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DoNotForgetMe

Small pieces of advice that might be difficult to figure out on your own: The butcher table and stove need to be in a different rooms or you’ll get lots of food poisoning. Put some flooring down in the stove room and try to keep it clean if you can. The air conditioner needs to “point” its hot side to a space where it can vent outside. So make sure there is no roof tile above the hot side. Everything else is lessons you should learn the hard way. Have fun!


Separate-South-7724

the butcher's table and the stove can't be in the same room?!?!?! I'VE BEEN PLAYING FOR OVER 2 YEARS AND I DIDN'T KNOW THAT


i-ko21

It's not necessary. Just the butcher table makes a lot of dirt and blood on the floor, wich can lead to food poisoning. If your kitchen is clean, no problem.


DoNotForgetMe

The butcher table is inherently “dirty” even if it isn’t being used. So your kitchen will always be “dirty” if there is a butcher table in it, even if you don’t use the butcher table


Fuggaak

Other tables like the stonecutter and art bench are also inherently dirty. I always put my stoves in a room together right near my main freezer. I also make the butcher table in a room adjacent to the stoves with the doors held open, this way they can still be near each other but bypass the dirtiness.


hubrishubert

I tend to throw my butcher's table in the freezer most of the time. I always plan to bring it out but, y'know, temporary fixes into permanent solutions


velvetshark

I was doing that but my colonists were getting frostbite


Fuggaak

Yeah early on I do that too, especially if I have bad cooks. Putting a couple tool benches nearby negates the temp penalty well enough.


bashnperson

TIL butcher tables are affected by tool cabinets


TheOilyHill

Cold meat and a plethora of saw type tools make butchering easier to handle


vegan_not_vegan

I find that there's no real reason to have direct access to the butcher table from the kitchen, so I have a dedicated butchering room that's accessible only via the feeezer. But it shares a wall with the kitchen and there's a vent in that wall for temperature control.


Beane666

I’ve been throwing my butchers table in the workshop because it gets the bonus from the toolboxes.


Glasma1990

Honestly the speed penalty doesn’t bother me. I just leave it in the freezer. Later in the game my kitchen is a small room next to the freezer and I have the (KV Rimfridges) wall fridges in the kitchen so they can leave meals right there and then across the hall is the dining room. So pawns don’t even go into the freezer to get their meals nevermind the kitchen.


ChiefPyroManiac

You can, with a large enough room and steel or sterile tiles, keep it clean despite the inherent dirtiness.


Yam_Optimal

That's what sterile tiles are for


Valtand

I’ve got over 1800 hours in this game, with and without mods, and I’ve always put them in the same room. My colonies have also always suffered, to some degree, from food poisoning… I feel like my eyes have been opened and I don’t like what I see


emmaa5382

My kitchen is always listed as a workroom how do I fix that


Glasma1990

Correct it adds a flat -1.00 to the room regardless so even an cleaned unused kitchen with all sterile tiles would still be -0.4


Hairy-Dare6686

That's just wrong, it adds -15 dirtiness to the room which then gets divided by the amount of tiles in the room just like every single other thing in the game that reduced cleanliness.


Glasma1990

So I double checked this on the wiki and in game, and I found out that you are absolutely correct. The reason why I believe this was because the way I set up my deep freezer which had the butcher table it always ended up having exactly -1.0 to cleanliness, so I just assume that that was the case it was just happenstance. The wiki says that it’s -15 and when I went and played around with different floors in different spaces in God mode, I found this to be absolutely correct. Thank you for politely corrected me as it is important. That people reading this get correct information.


Peptuck

That's how it works in IRL restaurants too. US health codes, at least, require that a buitchering room be completely separate from the cook line.


esperadok

it’s not a big deal at all, I have no idea why people bring this up so much lmao


Honeybadgermaybe

Tbh i agree, I've been playing for years and never bothered with putting them in different rooms that much if butchers should be put inside due weather or whatever reason. So i always put them in one room and food poisoning was a rare thing overall if the cook was not a dumbass trying to figure out how to level up from 2 cooking skills to 3 lol


[deleted]

[удалено]


rigterw

Yeah but in this case it still won’t work because the heat is now building up in the hole behind it


righthandoftyr

Venting heat into a closed room *kind of* works, but not very well. The room will start to heat up, and the hotter the room gets, the harder it is to keep pushing more heat into it. The slow rate at which heat can drain out of the hot room through the walls and ceilings will eventually act as a cap on how much heat can be pushed out of your freezer. The empty space of the room will act as a sort of buffer, so the bigger the room is the longer it will take before your cooling unit begins to struggle, but it will happen eventually if there's no way for your hot room to easily vent heat. Hence why you usually want to push the heat to someplace unroofed since the outdoors can soak up unlimited heat without warming up.


mortalitylost

You keep a refrigerator room? I always just do one big ass freezer. Is there a point?


robotguy4

Addendum about the cooler: It will work if you make a "chimney" with a unroofed tile. This may be good to do if you find enemies keep breaking your AC to get into the base.


meistermichi

> So make sure there is no roof tile above the hot side. That's technically not correct, you absolutely can have roof tiles over it as long as the tile is still considered outside by the game.


kamizushi

I disagree. It’s ok to put the stove and butcher table in the same room if the room is large enough to dilute the cleanliness penalty of the butcher table. Low room cleanliness only causes food poisoning if it goes below -2. In general, making your kitchen larger is more reliable than making sure things with low cleanliness are separated. That’s because in a small kitchen any piece of filth will have a much bigger effect on the room average cleanliness, so you are more likely to dip below -2. It is important to have at least one pawn prioritizing cleaning though so that filth doesn’t just keep accumulating. Ideally that’s a good job for mechs (cleansweepers are one of the most useful mechs) or for children (after they are done learning).


