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RimWorld => General Discussion => Topic started by: Simon_The_Space_Engineer on September 05, 2015, 11:10:00 PM

Poll
Question: What type of base do you have
Option 1: Open or lazy/rushed
Option 2: Underground (base is in a mountain or hill)
Option 3: Colonist friendly
Option 4: Compact and efficent
Option 5: Other
Title: Base design
Post by: Simon_The_Space_Engineer on September 05, 2015, 11:10:00 PM
When I look up rimworld on google and it shows a few of different kinds of bases I always wonder what other kinds are out there and what the man purpose of them is. I made this so that everyone with the same question can talk about base design, flaws some have such as bad colonist conditions to space being wasted or not enough defense, and their strengths. This also could help newer players too!
Title: Re: Base design
Post by: MultiDavid on September 05, 2015, 11:16:03 PM
Hmmm, base designs, i guess there are those which have a building for everything, and those which only have the necessaries, i personally have a fridge room carved in a mountain side, and a spacious room for all of my colonist and medical beds, my animal pasture is to the right, where i keep a small fridge inside it stocked with vegetables, the research table, comms console and cooking/butchering thingies are on the outside, since i normally don't fear them blowing up completely. I am situated in such a way on the map that i just need a row of sandbags/turrets on the south of my base to keep raider wannabes away.

My design is basically as lazy as it can get, but it does get the job done :3
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 05, 2015, 11:20:04 PM
I like to have more open colony's for these reasons
1. Easier to keep people happy
2.more space and easier to keep at a good temp than underground or compact bases
3. Farm space and extra food growing
4. Solar and wind power
The only things wrong with it are
1. Harder to protect
2. Easy to get in the habit of wasting space
3. Crops are easier to destroy
4. Fires can spread easily to your colony
Title: Re: Base design
Post by: akiceabear on September 05, 2015, 11:20:31 PM
Nice topic. I know there are some older threads with base photos, but I think its nice to share how people are doing things today, given each alpha changes things up a bit...

I have a few conventions I follow...

  • Bedrooms are 2x1, 5x5 or 7x7
  • Most other rooms are 11x11 - I like the size, feels uncrowded
  • Most rooms have odd-number dimensions - I like to center my doors on walls
  • Hallways are 2 wide
  • While I don't killbox super heavily (rarely use more than a few turrets), I'll make a few unconnected perimeter walls to funnel tribals to a few chokepoints that have sandbags.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 05, 2015, 11:28:35 PM
Quote from: akiceabear on September 05, 2015, 11:20:31 PM
Nice topic. I know there are some older threads with base photos, but I think its nice to share how people are doing things today, given each alpha changes things up a bit...

I have a few conventions I follow...

  • Bedrooms are 2x1, 5x5 or 7x7
  • Most other rooms are 11x11 - I like the size, feels uncrowded
  • Most rooms have odd-number dimensions - I like to center my doors on walls
  • Hallways are 2 wide
  • While I don't killbox super heavily (rarely use more than a few turrets), I'll make a few unconnected perimeter walls to funnel tribals to a few chokepoints that have sandbags.
Sounds a lot like what I do... The only big differnce is I have smaller colonist rooms but everything else is big. The rooms for the colonist are small since they are only in them to sleep... I was also think about making a hall way to my kitchen freezer combo im case of warts but it would split my base into 3/4 on top and 1/4 on the bottom
Also I wonder what type of base tynan uses outside of his update videos and such, as well as which one he favors
Title: Re: Base design
Post by: MultiDavid on September 05, 2015, 11:31:41 PM
Quote from: Stone_enderman on September 05, 2015, 11:28:35 PM
Quote from: akiceabear on September 05, 2015, 11:20:31 PM
Nice topic. I know there are some older threads with base photos, but I think its nice to share how people are doing things today, given each alpha changes things up a bit...

I have a few conventions I follow...

  • Bedrooms are 2x1, 5x5 or 7x7
  • Most other rooms are 11x11 - I like the size, feels uncrowded
  • Most rooms have odd-number dimensions - I like to center my doors on walls
  • Hallways are 2 wide
  • While I don't killbox super heavily (rarely use more than a few turrets), I'll make a few unconnected perimeter walls to funnel tribals to a few chokepoints that have sandbags.
Sounds a lot like what I do... The only big differnce is I have smaller colonist rooms but everything else is big. The rooms for the colonist are small since they are only in them to sleep... I was also think about making a hall way to my kitchen freezer combo im case of warts but it would split my base into 3/4 on top and 1/4 on the bottom

Yo stone enderman, on the poll there is ''underground'' that doesn't make much sense xD
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 05, 2015, 11:34:40 PM
Underground as in the base is dug into a mountain or series of hills
Title: Re: Base design
Post by: SlimeCrusher on September 05, 2015, 11:36:38 PM
I do this kind of "half inside rock, half outside" base.
Mainly because i like a bit of outside challenge, but i don't want to be completely exposed.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 05, 2015, 11:40:14 PM
I do a small bit into the mountains, usually for space I have left with my position (still working on getting better positions for space and security) but a lot outside as it's easier to control the temp. Underground bases have to have either vents or a lot of ac/heater units to balance things out
Title: Re: Base design
Post by: TLHeart on September 06, 2015, 12:04:22 AM
I build an open base next to a hill. The hill protects one side, while the early growing zones are the town center. Kitchen/dining room are one, attached to the fridge. Early colonist rooms are 4x4 connected to the side of the fridge for insulation. These become prisoner rooms later on.

3 wide paths between buildings with trees planted down the middle, for the main walkways, boosts beauty, and space thoughts.

Work shop is an extension of the enclosed trade depot/beacon.

Medical bay grows as needed.

Now with animals, the barn, and the chicken coup are just a few steps away. Still working on this part. Large pasture for the animals, where I plant the hay.  I then start building customized rooms, based upon my colonist needs... present colony has a greedy colonist, and a jealous colonist... actually easier to balance than I expected.

Used to put both the cook stove and butcher table in the same room, with the initial 4 seat table... Now since the butcher table adds filth to the room, and does benefit from a tool chest, I build a butcher shop beside the kitchen.

Then I move on to building a saloon/ rec room, have always built it large with lots of sculptures... now I get a bigger mood bonus for this.  Next is working on a great dining hall.

Defense, the hill on one side, the buildings cause choke points, and a few turrets to protect open areas... Ducking in and out of doors to fire, confuses the AI.

And here is Pine View in all the great glory after recovering from a toxic fallout that lasted 21 days.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/11954636_1017183794979647_515801452430549115_n.jpg?oh=19a7343f1112052615f28dd14157cab2&oe=565EE2F9)
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 06, 2015, 12:08:30 AM
I've never tried ducking in and out of doors before (I have considered making a wall out of doors as they usually are a little stronger and would allow exit from literally any direction). I will have to give it a try
Title: Re: Base design
Post by: akiceabear on September 06, 2015, 12:11:35 AM
TLHeart - nice base and design principles, am going try a few of them on my next one!
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 06, 2015, 12:17:01 AM
I will too... Think I should also go into development mode on a new colony and make a wall out of doors to see what happens? My guess is a lot of confused AIs and angry tribesmen (I have had incidents where one tribesman would not stop walking through an automated door or would stand in it to try and figure out how it works)
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 06, 2015, 02:57:08 AM
I found this example of an efficent and compressed base... Looks cool but I be the colonist aren't that happiest with there lack of bed room space

[attachment deleted due to age]
Title: Re: Base design
Post by: akiceabear on September 06, 2015, 03:01:39 AM
Hi stone - pretty sure that's from A11 when room stats weren't as important (or at least, as transparent).
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 06, 2015, 10:46:54 AM
It probably was I was just looking for an example of a compact base design
Title: Re: Base design
Post by: TLHeart on September 06, 2015, 10:54:42 AM
Quote from: Stone_enderman on September 06, 2015, 02:57:08 AM
I found this example of an efficent and compressed base... Looks cool but I be the colonist aren't that happiest with there lack of bed room space

That base is from Blitzkriegsler from alpha 10.  He does not care about colonist moods, or needs.

link to his lets play for that base.
https://www.youtube.com/playlist?list=PL4D232HeetQNEYRuG3MvdFp5ei9o1rDCD
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 06, 2015, 11:02:48 AM
Thanks... I didn't know who's it was but one of the biggest problems my friend had with his colony was colonist mood, and I would always tell him that he should use a cook stove not nutrient paste because it's more space efficient and colonist like if better. In everyone of his colonies he lost because everyone had mental break downs (unlike blitz who probably checks in on mood to see who might break soon and gets ready accordingly) he just ignored everyone. That pretty much taught me a good base is pointless with upset colonist and not enough colonist to calm them down
Title: Re: Base design
Post by: chaotix14 on September 06, 2015, 11:12:18 AM
Personally I try to keep my colonists in a decent mood. Good food, variety of joy activities, roomy and clean areas to work/live in, and a bedroom that's not a shoe box(even though I give them a 5x5 bedroom they still aren't quite happy with it). As for my base designs I usually go for a large central area with branches with rooms to the sides, makes it easier to keep everything climate controlled via central heating systems(if possible geyser assisted).
Title: Re: Base design
Post by: TLHeart on September 06, 2015, 11:13:34 AM
ignore colonist moods at your own risk... can destroy a colony from the inside. Another thing about colonist mood, when they are happy, their global work speed is above 100%. When they are stressed, global work speed is below 60%.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 06, 2015, 11:20:52 AM
i try to keep my colonist in a good mood at all times since I know that even a single upset colonist can cause a lot of problems, especially the really stubborn ones. If colonist a doesn't like his work space, I have him go do something else while colonist b is building something to make it better. I also have some ideas I will be testing later
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 06, 2015, 02:25:47 PM
So as of now I have a modded colony that is designed to have colonist friendliness in mind as well as being underground... I soon plan to try out my "wall of doors" idea
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 06, 2015, 03:53:43 PM
This is what my modded base looks like so far... I plan to add walls and defence around my entrance as well as the areas people could dig to get inside

