RimWorld

RimWorld

123 Jul 7, 2021 @ 2:32pm
How many pawns are ideal to the point of being able to sustain everything and advance ?
How many pawns are ideal to the point of being able to sustain everything and advance ?

I mean having enough pawns to do everything while advancing forward, the tech, the production and everything. Because I think I advance better when I was still 6-8 pawns than now 13,....14. After I built many farms for more food/animal food, my pawns hardly do cleaning and research, 3955/4000 been stuck for a very long time, and everywhere is dirty and affect my pawns' mood they break more often.

Since cleaning and research are the last two, they never do this anymore I think I break my colony I have to make changes fast or restart. Is this too big for 14 pawns to manage ? I tried auto management, it's good for awhile until it's not coz noone cooks lol, there's one even ate human meat and got sadistic attacking ppl after that hahahahahah hilarious

I think hauling stuffs also takes awhile, sometimes I see a lot of stuffs already allowed and set to haul but they hardly carry them to base, hauling is the third furthest from the right so my pawns seem stuck at most jobs priority before that.

And my pawns now hardly eat at the table even though I have TWO 2x4 tables damn. Their needs often have that in the list

https://i.imgur.com/P4chaK1.jpg
Last edited by 123; Jul 7, 2021 @ 2:46pm
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Showing 1-8 of 8 comments
gimmethegepgun Jul 7, 2021 @ 3:36pm 
It sounds like you aren't using manual priorities, which you really should use.
Barring that, if you want researchers to research then remove their other jobs so they just go and research. Also, you can have more than one research station. Any pawn using any research station (that can be used for the current tech) will add their research to it.

As for cutting down on the cleaning tasks, it would help a lot if you would floor the dirt within your base that your pawns walk on but you don't use for any purpose. Every time they walk on that they can grab some dirt from it and drop it somewhere, so just pave it over and you won't track as much dirt around.
It would also help if you told your animals to stay out of places they don't belong. Most animals create filth when they're on floor or stone (especially large animals like muffalo, but domestic animals like dogs don't make any), and there isn't really any reason for them to be there unless they're trained in hauling. Use zones to tell them to stay out (you can use the Invert function to make a zone that allows everything, then remove places that you don't want them)

Other notes, which while they aren't directly related, put strain on your system and make people need to do more work:

Don't roof your geothermal generator. It doesn't need protection from the rain, and putting it in a room like that just generates heat that risks things bursting into flame unless you waste power and components on cooling it. Just leave it unroofed.

There's virtually no value in using those sun lamps during growing season, when you could just open up the roof and give them natural sunlight. They will slightly improve growing speeds by providing a little more light in the morning and evening, but it's a massive use of power to do that.

Power off the unused workstations you have in your base. They use power regardless of whether or not someone is actively using it, and some of them eat quite a lot of it. Especially the Electric Smelter.

Pawns need to have somewhere to sit to use the Poker Table.
Last edited by gimmethegepgun; Jul 7, 2021 @ 3:38pm
Xeno42 Jul 7, 2021 @ 4:04pm 
specialization is key to rimworld. i often will have a pawn do only research and a pasn woulds primary task is to clean and then hauling. another for cooking and 1 or to for handling if i have a lot of animals. everyone else is either a crafter, miner, or farmer. set the people with good medical to doctor. the handlers can be farmers or miners to but i like to have 24 hour crafters once i get into the stage where i need lots of advanced components
Helios Jul 7, 2021 @ 4:12pm 
Making a zone for cleaning inside buildings is also great so they dont have to clean whole homezone be sure to include a outside spot for recreation like telescope ect.
123 Jul 7, 2021 @ 6:24pm 
Thx anyway for the tips I'll just try again later or wait for 1.3 for starting over.
Raymond Jul 7, 2021 @ 10:46pm 
The game is balanced around 5-7 pawns. 8-12 pawns is good enough for a fully sustainable and automated colony.
123 Jul 8, 2021 @ 4:16am 
I see, then I shld manage priority and zoning more carefully.
Astasia Jul 8, 2021 @ 4:32am 
The game tries to get you up to about 12-14 minimum, to stay under that long term you will need to banish people or let them die (or disable certain events). The game is mostly tuned for colonies of around 20, but you can do pretty well with less than that.
SpaceThunder Jul 8, 2021 @ 4:37am 
I feel quite comfortable with 12 pawns because it allows to have 2-3-4 good workers in every specialisation.
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Date Posted: Jul 7, 2021 @ 2:32pm
Posts: 8