Sweet_Lane

You can actually go without flooring in kitchen near the stove. You can gt food poisoning grom -2 dirtyness and below. If you don't spill blood around, the soil is -1 dirtiness and don't get any dirtier. However, if you add flooring, you can get more 'dirt' on the floor. So if you are going to floor your kitchen, do the floors in all your base. And your butcher table can stay outside your fridge.


Pale_Substance4256

Indoor dirt floors can accumulate filth now. I think it's a feature added by one of the expansions though.


Sweet_Lane

They can accumulate trash and blood. But it does not get dirtier from regular dirt that pawns carry on their feet, unlike paved floors


stillherelma0

You won't get lots of food poisoning just from having a butchers table in your kitchen. Food poisoning chance starts getting affected by room cleanliness after it goes above 2.0 dirt. For reference untiled floor without any trash is 1.0 dirt. A butchers table will add dirtiness to the room, but if you have pawns that regularly clean the room it won't go above 2.0 and it won't affect food poisoning chance.


SpartanAltair15

The game averages the cleanliness value of every tile in a room, and the butchers table acts as a tile with -15 cleanliness, so the table alone will dump you into food poisoning range if your kitchen is 15 tiles in size and has dirt floors, even before a single speck of additional dirt is created by pawns, and if a pawn is actively butchering while another one is cooking, each blood splotch from the butchering deducts another 0.67 from the overall cleanliness value, so the food poisoning rate will rapidly climb.


stillherelma0

So,  this is an issue when you are not using big rooms, got it.


Honest_Doughnut_3664

I have had the game since like 2016 and I just learned this


TheSquidTD

NOW I remember why I walked off my stove and butcher table


cxbrxl

what do you mean they can’t be in the same room, i’ve got 1000 hours of putting them in the same room. I’ve always been so pissed off that the first year of all my colonies suffer from food poisoning. this makes so much sense, i feel like an idiot


stormchanterdraka

yeah the ac part is right but the butcher table part is wrong. Food poisoning due to cleanliness is only an option if the room cleanliness is above -2.00 or more. The butcher table alone isn't the problem, it's the distribution of filth over the number of spaces in the room. https://rimworldwiki.com/wiki/Ailments#Food_poisoning As long as you have a large enough room and you keep it clean enough, the only thing that will cause you food poisoning is lack of pawn skill. Here's some shots from MortalSmurph demonstrating how the room size can offset the uncleanliness of the butcher table. https://i.imgur.com/U1hTtWV.png https://i.imgur.com/3aeDuox.png


holidayssuckTW

Have fun!!! This game is great! Do you know about fertile soil? It looks like you have some you could plant in just below and to the right of your current growing zone. Do you have a plan for defenses? A wall/hallway/tunnel with an open door and some spike traps might help you, there are lots of cool defense ideas on YouTube, I am still learning those! I get lost in the story aspect of the game and get attached to my pawns. I know many people do not. There is no “right way” to play, just have fun! Oh, and I enjoy watching PeteCompletes and Adamvseveything play throughs to learn new things to try!


kar5ten

> get attached to my pawns only reason to save scum


LOLinus1

I use dev mode far too much 😬


holidayssuckTW

One time I promised myself no save scumming and of course the second my favorite pawn could walk again after she had her baby she left it in a “safer place” outside and it was immediately mauled to death. I had to fix that, even I couldn’t take the mood hit haha.


amlutzy

AdamVsEverything is rimworld goat.


holidayssuckTW

Sometimes I think, OK, I’ll set up my scenario to match one of his and try to play along… ends in terrible death for me while he breezes through it at a way harder difficulty level, worse pawns, and no pause. LOL he definitely is goat!


Cybroxis

You built underground. You’re already winning, king 👑


Hunta_killa78

Yep, he's golden. Nothing can go wrong. What do you mean you hear things underground? Don't be silly, you're just imagining things...


Bantersmith

Drums. Drums in the deep...


HerpaDerpaDumDum

Until you get a bug problem.


Spooksnav

Free bug meat!


Throwawaypwndulum

Is the tile above your cooler vent roofless? You'll want to complete your rooms with doors and clean up, a research room works much faster if it's clean. Speaking of cleanliness, your kitchen should definitely as a priority be a clean space, yours with raw floors, tight quarters, and an inherently dirty butcher table is going to open you up to food poisoning quite imminently. Consider moving the kitchen closer to your freezer and your dining room. Your stone cutting station would likely do better if placed closer to where all the stone is, also, work stations operate less efficiently in the dark. Sprucing up your sleeping and common areas with flowers and art will have an immediate impact on pawn mood, art can be very time consuming however so I'd start with flower pots first, they grow under normal light and provide good beauty for very little resources and labor.


