RimWorld early game — priorities, orders, storage and shelter

Default PC controls, manual priorities, forbidden/allowed items, storage, zones and construction blocks. Check a new three-person colony until beds and meals function.

Edition: PC Steam base game (app 294100), no DLC/mods. Examples use Crashlanded, Cassandra Classic, Community builder and temperate forest with a long growing season, without custom difficulty changes. Adjust for other scenarios, biomes and console editions

Verification scope: Normal 1.6 release branch. Official updates and June 8, 2026 Update 1.6.4850 checked on 2026-10-04. Running build untested: also inspect the title-screen number and Steam branch

Sources checked: 2026-10-04

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Pause and inspect people, resources and terrain

Examples use 3 Crashlanded colonists, Cassandra Classic, Community builder and temperate forest. These ease starting conditions without guaranteeing victory. Check who can cover essential work rather than seeking three perfect colonists.

  1. Pause after landing with Space. Open each Bio for skills, passions/incapabilities and Health for current conditions.
  2. Assign possible cooks, growers, builders and doctors. One person can cover several roles but cannot perform them simultaneously.
  3. Inspect nearby food, medicine, wood and steel for red forbidden × marks. Do not allow everything far away or near enemies indiscriminately.
  4. Hover planned sites to inspect terrain and temperature. Connect farmable ground, roofable shelter, storage and entrances nearby.

Construction 4 is needed for electric stoves/wood generators; 5 for coolers/heaters. Check the assigned builder before using this electrified example.

Match default keys to screen actions

Use screen buttons with rebound keys or Fn-dependent keyboards. Check each input's result before issuing the next order.

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Match default keys to screen actions: 6 entries
Action / targetRequirementHow to order itSuccess check
Pause timeOrdinary single-playerSpace or time-control buttonTime stops; orders can still be placed
Place buildings or zonesMaterials, terrain and researchTab → Architect; choose type and rotate with Q/EBlueprint/zone appears at intended position and direction
Select a colonist's taskA capable colonistLeft-click colonist, then right-click targetPriority option or reason it cannot be done appears
Queue another taskExecutable targetShift + right-click to addQueued job appears in the selection panel
Use forbidden itemsSafely reachable targetSelect item → Allow; default F also worksRed × disappears; hauling destination still needs configuration
Draft / undraftMobile colonistR or crossed-swords buttonDrafting enables positioning; undrafting returns normal work/needs

Drafting is not faster work mode. Check forgotten draft status when construction or hauling stops.

Divide three roles by competing work time

Open Work with F1 or the bottom tab; enable Manual priorities for numbers. Blank means unassigned. Numbers below are editorial examples to test main jobs in quiet periods, excluding emergencies. Swap roles for different skills/incapabilities.

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Divide three roles by competing work time: 5 entries
RoleInitial exampleWhen overloadedDisplay to inspect
Primary builderConstruct 2, supporting Haul 3Avoid distant mining or huge projects while building cooling/shelterCurrent job and missing blueprint materials
Primary food workerA suitable Cook or Grow job at 2If sharing both empties meals, give harvesting or cooking to someone elseMeal stock, crop maturity and current job
Support workerSet the currently needed Haul or Clean to 2, secondary work to 3Favor hauling when items scatter, cleaning when the kitchen is dirtyStorage acceptance, bench surroundings and Home cleaning area
Medical workerPrioritize Doctor for someone capableCheck a backup in case the primary doctor is injuredInspect the doctor's Health as well as Medical skill
Everyone's emergency jobsPlace available Firefight, Patient and similar work ahead of main rolesHigher priority cannot override incapabilityBio incapabilities and Work blanks/priorities

1 is highest, 4 lowest. Equal numbers run left to right; Cook and Grow at the same number do not split time equally.

Complete a small bed/storage/meal cycle

The first goal is people eating, sleeping and returning to work, not an impressive town. Finish essential areas in sequence instead of one large build.

  1. Assign enough sleeping places under Architect furniture and first enclose one room with walls, a door and roof. Check roof display and entrance access.
  2. Add nearby stockpiles accepting needed food, medicine and materials. A roof alone does not freeze food.
  3. Designate only enough safe trees for construction. Select the builder and right-click unfinished walls/beds to inspect material and work requirements.
  4. Create a small growing zone on fertile ground and choose rice or another suitable crop. Check a capable grower, season and sowing permission.
  5. Connect harvested ingredients to cooking. A fueled stove costs 80 steel plus operating wood; test one simple-meal bill.
  6. When electrifying, connect generator, stove and cooler to the same network. Check individual power and actual food temperature; see Production/research.

This temperate example starts with carried food. Move existing hunger, bleeding, extreme temperature or nearby enemies ahead in priority.

Stockpiles, allowed areas and Home have different roles

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Stockpiles, allowed areas and Home have different roles: 5 entries
Work / facilityRequirementHow to order itException
Ingredient stockpileAcceptance, space, hauler and reachable pathZone → Storage: allow needed items; raise priority for a nearby work stockpileHigh priority cannot fix forbidden items, excluded areas or full storage
Food-only storageFood acceptance and preservation conditionsSeparate food zones and review rotten/unwanted itemsStorage priority does not improve freshness; inspect temperature separately
Restrict movementAn area connecting beds, meals and needed workplacesCreate an allowed area under Architect → Zones, then assign colonistsTwo separate allowed patches can still cause travel across disallowed ground between them
Cleaning, firefighting and repairHome designation and corresponding workAdd/remove Home under Architect → ZonesAutomatic construction expansion can add distant cleaning duties
GrowingFertility, crop skill and seasonal requirementsChoose crop and sowing toggle in the growing zoneOrdinary base-game farming does not require watering

Start hazard-avoidance areas by connecting essential destinations. Creating an area does not automatically assign everyone to it.

Four checks for idle colonists

Read the selected colonist's right-click explanation before adding buildings.

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Four checks for idle colonists: 6 entries
SymptomColonist / target displayActionSuccess check
No jobs performedDraft status, injury or mental stateUndraft if needed; inspect Health/Needs and prioritize treatment or restReturns to ordinary current work
Only one job is absentBio incapability or blank Work assignmentAssign another capable colonistThe right-click option appears
Cannot reach materialsAllowed area, doors/walls and forbidden itemRestore safe access to both work and ingredients; allow only safe itemsWalks to and carries materials
Only construction stallsMaterials, Construction skill and deliverySupply the blueprint and use a qualified builderMaterials enter the frame and building progresses
Hauling never finishesAcceptance, space and priorityConfirm one matching destination; avoid adding unnecessary huge hauling ordersOne stack reaches its intended zone
Research keeps waitingTopic, Research assignment and earlier main workSeparate from forced production orders; leave time for researchActual research points increase

Expand settings after one successful normal-speed task. Changing materials and work competition together can obscure the cause.

Frequently asked questions

Does a missing prioritize option mean low skill?

Other causes include incapability, unassigned work and inaccessible targets. Inspect Bio → Work → right-click explanation.

Why do materials remain outside new storage?

Check acceptance, durability filters, room and priority. Then inspect forbidden state, hauling assignment and allowed area.

Is walking outside an allowed area a bug?

Colonists may cross disallowed ground between allowed destinations. Check the actual path, not only endpoint areas, to avoid hazards.

Can I cook on day one without electricity?

A fueled stove or campfire can work. A fueled stove needs construction steel, operating wood, a bill, a cook and ingredients.

Why is the kitchen dirty despite Clean being enabled?

Check Home and the cleaner's allowed area, then higher-priority ongoing jobs. Temporarily prioritize cleaning with a capable colonist.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).