It's a meme at this point about it being 'more efficient.' It's a few tiles. They won't kill a colony. All the other rooms look great, but that barracks just took me right out of it.
I always leave a space between beds in hospital. I don't care what is most efficient. I will rather drop difficulty so I can make an organic looking colony than resort to this barbarism.
I always combine my hospital and my research space. I have my medical doctor also be my research pawn so they just research until a pawn needs medical assistance. Another benefit is that I can save resources on sterile flooring by making it all one space.
Love this! One of the things I find funnest about RimWorld is trying to build super efficient bases/ room layouts! My workshop is actually VERY similar to yours here haha! I have all the steel, plasteel, gold and components in one place so pawns don't have to walk a long ways to gather resources, and I do this with a lot of the rooms! Same with the hospitals! I usually have a shelf stocked with medicine, a shelf stocked with drugs (coz sick people are the ones that need it most -- usually psychite/ smokeleaf here for recreation plus mood), a shelf stocked with organs, and a shelf stocked with hemogen and/ or ovums/ embryos. I also have a lot of kids in my colonies (or try to) and they're a great source of hemogen since it doesn't matter if they lose blood, since they're not gonna be in a combat situation anyways. I also liked your idea of the greenhouse, but don't see how it would work, since hops (I'm pretty sure) needs sunlight/ a sunlamp. 13x13 room for growing drugs, medicine, and cotton, with a sunlamp in the middle and a drug production/ medicine making room adjacent would be good. If you have the neutrolope mod (neutrolopes produce neutroamine), you can also have a room with a neutrolope in it and grow nutrifungus in there (Ideology) to feed it, or if you have the plants/ crops expanded mod, grow cave moss (like hay) and thus the neutrolope can provide neutroamine while living in complete darkness. Also, it's a missed opportunity you didn't include bedroom layouts/ designs, or that your kitchen/ freezer didn't have a cooking stove. Ik nutrient paste is most efficient but a lot of people don't use it! [Side note, there's a really cool mod called Vanilla Nutrient Paste Expanded where you can set up pipe systems for nutrient paste, it's great]. For bedrooms, I always do a 6x5 design (for most people) or a 6x6 for couples. The 6x5 bedroom contains a bed and a statue (either 100 or 150 beauty) and this alone can boost the room to slightly impressive. I only ever add dressers or bedside tables for aesthetics and/ or to increase the room beauty, idc about the pawn's comfort needs since a lot of them do enough sitting throughout the day already. The 6x5 bedroom is also good for children/ siblings (who don't mind sharing rooms with each other) or parents/ children (also don't mind sharing rooms). 6x5 can also fit up to three beds plus the statue so you can have three people in a slightly impressive bedroom. You can ofc also place a double bed in a 6x5, but I feel like the 6x6 is just a bit roomier for couples. AND, if you don't have statues, you can place beside tables made out of good materials (i.e. jade, or limestone/ marble), you can tile the floors, you can have good/ excellent chairs in the room (also increases beauty), and ofc the classic flower pot as well (if you have planters to spare). You can also use like, I think it's like 5 jade to make a jade fence and it has a good amount of beauty.
The greenhouse has some unroofed tiles, I explain in the video. If you keep a percentage of a room roofed, it will be temperature controlled but still allow sunlight.
or you could make a 23x23 box where all your colonists live together with workstations placed haphazardly while also destroying all and everything that could marginally raise wealth
Overall these are some really aesthetic designs, and pretty functional too. I'm going to say that hyper-barracks that have rooming, recreation, dining, and workbenches tend to be the most efficient space-wise, wealth-wise, and impressiveness-wise overall, and can still be made to look decent with some work, but for people who like to play with dedicated rooms these are all great. I do have a few comments, ignoring the "just build one big room". # Workshop Unless you're building a lot of melee weapons, the tailoring bench is likely a better bench for this room. All the defensive gear except plate armour can be made at the machining table or fabrication bench, and the things you do need are mostly one offs. Some runs I don't even build a smithy. Tailoring is done basically all game long to replace tattered clothing, takes a relatively long time per item, and benefits from tool cabinets. Since it takes a while you don't need a lot of material stored nearby at once, or, tbh, not even store any material nearby since the walking time is minimal compared to the work per item. If you do have a couple good melee characters, you'd be better served by increasing the size of the room and including the tailoring bench. Other benches also benefit from tool cabinets: the art bench, stonecutter, drug lab, butcher's table, and serum lab. The serum lab doesn't see a ton of use, and the butcher's table is better in your storage or freezer anyways, but drugs and art can be powerful mid-late game money makers and in most of my playthroughs the drug lab is almost always in use. # Freezer The transport pod is a neat trick, I also believe things in a transport pod also do not rot as quickly/at all, which is useful during solar flares. The butcher table should be as close to either the leather storage, or meat storage as possible, and also be as close to the corpses as possible. The workspeed penalty is not that big, compared the the time spent walking back and forth and opening and closing doors for each corpse. Note also that putting your butcher table there, with a nearby door will frequently drop items on the door, holding it open. This will cause the temperature in your fridge to go up and can potentially spoil food over time. If I have enough cooks to butcher every animal or raider fast enough before they spoil, I put both my corpse storage and butcher table in my general storage, so the leather and clothing drops in a "safe" area if doors get held open. If not, I stuff it in my freezer, and make my freezer a bit bigger to compensate for the door opening risks. # Dining Rooms The billiards table is pretty bad over all. Takes 4x8 of usable space (2x6 physical), costs a lot more in wealth and resources, only serves two pawns at once, and due to weird quirks of how it works, is only better for recreation than a throwing pin at good or better. The poker table on the other hand is a straight upgrade to a chess table in terms of recreation gain (an excellent poker table even beats a megascreen television), and can serve up to 4 pawns at once. It does take a bit more space than two chess tables