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The two bumpers open radial menus that let you build all the structures. Visitors use resources and pay for them when they leave (food, water, beds), but will sometimes turn out to have nefarious intentions, at which point it’s a good time to hit the amber or red alerts to have your colonists take down the attackers.Ĭontrols – The controls are simple. The arrival of new colonists is great, allowing further expansion and more simultaneous tasks to be executed, and you can even control the desired percentage make-up of your base in increments of 5%, allowing you to slowly adjust what proportion of the colonists are suited for each task (biologists, workers, engineers, medics, and guards). Trade is fairly straightforward: they’re carrying goods, and you can choose to buy them or sell whatever you have in stock. Its bigger brother the spaceport allows larger ships to dock at your colony. Building it allows ships to dock, opening up the potential for trade, new colonists, or short-stay visitors. The landing pad – The landing pad is your connection to other colonies, and it has a remarkable depth of its options. At amber, guards will pick up guns and weapons, while at red all colonists will arm themselves or take on intruders with their bare fists. *Both alerts will tell colonists to remain indoors. You can build a security office that lets you issue amber and red alerts* and once you have the materials, you can even build exterior structures to monitor environmental hazards and give you a chance to get colonists back indoors before the next sandstorm. Hazards can be environmental, like being blasted by a sandstorm or blizzard, or being hit by meteors, or marauders who arrive on ships and try to kill your inhabitants. They set you back by destroying buildings or robots and potentially killing colonists. Hazards keep you on your toes – When hazards hit you, they’re incredibly frustrating. If you can balance and maintain the base, the achievements even push you to get a thriving colony of 350. Growing beyond 100, the base looks vastly different: a sprawling sea of interconnected hubs of indoor activity with exterior supporting structures for essentials like power and water. Each game begins with seven colonists and two bots and just growing that to a community of 20 or so felt like good progress, and even then you can begin doing more things with increased coverage on various production areas: food, medical supplies, building materials. As far as buildings go, most things are self-explanatory, and it’s usually fairly clear what you’ll need to build to keep expanding.Įxpanding the base feels good – Seeing the colony grow simply feels good.
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The options for what can be built are, on the whole, pretty clear: you build airlocks so colonists can walk outside the base, oxygen generators allow them to breathe on hostile planets, you need a mine to get metal ore that can later be refined. Good options for base-building – This might sound like something basic, but the base-building feels fairly good.
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But Planetbase’s own mechanics too often conspire against your success.
#PLANETBASE MODS RENAME CHARACTERS PLUS#
Each game begins with your spaceship landing and your crew of seven, plus two bots, piling out, ready to work for you to build a base that will, at first, attain self-sufficiency and, later, thrive. The four planets are four difficulty levels, beginning with the dusty, red, Mars-like planet, going through a Hoth-like ice planet, and getting progressively harder and less habitable as you progress. Build a large, sprawling base consisting of self-contained interior and exterior modules to establish your new colony. It takes place on another planet – or planets, as there are four available – and you need to construct a habitable base to ensure your fledgling colony survives. At its core, Planetbase is a city-building game.