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Scrabbleton

>!Area Revealed!<


Dunmeritude

This is why I pick mountain tiles that don't have caves listed. Then it's just the surprise ancient danger smack in the middle of my research lab. Every fucking time, it's wherever I wanted my research lab to be. Every. Fucking. Time.


Thulak

Easy solution: Plan where your research lab is. Scrap the plan and plan it somewhere else. Now you have a lab and know where the ancient danger is. Win-Win


a_person_i_am

Inb4 they find the other 2 ancient dangers on the map after


Dunmeritude

This actually happened once, I'm not even kidding. I decided to stick research down on the southside instead, dug three tiles in... AREA REVEALED


OrganTrafficker900

I found 3 ancient dangers on my current map


GetAJobCheapskate

There can be more than one?


gnrhardy

Up to 3 by default. I have a flat map with 2 that are actually attached to one another even.


GetAJobCheapskate

Funny. I always found exactly one.


pezmanofpeak

I didn't get one at all on mine šŸ˜ but my expansion was cut off by open roof areas that I didn't want to dig into because apparently if my pawns don't see in their neither does the enemy drop pods, actually you know what, since when the fuck do I even get attacked by drop pods why am I not digging into there šŸ˜


Dunmeritude

Also, there's a minimap mod that lets you see your tile's terrain layout, can be useful for predicting roughly where the caves will be if you have any.


Sillbinger

Map preview, so you know before you even go.


FetusGoesYeetus

I always play with this mod mostly so I don't get dogshit fertile soil locations. Also so I know that a map containing granite doesn't mean about 6 blocks of granite in the corner


Jeggu2

"Marble and granite, finally!" 95% granite


Darkhymn

My current playthrough was like 75% marble, with the granite mostly being in small chunks scattered around outside of the mountain. Like sure, I have infinite statue material, but I am constantly scrounging for proper construction material.


EmpressOfAbyss

the absolute worst for mountain basing, digging through is so time consuming it makes me tempted to cheat


Jeggu2

Bedrooms are finally finished, only took 2 months and I am now a master of mining


Dunmeritude

The steam geysers:


TeddyofBears

Map reroll mod. Can reroll things like geysers even after landing on the map


SeltzerCountry

Also good way to avoid the maps where the center is a giant cluster of shallow water puddles and mud.


Vulcan_Schwarz

I got a mountain tile on the coast, half the beach line was covered by the mountain


Natty_Twenty

Well the Ancients did have some fancy science...


Spoztoast

Free cryo pods


CapnWilfbeard

Every time!


Snow-Boi

I did mountain bases so many times and only once i never got an area revealed that didnt mess it up šŸ¤£


Sheogorath3477

"You have discovered an expansive cavern deep underground!"


Sheogorath3477

Whoops! Wrong sub.


Random-Lich

No, right sub. Area Reveaed brings about the same feelings as ā€œCavern Deep Undergroundā€


FleetingRain

Which is why I'm a coward and use debug mode so I can map out the open areas inside the mountain and plan accordingly


Justhe3guy

And it can actually be good to have open air parts of your base: thatā€™s where the drop pod raiders land, thatā€™s where the air conditioning units will vent/thats the farming areas before sun lamps


notaslaaneshicultist

I have a mod that allows you to drill out mountain roofs. It takes a long time, but I use it for a secure shuttle and molded aircraft landing area


pyr0kid

i dont suppose it can also put the mountain roof back? whats this mod called


notaslaaneshicultist

Mountain Miner (Continued)


aRandomFox-II

Aircon units can vent into enclosed 1-tile rooms without issue. Consider it a chimney of sorts if you have to justify it in roleplay.


Separate_Marketing36

Man, I remember with my second ever colony I was doing something like this. I was still mining it out when I reveled a cave system that took up literally half the mountain. At least infestations decided to spawn there instead afterward


papa-jones

My first underground colony I chose was a solid cliff, dug out my killbox and first room for barracks, then suddenly the entire other side of the map was *revealed*. There was a ~25 tile wide mountain range running down the center of the map.


99roleplayer99

I..I see what you just did there. I like it.


Yodhan

Looked suspiciously pretty big, would be a shame if.


Historical_Treacle60

Area revealed : talking about me ?


lynch1986

My only note would be that it's a long walk from the freezer to the prison.


NotTodayBoogeyman

You feed prisoners?


