- Joined
- Feb 2, 2023
I have put in some 200 hours into this fucking game and never beaten it
Ipirated legally acquired all of the DLC after buying the base game years ago, I still feel like I know nothing and am constantly having to use the wiki
Only just started a save outside of forever-summer constant growing zones (purely because I am beginning to really hate the temperate background and want to see snow) a few weeks agobefore Mewgenics sucked up all of my gaming time, I'm kind of surviving in a hunter-gatherer way but getting somewhat sick of being too shitty at my custom difficulty to do anything other than perma-summer temperate forest/crashlanded/ideal traits and stat balance without choking in the first month or two




This is slightly outdated, as I made it before the most recent DLC came out, but it's approximately what I use. (Assume any setting at 101% is supposed to be 100%.) I think I only tweaked it a tiny bit after the new DLC, anyways.
The main reason that I have a custom difficulty, other than the obvious "all the premade ones aren't my thing for one reason or another," is just that anything below normal tends to make me drop off of a save once I have a stable colony and anything above normal assrapes me to death (before I ever get far enough to have a working colony, let alone a stable one). My general goal with the difficulty is to keep things dangerous but manageable, with a lot of unpredictable shit toned down for the sake of easier progression and lots of optional stuff being amplified to allow for quicker submersion in it. (eg Anomalies are something I actively avoid; if I ever get far enough to consider taking them on, I want most of the game to revolve around them from that point on.)
Am I missing something important? I know I'm probably not giving research enough time of day, but otherwise a lot of my failures seem down to random luck or poor timing. Or spending way too much time building large rooms (because building smaller versions of them is impractical to outright detrimental).
It probably says a lot that I'm still quite fond of the game, even despite my constant ineptitude and very repetitive playstyle, but I really am getting sick of my usual routine and want to shake things up without immediately fucking choking. I don't know anyone else who plays it, so the Farms is my best bet for advice. I refuse to indulge sloptubers or discord servers under any circumstances.
Aside from the DLC, I'm playing pure vanilla. No mods whatsoever. I want to change that, as I've heard the modding scene is rife with cool stuff, but I refuse to allow myself to touch mods until I've beaten the vanilla game at least once. The vanilla game is already ridiculously expansive; if I add mods to it, I'm convinced I'll get overwhelmed and just stop playing entirely. I've already gotten close with some DLC stuff-- it's why I'm saving a lot of DLC content (anomalies, spaceships, ideologies) for after I get a colony to at least mid-game levels. Nevertheless, I'm considering adding a few QoL mods to the interface/pathing if I can. The pawns are aggravatingly retarded and probably my primary source of frustration with the game.
The biggest colony I've ever had consisted of... maybe eleven people. Nine or eleven, I can't remember, and I'm certain at least one was a literal baby who couldn't do anything. I've never really used the traveling features in the game, primarily because most of my colonies have never gotten to a point where they can survive without a pawn or two, and caravans/quests have remained mostly untouched as a result. (The only exceptions have been those quests that force you to host randos for money/materials/etc. or the occasional "you will be raided immediately" quests that reward the same kind of stuff.) 90% of my colonies barely get to have a functioning hospital, and I've never reached anything especially advanced in the tech tree. Most weaponry, all machinery, and a good third of the Electricity-derived stuff is just alien to me. I've never reached it. I've spent more than a full week of my life on this game, I'm pretty sure that's unacceptable.
I want to stop sucking. Any advice/QoL mods/mockery of my skills is welcome and appreciated. I'm not sure if there are any graphics mods that can make the temperate forest look less fucking ugly, but they'd be appreciated too.
I
Only just started a save outside of forever-summer constant growing zones (purely because I am beginning to really hate the temperate background and want to see snow) a few weeks ago




This is slightly outdated, as I made it before the most recent DLC came out, but it's approximately what I use. (Assume any setting at 101% is supposed to be 100%.) I think I only tweaked it a tiny bit after the new DLC, anyways.