[attachment deleted due to age]
Title: Re: Base design
Post by: Topper on September 06, 2015, 05:00:49 PM
cave-bases are deff harder to pull off with stone walls being super ugly.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 06, 2015, 06:18:22 PM
Quote from: Topper on September 06, 2015, 05:00:49 PM
cave-bases are deff harder to pull off with stone walls being super ugly.
I used development tools because I'm playing around with a new mod and I'm using steel walls to keep everyone happy
Title: Re: Base design
Post by: BoogieMan on September 07, 2015, 12:08:29 AM
I prefer digging in to mountains, but it's very slow and the amount of rock you end up having to haul is terrible. But it's worth it. Very secure and it tend to make you pay close attention to your layout due to the labor investment.

Hopefully we'll get a wall smoothing feature in the future to help with the beauty.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 07, 2015, 12:11:52 AM
That would really help out. The labor itself has caused me problems before such as me not wanting to build small rooms for my colonist only for me to tear them down later when I don't need them
Title: Re: Base design
Post by: akiceabear on September 07, 2015, 12:35:04 AM
When building into mountains I start with the ugly rock walls, but then slowly replace them with stone blocks - starting first with dining room, bedrooms etc.
Title: Re: Base design
Post by: Patrykbono20 on September 07, 2015, 01:03:17 AM
life in mountain protect toxic fallout

In begin I build small colony open area, and later dig the mountain
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 07, 2015, 01:18:41 AM
Toxic fall out has nothing on mountains!
Title: Re: Base design
Post by: Florius on September 07, 2015, 12:59:56 PM
One of my more efficient bases to defend against big raids seems to work reasonibly well:
http://puu.sh/k3bNu/83b7feba76.jpg

Especially if I place more turrets on the side (haven't found the steel to do that on this map).
With rows for 4-8 turrets, and place them so they just about reach to the end of where they enter, so the raiders have to walk far to reach the turrets to melee attack them.

Not sure if there is a better way to take on bigger raids, so if anyone has tips, I would gladly hear them!
Title: Re: Base design
Post by: Too-DAMN-Much on September 07, 2015, 01:48:03 PM
i think i play this game a bit too much like i do prison architect, personally, each new colony is an iteration of the same design i always make, fresh with insights from the failures of the last.

typically i always do 7x7 colonist rooms horizontally somewhere there's a good amount of cover from mountains nearby and a choke point, then i'll expand a large "living room" downwards which holds most work stations that don't get their own area, i always try to plan out a fridge (for raw) and a freezer (finished products and herbal meds) next to the cooking stuff and finally where i can fit one in my battery storage room (no space left for colonists to walk).

i'm one of those people who usually always builds in odd numbers too, it annoys me to have a door off-center a lot.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 07, 2015, 03:07:03 PM
I don't do 7x7 rooms as they take up to much space in my opinion
Title: Re: Base design
Post by: RoboticManiac on September 07, 2015, 03:21:18 PM
I used to do open bases since they seemed more realistic and gave a good space western feel when made out of wood and had automated sentries strewn about, but the game has beat me into the mountains. I use hydroponics even when I'm not on an ice sheet, simply because I like to be as self sufficient and insular as possible. I'm prone to even barricading my self in by destroying the old doors for entrance in and filling them with walls.
Title: Re: Base design
Post by: Too-DAMN-Much on September 07, 2015, 05:27:28 PM
Quote from: Stone_enderman on September 07, 2015, 03:07:03 PM
I don't do 7x7 rooms as they take up to much space in my opinion

to be quite honest the more i think about it my rooms should be 8x8 to account for the extra space double beds would use after the colony's lived a few years :)
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 07, 2015, 06:57:37 PM
I wedge myself between hills usually so I only have two points of entry to worry about and because it's a hill and in between two I rarely have enough space to have large rooms with out stuff getting cluttered... I keep my building apart to prevent things like fire from spreading too fast
Title: Re: Base design
Post by: TLHeart on September 07, 2015, 07:08:09 PM
Since every colonist does not need the same size room, I vary the size according to the needs of the colonist. And rooms do no have to be square, they can be "T" shaped, "L" shaped, just need to get the size and wealth to the point the colonist wants.

Ascetic thrives in small rooms. Just don't make it cramped.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 08, 2015, 04:26:22 AM
I have been planing something like then when I heard there were different colonist traits for rooms but I haven't gotten anyone with them
Title: Re: Base design
Post by: TLHeart on September 08, 2015, 10:38:44 AM
After some more play time, here are some screen shots of the growing base,

first off the hospital. The entire room does not need to be floored with sterile tile to achieve a sterile environment.  Also sick patients were getting cramped environment when the bed was against a wall, so no more hospital beds next to walls. Now my sick (malaria, flu) patients can rest until healed without bad moods.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xlt1/v/t1.0-9/11986306_1018375604860466_151189957486945605_n.jpg?oh=93e67d8284c9fa27a6a598c857b16afa&oe=566DCCC7)

Onto the new dining hall. The colonist like it, built all the table out of wood, until they were all good quality or better, same with the chairs. And  Sparkles my level 20 jealous artist, provided the sculpture. I did rearrange my freezer so that the food storage was close enough that they would use the detached dinning hall. And 50 beers for that joy time.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/11229278_1018375874860439_8791396828343124444_n.jpg?oh=17ba3e89f608b4c10cab7c6254e41003&oe=5675F7F0)

next the rec room, had a table and soft chairs in here originally, but that table was closer to the meals, so the colonist would not use the dinning hall, so I removed the table, and put two additional chess tables in. Again Sparkles worked hard on sculptures, all those little ones to get her skill up, and then the awesome ball for the rec room.  Horseshoes and telescope are on the south patio.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/11145147_1018375741527119_5166678406397122947_n.jpg?oh=2bfa06bbd8f572db960d007720df1b14&oe=5678ADF8)

Hope these all give you some ideas....
Title: Re: Base design
Post by: TLHeart on September 08, 2015, 10:54:53 AM
and here are the benefits from building those very impressive rooms.
+4 mood for 1/2 a day from dinning hall
+4 mood for 1/2 a day from rec room
and indirectly
+5 mood for a day from pleasant environment.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/11998964_1018384234859603_6517527986239608911_n.jpg?oh=fc88ba46cb95945bba7e71d919e635fb&oe=56A5CD32)
Title: Re: Base design
Post by: Wex on September 08, 2015, 12:39:16 PM
I have basically no control about "HOW" my base grows. It's like a cancer. It expands itself.
I do my best to at least keep a perimeter, but sometimes it simply escapes.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 08, 2015, 01:29:31 PM
I like to keep the dinning room and freezer close to each other as well as the hospital nearby since i store medicine there to keep it from deteriorating. I keep the colonist rooms nearby the rec room and sometimes by a field of flowers if I'm out side. Then I just put the work room and prison by eachother as they don't really have anything in common with the other rooms and all my buildings a near by eachother
Title: Re: Base design
Post by: MisterVertigo on September 08, 2015, 04:18:31 PM
Here is the latest template that I use for my bases. This is a new version I just created, but it's based off the one I've been using for a while now. This template varies from time to time, to account for terrain, geothermal locations, natural barriers, etc. The left half I usually try to carve into a mountain. It is my "living quarters". The right half I try to keep outdoors with a thick wall around it. This is where all my work gets done.

(Grey squares are walls, orange squares are doors, blue squares are coolers and vents, and red squares are turrets)

(http://grid-paint.com/images/png/4908060556394496.png)

The room in the top-left is my hospital, complete with it's own cooler for my meds and any organs I may buy or harvest.

The larger bedroom on the right is reserved for my colonist with the highest social value. I will build the comm relay right in their bedroom to make it easy for them to make a call right when waking up or before going to sleep.

In the middle of my bedrooms I have two large rooms. The bottom one is my kitchen/freezer. It has three AC units and two sets of double-doors. My butcher tables and stoves are all inside the freezer. All hunter kills, butchered meat, crops, and prepared meals are all in this cooler. The top square room is my dining room/rec room. Colonists walk into the kitchen/freezer and grab a meal, and then sit down at the tables to eat.

The outside bedrooms on the right side of the living quarters I use for prisoner cells, or bedrooms once they decide to join.

You can see I put a duct going all the way around the living quarters. This is to vent the heat from my two coolers. I can also add coolers to bedrooms if I want. I haven't quite figured out a way to cool my dining room yet.

The right half of the map I usually try to keep outdoors with thick walls on the outside. The big, square rooms on the bottom are my warehouses and trade beacons. The room in the center is my workshop with all of my workbenches. Sometimes if the terrain is right I can keep these inside the mountain too.

