RimWorld is a sci-fi colony sim by Ludeon Studios, published by Ludeon Studios. Its AI storyteller creates raids, weather, traders, sickness, breakdowns, accidents, and rescue chances around your colony instead of sending you through a fixed campaign route.
This guide is for an unmodded first colony, especially a Crashlanded-style start. It avoids DLC-specific builds, current patch balance, console feature parity, mod lists, killboxes, ideology min-maxing, and endgame ship-launch planning.
Content warning: RimWorld includes fictional systems involving violence, blood, drug use and addiction, slavery, organ harvesting, cannibalism, and non-graphic relationship/reproduction themes.
A note on difficulty: RimWorld is readable as a beginner game, but it is not gentle by default. Use an easier storyteller or difficulty while learning, and choose Reload Anytime if you want room to undo confusing early mistakes.
Essential Tips
1. Learn on Crashlanded Before Chasing Weird Starts
A standard start teaches the whole colony loop.
Crashlanded gives you three colonists, basic gear, food, medicine, and enough structure to learn without solving every problem at once. Save tribal, naked, extreme-biome, DLC-heavy, and modded scenarios until you understand food, work, mood, raids, and medicine.
2. Pick a Forgiving Map
The first colony should make basic survival legible.
Temperate forest, a decent growing season, nearby soil, and some hills or ruins give you food, wood, stone, steel, and cover without forcing advanced temperature or scarcity planning. A brutal desert, ice sheet, jungle disease start, or tiny mountain dig can be a good story later, but it is a bad classroom.
3. Choose Colonists for Coverage, Not Perfection
You need a functioning team more than three stars.
Try to cover Shooting, Construction, Plants, and Medical. Cooking, Social, Mining, and Intellectual are useful, but the first four keep you alive. Avoid taking all three colonists with severe health problems, drug addictions, or work blocks that leave the colony unable to fight, haul, clean, doctor, grow, build, or fight fires.
4. Pause Immediately on Landing
The first minute is a planning screen.
Pause, inspect the map, unforbid supplies, equip weapons, check colonist skills, and set work priorities before everyone wanders off. RimWorld is real time, but you are allowed to stop the clock and think.
5. Use Manual Work Priorities Early
Colonists do what the Work tab tells them to do.
Set emergency jobs like Firefight, Patient, Bed Rest, and Basic high for everyone who can do them. Put Doctor, Cook, Grow, Construct, and Warden on the best suited colonists. Hauling and Cleaning matter more than they look, because dirty rooms, outdoor supplies, and long walks quietly create bigger failures.
6. Build Small First
A modest roof beats a perfect base plan.
Your first building can be ugly. It needs walls, a door, a roof, beds, storage, and room for a table or work spot. Do not spend the first day laying out a dream fortress while food and medicine sit outdoors.
7. Plant Food Before You Need Food
Starting meals are a timer.
Get a growing zone running early, usually with rice for the first harvest. Berries and hunting can help, but hunting adds injury and animal revenge risk. Farming gives you a stable baseline so you can handle raids, sickness, and construction without also starving.
8. Cook and Freeze as Soon as Practical
Food security is storage plus work, not just crops.
Raw food, outdoor storage, dirty kitchens, and warm rooms all create problems. Build toward a clean cooking area, a freezer, and meal bills that keep a small buffer of simple meals. Keep the stove out of the freezer, and keep the kitchen path cleaner than your main traffic routes.
9. Fix Mood With Cheap, Shared Comfort
Mental breaks are survival threats.
Beds, tables, chairs, light, recreation, cooked meals, safe temperatures, clean rooms, and a shared dining/rec room solve many early mood problems. A colonist who is hungry, in pain, exhausted, sleeping outside, and eating on the floor is not just unhappy; they are a future crisis.
10. Fight From Cover, Not Courage
A raid is a positioning problem first.
Conscript colonists, pause often, and put shooters behind walls, chunks, barricades, or sandbags. If a melee enemy closes in, use a melee pawn or doorway to stop them while shooters reposition. Watch lines of fire so colonists do not shoot through each other.
11. Treat Medicine as a Colony Job
Bleeding out is often preventable.
Keep your best doctor away from the most dangerous firing line when possible. After a fight, check wounds, rescue downed colonists, tend urgent bleeding first, and use medicine policies intentionally. A clean bed is better than a field tend, but a field tend is better than letting someone die on the walk back.
12. Spend Wealth on Survival
Unused value can make the next raid harder.
Do not stockpile huge amounts of food, drugs, weapons, organs, clothes, or silver just because you can. Trade, gift, smelt, burn, or invest excess into things that actually help: armor, weapons, components, medicine, defenses, power, research, and emergency tools.
