the jobs and build the colony of your dreams!

Troubleshooting[edit | edit source]

  • A common bug with the crate system is that colonists pick the crate closest to them, including vertically. If there is a crate near your colonist but another even closer in a location your colonist cannot access it, your colonist may show that it can't find a path. To fix this, move it's own crate closer, or the interfering crate further away.
  • You're brand new. You've made a berry field but no colonists show up? You must explicitly recruit each colonist. Use tool "2", then press the right mouse button. A dialog appears with "Recruit Colonist" in the lower right. Press it once to recruit one colonist; this costs 50 food and one bed space. The colonist appears near your banner. If you keep clicking, wondering what's happening, you will continue recruiting colonists until you run out of food.
  • This epiphany suggests that you think about making crafting stations, wheat fields, and the like as simply making jobs—not the workers to fill them.
  • You cannot explicitly assign citizens to jobs, or reassign one from the job that has no resources to the one you need done. The workaround? Pick up the station you don't need work on, or temporarily eliminate the field or job location (tool [1], left click). Stations go into your inventory to be placed later, and the crops do not appear to rot in the fields. The citizen who was working that job stops, and takes up the vacant position where you need the help.
    • Make sure you still have what you need; If you are making lots of bows but eliminate flax, you will not be able to make bowstrings meaning that you won't be able to make bows. Be Careful.