would, but a throwing pin and poker table is way more space, wealth, and recreation efficient than a billiards table and chess table are. Also as a side note, build your recreation tables, dining tables, and chairs out of wood, since they're a lot less wealth and the flammability is way less of a risk in an otherwise non-flammable room. For ideology specifically, kneel pillows are actually pretty good as general seating if you have a good constructor. Basically a kneel pillow is equivalent in comfort to a dining chair of one lower quality, while offering double the beauty of that chair. Most furniture is not worth building for beauty, but the kneel pillow is an exception. Kneel pillows are also worth a lot less than armchairs, but getting max comfort requires legendary, instead of masterwork (dining chairs), or excellent (armchairs). # Greenhouse You're missing a sunlamp, and the inclusion of one would make the 5 hydroponic setup pretty inefficient power-wise, while unroofing would make the temperature be uncontrolled. It is a good idea to put your hydroponics close to your processing areas, but some well positioned shelves can do 90% of the work for you, and allows you to have more efficient farming setups. Based on the small scaled setup, you're presumably just making beer and psychite tea for recreation for your own pawns. Since the amount of work will be small, you lose a lot of the value of keeping things close, when you could instead have a single stove near your dining area instead, and just haul the small number of leaves to a shelf nearby instead. If you are doing a bigger scale grow operation for profit, using a drug lab and making flake is a much better use of the space nearby. # Barracks Even if you want perfect walkability and decent aesthetics, you can increase the number of beds to 32. If you don't care about walkability/aesthetics (pawns can crawl over beds), you can fit about 50. See below for the 32 pattern: (~ = walking space, B = bed, S = Shelf/Light/Art/Heater/Etc, D = Dresser) ~~~~~~~~~~ BBBBBBBBBB~ BBBBBBBBBB~ BBB~~~~BBB~ BBB~SS~BBB~ ~~~~DD~~~~ BBB~SS~BBB~ BBB~~~~BBB~ BBBBBBBBBB~ BBBBBBBBBB~ ~~~~~~~~~~ Of course this isn't a complaint or anything, since most people won't even hit 20 colonists in their runs, let alone 32 or 50. # Bedroom Using an end table will save 1 tile of space (which matters a lot for room impressiveness at smaller sizes), and provides the same comfort bonus at any quality. You can also throw another sculpture in there for more impressiveness if necessary. Lights are also highly unnecessary in a bedroom, unless your bedrooms also double as their hospital beds. Sleeping pawns don't care about darkness, and sleeping pawns have their mood locked in place while they're asleep anyways. # Hospital You already mentioned using 8 beds yourself, otherwise the same thing I use. # Laboratory It's good to have more research benches IMO, and just have even unskilled pawns on research priority 4 so they research if they have nothing better to do, although this depends really heavily on how many ground penetrating scanners you have as well. If you aren't doing a combined throne/dining or altar/dining, it's also really good to have the research in the common areas. Research is a long term activity, and it gets more social interactions for your pawns, and lets the books being read gain the benefit of your rec room bonuses. Pawns will take books out of the room if there is no seating available in the room the books are though, so you could also just put research adjacent to your rec room. If you're using sterile tile in both, there's also a potential benefit of combining Research and the Hospital, making the room more impressive and reducing the impact one spot of filth has due to the larger room.
Good feedback! I read it all I personally hate the min/max warehouse so that's why I still make rooms like these. The reason why I left out the tailoring bench is because it needs many supporting shelves for the textiles and output clothing. It would inflate the workshop too much and it should have its own room for this reason. Unless you skip on both the smithy and anomaly bench (I forget it's name) then it would work... Probably better actually. I do use the smithy a lot as creating harps is one of my main cash products alongside corsets, but I forgot to stockpile wood so yeah still not the best layout. The hydroponics are very efficient. I hate using sunlaps because their massive 2900 energy consumption. Using straight up sunlight is always better unless you are a tunneler or something. If I do a second video, I'll do a food farm greenhouse layout.
@@theykeeponrising Yep the hyper-barracks is a playstyle thing. It's quite optimal, but many people don't like it. There's nothing really wrong with playing with individual rooms for most things, although bedrooms vs barracks is still heavily tilted in favour of barracks even when using dedicated rooms, especially on higher difficulties. Regarding the tailoring bench, I used to think the same thing, but honestly, you don't even need shelves next to it at all as long as your storage is reasonably close. Tailoring is very time intensive, so reducing walk time from 10 seconds to 0 seconds doesn't add much value, compared to say, when cooking meals or making drugs. I just plop a tailoring bench down near enough my storage and other work benches, maybe 1 small shelf for high quality textiles (eg devilstrand, thrumbofur, or region specific leathers like bearskin or panthera fur), and maybe one for cotton if it's also close to the machining table (flak), and just let them do the hauling as a two step thing. First they finish the clothing, then haul the item to my clothing shelves in the storehouse. Once they drop it off, they grab materials from nearby and run to the tailoring bench for the next piece of clothing. It's more efficient than it probably looks when planning out shelves and stuff. Clothing is one of those constant but intermittent crafting things when set up right, so you don't really need to min-max it as much as say your fab benches which can see nearly 100% up-time in the later game. If you're crafting constantly for profit, then you only need materials nearby and drop on floor, since quantity counting doesn't matter in that case, let the haulers, animals, mechs, or whoever isn't busy do the hauling instead of your valuable crafters. The haulers will also regularly bring fresh materials, so again you don't need to overstock it. Regarding harps, are those even work or wood efficient to make? I think you'd likely get much better bang for your buck crafting wood small sculptures. Wood small sculptures turn 50 wood into 105 base value (before quality), multiplied by x1.1 because its art, in 3.5 mins of work. Harps take 5 minutes to make 150 wood into 245 base value. I'm not actually sure if Harps count as furniture items or not, but if they do they'd have a x0.7 sell price multiplier. If work is more of a concern than wood, wood large sculptures take 5.83 