🔍
🔍

No results found. Try a different keyword?

📋 Work Priorities

🔧 Manual Mode: Better Once Roles Matter

The lower-left control in the Work tab changes modes. Standard mode follows the work-column order; manual mode lets you set a priority for each pawn and job. Once roles start to matter, manual priorities are usually easier to diagnose and adjust.

PriorityMeaningAssign To
1Highest—drop everythingFirefight, Patient, Bed Rest (every colonist)
2Primary role—specialist's main jobDoctor, Cook, Constructor, Grower
3Do when idleHaul, Clean, Hunt, secondary skills
4Last resortLow-priority crafting or mining
BlankDisabled—never doTasks unsuited to the colonist
⚠️ Critical rule: Colonists finish ALL work at one priority before moving to the next. If Hauling is set to 1, they'll haul every object on the map before doing anything else! Priority 1 ONLY for emergency tasks.

👤 Recommended Setup — Copy This

All colonists: Firefight 1 · Patient 1 · Bed Rest 1 · Basic 1


Specialist assignments (each person gets 1-2 at priority 2):

RolePriority 2Notes
DoctorDoctorHighest Medical skill, nothing else at 2
CookCookBest Cooking skill, dedicated to meals
BuilderConstructWalls, furniture, repairs
FarmerGrowPlanting and harvesting—don't let others compete
MinerMineDedicated miner, other work secondary
ResearcherResearchHighest Intellectual, glued to the research bench

All colonists at priority 3: Haul · Clean · Plant Cut

🎯 Skill Matching — Read Colors, Chase Flames

  • Box color: Red = terrible skill (slow, high fail rate). Bright yellow = excellent. Match work to high skills
  • Flame icons: One flame 🔥 = interested, learns fast. Two 🔥🔥 = burning passion, rockets through levels. No flame = slow learner
  • "Incapable Of" ≠ skill 0: Some colonists literally cannot do certain work (check Bio). Skill 0 = can do it but very slowly. Incapable = never

📖 All Work Types Quick Reference

CategoryWork TypesKey Skill
EmergencyFirefight—
MedicalPatient · Doctor · Bed RestMedical
SocialWarden · ChildcareSocial
ProductionCook · Construct · Smith · Tailor · Art · CraftCooking/Construction/Crafting/Artistic
OutdoorGrow · Mine · Plant Cut · Hunt · HandlePlants/Mining/Shooting/Animals
LogisticsHaul · Clean—
ResearchResearch · Dark Study (Anomaly DLC)Intellectual

💡 Efficiency Tips

  • Right-click force: Select colonist → right-click target → force immediate action. Shift+click to queue tasks
  • Allowed areas: Restrict colonists to zones to cut pointless long-distance travel
  • Proximity layout: Kitchen next to freezer, workshop next to storage—minimize hauling distance
  • As population grows: individual micro-management becomes harder to sustain. Move toward bills, allowed areas, and stable work assignments.

🧭 Reprioritize by Situation, Not by Habit

The Work tab is a live control panel, not a one-time setup. Temporarily change it for a real bottleneck, then return to normal roles.

SituationBring forwardReturn to normal when
Fire, raid, or downed pawnFirefighting, patient care, doctoring, rescue, and restImmediate danger and unstable injuries are handled
Harvest time or meals run lowHarvesting, cooking, and food haulingThere are safe meals and a workable buffer
Weather damage or broken essentialsConstruction, repair, and moving key supplies indoorsRoof, temperature, and power are stable
Quiet periodResearch, crafting, cleaning, lower-priority projectsThe next urgent bottleneck appears
💡 Debugging a "lazy" pawn: check for a higher-priority job, an allowed-area block, or no valid work target.

⚠️ Work-Tab Mistakes That Create Chaos

  • Everyone can do everything: your cook can drift into hauling; give critical roles an owner and backup.
  • Hauling and cleaning stay on top forever: promote them for a specific problem, then lower them again.
  • Assigning by skill alone: check backstory restrictions and health first.
  • Changing the whole grid at once: adjust one cause, observe, then move to the next.

For a small colony, pair this with the survival guide. If care backs up, inspect medical care.

📋 Your work tab changes with colony size

1. Goals for 3, 5, and 10 colonists

Colony sizeSomeone must coverCan become dedicatedDo not dedicate yet
3 colonistsFirefighting, doctoring, cooking, building, growing, haulingOne low-priority researcher onlyLong-term single-person cleaning, art, or production roles
5–7 colonistsEvery critical job still has a backupA primary cook, builder, grower, or researcherEveryone permanently hauling and cleaning
10+ colonistsDoctors, cooks, fire response, and defense have rotationLogistics, production, and research can be stable rolesMaintaining daily work only through forced orders

2. When trouble starts, temporarily change only four job groups

SignalRaise nowLower nowRestore when
Crops mature or food is lowHarvest, cook, haulResearch, art, nonessential productionMeals and a safe reserve exist
Injuries, fire, or a raidFirefight, patient care, doctoring, rescueMining, trips, long projectsThe threat ends and injuries stabilize
Freezer, power, or roof failureBuild, repair, haul critical suppliesLow-priority cleaning and processingTemperature, power, and roof recover
⚠️ Do not leave hauling and cleaning at top priority forever: they can consume the whole day. Raise them temporarily for harvests, moves, or hygiene failures.