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RimWorld => General Discussion => Topic started by: JimmyAgnt007 on March 06, 2016, 11:59:10 AM

Title: Mountain Fortress
Post by: JimmyAgnt007 on March 06, 2016, 11:59:10 AM
I just wanted to share my 20 year old colony with everyone since its now March.  No mods except for some tweaking I did to allow the Antimatter Reactor to be build-able indoors and produce 100k power.  This whole base needs 210k power abouts so there was no way I could do it with solar and geo. 

There are 60 active pawns, could have fit more if I made the rooms smaller but it was starting to stutter as it was.  1 pawn was in stasis.  Also this is the second generation, I had already launched 35 colonists into space.  I dev mode recruited the 5 prisoners i had at the time and launched the ship so they became the new colonists. 

http://jimmyagent007.deviantart.com/art/RIMworld-595006666

(http://jimmyagent007.deviantart.com/art/RIMworld-595006666)

As you can see I have massive growing rooms and freezers.  Vaults of MREs and neuro trainers.  Medical facilities for colonists and prisoners.  Even an indoor farm for alpaca fur!  The left entrance was the first one, then expanded across the map.  My little artillery park devastated any siege attempted before it could finish building its own guns.  Originally I had very few turrets, I just added them in later because why not.

Toxic fallout means nothing to me!  So what do you people think?

A16 Fort here, https://jimmyagent007.deviantart.com/art/A16-Mountain-Fortress-694725024?ga_submit_new=10%3A1501000548
Title: Re: Mountain Fortress
Post by: Shurp on March 06, 2016, 12:52:34 PM
Where did you get that pile of mufallo carcasses from?  That's impressive!

And I only see 10 mortars... how many shells do you have to fire to actually drive off a siege?
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on March 06, 2016, 01:04:26 PM
That took a LONG TIME of never butchering them.  Also there are a fair share of Thrumbo corpses.  You get a lot in 20 years.


11 mortars actually, and it takes only a few volleys, i have hundreds of shells so id say 20 shorts or so before they start running.
Title: Re: Mountain Fortress
Post by: evil scientist on March 06, 2016, 01:29:41 PM
wow just WOW 20 years ? how long did it actually take to mine that all out ?
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on March 06, 2016, 01:37:19 PM
I did little bits at a time, expanded as my population grew.  since people are harder to come by as you get bigger its a good way to keep things slowly moving.
Title: Re: Mountain Fortress
Post by: Devon_v on March 06, 2016, 02:05:07 PM
Impressive.
Title: Re: Mountain Fortress
Post by: RoboticManiac on March 06, 2016, 02:46:31 PM
How did you get grass for your indoor alpaca farm?
Title: Re: Mountain Fortress
Post by: Panzer on March 06, 2016, 03:09:16 PM
Thats no grass, thats dirty green carpet ;D
Title: Re: Mountain Fortress
Post by: RoboticManiac on March 06, 2016, 03:26:20 PM
I feel betrayed.  :'(
Title: Re: Mountain Fortress
Post by: Lys on March 06, 2016, 03:34:02 PM
Where do you get all your elecricity? Modded reactors?
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on March 06, 2016, 04:27:36 PM
Yes, dirty green carpet.  lol

Power like i said, was an altered antimatter reactor.
Title: Re: Mountain Fortress
Post by: jzero on March 06, 2016, 05:54:31 PM
Jimmy. Do you have a name for this beast?
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on March 06, 2016, 10:35:58 PM
No, I just saved it as whatever the random colony name thing came up with.  I guess I should have named it something awesome.  Whenever A13 comes out Im going to do a totally open map with as few mountains as possible.  See how that goes.
Title: Re: Mountain Fortress
Post by: w00d on March 06, 2016, 10:48:44 PM
Llama , llama , llama .. Alpaca!! :p
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on March 07, 2016, 12:41:07 PM
I got tired of them getting killed during every raid so I just put them indoors.
Title: Re: Mountain Fortress
Post by: skullywag on March 07, 2016, 01:09:43 PM
Did you see Tynan stole your sweet sweet karma and posted this to the sub reddit.
Title: Re: Mountain Fortress
Post by: Headshotkill on March 07, 2016, 01:36:39 PM
(http://img.pandawhale.com/40268-Joker-clapping-applause-gif-IUrX.gif)
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on March 07, 2016, 02:34:41 PM
Quote from: skullywag on March 07, 2016, 01:09:43 PM
Did you see Tynan stole your sweet sweet karma and posted this to the sub reddit.

