Yeah, except I think I mentioned this before, that's a terrestrial mindset. You can go anywhere on Earth and just set up. In space it's better to bring as much of your ecosystem as possible, along with colony resources. Bring a hab pod to live in, instead of building a log cabin when you get there.
No, it's a Traveller mindset. To quote
Ulysses Everett McGill, "Well, ain't this place a geographical oddity. Two weeks from everywhere!".
Which basically sums up a traveller trader. The colony is as isolated as it wants to be.
If you're landing on a shirt sleeve world, they could bring starter materials to build up early shelters, but ideally would want to have some local manufacturing capacity (i.e. a lumber mill) to help grow the colony, as the typical scenario is that the colony has human capital, rather than monetary capital. So, anything that can magnify and leverage the local labor force is a win (local lumber, grow crops, etc.).
At the same time, there's little reason (outside of idealogical) for them to not have megawatts of power on tap with a handy Kirkland Fusion Generator from COSTCO and hose in a local lake. So, powering a saw mill is straightforward.
If it's not a shirt sleeve world, then, simply, it's not a low capital operation in the first place. They may import huddled masses later in to an established facility, but right off, it's going to be expensive as they need to bring everything with them, including air and water, much less raw materials to start the colony. This would likely be a mining colony of some kind. I honestly can't think of another reason why someone would go to a completely inhospitable place. "Science", but that's not a colony, and that's a funded operation vs bootstrap colonists.