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Example 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 -). Also connect the butcher room to the freezer.
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). These stockpiles shouldn't be large, but their priority must be important or critical. Your haulers will deliver materials from your larger (normal prior) stockpiles to these ones.
Set bills to drop on floor, so your cooks, crafter's don't have to move away from their workstations.
Make crafting rooms clean, and light. Also watch for the comfortable temperature. Place some small statues there, BC stockpiles lower the beautie, so you have to balance it with statues.
Don't turn the crafting area to meeting point, social interactions are good., but chitchat reduce your workers efficiency.
Dining and recreation room should be the center of your colonies, to colonists be able to reach it quickly.
Zone out animals from kitchen, research room and hospital. Don't place butcher table in the kitchen. These three rooms must be the most clean rooms. Use sterile tiles asap in these rooms.
Sry if I'm missed stg, and also sry for my awk English.
A Double-walled freezer airlocked and connected to the meal-prep area. This is a priority.
A secondary, smaller freezer, connected to the main freezer, airlocked, with access to the dining room area. This is only for storing meals. (If I'm using Rimfridge, I don't bother with this separate meal storage freezer. I just put a Rimfridge in the dining room... I love "Rimfridge!")
A battery-backup bank connected to the main power network via a switch. 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 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.
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'll quickly build temporary defensive works and place the turrets/batteries in range of the ship, removing them after the encounter is done.
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. That's especially true if there are no terrain-based reasons to do so. Traffic control can be important. (Different maps and conditions warrant different constructions, of course. Just don't build a base that directs all traffic through it unless necessary.)
Medical Bay - Has easy access to the areas that pawns may be most likely to be injured and does NOT offer quicker pathing opportunities for pawns coming/going to other locations to limit filth generation. The absolute minimum number of medical beds is half the colony population up to ten colonists, expanded if necessary due to difficulty settings/frequency of injury. It usually ends up connecting closely with the main dining room area which is generally close to the main entrance. It will also be quickly accessible from the bedrooms of the main Doctor pawns.
TABLES - Tables and chairs are strategically placed outside in areas where pawns may either spend a lot of traveling time getting to or spend a lot of time, period. This is to minimize "Did not eat at a table" penalties... However, remember to remove the "Meeting Spot" zone from them. As opportunities present themselves, bedrooms will include a table and chairs. Any pawn can eat at them. (IIRC, the penalty has been significantly reduced from what it used to be.)
Paved/Cobblestoned pathways - Don't forget these. They can be very important for efficiency/speed.
Butcher Table - Has an entrance easily accessible from outside and has a relatively clear path to the freezer when possible. Ideally, corpses to be butchered would have separate storage connected to it so that pawns do not have to access the main freezer area to get a corpse to butcher. ie: To butcher a corpse and store meat for meal prep, the main freezer is accessed only once.
Human Corpses - I generally dispose of these in a humane way for roleplaying reasons. But, if I'm not particularly worried about that and have omnivore/carnivores to feed, I will build a separate small freezer area for them so that dogs/other can nibble... If I have a suitable pawn, there will be a butcher table area for making human-meat-based kibble that is attached. (Note - Human Corpse freezers can turn into areas that can practically induce inta-mental-breaks for some pawns, so they have to be used sensibly.
Crafting - Chunk and non-perishable raw material storage that needs a roof is always connected to crafting rooms/areas by an easy path. Given that this can take up a lot of space, benches that use these resources are usually grouped in their own area, sometimes their own separate building.
Firepoppers - Eventually, they'll be everywhere that they're likely to be necessary. The first firepopper I install covers the freezer area and coolers for it - No exception. Firepoppers are also placed in killboxes to protect turrets/pawns and in the "bunker" areas where pawns will be fighting and most likely to encounter... being on fire.
Growzone considerations - I connect Beer/Smokeweed/Psychite production and storage of raw materials to a growzone area that contains those resources. Finished products are also stored there with lower-priority given to more easily accessible areas, so they only get "overstoke" levels. That's because I don't usually rely on those to be consumed by pawns as they are "cash crop" crafted items to be sold. However, Drug Policies include pawns carrying either a Joint, Beer, or Psychite tea to be used immediately if necessary.
Lights - Don't forget to put an auxiliary normal light in your growzone areas for pawns that may end up working there at night. It takes a couple of days, at times, for pawns to resume their normal sleep schedule once it has been disturbed.
EMP - Always make an EMP Grenade belt as soon as you can if you do not already have one, followed up by at least an extra handful of EMP Shells for a Mortar. Mechanoids may arrive at any time, depending on difficultly level, and Ancient Dangers can get revealed by explosions caused by all sorts of things and they often contain Mechanoids. They also come in handy for taking out shield belts on enemies. I mention this for the below -
Grenades (EMP/all) - I make a shelf near the main defensive bunker at a killzone that is reserved for grenades and has at least one specific shelf for EMP grenades. This is so I can change a pawns weapon very quickly if the raid/force has mechanoids or lots of shield-belt enemies. Note: Storing weapons in spots that are on the pathway leading out of your Prison area is A Bad Idea ™ if you're experiencing prison breaks frequently. Escaping prisoners will take these and could use them against you if attacked.
Clothing Stockpiles - I dunno no lolz wtfamidoing... I always end up with issues with clothing stockpiles running amok. In general, they're usually near the raw material storage, though I have taken to putting high quality clothing in its own area so that pawns can access it easier.
Minimize walking distance needed.
For *everything*..
I.e. Place worktables near their material source.
Place completed goods stockpile near their creation point.
