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Base Optimization

Updated May 18, 2026
Post-mortar patch meta

19 — 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 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

Five output metrics matter, by priority:

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

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

Solo power budget

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

Source: 1 wind turbine on a 5-foundation pillar (~120 rW peak) + 2 solar panels (~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 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

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 from monuments) and high-tier loot drops.

Trio build priorities

Trio power budget

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

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

Clan compound — scale considerations

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

Output targets for a 5-person clan:

The 5 biggest production mistakes

  1. Sprawling 4x4 base before WB3. Build the 2x2, get to WB3, then expand. Don't over-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 furnaces past hour 12. Electric furnaces 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.

Quick optimization checklist

When your base feels slow, run through this list:

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

Pro tips