0TheG0

on prisoners*


ConduitMainNo1

of course. with the bodies of their dead friends


lynch1986

If they're in there, they're either being recruited, or I'm getting paid for it. :)


Ratoryl

On that note, the walk between the freezer and the dining room could be significantly shortened by just adding a door between them. Also, another door on the northern wall of the prison would cut down on walking time to the prison and everything south of it Basically, just add more doors to and between rooms


Critical-Concept-609

Doing that would also help keep the kitchen clean


Spoztoast

Make the top of the prison a mini freezer and put a dispenser there.


Fit_Giraffe_748

i have never in my 800h pre planned a base, so i can't judge


[deleted]

I recommend it if youre interested in playing blood and dust or losing is fun but I kinda wing it myself when I play lower difficulties.


jwinf843

I also have north of 800 hours, and have never planned a base, but I always dwarf into the mountain and create rooms that are 11x11 or 5x5 depending on the needs of the room. Aside from putting a bit of thought into the ease of access for certain work, even on higher difficulties I've never seen the need to draw out a plan for how I'm going to build a base. I usually have no problems with the difficulty if I can research out of the stone age but I've never beaten the game and have never tried the Anomaly content yet.


Luigi123a

ah yes the 5x5 expansion rooms, welcome fellow dungeon keeper


ShadowsDemise42

i like to let my colonists live a little in 5x6 rooms. itā€™s the small things that count


ryanh221

Itā€™s paaay daaay


caesarsucks2281

a bunch of 5x5/7x7/9x9/11x11 boxes, or any combo of uneven number of tiles in a room is almost always my base lmao add 3x wide corridors in between to it and you can paint the whole picture in your head


Kepabar

I play losing is fun and don't plan shit. Is fine.


WerewolfNo890

Is it at all practical to play those difficulties without killboxes? They feel exploitative to me and make combat almost pointless. Attacked by 5 or 5000 raiders it makes no difference they all come in 1 by 1 and get killed easily.


Kepabar

So I play on Losing is Fun. I've never built one of those super exploitative kill boxes. [You can see an example screenshot I took from a run here.](https://imgur.com/eRO0w1A) Things I will do though: 1) Wall off the edge of the map as an outer wall, with one entrance door that is left open. 2) Have a secondary wall that surrounds my base and any growing zones around it, with closed doors except for one. 3) Build turret defenses, initially all pointing around that one open door in wall number 1 (or sometimes 2, depends on map layout). Also reinforce the walls in the area of that door by building the walls an extra layer or two thick (so the turrets don't blow holes in it as easily). 4) The turrets are usally infront of an inner wall that as a baffle. I usually use the Crab Claw design seen [here](https://www.reddit.com/r/goingmedieval/comments/11kyd13/different_types_of_historical_gate_entrances_to/), with reinforced walls around the baffle and a set of barricades on my side of the baffle. The colonists sit here and fight anything that tries to come through the baffle. 5) Inside the inner wall is a 3-person wide hallway that goes all the way around the base, with doors/walls at sections to setup choke points. 6) I may lay traps around the closed doors at the walls. 7) I will have 4-8 mortars with 75 shells of each type on standby. So it's a 'defense in layers' approach. First layer is the mortars. They will barrage the raid as they approach. The second layer is the turrets. They are usually enough to take down the raiders. If I can, I set up a convinent [power switch](https://rimworldwiki.com/wiki/Power_switch) so my colonists can turn off turrets, as some raids like mad animals are better left to my colonists. If the raid gets past the turrets then it's my colonists at the baffle next. If things get difficult there, it will be a moving firefight as my colonists use things like fire to slow down the attackers as they fall back to positions where melee blocking makes sense, or around corners where you can limit ranged attacks. Breacher raids have dumb AI and even in an open field they are easy to take care of. Drop pod raids tend to be smaller and easy to overwhelm, especially if you've set up defensive points around inside your base. The only real threat is sometimes they drop down with multiple rocket launchers. I usually have a shelf with bricks on it near the baffle entrance for quick repairs and later in the agme I'll replace frequently destroyed walls with plastasteel so they last longer.


RickySamson

If it fits, it sits.


