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Hexagon base is small, efficient, and brutal. There’s only room for four (or eight if couples) colonists at any given time with no plans to expand that.

Mods

This is base game, not Royalty. Combat Extended (not CE Guns, but I get the ammo types and turrets), Dub’s Paint Shop (to paint the power armor), otherwise vanilla.

Colonists

Most of them have a similar loadout to this (every day carry for my team, one has a sniper, three have assault rifles. I use the molotovs a lot in close range, fire is so strong in CE. This image was taken the summer before the main screenshot submission

No Killbox

Most of the time, I step outside the colony walls to take down threats before they get to the main base. If there are mad animals, I can close the north door (which usually remains open) to stay safe. With large raids, they funnel in to the north where my multiple incendiary IED trap sets a lot on fire, before starting to take damage from the heavy auto turret and my colonists.

With sappers, they usually break in on a single wall (not the edge rooms) where I can hit them with mortars (before they get in) and my mobile KPV turret and colonists after they break. I tested a 50-person tribal raid for fun – they broke in above the south solar panels, destroyed walls to south greenhouse and research area, killed one of my four colonists before I was able to repel them.

Normal raid is 3-10 for my wealth/difficulty.

Greenhouse

Temps get to -30F in winter. I have the heaters hooked to the main power grid, and the sun lamps are on a separate loop, only attached to the four solar panels, batteries, and backup generators. This helps with power spikes in the morning not shutting down my whole base before the solar panels come on (and in winter there’s not much sun).

I have a switch that lets me connect solar panels to the main grid if needed. Each greenhouse has two partially built campfires, so if I get a solar flare in the winter, I can quickly finish building the campfires and that will keep my plants alive and warm until the heaters come back on, this means I am almost never at a loss for food. If I lose my plant food source, there’s always hunting to fall back on, and the Nutrient Paste Dispenser makes a little food go a long way.

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[-] Gallery_Curator@rimworld.gallery 5 points 5 months ago

If you don't understand how the parts work, what they do, how delicate the connectors are... Without any experience you can't know what not to do. Trying to build a PC, a lot can go wrong if you don't know what you're doing. That a lot of expensive parts that can be destroyed in a blink of an eye if you make a mistake.

You say all the parts fit only one way. Well, that depends on how clumsy or ignorant the builder is. Or both

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[-] Gallery_Curator@rimworld.gallery 2 points 10 months ago

Things have been going well in the beehive! All my bees stay busy constantly upkeeping the absolute absurd amount of electronics in my hive, keeping my yayo reserves high to continue financing the colony or taking care of my hoard of aerofleets (which started with just a single aero fleet). Overall this build has been an absolute blast, although steel became my main hurdle in this contest, I was able to continue trucking on mainly through the wonderful SRTS mod which enabled me trade my mountain of drugs for all the steel and components I needed. I stayed true to the layout as best as I could although it did lead me to have 2 useless rooms, the food material storage and the throne room. Special shout out to Dub’s paint shop mod which allowed me to paint my base the colors to give it the beehive feel I was looking to emulate!

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[-] Gallery_Curator@rimworld.gallery 2 points 11 months ago

Main mods:

Hotseat (for narrative variation) RimOut: Legion Faction SK's Fallout Great Khans Bad Hygiene Communicable Diseases Hospitality Gastronomy ReGrowth - Wasteland (requires ReGrowth Core) ReGrowth - Mutated Animals Fallout Races Ghouls and Robots (Seperate mods) Vault Tec Handy things [O21] Fallout Armoury The Forge - NCR Armoury

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It's not too bad really, once you have it set up and make sure there's always enough resources, it just sorts itself out. You have to play at low difficulty, though, or it will get to being a lot of work, really fast

This is not my colony, but I do play very large colonies. The answer is in the numbers; if you have enough colonists set to do the same job, it will get done. The only problem is that things like workbenches get reserved. So workers with a specific task, like cooks, get assigned a bed near their work spot, because all the time they're travelling to their stove, it's reserved and can't be used by other cooks. All goods they require to do their jobs are hauled in by other colonists

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Full description:

The Nothern Estheder Eternal Compound. 10 Vampires in a Swamp, with another 10 humans to be converted once the Hemogen farm has been expanded. Proud producer of finest headwear and marble statues. An Adventure Story told by Randy Random, Valeria Vanilla and Steven Savescum.

