hiltnavigator.blogg.se

Neat escape hospital hints
Neat escape hospital hints












neat escape hospital hints

This should be close to the warehouse, and made as comfortable and beautiful as is reasonable. Production: a dedicated area for crafting and creating.

neat escape hospital hints

This can range from a few walls to heavy fortifications and automated turrets.

  • Defenses: facilities adequate for your difficulty level to defend you from raids.
  • neat escape hospital hints

    A stockpile of medication should be in this room. Preferably the room should be sterile and include hospital beds and vitals monitors. Hospital: at least a few beds in a clean room to tend patients.All of this should be as comfortable and beautiful as possible. This usually means private bedrooms for everybody, and all colonists with special needs ("greedy", "jealous") covered, as well as a dining and recreation area. Living: good living conditions for your colonists.Warehouse: a storage area that is reasonably fire-proof and easily accessible.You also want to farm medication and various drugs, in addition to food. How much is needed depends on the amount of meat available from hunting, and if you have domesticated animals yielding products. an outdoor farm with some protection from fire and animals, or an indoor hydroponics facility). Food production: some capacity to farm vegetables (e.g.This is critical to any colony the kitchen must be well maintained and in an accessible place. How much food you need to store depends on a lot of other factors. Freezer: a refrigerated room that is large enough to hold enough fresh food to get you through the winter or special circumstances like a toxic fallout event.to run the freezer) it must not be easily interrupted by damage that means, run some backup power lines. Since power is critical in some areas (e.g.

    #NEAT ESCAPE HOSPITAL HINTS OFFLINE#

    Some backup (such as offline batteries) should be on stand-by. Power supply: the power supply must be sufficient to run all essential facilities, including lighting.Here is a list of facilities in rough order of importance that an established base in midgame should have – all of this heavily varies by difficulty level and map conditions (but you will know when your defense was too weak for your difficulty level.). A lot of the advice in this guide revolves around mood management, either directly or indirectly. Counteracting this is how you avoid crises and increase overall productivity. The game tries to put your colonists in a bad mood in many ways. Your challenge is to keep all basic needs covered and, most importantly, have everybody in a good mood. This is the longest phase of a typical playthrough. Even a string of bad events should not lead to ruin. At this point of the game, you want to create a stable community that is self-sufficient and can recover from disaster as quickly as possible. "Mid-game" is the phase of an established colony working towards the research and resources necessary to build the spaceship. 1.4.1 Using hospital beds as sleeping spots.














    Neat escape hospital hints