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RimWorld => General Discussion => Topic started by: thestalkinghead on November 05, 2013, 03:35:40 AM

Title: Post Your Base
Post by: thestalkinghead on November 05, 2013, 03:35:40 AM
I'm not sure if there is already a topic like this, but post screenshots of your base here:

Title: Re: Post Your Base
Post by: Grimreaper1704 on November 05, 2013, 03:49:22 AM
My first game i have faild xD all my colonists are dead i have make i have not salveged food :D
Title: Re: Post Your Base
Post by: Dragula on November 05, 2013, 03:58:45 AM
Love what you did with the entrance. A green/concrete carpet of death :).
Batteries sectioned, to prevent massive blowout incase of a short I presume?

Would have made bedrooms smaller though.
And you could make some room between the graves to chain charges so can clean the graveyard every now and then.
Title: Re: Post Your Base
Post by: ItchyFlea on November 05, 2013, 07:04:49 AM
This is my base just after a raid where they decided to come inside:


I used to have turrets, but don't bother building them any more as the pirates are usually armed with M-24's and destroy the turrets from a safe distance.
Title: Re: Post Your Base
Post by: thestalkinghead on November 05, 2013, 08:08:13 AM
Quote from: Dragula on November 05, 2013, 03:58:45 AM
Love what you did with the entrance. A green/concrete carpet of death :).
Batteries sectioned, to prevent massive blowout incase of a short I presume?

Would have made bedrooms smaller though.
And you could make some room between the graves to chain charges so can clean the graveyard every now and then.

yeah i sectioned the batteries just in case of catastrophe plus i expanded in sections, i wasn't sure if the graves got refilled if you destroyed the corpses in them, i did do it with a guy and grenades but the graves didn't change the way they looked, so in the end i just made an outside dumping area and burned the bodies with molotovs, concrete stops the spread of fire :)   
Title: Re: Post Your Base
Post by: Pendryn on November 05, 2013, 08:39:00 AM
Hmm, I just don't like the idea of building into a mountain side. I know, it is the easiest thing in the world to defend, but it seems wrong. I keep making towns which become forts with walls. I just finally lost a fairly successful one after some time. I'll have to take a screenshot of one at some point.
Title: Re: Post Your Base
Post by: SteveAdamo on November 05, 2013, 09:03:24 AM
Quote from: thestalkinghead on November 05, 2013, 03:35:40 AM
I'm not sure it there is already a topic like this, but post screenshots of your base here:

very impressive! :)

im assuming that massive area up front isnt considered a room? its not roofed, correct? i only ask, as i dont see any support columns...
Title: Re: Post Your Base
Post by: Wopian on November 05, 2013, 10:08:02 AM


I hate the design I did, just adding stuff on randomly. Really inefficient with power usage though - constant blackouts due to the indoor farms.
Title: Re: Post Your Base
Post by: TripleZero on November 05, 2013, 10:11:14 AM
@ Wopian a 100000 metal? Really? How long the fuck have you been playing.
Title: Re: Post Your Base
Post by: Wopian on November 05, 2013, 10:14:50 AM
Quote from: TripleZero on November 05, 2013, 10:11:14 AM
@ Wopian a 100000 metal? Really? How long the fuck have you been playing.


2 full days. Trading food for metal is the way to go to get a steady supply of metal.
Title: Re: Post Your Base
Post by: thestalkinghead on November 05, 2013, 10:17:57 AM
Quote from: SteveAdamo on November 05, 2013, 09:03:24 AM
Quote from: thestalkinghead on November 05, 2013, 03:35:40 AM
I'm not sure it there is already a topic like this, but post screenshots of your base here:

very impressive! :)

im assuming that massive area up front isnt considered a room? its not roofed, correct? i only ask, as i dont see any support columns...

no, no roof and no door (so i can use the solar panels) , just a big blasting corridor and a small corridor to bunch them up
Title: Re: Post Your Base
Post by: TripleZero on November 05, 2013, 10:21:33 AM
Quote from: Wopian on November 05, 2013, 10:14:50 AM
Quote from: TripleZero on November 05, 2013, 10:11:14 AM
@ Wopian a 100000 metal? Really? How long the fuck have you been playing.


2 full days. Trading food for metal is the way to go to get a steady supply of metal.

Yes, i do the same but it doesnt make a 100000 less of a ridicoulus amount.
Title: Re: Post Your Base
Post by: SteveAdamo on November 05, 2013, 10:40:04 AM
Quote from: thestalkinghead on November 05, 2013, 10:17:57 AM
Quote from: SteveAdamo on November 05, 2013, 09:03:24 AM
no, no roof and no door (so i can use the solar panels) , just a big blasting corridor and a small corridor to bunch them up

ahh, i for some reason i initially thought the left and right portions were sectioned off... i see now its an even larger open space, that of course houses your solar array... very cool! :)
Title: Re: Post Your Base
Post by: Veneke on November 06, 2013, 04:10:19 AM
I'd really like to see what other people have done with their first proper base. This is my third base total, first two were just experimenting a small bit and realizing that you can't rush straight underground right off the bat. Unfortunately it isn't as pretty as I'd have hoped as I added to it and remodeled it as I went along. You can't see them very well in this shot but there are blasting charges all along the wall and sandbag perimeter and more blasting charges scattered along the three main invasion routes.

There's also lots of graves. Like, lots. The three graves visible in the image are my own losses, each gets their own potted plant too.

Anyway, here's the base proper.

Title: Re: Post Your Base
Post by: Hero on November 06, 2013, 05:19:02 AM
Here is my current base. It absolutely utilitarian, as I can barely keep more then two colonists alive at a time. Since my laptop starts to slowdown right around 5 colonists, I will only keep 6 max. Despite being around for 10 cycles, I've never had more then 4 turrets at any one time, and I don't think I'll keep more then two now anyway. I've found it's easier just to make giant choke point at the front gate. A few crafty raiders have attempted to go around by my Geothermal, but only found that being trapped in a narrow hallway with an M24 and M16 spraying in was suicide.


[attachment deleted by admin: too old]
Title: Re: Post Your Base
Post by: Pendryn on November 06, 2013, 07:00:16 AM
Imagine those beds in the top right are orange. Because they are now, but then they weren't, because I forgot. But then I remembered. Anyway, this is basically an impenetrable fortress with zero ridiculously fancy defense measures. The tiniest of funnels is all, and that is so the M-24s can't sit back and try to snipe. Not that it matters. All of my guys have M-24s of their own. Also there is another geothermal generator hooked up to my power supply in the mountain side further down. Lastly, the area directly above and below the dining hall will be more housing, when i get around to it. Enjoy.

Title: Re: Post Your Base
Post by: Lochar on November 06, 2013, 10:49:04 AM
this is my 2nd base, my first I had to redo since didnt remember the roofing dynamics and made a mess.

I am still playing around with chokepoints and notice my turrets are all off, this will bring the raiders closer if I want.

[attachment deleted by admin: too old]
Title: Re: Post Your Base
Post by: Dragula on November 06, 2013, 12:39:45 PM
@pendryn, You did nice dressing up everything, looks real cozy :)

Not much to say about my base, 11 Residents now and i love hoarding energy :)
I'm thinking to rework the defense a bit, just to try something different. The funnel/waffle works great though, the raiders die either on the sandbag-entrance or in surrounded area. With 9 colonists i could easily hold out around 15 raiders with little damage taken.
The shared bedroom is actual the prison, i just replaced the sleepingspots with beds but forgot to flag the room.



Title: Re: Post Your Base
Post by: CyborgTriceratops on November 06, 2013, 01:24:48 PM
@Dragula: Why would you ever need that much power before you could refill the bateries? Also, don't your colonists say that their rooms are cramped?
Title: Re: Post Your Base
Post by: Riker13 on November 06, 2013, 01:41:44 PM
I would post my base, But I have no idea how to take a screenshot..... :P P.S.: I'm on Mac :P
Title: Re: Post Your Base
Post by: Dragula on November 06, 2013, 01:44:51 PM
Quote from: CyborgTriceratops on November 06, 2013, 01:24:48 PM
@Dragula: Why would you ever need that much power before you could refill the bateries? Also, don't your colonists say that their rooms are cramped?
Just because you can't have enough energy :) I had a base with 184 batteries :p And al 184KW discharged all in once through short-circuit haha. Too bad the explosion wasn't really big.
Yes they say their rooms are cramped, but it does not really influence their loyalty that much.
Title: Re: Post Your Base
Post by: Wopian on November 06, 2013, 02:43:35 PM
Quote from: Riker13 on November 06, 2013, 01:41:44 PM
I would post my base, But I have no idea how to take a screenshot..... :P P.S.: I'm on Mac :P

If you're playing fullscreen:

Press Command-Shift-3, then use http://imgur.com to upload that screenshot.

If you're playing windowed:

Press Command-Shift-4, then use http://imgur.com to upload that screenshot.
OR
Press Command-Shift-4 then press Space and select a window to take a screenshot of the whole game, then use http://imgur.com to upload that screenshot.
Title: Re: Post Your Base
Post by: Thorero on November 06, 2013, 03:40:20 PM
Up until now I've been designing my bases with a more organic feel, adding rooms as they're needed. Tonight I'll try actually mapping out a base beforehand. Anyway, simple little Phoebe Friendly base.
Title: Re: Post Your Base
Post by: Amaror on November 06, 2013, 04:13:41 PM
(http://www.directupload.net)

My little cassandra base.
Got pretty lucky. I survived the first sniper assault with a bit luck and the advanced weapons i got from that were REALLY helpfull defending the colony. Only one loss so far.
Btw. This picture was taken during a eclipse, that's why nearly everything is shut down. To save the energy, so that my people don't starve.
Title: Re: Post Your Base
Post by: Wopian on November 06, 2013, 04:36:58 PM
Current Phobe base (Cassandra never gives me trades so I'm always doomed to die)



That farm has a supply of 100,000Wd stored in batteries. <3

9 colonists, 8 of which are Oafs. Sadly all but 1 of my starting colonists have been burned to death.

Zones:
-Farm:- Solar Panels & huge battery array
-Residential:- Geothermal Generator
-Food Place/Research/Security:- Solar Panels & small battery array
Title: Re: Post Your Base
Post by: Galileus on November 06, 2013, 04:56:59 PM
My turn! Ahhh, only thing lacking there are two or three Predator tanks parked behind the lines...  :'(

Title: Re: Post Your Base
Post by: AHoff on November 06, 2013, 04:59:08 PM
oh my... that is insane...  :o
Title: Re: Post Your Base
Post by: Thorero on November 06, 2013, 05:01:30 PM
Quote from: Galileus on November 06, 2013, 04:56:59 PM
My turn! Ahhh, only thing lacking there are two or three Predator tanks parked behind the lines...  :'(

I'm almost speechless. That's both absolutely brilliant and insane at the same time. Wow.
Title: Re: Post Your Base
Post by: Riker13 on November 06, 2013, 05:19:34 PM
mmmk, Thanks for telling me how :D I will upload one in just a min.
Title: Re: Post Your Base
Post by: Riker13 on November 06, 2013, 05:26:19 PM
But then how does one get the screenshot? Does it appear in iPhoto? D:


P.S. I've found the screenshot. I'm uploading it.
Title: Re: Post Your Base
Post by: Bobthefarmer1 on November 06, 2013, 05:28:26 PM
go into windowed mode.
Title: Re: Post Your Base
Post by: Dragula on November 06, 2013, 05:28:34 PM
That base is quite the looker Galileus!
Maybe I'll do a base for looks sometime but I prefer the "form follows function" principle.

@riker; does a Mac have something similar to "print screen"?
Title: Re: Post Your Base
Post by: Wopian on November 06, 2013, 05:36:04 PM
Quote from: Galileus on November 06, 2013, 04:56:59 PM
My turn! Ahhh, only thing lacking there are two or three Predator tanks parked behind the lines...  :'(





Love your design of sleeping rooms :o
Title: Re: Post Your Base
Post by: Riker13 on November 06, 2013, 05:40:41 PM
My awesome (Phobe) base.

