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Base Optimization

Updated May 18, 2026
Post-mortar patch meta

Base Optimization for Production

Last updated: May 18, 2026

The other files cover how each system works in isolation. This file is how to wire them together inside your base to maximize output — scrap scrap per hour, ammo per hour, smelt rate, food yield — across solo, duo, trio, and clan scales.

The general rule: bigger isn't better, optimized is better. A well-tuned 2x2 out-produces a sprawling 4x4 that nobody finished building.

What "production" actually means

Raid-cost-per-wall efficiency — defender material vs raider sulfur
Cheapest raid cost (sulfur) per single wall by tier Bar height = raider sulfur to break one wall. Soft side takes ~25% more damage — these are hard-side figures. 0 5k 10k+ Twig ~10 sulfur melee / 1 satchel Wood ~480 sulfur 1 incend rocket Stone 4,400 sulfur 2 C4 Sheet metal 6,600 sulfur 3 C4 Armored 8,800 sulfur 4 C4 Takeaway: each tier upgrade multiplies the raider's sulfur grind — stone is the minimum viable production-base wall; metal cores defend the loot.

Five output metrics matter, by priority:

  1. Scrap scrap throughput per hour — feeds research, blueprints, Bandit shop, tea ingredients
  2. 5.56 ammo 5.56 ammo per hour — feeds turrets turret, raid ammo budget, PvP runs
  3. Ingots per hour (metal frags metal frags + HQM hqm) — fuel for crafting, repairs, walls
  4. Food calories per day — keeps the team alive without daily hunting runs
  5. Tea per day — Scrap scrap Tea, Health Tea, Anti-Rad Tea all multiply other outputs

You optimize for whichever metric is your current bottleneck. Out of ammo? Optimize the ammo chain. Always smelting? Add furnaces furnace.

Solo base (2x2 stone) — target outputs

Solo 2x2 production layout — top-down
Solo 2x2 — one-floor optimized layout stone honeycomb perimeter TC CORE armored door soul stash bunker below SORT + RECYCLE drop box on outer wall 4 sorter conveyors recycler + auto-pipe SMELT + CRAFT 3 electric furnaces 2 industrial crafters (gunpowder, 5.56) SLEEP + DEFEND sleeping bag 1 auto turret (front) embrasures HALLWAY workbenches (1/2/3) boxes lining walls FRONT DOOR (sheet metal, hard side out) TARGET OUTPUTS (well-tuned solo): Scrap: ~500/hr active runs · 50/hr passive (Bandit arbitrage) · 5.56 ammo: ~150/hr passive crafted · Smelt: 100 ore/hr

A well-tuned solo 2x2 hits:

Solo build priorities (in order)

  1. Hour 6-8: workbench 2 workbench 2 placed in hallway → unlock electric furnace electric furnace + auto turret auto turret
  2. Hour 10-12: auto turret auto turret at front door + 1 large battery + 1 wind turbine wind turbine + 2 solar panels solar panel
  3. Hour 14-16: electric furnace electric furnace bank (3 furnaces furnace) replacing wood wood furnaces furnace
  4. Hour 16-20: workbench 3 workbench 3 → unlock industrial network + crafter crafter
  5. Hour 20-24: 4-conveyor conveyor auto-sort + auto-recycler chain
  6. Day 2: small greenhouse (3-4 planters) for hemp hemp + berry berry teas
  7. Day 3: auto-craft chain (gunpowder gunpowder → 5.56)

Solo power budget

Continuous loads: turret turret 11 rW + lights 4 rW + 4 conveyors conveyor 8 rW + 2 crafters crafter 4 rW = 27 rW continuous. Peak (with smelting): + 3 furnaces furnace × 60 rW = 207 rW peak.

Source: 1 wind turbine wind turbine on a 5-foundation pillar (~120 rW peak) + 2 solar panels solar panel (~30 rW peak) + 1 large battery (24,000 rWm storage). Smelt during daylight only; battery handles nighttime continuous load.

Duo base (2x2 or 3x2) — target outputs

The duo's advantage isn't size, it's parallel workflows. One person farms while the other recycles. One sleeps while the other plays.

