Job

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:

Player created 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)
 * Tidy Shop
 * Finish Production
 * Bake Bread

Combat related behaviors:
 * 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)
 * 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.