Editing Colony Building Guide

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 5: Line 5:
  
 
== Have a plan, constantly ==
 
== Have a plan, constantly ==
One of the hardest things, especially for new players but even veterans can suffer this, is to know where you're going ''next''. It's ''very'' easy to let your colonists do "busy work" - hauling, cleaning, shuffling around - and never actually grow your base in any productive direction, or at least not very effectively.  Have a plan, always move toward that plan, know what the ''next'' plan is after that, and move toward that as soon as possible.  
+
One of the hardest things, especially for new players but even veterans can suffer this, is to know where you're going ''next''. It's ''very'' easy to let your colonists do "busy work" - hauling, cleaning, shuffling around - and never actually grow your base in any productive direction, or at least not very effectively.  Have a plan, always move toward that plan, know what the ''next'' plan is after that, and move toward that asap.  
  
 
And then move on to the next plan, and so forth.
 
And then move on to the next plan, and so forth.
Line 25: Line 25:
 
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.
 
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.
  
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle, and during the breacher raid it's better to lose beds instead of fabrication benches.
+
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.
  
 
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.
 
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.
Line 110: Line 110:
 
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors
 
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors
 
*Smoothing walls and floors takes a '''long''' time to complete
 
*Smoothing walls and floors takes a '''long''' time to complete
*Main Power sources like geothermal, solar panels, windmills and watermills (unless you have a river running through the mountain) must be left outside your base
+
*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside your base
 
|}
 
|}
  
Line 158: Line 158:
 
==== Special cases ====
 
==== Special cases ====
  
* "[[Ascetic]]" colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.
+
"Ascetic" colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.
  
* "[[Greedy]]" colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.
+
"Greedy" colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.
  
* "[[Jealous]]" colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.
+
"Jealous" colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.
  
 
{{clear}}
 
{{clear}}
Line 299: Line 299:
 
Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.
 
Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.
  
For a "field hospital", one that sees a lot of action and can't be cleaned often, use [[straw matting]] as your flooring, perhaps with some [[steel tile]]s or (better) [[sterile tile]]s under objects that can't be walked on, like beds/shelves/vitals monitors/sculptures, so they will never get [[filth]]y and won't suffer from not being cleaned. This type of hospital will never be "sterile", but it won't ever be nearly as dirty as it otherwise would.
+
For a "field hospital", one that sees a lot of action and can't be cleaned often, use straw matting, perhaps with sterile tile or steel tiles under objects that can't be walked on, beds/shelves/end tables/sculptures.
  
 
Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.
 
Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.
Line 309: Line 309:
 
To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.
 
To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.
  
====Triage====
+
==Triage==
  
 
You should build a small room near your killbox, 6x5 per bed is the most effective to keep cleanliness high. Hospitals need not be up to a high standard so long as your triage is always clean and wounds are treated there.
 
You should build a small room near your killbox, 6x5 per bed is the most effective to keep cleanliness high. Hospitals need not be up to a high standard so long as your triage is always clean and wounds are treated there.
Line 339: Line 339:
 
You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.
 
You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.
  
{| class="wikitable" align="right"
 
|+ Test Samples (12 per type)
 
! Type !! Escapees !! Trials (out of 12)
 
|-
 
| Barracks || 6/6 || '''11'''
 
|-
 
| Barracks || 5/6 || '''1'''
 
|-
 
| Cells || 6/6 || '''1'''
 
|-
 
| Cells || 5/6 || '''0'''
 
|-
 
| Cells || 4/6 || '''2'''
 
|-
 
| Cells || 3/6 || '''4'''
 
|-
 
| Cells || 2/6 || '''4'''
 
|-
 
| Cells || 1/6 || '''1'''
 
|}
 
 
==== Prison cells ====
 
==== Prison cells ====
  
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks.  
+
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.
 
 
If a prison break occurs in a prison barracks, there is an extremely high chance that all prisoners in the room will attempt to escape. On rare occasions, some prisoners may decide not break out with the others. If a prison break is triggered by a prisoner in a prison cell, the number of prisoners that will attempt to break out appears to be on a bell curve towards 50% (refer to table).
 
 
 
Each prisoner has a prison break interval. Prisoners with genes have a reduced interval while prisoners with low movement speed have their interval increased. It only takes one prisoner with a decreased interval to trigger prison breaks more often. Normally prison barracks would be used when holding greater numbers of prisoners, however prison breaks are far more dangerous in this scenario. While the prison break interval would be the same with either prison type, the amount of prisoners escaping will always be lower when prisoners are held in prison cells.
 
  
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment.  
+
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. Adding recreation items helps their mood, and something as simple as a [[horseshoes pin]] can be used indoors if there is room (6 tiles), even over chairs and tables.
  
 
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.
 
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.
Line 373: Line 349:
 
==== Holding cell ====
 
==== Holding cell ====
  
A larger cell with more beds. It should only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells. place some mini turret inside it to assist you when large scale prison break happens , although it will noticeably increase the possibility of death.
+
A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells. place some mini turret inside it to assist you when large scale prison break happens , although it will noticeably increase the possibility of death.
  
 
=== Multipurpose rooms ===
 
=== Multipurpose rooms ===
Line 428: Line 404:
 
After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.
 
After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.
  
It is not recommended to start deep drilling without scanning first as you will only mine stone chunks, no matter where you mine.
+
It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.
  
Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared for the added chance of [[infestation]]s that can arise near the drill.
+
Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared for the added chance of infestations that can arise near the drill.
  
 
=== Animals ===
 
=== Animals ===

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)