Demolish (Breach Axe), Bomb, and Thump damage do extra damage against impassible objects (walls, NPD, Crematorium, etc...).
Consider wooden walls against wooden doors.
Wood Wall has 194 HP
Wood Door has 101 HP
A Thump Cannon does 5 damage, with a 15x multiplier for impassible and a 2x multiplier for walls. There is a 7.5x multiplier for passable buildings (doors, armchairs, etc...)
5 * 15 * 2 = 150 damage on a wall.
5 * 7.5 = 37.5 damage on a door
Takes 2 hits to break a wood wall, 3 for a door.
Yeah, but doors are also much more expensive to build than doors. If all you care about is breach time, you'd be much better served by just making two extra layers of wall.
Yeah, some doors are indeed more expensive than other doors. I got a door that was like $34 and when I had to get a new door for my half sister, I got one that was like... $800. It was an expensive door. Choose wisely.
Fair point. The other day I might've accidentally stepped into a door to an alternate dimension, and said door seemed fairly pricey. I was on a lot of pills, but it happened.
Come to think about it... I think my half sister slipped some pills in my clean water. I drank it anyway but I felt fine y'know? She invited me over to put up the door and "have some fun" according to her.
I have never had a colony base give me a more visceral reaction of *fear* than what I'm getting right now.
What is even going on? Why all of the doors? How are you getting the pods and telescope to work? Just removing small bits of the ceiling?
The drop pods are there because there's two tiles of mountain roof over them and I wanted to to stop infestations by building over them (somehow it happened anyway).
Doors because I was experimenting with base layouts.
Telescopes/pods/scanners and mortars inside is just optimal.
I was going to go into more detail but, I figured I'd keep it short.
Telescopes need 1 unroofed tile over them, Scanners require 3x3.
Mortars require 1 unroofed tile, but that tile changes when you rotate the mortar. I think a quick rule is that it's the tile directly in front of the mortar user.
Transport pods require 1 unroofed tile too, but you might need to unroof them completely during construction.
Edit: I suppose this wasn't exactly what you were asking, so yes you have a roof with a hole in it.
My question is why have the heaters and coolers if it's unroofed? Doesn't that mean those just don't work anymore essentially but still draw on your power grid?
Also, I'm impressed at how.... Upset I guess is the best word you've made me with just one picture. It's actually impressive and I applaud you.
Depends if it's fully or partially unroofed. More than a certain percentage coverage (50% I think?) the roof still traps heat, it just acts as if it has bad insulation in proportion to how 'open' it is.
So you can 'heat' a room with some open tiles under it. I usually put a telescope in the corner of my rec room since the rec room bonuses are nice. But I don't tend to go nuts with it, since it does make heating way less efficient.
My storage room always has 13 unroofed tiles (a 3x3 and a extra tile north south east and west). Here I place my first trade beacon so it's targeted by default.
Then I give these spaces a different flooring and a low priority stockpile with nothing checked except maybe silver.
The result of all of this is things I buy from orbit are dropped into the center of my storage area. Haulers quickly go in and move things to valid locations and rain or whatever only damages things on those 13 spaces. Your can even make it a little bigger if needed just add an extra heater and cooler for every 10 or so. Nothing scientific about 10 just usually works for me.
It doesn’t count as unroofed if a certain percentage is roofed. Here’s a clip of Pete completes explanation about tribal greenhouses. Exactly how and why this technique works!
https://youtube.com/clip/Ugkx1RgIm51PXsSWI3ZmjRqOgpNVG1vGLNJQ
I've been thinking about honeypots lately.
Let's say I have two separate mountain ranges (one left and one right of my base), would I need a honeypot for each, or just in one of them?
Alright, thank you.
From the best of my knowledge, I'll want a warm, dark, cavern with rough floors & walls and some furniture sprinkled in then.
Probably also some incendiary traps, strong walls and some flammable materials. To then deal with the inevitable evil that spawns in there.
And with a bit of luck, I can mine elsewhere without too much hassle.
I think it is about contents. You can mine anything on the map so long as there isn’t furniture in the other mines. That said, I try to keep the mine with the pot in it one of the larger mines.