The main reason that I have a custom difficulty, other than the obvious "all the premade ones aren't my thing for one reason or another," is just that anything below normal tends to make me drop off of a save once I have a stable colony and anything above normal assrapes me to death (before I ever get far enough to have a working colony, let alone a stable one). My general goal with the difficulty is to keep things dangerous but manageable, with a lot of unpredictable shit toned down for the sake of easier progression and lots of optional stuff being amplified to allow for quicker submersion in it. (eg Anomalies are something I actively avoid; if I ever get far enough to consider taking them on, I want most of the game to revolve around them from that point on.)
Am I missing something important? I know I'm probably not giving research enough time of day, but otherwise a lot of my failures seem down to random luck or poor timing. Or spending way too much time building large rooms (because building smaller versions of them is impractical to outright detrimental).
In order:
- Crashlanded -> Phoebe Chillax -> aforementioned settings. I used to do Cassandra Classic, but over time I've been wanting fewer world events in general
since I give myself enough trouble just by trying to play normallyso Chillax has become preferred. - Start rolling for pawns. This usually takes 1-2 hours. I am insanely fucking anal about good team composition, especially since I know I won't have anywhere near this level of luxury in choosing recruits later on, so this takes up like 80% of my pre-game prep time. (The other 20% consists of finding someplace to live.) I generally refuse to use:
- anyone with any injuries
- anyone with any dependencies (this was not always the case; I learned the hard way why you might want to exclude these guys)
- any non-Baseliners (saving this for more specialized runs/whenever I start knowing what I'm doing)
- anyone with flatly bad traits (Slow Learner, Slowpoke, etc.)
- depending on the individual pawn, I might accept some "good with bad downsides" traits like Neurotic or Too Smart... but rarely
- misandrists/misogynists are counted here, if only because every time I haven't counted them a colony has gone to shit due to gender war sperging. I'm still more likely to accept these guys than any other flatly bad trait, if only because it can be easily mitigated, but I try to avoid them
- the vast majority of pawns with disabled skills
- Extremely context-specific. I'll sometimes accept really good pawns with completely disabled skills if it doesn't interfere with their daily routine and is mostly irrelevant to early-game (I won't give too much of a shit if the construction/cooking specialist can't be artistic, for example), but I generally try to avoid disabled skills entirely because of how small my colonies tend to be
- I will prioritize Construction first, Cooking second, Medical third, and fighting stats fourth. Everything else borders on an afterthought, but I do try to aim for mining/intellectual/crafting to be high if I can.
- I've recently begun reevaluating this, as I've found high Social to be very good for trading (which makes a good supply of medicine much easier to come by much sooner) and prisoners (which allows your colony to grow much faster), but it's still generally my M.O. to not prioritize it much.
- Plants is also decently important, but I really don't prioritize it much since a good Shooting guy can just hunt for a while and feed the colony fine.
- Two big flames > one big flame > abnormally high stat > two little flames > one little flame
- If the stat is of priority importance, all types of flame take absolute priority
- Most-recent colony's pawns, for reference of what I generally aim for:



- note that I obviously don't look for pawns with 10+ in any given stat (just pawns with the little/big flames in important stats)
- Try to find someplace on the map that doesn't suck.
- I generally aim for someplace with granite at minimum (granite/marble/sandstone is preferred but rare enough to not be essential), and I tend to really like mountains so I'll likely shack up in or near one.
- Perma-summer used to be a requirement, but I'm trying to get out of my comfort zone
and never see a temperate forest ever againso I just try to make the growing season as long as possible now.- Still avoiding basically every biome that isn't boreal forest or arid shrublands. Ice sheet is lol.
- I land somewhere with natural geysers 99% of the time. I don't actively seek them out, I just stumble upon them pretty much always. Are they part-and-parcel with mountains? Or am I just getting really lucky?