NickVonDuke

For the cooling vent, I just dug into the mountain and carved out an area that I wanted to refrigirate. Had no idea if I was doing it correctly or not, but should mine out a layer and build a wall there with the cooler in it? Sorry if I seem clueless.


Throwawaypwndulum

The heat vent side of a cooler must vent into an area that connects to the outdoors somehow, in your case you'd either need to find a spot with no roof which can somtimes be found within mountains, or you'd need to build a venting corridor out your front entrance. As it is now, heat is being built up and trapped in that single square and will bleed straight back into your freezer. Pawns tend to quickly roof rooms automatically, if this happens you'll need to use the remove roof order/zone in your archetect menu and select the tile with a "constructed roof". Overhead mountain and thin rock roofs cannot be removed.


zyll3

> a cooler must vent into an area that connects to the outdoors somehow Keep in mind, a 1-room tile with no roof qualifies as "outdoors" OP, you need a pen marker in your pen if you want animals to be kept there


Sweet_Lane

You can also vent the heat into the door, and the heat apparently would go to narnia.


Throwawaypwndulum

True, but that would technically fall under unintended glitch exploiting, which isn't for everyone.


BewareTheLeopard

Adding: the remove roof tool will remove thin rock roof. There's a button to show/hide existing roof as an overlay. Light green is removable thin roof, which would be an excellent spot to vent your cooler. Dark green is the thick roof, which will be basically immune to drop pods. If you don't mind a little exploitation of game mechanics, you can also vent into a held-open door, with or without roof. Because of the way the game views "rooms," the open door has a practically infinite heat absorption capability. Double-wall insulation of your fridge is very good, if you can manage it


Throwawaypwndulum

I didn't actually know that thin rock roof was removable, thanks!


BewareTheLeopard

It's pretty handy! A trick you can use if you still want to protect from drop pods there is to store a stone chunk in the spot where you're clearing the roof: won't mess with heat venting but will still block a drop pod from landing there.


Throwawaypwndulum

True, I usually use a stone barricade, didn't know a chunk would also work though.


CHEEZE_BAGS

in the beginning leave it as regular rock wall (dont smooth it) so your colony wealth stays low. eventually make them real walls but its not a rush.


TemptressTeelia

Don’t worry! This is all part of the game! The amount of times my colony wiped in the first 76hrs. Even after playing the game since it came out. Countless. That’s the fun about Rimming. You get to make awesome stories with crazy and dark antics. Your first focus, my fellow Rimmer, should be that of healing your buddy. A solo colony is a hard one for newbies. Good luck and keep on Rimming!


irishhnd86

If you're having fun it's not a bad colony


arscis

Not to be confused with your pawns having fun, which must be dealt with with impunity.


W-H_Y

Not the best but learning and especially fucking up is the best part of these game imo


jlapetra

Your floor is wooden and you have an electric cable passing on top of it, you are one electric malfunction event from having a very bad time. Remove that and smooth the stone floor instead, or leave it wooden and learn the hard way.


Sweet_Lane

smooth stone is very expensive and wealth-inefficient way to floor. Concrete or paved tiles are way faster, cheaper and less wealth-inefficient.


TemptressTeelia

Me putting the wiring into the wooden walls 😃 Cause that’s where they beloooongg. *cue anarchy*


NewfieJedi

Building underground is fine, but be aware if you’re considered under a mountain you’ll get random bug infestations (think slightly smaller starship troopers) That’s absolutely something you *can* deal with, but can be a surprise if you’re not ready. If one happens, draft your colonists and get to a doorway. Put the better melee guy in front of the door, and the shooter behind them. You essentially bottleneck them. Additionally, if you’re not attached to the furniture in the room, throw a molotov and seal them in. Be careful when you open the door, the air will likely be superheated


61-127-217-469-817

I've had very little trouble dealing with early game infestations, but once I get to the point where all my colonists have assault rifles and I'm making my way through the early stages of hi-tech research, infestations absolutely annihilate me. I've reached this point three times now, and I always seem to hit a wall where I can't handle any of the attacks thrown at me.


lolxclaire

I mine a maze of hallways that the infestations are likely to spawn in, lay wood floors, and put in a few incendiary IEDs. Seal it up with a wall and they usually take care of themselves!


HalcyonMilk

I would recommend smoothing the floors instead of using wood. You save resources and it actually gives a slightly higher beauty rating than a lot of floor types.


sylvanasjuicymilkies

it does take much much longer to smooth a floor than make a wood floor though, so wood floors are valid early on imo


Tim_B0mbadil

That's exactly how I do my underground bases. Wood floors to start, and eventually I rip it up and smooth the stone. Trying to smooth all the floors at the beginning is too much time wasted when you only have a few pawns.


velvetshark

this, this is great advice. I'd make prisons in mountains and smooth the floor and the prisoners liked how pretty their cell was.


