The 10 Base Designs Of Rim 1.5+
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- Äas pĆidĂĄn 7. 07. 2024
- building bases is a core aspect of rimworld. thats why its important to plan and prepare. in todays video we will go over the top 10 base designs for rimworld. and show you how to implement them into your current builds!
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0:00 Introduction
0:32 SUPERSTRUCTURES
2:24 #2 MOUNTAIN BASES
3:47 VILLAGES/TOWNS
4:40 #4 A WALLED CITY
5:43 ORGANIC DESIGN
6:42 TIGHTLY PACKED
8:25 CIRCULAR ROOMS
9:56 MULTIPURPOSE ROOMS & CORRIDORS - Hry
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Mountain bases are great as long as you can manage infestations. Melee is often overlooked in RimWorld combat, and it is the critical component in fighting them off.
Here's a dagger go fend off that 11 foot tall alien
@@Omni0404 More that axe/sword we lifted of a raider the other day. Flak armour and a decent edged weapon are deeply underrated when used with internal walled chokepoints. A trio of pawns can hold off a huge number of attackers if the geometry is right.
@@dtaggartofRTD Oh yeah I completely agree. I use a wall of huskies if I'm well established đđ
Yeah, but sometimes I turn off infestations in those anyway even though I know what to do now, particularly when I want a low-stress run.
Like yeah, I can make the colonists like bug meat so that I get a ton of food and chitin every time there's an infestation, but god, the big gross mess combined with all the injuries really gets on my nerves sometimes.
Either that, or I keep it on but install the autocleaner mod or something.
@@captain_buggles I feel you there. They're still one of the nastiest encounters in the game.
Fun fact: many base styles can be adapted to handle toxic fallout by roofing over the pathways, and using area restrictions to make your colonists not veer off said paths. Fallout is blocked by a simple roof. No walls required
Walls needed to support the roof
@@DBT1007 a few columns works just fine. But mostly the pathways are just outside the buildings, so they can be roofed over easily just by being near the buildings.
â@@Tolwrath columns are a waste of resources, put some walls working like columns, they support a smaller roof area, but it's perfect to use over the pathways
I was looking to say this too! also you can use a mod to see the foot traffic via "heatmap" to make a path of the most used paths
@@rodrigoneves6621 I refuse to not waste resources when something looks better.
My favourite base I've ever made was a "honeycomb" base where all the rooms were hexagonal. It had a lot of its own challenges with planning, but it wound up being crazy efficient colonist movement wise. Plus it was just nice to look at, hexagons are the bestagons after all.
*Me, an octagon lover:* How can you be so confident and WRONG at the same time?
@@PresidentFunnyValentine
Octagons are just squares with the corners cut off. Hexagons are tiling perfection.
Glad to have found a fellow truether
That's interesting. I stick to square grid layout, but think I'll try ⏥s next time. I've noticed that in squareish environment pawns move kind of funny as if they want something hexogonal or triangular. But what sizes do you use?
Hexagons are the bestagons dear cpg grey viewer
Current base is a Greco-Roman inspired medeival town built into an area between small mountains. Square towers, central eating and bathing areas, and my colonist housing is in a large compound with a central courtyard and some defenses.
We need some Roman texture mods
I can't believe you skipped over "Greco-Roman inspired medeival town" Noobert ;)
How bout' public toilets? You better have Dubs hygiene loaded!
Wild West; each room is specialized for storage and production of each different kind, all doorways aim towards a central road, and they have bedrooms in the back. Means it's effectively two parallel bases that requiring exiting and walking outside to go to the next building. Works well for massive population caps and only two entries for possible raiders.
That with the mod for new biomes where you could have one of those in a mountain canyon sounds like a lot of fun
When you talked about the multipurpose room, it kind of made me want to build a colony where the gimmick is that it's a future Wal-Mart, so it's just a giant box with all the amenities organized into departments. Could probably use that mod that lets you make a corporate ideolion and sell stuff with Hospitality for the full nine yards.
I like it
About a decade ago, 4chan's Traditional Games subboard which had created a tabletop RPG setting based around the apocalyptic concept of "What if literally everything was a planet-spanning Wal-Mart". You may want to do some research into that lore to get some ideas.
