Day 1
Day 1: I open up the colony and it like it is. Extremely good start, I can work with this. Food supply is extremely good, though I worry about spoilage. Research has just started on climate control and should be done by the time. Base is a bit sprawled out for my taste, but I'm in control now. Crops are about 25% finished from being away. I'm debating cutting them off once they are done for the inevitable cold snap- no sense putting in another batch of crops if chances are they are going to die.
Couple things to change-
-Stone doors to Wooden doors for faster entry
-Changing tile priorities to dinner room rather then pantry
Bedroom are far, but hopefully no raids come from the north (or at least on my turn haha but seriously though.)
Work priorities now- It's so beautiful I want to vomit.
[I change it to this instead. Adjustments will be made depending on how mood works. Nothing in the traits that would make me go into individual menu.
Overall social health of the colony, bad. Hopefully having joy periods close by will force them to develop relationships.
Work tab is so huge I don't want to explain it all. I make a couple of changes here and their, mainly priority. everyone got a job at least[url=http://. If something terrible pops up then I'll find out sooner or later, but I've got my bases covered I think.
Day 2
Day 1 ends without incident.
We should probably get another cook going ASAP as Big Chief can't handle these orders. Clam is our next best guy, but I'd have to take away our best grower... we've got enough growers. Clam, welcome to the kitchen.
I take a look over at our prisoners that we're attempting to recruit... a non-violent Taxonmist and a firekeep who is kinda a jack of all trades. Sure, sign them on when you want.
Clam randomly snaps and goes on a pyro spree... in our kitchen.]. If something terrible pops up then I'll find out sooner or later, but I've got my bases covered I think.
Day 2
Day 1 ends without incident.
We should probably get another cook going ASAP as Big Chief can't handle these orders. Clam is our next best guy, but I'd have to take away our best grower... we've got enough growers. Clam, welcome to the kitchen.
I take a look over at our prisoners that we're attempting to recruit... a non-violent Taxonmist and a firekeep who is kinda a jack of all trades. Sure, sign them on when you want.
Clam randomly snaps and goes on a pyro spree... in our kitchen. I'd arrest him but I don't want any any negative relationships, so I let him do this thing.
Solar flare hits right after. Jokes on you, I'm a tribal.
Clam comes back to his senses without incident shortly afterwards.
Day 3
An eclipse happens. Somewhere, in an alternative universe, I am crying.
Visitors come by
Randomly decide to open up the world map. Oh hey, a bionic leg item stash. I sent trobo into the wilds to retrieve it the following morning.
Legua comes on board. Welcome Legua. Since she's kinda terrible at everything, I make her a dedicated cleaner until I figure out a use for her.
Day 4
Trobo arrives and sees the compound holding the bionic leg. At exactly the same time, a raid occurs. I'm going to see if I can stealth this.
Nope. Get caught banging on the door. Oh well. In for a penny, out for a pound. Trobo didn't get hurt, but now we know some intel.
To build something, I decide to make a wall to my north.
Day 5 Winter
First day of winter. Not much else but idling our time.
Psychic Ship Lands. Better take care of this quick. Could really use the steel right about now.
Victory pose
We also get both scyther arms.
Trobo arrives in once piece.
Day 6
Air conditioning finished. Yippee. Batteries is next.
Day 7:
Psychic Soothe for females occurs. Well, I didn't ask for it, but thanks.
Local squirrel goes mad. In true story telling fashion, Ferrit gets bit after killing the squirrel. He promptly get healed.
Day 8: Nothing
Day 9
Smoke leaf rots away, good riddance. Didn't need none of that devil cabbage anyway.
Day 10
The batteries get finished. Go for solar panels.
Bandit camp opportunity for 335 uranium. Well, I'm not leaving the atmosphere anytime soon, but it's there.
Day 11
Calm start. I take off big chief from cooking to go mining with someone else. Get those batteries up.
Day 12
Batteries up.
Refrigerated room.
Kitchen that isn't eating wood.
Things are looking up. Looks like we're not getting a cold snap either. Power refresh rate is a bit bad, but those solar panels coming soon should be good.
Colony social health has been getting better. I attribute that to everyone having the same joy period.
Day 12
Visitors visitor. That's what visitors do.
An Aurora occurs, which is always welcome.
Trobo get's a work frenzy... sadly she's kinda useless but hey, sure.
Fuck me I blame you, Yoshida. For never respecting the tornado, this is your fault. s
Tornado cyclones throughout my base. Destroys my batteries, a heater, a bed room, a stone cutting table, another table I can remember, veers off and destroys a fortification, and then a daylily pacth.
Like 200 steel and 4 components lost in an instant.
Day 13
Oh hey, solar panels are done. Going for carpet making.
Cargo pods full of Marble block due south. Useful for making art I suppose.
Day 14
Nothing
Day 15
Exactly the same bandit camp opportunity.
Our dog has a heart attack. Welp, looks like you've got to be put down girl. As I'm giving treatment to anesthetize her to then euthanize her, she suddenly recovers. Cats do have 9 lives.
And with that, my turn ends without further incident. I've brought power and preliminary wals to the colony. A good amount of sellable wealth is also within the colony in the form of syther arms. Food is plentiful. Social health is much better, and I feel content with having finish it like this.