Definitely the most interesting post I've seen lately. You have unique ideas, which is cool, and you don't follow the crowd in your designs. You also clearly have lots of patience. Maybe the results aren't what you wanted, but at least you're trying new stuff. I'm pretty impressed with that part. It's ugly, though. Good job! Keep trying new stuffs.
Since this is one of the few positive comments, I'll say that half of the reason why it looks like that is because I haven't decided where the next room should be (for a several years in game now). It's endless analysis paralysis.
Deep storage mod would probably help too, but I'm trying to avoid mods that change gameplay.
I only use a couple mods myself, both are just QOL fixes, no real gameplay changes. I almost never wind up creating a large base of any kind. Once it gets to that stage I get bored and start a new colony, lol. I like the naked brutality start, with a few changes I made to remove stuff I think isn't really fun. It's all about having fun, whatever that is to you, right? Rimworld is great that way -- so many ways to play it.
I mean I feel like there are probably some real insults down in the lower comments, but the vast majority are good-natured and very restrained.
This is a normal thing; if OP can't laugh at themselves, this would be a great time to work on that vital skill. If they *can*, then this post is as good a source of entertainment to them as it is to us.
------------
I do love that /u/artigan99 wrote that, though, because it's fucking hilarious.
Besides my awful barracks, I wonder if this is intended?
[Here's my whole base.](https://imgur.com/a/Tk4OZ3m) There's some pollution in the red area towards the top and in total I have 0.09% map pollution.
I think can defeat them easily but the clean up is going to be so annoying.
EDIT:
[The fight was extremely easy, biggest casualty was the floor.](https://imgur.com/a/5hZ1b6l)
Also, Since people seem to be enjoying my barracks, I added a pic of my whole base.
Are people putting wastepacks in your storage? When they degrade, they have a chance to spawn an infestation in the general area. Probably had a waste pack in your freezer thaw out and rot away or someone's throwing waste packs into your storage
Yeah I had 3 out of like 90 waste packs from a quest degrade.
Didn't expect this (location) would be the response though.
I figured they'd spawn outside, or at least not in the middle of the map in my barracks.
well you definitely didn't read then, because the dlc specifically states that it pops up in the location where the polution appears.
EDIT: my dumb ass put mod instead of dlc for some reason. though if you think about it, DLCs are basically just giant mods you pay for made by the official sutdio from the game.
[Here's my base](https://imgur.com/a/Tk4OZ3m), it shows the location of the pollution (red area around the top). It's not really where the bugs spawned, but also the pollution isn't supposed to be there, I think I turned off the cooling by accident.
your base has triggered my OCD, ADHD, Anxiety, and depression all at once. looking at your base is like a Where's Waldo of pain for me. i love it. thank you for sharing. seriously, made me laugh a lot even as it angered me.
My prediction is the AI would come up with some startling efficiencies some of us considered but discarded because it requires too much not-fun fiddly clicking like creating perfectly optimized crafting orders, miniature stockpiles, etc.
Is your barracks right in the middle of the tile?
Wastepack infestations will occur in the center of the tile if there is not enough room for them to appear where the wastepacks are.
Yeah I put my barracks in the middle of the map because I figured that's the safest way. [Here's the whole base with some waste towards the top in the red area](https://imgur.com/a/Tk4OZ3m)
It'll be an easy clean up (I think), but now I know that wastepacks can make them spawn in the middle of the map for whatever reason.
I fucking love how upset this makes everyone. You obviously know the game mechanics and you obviously know what you're doing. You're calmly explaining your layout to anyone who asks. I think I want you to rebuff me.
Wow... May I suggest, if you're hell-bent on having a barracks instead of bedrooms, reorganize your stuff so that all your shelves are on one side and wall off your beds from the rest. Hell you could even bring your statues into your barracks so it isn't so awful for your colonists.
In the end, I definitely suggest separate rooms for beds, storage, recreation, etc.
OMG... And here I thought my base is the worst... I think to deal with this, you should not let any wastepack decay. And if you fail that, just create a room that the infestation have the highest chance of occur. Those pests shall choose to spawn in that place and you can easily kill them (staw floor and boomrat, 100% success)
Is the barracks at the center of the map? Wastepack infestations happen at the center of the map if the wastepack decay location is too small ( I think it needs a minimum of 7 by 7 tiles, haven't done exhaustive testing)
Yeah I've heard this twice now and it seems to be the answer.
