My current colony i am working on a “cavern” base mining out a large mountain area. Only having one approach makes things infinitely easier. It also kinda multitasks mining and construction. Does require a very different approach to temperature and power routing.
Be careful of the bugs.
I’m doing the same. Air conditioners are a big help, especially after geothermal power plants become available.
There is an ultimate goal, by the way. Build a ship and get your colonists off the planet.
Heh. Somebody’s created a Golgafrinchan scenario.
It’s a lot like early dwarf fortress in design, but made by people who actually understand how to make a game. It does lack the 3D aspect of later dwarf fortress releases though.
You know what they awoke in the darkness of Khazad-dûm:
Bugs are easier to deal with if they’re outnumbered and somebody has a minigun. Don’t go shooting up the pods, though.
Picked this up yesterday, got to mess around with it a bit last night, I think I’m going to be losing a lot of productive hours in the near future…
Question: When your colonists get diseases, does it list them in their health panel? One of my colonists has been randomly vomiting, and has been in minor pain since the crash, but doesn’t have anything specific listed in her health info. Would I be aware of this, or is this something a doctor has to diagnose?
Yeah, it would say if it were an illness. Is your colonist drunk?
“Drunk” is an illness. Maybe the colonist has been drinking but has yet to reach that point.
OTOH, one common activity can be mistaken for vomiting. Eating is represented by a spiky green blob moving between the mouth and food.
Nope, I was just tooling around, and thought to myself “What are these green patches?”… when mouseover told me they were so-an-so’s vomit.
I will have to monitor her more closely when I get home today. I’m always distracted by something else that needs done, and then when I check around the homestead, there is a new pile of her vomit nearby, every day.
Cryptosleep sickness also causes vomit and lasts quite a while but that should have been noted in the colonist’s health when setting up the scenario.
Ha! That’s probably it. Everybody had it, though only one person seems to be vomiting from it.
Alright, got another question.
So last night, in my latest playthrough (I’ve been starting a new one every day, using the lessons learned from the previous day to be just a bit better) I got hit by my first raid of the night, just a single pirate. I took him down with no problem whatsoever. I decided I would nurse him back to health and try to get him to join the colony. I had just finished building what would be my cold-storage facility, so I threw a bed in there and used it as a makeshift jail, as I had nothing that required freezing quite yet anyway.
After a few days of conversation, he finally joins the colony- and silly me, I never bothered to check his health panel during all of this! It turns out that in taking him down, my rifleman obliterated his spine, so I now have a completely useless 15-year-old permanently confined to a bed, being fed. Whoops!
On the whole, cool, emergent gameplay gives me an interesting scenario that I can work with. Colony works to support the life of a paralyzed individual, neat story, blah blah blah… BUT, he is confined to a bed in my freezer! And I could not figure out a way to move him to anywhere else. In the end, I had to euthanize the poor guy and bury him in the desert so I could start stockpiling perishables.
So, did I miss something somewhere? I couldn’t seem to find any info last night about how to move a person that is incapable of moving themselves. If they are downed outside, easy to move them. But once they are in a bed, it seems that they are destined to stay there FOREVER!
Build a bed elsewhere and assign it to him. Assign his bed to someone else, he will get dumped on the floor and then someone can rescue him and put him in the new bed. I think. I haven’t played in a while.
Ah, I didn’t ever try to assign his bed to somebody else. I did assign him a new bed, attempt to have his existing bed moved, and other such things. I bet that would work though, and now I feel bad!
You need at least one hospital bed and have the colony doctor rescue the immobile. One hopes that the immobile one isn’t the doctor.
Why am I just discovering this game!?
I don’t want to bore anyone with the details. But it’s surprising how quickly a couple of wrong decisions (like capturing all the survivors from a pirate raid that ran afoul of an NPC caravan outside my walls in the dead of winter) can quickly turn a comfortable little colony into a blood-soaked death hole full of lunatic cannibals where the only option is to have your last survivor toss a few Molotov cocktails in and burn it to the ground.
I watched a few videos a month or two ago. The game is seriously impressive in scope. Still early access.
When it gets a full release I’ll probably buy it, play it for two hours, and then yet again remember that I’m really bad at this sort of game.
I wouldn’t say I’m “good”. I tend to get things set up and speed up the clock, only stopping it when I hear the BOOM of one of my colonists blowing up the dining room with a grenade to stop a fellow colonist who just snapped and went berserk.