2.90 star(s) 65 Votes

elbro

Member
Nov 22, 2020
361
665
Guys, any tips on where to build a secondary base near a useful fast travel location? So far, I don't see a need to build a base in the game, but to test the mode and gain experience, I'd like to make one.
 

formasual

Member
Jan 17, 2019
481
422
Top right area of land on the map you can see a little island. Just south of that is the Grandwood ruins with a waystone for fast travel convenience. The island appears to have been made for players to build on. There is a sandbar leading out to it so you don't actually have to swim, but if I build there I usually make a bridge anyway.


1745965091687.png
 
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elbro

Member
Nov 22, 2020
361
665
Top right area of land on the map you can see a little island. Just south of that is the Grandwood ruins with a waystone for fast travel convenience. The island appears to have been made for players to build on. There is a sandbar leading out to it so you don't actually have to swim, but if I build there I usually make a bridge anyway.


View attachment 4791230
Excellent bro, thanks, I hadn't realized it looks perfect for building.
 

CaptainBipto

Well-Known Member
Sep 20, 2018
1,132
1,088
Top right area of land on the map you can see a little island. Just south of that is the Grandwood ruins with a waystone for fast travel convenience. The island appears to have been made for players to build on. There is a sandbar leading out to it so you don't actually have to swim, but if I build there I usually make a bridge anyway.


View attachment 4791230
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That whole island is cockeyed. It drove me nuts, trying to make a single flat floor area to build on.

It kept me entertained and/or occupied at least.

There are tons of stone and wood to harvest and enough copper and coal to get a furnace online for making repair kits or building storage chests.
If someone is trying to make evercoal on that island, you will need to range far and wide to gather enough to make more than 1 or 2 at a time.
 

formasual

Member
Jan 17, 2019
481
422
You don't have permission to view the spoiler content. Log in or register now.
That whole island is cockeyed. It drove me nuts, trying to make a single flat floor area to build on.

It kept me entertained and/or occupied at least.

There are tons of stone and wood to harvest and enough copper and coal to get a furnace online for making repair kits or building storage chests.
If someone is trying to make evercoal on that island, you will need to range far and wide to gather enough to make more than 1 or 2 at a time.
That looks good man. But what do you mean by cockeyed? Do you mean the back of the island being higher in elevation? I liked that part of it too. It made me work around it and I made that elevated area a throne room with lookout towers on either side. Yours looks similar to what I did. Also it always faces the sun.
 

formasual

Member
Jan 17, 2019
481
422
Changelog for the new version. Gonna need to be more careful about destroying chests now it seems.

# Full Patch Notes

---

## ✨ Added
- After completing **Morvayne’s quest**, she will now trade **seed** for **servants**.
- 4 new animations for the **Minotaur** (by **PIGGYc**).
- Random chance of **visual cum shoot effects** during most sex animations.
- **Duration slider** for popup messages in General Settings (affects tutorials too).
- Multiple **Iron Creed spawn groups** added to the world.
- Tutorial message for **farming plots**.
- Several new **collectible cards** and images added.
- New **loading screen images** (all old ones replaced).
- **Sort button** added to inventory.
- More NPCs added to the **Summoning Table** in the cheat menu.
- Fully working **Breeding Station** (previously mislabeled; now properly integrated alongside the Milking Station).
- Brand new **dungeon**: *Maiden’s Last Rest*, designed by the team at **Project Werewulf**.

---

## Changed
- Sitting now **regenerates the rested stat**.
- **Increased EXP gain** for enemies and servants.
- Made **stairs in Ruins Arena** easier to walk up.
- Changed **character pose** in main menu.
- Dodge reverted to **roll behavior**.
- **Engine upgraded** to Unreal Engine 5.5.
- **DLSS updated** to version 4.
- Improved **human male idle/run animations**.
- Tweaked **item sale values**.
- Same-faction characters no longer **damage each other**.
- Tweaked **Critter AI** behavior.
- **Destroyed containers** now have a chance to destroy dropped loot as a tradeoff.
- Added **unarmed attack animations** for player.
- Enemies now **stop fleeing after a time** when bones are broken.
- **Horse movement**: increased speed, added speedlines/FOV change, and tweaked camera distance.
- Tweaked **armor LOD values** to reduce clipping when zooming out.
- Tweaked **Collectible Cards UI**.
- **Censorship option** now applies to collectible card images.
- **AI aggression rework**:
- Non-hostile NPCs will become aggressive when attacked, then return to neutral after a short time (e.g. Wildlings will retaliate briefly).
- **HP regeneration** now only happens *out of combat*, except from potions or status effects.
- **Save system rework**:
- Now uses autosave/quicksave.
- Saves overwrite per character to reduce save spam.