Kinda like scp 3008
@@comradeinternet467 Link??
@@comradeinternet467 same, link
The "Temperature Control" design...yes.
Playing on a world where you set the temperature to the highest the game permits, then playing on Arid Shrublands (Just for a little variety of color)..many deaths occurred there until I finally got the design down. Winter temps of 140 degrees was challenging.
However, one thing that's not mentioned in any guides, wikis, or otherwise is that a lot of events are impossible in extreme temps. No manhunters, diseases (mech diseases still happened), trading disabled, unless by orbit, almost exclusive mech raids...its a massive change. Surviving day 1-3 is incredibly difficult. But all so satisfying once you do get there.
Yeah I've done it. It's a trog of a playthrougg
Im the mountain base dude thanks to dwarf fortress but Im built slightly different. My colonist houses are on the outside of the mountain (unless a extreme weather hits) so they can focus on farming or defending much faster. I keep my wardens inside of the base so he can get to the prisoners faster but its a double stone door in a narrow corridor. So it may take him 7 extra minutes to open the door but that's 7 extra minutes they get to think about what they have done to deserve imprisonment. That will teach them to crashland on my turf.
I would be fine with that if not for the possibility of an Ice Age and some of the other rather nasty events you can get in the various mods that have expanded events. The Ice Age the first time that came along for me was painful, not because it was hard but because the Spinegows I had for milk and such all started to freeze to death and I wasn't able to create a proper shelter for them to keep them and every other animal warm.
I then discovered eventually that one of the reasons the Ice Age had occurred was that the mechanoids had built additional climate controllers on the ships they had spawned and when I destroyed a few it caused the ice age to rapidly end xP.
I personally like to use the design Francis John used in his 395 pawn challenge, just 17x17 squares with a 3 wide open roof corridor between them, it's very flexible, easy to defend, isn't that hard to protect against toxic fallouts (just throw in roofs on the corridors), and, if you plan things properly (putting the farms near the freezer and the freezer near the kitchen for example) travel time isn't a big deal, the biggest issue i can think of is material costs, and i guess mortar fire aswell.
I came down here to see if anyone suggested FJ. He has a ton of legwork on game mechanics and the 17x17 design came straight out of it. I like it because it is super repeatable and "blocks" can be added really quick and they all end up being efficient so long as you just repeat the template.
I love his videos, but I would never build like that. Just looking at the blockiness would sap my will to live.
â@@bobnewkirk7003As a Transhumanist, the Borg appeal is immense.
I would add 2 desings
1: the castle, you grab a compacted base build wall around it with open parts make a maze with teaps that leads inside to the middle open hallways since all your money and colonist inside raiders will try to go inside miners will be met with traps. Leave one room unroofes and put mortals in to return fire.
2: the welcomer
Draw a 5 wide + and build around it, fill the middle with turrets everything will come inside the middle where more turrets wait for them. Every operation can be done inside mortal fire should be returned the same way. Farming and power generation, bedrooms can be built outside.
I would like to add an important note since these bases are âopenâ desing if you build walls around your power generation, farm land, barns, raiders wont try to attack them since they got a clear target.
There is one more build. Valley chokepoint. Its bit rare but in my opinion if you roll one its propably one of strongest base setups you can make. Especialy if you get geothermal vent in it.
I like boreal forest with small/large hills, and I'll use Map Reroll until I get a map I want to play. Between the bogs and the hills you can get some good chokepoints, but also some limitations.
@@moarsaur yes nothing more annoying than getting a map that absolutely sucks
My first rimworld base was a tightly packed base sadly it had some issues due to combat extended *glares at centipedes with inferno cannons*
XD
@@Noobert it still held we started to build some turrets including missile turrets we loaded with heat missiles mechanoids didn't know what hit them
@@NyxNyxaroes my first base was a tightly packed mountain base, didnt knew abut insects tho, was pretty ugly
@@BargB i didn't have much of a moumtain base i was lucky
Quite based that your first run had CE
So I'm apparently using a walled, tightly-packed, organic superstructure as my current design. Twelve years in, it's going pretty strong.