Codoyoubo is a kind nation accepting everyone - even those that do not want to carry or clean! We have the frail, the weak and the creepy breathers.

But now is their time! With huskies on their side they will create a nation to fear.

They have been preparing and the framework has been laid.

Things I personally like about this:

Retooling the 'outdoors' grow areas (middle-top-left, and left) to be nutrifungus farms for chemfuel production. I'd put separate zones with pathways just so I could manage sowing a little better - I kept on having half sown fields, that would then be harvested on different days (and re-sown) and that just annoys me. So 'turning on' one field at a time, ensures the planters focus their efforts.

The double-geo-vent greenhouse in the top right.

The 3x3 grid of bedrooms in the bottom left - all 'countess' grade.

Lighting in the 'temple' to bring out the highlights of the high life carpet.

Finally figured out that 'Wondrous' tier was a thing, and thus the throne room is. Themed in black and gold with generous uses of paint. (The black dining chairs are actually silver, but the gold ones are slowly getting replaced with actual gold chairs).

Kitchen/corn store is mixed, and straw matted for 'walking areas' with sterile tiles under the shelves to boost the cleanliness a bit. Straw matting is because I feel it's better than sterile - cleanliness in a kitchen only matters below -2, so having a whole room at 0.6 doesn't really help much. But having straw matting means a -15 blob of 'filth' just doesn't show up as quickly in the first place. The room is also larger though, to 'dilute' the cleanliness impact of one blob of filth, and the sterile tiles push the average up just a little.

The autobong in the prison is good for keeping prisoners in check - with the right amount of leg removal, they can be so borderline on moving around, that they're not causing any trouble even if they break, but they can still feed themselves, saving a bit of pawn-time.

Most of the solar power goes into sunlamps, and most of the 'baseline' energy is chemfuel. Next on the to-do list is a better nutrifungus-processor-chemfuel power plant. Chemfuel generators also generate some heat, so this is vented in to the base during the winter to keep temperatures up a bit more, and save a little on running heaters. (But I want to try using them as 'space heaters' for an nutrifungus crop).

No killbox here, we're using turrets and 'bunkers' - the mortar pit is mostly roofed so my nudist gunner can mortar during the winter.

Generally we've got paired 'batteries' of uranium sluggers, with a goal that they're walled between them so there's no chain explosion, but one battery covers the other. So one neanderthal with a breach axe can't wreck the whole thing.

Generous use of coloured lights for aesthetics.

Morbid 'style' imported just because I really like morbid carpets, so we've a mix of those 'ordinary' high grade carpet, and high life carpets. But because I also brought in hindu style, we don't have those boring morbid sculptures about the place.

We're just about transitioning to spring here, which is why you'll be able to spot psychoid/corn planted in the snow. It's not quite cold enough to kill it, and getting warmer, but the snow hasn't melted yet.

My colonists live an idyllic lifestyle in the sun, with Parties, Orgies and Festivals a regular occurrence. Our chief exports are Yayo, Sushi and Whisky, all sold directly to Hospitality guests.

Playing on a tiny 90x90 map was a huge challenge and for the most part an engaging one. Every resource and caravan mission counted, we collected hundreds of limestone chunks!

Downside was having enemies spawn literally on top of you, with entire mech clusters crashing INTO your base. Wild animals get desperate to eat your crops (or pawns) real quick. Building 30% of the base on bridge support vs enemy explosives is pretty worrying.

OP made a very nice description on the /r/rimworld subreddit

Timelapse

Modlist:

Harmony

Core

Royalty

Ideology

Biotech

HugsLib

Allow Tool

Camera+

CleaningArea

CM Color Coded Mood Bar [1.1+]

Colonist Bar Adjuster

Geological Landforms

Level Up!

Map Preview

More Planning [1.4]

Numbers

Progress Renderer

QualityBuilder

RimHUD

Save On Incident

Self Dyeing

Thrones plus

Trait Rarity Colors

Work Tab

Dubs Mint Minimap

Quality Colors

[T] MoreFloors 1.4

Wildfire (Continued)

SaveJobWorld

Cherry Picker (dev)

[FSF] No Default Shelf Storage

Defensive Positions

WeaponStats

Quest Reminder

Designator Shapes

RocketMan - Performance Mod

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Gallery_Curator

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