minutes to make 100 wood into 196 base value, again multiplied by x1.1. Note quality doesn't matter since the quality multiplier is the same for both items, so if you're able to produce an excellent harp or excellent piece of art, the multiplier is the same for both. - Small Sculptures: 2.31 value / material and 0.55 value / second of x1 work - Large Sculptures: 2.156 value / material and 0.62 value / second of x1 work - Harps: (assuming x1 sale price) 1.63 value / material and 0.82 value / second of x1 work So harps look like they make sense when you have a massive surplus of wood, and need to churn through it quickly, rather than make the most of it. They're a lot more work efficient than I thought, but I usually would prefer to create more value/material. I guess harps also have a small advantage if you don't have any artists, but since art also benefits from production specialist it's pretty easy to find a pawn with both construction and art, or crafting and art with passions and train them up. Otherwise there's no reason to specifically grow wood for crafting, since it's way less efficient than cotton and tailoring is more lucrative. If I recall, even chopping wild wood isn't particularly work efficient compared to growing cotton and tailoring still uses crafting skill. There's also a lot of less savoury means to get your hands on massive amounts of textiles, and the new dread leather added in anomaly is another means of having more textiles than you can usually get through. Regarding sunlamps / hydroponics. Yeah hydroponics are efficient. Having them in a room with 20 open roof tiles and a heater/AC in the same room isn't, as the temperature will leak out. Having hydroponics in a room with a roof and no sun lamp isn't efficient either. Like I said, separating the two rooms makes more sense. Hydroponics don't even need to be indoors, but can be placed right outside the door of your brewing / cooking / drug setups. I definitely agree though that sunlight is best if you have it and aren't a tunneler or darkness meme. Keep in mind though, that there are many events that can reduce or remove sunlight, especially now in anomaly, so having the grid ready to handle sun lamps is crucial.
excellent tutorial.10/10. never going to do these tips. maybe the throne room with dining room. glad i'm doing 4x4 houses with little bathrooms :) wondered if they will be big enough. thx.
You can make a indoor greenhouse, you need sunlamps and a heater set to around 10c and use the base game dirt if you don’t want to use hydroponics, granted I’m running my base off 4 solar panels and a wood generator
Fun fact for building: bedrolls are better for room quality than beds in small rooms. ex: 2 by 3 wooden room with normal quality cloth bedroll is considered dull, which means 0 negative mood debuffs for the room (since they wont spend time in it outside of sleeping)
As showcased in your layout 2 the butcher room should be slightly larger. furs and leather tend to pile up in the doorway and cause temperature issues. In general the bonus from a barracks outweighs the "disturbed sleep" moodlet so combining Sleeping, Dining, and Rec gives the most ROI. I would argue that optimal is not individual bedrooms. Personally I migrated to an 11x11 internal dimension grid layout (walls are 12x12) as it accommodates every activity in the game and is narrow enough to not need center support. it looks a little sterile to have everything on a grid, but as its modular it can scale through the entire game. Being 11x11 the layout is the same radius as the Sunlamp so one module can easily be converted to a grow room at any time, and as Fabrication is the largest crafting bench at 2x5 you can comfortably fit 4 per module. additionally, by having sequential smaller rooms, should a conflict come up within your perimeter, you always have another doorway to fall back to to create a defensive choke point and minimal losses in the sacrificial room. Play how you like, but there are absolutely different things you can optimize for. I like your layouts but in the context of how they fit together I think there is just an easier way.
Sure, a barracks is better than a bedroom in many ways. It's more space efficient, resource cost efficient, and wealth efficient (if you play with wealth difficulty enabled). A low quality barracks will cause a small mood hit to your pawns, but you can easily raise the room quality with a sculpture and decent furniture. Highest quality barracks will actually reward a +1 to mood. The "disturbed sleep" negative mood is temporary and can usually be ignored or negated with good scheduling. Bedrooms are only necessary with the Royalty DLC as it becomes a requirement for most titles.
A lot of these can be adapted to look better with only marginal loss in efficiency. That being said. Workshop layout is excessively compact, to be honest - an expandable design could be nice, in case you are adding mods. Freezer - now this is a toss up. Unless you are already completely underground/using hydroponics, you want your freezer bigger for the purpose of stockpiling food - in cases of toxic fallouts or if you live in unfriendly biome. If you are practising cannibalism, you may also want your butcher room completely separate - gear from butchered corpses tends to clog up massive amounts of space. Rec Room - you may want to throw in some more entertainment - with just chess and billard table your pawns will suffer from boredon sooner or later. Bedrooms - 5x5 design is better in my opinion for the simple reason of fitting nicely in an 11x11 universal room template, making it more conveniently expandable. Hospital - nice and compact - but it is a good idea to have enough beds for roughly half of your colonists at the time - spacing out the beds may not be most space efficient, but prevents the pawns crawling through the beds, if you have patients that require tending and decided to take the middle bed.
So heaters and AC will work if the room has only a few unroofed spots. I think it's like 80/20 roof coverage. If too much is unroofed then it's just considered outdoors and temperature will match the weather
How is it an optimised workshop if it doesn't contain all the work benches that benefit from the two tool cabinets? How are the hops growing without a sunlamp, do they have a lower light requirement? Would it not be more 'optimised' to combine the lab and hospital into one room?
So my idea of optimized is reducing travel time. The biggest waste of time is having to get resources and bring them to the bench, and then deliver the finished product. You could try to cram a tailoring bench and all the required shelves in there, but that would be a ton of space required and reduce overall efficiency. I mention the greenhouse is unroofed over the farms. They are using sunlight. Hospital combined with lab can be efficient if your researchers are also doctors. Having larger rooms in general means larger travel time for anyone using the room, so not a good idea otherwise.