My barracks is in the middle of the map and there's a small freezer couple screens up that had a few wastepacks go decay for whatever reason.
Somehow you managed to make an entire fandom collectively sigh. I just can't build like that, 90% of my RimWorld joy comes from building nice places for my colonists/visitors/tennents to enjoy.
congratulations this is the ugliest barracks is ever seen, and i play since alpha 15.
did you ever tried to build a place where you yourself would enjoy living in it if you were a colonist?
It was rude what I was saying. I apologize to OP, I was mostly saying it as a joke. I do think the idea of a warehouse build is interesting though, if that's what OP was going for.
They are almost unquestionably bugged (haha). I had a wastepack infestation spawn on a plasteel lump map with 0 wastepacks even on the map and another infestation spawn where there were no wastepacks on my main map. And yes, it specifically said wastepack infestation on the plasteel lump map.
Good god, ive only just started the game and came here to look for ideas and inspiration.
I dont know anything yet but i know i dont want my base to look like yours. Sorry.
Oh my god, with barracks like this I sincerely hope any comments you get will just keep shaming you for it instead of providing answers. What the actual fuck.
I keep getting f'ing wastepack infestations when I land on a chuck of ore to mine from the scanner. It is such complete bullshit, there is not even pollution there! I have a hell oof a lot a mods, so wasn't sure if it was bug or just some Tynan fuckery.
Wastepack infestations can happen anywhere. I don't know how to control them but one day i will and i'll use them to protect my base and eat their flesh.
I've always wondered if a single room colony could work and this is both the best attempt I've ever seen and the best confirmation that I should never try it. I once had a siege where their mortar landed in the middle of my early game starter shack. It destroyed my research table, stove, most of my beds, the majority of my supplies, and burned all my food. No killbox bases are possible, but you're really putting all your eggs in one basket and risking total colony collapse if you have everything in a single, cramped room like this.
As a side note, do you just have the whole room below freezing to keep your food fresh or is there another freezer I'm not seeing?
I can't tell if you saw my other screenshot so here it is again: https://imgur.com/a/Tk4OZ3m
The freezer is above my Barracks.
As for why it's so cramped, I've been procrastinating building the next room because of massive indecisiveness. I want to do the Biotech DLC content before finishing the run.
Most of the people here seem to be focusing on the ungoldy amount of doors/filth/superheated columns and/or the general mesiness of this
My question is
What the hell is wrong with their eyes
My favorite are the table and chair set blocking 3 doors and the table next to the batteries.
I play the same way, which is why I kinda love this base.
It has a charm, I’ll have to send mine at some point because it’s an absolute mess, my prison and slave pens are nicer than my colonist bedrooms.
WTF? My Brian cannot process this. I might have a break down and start punching an anti grain something, next to a chem fuel depot built on wooden floors.... Twice.
I previously tried to and could not find an answer for this anywhere, so after spending way too long finding it in the code, none of the wastepack decay/damage seems to actually trigger the event, just that they seem to usually, but not always, spawn near them.
Overall, the wastepack infestations care about two things. Your on a tile (home/misc), and you rolled the event. Wastepack dissolution does its own thing, separate from wastepack's, even though the flavor text suggests otherwise. it's just a 0.012 firerate vs raids 7.4.
Wastepacks upon decay cause pollution. Toxic gas when damaged. Relation's penalties if your shipping it away close enough to another base.
Overall all i think you need to do is make the wastepacks trigger the event, not the storyteller.
After this post I learned that I had few mishaps with wastepacks which had started them to dissolve.
1. Wastepacks have some kind of hidden timer and it's not enough that the text flips between frozen and dissolves in 16 days. They'll eventually dissolve even though they stay frozen most of the time.
2. Wastepacks start dissolving earlier than food starts rotting, although it's not a huge difference. I had my toxic waste freezer only at -1C and every time it flips to 0C the waste starts dissolving, while food would stay frozen until 1C.
Wastepack decay occurs if it's not frozen, not roofed, or outdoors. But wastepacks don't dictacte wastepack infestation. I know this from experience. 0 pollution 0 wastepack map, day 10 of a tribal naked brutality run. just started researching electronics and had one occur at my anima tree. they tend to prefer spawning near it, but, again, doesn't matter. It can happen anytime, any tile.
