- 1 Architect
- 2 Work
- 3 Area
- 4 Schedule
- 5 Assign
- 6 Animals
- 7 Wildlife
- 8 Research
- 9 Quests
- 10 World
- 11 Ideology
- 12 History
- 13 Factions
- 14 Menu
- 15 Version history
Menus are text-based, selectable options and/or commands that provide the action which includes opening specific GUIs and enabling or disabling certain features. Menus can also take the form of options being represented by images and icons. The following menus are found along the bottom edge of the screen. The first eight menus are bound to hotkeys F1 through F8. (See: Controls)
|This page is suggested to be moved. Destination: Work .|
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, nobles can only access research and firefighting whilst a settler can access all skills.
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).
- Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.
- Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from red (worst), to white, to bright yellow (best). Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.
Incapable of work types
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor) as determined by their Traits. This is listed under Incapable Of in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be extremely ineffective and inefficient. One exception is that characters who are incapable of plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though.
Prioritizing a task
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.
- For improved efficiency, colonists do cleaning and harvesting in batches.
- Colonists will only perform work in their allowed area.
- If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.
|Work type||Description||Relevant skill||Category|
|Firefight||Firefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area||none||none|
|Patient||Patients go to a medical bed to receive treatment for life-threatening health conditions (e.g. a treatable illness). It is not advisable to ever disable this or severely lower the priority.
See the 'bed rest' task to set the priority for non-disease injuries.
|Doctor||Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.
Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.
Social (Visiting only)
|Bed rest||Colonists assigned to bed rest will rest in a bed to heal injuries. This is separate from a colonist's need to sleep to replenish rest.||none||none|
|Basic||Colonists will complete tasks that are unskilled and easy to complete.
* Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.
|Warden||Wardens feed prisoners, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.
|Handle||Handlers tame, train, feed, milk, shear and slaughter tamed animals. Handlers also rescue wounded animals.
Note: Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence.
|Cook||Cooks butcher animals, prepare meals, and brew beer.||Cooking||Skilled labor|
|Hunt||Hunters hunt animals marked for hunting, but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one).||Shooting and Animals||Violent|
|Construct||Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with components.
|Grow||Growers plant and harvest domestic crops.
|Mine||Miners dig out marked sections of stone or minerals, as well as operating deep drills.
|Plant cut||Plant cutters harvest food from wild plant and cut down marked plants.
|Smith||Smiths create weapons at the smithing bench and the machining table||Crafting||Skilled labor|
|Tailor||Tailors craft clothing at a tailor bench (electric / hand tailor bench).||Crafting||Skilled labor|
|Art||Artists make sculptures at the sculptor's table.||Artistic||Artistic|
|Craft||Craftsman do general low-skilled labor at work like stonecutting and smelting.||Skilled labor|
Intellectual (Drug Synthesis only)
Haulers do a number of things, including:
|Clean||Cleaners remove filth such as dirt, blood, and vomit, which would otherwise negatively affect the beauty of a room.||none||Dumb labor|
The player has 3 starting areas, one of them being the regular area called "Area 1". The player can add more and/or rename their respective areas(e.g. a Bedroom zone should be named "Bedroom").
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.
- Anything: The pawn will attempt to work per their priorities, unless their need to recreate, eat, or rest fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested.
- Work: The pawn will attempt to work per their priorities, regardless of their needs except the need to eat. If a pawn is already asleep when this scheduled activity begins, they will wake up to work. Note that if a pawn's Rest need reaches zero, they will fall asleep regardless of their schedule.
- Recreation: The pawn will attempt to recreate, unless either they have fill their recreation need to 95% at which point they will attempt to work, or until their needs to eat or rest fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested.
- Sleep: The pawn will attempt to sleep until either they have fill their rest need to 75% at which point they will attempt to work, or until their needs to eat falls below a certain threshold, at which point they will instead attempt to eat.
- Meditate: The pawn will attempt to meditate, preferring to meditate at their assigned meditation spot or assigning an unassigned on to themself. They will continue to do this until their need to eat or rest fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. Meditation counts as Solitary type recreation, and thus they will not need to recreate during. If a pawn is already asleep when this scheduled activity begins, they will wake up to meditate. Note that if a pawn's Rest need reaches zero, they will fall asleep regardless of their schedule. All pawns can meditate, not just psycasters and psycaster pawns will not stop a scheduled meditation even when they have met or exceeded their target psyfocus level. Meditation will continue to fill the level up its maximum of 100%, even if the target is set lower.
|Schedule||Rest below||Recreate below||Eat below||Force wake?||Else|
|30%||35%||30% food need||No||Work|
|Never Rest||Never Recreate||Yes||-|
Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.
In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a circadian assistant or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 pm), and the rest of the time at night as anything. The "anything time" minimizes the time wasted sleeping. Psycasters can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the "night owl at day" debuff and maximize the "night owl at night" buff.
Also, each colonist is assigned to an allowed area. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.
|This section is a stub. You can help RimWorld Wiki by expanding it. Reason: All of these sections are light on detail of how the mechanics work.|
|This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this article better. Note: Updated main image, images of the submenus|
The Assign screen has the following functions:
Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)
Allows the player to manage apparel profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.
There are several default outfits as follows:
- Anything: Allows literally any apparel, included tainted apparel.