(http://imgur.com/4p50tQK)

I have a mining op going on and.... yeah ima get more metal soon... XD
Title: Re: Post Your Base
Post by: Riker13 on November 06, 2013, 05:46:07 PM
Quote from: Dragula on November 06, 2013, 05:28:34 PM
That base is quite the looker Galileus!
Maybe I'll do a base for looks sometime but I prefer the "form follows function" principle.

@riker; does a Mac have something similar to "print screen"?
no, mac does not have print screen. I have to have a way to take screenshots.
Title: Re: Post Your Base
Post by: Riker13 on November 06, 2013, 05:49:21 PM
Also, I would give a save file so you can make my base better/ etc. But I have no idea how to do that either.... xD
Title: Re: Post Your Base
Post by: Galileus on November 06, 2013, 05:57:33 PM
Quote from: Dragula on November 06, 2013, 05:28:34 PM
That base is quite the looker Galileus!
Maybe I'll do a base for looks sometime but I prefer the "form follows function" principle.

That's why RimWorld is awesome ;) You build functional base, I build a colony. Thus the cafeteria room, flowers everywhere, out-of-sight storage and a conference table in Porter's room ;) Wanted to bump up max population to 32 with side-wings, but hit the limiter... :P
Title: Re: Post Your Base
Post by: Dragula on November 06, 2013, 06:07:30 PM
Just take inspiration from others, nothing wrong with borrowing an idea and alter it to your liking. And with phoebe you have plenty of opportunities to build without to much pressure from raiders. Experiment with building and amaze us with your creation. Building and experimenting is a big part of the fun.

Quote from: Galileus on November 06, 2013, 05:57:33 PM
Quote from: Dragula on November 06, 2013, 05:28:34 PM
That base is quite the looker Galileus!
Maybe I'll do a base for looks sometime but I prefer the "form follows function" principle.

That's why RimWorld is awesome ;) You build functional base, I build a colony. Thus the cafeteria room, flowers everywhere, out-of-sight storage and a conference table in Porter's room ;) Wanted to bump up max population to 32 with side-wings, but hit the limiter... :P

Agreed, the options are numerous :)
I did pimp mine a bit though, carpet in the diner, prison and hydroponics farm instead of all tiles and concrete, even put in some flowers!
Quite sad that none noticed the welcome-mat I made for the raiders  8)

What's the limit? I'm now at 14 residents.
Title: Re: Post Your Base
Post by: Wopian on November 06, 2013, 06:32:29 PM
Quote from: Dragula on November 06, 2013, 06:07:30 PM
Just take inspiration from others, nothing wrong with borrowing an idea and alter it to your liking. And with phoebe you have plenty of opportunities to build without to much pressure from raiders. Experiment with building and amaze us with your creation. Building and experimenting is a big part of the fun.

Quote from: Galileus on November 06, 2013, 05:57:33 PM
Quote from: Dragula on November 06, 2013, 05:28:34 PM
That base is quite the looker Galileus!
Maybe I'll do a base for looks sometime but I prefer the "form follows function" principle.

That's why RimWorld is awesome ;) You build functional base, I build a colony. Thus the cafeteria room, flowers everywhere, out-of-sight storage and a conference table in Porter's room ;) Wanted to bump up max population to 32 with side-wings, but hit the limiter... :P

Agreed, the options are numerous :)
I did pimp mine a bit though, carpet in the diner, prison and hydroponics farm instead of all tiles and concrete, even put in some flowers!
Quite sad that none noticed the welcome-mat I made for the raiders  8)

What's the limit? I'm now at 14 residents.


15 was the most I got. After that no slave traders or drifters.
Title: Re: Post Your Base
Post by: Riker13 on November 06, 2013, 06:37:21 PM
My new Cassandra Classic base.




The Cassandra base AS WE SPEAK.
Title: Re: Post Your Base
Post by: Xanting on November 06, 2013, 06:57:54 PM
This is my randy random base. Notice how I don't have any farms.
And yes those sunlamps do explode from time to time.

Title: Re: Post Your Base
Post by: Riker13 on November 06, 2013, 07:05:15 PM
Quote from: Xanting on November 06, 2013, 06:57:54 PM
This is my randy random base. Notice how I don't have any farms.
And yes those sunlamps do explode from time to time.

(snip)
Nice base there! Randy would never let me do that....
Title: Re: Post Your Base
Post by: Tealpuppy on November 06, 2013, 09:45:57 PM
Here is my base on random mode. I got lucky tho in that first few raider waves were really small.  Now the  bulk of my defense is blasting charges all over  the map =3 (second pic is the front area_)

[attachment deleted by admin: too old]
Title: Re: Post Your Base
Post by: sixnew2 on November 06, 2013, 10:29:48 PM

My hard mode base not even challenging anymore...
Title: Re: Post Your Base
Post by: Stickle on November 06, 2013, 11:03:23 PM
Here's mine. I built it as I went along, and since this was my first serious attempt I had no real plan for it. Also, because of the no trader bug, I have no way of offloading any of those weapons, so half my base is weapon racks... I haven't lost any colonists yet (up to 19 now), and I've only lost 2 turrets. Sadly, keeping up with the metal requirements for all the new equipment racks I need after every invasion has been the biggest challenge so far, with the exception of a couple boomrat explosions that nearly took out my whole base earlier on.

There's also a second entrance to the left of the main one, which my colonists can use for faster access to outside; it's especially useful for when raiders flee, my colonists can head them off and sometimes capture them - my only source of new population now, since there aren't any events. Raiders ignore that entrance, for the most part. If a group lands hugging the left edge of the map, a few of them will usually try to get in that way, but the doors are enough to slow them long enough for me to wipe out their friends and then beat them up before they get all the way in.

Title: Re: Post Your Base
Post by: Grateful42 on November 06, 2013, 11:12:44 PM
This is my 3rd settlement. Started off with a very awesome scientist (midworld nerd + Navy Scientist = sci level 15) thats able to do all other work. My first 2 settlements got obliterated by raiders with grenadiers in the 2nd wave. This is a 250x250 map and when i saw the natural funnel and geyser i was all over it. so far i've had zero friendly losses, 2 turrets got blown up (Grenades instantly pop them from full health) and raiders have a casualty of 44. I have not had a single solar flare or crop blight ever ???
[spoiler] [/spoiler]
Title: Re: Post Your Base
Post by: Ashigaru on November 06, 2013, 11:39:21 PM
Oh wow, great spawn dude! I haven't had a defensible spawn with a geyser yet, will give it a crack again tonight I think.

I'll take a screenshot of my previous base and upload it for everyone :)
Title: Re: Post Your Base
Post by: Lechai on November 07, 2013, 12:07:47 AM
those are some big bedrooms...
Title: Re: Post Your Base
Post by: Riker13 on November 07, 2013, 12:11:39 AM
Congratz on getting 4 pages....c:
Title: Re: Post Your Base
Post by: Tynan on November 07, 2013, 12:34:47 AM
Some of these are amazing. Living off just agave powered by sun lamps is something I never thought was even possible.
Title: Re: Post Your Base
Post by: Dragula on November 07, 2013, 12:41:36 AM
Appearently solarpanels have come a long way.

Keep those based coming, lots of ideas for a new base.
@sixnew: How's that large hallway doing in terms of defense?
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 07, 2013, 12:52:06 AM
So, I started a game on Cassandra Classic, and... Well, my very first map. I figured I'd get myself super-murdered figuring it out, so I went for broke and tempted fate.

I named my colony Boatmurdered.

To my great surprise, only one rampaging, man-eating muffalo ever bothered me. To my even greater surprise, once I realized I needed to have a drafted militiaman escort drifters to my settlement and I needed enclosed prison rooms... Things went... Well, they went swell!

How swell?

Well, I solved the map. All 40,000 squares revealed, all but three mineral squares mined (those three are forming part of the colony's natural wall.) My colonists live in the finest dwarven hall that can be hewn by human hands in the current build, and my bonehoard is so large it looks like I've been running an extermination camp with unusually well-armed "guests."

For bonus points, at various times whilst building this, I was listening to the Dwarf Fortress game music, March of Cambreadth, Johnny Cash's "God's Gonna Cut You Down," My Chemical Romance's "Welcome to the Black Parade," Elton John's "Hello, Hello," and Prodigy's "Invaders Must Die."



This is an overview. The steam generator on the left was revealed to me at the map's start, and was what I rushed to complete early on - it was, quite honestly, invaluable. Theo red prison room next to the green rooms was my original bedroom, sleeping three colonists (and later it became my first dining room, with a small table and four chairs crammed in, and the food dispenser across the hall from the door,) and the two prison rooms across the hall from it were my original prisons, sleeping three prisoners on the stone floor with a single lamp for company.

Then I expanded, in stages, and occasionally demolishing to rebuild - that prison dormitory was build so that when I demolished several original bedrooms to make way for the larger 5x5 bedrooms, my colonists wouldn't suddenly be homeless. You can also see my many armories, and most of my huge warehouse of weaponry above the hydro farms.



This is my primary killbox. As you can see, it's set up as an education - specifically, to educate raiders about the word "Enfilade." (Look it up - it's fun!) The lights are on in the northern pillbox so it can be seen, but I left them off once I realized there was a bonus to hit well-lit targets (or rather, a penalty to hitting dimly-lit ones; note the lanterns illuminating the kill zone at the south! Bandits get to be illuminated even at night. Yes, there is a roof over all of that.)

The killbox went through several iterations - what you see here is the final version of the third-to-last iteration. The second-to-last iteration was a straight-up tower-defense snake-way of hydroponics tables - they can't go over them and can't take cover behind them, forcing them to run the gauntlet to get to the turrets' sandbags to seek shelter, but maintaining them was just too much of a PitA.

As you can see, I've helpfully supplied incoming invaders with sandbagged fighting positions. In the heat of the moment - crawling over a waffle of sandbags only to immediately come under heavy fire - the only natural response is to charge straight over that nicely paved terrain to get into cover. Unhelpfully, of course, they'll be coming under fire from three directions, and only a select few lucky contestants will actually get to have cover from those three directions, and even less helpfully, if they manage to get a mob into position, I'll just trigger the 'splosives and blow them all to hell. Assuming missed shots haven't done that already.

There's two pillboxes, north and west. The north pillbox gets snipers with M-24s, the west one gets assault gunners with R-4 pulse rifles. The west pillbox also has a lovely set of hydroponics planters preventing it from being easily rushed. You can plant potato plants and then forbid the planters so as to have a nice row of greenery, but eventually they wilt if not harvested, so that becomes more micromanagement.



This was my latest innovation in the field of slaughtering the idiots who somehow get it in their head that coming in packs of 16-20 where hundreds have failed is a good idea. The turret opens fire on anyone who comes in from the east or the southeast, forcing them to take cover and try to kill it. And conveniently for them, cover has been provided in the form of several rows of sandbags, aren't I thoughtful?

Less conveniently for them are the blasting charges provided as part of the package deal, which get lit off either when the sandbags are fully-manned or when the turret starts fizzing, whichever is first. This typically pulls the teeth out of the incoming waves completely, as it almost always takes all of their grenadiers out and most of their everything else, leaving only the snipers, and sometimes it puts a raid over their retreat threshold in one double-blast. And if they keep coming, well, I can keep lighting off the other blasting charges.



This is my original killbox, and it remains my emergency fallback position for the unlikely event the bandits manage to overwhelm the killing fields to the south. Early on in the southern killbox's existance, I did have to stage a few retreats, but once I instituted my policy of providing my unexpected guests with sandbag bunkers and blasting charges as a package deal, it never happened again.

You can also see my armories. My many, many armories.  The row of weapons to the sides of the lamp at the north side of the pillbox was my original armory. The armory south of the turrets was my second armory and also my flanking position. The armory to the west of the western edge of the pillbox was my third armory. The one to the south of that was my first grow-op made from my first fields, and which was converted into my fifth armory later on when I implemented the super-productive hydroponics field in the north. (The armory south of the batteries was my original batteries, and became a new armory.)