Really? where?  Got a link?  https://www.reddit.com/r/RimWorld/comments/49a3j9/jimmyagent007s_giantass_colony/

EDIT: I found it.  I dont have a reddit account, cant answer some things people are asking. 
Title: Re: Mountain Fortress
Post by: praguepride on March 08, 2016, 02:15:51 PM
Not that I'm complaining but my Rimworld eyes couldn't help but notice some questions/comments/concerns about your base...

1) Do air conditioners act as perfect blocks for heat? Because off your meal storage fridge you've got the coolers dumping out into an indoor trapped area (where the temperature must be 100-200 degrees farenheit). If you mine that out you could connect it to the outside and release that trapped heat.

2) Your turrets are highly vulnerable to chain explosions me thinks. I put the walls physically between my turrets and that seems to absorb the blast. Do sandbags absorb it as well? The only problem with that is turrets have a hard time aiming at close range.

3) I know in your  case it doesn't matter but your hydroponics arrangements are inefficient. You can squeeze more tables in for fewer lights which would bring the power requirements down.

4) Again, personal preference, but I don't bother heating/cooling the main hallways and that also helps keep the power requirements down.

5) I like to put my butchers tables and stoves in the same room and put stockpiles for immediate access to food in the same room. I noticed this eliminates a lot of redundant hauling as normally it is Butcher -> Take meat back to food stock pile -> Bring 5/10 meat/veg back from stockpile to stove.

By putting small stockpiles right next to the workstations you can create an efficient little assembly line.

6) No sandbags/rocks/debris in your maze entrances? You're providing a bit of cover for enemy shooters.

7) LOL at having telescopes in the middle of your right killbox. I've had problems where non-combatants try to use joy devices in the middle of a raging fire fight!

8) Your medical beds are in the same room as your prisoners. Not that it's a bad thing just that the sterile tile doesn't really help unless the whole room is sterile and kept at sterile levels. With group medical rooms it's a lot harder to control that. I tend to make my sterile rooms separated so it is only 1-2 beds per room in a simple 3x3 (with a shared vital monitor) to better control the cleanliness of the room.

9) No statues galore? After 20 years it would be very amusing to see all the "events" that they can choose from for artwork.

10) How massive are the raids with that much "wealth"?


All in all a very nifty mountain base!
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on March 08, 2016, 02:34:17 PM
1) The heat isnt trapped, they all vent into unroofed areas so its kept at outdoors temp, also the back unbuildable area of my base is outdoors thanks to a single tile so its a safe heat dump.

2) Sorta, but I was making them into plasteel and I got a pawn next to each so they can repair during battle.  Sandbags dont absorb much if anything but are there to protect the colonists.  I didnt think about the close range, the turrets not protected by walls were a much later addition, didnt have that many before.

3) I know, I just liked the layout, though some rooms were thrown off by door locations and such.  Though the room lights were as evenly spaced as I could get them.

4) The main hall is meant to help equalize all the rooms, ive got more vents than anything.  I dev mode a bunch of cold snaps to see how many heaters id need to keep it warm.  Coolers i tested in heat waves, seemed to be just right. 

5) I did this for the primary kitchen, the other set of butcher tables was for the overflow freezer.  Also to deal with the massive influx of animals to butcher when i set of the psycho animal beacon. heh

6) The Maze was another late addition and there were no rocks left.  Also it didnt seem to be an issue, they mostly just kept moving closer to me.

7) I have no non-combatants.  Just some with guns, others who retrieve the injured, but everyone gets drafted. 

8.) Didnt know that but I dont mind.  I just wanted a well stocked med area for prisoners.  I also kept a pair of pants and a shirt so that i could strip any armor and haul it but give them something to wear.

9) For the longest time I just used them to sell for money, so i could afford neurotrainers.  I only kept Legendary art.  Needless to say it never happened so then i just started keeping masterwork but only had the one piece at the time i hit year 20.

10) Not big enough to survive constant bombardment from mortars or my battle lines.  Plus when they did flee, they went past the left entrance to escape in that little area, thus my turrets facing the map edge.  In case the runners got past me.

