Log

History of all what happen with colonist, including:
- social interactions with others people.
- events during combat, injurec etc.
Gear

Mass carried – maximum mass that pawn can carry byurself.
Comfortable temperature range – diapason of otside temperature where colonist is felling good.
Overal armor – summary percentage of body protection from wearing items:
- Sharp
- Blunt
- Heat
Equipment – what weapon colonist holding in his hands: spear, knife, gun, rifle, grenade etc.
Apparel – its pawn clother and armor that increases “Overal armor” parameters.
Inventory – what colonist are carrying now with yourself: meal, drugs, medicine and other items.
Social

Tab when you can see how much choosen pawn socialize with other members in yours colony. With whom reletions is good and with who colonis had a bad experience. Do a pawn have relatives? Also below you can see latest social interracions with others.
Bio

- Rename/Banish – choouse custom name for a pawn or kick her out of the colony.
- Gender/Age – what gender and age colonist have male/female, young/old.
- Faction Name – what faction he is belong to.
- Childhood – what colonist was doing in nis childhood: work experience etc.
- Adulthood – profession and experience in curent adult year of lifetime.
- Traits – what positive or negative personality traits the colonist has.
- Incapable of – list of work pawn dont do no matter what, if any.
- Addictions: alcohol, drugs, cannibalism, gluttony, and others, if any.
Skills:
- no flame – regular speed of learning.
- one flame – passion gives +100% to learning speed.
- two flames – burning passion gives +150% to learning speed.
List of Skills:
- Shooting – how good colonist dealing with ranger weapons such as bows, assault rifles, guns and rocket launchers.
- Melle – swords, spears, clubs, knives and other types of melle weapons.
- Construction — how quickly a pawn can build something and how complex the item being crafted is.
- Mining – how fast person can do mining other blocks: ore, steel, components etc.
- Cooking – how difficult meal can be produced, with what speed, or a chance of getting food poisoning.
- Plants – what cultures colonist can grow, how fast he can chop trees and harvest berries from bushes.
- Animals – chance and time to tame or educate animals and wild peoples in your colony seed.
- Crafting – speed and quality of crafting different items on the workbenches.
- Artistic – getting better by time and quality while crafting statues.
- Medical – a chance to perform a successful surgical operation or to cure oneself or another person.
- Social – The higher your communication skill, the easier it will be for you to trade—and at lower prices.
- Intellectual – This skill affects the speed of completing research at the research station.
Needs

Mood – main parameter in colonist needs tab, it has five stages:
- Normal – all is ok, you can control pawn at any time.
- 35% minor break treshold – less chance to lose control of colonist.
- 20% major break treshold – average chance to lose control of colonist.
- 5% extreme break treshold – high chance to lose control of colonist.
- Breakdown – you are no longer controlling colonist.
Major colonist needs:
- Food – how regular and good pawn is eating.
- Sleep – how well colonist is sleeping.
- Recreation – is pawn have a nice rest and activities?
Minor colonist needs:
- Beauty – no one want work/live in ugly and dirty places.
- Comfort – same furniture, sleep of floor sometimes better than in a terrible bed.
- Outdoors – sometimes you need go otside, feels the sun, wind and touching grass.
Right side of tab – A list of events that influenced mood—whether positive or negative.
Health

- Allow food – what food is allowing to colonist – from simple one to a rolalty meals.
- Allow medicine – what type of medicine can be used on pawn in the event of illness or surgery.
- Allow self-tend – to allow or prohibit a person from self-medicating.
Body status – 100% is normal, 0% is bad.
- Pain – is person felling pain, of feels good.
- Consciousness – from heatwave, drugs, anesthesia.
- Moving – how fast colonist can move.
- Manipulation – how well pawn can dealing with items.
- Talking – if tongue or jaw was broken, it will be bad.
- Eating – is person able to normally eat food.
- Sight – how good a colonist’s eyesight is.
- Hearing – ability to hearing noises.
- Breathing – ability to breathing.
- Blood filtration – lethal if not filtrathing.
- Blood pumping – Tthe higher, the better.
- Digestion – the ability to consume and digest food.