My living quarters in close-up. At one point I had weapon racks in all of the bedrooms, but I didn't get around to placing new ones in the expanded, 5x5 rooms, and I demolished the ones in the green rooms after I realized they were making it impossible to repair that wall. You can also see my grow-op, which is of course positioned right next to my stockpile for immediate depositing of foodstuffs.



Just a close-up of most of my armory. Seriously, finding the metal to keep building racks to keep storing all the guns those jackasses keep littering my killboxes and blocking my constructions with became the biggest challenge towards the end! This game badly needs a recycler so you can toss weapons and slag in rather than having them occupy ever-expanding dump sites and armories.



Lastly, a glory shot of my killing fields and my primary and secondary bonehoards. A few of those interred at mine. Not many. I counted for you: there's 367 filled graves on this screen. I'd say another about 50-75 corpses were destroyed by grenades and blasting charges, both intentionally and accidentally, in addition to the graveyard south of this, so...

I'm pushing 500 corpses in the ground here. Maybe ten of them were mine. Honestly, at some point, you'd think the raiders would just say "No matter what they've got in there, it's not worth it."

Anyway, that's Boatmurdered. There's nothing left to mine, and until I can get the version which is patched so traders start coming again, the only way for me to get more metal to continue my construction would be to use CheatEngine. They came. They saw. I conquered.
Title: Re: Post Your Base
Post by: baronskippy on November 07, 2013, 01:39:02 AM
My impregnable (so far) base.

[attachment deleted by admin: too old]
Title: Re: Post Your Base
Post by: m0n4rch911 on November 07, 2013, 07:45:43 AM
Just starting off. Randy Random. I surrounded the outside w/ debris to slow the raiders down and keep them away from my walls since they always burn them down. I kept it as compact as possible to neutralize those snipers since my Colonist are built for close range. All Lvl 20 Shooters :D. Yeah "LVL 20" M-16's, R4's and Shotguns for stun effect.

Since Life in Rimworld is currently "Lifeless" I made a recreation room of my own. I call it "Whoop their a$$ and scare them to death make them wish their dead room". All rooms have Cages :D Personal trophy and Hey right. Hard to be happy when your stuck somewhere so Settle w/ FEAR for now :D " A HAPPY COLONY IS A SCARED COLONY " ^.^ I keep everything Squeeky Clean. To hide the stench of suffering and death since that's "SAD :("

I hate turrets since they always blow up anyway and waste of VALUABLE ENERGY. Waste of METAL. Waste of space. Better to waste metal on well placed explosives and just kill the rest that lived ^.^.

I will expand and aim for 100 Colonist. And yes. 100 :D.

[attachment deleted by admin: too old]
Title: Re: Post Your Base
Post by: Ember on November 07, 2013, 10:02:36 AM
heres my randy random base
i had somewhere around 38 colonists



an a successfull defense before i got bored with the map

http://www.youtube.com/watch?v=u6jR411oLfA
Title: Re: Post Your Base
Post by: SteveAdamo on November 07, 2013, 10:17:07 AM
Dragula, your "welcome mat" was just about the funniest thing i've seen all day...

well done! ;)
Title: Re: Post Your Base
Post by: sparda666 on November 07, 2013, 05:21:13 PM
Here is a base I just started up. Its pretty minimalist


the mine corridor weeds out groups of raiders so that only one or two get through. after the corridor there is a small shooting range (which I normally make longer and full of turrets but this is working fine for now).

2 mines is enough to kill a raider so if timed correctly, the corridor can wipe out 2 groups.

close up of battery array. connect each column of 10 batteries to my main power one at a time and disconnect them once the batteries are charged. that protects against power surges and I can reconnect them when power catastrophes occur.
Title: Re: Post Your Base
Post by: Dobbs on November 07, 2013, 06:37:05 PM
I'm terrible at the game and pretty new (traded once, had up to 6 people I think).  I saw 2 research tables in ShadowDragon... but so far as I've played, there doesn't seem a need for a 2nd one.  Or is more research available later in the game than I've played?
Title: Re: Post Your Base
Post by: Galileus on November 07, 2013, 07:43:45 PM
There is no new research (yet). 2 tables can speed up researching or... can just look pwetty <starry eyes>
Title: Re: Post Your Base
Post by: Mansen on November 07, 2013, 08:41:13 PM
I've had some rotten luck with sudden massive raider parties taking out my bases before I can get a good set up.

I did see something funny today - The cows had managed to move themselves into a small "canyon" with just a single tile opening to the outside. I was hoping to build them a proper stable for the heck of it, but frag grenades put a quick stop to that :(
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 07, 2013, 10:37:03 PM
Quote from: Dobbs on November 07, 2013, 06:37:05 PM
I'm terrible at the game and pretty new (traded once, had up to 6 people I think).  I saw 2 research tables in ShadowDragon... but so far as I've played, there doesn't seem a need for a 2nd one.  Or is more research available later in the game than I've played?

I'd had the research done for ages by the time I refitted that room that way. They were just to give that room a proper "spaceship command room" look
Title: Re: Post Your Base
Post by: evilking9090 on November 07, 2013, 11:54:07 PM
First base, maxed my population at 15 working on strip mining.

Title: Re: Post Your Base
Post by: ItchyFlea on November 08, 2013, 08:20:59 AM
I got this place fully stocked with colonists before the new update. The random geyser right in the middle of the base messed with my building plans, but it turned out to be extremely useful.


My favourite part of this base is the dining hall:

My now established 254b colony is starting to build a much larger version of this dining hall. I'm hoping that it turns out just as well as this one did.
Title: Re: Post Your Base
Post by: Pendryn on November 08, 2013, 08:58:38 AM
Quote from: ItchyFlea on November 08, 2013, 08:20:59 AM
My favourite part of this base is the dining hall:

That is amazing. I love seeing them all there! :D

Anyway, I don't want to show off my Randy base yet as I am still trying to get it looking decent but I will show you my list of friends I have.

Title: Re: Post Your Base
Post by: Ric on November 08, 2013, 10:11:13 AM
After playing for a few days & getting utterly pummeled by lots of raiders, I finally managed to get a stable base on a map I really like. Almost ran out of things to do with it now so will probably start fresh soon. Can fend of huge amount of raiders now as all my guys are now equipped with M24's(the doubled sandbag area if where they all line up when the raiders arrive, they flee so fast) :D

Link to Base (http://cloud-2.steampowered.com/ugc/504696020492917139/B4A88AD38276310CB198BB0632502A3ACC6233FF/)


I've just linked it the inserted image was cutting off half way, lol...
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 08, 2013, 11:02:29 AM
Quote from: Ric on November 08, 2013, 10:11:13 AM
After playing for a few days & getting utterly pummeled by lots of raiders, I finally managed to get a stable base on a map I really like. Almost ran out of things to do with it now so will probably start fresh soon. Can fend of huge amount of raiders now as all my guys are now equipped with M24's(the doubled sandbag area if where they all line up when the raiders arrive, they flee so fast) :D

Link to Base (http://cloud-2.steampowered.com/ugc/504696020492917139/B4A88AD38276310CB198BB0632502A3ACC6233FF/)


I've just linked it the inserted image was cutting off half way, lol...

Well, your killbox has a nice enfilade going on, that's for sure!

It's now how I would've set it up, though. For one thing, when those turrets blow, they're gonna take those walls with them. I usually just set up sandbags around the turrets.

For another, you get bonuses to shooting things which are well-lit. So I try to illuminate the spaces where the enemies will be, whilst keeping my turrets and my pillboxes in darkness, even at high noon.

I also want the baddies to rush straight for the turrets. Turrets are replaceable, colonists are not... So if I were to revamp your killbox, I'd put at least some of the turrets in the middle, behind sandbag alone, and revamp the walls so they're a pillbox - places for colonists with guns to lean out and shoot over, in darkness, with sandbag waffles and possibly hydroponics tables to prevent physical access...

Still, judging by the amount of blood that's been shed, I'd say you're doing well enough! :)
Title: Re: Post Your Base
Post by: Amaror on November 08, 2013, 11:12:51 AM
Quote from: Ric on November 08, 2013, 10:11:13 AM
After playing for a few days & getting utterly pummeled by lots of raiders, I finally managed to get a stable base on a map I really like. Almost ran out of things to do with it now so will probably start fresh soon. Can fend of huge amount of raiders now as all my guys are now equipped with M24's(the doubled sandbag area if where they all line up when the raiders arrive, they flee so fast) :D

Link to Base (http://cloud-2.steampowered.com/ugc/504696020492917139/B4A88AD38276310CB198BB0632502A3ACC6233FF/)


I've just linked it the inserted image was cutting off half way, lol...

Cool base. One Tipp, though.
alternate between walls and sandbacks were your colonists will stand. They will lean out of the walls, but still be behind sandbacks, when they shoot, giving enemies the least possible chance to hit them.
Haven't lost a colonist to raiders on Kassandra, since i discovered this.
Title: Re: Post Your Base
Post by: Grimreaper1704 on November 08, 2013, 02:21:32 PM
Hehe this is how my Colony with the name "Hopes" Ends :)
(http://www.pic-upload.de/view-21272879/End-of-Hope.jpg.html)
Title: Re: Post Your Base
Post by: Ric on November 08, 2013, 03:15:59 PM
@ Shadowdragon8685 & Grimreaper1704.

Thanks for the tips guys. Much appreciated. :)
I've filled all those graves a couple of times but luckily i found the workaround of burning them to empty them. If I hadn't found that, I'd have no floor space left...lol..

Nice compact base grim.
Title: Re: Post Your Base
Post by: Grimreaper1704 on November 08, 2013, 06:21:40 PM
Quote from: Ric on November 08, 2013, 03:15:59 PM
Nice compact base grim.

Yeah it was my Beautifull little Town but i think a was to lame to build up defense there where 6 raider on day 30 and you see what happend :D

But the funny story is the one in the prison was one off the first Colonists and is giong mad because of starving and they die in prison as last person on hunger :D that was so cruel to see that :D
Title: Re: Post Your Base
Post by: W1Z25 on November 08, 2013, 11:47:42 PM
i believe that my base is one of the biggest on here lol

NO enemy has been able to get in :)

(http://s126.photobucket.com/user/WIZ16/media/screenshot5_zpsed176ce4.png.html)
Title: Re: Post Your Base
Post by: Rex705 on November 09, 2013, 12:54:43 AM


Only one of these graves belongs to one of my colonists he was one of the original 3. [:(]


This is my power station it keeps all the lights on and the gun turrets blasting. If it goes down we die.


Here we have some raiders trying to murder us but we murder them instead. Some of our turrets are not hooked up with power but we hold them off with the two active ones.


Check out my youtube channel and watch a video I did on RimWorld - http://www.youtube.com/user/TheRealRex705/videos
Title: Re: Post Your Base
Post by: upnat0m on November 09, 2013, 01:55:45 AM
LOL the mountain in your first picture W1Z23 looks like a rabbit  :D
Title: Re: Post Your Base
Post by: EarthyTurtle on November 09, 2013, 07:22:31 AM
I'm pretty proud of the base I just built so I thought I'd share :P. It's my second successful colony, Cassandra is my storyteller. Thinking I might try kassandra next.



Title: Re: Post Your Base
Post by: Amaror on November 09, 2013, 12:44:21 PM
Here my new 254 base. It's a challenge base in Kassandra difficulty and with the self imposed challenge of playing without turrets and no killzone funnelling. And it's really really fun. I had quite a bit of luck, though. My first raider was a Marine, so a good fighter, and after i captured and convinced her to join us she has been invaluable. Since all of my 3 starter guys sucked at fighting she really saved our asses multiple times. Plus you can see that i got a good map. Two steam geysers within an nearly enclosed are? Yes, please!
But i really love the balancing of 254. You did a superb job on that one Tyran!
(http://www.directupload.net)
Title: Re: Post Your Base
Post by: WhackyRavenLand on November 09, 2013, 04:04:40 PM
Here's the colony I'm currently working on. I'm sort of in a habit of starting new colonies all the time to try out new things :)  Call it "trial and error" :p

Title: Re: Post Your Base
Post by: SourceVG on November 09, 2013, 07:00:41 PM
Hi, first time poster here. This is my base.