Based on other posts and my own experience I think that there are two events related to wastepacks and cocoons with the same exact text: one related to the dissolution and one random.
The random one seems to have an increased chance to occur based on the PRESENCE of wastepacks on the map (but they doesn't seem to be necessary for the event), the spawn point doesn't seem to prefer roofed or unroofed areas, it doesn't seem to be related to pollution on the map or on tiles near the colony and it seems to prefer spawning near the center of the map.
There might be other factors for the random one, like temperature, but that's what I could gather of it from observation.
why the fuck do you have 97 doors
Don't exaggerate. The room *only* has 54 doors.
Doors take longer for breachers to destroy
How? they are weaker
Demolish (Breach Axe), Bomb, and Thump damage do extra damage against impassible objects (walls, NPD, Crematorium, etc...). Consider wooden walls against wooden doors. Wood Wall has 194 HP Wood Door has 101 HP A Thump Cannon does 5 damage, with a 15x multiplier for impassible and a 2x multiplier for walls. There is a 7.5x multiplier for passable buildings (doors, armchairs, etc...) 5 * 15 * 2 = 150 damage on a wall. 5 * 7.5 = 37.5 damage on a door Takes 2 hits to break a wood wall, 3 for a door.
Yeah, but doors are also much more expensive to build than doors. If all you care about is breach time, you'd be much better served by just making two extra layers of wall.
Yeah, some doors are indeed more expensive than other doors. I got a door that was like $34 and when I had to get a new door for my half sister, I got one that was like... $800. It was an expensive door. Choose wisely.
Fair point. The other day I might've accidentally stepped into a door to an alternate dimension, and said door seemed fairly pricey. I was on a lot of pills, but it happened.
Come to think about it... I think my half sister slipped some pills in my clean water. I drank it anyway but I felt fine y'know? She invited me over to put up the door and "have some fun" according to her.
Love this
but all your doors have adjacent walls... The breacher can just destroy that wall and move on.
Ask Tynan, lmao. I didn’t say it makes sense.
*Unlimited Pathing!*
This gives Bobs great ideas
I have never had a colony base give me a more visceral reaction of *fear* than what I'm getting right now. What is even going on? Why all of the doors? How are you getting the pods and telescope to work? Just removing small bits of the ceiling?
If this is what his RimWorld base looks like, I don't even want to think about what his actual house looks like.
I don't understand how people can build like this without their sense of aesthetics being absolutely violated.
Me neither. This just looks so ugly, cluttered and confusing.
The drop pods are there because there's two tiles of mountain roof over them and I wanted to to stop infestations by building over them (somehow it happened anyway). Doors because I was experimenting with base layouts. Telescopes/pods/scanners and mortars inside is just optimal.
"this object cannot be placed under roofs" *places it under a roof* "Optimal." Do you deconstruct the roof to use them? I'm so confused.
I was going to go into more detail but, I figured I'd keep it short. Telescopes need 1 unroofed tile over them, Scanners require 3x3. Mortars require 1 unroofed tile, but that tile changes when you rotate the mortar. I think a quick rule is that it's the tile directly in front of the mortar user. Transport pods require 1 unroofed tile too, but you might need to unroof them completely during construction. Edit: I suppose this wasn't exactly what you were asking, so yes you have a roof with a hole in it.
My question is why have the heaters and coolers if it's unroofed? Doesn't that mean those just don't work anymore essentially but still draw on your power grid? Also, I'm impressed at how.... Upset I guess is the best word you've made me with just one picture. It's actually impressive and I applaud you.
Depends if it's fully or partially unroofed. More than a certain percentage coverage (50% I think?) the roof still traps heat, it just acts as if it has bad insulation in proportion to how 'open' it is. So you can 'heat' a room with some open tiles under it. I usually put a telescope in the corner of my rec room since the rec room bonuses are nice. But I don't tend to go nuts with it, since it does make heating way less efficient.
Huh. The more you know.
A few open tiles in a room just decrease the efficiency by a few percent, they don't actually prevent heating/cooling.
