RimWorld

RimWorld

BSNB Aug 21, 2017 @ 9:23am
Tips on building in mountain?
I'm trying my first attempt at making a abse inside a mountain. Any tips?
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Showing 16-30 of 39 comments
KalkiKrosah Aug 21, 2017 @ 12:58pm 
Originally posted by BSNB:
I'm doing the rich explorer and my one and only pawn has good mining skills. Everything is made with slate. Once I get a pawn that can research; should I upgrade to steel auto doors?

Mining is good, and since slate is arguably the crappiest rock type he should have no time digging into it. Slate is the 2nd worst in terms of durability (marble is weakest) and is tied for being the ugliest. Personally I think it looks the coolest but its weak durability will allow you to dig deeper quicker. Granite is the strongest rock in case you are wondering. If you find any granite rocks try using those for your outer walls and defensive structures.
liosalpha Aug 21, 2017 @ 1:02pm 
Originally posted by BSNB:
With the coolers for my walk-in freezer. Can I use the hot side as a vent shaft to heat the rest of the base?
yes you can.. but it can also over heat the room your venting in. if its one of the main (all open and connected) hallways it should be fine. you can even make more coolers to the outside might things get to hot.
ExoticButts Aug 21, 2017 @ 4:21pm 
Your biggest issues are, as has previously been stated, Infestations and Sappers. A lesser-thought-of threat that's no less dangerous is "Zzztt..." occurences.

If you have ANY flammable material around, these will quickly heat up your entire base to well over 500*C. This may mean that, yes, you'll need more exhaust shafts sealed with vents, but it should keep at least some kind of defense present. Unfortunately, you'd think Firefoam Poppers would work here; they only deal with the flames, not temperature, but could be used in conjunction with exhaust shafts.

Infestations are arguably the hardest thing to deal with in any mountain base, mostly due to the (utter b*llshit) fact that they can spawn ANYWHERE beneath Overhead Mountain, regardless of whether it's a high traffic area for your pawns and hence logically impossible for it to spawn there. Fire deals with them swiftly, cold far less so, but with fire you need to be wary of my previous point regarding temperature; all that mountain rock certainly seals in the heat, for better or worse.

Sappers are only avoidable via modded means, unfortunately. I have (sd) Bridges installed, so if I choose to make a mountain base, I'll consider mining a moat around it and terraforming it into Deep Water to make it impassable. Make only the entrance open, insert killbox (if that's your style; I just use fancy turrets or good ol' pawn-based defence) and profit.

I would suggest that, when you start building, aim for granite. It takes longer to mine but is substantially stronger. If your map has marble as well, fantastic, marble makes for the most beautiful of the non-Jade stone structures and furniture. Ensure your halls are a minimum of 2 wide, as others have stated, but your rooms don't need to be an excessive 9x9 or anything. A 5x5 internal on any room is sufficient space; even 4x4 is acceptable (so 7x7 or 6x6 with walls, respectively). Plan for temperature management if you're in a wildly fluctuating temperature area (basically anything that's not an Arid Shrubland) and farming using hydroponics. Double your efforts on temperature management around your farm; fires aren't controllable at all once they hit hydroponics crops, at least if you fill space efficiently around Sun Lamps. Infestations... mass firepower, literal fire, or simply savescum. Leave an outside area to prevent cabin fever, although most pawns will go outside at some point anyway to haul/clean/repair/mine/whatever.

