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IF you're lucky, sometimes you can find small outside pockets when tunneling into a mountain. I find these areas to be good for setting up transport pod launch areas and transport craft landing areas (9x9). I've also added a xenogenetics and biogenetics labratory to my recent build. In the xenogenetics labratory I have a containment area with small cells for observing and toying with captured bugs. I usually turn on 3 colonies so I can build another base adjacent to the main one, and have a floating colony for hunting and exploring.
I build with square rooms like most people. Functionality is usually my goal though. If I need some asthetics I make golden statues, marble pathways, and I replant beautiful trees along walk ways outdoors.
For example from inside out it's a kitchen + freezer zone some pawns or bots just work there, then their freezer is the highest priority storage for them. The next zone set up to be freezer + Field and same thing. In the kitchen you have a shelf for meals at a low priority, but it's still the highest priority the kitchen staff can get to so they cook and load it. Then you have other pawns / bots doing the hauling, for example, picking up meals from the kitchen and moving them to one or more dining rooms.
Cuts contention on the inventory list, which gets bad when you have too much using and or trying to haul the same things. Also potential job lists are shorter for pawns, which helps lag a good bit too.
It is always some rendition or makeup on this general plan.
All Stat Points into Defense.
Also, i like Modular and Clean Designs that i can expand.
That being said, i also dont like Attacking, or in other Words, i dont Attack others if they dont Attack me.
But the moment they threaten me and Attack me i will crush them.
Im Pro Peace, but im also not Silly, i do Invest a lot into Equipment and Superior Tech.
https://steamcommunity.com/profiles/76561198015670301/screenshot/2023856976407010661/
https://steamcommunity.com/profiles/76561198015670301/screenshot/2023856976407010441/
Power buildings like wind turbines and solar panels should also be placed out of the way (and ideally combined together to make a solar/wind power block, as solar panels do NOT block wind turbines. Wind turbines are also not blocked by most crops, only exception being trees, so you can place them in the middle of your fields as well.)
Put your kitchens and freezers to be next to wherever you grow food so it can be hauled in quickly, and keep hospitals, prisons, and dining rooms/rec rooms near the kitchen as well. Ideally make sure you have a few smaller hospital "triage" rooms spread around your base if it's very large, so critically injured pawns/prisoners can be brought there and stabilized before being sent to the main hospitals and prisons.
Stockpiles should be kept in the center of your base so materials can be sent to and from in about the same amount of time, and put your workshops next to them as well.
Additionally if you have a mountain base you can make an outdoor dining area instead of an indoor dining room and spruce it up with some flowers, sculptures and other foliage, this helps a lot with keeping a pawn's outdoor needs filled.
If you have any special buildings from the Ideology DLC like neural superchargers, vampire deathrest rooms, biosculpter pods etc. where pawns only have to visit once each day (or even less often), keep them at the edges of your colony just like the bedrooms; if they occupy space that sees a lot of foot traffic they'll be a hindrance to travel time as that space could've been a workshop, hospital, more storage etc. that sees much more use.
That's the sweaty way I optimize my bases, if you're going for aesthetics feel free to disregard but having a more efficient layout will help your pawns be much more productive throughout the day. Lastly ANYWHERE YOUR PAWNS GO FREQUENTLY, LIGHT IT UP. Pawns in the dark suffer a mood penalty and movespeed debuff that is equivalent to having a pegleg. Standing lamps will not catch fire or short-circuit in rain, so you can safely light up your outdoor areas with them (if power drain is an issue, research advanced lighting to cut the power consumption of each lamp to only 15W).
https://steamcommunity.com/id/Windy_Chimes/screenshot/2039619682069106208/
In my defense, it started out as a pretty village like thing, but eventually urban planning kicked in.
Thanks for the mod suggestion! I'll give it a whirl in my next playthrough.
I'm having a difficult time visualizing this, but it sounds cool!
Do you happen to have any screenshots? I'm envious and interested in what this looks like.
Amen to that, but sometimes I wish I could do things a little better yanno?
Danke schön! Your base was a real pleasure to behold!
This sentence hurts me.
You could easily go with something along those lines but change up the materials a little. Even just the floor. Go with 3- or 4-wide passages/roads. Make the middle one thing, say concrete flanked by paved tiles to give the look of a main throughway and side spaces for shelves/tables/whatever happens to go there on a nice day. I tend to combine carpets and sterile tiles for interior hallways, and some other rooms and various kinds of stone floors for roads or 'outer' hallways. Just varying up that way can make a huge difference even with a cube.
The bases always look better and it's a fun challenge of sorts.
Each building will have a bit of personality so to speak.
Reminds me of blind dates.
"Is my new apartment symmetrical?" "It...Has a great personality?"
https://steamcommunity.com/sharedfiles/filedetails/?id=3014233517
My bases aren't the prettiest (to me, colonists don't care about the shape, only if it has a sculpture or two lol), but they work and that's what matters.
"this is... this is.... this is...."
and for that you necro a thread?
Mods help tremendously. Rugs and art and windows and flowers go far. Fake stairs.