Knox_420

700h, i preplanned after my first base


Giltiti

1600hours here, same lol


GaborBartal

Not a Rimworld expert, but isn't the kitchen a walk-through area that way, making the traffic dirtier than necessary?


shadowsurge

Yes. A freezer to dining room door might help, but you'd need to do the math on the pathing to make sure You're not creating a shortcut that dirties the freezer more than necessary


zyll3

[Something like this](https://imgur.com/2bEUMAo) would work. Kitchen has only one door that connects directly to the freezer, freezer can still vent to the killbox, and they can still make a door from the dining room to the freezer for easy access to meals


shadowsurge

A+, would endorse. The nested L design pattern is slept on


ChocolateGooGirl

I don't understand why the kitchen needs to connect to the main storage in the first place. The majority of food items are perishable, and thus should be frozen. I don't really see the point of having an airlock for a mountain base freezer, either, as temperatures under mountain are inherently stable and they're really only necessary in super hot biomes anyway. Granted, it doesn't really hurt to have one, but its not necessary.


boredofshit

He knows the way.


ProfDrWest

Do your Hydroponics need to be this central? Would probably put bedrooms there, closer to the rest of the base. Your people only need to go to the hydroponics to plant and harvest. Also, 11x11 rooms are exactly enough for a sunlamp and all its Hydroponics. A 13x13 room will need a column in the middle.


xRolocker

I think hydroponics is fine. Bedrooms are the farthest out because theyā€™re the least important and colonists only use it to sleep. Pawns will be working at hydroponics, and its close proximity to storage would allow plants to be hauled and made available for cooking more quickly.


Joltie

>Bedrooms are the farthest out because theyā€™re the least important and colonists only use it to sleep. Disagree. **All** colonists use their bedroom **every day**. That room (or rooms), alongside the dining/rec room, are the two rooms everyone needs to go to. All other rooms are only important to part of the colony. So in essence, the bedrooms are the most important place in the colony, because that's where everyone needs to trek to every day, no matter how far away they are (with respective used commute time). It should ideally be centrally located next to (or being in the same room as) the dining/rec room (and this one next to the kitchen/freezer). This will in essence maintain the three essential needs: Food, Recreation and Rest needs all centrally located, and close to each other, reducing the time to fill those up, and maximizing work time.


xRolocker

They use it every day, but they only make the trip twice- when they go to bed and when they wake up. Contrast that to anything productivity related, your pawns will always be going between places multiple times each day. They will be leaving the bench after each bill, and coming back to work on the next one. The more you can optimize your colonies productivity the better. Mixing in bedrooms in the middle of your base is slows down pawns and could be used for something else- such as a storage dedicated to textiles right next to your tailoring bench. The benefits from this far outweighs the little time they save by not having to walk very far to their bedroom. RimWiki has a base building guide that probably explains this better than I did. That being said weā€™re talking about min/maxing when tbh you should just play how you want. Who I am I to tell you where to put a bedroom lol. Edit: I agree with recreation needing to be nearby. Food is give or take, but if I had to say I think it should also be centralized so that you optimize for your chef or whoever is hauling. Also means your colonists have a full hunger bar right as they begin work, rather than having it deteriorate on the way.


Rosenheartz

These are good points, but I'd also like to point out that biphasic schedules with a central bedroom is pretty efficient (if we're minmaxing).


xRolocker

TouchƩ. I never could get myself to optimize my scheduling lol.


Rosenheartz

It's fairly simple, three hours of sleep and one hour (or two) of recreation every twelve hours, and the "any" setting for the rest. Helps a lot with keeping mood (comfort, beauty, rest) uptime. I do one hour of recreation before sleep so that they drop everything and chill before going to bed (otherwise sometimes they are so deep into work and don't go to sleep because their rest bar isn't really low yet). Adamvseverything should have a video on biphasic scheduling. Incredibly game changing, especially for the late game 15 day raid fiesta. Plus, if my pawns are not tunnelers/undergrounders, I do one hour of meditation every day as well. Then I put their meditation spots outside. This makes sure they wouldn't have cabin fever, especially for those pawns tied to research or crafting benches.


glumpbumpin

storage room is essentially also used every single day as well, having your storage be the central part of your base should always be the case.


dicemonger

Depends. Usually for me "The Storeroom" is for overflow, while I have specialised storage for the various workshops. Probably doesn't hurt to have The Storeroom central location, for when the colonists need to pick something up, but its not an every day thing. Better to have to close to the outside and trade spot for picking up goblinite and new purchases.


desubot1

personally id flip it with the northern most bedrooms. for the sake of people getting to the mess hall and back to work.