sigh. I remember the real ol' days of Alpha 5/6 where mountain bases were amazing. All the factions lived together in RimWorld nonexistent harmony; but everything changed when Infestations were added. Only the Tynan, master of all code segments, could remove them, but when the community needed him most, he declined.
Last edited by ExoticButts; Aug 21, 2017 @ 4:21pm
Pyrithe Aug 21, 2017 @ 11:57pm 
Originally posted by BSNB:
With the coolers for my walk-in freezer. Can I use the hot side as a vent shaft to heat the rest of the base?
I'd actually have to disagree with some people on this, with enough vents and a big enough base, it can help reduce your heating quite a bit during winter and during summer the size of the base will dissapate the temperature very easily. My mountain base has a total of 5 fridges, 2 for food (one for meals and another past that for ingredients), one in the hospital for medical supplies, one near the prison for excess herbal meds to treat prisoners with, and one in my barn for fodder. Each fridge has at least 2 coolers and the rest of the base is kept pretty toasty. I also have 2 coolers at the front door to ensure that things don't get too toasty. I haven't had any major heating problems at all, they've sufficiently heated my base every winter, and in the most dire circumstances, there is always campfires to fall back on, quick and easy to make and relatively cheaper than making full on heaters for the small amount of time you'll be needing the extra heat. If you want some extra heat from power, do a tree farm and fueled generators for your power source. Cheap and easy to make, they also produce some heat as well which can be vented through the base too. Also pretty reliable and consistant, considering they don't falter during an eclipse or night, and are also not as random as wind power. Only issue is wood becomes a huge must. I'm still experimenting with trees to see which feels like the most bang for your buck, but even from just logging what spawns naturally on the map, you'll have more than enough wood to power a late game base pretty easily.
Inquisitioner Aug 22, 2017 @ 4:58am 
Don't forget you can disable infestations. Perfect for a first mountain run. Easiest way is to do it during scenario edit before starting the colony.
liosalpha Aug 22, 2017 @ 5:21am 
Originally posted by Inquisitioner:
Don't forget you can disable infestations. Perfect for a first mountain run. Easiest way is to do it during scenario edit before starting the colony.
And if it too late for that, well you can use stuff like this
http://steamcommunity.com/sharedfiles/filedetails/?id=732406966
Last edited by liosalpha; Aug 22, 2017 @ 5:21am
Inquisitioner Aug 22, 2017 @ 5:40am 
Originally posted by liosalpha:
Originally posted by Inquisitioner:
Don't forget you can disable infestations. Perfect for a first mountain run. Easiest way is to do it during scenario edit before starting the colony.
And if it too late for that, well you can use stuff like this
http://steamcommunity.com/sharedfiles/filedetails/?id=732406966

Hahaha, mod worth getting for the artwork alone :D
Nörr Aug 25, 2017 @ 4:59pm 
Originally posted by ExoticButts:
Your biggest issues are, as has previously been stated, Infestations and Sappers. A lesser-thought-of threat that's no less dangerous is "Zzztt..." occurences.

If you have ANY flammable material around, these will quickly heat up your entire base to well over 500*C. This may mean that, yes, you'll need more exhaust shafts sealed with vents, but it should keep at least some kind of defense present. Unfortunately, you'd think Firefoam Poppers would work here; they only deal with the flames, not temperature, but could be used in conjunction with exhaust shafts.

Infestations are arguably the hardest thing to deal with in any mountain base, mostly due to the (utter b*llshit) fact that they can spawn ANYWHERE beneath Overhead Mountain, regardless of whether it's a high traffic area for your pawns and hence logically impossible for it to spawn there. Fire deals with them swiftly, cold far less so, but with fire you need to be wary of my previous point regarding temperature; all that mountain rock certainly seals in the heat, for better or worse.

Sappers are only avoidable via modded means, unfortunately. I have (sd) Bridges installed, so if I choose to make a mountain base, I'll consider mining a moat around it and terraforming it into Deep Water to make it impassable. Make only the entrance open, insert killbox (if that's your style; I just use fancy turrets or good ol' pawn-based defence) and profit.

I would suggest that, when you start building, aim for granite. It takes longer to mine but is substantially stronger. If your map has marble as well, fantastic, marble makes for the most beautiful of the non-Jade stone structures and furniture. Ensure your halls are a minimum of 2 wide, as others have stated, but your rooms don't need to be an excessive 9x9 or anything. A 5x5 internal on any room is sufficient space; even 4x4 is acceptable (so 7x7 or 6x6 with walls, respectively). Plan for temperature management if you're in a wildly fluctuating temperature area (basically anything that's not an Arid Shrubland) and farming using hydroponics. Double your efforts on temperature management around your farm; fires aren't controllable at all once they hit hydroponics crops, at least if you fill space efficiently around Sun Lamps. Infestations... mass firepower, literal fire, or simply savescum. Leave an outside area to prevent cabin fever, although most pawns will go outside at some point anyway to haul/clean/repair/mine/whatever.

sigh. I remember the real ol' days of Alpha 5/6 where mountain bases were amazing. All the factions lived together in RimWorld nonexistent harmony; but everything changed when Infestations were added. Only the Tynan, master of all code segments, could remove them, but when the community needed him most, he declined.

