Preparing the interactive tool. Please wait; the guide and worked examples remain available below.

Check your actual candidates

Three-pawn work coverage

For each candidate, tick work they can do and that you would assign on day one. The prefilled marks are an illustrative example. Check incapabilities and skill suitability in your own Work tab before accepting a trio.

Pawn 1
Pawn 2
Pawn 3

Coverage from your selections

All seven listed jobs have at least one candidate. This does not check skill level, work priorities or whether a pawn is available when needed.

Single-person dependencies: Construction (Pawn 1); Growing (Pawn 1); Cooking (Pawn 2); Doctoring (Pawn 3). If one of these pawns is ill or occupied, that job may wait.

Competing assignments to review: Pawn 1, Pawn 2 are selected for four or more jobs. This is a review prompt, not a measured workload limit.

Who could cover each job
JobSelected pawnsWhat to check
ConstructionPawn 1Check the Construction work box and whether this pawn can finish your first shelter.
GrowingPawn 1Check Growing and whether this pawn can plant your chosen starter crop.
CookingPawn 2Check Cooking and whether you intend to assign this pawn to the first meal bill.
DoctoringPawn 3Check Doctoring and whether this pawn can be available to tend an injury.
HaulingPawn 1, Pawn 2Check Hauling and whether this pawn can move supplies into your stockpile.
CleaningPawn 2, Pawn 3Check Cleaning, the Home area and whether other work leaves time to clean.
FirefightingPawn 1, Pawn 2, Pawn 3Check Firefighting and whether the relevant area will be in your Home zone.

Your selections stay in this page and reset on reload. Crashlanded reference · Work and incapability reference. Cleaning added October 25, 2026; coverage is not a skill or scheduling simulation.

Choose a forgiving start

For learning the interface, use the Crashlanded scenario and inspect a temperate site's growing season before settling. Choose a difficulty that leaves room to learn; you can revisit challenge settings after the colony functions. An attractive mountain or exotic biome adds problems that a first-day tutorial may not cover.

When comparing pawns, inspect skills, passions, health and work incapabilities together. A high number in one skill cannot compensate for nobody being able to haul, clean or tend an injury. You do not need flawless pawns; you need a team with no essential task left unassigned.

References: RimWorld Wiki: Quickstart Guides

Build a team with fallback coverage

Use this role matrix while selecting the trio. It is an example allocation, not a minimum-stat rule. Match it to the pawns you actually rolled and give critical jobs a backup where feasible.

Pawn rolePrimary responsibilityCheck the overlap
Builder / growerFirst shelter and cropsIf both jobs are urgent, another pawn must help with one.
Cook / backup workerMeals and routine hauling or cleaningDo not bury cooking beneath an endless construction queue.
Doctor / defenderTreatment and a useful combat roleKeep another pawn capable of basic treatment if this pawn is injured.
Whole teamFire response, rest and essential laborRead incapabilities; do not assume every job can be enabled.

References: RimWorld Wiki: Quickstart Guides · RimWorld Wiki: Work

Read the coverage result before keeping the trio

The checker above asks about allowed, intended work, not skill numbers. A checked box means 'I have looked at this pawn and would assign this job'; it does not mean the pawn will do it well. The community Work reference describes unavailable jobs and manual priorities. Confirm every checkbox in your game, including health or incapability restrictions.

Worked planning example, not a played colony: mark Pawn 1 for Construction, Growing, Hauling and Firefighting; Pawn 2 for Cooking, Hauling, Cleaning and Firefighting; Pawn 3 for Doctoring, Cleaning and Firefighting. All seven jobs have someone. Construction, Growing, Cooking and Doctoring still rely on one person each. Pawns 1 and 2 each carry four selected jobs. This is a prompt to inspect competing tasks, not a measured workload limit.

Now clear Pawn 3's Doctoring box. The checker reports Doctoring as uncovered. You can choose another candidate or verify that someone else is permitted and suitable. Moving a priority number cannot enable a job that the Work tab will not allow.

Sample changeChecker resultPlayer action
Three example pawns as prefilledSeven jobs covered; four single-person dependenciesInspect capability and priority for each job with one worker.
Clear Pawn 3 DoctoringDoctoring uncoveredChoose a suitable doctor or recheck another pawn's actual Work tab.
Add Pawn 2 to GrowingGrowing gains backupCheck whether Pawn 2 can plant the selected crop and has time after cooking.

