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This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.
 
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.
 
== Have a plan, constantly ==
 
One of the hardest things, especially for new players but even veterans can suffer this, is to know where you're going ''next''. It's ''very'' easy to let your colonists do "busy work" - hauling, cleaning, shuffling around - and never actually grow your base in any productive direction, or at least not very effectively.  Have a plan, always move toward that plan, know what the ''next'' plan is after that, and move toward that as soon as possible.
 
 
And then move on to the next plan, and so forth.
 
 
; Take smaller bites
 
Sometimes you'll have a "grand plan", a large combo dining room/rec room, or a hospital complex, or a vast kill box area, or maybe your entire colony pre-planned out - ''great'', but don't feel you have to do it all at once. Break it down into smaller chunks, maybe temporarily partition it with cheap wooden walls, and "remodel" once you're in a position to progress with the larger project properly.
 
 
A perfect example is your very first building. You want to get your pawns indoors, and similarly with perishable items, and you want a freezer. Plan your freezer room, build that, but use it as a combination barracks/storeroom until you have your bedrooms and dry storage areas built.  Maybe partition it for now for a smaller area for cool meat/perishables storage and another for comfortable-temperature barracks and workspace, done.  Later, once your pawns have proper bedrooms of their own and you have dedicated kitchen and crafting areas, tear out the partitions to get the full-size freezer you want, and you're back on track for your master plan.
 
 
Expanding on that, if you plan for larger bedrooms, you can move to build a single 5x5 room, and divide that into four 2x2 bedrooms (using one as a prison cell or medical room), or six 1x2 coffin bedrooms, and tear out the walls as you later have the time/manpower to expand properly. And so on.
 
 
Especially early on, when you feel you need "everything now!", you can make do with "just enough", leaving room to build on those starts later once you have your feet under you and don't feel like you're putting out quite so many fires at once. 
 
 
== General colony design principles ==
 
 
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.
 
 
=== Getting stuff done: lowering foot traffic ===
 
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.
 
 
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle, and during the breacher raid it's better to lose beds instead of fabrication benches.
 
 
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.
 
 
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.
 
 
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and "guests".  Prison breaks are more easily contained if the fugitive is in the middle of your base.
 
 
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.
 
 
=== Make it pretty ===
 
 
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.
 
 
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really impressive sculptures, and put them right into the mess.  Spreading a few [[large sculpture]]s throughout your main stockpile will make it beauty-neutral or even "beautiful".  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.
 
 
Comfortable furniture is very important.  Keep a good carpenter (with high "construction" skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put a [[Dining chair]] or [[Armchair]] in front of all workstations (they are both "beautiful" ''and'' "comfortable"); they will not make anyone work faster, but their [[comfort]] ensures that the user will receive a [[Thoughts#Comfort|mood bonus]] while using them and for a modest duration afterwards.
 
 
With regards to construction work, it is best to let your most capable constructors prioritize on the "artisan work", ie furniture with a quality rating that matters.  The second league of constructors can do things like lay carpets, smooth floors and build walls.  These structures do not have a quality rating – the construction skill only influences success chance and work speed.  Sadly it is difficult to impossible without the [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116 requisite mods] to direct your colonists in the required way.
 
 
=== Safety first ===
 
 
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If you give enemies the opportunity to enter your base, they will take it, even if tactically unsound.  If there are long hallways, you can use the doorways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers.  This is an effective maneuver that can contain even mid-size raids and does not require any purpose-built defenses.
 
 
On higher difficulties, advanced tactics like "killboxes" and turret spam might be in order.
 
 
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.
 