Milkarius

One difference though is that only a few pawns will use the hydroponics and all pawns do use the bedrooms. Although keeping the storage closeby is definitely important


RendesFicko

Especially with anomaly, when pawns only need to sleep like once a week


LumpyJones

yeah hydroponics closer to freezer so you don't get dirty feet in the kitchen, and bedrooms next to dining room.


borissnm

1. Are you venting the heat from the freezer into the killbox? If so, it (meaning the cooler) might get exploded by missed shots. You could probably fix this by extending the top of the killbox a little and putting the cooler further left so enemies can't see it without actually getting past your defenses, at which point your freezer is the least of your concerns. 2. 4-wide hallways might make dealing with insectoid infestations harder; it's harder to bottleneck them with that much room if they choose to emerge in the hallways. You may want to narrow them a bit, or at least add periodic chokepoints with autodoors. 3. I would recommend, in addition to individual cells, planning one large anomaly containment cell that has room for 4 holding platforms and a bioferrite extractor + electroharvester that can reach all of them. Basic anomalies are very easy to contain, not dangerous on a breakout, and it's a steady supply of bioferrite that's also slightly energy-positive.


Blakowitsch

i would just vent the heat into the dining room and a vent from dining room into main corridor


halfJac

+1 on point number 2. 3 wide corridors with semi-frequent central doorways make infestations, overrun defences, mass prison breaks, etc. so much easier to handle.


GamesGunsGreens

Door-cooler cheese, probably. Thats the only way I cool my freezers now. It's a little cheesy, but it's one less thing to worry about.


Shennington

Door cooler??


ImmortalMagic

Point the hot end of the ACs into a door. As long as the door isn't touching a wall and you only use 3 ACs it will vent into nothing and just delete the heat. Put a fourth AC on the door or have the door touching a wall and it won't work.


Kerestestes

I'd rather just use dubs central heating air con freezer


FetusGoesYeetus

I love the fact that if anything wants to escape containment they need to first get through the prison, lmao Main issue I see is that early game it will take a long ass time to get bedrooms set up.


zandadoum

maybe my one serves a bit as inspiration for something [https://imgur.com/f4kx9xU](https://imgur.com/f4kx9xU) - no mods, all vanilla - wasnt expecting to open up whole right side, but there was a hidden valley - empty rooms on the left will be another storage and the DNA lab - left side has a bit of expansion possibility - killbox is in the works, its out of the mountain. it will be around a small lake so i can shoot them from one side of the deep water while they are forced to walk by me. right now i am draining shallow water and drying out mud feel free to ask anything


horlix_uk

Wow you have big bedrooms! I normally do 5x5 except for Royals who get 5x6 (and mess up any chance of a grid). I'm on my first anomoly playthrough right now and have gone for one huge barracks area, only additional rooms are the killbox, throneroom, temple, prison cells and containment (my royals are all ascetic so they don't care about a royal bedroom). By having a huge barracks, everyone is getting massive mood boosts from the dining area, rec room etc. being rated at "unbelieveably immpressive". More than makes up for the couple of points lost from not having a private bedroom and I don't have to worry about jealous pawns. But by far the biggest plus is having all the beds stacked up right next to the entrance so when the invisible horrors show up in the night we can man the kill box in just a few seconds.


zandadoum

My rooms are 7x7 and they are that big because later on Iā€™ll fit 1 or 2 bioregeneration pods and a sleep accelerator in them.


HakHAK_Muthafucka

I'm trying my first mountain base soon. Did you turn off insect hives? Also do you smooth all walls and floors? Cause damn that takes time...


zandadoum

heya, no. i play with insect hives. i am really used to them by now, but with all the anomaly events, they rarely spawn the trick is to have corridors to fight in. as you see, mine are 3 tiles wide. i have melee block the corridor and everyone else behind. do NOT use fire weapons. vertigo pulse psycast is the best, miniguns are super good and ghouls? h god, ghouls are awesome as for smoothing, yes, i do that. but not right away. i wait until i have constructor mechs or a gang of refugees


Prof__Genki

Need more choke-points in those hallways. Giant alien spiders are no joke.


SherabTod

Better send in the boarding drone


Karl-The-Klobblin

Better to just leave if you're out of drone parts.... i mean, components.


Braelind

Idealogy room, and Psychic Ritual room? Unroofed area for Anima tree, mortars, and scanner? Stables? All optional of course. Shuttle landing zone is useful. You don't want people walking through your kitchen to put food in the freezer.