Never had an infestation in the 8~ish mountain colonies ive had. They all have 20+ hours on them.
Edit: About everything mentioned as "dangerous" I have never had problems with. I line my base with a 2 block wide gap with sandbags and all I have to do is move 1-2 people to the sappers position, take em down, and move back.
Also, zzzt is dangerous? Maybe its just cuz I never build mountain bases out of wood (Minus floors)
Last edited by Nörr; Aug 25, 2017 @ 5:01pm
ExoticButts Aug 25, 2017 @ 5:30pm 
Originally posted by Aukave:
Originally posted by ExoticButts:
Your biggest issues are, as has previously been stated, Infestations and Sappers. A lesser-thought-of threat that's no less dangerous is "Zzztt..." occurences.

If you have ANY flammable material around, these will quickly heat up your entire base to well over 500*C. This may mean that, yes, you'll need more exhaust shafts sealed with vents, but it should keep at least some kind of defense present. Unfortunately, you'd think Firefoam Poppers would work here; they only deal with the flames, not temperature, but could be used in conjunction with exhaust shafts.

Infestations are arguably the hardest thing to deal with in any mountain base, mostly due to the (utter b*llshit) fact that they can spawn ANYWHERE beneath Overhead Mountain, regardless of whether it's a high traffic area for your pawns and hence logically impossible for it to spawn there. Fire deals with them swiftly, cold far less so, but with fire you need to be wary of my previous point regarding temperature; all that mountain rock certainly seals in the heat, for better or worse.

Sappers are only avoidable via modded means, unfortunately. I have (sd) Bridges installed, so if I choose to make a mountain base, I'll consider mining a moat around it and terraforming it into Deep Water to make it impassable. Make only the entrance open, insert killbox (if that's your style; I just use fancy turrets or good ol' pawn-based defence) and profit.

I would suggest that, when you start building, aim for granite. It takes longer to mine but is substantially stronger. If your map has marble as well, fantastic, marble makes for the most beautiful of the non-Jade stone structures and furniture. Ensure your halls are a minimum of 2 wide, as others have stated, but your rooms don't need to be an excessive 9x9 or anything. A 5x5 internal on any room is sufficient space; even 4x4 is acceptable (so 7x7 or 6x6 with walls, respectively). Plan for temperature management if you're in a wildly fluctuating temperature area (basically anything that's not an Arid Shrubland) and farming using hydroponics. Double your efforts on temperature management around your farm; fires aren't controllable at all once they hit hydroponics crops, at least if you fill space efficiently around Sun Lamps. Infestations... mass firepower, literal fire, or simply savescum. Leave an outside area to prevent cabin fever, although most pawns will go outside at some point anyway to haul/clean/repair/mine/whatever.

sigh. I remember the real ol' days of Alpha 5/6 where mountain bases were amazing. All the factions lived together in RimWorld nonexistent harmony; but everything changed when Infestations were added. Only the Tynan, master of all code segments, could remove them, but when the community needed him most, he declined.

Never had an infestation in the 8~ish mountain colonies ive had. They all have 20+ hours on them.
Edit: About everything mentioned as "dangerous" I have never had problems with. I line my base with a 2 block wide gap with sandbags and all I have to do is move 1-2 people to the sappers position, take em down, and move back.
Also, zzzt is dangerous? Maybe its just cuz I never build mountain bases out of wood (Minus floors)

I was just covering all bases when it comes to tips for a starter. Not everyone plays the same, nor would everyone have trouble with infestations/sappers/discharges; I've had trouble with all three (sappers coming from opposite end of mountain, because Cass is Cass; infestations galore that spawn in main thoroughfares that they logically never could spawn in and Zzzt...s in my carpeted colonist bedrooms), so I provided what advice I could to someone starting out. Hardly one-size-fits-all ;)
Spooky Aug 25, 2017 @ 5:34pm 
As soon as an infestation hits zoom out as far as you can go then double click on one of the nests to select them all so they can be easier to spot. The damn bugs can be sneaky and spawn in a smaller infestation far away from where the main concentration is, even in a seperate mountain if you have split your base hehe.

