State of Decay

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How to make a resource outpost?
I have built outpost in various locations. Diner, ammo shop, vet clinic and the construction site. According to wiki each one of these should give their resource to my daily. Instead only my materials cost per day went up (not down from construction site). So no increase in food, meds, ammo, nor materials to my daily totals.

So how do you get resources out of them? I only see the trap radius thing in the home menu, and it is in red.
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Showing 1-6 of 6 comments
Ms O'Horné Jul 9, 2021 @ 10:18am 
UPDATE: I have looked up some 'old' youtube vids on this subject and they seem to be glitching it into giving resources... Not just "establish outpost". Is it then not supposed to be a standard feature? Is it only supposed to give a safe radius with traps?
cruinne Jul 9, 2021 @ 10:29am 
When you search the outpost and find the rucksack of resources that you want it to produce, do not take that rucksack until after you have established the outpost.

So:

  1. Fully clear the outpost and search every container. Do not pick up any rucksacks.

  2. Once clear, determine which resource you want the outpost to produce, then remove all other rucksacks except one containing that resource. So if you want the vet clinic to produce meds, clear it and take everything except for leaving one ruck of meds.

  3. (Optional) Call scavengers to the location. Then, immediately after that (before they arrive)...

  4. Establish the outpost. You should see it come up with the appropriate symbol for the resource it's producing.

  5. Take that final rucksack. Once the outpost is established you can take the rucksack and it will not change what the outpost produces.

Again, I link my guide for the game. This is covered in part 5:

https://steamcommunity.com/sharedfiles/filedetails/?id=315601558
Last edited by cruinne; Jul 9, 2021 @ 10:35am
Ms O'Horné Jul 9, 2021 @ 10:35am 
Originally posted by cruinne:
When you search the outpost and find the rucksack of resources that you want it to produce, do not take that rucksack until after you have established the outpost.

So:

  1. Fully clear the outpost and search every container. Do not pick up any rucksacks.

  2. Once clear, determine which resource you want the outpost to produce, then remove all other rucksacks except one containing that resource. So if you want the vet clinic to produce meds, clear it and take everything except for leaving one ruck of meds.

  3. (Optional) Call scavengers to the location. Then, immediately after that (before they arrive)...

  4. Establish the outpost. You should see it come up with the appropriate symbol for the resource it's producing.

  5. Take that final rucksack. Once the outpost is established you can take the rucksack and it will not change what the outpost produces.

Yer see, that is what I found in one of the videos. That is called glitching and exploiting. If this is an actual intended game mechanic... There should be a friggin tutorial on that :) Nobody would ever find this out on their own.

I also have found multiple variations of it. Someone mentioned not picking up the last rucksack, otherwise it would not work. etc. This is 100% NOT intended gameplay heh :)
cruinne Jul 9, 2021 @ 10:41am 
It's actually intended game play; it's just that the tutorial sucks and most people get confused about what's intentional and what's a glitch.

The optional step above is the only "glitchy" part that can be considered somewhat suspect.

Keep in mind that it absolutely is intended gameplay that you can have outposts that produce specific resources; this is the only way to do that.

Originally, it was intended that you leave the bag there, and the outpost would keep producing that resource but then would eventually run out and produce only materials (like an empty outpost does). This mechanic was later removed, though you will still find a lot of outdated stuff online that says otherwise. Once the outpost is established and shows the proper resource badge, it will continue to produce that resource no matter what.

Last edited by cruinne; Jul 9, 2021 @ 10:44am
Ms O'Horné Jul 9, 2021 @ 10:43am 
Originally posted by cruinne:
It's actually intended game play; it's just that the tutorial sucks and most people get confused about what's intentional and what's a glitch.

The optional step above is the only "glitchy" part that can be considered somewhat suspect.

Keep in mind that it absolutely is intended gameplay that you can have outposts that produce specific resources; this is the only way to do that.

Originally, it was intended that you leave the bag there, and the outpost would keep producing that resource but then would run out and produce only materials (like an empty outpost does). This mechanic was later removed, though you will still find a lot of outdated stuff online that says otherwise.
Yer I guess I'll start over then, since I took away all the rucksacks in the closeby locations, I wont be able to build a proper resource outpost after breaking it down. Or can I?
cruinne Jul 9, 2021 @ 10:44am 
Nope, you can't. You should also never break down rucksacks but should take them to your homebase as resources. (Again, see parts 3-4 of my guide, above.)
Last edited by cruinne; Jul 9, 2021 @ 10:47am
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