Duo workflow — parallel production model
Duo: parallel income streams stack PLAYER 1 (FARMER) • Monument loop: Lighthouse → Junkyard → Power Plant • Carries scrap tea, hazmat, AK • Dumps loot in drop box on return • Output: ~800 scrap / hour active → Drops loot → • Refill scrap tea, repair gear, repeat PLAYER 2 (BASE OPERATOR) • Tends greenhouse (8 large planters) • Monitors industrial network • Auto-sort feeds auto-recycler • Crafts ammo, tea, repair gear → Pushes output to crafted stockpile • Output: ~400 scrap/hr passive + tea + ammo COMBINED: ~1,200 scrap/hr + 300 ammo/hr + 8 teas/day

A duo with this division of labor produces ~1,200 scrap scrap per hour combined plus a sustained ammo/tea stream — roughly 2.4x a solo's output for 2x the players. The multiplier comes from no idle time: someone is always producing.

Duo build priorities

Same first-day path as solo (above), but with these adjustments by day 2:

Trio base (3x3) — target outputs

Loot room placement — deep core vs shallow placement
Top-down: explosive path length to reach the loot BAD — shallow loot room on outer wall LOOT empty space 1 wall 2 C4 = 4,400 sulfur to loot Splash from one breach can pop the loot box. GOOD — deep-core honeycombed loot room LOOT 3 walls 2 stone + 1 metal = 15,000+ sulfur Honeycomb layers absorb splash; raider must chain every charge. Bury loot behind multiple offset walls and split it across cores — never on a perimeter wall.

Trio is where the real industrial advantage kicks in.

Trio 3x3 — full industrial production layout
Trio 3x3 base — 9-room production grid TC CORE armored, no entry soul stash below SORT + RECYCLE 2 drop boxes 8-conveyor sorter recycler chain SMELT BANK 6 electric furnaces 200 ore/hr capacity CRAFT FACTORY 4 industrial crafters gunpowder, 5.56, syringes, tea CENTRAL HUB WB1/2/3, loot vault repair benches GREENHOUSE 9 large planters hemp + pumpkin + 6 berries BARRACKS 3 beds gear lockers DEFENSE ROOM 2 auto turrets embrasures + tesla coils VEHICLE BAY minicopter, horse, car garage door entry Trio combined output: ~2,500-3,000 scrap/hour, 500+ ammo/hr, 15+ teas/day, near-self-sufficient.

A trio base hitting these numbers is functionally self-sufficient. The only thing you still need from outside: explosives (sulfur sulfur from monuments) and high-tier loot drops.

Trio build priorities

Trio power budget

Continuous: 60-80 rW (8 conveyors conveyor + 4 crafters crafter + lights + turrets turret + smart alarms smart alarm). Peak (full smelt + greenhouse sprinklers): 500-600 rW.

Source: 2 wind turbines wind turbine on elevated pillars + 4 solar panels solar panel + 2 large batteries in parallel.

Clan compound — scale considerations

Wall stacking — high external walls extend the TC bubble
Top-down: external walls + standoff gap vs splash damage building-privilege bubble (TC range) — high walls inside it never decay CORE + loot high external stone walls external TC standoff gap rocket on outer wall splash dies in the gap External walls inside your TC bubble create a splash-damage standoff — keep an external TC so raiders can't tower over the walls.

Past trio, you stop optimizing one base and start optimizing a compound:

Output targets for a 5-person clan:

The 5 biggest production mistakes

Peek / embrasure defense — cross-section of the firing slit
Cross-section: defender shoots out, attacker can't shoot in INSIDE (defender) OUTSIDE (attacker) metal embrasure narrow slit DEF defender sees a wide arc and fires freely ATK no angle — slit is too narrow, bullets hit plate The slit gives the defender a firing arc while denying the attacker an angle in — and the plate blocks bullets/melee (but not explosives).
  1. Sprawling 4x4 base before WB3 wb3. Build the 2x2, get to WB3 wb3, then expand. Don't over-stone stone before you have industrial.
  2. One large battery for 200+ rW peak load. Batteries cap at 100 rW output. Wire two in parallel for higher draw.
  3. One auto-sort network covering everything. Hit the 16-adapter cap fast. Split into 2-3 smaller networks.
  4. Smelting with wood wood furnaces furnace past hour 12. Electric furnaces electric furnace smelt 66% faster and don't need fuel — pure power.
  5. Greenhouse without temperature control in cold biome. Plants take stress damage, yield drops 30%. Add a heater heater.

Defensive optimization — a start-to-finish breakdown

A base that out-produces the server is worthless if it gets opened on the first offline. Production and defense are the same optimization problem: you are spending a finite resource budget to make a raider spend more than your loot is worth. Every section below is framed as cost-per-sulfur-denied — the only metric that matters when an attacker is standing at your wall with a rocket launcher.

