Planetbase

Planetbase

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What would you like to improve in the game?
By NeoRider7 and 4 collaborators
What can be improved in the game Planetbase.
Ideas for new mods.
List of existing bugs.
Ideas for New Challenges.
   
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About this Guide
This guide was created with the aim of collecting and consolidating in one place all the information on the topic of development options and improving the game Planetbase.

If you know what is possible to add, write in the comments.
Thank you for helping to develop the Planetbase community and game!
What would you like to improve in the game?
1 - GAMEPLAY
Realism
1) improve gameplay and realism
this could improve gameplay and realism
1.1) Water Tanks consume too much power for its function
1.2) Power Collectors are unrealistic that it doesn't bleed power... it blatantly violates thermodynamics, which is kind of opposite of #1 above...
1.3) Plant pads do not have Oxygen cycles (Produce 2 units of O2 on photosynthesis at daytime, and consume 1 unit of O2 at night).
1.4) How is it that decorative plants do not consume water, even my pet cactus consumes water, albeit little. Also it needs an O2 cycle...
1.5) Trees should produce 3 units of O2 during daytime and consume 1 unit of O2 during night time, this should make them an alternative to O2 Generators
Author: Gabriel Zosa. Link[trello.com].

2) Adding in a % to failure of vital building like O2, Water extractors, and Generators will help show the true frustration of alien planet colonization. % chance of faliure could be caused by ignoring warnings like low O2 or Low Water.
Author: 7DeAdLySiNs. Link.
Multiplayer version
Multiplayer version for Planetbase.
The multiplayer game mode is very cool for many reasons.
1) firstly, it will make the game much more interesting and take the game to a new high level.
2) Players will be able to trade with each other.
It may be possible to send your merchant ship and equip it with extra materials for sale.
3) Make it possible to send your distress call. It may be possible to ask another player to bring the necessary materials or take our people from a distressed base.
4) Send your workers on a trip, on vacation, for treatment to other people's bases.
5) Send your people to study at another base to learn new technology.
6) In situations where there is an excess of colonists at the base, make it possible to send extra colonists on the ship to the base to another player.
7) Make it possible to build several bases simultaneously on the map. The possibility of competition.
Multiple and Fragmented Bases
1) Multiple or Fragmented Bases
I'm wondering if it is possible to have multiple bases. Let's say I build a base and at a certain (sustainable) point I build a mirror image of it, complete with power, water, and food. Would the game allow me to break the connection between the two, kinda like a cell dividing?
Author: Ilfor, link.
Pause \ Stop time function
1) Stop time function Mod
A Stop time function Mod would be nice. like how you hit + - to speed up and slow down time why not hit - once more to stop or at the very least slow time down to a crawl, so i can calmly plan out my base's layout more effectively for better efficiency.
Author: Freeasabird. Link[trello.com]

2) Any Chance we could get a pause time feature?
I'm the type of person that if the connection between my Air Generator and Storage room (for example) is not perfectly straight it'll bug the hell out of me. >_< but i can't spend the time needed to make such a perfect connection because time is slowly ticking away and i have to get things up and running before my guys kick the space bucket.
And this results in crooked connections, misplanned placement of facilities or not enough space to squeeze in that water tower, unorganized power area where i have a solar and wind generator ..Not quite right or to far or to close to the collector or each other or improperly organized placement of the generators.
AH it's just NOT RIGHT!! so i was hoping someone could PLEASE make a mod that adds a Stop time function so i can plan my base accordingly and it would look fancy. i know i'm not the only one who would like a feature like this.
Author: Swordsguy2010[forums.nexusmods.com]. Link[forums.nexusmods.com]

3) Pause button?
Can you pause the game at all to plan out where you are going to place buildings? Kind of hard to build and plan when time goes by so fast (On 1 speed). Link
Disasters
1) More catastrophic disasters
1.1) As it is now, the planetary hazards are not that devastating once your colony is up and running. The occasional meteor might hit a valuable building and kill a handful of colonists, but that seems to have little effect on anything-- even if it's a Farm Dome, all the plants inside are fine once the thing is repaired.
I imagine some situation where there is a chain explosion, destroying several buildings, or perhaps much larger meteors occasionally.
I made a game once a long time ago that wasn't anything like Planetbase, except it did have a room-to-room floorplan. One of the elements I introduced was fire, which could spread from compartment to compartment. It was actually a pretty cool gameplay element.
Author: Fletcher Kauffman ( https://trello.com/kauffy/activity ), Link[trello.com].

1.2) Disasters need to be deadlier!
Seriously, disasters are pretty much pointless (besides meteors). Any disaster and I can just go yellow alert and thats it. Make solar flares OVER PRODUCE electricity (damaging the power collector). Solar flares shouldn't be a good thing, you want them to ruin your electricity production, not help it. Make dust storms kill faster. You might think you should give those workers who are working at the mines have a chance to get back to the base. NO. Make it a disaster, it needs to be a barricade in your progress! Disasters need to be actual disasters!
Author: Saint Kuku Kumbucket Aguedar, Link.

2) Any way to change core dynamics?
I would like to be able to make slight changes to the game dynamics, for instance:
+ Meteors destroy rather than damage what they hit (if possible, drop some of the resources used to make what they destroy)
+ Sandstorm and blizards have a small chance of damaging wind turbines
+ Solar flare have a small chance of damaging solar panels
+ Solar flare have a small chance of causing radiation sickness on people inside too
+ Increases decay speed for resources not in storage
+ Increased water consumption on all modules
+ Spare-parts are only used when status of solar panel/wind turbine is way down (25%) instead of the current (50%?)
Author: Wisp
Discussion of this topic at this link.

3) additional disasters when the base becomes large
this makes big bases more chalenging.
Would it be possible for you to add additional dissasters so even big bases can still be threatened late game.
Like a big meteor shower.
or
people gandomly geting a new flu + perhaps an new health pack to cure it.
or just the normal flu that people sometimes arrive with.
Author: joostjasper[forums.nexusmods.com]. Discussion of this topic at this link[forums.nexusmods.com].

4) catastrophic disasters INSIDE THE BASE.
4.1) Fire inside the base
Fire can spread to different buildings and compartments of the base. Fire quickly picks up oxygen. Buildings and objects covered by fire lose the ability to work well and require more repairs from engineers. Extinguishing a fire requires a large amount of water or sand.
It will also be useful to create an additional alarm mode that will block access between compartments and buildings. When this mode is activated, the partitions between the building compartments will be closed, oxygen will no longer go into the compartment with fire, the fire will cease to spread.

5) Add volcanic eruption.

