So I decided to move my colony in Rimworld, so I could start over and make it a bit more organized. I started by deconstructing most of my furniture. However, getting everything deconstructed and then hauled to my stockpiles so I could bring it along ended up taking way longer than I thought, so my colonists had to sleep on the floor for a night. When I finally got everything sorted out and started creating my caravan, I discovered that most furniture and raw materials are very heavy (which I suppose makes sense). I ended up only taking food, medication, mechanical components (which are very limited and needed for all machines) and 3 of my best beds. I realized later I forgot to take any of my money.
I now have most of the main stuff set up again. There's still a bunch of stuff to do before I'm at the same point I was with the previous colony, but the basics are taken care of. I also got a sixth member now and have equipped the three colonists I use to fight off raids with plate armour (of which only one is actually competent).
However, while it's nice to have a more organized colony, the entire process also made me realize I don't really have a goal I'm working towards. My colonists are fairly safe and have their basic needs met, so there is no real struggle any more. It has made the current game feel bland.
I think the main problem is that the game has no real victory condition, so all of the work I'm doing to get my colonists safe and satisfied isn't really going anywhere. The game calls itself a Story Generator, but by treating my colonists as just work drones instead of individuals I'm ignoring the story potential. For example, one of my colonists has the Cannibal trait, but has never eaten a corpse because I throw all of them into the incinerator as soon a possible so my colonists don't get a negative mood penalty from seeing a corpse.
It seems to be another example of optimizing the fun out of the game. By trying to optimize the mood of my colonists, I have ignored what actually makes the game fun, which is the stories you can create in the game.
I'm considering starting a new game on a higher difficulty. I'm also looking at some mods that take some of the tedium out of the game and make it easier to see the social interactions between colonists so I can take those into account and make a story around them instead of treating them like a random mood boost/penalty.