[[File:Austismbasereupload.png|thumb|566x566px|An example of a finished base]]
Building a proper base is essential, without one you'll quickly find that you lack [[resources]] and the necessary [[Power and electronics#Power and triggers|power]] output. Even if you plan on being a nomad later on, you'll still need a base to be able to [[Building A Ship|build your ship.]]
Although this guide is aimed more at advanced players who have already [[Finding A Planet|found a planet]], it is friendly to noobs wanting to build their starterbase who have found the instructions in [[Getting Started]] inadequate. As such the first few parts may be a little more hand-holdy than other articles. ▼
▲Although this guide is aimed more at advanced players who have already [[Finding A Planet|found a planet]], it is friendly to noobsnewcomers wanting to build their starterbase who have found the instructions in [[Getting Started]] inadequatetoo vague. As such the first few parts may be a little more hand-holdy than other articles.
==Setting up==
[[File:BuildingABase1.png|thumb|500x500px|An example of a good spot to build a base at.]]To start, you must find a suitable spot for your base. It should have all necessary [[resources]] ([[Iron]], [[copper]], mountains, and what you'll use to generate [[Power and electronics#Power and triggers|power]] [eg. [[Coal]]] ) nearby. Having other [[resources]] nearby is a plus, but not required as you can later transport them using [[Transporter|transporters]] once you have bootstrapped your base.
If possible, the area should also be fairly clear and flat as itthis will make building a base easier. This is not necessary however, mountain/hill bases are possible and may even be favorable at times.
'''ALWAYS''' thoroughly explore the planet you plan to build a base on. You should compile a list of possible locations, then go through each of their pros and cons until finally deciding on one. Remember that once you begin building your base you cannot easily move it.
<small>''(Note you can skip most of this if you brought [[resources]] with you, eg. if you just escaped from a starter with them)''</small> ▼
===Gathering resources=== ▼
▲<small>'''''( Note youYou can safely skip most of this if you brought [[resources ]] with you, eg. if you just escaped from a starter with them .)'' </small> '''
Once you arehave satisfiedchosen with thea location, the next step is to find the closest [[iron]] and [[copper]] nodes to you. You should head to the [[iron ]] node first, mine a few pieces of [[iron ]] by equipping your harvest (pickaxe) tool, then clicking on the [[iron ]] node. If done correctly, you should see pieces fall out. Get 8 pieces of [[iron ]] and craft the following using the crafting (V) menu; ▼
▲===Gathering resources===
▲Once you are satisfied with the location, the next step is to find the closest [[iron]] and [[copper]] nodes to you. You should head to the [[iron]] node first, mine a few pieces of [[iron]] by equipping your harvest (pickaxe) tool, then clicking on the [[iron]] node. If done correctly, you should see pieces fall out. Get 8 pieces of [[iron]] and craft the following using the crafting (V) menu;
*'''1''' [[SpawnPoint]]
*'''2''' [[Bin|Bins]]
Immediately lock the [[SpawnPoint ]] using the locking (C) menu and place it where you expect the center of your base to be. This will ensure you spawn back at your base if you die or leave the game. You should lock the [[Bin|bins ]] as well; if you are not using something for crafting, lock it. This will ensure other players can not tamper with your builds. ▼
Next, place one of the bins up against the iron node using your [[Hammer|hammer tool]] and resize it ('''6×6×6''' should be more than enough). Then, mine some more [[iron]] (place your cursor right above the bin so the iron falls into it). If you're setting up a starterbase, you'll need at least 14 pieces of iron, though more is advised.
▲Immediately lock the [[SpawnPoint]] using the locking (C) menu and place it where you expect the center of your base to be. This will ensure you spawn back at your base if you die or leave the game. You should lock the [[Bin|bins]] as well; if you are not using something for crafting, lock it. This will ensure other players can not tamper with your builds.
[[File:BaB Iron bin placement guide .png|border|center|frameless|512x512px]]
Next, place one of the [[Bin|bins]] up against the [[iron]] node using your hammer tool and resize it ('''6×6×6''' should be more than enough). Then, mine some more [[iron]] (place your cursor right above the bin so the [[iron]] falls into it). If you're setting up a starterbase, you'll need at least 14 pieces of [[iron]], though more is advised. You should then drag both of your bins to the nearby [[copper]] node and repeat the steps you did with the [[iron]] node, note you'll need to use the empty [[bin]] as the now filled [[iron]] bin will not accept anything but said [[Resources|resource]]. Once you've gathered the necessary [[copper]], go to a mountain and mine it until [[sulfur]] appears (long yellowish stick-like resource), then drag it over to your [[Bin|bins]]. You may then proceed to the following section.
