Layering A Loot Room So The Last Wall Is The Expensive One
Honeycomb is not just extra walls. Layered properly, it decides where a raider has to spend, and whether they run out before they arrive.

The point of honeycomb is not thickness for its own sake. It is to make every route to your loot cost the same — because a raider will always take the cheapest one, and an unlayered base always has one cheap route.
Work backwards from the loot room. Ask, for each of the four sides plus the floor and ceiling, how many walls a raider crosses to reach it. If any answer is smaller than the others, that is the route your base will be raided through, and every wall you added elsewhere was wasted resources. Even the ceiling counts: a raider on your roof is choosing a route, and if the floor above your loot is a single sheet you have built a cheap door.
Doors are where layering usually breaks. A doorway is a hole you deliberately left, so it needs its own layer behind it — an airlock, and preferably one that does not look into the loot room when it opens. Never leave a door where somebody can work on it without being seen from any of your angles.
Upkeep is part of the design, not an afterthought. A layered base you cannot afford to maintain decays into an unlayered one, usually while you are offline. Build the shape you can pay for all week, and add layers when the resources are steady rather than in one burst you cannot sustain.
Then test it like a raider: stand outside and count. If you cannot say which side is your cheapest and what it costs, neither can you fix it.