Work - RimWorld Wiki (2024)



  • 1 Manual priorities
  • 2 Assigning work
  • 3 Incapable of work types
  • 4 Prioritizing a task
  • 5 Notes
  • 6 Work types
  • 7 Version history

This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Add Childcare work in the right place. Where is mech gestation in Work#Smith's priority list..

Work is the various tasks that a colonist can do to keep a colony running, and perform almost all non-combat related tasks. The Work Menu allows the player to 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.

By default, the Work tab can be opened with F1.

Example of work priorities and the different work types.

Manual priorities[edit]

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 important than tasks on the right.
  • Manual mode: Each colonist's work type can be prioritized from 1 (highest priority) to 4 (lowest priority). Blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.

Regardless of mode, all available work of one priority will be done before the next priority. If Hauling is set to 1, then a colonist will haul every single object, even those halfway across the map, before doing the rest of their tasks. They have no regard for efficiency.

Assigning work[edit]

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[edit]

Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). Incapabilities are listed under "Incapable Of" in a pawn's Bio tab. Hovering the cursor over a listed incapability will show its source. Pawns will never perform a task related to their incapability, with a few exceptions. This is distinct from characters with a skill level of 0 in a skill. At level 0, a pawn is still capable of performing the task, they will just be extremely slow, ineffective, inefficient, and have an increased chance of failure. Where an exception exists, pawns incapable of a task are treated as having level 0 in the relevant skill, even if they had a higher skill before becoming incapable. For example, an exception is that characters who are incapable of plant work can still cut down trees - if it is ordered as construction work through the Architect>Orders menu.

What a pawn is incapable of is determined by their traits, backstories, title , status as a slave, or ideoligious role . Typically, incapabilities from multiple sources stack. Though rare, it is quite possible that, given a perfectly wrong combination of backstory limitations, a pawn may be so limited that they are incapable of practically everything. Slavery is unique in this regard, in that it removes all other incapabilities and replaces them with its own. See that page for details.

Occasionally, incapabilities have interactions with other mechanics, such as the limitation of traits; for example, a "non-violent" colonist will never have the brawler trait.

A pawn can be "incapable of":

Work typeEffect
AnimalsProhibits working with animals, including taming wild animals, training tamed animals and collecting materials such as wool from tame animals. Does not disable the ability to hunt wild animals, nor the animals skill which also governs hunting ability.
CaringProhibits any medical tasks, including Doctoring, Nursing, and Surgery; on humans or animals.
Dumb LaborHauling, Rearming, Refueling, Loading, Cremating, and Cleaning. Does not prevent a colonist from hauling as part of another job such as bringing construction materials to something they're building.
HaulingHauling, Rearming, Refueling, Loading, and Cremating. Does not prevent a colonist from hauling as part of another job such as bringing construction materials to something they're building.
IntellectualResearch, Drug Production, Scanning, Computer Hacking, and so on.
PlantsGrowing, Sowing, Harvesting, and Plant Cutting (including cutting trees).
Skilled LaborBrewer, Butcher, Cook, Constructor and Deconstructor, Miner, Grower, Harvester, Plant Cutter, Crafter, Smith, Tailor, Repairer, Driller, Fabricator, Machinist, Refiner, Smelter, Stonecutter, and Drug Production.
SocialTrading (including while on caravans or at faction bases), Recruiting prisoners, and all Wardening.
ViolentAll Ranged and Melee combat, Hunting, Wardening, Slaughtering, and Executing prisoners.
An incapable of Violent pawn cannot defend themself from attacks. This includes a prohibition against equipping even "non-damaging" weapons such as smoke launchers or EMP grenades, and weapons equipped only for their buffs, such as the eltex staff . A "non-violent" colonist can still be drafted, use psycasts , and order combat mechanoids as a mechanitor. Pawns that are incapable of violence can provoke social fights, but will not fight back during them. However, these pawns are capable of Extreme mental breaks that murder animals or other colonists. These pawns are also incapable of slaughtering tamed animals, but are in fact able to euthanize animals and humans as a medical operation to achieve the same benefits of slaughtering.

Prioritizing a task[edit]

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.

Work types[edit]

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 typeDescriptionRelevant skillCategory
FirefightFirefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area.nonenone
PatientPatients 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.

DoctorDoctors 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.
  • Tend to patients with urgent needs. Priority: 110
  • Tend to patients. Priority: 100
  • Tend to self. Priority: 90
  • Feed patients. Priority: 80
  • Operate on humanlikes. Priority: 70
  • Rescue downed allies to bed. Priority: 60
  • Tend to animals. Priority: 50
  • Feed animals (patient animals only). Priority: 40
  • Operate on animals. Priority: 30
  • Take patients to bed for operations. Priority: 20
  • Visit sick people . Priority: 10

Social (Visiting only)

Bed restColonists 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.nonenone
BasicColonists will complete tasks that are unskilled and easy to complete.
  • Flick switches - toggle power on appliances and switches, or open/close vents. Priority: 500
  • Release prisoners. Priority: 100
  • Open containers marked to open: graves, cryptosleep caskets, and sarcophagi. Priority: 50
  • Change dryad types. Priority: 30
  • Extract skull. Priority: 20

* Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.