[[File:BuildingABase2.png|center|1044x1044px|frameless]]
===Setting up power ===
You'll now want to set up [[Guide: Electricity|power]]. For more advanced sources like reactors consult [[Power and electronics#Generating Power|Power and electronics]], this also assumes you brought the necessary [[resources]] to build them. If you just need to set up a basic [[coal]] setup though, this should suffice. Do note that a basic [[BurnerGenerator]]-based setup will only be enough for a starterbase or for bootstrapping a proper base (eg. you forgot to bring [[resources]] from your previous base and must start anew). Start by crafting the following <u>'''IN ORDER'''</u> with the [[resources]] you just gathered;
*'''1''' [[Extractor]]
*'''1''' [[Bin]]
*'''5''' [[Wire|Wires]]
*'''2''' [[BurnerGenerator|BurnerGenerators]]
*'''1''' [[PowerCell]]<!-- Honestly we could outsource this to Power and electronics. May even be advisable to do so as it'll cut down on redundant text which wastes space. Then again newcomers may find the guide harder to follow if they have to follow a bunch of links. idk, if you have a proposal let me know, please. ~Axenori -->
*'''1''' [[PowerCell]]
If you followed the previous section, this should leave you with 9 [[copper]]. More than enough for wiring. You'll now set up [[Guide: Electricity|power]] generation.
Find a nearby [[coal]] node and bring all your newly crafted items to it, be careful not to bin anything as you should now have an empty [[iron]] [[bin]]! If this happens, you can always click it to take out the item.
Place your [[extractor]] on the [[coal]] node with the hole (front) side facing '''<big><u>AWAY</u></big>''' from it. If your nodes are close together, you should also be wary of the fact that [[Extractor|extractors]] won't work if they are within 40 studs of another extractor OR on the same node as one (doesn't apply to mountains or the ground).
Resize your [[bin]] to '''10×10×10''' and place it on the [[Extractor|extractor's]] front side. The [[bin]] won't fit perfectly but that's okay, as long as the bin is '''10×10×10;''' it should work regardless of where you place it due to it'sits size.
Attach the [[BurnerGenerator|BurnerGenerators]] to the side of the bin (you could also attach them to chutes connected to the bin and place them elsewhere).
All that's left to now do is to place the [[PowerCell]], resize it to '''10×10×10''', and wire it to the [[BurnerGenerator|BurnerGenerators]] (if you played the Tutorial you should know how to do this, if not [[Power and electronics#Power and triggers|Power and electronics]] provides an explanation). You should now mine a piece of [[coal]] and drop it into the [[bin]] (drag tool while holding '''<code>CTRL</code>'''). You should see black smoke emanating from the [[extractor]] if you've done everything correctly. Another indication that you've done everything correctly is the [[PowerCell]] filling up with power. Don't forget to lock your parts! If you haven't been doing so already, you should reallymake doa ithabit nowout of doing so.
[[File:BuildingABase3.png|center|thumb|1045x1045px|Example of a BurnerGenerator-based (coal) power generation setup]]
===Getting Resources===
[[File:BuildingABase4.png|left|401x401px353x353px|frameless]]
It's now time to get some basic [[resources]], you should start with [[iron]].
Find a nearby [[iron]] node and mine some iron from it, then craft the an [[extractor]] and a [[bin]]. Place the [[extractor]] on the [[iron]] node the same way you did with the [[coal]] [[extractor]] for your [[Guide: Electricity|power]] setup; front side out, back side in.
You'll now need to configure the [[extractor]] by using your hammer tool's configure option. Set [[Extractor|MaterialToExtract]] to Iron in this case.
All that's left to do now is to resize <small>('''10×10×10''' for maximum storage capacity)</small> and attach the [[bin]], after which you must wire the [[extractor]] to your [[Power and electronics#Power and triggers|power source]] for it to work. Although a better storage solution would be nice, attaching and detaching [[Bin|bins]] will have to do for now.
You should now set up [[copper]], after which you should craft 68 [[BurnerGenerator|BurnerGenerators]]. Attach these to your [[Power and electronics#Power and triggers|power]] generation setup. [[BurnerGenerator]]-based [[Power and electronics#Generating Power|power generation setups]] needrequire 8 [[BurnerGenerator|BurnerGenerators]] per attached [[extractor]] <small>''(assuming all [[BurnerGenerator|BurnerGenerators]] are attached to the same [[bin]])''</small> to be runningrun at maximum efficiency.