6) Add floods, big waves, water tsunamis.
This is especially true for Challenge maps which represent the island.
Challenge example with a map of the island:
- Challenge "Small mountain island" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2019117460

7) Earthquakes
I would like to suggest earthquakes be added to the natural disaster list (but I don't know how). It seems like it might be an easy add to me and something that can be graduated. That is, the frequency and severity can be something that increases based upon the planet being settled.
Author: Ilfor, Link.

8) Tornadoes
tornadoes seem like a fairly easy addition as well.
Author: Ilfor, Link.

Meteorites:
9) Meteorites
9.1) Mining Meteors
Possible to add meteor mining? Not all, but some random number of meteors could be loaded with metal ore. That with the distance some may land would make them a semi-risky venture with a big pay off. Might need a game mechanic to tell the workers to actually try and mine one meteor and not bother with another.
Author: Damacguy, Discussion of this topic at this link.

9.2) How I would like to improve the game and what to change in meteorites.
It would be nice to make sure that the meteorites do not disappear after the fall, but remain on the map. Meteorites usually contain rare chemicals and metals that are not on this planet.
It would be good to make such an opportunity so that it would be possible to send colonists or bots to the place where the meteorite fell and they could find new useful resources at the place where the meteorite fell.
Adding a similar mod or update to the game would greatly diversify and improve the game.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2029736066

9.3) idea - geologist and meteor ore
hi here is an idea for a future patch - hopefully it sounds ok? :)
the idea is for the following features to be added to the game:
- meteors that land near base (but not on the base), leave 1 ore item when they vanish
- this new ore item has a slow deterioration rate (similar to a recycled colony ship)
- new colonist type of "Geologist" or similar, who can study this kind of ore, and turns it into 1 regular ore for processing plant + meteor fragments
- meteor fragments can be sold to trading ships for a few credits each
it seemed a waste for all those meteors to vanish without being collected in some way, hence the idea :)
+ it also acts as a risk vs reward system.. do we shoot down all meteors with Lasers, or do we let a few land somewhere for harvesting? :)
Author: pgames-food, Link.

9.4) [Idea] Harvest Ore from meteor
this would be a great thing if you can harvest ore from meteors.
Author: Dr-GimpfeN, Link.

9.5) massive meteor shower
Well, a mission like, there will be a massive meteor shower in 7 days, and you have to build 3 lasers to save the colony - that might be interesting.
Author: dude6935, link.
Intruders
1) Different Intruder Types
1.1)Currently, all of the Intruders are just random spree-murderers.. why not mix it up a bit?
1.1.1) What about bombers? Intruders that sneak in and then sabotage a piece of equipment and attempt to escape before it explodes?
1.1.2) Thieves - they sneak in, and try to make off with cargo.
1.1.3) Kidnappers/Recruiters-- they arrive and convince Colonists to leave with them.
Author: Fletcher Kauffman, Link[trello.com].

1.2) types or degrees of intruders
Perhaps there could be types or degrees of intruders. Some could be like standard pirates, others could be well trained invaders. The well trained invaders could be able to enter the base through deactivated airlocks and be more effective against security guards.
Author: Ilfor, Link.

2) blast doors or a lock-down
blast doors or a lock-down feature (intruders get into the base, but aren't dealt with soon enough, so you just lock down by closing doors in an area which prevents movement until they shoot through it)
Author: Valkyrie Atlas
Discussion of this topic at this link

3) alien invasion
They land at the same pad and attack like intruders. Maybe they could get into the base or damage a building?
Author: Ilfor, Link.
People
For the game version 1.3.6. people’s options look like this.

1) New types of people: Children
1.1) That colonists should pair up and start making babies. Then we should have to provide schools and educate them. and you would have a population that you cant control the growth of (which would be cool), unless you can control breeding rules, - plus more people draining food and air and power, but not giving anything back - until they become adults. I love it!
Author: diggidee, Discussion of this topic at this link.

1.2) allow colinists to have babies. when a fully grown colinist is pregnant, they will not preform any tasks and their health will slowly drop(slower than radiation or combat wounds). A medic will have to cure the pregnancy using medical supplies.there is a low chance of an accident. Any pregnancy accident will result in combat wounds. The baby will come out after the cure of combat wounds. If there is no accident, the baby will come out after the cure of pregnancy.
Author: Base Invaders

2) Security guard
2.1) Sports grounds are a favorite place of security guards. Security guards periodically need to visit such places. Therefore, it is advisable to build sports fields near security posts. Otherwise, the guards will often run across the entire base to find a sports ground and therefore they will spend less time at their workplace. those people who play sports on the sports field want to consume more food and they also want to consume more meat. if a person spins the wheel and runs on the wheel, electrical energy must be generated. if there is not enough electricity at the base, it will be possible to press a button and call everyone to run to the sports ground and thereby generate electricity for the base.
Bots
1) limits for different bot types
1.1)Seperate limits for different bot types instead of one limit for all types.
Author: AlperBas. this topic at this link[trello.com].

2) New types of bots: advanced robots
2.1) more advanced robots that do the work of workers. if there were more advanced robots that could do things like make plastic and metal that would be cool also.
Author: diggidee, Discussion of this topic at this link.

2.2) New types of bots: Bulldozer Bot
Just give me a Bulldozer Bot that can blade off and flatten lower areas around terrain so I can lay modules and equipment easier. No, I don’t want to move mountains, but cleaning up those areas of boulders and humps so I can place something would be nice.
Author: Lenny Rat, Link.

Traders
1) to have a method to specify the contents of incoming traders
It would be interesting to have a method to specify the contents of incoming traders and set the values of those contents.
The goal being to develop a mod that let's a colony request resources from its homeworld (with a measurable delay of course).
Author: Maurice Nelson
https://trello.com/c/fkGhR7wW/6-gameplay#comment-579d118312611907f4ae8539
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1986920825

2) international market for resources
An international market for resources, I could host an SQL database to handle the data, then players could send off trading ships which could be constructed by engineers in a hangar.
Author: Thomas Duursma. Link[trello.com].
How games can look with active trading.
Types of ships.

3) credits
I was hoping to add two buttons to the trade menu. 1) in the trader area 2) would be fore player interaction.
The idea would be to balance trade via credits. You would take the
Formula: (value(either trader or yours)-value(of the opposite))X (times) the traders fee(somewhere between 20- 65%).
That will give you the number of coins you will have to contribute or the trader does. Above is basic code but some other catch options would also have to be contributed Ex. if you or they are without coins.
Author: SpawnofWar. Link[trello.com].