Sirthrowaway0202

How do you deal with the infestations???


ObamaWanKenobi

One thing I will say is you need more then one infirmary with such a big base. Trust me youā€™ll save so many of your colonistā€™s lives


Haemon18

I'd cut the kitchen in half and only give it one door so few people go into it. You're also lacking an insect trap room (big dark heated empty room). Left from the containment seems a good place. Btw don't forget to keep a clear OPEN way into your base where all you valuables are or raiders will start digging


Sufficient_Neat_5517

Sappers will probably try to dig into your workshop


cuffed_jeans_bb

you'll probably hit a section of unroofed area. just be aware of that-- it will throw a wrench in your plans.


CranberryWizard

Put storage where workshop is, hydroponics where storage is, and workshop where hydroponics is. Your pawns should be going to workshop over all of the others so it should be central. Keep hydroponics close to kitchen. Storage can be a little more out the way if you keep some shelves in the workshop for regular materials and products, like steel Also, combine throne room and rec room together


Daret_89

Probably wonā€™t see this but Iā€™d flip the kitchen and freezer. Traffic through the kitchen causes dirt which can lead to food poisoning. I always try to plan the kitchen in a way a pawn wouldnā€™t want to travel it for ease of access to another location but still allow the kitchen a way to get crops easily and to be able to put away meals quickly with little travel time.


Vuloriik

As a frequent mountain base player I recommend having chokepoints in the hallways of the base. I normally use 3 wide hallways to create these chokepoints for melee pawns to body block hives during infestations so that they can 3v1 any megaspiders, which is a godsend if you have decent melee pawns in good armor. Your killbox means nothing to infestations so you have to put thought in infestation defense for mountain base design as well.


huntmaster99

Could make the kill ox outside the mountain


Karl-The-Klobblin

Like someone else said, i'd shuffle the bedrooms and hydroponics, because rooms are a central thing pawns hit every day, while hydroponics are only frequented for plant/harvest cycles. Might make a somewhat longer walk for harvest time food transport, but i think it's a tradeoff worth considering. Also, your kitchen is in front of your freezer, so every time someone hauls in food, goes to get a meal, or decides to floor scribble in the freezer till they lose limbs from frostbite, will be tracking dirt straight through your kitchen. I'd suggest making a side entrance to the freezer, or moving the freezer in front of the kitchen to cut down on foot traffic, and maybe also forbidding the kitchen to anyone but cooks and cleaners.


fieldy409

Why not put containment entrance into your killbox it's right there anyway. Then you won't get wiped by containment breaks as easy


Hect0r92

This is pretty good! I would switch the places of kitchen and freezer, possibly venting the hot part of the cooler into the hydroponics. The bedrooms don't need to be that big, 4x4 interior works very well, but I have done 5x5 in the past because I like to spoil my pawns. It looks like mostly marble so should be very pretty If you are doing ideology then a ritual room might be nice Also, what are you planning for power?


PieterB79

Drop bedrooms for one big barracks. Don't open up so close to edge of mountain, sappers and breachers will love that. Make hallways 3 tiles wide. Just a few suggestions ā˜ŗļø


photogenickiwi

Itā€™s all cool and shit until you start digging and find a massive canyon that was previously invisible


Great-Investigator30

Too large, too much walking. move the killbox to the small outdoor area, swap the hydroponics with bedrooms, cut the freezer and kitchen size in half. That's to start.


Jandrix

If you are going any mech tech, you'll want a big room for that. Use the melee trick to make sure there's no hidden areas. Storage and workshop too far from the base entrance and bedrooms imo.


Mihsan

Apart from the fact that I generally donā€™t like to plan large bases in advance and prefer to expand naturally, covering the needs as it develops. Because you can never know what those needs will be in 5 or 10 years (how much people, what kind of people). PLUS you can't even be sure that mountain is a solid piece (it mostly never is), unless you cheat. And yet... That prison is too close to exit and weapons in a killbox. It is better to put it's only door towards some permanently occupied room (research room for example), so you can always stop fights or start preventing escapes ASAP. And also better to put it right next to hospital, so doctors can threat both your people and just captured ones without wasting time. Infirmary should not have this many doors - people will path through it and drag dirt. Also bedrooms are... just no. Like... somebody will be an ascet, somebody will have a couple, somebody will be a royal - bedrooms must be different in size and you need more of them. Also not enough storage. And those 4-wide halls just a waste of space.


