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If you fancy some inspiration, OP, there was this most recent thread regarding base-designs: Decorations, Shrines and Base Designs. Do bare in mind, though, some concepts there might have employed console commands and may not be reproduced in regular/pub runs.

As per current topic, a snippet from my last dedi community-server play, minimal setup - end-game base model in a Stalagmite Terrain biome, Caves:

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Well, it dates back to last Halloween, but still. Asymmetric concept and proof one can successfully make camp everywhere on map - Forest and Cave shards-alike. More details in spoiler below.

Spoiler

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In vanilla/survival DST, I like to base in the green mushtree biome in the caves because:

  • It has at least one daylight area to farm in
  • Ponds that don't freeze in winter (and don't spawn anything nasty)
  • No summer sweltering or wildfires
  • No lightning
  • Depths worms instead of hounds
  • Green mushrooms for sanity or crock pot filler
  • It tends to be as near the ruins as any other daylight area big enough to farm.
  • Hutch makes an adorable light if you put a lightbulb or glow-berry in him

Negatives:

  • No birds means no fresh supply of seeds - you have to get what you need on the surface, which can be a pain.
  • Sanity drain from the dimness
  • No ocean or anything that comes with that
  • No glommer
  • Not practical until mid-winter because it takes that long to get the Tam 'o Shanter and walking cane from the surface world

Here's a few variations.  They aren't particularly pretty, and I'm sure they could be improved in terms of practicality.  Building such long paved roads almost certainly does not pay off, but I enjoy doing it.

Here's my most developed example playing Wurt.  Because of Wurt's vegetarian dietary restrictions, this is the entire base, without any other kinds of farms elsewhere.  You can see I did some sailing to gather supplies for this.  She runs as fast on marsh turf as on cobblestones and can make it more cheaply.

caveBaseWurt.png

 

This Wormwood base has paths to the ruins, a bee farm, beefalo herd, lureplant farm, and to two stairways to key points on the surface world (I put the satellite farms on the way to these staircases).  It helps to have mini-bases on the surface (a crock pot, fire pit, and maybe drying racks) just out of reach of the bats at the top of the sinkholes that are closest to your cave base.

In this one, I made some short circle roads around the base (unpaved) that hit every green mushroom in the biome.  It's very easy to harvest them all in one short evening.

caveBaseWormwood.png

Here is the underground bee farm in the same Wormwood world.  You definitely need a lot of flowers for this to work well and the bee boxes need to be in good natural light.

In the background you can see a line of trees which was supposed to separate the beefalo herd from the bees.  It worked until I accidentally pushed a portion of the herd through the trees.  Don't do that.  I couldn't push them back.

caveBaseBees.png

 

Here's Warly just getting started, so you can see how things progress.

caveBaseWarly2ndWinter.png

 

Woody made a base in the wilds on the border of the ruins.  No light for farming in this one.  I avoided farming in this game because I do it so much in my other games.  I think all the drying meat is from splumonkeys.  I normally break down all the spawn points with a hammer, but I kept some alive for meat.  It helps to have a LONG road to run away on if they start to overwhelm you (and a walking cane).

caveBaseNoLight.png

 

Thanks for reading!  I'm glad I could share this and open to improvement ideas.
 

On 3/22/2023 at 5:40 AM, Brago-sama said:

How do you not go mad irl from the constant quakes and mole holes

my secret is I've been mad from the beginning

but the assurance that my base will never be destroyed by giants, fire, etc is worth it. Even walls take zero damage from worms. Only thing that can destroy stuff is the antlion rock falls, and a skeleton if I were to summon one for whatever reason.

I have a small base outside the hole, which is where I dock my boats etc. It's already somewhat damaged by hounds etc lol

2 hours ago, goatt said:

@MostMerryTomcat How does beebox generate honey in dark branch?

For Bees to get out in such scenarios you need to have close to those Bee Boxes (from dark areas) one of the following 3 types of light sources: Fireflies (cheapest), Mushroom Lights (costly but fair, long-term investment) or Stars (most expensive to maintain). I haven't tested with Fire Pits, but would be impractical even if working. In print-screens below, from spoiler, you have 2 examples for working Bee Boxes in dark areas with help of Fireflies and Glowcaps, in a test world. I presume you already know the trick with Evil Flowers (i.e. Star close, plant Flowers, ghost yourself and haunt them into their evil counterparts so they don't wither and become unusable after Star fades away 3 in-game days later). For added light can make those Bee Boxes in an area with Light Plants and Fireflies planted close-by to both Boxes and Light Plants.
 

Spoiler

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