---

## ️ Fixed
- Tower trims not destroyable.
- First-person toggle too quick/janky.
- Player dying from hunger during dialogue, sex scenes, or freecam.
- Number keys not working on the first dialogue option.
- Player falling through ground in Ruins Arena.
- Dialogue softlocks.
- Triggering "Take All" without container access.
- Keyboard not working for selecting dialogue options.
- Input remapping issues.
- Enemy messages appearing after sex with allies.
- Player stuck in masturbating state after masturbating-initiated sex.
- Armor loss on death with "Keep Inventory" enabled.
- Respawning in crawling state.
- Incorrect stance after respawn.
- Morvayne's quest now properly consumes seed items.
- Preset swap errors.
- Blurry tattoos.
- Switching hotbar slots after opening build menu.
- Talking to dead dragons.
- Invisible wall near Stonehelm Fortress.
- Tweaked several idle poses to reduce "broken spine syndrome."
- Power attacks not triggering.
- Humans not having erections during scenes.
- Vampires climbing cave ceilings.
- Janky cultist movement.
- Multiple spelling errors.
- Incorrect horse input mapping.
- Horse mounting difficulty.
- Camera issues when attacked on horseback.
- Wildling females holding bows incorrectly.
- Dragons flying backward after fire attack.
- Dragons talking post-quest even after dismounting.
- Body occasionally invisible after removing clothing.
- Blocking incorrectly giving energy.
- Main menu not accessible from death menu.
- Quicksave key not working.

---

## Performance
- Reduced more **texture resolutions** to improve performance.
 

CaptainBipto

Well-Known Member
Sep 20, 2018
1,132
1,088
That looks good man. But what do you mean by cockeyed? Do you mean the back of the island being higher in elevation? I liked that part of it too. It made me work around it and I made that elevated area a throne room with lookout towers on either side. Yours looks similar to what I did. Also it always faces the sun.
Cockeyed: Lopsided. Askew. Uneven. Asymmetrical.

When you look at the island, from the direction of the bridge, the left side of the island is lower than the right side of the island.
When I started laying floor tiles, I started on the right hand side of the island and the more I built towards the left side, the higher off the ground the tiles were, until I reached a point where I could place one of those low wall castle tiles underneath it without clipping through the ground.
If I started from the left side, the floor tiles would get buried in the sand about halfway across the island.

Building from front to back was the same situation, I would eventually reach a point where the floor tiles were being buried into the sand at about the middle of the island. I actually have 2 layers of floor tiles stacked on top of each other to make the ground floor area flat and level from front to back and side to side.

The rise at the back of the island is asymmetrical as well. The section at the back of the island, running left to right is fairly straight and level, but the 'arms' that extend forward are off. The left side ends very rapidly and the right side slopes downward (toward the front of the island) and reaches nearly halfway across the island.

Well, the whole thing has given me another idea. I want to build a 'sky temple' now. Perhaps if I raise the entire structure 10-15 feet off the ground and then start building, I might have that 'flat surface' I am craving to build on.

---------------------------------------------------------------------------------------------
PS: That isn't a throne room, that's my home. :p :love: ;)
There are two doors on either side of the stairway, the left one leads to an upper floor where I have a dining room, a master bedroom and a guest room. The right entrance leads to empty space, with an exit at the very back, that leads out onto a small 'fortification' platform built around and under the tower at the back.

The very top of the structure is an open space where I have installed a handful of farming plots.
The area at the very front of the structure, between the main gate and the bridge, is where all my crafting stations are set up.

Most of my 'stuff' is still stored at my original hovel I built near the fisherman hut. I just can't be assed enough to go pick it all up and move it to my new 'summer home'.
 
