Preparing the interactive tool. Please wait; the guide and worked examples remain available below.
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 role | Primary responsibility | Check the overlap |
|---|---|---|
| Builder / grower | First shelter and crops | If both jobs are urgent, another pawn must help with one. |
| Cook / backup worker | Meals and routine hauling or cleaning | Do not bury cooking beneath an endless construction queue. |
| Doctor / defender | Treatment and a useful combat role | Keep another pawn capable of basic treatment if this pawn is injured. |
| Whole team | Fire response, rest and essential labor | Read 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 change | Checker result | Player action |
|---|---|---|
| Three example pawns as prefilled | Seven jobs covered; four single-person dependencies | Inspect capability and priority for each job with one worker. |
| Clear Pawn 3 Doctoring | Doctoring uncovered | Choose a suitable doctor or recheck another pawn's actual Work tab. |
| Add Pawn 2 to Growing | Growing gains backup | Check 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.
| Part | Count | Material budget |
|---|---|---|
| Wooden walls | 27 | 135 Wood |
| Wooden door | 1 | 25 Wood |
| Sleeping spots | 3, each 1 × 2 | 0 |
| Roof over the interior | 6 × 6 = 36 tiles | 0 materials; construction work still needed |
| Shell total | Walls + door | 160 Wood before losses or extras |
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WA.B.C.W
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WWWDWWWWReferences: 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.
- Architect → Structure: choose Wood for walls and door. Mark only the 8 × 8 perimeter and replace the indicated wall position with the door.
- Architect → Furniture: place three sleeping spots in the positions shown. Assign them to the three colonists; do not mark the shared room for prisoners.
- 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.
- 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.
- 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.
- 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 type | Pawn 1: builder/grower | Pawn 2: cook | Pawn 3: doctor/hauler |
|---|---|---|---|
| Construction | 1 until shell complete | Blank | 3 if capable |
| Growing | 2, then 1 | Blank unless a verified backup | Blank |
| Cooking | Blank | 1 with a bounded bill | Blank |
| Hauling | 3 | 3 | 2 |
| Cleaning | Blank in this example | 2 | 3 |
| Firefighting | 1 if capable | 1 if capable | 1 if capable |
| Doctor | Only if suitable backup | Only if suitable backup | 1 |
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.
- 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.
- 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.
- 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.
- RimWorld Wiki: Door (Community)
Direct page checked October 25, 2026 for 25 material units per ordinary door; not an autodoor recipe.
- RimWorld Wiki: Sleeping spot (Community)
Direct page checked October 25, 2026: 1 × 2 footprint, no material cost and temporary sleeping limitations.
- 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.
- 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.
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.
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