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A superstructure base is a base where everything or almost everything is in one large building rather than smaller separate parts.
 
A superstructure base is a base where everything or almost everything is in one large building rather than smaller separate parts.
  
This is the most common method to build bases.
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This is a common method to build bases, and is generally the recommended way to do so.
  
 
'''Pros'''
 
'''Pros'''
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'''Cons'''
 
'''Cons'''
* Geothermal vents and patches of deep water can limit the design and patches of soft sand will require [[moisture pump]]s before building, marshy terrain can just be covered with [[bridge]]s.
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* Patches of deep water can limit the design and patches of soft sand will require [[moisture pump]]s before building, but not marshy terrain since they can just be covered with [[bridge]]s.
 
* Some areas might need to be unroofed to prevent cabin fever.
 
* Some areas might need to be unroofed to prevent cabin fever.
 
* Some large hallways might be needed to help defend against raiders dropping on top.
 
* Some large hallways might be needed to help defend against raiders dropping on top.
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== Base Structures ==
 
== Base Structures ==
  
Different structures suit the different needs of your colony. Most maps generate with ruins around, sometimes just walls and others are squares/rectangles just missing some filling sections. These if conveniently located can work perfectly at starting points reducing considerably the initial workload of characters with low level skills and reducing the beginning stage stress when you still have nothing.
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Different structures suit the different needs of your colony.
  
=== Warehouse ===
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=== Dining room ===
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Dining rooms are rooms with table and chairs for colonists to eat in.
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It is usually a good idea to have the main dining room near the food storage so your colonists will actually use the dining room, instead of eating on the floor.
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It is also a good idea to have a minor dining room near the colonists bedrooms or they might eat their breakfast on the floor since colonists tend to go to bed with food and eat as soon as they wake up.
  
The warehouse is a room with a stockpile. The first room we need to build due to the "outdoors" deterioration on items if left in the open. It is not an official [[room roles|room role]].
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In big bases, dining rooms can be partially unroofed to get rid of cabin fever since colonists do not mind eating in hot or cold rooms.
  
Later in the game the warehouse is usually the biggest room in the base. It should be covered by [[orbital trade beacon]]s so you can sell your stuff to trade ships.
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Good dining rooms give good mood modifiers so they should have plenty of art, light, good flooring and high-quality furniture. It does not need to be temperature controlled. [[Nutrient paste dispenser]]s are very useful on dining rooms to ensure that nobody needs to eat raw food, they are usually placed half in the dining room and half in the freezer.
  
The [[electric crematorium]] and [[electric smelter]] may be placed here, if you store corpses, tainted clothes, useless guns and steel slag chunks inside, to speed up burning/melting them. Also, if you making [[chemfuel]] with [[wood]] you may place the [[biofuel refinery]] here.
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Dining rooms can be combined with recreation rooms.
  
It does not need to be impressive or temperature controlled and should be built close to the workshop to minimize travel times.
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=== Recreation rooms ===
  
=== Bedrooms ===
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[[File:dinningroom.png|400px|thumb|right|Example of combined recreation/dining room. The middle is unroofed to get rid of cabin fever and to accommodate a telescope.]]
  
[[File:bedrooms.png|400px|thumb|right|Example of bedrooms. With table and chairs right outside.]]
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The recreation room is a room with sources of [[joy]].
  
Bedrooms are rooms with only one bed.
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Colonists get bored of using the same joy source repeatedly, so you should have as many joy sources as possible in the recreation room.
  
Only couples like to share a room, and all sleeping colonists will get disturbed by non-lovers walking about in the same room while they sleep, so once you have the resources you should upgrade to individual bedrooms for each colonist or couple. It is recommended to have [[double bed]]s in all rooms since they have better impressiveness, and couples can use them should they strike up love.
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In the early game, all you need is a [[horseshoes pin]] and a [[chess table]]. During mid-game you can add a [[poker table]], a [[billiards table]] and a [[tube television]], then upgrade it to a [[flatscreen television]]. Later, buy a [[megascreen television]] and a [[telescope]] from traders.
  
Good bedrooms give good mood modifiers so they should have plenty of art, good flooring and high-quality furniture. It should be temperature controlled for better moods. [[Dresser]]s and [[end table]]s are recommended in bedrooms to increase the comfort of the bed. [[Royal bed]]s are particularly good to have in bedrooms if you can afford it.
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In big bases, recreation rooms can be partially unroofed to get rid of cabin fever since colonists do not mind playing in hot or cold rooms.
  
Colonists like to eat as soon as they wake up, but do not place table and chairs inside the bedrooms or colonists will use other colonists' tables at night and cause 'Disturbed sleep' penalties, instead bedrooms should be built close to dining rooms. Still, some people choose to build tables and chairs inside for aesthetic reasons.
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Good recreations rooms give good mood modifiers so they should have plenty of art, light, good flooring and high-quality furniture. It does not need to be temperature controlled.
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Recreation rooms can be combined with dining rooms.
  
 
=== Barracks ===
 
=== Barracks ===
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Colonists like to eat as soon as they wake up, but do not place table and chairs inside the barracks or colonists will use the tables at night and cause 'Disturbed sleep' penalties, instead barracks should be built close to dining rooms.
 