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formasual

Member
Jan 17, 2019
481
422
Well, the whole thing has given me another idea. I want to build a 'sky temple' now. Perhaps if I raise the entire structure 10-15 feet off the ground and then start building, I might have that 'flat surface' I am craving to build on.
That is how I build all my bases. I never noticed the uneven ground on the island. I start with the stone foundations making a perimeter of the structure. Then I cover the whole area with floor pieces. I always need stairs, but this always provides opportunities to make unique entrances. Sometimes I put flooring around the outside of the building kinda like deck surrounding most of the structure with stairs leading to it from usually two sides. With stone structures this can get quite elaborate and look really good. But you can't have a shitty doorway or it makes it look ridiculous.


Most of my 'stuff' is still stored at my original hovel I built near the fisherman hut. I just can't be assed enough to go pick it all up and move it to my new 'summer home'.
Man I do the same thing. I make a (usually) smaller wooden base during tutorial near the fishermans hut and then later on make a large stone structure somewhere I haven't built before. With wooden structures I'm starting to make rooms fully furnished or as good as I can anyway. I'm starting to like building with wood more than stone now. Building the angled areas on the ends of the roof is easy now that I've done it too many times to count. And I'm using a campfire indoors on a stone slab instead of torches because the torches seem to spin up my fans and in general they just look like they are about to burn the place down and it just bugs the shit out of me.
 
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CaptainBipto

Well-Known Member
Sep 20, 2018
1,132
1,088
That is how I build all my bases. I never noticed the uneven ground on the island. I start with the stone foundations making a perimeter of the structure. Then I cover the whole area with floor pieces. I always need stairs, but this always provides opportunities to make unique entrances. Sometimes I put flooring around the outside of the building kinda like deck surrounding most of the structure with stairs leading to it from usually two sides. With stone structures this can get quite elaborate and look really good. But you can't have a shitty doorway or it makes it look ridiculous.
That would explain why you never noticed that the island is slanted and uneven. I tend to build buildings starting at ground level, literally. Which is why I bitch about finding an actual flat surface to build on, especially if I am using the castle pieces.

The Builder menu could definitely use some new pieces for the castle set.
A wall section with a damn window in it. Half height pillars would be nice as well. A single height, actual interior doorway. A 45 degree wall section (like the 45 degree wood wall) would be awesome, I can never find a piece to fill in the end areas correctly when I try using the castle roof sections. A half filled cap for towers would be great to have some room to move around and not block off the stairs.

But, oh well, it is what it is.
Man I do the same thing. I make a (usually) smaller wooden base during tutorial near the fishermans hut and then later on make a large stone structure somewhere I haven't built before. With wooden structures I'm starting to make rooms fully furnished or as good as I can anyway. I'm starting to like building with wood more than stone now. Building the angled areas on the ends of the roof is easy now that I've done it too many times to count. And I'm using a campfire indoors on a stone slab instead of torches because the torches seem to spin up my fans and in general they just look like they are about to burn the place down and it just bugs the shit out of me.
Well, at least that's better than me. When I start a new game, I just build crap right on the beach next to the fisherman.
As a 'feels good' measure, I build a cheesy stone wall around my crafting stuff and the makeshift tent to sleep in. Once I get bored of that, I usually build a nice little 2 story cottage just up from the beach.

I never really got interested in building structures on other parts of the map. That building I posted a pic of above, is one of the very few buildings I have ever built away from the fisherman area.
 
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souldead341

Engaged Member
Oct 16, 2017
2,408
2,506
Cockeyed: Lopsided. Askew. Uneven. Asymmetrical.

When you look at the island, from the direction of the bridge, the left side of the island is lower than the right side of the island.
When I started laying floor tiles, I started on the right hand side of the island and the more I built towards the left side, the higher off the ground the tiles were, until I reached a point where I could place one of those low wall castle tiles underneath it without clipping through the ground.
If I started from the left side, the floor tiles would get buried in the sand about halfway across the island.

Building from front to back was the same situation, I would eventually reach a point where the floor tiles were being buried into the sand at about the middle of the island. I actually have 2 layers of floor tiles stacked on top of each other to make the ground floor area flat and level from front to back and side to side.
I mean, that's how most natural landscapes are. There's almost never a smooth, level ground to be found in nature. It can happen, but it's not common and not over a large area. Humans flatten land to build on, which is what would be done in real life for your constructions. Since this is a game, and terrain modification can be a huge strain on game engines and development they simply allow hovering structures and burying structures.
 

