Build an electric tailoring bench and start making parkas for winter as a top priority. One for each colonist plus one (just in case). When you finish with those, make the same number of cowboy hats, pants, button down shirts and dusters in that order.
You should take the time to make some enjoyable things for your colonists to relieve stress. Build a steel horseshoes pin and a chessboard and two stools. Hold off on the pool table for now.
When the first raid happens, it’ll probably be a single guy with a club. Enlist all your colonists, line them up behind the sandbags facing the direction he’s coming from and gun his punk-ass down. Take the club to sell to the next caravan. Drag his body to your far away dump. Don’t bother stripping the clothes off him, it’s not worth the hit to wear dead man’s clothes. If you don’t manage to kill him, examine him and see if he’s worth taking prisoner. If they have worthwhile stats and don’t have any serious red-flag attributes (pyromaniac, lazy, slowpoke, unable to perform several types of labor, psychically hypersensitive, volatile, etc… use your judgement) and if you didn’t blow off any limbs (check the medical tab) then you have your first prisoner! Capture him, give him medical care and on his Prisoner tab, set it to “chat and recruit”. Also set it so you’ll use medicine to heal him. Eventually, they’ll come around and join you, but you can check your recruitment chances in the Prisoner tab. Some prisoners have a much higher change to recruit than others. If you get tired of them, you can always harvest their organs and sell them into slavery in the next pirate caravan.
Set up a second enclosed stockpile, larger – 6×8 is a nice size. Set it so it holds everything EXCEPT food, plant products (like smokeweed, hops, etc), chunks, animal corpses and human corpses (only mechanoid ones). In the food section, allow it to hold “fertilized eggs”, so when you do have animals that lay eggs, they don’t get eaten by other animals or refrigerated by your colonists.
For your original stockpile, change it so only food, plant products and non-rotting animal corpses are placed in it. Untick “fertilized eggs” under Animal Products. You don’t want to kill off all your potential food supply because your colonists were dumping them in the fridge. If needed, expand it, and build an “airlock” to it which is a door, a space and another door. This keeps the cold in better when people are running in and out of it.
Make another “dump zone”, put this one kinda far away, perhaps in a map corner if it’s not too far a run. Clear all settings and only have this one hold human corpses. This is where you will be hauling dead raiders since corpses make your colonists depressed. Out of sight and out of mind. Eventually, you’ll replace this with an electric crematorium or follow my advice for raiders and butcher them up for cheap animal feed.
Build a stone-cutting bench and start turning chunks into blocks. Set a bill to “until you have 150” for at least one type. Also, it should be time to build a research station to start getting tech upgrades.
Time to set up some “Area” zones. The game starts you with “Home” which is automatic based on where you build and is generally pretty serviceable. It also makes an “Area 1” and “Animal Area 1”. Go into the Area Manager. Rename “Area 1” to “Indoors” and “Animal Area 1” to “Animal Outdoors”. Then, go into the Construction menu, and into zoning, and toward the end, are where you can define these zones. For “Indoors”, paint all your indoor areas.
The “Animal Outdoors” one is a little more special. Paint all the area around the outside of your base within your fortress limits (i.e. up to your sandbag barriers), then make sure to de-select all your grow-zones, or your animals will help themselves to your plants as they’re growing. Eventually, you’ll want to make a barn for your animals if you have any, especially before winter. Make another stockpile, a small one, like 2×1 or 2×2. Clear it out and only checkmark “kibble” and “hay”. Everything can eat kibble. Make a Bill at the butchery to “until you have 50” kibble and give it priority before the butcher animal one. If you ever start receiving messages your animals are starving, time to either increase that number or butcher some animals.
A note about animals. Some animals are way more useful than others. Camels, Alpacas, Muffalos and Megasloths all grow wool which can be made into warm clothes, comfy chairs, and soft animal beds. Most of these animals and cows can also be milked. Chickens lay eggs. Chickens take some maintenance. At first, you’ll probably get a Rooster and a Hen. Have the hen lay fertilized eggs until you get around 6-8, then kill the Rooster. One of those chicks will be male (most likely) and will become your next rooster. Keep them all alive (just in case some get killed growing up) and when the Hen starts dropping fertilized eggs again, have some tasty chicken soup. Keep building your number of Hens until you get about six adults all laying eggs for you, with periods in between where roosters grow up and you can kill off the Roosters and old Hens when the chicks reach adulthood.
Most other animals are somewhat useless except as a cheap source of food. If you get a Boomrat or Boomalope, be careful. Having these critters around can make things go sour fast, though if you train them to charge the enemy, you essentially have mobile bombs, and you may even be able to recover the carcass after if it doesn’t burn up in the process. A note on training. Only train and tame animals when you have food in reserve. Never train during the winter when you can’t replace it by growing more.
Create a fire-break. If the whole region catches a wildfire, you don’t want everything you’ve built burned up, so make a line of “floor” tiles that are nonburnable such as stone or concrete. Wooden walls and floors, and especially carpet are highly flammable and a fire breaking out inside a base build from these can quickly get out of control. You only need 1-wide, but don’t do diagonals, make it continuous in the cardinal directions (zig-zag). Use concrete (if you have the steel for it) or a cheap stone. Natural stone ground won’t burn so you’re safe there. Make sure all your entrances have a fire-break set up. Additionally, you’ll want to wall-off your colony’s enterance points to help with defense in the near future. If made out of stone or steel, this also serves as an excellent fire-break.
When pods happen, go to them, unforbid their contents and grab whatever they drop ASAP. Dropped food gets eaten by wildlife and everything else deteriorates.
Might as well build some extra bedrooms now while you can and have the wood laying around. You may already have another colonist or two at this point.
As summer approaches, chances are, a Heat Wave will strike. Time to upgrade your power a bit. Build a room or small shed for your batteries and move them over to there. It also may be time to build a few more. Three batteries will get you through your first winter and keep the heat on even if you had an eclipse that day killing your solar generators. Build a few extra solar panels as well. Build another in-wall cooler in your main room and keep the temperature at 70F/21C. Build some “vents” between all your other rooms except your walk-in freezer. You essentially want a good balance between “a cooler/heater for every room” and “one severely overworked cooler/heater for your entire base. In the fall, build an electric heater as well. Check the temperature periodically. If it’s still too hot or cold on the inside, build additional coolers and heaters. Electric lights don’t cause fires, but they consume a lot of power. It’s not a bad idea to skip lights for the bedrooms at first because your colonists typically won’t be in them for anything other than sleeping.