Colonists like to eat as soon as they wake up, but do not place table and chairs inside the barracks or colonists will use the tables at night and cause 'Disturbed sleep' penalties, instead barracks should be built close to dining rooms.
  
=== Dining room ===
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=== Bedrooms ===
  
[[File:dinningroom.png|400px|thumb|right|Example of combined recreation/dining room. The middle is unroofed to get rid of cabin fever and to accommodate a telescope.]]
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[[File:bedrooms.png|400px|thumb|right|Example of bedrooms. Table and chairs should be right outside.]]
  
Dining rooms are rooms with table and chairs for colonists to eat in.
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Bedrooms are rooms with only one bed.
  
It is usually a good idea to have the main dining room near the food storage so your colonists will actually use the dining room, instead of eating on the floor.
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Only couples like to share a room, and all sleeping colonists will get disturbed by non-lovers walking about in the same room while they sleep, so once you have the resources you should upgrade to individual bedrooms for each colonist or couple.  For couples, it should have [[double bed]]s so they can sleep together. It is actually recommended to have [[double bed]]s in all rooms because couples are not smart enough to assign themselves to bedrooms with [[double bed]]s, so if you have some bedrooms with normal beds and others with [[double bed]]s you have to manually re-assign the couples every time they go out on a [[caravan]].
It is also a good idea to have smaller dining rooms near colonists' bedrooms or they might eat their breakfast on the floor since colonists tend to go to bed with food and eat as soon as they wake up.
 
  
In big bases, dining rooms can be partially unroofed to get rid of cabin fever since colonists do not mind eating in hot or cold rooms.
+
Good bedrooms give good mood modifiers so they should have plenty of art, good flooring and high quality furniture. It should be temperature controlled for better moods. [[Dresser]]s and [[end table]]s are recommended in bedrooms to increase the comfort of the bed. [[Royal bed]]s are particularly good to have in bedrooms if you can afford it.
  
Good dining rooms give good mood modifiers so they should have plenty of art, light, good flooring and high-quality furniture. It does not need to be temperature controlled. [[Nutrient paste dispenser]]s are very useful in dining rooms to ensure that nobody needs to eat raw food, they are usually placed half in the dining room and half in the freezer.
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Colonists like to eat as soon as they wake up, but do not place table and chairs inside the bedrooms or colonists will use other colonists tables at night and cause 'Disturbed sleep' penalties, instead bedrooms should be built close to dining rooms.
  
Dining rooms can be combined with recreation rooms.
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=== Storage ===
  
=== Recreation room ===
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The storage is a room with a stockpile. It is not an official [[room roles|room role]].
  
The recreation room is a room with sources of [[joy]].
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The storage is usually the biggest room in the base. It should be covered by [[orbital trade beacon]]s so you can sell your stuff to trade ships.
  
Colonists get bored of using the same joy source repeatedly, so you should have as many joy sources as possible in the recreation room.
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The [[electric crematorium]] and [[electric smelter]] may be placed here. Also, if you making [[chemfuel]] with [[wood]] you may place the [[biofuel refinery]] here.
  
In the early game, all you need is a [[horseshoes pin]] and a [[chess table]]. During mid-game you can add a [[poker table]], a [[billiards table]] and a [[tube television]], then upgrade it to a [[flatscreen television]]. Later, buy a [[megascreen television]] and a [[telescope]] from traders.
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It does not need to be impressive or temperature controlled and should be built close to the workshop to minimize travel times.
 
 
In big bases, recreation rooms can be partially unroofed to get rid of cabin fever since colonists do not mind playing in hot or cold rooms.
 
 
 
Good recreations rooms give good mood modifiers so they should have plenty of art, light, good flooring and high-quality furniture. It does not need to be temperature controlled.
 
 
 
Recreation rooms can be combined with dining rooms.
 
 
 
=== Courtyard ===
 
 
 
[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]
 
 
 
You may consider building an unroofed courtyard in the center of your base where colonists can get some fresh air. It is not an official [[room roles|room role]].
 
 
 
You can use it as a common area, putting joy items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. It may also be used as a place to put your [[mortar]]s as putting them in the middle helps negate their blind spots, or [[transport pod]]s. This is better if it is a separate unroofed area as they are not beautiful to look at.
 
 
 
{{clear}}
 
  
 
=== Freezer ===
 
=== Freezer ===
  
[[File:freezer.png|400px|thumb|right|Example of a freezer with protected coolers. Corpses of important dead colonists are frozen inside for future [[resurrector mech serum|resurrection]].]]
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[[File:freezer.png|400px|thumb|right|Example of a freezer. The colony keeps a large reserve of food for caravans and corpses of important dead colonists are frozen inside for future [[resurrector mech serum|resurrection]].]]
  
 
The freezer is room with a stockpile that is kept cold by [[cooler]]s. It is not a official [[room roles|room role]].
 
The freezer is room with a stockpile that is kept cold by [[cooler]]s. It is not a official [[room roles|room role]].
  