The smaller room at the top is my crematory, where raider bodies are piled before I strip them and incinerate them. The larger room is my animal pen. This is still something I'm trying. In my last game I kept part of it with a roof over it to store hay. During the growing season the outdoor part of it is my hay field. Typically during the growing season I'll let the livestock outside my walls to graze on the natural grass. This allows the hay field to fully grow and allows me to stock up for the winter. When the snow falls and there is no more grass to graze I'll move the livestock back inside to eat the hay. It just sucks during raids in the summer! Sometimes they will get to my livestock before they move inside.

The open area in the middle is where I grow all my crops. It's not a TON of room, but so far I haven't had any issues feeding my colonists. The far right side is my kill box. It works OK, but not as well as it did a few patches ago.

The only thing missing here is my battery storage. Since I'm usually carved into a mountain I just find a random spot to hollow out and store them.

Anyway, I know it's not perfect, but I like it. It takes a while to get carved out, and you can't really "move in" from your original temp base until you at least get the kitchen and dining room carved out. That can take a while sometimes.

I'd love to hear what you guys think!
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 08, 2015, 04:26:47 PM
It looks simple and very effective... What program are you using to design this as well as for any temp control problems you can always move walls apart and make a central hallway for hot air to go out through
Title: Re: Base design
Post by: MisterVertigo on September 08, 2015, 04:31:01 PM
Quote from: Stone_enderman on September 08, 2015, 04:26:47 PM
It looks simple and very effective... What program are you using to design this as well as for any temp control problems you can always move walls apart and make a central hallway for hot air to go out through
I use a chrome browser extension called grid-paint. I literally lets you color in squares on a grid. It's kind of nice, because I can bring up my picture on another monitor when I'm in-game, and then I can use the planning tool to draw out where I need to mine and build walls.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 08, 2015, 04:38:28 PM
Thank you... I was considering trying a compact and colonist friendly base (odd combo as the two usually don't work together) and I will try planning it
Title: Re: Base design
Post by: MisterVertigo on September 08, 2015, 04:47:44 PM
Be sure to share what you design. I'm always up for trying something new.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 08, 2015, 04:56:52 PM
I will but I don't really have many ideas at the moment. If anything it would probably be the standard compact base but with a little more room for colonist (all one room though) and a rec room
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 08, 2015, 05:44:03 PM
I came up with an idea and this is what it is
Top Left: storage (not made for the com dish but that's for space reasoning
Bottom Left: Barracks, Hospital, and dinning room.
Top Right: Rec room and growing area
Bottom Right: Production room, freezer, and prison cells
Far Right: Bed rooms
I designed this so that all the base that is right of when it stops curving is to be underground.
I will be testing it soon and will tell you guys how it went for colonist mood. if the colonist aren't very happy then i will consider this a flop and i am open to suggestions.

[attachment deleted due to age]
Title: Re: Base design
Post by: dosemeter on September 08, 2015, 08:03:38 PM
Quote from: MisterVertigo on September 08, 2015, 04:18:31 PM
You can see I put a duct going all the way around the living quarters. This is to vent the heat from my two coolers. I can also add coolers to bedrooms if I want. I haven't quite figured out a way to cool my dining room yet.

Try placing a vent next to each door in the dining room, then put a cooler in the two hallways that dead end next to the freezer,  so they vent into the same duct as the freezer coolers. 
Title: Re: Base design
Post by: MisterVertigo on September 08, 2015, 09:13:24 PM
Quote from: dosemeter on September 08, 2015, 08:03:38 PM
Quote from: MisterVertigo on September 08, 2015, 04:18:31 PM
You can see I put a duct going all the way around the living quarters. This is to vent the heat from my two coolers. I can also add coolers to bedrooms if I want. I haven't quite figured out a way to cool my dining room yet.
I'll give that a shot!
Try placing a vent next to each door in the dining room, then put a cooler in the two hallways that dead end next to the freezer,  so they vent into the same duct as the freezer coolers.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 08, 2015, 09:55:52 PM
Air control is probably one of the biggest thing people have to over come with underground bases especially but pretty much any base. I wish there were things like fans that don't require an area to vent heat to another room or outside
Title: Re: Base design
Post by: Too-DAMN-Much on September 09, 2015, 12:01:57 AM
Quote from: Stone_enderman on September 08, 2015, 09:55:52 PM
Air control is probably one of the biggest thing people have to over come with underground bases especially but pretty much any base. I wish there were things like fans that don't require an area to vent heat to another room or outside

honestly, is the air temp simulated well enough for circulation only to be worthwhile? plus you'd also have a tiny bit of heat from the motor.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 09, 2015, 12:05:47 AM
The fan would just help circulate air and would make things just a little cooler... They would probably be cheap though since they add only a little cooler air and they could probably research fans with the ability to cool the room down like an ac unit
Title: Re: Base design
Post by: Lady Wolf on September 09, 2015, 03:47:35 AM
This is a bit long, but covers the rough template I use to I build my base and what mods I for things like internal temperature regulation, etc..

I tend to build into the side of a mountain (or wall off both sides of a valley to turn it into a spacious interior) and then construct the colony around a series of 10x10 rooms as follows, with some variance on size/location depending on the over all layout of the map and how much space I have to work with.

Entry room:

This room starts off as my initial group bedroom, stockpile, & kitchen area, and later turns into the "ready room" for raid defense with shelving for weapons, embrasure firing ports, (using the enhanced defense mod) and a stone cutting table and crematorium (that way the gear off the cremated bodies dumps into an inside areas and doesn't rot away int he open before my colonists can haul it off to the stock pile.)

Main corridor:

this is a main (2 square wide) corridor running down from the main entry room that forms the "spine" of my colony, with rooms branching off on either side. Also down this corridor is various choke points with plasteel embrasures and doors (usually in the held open position by default.) that make for good fall back points in either direction should an interior breach become an issue.


Kitchen & freezer:

Moving down the main corridor to the left and right are the kitchen and freezer, a 10x10 kitchen with a professional cook stove, (courtesy of the bulk meals preparation mod.) butcher table, long dining table, 6 chairs, and usually a billiards  a chess table.

The freezer is a simple affair, an 8x8 with 2-4 coolers (depending on the climate) set to 24F and separate stockpile zones inside. (a small one near the door for cooked meals, a section to the back near the freezers second entrance for medical supplies (since herbs spoil.)


Right down below the kitchen and freezer are the stockpile and med bay

Stockpile:

A 10x10 room roughly, split up into smaller zones with areas for steel/uranium/plas steel and some for wood/stone blocks and a section for weapons & armor.


Medbay:

A 8x8 room with sterile tiles, 4 hospital beds + monitors connected to a power switch for easy turning off when no ones using it. (thanks to the power switch mod) Also in there I put the research bench since it benefits from the sterile environment. Of special note is the connecting door to the freezer for easy access to med supplies and feeding patients.

Further down is the prisoner room and central heating/cooling center.


Prison:

For the prisoner room I usually go with a 8x8 or 10x10 with 4 beds of good or better quality, a hospital bed, a small table with 4 chairs, and a chess table and probably a painting or two.

It's pretty luxurious for a prison I admit, but I mostly use it for broken colonists and only capture people I want to recruit for my colony so the happier I can make them the sooner they'll join me.


Climate Control

The central heating cooling chamber is a 6x6 room where my central AC & heater unit is (thanks for the LT redistribute heat mod) with ducts running to all my important colony rooms and smart vents for environmental control. I set the Ac about 2-4 degrees higher than the heater, and the base is generally a stable 68F all year round. This is also the room I stick the battery bank for my colony and fuses. (Thanks to RTs fusebox mod)

Down below that is the power room and hydroponics

Power room

The power room is usually where the thermal generator/s are put (thanks to the enhanced defense mod giving the ability to use a laser drill to dig thermal vents where ever you want, if you have enough uranium for it anyway.) Mostly I make the room big enough so there's 1 square of space along the perimeter of the generators for ease of repair access.


Hydroponics

I generally build this next to the thermal generator room so I can use the heat to keep it warm without wasting power on a bunch of heaters, several trays of med herbs, a few of potatoes and some of hay (thanks to the hydroponic hay mod)


Below this is the last room of the colony, the panic room.

Panic Room

This room is usually a 10x10 built with plas steel walls, with an inner ring of plas steel embrasures, 2-4 gun turrets, a few weapon lockers with charge rifles or other heavy weapons, a cooler/heater set, and a stack of 50 or so prepackaged survival meals. (or mini freezer with some fine meals on ice) a couple hospital beds and some glitter world meds and several batteries behind some walls to keep everything running for a while if need be..

The main idea is this is the room the colonists do a fighting retreat down the spinal corridor to in the event the colony is being over run and they're about done for.

It's proven a lifesaver against 50+ raider attacks that breach the outer defenses, and mechanoid invasions, and even decent protection against sappers since the plas steel walls and inner embrasures slow any entry sufficiently to defend against it. (and is usually deep enough under the mountain to be safe from mortars so colonists can heal up for a counter strike against a siege.