Bro really changed the title lol
He changed the titles of every other video too lmao
Yeah, I disliked because of it, lots here that's not accurate like mountain bases needing geothermal.
Huh. I tend to gravitate toward a mix of the mountain base, the superstructure, and the temperature control base. I may be missing some important downsides, but I find that the large central hallway alleviates some of the inflexibility of the superstructure design. Whenever I want to expand the base, I only have to tear down three walls(I use a three-wide hallway) and maybe an A/C. I just make sure that, after two or three rooms, I branch the hallway off in both directions so I can build both north/south and east/west. And since I generally use a very mountainous map, any superstructure kind of inevitability turns into a mountain base, which means my hallway expansions are also resource-gathering.
The trick is to use a combination of all design types corresponding to your colony's situation but never stay in one design for the entire colony and for the whole run.
I really enjoy taking the time to build big pretty walled cities. With my large mod list, there's lots of variety to build and have fun with. Great video!
Rather than renaming the title for engagement wouldn't it be much better content wise to make a new up-to-date base design video for 1.5?
There's nothing new to add, unless you're making a specific base design for Anomaly or something..hence the 1.5 and "+"
Errrrm, just one thing. Disease spreading is a mod and not a vanilla feature.
seems like it should be vanilla
A way to get around the toxic fallout with villages/separated bases, is to build a roof over the walkways connecting buildings, this allows pawns to be *outside* without the risk of getting poisoned. It also helps with snow as well, as you don't need to clear it away. Using pillars of some sort also allows for larger bases, protecting against mortar fire; of course, this also has the downside of taking more time to get to places and harder to defend.
Build a Mountainbase with Rimatomics and Rimmefeller ... bam Nuclear Power and Napalm :D
New to rimworld and have taken a liking to mountain bases. Though it usually becomes half and half with a town usually sticking prisons and storerooms deep in the mountain on different sides with my pawn rooms in between them. Outside the mountain are my rec room, kitchen and hospital (hospital being closest to the gate) as well as the solar panels and geothermal reactors. Animals pens both inside and out depending if their resource or hunting animals same with my electricity plant.
đ
I have trouble getting away from superstructures that start out nicely planned and symmetrical, then devolve into organic chaos. I'll usually use Map Reroll until I get decent rich soil patches near the middle, then plan my kitchen/lab, dining/rec, freezer, workroom and storage around the farm, in some not-too-blocky, semi-symmetrical (often diagonally) style. Then by year 3, you can barely see the starting design in the mess of bedrooms, chapels, hospitals, armories etc that have sprouted around it.
How is this made for 1.5 two years before 1.5 released?
It's still info relevant and useful to 1.5
And changed the title
The foundations in RimWorld don't change, just like human anatomy.
Lately I've been doing a "start from zero research" playthroughs and I basically copied a Roman Castrum. Start with the central building, and use a 'villa' design to enclose it to keep it protected but have an open-air center, and expand out from there. Basically you've split the base into a +=+ shape, put barracks and rec at the first, administration and healthcare in the middle, and workshops and farms at the back. Then you put a wall around the whole thing, with 'towers' at the corners and gates, Have an open gate for raiders to prioritize for defence, and have side gates and back towers for quickly getting your troops outside.
Turns out, Romans knew what they were doing xD
Remeber being new and building in to mountins and always loseing due to bugs... Everything was so simple up intil bugs.
lmao ikr
Just place fire traps in your bedrooms and seal them up when the bugs spawn!
I used to build mountain bases and super structures exclusively, but recently I've had so much more fun designing walled cities
There was once a base I made that looked and functioned much like a moon base. Big, circular rooms with a long, maze-like hallway system connecting them. It is actually a playthrough I hold dear despite it's many setbacks.
It was here that I learned just how to get the most from building materials in certain situations and how to design hallways with cheap fire breaks using concrete, and a pair of stone walls or a door in an otherwise flammable area and lots of scavenged urns, art, shelves, and the occasional table to constantly bump up colonist mood.
I also learned about the wonders of area assignments. Best way to keep them on task and socializing. No need to mess with job priorities, just reassign areas as needed and they don't wander off.