- Really started paying attention to neighbors after getting buttfucked by the pigskin clan. I used to ignore them entirely, but I realized far too late that setting up shop between three mortal enemies is a bad idea.
- After landing, I immediately pause the game and spend the next hour tweaking manual work priorities and planning out the basics of a base. I will always start with a storage area and kitchen, then expand out to a freezer and "main room" (just a catch-all for every room I haven't built yet). Bedrooms come afterwards and are almost always 6x6-10x10 (depending on wants/needs/space).
- Growing fields and stockpiles happen whenever. I won't unpause the game before they're set up, but there's no set order I really do them in (unlike the rest of the base).
- Growing fields tend to consist of (three different fields of) ~6x6 rice, potatoes, and corn. If I have someone with good Plants, I'll throw Healroot in there too... but I very rarely do, as it's low on my priorities, even if I'm probably going to change that in the future.
- Growing fields are decided entirely by where the rich soil on the map is. If there isn't any, I tend to place them south of my base for whatever reason.
- I also tend to go to "assign" and get rid of any social drugs/drinking policy, because the last time I didn't do that some retard brought along a bunch of those hyper-addictive steroids and half my colony came down with an addiction after a bad night.
- Medics are always set to carry 2 medkits at first. I increase it to 3-4 once I have a steady supply of medicine going... which I've only managed to accomplish once or twice out of 20+ saves.
- I've recently begun trying to implement small prisons into the beginning of my game starts, but I just haven't been able to manage it. All the rooms I begin with (which I consider absolutely essential) are already so unwieldy that they take a week+ to finish (with a Construction/Mining guy at 8+, as well as outside help) if I'm lucky. I have no idea how people can get to day 3 and have full bedrooms/kitchens/storage areas/freezers/etc. set up without making them so small that they're basically useless (or actively detrimental).
- Some kind of workshop/crafting room is almost always the first room to be added after all of these rooms are completed.
- I would go for a med center if the research tech for that wasn't ridiculously fucking expensive, but it's like 4000+ points just for basic med kits and sterile tiles so it takes me like 30 hours to get to.
- Growing fields and stockpiles happen whenever. I won't unpause the game before they're set up, but there's no set order I really do them in (unlike the rest of the base).
- Some references for bases I've built/tried to build.


- Left is my most recent base on my most recent save, only about 10 hours in, very early game boreal forest and a lot of things have gone wrong (because I'm not used to playing with actual growing seasons). The plan was haphazardly created in about an hour and a half while sleep-deprived. I'm currently kicking myself for making it.
- More typical of what I try to do. Lots of interconnected rooms at the center of the map that slowly sprawl outwards.
- This is one of maybe two or three times I haven't just built into a cave or mountain to make rooms, and I'm remembering why I started doing that in the first place. Such a comparative pain in the ass to build from nothing.
- The prison is new. It's basically just a cave right now because I could afford nothing else and needed a prison on very short notice.
- This is maybe a bad example, but the rest of my saves were lost a while ago so it's the best I can do. All of the central rooms are too small and nothing really fits together outside of the colonist bedrooms. It's bothering me.
- Right was an attempt to try and make a "town" instead of a base, thwarted by my (then-different) difficulty settings which accidentally meant I was getting shitty world events nearly every single day. A series of unfortunate events lead most of it to never be built, but I spent 3 hours on that plan and was proud enough of it to take a screenshot before nuking the save.
- Left is my most recent base on my most recent save, only about 10 hours in, very early game boreal forest and a lot of things have gone wrong (because I'm not used to playing with actual growing seasons). The plan was haphazardly created in about an hour and a half while sleep-deprived. I'm currently kicking myself for making it.
- This is a general idea of my work priorities:

- Firefight/Patient are ALWAYS #1, no matter the context, because pawns are like retarded autistic children who will ignore a broken arm if their work priorities dictate that they should spend all their time on hyperfixations instead.
- Doctor will be #1 for the pawn with the highest Medical stat no matter the context. If that pawn's stat is a 3 and everyone else's is lower than 3, tough shit. He's still doing doctoring.