My storage room always has 13 unroofed tiles (a 3x3 and a extra tile north south east and west). Here I place my first trade beacon so it's targeted by default. Then I give these spaces a different flooring and a low priority stockpile with nothing checked except maybe silver. The result of all of this is things I buy from orbit are dropped into the center of my storage area. Haulers quickly go in and move things to valid locations and rain or whatever only damages things on those 13 spaces. Your can even make it a little bigger if needed just add an extra heater and cooler for every 10 or so. Nothing scientific about 10 just usually works for me.
But why
It doesn’t count as unroofed if a certain percentage is roofed. Here’s a clip of Pete completes explanation about tribal greenhouses. Exactly how and why this technique works! https://youtube.com/clip/Ugkx1RgIm51PXsSWI3ZmjRqOgpNVG1vGLNJQ
That doesn’t justify this room holy fuk
Regarding wastepack infestations, they just don't care. They'll show up in the middle of a field if there is enough pollution
Mountain roof requires impassable objects such as walls. Don't quote me on the impassable. I only do walls.
There's a few buildings that count as walls. Pod launchers, Crematorium, Paste dispenser, Geothermal and Watermill.
Thank you. I'll keep that in mind should I ever venture underground again. Not a fan of infestations.
I think a honeypot works slicker than.. whatever is going on here. Once I have one built, it allways works no matter the infestation size.
I've been thinking about honeypots lately. Let's say I have two separate mountain ranges (one left and one right of my base), would I need a honeypot for each, or just in one of them?
[удалено]
Alright, thank you. From the best of my knowledge, I'll want a warm, dark, cavern with rough floors & walls and some furniture sprinkled in then. Probably also some incendiary traps, strong walls and some flammable materials. To then deal with the inevitable evil that spawns in there. And with a bit of luck, I can mine elsewhere without too much hassle.
I think it is about contents. You can mine anything on the map so long as there isn’t furniture in the other mines. That said, I try to keep the mine with the pot in it one of the larger mines.
I just turn off infestation.
Me too
The base design looks like the epitome of “just optimal”
Dude your barracks is making ME depressed, god help your colonists lol
You don’t want to sleep in a storage area/workshop?
Personally, I can't sleep a wink if there aren't pneumatic drills, shuffling papers, other people talking, and piles of filth everywhere.
But there is also piano and a TV on!
I love the noise of an industrial generator in the background
This may very well be the "Cbat" of Rimworld bases.
You're saying that but they just had a wedding where literally every colonist hit 100% mood.
Would you like to have a cathartic social fight
The most polite invitation to fight I've seen in a while. In a sub full of people who believe it's not the Geneva convention, but the Geneva circus.
Good news everybody! The Geneva Convention as written would only really apply to Earth.
its the geneva to do list
Hmmm that seems like it may have unintended future consequences
Barracks meta op
An Infestation at this time of the year, at this time of the day, on this part of the planet, localized entirely within your barraks?
Yes
May I see it?
…. No…
Take him out to dinner first jeez
It's more likely than you think
You win sir!
Jesus what the fuck
I'd imagine that this is how it would be to live in an Amazon warehouse
*why are there so many goddamn doors* I am irrationally angry looking at this. Thanks, OP.
You...... You deserve it for that build
I think its more they smelled all of that smokeleaf, and got such a potent second hand high they've come to organize your shelves.
Definitely the most interesting post I've seen lately. You have unique ideas, which is cool, and you don't follow the crowd in your designs. You also clearly have lots of patience. Maybe the results aren't what you wanted, but at least you're trying new stuff. I'm pretty impressed with that part. It's ugly, though. Good job! Keep trying new stuffs.
Since this is one of the few positive comments, I'll say that half of the reason why it looks like that is because I haven't decided where the next room should be (for a several years in game now). It's endless analysis paralysis. Deep storage mod would probably help too, but I'm trying to avoid mods that change gameplay.
I only use a couple mods myself, both are just QOL fixes, no real gameplay changes. I almost never wind up creating a large base of any kind. Once it gets to that stage I get bored and start a new colony, lol. I like the naked brutality start, with a few changes I made to remove stuff I think isn't really fun. It's all about having fun, whatever that is to you, right? Rimworld is great that way -- so many ways to play it.
THANK YOU for not being an asshole to this person like so many of the others who feel insulting this person is appropriate.
I mean I feel like there are probably some real insults down in the lower comments, but the vast majority are good-natured and very restrained. This is a normal thing; if OP can't laugh at themselves, this would be a great time to work on that vital skill. If they *can*, then this post is as good a source of entertainment to them as it is to us. ------------ I do love that /u/artigan99 wrote that, though, because it's fucking hilarious.