This game is really awesome.
Title: Re: Post Your Base
Post by: Galileus on November 09, 2013, 07:42:57 PM
Ladies and Gentlemen: Ar Neamh!

A very successfully colony run by a religious maniac, who was bad with math and didn't expected he won't have place for arms of the cross ^^' Housing 41 people, self-sufficient and relying on food overproduction for trade in exchange for firearms and metal. During 4th month added a bunker and created an inner courtyard to address the problems of power shortage - there is so much lamps and doors there, I can't even select them all with a double-click. The bunker works like a charm. With all the doors leading straight to fireing position colonists are able to line up and pop out all at once into the fight, so "first to fight, first to die" does not apply... most of the times. Thanks to it's shape it is possible to retreat and flank enemy or do it straight away if he's right at the doors too fast. Two rows of sandbags allow more people to target skirmishers rushing into the lines without increasing the risk of friendly fire. Yeah, you guessed it - I love this bunker.



Played on Random Randy with few handicaps: no turrets (at all), no waffle bunkers, no funnelling raiders. And darn, it was a blast. Lost quite a few of my people during this (almost) half a year, and probably most of them to means other than raiders. Raiders were a problem mid way through the gameplay, obviously - but once I've designed the bunker, it became much easier to cut losses to 1-2 casualties per battle. Sometimes I had as much as 7 incapacitated people, but thanks to escape tunnels close by, most of them would make it through the night.

Till Cherry that is. Absolutely most catastrophic raid I had bad luck to experience was a squirrel raid. I completely ignored them and half-assed my tactics, so soon enough I had to add "eaten by squirrels" to my casualties list. Two men were down, and that's when an insane boomrat came by and exploded on Cherry. Boy, did she had a blast! She was so cheerful and energetic, that she started running around setting everything on fire. Starting with a girl who was rescuing a squirrel survivor. The situation got out of hand real quick, and no rain in sight. Lost the incapacitated man, his rescuer and two other men. Cherry survived, only to be shot in the head during a especially rabid Raiders attack. We bid her farewell and made sure she was gone the same way she lived - by exploding her grave with C4.
Title: Re: Post Your Base
Post by: Eyeofnight on November 09, 2013, 07:46:01 PM


Sorry for the large image, couldn't get a spoiler to work for it.
My current base, more of a small village really, after a rather violent raider attack. I decided to make a city/town type design to try out urban tactics. I used turrets during the first three raids, but stopped afterwards as they kind of defeated the purpose of this build. It's been fun so far.
Also, yes, buildings are color coded. It makes it easier for me to keep track of where things are haha.
Title: Re: Post Your Base
Post by: ocelot113 on November 09, 2013, 11:28:36 PM
I've adopted this layout for funneling. Seems to give the most concentrated firepower with the staggered rows, with little ff (just keep automatics behind the first sand bags and the snipers behind the pillars and second line of sandbags, in line with the pillar gaps), and the side (top) row for close cleanup fire when they pass the funnel wall. I did have turrets in the top but they were more of a hassle than they were worth, cause they kept blowing up. Turrets, pretty useless imo and usually do more damage to you than they enemy in my experience. Also using debris locks them down very well for after they pass the wall.

[attachment deleted by admin: too old]
Title: Re: Post Your Base
Post by: manictiger on November 10, 2013, 12:27:47 AM


This is my current Cassandra Classic base.  It's still just a baby, but I figured I'd share it for anyone interested.

My goals are to keep travel distances as low as possible, have minimal cramped or ugly penalties, and expand both the economy (metal, food, money) and the base as quickly as possible, while retaining the organized and modular floor plan.
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 10, 2013, 01:26:37 AM
I can't believe my .250 Cassandra fort got pic-dropped on Kickstarter...

That said, I'm going to try to top it in OMGWTF factor in Callie .254b. :)



This is my current fort. I named it Pandorica, though I'm starting to wish I'd named it New Hobbiton. It started into the hillock rather than the mountain because the thermal generator there was in the open in a lee in the hillock and I couldn't locate any on the mountainside itself. There are two Death Highways that I light off when I just can't be arsed to sound the red alert and pull everybody from their tasks, which takes care of about 19/20 raids all by themselves, because those raiders are idiots and think that running down my industrial highways lined with mass graves amidst a landscape showered in blood and viscera and probably bone shards and shit is a good idea!



This is the results of me lighting one of the highways off. I plant mines at three-square intervals, starting from where it lines up juuust right that it won't break into my mountain, and ending where the highway curves. It's a total of about 15 or so, and the explosives overlap so that when one goes off, they all go off; ensuring a full kill on everyone caught between the first and last mines. That seems expensive, but when a shooting war breaks out in my killbox, I'd lose far more metal than that in the turrets alone. Plus, with the graves right next to the death, clean-up's a fair snap, my poor people don't get unhappy thoughts for seeing death (really, after the first dozen or so times, you'd think they'd get used to seeing death through a gunsight,) and the rippling explosions somehow cleanly remove remains from the graves instead of, say, showering the landscape with the parts of corpses both fresh and less fresh.



An after image. Note the mine placement for those who want to take notes. I can't begin to guesstimate how much time and trouble this has saved me, both in fighting off those omnicidal fanatics (and taking casualties; the last time I let a raid get all the way through, motherlovers got a grenade into a pillbox and killed one of my colonists dead!) and in not having to dig my own Arlington for the enemy.



This is my hobbit-hole, such as it is. My killbox design isn't the best, as this was always intended to be temporary until I got my expansions into the mountain into full swing, but it works well enough. I had some raiders slip through on my last batch, but they got caught completely in enfilade and cut to ribbons before they even hit the sandbags - and that was during a flare, too, so my turrets weren't any help at all.

You can see my many pillbox armories, the numerous small rooms most of my citizens enjoy up in the hill, the generator, a commpanel for the colony con artist to swindle fools out of their credits and supplies, in his own comfy negotiations booth no less (He's an agoraphobe. I said so. :P ) the canteen, battery room, the oaf's living quarters (right next to their farm,) and some residential expansions which are "in progress" and planned.

My long-term goal is to exploit the fact that prisoners don't count against your pop limit to imprison my own people, bring in more prisoners, etcetera, until I have a population worthy of a Dwarven Fortress - and hence, worthy of filling that bloody great mountain!

It'd be nice if some mining vessels would show up with like, 2,000 metal apiece. I only get industrial traders with 500 or combat suppliers with less than a hundred.
Title: Re: Post Your Base
Post by: Stormkiko on November 10, 2013, 02:28:44 AM


This is my little town of Fyrestone. It's a small safe haven under constant threat from bandits and let's face it, a Rim World is a Border Land... I rarely get attacked from the top right though it is well defended if the need ever arises. Almost everything comes in from the bottom, though nothing has ever gotten through. I managed to survive off Traders, exposed metal and raining metal for a very long time and am now just getting around to my mine shafts. I decided to build outside for a bit of an extra challenge, though I am on Callie.



This is my murderatorium. You could call it a Killing Floor. Pardon the blood there was just a raid. I keep the metal tiles clean, but I like to see the results on the concrete and sand so it never gets cleaned. I do move the bodies. The graves are getting a bit ridiculous, I filled the space in my walls and am now spreading it outside. on each concrete patch out in the field is a blasting charge for people who decide to stand around and shoot. When people line up at my wall I set off a row of charges to clear it out. There is absolutely no cover for raiders to use, I keep it completely clear.



Every combat or industrial trader that comes along I unload as many weapons as I can, but I still have a warehouse full. There is another raid worth of weapons currently laying out in the field. To put a figure to it I currently have 47 M-24s alone.
Title: Re: Post Your Base
Post by: Altosk on November 10, 2013, 02:22:57 PM


Base is actually much bigger, but i cant figure out how to get the rest in the image. Cant zoom out far enough.
Title: Re: Post Your Base
Post by: Stormkiko on November 10, 2013, 03:00:19 PM
Altosk: Given the number of Solar panels you have and the batteries' charge levels, I'm going to hazard a guess and saw they just unloaded on some poor wall?
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 10, 2013, 04:22:27 PM
Stormkiko: I love that "Use green carpet as astroturf" aesthetic. I hope you don't mind if I shamelessly steal it.

Altosk: I really hope some poor cat was standing next to the wall that blew. :)
Title: Re: Post Your Base
Post by: Altosk on November 10, 2013, 07:39:04 PM
Quote from: ShadowDragon8685 on November 10, 2013, 04:22:27 PM
Stormkiko: I love that "Use green carpet as astroturf" aesthetic. I hope you don't mind if I shamelessly steal it.

Altosk: I really hope some poor cat was standing next to the wall that blew. :)

Its actually pretty stupid. The far right Nutrition feeder had a random event and blew up. All my batteries emptied out in the process..... Lucky for me i keep the far right batteries disconnected from everything when they get full so when stuff like that happens i have power for 10 or 15 days. If youre referring to that wall of debris its there on purpose to slow down frag grenade rushers. Ive been getting between 60 and 70 raiders.
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 10, 2013, 09:06:48 PM
Quote from: Altosk on November 10, 2013, 07:39:04 PM
Quote from: ShadowDragon8685 on November 10, 2013, 04:22:27 PM
Stormkiko: I love that "Use green carpet as astroturf" aesthetic. I hope you don't mind if I shamelessly steal it.

Altosk: I really hope some poor cat was standing next to the wall that blew. :)

Its actually pretty stupid. The far right Nutrition feeder had a random event and blew up. All my batteries emptied out in the process..... Lucky for me i keep the far right batteries disconnected from everything when they get full so when stuff like that happens i have power for 10 or 15 days. If youre referring to that wall of debris its there on purpose to slow down frag grenade rushers. Ive been getting between 60 and 70 raiders.

I was actually thinking of the kind of disastrous disaster that should have that stock Hollywood cat yowl happening in the background. You know...

"Ka-BOOM! Whamph! FWOOM! Reee-oooooooow!"
Title: Re: Post Your Base
Post by: lt_halle on November 10, 2013, 10:04:50 PM
Everyone has opulate bastions and I'm just like

Welcome to Outpost Echo. As the name might suggest, it's the fifth in my line of bases-I-made-once-I-sorta-know-what-I-was-doing (working title). It supports up to 12 colonists plus 8 prisoners, though only 10 currently dwell within. The entrance in the upper right is the old entrance before I dug into the mountain, which is now sealed off and leads to my one and only thermal generator (as I only have one, I get blackouts during eclipses much of the time). The turrets are deactivated, and now stand only as relics to the base's humble beginnings.

From the upper right you'll see my surface outpost. This is where the solar power is generated, power is stored, and prisoners are kept. Just below that is a small inlet containing my comms and farm. From there, the inlet goes diagonally until it reaches the main hub. more on that later. From there, just below, is the cafeteria and bedrooms. That's all for the civilian area of the base.

The military area starts with a mass grave lain out just in front of a sandbag wall meant to clump up incoming raiders for phase two. Phase two consists of five "landmines" - pairs of blasting charges which go off barely far apart enough to avoid setting the others off. I rarely detonate more than three per raid, however, as each takes out 5-6 raiders on its own. The raiders that survive (usually 10-15) are then funneled through to The Hub. The Hub consists of four autoturrets and enough sandbags to give my 10 colonists (all of whom have at least 6 shooting by now, and are armed with either charge rifles or M-24s). It is not a rare occurrence to have at least one colonists become incapacitated, but it is scarcely more than that. My proudest statistic is that this colony has zero deaths, in combat or out, though it was founded on Chill Cassie.
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 10, 2013, 10:15:26 PM
Quote from: lt_halle on November 10, 2013, 10:04:50 PMWelcome to Outpost Echo.

