// Management · RimWorld Mod

Private Basement

Private Basement (v0.

Private Basement (v0.8 - WIP)

※ This mod is currently in v0.8 and still being tuned. Balance, behavior and textures are subject to change. Feedback welcome.
A small surface plot above, a wide private pocket map below — a self-contained "single-household colony" scenario plus a set of basement-themed buildings.

Scenario

  • Tiny surface map (51×51 by default, slider-adjustable). A heavy reinforced Basement Hatch sits at the center.
  • Below the hatch is a private 200×200 pocket map (adjustable). The basement is mostly raw rock — only a small carved chamber around the entry ladder, a corridor, and a 6×6 cargo lift pad to the north are pre-dug. Everything else is up to you.
  • Three colonists arrive on foot from the south edge. No drop pods.
  • Two cross-map relays (Shuttle Intake Elevator, Utility Bridge) are already placed next to the surface hatch at game start.

Buildings

■ Basement Hatch (3×3)

Buildable on any player home map (one per map). Building it spawns a private pocket basement linked to that map. Heavily reinforced, immune to raid damage. Deconstructing removes access, but the basement map itself stays in the world.

■ Shuttle Intake Elevator (7×7)

A cross-map cargo lift between surface and basement. Operating the console transfers everything sitting on the pad (landed colony shuttles with their passengers and cargo, storage containers and their contents, any pawns / items on top) to the corresponding cells on the other side. Non-player-faction craft such as quest shuttles are filtered out. Surface-only placement.

■ Utility Bridge (2×2)

A single relay handles both power and pipes between maps:
  • Power: battery-to-battery transfer — pulls from the sending battery and injects into the receiving one. Energy is strictly conserved (no creation).
  • Pipes: works with every Vanilla Expanded pipe network detected at startup (water, helixien, milk, chemfuel, nutrient paste, ...).
Pick the flow direction and pipe type via gizmo. Multiple pairs are supported — each pair links independently to its counterpart.

■ Skylight (3×3)

An openable glass-paneled skylight built on the surface. While open it projects sun-equivalent natural light onto the directly corresponding 3×3 patch of the basement map, synced to the surface day/night cycle. Outdoor crops grow normally under it. The basement roof stays intact and the room stays indoor — weather, raids, drop pods and shuttles cannot pass through. Light only.

■ Tiered Hydroponics (1×4)

A vertical four-tier stack of hydroponics basins for basement farming. Same 1×4 footprint as a vanilla basin, with stronger throughput:
  • Base growth speed ×4
  • +25% under direct sunlight (or a skylight beam), -25% in pitch darkness, indoor lamps are neutral
  • With Dubs Bad Hygiene: +25% with a water pipe hookup, -25% when dry
Basement-only build — the heavy frame cannot be assembled on the surface. Requires Construction skill 6+.

■ Vent Duct (1×1)

A cross-map heat-only vent between surface and basement. While open, the temperatures of the two rooms slowly converge. Powered it pumps several times faster; unpowered it still exchanges air passively as long as it is open. Closed ducts draw no power. Roof and indoor judgment are preserved on both sides — no weather, no raids, no drop pods come through. Useful from the very first day for keeping the basement at a comfortable temperature.

Mod Settings

  • Surface map size (slider)
  • Basement map size (slider)

Compatibility[/h2>
  • Harmony required
  • Odyssey DLC required (uses the pocket map system)
  • Vanilla Expanded Framework (optional): enables pipe transfer on the Utility Bridge. Without it, the bridge still transfers power.
  • Dubs Bad Hygiene (optional): Tiered Hydroponics reads the water-pipe bonus / dry penalty.
  • Hostile / visitor event balance is left to other mods and the storyteller — no toggle is shipped.
Known v0.8 caveats

  • Costs, power draw and growth multipliers are placeholder values still under tuning.
  • Some textures are placeholders.
  • Save compatibility is not guaranteed until v1.0 — updates within the v0.x range may break existing saves.
Please report bugs or suggestions in the comments.