Day 1: I open up the colony and it like it is. Extremely good start, I can work with this. Food supply is extremely good, though I worry about spoilage. Research has just started on climate control and should be done by the time. Base is a bit sprawled out for my taste, but I'm in control now. Crops are about 25% finished from being away. I'm debating cutting them off once they are done for the inevitable cold snap- no sense putting in another batch of crops if chances are they are going to die.
Couple things to change-
-Stone doors to Wooden doors for faster entry
-Changing tile priorities to dinner room rather then pantry
Bedroom are far, but hopefully no raids come from the north (or at least on my turn haha but seriously though.)
Work priorities now- It's so beautiful I want to vomit.
[I change it to this instead. Adjustments will be made depending on how mood works. Nothing in the traits that would make me go into individual menu.
Overall social health of the colony, bad. Hopefully having joy periods close by will force them to develop relationships.
Work tab is so huge I don't want to explain it all. I make a couple of changes here and their, mainly priority. everyone got a job at least[url=http://. If something terrible pops up then I'll find out sooner or later, but I've got my bases covered I think.
Day 2
Day 1 ends without incident.
We should probably get another cook going ASAP as Big Chief can't handle these orders. Clam is our next best guy, but I'd have to take away our best grower... we've got enough growers. Clam, welcome to the kitchen.
I take a look over at our prisoners that we're attempting to recruit... a non-violent Taxonmist and a firekeep who is kinda a jack of all trades. Sure, sign them on when you want.
Clam randomly snaps and goes on a pyro spree... in our kitchen.]. If something terrible pops up then I'll find out sooner or later, but I've got my bases covered I think.
Day 2
Day 1 ends without incident.
We should probably get another cook going ASAP as Big Chief can't handle these orders. Clam is our next best guy, but I'd have to take away our best grower... we've got enough growers. Clam, welcome to the kitchen.
I take a look over at our prisoners that we're attempting to recruit... a non-violent Taxonmist and a firekeep who is kinda a jack of all trades. Sure, sign them on when you want.
Clam randomly snaps and goes on a pyro spree... in our kitchen. I'd arrest him but I don't want any any negative relationships, so I let him do this thing.
Solar flare hits right after. Jokes on you, I'm a tribal.
Clam comes back to his senses without incident shortly afterwards.
Day 3
An eclipse happens. Somewhere, in an alternative universe, I am crying.
Visitors come by
Randomly decide to open up the world map. Oh hey, a bionic leg item stash. I sent trobo into the wilds to retrieve it the following morning.
Legua comes on board. Welcome Legua. Since she's kinda terrible at everything, I make her a dedicated cleaner until I figure out a use for her.
Day 4
Trobo arrives and sees the compound holding the bionic leg. At exactly the same time, a raid occurs. I'm going to see if I can stealth this.
Nope. Get caught banging on the door. Oh well. In for a penny, out for a pound. Trobo didn't get hurt, but now we know some intel.
To build something, I decide to make a wall to my north.
Day 5 Winter
First day of winter. Not much else but idling our time.
Psychic Ship Lands. Better take care of this quick. Could really use the steel right about now.
Victory pose
We also get both scyther arms.
Trobo arrives in once piece.
Day 6
Air conditioning finished. Yippee. Batteries is next.
Day 7:
Psychic Soothe for females occurs. Well, I didn't ask for it, but thanks.
Local squirrel goes mad. In true story telling fashion, Ferrit gets bit after killing the squirrel. He promptly get healed.
Day 8: Nothing
Day 9
Smoke leaf rots away, good riddance. Didn't need none of that devil cabbage anyway.
Day 10
The batteries get finished. Go for solar panels.
Bandit camp opportunity for 335 uranium. Well, I'm not leaving the atmosphere anytime soon, but it's there.
Day 11
Calm start. I take off big chief from cooking to go mining with someone else. Get those batteries up.
Day 12
Batteries up.
Refrigerated room.
Kitchen that isn't eating wood.
Things are looking up. Looks like we're not getting a cold snap either. Power refresh rate is a bit bad, but those solar panels coming soon should be good.
Colony social health has been getting better. I attribute that to everyone having the same joy period.
Day 12
Visitors visitor. That's what visitors do.
An Aurora occurs, which is always welcome.
Trobo get's a work frenzy... sadly she's kinda useless but hey, sure.
Fuck me I blame you, Yoshida. For never respecting the tornado, this is your fault. s
Tornado cyclones throughout my base. Destroys my batteries, a heater, a bed room, a stone cutting table, another table I can remember, veers off and destroys a fortification, and then a daylily pacth.
Like 200 steel and 4 components lost in an instant.
Day 13
Oh hey, solar panels are done. Going for carpet making.
Cargo pods full of Marble block due south. Useful for making art I suppose.
Day 14
Nothing
Day 15
Exactly the same bandit camp opportunity.
Our dog has a heart attack. Welp, looks like you've got to be put down girl. As I'm giving treatment to anesthetize her to then euthanize her, she suddenly recovers. Cats do have 9 lives.
And with that, my turn ends without further incident. I've brought power and preliminary wals to the colony. A good amount of sellable wealth is also within the colony in the form of syther arms. Food is plentiful. Social health is much better, and I feel content with having finish it like this.












