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

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
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.
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.
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
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.
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:
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

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:
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:
- Enable Dev Mode in Options
- Select a pawn
- Open debug actions menu
- Find "Add trait..." or "Remove trait..."
- 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.