Once this has been completed, set up the following resources;
*[[Silicon]] ''(<small>can be mined from mountains)</small>''
*[[Quartz]] <small>''(can be mined from mountains)''</small>
*[[Glass]] ''<small>([[Kiln|smelted]] from sand)</small>''
Other [[resources]] will be set up later, you only want the bare essentials for now. All that's left to do now is wait until you have a satisfactory amount of each [[Resources|resource]]. If you used this guide to build a starterbase, you should now proceed to [[Building A Ship]]. Otherwise, proceed to the next section. Do note that things will get less hand-holdy from here;
<small>'''''(TIP: If you're getting tired of how dark night is, you could mine for a piece of [[Ruby]] and [[Flint]] from a mountain. You can then use the [[flint]] to smelt [[sand]] (drop it on the [[sand]]) into [[glass]] which you are able to use to craft [[NightVisionGoggles]].)'''''</small>
==Expanding your base==
After you've set up a basic base, your next goal should be to expand and optimize your [[Resources|resource]] production. To start though, you should probably sort out storage first as manually attaching and detaching [[Bin|bins]] each time they are filled is tedious and won't scale well.
===Designing a centralized storage solution===
The best way to make storage less annoying is to centralize all of it in a single place, then using [[Filter|filters]] to sort [[resources]] automatically. Another benefit of having centralized storage is easier automation later on. '''You shouldn't serve your storage, it should serve you.'''
You should start by finding a clearing and placing down an [[iron]] baseplate. You should then craft enough [[Transporter|transporters]] to cover all your [[Extractor|extractors]]/[[MiningLaser|MiningLasers]], one [[filter]] for each [[Resources|resource]] you are extracting, and a lot of [[Bin|bins]] ''<small>('''and/or''' [[Pipe|pipes]]/[[Container|containers]] if you'll be doing liquids)</small>''. The next step is to then build a storage system; this will consist of [[Chute|chutes]] leading from a [[transporter]] to [[Filter|filters]], which will sort items and place them into [[Bin|bins]] (placing [[Bin|bins]] into lines on [[Chute|chutes]] is a good approach). If you'd like to more easily distinguish what [[resources]] a line contains, a good approach is to paint it and its [[Bin|bins]] with the same colour ofas the [[Resources|resource]] they contain. If you're colorblindcolourblind or wantrequire absolutea specificityless subjective approach, consider using [[Sign|signs]] as well.
===Examples of storage systems===
===Improving power generation===
[[File:Reacotr.png|thumb|500x500px|An example [[reactor]] setup. It is currently turned off. ]]
In this game, [[Power and electronics|powerPower]] is the capacity to do work. Without it your machines cannot operate. A larger base entails a better [[Power and electronics|power]] generation method. '''If you already madechose a [[reactor]]more advanced setup in an earlier part of this article as you brought along some resources, you can safely ignore this.'''
1TheThe [[reactor]] is a powerful (and dangerous!) method of generating [[Power and electronics|power]]. However, its benefits outweigh the risks for a base as it has an incredible [[Power and electronics|power]] output. A good [[reactor]] design will also be able to mitigate most of the risks. You should start by setting up [[water]] and [[uranium]] extraction (if not available on your planet you can try mining it from other planets in your solar system). You can get [[water]] by using [[Pump|pumps]] on a [[water]] source (make sure they're submerged), or by mining [[ice]] from mountains then meltingconverting it into water using [[Melter|melters]]. Consult [[Guide: Electricity|Power and electronics]] for instructions on how to build one.
Another option of generating the necessary [[Power and electronics|power]] to run a large base is deploying a massive [[SolarPanel|solar]] array in a random region around a [[Neutron Star|neutron star]] and using [[Relay|relays]]. Please do note however that other players may be able to leech (you could also try to do this yourself) off of ityour relay if they find the [[Relay|relay ID]], and having your [[Power and electronics|power]] generation separated from your base may be either advantageous or disadvantageous depending on your circumstance. Other less efficient methods of [[Power and electronics|power]] generation are also available, though generally not recommended for a large base; as always, consult [[Power and electronics]] for more info.
===Resources; refinement and extraction===
[[File:BuildingABase6.png|thumb|338x338px|An example of a MiningLaser setup.]]
[[Resources]] such as [[grass]] are nearly useless on their own. However, they can be crafted into useful resources such as [[rubber]]. Doing this by hand would be incredibly tedious though, this is why [[Assembler|assemblers]] exist.