4) Get rid of TAX/COMMISSIONS mod
would someone be able to create a MOD that gives you the ability to turn off the tax/commissions from Traders?
Author: WakaFlocka0212. Link[forums.nexusmods.com].
Foods
1) New foods
1.1) New foods: Oranges Apples, Pears, grapes. These foods would not go into the meal maker but rather a fruit stand / table / basket thingy.
Non starch: Carrots
Starch: Beans
Not all food can go into the bar: Wheat makes "beer", Corn makes Whiskey, Apple would make ale, and grapes would make wine.
Author: PestMastah
https://steamhost.cn/steamcommunity_com/app/403190/discussions/0/2619339675436372204/

2) New priority / Micro-managing settings
would be to do with getting more variety of vegetables into the meal makers when there are 3+ different crops (could be done by making each vegetable have a different number and they try n put as many different in each meal maker) rather than having a flood of basic meals.
I know some of that will come down to planning a base and plots, but sometimes when there's heaps of mushrooms stacked up in the bio-dome and there's wheat in the meal maker, they pick up more wheat to put in.
Author: Valkyrie Atlas
Discussion of this topic at this link

Buildings-1 (Existing buildings)
1) Power generators
1.1) Adding the ability to repair power generators
I would reccomend to add an ability to use semiconductors to repair power generators.
1 semiconductor = repairing either 4 small generators, 3 medium generators, 2 large generators or 1 very large generator. 2 semiconductors = repairing 1 massive generator.
Author: Base Invaders
Discussion of this topic at this link.

2) Pyramid
2.1) Pyramid was little valued as a building of prestige, so empty seems useless, it would be appropriate if work it as a sort of museum or informative center, this would make more sense.
If you can solve the problem of the insertion of the internal item, could you try it has modify that building. In theory it should be easier to edit because is an existing model.
Author: Comric
Discussion of this topic at this link.

3) Mines
3.1) Just an idea, but once driller bots are made and pumping out, it would be nice to be able to interact with the mines so that workers no longer enter them with 3 options (workers, bots or both and initially starts with both as the option)
Author: Valkyrie Atlas
Discussion of this topic at this link

4) upgrade a structure without tearing it down
how about a way to upgrade a structure without tearing it down, waiting for the area to be cleared, then rebuilding completely from scratch. The current method is a pain the butt and take forever on the larger structures. To compensate, perhaps add a slightly elevated cost.
Author: Sir Winston
Discussion of this topic at this link



Buildings-2 (New buildings)
1) Allow conversions of one type of building to another
1.1) Allow conversions of one type of building to another, as well as resize an existing building to the larger version of itself, as long as it can fit in the same space.
All of the buildings are essentially round domes, so it seems logical that one type could be converted to another type.
Author: Fletcher Kauffman. Discussion of this topic at this link[trello.com].

2) New Building: Oxygen tank.
2.1) Just like the water and power storage buildings, this one would store oxygen, and in the case that oxygen production in the area it was attached to went down, it would balance out the oxygen until empty. Also, it would explode catastrophically if destroyed.
Author: Fletcher Kauffman. Discussion of this topic at this link[trello.com].

3) New Building: Lounge
3.1) This serves two purposes. One, it's a cheap and small building that can allow you to extend the interior of the base, just as the baseplate does for exterior resources. Secondly, it can be fitted with a water fountain and a snack machine and a TV or Plant, as well as a napping chair, to allow Colonists to fulfill some of their needs without walking a great distance.
Author: Fletcher Kauffman. Discussion of this topic at this link[trello.com].

4) New Building: Larger Airlock
4.1) Another airlock type that allows up to three people/robots to enter at once.
Shrink the footprint of the existing airlock.
Author: Fletcher Kauffman. Discussion of this topic at this link[trello.com].

4.2) upgrade path for the airlock. Currently, when ever I have a trading ship in, I get a massive back-up of bots and workers waiting to pass through. Perhaps the first level could be two-way passage, the next level could be single again, but larger to allow for groups to go through at once, and finally, (massive level) Two-way group passage. Another way around this issue would to allow airlocks to be build in pairs, but restrict passage to one-way (in or out).
Author: Sir Winston. Discussion of this topic at this link

5) New Building: hybrid power installations
5.1) hybrid power installations should be a thing by this time. I have toyed with wind-spires having solar panels on top.
Author: Gabriel Zosa. Discussion of this topic at this link[trello.com].

6) New Building: theater (for tourists/visitors)
6.1) I need some sort of theater (for tourists/visitors)...
Or maybe even a slot machine (for use in the Bar) where visitors can gamble for money (would cost about 100 coins per machine to start). I was first thinking... maybe a pole dancer but.. lol.. guess that wouldn't fly in this game. :P
Author: PestMastah. Discussion of this topic at this link.

7) New Building: hygiene building
7.1) How about a hygiene building (couple different sizes) where you can place barber's chairs (worker runs them), rectangular shower stalls, a spa tub for sitting and soaking in (these could be for visitors).
Author: PestMastah. Discussion of this topic at this link.

8) New Building: Hotel for visitors
8.1) Hotel for visitors (where they stay a bit longer-- their ship could actually leave them for a while)... double decker addtion later for even more rooms :D
Author: PestMastah. Discussion of this topic at this link.

9) Double Decker Buildings
9.1) Be cool to be able to research new buildings or rather... improvements such as a double decker building for the hospital (allowing more beds---some maps can be tight and not much room).
Author: PestMastah. Discussion of this topic at this link.

10) New Building: casino
10.1) Adding buildings, then modules for inside the buildings. I really want to make a casino (probably use the ultra large bio dome as the template and add some slot machines and such) and maybe pool (billiards) tables, ping pong tables, etc. I'll need help with the animations and textures, though.
Author: Screech. Discussion of this topic at this link.

11) New Building: nuclear reactor
11.1) I wish they made a DLC for this game with new techologies, including a nuclear reactor. t could be balanced out by being a really expensive patent that also requires a lot of resources to build, but at the same time it would produce something like 1000kW. Maybe you'd also need a special mine to acquire nuclear fuel, so it would be an "endgame" building really.
Author: Laofse. Link.

12) New Building: schools
12.1) That colonists should pair up and start making babies. Then we should have to provide schools and educate them. and you would have a population that you cant control the growth of (which would be cool), unless you can control breeding rules, - plus more people draining food and air and power, but not giving anything back - until they become adults. I love it!
Author: diggidee, Discussion of this topic at this link.

13) multi perpose dome
13.1) I love the idea of multi-use domes
Author: joostjasper[www.nexusmods.com]. Discussion of this topic at this link[forums.nexusmods.com].

14) underground basement
Can we have underground basement? Such that we can expand our structures? you want to be fully protected from meteores or what?
Author: JZ47, Link.

Buildings-3 (items inside)
1) Casino modules
1.1) Adding buildings, then modules for inside the buildings. I really want to make a casino (probably use the ultra large bio dome as the template and add some slot machines and such) and maybe pool (billiards) tables, ping pong tables, etc. I'll need help with the animations and textures, though.
Author: Screech
Discussion of this topic at this link.

