Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Its on a first floor.
it has only 1 access "a yellow door" who lead into a staircase.
it has a balcony so you can put generator and some ropes for emergency exits.
its kinda small but a starter house is great.
The ONLY reason why that warehouse even deserves a mention is because it's the most accessible point for finding Axes and Sledgehammers in Muldraugh.
Maybe it served as a viable base in earlier builds, but nowadays ANY BUILDING in Muldraugh that's located next to the highway is a pain in the ass to deal with. Before entering any of them you first have to run rings around the horde and lure it out to the forest, clear a particular building and never come back to it. Attempting to clear the area is pointless because the Muldraugh highway is THE most infested area in town now, even if you clear the entire area the zeds will either respawn or migrate to it after 24 hours by default, especially after the world reaches peak population. Trying to fence the area off is pointless unless you disable the option for zeds to destroy construction.
...
Without having to tinker with any of the settings, the best base location in Muldraugh, and one of the best base locations in the game in my oppinion, is the Muldraugh Gated Community. This location can serve as the main base if you really want to make a long run, by blocking off 3 (and a half) road access points you gain 10 gated houses with 3 shacks (practically guaranteeing you get a generator early on) and quite a lot of space to work with. The 4th small access point is ideal for an airlock and a custom entrance point, since zeds never tend to spawn or roam the area south of this location.
I learned the hard way that, in order to secure the base, one has to push at least three cars against the log walls from the outside, so the zeds won't randomly stumble into the log walls and destroy them over time. Once that's done, your base is as safe as it possibly can be as long as you make sure you always enter and always leave from the southern side.
EDIT: In order to secure the base you don't need any particular skills and, if you can't find an Axe to cut trees for logs, you can take three trips to the Lumber Mill to gather enough logs to get the job done.
I ended up setting up base there and walled off the the the N/S streets with Log Fencing and doors. I also built into the adjacent corner house, giving me a very large FENCED area in which I have a large garden of 18 plots.
Zeds hardly ever wander back this far, so the streets to my house remain mostly clear save for the occasional stray.
This also has me close enough to the lake for walking distance, yet far enough for traps to work.
https://steamcommunity.com/sharedfiles/filedetails/?id=3030728944
The houses labeled in red I stripped and use them as buffers, so any rare zeds roaming around never get any funny ideas. The 3 houses in the middle serve as the perfect mainstay, storage and warehouse, and the arrows show the safest entryway into the complex (with two layers of gates to serve as the airlock).
The 4th marker is where my garage is, I cut some of the forest and fenced off a decent chunk to store all of the cars I'm collecting.