First Colony Priorities
| Phase | Build or Do | Why It Matters |
|---|---|---|
| Landing | Pause, unforbid supplies, equip weapons | Prevents wasted time and unarmed panic |
| First day | Small roofed room, stockpile, beds | Protects colonists and supplies |
| First food | Growing zone and basic cooking plan | Stops the meal timer from becoming starvation |
| Early comfort | Table, chairs, light, recreation | Reduces avoidable mood penalties |
| Power | Generator or other early power route | Enables light, freezer, and later systems |
| Food storage | Freezer near kitchen and fields | Prevents cooked meals and meat from spoiling |
| Defense | Cover, chokepoints, fallback spots | Turns raids into controlled fights |
| Recovery | Medical beds, tend priorities, corpse handling | Prevents small fights from becoming colony spirals |
| Progress | Research bench after basics | Unlocks better infrastructure and tools |
Resource Management
-
Food: Grow enough to feed the current colony with a buffer, but avoid absurd stockpiles unless winter, toxic fallout, travel, or new colonists justify it.
-
Wood: Wood is useful early because it is fast and available in forgiving biomes. Replace risky wooden walls with stone once you have time and blocks.
-
Steel and components: Do not spend these casually on decorative or oversized projects. Power, coolers, benches, and defenses compete for the same materials.
-
Medicine: Save better medicine for dangerous wounds, infections, disease, and surgery. Do not burn through it on harmless bruises.
-
Time: Walking is a resource. Put the freezer near fields, kitchen, and dining; keep common work areas compact; do not make colonists cross the map for every meal.
-
Wealth: Value sitting on the ground still counts as a problem once the storyteller scales up. Turn clutter into defense, trade value, goodwill, or destroyed junk.
Hidden Mechanics
| Mechanic | What It Changes | Beginner Habit |
|---|---|---|
| Storyteller | Controls event rhythm and pressure | Pick a learning-friendly setup |
| Difficulty | Changes threat scale and many colony pressures | Lower it while learning systems |
| Manual priorities | Determines what colonists actually do | Assign experts and emergency jobs |
| Mood breaks | Can remove control of a colonist | Fix needs before they stack |
| Food spoilage | Destroys food if storage is wrong | Roof, cook, and freeze early |
| Friendly fire | Can injure your own pawns | Keep firing lines clear |
| Wealth scaling | Can increase raid pressure | Do not hoard useless value |
| DLC and mods | Add or change major systems | Learn vanilla first |
| Console roadmap | Differs from PC | Verify platform before applying PC advice |
Common Mistakes to Avoid
-
Do not start in an extreme biome for your first serious colony - Learn the core loop before adding severe climate or food pressure.
-
Do not accept three colonists who cannot cover core jobs - A colony with no doctor, builder, grower, fighter, hauler, or firefighter can fail before the first raid.
-
Do not leave starting supplies forbidden or outdoors for days - Unforbid and roof the important items early.
-
Do not build a giant base before beds, food, and storage exist - Overbuilding turns day one into walking and unfinished walls.
-
Do not wait for hunger before planting crops - Crops need time, and packaged meals run out faster than new players expect.
-
Do not cook in a filthy traffic hallway - Food poisoning can disable the colony at the worst possible time.
-
Do not ignore tables, recreation, and light - Small mood penalties stack into mental breaks.
-
Do not fight raids in the open - Conscript, pause, take cover, and force enemies into worse angles.
-
Do not put your only good doctor in the most dangerous spot - Surviving a fight is easier when someone healthy can tend wounds afterward.
-
Do not recruit every prisoner automatically - Bad health, addictions, dangerous traits, and poor skills can make a new colonist more burden than help.
-
Do not hoard every weapon, corpse, drug, and trade good - Excess wealth should become safety, progress, goodwill, or trash.
-
Do not stack DLC and mods before you know vanilla behavior - You need to recognize the base rules before changing them.
Summary
| Category | Top Tip |
|---|---|
| Setup | Use a forgiving Crashlanded-style start |
| Colonists | Cover Shooting, Construction, Plants, and Medical |
| First Day | Pause, unforbid, equip, prioritize, and roof supplies |
| Food | Plant early, cook meals, and build cold storage |
| Mood | Fix cheap shared comfort before breaks happen |
| Combat | Fight from cover and pause often |
| Medicine | Rescue and tend bleeding pawns quickly |
| Wealth | Invest or clear excess instead of hoarding |
| Scope | Learn vanilla before DLC, mods, or extreme starts |
Did this answer your question?
Your feedback helps keep the useful answers visible.Sources
8 checked for this guideEvery factual claim in this guide was checked against at least two independent sources before publication. These are the references used for RimWorld.
Next answers
Community notes0
No community notes yet.
Sign in to contribute