The freezer is where you to keep your perishables that would otherwise spoil in the storage like food and corpses. Because you will be storing your harvests here, it is wise to position this room close to your plantations to reduce hauling jobs, with the doors pointing toward your growing zones. It should be covered by [[orbital trade beacon]]s so you can sell your food to trade ships.
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This is usually the second biggest room in the base, it is where you put your perishables that would otherwise spoil in the storage like food and corpses. It should be covered by [[orbital trade beacon]]s so you can sell your food to trade ships.
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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.  
  
This is usually the second biggest room in the base. [[Nutrient paste dispenser]]s are usually placed half in the dining room and half in the freezer.
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[[Nutrient paste dispenser]]s are usually placed half in the dining room and half in the freezer.
  
 
Even though food freezes at {{Temperature|0}} you should have your freezer at least set at {{Temperature|-5}} since it will lose temperature whenever a colonist comes in. It is common to make airlocks in the entrance of the freezer to reduce that temperature exchange. It is also common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].
 
Even though food freezes at {{Temperature|0}} you should have your freezer at least set at {{Temperature|-5}} since it will lose temperature whenever a colonist comes in. It is common to make airlocks in the entrance of the freezer to reduce that temperature exchange. It is also common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].
  
 
To save power it is a good idea to have the [[cooler]]s set to different temperatures. For example, if two [[cooler]]s are set to {{Temperature|-5}} then both will always consume power, but if a [[cooler]] is set to {{Temperature|-5}} and another is set to {{Temperature|-8}} then the first will only consume power during hotter times when the second is not able to keep the temperature bellow {{Temperature|-5}} alone.
 
To save power it is a good idea to have the [[cooler]]s set to different temperatures. For example, if two [[cooler]]s are set to {{Temperature|-5}} then both will always consume power, but if a [[cooler]] is set to {{Temperature|-5}} and another is set to {{Temperature|-8}} then the first will only consume power during hotter times when the second is not able to keep the temperature bellow {{Temperature|-5}} alone.
 
[[Cooler]]s placement is of crucial importance as these devices have a very low HP, making them the weakest point in a wall from where raiders would break in easily and most likely ignite your food supply. Because of this, one of the best ways to keep your freezer away from harm is to place the coolers in the inside unroofed, or of course, wall off the coolers too.
 
 
[[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 is better to have it close but outside the freezer due to the work speed penalty.
 
  
 
It does not need to be impressive and should be built close to dining rooms and kitchens.
 
It does not need to be impressive and should be built close to dining rooms and kitchens.
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The kitchen is a room with a stove or a [[butcher table]].
 
The kitchen is a room with a stove or a [[butcher table]].
  
The kitchen is where your colonists turn raw food into meals. The room should be clean to avoid [[ailments#food poisoning|food poisoning]], so the [[butcher table]] may be placed nearby in a different room instead since it creates a lot of filth.
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The kitchen is where your colonists turn raw food into meals. The room should be clean to avoid [[ailments#food poisoning|food poisoning]], so the [[butcher table]] may be placed nearby in a different room instead since it creates a lot of filth. Also, zone out colony animals.
  
 
Besides stoves, the kitchen should include chairs, light and [[sterile tile]]s. You might want to add a little vegetable stockpile inside to save travel time, as plants take awhile to spoil.
 
Besides stoves, the kitchen should include chairs, light and [[sterile tile]]s. You might want to add a little vegetable stockpile inside to save travel time, as plants take awhile to spoil.
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It does not need to be impressive, but it is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.
 
It does not need to be impressive, but it is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.
 
Zone out colony animals.
 
  
 
=== Workshop ===
 
=== Workshop ===
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The workshop is where your colonists turn raw materials into advanced products. Besides crafting stations, the workshop should include chairs, light and [[tool cabinet]]s. A lot of different little materials stockpiles may be placed inside to save travel time.
 
The workshop is where your colonists turn raw materials into advanced products. Besides crafting stations, the workshop should include chairs, light and [[tool cabinet]]s. A lot of different little materials stockpiles may be placed inside to save travel time.
  
Early game crafting stations include the [[stonecutter's table]], [[sculptor's table]], [[hand tailor bench]] and [[fueled smithy]]. Mid game crafting stations include the [[machining table]], as well as the electric versions of [[hand tailor bench]] and [[fueled smithy]]. Late game crafting stations include the [[fabrication bench]].
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Early game crafting stations include the [[stonecutter's table]], [[sculptor's table]], [[hand-tailoring bench]] and [[fueled smithy]]. Mid game crafting stations include the [[machining table]], as well as the electric versions of [[hand-tailoring bench]] and [[fueled smithy]]. Late game crafting stations include the [[fabrication bench]].
  
 
The [[brewery]], [[drug lab]], [[biofuel refinery]], [[electric crematorium]] and [[electric smelter]] may also be placed here.
 
The [[brewery]], [[drug lab]], [[biofuel refinery]], [[electric crematorium]] and [[electric smelter]] may also be placed here.
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The laboratory is a room with a [[simple research bench]] or a [[hi-tech research bench]].
 
The laboratory is a room with a [[simple research bench]] or a [[hi-tech research bench]].
  
Research speed is affected by the cleanliness of the room which is why it might be worth making a separate room for it.  It should be isolated to avoid other people walking in dirt.
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Research speed is affected by the cleanliness of the room which is why it might be worth making a separate room for it.  It should be isolated to avoid other people walking in dirt. Zone out colony animals.
  