More recently in A 12 I've taken to adding in a small barn on the exterior of the colony (with duct work for climate control on extremely hot/cold maps) with chickens, pigs, cows, or some other meat farmable animal, and designating the panic room as a "raid defense" animal zone to secure pets into when raids happen so they don't get killed in the opening volleys of the battle.
Title: Re: Base design
Post by: RoboticManiac on September 09, 2015, 06:20:08 AM
The only trend in all my designs is to keep the kitchen/ freezers/ hydroponics (If applicable) and dining area in close vicinity- After that, it's a lovely mess.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 09, 2015, 08:52:33 AM
I like to keep my bases so that they are like shotgun houses (houses that have one downstairs hallway that can be used to fire a shotgun from the back of the house to the front door) except outside. It makes life easier as I can use building as cover in a pinch and can place turrets up and down the main outside walk way (this is for my outside design usually)
Title: Re: Base design
Post by: Too-DAMN-Much on September 09, 2015, 06:21:57 PM
honestly the way i design my base a lot of the time the main entrance and exits have both interior and exterior turrets, still not sure how heavily to have turrets indoors though, like one to a room almost seems too many for some rooms.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 09, 2015, 06:57:51 PM
It all depends on the size (that's a given) but also how important the room is. If it's a crucial area for holing up more is better
Title: Re: Base design
Post by: b0rsuk on September 10, 2015, 12:03:45 PM
Before I post my bases and my thoughts, I want comment on the screenshots.

Quote from: TLHeart on September 06, 2015, 12:04:22 AM
(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/11954636_1017183794979647_515801452430549115_n.jpg?oh=19a7343f1112052615f28dd14157cab2&oe=565EE2F9)
This base makes me uncomfortable. Yes, it looks nice and friendly, but how do you defend against a manhunter attack ? Bedroom exits are mostly in one place, and there are no alternate paths for taking pot shots and distraction.

I would never use wood as a wall construction material in 5503. And I'm not even complaining against fire. If a plain mortar shell falls in the wrong place, it's going to collapse like a house of cards. Your batteries are also in a wooden room, batteries sometimes explode.

Your sunlamps are in a single room, but presense of heaters indicates a cold winter. While your hothouse has sturdy stone walls, I just don't feel comfortable building like that. A single hole can instakill all your plants. If fire somehow finds its way there, you may have a big trouble.

Your hospital is quite close to the frontline. I guess the upside is the hurt are sooner in bed. But when a serious attack happens, your most capable soldiers will be in the most danger. I try to put my hospital in one of the safest places, preferably under an overhead mountain. The beds are expensive to rebuild, too. Almost everyone else can move away.

I like to protect geothermal generator with a wall and paved tiles so it doesn't catch fire easily. It's 400 steel.

The left side is vulnerable to sappers. They'll be there quicker than your guys.

Coolers are a security hole. 100 HP hole in a 400+ stone wall. And they catch fire. You can build a wall around a small unroofed pocket to prevent that.
Title: Re: Base design
Post by: TLHeart on September 10, 2015, 02:12:27 PM
Quote from: b0rsuk on September 10, 2015, 12:03:45 PM
Before I post my bases and my thoughts, I want comment on the screenshots.


This base makes me uncomfortable. Yes, it looks nice and friendly, but how do you defend against a manhunter attack ? Bedroom exits are mostly in one place, and there are no alternate paths for taking pot shots and distraction.

First off, manhunter packs will target turrets, that thins the herd. Second the colonist stand in the bedrooms, and I micro manage them popping into the doorway, taking a shot or two, step back in, and the other colonist at the next door do the same thing. Have never lost a colonist to manhunter packs with this method. Just takes a day or two, but since they are already in the bedrooms, they can eat, and sleep without moving, since they all carry a meal with them.


Quote
I would never use wood as a wall construction material in 5503. And I'm not even complaining against fire. If a plain mortar shell falls in the wrong place, it's going to collapse like a house of cards. Your batteries are also in a wooden room, batteries sometimes explode.

I never let the siegers get a mortar shot off, as soon as I get the message, my sniper crew is on the way to attack before they get the mortars built. I have NEVER had a battery explode. Yes it is a risk, but a very small one.
Quote
Your sunlamps are in a single room, but presense of heaters indicates a cold winter. While your hothouse has sturdy stone walls, I just don't feel comfortable building like that. A single hole can instakill all your plants. If fire somehow finds its way there, you may have a big trouble.
Yes the sunlamps are all in a connected room. This is a temperate forest, with cold spells. So I loose a few crops, no problem, if you look at the freezer. Fire is NOT a big problem ever. I am very comfortable with this design for the climate I am in.

Quote
Your hospital is quite close to the frontline. I guess the upside is the hurt are sooner in bed. But when a serious attack happens, your most capable soldiers will be in the most danger. I try to put my hospital in one of the safest places, preferably under an overhead mountain. The beds are expensive to rebuild, too. Almost everyone else can move away.

My hospital is in the center of the base, no where close to the front lines... Easy access means quicker treatment, less chance of infections.

Quote
I like to protect geothermal generator with a wall and paved tiles so it doesn't catch fire easily. It's 400 steel.

Again I just fight the fire if it gets close... 400 steel, is nothing when I have 1200 in storage. And even with another 2 years passed, the raiders have never attacked that geothermal.

Quote
The left side is vulnerable to sappers. They'll be there quicker than your guys.

Sappers have always went for the green houses, give them a target, and they will always go for it. And if you kill the sapper leader, the raid is over.  While they walk towards the target, the escorts do not fight back either, so just like siegers, I go get them quickly.

Quote
Coolers are a security hole. 100 HP hole in a 400+ stone wall. And they catch fire. You can build a wall around a small unroofed pocket to prevent that.

Yes coolers are a security hole if they ever made it to that point... That is why they are in the center of the base, a long ways from the front line. 

Thanks for you opinion on the base... I use wood in the forest all the time. Have never had a problem with it. Yes I have to rebuild, at times after a raid... that is my choice.

I get the impression that you think I fight my battles in the central courtyard, that is the last resort fall back position. To the right are 6 plasteel turrets. takes down most raids before they reach the colonists. Colonists help from behind the slag/chunk pile, and from behind the oak trees that line the main streets.

If the raid comes in from the north, there are traps set to injure, and again oak trees for the colonist to shot from. And when the AI has no other target, they always go around the trade depot to the turrets to be killed.

Also this is not an extreme base setup. This is a challenge base setup. Yes I change according to what my goals for the colony are. Combat is very low on the list for this colony, it is about learning the animals, and surviving to do so.
Title: Re: Base design
Post by: b0rsuk on September 10, 2015, 04:39:41 PM
You can't always beat everything in advance, for example snipers against sieges. A siege might come at the same time as another event, like when your snipers are tired and going back to bed after sniping a psychic ship. Or they're unconscious because they're getting bionic improvements in hospital. I've been bitten by things like that.

It doesn't look like a security-focused base for sure. My bases might look a bit like ugly bunkers in comparison :-).

I gradually replace wooden walls in my base. I see no reason not to. Later, I only use wood for sculptures, beds and other furniture, internal doors.

Almost forgot. Why do you even use wooden autodoors ? Wooden doors open fast as it is, I think you're paying 50W for a marginal increase in opening speed. And if you really want that, you can hold doors open.

I don't think 400 is little compared to 1200. It's one third.

Base design is more interesting to discuss when there are screenshots. I'll post some tommorow, to make sure we mean the same thing when we say "open" or "closed".
Title: Re: Base design
Post by: Mrshilka on September 10, 2015, 05:09:26 PM
In a mountain so you have a hope to survive when it is minus 100c outside, built in a way you're not punished by the magic xray specs wearing sappers.

I build everything in blocks of 15x25, that is 8 good sizes bedrooms per block, and tons of space while needed only a single central support for larger common rooms for joy and work tasks.
Title: Re: Base design
Post by: MisterVertigo on September 10, 2015, 05:24:24 PM
Quote from: b0rsuk on September 10, 2015, 04:39:41 PM
Base design is more interesting to discuss when there are screenshots.
I agree. More screen shots! I'm still hollowing out the mountain in my current game so I don't have anything yet, but I'll take some screens when it gets closer to being finished.
Title: Re: Base design
Post by: TLHeart on September 10, 2015, 05:30:48 PM
Quote from: b0rsuk on September 10, 2015, 04:39:41 PM
You can't always beat everything in advance, for example snipers against sieges. A siege might come at the same time as another event, like when your snipers are tired and going back to bed after sniping a psychic ship. Or they're unconscious because they're getting bionic improvements in hospital. I've been bitten by things like that.

It doesn't look like a security-focused base for sure. My bases might look a bit like ugly bunkers in comparison :-).

I gradually replace wooden walls in my base. I see no reason not to. Later, I only use wood for sculptures, beds and other furniture, internal doors.

Almost forgot. Why do you even use wooden autodoors ? Wooden doors open fast as it is, I think you're paying 50W for a marginal increase in opening speed. And if you really want that, you can hold doors open.

I don't think 400 is little compared to 1200. It's one third.

Base design is more interesting to discuss when there are screenshots. I'll post some tommorow, to make sure we mean the same thing when we say "open" or "closed".

I can always beat everything in advance, by planning ahead. Always have a backup plan. Don't need every colonist involved in every fight. keep some reserves.

Auto doors cause ZERO movement slowdown for colonists. Any non autodoor causes a slow down in movement speed. Wooden doors cause the least slow down. Non auto doors also only allow one colonist to pass through at a time. Auto doors will remain open for as many colonists that need to pass through.

