Planetbase

Planetbase

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Planetbase - 100% Achievements Guide
By mcuoppolo
A guide for all the Achievements Hunters...
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INTRODUCTION
Hi everybody, in this guide I will deal with the achievements for Planetbase (version 1.2.2 so far).
I completed all the achievements from the game: some of them are very easy to get, others are a bit more complicated. My first language is not English: you will see weird grammars all over the place in this guide, so please be understanding. I put some general tips below; feel free to add suggestions in the comments section.

Construction order
Always try to minimize the distance between interdependent domes: put your factory close to the processing plant and the latter next to an airlock facing a mine. The canteen should be always next to a bio-dome and a lab, and a storage should connect the food production chain to the ore/building materials part of your colony.
When you are ready to expand, always increase your energy/water/oxygen grid first. Then go for the bio-dome (the larger the better) and a canteen with 2 large tables and 3 meal makers for every 40 colonists. Have a good ratio of biologists in your workforce because famine can destroy your population as well as your morale/prestige.
One final note: always check your spares. If your energy production buildings stop working, your colony is dead: build a factory with a spare workshop as soon as possible. Remember that one spare works regardless of the dimension of the building: go always for the largest solar panel/turbine for the maximum efficiency.

Morale and prestige
To raise morale, you have passive and active ways. Always put TV screens and plants in your canteen and then go for a multi-dome/bar for every 100 colonists. Start with a dorm, then use only cabins, and provide mixed meals (you can avoid malnutrition as well with this). NOTE: you will witness a huge drop in the morale after you forced your colonists to deliver many goods to a trader. Sometimes it is unavoidable (and your morale will recover fast anyway) but try to have carrier bots for this. Your prestige will increase naturally with the number of your colonists: the more the better. Keep them happy to further increase your prestige and attract more people. If you want to speed up the process, build monolith/pyramid and a radio antenna to receive quests to increase your prestige.

Intruders
Once your colony reached a certain prestige level, intruders will try to sneak in the base and kill your colonists. This can be very frustrating especially when you are rushing against time for some achievements (Dark Moon, Express Colony…). There is a quick way to deal with them. It is very important to check every single incoming ship: intruders have purple spacesuits as visitors BUT they don’t have any needs signals on them (if you see people with purple suits from a colonist ship they are always intruders). Once landed they will go to your nearest airlock: shut it down. Thanks to their Artificial Stupidity, the intruders will immediately go to the next open airlock: wait until they come closer to it and then shut it down as well. You don’t need to keep close all your airlocks, only one at the time: when the intruders move away you can open it again because they won’t come back. Do this until they run out of oxygen and die.
1.0 - PLANETS ACHIEVEMENTS
Not too much to say about these, you got them simply starting a new game on a planet. That’s all.

Desert Landing
Land on the desert planet


Frozen Landing
Land on the frozen planet


Moon Landing
Land on the gas giant moon


Storm Landing
Land on the storm planet



You will get these naturally and often together with other achievements.
I added the coordinates for a good starting position (a lot of space) for each planet.
A good one that works for all of them is N/S 0 - W/E – 175

Desert Base
Build a base with at least 100 colonists on the desert planet
Starting location: N7 W28, N5 E38

Frozen Base
Build a base with at least 100 colonists on the frozen planet
Starting location: N0 E0, N0 W175

Moon Base
Build a base with at least 100 colonists on the moon planet
Starting location: N14 E105, S15 W63

Storm Base
Build a base with at least 100 colonists on the storm planet
Starting location: S9 E99, S60 E153
2.0 - MISC ACHIEVEMENTS
These achievements can be unlocked on any planet; I divided them into two groups according to their difficulty. In most of them the hardest part is acquire a specific patent from a random trader or stockpile the resources needed for a demanding building(s).
2.1 - Easy Misc Achievements
Planetary Apprentice
Complete tutorial
Nothing to say here.

Link to the Future
Build two structures and connect them
No comment, you will get this on your first play.

Space Farmer
Have at least 20 Vegetable boxes in your base at any given time
Again, no comments. Once your colony reaches a certain dimension you will get this without even noticing.