 
Besides the research bench, the laboratory should include a chair, light and [[sterile tile]]s. After you get the [[hi-tech research bench]] you can also get a [[multi-analyzer]].
 
Besides the research bench, the laboratory should include a chair, light and [[sterile tile]]s. After you get the [[hi-tech research bench]] you can also get a [[multi-analyzer]].
  
 
It does not need to be impressive, but it is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.
 
It does not need to be impressive, but it is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.
 
Zone out colony animals.
 
  
 
=== Hospital ===
 
=== Hospital ===
  
[[File:smallhospital.png|310px|thumb|right|Example of small hospital.]]
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[[File:smallhospital.png|310px|thumb|right|Example of hospital. Small and efficient.]]
  
The hospital is a room with a medical bed. It is a place specialized in treating your colonists. If you do not have one, colonists will be treated in bedrooms. The room should be clean to avoid [[infection]].
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The hospital is a room with a medical bed. It is a place specialized in treating your colonists. If you do not have one, colonists will be treated in bedrooms. The room should be clean to avoid [[infection]]. Zone out colony animals.
  
 
In early-game all you need is [[floors]], [[bed]]s and a light source. During midgame you should replace your floor with [[sterile tile]]s and your beds with [[hospital bed]]s, and add [[vitals monitor]]s. All these will increase treatment quality.
 
In early-game all you need is [[floors]], [[bed]]s and a light source. During midgame you should replace your floor with [[sterile tile]]s and your beds with [[hospital bed]]s, and add [[vitals monitor]]s. All these will increase treatment quality.
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It should be built close to the base entrance for quicker rescue.
 
It should be built close to the base entrance for quicker rescue.
 
Zone out colony animals.
 
  
 
=== Armory ===
 
=== Armory ===
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Often your colonists need to change their guns and gear to better fight different kinds of raids. Having an armory helps to keep your gun and gear stock under control and puts them in a more accessible position for your colonists to grab them quickly.
 
Often your colonists need to change their guns and gear to better fight different kinds of raids. Having an armory helps to keep your gun and gear stock under control and puts them in a more accessible position for your colonists to grab them quickly.
  
It does not need to be impressive, nor does not need to be temperature controlled.
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It does not need to be impressive. It does not need to be temperature controlled.
  
 
It should be built close to your defenses for quicker reaction to raids, and should also be far away from the prison.
 
It should be built close to your defenses for quicker reaction to raids, and should also be far away from the prison.
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They should include stockpiles of [[hay]] or [[kibble]] for the animals, if they are placed outside they should be in a [[shelf]] to avoid deteriorating. Since animals go back to their boxes or bed for healing it might be a good idea to store medicine near your barn for quicker patching up, again if placed outside they should be in a [[shelf]].
 
They should include stockpiles of [[hay]] or [[kibble]] for the animals, if they are placed outside they should be in a [[shelf]] to avoid deteriorating. Since animals go back to their boxes or bed for healing it might be a good idea to store medicine near your barn for quicker patching up, again if placed outside they should be in a [[shelf]].
  
Sometimes, it is good to have a small separated barn to bring in wild animals that you want to tame. Wild animals might go away or die for many different reasons, but if you keep them in an isolated room with food they will stay there forever. A good example is an [[events#herd migration: (animal)|animal herd]] passing through the area. You will not have time to tame them, but you can beat them down and bring them to your base and have all the time you need to tame them. Also prevents them from causing damage if the taming fails.
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Sometimes, it is good to have a second small separated barn to bring in wild animals that you want to tame. Wild animals might go away or die for many different reasons, but if you keep them in an isolated room with food they will stay there forever. A good example is an [[events#herd migration: (animal)|animal herd]] passing through the area. You will not have time to tame them, but you can beat them down and bring them to your base and have all the time you need to tame them. Also prevents them from causing damage if the taming fails.
  
 
It does not need to be impressive, indeed it is better to not put down floors to avoid animal filth. It does not need to be indoors but you might want to at least partially roof it in case a [[Events#Toxic_Fallout|toxic fallout]] happens. It does not need to be temperature controlled unless if your animals cannot handle the local temperature.
 
It does not need to be impressive, indeed it is better to not put down floors to avoid animal filth. It does not need to be indoors but you might want to at least partially roof it in case a [[Events#Toxic_Fallout|toxic fallout]] happens. It does not need to be temperature controlled unless if your animals cannot handle the local temperature.
  
It can be combined with outdoors rooms, like your power supply area. It should be built close to freezer or warehouse.
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It should be built close to freezer or stockpile.
  
 
=== Prison ===
 
=== Prison ===
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=== Crop fields===
 
=== Crop fields===
  
[[File:biggreenhouse.png|300px|thumb|right|Example of greenhouse. The top [[sun lamp]] has 24 [[hydroponics basin]]s which is the maximum possible. They are particularly important in cold [[biome]]s.]]
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[[File:biggreenhouse.png|300px|thumb|right|Example of greenhouse. The top [[sun lamp]] has 24 [[hydroponics basin]]s which is the maximum number possible. They are particularly important in cold [[biome]]s.]]
  
 
''See also: [[Food production]]
 
''See also: [[Food production]]
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Crop fields are growing zones or [[hydroponics basin]]s, designated to the desired plant type.
 