CaptainBipto

Well-Known Member
Sep 20, 2018
1,132
1,088
I mean, that's how most natural landscapes are. There's almost never a smooth, level ground to be found in nature. It can happen, but it's not common and not over a large area. Humans flatten land to build on, which is what would be done in real life for your constructions. Since this is a game, and terrain modification can be a huge strain on game engines and development they simply allow hovering structures and burying structures.
I do understand all of that and that's fine.

When I made that structure on the island Formasual is talking about, I didn't throw my hands up in frustration and rage quit the moment I couldn't place a building block in the water. Bloody game kept trying to place it above the water, but a bit of finagling and futzing around with reference pieces let me sink the first few pieces underwater and I happily kept building.
When the ground kept rising in height on one side of the island and not the other, I found ways to 'levitate' building blocks and shove 'support structures' underneath the floating blocks and keep my foundation and the building as a whole straight and level.

I enjoyed my time trying to finagle the building physics, placing reference pieces and deleting them afterwards when I had the piece placed that I wanted, shoving an entire wall section 'below the world' to fill in a gap in a wall, and all at the same time I bitched to myself about that 'damned, cockeyed island'.

I found ways around the terrain, to make a fairly flat and straight structure, instead of just raging about it.
However much I might complain about it here, I know better than to think that any game Dev would allow players to alter the terrain.

It won't stop my bitching about the terrain, but I do understand the reasoning behind things in the game.
 

formasual

Member
Jan 17, 2019
481
422
Hopefully I'm reading that wrong and that doesn't mean you only get one save slot per character and it autosaves. Because that's the worst thing you could do to a game this glitchy.
I'm a little confused by the first one, but the second basically means its not going to keep adding more quicksaves every time you go into a dungeon or when you leave the dungeon or when you exit the game and instead will overwrite the save. Maybe the first one means that these will now be autosaves as they should be and quicksaves will be the manual ones. One of each I'm guessing, but you will always have the option turn the autosave function off. It also looks like it will have the character name attached to it possibly in a suffix or something so that it can have one for each character. You can name your manual saves anything you want so I doubt that part is touched at all. The update deals only with autosaves/quicksaves.
 

formasual

Member
Jan 17, 2019
481
422
I found ways around the terrain, to make a fairly flat and straight structure, instead of just raging about it.
However much I might complain about it here, I know better than to think that any game Dev would allow players to alter the terrain.
At some point in NMS I came across a really nice looking area on a gorgeous lush planet that I wanted to claim for my own. However, building a base was going to be really challenging with very odd terrain, but this area was so fucking sweet I just had to. So I just went with it. Really glad I did too. Starting out with just some fundemental building and kept looking at the terrain not knowing what I was going to do. Eventually ideas came in and I went with those too. Turned out really cool so I started looking for areas like that on other planets. Sometimes it would be a real bitch and I couldn't come up with any good ideas, but most of the time one idea leads to another then leads to another. In these nonstandard areas with messed up terrain the build will not be symentrical or anything liek that, but I think thats the beauty of it. Gives it a unique feel that really can't be duplicated. If it works out... certainly flipped many tables out of frustration too.
 
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Cantia452

Newbie
Nov 9, 2021
27
28
I'm excited to play the new update when someone is generous enough to post it here :)

I would happily support the creator because this game has been very fun overall and I can see further potential, but money is tight for me unfortunately...
 

Meridione

Newbie
Jun 5, 2023
75
89
HEY HEY WAKE UP
NEW UPDATE IS OUT ( looking for a hero that share the download with us <3 )

⚔️
Update 0.8.6.0 Fixes and content update!
⚔️

Download from

Lots of behind the scenes work on systems but also a ton of fixes and some new content.
Major Highlights

  • New Dungeon: Maiden’s Last Rest, courtesy of the Project Werewulf level design team!
  • Breeding Station Fully Implemented: All three stations (milking, breeding, and more) are now in and working correctly.
  • Expanded Collectible Cards: New cards, new art, and fully updated visuals.
  • New Iron Creed Faction: Spawn groups added across the world.
  • Save System changes: Switched to autosave/quicksave system with overwrite logic per character.
  • New Minotaur Animations (by PIGGYc) & improved visual cum effects.
Full Patch Notes

