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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.
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.
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.
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.
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.
You mean you don't slap down a 7x2 and throw all your production buildings in it?