Wall layering for cost efficiency

Honeycombing — filling the triangle and square pockets around your core with extra walls — is the single highest-return defensive investment in the game. A raider who breaches your outer shell must then chew through every honeycomb wall in their path, and each stone wall layer adds roughly 5,600 sulfur (4 rockets) or 4,400 sulfur (2 C4) to the bill. Expanding your footprint with more rooms costs you upkeep on every tile; honeycomb costs you only the wall and forces a deeper raid.

The decisive rule: your base must never have a cheap side. Raiders probe all four faces and commit to whichever path reaches loot fastest. One un-honeycombed wall, one downgraded door frame, or one window left at stone undoes the other three sides entirely. Audit your base from the outside before you sleep and ask, "which wall would I shoot?" — then fix that wall.

LayerMaterialSoft-side raid costNotes
Outer shellStone~5,600 sulfur / wall (rockets)Cheap to maintain, soaks the first breach
Honeycomb 1–2Stone~4,200 sulfur / wall (soft side, 25% off)Every layer is pure raid tax
Core / loot roomSheet metal or armored8,000+ sulfur / wallUpgrade before you log off — never sleep on stone core

A fully honeycombed 2x2 with a metal-core loot room forces a raider through 3–4 walls — roughly 16,800–22,400 sulfur of explosives — before they touch your main storage. Keep buffer and honeycomb walls in stone to hold down upkeep, and spend HQM only on the handful of walls that directly enclose loot.

Loot-room placement vs the raid path

Place your loot room at the point that is geometrically furthest from every exterior wall, so no single breach line reaches it. The TC and loot-room walls should be the most upgraded surfaces in the building, and they should never sit flush against an outside wall — there must always be at least one honeycomb pocket between the loot and the sky.

Embrasures and shooting-floor positioning

The embrasure cross-section diagram above shows the principle: a narrow metal slit gives the defender a wide outward firing arc while denying the attacker any angle back in. Mount embrasures on the inside of the window frame — this widens your shooting gap and keeps the plate between you and incoming fire. Pair a reinforced glass window with a vertical embrasure and a raider must spend roughly 8 rockets just to open that one cell.

A shooting floor — an open, railed level above your compound wall — is the other half of active defense. It gives you roof peeks, turret mounts, and both long- and close-range angles onto anyone laddering or rocketing your walls. Layered shooting floors with open frame windows approach 360-degree coverage of the approach. Build the shooting floor and its peeks into the design from the start; bolting them on later forces awkward angles and blind spots.

Auto-turret coverage arcs and how many you need

An auto turret draws 10 rW and detects targets within roughly 25–30 m. When idle it scans a 90-degree viewing cone; once it acquires a target it can track and fire across a much wider angle, but it still cannot see behind itself or through walls. The white V-shaped lines shown during placement are the detection field — aim that V down corridors, at door frames, and across the exact tiles a raider must stand on.

Always overlap turret arcs at choke points: a single turret is shot out or shielded easily, but two crossing arcs force the raider to break line-of-sight from both at once. Mount turrets where they themselves are hard to rocket — recessed into embrasure cells, behind low walls, or up on the shooting floor.

Electrical defense systems

Turrets are only one node in an electrical defense net. Wire them off a dedicated battery bank so a raider cutting your industrial power does not also blind your defenses, and budget one large rechargeable battery per ~100 rW of defensive load.

Traps and area denial

Turrets do the loud work of base defense, but the cheapest sulfur a raider ever loses is to a trap they never saw. Traps are passive, deployable devices that punish movement through a tile — they cost nothing to "run" beyond the occasional ammo or fuel top-up, they need no targeting authorization, and they keep working while you are offline. The doctrine is layering: a trap rarely kills a prepared raider outright, but it slows, damages, or panics them onto the next thing in your kill chain. Place traps where a body must stand — airlock floors, corridor pinch points, ladder bases, and the obvious approach lanes to your door. The three covered below are the ones most players underuse. The shotgun trap / gun trap and the auto-turret are detailed elsewhere on the site and only cross-referenced here.

Flame Turret

The flame turret flame turret is an unpowered area-denial device with 300 HP that sprays a cone of fire when a non-authorized player enters its roughly 90-degree front arc. It reaches about 5.6 m (~1.9 foundations), burns Low Grade Fuel low grade fuel at about 30/minute while triggered, and holds up to 500 fuel — a single fill lasts a very long time because it only drains while actually firing. A target caught in the flames typically dies in 2–4 seconds if they do not retreat. It needs no electricity and no authorization menu: anyone without building privilege in its area is a target.

