Make 1 smart battery and connect it to your generators with an automation wire.ġ6: Build a hatch ranch with a balcony so you can have as many as you want.ġ7: Build a top/down ladder/pole to the side of your base.ġ8: Exploit all the resources available/needed. Make at least 1 exosuit, 1 dock and 1 checkpoint before the water lock.ġ3: Look for wheezeworts/water/natural gas geysers/misc.ġ4: Coal gens+big batteries somewhere outside the exit. If there is any slime, store it under water.ġ2: Make exit with a water lock to control gas flow. Concentrate the water in the starting area there so it isn't in the way.ġ1: Find a reed plant for suits and harvest it, Build exosuit forge. Anything in the early game I have forgotten about goes here.ĩ: Kitchen/electric grill. Again not strictly necessary, but a buff and you can control travel a bit.Ĩ Jobs board/misc. Specialize an engineer.ħ: Mess hall/great hall. Set to making refined copper and ceramics as early as poss. Specialize a scientist.ĥ: 4 mealwood farms per dupe. Not strictly needed, but fast and I like to know where the dupes are at night.Ĥ: Research machine/hamster wheels/batteries/1 or 2 oxydizers. Set to prio 9 at once so they get changed instantly when needed.Ģ: Pitcher pump and wash basins in front of the outhouses.ģ: Cots/barracks. Maybe it'll help with the early overload.ġ: Outhouses, 1 per active dupe. I posted this under another post, but I'll repost it here. Ask specific, limited questions and you'll get good answers here. Just try to figure out one thing at a time, and which things are important to do as soon as possible and which can wait. I don't think this can be avoided at first.
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