Crop fields are growing zones or [[hydroponics basin]]s, designated to the desired plant type.
  
Depending on the soil fertility different plants might generate the best productivity:
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Depending on the soil fertility different plants might generate the best productivity, for example:
*[[Potatoes]] and [[berries]] perform better in poor soil.
 
*[[Rice]] and [[corn]] perform better in rich soil.
 
  
Crop fields do need to be protected from raiders or they will burn them down, which can be hard on harsh [[biome]]s where the fertile soil might be far away from your base; however, crop fields are not particularly important structures, so they need not be given priority in defense.
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[[Potatoes]] and [[berries]] grows better in poor soil.
  
They also need to be protected from animals, both wild and domestic. Crop fields are vulnerable to [[events#blight|blight]]s and [[Events#Toxic_Fallout|toxic fallout]].
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[[Rice]] and [[corn]] grows better in rich soil.
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Crop fields need to be protected from raiders or they will burn them down, which can be hard on harsh [[biome]]s where the fertile soil might be far away from your base. They also need to be protected from animals, both wild and domestic. Crop fields are vulnerable to [[events#blight|blight]]s and [[Events#Toxic_Fallout|toxic fallout]]s.
  
 
Ideally, they should be made near your freezer.
 
Ideally, they should be made near your freezer.
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They are much more expensive than fields but they allow crops to grow all year in cold environments. It is common to make airlocks in the entrance of the greenhouse to reduce temperature exchange and make it with double walls to increase insulation. They are vulnerable to [[events#blight|blight]]s and [[Events#Solar Flare|solar flares]].
 
They are much more expensive than fields but they allow crops to grow all year in cold environments. It is common to make airlocks in the entrance of the greenhouse to reduce temperature exchange and make it with double walls to increase insulation. They are vulnerable to [[events#blight|blight]]s and [[Events#Solar Flare|solar flares]].
  
To save power it is a good idea to have the [[heater]]s set to different temperatures. For example, if two [[heater]]s are set to {{Temperature|21}} then both will always consume power, but if a [[heater]] is set to {{Temperature|21}} and another is set to {{Temperature|24}} then the first will only consume power during colder times when the second is not able to keep the temperature above {{Temperature|21}} alone.
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To save power it is a good idea to have the [[heater]]s set to different temperatures. For example, if two [[heater]]s are set to {{Temperature|18}} then both will always consume power, but if a [[heater]] is set to {{Temperature|18}} and another is set to {{Temperature|21}} then the first will only consume power during colder times when the second is not able to keep the temperature above {{Temperature|18}} alone.
  
 
Ideally, they should be made near your freezer.
 
Ideally, they should be made near your freezer.
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Mines are areas your colonists go to mine.  
 
Mines are areas your colonists go to mine.  
  
If you are mining the stones in the outside layer of a mountain then you got nothing to worry about. However, if you decide to mine deep inside a mountain, then you need to build a proper mine as you mine out the stones to avoid rocks collapsing on top of your colonists. Wood is usually a good cheap material to use to make mines.
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If you are mining the stones in the outside layer of a mountain then you got nothing to worry about. However, if you decide to mine deep inside a mountain, then you need to build a proper mine as you mine out the stones to avoid rocks collapsing on top of your colonists. [[Wood]] is usually a good cheap material to use to make mines.
  
 
Another thing to worry about when making mines is [[infestation]]s. You can build doors inside your mine to create choke points where you can fight the insects and help your colonists running away. Alternatively, you can fill up the whole mountain with wood so [[infestation]]s can not happen at all.
 
Another thing to worry about when making mines is [[infestation]]s. You can build doors inside your mine to create choke points where you can fight the insects and help your colonists running away. Alternatively, you can fill up the whole mountain with wood so [[infestation]]s can not happen at all.
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=== Drilling rooms ===
 
=== Drilling rooms ===
  
[[Deep drill]]s are often placed far away from your base and similar to mines that they can also cause [[infestation]]s. So you might want to enclose the area with walls and doors to create choke points where you can fight the insects and prevent predators from attacking isolated miners.
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[[Deep drill]]s are often placed far away from your base and similar to mines that they can also cause [[infestation]]s. So you might want to enclose the area with walls and doors to create choke points where you can fight the insects and prevent predators from attacking your isolated colonist.
  
 
=== Animals ===
 
=== Animals ===
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* Produce raw food: eggs, milk or meat. [[Chicken]], [[Cow]], [[Dromedary]], [[Muffalo]], [[Pig]].
 
* Produce raw food: eggs, milk or meat. [[Chicken]], [[Cow]], [[Dromedary]], [[Muffalo]], [[Pig]].
 +
 
* Produce textiles: leather or wool. [[Chinchilla]], [[Alpaca]], [[Dromedary]], [[Muffalo]], [[Megasloth]].
 
* Produce textiles: leather or wool. [[Chinchilla]], [[Alpaca]], [[Dromedary]], [[Muffalo]], [[Megasloth]].
 +
 
* Produce fuel: chemfuel. [[Boomalope]].
 
* Produce fuel: chemfuel. [[Boomalope]].
 +
 
* Haul animals. [[Pig]], [[Wild boar]], [[Elephant]], [[Megasloth]].
 
