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If I'm starting a new game and I'm planning to build a mountain base, a colonists with like 8+ mining skill and industrious and/or very neurotic is a high priority to "reroll" for (or use character editor to make), and making them a mining specialist is also pretty high on the priority list. They can basically start digging on day one and I'll be moved into the mountain base within a quadrum. If you don't start with tunneler, moving directly into the mountain early game is often less feasible, slower mining and restrictions on how you get food make it much slower start.
I like them though, and will generally do a smaller building at first to get everything inside and a barracks of sorts. After getting established you'll have time to kinda assess your area and come up with a plan for your layout. I almost always do a 3 wide hallway, but initially I'll only do the center one and leave the widening for later. Same with smoothing.
Basically take the same idea as the initial setup, get a room or two setup inside the mountain and move inside then expand however you were planning to. Generally this extends into the second year, but that will vary on how your game plays out.
Obviously an army of constructors will be needed to smooth everything. It takes forever, but along the way you'll build some nice quality furniture because of the skill progression. Even someone otherwise useless can smooth, especially if they don't have anything else going on.
Additionally, while you don't have to drag materials to the build site, you do have to drag chunks out, which can only be done 1 at a time, further slowing down progress.
Then compound on top of that having to smooth the walls and floors. Its no wonder mountain bases can take a while to get going.
I'll just start with whatever meme on fluid, start a regular wood colony against the cliff I want, then I just map out what I want to dig and take it slow, digging demolishes mood anyway (darkness/ugly environment) so there isn't any point in rushing.
Once the main room is dug, and maybe bedrooms and a fridge, I'll move most furniture inside while keeping unmovable stuff at the initial location (usually the mechanitor buildings) and the initial base becomes a walled off open-air section where I can plant/raise animals.
I dig my colony entry outside of the actual plantation part so that raiders simply never walk in there
By the time all this is done ideology is already reformed with tunneler added on top. Cleansweepers and lifters are mvp during digging, it's a shame actual digger mechs aren't tier 1
heresy
I also typically make my hallways two-wide, and then later come back to add shelves to one side... and load those shelves with skins and such. If bugs invade... they'll destroy those shelves, but they'll also be in single file...
Also, I'll also punch a few extra holes into walls, then put block doors back in the places... forbid the doors. Normally I try to get 'em use the main hallways, and the wooden door entrance. But if something bad happens, I can unforbid the block doors and traffic can move very differently.
Generally speaking, I use wooden door next to a vent as 'entrances' to rooms. This can be very useful, as you can shoot a wooden door/vent to death in rapid order... shifting invader traffic.
It's also a significant beauty bonus with a correspondingly tiny wealth increase.
More beauty than tiled floors (by 1) and less than the incredibly expensive and time consuming fine tiled floor (by 1) and with no cost and a tiny wealth increase....they need to be slow to build to balance that out.
I don't do smoothed walls though....I mine 1 extra tile and build my own walls. If a wall gets destroyed I want to be able to build it the same as it was....plus conduits don't belong outside of walls :p
Once you smooth a wall, it's repairable and you can put conduit under it. You can't rebuild it if destroyed, but I try to leave my walls as rock... the smoothed rock look/effect takes forever, but it's totally worth it.
Is that a mod ? I definitely can't put power conduits in mountain stones
https://steamcommunity.com/sharedfiles/filedetails/?id=2917425106
I think a lot of people also undervalue wealth on rooms. The amount of wealth things like floors and walls create is trivial in regards to raid scaling, it's just not a factor at all unless you are making everything out of gold. Wealth is however an important part of room impressiveness, so the "low value" nature of smooth stone is a negative not a positive. You spend a lot of extra work creating something with low value for a minimal beauty increase.
Fine floors tend to be worthwhile additions to rooms late game not because of their small amount of beauty, but because of their high amount of wealth that doesn't take up any space. To use large wood sculptures as an example again, those are worth like 200-500 silver (normal to masterwork) and take up a tile, while a fine carpet is 67 wealth per tile so you can get an extra 1,675 wealth in a 5x5 room without making it cramped. That's also like 1/20th the amount of building wealth required to generate one extra weak raider on 100% scaling BTW.
And put table/chairs in the hallways, so ppl aren't waking others up as they eat.