What should I solve first in Solarpunk?
Solve stability first: tools, water, basic shelter, and a small reliable power layer. The early game is easier when you treat it as a sequence of bottlenecks rather than a race to build everything at once.
When should I automate?
Automate after the base can support automation cleanly. If adding the first machines creates more interruptions than it removes, your grid or production order is not ready yet.
When should I repair the airship or leave the starter island?
After the starter island behaves like a hub instead of a fragile project. If leaving still creates anxiety about water, food, or power, travel is early.
Why does my base feel busier after I "upgraded" it?
Because many Solarpunk upgrades add dependencies. A machine that needs reliable power, routing, and inputs is not a real upgrade if the support systems were not finished first.
What is the most common new-player mistake?
Expanding faster than the island can absorb. Beautiful half-stable systems feel like progress, but they create saves that are always one small failure away from stalling.
How should I think about power?
Power is not a side system. It is the support layer for most later comfort and automation choices. Weak power makes every other unlock feel worse than it actually is.