I do not max min my base, it is about what is pleasing to me the owner. I have more than enough power in my base to support my power needs.

And 1200 steel in the stockpile, will replace what I deam critical that requires steel in my base. Again about planning ahead.

And from your statement about can get events at the same time, you are assuming everyone plays randy... who is NOT random. He has a very definite pattern. He has programmed rules, and even requires a 23 day limit for NOT sending raids. He will always cluster the raids, until the MTB is met, then go dormant again.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 10, 2015, 05:49:18 PM
Randy random does have randomness to him and if a base works for someone in a certain environment then I say "why try to fix what's already working?" Though this has bitten me in the butt a few times it usually holds true. I also will usually try to overwhelm my enemy's with turrets and colonist at the same time. It helps keep people distracted with the turrets as my colonist will pick off anyone they can before a turret is destroyed... And if I need to I will use a cover to cover tactic where I will move colonist back step by step while another will shoot at the raider that threatens my moving colonist the most. This allows me to keep raiders focused on my colonist and not my base (as long as I don't move to fast). In theroy I could keep the raiders busy long enough to fend them off with minimal damage to my base
Title: Re: Base design
Post by: TLHeart on September 10, 2015, 06:05:04 PM
Sorry but Randy does not have randomness to him, he has programmed rules, that causes him to cluster raids together, then long periods of nothing. He scales raids the same way as cassandra and pheobe do. To most players that will appear random, but there is a very discernible and predictable pattern to randy. It all comes down to satisfying the Mean Time Between Raids.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 10, 2015, 06:39:54 PM
I have always found the time between drama (events) long and usually can be boring... If anything we should have more events and things we can do as to help prepare our bases for new events
Title: Re: Base design
Post by: b0rsuk on September 11, 2015, 11:08:51 AM
So here's my newest base, A12. It's rather ugly, but quite secure. There used to be more grass (rainforest) but my animals had no mercy. Now those paved tiles are almost a decoration.
(http://wstaw.org/m/2015/09/11/salvation1.png)
Too secure, in fact. Because I built it on a border, it's too easy to defend, and too many cargo drop events don't affect me.

It's quite sparse. I wanted to see how much colonists like big bedrooms. Sparse bases have the advantage of being more mortar resistant, at the cost of more construction work and vulnerability to manhunter packs. Note the backup eating table, in case a colonist REALLY wants to eat RIGHT NOW.

I make my bases convex, because this makes firing lines nicer. There are no places where someone can start bashing a door or wall and not be shot by one of colonists. There are lots of corners, each route can be covered by several colonists with good cover. I do use coolers sometimes, but try to place them where they are very unlikely to catch stray shots.  Houses have emergency doors, which are forbidden by default. If one of my colonists is cornered, he can always escape somewhere else. There's good connectivity in case of toxic fallout, etc. There's a pile of forbidden bricks near backdoors. Another kind of emergency doors is placed outside and held open. When wargs or something nasty comes, a colonist makes a round and closes them. I may be paranoid, but I use stone doors for bedrooms. Colonists rarely use those doors, so they can be a little more secure.

I like trees, and started planting dandelions as they seem the only sowable plant that spreads itself.

Sandbags have only a few niches. They're a form of cover that doesn't stop line of sight. So they can serve as an OPTIONAL cover, depending on which way the enemy is coming...or when a shielded colonist wants to repair a turret under fire. They also don't block wind turbines.

The bottom half is a bit messy, because I started running out of space (between map edge and that sweet, sweet marsh). Those living quarters are repurposed store rooms. What I don't have in style I make up with wealth, thrumbofur armchairs etc ;-).
Title: Re: Base design
Post by: Jamini on September 11, 2015, 11:37:02 AM
My preferred bases are small clearings surrounded by mountains. I'll wall off one end of the clearing, set up a defensive perimeter, then dig into the mountain for bedrooms. The clearings eventually become large courtyards in addition to fields.
Title: Re: Base design
Post by: TLHeart on September 11, 2015, 12:52:11 PM
Quote from: b0rsuk on September 11, 2015, 11:08:51 AM
So here's my newest base, A12. It's rather ugly, but quite secure. There used to be more grass (rainforest) but my animals had no mercy. Now those paved tiles are almost a decoration.

Too secure, in fact. Because I built it on a border, it's too easy to defend, and too many cargo drop events don't affect me.

It's quite sparse. I wanted to see how much colonists like big bedrooms. Sparse bases have the advantage of being more mortar resistant, at the cost of more construction work and vulnerability to manhunter packs. Note the backup eating table, in case a colonist REALLY wants to eat RIGHT NOW.

I make my bases convex, because this makes firing lines nicer. There are no places where someone can start bashing a door or wall and not be shot by one of colonists. There are lots of corners, each route can be covered by several colonists with good cover. I do use coolers sometimes, but try to place them where they are very unlikely to catch stray shots.  Houses have emergency doors, which are forbidden by default. If one of my colonists is cornered, he can always escape somewhere else. There's good connectivity in case of toxic fallout, etc. There's a pile of forbidden bricks near backdoors. Another kind of emergency doors is placed outside and held open. When wargs or something nasty comes, a colonist makes a round and closes them. I may be paranoid, but I use stone doors for bedrooms. Colonists rarely use those doors, so they can be a little more secure.

I like trees, and started planting dandelions as they seem the only sowable plant that spreads itself.

Sandbags have only a few niches. They're a form of cover that doesn't stop line of sight. So they can serve as an OPTIONAL cover, depending on which way the enemy is coming...or when a shielded colonist wants to repair a turret under fire. They also don't block wind turbines.

The bottom half is a bit messy, because I started running out of space (between map edge and that sweet, sweet marsh). Those living quarters are repurposed store rooms. What I don't have in style I make up with wealth, thrumbofur armchairs etc ;-).

Interesting layout, and nice way to test room size...

It appears you have repaired from a couple of sapper raids to the south.

I see a wooden wall,  (just a friendly jab from the critic of my wooden walls)

I don't see you base as being vulnerable to manhunter packs, as with the distance between doorways, the pop out fire, duck back in, would work even better.

I shy away from tight corridors (one tile wide), which you have in the north section. Restricts movement, and shooting angles.

Your hospital is very near your turret line also. Something you thought was a bad design.

Good use of the hills and swamp for protection. Forcing raids to walk through mud/swamps slows them down, so they soak up more bullets.
Title: Re: Base design
Post by: b0rsuk on September 11, 2015, 02:17:21 PM
I almost completely stopped getting turret casualties since I upgraded most of them to plasteel. The marsh is like a natural killbox.

No, I repaired the walls from greed! There was compacted steel in there. There was only one sapper raid on the bottom, I met them in the field and while I had to patch 4-5 people up there were no scars or casualties.

I kept forgetting about that wooden wall, and usually when I was about to fix it it was already a late hour and I didn't want to disturb sleep.

I would build the base a little differently if I wasn't constrained by map edge and the swamp.

Believe or not, wargs and boars were still able to surround me so much it was hard to find a moment for a pot shot.

Speaking of hospital - one very early sapper raid blew a hole through its north wall, back when it was only one room big. I decided to be polite and left the south door open, fighting them outside. There was a fire, but apparently sterile floor doesn't burn and nothing in the hospital burnt.
The hospital is also reasonably far from the left edge, and I feared an attack from that side (which never really happened because I walled it in the very few cases when enemies spawned there).  It's also reasonably far from south, and there were some feeble sapper attempts from that side.
It was a compromise. I could put it somewhere else, but I didn't want to break firing lines.
And why does it look like it's exactly 2 bedrooms big ? Because there used to be a bedroom in the northern part.  Then the 7 colonist malaria happened, I decided to play it safe. It was easier to break a wall and put extra beds in the adjacent bedroom.
Very near... I wouldn't say so. The only way to get past that "killbox" was around it. No swarm of tribals, no shielded pirates, not even 4 thrumbos was enough to attack it from the front. Marsh proper is something like 35% movement speed!
Title: Re: Base design
Post by: TLHeart on September 11, 2015, 04:08:17 PM
BOrsuk, just poking you, as you thought my hospital was close to the front lines... never have had anybody give it any problems.

Yes a marsh makes a great kill zone.