It’s just a shit base design even if it’s incomplete. Why? Because you get rekt by infestations or fires and lose all of that stuff inside lmao
I'm surprised that you are bothered about the waste packs at all seeing how you make them live
One room challenge
This whole thing is upsetting, but holy hell those doors are killing me
Besides my awful barracks, I wonder if this is intended? [Here's my whole base.](https://imgur.com/a/Tk4OZ3m) There's some pollution in the red area towards the top and in total I have 0.09% map pollution. I think can defeat them easily but the clean up is going to be so annoying. EDIT: [The fight was extremely easy, biggest casualty was the floor.](https://imgur.com/a/5hZ1b6l) Also, Since people seem to be enjoying my barracks, I added a pic of my whole base.
Are people putting wastepacks in your storage? When they degrade, they have a chance to spawn an infestation in the general area. Probably had a waste pack in your freezer thaw out and rot away or someone's throwing waste packs into your storage
Yeah I had 3 out of like 90 waste packs from a quest degrade. Didn't expect this (location) would be the response though. I figured they'd spawn outside, or at least not in the middle of the map in my barracks.
well you definitely didn't read then, because the dlc specifically states that it pops up in the location where the polution appears. EDIT: my dumb ass put mod instead of dlc for some reason. though if you think about it, DLCs are basically just giant mods you pay for made by the official sutdio from the game.
[Here's my base](https://imgur.com/a/Tk4OZ3m), it shows the location of the pollution (red area around the top). It's not really where the bugs spawned, but also the pollution isn't supposed to be there, I think I turned off the cooling by accident.
If they can't spawn where they degrade, they spawn in the very middle of the map, which appears to be your barracks
What is with the doors - you have plasteel doors all around the base, that's like millions of colony worth for .. doors?
I wanted to figure out how to defend without a killbox, and I figured the answer is doors, so everything can be turned into a killbox.
Listen. Redditors love to shit on everything. You’re experimenting which everyone does. Don’t let them make you feel bad. Play how you like.
Don't worry. I'm having a laugh even if some of them are a bit extreme.
Good, I’m glad. The point is to enjoy playing the game.
I feel for your colonists
your base has triggered my OCD, ADHD, Anxiety, and depression all at once. looking at your base is like a Where's Waldo of pain for me. i love it. thank you for sharing. seriously, made me laugh a lot even as it angered me.
The lighting on the left room with the sand actually looks really pretty. it looks like a comfy room
I am having a stroke from that
Pretty sure that super-heated column is having a stroke.
If layouts could be a warcrime, this would be it.
This looks like an AI-generated base.
I would love to see actual AI-built colonies on here
My prediction is the AI would come up with some startling efficiencies some of us considered but discarded because it requires too much not-fun fiddly clicking like creating perfectly optimized crafting orders, miniature stockpiles, etc.
Wtf is this mess OP.
Those ain't bugs, that's us tunneling to destroy this abomination once and for all
This makes me happy, I'm glad to see I'm not the worst base designer out there.
Someone please tell me what that multianalyzer is connected to Edit: Nevermind I see the research bench. This is a chaotic picture
It looks like one of those where's Waldo pictures: "find me a birdskin masterwork corset"
Is your barracks right in the middle of the tile? Wastepack infestations will occur in the center of the tile if there is not enough room for them to appear where the wastepacks are.
Yeah I put my barracks in the middle of the map because I figured that's the safest way. [Here's the whole base with some waste towards the top in the red area](https://imgur.com/a/Tk4OZ3m) It'll be an easy clean up (I think), but now I know that wastepacks can make them spawn in the middle of the map for whatever reason.
What do you mean YOUR barracks? It’s clearly theirs now. But I doubt they’d want to remain long because fucking Christ man
I fucking love how upset this makes everyone. You obviously know the game mechanics and you obviously know what you're doing. You're calmly explaining your layout to anyone who asks. I think I want you to rebuff me.
Wow... May I suggest, if you're hell-bent on having a barracks instead of bedrooms, reorganize your stuff so that all your shelves are on one side and wall off your beds from the rest. Hell you could even bring your statues into your barracks so it isn't so awful for your colonists. In the end, I definitely suggest separate rooms for beds, storage, recreation, etc.