  
 
== Base Types ==
 
== Base Types ==
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|-
 
|-
 
! Description
 
! Description
| Put everything in one or two large building.
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| Put everything in one large building.
 
|| Build everything in separated buildings, just like a small town.
 
|| Build everything in separated buildings, just like a small town.
 
|| In mountainous maps, dig inside the mountains.
 
|| In mountainous maps, dig inside the mountains.
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|
 
|
 
*Convenient
 
*Convenient
*Saves building materials and takes less space
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*Saves building materials and some space
 
*More resistant against [[Events#Toxic Fallout|toxic fallout]]
 
*More resistant against [[Events#Toxic Fallout|toxic fallout]]
*Convenient against large group of manhunter packs
 
 
*Improved temperature control
 
*Improved temperature control
 
*Shortest walking paths
 
*Shortest walking paths
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*Does not require large patches of continuous land
 
*Does not require large patches of continuous land
 
*Best satisfies Outdoors need
 
*Best satisfies Outdoors need
*Aesthetically pleasing to design
 
 
||
 
||
 
*Best temperature control
 
*Best temperature control
 
*Easy to defend
 
*Easy to defend
*Immune to mortar strikes and drop pod attacks
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*Immune to mortar strikes
 
*Leaves more soil available for farming
 
*Leaves more soil available for farming
*Uses fewer materials than superstructure base if you smooth floors and walls
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*Saves most building materials
 
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]
 
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]
  
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*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]
 
*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]
 
*Less flexible
 
*Less flexible
*Less able to satisfy Outdoor need
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*Less able to satisfy Outdoors need
*Most prone to mortar strikes
 
 
||
 
||
 
*Requires most space and building materials overall
 
*Requires most space and building materials overall
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*Worst temperature control
 
*Worst temperature control
 
*Longest walking paths
 
*Longest walking paths
*Most vulnerable to [[Events#Toxic Fallout|toxic fallout]]
 
 
||
 
||
 
*'''Infestations can happen within base'''
 
*'''Infestations can happen within base'''
 
*Least flexible
 
*Least flexible
*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks (relatively difficult to set up early in game)
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*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks
*Least able to satisfy Outdoor need
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*Least able to satisfy Outdoors need
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors
 
*Smoothing walls and floors takes a '''long''' time to complete
 
*Main Power sources like geothermal, solar panels, windmills and watermills (unless you have a river running through the mountain) must be left outside your base
 
 
|}
 
|}
 
[[File:Example base layout.png|frame|left|Example floor plan for a "superstructure" base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The "killbox" is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The "clean room" would include hospital beds and a kitchen.]]
 
{{clear}}
 
  
 
== Base Structures ==
 
== Base Structures ==
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Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.
 
Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.
  
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevent [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.
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Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may set blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevents [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.
  
In mid-game, you can add [[orbital trade beacon]]s to sell your stuff to trade ships.
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In mid-game, you can add orbital trade beacons to sell your stuff to trade ships.
  
 
=== Barracks ===
 
=== Barracks ===
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The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.
 
The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.
  
You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once. A [[Room_stats#Levels_of_impressiveness|very impressive]] barrack can give positive mood buff to colonists sleeping inside, but they are still prone to get ''disturbed sleep' debuff.  
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You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once.
  
 
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.
 
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.
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=== Bedrooms ===
 
=== Bedrooms ===
 
{{see also|Space}}
 
{{see also|Space}}
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[[File:Bedroom_example_midgame.png|300px|thumb|left|Mid-game bedrooms from Alpha 17. Each is carpeted, has beds, tables with chairs, flower pots for decoration and a vent connected to the corridors.]]
  
 
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]
 
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]
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* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.
 
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.
 
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.
 
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.
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** Standing lamp
 
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.
 
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.
 
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.
 
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.
 
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.
 
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.
** (Standing lamp - optional - only for combined workspace bedrooms, as sleeping pawns do not suffer "in the dark" negative thoughts.)
 
  
 
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:
 
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:
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* Build one set of table and chairs outdoors near many bedrooms.
 
* Build one set of table and chairs outdoors near many bedrooms.
 
* Place tables and chairs inside. However, make sure to turn off the "Gathering Spot" option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.
 
* Place tables and chairs inside. However, make sure to turn off the "Gathering Spot" option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.
 
==== Special cases ====
 
 
* "[[Ascetic]]" colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.
 
 
* "[[Greedy]]" colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.
 
 
* "[[Jealous]]" colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.
 
