RimWorld Best Base Layout (1.6.4871) | Live Planner Tool

A compact RimWorld base: five carpeted bedrooms, a wooden dining and recreation hall in the middle and a tiled hospital on the right

The best base is the one your colonists can cross, clean and defend fastest. For most colonies that is a compact hub: dining and recreation in the middle, the freezer touching the kitchen, the butcher in its own room, one wide concrete hall, the hospital on a short branch and the bedrooms on the edge where they can grow.

RimWorld 1.6.4871Core game values. Odyssey notes are marked.

  • Butcher table: −15 cleanliness
  • Powered steel autodoor: no wait
  • Freezer at 0 °C stops rot
  • Hospital one branch away
The short answer

The default winner: a compact hub

Every colonist eats about twice a day and needs recreation every day. Those are the trips you pay for most, so the room that serves them goes in the middle. Everything that feeds it (freezer, kitchen, butcher) sits on one side, and everything that grows over time (bedrooms, workshops, prison) sits on the edges where you can extend it without tearing walls down.

Top-down RimWorld compact hub base with bedrooms, dining and rec core, hospital, a 3-wide main hall, butcher, freezer, kitchen, storage and workshop and a prison, with sandbags to the east
One hall, every room one door away from it. Dining sits between the bedrooms and the hospital; the dirty and cold rooms share the south side.
3 widemain hall once traffic grows
0 °Cfreezer: food stops rotting
−15butcher table cleanliness
12 tileswidest room without columns

Which shell fits your map

ShellBest whenWhat you pay
Compact hubAlmost every first colony, flat or hilly mapRaids and drop pods reach your walls; you need a defense line
MountainHeavy raids, drop pod and mech cluster pressure, extreme cold or heatInfestations, slow digging, farms outside
HybridA cliff edge: dig storage and the freezer into rock, build bedrooms outsideInfestations can still start in the dug part
Open compoundLots of animals, big farms, landing roomLongest walks; every gap between blocks is wasted time
Gravship (Odyssey)You plan to fly the base aroundBuild space is limited by the grav engine's substructure support

If you go the Odyssey route, the ship is its own layout game: the grav engine supports 500 substructure inside an 18.9-tile radius, and each grav field extender adds 250 more. The gravship build covers that in full; everything below still applies to what you put on the deck.

Freezer, kitchen, butcher

Food chain: the part of the layout that can make you sick

Butcher room, freezer and tiled kitchen in a row, with arrows showing meat moving from butcher to freezer to kitchen and the finished meal going up the hall to the dining room
Corpse in, meat out, meal up the hall. The freezer is the middle room, so each step is one door.
  1. Freezer in the middle. At 0 °C or colder food stops rotting; between 0 and 10 °C it rots slower; above 10 °C it rots at full speed. One cooler (200 W) usually holds a small, insulated freezer in a temperate biome; hot maps and busy doors need a second. See the freezer build for sizes.
  2. Butcher in its own room, touching the freezer. The butcher table has −15 cleanliness and butchering leaves blood. Put it in the kitchen and the kitchen gets dirty.
  3. Kitchen touching the freezer, floored with tile. The kitchen room only cares about cleanliness, and cleanliness decides food poisoning (table below).
  4. Dining one hall away. Cooks drop meals in the freezer or a shelf next to the dining room; everyone else never walks through the cold room.
Kitchen cleanlinessChance a meal comes out contaminated
−2 or cleaner0%
−3.52.5%
−55%
Cooking with no room (campfire outside)2%

The room is rolled when the meal is finished. If that roll passes, the cook's skill gets its own roll, so a clean kitchen does not save you from a level-2 cook. A contaminated meal then makes the eater sick at the rate set by your difficulty's food poisoning factor.

Don't mix benches into the kitchen. Stoves work at only 80% speed when their room is not a Kitchen. A room takes the role with the highest score: each stove (and the butcher table, because it can make kibble) adds 28 toward Kitchen, each crafting bench adds 27 toward Workshop, and a research bench adds 60 toward Laboratory. One research bench or a few crafting benches next to your stove turn the kitchen into something else.

Using nutrient paste instead? The dispenser goes in the wall between freezer and dining room. The paste dispenser layout shows the hopper side. For the cook room itself, the kitchen build goes deeper.

Halls, floors and doors

Where walking time actually goes

A colonist with normal speed (4.6 tiles per second) needs about 13 ticks to cross a tile. The floor adds its own cost on top, and every closed door makes the pawn stand still until it swings open. On a long day of hauling that is the difference between a fast base and a slow one.

Two RimWorld corridors compared: soil floor with three stone doors versus concrete floor with three powered autodoors, plus a row of door materials with their opening times
Same length, same three doors. The top hall costs 15 ticks a tile and 100 ticks per door; the bottom one costs 13 and nothing.
FloorExtra ticks per tile
Concrete, tile, wood, carpet, smooth stone0
Straw matting, rough-hewn rock1
Soil, gravel, rough stone2
Sand4
Mud, marshy soil14
Door (unpowered)Wait per closed door
Wood38 ticks
Steel, plasteel, gold, silver, jade45 ticks
Uranium60 ticks
Stone blocks100 ticks
Powered autodoor (not stone)no wait

An autodoor with power opens four times as fast, and a door that opens in 20 ticks or less does not slow pawns at all. That covers every powered autodoor except one made of stone blocks (25 ticks). An autodoor costs 40 steel, 2 components and 25 of its material, draws 50 W and needs the Autodoors research. A door set to hold open also costs nothing to walk through, but it lets heat through, so never do that on a freezer.

