Marcus Johnson
Mar 16, 2024
Survive RimWorld by prioritizing food production and mood management, building killboxes for raid defense, keeping colonist count between 8-14 for manageable wealth scaling, and always maintaining a hospital with medicine stockpiled. The storyteller AI scales difficulty to your wealth, so expand deliberately.
RimWorld is a colony survival simulator where everything that can go wrong will go wrong, usually at the worst possible moment. A solar flare knocks out your freezer during a heat wave. Raiders attack while your best fighter is recovering from surgery. A colonist has a mental break and sets fire to your chemfuel stockpile. Learning to anticipate and manage these cascading disasters is what makes RimWorld endlessly compelling.
This guide covers the strategies that separate thriving colonies from tragic stories.
Understanding the Storyteller AI
RimWorld’s difficulty isn’t static — it’s driven by an AI storyteller that generates events based on your colony’s wealth, population, and current situation. Understanding this system is fundamental to survival.
Wealth scaling is the most important concept. The storyteller calculates your total colony wealth (buildings + items + colonists’ gear + tamed animals) and scales raid strength accordingly. This means:
- Hoarding expensive items you don’t need increases raid difficulty
- Building marble grand sculptures attracts bigger raids than functional stone walls
- Recruiting every wanderer increases your wealth faster than your defense capability
- Selling excess goods keeps wealth manageable
| Wealth Range | Typical Raid Size | Recommended Defenses |
|---|---|---|
| 0-50,000 | 3-5 tribals or 2-3 pirates | Basic sandbags, 2-3 armed colonists |
| 50,000-150,000 | 8-12 raiders, occasional mechanoids | Killbox with turrets, 5+ armed colonists |
| 150,000-400,000 | 15-25 raiders, sappers, drop pods | Advanced killbox, mortars, 8+ armed colonists |
| 400,000+ | 30+ raiders, multiple factions, sieges | Layered defense, EMP grenades, full militia |
The practical takeaway: expand deliberately. Don’t build a marble palace when a limestone bunker serves the same purpose at lower wealth cost.
Colony Layout Fundamentals
A well-designed base prevents problems before they start. Here’s a layout that works from early game through endgame:
The Core Module
Your base should be built around a central stockpile room with branching corridors:
- Stockpile room (center): 11x11 minimum, stores all non-perishable goods
- Kitchen + freezer (adjacent): Kitchen must touch the freezer for efficient cooking. Keep the kitchen sterile (sterile tiles, no dirt)
- Hospital (near center): 3-4 beds minimum, sterile tiles, medicine stockpile, vitals monitors when available
- Bedrooms (branching corridor): 4x4 minimum per colonist for “decent bedroom” mood buff
- Workshop (near stockpile): Crafting benches, research bench, close to materials
- Recreation room: Horseshoes, chess table, billiards, telescope — variety matters more than quantity
Temperature Management
Indoor temperature affects mood, food storage, and heatstroke/hypothermia risk:
| Room | Target Temperature | Method |
|---|---|---|
| Freezer | -5C to -1C | Coolers exhausting outside |
| Kitchen | 18-22C | Heater or cooler as needed |
| Bedrooms | 18-22C | Shared heating/cooling vents |
| Hospital | 18-22C | Dedicated temperature control |
| Workshop | 15-25C | Less critical, wider range acceptable |
Build double-thick walls around your freezer to improve insulation. Place an airlock (two doors with a small room between) at the freezer entrance to reduce temperature bleed.
Food Production Strategy
Starvation is the most common cause of colony death in the first year. Build food security in layers:
Layer 1: Hunting and Gathering (Days 1-5)
Immediately designate a hunting zone for small animals (hares, squirrels, turkeys). Assign your best shooter to hunt. Set a growing zone for rice (fastest growing crop) near your base.
Layer 2: Stable Farming (Days 5-30)
| Crop | Growing Days | Nutrition/Tile | Best Use |
|---|---|---|---|
| Rice | 3.55 | 1.1 | Fast emergency food |
| Potatoes | 5.88 | 1.1 | Poor soil, reliable |
| Corn | 11.3 | 2.2 | Best nutrition/tile, slow |
| Strawberries | 5.0 | 0.9 | Mood boost (eaten raw) |
| Haygrass | 8.0 | 1.4 | Animal feed only |
Plant a mix: rice for immediate food security, corn for long-term efficiency, and potatoes if your soil is poor (gravel, stony). A 10x10 rice field feeds 3-4 colonists. Scale up as population grows.
Layer 3: Fine Meals (Day 15+)
Switch from simple meals to fine meals as soon as possible. Fine meals require both meat and vegetables but provide a +5 mood buff. The mood difference between simple and fine meals prevents mental breaks during stressful periods.
Assign your best cook (cooking skill 6+) to a dedicated cooking bill: “Make fine meals until you have 15.” This maintains a buffer without overproduction.
Layer 4: Nutrient Paste (Emergency Backup)
Build a nutrient paste dispenser connected to your freezer. Colonists hate nutrient paste (-4 mood), but it’s 100% food poisoning-free and uses 33% less ingredients than cooking. During crises (cook is injured, kitchen destroyed), it prevents starvation.