2) Pyramid modules
2.1) Pyramid was little valued as a building of prestige, so empty seems useless, it would be appropriate if work it as a sort of museum or informative center, this would make more sense.
If you can solve the problem of the insertion of the internal item, could you try it has modify that building. In theory it should be easier to edit because is an existing model.
Author: Comric
Discussion of this topic at this link.

Items-1 (Existing buildings)
1) Wheel in a sports dome
1.1) if a person spins the wheel and runs on the wheel, electrical energy must be generated.
For example, if there is not enough electricity at the base, it will be possible to press a button and call everyone to run to the sports ground and thereby generate electricity for the base.
Additionally it is possible to do: those people who play sports on the sports field want to consume more food and they also want to consume more meat.
Items-2 (New items)
Rover
1) Rover
1.1) One thing I feel is missing from the worlds of Planetbase are rovers (think the vehicle Matt Damon drives around in the film The Martian)
There could be several advantages of using rovers:
  1. Faster travel time between interior and exterior buildings (for repairs/construction far from the main base.)
  2. Resisting or negating the effects of several natural disasters (Sandstorms, Blizzards, and Solar Flares.)
  3. Possibly allow colonists in a rover to carry one extra item (eg. two piece of Metal being moved by one engineer to build a Water Extractor.)
  4. Additional Oxygen supply
  5. Coolness factor.
I suspect rovers would have to be slightly expensive and use Spares as upkeep, to offset their advantages. Here are some possible examples:
  • 3 Metal, 3 Bioplastic, 1 Superconductors
  • 1 Metal, 1 Bioplastic, 3 Superconductors
  • 2 Metal, 2 Bioplastic, 2 Superconductors
Seeing as you could not have the rover's just cruising around the interior buildings, running down your colonists, they would require a bay that counts as an exterior building. This building could require an engineer to operate (much like a Mine), and the vehicles could be parked in front of the building for easy access. Positioning them near an Airlock would be required to maintain their efficiency.
I hope this or something like this makes it into the game! >.<
Author: jvanderr[forums.nexusmods.com]. Discussion of this topic at this link[forums.nexusmods.com].

Below I will come photos of Rovers.
A) Rover from the Martian with Matt Damon movie:
1) link1[www.google.ru]
2) link2 [www.google.ru]
3) link3 [www.google.ru]
4) link4[www.google.ru]
5) link5-Big1[insbride.ru] Big2[66.media.tumblr.com], Big3[www.artstation.com]
6) link6-Giant_Trailer[www.artstation.com]
7) link7-Trakker[www.inprnt.com]
8) link8-RoverRV900_and_many_items[www.artstation.com]
9) link9-florent_lebrun[www.artstation.com]


B) There are a lot of options for rovers here:
Mars Rovers: (many rover options)[www.humanmars.net]
 
C) These rovers should be much easier to draw:
1) Tesla Cybertruck on Mars[www.humanmars.net]
2) rover-BBI[1.bp.blogspot.com]
3) long-rover[4.bp.blogspot.com]
4) Concept art for The Martian by Oleg Zherebin[www.humanmars.net]
5) MARS - rover  -  Oscar Cafaro - 01, For National Geographic[www.artstation.com]
6) MARS - rover trailer  -  Oscar Cafaro - 02, For National Geographic[www.artstation.com]
7) audi[www.google.ru]
8 ) Mars 9 Rover, Igor Sobolevsky[www.google.ru]
9) Roberto Robert - Mars Rover[www.google.ru]
10) NASA Unveils Mars Rover Concept[www.google.ru]
11) Atlas[www.cardesign.ru]
12) Easy rover [www.google.ru]
Cargo rail
1)We already have carrier bots. But it would be cool if there was an alternative. It would be like a little cargo railway that could drop stuff off on a constructed route around the base. At first it wouldn't matter so much but it would be very beneficial as the base grows and begins to sprawl. I have thought often about a conveor belt to trade ships. Would be very time, energy, and oxygen saving.
Author: Theodore Robert Bundy[http//eodore+Robert+Bundy]. Link.
Increase map size
1) Increase map size
Discussion of this topic at this link[trello.com].
Define landing permissions for each pad
1) Define landing permissions for each pad. And define how many people and of which type are alowed.
Discussion of this topic at this link[trello.com].
Free component placement mode
1) Free component placement mode. Move components inwards to allow people to walk on the outer circle and not disrupt connections.
Look into setting predefined positions instead of "free" movement.
Moving components will require the navigation graph to adapt, otherwise characters will walk through the components.
Author: João Farias. Discussion of this topic at this link[trello.com].

Resources
1) type of energy
1.1) Could bring a new type of energy such as hydrogen.
Author: lexintor Link[forums.nexusmods.com].

2) Ice
It is possible to extract water from ice.
If you melt a lot of ice, it is possible to create lakes. If you melt too much ice, then water can flood the base. Glaciers can be involved in terraforming the planet and creating the atmosphere on the planet.

3) Different types of metal ores.
3.1) New planets could also give us a chance to obtain rare minerals useful in crafting at the home colony. Author: Lenny Rat, Link.
Limited resources
1) Limited resources. Mines should have limited amount of ore to extract and water extractors can empty the water pockets they're extracting water from.
Discussion of this topic at this link[trello.com].

Terraforming the planet
To make possible the gradual creation of the atmosphere and oxygen on the planet.
Ultimately, the planet may need to grow plants. In this case, the view may be like this[www.artstation.com].
Blueprints
1) Allow to place down structures without immediately building them to allow for planning.
Note: I'm not very fussed about this one but it seems to be something many people want. I'll be happy to do it at some point but wouldn't mind if someone else wants to take this one off my hands. :)

- maybe add pause construction button ? [Возможно добавить кнопку паузы конструкции?] it would do the trick.
- I suggest making a pause/unpause construction in general, effectively creating a blueprint system out of what's already existing in the game. Also would be great to add a pause button for each structure, also effectively creating a construction queue without having to program one or make a UI for it or anything, you know except for the pause button icon lol.
- So re Pause - what we're basically implying is a third state in the priority queue. Regular, High, Pause?
Discussion of this topic at this link[trello.com].
New Planets
1) habitable
1.1) Planet with oxygen
habitable planet. have thick atmosphere. meteor risk:none. and have an oxygen
Author: dummy, Link.

1.2) new planet called the habitable
please add new planet called the habitable. the planet is a earth like planet it have oxygen and water and the difficulty is super easy
Author: dummy, Link.
2 - UI \ UX
Start Menu
Make improvements to the game interface in the start menu:
1) make it possible to work with mods inside the game initial interface, during the launch of the Planetbase program, before a game option is selected.

1.1) When launching the Planetbase game, information with a list of connected mods should appear in the start menu.

