What kind of Room do you make?

Started by dotsnake, November 05, 2014, 05:30:51 PM

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dotsnake

When I play Rimworld, I like to have different rooms for different things.
For example
Prison room
Hospital room
cremation and machining room (the one that disassemble machines and slags)
Factory room (making cloth,stone blocks and any crafting related)
Kitchen room next to Dining Room (sometimes I put it in 1)
Battery Box (2 square room filled with batteries, 1 battery box is connected 24/7 and the other is for emergency).
Farm (If inside a mountain).
Bedrooms (A long hallway, connecting to all bedrooms )
Killbox

That's all I have. What about you? Do you just put everything anywhere? or do you organize it by rooms, if so, do you have other rooms not mentioned above?


UrbanBourbon

- I don't do a battery room. I spread batteries evenly throughout my colony.
- Hospital and prison go next to each other, and they'll use the same medkit stockpile, since fresh prisoners usually arrive in damaged.condition.
- The first growing zone pretty much decides where things get set up. Next to it pops up a kitchen with a dining table. Prison needs to be fairly close to kitchen since I feed meals to my prisoners.
- Trade beacon goes close to growing zones.
- Kitchen can double as a hospital. Just whip up a bed and set it to medical. Quick to feed the patient.
- As far as crafting stations go, if it doesn't use electricity, it goes outside.
- Stonecutting can be handled in two ways. Either I make a room and haul rocks there, or I build a table in the middle of a bunch of rocks and later disassemble it when the crafter's hauling starts to take too long. Usually that happens around 15 square radius.
- I put the naturally happier colonists in shared bedrooms and close to kitchen to save space and to shorten the time they have to walk to get breakfast. They can handle the mood penalty. In the same way, the more miserable colonists get pampered first with royal beds and big personal rooms.

Halinder

If playing on a non-mountainous rainforest map as I have been, I like to make the entire colony into one massive compound, with colonist rooms all connected via doors on the outside, large rooms for stockpiles and growing zones open to the sky, and then in the center is the production room with all the different tables and comm console. The prison is wherever an empty colonist room is.

Kagemusha

I tend to build towns of sorts.

A town hall or main building which usually houses the comms console, dining tables and kitchen. 10x10 (sometimes 20x10)

Individual 'houses' for each colonist. 5x6

Unpowered Workstations on the external walls of the town hall or sprinkled infront of houses close to main stockpile.

Powered workstations in their own room.

Prisoners occupy currently empty houses and on 'conversion' they then occupy that house.

keylocke

Quote from: dotsnake on November 05, 2014, 05:30:51 PM
When I play Rimworld, I like to have different rooms for different things.
For example
Prison room
Hospital room
cremation and machining room (the one that disassemble machines and slags)
Factory room (making cloth,stone blocks and any crafting related)
Kitchen room next to Dining Room (sometimes I put it in 1)
Battery Box (2 square room filled with batteries, 1 battery box is connected 24/7 and the other is for emergency).
Farm (If inside a mountain).
Bedrooms (A long hallway, connecting to all bedrooms )
Killbox

That's all I have. What about you? Do you just put everything anywhere? or do you organize it by rooms, if so, do you have other rooms not mentioned above?

i generally do the same, but i also divide the rooms into sectors.
-core area : main steam gen, battery room (disconnect batteries after full), prison, kitchen, dining, hospital, crafting, hydrofarm, comms and research.

-barracks : after the core area is complete, i start surrounding it with the bedrooms. (i just add more rooms when more people arrives.

-roofless area : natural farm, beacon, solar panels, mortars, lootstash, onion wall corridors, spaceship, killbox.

--------

i arranged it this way since i tend to play in an open field (not under a mountain). so being able to zone your roofless areas and making the enemies to always path through your killzone. protects the core area from getting attacked.

it's also quite easy to wall-in the core area in case we face an overwhelming enemy, and then send the surviving colonists to escape towards the spaceship through the onion wall corridors.






dotsnake

made this


too bad the save got corrupted because of mod.

hyperkiller

I tend to make multiple rooms of 5x5 sizes, each room is connected to each other by a door (possible in each wall) and ill designate each room as a bedroom and a dedicated kitchen (with 2 critical stockpiles, one with meat and other with vegetables, and then a pile for meals).

rather than that a room may have the comms in it, may have a machining table, the crematory i tend to place it nearby in a mountain lol. i will also have dedicated long rooms for hydroponics (doubt it spelled it right lol)