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I like to build symmetrical bases and have settled on a play style I always use on ONI The rooms I make are 16 x 4 making them 64 tiles total. Each floor has 4 airflow tiles spread evenly with 4 normal tiles between. The doors are one tile off the floor to prevent spills should any dupe make a me.
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If you can supply the morale requirements for your duplicants by means that don't take up extra time (room bonus, decor, food), then none of the recreation buildings is worth using (showers included). most efficient recreation building Morale per duplicant time (→ buff duration, usage time, morale amount) or morale per resource cost? Recreation buildings can be used during Downtime and award a Morale buff.
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Each recreation building provides a buff for a certain duration. Usage Time is reduced by Lit Workspace for all buildings except Beach Chair. The game code indicates the Party Line Phone isn't meant to benefit from Lit Workspace, but it seems actually to (possibly a bug).
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Morale×Duration is the "morale⋅cycles. A guide to building a compact and efficient "core" for your base, which includes an automated kitchen, infinite frozen food storage, great room and recreation room. If there is a Recreation Room, they will hang out, not necessarily in the Recreation Room.
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Otherwise they will choose the nearest available recreation building disregarding desirability tier, thus it is possible to force dupes to refresh a buff by not having a recreation room. I'm having trouble making recreation rooms. I know how to build an Arcade and Dancing area but they take so much power that my powering room is struggling.
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When my dupes learn new things they take 18 morale for building, digging, athletics and having an extra morale room makes me take the suit. My 24 Duplicant Luxury Base Layout (3 recreation rooms, 2 great halls, one bathroom for each duplicant) Archived post. New comments cannot be posted and votes cannot be cast.
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Recreation Buildings are needed to create the room types Great Hall and Recreation Room. A collection of useful structures for in-game colonies, currently up-to-date for ONI's official release. Note that additional late-game oriented patterns may be found in my late-game guide; I've yet to convert those over for use here.
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Each build includes exposition regarding the room's role, advantages, and design philosophy.
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