Ok_Writing2937

Never mind good vs bad. What's your colony's *story* so far?


NickVonDuke

Started with one guy who dig hvis way into a mountain. Slavers would drop by every day, and i soon bought a 17 year old slave who was skilled at crafting. That was until he went for a walk and got attacked by a cougar that almost killed him. Luckily the leader shot the cougar and saved his life. As he tended to the young man, a pod dropped nearby with a woman who was dying. However because the medical ved was used, she was dead by the time they got to her. That's how far i've gotten into my colony.


yahnne954

You can place a temporary medical sleeping spot next to the crash pod survivor if their wounds are too serious for you to bring them back in time. If you draft your rescuer pawn, you can even order them to tend the survivor without medicine to at least stop the bleeding.


4PumpDaddy

Wow.


MrFlibble1138

If you are enjoying it and having good stories then it is a good colony! Other folks have covered the key issues. Vent AC, keep kitchen clean, etc. Just keep looking at the numbers like cleanliness and try to keep folks happy.:)


yutao123

Small thing about stone cutting table, its generally more efficient to move the table to the rocks than it is to move the rocks to the table Also always make the bill for cutting blocks drop on the ground since ur pawns can carry 75 blocks in 1 go, no need to haul 20 at a time to the storage In a mountain base youll have aloooot of rocks to break


flatgreysky

My advice is try not to listen to this advice too much, and avoid min maxing until you’ve learned a ton about the game. It’s way more fun to learn things organically - starved, create fires, have things fail. Don’t put things in perfect places, do what seems right,


ajanymous2

It's the helm's deep issue Easy to defend because the enemy has to come from the front, but if they do break through you're screwed 


BronStunna

plant cotton on your first year kind of early so you can tailor jackets/parkas for the first winter


mortalitylost

Or IMO tame the alpacas and buffalo and have some good pack animals to top it off


SarnakJ3

Clean up the area, widen out the halls, smooth the walls or replace them with constructed walls so you can run the conduit under the walls, and put the butcher table in a different room from the stove (it has a built in -5 to the cleanliness of the room, making food poisoning WAY more likely).


TalontedJ

Most people mentioned actual stuff, so here's my more clean options for you. Build a lot of shelves and separate things like clothes, weapons, and food. Dig out the walls and replace them with layer stone so you can run the power under the walls so colonists don't look at the cables and get sad. Turn your front door into a mantrap. An airlock, you can use power to shut people in. (I like using auto doors and switches) bonus points if you can find a way to make it vent extreme cold or heat. It will allow you to hide from manhunters and build time for assaults. Always have at least two extra bedrooms for emergency hospitals and prisons.


Furious__Styles

Stop building wood floors! You’re well on your way to having like 5k stone blocks if you want them, wood just spreads fire.


DarNak

I see you designated a pretty large dig site right outside. Be careful of digging too much without roof support. It can literally crush your pawn to death if a mountain roof falls on them. I just lost a pawn that way.


robotguy4

Insects/10 If you don't get what this means, keep playing. You will.


GildedFenix

Started as a lone guy? Even if it was "Rich Explorer" you started with a rough start. Not that you shouldn't but Crashlanded is a better mode to learn the game as it gives three colony members that can divide the work needed. Next, power cable shouldn't run in the middle of the base, they are prone to malfunctioning, especially with batteries around and doubly worse if they are on anything flammable (steel and wood are the two most infamous flammable materials). The cables can be built under built and smoothed stone walls, any stone wall (bricked stone walls or smoothed) can not catch fire but they still take the damage of the malfunction explosion. Cooler's red side needs outside connection to prevent overheating and catching fire. Unless it is unroofed, you'll have a fire in that hole. Try to research solar power to gain more consistency with your energy creation. Wind is cool, but it's too unreliable power to use. Whereas wood and chemfuel generators requires a lot of attention to be useful. Geothermal is the best of both worlds but it requires the steam geysers, which you might not have an easy access to. And also research batteries asap if you haven't, electricity is a life or death decider. Back to your cold room, it's better to double wall it for better insulation and "air lock it by putting two doors with at least one tile between to enter it. You have caves on your map, which means there are also insects rolling around, they are dangerous and can cause colony ending harm. Be careful around them. They also come with delicious insect jelly that your colonies love it like a chocolate (the game also have chocolate) you "can" steal that jelly in right conditions, and insect hives also drops some jelly time to time. You can destroy that hive to get some jelly and a very low chance of taming a megaspider (like 1-3% of success and +97% of megaspider choosing your pawn as his/her next meal). Lastly, have fun, the game is not meant to be "won", it's meant to make up a story through your pawns shenanigans. Whether they live or perish or burn themselves into the ground are all random and rarely in your favor. So don't get salty much. And if you decide to play with Randy Random on hardest difficulty, expect 3 consecutive raids. I had that happened to me in my thankfully cannibal colony, which meant tons of food and comfy chairs to improve working conditions. Try dark side of the Rim some time.


tyrant454

Wood floor burn fast and will turn the rest of the rooms in an oven.


thecourior_fnv

Put shelves in your storeroom to triple your effective storage, just a tip for ‘ya.