References: RimWorld Wiki: Work · RimWorld Wiki: Quickstart Guides

Draw the shelter before spending the starting wood

This is our counted layout, not a screenshot or tested colony. Every character is one ground tile. W is a wooden wall, D a wooden door, and each vertical A/A, B/B or C/C pair is a 1 × 2 sleeping spot. Dots are clear indoor ground. The outer dimensions are 8 × 8, not an 8 × 8 interior. Keep a walkable route through the door; the empty lower area can hold a small stockpile.

The perimeter contains 2 × 8 + 2 × 6 = 28 positions. Replacing one with a door leaves 27 walls. At 5 Wood per wall and 25 for the door, construction needs 27 × 5 + 25 = 160 Wood. Sleeping spots and constructed roof need no materials. This total excludes floors, beds, furniture, cooking facilities, temperature control, repairs and construction failures. With 120 usable Wood you are 40 short before any of those extras.

Wood is flammable and sleeping spots are uncomfortable. Treat this as a first shelter, not a raid defense, freezer, hospital or permanent bedroom plan. Upgrade deliberately after food, temperature and work are stable. Do not light an indoor campfire just to make the diagram look complete; heat and fire need a separate plan.

PartCountMaterial budget
Wooden walls27135 Wood
Wooden door125 Wood
Sleeping spots3, each 1 × 20
Roof over the interior6 × 6 = 36 tiles0 materials; construction work still needed
Shell totalWalls + door160 Wood before losses or extras
WWWWWWWW
WA.B.C.W
WA.B.C.W
W......W
W......W
W......W
W......W
WWWDWWWW

References: RimWorld Wiki: Wall · RimWorld Wiki: Door · RimWorld Wiki: Sleeping spot · RimWorld Wiki: Roof

Build, roof and move supplies — verify each state

Pause and choose nearby clear, buildable ground rather than excavating an unknown mountain roof. Allow the wood and supplies you intend to use. This sequence assumes the landing food covers the construction period; planting a crop does not produce tonight's meal.

  1. Architect → Structure: choose Wood for walls and door. Mark only the 8 × 8 perimeter and replace the indicated wall position with the door.
  2. Architect → Furniture: place three sleeping spots in the positions shown. Assign them to the three colonists; do not mark the shared room for prisoners.
  3. Give a capable builder Construction work. If nothing starts, select that pawn and right-click a blueprint; read the exact material, reachability or restriction message.
  4. Once walls and door are complete, use Build roof area over the interior. Check the roof overlay for uncovered tiles and allow the constructor to finish them. A roof designation alone is not a roof.
  5. Create a stockpile on clear indoor cells, allow the supplies you want protected and assign hauling. Inspect an actual item indoors; a stockpile outline alone does not move anything.
  6. Check room temperature, reachable food, sleeping assignments and immediate threats. Then plan cooking and growing using the linked food guide, before the landing reserve is exhausted.

References: RimWorld Wiki: Roof · RimWorld Wiki: Sleeping spot · RimWorld Wiki: Quickstart Guides

Set priorities that release a worker after the urgent job

Work → Manual priorities uses 1 as highest and 4 as lowest; blank disables a work type. Equal numbers are resolved in the Work tab's left-to-right order. The numbers below are an editorial starting example for capable pawns, not a complete schedule. Keep Patient/Bed rest, firefighting and medical needs under review; omitted columns are not instructions to disable them.

While the shell is unfinished, Pawn 1 builds before growing. When the roof is done and crops become urgent, swap that pawn's Construction 1 / Growing 2 to Construction 2 / Growing 1. Pawn 2 cooks before cleaning; if an unlimited cooking bill never ends, cleaning can starve. Use a bounded bill instead of raising every number to 1. Pawn 3 hauls between medical jobs; keep that pawn available if someone needs treatment.

At an existing working stove, add Cook simple meal → Do until you have X and enter 6 as a small example cap, not a nutrition forecast. In Details, allow your actual ingredients, choose a suitable worker and reachable ingredient radius, and use Take to best stockpile with an accepting destination. Check the displayed count after delivery. A suspended bill, unavailable ingredients or a full destination requires a different fix from a priority number.

