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(I dont support solar/wind, so batteries go inside before hydro, but....i think OP know's more than i , so....) :=)
My way involved dying over and over by never eating or drinking.
Seems I am overthinking it? My last base was on the moon and I thought I had things going well, but I decided that after setting up this big elaborate advanced furnace I wanted to put my printers nearby, so I built out this big 2 story room.
And... when I tried to move the printers in I had put in so much wiring/piping running under just floors that the printers wouldn't go down because 'no support'.
So, I was looking at tearing everything apart to get the printers in and just kinda gave up in despair and thought I'd start a new game.
Seems every time I think I've got a handle on this game I find a new wrinkle.
On certain rooms I leave an empty level underneath the floor for services and it sounds like you're doing the same.
It's a bid odd that you cannot construct a machine on a solid floor, but there's a simple workaround.
Place frames underneath but don't fill them in, add machines, deconstruct frames.
This, I use all starter iron frames and walls to make a 4 x 1 x 5 safe space with everything in it. Then work on a bigger base.
I've been playing this for a while myself and still find myself here.
I am fairly in the starting stages as well, one thing I figured out is be prepared to move things around a lot.
Putting the oxygen tank and the water filtration inside helps, since you can add oxygen and nitrogen (from the water filtration) and slowly build up an atmosphere.
You will also need to add a N2 filter in your suit at some point (instead of all three being for CO2) if you go for 75-25 Nitrogen-Oxygen air mixture in your air canister which you can do pretty much the same way as it shows you how to make a canister for fuel.
I moved on since then, expanded the room a bit, added a 3x4 flat basic solar panel farm outside with another station battery, which i am now replacing with trackable solar panels which was a pain as they can't be in a square, they have to be in a line otherwise they block each other, what i meant by 'be prepared to move things around'.
There is also a series where someone has successfully made a 3x3x3 compact base in a very limited Moon world (i think with no ice whatsoever) which should have quite a few gems in there is how to build things compactly and also how to use one system to feed another, for example plants eat up CO2 and produce Oxygen which takes care of oxygen production given enough plants etc etc. This is the link for the first episode (i haven't watched them all) https://www.youtube.com/watch?v=BLXBBQWWEsE
For Vulcan - working greenhouse exhausts oxygen so place other rooms where the fuel is mixed close nearby, etc etc.
The most important thing is logistics. Careful about excessive airlocks slowing you down (luckily they made them faster recently). Also dont wanna travel many turns for too long just to get to your printed products. Good idea is to build around your manufactory. The further it is, the longer it takes to scale up the base. Using and stashing into crates is ok but note you're bound to forget some item and ought to keep coming back for it to the manufactory.
Also multiple corridors and airlocks around your base would help you get from point A to point B as you scale up. Good luck!
the procedural builder is more sortof what the 'typical' player is - basically, you build box, and just... keep building stuff. figuring it all out on the fly. this has the benefit of being very much survival oriented, since you arent gonna be building stuff you... well you cant build yet lol. but ofc you can run into some awful roadblocks where previous work is now in the way.
personally, i always build 'on the fly' - i have somewhat of an idea regarding what i want, but not much planning goes into it. my recommendations for this? always build with an eye to expansion. sure you could just have 1 single entrance airlock, but what if you want to build a second room? you gonna knock out one of the walls and depressurize your home?
what about cables? are you gonna always be pullin out the cable cutters for any sort of addition? it'll get difficult real quick. so build stuff with an eye towards future expansions - maybe leave a couple open ends on your power lines, for future machines or solar panels. sure, a second airlock is expensive, but it means you won't have to knock a hole in your wall down the line?
my last tip - give yourself plenty of space. no need to cram everything in super tightly when you're still new to stationeers like me - and i consider myself new, it's like KSP hahaha.... but until you have a real good grasp of space and space usage, it's a-okay to give yourself a little bit more room than maybe you absolutely need!
I don't really prepare layouts ahead of time, but after so many bases, i kind of learned what works and what doesn't. In general i try to keep 3 vertical frames (6 meters) per floor. the middle frame is the 'human' space, above and below is mechanical space. This makes it easy to route everything.
Electrical goes above, plumbing below, with recycling chutes running 1 step below the pipes.
Space is free, like the guys said already, there is no need to make everything cramped.
Alternatively you can set up small manufacturing base while you build your dream mansion in that prime spot with great sunrise :)
I tend to try to maximize the utilization of space, and I've seen repeated comments here that space is free. Which you know... an entire planet to build in!
"But, dammit, I can fit somin somin somin in this space"! <--- I need to get over that.
Dingo: Your layout system is useful to me. 3 vertical for each livable space.
(Why did I just envision the movie 'Moon')?
Haha, good movie :)
Forgot to mention, decide on elevator spot early on if you going to use it. also for vertical bases, allocate cube worth of space for vertical tunnel on each side of the base to get your piping and electrical between the levels consistently and without hustle.
In the end OCD wins .. i think, spaghetti management is the difference between ballin' and balls base ...
think of it like this: if one of the wires blew from overload, how long would it take you to find and replace the wire? hahaha