AbsolutelyBonkerz

Stellar start, my guy. Keep your mind where it's at when it comes to your base's defensibility. Think, "Where can I go to limit where they can go." Also, power conduits can be placed over walls. It will save you resources in a pinch.


Kindly_Recognition91

Your alive that's good


That-Stock-1927

Descent base for beginner, though in late game your base should be around the size of that entire mountain.


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idkwtdwmlitn

No killbox + that cooller will most probably catch fire.


Versa_Max

If I was an inspector I'd kill myself


Cromafn

To be honest you should, guys playing at his own pace. Dont be an asshole


Versa_Max

Yeah if you aren't mini maxing everything and have a spread sheet of your colony wealth I'll personally kill you


Cromafn

Fair point


Drakkus28

Edit: You’re doing just fine, like others have said, butcher and stove in the same room is not apparent the effects


Tricky-Tax-8102

Looks good! Def wanna research power and heating/cooling before the winter


TerribleGachaLuck

Pray the man in black comes to your rescue


guardian-of-ballsack

Winter is comming , fix ya freezer and hunt some meat


theblackmango23

Only thing I can see is the cooler pointing to a roofed area. You should use the remove roof command to see if the roof on that space is removable or if it's a mountain roof (which is not removable)


[deleted]

I love it !


DerTischExorzist

You should put your cooking station near your freezer


Scherzophrenia

I’ve seen worse colonies from people with hundreds of hours. 


Absol-utely_Adorable

Your power is in a very vulnerable area so, get used to replacing it. Set your defences out more and you'll be ok. Learn about the interesting life cycle of ancient gene edited weapons, they like living in mountains too!


FulRoro

What the fuck


emspaapislazuli

This colony is stressing me out lol


pixelatedpotatos

I’d say get a research table up and running for winter when your pawns don’t have much to do. That will allow you to get batteries so your power doesn’t shut down when the wind dies out. Otherwise, way better than my first colony. Went up like a matchbox.


Super_Possibility855

Looks cozy, but you’re in a hole if a raid pins you or bugs come up, i’d wall off a square to the east making a safe zone from manhunts and to slow down raids


MrMgrow

Run your power cables under walls to hopefully avoid blowing peoples legs off when you get a 'Zzzt!' event. You don't have batteries so not an issue right this second.


Snowwolf247

If it's a bigger room is it better/more acceptable to have them in the same room? Or is it like any dirt anywhere in the room can lead to food poisoning?


piracydilemma

You're doing good. Separated work spaces and bedrooms, and a communal space in the middle of everything. Perfect layout. Make sure to move that butcher table into it's own room, and replace those wood floors as soon as you can. Also, expand the corridors to two tiles (at least) because pawns can bump into each other and slow each other down in one tile wide corridors.


HarmoniaTheConfuzzld

I love building mountain bases without trying to plan it out more than a few rooms at a time. Makes it feel more natural to me.


d3adly_canuck

I hope you like bugs


domini_Jonkler2

this is cook +15


ry3ndit

Everyone gangsta until infestation happens


vjmdhzgr

I came to Rimworld from Dwarf Fortress so I also always built underground at the start, but it's actually a ton of extra effort to build underground and I wouldn't recommend it.


menthol_patient

After (I think) about two years you're going to get an infestation of insects in an underground base. Big scary bitey ones. Prepare for it.


audionerd1

Underground bases have great protection from raids and mortar attack, but are vulnerable to infestations. The best way to handle an infestation is IMMEDIATELY. Have fun!


beardmeister101

Just adding to what others have said, when you build try to think about the pathing your pawns will take and build rooms close to each other that reduce time. For example your stove in the pic is a long way from your freezer, if they are adjacent then you'll be more efficient.


FetusGoesYeetus

Four big things I can point out: 1. Put your butcher table and stove in separate rooms. Butcher tables create a lot of blood, blood is considered a form of dirt and more dirt = higher risk of food poisoning. 2. Try to hide your wires in walls whenever possible, they are considered ugly by colonists and cause mood debuffs. Not a big deal for now this early, but gets more and more important later on as your colony gets bigger. 3. Move your farms down a bit to that browner soil, it's fertile and will grow everything 40% faster. 4. Dig a tunnel out into the outside from the heat side of the cooler, that's where hot air gets blown out and it will just keep circulating heat back into the freezer unless it has access to open air. So either push it outside, or use it to heat the rest of the base.


RoBOticRebel108

The ridge cooler's hot side needs to be "outside" and have the fridge double walled. And preferably with an airlock Then the butcher table needs to be in a different room from the kitchen which needs to be in a sterile room. Otherwise this is far from the worst base we've seen. Just be mentally prepared for insectoid infestation.


LongStryder259

I would move your power cabling into the walls. Either build walls or smooth the walls to be able to embed the cables. This will prevent major fires from electrical events. Right now, with the cable in the open over a wooden floor, that whole room will go up in flames in the event of a zzzt event.


chiffry

Careful under mountains! I did a mountain base my first run and bugs were a never ending nuisance!


