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๐Ÿ“‘ On This Page

  1. Work Priority Golden Rules
  2. Mood System Quick Reference
  3. Trait Selection Guide
  4. Bionics & Implants
  5. Schedule Optimization Tips

๐Ÿง‘โ€๐ŸŒพ Pawn Management

๐Ÿ“‹ 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 TypePriorityWhoWhy
๐Ÿ”ฅ Firefight1EveryoneTop priority โ€” no base, no game.
๐Ÿฉบ Doctor11-2 with high MedicalBleeding stops. No treatment = death.
๐Ÿ›๏ธ Patient/Bed Rest1High Medical pawnsFeed, tend, and administer meds.
๐ŸŒฑ Grow1High Plants pawnsCrops rot in the field if not harvested in time.
๐Ÿณ Cook2High Cooking pawnsNo food = mental break. Low-skill cooks cause food poisoning.
๐Ÿ”จ Construct/Craft2Skilled pawnsCore production. Mid-late game gear comes from crafters.
๐Ÿงน Clean3Low-skill "grunts"Dirty kitchen = food poisoning. Dirty hospital = infection.
๐Ÿ“ฆ Haul3Dogs or gruntsAnimals do this late-game; humans early-game.
๐Ÿ”ฌ Research4High Intellectual pawnsLong-term investment. Do it in spare time.
๐Ÿ’ก 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.

๐Ÿ˜Š 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 LevelThresholdEffect
๐Ÿ˜„ Happyโ‰ฅ 65%Work speed bonus. No breaks.
๐Ÿ˜ Content35% - 65%Normal state. No bonuses.
๐Ÿ˜ค Unhappy15% - 35%Chance of minor break (insulting, binge eating).
๐Ÿคฌ 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.
โš ๏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.

๐ŸŽฏ 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.


TierRecommended TraitsWhy
Must HaveFast Learner, Iron-Willed, IndustriousLearn fast, unshakable mood, works hard โ€” the holy trinity.
Top PickStaggeringly Ugly (lower expectations), Sanguine (permanent mood buff), Brawler/Quick SleeperAll pure upside, no side effects.
KeepHard Worker (speed+ but mood-), Bloodlust (mood buff from violence), Neurotic (prone to breaks but learns fast)Costly but manageable. Good in specific roles.
CautionGreedy (needs big room), Slowpoke (slow movement), Nervous (easily upset)Significant downsides. Pass unless skills are exceptional.
Instant RejectPyromaniac, Volatile, Slothful, DepressiveDisaster waiting to happen. Pyromaniacs burn your base; Depressives break at the worst moment.

๐Ÿฆพ 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.

โฐ Schedule Optimization Tips

PeriodSet ToNotes
Night (0-6)SleepForce 6-7 hours. Better beds reduce sleep need.
Morning (6-8)RecreationPlay for 2 hours after waking up. Fill the recreation bar before work โ€” happy pawns work faster.
Day (8-18)WorkCore work hours. 10 hours is plenty.
Evening (18-22)AnythingPawns decide โ€” typically keep working or play. Flexible buffer zone.
Late Night (22-24)RecreationTop up recreation before bed. Prevents mood breaks during the night.
โœ… 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."
0h 2h 4h 6h 8h 10h 12h 14h 16h 18h 20h 22h 24h ๐Ÿ˜ด Sleep (6h) 0:00-6:00 Restores energy ๐ŸŽฎ Rec (2h) Fill up first! ๐Ÿ”จ Work (10h) Core production hours 8:00-18:00 ๐Ÿ†“ Anything (4h) Flexible buffer ๐ŸŽฎ Rec (2h) Before bed ๐Ÿ“ˆ Mood โฌ‡ Sleeping dip โฌ† Rec boost โžก Steady output โฌ‡ Starting to dip โฌ† Top up again
โ–ฒ Sleep 6h โ†’ Rec 2h โ†’ Work 10h โ†’ Anything 4h โ†’ Rec 2h. Key insight: two shorter recreation blocks beat one long session.