1.2) Make improvements to the game interface so that before the start of the game it is possible to choose which additional modes to enable and which modes to disable.
Make the game show a list of available mods for connection.

1.3) make it possible that when a new challenge is selected, or when a save file is selected, the game reports which additional mods to connect.

Game stats
A) Make statistics display like in game "Dawn of Man" in small displays in the corners of the big screen.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1729956298
Problem 1: now during the game you have to constantly switch between different statistics windows.
1) Proposed solution: Make additional small statistics windows that can be installed on the edges of the game’s main screen. This tool is implemented, for example, in the "Dawn of Man" game. "Dawn of Man" is MadrugaWorks’s second developer game that came out after their first Planetbase game.

B) Problem 2: It is necessary to expand the number of parameters in the statistics. Too few parameters are currently displayed in statistics.

1) total number of buildings of each type
1.1) I could also use a STAT page that specifically counts the total number of buildings of each type.
Author: PestMastah
Link - https://steamhost.cn/steamcommunity_com/app/403190/discussions/0/2619339675436372204/
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1708441982

2) total number of sleeping beds
2.1) ALSO.. (important)... the total number of sleeping beds that have been placed (made).
Late in the game (or a reload) It can be a struggle to keep up with how many beds/dorms I need as I'm recruiting more and more people.
Author: PestMastah
https://steamhost.cn/steamcommunity_com/app/403190/discussions/0/2619339675436372204/

3) Displays the amount of anything counted from the start of the game to a given point in time.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2014602403
3.1) I wish there was a statistics page that showed how many intruders I have killed and how many they have killed. Just for giggles. Also how many robots broke.. etc
Author: PestMastah, Link
Сharacter stats
1) additional measures I'd like to see on the graph
1.1) There are some additional measures I'd like to see on the graph.
For one, I'd like to know overall happiness/tiredness/hunger/thirst-- each of those measures. And also what percentage of each worker type is idle.
When the base gets large enough, it's kind of hard to gauge what workers you could employ more.
Author: Fletcher Kauffman. Discussion of this topic at this link[trello.com].

1.2) Statistics of the activity and tasks of people and bots.
This can be done approximately as similar statistics for people and animals are implemented in the "Dawn of Man" game:
"Activity":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826964242
"Tasks":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826964137
Character XP \ Seniority panel
1) Character XP \ Seniority pane.
1.1) Character XP/Seniority panel; perhaps making them more effective in the long run.
It would encourage everyone to carefully manage their consumable resource AND human resource.
Also makes us more attached and invested in the game.
Author: Gabriel Zosa. Discussion of this topic at this link[trello.com].
3 - AI
Famine Death Spiral
1) Biologists failing to work during "Famine Death Spiral"
Biologists failing to work during "Famine Death Spiral".
The "Famine Death Spiral" happens all too easily - and, unfortunately, part of the complication to it is that when the Biologists get too hungry, they will literally stop doing the very thing that would produce food.
Author: Fletcher Kauffman
https://trello.com/c/fkGhR7wW/6-gameplay#comment-5ac3ddbafdd6452fcfa6d11a
Character AI
1) When oxygen is at critical levels
1.1) When inside and oxygen is at critical levels, go to the nearest airlock and grab a suit - it will have oxygen for a few more hours.
Author: João Farias. Discussion of this topic at this link[trello.com].

2) if during an alarm
It would be great if during an alarm (yellow at least) people/bots didn't come inside from their safe mines. Be nice to avoid the queue of 6/7 people at each airlock during a sandstorm.
Author: Ian. Discussion of this topic at this link[trello.com].

3) Colonists\Bots go to nearest needed resource
3.1) AI pathing so that Colonists go to nearest needed resource. I'm tired of seeing a guy walk halfway across the base just to go to a water fountain, while passing six of them on the way.
Similarly, during an Intruder attack, guards will run directly past several of the Intruders to go after a particular one.
And, Constructor bots ignore work for them to do that is right next to them-- for example, a Constructor bot may construct a Bio-Dome, but then ignore doing the connection, which has been assigned to another bot that's far away.
Author: Fletcher Kauffman. Discussion of this topic at this link[trello.com].
3.2) Bots AI
bot AI does not allow a bot to pick up a crate when returning from another task. For example, if you recycle a structure and build a new one close by, the bots (Workers too) will go out, move one crate, and head back to the airlock. Why can't they go out, move what needs to be moved THEN head back to the airlock? Maybe they can stop by the mine on the way back and grab a crate of ore? When driller bots come in for repair, why can't they bring a crate with them?
Author: Sir Winston , Link

4) Reduce likelihood that Colonists will attempt to carry items.
4.1) Reduce likelihood that Colonists will attempt to carry items, especially if:
a) They have work to do.
b) The item they are carrying is not related to the work they do, and on its way to where they do their work.
c) There are sufficient robots to do any carrying needed (i.e., things are not stacking up too high in a given room).
Author: Fletcher Kauffman. Discussion of this topic at this link[trello.com].

5) Colonists\Bots try waiting in a given area, if their needs can't be fulfilled immediately.
5.1) I've observed that a Colonist may arrive at a Canteen and find that the water fountains are in use, or that the Meal Maker is empty, and instead of waiting for either to be available, they will wander off looking for a different one, even if it's very far away, and the nearby one will be available momentarily.
Author: Fletcher Kauffman. Discussion of this topic at this link[trello.com].



Colonist management screen
1) Colonist \ Bot management screen
1.1) I would like a Colonist management screen.
Example: Having the ablity to turn each job on/off for each type of person.
Worker At the beginning of the game the default settings are very good but after I get 50-100 carry bots I no longer need the workers to move things around.
I am thinking a grid on the left all the colonist/bot types at the top each kind of job. a check box at the intersection. (a few boxes would not be available because that kind of colonist/bot cant do that job).
Author: Jacob Stanton. Discussion of this topic at this link[trello.com].

1.2) Statistics of the activity and tasks of people and bots.
This can be done approximately as similar statistics for people and animals are implemented in the "Dawn of Man" game:
"Activity":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826964242
"Tasks":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826964137
Assign jobs to characters
1) Assign jobs to characters.
1.1) Define which buildings they should focus their work on.
I think the key is to let the characters do what they want relying on the engine to assign them to tasks BUT have the ability to say "Hey you, your preference is to work in the Processing Plant." The logic would say 'is there something to do in the PP? If yes, do it. If no, are there supplies available to do stuff in PP? If yes, get supplies and return to go. If no, allow engine to assign task.'
Author: Greg Hacke[trello.com]
Discussion of this topic at this link[trello.com].
If a sandstorm \ blizzard hits
1) If a sandstorm/blizzard hits, characters shouldn't need an alarm to get inside.
Discussion of this topic at this link[trello.com].
4 - MISCELLANEOUS
Sound
1) mute the sound
Allow us to mute the sound of asteroids hitting the planet - it is maddening.
Same with security alerts.
Author: thefinn, Link.
5 - TOOLS
Mods tools
1) In the start menu of the game, display statistics on which mods are connected.