Iv lost track of how many times I have enjoyed a sigh of relief after a bug splatting job well done and released my pawns to go to hospital, grab some food and sleep it off etc thinking that wasn't so bad, only to have one shredded to bits as they go into a bedroom filled to the brim with the buggers :)
Pyrithe Aug 26, 2017 @ 2:05am 
In my mountain base, I opt for building it into a large chunk of mountain with my back to the edge of the map so nobody can spawn in from that way, then use every steam vent on the map to set up automated turret structures. I can't tell you how many times I've had an army of ~10 spawn right next to one of them at the top of the map, get shot to ribbons and flee. Often, I've gotten the message, pause the game and go to check it out, one or two are already dead. One time, they tried to power through and ignore my turrets, nobody survived that one because by the time they chose to flee, they ran back through the turrets again.

But yeah, everyone plays differently, so take the tips you get, some might make you think "Huh, I like that." and others will just be "I don't really play that way, so that feels useless to me." Of course, never hurts either since one person coming up with a tactic might seem pointless at first, but you might find some use for it after all. On an open map, I'm trying to build a large wall on the very edge of my build limit that is 3 wide, with 2 walls on either side and a layer of deadfall traps inside. My hope is the AI that "tunnels around defenses" will detect those traps and go for one of 3 entries which I'll have my actual defenses set up. For what is up now, it's worked pretty well so far, I've only seen them break through walls without deadfalls not built on the other side, and none have tried anything but going around when they spawn from the north. So for dealing with pesky tunnelers, try adding a layer of deadfall traps in your walls, it might keep them at bay or force them to circle around to an easier area to defend.
TTLA6 Feb 6, 2019 @ 10:16pm 
Originally posted by KalkiKrosah:
Yeah, I have some tips about mountain bases.

1. Having a good miner will shorten the amount of time needed to move into your new mountain home. But is not absolutely required. Anyone as long as they are capable of mining can get you in there. It just takes longer.

2. Set up a stone cutting table right near where you are excavating. Have the table set to cutting up whatever stone you're mining out. Placing it here helps save time and you can set the stone hauling zone to be right next to the bench too. And the stones you cut can now be used to wall yourself in.

3. Stone flooring is ugly. Smoothed stone flooring is the best and most beautiful flooring in the game. Smooth the stone floor if you want to avoid the mood debuff with an ugly environment. Have everyone do it since it takes no resources and you cannot fail it. Great way to get construction experience too.

4. 7x7 rooms are the best for maximizing mood buffs.

5. You cannot place electrical wiring through a natural rock wall. So if you want to place a cooler or run an electrical outlet through the base you will have to do it through a wall or door which you have built.

6. Make sure your hallways are atleast 2 tiles wide. If an infestation does occur you will be less bogged down with a hasty exit.

7. Place turrets in your hallway intersections and have them on a switch turned off. Place the switch someplace that is close to the exit of the base. These turrets will not kill the bugs but they will buy you time.

8. Place heaters (or coolers) in every hallway. Have them vent into the rooms. Should you get infested this will be the ideal way to handle them.

9. Have multiple kinds of electricity generation. Windmills, solar panels and (if the map supports it) fueled generators, and geothermal vents.

10. Set up hydroponics in your base. Make sure that there is always an ample power supply available for it. Should the power die for an extended period of time the plants will die off. Have a battery supply nearby which you charge up to maximum and shut off, only to turn it on in an energency situation. Rice is the ideal food to be grown as its growth rate is the most affected by soil composition.