Work typePawn 1: builder/growerPawn 2: cookPawn 3: doctor/hauler
Construction1 until shell completeBlank3 if capable
Growing2, then 1Blank unless a verified backupBlank
CookingBlank1 with a bounded billBlank
Hauling332
CleaningBlank in this example23
Firefighting1 if capable1 if capable1 if capable
DoctorOnly if suitable backupOnly if suitable backup1

References: RimWorld Wiki: Work · RimWorld Wiki: Bill

Fix a work failure at the point it happens

Select an idle or distracted pawn and try prioritizing the unfinished task. The game's message often tells you whether the issue is missing materials, no path, forbidden items, skills, allowed area or incapability. Read that before changing the entire work schedule.

For example, if the grower keeps building while food is urgent, temporarily move Growing ahead of Construction for that pawn or reduce the building queue. If meals are not being cooked, check the cooking bill and allowed ingredients as well as the pawn's priority. A work checkbox alone does not create a recipe.

Avoid making your only competent doctor do an avoidable dangerous job just before a fight. Coverage is about availability as well as skill. A second pawn with modest medical ability can still be valuable as a fallback.

Know when the start is stable enough to expand

Before adding a major project, check whether pawns are sleeping, eating and completing routine work without repeated manual rescue. Review the food stock and crop progress; check that harvested ingredients can become meals. Read recurring mood complaints instead of guessing at decorations.

Your next project should solve an observed constraint: storage overflow, poor food throughput, unsafe defense or lack of temperature control. Do not spend the starting stock on a blueprint copied from a late-game colony. The sensible build order is the one that fixes the next failure in your current settlement.

Before you play

  • Critical skills and work incapabilities checked as a team.
  • Essential supplies allowed and sheltered.
  • Food and construction are not competing for one overloaded pawn.
  • 27 walls and one door budgeted separately from food, heat and furniture.
  • Roof and delivered supplies verified, not just designated.
  • Cleaning assigned and the cooking bill bounded.

Frequently asked questions

What are the perfect starting pawn stats?

There is no required perfect roll in this guide. Inspect team coverage, passions, health and incapabilities; one excellent specialist does not replace missing labor.

Should I restart after one mistake?

Not automatically. A recoverable work or layout mistake is useful practice. Lower difficulty if needed and identify the failed step before rerolling.

Sources & revision notes

Editorial revision: October 25, 2026; not a gameplay test date. The reference notes identify source limits and version differences.

  1. RimWorld Wiki: Quickstart Guides (Community)

    Community source; indexed excerpts checked September 23, 2026 for Crashlanded, starter roles and team overlap. Full-page retrieval was restricted. Confirm options and platform support in your installed version.

  2. RimWorld Wiki: Work (Community)

    Community page directly read October 25, 2026 for manual priority order and incapabilities. The proposed role table is our editorial example, not an automatic optimal schedule.

  3. RimWorld Wiki: Wall (Community)

    Direct page checked October 25, 2026 for 5 material units per ordinary wall and wood flammability. The 8 × 8 footprint and total are our own counted example.

  4. RimWorld Wiki: Door (Community)

    Direct page checked October 25, 2026 for 25 material units per ordinary door; not an autodoor recipe.

  5. RimWorld Wiki: Sleeping spot (Community)

    Direct page checked October 25, 2026: 1 × 2 footprint, no material cost and temporary sleeping limitations.

  6. RimWorld Wiki: Roof (Community)

    Direct page checked October 25, 2026 for supported constructed roofs, Build roof area and zero material cost. No mountain excavation or roof-removal procedure is proposed.

  7. RimWorld Wiki: Bill (Community)

    Direct page checked October 25, 2026 for quantity modes, ingredient/worker filters and delivery/counting. Six meals is an illustrative cap, not a feeding-duration claim.

What changed in this revision

October 25, 2026: narrowed the first-day promise to a counted temporary shelter and work plan; added the 160-Wood layout, construction/roof/delivery checks, manual-priority and bounded-bill examples. Added Cleaning to the coverage checker. No played colony or nightfall completion is claimed.

How we research and correct guides

No affiliate links or paid placement. Commercial disclosure.