Planetbase

Planetbase

A Career In Colonisation 1
43 Comments
miku567 8 Oct, 2022 @ 8:18am 
Why is Gather Resources! available from the start?
Granny Annie  [author] 22 Jan, 2021 @ 8:11am 
Thank you all for the comments, its a long time since I made this mod and tbh it was more of an exercise in modding than an attempt to please other people.... I haven"t played this game for a long time, and I apologise if this mission didn't please everyone, it was never meant to, and admittedly, if I had the time and inclination, yes i would change it around and may well do in the future. Peace to you all.
StaticWolf 12 Jan, 2021 @ 1:15pm 
Just a quick piece of advice, never make a dumb mission like a personal favor again... 2-3 monoliths ok, but 6 is dumb, you bored the sh!ts out of this, makes me never want to play again.
jyncka 3 Mar, 2019 @ 11:03am 
Great idea overall but the amount of starting resources made this feel less challenging and after awhile became tedious, even playing at 4x speed. The mission with 70 happy colonists was the trickiest due to the game's basic mechanics, but with the other ones, once I set up my base and determined how many colonists I'd need (40 for the 5000 coin one), it was a matter of sitting back and waiting.
jotnar 12 May, 2017 @ 2:24pm 
The Dr good challenge is interesting. Beating it without building a landing pad or mine thus using only the resources it started with plus added bioplast. Built the inital config and am just letting it run. Almost there with ample room to spare.
Granny Annie  [author] 28 Apr, 2017 @ 1:25pm 
glad you liked them these missions aren't really meant to be that challenging. Also, I don't generally change things once theyre public - subscribers could be midgame and lose progress... Enjoy number two
Quegga 28 Apr, 2017 @ 12:34pm 
I played all missions now, really did enjoy them. The mission with the 70 happy colonists in 35 days took a bit long though, I had the 70 colonists after 15 days with ease and then had the game tabbed out to wait untill it reaches 35 days. Maybe it should be 250 colononists or 12 days to make it challenging. Looking forward to playing the second mission pack :)
Granny Annie  [author] 28 Apr, 2017 @ 11:49am 
glad youre enjoying them. cheers for the positive comment
Urbane Guerrilla 28 Apr, 2017 @ 11:37am 
really enjoyed the story, onto series 2 now
Quegga 26 Apr, 2017 @ 2:28am 
sounds quite nice
UberVadok 24 Apr, 2017 @ 10:39am 
oh nice) Ill go check them too!
Granny Annie  [author] 24 Apr, 2017 @ 9:28am 
thanks for the considered comments. yes the initial starting resources speed up the early game. there is a career in colonisation two which continues the story, in case you didn't see it in the worshop. glad you enjoyed it.
UberVadok 23 Apr, 2017 @ 12:31pm 
These missions provide ton of resources and thus a lot of room for errors. Is it to avoid the long starting phase in vanila missions? Other than there is no much difference between them. I guess the game itseft hasnt much variaty to begin with.
Btw I didnt have any issues with mission 3. It completed at day 36 with 105 colonists and i didnt have to turn off any production facilities. I used Cabins for sleep+moral restoration and 50 bots to reduce carry/repair/mining activities by human. Also 35 days are too long to wait, i was ready to complete it at round day 20.

Overall I enjoyed the mod. I missed abit the 45/35 starting resources. Feels like less challengable this way.

P.S. It'd be nice to have "Suicidal" continuation. After all you embezzled 5000 coins in company funds :D. Could be some sort of "crushed" survival mission, that heavily relies on buying building resources for instance.
Granny Annie  [author] 6 Mar, 2017 @ 11:37pm 
you can create your own sandbox mode wuth the challenges guide here on steam
jlcurran3 6 Mar, 2017 @ 7:25pm 
the crator of planetbase sould add in a full on creative mode
Granny Annie  [author] 25 Feb, 2017 @ 12:50pm 
no problem
SpacenoidZeon 25 Feb, 2017 @ 12:07pm 
OK. I was able to proceed by raising their happiness by disabling all their work structures. Didn't know they had to be -that- happy, since they were already excellent. Thanks for the tips.
Granny Annie  [author] 24 Feb, 2017 @ 10:06am 
the game is supposed to end before the time is up if you get your welfare high enough
Granny Annie  [author] 24 Feb, 2017 @ 10:05am 
btw you'll have to load a savegame from before the thirtyfive days are up. sorry forgot that
Granny Annie  [author] 24 Feb, 2017 @ 12:18am 
if that doesn't work please post your save game on a site like pastebox so I can have a look at it. If you'd rather just email it to me, send me a friend request and i'll give you my email address
Granny Annie  [author] 23 Feb, 2017 @ 10:03pm 
could you try something for me? disable all your workers, engineers and medics workstations and just let the game run for a while. its possible your welfare isn't high enough and taking everyone off work will make them satisfy their happy need faster.