* Haul animals. [[Pig]], [[Wild boar]], [[Elephant]], [[Megasloth]].
 +
 
* Pack animals. [[Alpaca]], [[Dromedary]], [[Muffalo]], [[Elephant]].
 
* Pack animals. [[Alpaca]], [[Dromedary]], [[Muffalo]], [[Elephant]].
 +
 
* Combat animals. [[Wild boar]], [[Elephant]], [[Megasloth]].
 
* Combat animals. [[Wild boar]], [[Elephant]], [[Megasloth]].
  
[[Chicken]], [[Cow]], [[Chinchilla]], [[Alpaca]] and [[Boomalope]] are quite profitable.
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[[Chicken]], [[Cow]], [[Chinchilla]], [[Alpaca]] and [[Boomalope]] are really profitable.
  
 
[[Pig]], [[Wild boar]], [[Elephant]] and [[Megasloth]] are the only ones that can graze and haul.
 
[[Pig]], [[Wild boar]], [[Elephant]] and [[Megasloth]] are the only ones that can graze and haul.
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=== Solar power ===
 
=== Solar power ===
  
[[Solar generator]]s provide power only during the day. It provides 1700W during summer peak hours near the equator, but little to none during winter near the poles. They are particularly good to power up [[sun lamp]]s since these only consume power during the day. They should be used together with [[battery|batteries]] so you may still have power during the night. They are vulnerable to [[events#Eclipse|eclipse]]s.
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[[Solar generator]]s provide power only during the day. It provides 1700W during peak hours near the equatorial line, but less near the poles. They are particularly good to power up [[sun lamp]]s since those only consume power during the day. They should be used together with [[battery|batteries]] so you may still have power during the night. They are vulnerable to [[events#Eclipse|eclipse]]s.
  
 
=== Wind power ===
 
=== Wind power ===
  
[[File:windsolar.png|450px|thumb|right|Example of solar-wind setup. It is more efficient to place the wind turbines facing each other with their exclusion zones overlapping.]]
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[[File:windsolar.png|450px|thumb|right|Example of solar-wind setup. It is more efficient to place the wind turbines with their exclusion zones overlapping.]]
  
 
[[Wind turbine]]s provide unstable power throughout the day. It can provide up to 3000W, but it usually gives less than that. They should be used together with batteries to make up for the instability.
 
[[Wind turbine]]s provide unstable power throughout the day. It can provide up to 3000W, but it usually gives less than that. They should be used together with batteries to make up for the instability.
  
It requires plenty of open space for maximum efficiency and any obstacles can easily reduce efficiency. To prevent trees from growing and obstructing the turbines, you may grow crops underneath the turbines or fill in the gaps with solar generators.
+
It requires plenty of open space for maximum efficiency and any obstacles can easily reduce efficiency. To prevent trees from growing and obstructing the turbines, you may put down floors. Another more productive use of the space is to grow crops underneath the turbines or fill in the gaps with solar generators.
  
 
=== Fueled generation ===
 
=== Fueled generation ===
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Chemfuel is significantly more efficient than wood, so once you research the [[biofuel refinery]] it is better to refine wood into chemfuel before using it as fuel.
 
Chemfuel is significantly more efficient than wood, so once you research the [[biofuel refinery]] it is better to refine wood into chemfuel before using it as fuel.
 
They are useful complementing [[solar generator]]s during winter in cold biomes, since [[solar generator]]s does not work in winter near the pole.
 
  
 
==== Boomalope setup ====
 
==== Boomalope setup ====
  
3 [[Boomalope]]s generate enough chemfuel to run 4 generators. It is easy to run an entire base on that setup since they generate more energy than you spend to grow food for them, specially if your colony is somewhere they can graze.
+
[[Boomalope]]s generate enough chemfuel to run 2 generators. It is very easy to run an entire base on that setup since they easily generate more energy than you spend to grow food for them.
  
 
==== Infinite chemreactor setup ====
 
==== Infinite chemreactor setup ====
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[[Geothermal generator]]s constantly gives 3600W of power after being built on a steam geyser.  
 
[[Geothermal generator]]s constantly gives 3600W of power after being built on a steam geyser.  
  
While powerful, it has one big issue; you can not choose where the steam geysers will be, so if you do not have one inside your base you need to cover them with walls to protect them. If you wall off your [[geothermal generator]] completely with double walls the raiders will ignore it most of the time. They will, however, sometimes randomly attack your walls, but it is really unlikely that they will destroy both walls and reach the generator.  As it can randomly break down, you should still add doors so colonists can enter, better to use stone doors because they are durable and raiders can not ignite it.
+
While powerful, it has one big issue; you can not choose where the steam geysers will be, so if you do not have one inside your base you need to cover them with walls to protect them. If you wall off your [[geothermal generator]] completely with double walls the raiders will ignore it most of the time. They will, however, sometimes randomly attack your walls, but it is really unlikely that they will destroy both walls and reach the generator.  As it can break down, you should still add one door so colonists can enter, better to use stone doors because they are durable and raiders can not ignite it.
  