2) Make it possible to turn on and off the mods in the game interface.

3) When downloading a save file or Challenge (Mission) to show which for this game, additional mods will need to be connected.
Challenge (Mission) Editor
1) Currently released the program "PBCE Planetbase Challenge (Mission) Editor" created by fans of the game.

1.1) News from the game developer (2020 feb 10): "Planetbase Challenge Editor released" https://steamhost.cn/steamcommunity_com/gid/103582791439742694/announcements/detail/1707363689233754091

1.2) EDITOR WEBPAGE: https://www.nexusmods.com/planetbase/mods/37

1.3) You will need Java >= 8 to run it: https://www.java.com/en/download/

1.4) Source Code: https://github.com/provector/jPBCE

1.5) Page in Steam Workshop: https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/1660068911654157428/?appid=403190

1.6) INSTALLATION INSTRUCTIONS: https://www.nexusmods.com/planetbase/articles/3

1.7) "PBCE Planetbase Challenge (Mission) Editor" program GUIDE:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1991143520
6 - DLC
Downloadable content — DLC
Downloadable content (DLC) is additional content created for an already released video game, distributed through the Internet by the game's publisher.

Learn more about what DLC is possible here:
1) https://en.wikipedia.org/wiki/Downloadable_content
2) https://techterms.com/definition/dlc

A new DLC at a reasonable price is wanted by many.
7 - SOURCE CODE
All source code
1) Source code.
I was wondering, since the devs are basicly done with this, couldnt they relese the source code or something so that modders could create some mods
Discussion of this topic at this link.

2) Source code
The Planetbase game was released in 2015, but so far it is actively played and the community of players is large.
A lot of players want to see the development of the game continue.
Due to the fact that the game developer has stopped releasing updates, now the game is mainly updated by the players and programmers from the community of players.
If someone can show the source code of the game, this will greatly help the community and the game will be significantly updated and improved.
Let me know if anyone has source code or parts of it!
Discussion of this topic at this link[forums.nexusmods.com].

3) Assist in the development.
I think many would like to add something new to the game. I know the programming language C# Sharp, so you can write mods. However, I do not have normal source games(or at least a bit similar to source code decompiled source code) to work! Help who have!
Discussion of this topic at this link[forums.nexusmods.com].

Partial source code
1) Application used to decompile/edit/recompile:
1.1) dnSpy
https://github.com/0xd4d/dnSpy
https://github.com/0xd4d/dnSpy/releases

2) Modified Cabin Code:
https://imgur.com/a/rkBB0aR (Check out the screenshots)
In-Game Test:
https://imgur.com/a/Wejq6dH
Author: Aecenad, Link.
8 - MODS
Mods support
You can find out more about mods in Planetbase here:

1) If you have any questions while creating a MOD
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2044971158
2) Where to find ANSWERS and INFORMATION on Planetbase? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1997926719
3) An article with useful information about Mods: https://www.nexusmods.com/planetbase/articles/9


How to install mods?
For different engines (platforms) for mods, the options for installing mods will be different.
Later in this guide, we'll go over the different mod installation options for the two main mod engines (platforms for creating and working with mods).

In chronological order, we will first consider the option of installing mods on the JPFarias engine (2016), and then the option of installing mods on the Tahvohck engine (2020).


1 - How to install Mods? (for mods created on the JPFarias engine 2016):
[Brief instruction]
1.1) make sure the game is patched and the Patcher [www.nexusmods.com]is working. (On the main screen of the game, in the lower right corner, next to the version of the game, "

" will be written.
1.2) make sure Redirector[www.nexusmods.com] is installed. (Not all mods need this requirement, but the vast majority).
1.3) download the required mod file.
1.4) unzip and place the mod file in "%UserProfile%/Documents/Planetbase/Mods".
1.5) that's all. Enjoy the game!

----------------------------------------------------------------
[Additional useful information]:
Patcher and all mods work fine for the GOG \ Steam \ Torrent \ ... versions of the game Planetbase 1.3.7. (And for all other versions of the game, all mods work well. The main thing is to install it correctly).

On the nexusmods website, two patchers are now available for playing Planetbase. One of them works, the second does not work.
Use the correct patcher, which was the very first and which still works great on all versions of the game Planetbase.

Here is the link to the correct patcher:
Planetbase Mod Patcher - https://www.nexusmods.com/planetbase/mods/1

You also need to use the correct Redirector.
Here is a link to the correct redirector suitable for the correct Patcher: https://www.nexusmods.com/planetbase/mods/3
______________________________________________

1 - How to install mods? (for mods created on the JPFarias engine 2016)
[More detailed instructions]

A) Instructions for installing mods - "Planetbase Mods to add to your game" - https://steamhost.cn/steamcommunity_com/app/403190/discussions/0/3182216552764118049/
(the text includes a list of mods from 2017, the list there is incomplete)

B) VIDEO-Installation Instructions for mods -
"Planetbase: How to Download Mods" https://youtu.be/GGiNj36StIg


2 - How to install Mods? (for mods created on the Tahvohck engine 2020):
2.1) For mods created on the Tahvohck engine, no Patcher or Redirector is required. However, other software is required here.
2.2) Description from Tahvohck of his platform features and why he created it https://github.com/Tahvohck/Planetbase-Mods
2.3) Unity Mod Manager Configuration https://www.nexusmods.com/planetbase/mods/43
2.4) Planetbase Utilities https://www.nexusmods.com/planetbase/mods/45


How to make Mods yourself:

A) for mods created on the JPFarias engine 2016:
A.1) How to make mods - "Modding using the Planetbase Framework" -
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1266153227

A.2) Planetbase-Framework (Full mod support released)
https://github.com/solidDoWant/Planetbase-Framework/wiki
https://github.com/solidDoWant/Planetbase-Framework/wiki/Creating-mods
"I've just released a new framework for writing full planetbase mods - not just new challenges or translations. For more details, see one of the following (they info is mostly the same)".
https://www.reddit.com/r/Planetbase/comments/7pt9b5/new_modding_system_released/
Discussion of this topic at this link[forums.nexusmods.com].
author: solidDoWant
create a Request (Issues): https://github.com/solidDoWant/Planetbase-Framework/issues
add solidDoWant on Steam: https://steamhost.cn/steamcommunity_com/id/TheiInTEAM/
write solidDoWant on Discord: https://discord.gg/qufsVms