Where would you put your tailoring bench then? Honestly, wouldn't it be more efficient to place it where the smithy is anyway? I mean how often are you even using a smithy? I'd just leave if uninstalled most of the time then reinstall it for the occasion when it's needed. But besides that if seems useless sitting there
@@asdbg It's usually better for temperature control if you use a central room for heating and cooling, like a hallway. In the case of the butcher room, we don't want too much heat to spill out into the freezer
TH-cam keep deleting my reply so idk if you see it but I'll just make another comment here. Sorry 'bout that. But yeah, this is what I'm talking about the bell curve situation. When you first play the game, you make a room based on how you think a room would look irl. That's the left most low end side. When you played the game enough and start optimizing, you're playing the game more efficiently/being better at the game. The high mid point. I'm on the deep low right end of the bell curve. My colonist don't just have bedroom, they have a house, with "fridge" dinning room, work space, studies, living room. They don't have work shop, they have factory or actual shop. Throne room is a palace, with living quaters and office space. Alter room is a chruch/cathedral. Lab even have animal enclosure for "testing subject". Because I realized there is no "correct way" to play the game. I'm not competing with anyone so there's no point in optimizing. So I just turns it into a sim game and not stress about what is the right set up for whag.
I like trying to create an aesthetic, realistic area while also trying to maximize efficiency. That means I have to build a lot more stuff like the hospital vitals since beds are spaced apart, but it looks awesome and I like to play on lower difficulties so I can sacrifice efficiency and low wealth if it means making a place where I'd want to live.
Yes. You should feel bad! ;) You play the way you want to play, there’s no wrong way to play RimWorld except to feel pressured to play by someone else’s demands. This is your space. Your rules.
Alright, but what if I don't wanna use nutrient paste for the dining/freezer rooms? You can avoid mental breaks by just making sure you have some lavish meals on hand.
I don't recommend using cooked meals. Yes, they provide better mood, but they are a huge hit to productivity. You are using considerably more raw food to produce the meals, which means you'll need to produce and store more raw food. You'll need to have a pawn with cooking skill to spend time making the meals, and there's a chance you'll get food poisoning even with ideal conditions. The bonus you get from an impressive rec room + dining room already provide more than enough mood to offset eating nutrient paste.
About your research room setup, i don't think multi analyser working this way, it only connects to 1 high tech research bench, so if you have research with analyser needed only 1 research bench would be working, i can suggest to put 2 modules near walls because you have free 8 tile space and it would really boost research bench effectiveness. Altar from ideology would be marked as disrespected if you don't place 4 columns in room, yeah it don't tell you that right away, but it will strike you when colony will have high+ expectations. 2x2 airlock for hot air is too much, 2x1 would work just fine giving you 2 extra tiles of space in the freezer. 2 tiles is 1 shelf so +6 stacks of food or other items. Other then this good video
Multi analyzers can connect to multiple benches. You are thinking of the inverse, which is that benches cannot benefit from more than 1 analyzer. Altars have randomized requirements! The next time you are making an ideology, click on your altar and click "regenerate". You'll see the requirements change. Their requirements can include needing columns, but not always. The most efficient requirement is "All Floored", which I recommend.
I just focus on making the room pretty/realistic rather than optimize. The realization of optimizing late game doesn't matter as much as your immersion is like reaching the other end of the bell curve for me.
This is why I "optimize" rooms and not "min/max" them. Min/max sacrifices everything for efficiency. I just want rooms that keep their identity while being efficient.
@@theykeeponrisingyeah i know, but I'm not just talking about functional purpose, I'm talking about aesthetic purpose as well. For example, my current save don't have bed room, colonist have their own house. If they're married, the house have multiple bedrooms. They have their own fridge, dinning area, if they have non inductrial job they can have a small work space in the house. All tailored made for their story My alter room is a cathedral, the biggest structure in the map. My dinning room is a town hall. I even have them put away the tables and put up decorations for celebrations or rituals. My work shop is a factory. With office spaces. My lab even have animal pen to serve aa testing subject. I even made a zoo. It is supper unoptimize, because it takes up alot of space and colonist basically commune to work. But its really fun figgering out how to optimize the game that way. Modding helps too :'D
Looks > Efficiency. Upside down bed is just a criminal felony. :)
It's a meme at this point about it being 'more efficient.' It's a few tiles. They won't kill a colony. All the other rooms look great, but that barracks just took me right out of it.
Gotta have that bed right side up so they look like a pack of newports 😂
I always leave a space between beds in hospital. I don't care what is most efficient. I will rather drop difficulty so I can make an organic looking colony than resort to this barbarism.
Finally! A base guide with specifics I’ve been looking for!
I always combine my hospital and my research space. I have my medical doctor also be my research pawn so they just research until a pawn needs medical assistance. Another benefit is that I can save resources on sterile flooring by making it all one space.
Love this! One of the things I find funnest about RimWorld is trying to build super efficient bases/ room layouts! My workshop is actually VERY similar to yours here haha! I have all the steel, plasteel, gold and components in one place so pawns don't have to walk a long ways to gather resources, and I do this with a lot of the rooms! Same with the hospitals! I usually have a shelf stocked with medicine, a shelf stocked with drugs (coz sick people are the ones that need it most -- usually psychite/ smokeleaf here for recreation plus mood), a shelf stocked with organs, and a shelf stocked with hemogen and/ or ovums/ embryos. I also have a lot of kids in my colonies (or try to) and they're a great source of hemogen since it doesn't matter if they lose blood, since they're not gonna be in a combat situation anyways.