the mission worked for me and noone else has mentioned this problem
Granny Annie  [author] 23 Feb, 2017 @ 9:28pm 
hmm it should have I'll have a look at the code today sorry about that youre the first to mention it
SpacenoidZeon 23 Feb, 2017 @ 6:37pm 
On mission 3, does the 35 day counter start when I hit 70 people, or do I just need to have 70 people at the time the counter hits 35 days? I've gone past 36 days on my current save, with 86 colonists in excellent condition and the victory hasn't ticked in at this point.
Granny Annie  [author] 23 Feb, 2017 @ 2:42pm 
it was fun to make glad you enjoyed it
JazHaz 23 Feb, 2017 @ 1:33pm 
Completed the campaign today. Fun!
Granny Annie  [author] 24 Jan, 2017 @ 6:28pm 
no problem - hope you enjoy the missions!
Berternee 24 Jan, 2017 @ 5:35pm 
Thanks :)
Granny Annie  [author] 23 Jan, 2017 @ 10:40pm 
thanks for letting me know - it's fixed now but you may have to start a new game. Sorry about that folks
Berternee 23 Jan, 2017 @ 9:49pm 
The 2nd campaign "Make Friends" isn't registering that I have done it. I have 162 people, and it requires 150....kinda frustrating!
Granny Annie  [author] 21 Jan, 2017 @ 4:10pm 
There are five challenges, the first one is called Get Noticed. The second will unlock once you've done the first etc.
Farzaga 21 Jan, 2017 @ 1:56pm 
What is it listed under? I cant see it.
Dirty_Daz#6026 19 Jan, 2017 @ 3:48am 
nevermind its working now lol.
Dirty_Daz#6026 19 Jan, 2017 @ 3:42am 
yeah im not seeing any mods in the challenges in the main menu.
Granny Annie  [author] 19 Jan, 2017 @ 3:17am 
just suscribe and it will be in your challenges folder.
Dirty_Daz#6026 19 Jan, 2017 @ 1:33am 
i can't find where you activate mods.
Granny Annie  [author] 18 Jan, 2017 @ 7:54pm 
If your biologists are not overworked, add more starchy plants to the biodome. Build another power collector next, if you haven't needed to already. Set your manufacturing linits to 20 medicine, 10 spares, 5 semiconductors, 2 guns. Build a control centre and add a secrirty console and gun cabinet.

Build a medium cabin and get a few more colonists, set your colonist intake to 30% worker, 35% biologist, 20% engineer 10%medic 5% guard.

Prioritise making spares, guns for your guards, and keep selling excess materials for metal and bioplastic, or the raw resources to make them, in order to keep expanding your base.

If you have a natural disaster,and haven't built the control centre yet, disable the mines and once everyone's inside, disable the airlocks. Cancel any buildings that they're working on so they don't keep hauling materials to them.

This should get you off to a good start in most cases. If you want any more info let me know and I'll try to help.
Granny Annie  [author] 18 Jan, 2017 @ 7:54pm 
Next day add another water pump,if your biodome doesn't have enough water, and a small sick bay. Put one cupboard and one bed in it for now. Prioritize work in the processing plant to get your workers focused.

You've probably used up your starting resources now, so plan a landing pad next, to get more colonists.. A good percentage guide is 35% workers, 35% biologists, 25% engineers 5% medics, at the start.

Enable traders, and swap extra food for metal and bioplastic once you're producing some. When you have ten or so colonists, build a lab and place a workbench and a couple of tissue synthesisers. Build a factory near the processing plant, and a small multidome. Add another mealmaker to the canteen.




Granny Annie  [author] 18 Jan, 2017 @ 7:53pm 
Sure. I usually start with a medium solar panel, large water collector, large power collector, oxygen generator airlock and a canteen. Once they've built that lot, add a fountain and table and TV to the canteen and place a medium dorm. When that's built add the beds. Only build enough beds for your starting colonists. Your colonists will stop for oxygen first, water second, a meal third, and finally sleep.

Next day build a wind turbine (medium) a mine, and a large biodome. Place peas, rice, potatoes, tomato lettuce radish and a medicinal plot.

When that's built, place a medium processing plant. Add a meal maker to the canteen, and two metal and two bioplastic makers to the processing plant. Now you will be self sufficient.

Rexar 18 Jan, 2017 @ 6:54pm 
Hey cant wait to try this but i need help with planet base it really hard to start off so i see u have over 200rhs on it and i was wondering if u could help me or something i just need some tips to start off a good colony:steamhappy:
Granny Annie  [author] 18 Jan, 2017 @ 3:01pm 
Hope you enjoy it!
Waldo 18 Jan, 2017 @ 2:42pm 
Looks fun, can't wait to try it!!!
Granny Annie  [author] 18 Jan, 2017 @ 2:44am 
Okay, it's finished and ready to go. Enjoy!
Granny Annie  [author] 16 Jan, 2017 @ 9:33pm 
sorry if you've subscribed to this - I'm still working on it and it's not finished yet.