Landmine

The landmine landmine is a buried, single-use explosive that detonates when a player or vehicle moves over it, dealing about 100 damage within a roughly 3.2 m (~1.1 foundation) blast radius — enough to instantly kill or near-kill any unarmored or lightly armored attacker. Once it triggers it is consumed and must be replaced; it is not repairable. A still teammate near a triggered mine has a small chance to disarm it, so mines reward placement a raider cannot anticipate.

Bear Trap

The bear trap bear trap (in-game "Snap Trap") is the cheapest area-denial device in the game: a ground snare that, when stepped on, deals about 51 instant damage plus a 30-point bleed and very often wounds the victim outright, freezing them in place for several seconds while they break free. Its hitbox slightly overreaches the trap model, so it can be tucked partly behind a wall or door frame and still catch a passing leg. It is repairable and re-arms after it snaps.

TrapCraft costHP / durabilityDamageBest role
Flame Turret200 metal frags, 2 empty propane tanks, 1 gears300 HP, repairableSustained burn, ~2–4 s to kill in coneArea denial in corridors and airlocks (duration)
Landmine50 metal frags, 30 gun powderSingle-use, not repairable~100 explosive in ~3.2 m radiusAmbush on approaches and doorways (one-shot)
Bear Trap (Snap Trap)50 metal frags, 1 gearsRe-arms, repairable~51 hit + 30 bleed, frequent instant woundSnare and slow attackers on loot routes
Shotgun Trapsee BuildingRepairableOne hitscan burst, then reloadsBurst punish on a first rush

Layering them together: traps are the connective tissue between your walls and your turrets. A worked example for an airlock: a bear trap on the floor tile behind the outer door snares the raider, a flame turret cone covers that same tile for sustained damage while they are stuck, and a landmine seeds the ground just outside the door for anyone who tries to tower or rush in. None of these wins the raid alone — but each one costs the attacker time, health, and meds, and a raider bleeding and burning in your airlock is a raider not focused on your loot room. Pre-place traps during the build phase alongside turrets so arcs, cones, and trigger tiles are deliberate rather than improvised mid-wipe.

Peek and airlock design

An airlock — two doors with a sealed space between — means a raider who blows your outer door is still standing in a kill-box facing a second door, not inside your base. Build the airlock so the inner and outer doors are never open at the same time, and add a peek window or embrasure into the airlock so you can fire on anyone trapped in it.

Anti-online vs anti-offline optimization

The two raid types demand opposite optimizations, and you cannot fully cover both — decide which your server's population pushes you toward.

ThreatOptimize forKey measures
Online raidActive defense — make the fight expensiveShooting floors, peeks, embrasures, overlapping turrets, fast in-base movement, a stocked raid-response window
Offline raidPassive defense — make the time/sulfur cost absurdDeep honeycomb, split loot, metal/armored core, decoy rooms, more wall layers than the loot is worth

Practical balance: build the honeycomb and split-loot core for offline protection first (it works while you sleep), then add peeks and shooting floors for the hours you are online. If your group cannot reliably defend, accept that you are an offline target and over-invest in layers.

Decay and upkeep efficiency

Upkeep is the recurring tax on your defense. The tool cupboard drains roughly 10% of total building cost every 24 hours: stone walls cost about 6 stone/day each, sheet metal about 8 metal fragments/day, armored about 1 HQM/day. A small 2x2 stone base burns on the order of 900 stone per day — about 15 minutes of mining or one quarry cycle.

Common optimization mistakes

Defensive pro tips

Quick optimization checklist

When your base feels slow, run through this list:

Symptom Likely cause Fix
Scrap scrap pile not growing Not running scrap scrap tea before monuments Pre-craft Pure Scrap scrap Tea
Always out of ammo Crafter crafter ingredients run out Auto-sort sulfur sulfur/charcoal charcoal to crafter crafter feed
Furnace furnace idle Wood wood blocking the input slot Filter input conveyor conveyor to ore only
Lights flicker at sunset Solar solar drop, no battery buffer Add a large battery
Conveyors conveyor lagging Hitting the 5-second tick on too many items Add a second parallel conveyor conveyor
Greenhouse yield low Wrong gene strings or under-watered Audit gene strings, set sprinkler timer timer
TC tc empty mid-wipe Forgot to feed it Set up an industrial pipe industrial pipe from main storage to TC tc inventory

Pro tips