I also liked your idea of the greenhouse, but don't see how it would work, since hops (I'm pretty sure) needs sunlight/ a sunlamp. 13x13 room for growing drugs, medicine, and cotton, with a sunlamp in the middle and a drug production/ medicine making room adjacent would be good. If you have the neutrolope mod (neutrolopes produce neutroamine), you can also have a room with a neutrolope in it and grow nutrifungus in there (Ideology) to feed it, or if you have the plants/ crops expanded mod, grow cave moss (like hay) and thus the neutrolope can provide neutroamine while living in complete darkness.
Also, it's a missed opportunity you didn't include bedroom layouts/ designs, or that your kitchen/ freezer didn't have a cooking stove. Ik nutrient paste is most efficient but a lot of people don't use it! [Side note, there's a really cool mod called Vanilla Nutrient Paste Expanded where you can set up pipe systems for nutrient paste, it's great].
For bedrooms, I always do a 6x5 design (for most people) or a 6x6 for couples. The 6x5 bedroom contains a bed and a statue (either 100 or 150 beauty) and this alone can boost the room to slightly impressive. I only ever add dressers or bedside tables for aesthetics and/ or to increase the room beauty, idc about the pawn's comfort needs since a lot of them do enough sitting throughout the day already. The 6x5 bedroom is also good for children/ siblings (who don't mind sharing rooms with each other) or parents/ children (also don't mind sharing rooms). 6x5 can also fit up to three beds plus the statue so you can have three people in a slightly impressive bedroom. You can ofc also place a double bed in a 6x5, but I feel like the 6x6 is just a bit roomier for couples. AND, if you don't have statues, you can place beside tables made out of good materials (i.e. jade, or limestone/ marble), you can tile the floors, you can have good/ excellent chairs in the room (also increases beauty), and ofc the classic flower pot as well (if you have planters to spare). You can also use like, I think it's like 5 jade to make a jade fence and it has a good amount of beauty.
The greenhouse has some unroofed tiles, I explain in the video. If you keep a percentage of a room roofed, it will be temperature controlled but still allow sunlight.
Your workshop looks really nice actually. It both fulfils efficiency and looks!
These are well-considered. Nicely done!
or you could make a 23x23 box where all your colonists live together with workstations placed haphazardly while also destroying all and everything that could marginally raise wealth
Cube worshippers be like
Honestly... This is inspiring lol thanks
Very useful! Love your designs
This video is soo good, I hope you do more room vids
Overall these are some really aesthetic designs, and pretty functional too. I'm going to say that hyper-barracks that have rooming, recreation, dining, and workbenches tend to be the most efficient space-wise, wealth-wise, and impressiveness-wise overall, and can still be made to look decent with some work, but for people who like to play with dedicated rooms these are all great. I do have a few comments, ignoring the "just build one big room".
# Workshop
Unless you're building a lot of melee weapons, the tailoring bench is likely a better bench for this room. All the defensive gear except plate armour can be made at the machining table or fabrication bench, and the things you do need are mostly one offs. Some runs I don't even build a smithy. Tailoring is done basically all game long to replace tattered clothing, takes a relatively long time per item, and benefits from tool cabinets. Since it takes a while you don't need a lot of material stored nearby at once, or, tbh, not even store any material nearby since the walking time is minimal compared to the work per item. If you do have a couple good melee characters, you'd be better served by increasing the size of the room and including the tailoring bench.
Other benches also benefit from tool cabinets: the art bench, stonecutter, drug lab, butcher's table, and serum lab. The serum lab doesn't see a ton of use, and the butcher's table is better in your storage or freezer anyways, but drugs and art can be powerful mid-late game money makers and in most of my playthroughs the drug lab is almost always in use.
# Freezer
The transport pod is a neat trick, I also believe things in a transport pod also do not rot as quickly/at all, which is useful during solar flares. The butcher table should be as close to either the leather storage, or meat storage as possible, and also be as close to the corpses as possible. The workspeed penalty is not that big, compared the the time spent walking back and forth and opening and closing doors for each corpse. Note also that putting your butcher table there, with a nearby door will frequently drop items on the door, holding it open. This will cause the temperature in your fridge to go up and can potentially spoil food over time.
If I have enough cooks to butcher every animal or raider fast enough before they spoil, I put both my corpse storage and butcher table in my general storage, so the leather and clothing drops in a "safe" area if doors get held open. If not, I stuff it in my freezer, and make my freezer a bit bigger to compensate for the door opening risks.
# Dining Rooms
The billiards table is pretty bad over all. Takes 4x8 of usable space (2x6 physical), costs a lot more in wealth and resources, only serves two pawns at once, and due to weird quirks of how it works, is only better for recreation than a throwing pin at good or better. The poker table on the other hand is a straight upgrade to a chess table in terms of recreation gain (an excellent poker table even beats a megascreen television), and can serve up to 4 pawns at once. It does take a bit more space than two chess tables would, but a throwing pin and poker table is way more space, wealth, and recreation efficient than a billiards table and chess table are. Also as a side note, build your recreation tables, dining tables, and chairs out of wood, since they're a lot less wealth and the flammability is way less of a risk in an otherwise non-flammable room.
For ideology specifically, kneel pillows are actually pretty good as general seating if you have a good constructor. Basically a kneel pillow is equivalent in comfort to a dining chair of one lower quality, while offering double the beauty of that chair. Most furniture is not worth building for beauty, but the kneel pillow is an exception. Kneel pillows are also worth a lot less than armchairs, but getting max comfort requires legendary, instead of masterwork (dining chairs), or excellent (armchairs).
