RimWorld Traits: Your Colonists Are Doomed (And Here's How to Fix It)

Character sheet of colonist Jose Sokolov in RimWorld, highlighting traits and skills

RimWorld's trait system gives each colonist a unique personality – affecting mood, behavior, work efficiency, combat prowess, and more. In the past 18 months, both official updates and a surge of mods have expanded how traits work.

Your colonists might seem doomed with bad trait combinations, but this guide is a toolbox for veteran and intermediate players to turn those "cursed" pawns into colony assets. Every trait has a strategy – you just need to know how to use it.

Table of Contents

1 Official Updates: New Traits and Changes
2 Trait Meta and Strategies
3 Expanding Traits with Mods
4 Character Editor and Trait Tools
5 Community Highlights

Official Updates: New Traits and Changes

Biotech DLC (Oct 2022) – Children and Growth Moments

With Biotech (game version 1.4), colonists can have children, and those children gain traits as they grow. Babies have no traits, but at each growth moment (ages 7, 10, 13) the child gets to acquire a new trait, chosen from a few options if you've raised them well.

This was a major change – previously, pawns never gained traits after generation. Now, a well-educated child can effectively be "tailored" with up to 3 traits by adulthood.

Tip: To maximize trait options during growth moments, maintain high learning progress and ensure children are well cared for.

Ideology Tweaks

The Transhumanist trait was renamed to Body Modder. Functionally it's the same (pawn gets mood buffs for having artificial body parts and a −4 mood if they have none), but the name change aligned it with Ideology's transhumanist meme.

Ideology also added a concept of role-based traits (e.g. leaders, specialists gaining abilities) and may influence traits indirectly.

Compatibility Note: Mods or custom scenarios referring to the old names may have been updated – just remember Body Modder = Transhumanist (and prosthophobes are now Body Purists).

Anomaly DLC (Apr 2024)

The surprise Anomaly expansion introduced horror-themed gameplay and with it some extreme new traits. It added special colonist types called "creepjoiners" who come with powerful benefits and equally dramatic downside traits to balance them.

New traits include:

  • Void Fascination: Negates mood penalties from being near monsters
  • Occultist: Deep knowledge of dark psychic patterns
  • Body Mastery: No need to eat or sleep (essentially undead)
  • Perfect Memory: Greatly slows skill decay
Note: These traits are generally exclusive to story events in Anomaly; you won't see them on normal pawns unless you use mods or editing tools.

Trait Meta and Strategies in Vanilla RimWorld

Top-Tier Traits

Tough

Effect: Halves all damage a pawn takes

Why it's great: Dramatically increases combat survival

Industrious

Effect: +35% global work speed

Why it's great: Massive productivity boost for any task

Fast Learner

Effect: +75% skill gain rate

Why it's great: Rapid skill development for any role

Sanguine/Iron-Willed

Effect: +12 constant mood/reduced break risk

Why it's great: Mental stability in harsh conditions

Jogger

Effect: +0.4 cells/sec move speed

Why it's great: "Movement speed is king" - affects everything

Underrated Trait Combos

Very Neurotic + Industrious

A Very Neurotic pawn works extremely fast (+40% work speed), and while they may break more often, those breaks are typically minor because their threshold is higher.

Total work speed: +75% (combined)

Too Smart + Sanguine

Too Smart gives +50% learning rate but +12% break chance. Pairing with Sanguine (+12 mood) offsets the mental break risk.

Result: Fast skill growth without the tantrums

Combat Trait Synergy

Melee Combat

  • Brawler: +8 melee hit chance
  • Nimble: +15% melee dodge chance
  • Tough + Jogger: Elite melee fighter combo

Ranged Combat

  • Careful Shooter: +25% accuracy, 50% slower aim
  • Trigger-Happy: 50% faster aim, -5% accuracy
  • Bloodlust: +5 mood per kill, no corpse penalties

Pro Tip: Use Trigger-Happy for close-range weapons (SMGs, shotguns) and Careful Shooter for snipers or high-value single shots.

"Bad" Traits and How to Manage Them

Pyromaniac

Problem: Fire-starting sprees, can't firefight

Solution: Draft another colonist to follow them with a fire extinguisher during episodes. For treating burn injuries, check our medical care guide.

Build with stone and add firebreaks in your base

Gourmand

Problem: Eats ~50% more, randomly binges on food

Solution: Schedule more work/less free time, ensure plenty of meals

Bonus: +4 Cooking skill can be useful

Jealous/Greedy

Problem: Mood loss if not best/impressive bedroom

Solution: Give them a slightly better room than others

Add some art to meet impressiveness requirement

Chemical Interest/Fascination

Problem: Mood debuff without drugs, may binge

Solution: For newer versions, just forbid drugs to avoid binges

Note: As of recent versions, chemically interested pawns no longer randomly binge if you forbid drugs

Expanding Traits with Mods

Vanilla Traits Expanded (VTE)

This mod by Oskar Potocki and team adds 55 new traits to the game, greatly increasing the variety of pawn personalities.

Mad Surgeon: No mood loss from organ harvesting
Drunken Master: Melee damage boost when drunk
Kleptomaniac: Occasionally steals items
Perfectionist: Slower work but higher quality

Feature: VTE includes a mod options menu where you can disable any trait from appearing.

Compatibility: Load VTE above other trait mods so its built-in adjustments apply first.

[KV] Consolidated Traits

Kiame Vivacity's mod adds 45 new traits focusing on core gameplay impact. The mod was created after finding that existing trait mods had some traits the author liked and some they didn't.