Aaaand now I'm thinking that that great honking bay in the middle of the mountain is a landing/launch bay, and airspeeders are going to tear out of there to zoom around on patrol. :)
Title: Re: Post Your Base
Post by: Ghost_Snowcat on November 11, 2013, 02:12:45 AM
I've decided to call my current colony Carter V. Been having some lousy luck on getting a geyser that is defensible near the mountains, and after losing my previous Colony Roanoke to some Raiders (My walls were like sandpaper to those grenades, and unfortunately none of my colonists were well-versed with weapons, which made it a one-sided slaughter after they breached the walls), I decided to hell with it, and took up shop near the mountains.

Now, first thing's first. Blast charges are, when you have a good supply of metal to use, unbelievably life-saving and cost effective, especially when you don't have a source of a geothermal generator within your base. On Classic, the Raiders seem to head straight for the door and try to bash it down, which I respond in kind with a dual-explosive charge at the door. Usually wipes out the group without my colonists being killed early on by those pesky M16s or Shotguns. I didn't really plan anything much when I was expanding into the mountains, but I damn sure made some fallback positions in case the explosives weren't enough.

Also. Decided to put a turret in the prisoner's room. Thought it might be a good motivator to convince them to 'join' our cause, during recruitment.

[attachment deleted by admin: too old]
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 11, 2013, 09:56:27 AM
Quote from: Ghost_Snowcat on November 11, 2013, 02:12:45 AM
I've decided to call my current colony Carter V. Been having some lousy luck on getting a geyser that is defensible near the mountains, and after losing my previous Colony Roanoke to some Raiders (My walls were like sandpaper to those grenades, and unfortunately none of my colonists were well-versed with weapons, which made it a one-sided slaughter after they breached the walls), I decided to hell with it, and took up shop near the mountains.

Now, first thing's first. Blast charges are, when you have a good supply of metal to use, unbelievably life-saving and cost effective, especially when you don't have a source of a geothermal generator within your base. On Classic, the Raiders seem to head straight for the door and try to bash it down, which I respond in kind with a dual-explosive charge at the door. Usually wipes out the group without my colonists being killed early on by those pesky M16s or Shotguns. I didn't really plan anything much when I was expanding into the mountains, but I damn sure made some fallback positions in case the explosives weren't enough.

Also. Decided to put a turret in the prisoner's room. Thought it might be a good motivator to convince them to 'join' our cause, during recruitment.

Efficient set-up. My advice on modifying it would be to dig out graves all around the mines, and throw the bodies in. When the next waves bash on the door and you light the motherfucker off, the graves self-empty and can be reused immediately.
Title: Re: Post Your Base
Post by: Ric on November 12, 2013, 11:09:59 AM
Here's my latest base. Taken on day 250 or so.

Far improved from my last one after some tips from you guys. Enough room for 38 citizens so plenty of space and more guns than you could ever want! :P

Running out of rock to mine now so will be keeping my fingers crossed for lots of industrial traders.

Hope you like it. I'm off to burn some graves..lol..

Main Base layout (http://cloud-2.steampowered.com/ugc/505822205767137850/ABBF6F9A5930699FCC04B6F8671707BCB0585BD9/)

Deep mine cafe (http://cloud-3.steampowered.com/ugc/505822205767577298/DBE0C581E77DEDC81B97BB7D61309A02E460D6A6/)
Keep them fed during the day to reduced trips back to homebase.

Incoming! (http://cloud-4.steampowered.com/ugc/505822205767135413/DF7C276B2915257294EC4DC76E86062C50206DD1/)
I must be getting hit by well over 100hundreds raiders per round now. Blast charges required!


Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 12, 2013, 01:29:16 PM
Quote from: Ric on November 12, 2013, 11:09:59 AMHope you like it. I'm off to burn some graves..lol..

Concrete fireblocks around your walls are a must, or the fire will spread from the graves to the grass to the walls.

QuoteDeep mine cafe (http://cloud-3.steampowered.com/ugc/505822205767577298/DBE0C581E77DEDC81B97BB7D61309A02E460D6A6/)
Keep them fed during the day to reduced trips back to homebase.

In my experience, this is a bad idea - or at the very least, one you have to micromanage. Because if you don't, someone outside the walls on some kind of business or another will path to the deep mine canteen rather than the canteen they can reach sooner. If that person was already very hungry, they might go crazy on the way.

QuoteIncoming! (http://cloud-4.steampowered.com/ugc/505822205767135413/DF7C276B2915257294EC4DC76E86062C50206DD1/)
I must be getting hit by well over 100hundreds raiders per round now. Blast charges required!

It's my experience that if you make concrete highways outside your mountain fortress leading to it, the raiders will path down the highway. Then you can line the highway with explosive charges and graves, and wipe out the entire raid in one blast.
Title: Re: Post Your Base
Post by: Xanting on November 12, 2013, 06:00:36 PM


Here is my current base. It has almost no defensive structures. Instead I rely on the layout of the town to lure the raiders into ambush positions and use the buildings to help flank the raiders. If they get too hurt(~40hp) they can retreat into a building and another can take their place.

I also turned off my hydroponics because they required my colonists to do too much work. Instead I now harvest from the agave field and other natural crops that are around and grow in about 2 days in sunlight. This is only half a day slower then hydroponics but also blight immune and are much faster to harvest because colonists don't have to replant the crops.

Edit: 2 raider parties just landed on opposite sides of the town. If anyone wants to try to fend them off they are welcome to try. https://www.dropbox.com/s/tnwhvxbesw0ehbs/Fort%20Theta%20%282%29.rim
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 12, 2013, 07:04:25 PM
Quote from: Xanting on November 12, 2013, 06:00:36 PMI also turned off my hydroponics because they required my colonists to do too much work. Instead I now harvest from the agave field and other natural crops that are around and grow in about 2 days in sunlight. This is only half a day slower then hydroponics but also blight immune and are much faster to harvest because colonists don't have to replant the crops.

Delicious, delicious agave, mmmmmh.

Did you know that you can replace those sunlamps with two standing lamps side-by-side, saving your electricity bill and getting a wider grow radius to boot?
Title: Re: Post Your Base
Post by: Xanting on November 12, 2013, 07:12:09 PM
I know that trick but I prefer not to exploit the system when possible. Also twice the lights mean twice the fires from shorting in the rain.
Title: Re: Post Your Base
Post by: Hunter0000 on November 12, 2013, 08:14:05 PM
I have a similar colony I have worked on a bit in terms of restrictions:


I've not allowed myself to use: turrets, funneling, hydroponics, any 'serious' fortifications (I allowed myself that sandbag wall from the main direction of attack).

I've found playing this way to be very fun - there is a lot to play with in the combat system that gets washed away with a more chokepoint/trap type defense. Most battles begin with some sniper and rifle fire from the sandbags, then I gradually withdraw into the town and use the buildings to surround any surviving raiders. Melee in particular I've found to be very useful at tying up particularly dangerous enemies while other colonists shoot them in the back - that's how I survived my first M24 raid, lured them into town and hit them with melee and uzis.
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 13, 2013, 01:15:45 AM
Quote from: Xanting on November 12, 2013, 07:12:09 PMI know that trick but I prefer not to exploit the system when possible. Also twice the lights mean twice the fires from shorting in the rain.

Just enclose the farm area, then remove the walls. Once you've got the roof up, as long as there's enough supports, it stays up. No shorts, and your agave still grows!
Title: Re: Post Your Base
Post by: Ric on November 13, 2013, 04:16:27 AM
Quote from: ShadowDragon8685 on November 12, 2013, 01:29:16 PM
Concrete fireblocks around your walls are a must, or the fire will spread from the graves to the grass to the walls.

Thx, i'll add those in. It rains so much on my planet they they usually get put out before they have a chance to burn out of control :P


Quote from: ShadowDragon8685 on November 12, 2013, 01:29:16 PM
In my experience, this is a bad idea - or at the very least, one you have to micromanage. Because if you don't, someone outside the walls on some kind of business or another will path to the deep mine canteen rather than the canteen they can reach sooner. If that person was already very hungry, they might go crazy on the way.

I'm only mining down one side of the map & my cafe is middle distance between my mining area & homebase so they pass on their way back. Works well for me anyway & I've pretty much mined the rest of the map so they can't get lost. I never let me outside my base anyway, unless there's some loose metal to grab.

Quote from: ShadowDragon8685 on November 12, 2013, 01:29:16 PM
It's my experience that if you make concrete highways outside your mountain fortress leading to it, the raiders will path down the highway. Then you can line the highway with explosive charges and graves, and wipe out the entire raid in one blast.

Not a bad idea yeh, thx. The way I have mine designed currently is they bunch up while bashing through the doors. I then set off 7-8 charges when they break through my final door & they flee almost immediately. It's a big bang...lol!
I also have an additional line infront my shooting area to catch the fleeing raiders if there is a lot of them & I want to wipe them out quickly. Although I tend to try to melee the stragglers to pick up some prisoners. I always welcome new colonists :)
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 13, 2013, 04:37:20 AM
Quote from: Ric on November 13, 2013, 04:16:27 AMThx, i'll add those in. It rains so much on my planet they they usually get put out before they have a chance to burn out of control :P

I'm pretty sure that's actually AI Director behavior to control fires so they don't gobble up your CPU in the process of annihilating an entire map.

It does not appear to be working on Randy, though. I've got a fire going big enough to grind my PC down, and he's not bringing the rain. He really is random, and isn't gonna give me a fire until the dice say he should. He's the kind of DM who plays only by the dice and lets them lie where they roll.

QuoteI'm only mining down one side of the map & my cafe is middle distance between my mining area & homebase so they pass on their way back. Works well for me anyway & I've pretty much mined the rest of the map so they can't get lost. I never let me outside my base anyway, unless there's some loose metal to grab.

Alright, well, just be aware of that. I've nearly had folks outside my mountains go stark-raving mad because of it, but I micro'd them to the nearest dispenser in time.

They would've had to pass by two canteens to get to the one they were pathing to - literally through one!

QuoteNot a bad idea yeh, thx. The way I have mine designed currently is they bunch up while bashing through the doors. I then set off 7-8 charges when they break through my final door & they flee almost immediately. It's a big bang...lol!
I also have an additional line infront my shooting area to catch the fleeing raiders if there is a lot of them & I want to wipe them out quickly. Although I tend to try to melee the stragglers to pick up some prisoners. I always welcome new colonists :)

I'm actually adapting both ideas; I'm getting a clusterfuck killbox set up with some doors, ready to blast anyone who tries to break them down. Anyone who succeeds gets to face the firing squad! :)
Title: Re: Post Your Base
Post by: Ric on November 13, 2013, 04:56:31 AM
Quote from: ShadowDragon8685 on November 13, 2013, 04:37:20 AM
I'm actually adapting both ideas; I'm getting a clusterfuck killbox set up with some doors, ready to blast anyone who tries to break them down. Anyone who succeeds gets to face the firing squad! :)

I look forward to a seeing a picture of that :)
Title: Re: Post Your Base
Post by: DarkThug on November 14, 2013, 02:23:37 AM
A little over a month ago, our passenger liner crashed into this forbidden moon. Fortunately, my escape pod landed not too far away from the crash site along with two other passengers. We set off and investigated the crash site. It seem the ship itself is not too heavily damaged. We started stocking our food supplies, recharge ship's energy and gather more material to put the ship back into shape. In less than a month, we encounter almost dozen travelers wander our way. How can a remote deserted moon like this has so many wanderer ? I bet they must all be a passenger just like us. All that left is to make an engine work. What I can figure out from research bench so far is how to carpet our ship in fancy color. I hope we met rocket scientist wander our way soon.

(http://i.imgur.com/gYz34ZL.jpg)


We set up a makeshift hangar around our ship. A cargo bay behind our ship is used to store any precious cargo. There are many who want to snatch our cargo from us to we have to prepare our "cargo" to welcome these unwelcome guests. 

(http://i.imgur.com/JBp1tTF.jpg)


Our ship can accommodate 12 crews (with 16 seat table ^^"). A meal after battle is always lively. Everyone will grab their nutrient paste, get together and brag about how bloody they are (literally).