We all have thoughts of what we want in a base, but the reality of the game gets in the way, and for me I design it to fit the circumstances I am in.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 11, 2015, 05:34:14 PM
Exactly why I made this topic... I was curious about other people's base designs and how they had been made for different environments and scenarios
Title: Re: Base design
Post by: Too-DAMN-Much on September 11, 2015, 10:13:21 PM
Quote from: Stone_enderman on September 11, 2015, 05:34:14 PM
Exactly why I made this topic... I was curious about other people's base designs and how they had been made for different environments and scenarios

yeah, it's a good informative discussion, honestly it's a little surprising at first, but given how well simulated most things are in rimworld it really makes sense overall that a forestry mountain base would look really different to an ice sheet or something nutty like that.
Title: Re: Base design
Post by: Daman453 on September 12, 2015, 03:21:11 PM
My base is as follows, 3 kill boxes kill anyone coming from anywhere, i could link them all into one, but i'm lazy (Also playing on base builder, then ramping the up raids) I am planning on making wings, wings that can support themselves in case of toxic fallout or worse. I am really excited about it and when it's done i will post it here.
Title: Re: Base design
Post by: b0rsuk on September 13, 2015, 01:47:13 PM
I tend to put bedrooms on the edge of my bases. Bedrooms are very easy to rebuild, they rarely contain anything valuable (only the greedy and jealous are exceptions), and colonists can make do without them for a while. I'd rather have a bedroom destroyed than my food storage, my warehouse, my hospital or my dining room with its decorations and expensive furniture. These rooms get the most protection. Workshops, recreation room, kitchen are somewhere in the middle. Annoying and sometimes expensive to lose, but won't cause an emergency.
Title: Re: Base design
Post by: TLHeart on September 13, 2015, 03:37:24 PM
I do the same thing with bedrooms, they are the outside of the base. Can always rebuild them quickly.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 13, 2015, 05:08:57 PM
I keep my buildings separate usually as to help keep things spaced and provide some cover for my colonist
Title: Re: Base design
Post by: WilliamKids on September 13, 2015, 09:27:44 PM
I usually build next to a geyser in the open space, trying to have at least 50 squares of distance before the next chunk of rock on each side so my base is really out in the open. My colonists equipped with sniper rifles can really take advantage out of this open space, I find it much more efficient to defend a colony with sniper rifle (or any long range weapon) equipped colonist in the open than to build a killbox.
Title: Re: Base design
Post by: b0rsuk on September 14, 2015, 07:44:58 AM
Do you ever build OVER a geyser ? I had a colony where two of my initial colonists had movement speed below 2. I couldn't get anything done. It was cold. So I built walls around a geyser and (usually) left the door open. It works even during a solar flare!
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 14, 2015, 05:47:44 PM
That's a really good idea... I'll have to try it for a heat source
Title: Re: Base design
Post by: Too-DAMN-Much on September 14, 2015, 11:36:28 PM
Quote from: b0rsuk on September 14, 2015, 07:44:58 AM
Do you ever build OVER a geyser ? I had a colony where two of my initial colonists had movement speed below 2. I couldn't get anything done. It was cold. So I built walls around a geyser and (usually) left the door open. It works even during a solar flare!

neat, wondered about that, didn't actually think it worked or try it though.
Title: Re: Base design
Post by: Jamini on September 15, 2015, 07:20:22 AM
(http://i.imgur.com/U7VsDE4.jpg)

Bedrooms are to the west (7x8, planned to add some art to them later), larder center-north, workshops south, defenses east, barn and fields far north.

Perhaps not the most organized colony, but it is working.
Title: Re: Base design
Post by: lyrica56 on September 15, 2015, 09:10:40 AM
It is mine first finished base. Nothing cool and special.
(http://i.imgur.com/8jkVq5F.jpg)
Yeah, it's on easy.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 15, 2015, 09:34:30 AM
Looks good... I don't really see any defenses... Is this because you are on easy?
Title: Re: Base design
Post by: TLHeart on September 15, 2015, 10:07:00 AM
Quote from: Jamini on September 15, 2015, 07:20:22 AM

Bedrooms are to the west (7x8, planned to add some art to them later), larder center-north, workshops south, defenses east, barn and fields far north.

Perhaps not the most organized colony, but it is working.

Having the dining room room in the center, rec room in the center is a good use of the space... means the colonists will use them more often. Do have to ask, though, since the dining room is so far from the food storage, are you getting ate off the ground negatives moods?

Don't need to build 2 tool cabinets for each work bench, as each tool cabinet can support multiple benches. As you place the tool cabinet you can see little lines that tell you what benches it will be supporting... and they support the benches they touch.
Title: Re: Base design
Post by: Jamini on September 15, 2015, 10:27:04 AM
Quote from: TLHeart on September 15, 2015, 10:07:00 AM
Quote from: Jamini on September 15, 2015, 07:20:22 AM

Bedrooms are to the west (7x8, planned to add some art to them later), larder center-north, workshops south, defenses east, barn and fields far north.

Perhaps not the most organized colony, but it is working.

Having the dining room room in the center, rec room in the center is a good use of the space... means the colonists will use them more often. Do have to ask, though, since the dining room is so far from the food storage, are you getting ate off the ground negatives moods?

Don't need to build 2 tool cabinets for each work bench, as each tool cabinet can support multiple benches. As you place the tool cabinet you can see little lines that tell you what benches it will be supporting... and they support the benches they touch.

None of my colonists are severe cripples or old (I screen my prisoners and sell off, release, or execute the undesirable ones). I have one pawn with a prosthetic leg right now. I've not had any issues with eating off the ground except when I locked some of my constructors inside the room to smooth the floor or used it as a temporary prison.

As for toolbenches: I have a glut of steel thanks to not using turrets at all (except for one used to get rid of the piss-annoying message way back at the start of the colony.). Also, I'm fairly certain you are incorrect about that. Tool benches list what workbenches they are enhancing, and as far as I can tell they can only enhance a single workbench at once, even if they show more connections when being placed.

Besides, it looks nicer that way and gives a nice boost to that room's wealth.
Title: Re: Base design
Post by: lyrica56 on September 15, 2015, 10:40:57 AM
Quote from: Stone_enderman on September 15, 2015, 09:34:30 AM
Looks good... I don't really see any defenses... Is this because you are on easy?
I have one turret on each entrance, it's almost enough for protection needs.
Title: Re: Base design
Post by: TLHeart on September 15, 2015, 10:46:41 AM
Quote from: Jamini on September 15, 2015, 10:27:04 AM


As for toolbenches: I have a glut of steel thanks to not using turrets at all (except for one used to get rid of the piss-annoying message way back at the start of the colony.). Also, I'm fairly certain you are incorrect about that. Tool benches list what workbenches they are enhancing, and as far as I can tell they can only enhance a single workbench at once, even if they show more connections when being placed.

Besides, it looks nicer that way and gives a nice boost to that room's wealth.

If you like the looks, that is what the game is about.  No where does a tool cabinet say what work benches it is supporting, but each work bench will tell you if they have a work speed of 100% (no tool cabinet), 106% (one tool cabinet), or 112% (two tool cabinets).

here is a screen shot of 1 tool cabinet supporting 6 benches. The lines show the 4 it is supporting from a distance, and it also supports the two it is touching. Unfortunately, the smelter does not get any benefit from a tool cabinet.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xpf1/v/t1.0-9/11057533_1022447364453290_8728152770306448532_n.jpg?oh=18955be2c9342b79ae3f90c6bda83916&oe=566111F2)
Title: Re: Base design
Post by: Jamini on September 15, 2015, 11:12:23 AM
Can you show me the actual bonuses your workbenches are getting? I tried a similar setup during the closed playtest, and didn't see an actual boost on the workbenches despite showing the link. So far I've only seen a 1-1 work speed boost for tool benches, regardless of the number of lines.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 15, 2015, 01:47:41 PM
I don't know the exact bonus that work tables get from the tool racks but i would imagine 20% each
Title: Re: Base design
Post by: Jamini on September 15, 2015, 02:16:46 PM
Quote from: Stone_enderman on September 15, 2015, 01:47:41 PM
I don't know the exact bonus that work tables get from the tool racks but i would imagine 20% each

That's not what I asked for. I was hoping he'd provide an image showing that the setup he posted was providing a bonus. IIRC, it did not work that way when I tried out tool benches.
Title: Re: Base design
Post by: TLHeart on September 15, 2015, 04:37:54 PM
5 work benches all getting the 12% boosts from only 3 tool cabinets.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/12011191_1022688891095804_3052236477217583942_n.jpg?oh=26fbe18cbfc217ea015f31592520c6f7&oe=56A10790)
(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/12027772_1022688941095799_8946624636759996331_n.jpg?oh=c6abc00e20dcdb774bd50131a88a293b&oe=565FF21F)
(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xtp1/v/t1.0-9/12036727_1022689004429126_1769597666821379245_n.jpg?oh=af517bdab2fdbf43ac340e62c3e5b677&oe=56A13235)
(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xpf1/v/t1.0-9/12027592_1022689087762451_1560640501994663944_n.jpg?oh=eeca6e2c6c063d958062fb30493a4751&oe=566B79E7)
(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xat1/v/t1.0-9/11220931_1022689131095780_101525193742917425_n.jpg?oh=963fe433920c61891917d265cbccac0c&oe=5666A028)
Title: Re: Base design
Post by: TLHeart on September 15, 2015, 04:42:26 PM
Quote from: Stone_enderman on September 15, 2015, 01:47:41 PM
I don't know the exact bonus that work tables get from the tool racks but i would imagine 20% each

It says how much of a bonus the tool cabinet gives right on the tool cabinet info pane. 6% per cabinet. But each workbench is limited to 2 tool cabinets.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 16, 2015, 07:08:59 PM
Well thank you for the clarification.... That is something I really should now since I use tool cabinets. Also we are nearing 3/4 of the way to 200 votes... After that I would like to know if you guys agree with the vote and which base designs you voted for
Title: Re: Base design
Post by: Loki88 on September 17, 2015, 12:23:30 PM
This is what I came up with after getting bored of squares and rectangles, it's surprisingly efficient. And yes I'm using a boat load of mods...

This is just on Casandra on rough so I had more freedom to fart around.

(http://i.imgur.com/SCCklzO.png)
Title: Re: Base design
Post by: MisterVertigo on September 17, 2015, 12:38:31 PM
Quote from: Loki88 on September 17, 2015, 12:23:30 PM
This is what I came up with after getting bored of squares and rectangles, it's surprisingly efficient. And yes I'm using a boat load of mods...