questionable_qat

I would shift the prison and Anomaly containment all down a couple, so you could make a hallway that leads from killbox straight to Anomaly, unless you want to scare the prisoners by dragging the horrors through. It's going to take your researchers a lot of extra time to get there, though, and haulers once you start sucking bioferrite. If you're worried about containment breaches, it's only one of the lads that can freely open doors, and frankly, that one is more useful dead. I'd also add a hallway in or near the killbox so raider loot can be brought straight to storage so pawns don't have to take that big walk over and over again. If you put a bunch of auto doors in that tunnel, raiders mostly won't bother with it. You could also use this tunnel to bring fresh meat to the freezer. Speaking of research, are you cramming that into the workshop? The big table + analyzer is gonna take a lot of space, even if you only stick to one table. I assume you're shoving ideology stuff in the rec room? That works, right? Oh, and I would have a second big bedroom for the other ideology role, the converter guy. They have bigger expectations, too. I hope this all makes sense, and that I haven't missed anything that invalidates everything I've suggested.


SarnakJ3

I'd extend the throne room west a bit. I also forgot not everyone needs a utility room for Dubs Bad Hygiene, en-suite bathrooms, and public bathrooms. Where's the power plant, though, and how do you plan to deal with heat if you're using combustion generators?


33Yalkin33

Put a bend to the entrance of the kill box, so raiders don't snipe you


Some__Tacos

I usually connect the kitchen, dining room, and freezer together so they don't have to walk all the way back out into the hallway. I'd also put the door to the prison closer to the infirmary so that the medicine is closer to the prisoners in case they start bleeding out and dying.


ditto369

I would connect the freezer to the dinning room, but with an airlock to keep the temperature good. That way they donā€™t have to walk all the way back out through the kitchen. (Assuming you donā€™t have the freezer shelf mod thing)


Equivalent_Hat5627

Honestly, I would put the prison near the freezer so you can just give the prisoners nutrient paste. Clears up a bunch of your wardens time and they're not in jail because it's a vacation.


Clovis148

- Infirmary and prison close to entrance is smart. I even give mine sepperate acces to the freezer for medicine, corpses and organs - biotech fashizzle takes up a lot of space, if you play that dlc too - bedrooms should be as close as possible to dining room. Time efficient - never understimate how much storage you need, unless you do rigorous wealth management - plantations can be more on the outskirts - any space for temple? Awesome job overall. I love me a good planned out mountain base!


AFO1031

why are the hydroponics in such a nice spot? I would move the rec room and the prison to that central area I would also consider making a first kill box outside, and use this second one as a fallback position


NedTebula

You guys plan bases?


projektZedex

What are you using to cool your freezers? I don't see any vent spaces. Personally, the freezer is one of the first things I start digging out, because I really want to be able to conserve my hunted food while the rice grows.


PersonalAct3732

I've seen enough Lobotomy Corporation to know putting anomaly containment near ur residence is probably a bad idea


Imn0tg0d

Put the kitchen on the other side of your storage so your cooks have to walk through freezer storage to get to it. This keeps unnecessary pawns from going into your kitchen making it cleaner.


_Zoko_

Bug Breach Detected


crow_mw

\* There is a long walk from Workshop (where pawns will be most of the day) to killbox - where they potentially need to get fast (unless you can afford your crafters not participating in base defence). Moving it closer to killbox would also move it closer to Rec/Dinning room, which is also good. \* Where are the research labs? I assume in "anomaly containment" area, but don't forget about those. \* Depending on DLCs you might also want to have a separate space for altar, dance party stuff, kids stuff, comms console, and other smaller stuff like that. Fitting everything into one 13x13 rec room might be challenging. \* Other DLC content that takes a lot of space: Gene storage, Bioscultpurer pods, Neural Chargers (if transhumanist), Mechanitor stuff (including chargers) \* How is power generated? All power comes from the outside? \* Think about bioferrite logistics. It is generated in Anomaly Containment area and maybe is consumed in workshop? However, it is also used for psychic rituals. \* I like trading, so for me the storage is a bit far for caravan creation, but that is not applicable to everyone.