A.3) Utility library
Planetbase modding utilities library - https://github.com/Tahvohck/Planetbase-CommunityUtils
https://github.com/solidDoWant/Planetbase-Framework/wiki/Creating-mods
"Modding Roadmap and Updates" - https://steamhost.cn/steamcommunity_com/app/403190/discussions/0/385428943467513841/
Trello https://trello.com/b/y9mEYjdS/planetbase-modding

A.4) Wiki for programmers who want to create mods
https://bitbucket.org/joaofarias/planetbase-modding/wiki/Home
Posted by: João Farias
https://bitbucket.org/joaofarias/planetbase-modding

A.5) Planetbase Modding in TRELLO https://trello.com/b/y9mEYjdS/planetbase-modding

B) for mods created on the Tahvohck engine 2020:
B.1) Description from Tahvohck of the features of his platform and why he created it https://github.com/Tahvohck/Planetbase-Mods
B.2) Unity Mod Manager Configuration https://www.nexusmods.com/planetbase/mods/43
B.3) Planetbase Utilities https://www.nexusmods.com/planetbase/mods/45


If Mod Patcher does not work
The Patcher and mods work for all versions of the game.
If suddenly you have problems installing mods and Patcher[www.nexusmods.com] for the game Planetbase:

The problem of all the people come because some files in the Planetbase directory are flagged as "read only".
So the Mod Patcher cannot do his job.
The solution is to go inside the Planetbase directory then there to select all (both directories and files) and to look for "properties".
You will see that the Attribute box is checked in black.
So click the box until it become free then click "Apply" then answer in the new windows "do this for all files and subdirectories".
Close the property and check again.
IF the Attribute box is clear then you can re-apply the mod patcher, this time it will work.

For those people who got black windows, the best is to un-install, to clean "planetbase" entry with regedit and then to reinstall properly.
Then check the attributes until it is all clear then patch with Mod Patcher.
Ideas for new mods
1) sports dome. a spinning wheel generates electricity.
1.1) Please make a mod with the ability to customize the sports field.
a) if a person spins the wheel and runs on the wheel, electrical energy must be generated.
b) It will be good to add the opportunity to put a high priority on people visiting such a sports ground.
For example, if there is not enough electricity at the base, it will be possible to press a button and call everyone to run to the sports ground and thereby generate electricity for the base.
c) additionally it is possible to do: those people who play sports on the sports field want to consume more food and they also want to consume more meat.
d) sports grounds are a favorite place of security guards. Security guards periodically need to visit such places. Therefore, it is advisable to build sports fields near security posts. Otherwise, the guards will often run across the entire base to find a sports ground and therefore they will spend less time at their workplace.
9 - CHALLENGES
Challenge and Maps ideas
1) very small plot of land
You must complete a Challenge (Mission) on a very small plot of land.
Create a map with restrictions on the number of buildings for the mission.
  • it is possible to slightly increase the area of ​​the land.
  • Most likely, you will have to use the places for buildings in turn, in order to produce resources in turn.
  • You will have to rebuild the buildings on the land.

GUIDE "How to create a map for a challenge in the form of an island?"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1987002995

GUIDE "How to create a Challenge with an unusual map?"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1983521727

1.1) A small piece of land in the form of an ISLAND.
Challenge example with a map of the island:
A) Challenge "Small mountain island" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2019117460

1.2) Inside a large crater.
An example of a view of a large crater.










1.3) A small piece of land in the form of a small plateau surrounded by mountains.
Map Coordinates Example:
A) Class D, N21, E89[imgur.com].
Discussion of the terrain with this landscape: link.







2) Building size limits
build only one small initial size of buildings
By the way, in order to make such a mission there is already everything for this, it is unnecessary to do something additional, no game updates or new mods.
You can do such a mission in a couple of minutes without programming knowledge.
To do this, you just need to download the mission editor program[www.nexusmods.com].
In the program of the mission (challenge) editor, you can click on the mouse in the convenient interface of the program, in a couple of minutes set up the desired mission where you are allowed to build buildings in the game only one small size.

3) Meteor Challenges
3.1) Meteorites
It is possible to create special missions (challenges) in the game taking into account the features of meteorites.
It is possible to create for this type of mission where the initial buildings and life on the planet already exist.
This type of mission downloads information to start the game from the game save file, which we can edit.

Since we can edit the game’s save file and specify conditions for meteorites in it, it is possible to do, for example, the following:

1) Mission where the coordinates of the points of incidence of meteorites are given.
The list of such coordinates of the points of incidence can be quite long.

2) The mission where the time is set after which the event will occur with a meteorite falling.

By combining points 1 and 2, it is possible to create such missions where, after a certain time of the game, there comes a moment when meteor shower from a variety of meteorites falls on the base.

You can read more about meteorites in this Guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2029736066

10 - BUGS
Communication with the developer of the game Planetbase, company MadrugaWorks:
a) BUGS found "bugs at madrugaworks dot com"
b) TECHNICAL SUPPORT support service "planetbasesupport at madrugaworks dot com"
c) OTHER INQUIRIES "contact at madrugaworks dot com", "info at madrugaworks dot com".

lIST OF BUGS:
1) Loosing engineer personel for no reason
1.1) After dawn when solar panels were repaired, sometimes I have an engineer come inside with a fidgit spinner on it's head. when I put on yellow alert during a solar flare, they insist on finishing their repair before going inside. I used to have 15 medical supplies at all times but now, it's exausted due to this. My driller bots are also stubborn, they do not self repair and wait for their battery to reach zero so now an engineer has to repair it, But what if there is a solar flare, that engineer will get sick.
Author: Base Invaders, Link.
1.2) catching and thwarting a near dead constructor bot
A fact which annoys me when I miss catching and thwarting a near dead constructor bot carrying a spare part out to commence a repair to have it die one second after beginning the repair.
f he sounded his alarm before that engineer began the repair, that engineer would've turned around and come back in. From previous discussions he reactively deals with flares rather than proactively deals with them.
Author: Hotblack Desiato 42, Link.
Community development
Work is underway to consolidate and structure all the information on the Internet about the Planetbase game.
The manual below the link contains all the information about the game Planetbase:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1997926719
If you know other resources about Planetbase that were not found in the lists above, please report them in the comments.

If you know additional information on the topic of options for improving Planetbase, or if you can offer your ideas and suggestions, let us know in the comments.
And this information will be added to the guide.

Thank you for your contribution to the game and to the development of the Planetbase community!
We continue the flight to new horizons!
Epilogue
The information and developments presented in this manual are taken from open sources. Information about their authors and links to sources were indicated whenever possible.

This guide will be supplemented.

Please inform me in the comments to this manual if:
a) any information written in this manual is outdated, is no longer relevant, you know more correct information.
b) you have found typos or inconsistencies.
c) you know how to supplement the manual on this topic.
d) you know how to classify certain ideas \ bugs and which categories they relate to.