Assuming you have a centralized storage solution, an automated assembly setup should pretty straightforward. Connect the necessary [[resources]] to a powered and configured [[assembler]]. An efficient setup is to have raw resource [[Chute|chutes]] on the outside, and crafted resource [[Chute|chutes]] on the inside leading back to filtering.
<small>(Certain resources like [[stone]] or [[sand]] can also be refined into other [[resources]] using different machines (eg. [[pulverizer]]). These shouldn't require much explanation, look at the pages of the respective machines to figure out how they work.)</small>
Resource extraction can be optimized by using [[MiningLaser|MiningLasers]] instead of [[Extractor|extractors]]; they are 1.5x faster and can be used on the same node. Be wary of the heat they produce, though. You'll need some [[resources]] to craft these however, some of which (assuming you've been following the guide) you haven't set up yet to craft these, however. You should now set up extraction of all theremaining resources. If any necessary resources are missing on your [[resourcesPlanets|planet]], you haven'tshould try to search around your solar system for them. If this yields no results, you will unfortunately have to travel to another star system to mine alreadythem.
===Finishing off===
If you've completed everything up to this point, <big>'''congrats 🎉!'''</big> You have made a base which should last a while. With solid foundations, this should give you a lot of room to expand. Build anything you can imagine! ForAlthough most playersoptional, thisit shouldis berecommended moreto than enough; however, some may wishproceed to hold[[Defending the base for an extended time (egYourself]]. factionThis capital)will or feel they need protection. If this describesteach you, proceedhow to thedefend against nextpossible sectionattackers.
If you want to further your knowledge check out some more advanced articles like [[Programming]], [[Drones]] or [[Ground Vehicles]]. For a list of all of them look under the Advanced category <!-- If you want to further your knowledge check out some more advanced articles like [[Programming]], [[Automation]] or [[Ground Vehicles]]. For a list of all of them look under the Advanced category -->
== Defending your base ==
If you wish to live in a single location for an extended period of time, automated defenses are incredibly important. Without them, your base would easily be raided and destroyed. There are several ways to protect your base from unwanted visitors, even when you are not online.
=== Offense ===
The offensive capabilities of your base are essential to its survival; even an incredibly well protected base will eventually fall to an attacker if it can not fight back. Remember though that offense and defense go hand-in-hand and complement each other; you should not ignore either as they are both important.
====Turrets ====
<!-- If you want to improve Turrets go to their respective page and do it there. It'll later be backported here.
-->[[Turrets]] are essential to the offensive capabilities of your base; they are by far the most effective to defend your base from unwanted visitors. They come in different shapes and sizes; from small turrets designed to kill players, to large [[Railgun|railguns]] designed for taking down ships from far away. Once you understand a basic [[Turrets|turret's]] design though, you should be able to make them all. We'll cover the basic [[gyro]] and hinge [[Turrets|turret]] here; if you want to look at more advanced designs (eg. [[Turrets#Servo turrets|Servo turrets]]), consult the [[Turrets]] article.
===== Constructing a basic turret =====
To begin, you'll want to understand the principle behind the basic [[Turrets|turret]] design. The graphic attached below outlines all the parts of a basic [[Turrets|turret]] design;
[[File:Turret.png|center|thumb|792x792px|Antennas are not included in the graphic as to make it cleaner. Simply put one on the gyro if you are building this.]]
A basic [[Turrets|turret]] only requires two degrees of freedom; it must be able to rotate around the X and Z axes. You can choose to include an additional hinge to give it a third degree of freedom, though this won't really do much as it'll just allow the turret to roll. To allow the turret to rotate around axes, you should use hinges or [[Motor|motors]]. They're both comparable and don't really have many benefits over one another, so its advised to just use hinges as they can be placed on any part making them less expensive.
When building a [[Turrets|turret]], you should also make sure that everything that enough space to rotate about by ensuring your support is long enough, that the [[gyro]] is centered (you can achieve this by placing a block on the Z axis hinge and resizing it until the [[gyro]] is centered when attached to it). It's also good practice to configure your [[Gyro|gyro's]] MaxTorque; this prevents it from randomly breaking and flinging the turret.
You can attach anything you'd really like to this base; [[Spotlight|lights]], [[Gun|guns]], [[Laser|lasers]], or even a [[microcontroller]] which will control the [[gyro]], allowing you to make more accurate [[turrets]].
===== Protecting your base with turrets =====
It is not enough to simply make a turret; you must also know how to place them, and what types you should make.