Very informative, well-edited videos. I appreciate the effort you put into these! :)
I like a nice tight village around a central megastructure acting as hybrid workshop, rec, and dining room. Makes sure everyone spending a lot of time in one particularly impressive and beautiful room while still getting their outdoor time.
I usually go for 13x13 squares with 3 tiles of space between them also covered by roofs with lamps at the center of intersections in a way that ligh level is always 50%. I only leave farm tiles open and also build walls around the base. Can also be done under mountains.
Well I was bit expecting this channel. What a blessing thing. Just sweet exquisite and with general topics to aid and assist all!
Neato!
Thanks a bunch
Thank you, I'm learning alot
Tip for building circular rooms in vanilla, place a crafting spot, set any bill, go to 'details' and set the ingredient range. You can use the circle displayed to measure out buildings. If you select any tool (such as walls) and then press Tab to return to the crafting spot's menu, you can place with that tool while the circle is displayed.
My base: chaotic, inefficient, disorganized, never planning more than 1 room/building in advance. It's beautiful and I love it.
its crazy how good and entertaining your videos are! very inspiring and enjoyable
Thanks a bunch it means a ton! Been feeling kinda down lately I needed that!
@@Noobert glad to read that. You seem like a very good person, no need to feel down! You made at least one person (me) a bit happier than before :)
i use a combination of these. typically make compact under mountain bases with multi use rooms- my previous playthrough i even had central heating because i was playing on an ice sheet. double walled exterior walls and made spaces for heaters dotting the halls- the rooms where also laid out to allow a sort of wacka-mole play style to combat bugs popping up in my prison and growing areas. (those being the deepest parts of the base and where they tended to spring up)
Love your videos, thanks for posting.
Thanks for this video. I was trying to figure out what kind of base would best suit my play style also 4:56 I canât believe I immediately recognized that anime face lmao
mine is a combination of super structure and village with help of rimcities to generate the building. the super structure is mostly for 4 important room _(workshop/storage, hangar, hospitality guest, rec/diner room)_ with center of hallway separating those as ritual spot. the rest is outside in small separated building.
I like going with either the mountain base, or walled city if I don't have the mountains to do it. I can usually subvert the infestations by building a hot box room deeper into the mountain. Have a dug out room with rough stone all round, 3 layers of stone door air locks, carpet on most of the floor, and an Incendiary IED (or two) to trigger without the need of sending a pawn to start the fire.
Got so used to it, I have a minor stockpile near the hot box for cotton and ready to place IEDs.
ive done a hybrid of the temp control and mountain base where i had coolers around the places and vents that led to one block wide hallways that snaked around all behind rooms and eventually out of the compound to vent the heat. it was a neat defense feature as raiders would go in there or bugs would spawn in there as it was the dirtiest place and they would soon over heat and die. having bugs in the vents became a common thing lol but it took ages to design and build the thing, usually resulting in me using one of the other base types prior, usually a walled tightly packed city, until the bunker was ready
i never really knew there were set "designs" but i now know that i unknowingly incorporated all of these into one base. walled, superstructer, with villages, in a mountain.
honestly tho turning off infestations just make the game more enjoyable to play. especially on harder difficulties where you get 100 pawn scyther or raider raids.
really dumb when after a raid you also get a 200 pawn infestation a day later.
My current base is a walled city built in a circle of mountains, super easy to defend
Love your quirky, lighthearted humor! Good video, keep it up.
I usually opt for a river + small / large hills variant. With my base straddling either side of the river. I wall up any gaps and the river entry and exit points are usually between hills and act as my base entrances and killing fields. Easy pickings with the water slow down and then accelerated decay of bodies tidies things up nicely.
I kinda want to make a base with only 4 rooms, the play room the work room the clean room and the cold room. They could be directly connected or just close but i think Iâd be fun to simplify it down to so few rooms (having a barracks would be a pain because I think itâs a -5 moodlet compared to if they were alone in the room but it wouldnât be that bad.
If you roof your paths using pillars/walls you can have some of the benefits of a mega structure.
