Abiotic Factor

Abiotic Factor

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Good base suggestion?
Right now I settled near the F.O.R.G.E. just on platform nearby. It was a cool place before I unlocked the Lab Sector, and now to go the Labs I take the teleport in one of the room in Manufacturing. Is there a better place?
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Showing 1-10 of 10 comments
Scooter Jul 14, 2024 @ 3:40am 
There's already another thread discussing "best base locations" with a lot of great points for different locations brought to the table by a lot of people.

Ended up making a few FOB/ pit stops after reading some of the suggested good locations.

Look it up when ya can, it's a good read.
mr steal ur spell Jul 14, 2024 @ 3:47am 
TL;DR: early cafeteria will serve you well but the game does not punish you for having multiple bases or moving if you need to.

There's a fair bit of discussion between these forums and the reddit threads but I will try to give a summary and some of my personal suggestions.

Factors you might want to consider:
1- Proximity to plugs: plugs are currently easily accessible and plentiful around the facility, but if you want to reduce the amount of tech scrap you use to extend the cables, you don't want them to be so far from your splitters. The number of nearby plugs does not matter because you can split them as often as you want to without penalty. I won't suggest any specific locations because you can find them everywhere, but many seem placed to support a mobile charger or temporary base because of how bad the layout around them is. You should note that some areas are also closer to facility chargers, which are important early on since they do not turn off at night when the plugs do.

2- Defense: The game's monster types and raids pose no threat to you in the current "end-game", but until you are well fortified, you want places with few entrances and some natural defenses. Certain areas in the game have shutters that block entry and force enemies into kill-zones or let you block spawns outright. Also, late game automated defenses shred everything so take these ideas for early-mid only.
Offices:
Cafeteria: early shutters allow you to block the kitchens and the doors are easy to block with the early barricade
Security office over the chasm leading manufacturing west: shutters block everything and force enemies into a long funnel
Manufacturing:
Blacksmith's spare room: the ladder area is easy to defend and nothing comes through
staff processing: midgame, accessible from a portal in the mines with a jump pad. I don't think anything can reach you here, like at all.

3- Access to resources: until you reach filter barrels tech, you need to be close to large bodies of water so that you can make pure water quickly. This is required for agriculture and cooking, which become huge undertakings if you are playing with many people in one server. You might also want to locate near spots with security bots for CPU's or the different anteverse entrances for the resources in each.
What to look for in each area:
Offices:
Cafeteria: early, easy water and all 3 early meats and carbuncle
Pool in offices. Loads of water
Manufacturing
Antejuice reservoir: mid-game, this water substitute requires no purification but cannot be used for agriculture, might only serve you as a temporary base or shelter
Blacksmith's spare room. easy to grind grunts and there's water, trades
Labs:
Aquarium: late, easy water and all 3 meats + electropest parts and milk, level 2 bot and later on fishing
Adjustment wing top office: many essential trade stations nearby, decent space for a one person base, good for temporary base or shelter

4- Space: This is by far the most painful thing to select for, because many of the current "good" spots in the game have indestructible furniture (good natural defense early but a waste of space later) and things get confusing if you want to organize your storage or want space for every player. The more specious bases will also require organized defenses, especially against the leyak
Offices:
Cafeteria is OK for space if you are fine with building out of the security office and into the big hall between the broken doors and the large see through ones. Do not try to stay in the security office.
Security office over the chasm: loads of space, but be wary that you have to defend 2 floors from spawns
The vents above the data farms are flat but a bit small
Manufacturing:
Staff processing is very large overall but is segmented; great if you like to split up your base into rooms.
Labs:
Aquarium is very specious and reachable by jump pads/rope plants, so you won't waste much defending it
spooky Furniture store top floor: very large, weird bumpy floor in the center but loads of space

5- access to the rest of the facility:
This is very difficult to measure properly because you will need different types of shortcuts as the game progresses. At the start of the game, you will sprint everywhere and unlock metroidvania style loopbacks. Afterwards, you get vehicles and personal teleporters that make getting around much easier. As such, I suggest you find out how you feel about the location with the other 4 factors first.
Offices:
cafeteria, central office plaza, and far side of office tram: any base here will give you access to the tram system and access to every other part of the game so far, if you are willing to wait a bit
Manufacturing:
blacksmith's room: close to the tram in manufacturing, has a base for the forklift nearby to recall it, you can also build in the corridor to the tram itself.
Labs:
room behind the vending machine IS in labs: has a security cart recall button and fairly close to Lab's tram spot. The cart is easy to take to the other parts of the facility from here.
Aquarium: the windows open to the parking space, with a security cart, easy to reach the tram as well ]

But the tram is not everything !
Towards the end of the game, you unlock personal teleporters that sync to a single workbench. Using these, you can have one main base and many smaller ones that you teleport to when you need something, such as anteverse resources. These bases can be located inside the portal worlds themselves. This hub and spoke design trivializes the vehicles (which might be useful for something else) but requires resources you don't have at the current early or mid game.
Last edited by mr steal ur spell; Jul 14, 2024 @ 4:05am
Giacomo Volpe Jul 14, 2024 @ 3:56am 
Originally posted by 5 supp no core all feed:
TL;DR:
Towards the end of the game, you unlock personal teleporters that sync to a single workbench.[/spoilers] Using these, you can have one main base and many smaller ones that you teleport to when you need something, such as anteverse resources. These bases can be located inside the portal worlds themselves. This hub and spoke design trivializes the vehicles which might be useful for something else but requires resources you don't have at the current early or mid game. [/quote]