- Bed rest used to be #1, but it made hunting anything with a chance to counter basically impossible. I just leave it on 3 now and prefer to manually force particularly sick idiots to rest if Patient doesn't make them do it first.
- Everyone always has Research on #4 (at minimum) no matter the skill. I'd rather the world's biggest troglodyte contribute a bit to the development of bionic body parts than remain idle.
- Plant cut works on similar principles, especially while building, because I cannot stress enough how infuriating it is to have rooms unfinished for days due to one or two saplings being ignored.
- Basic is on #2 for everyone after having multiple colonies wherein basic power switches would be left untouched for days until I noticed.
- See also: Haul, which I didn't realize also applied to cremating people and emptying egg boxes until I looked it up in the wiki.
- Any given pawn's 2-flame interest will always be set to #1, any 1-flame interest/stat above 6-7 will be set to #2.
- I generally don't touch these after a pawn's recruitment unless there's an emergency and/or I need all hands on deck for something. Construction is the most likely to be fudged, usually in the really early days where I need shelter NOW NOW NOW.
- Schedules are untouched. I haven't ever found the defaults wanting. The only reason I haven't customized them is just because I'm already super meticulous about everything else, and it's very rare that a pawn needs an individualized schedule before non-Baseliners start appearing.
- Research is almost always on Geothermal at first. Sometimes I'll do smaller projects in-between, depending on the situation, but geothermal power is always my highest priority because it solves any energy problems for the entire rest of the game. Everything else comes afterwards.
- I've been considering trying to aim for medicine/sterile materials/microelectronics first instead, but I've found those near-equally taxing in terms of research points (and even moreso in terms of materials; if I start on sterile tiles especially, I'll often be broke for months before I manage to get any silver again) and not nearly as worth it in terms of payoff.
- After all this is done, I'll unrestrict all the stuff that fell with the colonists and get to work mining any necessary materials/letting the pawns build for a while on x3 speed.
It probably says a lot that I'm still quite fond of the game, even despite my constant ineptitude and very repetitive playstyle, but I really am getting sick of my usual routine and want to shake things up without immediately fucking choking. I don't know anyone else who plays it, so the Farms is my best bet for advice. I refuse to indulge sloptubers or discord servers under any circumstances.
Aside from the DLC, I'm playing pure vanilla. No mods whatsoever. I want to change that, as I've heard the modding scene is rife with cool stuff, but I refuse to allow myself to touch mods until I've beaten the vanilla game at least once. The vanilla game is already ridiculously expansive; if I add mods to it, I'm convinced I'll get overwhelmed and just stop playing entirely. I've already gotten close with some DLC stuff-- it's why I'm saving a lot of DLC content (anomalies, spaceships, ideologies) for after I get a colony to at least mid-game levels. Nevertheless, I'm considering adding a few QoL mods to the interface/pathing if I can. The pawns are aggravatingly retarded and probably my primary source of frustration with the game.
The biggest colony I've ever had consisted of... maybe eleven people. Nine or eleven, I can't remember, and I'm certain at least one was a literal baby who couldn't do anything. I've never really used the traveling features in the game, primarily because most of my colonies have never gotten to a point where they can survive without a pawn or two, and caravans/quests have remained mostly untouched as a result. (The only exceptions have been those quests that force you to host randos for money/materials/etc. or the occasional "you will be raided immediately" quests that reward the same kind of stuff.) 90% of my colonies barely get to have a functioning hospital, and I've never reached anything especially advanced in the tech tree. Most weaponry, all machinery, and a good third of the Electricity-derived stuff is just alien to me. I've never reached it. I've spent more than a full week of my life on this game, I'm pretty sure that's unacceptable.
I want to stop sucking. Any advice/QoL mods/mockery of my skills is welcome and appreciated. I'm not sure if there are any graphics mods that can make the temperate forest look less fucking ugly, but they'd be appreciated too.
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