  
 
{{clear}}
 
{{clear}}
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==== Freezer ====
 
==== Freezer ====
  
[[File:Freezer coolers placement.png|thumb|right|400px|Simple freezer built along a mountain, with coolers inside.]]
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[[File:Freezer coolers placement.png|right|300px]]
  
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges. Only the center tile is unroofedThe green area shows the roof, this is also the "cold" area of the freezer roomThe center, unroofed, tile is at outdoors temperature.]]
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The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. In non-freezing biomes, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Freezers are vital for food preservation in hot biomes. Cold biomes, on the other hand, may be able to perform well without the need of air conditioning. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at {{Temperature|-5}} since it will gain heat whenever a colonist comes in.
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Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofsIf your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]]In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.
  
The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.
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Unlike any other room, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can just increase the size of it without needing to deconstruct other rooms. Because you will be storing your harvests here, it is wise to position this room in close proximity to your fields to shorten hauling jobs, with the doors also pointing towards your growing zones. It is common to make airlocks(a door, a short space, and then another door leading to the freezer itself)in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.
  
In most places, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at around {{Temperature|-4}} or so since it will gain heat whenever a colonist comes in. In cold places, on the other hand, you may choose to save power by disabling the coolers, and instead let cold air inside through vents.
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[[Butcher spot]]s, [[butcher table]]s and [[crafting spot]]s can be placed inside the freezer to butcher corpses, make [[kibble]] and make [[smokeleaf joint]]s since the work to make those is so small and the ingredients are in the freezer your colonists might as well do it there. However, for mass production, it's better to have it close but outside the freezer due to the work speed penalty.  
 
 
It is viable for [[butcher spot]]s or [[butcher table]]s to be placed inside the freezer, as butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful. Other workstations, such as [[crafting spot]]s should be placed right outside to avoid the work penalty while benefiting from the proximity of the ingredients.  
 
 
 
In any case, do '''not''' put your kitchen stove in this room. Besides the work speed penalty, the cooking stove needs to be in a clean environment which the freezer does not have, due to heavy foot traffic and blood stains from dead animal bodies.
 
  
 
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).
 
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).
  
[[Nutrient paste dispenser]]s act as walls. They are usually placed with at least some of their hoppers in the freezer and the activation spot in the dining room.
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[[Nutrient paste dispenser]]s act as walls. They are usually placed with their hoppers in the freezer and activation spot in the dining room.
 
 
[[File:Cooler break-in.jpg|thumb|Raiders break through a cooler and proceed to smash additional valuables.]] Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofs.  If your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].  In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.
 
 
 
It is common to make airlocks (a door, a short space, and then another door leading to the freezer itself) in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.
 
 
 
===== Positioning =====
 
 
 
Because the freezer is a special kind of stockpile area, and relies on coolers, which are somewhat fixed installations, it is not easily moved in your base.  This means you need to plan carefully where you put it.
 
 
 
The freezer needs three main entrances:
 
* One leading directly outdoors, or with a short outdoors connection.  Dead animal bodies and produce from your farm fields and pasture will be delivered this way.
 
* One leading to the kitchen.  It should probably be right next door.
 
* One leading to the main warehouse.  This is to take leather from butchered animals into storage, as well as moving slow spoiling stuff such as corn, smokeleaf and healroot between the freezer and warehouse.
 
 
 
In addition, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can increase the size of it without needing to deconstruct other rooms. The freezer should not be too large, because that will require more coolers, and also increase the walking distance to gather and redistribute supplies.
 
 
 
This practically demands that the freezer is at the periphery of your base.  If you place it there, you can also increase the floor space when your colony grows. Because you will be storing your harvests here, it is also wise to position this room in close proximity to your fields to shorten hauling jobs, with doors also pointing towards your growing zones.
 
 
 
Note that however, the freezer does not need direct access to the perimeter of your base! A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles).  Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.
 
 
 
Be very careful when you dig or build in or around this room.  Leaving even a single gap in a room wall will raise the temperature well above the freezing point, and this is easily missed because there is no direct visual indication of the room temperature.  It can lead to massive amounts of food spoiling if undetected.
 
