![]() ![]() Just don't build a base that directs all traffic through it unless necessary.) ![]() (Different maps and conditions warrant different constructions, of course. That's especially true if there are no terrain-based reasons to do so. Limiting pathing and access - It's worth considering making your base not "too accessible" from everywhere so that pathing takes pawns straight through it on their way to another point on the map that is outside of the base. I'll quickly build temporary defensive works and place the turrets/batteries in range of the ship, removing them after the encounter is done. On the above, I also like to have a couple of mobile batteries, charged, waiting to be placed with uninstalled turrets in case of a crashed mechanoid ship outside of the main power network. I connect a light to the switch so that it turns on when the battery-backup system is engaged to remind me to turn it off when it's no longer needed. The bank is charged to full and then switched off, only to be switched back on if it needs recharging or there is a Zzzt event or other incident that depletes the main battery system. I love "Rimfridge!")Ī battery-backup bank connected to the main power network via a switch. I just put a Rimfridge in the dining room. (If I'm using Rimfridge, I don't bother with this separate meal storage freezer. This is a priority.Ī secondary, smaller freezer, connected to the main freezer, airlocked, with access to the dining room area. Sry if I'm missed stg, and also sry for my awk English.Ī Double-walled freezer airlocked and connected to the meal-prep area. These three rooms must be the most clean rooms. Don't place butcher table in the kitchen. Zone out animals from kitchen, research room and hospital. Place some small statues there, BC stockpiles lower the beautie, so you have to balance it with statues.ĭon't turn the crafting area to meeting point, social interactions are good., but chitchat reduce your workers efficiency.ĭining and recreation room should be the center of your colonies, to colonists be able to reach it quickly. Also watch for the comfortable temperature. Set bills to drop on floor, so your cooks, crafter's don't have to move away from their workstations. Your haulers will deliver materials from your larger (normal prior) stockpiles to these ones. These stockpiles shouldn't be large, but their priority must be important or critical. Make stockpile zones directly next to workbenches, and allow materials only, what the workbench use mostly (Example textile stockpile next to tailor bench, chunk stockpile next to stonecutter). Also connect the butcher room to the freezer. Place rooms and stockpilzones effectively.Įxample connect the kitchen to the freezer, and next to the dining room (but keep the kitchen a dead end room, to avoid dirt - or use doormats mod -). ![]()
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