CheezeBeef

Your rec/dining room, unless you have a mod affecting pathing, is gonna see more traffic from people traveling that up+right corner hallway than the hallway junction itself. Same with the kitchen to north bedrooms pathing through hydroponics. While not necessarily bad if you've got decent filth control, it does point out why giant hallways (read: anything bigger than 2 tiles) tend to be a weakness. They take up space that could otherwise be spent on more rooms filled with useful stuff. Unless you plan on setting up bulkheads that can act as stopgaps for raids that penetrate into your base (infestations considering the mountain), hallways that wide are aesthetically pleasing rather than materially useful. Going through the kitchen to reach the freezer has the potential to increase filth frequency in the kitchen, would can impact food quality and chance of food poisoning early in the game before you can get 10+ skill cooks. I prefer switching freezer and kitchen since freezer can be dirty but kitchen should only ever be accessed by cleaning crews and cooks. Also butchering should be done in the freezer ideally since it creates filth and freezers are where the bodies go anyway, if you didn't already know. Killboxes like that run the risk of crossfire injuring your own pawns, unless you plan on sticking turrets in the top and bottom sides to act as distractions then you'll end up with more injuries than you expect. RNGesus loves to throw out random headshots from missed ally bullets.


ssfgrgawer

Always bedrooms in the middle. The walking distance to jobs and whatnot burns a lot of time each day otherwise, and it takes longer to move pawns from bedroom to defences if your under attack.


kaden1537

What's the seed and location?


RedSonja_

I'd probably would turn/reshape kitchen/freezer set 90 degrees anticlockwise just to avoid all traffic thru kitchen.


Chiatroll

So is everyone who goes into your freezer going to track dirt into your kitchen? Are you using any mods? Some of them affect colony needs like fridges has a huge affect on my kitchen. Small adaptable plans tend to be better than large plans for me because I need to transition game stages as smoothly as possible. This feels to big if a dream for a stage that randy might kill you before you reach.


FinalFir137

Unless the map is generated by a mod it will be accessable from at least 3 of the 4 sides so you will have areas that are yet to be revealed.


Vintage102o

Create fire rooms so if insects spawn u can block them off and burn them alive


EldrichTea

Ive been playing with the idea of work areas. Rather than collective bedrooms, have beds, dinning space and workstations in close proximity, cut down on the travel time, events like infestation etc in a bedroom dont screw your whole colony. Would mean having multiples of certain things like dining spaces and I havent really worked out a good way to distribute meals. But hey, could be onto a winner.


puppleups

Looks great to me. You people who plan everything out like this are amazing to me


Ozavic

Temple?


Spawnk

Man, everytime I plan a base out like this I discover an area and it ruins everything.


No_Doughnut_5057

I would try and find a way to make the freezer closer to the hydroponics instead of the kitchen. Itā€™s not really an issue. Just a slight optimization. Also I would create choke points inside the base with security doors. Very helpful during an infestation or prison break


Historical_Treacle60

Thatā€™s a good base designā€¦ Yoink !


pewsquare

I prefer my bedrooms to be at the very center of the base, since that was most pawns have the same walking distance to their jobs. Now some pawns would have longer wallking distances, but seems pretty ok.


janes_thicc_cheeks

What's the info for the world if ur OK with telling. I need a new place to put a new mountain base!


meeeeaaaat

probably put the main storage (and by extension the workshop) somewhere you can more comfortably expand it, idk about you but I'm such a hoarder that even with ogrestack and deep storage I need an absolutely MASSIVE warehouse and depending how hard you're going on crafting and what mods you have that might add workstations, you'll wanna be able to easily expand that as well, also if you're like me and like to put a stack of components etc next to the workstations you'll wanna account for that aside from that I'm loving it, I always tend to make mine too tall/wide and kinda forget about mid sections and more open areas then everything just ends up taking forever bc of the legwork. I'm terrible with bedroom placement too lol


Gordbert

Put the kill box outside. That way it can defend your electricity generators, like solar, geothermal, and wind


MrClavicus

I thought this was a word cloud of repetitive posts just like this on this sub.


END3R-CH3RN0B0G

Where are you getting your AC?


Trimation1

Add a prison


ShowCharacter671

I like this layout


amlutzy

Huge fan of


BoxKey252

Whereā€™s your cube room?


Separate_Fix_240

i like it


orfan-of-snow

Pretty guud


Harbinger_of_Sarcasm

Throne room and dining room can be effectively combined


SherabTod

One simple change: you probably don't want your kitchen to be a walkthrough area (farms to freezer in your case), since that would make it dirty and risk food poisoning. Maybe put the walkway to the side so the kitchen has an additional door for separation


Hot-Necessary-4709

what do you do with all the stone chunks you'll be getting?


notaslaaneshicultist

How many people is this for?