Capitalist
Have at least 1000 Coins in your base at any given time
Not hard but time consuming: once you got a self-sufficient colony, build a landing pad (and later a starport) and start sell stuff to traders. You can gain coins from visitors but don’t forget they will occupy the landing area with their ship until they leave (and they bring intruders too). 1000 coins is also the winning objective for the second challenge (Starport Atlantis) so maybe you want to pursue both achievements at the same time (see below).

Cyber Miner
Have at least 6 Driller Bots and 2 operational Mines at any given time
Not that hard but it still requires a bit of luck since you need to buy from a trader the patent for the driller bot. You can also buy driller bots directly to speed up the process but keep in mind that they are not cheap. If you go for the patent route build a factory with a semiconductor foundry first and then go for the robotics facility with a bot workshop. Each bot requires 1 metal, 1 bioplastic and 1 semiconductor: build 6 of them together with 2 mines to get this.

Robo Colony
Build a base with at least 100 colonists, with at least 25% of Bots
It takes time but you will get this naturally by playing. Remember that you can stop the expansion of your colony once you reach 100 colonists and build/buy “only” 25 bots for the faster way. NOTE: your bots will slowly but irreversibly turn into scraps. You need to build/buy them with a faster rate if you want to see their number go up and get this.
Related to the robotization milestone (see Absolute Domination below).

Police State
Have at least 20 armed Guards in your base at any given time
Have 20 guards in your colony is easy, give them guns…not so much. You can buy 20 guns from traders (but it will take time and a lot of money) or let your engineers build them in the arms workshop in your factory. Keep in mind that a gun required 1 metal, 1 bioplastic and 1 semiconductor to be made so you need a semiconductor foundry as well.
2.2 - Hard Misc Achievements
High Spirits
Build a base with at least 100 colonists and 95% welfare ratio
Once you reach 100 colonists you can always stop the expansion and improve morale. See the tips in the introduction section.

Stargazer
Have 5 operational Telescopes at any given time
This will take some time. To build telescopes you need first a control center with 5 telescope consoles, each of them manned by an engineer.
With a medium center and telescopes the total resources required for this (including connections) are 23 metal and 8 bioplastic. Be sure to have enough engineers for the 5 consoles (give high priority to the control center if you need to) to operate them at the same time.

Steel Dome
Have 3 operational lasers, telescopes and telescope consoles at any given time
This time is “only” 3 telescopes (control center with consoles included) and 3 anti-meteor lasers. The total cost will be not below 30 metal, 12 bioplastic and 6 semiconductors.

Hoarder
Fill a Massive Storage to more than 90%
Acquire the patent from a trader and then build one massive storage (10 metal, 10 bioplastic). If your colony is already well developed, it will not take too much time to fill it.

Genetic Engineer
Build a GM tomato and GM onion pad
This requires two techs: keep an eye on the trader’s ships coming and stockpile coins/resources to buy them.

Megastructures
Build all massive structures
Another tech-related achievement, this time with 5(!) patents required.
The mega structures are: massive bio-dome, massive storage, massive solar panel, large wind turbine and large water extractor.

Hyper Megalomaniac
Build monoliths on all planets
You will pursue this together with the Absolute Domination achievement (see below). You need to reach 100 prestige and build a pyramid first (which in turn required a signpost).

Absolute Domination
Complete all milestones on all planets
You need to achieve all 10 milestones for all 4 planets. Most of these will come naturally as you develop your colony and they are often related to other achievements; in detail:

- Survival. Survive the first day on the planet, no explanation needed.
- Expansion. Get new colonists to the base, it requires landing pad/starport.
- Century. Reach 100 population, related to the 4 “Base” achievements.
- Powermonger. Generate 500 KW of power from any source.
- Technocracy. Acquire all 10 techs from traders. Stockpile coins and valuable goods because it
won’t be cheap. Related to Megastructures and Genetic Engineer achievements.
- Self-sufficiency. Build mine, meal maker, bio-dome, metal processor and bio-plastic processor.
- Standing. Reach 100 prestige, prerequisite for building a pyramid (and later a monolith).
- Robotization. Build or buy 10 bots; related to the Robo Colony and Cyber Miner achievements.
- Megalomania. Build monolith, related to the Hyper Megalomaniac above.
- Consolidation. Reach 300 population: this is why you need a good starting position with a lot of
space. You can keep expanding after got it for the Overpopulation achievement (see below).

