RimWorld

RimWorld

Tegga21 Aug 20, 2016 @ 10:59am
Seperate rooms for crafting/eating/lab
Is there any benefit in this or one big room with everything(I've been doing) just as good
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Showing 1-6 of 6 comments
Emmote Aug 20, 2016 @ 11:02am 
The dining room should be get separate from everything else because a really nice dining room can have a significant positive mood effect, but having crafting stations / stockpiles inside will make it a lot harder to beautify.

But yeah, I typically make one big crafting room with every workbench inside. Except food and medical; they go near their relevant freezers.
Last edited by Emmote; Aug 20, 2016 @ 11:03am
Mr W Aug 20, 2016 @ 11:41am 
Dining area should be a clean, beautiful, spacious area with no crafting or storage (except beer). You can double it up with entertainment like chess sets, comfy chairs, and pool tables. You should not be preparing food in that room. If you can get it all the way to Impressive, all the better.

Crafting should be kept separate from food prep. Food prep is ugly and dirty. If you can have your workshops stay clean, moods will be much higher. Most crafting can be done together, but keep in mind where you are hauling stuff to and from. I usually put my stoneworking (outside, but roofed) close to where the animals are storing the chunks and the finished blocks so that the working only has to take a few steps between jobs.
Hppakee Aug 20, 2016 @ 12:12pm 
Have a freezer with frozen food close to the "kitchen".
Have the kitchen near a "walk-in fridge" store some prepared food here.
Place a dining table close to walk in fridge.
Have a lamp close to the dining tables and i put a tv there too.

I use several rooms for different jobs. I like organizing.
But in most craft rooms i have 2 worktables orso.
Last edited by Hppakee; Aug 20, 2016 @ 12:14pm
Swirler Aug 20, 2016 @ 12:48pm 
You'll notice it more later on. Different rooms want different things as some others have mentioned.

So yeah it's a good idea to seperate the rooms when it's reasonable to do so. But you can still put all colonists in a big bedroom early on.

Comparmentalising helps with heat distribution, so in cold weather it's easier to heat smaller rooms.

Security is also increased with more rooms because there are more barriers to assailants who want to hurt your people.

However as more and more rooms are added this slows down your colonists and creates inefficiencies in their walk routes. So it's a balancing act later on as well.
Zalzany Aug 20, 2016 @ 1:03pm 
Yeah you do to many rooms you need to waste tons of power to run the auto doors, and compenets as they start to get really slow in he base using all he doors. Advantage of big crafting rooms with close access to stockbiles they need is speed, heat dispersnion isnt as bad I simply use one or two heaters and put vents up all over so if a room is over kill in heaters they can warm the next rooms over. Not most efficient but it works for heat/cooling. Only time I get really picky is with the medical room and prison. Those need to be almost exact I keep them smaller if I can but stilll fully functional.

Small also give a debuff for being crampt. So unless you making a decent size room for everything its gonna start bumming people out who work there half the day. Lba is not as bad the table is huge for that, and you got have space fo anaylisers latter.
Ficelle Aug 20, 2016 @ 1:11pm 
Ive had bases with 1 huge room for almost everything, bare freezer, prison and individual bedrooms (think 100*100 or something like that), and some with very seperated rooms scattered on the map and evrything in between.

In the end, i tend to prefer huge room, circulation is way better, temp is easier, less material is wasted, beauty is easy...
Plus, you can have walls and 'separation', just no doors.

But, nothing says you cant try different styles of base, change for each new colony.
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Date Posted: Aug 20, 2016 @ 10:59am
Posts: 6