# Greenhouse
You're missing a sunlamp, and the inclusion of one would make the 5 hydroponic setup pretty inefficient power-wise, while unroofing would make the temperature be uncontrolled. It is a good idea to put your hydroponics close to your processing areas, but some well positioned shelves can do 90% of the work for you, and allows you to have more efficient farming setups.
Based on the small scaled setup, you're presumably just making beer and psychite tea for recreation for your own pawns. Since the amount of work will be small, you lose a lot of the value of keeping things close, when you could instead have a single stove near your dining area instead, and just haul the small number of leaves to a shelf nearby instead. If you are doing a bigger scale grow operation for profit, using a drug lab and making flake is a much better use of the space nearby.
# Barracks
Even if you want perfect walkability and decent aesthetics, you can increase the number of beds to 32. If you don't care about walkability/aesthetics (pawns can crawl over beds), you can fit about 50. See below for the 32 pattern: (~ = walking space, B = bed, S = Shelf/Light/Art/Heater/Etc, D = Dresser)
~~~~~~~~~~
BBBBBBBBBB~
BBBBBBBBBB~
BBB~~~~BBB~
BBB~SS~BBB~
~~~~DD~~~~
BBB~SS~BBB~
BBB~~~~BBB~
BBBBBBBBBB~
BBBBBBBBBB~
~~~~~~~~~~
Of course this isn't a complaint or anything, since most people won't even hit 20 colonists in their runs, let alone 32 or 50.
# Bedroom
Using an end table will save 1 tile of space (which matters a lot for room impressiveness at smaller sizes), and provides the same comfort bonus at any quality. You can also throw another sculpture in there for more impressiveness if necessary. Lights are also highly unnecessary in a bedroom, unless your bedrooms also double as their hospital beds. Sleeping pawns don't care about darkness, and sleeping pawns have their mood locked in place while they're asleep anyways.
# Hospital
You already mentioned using 8 beds yourself, otherwise the same thing I use.
# Laboratory
It's good to have more research benches IMO, and just have even unskilled pawns on research priority 4 so they research if they have nothing better to do, although this depends really heavily on how many ground penetrating scanners you have as well. If you aren't doing a combined throne/dining or altar/dining, it's also really good to have the research in the common areas. Research is a long term activity, and it gets more social interactions for your pawns, and lets the books being read gain the benefit of your rec room bonuses. Pawns will take books out of the room if there is no seating available in the room the books are though, so you could also just put research adjacent to your rec room. If you're using sterile tile in both, there's also a potential benefit of combining Research and the Hospital, making the room more impressive and reducing the impact one spot of filth has due to the larger room.
Good feedback! I read it all
I personally hate the min/max warehouse so that's why I still make rooms like these.
The reason why I left out the tailoring bench is because it needs many supporting shelves for the textiles and output clothing. It would inflate the workshop too much and it should have its own room for this reason. Unless you skip on both the smithy and anomaly bench (I forget it's name) then it would work... Probably better actually. I do use the smithy a lot as creating harps is one of my main cash products alongside corsets, but I forgot to stockpile wood so yeah still not the best layout.
The hydroponics are very efficient. I hate using sunlaps because their massive 2900 energy consumption. Using straight up sunlight is always better unless you are a tunneler or something. If I do a second video, I'll do a food farm greenhouse layout.
@@theykeeponrising Yep the hyper-barracks is a playstyle thing. It's quite optimal, but many people don't like it. There's nothing really wrong with playing with individual rooms for most things, although bedrooms vs barracks is still heavily tilted in favour of barracks even when using dedicated rooms, especially on higher difficulties.
Regarding the tailoring bench, I used to think the same thing, but honestly, you don't even need shelves next to it at all as long as your storage is reasonably close. Tailoring is very time intensive, so reducing walk time from 10 seconds to 0 seconds doesn't add much value, compared to say, when cooking meals or making drugs. I just plop a tailoring bench down near enough my storage and other work benches, maybe 1 small shelf for high quality textiles (eg devilstrand, thrumbofur, or region specific leathers like bearskin or panthera fur), and maybe one for cotton if it's also close to the machining table (flak), and just let them do the hauling as a two step thing. First they finish the clothing, then haul the item to my clothing shelves in the storehouse. Once they drop it off, they grab materials from nearby and run to the tailoring bench for the next piece of clothing. It's more efficient than it probably looks when planning out shelves and stuff.
Clothing is one of those constant but intermittent crafting things when set up right, so you don't really need to min-max it as much as say your fab benches which can see nearly 100% up-time in the later game. If you're crafting constantly for profit, then you only need materials nearby and drop on floor, since quantity counting doesn't matter in that case, let the haulers, animals, mechs, or whoever isn't busy do the hauling instead of your valuable crafters. The haulers will also regularly bring fresh materials, so again you don't need to overstock it.
Regarding harps, are those even work or wood efficient to make? I think you'd likely get much better bang for your buck crafting wood small sculptures. Wood small sculptures turn 50 wood into 105 base value (before quality), multiplied by x1.1 because its art, in 3.5 mins of work. Harps take 5 minutes to make 150 wood into 245 base value. I'm not actually sure if Harps count as furniture items or not, but if they do they'd have a x0.7 sell price multiplier. If work is more of a concern than wood, wood large sculptures take 5.83 minutes to make 100 wood into 196 base value, again multiplied by x1.1. Note quality doesn't matter since the quality multiplier is the same for both items, so if you're able to produce an excellent harp or excellent piece of art, the multiplier is the same for both.
- Small Sculptures: 2.31 value / material and 0.55 value / second of x1 work
- Large Sculptures: 2.156 value / material and 0.62 value / second of x1 work
- Harps: (assuming x1 sale price) 1.63 value / material and 0.82 value / second of x1 work
So harps look like they make sense when you have a massive surplus of wood, and need to churn through it quickly, rather than make the most of it. They're a lot more work efficient than I thought, but I usually would prefer to create more value/material. I guess harps also have a small advantage if you don't have any artists, but since art also benefits from production specialist it's pretty easy to find a pawn with both construction and art, or crafting and art with passions and train them up.