Make sub-stockpiles right next to workbenches/stoves/etc, so the crafter needs walk 0 distance to start work
Subdivide your huge storerooms into subrooms of differing priority, again to minimize walk distance. Example: lets say you have a standard max room of 12x12 as a fridge.
D = dining room
F = priority fridge, meals ready to eat
X = lowpriority fridge, for other stuff
DDD
DDD
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Now your guys will only walk about 4 steps to go get their meal, instead of wandering deep into the room for that meal in the far corner. But you still gain the efficiency of a large freezer room.
Etc.
You want to apply this philosophy everywhere.
While you pawn is sleeping, it is productive.
While it is eating, it is productive
While it is working, it is productive.
But while it is walking between places, is is just wasting time.
If there are places where you have to walk often, make the walk as fast as possible. A paved walkway is almost twice as fast as strolling through dirty ground, and ten times as fast than slogging through deep snow. Clear snow along that path!
Better still, build a simple covered walkway, and prevent to snow from building up.
You want to build a stone wall waaaay over there on the other side of your map? Fine. But *first* setup a little stockpile for the correct stone nearby. Hauling stone to a stockpile requires way less trips than having your builder carry the bricks for one wall segment at a time.
If you stop your pawns from wasting time walking to and fro, you will have many more productive hours each day, for the same base cost. You will have more weapons, food, get more stuff built, and your people will be happier. This will make *everything* else easier.
When you plan out your food production chain, try to limit access to the kitchen as much as possible. You can make a small cooler on one side that cooks can go through to get to their stoves, containing only meals, with your main cooler on the other side with high priority storage of the raw food they need to cook meals on shelves or in small stockpiles. For example, 1 shelf of rice and one of protein, right inside the airlock door. on the other side of the cooler you can place another airlock for your farmers and butchers to keep the cooler stocked. Plan your cooler, farms and stockpiles so they can easily be expanded later if needed.
By organizing your shelves (or small stockpiles, if you must) you can easily see at a glance what you are over or under-producing rather then waiting to find out you ran out of something because production stopped. Use storage priorities. The raw food you need for meals, for example, should have a small amount of easy access storage at important, a larger storage area at normal and an overflow area at low priority, which will show you when you are over-producing a resource. This method works just as well with all of your resources, not just food. Having separate overflow areas also helps if you've run out of room for expansion.
Keeping your stuff on shelves and in lit rooms helps with moods as well as helping you avoid problems, both of which keeps you and your colonists focused on what you are supposed to be doing. Organizing your stuff makes orbital trading much more efficient, as you can build overflow and looted gear storage into a big room the size of a beacon. Just remember to store your silver in there too.
If you have your gear crafter making guns and apparel on a "Do Until 1" schedule so that you always have an extra set of gear in stock, make shelves for that stuff outside of your trading storage so your guys can quickly change out of worn out gear and you can easily see when production has stopped... Well now I'm just repeating myself I guess. Get the point? Don't be lazy.
Of course I still do the trick with kitchen ingredients from the left of cook's chair and make him drop food on the ground. Same with anything else I like doing a mass production of.
That's pretty smart.
Drop-pod with meat or veggies on either side and drop stacks of 75 out of it.
You now only need to haul the meals in another freezer or move it in another drop-pod.
5000 meat fits in a pod and it does not spoil, once in a while it needs a refill.
It stops the crazy hauling you have to do if you use stockpiles or shelves.
Depending on the mining site, I sometimes place a statue nearby and keep the debris cleaned up. Miners often suffer mood penalties from not having enough beauty in their lives.
A variant that works better for me.
KKKK
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M=Meals, D=Dining area, rec-room, etc., + = ideally, an airlock, --= Vent, if separate cooler can't be placed, but you'd really want a separate cooler otherwise the benefit of not having your main food storage exposed so often will be reduced by the vent.
IOW, the dining room has completely separate access to meal storage and pawns do not have to enter the main fridge at all in order to get meals and they won't be tracking filth through the kitchen. But, I use Rimfridge, now, so don't bother with that old setup I used to habitually use. THANK YOU RIMFRIDGE!
Note: Storing meals on shelves is viable, too. You set up Cooks to drop meals on the floor and shelves are put in the dining room as high-priority storage with a lower-priority storage in the main fridge for meals. You need enough haulers for that to work well. Dogs are great for it, though. (No filth generation for dogs.) Another added benefit - Meals stored on Shelves will never deteriorate. It might be worth putting some meals on shelves in another area as an "emergency stockpile." Lock the door and "break glass in case of emergency"...
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Some added stuff:
Narcotics Locker - Luciferium/dangerous drugs storage. I typically build a very small room somewhere just to store very dangerous drugs like Luciferium. I build it BEFORE I need it... The door is locked and forbidden. IF I end up with someone with a Chemical Fascination, I will instead just block it off with a wall. All Luciferium is stored there as well as any other dangerous drugs. It should also be within trade-beacon range.
Pawn Rooms: Rooms start out, if possible, at 4x4. No less. This will fit a bed, dresser, nightstand, table, chair, potted plant/sculpture. Rooms get carpeted with Dark Carpet for Jealous/(that other trait, too, that requires exceptional room) pawns. Every room gets a Floormat, too, outside the door if possible. (Another mod - Floormats, removes at least one filth charge guaranteed)
Important note for consideration - Chairs do not block passage. You could literally fill a pawn's room up with good quality chairs to get a nice room bonus... IOW - Chairs are OP and should be nerfed. :)
To go along with this, have someone converting all of this food in to basic meals. When you do the math, a stack of basic meals are 25% more space efficient then a stack of raw food.