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ahh that is a good one. Funny thing is we do this at my burning man camp to a vegi freezer for the week. Using foam insulation panels and an air conditioner with the temp probe on the outside of the box.
I'm afraid that doesn't work. During solar flares, which usually last a week or so, your air conditioners quit working. Thus, all your frozen food will thaw out and go rotten. Not only do you lose your food, but you've got a big mess to clean up.
Wardrobes have way more storage space than shelves for the same floor space usage. Although they only store clothing and weapons.
A single wardrobe has 25 item slots, a double wardrobe has 50 slots.
Also build them close to where you craft clothing and weapons (i.e. don't use these as furniture for bedrooms), to keep crafting paths short. Plus of course turn off clothing and weapons in other storage, to force survivors to place things in the wardrobe instead.
Tip 2: Do not let clothing or weapons (especially weapons) get to zero integrity!
Instead swap items out for new ones (or just take them off), before they hit zero integrity.
The survivors will then place the worn item in storage (such as a wardrobe above), once there. just right click on the warn out items to dismantle them, and get around half the raw ingredients back.
This includes things like Power cells, allowing you to put these back into crafting new weapons.
Tip 3: Storage chests are classed as 'Under roof' when built outside. So for example drop one next to your balloons to store fuel indefinitely, and this shortens the refuelling task if placed close to the balloons.
A single chest holds 4 stacks, so for example one chest can hold up to 400 fuel indefinitely even outside, or 400 grain for 48 days (i.e. a Year), although this would actually be longer due to cold weather.
1.
If you try to treat this game more like a real-time-strategy-game instead of a colony builder, it can change your experience a lot in a positive way.
(HEAVY SPOILER: This game IS NO colony builder!)
Use manual control when the need arises, the game gives you all functionality to do so. And it really makes a difference. Do not wait for an important task to be done automatically, just order a survivor to DO IT.
For this playstyle I highly reccommend to use a schedule that allows "anything anytime". Everything else would work more as a restriction rather than being useful.
2.
Do not overwhelm your folks with tasks.
They will drown in them, always keep in mind that additional tasks will added all the time (fullfilling of needs, harvest, an illness, repairs etc.) So keep it simple, keep the tasks more in your head than filling the lists of the workstations in the game.
I cannot stress this enough - try it out and set one survivor to do delivery ONLY. You will have to wait a fair amount of time until he gets idle, because there is so much to carry around, things you do not even see because they are all over the map and you forgot about them.
And this is all in the task list of the other survivors, they just do the more important things first, so you do not see all the hidden work!
3.
Use the pause function. Really, I am serious. It is part of the game, not just to stop the game so you can grab another beer. You have full controll during pause - this function is there for a reason.
Of course, this is tightly connected with tip 1.
(I have the impression that a third of all complaints I saw in the steam discussions have their source in not pausing the game to have the time to react accordingly to a thread or an emergency. It is beyond me how a survivor can freeze to death, even if they are naked during a cold snap! Are players complaining about that going AFK during winter?)
4.
You only need houses to provide "spacious bedrooms" (20 tiles large) for your survivors. For everything else (working areas, storage, recreational) just use cheap shacks (another user already wrote how you can construct large roofed areas with those). The shacks do not have the "cavedweller" debuff on happiness. As a bonus, your shelves packed with grain and meat become freezers during winter at no additional costs or maintenance.
(At least I never received an invoice from Mr. Winter yet..)
The +5 happiness bonus for having a complete house around you with a nice floor for all workstations and storage and recreational areas ("creature comforts" or whatever that bonus is called) is absolutely not worth all the effort, time and resources in comparison to just building shacks.
Yes, my folks just sit in a simple shack at their table, surrounded by the dart board and punching sack and music instruments and a single mushroom lamp and a campfire for cold snaps, shelf with beer and coffee always in reach. They hate this planet anyways and want nothing more than to get off of it. So no nice house for them.
5.
You do not need any heating / cooling devices, nor windows in the bedrooms. As you want your survivors to have clothing anyway, so they can work outside, this makes any further accomodation obsolete. There is no happiness bonus for having a nice fireplace or something. When your survivors can work outside without problems, they can also be inside. It is not colder or hotter inside than outside.