Otherwise there's no reason to specifically grow wood for crafting, since it's way less efficient than cotton and tailoring is more lucrative. If I recall, even chopping wild wood isn't particularly work efficient compared to growing cotton and tailoring still uses crafting skill. There's also a lot of less savoury means to get your hands on massive amounts of textiles, and the new dread leather added in anomaly is another means of having more textiles than you can usually get through.
Regarding sunlamps / hydroponics. Yeah hydroponics are efficient. Having them in a room with 20 open roof tiles and a heater/AC in the same room isn't, as the temperature will leak out. Having hydroponics in a room with a roof and no sun lamp isn't efficient either. Like I said, separating the two rooms makes more sense. Hydroponics don't even need to be indoors, but can be placed right outside the door of your brewing / cooking / drug setups.
I definitely agree though that sunlight is best if you have it and aren't a tunneler or darkness meme. Keep in mind though, that there are many events that can reduce or remove sunlight, especially now in anomaly, so having the grid ready to handle sun lamps is crucial.
Great stuff Thanks, picked up a few tricks like the unroofed greenhouse
The Paste for throne room and ideology room was cool will be stealing that!
excellent tutorial.10/10.
never going to do these tips. maybe the throne room with dining room.
glad i'm doing 4x4 houses with little bathrooms :) wondered if they will be big enough. thx.
You can make a indoor greenhouse, you need sunlamps and a heater set to around 10c and use the base game dirt if you don’t want to use hydroponics, granted I’m running my base off 4 solar panels and a wood generator
nice ideas bro!
Hmmm interesting and went back doing 11x11 layout base XD
Great video!
Little trick with the chess table. Put it in the corner of one of your dinning table and pawn can sit and eat or play chess at the same place.
Fun fact for building: bedrolls are better for room quality than beds in small rooms.
ex: 2 by 3 wooden room with normal quality cloth bedroll is considered dull, which means 0 negative mood debuffs for the room (since they wont spend time in it outside of sleeping)
i always build my research labs in a 5 by 6, with 1 multianalyzer between 2 high tech research benches and 1 large bookshelf, chairs optional.
and finally: jade walls op.
what i mean by that is place them around bedrooms and rec rooms for easy super high quality rooms
my recently discovered love for 11x11 structures is not happy :(
As showcased in your layout 2 the butcher room should be slightly larger. furs and leather tend to pile up in the doorway and cause temperature issues.
In general the bonus from a barracks outweighs the "disturbed sleep" moodlet so combining Sleeping, Dining, and Rec gives the most ROI. I would argue that optimal is not individual bedrooms.
Personally I migrated to an 11x11 internal dimension grid layout (walls are 12x12) as it accommodates every activity in the game and is narrow enough to not need center support. it looks a little sterile to have everything on a grid, but as its modular it can scale through the entire game. Being 11x11 the layout is the same radius as the Sunlamp so one module can easily be converted to a grow room at any time, and as Fabrication is the largest crafting bench at 2x5 you can comfortably fit 4 per module. additionally, by having sequential smaller rooms, should a conflict come up within your perimeter, you always have another doorway to fall back to to create a defensive choke point and minimal losses in the sacrificial room.
Play how you like, but there are absolutely different things you can optimize for. I like your layouts but in the context of how they fit together I think there is just an easier way.
coiuld you elaborate on the barracks vs bedrooms thing please
Sure, a barracks is better than a bedroom in many ways. It's more space efficient, resource cost efficient, and wealth efficient (if you play with wealth difficulty enabled).
A low quality barracks will cause a small mood hit to your pawns, but you can easily raise the room quality with a sculpture and decent furniture. Highest quality barracks will actually reward a +1 to mood. The "disturbed sleep" negative mood is temporary and can usually be ignored or negated with good scheduling.
Bedrooms are only necessary with the Royalty DLC as it becomes a requirement for most titles.
ty
A lot of these can be adapted to look better with only marginal loss in efficiency.
That being said. Workshop layout is excessively compact, to be honest - an expandable design could be nice, in case you are adding mods.
Freezer - now this is a toss up. Unless you are already completely underground/using hydroponics, you want your freezer bigger for the purpose of stockpiling food - in cases of toxic fallouts or if you live in unfriendly biome.
If you are practising cannibalism, you may also want your butcher room completely separate - gear from butchered corpses tends to clog up massive amounts of space.
Rec Room - you may want to throw in some more entertainment - with just chess and billard table your pawns will suffer from boredon sooner or later.
Bedrooms - 5x5 design is better in my opinion for the simple reason of fitting nicely in an 11x11 universal room template, making it more conveniently expandable.
Hospital - nice and compact - but it is a good idea to have enough beds for roughly half of your colonists at the time - spacing out the beds may not be most space efficient, but prevents the pawns crawling through the beds, if you have patients that require tending and decided to take the middle bed.
I'm definitely taking that drug lab layout and modified it for slaves.
How do the hops grow without sunlight?
They have sunlight. It's unroofed over the hydroponic farms.
@@theykeeponrising does the heater work if the room is unheated?
So heaters and AC will work if the room has only a few unroofed spots. I think it's like 80/20 roof coverage. If too much is unroofed then it's just considered outdoors and temperature will match the weather
How is it an optimised workshop if it doesn't contain all the work benches that benefit from the two tool cabinets? How are the hops growing without a sunlamp, do they have a lower light requirement? Would it not be more 'optimised' to combine the lab and hospital into one room?
So my idea of optimized is reducing travel time. The biggest waste of time is having to get resources and bring them to the bench, and then deliver the finished product.
