![]() Also Cold, Extreme Cold, Poor Light, and Darkness can be removed with the right item. No Atmosphere are for fuel production and refining industry items, and hot planets are for patrol production. The negative hazards to look out for are No Atmosphere and Hot/Extreme Heat. In 0.95a, multiple new colony items have been added that substantially increase industries effects and they all have unique requirements and or quirks, making a wider variety of planets desirable. High-hazard planets are tolerable to a degree, especially if they provide otherwise unavailable resources such as volatiles. This is preferable to spreading out across multiple star systems, as the same-system planets will cover each other with their patrols and only one pirate base needs to be dealt with at a time. ![]() In 0.9.1, a player consensus on the Discord community is to try and settle a single system with multiple planets, where the system is self-sufficient across most or all commodity types. Different types of planet tend to hold different traits, and can vary in their rarity both to locate at all and in which resources they appear with. The hardest part of setting up a colony is locating a planet suitable for the player's goals. This will immediately deploy a colony on the planet, which includes the Population & Infrastructure industry and begins to construct a Spaceport.
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