![]() As a result, some backstories are always together, in a colonist that always has the same name. It is possible to buy an addon that allows the addition of a backstory or character into the game. Several adult backstories are not available in the character creation phase, but can randomly appear on raiders and wanderers. ![]() Currently there are 36 childhood backstories and about 85 adult backstories. Teenage colonists that age naturally to 20 years old will not gain an adulthood backstory. It helps a lot.All colonists will have a childhood backstory, but only colonists generated at age 20 or older will have an adulthood backstory. plan out your base, then build the stuff you need where you know you will want it go once you're guy are ready for new work. You can use more colors than just white like vanilla, and you can plan out your whole base and then *turn off/on* the visuals so you can still see the map. You can use the More Planning mod to add (wait for it) more planning tools. Other than mods, the rest comes down to gameplay and strategy, but mostly both of those are just planning. ![]() Round out a small mod list with Allow Tool and Achtung, and you have all the tools to make your start go boom *without* cheating in resources. Having two research benches really helps kick the early game off when you have one researcher at 8 and another at 4.įluffy's Work Tab also expands the priority levels from 0-4 to 0-9, so you can get really micromanagy if you want (I think 4 is fine, really) and it also lets you set up time-of-day schedules if you wanna get really nutso with it. The same strategy can help with other skilled trades like doctoring and wardening, where you can use anyone to visit patients or deliver meals while leaving the important stuff to the smart ones. Your main builder would have construct, deconstruct and repair set to priority 1 with the other subcategories at like 3. This will have *everyone* delivering the resources to the blueprints but not building stuff, while your actual builder does nothing but build. For instance, if you have a colony of ten people with only one really good constructor and you really want to get stuff built fast, you can set everyone to priority 1 for construction except your main builder and then reset the job of actually constructing things to off. I'd leave the starting scenario settings alone, unless you want to modify events and stuff, and make changes later at character selection using Prepare Carefully, remembering to save a preset when you have it set up like you like it so you can fix it next time once you've figuredout how you did it wrong this time.Īnother mod, Fluffy's Work Tab, allows you to break out all the subcategories for each work type, which is incredibly useful if you do it right. Things will also get done quicker if there's 2 people working on them. I'd limit the max points in anything to 8 and give another pawn backup responsibilities at a 4, so you can manage if someone gets sick. You'll need good shooters, constructors, cooks, etc, as well, but by removing passions you can have some pretty stout starters that can be immediately useful in multiple fields. You'll need herbal medicine, so give someone 8 points in growing. You can also change your starting pet to be something that you know can haul. While they won't learn as fast or get a mood bonus from working, these are your starting pawns, so you need them to be a fully functional unit. Rather than start off with too great of an advantage, I'd suggest respecting the point system while setting up pawns with the skills you need with no "flames" (passions, interests) in them, which eats up points. Less time rerolling pawns to get a good combo, and you can choose to respect the same point system the vanilla game uses or ignore it to create more powerful pawns. Prepare Carefully, if you haven't used it, allows you to save some time before the game starts by taking more control over your initial colonists.
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