  • Main hall 3 wide. Two pawns pass without blocking, a stretcher-bearer can get by, and in a fight three colonists can hit one melee raider at the door.
  • Floor the hall with concrete first. It costs 1 steel per tile and builds fast. Upgrade looks later.
  • Autodoors on the freezer, kitchen and hospital first. Those are the doors crossed most often.
  • No shelves in the hall. Shelves cost 50 extra ticks to walk over, the same as a workbench.

Trip-time calculator

How much a route costs per trip and per day, compared with the same route on concrete with powered autodoors.

One trip-
Per day-
Best case route-
Time lost per day-
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Mountain, open or hybrid

What a mountain roof buys you, and what it costs

RimWorld mountain base dug into granite with bedrooms, a hall and a storage room, an insect hive in the dark back corner, and farms on the open ground outside
The dug rooms are safe from drop pods. The dark, warm back corner of the storage room is where a hive is most likely to appear.

What overhead mountain stops

  • Drop pods cannot land on overhead mountain. A built roof does not stop them.
  • Mechanoid clusters cannot be placed under it.
  • Rock walls hold temperature well, so freezers and heat waves are easier.

What it lets in: infestations

  • A hive needs overhead mountain, a spot within 30 tiles of one of your buildings, and a temperature of −17 °C or warmer.
  • Dark spots far from open sky are picked first. Warmth raises the chance up to −7 °C.
  • The map itself needs enough mountain; flat maps with a small hill rarely qualify.
  • Light the deep rooms. Darkness is one of the things the game looks for.
  • Put the freezer deepest. A room held below −17 °C can't spawn a hive, so the coldest room is the safest one to bury.
  • Keep the dug part small. Every overhead-mountain tile near your buildings is a candidate. Dig what you use.
  • Hybrid works best on a cliff edge: freezer and storage in the rock, bedrooms and dining outside under a built roof.

For building outside: a built roof stays up within 6.9 tiles of a wall or column, so a room can be about 12 tiles wide inside before you need a column. Hives and how to clear them are in the infestation page; optimal colony layout compares mountain and gravship bases side by side.

Bedrooms, barracks, dining

Bedrooms on the edge, but make them count

Bedrooms are visited twice a day: going to sleep and waking up. That is why they go on the outside of the hub, not in the middle. Quality still counts here: the morning thought lasts all day.

Room impressivenessPrivate bedroomBarracksDining or rec room
Awful (below 20)−2−70
Dull (20)0−50
Mediocre (30)+1−40
Decent (40)+2−3+2
Slightly impressive (50)+3−2+3
Somewhat impressive (65)+4−1+4
Very impressive (85)+5+1+5
Wondrously impressive (240)+8+4+8

A dull private bedroom (0) beats a fancy barracks until the barracks reaches "very impressive". Eating without a table costs −3 mood and sleeping outside −4, so the first dining table and the first roof are worth more than any decoration. Each colonist woken by someone else gets −1 (it stacks up to three times), which is another reason to keep bedrooms off the main hall. The bedroom planner and impressiveness explained go room by room.

Hospital and prison

A short, clean branch for the wounded

The hospital should be one branch off the main hall, close to where fights happen. Keep it clean: the room's cleanliness changes both surgery and infection odds.

Hospital cleanlinessSurgery success factorInfection chance factor
−5 (filthy)×0.60×1.0
0×1.00×0.5
+1×1.10×0.2
+5×1.15×0.2

Sterile tile adds +0.6 cleanliness per tile and is quicker to clean, which is why it belongs in the hospital and kitchen first. A vitals monitor (80 W) must touch a hospital bed to work. Place the prison next to the hospital if you recruit: wardens, doctors and the prisoner's food all use the same short branch. Details: hospital build, prison doors and escapes.

Live planner

Sketch your base before the first wall

Pick a shell, colony stage, threat and food setup. The map follows the shell and food choice; hall width, build order, checklist and warnings follow the rest. Copy the text version into your notes or a Discord post.

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Main hall-
Bedrooms-
Medical-
Defense-
BR bedroomsDR dining and recFZ freezerKT kitchenBT butcherST storageWK workshopHS hospitalPR prisonDF defenseAG farmPL pasteHP hoppersRK solid rock

Text version


      

Build order

    Placement checklist

      Watch out for

        Growing the base

        Build order that never needs a rebuild

        Day 1 to 5

        One room that is dining, rec and bedroom at once, plus a freezer stub with a cooler as soon as you have power. Put stockpiles right outside the door. Lay out walls where the main hall will go later.

        Day 5 to 15

        Split bedrooms off the edge, move the butcher out of the kitchen, add a hospital with two or three beds next to the hall. Concrete the hall.

        Midgame

        Widen the main hall to 3, add autodoors on the freezer, kitchen and hospital, move shelves beside the benches that use them, and build the prison beside the hospital.

        Late game

        A second storage room for the far workshops, a forward triage corner near the killbox, and beauty upgrades for bedrooms and the dining room once the work chain is clean.