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Ultra-Dense High Decor Housing


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I noticed a few features of the game recently: 

1:  decor goes through airflow tiles
2: statues still without a foundation. 
3:  duplicants only care about the decor at their feet. 

Using this, I believe I may have created the highest density practical barracks structure possible

http://steamcommunity.com/sharedfiles/filedetails/?id=1242957143
http://steamcommunity.com/sharedfiles/filedetails/?id=1242957109
http://steamcommunity.com/sharedfiles/filedetails/?id=1242957032

Perhaps you could remove some of the statues and sneak a few more beds in, but that isn't necessary.  It should be noted that any of the rows can be repurposed to be a mess hall and the top room can be anything (a mess hall, a medbay, another bedroom, etc.  Anyone in any of the rooms experiences decor of at least 200, with the decor going as high as 370.5.  If two of the rooms are replaced with mess halls, then this one structure can house 64 duplicants.  The downside is, obviously, that this takes an extremely large amount of metal.

The gold scheme is nicer for sure.  I honestly didn't realize that gold metal tile added significant decor (though I should have).   In the late game, I certainly would certainly take the gold room, as they are far more modular and can be more spread out.  However, I feel that my scheme still has merit, as it is cheaper, especially in the early game.  Honestly, I generally avoid mass producing refined metals because I am afraid of running out of the raw metals. 

13 hours ago, Kabrute said:

Pardon me, but the wire sharing its cumulative impact across its entire length seems a bit buggy, please share this in a bug report

Actually, it's working as intended in this particular picture.  The Heavy Conductive wire's negative decor has a radius of 4 and they're just hovering over the 5th tile in the middle of a 9-length wire.  So, it just so happens, all the Heavy Conductive wire is within range.  R9MX4 was just pointing out this would be the 'worst case' for the negative decor.

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