 
 
It is tempting to dig into a mountain to create a freezing room, but keep in mind that [[infestation]]s can then spawn in this room.  This can actually be a good thing, because eradicating an infestation right inside the freezer room is tactically easy, and it will leave all the filth and dead insects in probably the best location in your base.  Your food supply will, however, be temporarily disrupted in such a scenario.
 
  
 
==== Kitchen ====
 
==== Kitchen ====
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[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]
 
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]
  
The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[food poisoning]], which can be attained by the following means:
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The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[ailments#food poisoning|food poisoning]], which can be attained by the following means:
 
* Zone out colony animals.
 
* Zone out colony animals.
 
* [[Sterile tile]]s for flooring.
 
* [[Sterile tile]]s for flooring.
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You should build your kitchen right next to your Freezer.
 
You should build your kitchen right next to your Freezer.
 
It should be mentioned that although it is best practice to floor your kitchen with sterile tiles, it is not a necessity, especially early on when the cost and research time is excessive. Sterile tiles simply provides a larger buffer between when cleaning before food poisoning risks increase at -2 room cleanliness. If cleaning is done frequently it is acceptable to use a different floor or even leave it unfloored as dirt tile as the -1 cleanliness isn't enough to induce food poisoning by itself. See [[Ailments#Food_poisoning|Food Poisoning]] for specific details.
 
  
 
The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.
 
The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.
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In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.
 
In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.
  
Once you reach midgame, you can afford more recreation facilities such as chess tables, billiards tables or [[television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s, or [[Megascreen television|megascreen]] televisions which offer faster recreation than the craftable tube and flatscreen televisions.
+
Once you reach midgame, you can afford more recreation facilities such as chess tables or billiards tables, or [[Tube television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s or [[Megascreen television|megascreen]] televisions, which offers more recreation than the craftable tube and flatscreen televisions.
  
 
Similarly to the dining room, decorating it can improve the mood bonus from using the room.
 
Similarly to the dining room, decorating it can improve the mood bonus from using the room.
 
==== Combined Dining and Rec Room ====
 
 
[[File:Example of an early game combined dining, recreation and throne room .png|250px|thumb|left|Example of an early game combined dining, recreation and throne room.]]
 
 
Combining the dining and rec room is often more efficient than keeping them separate. Not only does the recreation furniture improve the Impressiveness of the dining room and vice versa, but as colonists still retain the two separate positive moodlets from a combined room, it effectively eliminates half of the sculptures, flooring and other bonuses necessary to maintain a given room quality. The number of sculptures necessary to make both a dining room and a rec room "Slightly Impressive" may be sufficient to make a combined room "Somewhat Impressive" or even "Very Impressive", improving both mood buffs for no extra cost.
 
 
In the [[Royalty DLC]] is enabled and [[noble]]s are present in the colony, combining their throne room into the dining/rec room also has significant advantages for the same reasons, though the fine flooring necessary at Baron rank and above can be a significant investment as combined rooms are generally fairly large. Additionally, it should be kept in mind that the furniture requirements for each rank must still be met.
 
  
 
=== Courtyard ===
 
=== Courtyard ===
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Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.
 
Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.
  
You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce the impact of their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.
+
You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.
  
{{clear}}
+
{{clr}}
  
 
=== Laboratory ===
 
=== Laboratory ===
  
You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s, and [[sterile tile]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.
+
You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.
  
 
=== Workshop ===
 
=== Workshop ===
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[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]
 
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]
  
[[File:Compact hospital layout.png|thumb|right|An luxurious and efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]
+
[[File:Compact hospital layout.png|thumb|right|An efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]
  
 
Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.
 
Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.
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Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.
 
Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.
 
For a "field hospital", one that sees a lot of action and can't be cleaned often, use [[straw matting]] as your flooring, perhaps with some [[steel tile]]s or (better) [[sterile tile]]s under objects that can't be walked on, like beds/shelves/vitals monitors/sculptures, so they will never get [[filth]]y and won't suffer from not being cleaned. This type of hospital will never be "sterile", but it won't ever be nearly as dirty as it otherwise would.
 
  
 
Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.
 
Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.
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To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.
 
To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.
 