11. Make small but plentiful stockpile zones. Placing everything in one place will be catastrophic should you get an infestation. You will either lose many pawns or you will lose your hard earned supplies. Place them in multiple places to mitigate lost supplies.

12. Pillars are your friend. Roof collapses can kill you if not careful. Do not be reckless with your mining. If you go more than 13 tiles from any wall the roof can and will collapse. My general rule is to build a pillar every 10 tiles, but you can do 12 if you really want it open. Just be aware that if a raid does reach inside your base and a rocket misses you but hits the pillar... you're dead both ways. It's safer not to push it to the max limit.

13. Being stuck in doors all day will cause a minor mood buff which gets worse the longer you stay indoors. Outside the entrance of your cave wall off a section of the outdoors and plant a flower garden or make a small picnic area or place some recreation activities outside. Your pawns will venture outside every so often and remove the build up of cabin fever they acquired over time.

14. Bugs spawn more often in deeper, larger rooms with rough flooring and no lighting. Just another reason to smooth that floor and build lights in every room. If you want to influence where the bugs spawn you COULD leave a certain area of the base unlit, unfurnished and unsmooth. But this strategy is not fool proof. They can still spawn in your small, smooth floored hospital with a light for all 7 beds and not in your massive 35x35 empty, unlit room with 18 turrets and 20 freezers in it. Its probability and sometimes Randy says ♥♥♥♥ probability I want the bugs placed here.

15. Mountain temperatures are more mild than the outside temperature. So if its an arctic climate the inside of the mountain will be warmer, if you are in an arid desert then it will be cooler. You can maximize this benefit by making any outdoor walls 2 tiles thick. Anything more is just an added benefit but not absolutely necessary for temperature reasons.

16. Sappers will screw you over. They will tunnel throug where your defenses are not and will attack you from an area you have less well defended. Try to make sure you have any walls that are 2 or less tiles thick heavily guarded by traps or turrets. Otherwise you should look to bolster it by building thicker walls around it.

17. Do not place mortars inside of your base or under any roofed area. They will not work if you do not have an unroofed spot for them.

18. When starting out you will probably have one jumbled mess where everything is situated in one room. But once you get more of the mountain mined out you can spread out a little and make things less clustered. You should ideally make the spots where your colonists spend the most time closer to the door. So your kitchen, eating area and frequently used work stations should be at the front and the less frequently used spots more towards the back. The one exception being the hospital, you always want that close by. While things like your prison cell your stonecutting bench and dead man's clothing closet can be placed in the back of the base.

19. Make the animals sleep right outside the door. They will track in filth which will cause your pawns to become dissatisfied with the look of the place or will cause someone to spend more time cleaning and less time doing something more productive. Just make sure the animals have access to food.

20. Infestation bugs cannot be tamed. Do not try it.





^^^^What he said.
Holce Feb 7, 2019 @ 1:16am 
Originally posted by KalkiKrosah:
Yeah, I have some tips about mountain bases.

7. Place turrets in your hallway intersections and have them on a switch turned off. Place the switch someplace that is close to the exit of the base. These turrets will not kill the bugs but they will buy you time.

I like to use uranium turret with fire trap in front. They gave you more time and may hurt a lot of bugs. Uranium turret cannot burn and are nearly as strong as plasteel one. The other avantages is they have more chance to explode than iron turret. A turret can explode when hitten and have less then 30% health.

It cost 60 uranium per turret. You need a good supply or fing them with long range scanner (drop pods for sending the uranium back home).
Last edited by Holce; Feb 7, 2019 @ 1:17am
Jigain Feb 7, 2019 @ 1:23am 
Originally posted by PooPooButterMCGEE:
^^^^What he said.
I'm sure 2017 is overjoyed that your input finally solved their dilemma.
M.K. (Banned) Feb 7, 2019 @ 2:11am 
A year-and-a-half old necro,
executed by verbatim quoting a whole wall of text, and only adding "^^^^What he said. "

.
Wow.
That's taking necromancy to another level!


Mind you, the advice is still valid.
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Date Posted: Aug 21, 2017 @ 9:23am
Posts: 39