Temperature controlled metal geyser tamer SPOM (Self-Powering Oxygen Module) + with exact temperature output control ( overlays) Precise temperature controller for sleet and pincha farms + base thermal regulator Regular Modules/Rooms (Nothing too fancy): I might not make it so heavily symetrical in the future.I'll have to re-design all of the steam turbine implementations due to the changes in MK3.I think I'm going to seperate the "living" base from the "production" base to simplify temperature control in the future.Things that will likely change going forward: Temperature control across the base has to be carefully monitored.If you want to go heavy on the decor this may not be the best design since module space is limited.Bases tend to be bigger on average and require more digging and materials than usual.Some modules were really tricky to fit within the size requirements and require careful planning to build.Once you've "figured out" a module design, it's easy to implement it over and over again.Re-routing pipes and resources as needs change becomes pretty easy.Don't need a room anymore? Replace it! Need a new module? Add it! I did this quite a couple of times during the 650+ cycles. It's easy to re-shuffle and expand the base as needs and requirements change.Symmetry friendly (for those that care about this sort of thing).However, I went ahead and still spaced them out to fit a x16 grid. Special rooms like rocket silos, geyser tamers, and boilers don't have to follow the above rules.Liquid and gas pipes are always routed on the outside of the modules.Each module is spaced exactly 4 tiles horizontally, and 2 tiles vertically.Any other required size (like in the case of some "room overlay" requirements) are fulfilled by using "filler" tiles on the inside. All base functionalities are delivered via "modules." These modules are rooms that are either 16x4 or 16x9 in size.The modular base follows these basic rules: This example uses a 12 dupe base with about 5 million kcal in excess food and 35+ base morale for everyone. After a bit of trial and error (and 650+ cycles later) I found a design pattern that worked pretty well and effectively solved this problem for me. I, like many of you, was plagued by constant restarts around the mid-late game due to bad base layouts that I wasn't happy with. I wanted to see if I could build a modular (lego-like) and "OCD" friendly (the non-illness kind) base that could easily be expanded and re-shuffled. Hey there! Now that QoL MK3 is almost out I wanted to share an experiment I ran throughout MK2.
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