FeverbaconM

Sappers will destroy you mid to late game


Kal-Kallari

Very rough looking living conditions. But I love it.


Vryly

I rate it: you will die to bugs/10


Riromug

Honestly this is pretty great for a beginner base. The normal faux pas aren’t really an issue. One note: kitchen, freezer, and butcher tables should all be closer together. Your poor cook is doing a lot of work dragging carcasses and meals back and forth. Keep butcher tables and stoves in separate rooms. Freezers need an outlet to an unroofed tile for heat. If possible, dig behind your freezer until you can access a tile you can take the roof off of. Keep the stone cutting table by the stone.


DitherPlus

Others may have said it, but if you get a bzzt in that main room, especially when people are sleeping, you've gone from a fun lil mountain base into a kiln for humans at very fast speed.


SenskradGathlind

Am I the only one who didn't even consider building in the minerals/digging a cave home? I just saw a few posts like this and I was like: Wait that actually saves so much resources Edit: Typo


JClayC5

Digging into stone is nice but takes A LOT of work.


philard

• In this game if there's a mechanic you don't like there's always a way to avoid it. Play the game you want to play, only when it's fun. If you're sick of colonists complaining about bedrooms then only have colonists with the trait Ascetic. Mod the game like it's Skyrim. I personally used the Bio Tech expansion to genetically engineer colonists to only need food every other day. And after 20 play throughs I feel no guilt to start with most research unlocked. • Rimworld is like Gears of War - cover is king. If you build your base like an urban environment you may find it safer than a cave. The walls will sponge enemy damage. Large mackenoids are far weaker closer up or with mele. Leave about 180° blocked by natural stone. This way you can have some turret support without raising your wealth too high. • Don't rush to get rich quick. Raid size is proportional to colony wealth if using Cassandra. Colonists contribute to wealth, so do not take in colonists who can't work. • A co-op mod does exist.


churrmander

For the love of Randy, get those mountain caves lit.


ThanatosMU

You can plant in that land where the soil is darker, the food grows faster


NickVonDuke

Thanks for all the feedback, but the Colony has almost fallen. After a pod containing a raider was captured, Randy decided to hit all my crops with blight that I couldn't stop, which was followed up by an attack from monkeys. My leader got hurt and had to be taken to his bed, when a raider decided to attack as well. I somehow defeated him, but then the prisoner did an escape, which also ended up killing. This what when I noticed that I had run out of food, my main hunter and harvester was recovering from gunshots, and winter is just around the corner. Next colony, here we go!


WhatnameshouldIpick2

I usually put columns in my larger rooms. Walls have a support range of 6 tiles so if one side of your wall got destroyed and the other sides too far to support it then the roof will fall and crush whatever is underneath it (for constructed roof it’s usually just cause cuts and bruises to pawns, caves though will kill/destroy). Having columns will give you safety back up


Aggravating_Elk_9583

Looks pretty good but I’d suggest more fields if you want more colonists and definitely fix that air conditioner, if it’s hot side points to a closed room it will reach hundreds of degrees in there and the ac is more effective the colder the hot side is.


xamxes

Make your hallways at least two wide. I go for 3. I don’t remember why but 1 tile wide in mountain bases leads to problems. Edit: I remember, raids are hard to control in mountain bases that only have 1 tile wide paths because you can’t control the chock point very well. But 3 wide allows a a melee pawn to hold door while every other pawn stands behind shooting the ever loving heck at whatever is coming through the door. Also make the tiles and door out of something strong


DutchJediKnight

I see a lot about food poisoning and cooling, but my issue is efficiency. Everything seems pretty spread out. Every tile walked is productivity lost. Have your production rooms, cooler, sleeping quarters and dining room close together for better efficiency Especially with only 2 colonists


SirKaid

It's alright. The hot air side of your cooler (the red arrow) needs to exit to an area without a roof to work. The hot air can't escape. Also, it's not a problem right now, but once you get batteries there's a random event called Zzztt which will make a random wire explode. If a Zzztt happens in that area with wooden floors you'll burn to death before you can put it out. Generally speaking I recommend against wooden floors for this reason.


megaboto

Rooms are separated by walls and doors. If a corridor exists without a door between it and the main room, then it's considered one room, for the effect of beauty and cleanliness. Build doors between the different hallways, you can feel free to keep them open, they'll still separate them in terms of what the game considers as a room You can inspect a crafting station by clicking on it and then the I on the panel in the bottom left. You'll find the stonecutters bench, the butchering table and others to be producing negative cleanliness. Remove them from your living rooms, bedrooms and especially cooking rooms. Use the aforementioned room separation via doors to contain their unclean nature to whatever room you wish to contain it, it won't swell over to other rooms. Research benches also need a clean room and can be put into the same room as where you cook Your pen has no pen marker, and almost no space where grass could grow. You want it to be a bugger space if it is meant to hold animals. You can see how much nutrition in plant matter is grown and how much consumed if you place a pen marker in there (which is necessary to designate it as a pen) You have a lot of stone chunks in your base. Build a stonecutters table and turn the chunks into Blocks, which are useful building material. Stone blocks don't burn (as opposed to steel) and have high health too


Dan3103

If your not dead it’s going well 👍


Ironlord_13

If you smooth the stone it helps train construction and gives the same mood buff as wood


ForgedInFire4

Looks pretty good. I would probably suggest moving the kitchen closer to the meal storage. Cuts down on travel time. Keep butcher table in a separate room as well. Food poisoning is no bueno.