3:45 Thank you rimefeller for letting me put my driller inside the base, so awesome wow!
you can hybridize superstructure + towns + mountain base designs.
coz superstructures still require corridors, but you can use pillars instead of walls to roof those. so having a square corridor surrounding unroofed farm surrounded by hydroponic farms connected to geothermal plant, at the center of the base, prevents cabin fever.
meanwhile, the mountain part of the base is usually best used for material storage and freezers. so you can just freeze the infestations, though if the temp is low enough, they won't even spawn in the first place.
Putting a roof up is a fairly quick task as well regardless of pawn skill. I generally have open corridors that are 2-4 tiles wide. If toxic fallout hits, draw roofs and set everyone to construction to get them up.
I like super structure and compact base designs. You can easily fix the cabin fever problem by making empty hallways have no walls so they're treated as outdoors, making sure to keep them roofed. This gives you the benefit of avoiding toxic fallout while not worrying about mood malus from being indoors all the time.
Mountain bases can also avoid infestations if you use a combination of cold temperature and spawn rooms. While you can't freeze the entire mountain base without something like a climate control mod (or your base is set up in an extreme cold biome), reducing the temperature to -18C of critical rooms like food and resource stockpiles will prevent bugs from spawning there at all. Spawning rooms are large rooms near your base that are designed to maximize chance of infestations spawning there. To do that, you need an unlit and furnished room. Bigger rooms for bigger infestations. If you want to go the extra mile, be sure the entire room is furnished with flammable objects including the floor. I like making an "airlock" into the room by having two inflammable doors leading to the rest of the colony, a pocket of space made of wood, and a wooden door leading into the spawning room. That way you can safely torch the airlock which will spread into the spawn room and incinerate the infestation. Make sure to forbid the doors once the fires start so your colonists don't rush in and get themselves killed.
So glad your videos are getting more popular, you deserve more exposure fsđ„âïžđŻâ€ïž
Thanks a bunch
yay finally a full length comedy videođ€Ł
I usually make a combination of the super structure and walled town. Most of the stuff is in one building, but one or two other buildings may be separate, and crop fields are within the walls. Ideally, thereâs also a river running along the edge of it for a bunch of consistent passive power.
My normal is spending the first few hours of a new game on pause as I use More Planning to plot out buildings and utilities for town builds. Really looking forward to proper vehicle mods so I can treat Rimworld like a hyper-violent version of OpenTTD. It'll be much easier for pawns to cross the map in colonies where people have transit systems set up.
Giddy Up for pawns, industrial rollers for the hauls. I don't know how current state of the game is, since I stopped playing shortly before Ideology came out. But back then, those two mods is essential for my playthrough since It allows open/ town -like design without sacrificing too much efficiency. I can have multiple production center and one central bazaar location to bait raiders, host caravans, and place orbital beacon. Having mount for pawns also help negating mortar risk since I can rush my snipers and camp near their supply drop to prevent the mortar from being built and get free steel & shells.
The only drawback is manhunter pack that ignore loot and target pawns; will rush unimpended. Never really get a proper design that could handle them without casualties.
nice vid really helpful for a new player like me
My latest base design is a town of mountain bases thanks to my decision to turn the world temp way down. Tundra with small hills and a temp range of below freezing to below freezing. Wood is a rare commodity, so I ended up hollowing out three different hills: one is a main base, the second is my prison, and the third is a hotel for Hospitality. A fourth hill was slightly dug into to provide a barn for what livestock the colony can support. Several freestanding structures have been created as needed: a pair of indoor farms, some cozy slave huts, and a small lab for mutagenic research that was designed more as convenient cover than convenient war crimes.
Iâve managed to get every downside to base design with few upsides, my colony is constantly teetering between starvation and stagnation, and Iâve somehow made it two years without a single toxic fallout, mutagenic fallout, or infestation. I expect any one of these to be the end and plan to grab what I can and flee to start over at the first sign of the death knell.
I'd watch that!
My bases are built around 23x11 boxes; they can be used whole for things like storage and rec rooms, split in half for 11x11 hospitals and dining rooms, for crafting a 1/3 / 2/3 split fits 12 benches on one side and leaves 15x11 for crafting materials, and they split in to 6 7x5 bedrooms (all sizes are interior squares). 3 wide walkways between buildings can be covered in case of fallout then 2 layers of walls around everything and loads of turrets on the corners.
