Cave Bases.

Started by APBRainbowcar, January 24, 2017, 01:22:21 PM

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APBRainbowcar

I see a lot of people have some cave bases, But I find it so hard. Building it. Cleaning it, Everything.
So someone give me like a video or a tip please :) Thank you.

KingKnee

Quote from: APBRainbowcar on January 24, 2017, 01:22:21 PM
I see a lot of people have some cave bases, But I find it so hard. Building it. Cleaning it, Everything.
So someone give me like a video or a tip please :) Thank you.

Not sure what you mean? I find it a lot easier to build into mountains/hills. Except for maybe the very beginning because it takes a while to mine out a decent area. Once you are past that you are golden, imho. Just go for an early game good miner. If you build rooms 7*7 you get the "spacious interior" bonus to mood.

KillTyrant

Just try it out yourself. Learn from your mistakes and improve upon them. Part of the fun is failing

GiantSpaceHamster

Cleaning really shouldn't take any longer than cleaning the same size base outside a mountain. If anything it should be faster since you will likely have fewer entry points to your mountain base.

I love digging into mountains but I usually start with some quick wood structures to sleep in and stash degradable stuff, then dig into the mountain when I have some food stocked.

Make sure you're smoothing the stone floor. That will prevent dirt from being generated from those tiles and also has the best beauty factor of any flooring. It does take a LOT longer than putting down other kinds of flooring though.

makapse

smooth floor does not increase the wealth of the rooms so it compensates with an additional beauty. And animals make a lot of mess so having them on non smooth floor will make a lot of cleaning jobs. Also remember to replace the natural walls with constructed walls as it improves the beauty and keep the corridors 2-wide.

Catastrophy

And remember to build emergency exits and shelters. Safety first!

SilentP

Dumb question but why would you want corridors 2 blocks wide?  I typically dig out 3 blocks and then put walls in 2 of them to have a 1 block wide hallway.

cultist

#7
Quote from: SilentP on January 24, 2017, 07:16:22 PM
Dumb question but why would you want corridors 2 blocks wide?  I typically dig out 3 blocks and then put walls in 2 of them to have a 1 block wide hallway.

Narrow hallways are bad for fighting infestations. Pawns also get a mood debuff if they spend too long in cramped environments.

Quote from: APBRainbowcar on January 24, 2017, 01:22:21 PM
I see a lot of people have some cave bases, But I find it so hard. Building it. Cleaning it, Everything.
So someone give me like a video or a tip please :) Thank you.

Mountain bases require less construction and materials initially than outdoor bases. But they take time to dig out and you have to move a lot of chunks as well, which also takes up a lot of pawn time. The advantage is you don't need to do any plant work and you have strong (if ugly) natural walls and floors with good movement speed.

It's a good idea to set up an area for chunks right away and start cutting them into blocks - this will reduce clutter and dirtiness in your base.

BlackSmokeDMax

Quote from: SilentP on January 24, 2017, 07:16:22 PM
Dumb question but why would you want corridors 2 blocks wide?  I typically dig out 3 blocks and then put walls in 2 of them to have a 1 block wide hallway.

2 Blocks wide, hell, I make mine 3 wide in most places. That means mining out 5 wide, so that I can replace the 1st and 5th with manufactured stone walls for the improvement in beauty (-1 to 0) and also as a much better place to have conduits (gets rid of their negative beauty values)

I don't always start mining 5 wide, but I do plan for it as I'm going. Having the room outer wall fall on that same set of tiles is usually good enough, that means once the rooms are up with natural stone walls, I can replace those walls one room at a time most of the time without letting the rooms become shared bedrooms.

cultist

Quote from: BlackSmokeDMax on January 25, 2017, 12:56:54 AM

2 Blocks wide, hell, I make mine 3 wide in most places.

Me too, but that's mostly because of my door placement OCD. Asymmetric rooms give me the heebie-jeebies.

hwfanatic

#10
Quote from: SilentP on January 24, 2017, 07:16:22 PM
Dumb question but why would you want corridors 2 blocks wide?  I typically dig out 3 blocks and then put walls in 2 of them to have a 1 block wide hallway.
Before A16 any 1 tile corridor (even if part of a very large room) would feel cramped to the pawns. With the new changes to space requirements, this is no longer an issue as long as the corridor is at least 11 or so tiles long (checking 7 tiles in both directions).

I feel this is a personal preference now. For me, 3 tile corridors will always be the way to go.