(http://i.imgur.com/QcaFfJK.jpg)


This is actually my attempt to design compact starting base above ground. I end up with this design and I am happy about it. This would make a nice base for Cassandra game. Unfortunately, I'm playing Randy game. I will eventually have to dig out the mountain to accommodate larger population. I will still try to expand this ship to be truly self sufficient. 
Title: Re: Post Your Base
Post by: Ric on November 16, 2013, 06:34:44 AM
Quote from: Xanting on November 12, 2013, 06:00:36 PM

Edit: 2 raider parties just landed on opposite sides of the town. If anyone wants to try to fend them off they are welcome to try. https://www.dropbox.com/s/tnwhvxbesw0ehbs/Fort%20Theta%20%282%29.rim

That was fun! Held on fine. Pretty nice design overall for defensive positioning. I was tempted to build a few sandbags to assist my defense but managed to resist. A few colonists needed rescued but no-one died & got 2 prisoners :)

On another note, your agave field is nice. Was it that size when you started your world or have you cultivated it somehow to grow it over that large area? i'm intrigued as it's something I've not tried yet.
Title: Re: Post Your Base
Post by: williamknox on November 16, 2013, 01:55:05 PM
Quote from: Veneke on November 06, 2013, 04:10:19 AM
I'd really like to see what other people have done with their first proper base. This is my third base total, first two were just experimenting a small bit and realizing that you can't rush straight underground right off the bat. Unfortunately it isn't as pretty as I'd have hoped as I added to it and remodeled it as I went along. You can't see them very well in this shot but there are blasting charges all along the wall and sandbag perimeter and more blasting charges scattered along the three main invasion routes.

There's also lots of graves. Like, lots. The three graves visible in the image are my own losses, each gets their own potted plant too.

Anyway, here's the base proper.



Theres... there s a person called Knox... is the name random?
Title: Re: Post Your Base
Post by: Xanting on November 16, 2013, 05:29:04 PM
Quote from: Ric on November 16, 2013, 06:34:44 AM
On another note, your agave field is nice. Was it that size when you started your world or have you cultivated it somehow to grow it over that large area? i'm intrigued as it's something I've not tried yet.

The agave field grew from one agave plant over the course of the game. There's no way to "cultivate" it but you can help promote its natural spread. You may have noticed that there is a lack of grass in the vicinity of the base, this is to help the agave seed's chance of finding a free patch of soil to spread to. The only downside to this is that it takes a long time for the field to grow into a size that can sustain a population but as long as there is plenty of soil to spread to it will grow into it eventually.
Title: Re: Post Your Base
Post by: ShadowDragon8685 on November 16, 2013, 11:11:49 PM
Quote from: Xanting on November 16, 2013, 05:29:04 PMThe agave field grew from one agave plant over the course of the game. There's no way to "cultivate" it but you can help promote its natural spread. You may have noticed that there is a lack of grass in the vicinity of the base, this is to help the agave seed's chance of finding a free patch of soil to spread to. The only downside to this is that it takes a long time for the field to grow into a size that can sustain a population but as long as there is plenty of soil to spread to it will grow into it eventually.

That sounds like a fuckload of micro, that could be wiped out in the course of one molotov cocktail. :)
Title: Re: Post Your Base
Post by: Xanting on November 17, 2013, 12:21:36 AM
Its actually not as bad as you would think. Grass spreads reasonably slow and depending on how many colonists you have you only need to do about 2 passes over the area you want to clear. With a few well placed walls you can prevent grass from regrowing into your field. Plus the storyteller seems to have a habit of calling in rain when there is fire.
Title: Re: Post Your Base
Post by: DeltaV on November 17, 2013, 11:32:42 AM


There's my current one, just about ready to move on to a new one. Tough Kassandra, eleven colonists. As you can see, it's a nice natural barrier because it means there's only one way into the colony, but I have too many colonists, so some end up on the sandbags instead of the walls during fights.

The closest the colony came to destruction was a while back, when a full-scale, coordinated boomrat assault (I swear, there were at least twenty of them dead by the time it all ended) was followed almost immediately by ~20 raiders. As you can see in the picture, I don't believe in killboxes, and the entire front line was aflame so my colonists were forced to fight behind any cover they could find. Several were incapacitated, but thankfully only one guy was killed and I got myself a prisoner from said raid to replace him.
Title: Re: Post Your Base
Post by: todofwar on November 17, 2013, 12:47:30 PM
Wow, some of these make me ashamed to post mine, but here it is. Quite simple, no turrets, the terrain really helps me out allot.

[attachment deleted by admin: too old]
Title: Re: Post Your Base
Post by: Rusknight on November 17, 2013, 04:54:57 PM
Here is my baby



I play at Tough Cassandra Classic mode and have no problems with it. As you can see I don't use auto-turrets for defence. Instead of this I use blasting charges - which are much more powerfull. Those enemies who are not killed by charges are killed by my collonists in a shot range gunplay. With blasting charges I annihilate groups of 30-40 raiders by my 14 collonists easily and without any losses from my side. Capturing of wounded raiders also provides me with new collonists for my base.
Title: Re: Post Your Base
Post by: Lechai on November 17, 2013, 05:53:05 PM
Here is my current base. It has 102 colonists and no turrets.

Sorry its not very detailed to look at, but i kinda had to zoom all the way out to fit it in the screen, you still cant see half the geothermal gens or the solar farm, but that's not terribly important.

It contains the Following:
Bedrooms: 101 (was 1 short at the time of the screenshot)
Mess Hall: 5
Battery Storage: 4
Armory: 5
Greenhouses: 2
Geothermal Gen's: 4
Solar Gen's: 38
Prison Beds: 8
Conservatory Gardens
Recreational Room
Communications Room
Commanders Quarters (A massive pimped out room for the only survivor of my initial 3 colonists)
Stockpiles: 3
Avenue of Honor (A Walkway lined with graves and flowers for fallen brave defenders)

Title: Re: Post Your Base
Post by: ItchyFlea on November 17, 2013, 07:06:15 PM
Decided to experiment with the effects of covering the entire map with concrete then walling it off.
Results were.... interesting.

Here's the save: http://www.mediafire.com/download/qa7x4eocacxc6g2/Peaceful.7z (http://www.mediafire.com/download/qa7x4eocacxc6g2/Peaceful.7z)

Title: Re: Post Your Base
Post by: W1Z25 on November 17, 2013, 08:31:09 PM
Quote from: ItchyFlea on November 17, 2013, 07:06:15 PM
Decided to experiment with the effects of covering the entire map with concrete then walling it off.
Results were.... interesting.

Here's the save: http://www.mediafire.com/download/qa7x4eocacxc6g2/Peaceful.7z (http://www.mediafire.com/download/qa7x4eocacxc6g2/Peaceful.7z)



it reminds me of that episode of Spongebob where everything was chromed
Title: Re: Post Your Base
Post by: Nirolosa on November 18, 2013, 06:34:08 AM
Quote from: ItchyFlea on November 17, 2013, 07:06:15 PM
Decided to experiment with the effects of covering the entire map with concrete then walling it off.
Results were.... interesting.

Here's the save: http://www.mediafire.com/download/qa7x4eocacxc6g2/Peaceful.7z (http://www.mediafire.com/download/qa7x4eocacxc6g2/Peaceful.7z)



I never noticed that they took damage before, the boomrats especially.
Title: Re: Post Your Base
Post by: Ric on November 18, 2013, 08:04:53 AM
Quote from: Xanting on November 16, 2013, 05:29:04 PM
Quote from: Ric on November 16, 2013, 06:34:44 AM
On another note, your agave field is nice. Was it that size when you started your world or have you cultivated it somehow to grow it over that large area? i'm intrigued as it's something I've not tried yet.

The agave field grew from one agave plant over the course of the game. There's no way to "cultivate" it but you can help promote its natural spread. You may have noticed that there is a lack of grass in the vicinity of the base, this is to help the agave seed's chance of finding a free patch of soil to spread to. The only downside to this is that it takes a long time for the field to grow into a size that can sustain a population but as long as there is plenty of soil to spread to it will grow into it eventually.

Cool, thx. I assumed it couldn't be planted but wanted to check. I'll give it a shot soon. :)
it would be nice to have different crops in the future to plant/feed your colonists with or trade for different prices.
Title: Re: Post Your Base
Post by: dgsmith80 on November 20, 2013, 11:13:35 AM

Hi all, very new to the game saw a few video's on YT and decided to take the plunge, was playing PA previously (still am but waiting for next alpha release).

This is a nice little game so far interested to see where it goes (very addictive hehe).

Here is my first real base, first few I tried went horribly wrong and I died within the first few raids lol. I actually started off just to the right of where my base is now but I beehives for the Thermo generator and a nice corner to defend has worked fairly well so far. I have been alternating between explosives, turrets and colonists to fight waves and see what works best, only needed all 3 ones for a massive 20 person raid. phew ;-) Running out of things to do now though so might end this one soon and try a harder level, this was the Chilled Cassandra I think?

Title: Re: Post Your Base
Post by: Makropony on November 23, 2013, 04:22:58 AM
Here it is. Don't mind the burning stuff. I got really bored to this moment and was just watching them..

This is my 5th and last (to this moment) try.
Title: Re: Post Your Base
Post by: Facechild on November 23, 2013, 10:42:03 PM
My 3rd play-through has been quite successful, I decided to play on Randy Random because I'm a rebel.
Over-all base.


Minefield and patented Gibbet funnel
Title: Re: Post Your Base
Post by: Trotom on November 28, 2013, 09:00:43 AM

My first game. It's very flowery base, becouse I wanted to give them something to do.
Title: Re: Post Your Base
Post by: Rusknight on December 26, 2013, 08:07:16 AM
Here is my MegaBase with 100 collonists inside (actually it can support even more)
Difficulty level is Random

Title: Re: Post Your Base
Post by: Darker on December 29, 2013, 06:22:59 PM
Wow. How do you get so many colonists? I get one captive from each 5-7 raids. I never lost a man, yet I have 10 of them on day 262.
Title: Re: Post Your Base
Post by: Rusknight on December 30, 2013, 04:29:28 AM
That is the point why I selected Random difficulty level for this project of a megabase. At Random difficulty slave traders and various travelers visit you all the time you play while at other difficlty levels they stop comming since you have a population equal to 15 collonists or so (I don't remember an exact figure) and you can only capture raiders then what is quite  time-consuming (I managed to get around of 40 collonists just capturing raiders when I played at tough difficulty level, but it just took me to much time and efforts then and I restarted the game at Random to build a bigger collony faster).

If anybody want to see how the game works with such a big population here is my latest save file http://yadi.sk/d/Ep6BeCTTFCZuB for version RimWorld254bWin.
You  will need to place it here C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld
Title: Re: Post Your Base
Post by: Darker on December 30, 2013, 08:18:09 AM
Can I hack my game to jump to Random dificulty?
Title: Re: Post Your Base
Post by: Rusknight on December 30, 2013, 01:14:52 PM
Well, I am not sure it will work fine, but you can try to edit your own save file with notepad to change difficulty level in it. I just made a look at it now and found that save file has the following line inside
<Storyteller Class="Storyteller_Random">
In your case you will have another storyteller that you should try to replace with what is written above.

You can also  edit the number of metal and food at save file as well if you want - but it will make the game pointless I think.
Title: Re: Post Your Base
Post by: Darker on January 07, 2014, 11:18:32 AM
Oh, thanks... Actually, I already figured something out  (http://ludeon.com/forums/index.php?topic=1560.0):)
Title: Re: Post Your Base
Post by: Brids17 on January 07, 2014, 12:46:45 PM
[/URL]

If you're wondering what all the blood and small bodies are, it's squirrels. Everyone was massacred by squirrels. =(
Title: Re: Post Your Base
Post by: Coenmcj on January 10, 2014, 06:58:54 PM
Those squirrels are nasty little critters, they can run up to your base silently, not a single gun going off, then just... a slaughter... as your people are mauled and shredded by a swarm horde of squirrels. They say that raiders or a lack of power/food will get you? they were wrong, it's the squirrels that will get you...
Title: Re: Post Your Base
Post by: Vingolf on July 03, 2015, 08:21:31 AM
Oh boy, i miss so much those glass doors with hissing opening sound.