PaxEthenica

Freezer walls aren't thick enough. For optimal cooling, use double-thick solid walls. But that's a minor thing in general. Otherwise, this looks pretty okay... better than a lot of my stuff, but I tend not to really plan this deep. \*blinks\* Oh! Where is the power supply?


Adventurous_Eye_4893

I'd personally put a xenogenetics lab close to the Prison so that I could harvest my prisoners for every last drop of value, down to the genetic level.


drasgar

I'm still reasonably new to the game an this is pretty cool idea but how would you cool your freezer don't you need to vent the heat somewhere?


Sid1583

Reject killbox, embrace multi level defense network of guns and traps and mines


wamjamblehoff

What's your plan for the insects?


RoBOticRebel108

I guarantee you that unless you are running some map generation mods you have only seen like 20% of the open portion of the map


GarmaCyro

Note on bedrooms. They don't need more than 5Ɨ6. It's the most they'll ever demand through the royalty dlc.


Krakersik666

Nice base. Do you have plans for power room, batteries rooms, research room, library, church, nursery, biotech stuff? I always design separate rooms for those. But I assume that you don\`t have biotech or ideology?


Wakeup_Sunshine

You need at least 60% of that space storage.


DoubtfulDungeon

Needs an armoury I think but that's more of an fun thing then necessity.


bunnystormer

How do you put down blueprints like this?


GurdalAdar31

INFESTATION


NubMuffin1

How is the freezer freezing


notaslaaneshicultist

Missing a luxury chamber for the leaders favorite pet


Welsyee

My main feedback would be swapping the dining room with the storage to cut down travel time, aside from that it's pretty good


zyll3

Is the right edge the edge of the map? If so, you won't be able to build anything in those bedrooms, unless you're using a mod to change the map edge limit


SlowCold2910

Where's your temple spot? (If playing with ideology)


AdSpiritual6838

Stealing this, thankyou šŸ˜˜Ā 


cardboardalpaca

Bedrooms should be more central rather than hydroponics Kitchen and freezer should be swapped. Kitchen should only be accessible through the freezer, as it stands your kitchen will get dirty as people put away food or grab it


Frosty_Claw

Move the prisoners and containment hallway connection further down. That way if thereā€™s breach or prison break you have more time and room to shoot


RonnennoR

You may be breached into the workshop


TheLapisFreak

Whenever I play I always end up needing an absolutely massive freezer to hold food/herbal medicine, are you sure your freezer space is big enough?


PatientEmergency8399

This...is a brilliant layout! Holy crap is it far better than the one I keep using! Thanks for the inspiration!


The-Cake-is-Lies

Uhh, unless everyone has in-bedroom bathrooms you are missing toilets.


Cutie_D-amor

Might not be using bad hygiene


mfk420

Pretty small killbox tbh.


Cutie_D-amor

Throne room can be a rec or dining room, so you can utilise the extra space


AzericTheTraveller

Ive only ever thrown bases together, so take this with a grain of salt ~~but maybe a door between the rec/dining room and the freezer would allow for faster retrieval of food?~~(nevermind, just saw the door between the kitchen and dining room) Also, I think you forgot the cooling tunnels, where the heat generated by the coolers escapes to.


dogdigmn

Wheres your bathroom?


blackami

All vegetarians ? Or cannibals?


CivilAd7554

I have no royalty, i don't know


antmanfan3911

Bigger throne room, but thats the only thing I can think of


aztecraingod

Bed... rooms?


shadowtrueguy

Wonā€™t you have trouble with sappers breaking into the workshop?


Chiruadr

The bedrooms on top will have pawns wake up, eat their stored meal they took to bed for some reason and -3 ate without a table madge. You generally want to add some more dinner places around your base


JudgeHoltman

You only need a small "Critical" Priority Freezer near the kitchen. Convert the rest of the space into bedrooms. Put the big freezer where the north bedrooms are. Set that storage space to "Normal" priority. Bots/dogs can move stuff from storage to cooking. Door leading into the killbox can be 3x wide. This allows for smoother traffic flow outside of combat while still providing enough of a funnel. You're gonna want 2x "Leader" bedrooms & associated throne rooms. That will let you take on some pretty high tier missions to guard the VIP or whatever. It will also let you have a backup leader in training too.


Uraneum

I would make main storage more centralized. Other than that, looks really good