====Triage====
 
 
You should build a small room near your killbox, 6x5 per bed is the most effective to keep cleanliness high. Hospitals need not be up to a high standard so long as your triage is always clean and wounds are treated there.
 
  
 
==== Patient rooms ====
 
==== Patient rooms ====
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You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.
 
You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.
  
{| class="wikitable" align="right"
 
|+ Test Samples (12 per type)
 
! Type !! Escapees !! Trials (out of 12)
 
|-
 
| Barracks || 6/6 || '''11'''
 
|-
 
| Barracks || 5/6 || '''1'''
 
|-
 
| Cells || 6/6 || '''1'''
 
|-
 
| Cells || 5/6 || '''0'''
 
|-
 
| Cells || 4/6 || '''2'''
 
|-
 
| Cells || 3/6 || '''4'''
 
|-
 
| Cells || 2/6 || '''4'''
 
|-
 
| Cells || 1/6 || '''1'''
 
|}
 
 
==== Prison cells ====
 
==== Prison cells ====
  
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks.  
+
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.
  
If a prison break occurs in a prison barracks, there is an extremely high chance that all prisoners in the room will attempt to escape. On rare occasions, some prisoners may decide not break out with the others. If a prison break is triggered by a prisoner in a prison cell, the number of prisoners that will attempt to break out appears to be on a bell curve towards 50% (refer to table).  
+
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. They can't use any recreation items put in the cell, nor do they have a recreation need, so don't bother with recreational items other than for room impressiveness.
  
Each prisoner has a prison break interval. Prisoners with genes have a reduced interval while prisoners with low movement speed have their interval increased. It only takes one prisoner with a decreased interval to trigger prison breaks more often. Normally prison barracks would be used when holding greater numbers of prisoners, however prison breaks are far more dangerous in this scenario. While the prison break interval would be the same with either prison type, the amount of prisoners escaping will always be lower when prisoners are held in prison cells.
+
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.
 
 
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment.
 
 
 
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.
 
  
 
==== Holding cell ====
 
==== Holding cell ====
  
A larger cell with more beds. It should only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells. place some mini turret inside it to assist you when large scale prison break happens , although it will noticeably increase the possibility of death.
+
A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells.
  
 
=== Multipurpose rooms ===
 
=== Multipurpose rooms ===
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*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.
 
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.
 
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks "forbidden", so your colonists will not use them during regular operation.
 
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks "forbidden", so your colonists will not use them during regular operation.
 +
* There should be a spare room in your base with a couple of beds.  This can be used as an overflow bedroom or makeshift prison.  At the bare minimum you should have a couple of bedrolls in storage.  They are very quick to craft, the leather quality does not matter, and they are useful for caravans as well.
  
 
== Production ==
 
== Production ==
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You need to carefully check the soil fertility before marking out your areas.  
 
You need to carefully check the soil fertility before marking out your areas.  
 
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.
 
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for slow growing plants such as [[devilstrand]].
+
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for long growing time plants such as [[devilstrand]].
  
 
You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this "room".
 
You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this "room".
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After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.
 
After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.
  
It is not recommended to start deep drilling without scanning first as you will only mine stone chunks, no matter where you mine.
+
It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.
  
Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared for the added chance of [[infestation]]s that can arise near the drill.
+
Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared to deal with infestations near or close to the drill.
  
 
=== Animals ===
 
=== Animals ===
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== Power ==
 
== Power ==
Your base will need power, for faster production, for defense, for happier colonists, for everything. As you plan any expansion, consider any additional power demands and expand your power production as part of your general growth.
 
  
=== Fueled generation ===
+
=== Solar power ===
{{main|Wood-fired generator}}
+
 
{{main|Chemfuel powered generator}}
+
[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]
 +
 
 +
[[Solar generator]]s provide power only during the day except during eclipses. It provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.
 +
 
 +
=== Wind power ===
 +
 
 +
[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.
  
You can build wood-fired generators which runs on wood, and later, once you have [[chemfuel]],  chemfuel powered generators, each constantly providing 1,000 W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.
+
It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.
  
