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How many colonists do you have? Usually players will choose pawns that are skilled in these areas from the start, or at least recruit some when possible. Various ways to level them up you should look into. You need to take care of their needs. Perhaps you should list common mood hits that you struggle dealing with cause there are many reasons why they may not be happy, and there are plenty ways to improve moods.
Why play this way if it sucks? Might be best to lower difficulty settings, you can always change this at any point in a normal game.
To answer your question, yes you will need to rebuild your walls. It isn't really that bad of a deal though. Just cut some stone and start to replace one section of wall at a time. Soon it will all be done. There is a replace mod but I can't remember the name of it.
As far as stone strength is concerned it really doesn't matter that much. Unless you plan your defenses correctly the raiders will just bust through any wall no matter how strong.
Furniture isn't an issue unless it has crap quality.
Every colony should have a dedicated cook, crafter, researcher, and builder. If you want a crafter then you need to "acquire" one. How you do that is up to you.
As for the skills question, sometimes you just have to grind up their stats however you can. It's obviously ideal that each skill is done by a passionate pawn, but that's notbalways possible, especially with solo starts.
Rec is only a portion of their moods. Check the needs tab and figure out what the problems are and fix that. Buffs are nice to stack, but ignoring underlying problems will eventually catch up with you.
Drugs aren't ever the key to long term happiness, though having them drink a beer or smoke a joint can give you a short term fix to avoid a mental break. Giving them good bedrooms, fine meals, and keeping their recreation satisified are the easiest way to boost mood early game. Stone walls/floors and several items of furniture are all it takes to get a decent or somewhat impressive room. Don't forget a potted plant.
Micromanaging is actually more of an early game thing. By late game the only thing you should really need to micro manage is combat, because you should have enough pawns to keep all the work done without needing a lot of micro.
PS: did they make the wall bugs less annoying in the latest version? I remember building cave base but they would get invaded by giant bugs haha.
If you build into mountains/hills bugs can spawn anywhere that has a natural overhead ceiling. When i do mountain maps i try to build them a room to spawn in (good size. kept dark, far away from my main base area) that only connects to the rest of my base through a 1 square wide passage so i can block the exit area off an only face one bug at a time. You can also fill the room with flammable's and put in a couple of incendiary traps and kill them all off through heat, but you need to make pretty thick stone walls to keep them from digging out of it, and a series of steel doors for the same reason. You also have to restock the room with fresh flammables and traps after every use.
No, infestations are still a ♥♥♥♥♥. If you don't want to deal with bugs then turn that off in the scenario editor when you start a new game.
If your pawns didn't die then this might be a good time to weed out the dead weight and rebuild using stone. It shouldn't take that long to do, of course all this is dependent upon what biome you're in.
If you're problem with drugs is that you have the chemical fascination trait on a pawn then you can just roll a few joints and make them happy. Make sure to put them on a schedule or they will smoke 24/7.
https://youtu.be/QUNAs5aTww0