Colonist Management
Work Priorities
Use the manual priority system (click the “Manual priorities” checkbox). Set priorities 1-4 where 1 is highest:
| Priority 1 (Critical) | Priority 2 (Important) | Priority 3 (Normal) | Priority 4 (Low) |
|---|---|---|---|
| Firefighting (all) | Cooking (best cook) | Mining | Hauling |
| Patient care (best doctor) | Construction (best builder) | Growing | Cleaning |
| Bed rest (injured) | Research (best intellectual) | Crafting | Art |
Key rules:
- Everyone gets Firefighting at priority 1
- Only your best cook should cook (food poisoning scales with skill)
- Only your best doctor should do surgery (failure = death or lost limbs)
- Hauling and cleaning are low priority but essential — assign at least one dedicated hauler
Mood Management
Mental breaks occur when mood drops below thresholds:
| Mood Level | Risk | Common Breaks |
|---|---|---|
| 25-35% | Minor break risk | Sad wander, food binge, hide in room |
| 15-25% | Major break risk | Tantrum (destroys items), insulting spree |
| 0-15% | Extreme break risk | Fire starting, berserk, catatonic |
Prevent breaks by maintaining positive mood buffs:
- Impressive bedroom: 4x5 room with carpet, end table, dresser, plant pot (+4 to +8)
- Fine/lavish meals: +5 to +12 mood
- Recreation variety: 3+ types available (+4 to +10)
- Beautiful environment: Sculptures, carpet, clean floors (+1 to +5)
- Comfortable temperature: 18-22C (+3)
The cheapest mood investment is a clean base. Assign one colonist to cleaning priority 2. Dirty floors give -3 to -15 mood depending on severity.
Defense: The Killbox
A killbox is a designed combat space that funnels raiders into a kill zone. It’s the most effective defense strategy in RimWorld.
Basic Killbox Design
- Wall your base completely with stone walls (granite is strongest at 510 HP)
- Leave one entrance that leads into a winding corridor
- Line the corridor with sandbags and cover positions for your colonists
- Place turrets at the end of the corridor covering the approach
- Add traps (deadfall traps or IED traps) along the corridor path
The winding corridor forces raiders to walk through your fire zone for maximum exposure time. Sandbags provide 65% cover for your colonists while the corridor walls deny cover to attackers.
Dealing with Sappers
Sappers ignore your killbox and mine through walls. Counter them by:
- Building your outer walls 3 tiles thick (sappers take much longer to breach)
- Stationing a sniper team to harass sappers during their approach
- Placing IED traps along likely sapper paths (corners of your base)
- Having a mobile response team ready to engage wherever they breach
Drop Pod Raids
Late-game raiders arrive via drop pods directly inside your base. Prepare by:
- Building roofed corridors between buildings (drop pods can’t land under thick roof)
- Keeping weapons stockpiled in multiple locations
- Training all colonists in shooting (minimum skill 4)
- Placing emergency weapon caches in bedrooms and workshops
Research Priority Order
Research unlocks are critical for colony progression. Prioritize in this order:
| Phase | Research | Why |
|---|---|---|
| 1 | Battery, Solar/Wind | Stable power for coolers and lights |
| 2 | Stonecutting | Stone walls for fire-proof, stronger base |
| 3 | Drug production | Penoxycyline prevents malaria/plague |
| 4 | Microelectronics | Comms console for trade, orbital traders |
| 5 | Gun turrets | Automated base defense |
| 6 | Hospital beds, Medicine production | Better surgery success, self-sufficient medicine |
| 7 | Transport pods | Launch supplies and colonists across the map |
| 8 | Ship components | Endgame escape (if pursuing that victory) |
Skip decorative research (sculptures, carpet) until your colony is secure. Function before form.
Common Colony-Killing Mistakes
- No firebreak: One Zzztt event or pyromaniac colonist burns your wooden base. Build with stone walls, keep a firebreak (3-tile gap) around your base
- Single point of failure: One cook, one doctor, one fighter. Cross-train colonists in critical skills
- Ignoring disease: Malaria and plague kill without penoxycyline. Research drug production early and keep 20+ medicine stockpiled
- Accepting every colonist: More colonists = more wealth = harder raids. Quality over quantity
- No fallback position: When your outer wall falls, have an inner defensive position ready
- Storing chemfuel near beds: One fire and your colony is gone. Store explosives in a separate, stone-walled building far from living areas
Advanced Tips for Experienced Players
Once you’ve mastered the basics, these strategies push your colony further:
Organ harvesting economics: Captured raiders have organs worth 900+ silver each. A lung and kidney from a prisoner funds multiple trade caravans. The mood penalty (-6 for each colonist who knows) is manageable with lavish meals and impressive bedrooms.
Caravan trading: Send caravans to neighboring settlements to buy components, advanced components, and neutroamine. Sell excess leather, drugs (beer and smokeleaf are profitable), and art. A skilled artist producing grand sculptures generates more wealth than any other activity.
Kill zone optimization: Replace deadfall traps with IED incendiary traps for maximum damage. Place them in a checkerboard pattern so raiders can’t avoid them. The fire damage stacks with your colonists’ gunfire for devastating results.
Psychic ship management: When a psychic ship lands, don’t rush to attack. Build a defensive position around it first, then trigger it with a single mortar shot. The mechanoids emerge into your prepared kill zone instead of catching you in the open.
The Psychology of Loss
RimWorld will kill your colonists. Your favorite sharpshooter will take a stray bullet. Your best doctor will get plague during a toxic fallout. Your colony pet will wander into a raid.
The game is designed around loss and recovery. Don’t save-scum every bad outcome — the stories that emerge from disaster are what make RimWorld memorable. The colony that survived a plague, a raid, and a volcanic winter to finally launch the ship is a better story than the one where nothing went wrong.
That said, keep multiple saves. Some losses are learning experiences. Others are just unfair. You’ll know the difference.
Build smart, plan ahead, and remember: on the Rim, the only constant is chaos.
Frequently Asked Questions
What's the best storyteller and difficulty for beginners?
How do I prevent mental breaks?
When should I accept new colonists?
Marcus Johnson
Souls veteran and guide writer specializing in FromSoftware games
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