We share experience and useful information with each other and the community!
Thanks to everyone for helping to develop the gamers-community!

Good luck in reaching new planets and horizons!
Design and illustrations
This tutorial uses illustrations by artist Stevenson.
The title illustration at the beginning of the manual is called "PlanetBase Tribute" and the commentary of the artist: "I hope this game will keep on getting better and better! ;)"

Other Stevenson illustrations for Planetbase can be found here:
https://steamhost.cn/steamcommunity_com/id/Stevenson1982/images/?appid=403190
The situation with the game and the community of players!
Thanks to all active members of the Planetbase gaming community!
Special thanks to those who create mods, challenges and guides.

I remember the times when our community was much more active and had thousands of active players and countless discussions on the prospects for the development of the game and the creation of mods.

Unfortunately, those days are long gone and now the authors of the game really don't like the activity of our community.
The authors of the game are against creating mods and those people who suggest improving the game or creating Planetbase-2 or DLC.
There are cases when the authors of the game not only deleted messages, but blocked the players in the Steam forum without adequate reasons. The players who paid them money for their games. Blocked simply because people expressed their opinion that mods could be useful and they would be happy with improvements in the game or the release of DLC or Planetbase-2.

For example, this is how the authors of the game blocked me on Steam after I asked them about the possibility of releasing paid DLC, supporting mods or releasing game updates.
The authors of the game not only deleted my harmless messages on Steam, but they blocked me forever. And they also banned me permanently on the Steam forum for no reason yet for their second game, "Dawn of Man".

The authors of the game do not answer all questions about this, but only ignore letters or delete messages on the Steam forum.
Perhaps the authors of the game have forever blocked me on all their resources, not only because I asked about the possibility of releasing updates or DLC, but also for my participation in dozens of guides, creating mods, challenges, collections and structuring lists of things that the community offers to improve in the game.

I think, like many worthy members of the community, that the authors of the game acted inadequately, blocking me forever and deleting my messages, in which there were no violations of the rules. And I demand that I unblock, or at least return my money for their games and explain to me and the community members why they, without adequate reason, delete messages and block useful people to the community.

We also know more cases when, due to such actions of the authors of the game, many mod creators were forced to stop working on mods and guides for the Planetbase game. The once huge community of the game has now become very small as a result.

If you think the community should be aware of this behavior by game authors, you can comment or like my review of the game on Steam, where I wrote in detail about the situation in the game and the community: https://steamhost.cn/steamcommunity_com/id/neoriderr/recommended/403190/

You can also discuss this topic on Reddit or other sites where the authors of the game do not have the ability to delete messages and block users.
For example, here:

Once again I thank all active and caring members of the community!
I am sure that history will put everything in its place! And sooner or later we will all find a great game with an adequate developer who respects the players who pay him money.

My other guides
Check out my other guides at the link below.
Here is a lot of useful information about the game Planetbase!
Join us if you like space games
Join us if you also really like space games:
9 Comments
Guilherme 19 Dec, 2024 @ 4:53pm 
What an amazing guide! Too bad it was completely ignored by the developers.
76561198841904686  [author] 17 Jan, 2022 @ 9:31am 
@mikemrolympia, when analyzing the game code, it becomes clear that many of our wishes were planned during the development of the game.
But, for some reason, many of the functions and features of the game were then disabled and are missing in the final version.
It seems that the game had to be urgently released and the authors abandoned the idea to complete the game and implement all the original ideas.

In the game code, you can see that there are parts of the code responsible for things like children and skin colors, for example. We do not see this in the final version of the game.

It is a pity that the authors abandoned the game themselves and did not yet want to make contact with the moders and allow the fans of the game to finalize the game themselves.
As a result, we have an abandoned project that was implemented only a small part of how it was conceived.
Panzerschreck 21 Jul, 2021 @ 1:42am 
Would be great if we had an opportunity to choose ethnic background and skin colour of our colonist
djfordham 23 Aug, 2020 @ 12:15pm 
On a class S planet, the main issues are space due to methane lakes, and reliable power generation. What would make sense is a Methane Plant that could be built next to a methane lake. It would provide a small, but consistent stream of power until emptied while at the same time slowly create possible avenues for base expansion. Create a 5th planet class more difficult to offset the simplifying of the class S.
Base Invaders 29 Mar, 2020 @ 12:37pm 
new disaster- hurricane
risk = high on class S

When hurricanes are passing by, solar panels cease to operate but wind turbines operate at full capacity

Anyone caught outside the base will walk slowly and their health will drop over time. If it goes into the yellow zone, They will be infected with a new severe condition called hypothermia and might eventually die if not treated in the sick bay quickly.

You can put on yellow alert to trap everyone inside (you need a control center to do this)

Telescopes will be able to predict theese, unlike thunderstorms or meteors (without an anti-meteor laser)

As the above text says, you can have a few operational telescopes to be warned before the hurricane accually happens
NeoRider7  [author] 14 Mar, 2020 @ 2:15am 
@Base Invaders, you have proposed a fashionable topic now :-)
On this subject, it is possible to make a special mod.

I think that in general, the developers have already envisaged a situation with viruses. Viruses appear as a result of visitors flying to the base.
However, viruses are not deadly in the game. Now, in the later stages of the game, viruses are not at all dangerous.
Perhaps it makes sense to lay a certain probability that among the dozens of received simple lung viruses, a visitor with one very complex virus will fly in.
In the later stages of the game, it makes sense to increase the likelihood that the virus received from the visitor will be very severe.
Base Invaders 13 Mar, 2020 @ 3:50pm 
new condition: corona virus.

Happens as a result of being in an interior structure when it got shocked by lightning. It can also spread to nearby people.

Needs to be quickly treated by a medic in the sick bay using medical supplies otherwise would most likely result in death.

to stop this, build lightning rods to cover your whole base.
NeoRider7  [author] 12 Mar, 2020 @ 1:29pm 
@Base Invaders, thanks for the interesting idea!
I added this to the manual above.

Below I will write my assumptions about why the developers of the game first made it possible for children to be in the game, and then abandoned this idea.
There is a big risk that players will try to get rid of children in the game due to the fact that children will take the oxygen, food and time necessary for adult colonists. :-))
Base Invaders 28 Feb, 2020 @ 1:11pm 
allow colinists to have babies. when a fully grown colinist is pregnant, they will not preform any tasks and their health will slowly drop(slower than radiation or combat wounds). A medic will have to cure the pregnancy using medical supplies.there is a low chance of an accident. Any pregnancy accident will result in combat wounds. The baby will come out after the cure of combat wounds. If there is no accident, the baby will come out after the cure of pregnancy.