You could try to cram a tailoring bench and all the required shelves in there, but that would be a ton of space required and reduce overall efficiency.
I mention the greenhouse is unroofed over the farms. They are using sunlight.
Hospital combined with lab can be efficient if your researchers are also doctors. Having larger rooms in general means larger travel time for anyone using the room, so not a good idea otherwise.
Where would you put your tailoring bench then? Honestly, wouldn't it be more efficient to place it where the smithy is anyway? I mean how often are you even using a smithy? I'd just leave if uninstalled most of the time then reinstall it for the occasion when it's needed. But besides that if seems useless sitting there
What are the these adjacent rooms for? Why not put the heaters and coolers with the room itself?
@@asdbg It's usually better for temperature control if you use a central room for heating and cooling, like a hallway. In the case of the butcher room, we don't want too much heat to spill out into the freezer
Did you make a types of kill boxes video?
I have not! If this video does well enough, I'll consider possibly covering killbox setups as well
@@theykeeponrising thank you
TH-cam keep deleting my reply so idk if you see it but I'll just make another comment here. Sorry 'bout that.
But yeah, this is what I'm talking about the bell curve situation.
When you first play the game, you make a room based on how you think a room would look irl. That's the left most low end side.
When you played the game enough and start optimizing, you're playing the game more efficiently/being better at the game. The high mid point.
I'm on the deep low right end of the bell curve. My colonist don't just have bedroom, they have a house, with "fridge" dinning room, work space, studies, living room. They don't have work shop, they have factory or actual shop. Throne room is a palace, with living quaters and office space. Alter room is a chruch/cathedral. Lab even have animal enclosure for "testing subject".
Because I realized there is no "correct way" to play the game. I'm not competing with anyone so there's no point in optimizing. So I just turns it into a sim game and not stress about what is the right set up for whag.
I like trying to create an aesthetic, realistic area while also trying to maximize efficiency. That means I have to build a lot more stuff like the hospital vitals since beds are spaced apart, but it looks awesome and I like to play on lower difficulties so I can sacrifice efficiency and low wealth if it means making a place where I'd want to live.
what are the building inside the unroofed freezer
Those are marble barricades to prevent raider drop pods from landing there.
What is the music player mod at the top right?
That's called Music Manager!
@@theykeeponrisingthank you!
just do 4x3 bedroom inside a mountain (unsmoothed) with only a sleeping spot and crafting spot, saves a lot of space and effort
Am I wrong for making everything 11x11?
Yes. You should feel bad! ;) You play the way you want to play, there’s no wrong way to play RimWorld except to feel pressured to play by someone else’s demands. This is your space. Your rules.
💀 actual mental break farm
Alright, but what if I don't wanna use nutrient paste for the dining/freezer rooms? You can avoid mental breaks by just making sure you have some lavish meals on hand.
I don't recommend using cooked meals. Yes, they provide better mood, but they are a huge hit to productivity. You are using considerably more raw food to produce the meals, which means you'll need to produce and store more raw food. You'll need to have a pawn with cooking skill to spend time making the meals, and there's a chance you'll get food poisoning even with ideal conditions.
The bonus you get from an impressive rec room + dining room already provide more than enough mood to offset eating nutrient paste.
1:19 The pure optimization of the door being jammed open by leather as it leaks warmth out into the freezer.
I forgot to add leather to the shelf, that's why. I got lazy and should have fixed the recording
Terrible. I hated everything but the lab. Like and a comment from me for the TH-cam algorithm. I like your other videos! Keep up the good content!
So i dont have to build a heater in every room ohhh i feel dumb lol
About your research room setup, i don't think multi analyser working this way, it only connects to 1 high tech research bench, so if you have research with analyser needed only 1 research bench would be working, i can suggest to put 2 modules near walls because you have free 8 tile space and it would really boost research bench effectiveness.
Altar from ideology would be marked as disrespected if you don't place 4 columns in room, yeah it don't tell you that right away, but it will strike you when colony will have high+ expectations.
2x2 airlock for hot air is too much, 2x1 would work just fine giving you 2 extra tiles of space in the freezer. 2 tiles is 1 shelf so +6 stacks of food or other items.
Other then this good video
Multi analyzers can connect to multiple benches. You are thinking of the inverse, which is that benches cannot benefit from more than 1 analyzer.
Altars have randomized requirements! The next time you are making an ideology, click on your altar and click "regenerate". You'll see the requirements change. Their requirements can include needing columns, but not always. The most efficient requirement is "All Floored", which I recommend.
Lab is too big... id make it 4 tiles shorter.
bro you dont know what optimised means
I just focus on making the room pretty/realistic rather than optimize.
The realization of optimizing late game doesn't matter as much as your immersion is like reaching the other end of the bell curve for me.
This is why I "optimize" rooms and not "min/max" them. Min/max sacrifices everything for efficiency. I just want rooms that keep their identity while being efficient.
@@theykeeponrisingyeah i know, but I'm not just talking about functional purpose, I'm talking about aesthetic purpose as well.
For example, my current save don't have bed room, colonist have their own house. If they're married, the house have multiple bedrooms. They have their own fridge, dinning area, if they have non inductrial job they can have a small work space in the house. All tailored made for their story
My alter room is a cathedral, the biggest structure in the map.
My dinning room is a town hall. I even have them put away the tables and put up decorations for celebrations or rituals.
My work shop is a factory. With office spaces.
My lab even have animal pen to serve aa testing subject.
I even made a zoo.
It is supper unoptimize, because it takes up alot of space and colonist basically commune to work. But its really fun figgering out how to optimize the game that way.
Modding helps too :'D
I was trying to rewatch this video but couldn’t find it by searching because you wrote “𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱” with weird characters instead of “RimWorld” 😬