WardenWardens feed prisoners, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.
  • Execute prisoners. Priority: 110
  • Emancipate slaves. Priority: 105
  • Release prisoners. Priority: 100
  • Enslave prisoners. Priority: 95
  • Take prisoners to bed. Priority: 90
  • Feed prisoners. Priority: 80
  • Imprison slaves. Priority: 75
  • Convert prisoners. Priority: 72
  • Deliver food to prisoners. Priority: 70
  • Suppress slaves. Priority: 65
  • Chat with prisoners. Priority: 60
HandleHandlers 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.

  • Take roaming animals to pen. Priority: 160
  • Feed sick animals. Priority: 150 (animal patients - sick or injured animals resting in an animal bed or sleeping spot designated as medical)
  • Take to pen. Priority: 130 (presumably this one is for moving animals from a hitching spot to a pen)
  • Slaughter animals. Priority: 100
  • Release to wild. Priority: 100
  • Milk animals. Priority: 90
  • Shear animals. Priority: 85
  • Tame animals. Priority: 80
  • Train animals. Priority: 70
  • Rebalance animals in pens. Priority: 60
CookCooks butcher animals, prepare meals, and brew beer.
  • Cook meals at stove. Priority: 100
  • Cook meals at campfire. Priority: 97
  • Butcher creatures. Priority: 90
  • Fill food hoppers. Priority: 50
  • Brew liquors. Priority: 30
CookingSkilled labor
HuntHunters 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 AnimalsViolent
ConstructConstructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with components.
  • Fix broken-down buildings. Priority: 120
  • Uninstall structures. Priority: 110
  • Build roofs. Priority: 100
  • Remove roofs. Priority: 90
  • Construct placed frames. Priority: 80
  • Deliver resources to frames. Priority: 70
  • Deliver resources to blueprints. Priority: 60
  • Deconstruct structures. Priority: 50
  • Repair damaged things. Priority: 40
  • Remove floors. Priority: 30
  • Smooth floors. Priority: 20
  • Smooth walls. Priority: 10
ConstructionSkilled labor
GrowGrowers plant and harvest domestic crops.
  • Harvest crops. Priority: 100
  • Plant seeds. Priority: 80
  • Replant trees. Priority: 60
  • Sow crops. Priority: 50
PlantsSkilled labor
MineMiners dig out marked sections of stone or minerals, as well as operating deep drills.
  • Mine. Priority: 100
  • Drill at deep drill. Priority: 50
MiningSkilled labor
Plant cutPlant cutters harvest food from wild plant and cut down marked plants.
  • Extract trees. Priority: 110
  • Prune Gauranlen trees. Priority: 25
  • Cut plants. Priority: none
PlantsDumb labor
SmithCreate weapons and tools from raw materials, either as a blacksmith or by machining. Also repair mechanoids, if the colonist is a mechanitor.
  • Make weapons (at smithy). Priority: 115
  • Make things at machining table. Priority: 75
  • Fabricate things. Priority: 50
CraftingSkilled labor
TailorTailors craft clothing at a tailor bench (electric / hand tailor bench).CraftingSkilled labor
ArtArtists make sculptures at the art bench.ArtisticArtistic
CraftCraftsman do general low-skilled labor at work like stonecutting and smelting.
  • Make things at crafting spot. Priority: 100
  • Work at refinery. Priority: 97
  • Synthesize drugs. Priority: 95
  • Make stone blocks. Priority: 90
  • Smelt items. Priority: 80
  • Crafting
  • Cooking (Drug Cooking only)
  • Intellectual (Drug Synthesis only)
  • None (Stone Cutting and Smelting only)
Skilled labor

Intellectual (Drug Synthesis only)


Haulers do a number of things, including:

  • Rearm turrets. Priority: 150
  • Refuel fuelable buildings (Torch lamps, generators, Fueled stoves etc.). Priority: 140
  • Unload carriers. Priority: 130
  • Load caravan. Priority: 120
  • Load transporters. Priority: 110
  • Carry to biosculpter pod. Priority: 109
  • Strip corpses. Priority: 100
  • Haul corpses. Priority: 90
  • Do cremation bills. Priority: 40
  • Do bills at campfire (such as burning drugs). Priority: 30
  • Empty egg boxes. Priority: 20
  • Take beer out of fermenting barrels. Priority: 20
  • Fill fermenting barrels. Priority: 19
  • Haul general things. Priority: 15
  • Deliver resources to frames. Priority: 10
  • Deliver resources to blueprints. Priority: 9
  • Merge things. Priority: 5
noneDumb labor
CleanCleaners remove filth such as dirt, blood, and vomit, which would otherwise negatively affect the beauty of a room.
  • Clear snow. Priority: 10
  • Clean filth. Priority: 5
noneDumb labor
  • Study thing. Priority: 110 (unclear)
  • Research work at a simple research bench or hi-tech research bench to unlock new items and building options. Priority: 100
  • Scanning at the Long-range mineral scanner. Priority: 50
  • Scanning at the Ground-penetrating scanner. Priority: 50

