I also feel strangely bad in a way...after I found this LP, I
tried out Planetbase on a friend's computer. I've been playing maybe one or two hours, once a week or two since then, and my first-time-playing base...well, if not quite having hit any impressive milestones yet, is
thriving. I have a stable population of 6 workers, 6 Biologists, 3 Engineers, and 2 Medics, a new Constructor bot purchased from a trader, and a base robust enough to take care of all their needs self-sufficiently. Not accepting any new colonists at the moment, but last I left off, I was well on the way to expanding my base to make room for future arrivals.
All I did was keep two "guiding priorities" in mind as I have played intermittently; First build only the -largest- versions of base modules as soon as it is resource-feasible to do so (if not in a crisis, wait for more resource production if possible) because I remember reading right here that larger modules are more efficient (for their space and resource cost). Second, and this one has particularly helped, I've tried to keep my base as close to a uniform pattern as possible--I've been trying to arrange my base in as much of a "hexagon-pattern" as I possibly can. Or triangles, if you prefer to think of it that way. Basically, I do whatever I can to make sure every module has as many possible connections to every other module around it; the simple pattern that makes it work is: begin with two modules already connected, then build your third module in such a way that it connects to both of the previous two (which then forms a triangle), and as the base gets bigger, the layout starts looking like a hexagon-grid.
Obviously the pattern can't be exactly followed, due to occasional weirdness of when the game chooses to allow a connection between modules and terrain considerations, but keeping as close to it as I could has ensured three things; good traffic-flow (with many connections between interior base modules, my colonists have many paths they can take to not get in each other's way), maximized space efficiency(packs modules close together instead of sprawling), and -redundancy-. Every module, interior and exterior, has multiple redundant "unnecessary" connections, and while each connection does consume a tiny amount of power, it has pretty much ensured that there's almost nowhere in my base that can be hit by a meteor or damaged that will cut anything off (excepting the interior modules that require no more than one connection tube; airlock, dorm, sickbay, etc.) as any damaged connection or module has paths to reroute around, and I have redundant "spares" of everything (colonists), so I haven't had any real crisis for a while now, because everything I have I can afford to lose or can be replaced easily (I actually built a telescope that I've kept shut down since I built it, in preparation to build an anti-meteor laser, but finishing that project has become almost my lowest priority because my base is redundant enough to not worry that much about them anymore). Mostly I've just been sitting around with the time passing, just -waiting- for my colonists to do their jobs on their own! ("C'mon, mine that ore...C'mon, process that metal...Okay, now go build that extra Very Large Solar Panel...And now build that extra Large Power Collector...Sweet, powergrid now has pleeenty of comfortable room for expansion!")
In fact, the last "concern" I had when I stopped playing the other day was that I noticed a lot of my colonists were starting to get Unhappy Morale, despite all their other needs being well taken care of (I guess the three video screens and three potted plants in my Canteen aren't cutting it anymore
), so next on my to-do list is to build a third Water Extractor to provide enough water to fuel my second Oxygen Generator (already constructed, but overtaxed my water grid so I had to shut it down), and then build a Multi-Dome before moving on with plans to get a second Dorm and Canteen and then allow more colonists in (I also already have a second Bio-Dome that I've had for a while, since I was having food shortages several weeks ago, hence all the extra Biologists to maintain it). Also have had a Control Room for a while with a Radio Console to give me the ability to set Yellow Alert, so sandstorms don't threaten my colonists anymore.
A couple minor things I've had to watch out for, though; Interior base modules that you can build stuff in that is built "along the wall" rather than "on the floor" (video screens in the Canteen, stuff in the Lab and Control Room, as opposed to things like Bio-Dome and Processing Plant) either need to be built along the perimeter of your base layout, or you need to -not- build as many connections to them as you might want, because the connections actually block placement of wall-mounted dome contents. So don't put the Lab or the Control Room in the center of your base with six connections radiating out of it, or it's just going to be an expensive base module that takes up space, power, air, and provides no benefit whatsoever
In addition, you've got to pay attention to your Engineers when adding new modules with multiple Interior connections. I
had 4 Engineers earlier. One of them went to build an Interior Module with two Connections queued to it. They built the module, then the first connection, then the second connection--but had trapped themselves in between the triangle of modules! And I didn't even -notice- until they...just outright asphyxiated and died, unable to leave the trap and go anywhere else.
Also, while windmills can keep producing power even during the night when solar panels can't, they are -annoyingly- high-maintenance. My Spares Workshop is soooo sloooow, and ties up one of my Engineers almost all the time, and my Engineers think it's a good idea to take one my Spares, which I only have one or two of at any given time, and go fix up a windmill the moment its condition drops from "Excellent" to "Good", which is
all the time, thus ensuring I can't build up a safe surplus