This is especially useful if only 1 colonist's doing everything. Industrious: Finishing your work faster means you can get more done.Volatile: Having your lone colonist break down is not a good thing to happen, as this will put them right out of action, stagnating progress.Pyromaniac: This universally hated trait is even more dangerous in a naked brutality start because if your lone colonist breaks, nothing but the rain can extinguish the fires started.Gourmand: This trait will certainly make starting off harder- you will need to rush food production in order to keep this one colonist fed, which isn't good.Artistic: Early on you should not be making sculptures yet.īesides this, you should also have a colonist with a decent trait selection.Intellectual: Unless you started off in an extreme environment and need essential research (such as Hydroponics) then it's better that you focus on building up a working shelter for survival first, as research merely assists survival.With a lone animal and a skilled colonist it may be worth the risk, but a lone colonist is no match for a herd of vengeful muffalo. Most animals also have a revenge chance on tame fail. Animals: Training animals isn't quite a necessity early-game, but will greatly compliment you in combat, provided you have sufficient food to train animals.Some other skills are better left for future colonists: More useful after settling down to begin expansion, though mining rare minerals early on can help you trade for things that are hard to make. If you are lucky enough to capture a raider then you can use your Social skills to recruit them - if you can spare the food and the time. Social: Recruiting new colonists and trading.In a biome with winter it is best to plant as soon as possible. While you can subsist on hunting and gathering alone very early on, you will eventually need to start planting crops to feed your colonists. Higher cooking skill and a clean kitchen both reduce the chance of food poisoning. You can eat raw food in a pinch but it's not a good idea to do so. Cooking: Making meals out of raw food and butchering creatures.Some skills will make survival easier, but are not essential: Passion in skills you'll be using a lot, such as construction or plant cutting, can also help your colonist's mood. You don't need them to be interested or skilled in any of them, but if you do then it's a plus. If the colonist doesn't have these skills then it's best that you reroll until you have one that does. Violence: Defending oneself from mad animals or raiders, as well as hunting for food.You need to craft your own starting equipment as you don't start with any. Crafting: Making equipment and misc crafting.High skill is more important as you have to rely on herbal medicine scavenged from your surroundings. Medicine: Treating oneself when injured or sick.You need 3 Construction to build a spike trap. Construction: Building shelter to live in and deconstructing ruins for building materials.Dumb labor: Hauling, cleaning and refueling.They don't need to be good at them, but they must be able to do so at the very least. You must choose a colonist that is capable of survival skills. Start with one person, chosen from eight. You're naked, alone and utterly unprepared. Now you've awoken in a drop pod crashing into a distant planet. Can you survive?ĭescription: You went under anaesthetic for a minor surgery. Summary: Naked, alone and utterly unprepared.
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