If the biome provides enough wood, the ''wood-fired generator'' is an excellent choice for establishing a colony.  The wood from about two trees will power the generator for three days, giving the colony uninterrupted power to run all important early-game facilities (freezer, lamps and some work tables).
+
=== Fueled generation ===
  
Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it becomes better to refine wood into chemfuel before usage as fuel.
+
You can build the [[wood-fired generator]] which runs on wood, or the [[chemfuel powered generator]] which runs on [[chemfuel]], constantly providing 1000W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.
  
Both fueled generators will burn fuel at the full rate, even if no power is consumed.  Catching the excess power with batteries, and/or disabling the generators while the batteries are charged, will make them more fuel-efficient.
+
Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it's a better idea to refine wood into chemfuel before usage as fuel.
  
 
==== Boomalope setup ====
 
==== Boomalope setup ====
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3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.
 
3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.
 
If the animals have to be fed with grown food for more than a few days during the year, it is more efficient to convert the food straight into chemfuel (in a refinery), instead of feeding it to boomalopes.  On the other hand, if the biome allows the boomalopes to graze for most of the year, this makes them a free source of energy (if you can keep them safe).
 
 
==== Greenhouse setup ====
 
 
A hydroponic greenhouse will produce far more chemfuel than necessary to power the greenhouse and the required refinery.  This translates into a very high surplus of power (if you build additional generators), or you can use the surplus to grow food or drugs for the colony.  Even a single greenhouse can easily cover the food and energy needs of a mid-sized colony, without having to rely on any other power source.
 
  
 
==== Infinite chemreactor setup ====
 
==== Infinite chemreactor setup ====
  
[[Infinite chemreactor]]s generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.
+
Infinite chemreactors generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.
  
 
3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.
 
3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.
  
Because the ''infinite chemreactor'' is a rare quest reward, it is unlikely that you will be able to create a setup that produces enough power for the entire colony.
+
Infinite chemreactors are only available as a reward for quests.
 
 
=== Solar power ===
 
 
 
[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]
 
 
 
[[Solar generator]]s provide power only during the day except during eclipses.  The upside of this is that daytime is when most of your colonists need power to get their work done.  A solar generator provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.
 
 
 
Combining these with [[battery|batteries]] gives a reliable, steady supply of power.
 
 
 
=== Wind power ===
 
 
 
[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.  However, they are among the least expensive to build in terms of precious resources, and unlike solar will (usually!) provide power at night.
 
 
 
It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.
 
  
 
=== Geothermal power ===
 
=== Geothermal power ===
  
[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered, but unlike the above sources requires a massive separate research investment and so is not high on most priority lists. A basic mid-sized colony can be sustained using 5 such generators, around the usual number of geysers found on the map.  
+
[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered. A basic mid-sized colony can be sustained using 5 generators, around the usual number of geysers found on the map.  
  
 
Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.
 
Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.
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Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.
 
Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.
  
If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep up to 200 batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.
+
If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep any number of batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.
  
 
=== Power network ===
 
=== Power network ===
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Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.
 
Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.
 
 
If you choose to avoid short circuits by not building any conduits, you'll need to plan ahead to build your base around the steam geysers, long before you have geothermal power researched. It requires careful arrangement to get every powered appliance close enough to a generator stack to auto-connect. You will likely end up with a few separate clusters of generators for the greenhouse, workshop, freezer, hospital etc. With this method, your appliances should not lose power unless the generator itself is destroyed.
 
  
 
== Defenses ==
 
== Defenses ==
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Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.
 
Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.
  
Preparation is a huge advantage that you have. You can fortify your defenses to make the most out of your defending colonists, and tilt the field towards your favor.
+
The greatest advantage on your side is cover. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.
 +
 
 +
You also get to choose where the enemy attacks(unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks.  
  
*Cover is a major aspect in defense. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.
+
You can also choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, most typically the start of the Rich Explorer scenario.
*You get to choose where the enemy attacks (unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks.
 
*You can choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, either the start of the Rich Explorer scenario or lategame when you have a lot of wealth that will attract an army of raiders.
 
  
 
== Temperature control ==
 
== Temperature control ==

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