Another problem is that raiders will likely destroy the conduits connecting the generator to your base, so build multiple conduit lines to reduce the likelihood of raiders completely severing the connection. Also, even though they do not need batteries, you should build some in case it gets disconnected during a raid.
+
Another problem is, raiders will likely destroy the conduits connecting the generator to your base, so build multiple conduit lines to reduce the likelihood of raiders completely severing the connection. Also, even though they do not need batteries, you should build some in case it gets disconnected during a raid.
  
 
Note that they generate plenty of heat, so they should be unroofed or they will catch on fire.
 
Note that they generate plenty of heat, so they should be unroofed or they will catch on fire.
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=== Power storage ===
 
=== Power storage ===
  
[[Battery|Batteries]] store surplus power.  They are recommended for when you rely on power sources that are not constant, such as wind or solar power. They allow for power storage during times of excess to be used during times of demand. For instance, this makes them useful to store spare power generated during the night from fueled generators in order to supply [[sun lamp]]s during the day.
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[[Battery|Batteries]] store surplus power.  They're recommended for when you rely on power sources that are not constant, such as wind or solar power. They allow for power storage during times of excess to be used during times of demand. For instance, this makes them useful to store spare power generated during the night from fueled generators in order to supply [[sun lamp]]s during the day.
  
 
Not having batteries is also beneficial, if you have reliable power sources, since it almost nullifies the [[events#zzztt...|short circuit]] event, igniting a little fire instead of causing a huge explosion.
 
Not having batteries is also beneficial, if you have reliable power sources, since it almost nullifies the [[events#zzztt...|short circuit]] event, igniting a little fire instead of causing a huge explosion.
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=== Power network ===
 
=== Power network ===
  
It is not a good idea to have just one conduit spanning the entirety of your base. While it saves materials, short circuits or other events can create breaks that can disconnect entire parts of your base from power. Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break.
+
You should build a power network with redundant pathways so that the grid will continue to function even if there is a break. It also recommended to split the power network of your base. Having more than one power network makes power management harder but the [[events#zzztt...|short circuit]] event will be much smaller since it will not affect your whole base and all your power reserves.
 
 
Also, it is better to split the power network of your base. Having more than one power network makes power management harder but the [[events#zzztt...|short circuit]] event will be much smaller since it will not affect your whole base and all your power reserves.
 
  
 
== Defenses ==
 
== Defenses ==
 
{{main|Defense structures}}
 
{{see also|Defense tactics}}
 
  
 
Unless you are playing on peaceful difficulty, you will eventually encounter major threats, so you will need to prepare your defenses for that.
 
Unless you are playing on peaceful difficulty, you will eventually encounter major threats, so you will need to prepare your defenses for that.
 
More defensive buildings can be seen on [[defense structures]]. Here, we show only the basics.
 
  
 
=== Static cover ===
 
=== Static cover ===
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[[File:cover.png|300px|thumb|right|Example of different ways to setup static cover. In this example the white colonists can only shoot 90 degrees in front of them while the brown colonists can shoot 180 degrees in front of them.]]
 
[[File:cover.png|300px|thumb|right|Example of different ways to setup static cover. In this example the white colonists can only shoot 90 degrees in front of them while the brown colonists can shoot 180 degrees in front of them.]]
  
At the very least you must have some sources of cover in your base. This includes [[sandbag]]s and sometimes walls. They are enough on early-mid game or on easier difficulties.
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At the very least you must have some sources of cover in your base. This includes sandbags and sometimes walls. They are only enough on early game or on easy difficulty.
  
In a static cover based defense, it is better to combine two different types of cover structure, one using walls and another with sandbags covering the sides. The walled cover should be used where the enemy will engage, as the walls restrict the attack angle, and there should not be anyone standing behind the sandbags- these should be for soaking fire from oblique angles only. The other kind should be used at the sides to allow for a more flexible attack area.
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In a static cover, it is better to combine two different types of cover structure, one using walls and another with sandbags. The walled cover should be used where the enemy will engage, as the walls restrict the attack angle. Sandbags should be used at the sides to allow for a more flexible attack area.
  
The major problem of basic static cover is enemies with long-ranged weapons. They will have a lot of time to shoot at you while you are busy with the rest of the raid party. Raiders with [[triple rocket launcher]] and [[doomsday rocket launcher]] are particually dangerous if you rely on static cover since they are really long-ranged and only need one shoot to explode your defenses. For those reasons you might want to enclose your combat area into a killbox.
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The major problem of basic static cover is enemies with long-ranged weapons. They will have a lot of time to shoot at you while you are busy with the rest of the raid party. This is particularly true for raiders with [[triple rocket launcher]] and [[doomsday rocket launcher]], relying on static defenses against them is more than bad, it is suicidal. For those reasons you might want to enclose your combat area into a killbox.
  
 
=== Killbox ===
 
=== Killbox ===
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Turrets should all be connected to your power grid by [[power switch]]es. Put them in front to distract enemies such that they go for them before your colonists. They should be switched off if a [[events#manhunter pack|manhunter pack]] shows up, as it is better to let them die by your traps and finish them off by melee blocking them.
 
Turrets should all be connected to your power grid by [[power switch]]es. Put them in front to distract enemies such that they go for them before your colonists. They should be switched off if a [[events#manhunter pack|manhunter pack]] shows up, as it is better to let them die by your traps and finish them off by melee blocking them.
  