Whenever A13 drops and after I make a few for fun colonies Im going to do this again and see what happens.  Glad everyone likes it.  Im surprised the attention its getting. 
Title: Re: Mountain Fortress
Post by: hwfanatic on April 24, 2016, 05:47:17 AM
I don't get it - what did you do with all the chunks of rock?
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on April 24, 2016, 10:32:41 PM
Quote from: hwfanatic on April 24, 2016, 05:47:17 AM
I don't get it - what did you do with all the chunks of rock?

turned them into bricks and sold them off.
Title: Re: Mountain Fortress
Post by: baronjutter on April 24, 2016, 11:10:14 PM
Do sappers give you trouble?
Title: Re: Mountain Fortress
Post by: keylocke on April 25, 2016, 06:52:03 AM
that looks like a temperate forest.. why do you need so much hydroponics?  :o
Title: Re: Mountain Fortress
Post by: b0rsuk on April 25, 2016, 07:10:29 AM
Quote from: keylocke on April 25, 2016, 06:52:03 AM
that looks like a temperate forest.. why do you need so much hydroponics?  :o
He doesn't.
Title: Re: Mountain Fortress
Post by: Listen1 on April 25, 2016, 07:44:08 AM
Hey Jimmy, how is your A13 colony?

I've made quite a few and my last one is going on pretty well. I'm on small hills and my biggest problem are bug hives, that appear on a small room I built under the rock. They are always nasty. I'll try to make a 78 degrees room and farm them, when next infestation happen.
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on April 25, 2016, 11:06:25 AM
Had to reformat my comp, things are back up and running but havent gotten around to playing lately.  Though it was off to a good start before then.  Im getting away with smaller bedrooms and Im having a much better layout.

As for the hydroponics, they are a lot safer under the mountain.  Dont have to worry about raiders or animals attacking farmers. 
Title: Re: Mountain Fortress
Post by: Mathenaut on April 25, 2016, 03:02:52 PM
This is amazing. I'm wondering how A13 will alter this. It seems unlikely that you can manage many of the mined-out structures like that. Though, I suppose you can just collapse the roofs that spawn bugs.
Title: Re: Mountain Fortress
Post by: Florius on April 25, 2016, 03:15:33 PM
Does it handle well against raiders? I think you get easily overrun with quite a few tribals?

And I do granite wallturretwallturret, does this work better?
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on April 26, 2016, 09:22:07 AM
I only had one infestation so far in A13, got a bit banged up but no big deal.  Ive got a lot more melee fighters now who id use for the next time. 

As far as raids from any faction, the more massive the group the more damage they take from artillery.  The smaller the raids the easier it is for my people to deal with them.

So far in A13 I have yet to make any turrets (so short on steal without traders like we used to have) but I do like the [turret][stone wall][turret] behind sandbag pattern.
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on July 25, 2017, 12:41:45 PM
Sorry to necro my own post but I finally finished my A16 fort found here

https://jimmyagent007.deviantart.com/art/A16-Mountain-Fortress-694725024?ga_submit_new=10%3A1501000548

Prolly wont go all the way with an A17 fort since 18 will be close enough after I get home from vacation.
Title: Re: Mountain Fortress
Post by: Dartonian on July 25, 2017, 06:26:57 PM
I was so confused, I kept thinking it was a modern thread and that you just though A13 was the new release
Title: Re: Mountain Fortress
Post by: The Nickman on July 26, 2017, 03:29:16 AM
Impressive!!  Don't you have serious problems with infestations though??
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on July 26, 2017, 09:18:14 AM
Infestations do happen but surprisingly not often, its A17 not A17 so they arnt as bad.  That being said, when you got 60+ people, its rather easy to deal with them.  Form a melee line with two ranks of shooters behind them.  Each room has turrets and the halls have them dotted around.  The biggest challenge was that there were always two clusters of infestations so I had to manage both at the same time.
Title: Re: Mountain Fortress
Post by: asanbr on July 26, 2017, 10:34:27 AM
Did you disable solar flare event? I dont know how you kept all those corpses fresh.
Title: Re: Mountain Fortress
Post by: JimmyAgnt007 on July 26, 2017, 12:45:58 PM
Actually, it takes so long for power to turn off during a flare that nothing is off long enough for anything to rot.  Also, with my reserve freezers, nobody is using the doors so they stay colder longer.