This is just on Casandra on rough so I had more freedom to fart around.

That's pretty cool! In your screen shot, what are all the little circles? They look like the ones you see when you place down a workbench. I'm just curious!
Title: Re: Base design
Post by: Loki88 on September 17, 2015, 12:42:30 PM
Quote from: MisterVertigo on September 17, 2015, 12:38:31 PM
Quote from: Loki88 on September 17, 2015, 12:23:30 PM
This is what I came up with after getting bored of squares and rectangles, it's surprisingly efficient. And yes I'm using a boat load of mods...

This is just on Casandra on rough so I had more freedom to fart around.

That's pretty cool! In your screen shot, what are all the little circles? They look like the ones you see when you place down a workbench. I'm just curious!

They're the LED lamps from my LED lighting mod because I lack the creativity to make a better texture :P
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 17, 2015, 05:36:59 PM
That is a cool base... What mods are you using?
Title: Re: Base design
Post by: Loki88 on September 17, 2015, 11:54:08 PM
Quote from: Stone_enderman on September 17, 2015, 05:36:59 PM
That is a cool base... What mods are you using?

Ready?... *takes deep breath*


Core
ED - Core
EdB Mod Order
EdB Prepare Carefully
Expanded Prosthetics and Organ Engineering
Batteries Stuffed
Conduits Stuffed
Thermals Stuffed
Solars Stuffed
[T] Expanded Cloth
[T] Misc Stuff
[T] More Floors
RTGs v1.14
Rimfire
Power Cell
Modular Tables v1.47
Hay for You
Fences v1.0
Can I brew It?
More Factions Spawn
EdB Interface
Fashioning Hyperweave and Synthread
MAI+
LT-Soiling
Fish Industry
LED Lights 1.2
ED - Shields
ED - Wireless Power
ED - Plants 24H
Vegetable Garden
Gourmet Garden
Tilled Soil
Rim Beast
Modular Solars No Bar 1.10
Enhanced Tabs
Bio Generator
More Planning
Vein Miner
More Planning - Vein Miner Compatability
Bulk Meals
Auto - Hunt Beacon


That's also my load order which is why I included "core" at the top even though it's not a mod :P Many of these I've either poked and prodded at to get them to play nice with one another or, in the case of Vegetable Garden, changed around a bit to use pieces from other mods ( My version of Vegetable Garden uses ED - Plants 24H defs )

Cheers!
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 18, 2015, 05:27:33 PM
Thank you... Also that, in my opinion, is worth (what ever the effort I think you have put into it) being the 100th post
Title: Re: Base design
Post by: Loki88 on September 18, 2015, 05:42:35 PM
It wound up being very quick for colonists to get around in, as well as being a good "fast response" type base. With the way I play though, no Raiders have made it to my base yet (except for the ones that landed in my fridge) I have a bunch of little hexagonal outposts all around the map. I had to get the more floors mod with the hexagonal tiles just to make it extra hexagonish.

One last thing I forgot to say I did was change the colour of the marble so things made from it appear whiter. I know there's grey marble IRL but I can't get those gleaming white marble counter tops out of my head that everyone seems to want in their house.
Title: Re: Base design
Post by: Loki88 on September 20, 2015, 02:30:05 PM
So it got a little bit bigger...

(http://i.imgur.com/83tabyj.png)

I'm pretty sure my planning tool doesn't wanna talk to me ever again...
Title: Re: Base design
Post by: LordMunchkin on September 20, 2015, 09:19:45 PM
I'm pretty sure tool cabinets can support more than 4 work benches. I have just two in the center of work area and every station that can benefit from tools get 112% work speed.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 21, 2015, 05:11:24 PM
Quote from: Loki88 on September 20, 2015, 02:30:05 PM
So it got a little bit bigger...

(http://i.imgur.com/83tabyj.png)

I'm pretty sure my planning tool doesn't wanna talk to me ever again...
If the planning tool doesn't talk to you then that means your doing everything right! Thumbs up... Also I might steal your base design and modify it for something else if it's ok with tou
Title: Re: Base design
Post by: MisterVertigo on September 21, 2015, 05:26:35 PM
Quote from: Loki88 on September 20, 2015, 02:30:05 PM
So it got a little bit bigger...

That's beautiful, man. Well done.
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 21, 2015, 05:52:16 PM
It's not my base... Credit to loki88
Title: Re: Base design
Post by: Loki88 on September 21, 2015, 08:14:02 PM
Quote from: Stone_enderman on September 21, 2015, 05:52:16 PM
It's not my base... Credit to loki88

Use the concept however you want! All I ask is you post your results, I love brain storming ideas :P It turned out pretty good but I have a few things I'd like to try differently. Alas it's gone now :( updated to A12d and cleared all my saved data and worlds to start fresh!
Title: Re: Base design
Post by: Loki88 on September 21, 2015, 11:56:16 PM
Quote from: MisterVertigo on September 21, 2015, 05:26:35 PM
Quote from: Loki88 on September 20, 2015, 02:30:05 PM
So it got a little bit bigger...

That's beautiful, man. Well done.

Thank you  ;D
I gotta rebuild it now, but I have some ideas... Like getting rid of all the hallways
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 22, 2015, 10:20:51 AM
Thank you... When I get around to building (in forgetful) I'll post the results
Title: Re: Base design
Post by: Canaris on September 22, 2015, 11:16:01 AM
My bases ( example on a pic ) are always hastily erected mess that is absolutely 100% "what i need at the moment" without any planning whatsoever and completely out in the open.

I've tried numerous times to dig out something Dwarf Fortress style but i really dont "dig ( pun intended ) it" .. It one thing to use preexisting rock or walls but to tunnel under a mountain like a dwarf ?? Naaah.

[attachment deleted due to age]
Title: Re: Base design
Post by: Loki88 on September 23, 2015, 01:28:55 AM
Quote from: Canaris on September 22, 2015, 11:16:01 AM
My bases ( example on a pic ) are always hastily erected mess that is absolutely 100% "what i need at the moment" without any planning whatsoever and completely out in the open.

I've tried numerous times to dig out something Dwarf Fortress style but i really dont "dig ( pun intended ) it" .. It one thing to use preexisting rock or walls but to tunnel under a mountain like a dwarf ?? Naaah.

I get far to OCD about layout... not that it has to be "perfect" or anything like that. But once I have a plan, come hell or high water that's how that base is getting built!
Title: Re: Base design
Post by: Loki88 on September 23, 2015, 01:37:21 AM
Yup... It's gonna be a bee hive...

(http://i.imgur.com/b31MRio.png)

That's the basic "frame" I'm going to follow.

Those hexes are actually based off of a good old fashioned 9x9 square

(http://i.imgur.com/Bb17NoN.png)

You might be surprised what you get away with removing with out anything caving in...

(http://i.imgur.com/Xwkhqpx.png)
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 23, 2015, 11:37:34 AM
Have you ever had a cave in when you first made the design?
Title: Re: Base design
Post by: Loki88 on September 23, 2015, 11:49:19 AM
Quote from: Stone_enderman on September 23, 2015, 11:37:34 AM
Have you ever had a cave in when you first made the design?

Not on this one. I learned from the last one that was out in the open since I made the hexes 1 size bigger on that one and they needed central support to hold a roof. This one I made them one smaller then god moded all of that out to see if my theory was right and it would hold out ( I utterly lack the patience to wait for my derps to dig it out when I'm just testing a theory :P )

That being said I had to start a new colony AGAIN because i forgot to activate a mod I wanted that requires a new world :(
Oh well, same framework, new place.
Title: Re: Base design
Post by: MisterVertigo on September 23, 2015, 12:44:41 PM
I think I'm going to try this with my next colony. I like the idea of being able to be a bit more flexible as to what goes where. Any of those hexes could be set up to do anything.
Title: Re: Base design
Post by: Loki88 on September 23, 2015, 12:52:07 PM
Quote from: MisterVertigo on September 23, 2015, 12:44:41 PM
I think I'm going to try this with my next colony. I like the idea of being able to be a bit more flexible as to what goes where. Any of those hexes could be set up to do anything.

Post pictures if you do please! ;D I'm looking for ideas in can steal *cough cough* borrow :P
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 23, 2015, 01:59:47 PM
I would probably make two of every room (freezer, work room, lounge, etc) so if one is destroyed the others are fine... Also a two wall space between hive
Title: Re: Base design
Post by: Loki88 on September 23, 2015, 06:07:00 PM
Quote from: Stone_enderman on September 23, 2015, 01:59:47 PM
I would probably make two of every room (freezer, work room, lounge, etc) so if one is destroyed the others are fine... Also a two wall space between hive

In between each cell? In order to line it up its just easier to use an odd number in between
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 23, 2015, 06:28:14 PM
I didn't think about that
Title: Re: Base design
Post by: StorymasterQ on September 24, 2015, 08:47:44 PM
With cells like that, will they be set as 'rooms'? As in a dinner room, workshop, hospital room, etc? I mean in terms of 'room impressiveness'?
Title: Re: Base design
Post by: Loki88 on September 25, 2015, 01:09:58 PM
Quote from: StorymasterQ on September 24, 2015, 08:47:44 PM
With cells like that, will they be set as 'rooms'? As in a dinner room, workshop, hospital room, etc? I mean in terms of 'room impressiveness'?