And yes, this means that basically one game mechanic (clothing) directly contradicts another one (temperature).
6.
You do not need any freezers except for cooked meals. You will overproduce anyway, provide enough shelves and that's it. Use drying racks for meat. The ideal situation would be to have used up almost all your grain at the end of the winter, so no spoiling surplus is left. But that planning is not neccessary.
(You DO overproduce, do you?)
7.
If you do not get the research for MILD SPOILER "print components" (printing electronics/cores/power cells at a 3D printer instead of crafting them) - I would just skip that round and begin a new game. Seriously, just leave it be. Except you got two additional survivors early on. Then it seems doable.
So many people complain about not being able to just maintain their base even with two crafters working their ass off all day at a scoldering table. The above is the reason why.
8.
Cook a variation of foods and provide booze and coffee!
I thought this is self evident, but as it is never explicitly mentioned by anyone and people are complaining about meltdowns in year 2 or even later, I have the impression I should dish out this as a tip: The happiness bonuses for eating are HUGE!
+6 for sitting at a table
+9 for food diversity
+9 to +18 (!) for fullness
+12 for having a tasty meal (+18 for a chef recipe)
= 36 - 50 (!) points of happiness just for the lunch.
Plus another +18 for having a drink (is given separately from eating and can be ordered manually!) So even when at 0 happiness, just a meal with a drink (coffee, beer, wine etc.) brings your survivor back from suicidal tendencies to a happily smiling person stating how fine the weather is.
(I personally think it's the beer...)
Screenshot of my base with last survivor (you can also see the layout of my defenses)
https://steamcommunity.com/sharedfiles/filedetails/?id=2882233023
1. It was night & mid-winter.
2. L-O-N-G solar flare started.
3. One of the orbital antennas became disabled (not just because of the solar flare)
4. Animals Attack: Swarm of about 100 of the hummingflies.
5. Since the radar turrets were down, poor Quin lasted only a short while, even under a roof.
So, anyway, I managed to reload a save to when I still had seven survivors; have played from there and am now at my last two --Quin and Ken. I've beefed up all defenses, but will it be enough when the damned hummingfly swarm attacks again??
Works perfectly fine, even during solar flares, granted the ac get's turned off, but it takes awhile for it to return to positive degrees and even at the cooler temps your food will rot more slowly. Brick is best used for storage house, until you get carbon.
1/ Plant Conifer trees outside your base, saves time running for wood over long distances.
2/ Build a large low twig fence about 30-40 tiles out all around your base and most critters will walk around the long way to your traps, don't need to use the fortified walls. It'll stop most animal attacks by simply keeping them away from your fields. Won't work against some aliens if they're passive aggressive as they will target them directly.
3/ Setup your workbenchs they copy them and all the preset items you are building are copied with it. Works the same for shelves, boxes etc. Boxes fit under windows.
4/ You can have multiple research tables, workbenches etc. Don't stop short of winter wear if you can have 4-5 crafters all working together.
I'm also a big fan of meat stew / veg stew based on dried meat and glittercaps, plus oil from growing grain. Glittercaps + grain + oil = Mushroom croquettes. Meat, oil, sweet syrup = Sweet meat bites. Dried meat keeps forever in freezers, and glittercaps and grain-derived oil need only a roof. I mean, as near as I can tell, unless you want to grow berries for wine, grain is the only protection-neede crop you have to grow. Dried meat + grain = the only thing needing freezer space under this plan. Grain = beer, and beer = good.
Also, grain-grass is far superior to graincob. Way higher yield. Unfortunately grain-grass ("tall grass", red in color) is only available natively on some maps.
I have found -8 is a decent setting & will keep the room cold even in a heat wave is the room is cement or carbon.
I use a 9x6 room (62 shelves) for cold storage of food that decomposes & cooked meals. It has 3 AC units with the fans pointing into my common space (kitchen/dinning/work benches) 15-20'c & then on the other side of them is the sleeping quarters with air grates which sit at 10-18'c. I farm about every 3 years to fill it up.