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Legandary pals are only use at endgame. if some are +4 its use on base
adding to this, and seeing huge pals will forever gonna be a thing, there needs to be a 2x2 or even 3x3 wall/roof/foundation. 2x2 stairs would also be useful. and fix the snapping issue as well. someone mentioned putting them on a "grid" which would be wonderful.
adding to this, because this is right. Lifmunks or flopies (planters) and pengullets or fuacks for watering. all I think are transporters.
2 cow, 2 chicken is a must. or you'll be bottlenecked. needs 7 and 8 egg/milk and only 2 honey.
and I'm sorry, but you need someone that has 3 cooking if you want those cakes faster. ragnarok is the smallest(?) that has 3 cooking.
That's fair, I don't know the scope of the homies operation, but I'm sure they can scale it up appropriately once they see their incomes.
You can buy eggs and milk inexpensively at the Small Settlement, so wouldn't call the cows and chickens *musts* -- not compared to having good wheat production, anyway.
And yup, kindling 3+ makes it much more bearable. Indeed, there are very few Pals with a base of kindling 3 or 4. At 3, aside from Ragnahawk... Blazehowls aren't enormous, either.
Sounds like you have a misunderstanding of that rating. More breads don't change how much they need or consume, it just gives them a much bigger bucket. More bread is a good thing because while it takes more food to fill them up, it also lasts longer before they get hungry. The best place to keep food from spoiling is in someone's belly after all.
At my breeding farm, I grow wheat and berries, and ranch 3 beegardes for honey. Excess berries get baked to sell for milk and eggs. Far smoother production and less hassle, it keeps Pals moving better with fewer getting stuck trying to move things. My old starting base has Lettuce and Tomatoes and makes Salads. I have a Faleris with Artisan for cooking at one, and a Jormuntide Ignis with nothing at the other. I need to breed up 2 Jormuntide Ignis with Lucky and Artisan then I'll consider my food chains more or less complete.
Traits like Artisan and Serious only matter for tasks with a progress bar, so in the case of Tombat et. al., mining at a stone pit, and for that you don't need higher mining. I use Tombats as a stopgap very early on, but after that I much prefer using my first few cakes to breed up some Anubis as early as possible. After that nothing else will do for mining around a base. They're human size when you breed them, and hyper efficient for any sort of Mining Crafting and Transport.
Also really helps if they have the artisan, workaholic, or serious traits.
https://www.youtube.com/watch?v=Sf-xwxmxkfo
edit: something else I've done to help prevent things from getting stuck and works: built a roof over the logging/rock site.
Ranch:
- Mozzarina > milk > need
- Chikipi > egg > need
- Beegarde > honey > will help plant and harvest > need
- Caprity > berries > will help plant > not really needed, but less berry plantation means more work on wheat plantation. also, it helping with planting is pretty good.
Field:
- Flopie > main farmer > Verdash is a better flopie, but a bit harder to hunt and/or breed. raising flopie to 4 stars helps a lot effectively making it equal to verdash. Until you have a 4 star verdash.
- Penking > water pal > it's value is mainly the fact that it can transport so it still has some use after all the water related work is done.
- Fuack > water pal > only because I didn't want another Penking and I like Fuack. 4 star this one to make it better, else just get another Penking, you monster.
Kitchen:
- Jolthog Cryst > cake/flour fridge > I chose this over a chillet because I want it to focus only on the fridge. A chillet is not a bad option as it also helps with the harvest.
- Leezpunk Ignis > cook > chosen because it can transport when there is nothing left to do (because you're out of the base doing something else). It can also help with harvesting. Breed the slacker out of it. this is a breeding farm after all.
- Wixen > cook > chosen because I didnt want another Leezpunk. this doesnt help with harvesting though. But trasporting is enough for me.
Power:
- Dazzi > power generation > chosen because it can transport, but from what Im seeing, it does nothing else but generate power and just ignore transporting, so Im guessing any electric pal is alright.
With 11 pals at work, there's 4 free slots for the breeding. If you're just using 1 breeding farm, then you have 2 free slots of whatever pal you might need. And more space for additional structures like mills.
Structures include: (setting aside the incubators and other things you might want to add)
- 3 wheat plantation
- 1 berry plantation
- 2 mills
- 1 ranch
- 3 ovens > cooking 2 cakes each
- 1 power generator
- 2 breeding farms
(- 2 hot springs) > important
Some Notes:
- The set up gets better, more self sufficient after condensing pals to full stars and giving them souls to up their work speed. You can use this time to get the feel of how your base flows and maybe make some adjustments on the design to make transport time shorter and all that jazz.
- the busiest pals would be the water pals. if you want them to focus on the mills asap, help them with watering the field as that is their priority. also, a great idea to give them souls for work speed first. At that point, there's no need to help them.
- set feedbox to this: blank > berries > milk/egg/honey. Have another base focus on food production that you can get to place on the first slot, like maybe salad is enough. the berries shield the slower produced produce.
- An ideal location would be a place where the temperature needle is pointing straight up. So it's easier to manipulate heat or cold when incubating. Some spot in Mount Flopie Summit comes to mind, but that place is a bit flooded with aggressive pals.
- Best advice I can give to defend this base from raids is just to wall it in and put the important structures as close to the center as you can. Unless it's one of those bases that naturally can't be raided. Take time to take one of your work pals with you (putting in a substitute in the base) to level them up and set some aoe skills on them. When you feel they are competent enough to defend themselves, you can take down the walls. (which I feel also causes some pathing problems.)