So, as long as I don't stay in the portla worlds, even if I build a base it can respawn it resources?
Last edited by Giacomo Volpe; Jul 14, 2024 @ 3:56am
mr steal ur spell Jul 14, 2024 @ 4:01am 
Originally posted by Giacomo Volpe:

So, as long as I don't stay in the portla worlds, even if I build a base it can respawn it resources?

Yes but leave before the portal reset timer hits. As long as you are not inside, items that spawn in the world will come back. I think the enemies come back separately from the items and more frequently, but not close to where you put the workbench, because the workbench creates a safe zone that blocks enemy spawns.
When building inside a portal world, I would not build near respawning furniture as it seems to cause clipping issues and looks silly. I also would not depend on using any storage inside there, and build my own instead.
Last edited by mr steal ur spell; Jul 14, 2024 @ 4:06am
Giacomo Volpe Jul 14, 2024 @ 4:14am 
Originally posted by 5 supp no core all feed:
Originally posted by Giacomo Volpe:

So, as long as I don't stay in the portla worlds, even if I build a base it can respawn it resources?

Yes but leave before the portal reset timer hits. As long as you are not inside, items that spawn in the world will come back. I think the enemies come back separately from the items and more frequently, but not close to where you put the workbench, because the workbench creates a safe zone that blocks enemy spawns.
When building inside a portal world, I would not build near respawning furniture as it seems to cause clipping issues and looks silly. I also would not depend on using any storage inside there, and build my own instead.

THX!
Countersync Jul 14, 2024 @ 9:29am 
PSA reminder about portal worlds;

PLAYER PLACED containers and the contents of Player Placed inventories are safe.

PER-EXISTING containers will have their contents deleted and loot-table re-rolled.
For me, the best is the Security Office in Office Sector with the closable gate. There are next to no spawns to worry about, top floor has enough space for basically anything and can use the bottom floor as a kitchen, has the charge station, has a friendly NPC (I built him a lil table with a lamp lol), the "raids" that get inside are only the portal storms which can be shut down with a bench upgrade, every other raid seems to spawn outside and get owned by the robot, and can't get in anyway. Shooting Range has tons of farm space. Has multiple entrances and exits (one backdoor near Manufacturing which leads to the locker room, and the main security gate entrance), including a zipline directly to the entrance of Manufacturing. Labs is somewhat of a distant run until you unlock the entry hall shortcut near the fountain, after which it's a pretty short run to basically anywhere. Robot never gets in cuz it cannot pass through the security gate. Has a bathroom, and lockers with tons of storage already but you can add whatever you want to the main room. The only semi-annoyance is water, which isn't far (fountain in the entry area) but other than that, it's perfect.

My other favorite is, as mentioned above, the floor above the aquariums. You can basically turn the whole aquarium room into a base with traps and stuff everywhere if you want, also has a bathroom, tram access, and very easy water access with the open aquarium. It's probably the prettiest location as well.

I haven't played a whole lot though since the fog update and heard one of the monsters spawns in there or nearby during fog, so that may be an issue if true.
Nullex Jul 14, 2024 @ 10:41am 
The best base location is level 3 office facility, in the room where the executive bathroom is.
There is a bathroom, many outlets, on right is elevator to level 2, on left is lift to manufacturing west. A security bot can be lured to the water on left and easily farmed with the shock effect of the water early game. Lots of components nearby, quick access to many exor in anteverse II via fargarden on left. Coffee machine very close. You can expand late game into physics lab d and put bedrooms in adjacent offices.
Last edited by Nullex; Jul 14, 2024 @ 10:42am
forcecomdr Jul 14, 2024 @ 12:38pm 
Am considering Tram Side B.
While it does have some crap in the way, it's a fairly large area.
Instant tram access.
Build a jump bridge across the gap and you have instant water and charging.
Only one entry which is long and narrow, easy to defend.
And as i hear even Leyak can only come in via the one hallway.

Haven't done it yet, but it seems promising.
Last edited by forcecomdr; Jul 14, 2024 @ 12:40pm
Monokuma Jul 14, 2024 @ 1:01pm 
can't go wrong with the cafeteria you start in, frees up the bed to use as a portable respawn point, ton of space, very centralized to the rest of the facility, accessible via vehicle without major issue, not a lot of natural enemy respawn to worry about (just the bathroom pests, the storage room peccary, and one or two pests that pop up in the kitchen sometimes), one of the recent patchnotes suggests warren is going to start selling things so he'll be close by as well. short walk from the fountain, already has a stovetop you can use before making the portable stoves, etc.
Last edited by Monokuma; Jul 14, 2024 @ 1:02pm
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Date Posted: Jul 14, 2024 @ 2:16am
Posts: 10