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๐งโ๐พ Pawn Management
๐ Work Priority Golden Rules
The default work priority in RimWorld is "left to right" โ pawns will put out fires before sweeping the floor. That logic works most of the time. But you need to fine-tune the numbers manually.
| Work Type | Priority | Who | Why |
|---|---|---|---|
| ๐ฅ Firefight | 1 | Everyone | Top priority โ no base, no game. |
| ๐ฉบ Doctor | 1 | 1-2 with high Medical | Bleeding stops. No treatment = death. |
| ๐๏ธ Patient/Bed Rest | 1 | High Medical pawns | Feed, tend, and administer meds. |
| ๐ฑ Grow | 1 | High Plants pawns | Crops rot in the field if not harvested in time. |
| ๐ณ Cook | 2 | High Cooking pawns | No food = mental break. Low-skill cooks cause food poisoning. |
| ๐จ Construct/Craft | 2 | Skilled pawns | Core production. Mid-late game gear comes from crafters. |
| ๐งน Clean | 3 | Low-skill "grunts" | Dirty kitchen = food poisoning. Dirty hospital = infection. |
| ๐ฆ Haul | 3 | Dogs or grunts | Animals do this late-game; humans early-game. |
| ๐ฌ Research | 4 | High Intellectual pawns | Long-term investment. Do it in spare time. |
๐ก Key Tip: Check the Manual Priorities checkbox in the top-left of the Work tab, then assign each pawn a numeric value from 1 to 4. Don't use the default tick-mode โ you'll watch your level 20 Grower sweep floors while a level 2 Cook gives everyone food poisoning.
๐ Mood System Quick Reference
A pawn's mood bar determines when they snap. When mood drops below 35%, they risk a "mental break" โ from crying in a corner to setting fires and attacking others.
| Mood Level | Threshold | Effect |
|---|---|---|
| ๐ Happy | โฅ 65% | Work speed bonus. No breaks. |
| ๐ Content | 35% - 65% | Normal state. No bonuses. |
| ๐ค Unhappy | 15% - 35% | Chance of minor break (insulting, binge eating). |
| ๐คฌ Breaking Point | < 15% | High chance of major break (arson, violence, run wild). |
Easiest sources of positive mood:
- Fine Meal +12 โ Cook at a stove. Most reliable mood source.
- Own Bedroom +5~8 โ Higher room impressiveness = bigger bonus.
- Lavish Meal +12~16 โ Needs meat + vegetables. Late-game upgrade, stronger than fine.
- Recreation Satisfied +10 โ Rotate multiple recreation buildings (don't just build a horseshoes pin).
- Beautiful Environment +5~15 โ Place sculptures and plant pots in the dining room and rec room.
- Comfortable Seat +3~8 โ Swap dining chairs for armchairs. Don't use stools.
- Recreational Drugs +1~15 โ Double-edged sword. Control dosage or risk addiction.
โ ๏ธ Most Common Reasons Runs Fail: Eating raw food (-7), sleeping on the floor (-5), ugly environment (ongoing mood drain), and seeing corpses (heavy drain). These four are easy to overlook early on, and they stack up fast into a mental break.
๐ฏ Trait Selection Guide
When recruiting prisoners or picking starting colonists, traits matter far more than skill numbers. A pawn with all level 0 skills but good traits is more useful than one with maxed skills and bad traits.
| Tier | Recommended Traits | Why |
|---|---|---|
| Must Have | Fast Learner, Iron-Willed, Industrious | Learn fast, unshakable mood, works hard โ the holy trinity. |
| Top Pick | Staggeringly Ugly (lower expectations), Sanguine (permanent mood buff), Brawler/Quick Sleeper | All pure upside, no side effects. |
| Keep | Hard Worker (speed+ but mood-), Bloodlust (mood buff from violence), Neurotic (prone to breaks but learns fast) | Costly but manageable. Good in specific roles. |
| Caution | Greedy (needs big room), Slowpoke (slow movement), Nervous (easily upset) | Significant downsides. Pass unless skills are exceptional. |
| Instant Reject | Pyromaniac, Volatile, Slothful, Depressive | Disaster waiting to happen. Pyromaniacs burn your base; Depressives break at the worst moment. |
๐ฆพ Bionics & Implants
- Replace legs first: Bionic leg โ movement speed boost. Haul faster, run from threats, step on fewer traps.
- Combat roles: eyes and hands first: Bionic eye improves shooting accuracy. Bionic arm improves manipulation speed.
- Doctors get eyes + hands: Manipulation directly affects surgery success rate and tending quality.
- Painstopper vs. psychic sensitivity: More bionics on a fighter = less pain = harder to down. But colony wealth also spikes (wealth = raid size).
- Bionic heart: Prevents heart attacks (which happen randomly). A long-term investment.
- Don't over-bionic everyone: Each bionic part adds +1000~3000 to pawn value, raising raid difficulty. Only install them on critical pawns.
โฐ Schedule Optimization Tips
| Period | Set To | Notes |
|---|---|---|
| Night (0-6) | Sleep | Force 6-7 hours. Better beds reduce sleep need. |
| Morning (6-8) | Recreation | Play for 2 hours after waking up. Fill the recreation bar before work โ happy pawns work faster. |
| Day (8-18) | Work | Core work hours. 10 hours is plenty. |
| Evening (18-22) | Anything | Pawns decide โ typically keep working or play. Flexible buffer zone. |
| Late Night (22-24) | Recreation | Top up recreation before bed. Prevents mood breaks during the night. |
โ
Key Insight: Don't make pawns work 14 hours straight โ an empty recreation bar tanks mood. Schedule two forced recreation blocks (morning + evening), and provide multiple recreation types (horseshoes + chess table + telescope). This is far more productive than leaving them on "work whenever."