Zones, not rooms
Think in zones: living, farming, power, refining. Seal them so heat and germs stay where you put them.
Vertical planning
Dig down for cold, build up for clean. A column layout keeps hot machines away from your food.
Leave a spine
Keep a main corridor and a power line through the base. Future builds plug into it instead of restarting it.
Expand in layers
Grow outward by system. A planned base scales; a sprawling one strands your duplicants in bad air.
Insulate the heat
Wrap hot rooms in insulation. A small gap lets heat creep into the farm next door.
Use the catalog
The building database groups structures by use. Pick by zone, then place with margin.
Seal the dirty
Put bathrooms and polluted water in their own sealed room. Germs travel through the air otherwise.
Keep it reachable
Wide paths let duplicants move fast. A cramped base wastes the time automation freed.
Check the list first
The critter database shows who shares your base. Plan their pens away from the clean zone.
Separate clean and dirty
Bathrooms and polluted water stay in their own sealed room. Germs travel through shared air otherwise.
Keep paths wide
Wide corridors let duplicants move fast. A cramped base wastes the time automation freed.
Build around the spine
A central corridor and power line let every new room plug in. Plan it before you dig wide.
Buildings to zone by
- Printing Pod (cat Buildings, effect Light Range: 5 tiles)
- Plumbing (Building)
- Decor
- Cell of Interest
- Stations (Building)
- Rocket
- Base (Building)
- Utilities (Building)
- Power (Building)
- Building
- Refinement (Building)
- Overheating
- Radiation Sensor
- Rocketry (Building)
- Piping
- Ventilation (Building)
- Furniture (Building)
- Great Monument (cat Buildings)
Critters to plan around
- Shine Bug
- Critter
- Drecko
- Plug Slug
- Hatch
- Egg
- Critter Morphs
- Pacu
- Puft
- Gassy Moo
- Morb
- Shove Vole
- Pokeshell
- Slickster
- Pip