Version history[edit]

  • 1.3.3066 - Guests with "AllWork" disabled will no longer opportunistically haul.
  • 1.4.3563 - Fix: "Tend to self" emergency work giver appears below non-emergency work giver on UI.
Work - RimWorld Wiki (2024)


What is skilled labor in RimWorld? ›

Skilled labor. Grow. Growers plant and harvest domestic crops.

What counts as dumb labor RimWorld? ›

Hauling, cleaning, and plantcutting, which are all jobs that do not require a skill.

How to set priorities in work RimWorld? ›

Hold ⇧ Shift and right mouse click desired items or tiles and select order.

What are the fundamentals of RimWorld? ›

You'll need 3 things to survive on a rimworld: Food, Shelter, and Security. Cassandra Classic gives you a short grace period before enemies start appearing, so we only need to worry about the first two. With an efficient work flow, we can knock out two of the three needs by day 1 or 2.

Do slaves work slower RimWorld? ›


A slave will have 85% Global Work Speed - they have no motivation to work as hard. To compensate, they have no need for Recreation, and will have increased mood through expectations. Slaves are unable to do the Warden, Art, or Research tasks.

Does RimWorld get progressively harder? ›

Getting the balance right is a big part of Rimworld. Depends on the story teller you chose. If you choose phoebe or cassandra, your game will gradually get more and more difficult. But even then almost always the raids or events will be at the level you're at.

How long is an hour in RimWorld? ›

Real time
In-Game TimeReal Time
1 Hour60 Min~42s
1 Day24 Hours16m 40s
1 Quadrum15 Days4h 10m
1 Year4 Quadrums16h 40m
1 more row
May 22, 2024

Do skills degrade RimWorld? ›


A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold.

How fast do babies age RimWorld? ›

Biological AgeTime in vatNo Vat
Base Vat400% Aging
Age 0 to 39 days45 days
Age 3 to 1330 days152.4 days
Age 13 to 1815 days106.6 days
5 more rows
Jan 9, 2024

What is the best schedule for productivity RimWorld? ›

If you want a Schedule that works well for everyone, virtually all the time and that you really just never have to think about, then put everyone on the standard Biphasic schedule: 2 recreation followed by 4 sleep then 6 Anything.

How do you effectively convert colonists RimWorld? ›

A skilled moral guide can convert a pawn to their ideology in as little as 2-3 uses of the conversion ability. Conversion rituals are also -100% certainty on masterful. The best way to convert pawns is to have a highly skilled moral guide use their conversion ability on cooldown after starting with a conversion ritual.

How to be successful in RimWorld? ›

Tips and tricks for Rimworld
  1. Staring off with wood is fine, but upgrade ASAP. ...
  2. Don't be afraid to build into your surroundings. ...
  3. Just grow rice. ...
  4. If a pawn is being a problem, just arrest 'em! ...
  5. Don't underestimate the importance of giving your colonists bedrooms. ...
  6. Make areas for your animals. ...
  7. Traps in early game are the GOAT.
Apr 5, 2023

What is the best thing to start with in RimWorld? ›

  • Build a big living room, you can put your beds in there for a while, a table with chairs too.
  • Grow crops (usually rice), make a butcher's table, set a bill to always butcher dead animals, and make a cooking table with simple meals and fine meals on higher priority (if you have a good enough cook for fine)
Jan 25, 2024

Does age matter in RimWorld? ›

Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and age-related health difficulties such as cataracts, a bad back, dementia, or frailty.

What is the best beginner start RimWorld? ›

  1. 14 Choose A Manageable Set-up.
  2. 13 Pick A Good Starting Location.
  3. 12 Choose Useful Colonists.
  4. 11 Set Manual Priorities.
  5. 10 Build A Shelter And A Farm Immediately.
  6. 9 Find And Use Rich Soil.
  7. 8 Set Up An Indoor Stockpile And A Refrigerator.
  8. 7 Build Multiple Power Sources.

What does a skilled labor do? ›

Skilled labor is a segment of the workforce that has specialized know-how, training, and experience to carry out more complex physical, or mental tasks than routine job functions.

What is the best money making method RimWorld? ›

Corn is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle.

What is the highest skill level in RimWorld? ›

Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. The Great Memory trait halves the skill decay rate for a pawn.

Can slaves sleep with colonists RimWorld? ›

For Slave:

Unlike prisoners, colonists and slaves can sleep in the same room, though colonists get a −3 moodlet for doing so.

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