Optimal Colony Layout in RimWorld 1.6 | Mountain vs Gravship
RimWorld 1.6.4871 · Odyssey layout playbook
Optimal Colony Layout in RimWorld 1.6 | Mountain vs Gravship
Compact hubs still win early. Sketch with the Plan tool before you pour steel, keep a door buffer on every freezer, then pick mountain static or Gravship mobile priorities once Odyssey enters the run. Jump to playstyle chooser.
Early game: one tight hub with dining–kitchen–freezer–rec touching each other. Use Orders → Plan marks so you do not rebuild walls twice. Freezers still want a double-door vestibule because open doors equalize temperature much faster than closed ones — there is no dedicated temperature “airlock” building. Odyssey splits the late game: mountain bases stay fixed and stone-heavy; Gravships optimize substructure, oxygen, and whether a Grav Anchor keeps the map after launch.
Playstyle chooser: mountain, open field, or Gravship
Pick how you actually play. The early hub stays the same; the priorities after that change hard.
Mountain priorities
Treat the rock as free armor and plan infestation breaks before you dig a palace.
Plan tool upgrades in 1.6
Designator_Plan_Add and Designator_Plan_Remove still live in the Orders tab. That part did not move. What changed for players is the planning workflow: expand, shrink, copy, and colored plan marks so wings stay readable while pawns still ignore them as real walls.
Block out bedrooms, freezer footprints, and killbox mouths before a single brick. Plans cost nothing and leave no wealth trail.
Grow a wing, trim a mistake, duplicate a barracks module, then color-code food vs combat vs living so the map stays sane at 3x zoom.
Room adjacency that still pays rent
Kitchen–freezer–dining is still the highest-value triangle in RimWorld. Keep butcher dirty and separate, hydroponics reachable without cutting through bedrooms, and hospital off the public hallway.
Cooks grab from cold storage, drop meals next door. No marathon hauls across a courtyard.
Blood and cleanliness penalties do not belong in the kitchen. Door it off the freezer wing.
Indoor grow rooms want short cable runs and easy haul to the freezer. See the hydroponics tool page.
[ REC / DINING ]
|
[ KITCHEN ]--[ FREEZER ]
| ^
[ BUTCHER ] | door buffer
v
[ vestibule ]
Freezer doors still matter
Coolers still draw 200W, cool at energyPerSecond −21, and unlock from AirConditioning. The soft part of freezer design is traffic, not the cooler number.
When a door sits open, rooms bleed temperature much faster than when it stays closed. A one-tile vestibule with two doors (the classic “airlock”) still cuts how often the freezer is open to warm air. There is no dedicated temperature airlock building — you build it from doors and walls.
VacBarrier is vacuum sealing for Odyssey space / hull traffic. Do not confuse vacuum airlocks with the freezer temperature buffer. Deep dive: freezer airlock fix.
Defense spine, not a maze
Layout fails when wounded pawns path through kitchens while raiders knock on the wrong wall. Build one clear combat approach and a short rescue line into the hospital.
- Main hall 2–3 tiles once traffic and breach pressure rise. Side halls can stay narrower.
- Hospital on the spine — close to the fight lane, away from butcher blood and public dining chaos.
- Barracks / armory branch so drafted pawns gear up without looping the food wing.
- Firebreaks between wood-heavy wings; mountain bases get infestation cutouts between dug chambers.
- Escape doors that do not open the freezer or chemfuel room to the raid vector.
OUTSIDE → [ choke / kill lane ]
|
[ 3-tile SPINE ]
/ | \
[ARMORY] [HOSPITAL] [CORE HUB]
Gravship layout differences (Odyssey)
A mountain base is a forever shell. A Gravship is a flying budget: every tile of substructure, every oxygen pocket, and every pile of wealth on the hull changes how hard the next landing hits. Build walkthrough: how to build a Gravship.
Plan rooms that fit the ship tile budget. Do not copy a sprawling mountain palace onto a hull and wonder why launch fails.
Vacuum kills layouts that ignore doors and pumps. Size pumps to room area and keep a vacuum airlock at exits — details in the oxygen pump tool.
Ship wealth travels with you. Prefer compact production, shelved stock, and leave non-critical luxury on the ground base when you can.
Thick stone, infestation breaks, fixed killbox, deep storage, pretty bedrooms later. Map loyalty is assumed.
Substructure economy, sealed rooms, oxygen redundancy, short corridors, Anchor decision before every launch.
Sister planner — live blueprint tool
This page is the playbook: mountain vs Gravship priorities, Plan tool habits, freezer door buffers. For a live room-by-room blueprint generator, use the sister page — do not treat this URL as a second copy of that tool.
FAQ
Short answers for the questions that keep showing up next to this money page.