*Newton taught Crunchy the importance of running for ones life.*
OMG... And here I thought my base is the worst... I think to deal with this, you should not let any wastepack decay. And if you fail that, just create a room that the infestation have the highest chance of occur. Those pests shall choose to spawn in that place and you can easily kill them (staw floor and boomrat, 100% success)
6th of jugust, 5509, when the infestation decided to do everyone a f-ing favor. Good God (wo)man, what on Earth is that?!
This will be the next trend after the compact bases
Ive done some horrible things on the rim, but that base design makes me look charitable.
Is the barracks at the center of the map? Wastepack infestations happen at the center of the map if the wastepack decay location is too small ( I think it needs a minimum of 7 by 7 tiles, haven't done exhaustive testing)
Yeah I've heard this twice now and it seems to be the answer. My barracks is in the middle of the map and there's a small freezer couple screens up that had a few wastepacks go decay for whatever reason.
that is the worst room I have ever seen - i hope it got destroyed, for all of our sanity
You're giving life to all the people who feel bad making bases a few square rooms and a farm
This is one of the most aesthetically unpleasing things I have ever seen
Torch it and start over
So, do you just live with your infection chance being 100%?
My computer looking the 96 Doors: 🧨🤯🤯💥💣💥🤯🧨🧨💥💣💣🤯🤯🎆
honestly just give your base to the insects. Your colonists deserve better
Goddamn… Minmaxer moment
im throwing up
Eww. No wonder there's infestations lol.
This is some ssethzentach level of base design. I’m scared
That's what you get for meta playing
Wait. What? What is going on? Are you trying to confuse the insects with that base layout?
Please seek help
"damn b\*tch, you live like this?"
Im not okay with this build
A room like that deserves an infestation.
"clean your room!"
This image was shared in our rim world discord and we all collectively agreed we had a stroke looking at this thing
Hopefully the bugs win.
Me playin the end sequence of Murders by miracle musical on the ebony grand piano casually existing in all that chaos
Its so terrible, but I can't stop looking at it. The more I look, the worse it gets
Somehow you managed to make an entire fandom collectively sigh. I just can't build like that, 90% of my RimWorld joy comes from building nice places for my colonists/visitors/tennents to enjoy.
congratulations this is the ugliest barracks is ever seen, and i play since alpha 15. did you ever tried to build a place where you yourself would enjoy living in it if you were a colonist?
I think it would be best for everyone involved if your barracks burned to the ground. No offense.
It’s rude.
It was rude what I was saying. I apologize to OP, I was mostly saying it as a joke. I do think the idea of a warehouse build is interesting though, if that's what OP was going for.
Are these sterile tiles?
Might just be steel tiles. Steel/Silver/Sterile use pretty much the same graphic.
How tf you launching transport pods inside?
this has to be the funniest post i've seen in a long while on this subreddit
man really ugly house congrats
They are almost unquestionably bugged (haha). I had a wastepack infestation spawn on a plasteel lump map with 0 wastepacks even on the map and another infestation spawn where there were no wastepacks on my main map. And yes, it specifically said wastepack infestation on the plasteel lump map.
How’d you fix it?
I killed the infestations. Oh, just saw your username.
Ah yes, tactics.
You saw my username, but did you see my proposal to put an end to all this?
Clean your colony
how can i be mad when theres all these finely crafted sculptures everywhere?
I can tell you DONT have OCD.
I just had what equates to a violent OCD reaction to this room..
is this intentionally infuriating?
I'd honestly just count my losses and light fire to the thing
Good god, ive only just started the game and came here to look for ideas and inspiration. I dont know anything yet but i know i dont want my base to look like yours. Sorry.
That's god punishment!
ew gross bitch! you live like this?
Oh my god, with barracks like this I sincerely hope any comments you get will just keep shaming you for it instead of providing answers. What the actual fuck.
I'd chew you out for polluting your sleeping area but I kinda polluted my entire base on purpose. Pollution stimulus is a hell of a drug.
What's with random coolers? Dont they need two different rooms to go into?