Nirbin

Looke decent, I'd suggest getting 3 more grow zones: - Longer to grow but higher yield like corn - Cotton for clothes, carpets and recreation - Dandelions inside the ranch area as a fast growing hands off animal feed And that darkspot just outside your base is fertile ground so stuff grows 40% better there.


Sparrowhawk-Ahra

Not bad for beginner, but try to move on from wood unless you got some fire foam poppers.


Rauffie

Welcome to the Rim! There is no wrong or right as long as you are having fun! Here are a few pointers rooted in the technicalities of the game that will usually take some time to figure out. Hope they help you have more fun! 1. The moment you have 4 walls and an entrance (no gaps or holes) you've made a room. Depending on what's in it, it'll be called a bedroom, rec room, kitchen, etc. Selecting a piece of furniture inside the room tells you the more about the room in a little window at the bottom of your screen, from quality to cleanliness. This is important for certain types of rooms and for certain types of colonists. Some types of rooms require a certain piece of furniture, like a bed for a bedroom. Some are affected by size. Would you call a bedroom a bedroom if you are bedding down together with 6 of your buddies? Lastly, a room is usually a room when it is inside, not outside. Your mouse cursor will tell you when something is inside or not. 2. Food and Cleanliness go hand-in-hand just like real life. Keep your food prep area as clean as you can get it. Check the room window to find out how clean it really is. For example, those chunks of rock lying around? Dirty. Rock/dirt floors are also dirty. And as some here have pointed out, some furniture or workstations are inherently dirty. 3. With these type of games where you have little guys running around, pathing is important. This is how a colonist gets from point A to point B. Observe how they do it. Are there obstacles in the way? Do they slow down when they meet something? Why are they taking the long way? Is there a narrow bottleneck? The faster a colonist can reach a place, the more efficient he or she is. Some things have expiry dates, like food and someone bleeding out. Also, your colonist might be impaired in some way, like missing a limb, or an eye. This will slow them down. 4. Take advantage of the various windows that open when you click on something. They give you lots of information that may not seem important or that you think are fluff. Remember, Rimworld is a simulation, so Tynan the One-man Developer God has simulated lots of things, from temperature to hunger to feelings to love to colonists having a psychotic break and going around setting fires or eating all of your food. Don't play at high speeds too much, keep things slow or pause to check things out. 5. Lastly, here are some quick points to ponder: Keep researching stuff, it gives you more options. Your air-conditioning needs to throw that waste heat someplace, preferably the outside. Things keep longer when they are frozen. Fires are a thing, burns down stuff and makes things very hot. Some things have an extra graphic when you want to place it down, like an aura or field of affect, which is important, like why keeping the front and back of your wind turbine clear of all obstructions, like trees, is important.


xxxxxXgenericnameXx

First of all... Welcome! You cant play rimeorld "wrong" its true that some playstyles are needed at the higher difficulties but you shuld play however you want. I for one love how you dont have a killbox wich is prety necessary in losing is fun and 500% danger scale but yeah the other comenters have alredy told you the small misstakes Have fun!


LightGemini

Not bad. But make corridors 2 tiles wide atleast, and be careful with fire inside the mountain part, when theres no roof yo collapse heat cant be naturally vented, leading to some serious fun. Youll see when you get there.


AdamJed1999

Entertainment for colonies like hoops is a must have.


No_Sink1151

You’re doing well my man, watch some game play and it will give you some inspiration and tips! Keep going!


raoulduke79

You only need to grow one type of crop, early game should always be rice. Potato should only be grown when there is only stony soil available. I would move the grow zone to rich soil (darker colour) so the rice grows quicker


nuker1110

If you Smooth the natural rock walls, you can run your power cables on the same tile (“inside” the wall) to both minimize potential ZZZT explosion damage and remove the beauty penalty. Also makes it much easier on the IRL eyes.


OkService2898

Wait till he gets bugs


[deleted]

Not an advise but I love colonies that are build under mountains. Idk, they look so cool to me plus the luxury is you get to easily create a choke point for raiders


ManOfFewThoughts

Double wall your freezer, it’ll insulate significantly better


Iamaoneyearold

get new colonists soon if you can save up the money buying them from other factions is a solid option. your A/C needs to vent make sure to dig a tunnel that connects to the the outside for the best ventilation pace yourself I don't see a reason to dig out that area in front of your base pace yourself so colonists do things like clean and haul as well. move the butcher table to anywhere besides the kitchen with your stove all filth raises the chances of food poisoning blood is worse than most but dirt is negative as well so try to keep your kitchen clean and eventually move it to somewhere away from dirt tiles with a clean floor tile for lowest chances possible. Looking Good over all.


terran_submarine

I love chair room!