That was kind of the original plan but it's kind of become a huge pain in the arse to have it w/o hallways... seemed like a good idea at first space efficiency wise and all but it's not coming together how I envisioned it :P that and cells this size I'm finding are a tad too small.
Title: Re: Base design
Post by: LaMizzy on September 26, 2015, 05:35:30 AM
Quote from: LordMunchkin on September 20, 2015, 09:19:45 PM
I'm pretty sure tool cabinets can support more than 4 work benches. I have just two in the center of work area and every station that can benefit from tools get 112% work speed.
Yap, I usually let my 2 tool cabinets support 8 work benches. I can't recall exactly but tool cabinets can support up to 4 squares or 5 squares away...
Let B = work bench, S = work bench standing spot, T = tool cabinets, o = open area...
my design looks like this... (you can put a Lamp between the tool cabinets to remove "in the dark" thought for colonist that only works there. Lamp got like 6-7 square of lighting, so 1 will cover the entire setup)

o B B o o T o o B B o
S B B S o T o S B B S
o B B o o o o o B B o
o B B o o o o o B B o
S B B S o T o S B B S
o B B o o T o o B B o



Quote from: Stone_enderman on September 23, 2015, 11:37:34 AM
Have you ever had a cave in when you first made the design?
Walls/doors can support a roof up to 6 tiles (inclusive)...so his bee hive design is "just" on the edge
Title: Re: Base design
Post by: Simon_The_Space_Engineer on September 26, 2015, 08:00:00 AM
YES! I never knew the wall support distance till now. Thanks for tell me that!
Title: Re: Base design
Post by: Loki88 on September 26, 2015, 12:03:49 PM
Quote from: LaMizzy on September 26, 2015, 05:35:30 AM

Quote from: Stone_enderman on September 23, 2015, 11:37:34 AM
Have you ever had a cave in when you first made the design?
Walls/doors can support a roof up to 6 tiles (inclusive)...so his bee hive design is "just" on the edge

That they are :P I think I'm going to abandon that one though and switch back to my first design concept but see just how big I can make it!
Title: Re: Base design
Post by: Simon_The_Space_Engineer on October 01, 2015, 09:42:55 AM
I want to see what happens... Now that I think about it, I wonder if someone has ever built a base so big that it took over the entire map that players can build on
Title: Re: Base design
Post by: Loki88 on October 01, 2015, 06:17:13 PM
Quote from: Stone_enderman on October 01, 2015, 09:42:55 AM
I want to see what happens... Now that I think about it, I wonder if someone has ever built a base so big that it took over the entire map that players can build on

Unless I did it on th smallest map, my computer would lag to death :P
Title: Re: Base design
Post by: GenuineEntropy on October 09, 2015, 06:52:35 AM
Hi all! My first ever post, despite being around since alpha 6  :) .

This is the basic form my colonies tend to always take. The main common feature is the combined dinning/rec area, kitchen area, raw food freezer, brewing area & hydroponics area. The position of other things will vary depending on terrain, but my colonies tend to always have these combined areas at their heart.

Dark Brown = Mountain
Blue = Wall
Green = Door
Yellow = Sun-Lamp
Pink = Cooler/AC
Orange = Trade beacon

Black = Turret
Light brown = Sandbag

1. This is the first room I dig into the mountain side (on arctic/tundra I will throw up a temporary shelter just outside while digging goes on). Initially this room is a communal bedroom, dinning room, research bench room and food & metal storage area.
- Later, when the colony is more fleshed out this becomes the weapons/apparel armoury.

2. Kill box area, with pillars and sandbag gaps for colonist cover, evenly spaced turrets (black blocks) and a snaking entrance way that has an easy path of doors through it for my residents.

3. Kitchen area (space for up to four cookers if needed) attached to 4...

4. Large Kitchen freezer (raw meat veg only in largest spot, cooked meals in the area just below the kitchen/ that can be accessed from the dinning & rec area).

5. Combined dinning hall and rec room with easy access to cooked meals part of freezer (space for 2 long tables and seats, heaters, massive art works, pool table, chess set, tv and seat & horseshoe game)

6. Hydroponics area, room for 3 sun lamps and hydro-banks (first lamp: all rice. second lamp: Mostly hops, some meds. third lamp: Mostly cotton, some devil strand.

7. Brewing bench, hops & beer storage area.

8. Med-bay

9. Medicine & Body part storage (shares cooling with meat locker via vents)


10. Meat locker freezer - Carcass storage and butcher table (shares cooling with med storage via vents)

11. Prison cells

12. Colonists rooms.

13. Chicken/Lama-coop (other pets get beds in colonists rooms)

14. Hay growing area

15. Metal/ Stone-block storage room

14. (oops, that's two 14's) Workshop area with small critical storage spots for boulders, wood and other often used materials.

16. Wood storage area.

17. External trade-beacon area

18. Tree farm (two sun-lamps)

19. Misc storage area (with room to add more to below if required)


I will often add a walled-in external area to the right of 17 or to the left of 14 to set up a wind/solar farm area and then wire it up to a battery-bank dug into the mountain.

Areas with walls 3 blocks thick will be independently cooled/ heated, I spread heaters throughout the main passageways and rooms with walls one block thick (colonists bedrooms, med-bay, etc) will have vents into the hallways to share heating/ cooling).
I also try and find a cavern/ open area within the mountain to set up a small unroofed area that can be used to vent heat from a cluster of coolers used for the passage ways (and vent-connected rooms).

Image mirror: http://i.imgur.com/ZJCM90s.png


Edit: Thanks to MisterVertigo, who let us know about the block-drawing chrome extension that I used for this diagram!

[attachment deleted due to age]
Title: Re: Base design
Post by: MisterVertigo on October 09, 2015, 09:16:35 AM
GenuineEntropy, I like that base. I like having all of your storage areas right up front. I also like having the meat locker and med storage together sharing a cooler.

I have a question for everyone in this thread: Am I the only one who just puts my cook stove in my food freezer? All of my raw meat and crops are lying on the floor in the freezer, and it makes more sense to me to just put the stove right in the same room instead of somewhere separate. I also put my butcher table in there too, although I'm thinking of separating that out just to save some space. Any thoughts?
Title: Re: Base design
Post by: akiceabear on October 09, 2015, 09:47:59 AM
I also put butchering and cooking in the freezer - butchering furthest from the door, cooking closest.
Title: Re: Base design
Post by: GenuineEntropy on October 09, 2015, 09:51:17 AM
Quote from: MisterVertigo on October 09, 2015, 09:16:35 AM
GenuineEntropy, I like that base. I like having all of your storage areas right up front. I also like having the meat locker and med storage together sharing a cooler.

Thanks Vertigo. In my latest build I'm trying to actually combine the food/med/carcass freezers into a single mega-freezer separated up with walls & vents (so the carcass/med freezer will be to the right of the food freezer in my previous diagram).

Quote from: MisterVertigo on October 09, 2015, 09:16:35 AM
I have a question for everyone in this thread: Am I the only one who just puts my cook stove in my food freezer? All of my raw meat and crops are lying on the floor in the freezer, and it makes more sense to me to just put the stove right in the same room instead of somewhere separate. I also put my butcher table in there too, although I'm thinking of separating that out just to save some space. Any thoughts?

I used to do this before room quality became an issue.

- I like the kitchen area to be very close to food storage as well as heated and comfortable given that my cook(s) will spend most of their day in there (I go as far as placing art work in the kitchen, as well as arm-chairs for my cooks to sit in while they work :P).
My layout also has the advantage of cooks not needing to go too far even if they're grabbing recently harvested ingredients from the hydroponics lab floor for their cooking.

- I like separating the carcass freezer with a butchers table in it because it generates a lot of dirt (blood) and I want storage for skins (or apparel for cannibaly colonies) conveniently close by. Colonist discomfort/cold isn't such an issue here, as butchering tends to occur in bursts, unlike meal cooking which tends to be an on-going everyday task for my colonists.
Title: Re: Base design
Post by: Loki88 on October 09, 2015, 01:32:07 PM
Quote from: MisterVertigo on October 09, 2015, 09:16:35 AM
I have a question for everyone in this thread: Am I the only one who just puts my cook stove in my food freezer? All of my raw meat and crops are lying on the floor in the freezer, and it makes more sense to me to just put the stove right in the same room instead of somewhere separate. I also put my butcher table in there too, although I'm thinking of separating that out just to save some space. Any thoughts?

Yup, cook stove and butcher table goes right in the freezer ( Two each because I like redundancy in essential systems ). As does the BioExtractor, but that's from a mod :P I also use the Bulk Meals mod so my cooks aren't stuck in the freezer all day. They're just in there for big bursts once the rice fields get harvested, then back to cleaning duties they go!
Title: Re: Base design
Post by: Loki88 on April 14, 2016, 01:53:41 AM
DEAD THREAD REVIVAL!!!

Seriously though, anyone come up with some nice base designs now that we're in to A13?
Title: Re: Base design
Post by: Dspendragon on April 14, 2016, 05:17:52 AM
I find myself constructing a base based on kill boxes and easy to defend hallways, Than i worry about stuff like colonist happiness (you can't sit back and Happily drink beer on an hyper-violent planet if your dead)