RimWorld

RimWorld

how to build good base?
pls tips
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Showing 1-15 of 22 comments
by good i mean functional and pretty, looking for tips!
XelNigma Oct 15, 2024 @ 9:59am 
Segregation and uniqueness.
Separate your crafting tables. In real life you dont have a smithy, a tailor and a chemistry table all side by side.

Make a building just for tailoring, have shelves that hold textiles and shelves that hold cloths. Make it a tailors.

Then have metal working, with the machining table and fabrication table. with shelves that hold components, and metals.

Another building for stone work, with the art and stone cutters, with, you guessed it, shelves that hold cut blocks.

But also space is important. dont cram everything into the smallest space you can. give your pawns room to move around.

Next lets talk about uniqueness. Every base you see has the same prison row of bedrooms.
Dont do that. make an apartment building with a few bedrooms centered around a common area with a table and some rec items.
And have each bedroom set up differently. have the beds on different walls, have the dressers moved around. And mix up the carpeting. draw patters and shapes into the carpet. the entire room doesnt need to be just one color.
I often like to match the color with the pawns favorite. If they like red, I carpet the room in reds and oranges.
You can even paint the furniture an accent color.

Another thing that improves the look of a base is roads. Having one mega structure doesnt mean your pawn has to walk through 4 rooms just to get to the kitchen. build hallways or if your in open flat terrain, roads.

Also, if you are in open flat maps, building a town instead of a mega structure is a great defense as your pawns can defend from any side, even drop pods, thanks to all the doors and paths. you can easily flak or retreat.
Playing like this helps you learn rimworld combat and makes you more prepared when you have to go out of your base to fight. as you know what gives good cover, what counts as flanking, and how to position your people.
Something setting behind a killbox exploiting the AI doesnt teach you.

And remember Rimworld isnt about min/maxing. The game progresses with you, Your not racing against the clock to reach a tech or gear level.
done87 Oct 15, 2024 @ 2:40pm 
i put everything in the freezer, just make sure they have dusters on
Hoki Oct 15, 2024 @ 3:03pm 
bases usually grow either organically or are preplanned.

in either case the leading doctrine is to keep walking distances short if possible. freezer close to the fields, ranch nearby as well. kitchen next to the freezer followed by social room.

for pure efficiency you workshop will contain all workstations for crafting. prison and hospital belong close to your killzone (doesnt have to be a full on killbox. just the main area you fight)

thats the general guidlines for building good bases but theres more to it.

a base should be able to handle all of raids in one way or another. you should have ways to get out quickly to deal with sieges. you need cover in some locations to deal with dropraids.

storage should be split into a 2 categories: trading/misc and specialized.
a specialized storage is for stuff that belongs in a specific place - medicine for the hospital food in the freezer material storages to the workstations that actually make use of it.

as Xel said - RW is not about efficiency. you can add flavor to your colony by building dedicated workshops and space some things out a bit.

as for beautyfying your colony. if we're talking modded you might always wanna add some more space to everything you build to add stuff like props or other kinds of linkables/decoration.

your colony is the place most of the experience happens let it be part of it. if events happen inside maybe try to incorporate them into the laylout.
MadArtillery Oct 15, 2024 @ 3:31pm 
All my bases are so different I dunno, I've never had 2 colonies that looked alike as I try to make sure they all have a unique style. General efficiency tip though make sure you have shelves next to work station with materials. Less walking is more efficient.
Last edited by MadArtillery; Oct 15, 2024 @ 3:31pm
Bloodcup Oct 15, 2024 @ 3:58pm 
use stone for most construction when you can....drop pod raids have a bad habit of setting fires and if your walls and floor are wood, it goes sideways fast.

when planning your base, think about how you are going to defend normal raids that come to the gate/killbox, how to defend sapping raids, and how to deal with drop pods. This means having fallback positions ready, and various cover and turrets already set up. Personally, i also have it set up where parts of my base are segmented, so i can close them off ...which gives a little extra time to get in position.

Basically, just keep defense and work/walking distance in mind as you build. And don't be too adverse to reworking areas if you find that they aren't working for you. Sometimes it looks good, but the next raid can show you were you have a weakness.
Red Bat Oct 15, 2024 @ 4:41pm 
You are basically just asking how to be good at this game, and everyone is going to give you different tips because people play the game in different ways.
apud.harald Oct 15, 2024 @ 5:27pm 
Rule Number One: dont build it from wood. Seriously. Dont build with wood.
76561199007339512 Oct 18, 2024 @ 1:07pm 
I'd repeat segregating workshops. By segregating workshops you have space to stockpiles and/or shelving with them. This reduces the job related hauling your skilled workers need to undertake.

Avoid stockpiles unless you need to hold something that can't go on shelves, and if you have a mixed use storage area (eg. animal corpses and food in the same freezer) try to have enough shelving for the shelvables even if you allow the stockpile to also take them at lower priority. Your pawns find stockpiles ugly even if you don't and they're less space efficient.

Hauling animals can let you sprawl more. Dogs are best because they have 0 wildness, smaller appetites, less mess, and nuzzle pawns. They can't be relied on for all your hauling, but they can do a lot of it. In particular, this lets you have farms farther from your freezer and use local workshop stockpiles and more distant overflow warehouses even more efficiently.
Quill Oct 18, 2024 @ 2:22pm 
Originally posted by done87:
i put everything in the freezer, just make sure they have dusters on
Can't have any bugs if the whole base is frozen
Dyspeptic Icarus Oct 18, 2024 @ 5:24pm 
Originally posted by ryangoslinglover306:
pls tips

Build up walls, barricades, and sand bags.

Even just some walls can force enemies into a specific section of your base. Some barricades can turn a headshot into a body shot, and slow down enemies while your pawns get into position.
posthum Oct 18, 2024 @ 5:31pm 
Spend three days planning it out down to the individual squares and furniture, grow a few grey hair over how aesthetically imperfect it keeps turning out, get it perfect eventually, get bored five raids in is my approach.
Dyspeptic Icarus Oct 18, 2024 @ 5:41pm 
Originally posted by posthum:
Spend three days planning it out down to the individual squares and furniture, grow a few grey hair over how aesthetically imperfect it keeps turning out, get it perfect eventually, get bored five raids in is my approach.

You mean you don't slap down a 7x2 and throw all your production buildings in it?
Mati_Lublin Oct 18, 2024 @ 5:47pm 
Tbh putting most of production buildings in one room isn't bad, as long as said room has diect access to the storage.
WildStargazer Oct 18, 2024 @ 6:18pm 
Build in a way that minimizes hauling, for example from farm to freezer or from storage to production. For example I have a storage zone for dead mechanoids right inside my killbox and a craft table nearby. After raid my pawn just disassembles them on the spot instead of hauling somewhere. Same can be said about raiders, you burn corpses with molotovs where they fall instead of hauling them somewhere. Animal pen must be not far away from storage with caravan packing spot directly near storage, when you will pack caravan haul time will be minimal.
Last edited by WildStargazer; Oct 18, 2024 @ 6:23pm
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Date Posted: Oct 15, 2024 @ 9:11am
Posts: 22