[attachment deleted due to age]
Title: Re: Post Your Base
Post by: MelanisticAlbino on July 03, 2015, 09:19:16 AM
My current base, we're still expanding within our perimeter.







If any threat gets inside the base, there are walls that are raised in every major walking path in order to contain it.
Title: Re: Post Your Base
Post by: UsernameVeryOriginal on July 04, 2015, 07:09:19 PM
(Sorry for my bad english)

This is my third base, and I'm currently playing with alpha 11, no mods.
This time I was bored, so I tried to upgrade everything before actually playing, with the help of "dev mode".



This base measures 84 vertical and 145 horizontal.

The back (storages rooms) need to be inside a mountain to be protected from invasion from behind by the border of the map, but we need to remove some roof, so the mountain can be at maximum 69 blocks until the area we need to remove roofs.
No roofs areas : http://i.imgur.com/tfePc2Z.png

This base can be extended vertically, and will protect from almost everything (not ancient ship, that's all)

Rooms :

- The best hydroponics I made with a roof is this : http://i.imgur.com/7BIxwEY.png?1
One lamp = 24 hydroponics = 96 blocks, and 75 of them are 100% lighted.
Of course I can build more hydroponics, but they will drop to 60% light, this is not good at all.
In my new base I prefer to use the sunlight without roof, so now I can build hydroponics everywhere I want, the only bad point is the change of weather : too cold, too hot, thunders, eclipses. Depending on the biome, it's worth it.

- Next, the green room is were they eat + cook + play. It use less space and less lamps to mix all this. Also, this room is very close to the fridge.

- The fridge is usefull until 50°C (122°F). Red side of the coolers needs to be without roofs, as the red side produce hot temperature, then aspiring it again to cool it, if the air is too hot it will not be efficient, that's why we need to remove the roof from the red side.
The fridge is also close to the prison and infirmary to quickly get medical herbs.

- The prison use mixed bed, so I need less lamps, less table, etc, it's really better than individuals rooms.

- Bedrooms for colonists are extremely smalls, it's actually better. A sleeping colonist does not need beauty/light/space.
But I'm still thinking to improve the hot/cold temperatures in bedrooms, as it is now it's bad.


Defense of my base.
- a room with 12 explosives mortars + 12 incendiary mortars.
- a killbox using 48 turrets.

About the killbox :
- rock fragments will slow down ennemies.
- sandbag will protect my turrets from ennemies shoots.
- only 1 wall separate each turrets, they are used to protect turrets if one explode.
- there is no empty space so ennemies cannot take cover.
- the labyrinth will send ennemies inside the killbox, more turrets will shoot.
- all these door at the north are used to be able to get out, ennemies will not try to attack them (all but sapers, then you will need to wall the entrance)


About who is attacking :
- Sappers :
In a group of 20 there is 1 or 2 using grenade/molotov on my manufactured walls, the rest of the group will wait.
If you successfully kill these 2 guys, the rest of the group will enter the killbox ;)

To kill them, you have to use 2 explosives mortars + 6 incendiary mortars.
Incendiary will easly spread if there is a lot of vegetation, that is a very good way to improve the lack of precision. If you are playing on a desert, don't worry, the fire can still be on sand, but will not be as efficiently...

Also, your walls need to be from rock materials, not wood/metal, and you need several layers of walls, 3 is good but I recommand 6 or more.

- Ennemies using mortars :
You wait until they start building, then you use 2 explosives mortar + 6 incendiary on their mortars.
Fire will not harm well their mortars, but it will be their priorities, they will stop building.
Your explosives mortars is what can destroy their.
When their mortars will be destroyed, they will go inside the killbox. :)

- Ancient ship :
The hardest ennemy, took 3 days to destroy it with 8 explosives mortars.
Incendiary mortars don't work.
For this one, it's better to attack directly with your colonists, using sniper/rocket.

- Wargs :
They will simply wait outside the killbox, but if you really want to kill them, then use incendiary mortars.

- Pirates using air-drop :
I used an orbital beacon outside the killbox, I think that's the way to keep them away. Then, they enter the killbox of course.


Bonus, more pics :




Title: Re: Post Your Base
Post by: TheSilencedScream on July 04, 2015, 08:14:57 PM
Quote from: UsernameVeryOriginal on July 04, 2015, 07:09:19 PM
-SNIP-

Dat last image with the killbox.
Holy crap, man.  :o
Title: Re: Post Your Base
Post by: xlockeed on July 06, 2015, 01:34:01 AM
Quote from: UsernameVeryOriginal on July 04, 2015, 07:09:19 PM
(Sorry for my bad english)

This is my third base, and I'm currently playing with alpha 11, no mods.
This time I was bored, so I tried to upgrade everything before actually playing, with the help of "dev mode".  https://i.imgur.com/7BIxwEY.png?1

The spirit of playing Rimworld like that is lost the moment you start making everything perfect. However that base is not perfect  :o  I'm counting over a few hundred auto doors. 93 blocked off non venting ac/heating units. 160 hydroponics and the crown jewel that kill box with 48 turrets. That room with the batteries leads one to think all the walls have wiring and are susceptible to short circuit explosions. And is that a long hallway of just auto doors to leave the base?
By the time colonists make it through them all the day is already ending. Where is your power by the way?

If your bored try some of the hard mods. Above all do not use cheats, they ruin the game / make you bored faster. Or take a break like I did. Pretty sure the beauty and room impacts will be corrected down the road to stop slot rooming.

Title: Re: Post Your Base
Post by: BugPowderDust on July 06, 2015, 02:00:26 AM
Here's my base, New Montreal (1 year, 2 months in):



Alpha 11, now 11b

I have 18 colonists, only lost 2 so far (Palmer bled out after a raid due to my incompetence). Cassandra, was on Challenge and now switched to Extreme.

I only have a small killbox in the top right, and I have a back door through necessity- this tends to attract the most attention, but nothing has got through so far. Had 3 sapper attacks, 2 Mech ships (and 1 drop pod raid), 3 Warg attacks and many other assorted raids.

Food production is a full time job for 2 colonists and we have plenty of food going into the second winter. Expanding the base in the south with more bedrooms (bigger and with double beds for better rest).

Been double walling the north of the base after the last sapper attack bust into the ship area, leading to heart stopping moments!
Title: Re: Post Your Base
Post by: UsernameVeryOriginal on July 06, 2015, 04:02:55 AM
Quote from: xlockeed on July 06, 2015, 01:34:01 AM

The spirit of playing Rimworld like that is lost the moment you start making everything perfect.

Nah, I always intended to play the best I could from my first base to now, but I was bored at the end of my second base, so when I started the third, this time I begin by using the "dev mode", which is extremly usefull to plan everything.

Also, making everything good is the reason why I play the game, it give all the opportunities to make you think about optimize everything, it's a game of management, that's the way to play.

QuoteHowever that base is not perfect  :o  I'm counting over a few hundred auto doors.

I don't know where you see hundred :o
If we don't count the killbox, there is actually 15 auto-door where they are needed :
- 5 for the fridge (one for each)
- 1 for the entrance of the base
- 9 between the green room and the prison + infirmary, for the purpose of healing faster and taking care of prisoners faster.

You can build as much as you like, don't build auto-door if you don't need them. ^^

Quote93 blocked off non venting ac/heating units.

Hmm if you are talking about vents, yes I think they need to be without obstacle (like a bed)
If you are talking about the cooler, it's not a problem, as I said before i removed some roof, look the previous comment. :) The red side is without roof.

Quote160 hydroponics

It is to show how much we can get in comparison with the indoor version of hydroponics as they use less space, also they don't need lamp, so if you use the same amount, you will need less energy ;)
Please read the previous comment, it was also explaining this.

Quoteand the crown jewel that kill box with 48 turrets.

I don't understand, you don't like when you think it's not otimized (but it is), and you still don't like when it is.  :o

This killbox is optimized to get the best out of every turrets, and avoid as much as possible every fights for colonists, and damages to turrets. Of course that is a "crown jewel", as it is (I think) the best possible defense of the game we can get with turrets. (if you know a better killbox, tell me :p )

What is better : build 10 turrets + rebuild 10 after an attack, + rebuild 10 after another, etc.... or build 48 turrets that last for almost forever ? That's a very good investment for long play.
And you don't need to power them constantly, you can switch them off with a simple button. ^^

QuoteThat room with the batteries leads one to think all the walls have wiring and are susceptible to short circuit explosions.

I have 32 battery containing 32.000 watts, so explosions will damages everything anyway, there is no way to prevent short circuit explosions (unless removing the battery or using a mod). But, my walls are made of stones which provide a very good defense + resistance to fire.
I made an explosion using those 32 battery fully charged, my walls take 210 damages, they are not destroyed.

Also, I think it's better to build wire inside walls as they are protected from fire, and wire reduce -2 the beauty of the floor, so I think this is really better that way, but I'm open to better ideas. ^^

QuoteAnd is that a long hallway of just auto doors to leave the base?
By the time colonists make it through them all the day is already ending. 

Another method is to wall the way, but that's even more time-consuming don't you think ?

Don't forget it's automatics-doors made of wood, not normal doors, they open faster.
I made a test : one colonist in the corridor with all the auto-doors, and another in similar corridor without any obstacle (and these colonist don't have any movement problem), and they all made it to the destination at the exact same time.

And as I said before, it's to prevent ennemies coming by this way, please read my comment. :) Try with one door, you'll see by yourself. ^^

QuoteWhere is your power by the way?

I made some screens of my base but not of my power, as I think it's not usefull. This depend of the map as nobody can make this with the same accuracy on a different map, so that's not very usefull to show.

QuoteIf your bored try some of the hard mods.

I'm interested in the "zombie" mod, I will try it one day. :p

QuoteAbove all do not use cheats, they ruin the game / make you bored faster. Or take a break like I did.
Nah don't worry, I never use cheat on a real game, in fact I never used the "dev mode" before my third base, I intented to use it as a better way to plan the base, that's all. I was already bored at the end of my second base, in which I used the mod "Superior Crafting". :)

QuotePretty sure the beauty and room impacts will be corrected down the road to stop slot rooming.
I don't know, right now it make sense to me, a sleeping person only care about security + temperature + comfort, he cannot judge the beauty of a room with his eyes closed and in a dark room ? :p
Title: Re: Post Your Base
Post by: stoa on July 06, 2015, 09:23:55 PM
This is my current base. First try, building one without mining, and I basically just expand it as I go along. Started out with the bottom part and built more rooms as I got more colonists. Defences are pretty basic with a couple of turrets at every entrance. So far, I've managed to cope with most of the stuff the game has been throwing my way. I'm currently trying to deal with an ancient ship though and I'm not sure I'll do it without any of my guys getting killed. In fact, I already lost a guy, but he had just joined my colony a couple of weeks ago, so I wasn't too sad... ;)

[attachment deleted due to age]
Title: Re: Post Your Base
Post by: SSS on July 07, 2015, 07:03:53 PM
It took a long time, but I've finally ended what is probably my favorite playthrough to date. I was tired of two things: always using mountains as a backbone for my colonies, and always building in squares. The former was pretty easy to overcome (flat map), but the latter was a bit tougher...

Anyway, I'm pretty pleased with the outcome. ^-^

This map was played on vanilla Cassandra Challenging. It ate up roughly 72 hours of play. So, without further ado:




This is the colony core, and the first room I built. When I spawned the map, there was a naturally generated room just below and slightly to the left of that geothermal geyser. The original colony core was made of steel walls and only had the trade beacon in it. It was the castle keep, so to speak, for a long time, and eventually it became one of my favorite battle grounds within the fortress. Many corpses (both human and mechanoid) have fallen here.

In the finished base, the power generation here is little more than emergency power, nowhere near enough to supply the whole base. The batteries are more important, though I've had a few mishaps since they're bunched up so much. Inferno cannons don't play nice with batteries. >.>;

I only store raw resources and non-degradable items here, since the center is open to the sky.




