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๐Ÿš€ Survival Guide

1. Picking Colonists โ€” Three People Decide Your Fate

Colonist selection is the single most important stepโ€”more critical than your landing site. The skill combinations of your three starting pawns determine whether you'll survive the first three days.


RoleWhat to prioritizeWhat to confirm
BuilderCan reliably build and handle basic productionNo restriction that blocks essential labor
Grower/CookCan connect growing with food handlingSomeone can keep meals coming
Researcher/DoctorCan cover medical care, or research once stableMedical care is not completely uncovered
โš ๏ธ Do not select by one high skill alone: the group needs to build, feed itself, and treat injuries. Check work restrictions and traits that interrupt those core jobs.
โœ… Useful traits: steady work capacity, faster learning, and manageable mood give a new colony more room to recover.

2. Landing โ€” The Right Spot Is Half the Battle

  • Terrain: Beginners should pick Temperate Forest or Arid Shrubland. Avoid ice sheets and deserts.
  • Mountains vs. Flat: Mountains are defensible but spawn infestations. Flat terrain is easy to build on but hard to defend. Large Hills is the sweet spotโ€”some mountain cover without too many bugs.
  • Growing Season: favor a longer growing period and a reliable early food source. Short seasons need earlier storage plans.
  • Stone: Check that the landing site has enough nearby stone to cut. Replacing wood around critical rooms matters more than memorizing one preferred stone type.
  • Faction Proximity: Don't settle too close to pirates. Friendly tribe nearby is great for trade.

3. First 3 Days โ€” Action Checklist

OrderWhat to DoWhy
Step 1Make a growing zone and plant suitable cropsEstablish renewable food, then connect harvesting, hauling, and cooking.
Step 2Build a roofed temporary wooden hut7ร—7 is only a three-pawn example. Fit sleeping space and critical supplies first; replace the walls with stone later.
Step 3Place 3 sleeping spots + a campfireGive every pawn a roofed place to rest. On cold maps, move heat and insulation even further up the list.
Step 4Process available food + make simple mealsConnect hunting, butchering, hauling, and cooking before your starting food runs low.
Step 5Set up indoor storage + move critical suppliesKeep medicine and food out of rain and heat; store components and construction materials to cut later hauling.
Step 6Build a research bench + research the current gapAddress the urgent power or survival problem first. When reliable refrigeration is needed, research Air Conditioning, which unlocks the cooler.
๐Ÿ’ก Core Loop: RimWorld's survival loop is "Food โ†’ Shelter โ†’ Defense โ†’ Research." Stable food always comes first; building comes second.
Day 1-3 Base Layout (Bird's-eye View) Wild Terrain ๐ŸŒพ Rice Growing Zone Step 1: Plant Rice ๐Ÿš๏ธ Temp Wooden Hut 7ร—7 (Example) Roofed ๐Ÿ’ค ๐Ÿ’ค ๐Ÿ’ค 3 Sleeping Spots ๐Ÿ“ฆ Indoor Stockpile: Meds / Food / Parts ๐Ÿ”ฅ ๐Ÿ”ฅ Campfire Temp Dump Wood Step 2: Hut Step 3: Beds+Fire Step 5: Stockpile Step 4: Cook ๐Ÿ’ก The wooden hut is temporary! Replace walls with stone ASAP โ€” one lightning strike and it's all gone.
โ–ฒ Step 1 plant rice โ†’ Step 2 build hut โ†’ Step 3 sleeping spots + campfire โ†’ Step 4 butcher & cook โ†’ Step 5 haul supplies indoors. Follow โ‘ โ‘กโ‘ขโ‘ฃโ‘ค in order.

4. Week One: From Surviving to Stable

  • Build butcher table + stove: Simple meals won't last forever. Upgrade to fine meals ASAP (need stove + plants + meat/eggs).
  • Build 3 individual bedrooms: Private rooms give +5 mood. Much better than a barracks.
  • Build stonecutter's table + cut stone: Wood walls burn (one lightning strike = base gone). Switch to stone walls fast.
  • Build a horseshoes pin: Cheapest recreation item. Prevents the "Recreation-starved" mood debuff.
  • Set up a dumping stockpile: Corpses, rock chunks, and slag go far away โ€” not inside your base.

5. Your Week-One Triage: Fix the Risk That Can End the Run

Do not build a finished base on day one. Each day, identify the immediate failure point and solve it before comfort projects.

When you noticeโ€ฆDo this firstPut this off
Meals are low and crops are not readyConnect hunting, gathering, processing, cooking, and food haulingMining, research, map-wide hauling
Pawns or supplies are exposedFinish a roof, sleeping space, and indoor stockpileLarge rooms and decoration
A pawn is down, bleeding, or there is a fireSwitch to rescue, treatment, rest, and firefightingThe next construction blueprint
Survival is stable but paths are chaoticPull kitchen, storage, beds, and work areas closer togetherOpening several big projects at once
โœ… The useful rule: remove the risk that can kill a pawn or end your food supply today; optimize comfort after that.

โš ๏ธ Four Early-Game Traps

  1. Specializing everyone immediately: with a tiny colony, retain coverage for essential jobs before narrowing roles.
  2. Growing food without staffing the chain: crops still need hauling, processing, and cooking before they become meals.
  3. Treating wood as permanent: use it to get safe quickly, while leaving a layout that can become stone later.
  4. Researching through emergencies: a hungry, cold, or injured colony cannot protect the research schedule first.

Next, set up work priorities. When storage is the issue, continue with temperature and refrigeration.

๐Ÿ—“๏ธ Day 0โ€“7 action plan

โฑ๏ธ Give each day one result to achieve

WhenDo firstPausePass condition
First 0โ€“6 hoursPlant, roof, and move essentials indoorsResearch and large expansionsSupplies stay dry and crops are planted
Day 1Butcher, cook, and haul ingredientsHunting without a clear food goalThe next meal is covered and no one sleeps outside
Days 2โ€“3Stonecutting, a medical spot, and a clean kitchenBuilding every bedroom at onceFood and medicine are indoors; injured colonists can be treated
Days 4โ€“7Stone for key rooms, early cold storage, first coverHoarding useless raid lootA short outage or small raid does not break the colony
โœ… Work rule: with few colonists, give everyone a main job and a backup. Your grower should be able to cook; your builder should be able to haul.

โš ๏ธ Three field calls

  • You have rice but no meals: raise cooking priority first; pause research and trips.
  • Someone falls in the first raid: leave one colonist in cover and send one to rescue. Do not rush everyone outside before the enemy leaves.
  • Everything is outside: move medicine, food, components, and weapons first. Stone and wood can wait.

If food actually runs out, use Food Emergency; before a raid, use Defense Check.

๐Ÿ”Ž Version and source check

Scope: base game 1.6 series; last checked 2026-09-19. Layout sizes and research order are beginner examples, not fixed rules: map temperature, population, DLC, and mods can change the right answer.

Sources for this page: Ludeon 1.6.4850 update notes, RimWorld Wiki: Basics, and RimWorld Wiki: Cooler.