Overpopulation
Build a base with at least 350 colonists
See the 100 population achievements above for some coordinates with a lot of space for this. After you got the consolidation milestone on a planet you can simply keep expanding until you reach 350 colonists in your base.

Express Outpost
Build a base with at least 100 colonists in less than 30 days
Not a funny achievement. At all. Speed will be essential here: land on a desert planet and start builiding your colony. The construction order requires a complete food and metal/bioplastic production chain plus a landing pad in the first days. The good news is that you have plenty of spares at the beginning: focus on the basic goods production. The order should be:

A) Medium solar panel, medium power collector, medium water extractor and medium oxygen generator followed by an airlock (be sure is in front of a mountain for the mine).
B) Medium canteen with fountain, medium dorm with 2 beds. For now, this will be enough since you have meals at the beginning.
C) Production chain: build a medium plant with 1 metal processor and one mine so that your workers can operate them. Place the plant as close as possible to your airlock for the mine.
D) Build a large bio-dome with 3 mushrooms and 3 wheat pads for pasta. Build a landing pad next to airlock. Add a plant and a large table in the canteen to avoid excessive low morale. Build a medium power collector.
E) Fill the buildings with the remaining components: 1 bioplastic processor in the plant and meal maker in the canteen. Expand your energy production with a large solar panel and shut down the mine/plant if you are short of electricity.

With this done you can breathe a little…and then start running again. Prioritize biologists and workers and build a small sick bay with 1 bed and 1 medicinal cabinet: your mine will take its toll until you switch on driller bots (if you can). Double the processors in the plant and build a factory for the spares workshop and for last a lab for meat/medic supplies. If you have managed to complete all the above in the first 10 days you have gone through the worst part. After this you “simply” need to expand as describe above until you reach the goal.

Express Colony
Build a base with at least 250 colonists in less than 60 days
Surprising easier than expected because I got it with the same colony from the previous achievement. Once you reach 100 colonists in less the 30 days you have already a full-developed base and a lot of time left. Keep expanding at the same rate as before and build additional spaceports to attract more colonists.
3.0 - CHALLENGES
In addition to the basic game you have a series of "challenges" with certain conditions and goals to reach. The last four achievements are all related to them.

Challenger
Complete one challenge
See the achievement “Hyper challenger” below for the single scenarios guide. You will get this after you complete Mine Station Alpha.

Express Starport
Complete Starport Atlantis challenge in less than 15 days
See the achievement “Hyper challenger” below

Express Dark Colony
Complete Dark Moon challenge in less than 70 days
See the achievement “Hyper challenger” below

Hyper Challenger
Complete all challenges
Here we go. With the last update, you have to win 7 challenges to get this. The guide in the two sections below works for the Express Starport Atlantis and Express Dark Moon.
3.1 - Planetbase corp
The first four challenges: you need to complete them in chronological order and with growing difficulty. Be confident with the game mechanics before trying this.

Mine Station Alpha
Gain 100 units of ore
You won’t receive any more colonists for this challenge, but apart from that, it is basically almost a normal game. The “almost” part is that you don’t have workers which means no metal/bioplastic. You have driller bots for your mines to complete this scenario, be sure your engineers keep them running and get replacements ready before they turn into scraps.
It will take time because you are forced to trade your ore for other resources you can’t produce, but once your colony is established it will be only a matter of time to fulfil the scenario’s goal. Go first for a canteen/bio-dome and then add a mine/landing pad to gain resources to trade. Don’t forget to build storages for the ore.
Keep an eye on the spares; you will buy/build them before you can finish the challenge for sure.