One of the benefits of a freestanding fortress (as opposed to a mountain one) is that you can wall in dirt and use it for crops. I was playing in an arid shrubland (I wanted to get that early-alpha feel), so despite the small size this can easily provide for the whole base year-round. I grow medicine as necessary, and I tend to buy beer from bulk goods traders, so sometimes I just grow all corn. This growing area was the second room I built.

The production room is one which has undergone the most upgrades, I think, mostly thanks the the addition of warg fur armchairs. It was also one of the first to be buffed up with art. Samantha, one of the original three and my primary crafter, is stationed in the corner bedroom for easy access. There are only four corner bedrooms in the fortress, each with a critical colonist.




The kitchen/dining room and freezer were my third priority during the initial construction. As with virtually all of the rooms, it went through a series of upgrades. A freezer this big might not be enough to support consistent quality meals on a map with a short growing season, but it works for arid shrubland and fits with the symmetry and aesthetics of the colony. (Note where the freezers vent. I do something similar with most of the large primary rooms.) Zurine is the head chef, but I think Samantha did a bit of cooking before Zurine's recruitment.

The freezer got raided one last time before my colonists left. Beer and lavish meals for everyone!




The logistics room and prison was roughly the fourth priority. I was building the corner rooms and single-room portions of the barracks at the time, since my colonists were still sleeping in the naturally generated room. The conversion went pretty well I think. (I really wish there was a way in vanilla to give prisoners separate rooms whilst still allowing them into a common room.) The art in the prison was a late-game addition, and using all medical beds happened mid-game. The table went in pretty early though, and the nutrient paste dispenser was there from the start. I don't know why the corner bed is unowned when taking this screen, but Frenchy, my primary warden and one of my two melee specialists, is stationed here. Note the relative closeness to the comms console as well.

It actually took me quite awhile to get the logistics room set up how I wanted it due to other priorities (raids, new bedrooms, joy balancing, etc.). It was roughly two months in-game before I got the comms console built iirc. The research bench was there pretty early, of course.




I don't know why, but I'm really fond of my rec room. Maybe the red makes it seem more fun. It was one of the last of the primary rooms to have walls put around it, with only the horseshoes being present. I ended up constructing most of it during a warg attack. This is actually the first alpha that I've bothered with beer; I found that the benefits were worth having my doctor binge on occasion. Speaking of whom...

Toni (one of the original three, the other melee specialist, the primary doctor, and the resident artist) is stationed next to the hospital. Many wounds were patched and many bionics were installed here. Green is supposed to be the most soothing color, so I thought it was fitting for a hospital. The individual rooms are kinda small, but it's balanced out by the pleasant environment. I don't think I ever actually had to use the cyptosleep caskets here. The most dramatic and colony-endangering raids happened early on, before I had the benefit of these.






The Western and Eastern Barracks, respectively. There's no roof over the turrets out of necessity: The room's temperature would rise to around 120-130F (50-55C) otherwise, sometimes a bit more. I definitely needed the colonists' rooms cool though. As you can see, the max occupancy of the base given the four corner bedrooms and the barracks totals to twelve. I had ten colonists during most of the late game, gaining an 11th near the very end.

Doug is one of the original three, the head constructor, and the secondary farmer. I like to think of him as the colony's leader. Pham is the head farmer, head miner, and secondary constructor. She's also killed enough wargs to feed and clothe an army. Despite being a recruit, I view her as co-leader. Mitch is the secondary doctor and a general logistics worker; I often pair him up with Pham on combat assignments. Dekker is the tertiary doctor, chief marksman, and secondary crafter. This rim legend once took down six scythers and six centipedes all by himself- don't mess with him. Huntsman, Ev, and III (the last recruit) are all logistics workers and add some additional buff to the colony's firepower potential.






This is the Northern and Southern power supply. This combined with the emergency power supply is (again, iirc) just enough to supply the base with electricity and lead to a net gain in battery power storage over a 24-hour period in-game. As you can see, I've made these rooms multi-functional by storing perishables or undesirables in them, as well as placing mortars in each. The clothing and dumping stockpiles are near the crafting room in the north, and the unique perishables (also clothing overflow) and weapon overflow are near the prison in the south.

It's best to get the walls around these rooms pretty quickly. I've found that the raiders tend to like going after these solar panel clusters for whatever reason.




The external power supply significantly boosts the power gain rate of the batteries. The wind turbines help offset eclipses a bit as well. I also have a few external geothermal power plants, but since the cables have a high maintenance (due to dry thunderstorms, raids, etc.) I consider this more reliable. Since it's a late-game addition, meaning I have security sorted out, raiders rarely ever end up attacking it.






Before I start talking about the colony's defenses, I'd like to show the Northern and Southern Devilstrand Plantations. They weren't part of the initial plan, but after a toxic fallout wiped out all of the vegetation on the map, the opportunity seemed too great to pass up. I didn't have the southern field seeded when my colonists began to depart, but I've used both quite a bit throughout the colony's history.




Alright, now for the defenses. You already saw the northern and southern buffers along with the primary internal power supply. I called them buffers for a reason- I don't think the turrets were ever used at all. (If only the raider AI had a flanking mentality.) Basically, this setup serves two purposes: It allows my colonists to flank and surround the enemy (which is especially useful if, say, you want to have all of your colonists melee tribals one at a time), and it funnels sappers into one of the main hallways. If they enter through the barracks area, it's even easier than a regular raid since they're fewer in number; I can just take them in the halls. Here's an example (before I had a turret set up there):



These raiders were even firing rocket launchers to no avail, thanks to the melee sponges. I think I had to take my sniper out of the fight early, and my grenadier was tossed aside so he didn't destroy the halls (and the loot), but it was a pretty easy (and gratifying) fight.

If the raiders decide to target the "true" weak points of the colony in the corners, however...



...They have a nasty surprise waiting for them, plus it's still fairly easy to set up a defense in the halls by putting melee sponges in the closest dual doors and stationing the main force in the hallway center. Sappers got 'nuthin on this fortress. :3

I tend to drag the bigger raids into my core room, deactivating the turret in the hall preceding it. I setup my colonists like this (this assumes an assault from the west):



I guess you could call it a killbox; it's just at the center of the base rather than at the entrance. Which equipment rack I put my meleeists by depends on whether it's a human raid or a mechanoid raid. I want the meleeists to be closer than the turrets if it's a human raid, since humans have meleeists that will destroy the turrets otherwise. I place them further away with mechanoids so they don't lose their energy shields too quickly: They mainly serve to continually repair the turrets they're next to in that case. Any additional colonists go in the hallway the raiders will use to soften them up a bit before they reach the killbox and/or to flank them after they reach the killbox (e.g. with sniper rifles).

Also, it's a little vague with the captions for the primary riflemen, but they go in the doorways.




And, finally, the escape ship. I wanted to make the ship a little nicer than barebones since the fortress took so long to make and enjoy. I could've done more, but then who knows how long I would've kept expanding it, and I was ready to get them off to space already.





I had quite a bit of fun building this, and the new events definitely kept the game spiced up more than previous alphas. Any thoughts on the Diamond Fortress are welcome. :D
Title: Re: Post Your Base
Post by: Caminha on July 07, 2015, 07:12:16 PM
Quote from: SSS on July 07, 2015, 07:03:53 PM

Stuff



Awesome. If the game used Z-layers it could become a pyramid. xD
Title: Re: Post Your Base
Post by: SSS on July 07, 2015, 07:24:18 PM
Quote from: Caminha on July 07, 2015, 07:12:16 PM
Quote from: SSS on July 07, 2015, 07:03:53 PM

Stuff



Awesome. If the game used Z-layers it could become a pyramid. xD

That would be sweeeet. ;D
Title: Re: Post Your Base
Post by: xlockeed on July 07, 2015, 08:52:51 PM
Quote from: SSS on July 07, 2015, 07:03:53 PMAnd, finally, the escape ship. I wanted to make the ship a little nicer than barebones since the fortress took so long to make and enjoy. I could've done more, but then who knows how long I would've kept expanding it, and I was ready to get them off to space already.

Very nice base. Um you forgot one thing after jetting off into space Mr.Warden. And you only left 45 corn in the hopper to feed them.
Title: Re: Post Your Base
Post by: SSS on July 07, 2015, 09:42:09 PM
Quote from: xlockeed on July 07, 2015, 08:52:51 PM
Quote from: SSS on July 07, 2015, 07:03:53 PMAnd, finally, the escape ship. I wanted to make the ship a little nicer than barebones since the fortress took so long to make and enjoy. I could've done more, but then who knows how long I would've kept expanding it, and I was ready to get them off to space already.

Very nice base. Um you forgot one thing after jetting off into space Mr.Warden. And you only left 45 corn in the hopper to feed them.

Oh... I'm sure they'll make out somehow. They're pirates, amiright?

If not, I guess the next tenants will be in for a rude surprise.

I bet one could make an extended playthrough by dev-ing those prisoners into colonists and having them break out.
Title: Re: Post Your Base
Post by: Brenivech on February 12, 2017, 09:26:45 AM
I want to share my compact arctic base layout for 6-14 colonists. (Alpha 16)
http://i.imgur.com/QUJZjNp.png

As you can see the main base is 40x46 squares.

Each room is 4x6 (6x8 with walls) squares (including green barracks/prison cell).

The kitchen + diner is 15x4 (17x6 with walls). Generally you won't need a cooler in colder regions. This base can be easily adapted to any biome.

The freezer is 15x5 (17x7 with walls) which is large enough for this number of colonists.

The 11x11 (13x13 with walls) storage room may not be the best choice for hoarders, but it's suppose to be a small base for a small group of people. So store only the essentials.

The blue rec room is 5x9 (7x11 with walls). You can fit several chess tables and a billiard table or a TV room.

The medical bay is 5x11 (7x13 with walls) and it's able to fit up to 6 patients. Usually it's more than enough. Don't forget two simple tube TV and a small adjacent medicine storage room.

Two small battery rooms can only fit 10 batteries which really is not much. This layout needs a good power management. That means you should turn off every production table you don't use. Also it's very important to turn off the sun lamp during the night. You can improve your power situation by building geothermal generators, solar panel or changing the layout of wind turbines.

The hydroponics + lab room is 13x13 (15x15 with walls). I deliberately made it slighly bigger to fit fermenting barrels and some production tables from the mods.

Main halls + crafting rooms are 4 squares wide. You can easily fit all vanilla production tables and still have space left. I prefer using this free space to hold some armor and weapon.

The other two rooms you can convert to anything you want. I prefer using small one 4x4 (6x6 with walls) as a backup power room. The larger one is usually for cryptosleep caskets.

As for defences it's all up to you. Build bunkers, killboxes or simple sandbags.

This layout is far from perfect. I tried to balance efficiency and general look. I'm sharing it simply to inspire your creativity. Try it, change it, improve it. Get creative.

(Sorry for my bad English)
Title: Re: Post Your Base
Post by: b0rsuk on February 12, 2017, 04:16:22 PM
My ice sheet base looks like a badger's den. Zero turrets, zero trapped corridors, just 4 incendiary mortars and a few gunners. One particularly bad colonist (Coma child / Sheriff / Brawler) has two scyther blades and power armor on equipment rack. The base runs off 5 wind turbines and one hydroponic room which is mostly gravel potatoes. I play to build the ship and it takes a while on a flat map where temperature reaches -79*C. The two graves you see is a housecat Rin killed by polar bear and an ex-wife of a colonist who tried to leave the map bleeding but died to infection.
Title: Re: Post Your Base
Post by: loc978 on February 13, 2017, 02:56:16 AM
I remember this thread! I approve of the necro.

It's funny, I've only been playing this game to mess around building things on Randy "some challenge" with a ton of mods while half-watching anime with my roommate... so my only current colony is more home/ranch/compound-like than efficient. It's certainly not a survival challenge:



I originally intended it to be only Darcey with bots and animals (all automatically added colonist events are disabled), but she wound up rescuing her brother, grandmother (who is a teenager. Cryptosleep is funny), grandfather (younger than everyone aside from the grandmother), father and uncle. So it's sort of a family farm now.