Personally i prefer to use a ton of 7x7 bedrooms (5x5 interior) and maybe 5x10 rooms for workshop etc (gotta have that symmetry) kind of like the town idea, then wall off all directions making a large compound with one large killbox. Very effective but expensive.
Just started Rimworld. Trying to figure out how to play somewhat effectivelyâŠ.MY HEAD IS GOING TO EXPLODE!!!! THERES SO MANY PROS AND CONS!!!
My advice, start with a multi purpose room/base. It'll simplify a lot of things.
I always go for open space colony with lots of separate rooms and then a few perimeter walls.
I tend to use a combination of two sometimes four sets of planning. Part of my colony will be in a mountain with workshops and indoor farms (sometimes a bunker stacked with high shelf life food in the event of toxic fallout) with a town layout outside. When it comes to my towns I wing it, it isn't squared its all planned and curved.
An alternative for walled cities is to ignore the walls can keep expanding outside and building new walls. This could be used to create an onion design and provide areas to retreat to if your outer defenses are breached.
I find your show to be a combination of wacky entertainment and useful technical information you've achieved an excellent balance I appreciate the insight and the distraction thank you.
I love town bases. My favorites.
I like to use a design which consist of a superstucture built around a central courtyard. I use rooms to close off an outdoor area where my geothermal, wind and solar panel generators are safe, and paws walking across the courtyard to get from one side to the other get fresh air to avoid cabin fever. Resource stockpiles are close to the workshop and the fridge close to the kitchen and dining room to minimize travel times.
Nice video i was hopeing fir floor plans for the super structure format but i will check the discord latter
Will cover floor plans soon
@@Noobert thank you if you want i could post a barrack desine that i do like on the discord for sleeping area eating area and entertanment room.
I usually do a sort of superstructure that's as tightly packed as is reasonable and has 3 wide open corridors for temp control, with most rooms just having vents into the hallways instead of their own heating/cooling. Then put barricades periodically and at the junctions if your base is regularly breached
And then there is me who builds a walled in mountain baseđ
I often start off as a very specifically planned out town. Which provides good comfort and variety as you said, but is hard to defend from a raid. I then wall off my town leaving a single choke point entrance which keeps my farms and outside activities safe. Finally i connect all of the buildings in my town with a hallway essentially turning it into a walled superstructure. Its a slow process and i normally build entirely with stone so the risk of fire is mitigated. As well as it turns into a very spacious and sprawling superstructure with multiple routes to each room so controlling disease isn't a huge issue either. As well as now each original building now has 3 layers of defense. Its own walls and door, the walls and door of the superstructure surrounding the rooms, and finally the wall around the superstructure its self. I also like to leave a "path of least resistance" that goes through the chokepoint in the walls, then directly to the superstructure, and finally through the first hallways of the superstructure its self which makes it much less likely my walls will be breached and my farms and power attacked.
Mountainous superbases that are walled for a section of farming and solar panels is my go to and is resource efficient and it clean and easy to architect
I'm really enjoying this game, it was rough starting out but I'm still really enjoying it.
I build a Mountain base every damn time. I just love em. What I find useful, I build one main hallway that is several rooms. A hallway at the door for bottle-neck combat with one-block build's in the wall for turrets while my colonists are at the back of the hallway. I use a lot of bedroom-management when I get enough colonists to set to one primary job and one secondary job only. I assign their bedrooms personally based on what they do so that they're near the section their jobs are in.
I use something that seems like a hybrid of all of these. It is multiple superstructures, made of purpose-specific rooms, separated by 3-tile open air corridors, and surrounded by a perimeter wall.
Toxic fallout actually isn't a problem because the construction of roofs is so quick. When it begins I simply roof over the corridors, and when it passes I unroof again.
The perimeter wall has a lot of doors, partly to kite hostiles, but mostly because I have lost too many pawns to animal attacks. However these external doors can be fortified further with a symmetrical 3x3 blockhouse with 4 doors, which allows more concentration of fire.
I never build unwalled towns, and I never build under mountain if it can be at all avoided.