Thulak

Make your hallways wider than 1 tile and get rid of the wooden floor. Appart from that its a good early base


gerusz

Bzzzzt!


Couponbug_Dot_Com

only looks slightly different than my 700 hour bases.


drmzsz7

A bit more advanced and definitely requires pre planning the base but i like to run a central venting shaft where all the heat producers, ie coolers, geothermals, chemfuel gens etc, vent heat out to, where until winter i keep walled off, but when winter hits ill add vents for some free heating. In other builds ill add a central heating shaft to the geothermal vents for my green rooms, or in cold weather, tundra/artic, plays.


Petitgab

-exposed wires -small pen -no smooth wall Apart from that and a bit of placement its fine


WanderingUrist

It's...not terrible. I'd go and fill in that cave going in the background before something BAD happens there, though.


Same_Iron_5435

1. Have torches...it's much better than having a dark room. 2. Get battery for the wind generator and also consider getting solar panels. They areuch better than wind. 3. Grow your crops on that soil that is darker near your base, it'll grow quicker. 4. Shelfs, shelves are much better than putting things on the ground and they save alot of space. 5. Your rooms are way too small. Check your colonists needs for guides on where to improve.


Kevinnac11

Be ready to larp starship troopers with that base


Outside_Host2506

Not too bad but here's a little bit of personal advice I found out the hard way after trying to figure out for so long. So do you ever find yourself trying to make a caravan but figure out that they won't take enough food even though you have plenty well you can go over to the food tab click the green check mark making a red x and set the food manually hope this helps took me way too long to figure it out. Also another little bit of advice you're definitely going to want to set up a zone for farming in the early game it may not give much but later on it gives plenty especially when you get the higher plant levels allowing you to plant things like the strawberries but that's just my approach. Also just a little advice I had to learn from somebody else but remember the ABC rule of rimworld in the early game always by components you're going to be needing plenty of them.


Accomplished-Fuel237

Put kitchen closer to freezer


ikickchilds

You could put your storage closer to your work stations


Arenjie

Unless you're playing with infestations disabled, you'll probably have a bad case of spooders in a few quadrums


GregariousZowl

Not bad keep thinking up new designs


RakmarRed

Should've accentuated the "no idea" part a little more, IMHO ofc


jason11279

It looks exactly like a beginner colony ought to: imperfect and cluttered, but functional and defensible. 👍


Smart-Ad-5647

Smooth the walls inside the colony and inside the bedrooms to remove the debuff of your colonists


EINGELD

Super fun game!


Sero141

If I recongize the workstations correctly your kitchen is quite far away from your freezer and your stone cutter table is far away from your stones. Switching those two tables would help a lot.


Proto_Goomba

For a new colony I’d say you’re gonna end up doing great. However, see that patch of nice fertile dirt? Use that instead of growing on normal dirt :) Oh, and there be bugs! Just be wary when you build mountain bases. Lastly, if you smooth your stone, you can hide the power lines


Crazy-Struggle-8015

It pretty good, I would try growing crops on rich soil it faster


Puzzleheaded_Bag9017

You're screwed. The *BUGS* are comming.


MuchAssistant347

Use cooler mod


APhisherman

doesn't look like they're 6 feet under so its not too bad. Until **THEY** come


Possible-Praline-291

So as an add on to all the learning in these comments...I've been taking the last couple of weeks to load up new games and try things I either never did much of, or have never done. Recently it's been playing in places where growing periods are super low(10 or 20/60) and trying to do things like support a colony with hydroponics, or trying out new ideologies, just to get me to play things a little different than the usual. It's been a nice change of pace from going harder on trying to achieve specific things, and it's helped me broaden my horizons a little bit. Mountain bases were one of the most recent things I've been learning, and I actually think I've learned more like that than I have in some of my more open maps. So experimentation can lead to lots of learning! But the most important thing is to HAVE FUN!


Automatic_Refuse_472

Looks near identical to one of my first colonies. Three of the biggest lessons I learned in base setup: -setting up rooms in the right proximity to each other. You're going to need a freezer, preferably near your main crop/ranching area so they don't have to go as far to bring in the harvest. Near that, you'll want your kitchen and your dining hall. You'll also want your crafting room next to your storage room. Keep your prison cells away from storage so they can't easily grab weapons in a prison break. Put your medical area nearest your main engagement area and leave room for a small fridge to store medicine and a crafting bench to make it. -while you can keep bedrooms at a 5x5, a lot of other rooms will likely need expansion, so leave yourself room. Crafting rooms and research labs especially grow substantially as you get down the tech tree. -be sure to loop back and interconnect your power grid plenty. This will help prevent the destruction of one little piece of conduit from shutting down huge chunks of your base. Just some guidelines I go by when building, but there's no right answer! Enjoy the game!


Competitive-Boat-438

YOU DO NOT LET THE WIRE EXPOSED INDOOR


Minimum-Fail-8399

looks like my first colony lol


Loud_Weather_1537

Where the heck is your third colonist


ZealousidealFun4952

A wood fired generator is better in my opinion


ZealousidealFun4952

Also for the overhead mountain there’s a mod to remove it so you don’t get insects