- Nudist: Allows only untainted headgear and utility items. A nudist does not consider those items to be clothing and will still get the appropriate +20 mood buff.
- Worker: Excludes any type of armor but allows most everything else.
- Soldier: Includes armor and clothing suited for cold weather.
The player may modify these outfits or create their own.
|This section is a stub. You can help RimWorld Wiki by expanding it. Reason: How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too?.|
Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist. Food can be restricted generally, such as allowing rotting food, vegetarian food i.e. meals that did use meat as an ingredient, food with "appetizing meat" i.e. non-human, non-insect meat, food with human meat, or food with insect meat. Individual types of food and meals can also be specifically restricted, such as allowing only certain types of meal.
Note that pawns will prefer the best meals they have access to and are allowed - if you want your pawns to eat lavish meals, you need not restrict fine meals to do so, and not doing so allows them to eat fine meals when no lavish meals are available.
There are several default food restrictions as follows:
- Lavish: All food types allowed.
- Fine: All food types except lavish meals, carnivore lavish meals, and vegetarian lavish meals allowed.
- Simple: All food types except packaged survival meals, fine meals, carnivore fine meals, vegetarian fine meals, lavish meals, carnivore lavish meals, and vegetarian lavish meals allowed.
- Paste: All meals disallowed except nutrient paste meals. All other food types allowed.
- Raw: Chocolate, insect jelly, pemmican, and all meals disallowed. All other food types allowed.
- Nothing: All food types disallowed.
- Vegetarian: Corpses, raw meat, carnivore fine meals, carnivore meals meal, pemmican and kibble, as well as food with appetizing meat, human meat, or insect meat disallowed. All other food types allowed.
- Carnivore: ?
- Cannibal: ?
- Insect meat: ?
The player may modify these restrictions or create their own.
Allows the player to edit and set drug policies that can be applied to each colonist. (Note: Pawns on a drug binge or with a chemical fascination or chemical interest trait may ignore these restrictions and take drugs at will.) Pawns can also be told to keep a certain number of doses for each individual drug type.
If a colonist has drug-related trait it is conveniently noted on the drug policy.
There are several default drug policies as follows:
- No drugs: No drugs to be kept in inventory. All drugs for addictions. No drugs for recreation. No drugs scheduled.
- Social drugs: No drugs to be kept in inventory. All drugs except for beer and smokeleaf joints for addictions. Beer and smokeleaf joints available for recreation. No drugs scheduled. Despite also being social drugs, ambrosia and psychite tea are excluded from this policy.
- One drink per day: No drugs to be kept in inventory. All drugs except for beer and smokeleaf joints for addictions. Beer and smokeleaf joints available for recreation. Beer scheduled for use once per day, at any recreation or mood level.
- Unrestricted: No drugs to be kept in inventory. All drugs for addictions. All drugs for recreation. No drugs scheduled.
The player may modify these policies or create their own.
After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-3. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield.
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.
- A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.
- Allowed areas are also listed here including Unrestricted, Home area, and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in.
- The [Manage areas...] button at the top of the window opens another window to edit allowed areas.
The wildlife window lists all non-tamed animals on the map. Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it. The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator. There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.
Predator animals will hunt and eat vulnerable animals and colonists. Checking this menu often and killing any predators that arrive is a good way to keep the map safe. This menu is also useful for scavenging any downed animals nearby, yielding risk-free meat and leather.
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project. Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the Royalty DLC is installed, techprint requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.
The quests menu has different tabs that can show available, active, and historical quests. Available quests can be accepted here, with most quests having a time limit before expiry. There is also the option to change reward preferences, which allows goodwill or honour to be blocked as a quest reward from each faction.
The World interface provides information about the planet that the player has settled on. By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.
- Planet tab - provides both the name of the planet as well as the seed used in world generation.
- Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.
Caravans can be deployed from existing colonies by clicking on the colony and clicking the "form caravan" button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.
|This information relates to content added by the Ideology DLC. Please note that it will not be present without the DLC enabled.|
|This section is a stub. You can help RimWorld Wiki by expanding it.|
Using this tab, you can view your ideology and the ideologies of other factions. Here you can find options for saving and loading ideologies.
On the History screen, the graph tab shows a historical graph. There are three different graphs:
- Wealth: This graph has lines depicting total wealth, item wealth, and building wealth.
- Population: This graph shows the free population and prisoner population.
- Colonist mood: This graph only displays the average mood of all of the colonists.
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.
On the History screen, the Statistics tab contains information about the colony, including the current Storyteller and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.
There are many different kinds of factions in the game besides your own. The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.
The Menu is accessed by hitting the ESC key or by hitting the corresponding tab at the bottom right of the page.
The functions are as follows:
- Save - Saves the current game manually
- Load game - Loads a previously saved game
- Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)
- Options - Provides graphics and sound settings for the game
- Quit to main menu - Returns the user to the title page
- Quit to OS - Quits the application
In a save with Permadeath enabled, the functions are as follows:
- Review scenario - Displays the conditions of your current playthrough
- Options - Provides graphics and sound settings for the game
- Save and quit to menu - Saves the current game manually, then returns the user to the title page
- Save and quit to OS - Saves the current game manually, then quits the application