Notable traits include:

Aesthete: Loves beautiful environments
Claustrophobic: Hates enclosed spaces
Cold/Heat Lover: Better temperature tolerance
Eagle-Eyed: Improved shooting accuracy

Compatibility: For RimWorld 1.4/1.5, there is an unofficial update available. Load after VTE if using both together.

Dynamic Traits

Unlike vanilla where traits are static (except for Biotech children), dynamic trait mods let pawns gain or lose traits during gameplay based on their experiences.

Examples of trait development:

  • A pawn who experiences many fights might pick up the Bloodlust trait
  • Someone who endures a lot of pain might become Masochist
  • Traits can develop after major life events

Warning: Dynamic trait mods might conflict with others that assume traits are static.

Psychology (unofficial)

This is a total overhaul of the pawn personality system, introducing a whole Psyche system with numeric values for various personality traits.

Key features:

  • Dozens of subtle personality metrics visible in a Psyche tab
  • Relationship formation based on personality compatibility. For managing social interactions in prisoner recruitment, see our prisoner management guide.
  • Continuous Kinsey scale for sexual orientation instead of traits
  • Therapy system to treat mental conditions

Compatibility: Load Psychology early (right after core/harmony) and content mods like VTE after.

Mixing Trait Mods: Compatibility Tips

Check for Duplicate Traits

If two mods add a trait called "Hot-blooded" with different effects, disable one using VTE's menu.

Load Order Matters

Load "framework" mods first, then trait-adding mods, then pawn generation mods last.

Use Mod Options

VTE's menu is great for toggling off traits you feel are unbalanced or redundant.

Backup Your Saves

Always keep backups when adding/removing mods that affect pawn traits.

Character Editor and Other Trait Tools

RimWorld Character Creation Screen Showing Colonist Traits and Skills

EdB Prepare Carefully

This classic mod allows you to design your starting colonists in the new game setup. You can choose each pawn's traits, skills, appearance, and starting gear – exactly like what you see in the character creation screen above.

Key features:

  • Full customization of starting pawns
  • Points system for balanced customization
  • Save/load presets for future games

Limitation: This is a pre-game tool only; it doesn't help once you've started playing. For choosing the right starting scenario to complement your trait selection, see our starting scenarios guide.

Character Editor (Zombrella's)

This is the go-to tool for editing pawns mid-game. It's an in-game UI that you can open at any time to edit almost everything about a pawn.

Features include editing:

Traits: Add, remove, or change
Skills & Passions: Adjust values
Appearance: Body type, hair, etc.
Biotech: Genes, xenotypes
Royalty & Psycasts: Titles, powers
Anomaly: Supports new traits

Pro Tip: Character Editor also has a batch generator and save feature – create a library of custom characters.

Development Mode (Dev Tools)

Without any mods, RimWorld's built-in dev mode allows trait editing. Enable dev mode in settings, and you can use the debug actions to add or remove traits on pawns.

How to Use:

  1. Enable Dev Mode in Options
  2. Select a pawn
  3. Open debug actions menu
  4. Find "Add trait..." or "Remove trait..."
  5. Select from the list

Word of Caution:

Dev mode gives access to many cheats. Be careful not to poke around too much to avoid unintended effects.

Other Helpful Utilities

Numbers Mod

Provides a spreadsheet-like view where you can list all pawns and their traits in one table.

RimHUD

Displays traits more prominently on the pawn interface with a scrollable list.

Vanilla Trait Colors

Color-codes trait labels by category (green for positive, red for negative).

Community Highlights: Notable Traits and Colony Ideas

Popular Community Opinions

"Ugly? Into the freezer!"

Staggeringly Ugly pawns give −40 opinion to everyone, making social fights and rejections very likely.

Some players tongue-in-cheek say they use them for organ harvest or gene extraction, referring to them as "juicers."

From Reddit

"Very Neurotic is secretly OP"

A Very Neurotic pawn works extremely fast, and while they may break more often, those breaks are typically minor.

"It's much more likely they get a minor break and receive the huge catharsis boost...It's a pretty good trade-off."

From Steam Forums

Creative Colony Challenges

The Pacifist Colony

A classic challenge: have all pawns incapable of violence (via backstories) or all with the Wimp trait.

Strategy: Stealth and avoidance become your weapons. Using a trait like Coward could enhance this.

Community Tip: Combine with Kind traits for mood-boosting to keep morale up while hiding from raiders.

All-Pyromaniac Colony

Make a colony where every colonist has the Pyromaniac trait to see if you can manage it.

Strategy: Build firebreaks, use all stone construction, and keep important items in fireproof rooms.

Community Insight: "Could a colony of 10 pyromaniacs work? Yes, if you basically accept that your base will burn periodically."

Cannibal Cult

All colonists have the Cannibal trait, running a colony that thrives on human meat.

Strategy: Combine with Bloodlust or Psychopath traits to completely avoid mood penalties from butchering humans.

Community Tip: "If using Ideology, create a cannibal meme to further boost mood from consuming human flesh."

Adam vs Everything's Trait Tier List

Content creator Adam vs Everything made a comprehensive Traits Tier List video in 2024 for RimWorld 1.5. His evaluations echo much of what we've covered:

S-Tier Traits

  • Tough
  • Industrious
  • Sanguine
  • Fast Learner

A-Tier Traits

  • Jogger
  • Iron-Willed
  • Bloodlust
  • Too Smart

F-Tier Traits

  • Pyromaniac
  • Gourmand
  • Wimp
  • Staggeringly Ugly

Key Insight: Fast Learner and Industrious are so good that even normally risky traits like Very Neurotic can become amazing in combination.