Base design

Started by Simon_The_Space_Engineer, September 05, 2015, 11:10:00 PM

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What type of base do you have

Open or lazy/rushed
Underground (base is in a mountain or hill)
Colonist friendly
Compact and efficent
Other

Simon_The_Space_Engineer

I didn't think about that
In the end, we all make the same leather hats.

StorymasterQ

With cells like that, will they be set as 'rooms'? As in a dinner room, workshop, hospital room, etc? I mean in terms of 'room impressiveness'?
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Loki88

Quote from: StorymasterQ on September 24, 2015, 08:47:44 PM
With cells like that, will they be set as 'rooms'? As in a dinner room, workshop, hospital room, etc? I mean in terms of 'room impressiveness'?

That was kind of the original plan but it's kind of become a huge pain in the arse to have it w/o hallways... seemed like a good idea at first space efficiency wise and all but it's not coming together how I envisioned it :P that and cells this size I'm finding are a tad too small.

LaMizzy

Quote from: LordMunchkin on September 20, 2015, 09:19:45 PM
I'm pretty sure tool cabinets can support more than 4 work benches. I have just two in the center of work area and every station that can benefit from tools get 112% work speed.
Yap, I usually let my 2 tool cabinets support 8 work benches. I can't recall exactly but tool cabinets can support up to 4 squares or 5 squares away...
Let B = work bench, S = work bench standing spot, T = tool cabinets, o = open area...
my design looks like this... (you can put a Lamp between the tool cabinets to remove "in the dark" thought for colonist that only works there. Lamp got like 6-7 square of lighting, so 1 will cover the entire setup)

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



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

Simon_The_Space_Engineer

YES! I never knew the wall support distance till now. Thanks for tell me that!
In the end, we all make the same leather hats.

Loki88

Quote from: LaMizzy on September 26, 2015, 05:35:30 AM

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

That they are :P I think I'm going to abandon that one though and switch back to my first design concept but see just how big I can make it!

Simon_The_Space_Engineer

I want to see what happens... Now that I think about it, I wonder if someone has ever built a base so big that it took over the entire map that players can build on
In the end, we all make the same leather hats.

Loki88

Quote from: Stone_enderman on October 01, 2015, 09:42:55 AM
I want to see what happens... Now that I think about it, I wonder if someone has ever built a base so big that it took over the entire map that players can build on

Unless I did it on th smallest map, my computer would lag to death :P

GenuineEntropy

#128
Hi all! My first ever post, despite being around since alpha 6  :) .

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

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

Black = Turret
Light brown = Sandbag

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

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

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

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

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

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

7. Brewing bench, hops & beer storage area.

8. Med-bay

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


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

11. Prison cells

12. Colonists rooms.

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

14. Hay growing area

15. Metal/ Stone-block storage room

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

16. Wood storage area.

17. External trade-beacon area

18. Tree farm (two sun-lamps)

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


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

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

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


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

[attachment deleted due to age]

MisterVertigo

GenuineEntropy, I like that base. I like having all of your storage areas right up front. I also like having the meat locker and med storage together sharing a cooler.

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

"Relax, people. It's a teeny indie game; don't kill it with love." - Bozobub

akiceabear

I also put butchering and cooking in the freezer - butchering furthest from the door, cooking closest.

GenuineEntropy

#131
Quote from: MisterVertigo on October 09, 2015, 09:16:35 AM
GenuineEntropy, I like that base. I like having all of your storage areas right up front. I also like having the meat locker and med storage together sharing a cooler.

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

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

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

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

- I like separating the carcass freezer with a butchers table in it because it generates a lot of dirt (blood) and I want storage for skins (or apparel for cannibaly colonies) conveniently close by. Colonist discomfort/cold isn't such an issue here, as butchering tends to occur in bursts, unlike meal cooking which tends to be an on-going everyday task for my colonists.

Loki88

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

Yup, cook stove and butcher table goes right in the freezer ( Two each because I like redundancy in essential systems ). As does the BioExtractor, but that's from a mod :P I also use the Bulk Meals mod so my cooks aren't stuck in the freezer all day. They're just in there for big bursts once the rice fields get harvested, then back to cleaning duties they go!

Loki88

DEAD THREAD REVIVAL!!!

Seriously though, anyone come up with some nice base designs now that we're in to A13?

Dspendragon

I find myself constructing a base based on kill boxes and easy to defend hallways, Than i worry about stuff like colonist happiness (you can't sit back and Happily drink beer on an hyper-violent planet if your dead) 
This is Rimworld people, Where cannibals ware pink helmets and nudest decide to go outside when its -59F, And where shit happens. Its anything but fare or balanced, Lady Luck rolls a 1000-sided dice and 80% of that dice says"Death"on it. Your job is keeping your people alive in bad rolls. Good Luck.