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Once you've build a basic hut to keep your tribals safe, and you've got some basic infrastructure up, you'll want to start planning individual rooms for your colonists. As you can't build beds until you've researched them, you'll want to use bedrolls or sleeping spots at first. When you do research Complex furniture, save those bedrolls for use by your caravans.
 
Once you've build a basic hut to keep your tribals safe, and you've got some basic infrastructure up, you'll want to start planning individual rooms for your colonists. As you can't build beds until you've researched them, you'll want to use bedrolls or sleeping spots at first. When you do research Complex furniture, save those bedrolls for use by your caravans.
  
In the first few days, you may need to keep your stockpile outdoors. Keeping this within six tiles of your shelter's walls will let you put a roof over it. Roofs are free and reduce the rate of items' deterioration (though they don't help [[food]] from spoiling).  
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In the first few days, you may need to keep your stockpile outdoors. Keeping this within six tiles of your shelter's walls will let you put a roof over it. Roofs are free and reduce the rate of items' [[deterioration]] (though they don't help with food spoilage).
  
A food storage area is an absolute must. Planning early how to make your fridge both well defended from the outside and easily accessible from the inside will pay off in the long run. Passive coolers lower temperature to a minimum of 17C, which will give you an extra day or two of storage for raw meats before they spoil, and an extra few days for meals. A single entrance with an airlock system (door, empty space, second door, with walls on both sides) can help maintain the coolest temperature you can create.  
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A food storage area is an absolute must. Planning early how to make your fridge both well defended from the outside and easily accessible from the inside will pay off in the long run. A single entrance with an airlock system (door, empty space, second door, with walls on both sides) can help maintain the coolest temperature you can create. The exception to this is an extra door or vent to the outside in the winter, if your biome has winter, to let you take advantage of the natural cold to temporarily freeze your food. Double walls also help retain temperature. Stone or metal for the outer layer and wood for the inner layer can work just fine before you've researched Electricity, since you don't have to worry about [[Events#Zzztt...|Zzztt events]] setting the walls on fire from the inside.
 
 
The exception to this is an extra door or vent to the outside in the winter, if your biome has winter, to let you take advantage of the natural cold to temporarily freeze your food. Double walls also help retain temperature. Stone or metal for the outer layer and wood for the inner layer can work just fine before you've researched Electricity, since you don't have to worry about [[Events#Zzztt...|Zzztt events]] setting the walls on fire from the inside.
 
  
 
Room arrangements in general should minimize the distance colonists need to travel between tasks. The bedroom areas should provide easy access to the dining room, the kitchen should be near the fridge, the workshop should be close to the materials stockpile, etc. If you don't want to spend the space and resources to make individual bedrooms, a large barrack with a couple pieces of art of normal quality or better can be impressive enough to avoid penalties if it's kept clean. (However, your pawns will still suffer from disturbed sleep, which stacks up to -3.) In the early and midgame, a combined dining room / kitchen / workshop can be very effective. The space required to hold all these functions will make it easier to keep this room impressively spacious even before you have art. It's also helpful to centralize temperature control devices such as passive coolers and campfires as much as possible. Because neolithic temperature control uses so much wood, having a high priority dedicated stockpile just for wood very close to the entrance to your living and working space can save time for your haulers.  
 
Room arrangements in general should minimize the distance colonists need to travel between tasks. The bedroom areas should provide easy access to the dining room, the kitchen should be near the fridge, the workshop should be close to the materials stockpile, etc. If you don't want to spend the space and resources to make individual bedrooms, a large barrack with a couple pieces of art of normal quality or better can be impressive enough to avoid penalties if it's kept clean. (However, your pawns will still suffer from disturbed sleep, which stacks up to -3.) In the early and midgame, a combined dining room / kitchen / workshop can be very effective. The space required to hold all these functions will make it easier to keep this room impressively spacious even before you have art. It's also helpful to centralize temperature control devices such as passive coolers and campfires as much as possible. Because neolithic temperature control uses so much wood, having a high priority dedicated stockpile just for wood very close to the entrance to your living and working space can save time for your haulers.  

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