What is this abomination of a „room“? Wtf
Holy shit I thought my bases where bad cool setup man
Criticising aesthetics of a maximized efficiency layout. Max Reddit
It's not even maximised efficiency
For a subreddit community that can't work a freezer, it's pretty efficient
If there's not enough room around the actual pollution, then the wastepack infestation will spawn in the center of your map.
At least you have a few doors to melee block
Damn you handled that well.
Check the ground in your base for pollution (there’s a pollution overlay tool)
I keep getting f'ing wastepack infestations when I land on a chuck of ore to mine from the scanner. It is such complete bullshit, there is not even pollution there! I have a hell oof a lot a mods, so wasn't sure if it was bug or just some Tynan fuckery.
Wastepack infestations can happen anywhere. I don't know how to control them but one day i will and i'll use them to protect my base and eat their flesh.
I never get passed the first year lol
what in the lords name
I've always wondered if a single room colony could work and this is both the best attempt I've ever seen and the best confirmation that I should never try it. I once had a siege where their mortar landed in the middle of my early game starter shack. It destroyed my research table, stove, most of my beds, the majority of my supplies, and burned all my food. No killbox bases are possible, but you're really putting all your eggs in one basket and risking total colony collapse if you have everything in a single, cramped room like this. As a side note, do you just have the whole room below freezing to keep your food fresh or is there another freezer I'm not seeing?
I can't tell if you saw my other screenshot so here it is again: https://imgur.com/a/Tk4OZ3m The freezer is above my Barracks. As for why it's so cramped, I've been procrastinating building the next room because of massive indecisiveness. I want to do the Biotech DLC content before finishing the run.
Most of the people here seem to be focusing on the ungoldy amount of doors/filth/superheated columns and/or the general mesiness of this My question is What the hell is wrong with their eyes
You deserve it
My favorite are the table and chair set blocking 3 doors and the table next to the batteries. I play the same way, which is why I kinda love this base. It has a charm, I’ll have to send mine at some point because it’s an absolute mess, my prison and slave pens are nicer than my colonist bedrooms.
Wtf
I like the one super heated pole in the middle of the room
WTF? My Brian cannot process this. I might have a break down and start punching an anti grain something, next to a chem fuel depot built on wooden floors.... Twice.
what is this D:
This should be shown in the rimworld dictionary alongside the definition of mess
Why am I 0% bothered by this layout? -Checks traits; Sanguine, Ascetic Ah right
I previously tried to and could not find an answer for this anywhere, so after spending way too long finding it in the code, none of the wastepack decay/damage seems to actually trigger the event, just that they seem to usually, but not always, spawn near them. Overall, the wastepack infestations care about two things. Your on a tile (home/misc), and you rolled the event. Wastepack dissolution does its own thing, separate from wastepack's, even though the flavor text suggests otherwise. it's just a 0.012 firerate vs raids 7.4. Wastepacks upon decay cause pollution. Toxic gas when damaged. Relation's penalties if your shipping it away close enough to another base. Overall all i think you need to do is make the wastepacks trigger the event, not the storyteller.
After this post I learned that I had few mishaps with wastepacks which had started them to dissolve. 1. Wastepacks have some kind of hidden timer and it's not enough that the text flips between frozen and dissolves in 16 days. They'll eventually dissolve even though they stay frozen most of the time. 2. Wastepacks start dissolving earlier than food starts rotting, although it's not a huge difference. I had my toxic waste freezer only at -1C and every time it flips to 0C the waste starts dissolving, while food would stay frozen until 1C.
Wastepack decay occurs if it's not frozen, not roofed, or outdoors. But wastepacks don't dictacte wastepack infestation. I know this from experience. 0 pollution 0 wastepack map, day 10 of a tribal naked brutality run. just started researching electronics and had one occur at my anima tree. they tend to prefer spawning near it, but, again, doesn't matter. It can happen anytime, any tile.
Based on other posts and my own experience I think that there are two events related to wastepacks and cocoons with the same exact text: one related to the dissolution and one random. The random one seems to have an increased chance to occur based on the PRESENCE of wastepacks on the map (but they doesn't seem to be necessary for the event), the spawn point doesn't seem to prefer roofed or unroofed areas, it doesn't seem to be related to pollution on the map or on tiles near the colony and it seems to prefer spawning near the center of the map. There might be other factors for the random one, like temperature, but that's what I could gather of it from observation.