Starport Atlantis
Gain 1000 coins
This guide works to win the scenario in less than 15 days for the Express Starport Atlantis achievement. Complete the scenario and you will get the Capitalist achievement, too.
You start this with an already developed base with enough bots/spares (they usually last until the 13th day but at that point you can ignore it). Some improvements need to be done in the first couple of days if you want to complete the challenge in the Express deadline. In detail:

A) Build a medium power collector. Your oxygen/water/electricity grid will last for the entire challenge.

B) In the bio-dome recycle the lettuce and build 2 wheat and 1 tomatoes pads; you are ok with the food now (don’t build a bar because your bio-dome can’t sustain it).

Completed the survival part it is time to set up the space hotel:

C) Build a medium cabin and fill it with beds, you can recycle the dorm after that.

D) Add TVs and plants in the canteen to raise morale for your visitors. The last touch is a medium multi-dome with a hamster wheels (better two). Buy from a trader any missing material you need (mostly bioplastic at this point) and sell any useless leftover.

Once you are ready block traders and allow visitors in the landing permissions menu: you don’t need to intervene anymore in the base management, just relax and see the money flow in.
If you are approaching the deadline (13th/14th day) and you are still short on cash allow traders and sell all your excess food/starch to complete the quest. Feel free to recycle and sell stuff if needed.

Frozen Cage
Survive 15 days, build 3 radio antennas and 3 radio consoles
No traders and no more colonists: you are alone here. Build your base as it was a normal game to achieve self-sufficiency. The challenge here is to avoid your workers to be injured in the mine: you have a driller bot but you can’t stop them to work there because you need the ore. You have some medical supply: build a sick bay with a bed and a cabinet or you will end with all your workers unable to operate the processing plant (the worst-case scenario). You also have a medic: build a lab and a medicine pad in the bio-dome for medical supplies. Once this is done you just have to wait 15 days and gather the resources for the command centre and the 3 radio antennas. Done. NOTE: you need to build the antennas and the consoles but they can be shut down the whole time to save energy.

Dark Moon
Reach 300 colonists
This mission is challenging already (Moon planet without traders), but with the 70 days deadline for the Express Dark Colony achievement it turns into a nightmare.
I got this on my 3rd(!) attempt with 301 colonists on day 68 and keep in mind that I lost 14 people during the game to meteors/intruders. Follow the guide for the Express Outpost achievement for the starting setup. For the meteors/intruders’ part: build lasers as soon as you can; they are expensive and sometimes don’t work but they have a large range and every colonist counts here. If you want to skip them save often: when a meteor hit your base and kill people simply reload and close that place before the impact to reduce the losses (with a space rock on a canteen I lost twelve colonists once, after reloading and shut down the place it was reduced to one).
With the intruders use the airlock tactic describe at the beginning of the guide: you don’t have visitors here so they will come with the colonist ships. Again, if you have missed them reload and check for any purple spacesuits from the incoming ships.
3.2 - Freeman Chronicles
In addition to the 4 scenarios above you have the Freeman Chronicles, basically other 3 challenges you need to complete for the Hyper Challenger achievement (after the 1.2.2 update).

Solitude
Get 15 bots; build 4 mines, 1 large storage, 1 starport and 2 bot auto repairs
This challenge is like Mine Station Alpha but with a sensible difference: you don’t have biologists. This time you must buy everything and your driller bots are the only sources of goods: mine, landing pad and robotics facility are your top priority here. The beginning is the rough part, once you have a steady ore production keep an eye on the spares/meals and build bots and structures until you fulfil all the mission objectives.

Green Acolytes
Build 1 massive Bio-dome (requires tech). Plant 12 Oak and 12 Pine trees. Reach 200 prestige
Not hard at all, mostly time-consuming: you start with a respectable base already; you only need to let it grow to reach the goals. It is important to have a good flow of extra goods because you must to buy almost everything. Two suggestions:
Trade: stockpile food and starch because you can buy spares or build a factory, but you need bioplastic and metal anyway. Recycle all the trees you have and build vegetable pads: the massive bio-dome has space for 24 pads so you can fill it later for the mission goal.
Prestige: expand the colony to increase it. After reaching the 100 prestige, you can build pyramids (30 prestige) and monolith (50 prestige) to speed up the process.