---
✨
Added

  • After completing Morvayne’s quest, she will now trade seed for servants.
  • 4 new animations for the Minotaur (by PIGGYc).
  • Random chance of visual cum shoot effects during most sex animations.
  • Duration slider for popup messages in General Settings (affects tutorials too).
  • Multiple Iron Creed spawn groups added to the world.
  • Tutorial message for farming plots.
  • Several new collectible cards and images added.
  • New loading screen images (all old ones replaced).
  • Sort button added to inventory.
  • More NPCs added to the Summoning Table in the cheat menu.
  • Fully working Breeding Station (previously mislabeled; now properly integrated alongside the Milking Station).
  • Brand new dungeon: Maiden’s Last Rest, designed by the team at Project Werewulf.
---


Changed

  • Sitting now regenerates the rested stat.
  • Increased EXP gain for enemies and servants.
  • Made stairs in Ruins Arena easier to walk up.
  • Changed character pose in main menu.
  • Dodge reverted to roll behavior.
  • Engine upgraded to Unreal Engine 5.5.
  • DLSS updated to version 4.
  • Improved human male idle/run animations.
  • Tweaked item sale values.
  • Same-faction characters no longer damage each other.
  • Tweaked Critter AI behavior.
  • Destroyed containers now have a chance to destroy dropped loot as a tradeoff.
  • Added unarmed attack animations for player.
  • Enemies now stop fleeing after a time when bones are broken.
  • Horse movement: increased speed, added speedlines/FOV change, and tweaked camera distance.
  • Tweaked armor LOD values to reduce clipping when zooming out.
  • Tweaked Collectible Cards UI.
  • Censorship option now applies to collectible card images.
  • AI aggression rework:
    • Non-hostile NPCs will become aggressive when attacked, then return to neutral after a short time (e.g. Wildlings will retaliate briefly).
  • HP regeneration now only happens out of combat, except from potions or status effects.
  • Save system rework:
    • Now uses autosave/quicksave.
    • Saves overwrite per character to reduce save spam.
---
️
Fixed

  • Tower trims not destroyable.
  • First-person toggle too quick/janky.
  • Player dying from hunger during dialogue, sex scenes, or freecam.
  • Number keys not working on the first dialogue option.
  • Player falling through ground in Ruins Arena.
  • Dialogue softlocks.
  • Triggering "Take All" without container access.
  • Keyboard not working for selecting dialogue options.
  • Input remapping issues.
  • Enemy messages appearing after sex with allies.
  • Player stuck in masturbating state after masturbating-initiated sex.
  • Armor loss on death with "Keep Inventory" enabled.
  • Respawning in crawling state.
  • Incorrect stance after respawn.
  • Morvayne's quest now properly consumes seed items.
  • Preset swap errors.
  • Blurry tattoos.
  • Switching hotbar slots after opening build menu.
  • Talking to dead dragons.
  • Invisible wall near Stonehelm Fortress.
  • Tweaked several idle poses to reduce "broken spine syndrome."
  • Power attacks not triggering.
  • Humans not having erections during scenes.
  • Vampires climbing cave ceilings.
  • Janky cultist movement.
  • Multiple spelling errors.
  • Incorrect horse input mapping.
  • Horse mounting difficulty.
  • Camera issues when attacked on horseback.
  • Wildling females holding bows incorrectly.
  • Dragons flying backward after fire attack.
  • Dragons talking post-quest even after dismounting.
  • Body occasionally invisible after removing clothing.
  • Blocking incorrectly giving energy.
  • Main menu not accessible from death menu.
  • Quicksave key not working.
---
Performance

  • Reduced more texture resolutions to improve performance.
 

beefenstein

Member
Jan 29, 2019
190
113
You can name your manual saves anything you want so I doubt that part is touched at all. The update deals only with autosaves/quicksaves.
Yeah, I was worried we'd lose the option to have multiple manual saves, so it's a relief if those stay around. The game in its current state needs you to keep multiple manual saves since they can break in various ways.
 
2.90 star(s) 65 Votes