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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.
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.
http://steamcommunity.com/sharedfiles/filedetails/?id=732406966
Hahaha, mod worth getting for the artwork alone :D
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 ;)
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 :)
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.
^^^^What he said.
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).
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.