Back to the original question:

It's been a while since I last did a base like this, but it may be a good starting point... Dig a straight corridor (for ventilation) and then add rooms (or wings of rooms) to the left and right of the corridor. Climate control the corridor and then use vents for sleeping quarters and workshops. If unsure, you can use 11x11 rooms for everything and then later adjust the design with experience. Filth should not be a problem if your whole base has stone floor (sounds like a work prioritisation issue). We can give you countless tips without knowing exactly what you need help with, but it would be better to give us some clues as to what troubles you the most.

PotatoeTater

Quote from: hwfanatic on January 25, 2017, 09:42:03 AM
Quote from: SilentP on January 24, 2017, 07:16:22 PM
Dumb question but why would you want corridors 2 blocks wide?  I typically dig out 3 blocks and then put walls in 2 of them to have a 1 block wide hallway.
Before A16 any 1 tile corridor (even if part of a very large room) would feel cramped to the pawns. With the new changes to space requirements, this is no longer an issue as long as the corridor is at least 11 or so tiles long (checking 7 tiles in both directions).

I feel this is a personal preference now. For me, 3 tile corridors will always be the way to go.

I always do 3 wide as well, I also indent in my heaters and lamps so they don't disrupt the floor plan so much.
Life is Strange

DanielCoffey

Out of interest, how much of an issue is the Infestation event? What steps can you take to effectively mitigate it? Is it much harder to deal with in the early game vs late game?
Caselabs S8 : Intel 7700K 5.0GHz 1.30V / 32Gb DDR4 3000 / ASUS 780 Ti 3Gb 1274 boost, 7800 mem / Samsung 850 Pro 256Gb, 2x Samsung 840 Pro 256Gb / Dell U2715H 27" 2560x1440 / Corsair AX860I / APC SMT1000I / Linux Mint 18.1 64-bit

JimmyAgnt007

The infestations are annoying now but manageable. (except when they happen in your med bay, damn bugs)

Link in my sig to an older mountain base before bugs showed up.  They are very handy for keeping things secure and dealing with fallout.

Limdood

QuoteOut of interest, how much of an issue is the Infestation event? What steps can you take to effectively mitigate it? Is it much harder to deal with in the early game vs late game?

How to mitigate Infestations.

Minimum steps (to REDUCE the likelihood of a surprise attack insta-killing a pawn stuck in a room and fight the infestations on even terms):
1) Light crucial and high traffic/risk areas.  These include prison, hospital, work room, and bedrooms.  Infestations have reduced chances to spawn in lighter conditions.
2) except for bedrooms, it is a good idea to have more than one exit from each room, preferably on opposite sides of the room.  You CAN do this with bedrooms, but you should forbid one of the doors so pawns don't use it as a shortcut and disturb sleep.  This helps trapped pawns more easily escape sudden infestations
3) keep hallways wide enough to cluster pawns in to fight, and keep spare crowd fighting weapons in multiple locations across the base. 
4) find your least useful pawn or two (you know who they are...) and use them as "shields" for your ranged combatants in the hallway fighting.  They may not die, but longsword wielding frontliners are likely to take some vicious megaspider cuts and more than a few stray bullets

Preventative steps (reduce the likelihood of infestations being any serious threat, using probability and gaminess to control spawn and fighting)
1) light up all used parts of your base.  This includes hallways and all rooms.  Single, unlit squares can be dealt with by occupying them with "something"...bed, table, chair, art, etc.
2) Mine extensively areas you don't plan to use - Keep it dark, keep it blocked off from your main base, either through doors or completely different mining entrances (each have their own risks).  This gives the game plenty of space where it is EASY to give an infestation, making it INCREDIBLY likely that infestations will happen in the dark, unoccupied caverns than in your base.
3) Arrange for the unoccupied area to be heated or cooled to an extreme degree.  Heated is considered better for farming the bug drops, as cold will kill the hives eventually (cold can be easier in very cold climates).  Methods involve a single, removable wall that could expose the area to outdoor lethally cold temperatures, heaters, or a heat-resistant (alpaca cowboy hat and duster, high quality) pawn lobbing molotovs in the entrance.

Complete negation (bugs cannot spawn in 0F or colder, or in 100% lit conditions (sunlamps, not lamps).
1)If you can swing it, cool your base to 0F (and wear appropriate clothing) except the greenhouse, which needs 100% lighting (sunlamps) in ALL tiles.  This should completely negate all possible infestations, but will lead to large power consumption, careful management of lighting and temperatures, and negative "slept in cold" moodlets, as well as logistical difficulties keeping pawns equipped with warm clothes.

Other people might have even better tips, but these are what I use.  I usually only use the minimal steps, as i appreciate the challenge and tactical fun of fighting the infestations, but hate them spawning in a bedroom suddenly killing a pawn with no way to save.