If a full-melee raid with [[shield belt]]s or a [[scyther]]-only raid shows up, throw [[EMP grenades]] at them while they gather around your turrets as it will disable them. While they are occupied attacking the turrets, you can shoot them up, and if they manage to destroy all the turrets, prepare to finish the survivors by melee blocking them.
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If a full-melee raid with [[shield belt]]s or a [[scyther]]-only raid shows up, throw [[EMP grenades]] at them while they gather around your turrets as it will significantly weaken them.
  
[[Centipede]]s with [[inferno cannon]]s are one of the major counters of killboxes, since the fire makes your colonists lose control and run out of cover. They are the main reason why you should have walls and not only [[sandbag]]s in your defense. Their [[inferno cannon]]s can shoot over [[sandbag]]s but not over walls, so a colonist behind a wall is less likely to catch on fire than a colonist behind a [[sandbag]]. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires. [[EMP grenades]] also cripple them a lot if you can get close enough to throw them.
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[[Centipede]]s with [[inferno cannon]]s are one of the major threats to killboxes, since the fire makes your colonists lose control and run out of cover. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires. [[EMP grenades]] also weaken them a lot if you can get close enough to throw them.
  
Raiders with [[triple rocket launcher]] and [[doomsday rocket launcher]] are still a problem. If they manage to shoot inside your box the damage can be massive, but here they are in range of your colonists' guns so you can focus them down before they do anything.
+
Another threat to killboxes are raiders with [[triple rocket launcher]] and [[doomsday rocket launcher]], at least here they will be in range for you to focus them down, but if they manage to shoot inside your killbox the damage can be massive. One safety measure is to keep some [[psychic shock lance]]s or [[psychic insanity lance]]s nearby and use them if you see that they will not die fast enough.
  
 
Some enemies do not run into your box, but can be lured into it, such as raiders from sieges or mechanoids guarding crashed ships. Snipers can safely poke them from far until they aggro and bring them to the box.
 
Some enemies do not run into your box, but can be lured into it, such as raiders from sieges or mechanoids guarding crashed ships. Snipers can safely poke them from far until they aggro and bring them to the box.
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Killboxes do not protect against sappers and raiders dropping on top of you. For those, you will need another strategy.
 
Killboxes do not protect against sappers and raiders dropping on top of you. For those, you will need another strategy.
  
[[File:killboxmanhunting.png|500px|thumb|center|Example of colonists in a killbox fighting a manhunting pack. Turrets are deactivated and colonists wait inside while most animals die to traps. After a while, colonists gather together in the main entrance to fight the survivors. It does not works against melee raiders, as they will destroy the turrets even deactivated.]]
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[[File:killboxmanhunting.png|500px|thumb|center|Example of colonists in a killbox fighting a manhunting pack. Turrets are deactivated and colonists wait inside while most animals die to traps. After a while, colonists gather together in the main entrance to fight the survivors. The front colonists are fully armored and all are equipped with close-combat shotguns. It does not works against melee raiders, as they will destroy the turrets even deactivated.]]
  
 
== Temperature control ==
 
== Temperature control ==
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Keep in mind, that you will also need to be prepared in case of unusual temperature events, such as [[events#heat wave|heat waves]] or [[events#cold snap|cold snaps]]. Which, in severe cases, will cause heatstroke or hypothermia. [[events#heat wave|Heat waves]] will also spoil your food and corpses.
 
Keep in mind, that you will also need to be prepared in case of unusual temperature events, such as [[events#heat wave|heat waves]] or [[events#cold snap|cold snaps]]. Which, in severe cases, will cause heatstroke or hypothermia. [[events#heat wave|Heat waves]] will also spoil your food and corpses.
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 +
[[File:coolers.png|300px|thumb|right|Wall coolers (top) and inside coolers (bottom). The wall coolers create a weak spot for raiders to break into your base.]]
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 +
=== Protected coolers ===
 +
 +
Coolers are very fragile, and raiders will see them as a weak point in your wall and will focus to destroy them. Protecting the coolers helps fortify your base against enemy raids by avoiding weak points. This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency the strips of unroofed area should be one tile wide, surrounded by coolers.
 +
 +
If your colony is in a cold [[biome]], consider venting the heat from the coolers into your living spaces instead.
  
 
=== Temporary temperature control ===
 
=== Temporary temperature control ===
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=== Moisture pumps ===
 
=== Moisture pumps ===
  
[[Moisture pump]]s clear out moisture from the ground around them, creating dry land suitable for construction and agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.  Note that shallow water will be converted to stony soil, which only has 70% fertility.  Still, this can be the only way to farm on the ground in [[biome]]s like Extreme Desert and Ice Sheet. Can not be used for farming in Sea Ice since it creates ice ground.
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[[Moisture pump]]s clear out moisture from the ground around them, creating dry land suitable for construction and agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.  Note that shallow water will be converted to stony soil, which only has 70% fertility.  Still, this can be the only way to farm in the ground in [[biome]]s like Extreme Desert and Ice Sheet. Can not be used for farming in Sea Ice since it creates ice ground.
  
 
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[[Category:User guides]]
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[[Category:Gameplay]]

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