I tend to follow the idea of organic, but with a tightly packed design, building and removing as needed with Occasional expansions ahead of time.
Kinda screws me when I forget the hospital for awhile though.
For the town you can protect from fallout by building roofs over paths and using zones to keep them from going into the toxic fallout
I always like a big open field since I like the challenge of going off map to get resources or relying more heavily on traders + can make the base look really cool
I usually build towns around a Central plaza. The buildings are 2 tiles apart and only connected by stone barricades, so that fire wont spread
I got rimworld a few weeks back when it was on sale; your responsible for my addiction now.
Let me help you then XD
Awesome
I normally build specialized places with hallway of two tiles, but when it comes to defend it, it's a bit hard but I don't have too much place
You can easily roof walled towns against fallout/leave small space open against cabin fever. Biggest challenge with such designs is optimizing movement, making a grow operation while it's protected, and limiting conduit use while being power-efficient. They are pretty good defensive setups though.
its EASY to prepare for infestations.
1. have an empty big (mined out) room at the absolute corner of your base and dont put any light on it. this room serves as an infestation bait.
2. section corridors with 1-tile-wide door so 1 melee pawn can hold it.
3. put lamps everywhere.
4. 30-50% of your pawns should be melee focused.
XD
why not just send a guy with a molotov and cook the bugs instead
Why not raise a herd of a dozen megasloths to sick on everything
â@@okavara3833 well yeah that could aslo work
Iâve gotten lucky a few times and had a mountain that wholly enclosed an open field, so I had all the benefits of the mountain base while still being able to farm and have electrical power completely protected.
i come from Dearf Fortress, so I never even considered a non-mountain base,
Hi man keep it up
I usually end up with a walled city style and one large killbox. I connect the buildings with covered walkways and use the Skylights mods to build covered farms. In cold biomes I enclose them.
I mostly play Superstructure Mountain base. A large box with 3-wide hallways on each side and 1 3-wide in the middle. Takes an eternity to dig and build but is efficient and very secure.
My base is basically Tightly Packed, but with a focus on defence.
It's a rectangle, with multiple internal rooms and corridors going between them, occasionally there's embrasures either at the end of a corridor or looking in to the corridor from the rooms, this allows average temperatures AND helps with dealing with intruders.
If anyone wants to use this build, i reccomend having the central rooms have access to a corridor the leads to a bunker that can fire in to the central room incase of droppods, and have one of the rooms with no roof and plenty of plants for recreation
I always go for a small town base with a bit of a mountain type for things like hidroponics, prisons, and a special graveyard/catacomb for colonist. I like the mountain base type but im a noob when it comes to fighting infestations đ
My bases are usually partially inside mountain. Consisting of semi-superbuildings (like a themed complex) and other part is outside, and outside part is walled off with 2-3 exits in different directions
I build my colonies with connected octagons as designated main rooms and then the area in the middle of the sets of 4 would be a diamond shape which is just perfect for bedrooms so it's all modular, safe and you can build a exterior wall with a kill box.
i usually make a mountain base as my main compound with the freezer crafting area etc the branch out for areas like housing, the prison, and the defences this makes it hard for enemys to destroy the base completely as its too spread out and if all else fails i can have my pawns hold the inside
Nice Video đ
How to fix cabin fever in superstructures: Build a courtyard with outdoor recreational areas inside. That way everytime someone relaxes they do so under open sky and are outside. Its still very well defended as in the centre of your area, plus it can also double as farming or animal pen if big enough
nice animation and editing. gratz
Thanks mate
I'm pretty new to rimworld right now I'm 100% just going with the flow lmao, my base is an absolute mess
I put roofs over all my outside walkways tho, now they don't complain bout rain and stuff
Atm im building a mountain base with a privat beach + ocean, and my sentry gun death zone just so happens to be right next to frequently used street.....pretty much a bandit outpost that targets trade caravans (i love mods)
I enjoy making colonies focused around bridges and water tbh. Rimworld used to have waist deep water was impassable in older versions, but you can activate that again with mods. Makes for some interesting colony builds/bridge defense scenarios in my opinion and really lets you use water more creatively.
great vid