The Martians
Build 2 constructor bots. Gain 2 units of ore
Despite the “suicide” in the description, it’s easier and faster than the other challenges: the key is to take the “you should try to recover as many resources as you can” tip very seriously. With that in mind, here the construction order:

A) Airlock – small oxygen – medium solar panel – small storage.

The small storage is the key: your colonists will collect the scattered goods you need. They will start from the most valuable ones: semiconductors and spares. Be sure they collect at least 3/4 semiconductors for the bots.
To complete the electric grid, add a power collector and a wind turbine.

B) Build a small canteen with a fountain (to avoid dehydration), then a small bio-dome with 1 wheat and 1 tomatoes pad. A small table and a meal maker and you are ok with the food. Do this after your people collected enough spares (4/5), but don’t wait too much (again: dehydration).

C) It is time for the production chain now: build a robotics facility with a bot workshop and go immediately for 1 driller bot. After you got the robot shut down the workshop and build a mine to extract ore. While waiting for the driller bot to be completed build a processing plant with a metal processor and a bioplastic processor (so that your worker can use the starch from the wheat). Now the colony is self-sufficient since you have a metal and plastic production. It is essential to build a factory now for the spares workshop: regardless of how many spares you saved, you will run out and you can’t afford it. Recycle the bot workshop and let your colonists sleep on the floor if you need to. Once you go all the above you can relax a bit.

D) Build a small cabin with 2 beds. Together with a TV screen in the canteen it is all you need for the morale/sleep (keep in mind that if morale drops to zero your colonists don’t work so avoid it at all cost). Do this only after the production chain is working (and bring back the bot workshop if you recycled it).

Now you have just to wait until the 2 constructor bots are completed and gain 2 ore boxes to finish the mission (it will take time because your only engineer must build and use spares). Remember: it is all “use and salvage as many boxes are on the ground before they turn into scrap” here.
26 Comments
Drak-eternal 15 Jul @ 11:16pm 
Another option to resist the invaders is to turn off the airlocks so that they suffocate. or drive them from one airlock to another farther :)
Drak-eternal 15 Jul @ 10:58pm 
The arrival of a large number of raiders in a passenger ship when you are not ready for it, or a reason to reboot or save before each landing and, if there are raiders, load the save and dismantle the landing pad to minimize the damage among people.
Drak-eternal 15 Jul @ 10:44pm 
TY for Starting location for Storm Base! S60 E153 is best! I hate Storm Planet!
Base Invaders 13 Jul, 2020 @ 4:35am 
In frozen cage I did not build sick bay or lab. By accident, martino gave you driller bot patent. use it.build a large factory with 4 semiconductor and 3 spare making devices and a medium robotics facility with 1 robot producing device and set it for driller bots. Build 2 more driller bots then recycle the robot producing device and get a robot repair device. Now once you have all this up and at least 10 spares in stock, recycle the factory for materials for the mine and prosessing plant. Keep the robotics facility if a blizzard hits so bots can be repaired or you will end up with all bots damaged and unable to mine (the worst case scinerio) now get control dome and continue on.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2148426207
Base Invaders 20 Jun, 2020 @ 12:49pm 
I completed express outpost in 21 days on class "S".
ARCH3R 11 Jun, 2020 @ 5:13am 
nice guide man :winter2019happyyul:
Base Invaders 20 May, 2020 @ 8:17am 
express starport is not "impossible". You get no more colonists, other than that it's almost a normal game. the "almost" part is you have no factory which means no prossesed goods. What you plant in your bio dome is your only source of income. I got this achivement on my first starport atlantis attempt. I ended on day 12 hour 18 with 3 bio domes, 1 starport and 2 landing pads.
Base Invaders 16 May, 2020 @ 9:35am 
You still need defence because you don't know if people leaving a colonist ship are workers or intruders. You just need a control center and if you have sufficient medical supplies production, you can easily tackle the possibility of personel being shot by intruders.