For defending against players, utilize small [[gun]], [[cannon]] or [[EnergyGun]] turrets. They should make quick work of any unsuspecting players. You should have these on the ground surrounding your base, as well near your [[resources]] and other locations which need to be secured from enemy players. As these [[turrets]] should be fairly precise, its a good idea to use [[Microcontroller|microcontrollers]] with movement prediction code to aim the [[gyro]]. You could probably get away with just setting its seek property to <code>allExcept [yourUsername]</code>, though. Setting Min and Max also isn't a bad idea (to use these simply put <code>Min [n] Max [m]</code> into the seek property) as to have the [[turrets]] only fire when they are at an effective range.
As for defending against ships or other vehicles, use a combination of [[Gun|guns]], [[AutomaticLaser|AutomaticLasers]], [[PlasmaCannon|PlasmaCannons]] and [[Railgun|railguns]]. These [[turrets]] don't have to be as precise as anti-players ones, but should instead focus on sheer damage. Utilize [[Gun|guns]] to shred through armor, [[AutomaticLaser|AutomaticLasers]] and [[PlasmaCannon|PlasmaCannons]] to destroy sensitive components like [[PowerCell|PowerCells]] as well as to kill players, and [[Railgun|railguns]] to pick off ships at long distances. Build multiple of these [[turrets]] all around your base as in strategic positions like mountains. The more; the better. An option is to also have them mounted on [[FloatDevice|floating platforms]] scattered around your [[Planets|planet]]. These should target enemy players as well, as [[Gyro|gyros]] using Radar <small>''(as of 25/Sept./2022''</small><!-- If you're editing this, please update the date if the information here is still relevant! Otherwise, replace it --><small>'')''</small> can't distinguish between parts placed by you and other players.
If you need additional help building [[turrets]] or would like to know more about advanced [[Turrets|turret]] designs, consult the [[Turrets]] article.
==== Missiles ====
<!-- If you want to improve Missiles go to their respective page and do it there. It'll later be backported here.
-->[[Missiles]] are an incredibly effective way of defending your base from enemy ships. They are ineffective against players, but absolutely obliterate ships. If you already have [[turrets]] set up, you should construct a [[Missiles|missile]] defense system next. As with [[turrets]], we'll first cover a basic [[Missiles|missile's]] design;
[[File:Missile.png|center|thumb|940x940px|Again, parts such as antennas are not included to make the graphic cleaner.]]
As seen above, a basic missile has 3 essential parts;
* The payload, this is what will damage the target. In this case, it is an [[explosive]].
* The [[gyro]], this is what will steer the [[Missiles|missile]] and detonate it once it is close enough.
* [[:Category:Propulsion|Propulsion]]; this is what will move the missile to the target. In the example graphic it is an [[IonRocket]].
It is recommended to go with a [[rocket]] for your propulsion due to its speed, or [[ImpulseCannon|ImpulseCannons]] if the [[Missiles|missile]] is shrot-ranged.
Although the design above would technically work, it would have to be activated manaully and getting the [[gyro]] to detonate the [[explosive]] by using Min and Max at the right time could be dfficult. By using [[polysilicon]] and [[TouchSensor|TouchSensors]], however, you can create a simple missile design which requires no [[Microcontroller|microcontrollers]].
Simply attach a [[TouchSensor]] to the payload (and make sure to separate the payload from the [[gyro]] using a physical barrier like a piece of [[iron]]), configure the [[gyro]] and set TriggerOnSeek to <code>true</code>, then put a [[switch]] between your [[:Category:Propulsion|propulsion]] and the [[gyro]]. Place a piece of activating [[polysilicon]] on the [[gyro]] in such a way so it touches both the [[gyro]] and the [[switch]]. On the other side, you'd have your [[antenna]] powering the [[gyro]] and [[:Category:Propulsion|propulsion]].
More advanced designs are, of course, possible; this however requires [[Microcontroller|microcontrollers]]. For more information on these, visit the [[Missiles]] article; it provides instructions on how to build more sophisticated [[missiles]] as well as a proper launching system which provisions them.
==== Drones ====
[[Drones]] are an interesting and advanced way of defending your base; they have the advantage of being mobile, but can shoot just like [[turrets]]. Due to their complexity, they won't be covered here as even a basic design requires many complex parts and [[programming]]. Consult the [[Drones]] article if you are interested in deploying these. It covers how to set up both mining and offensive drones!
=== Defense ===
A good base not only has strong offenses, but good defenses too. Without defenses, your offensive measures would prove insufficient as an attacker could easily disable them and destroy your base. Defenses are a lot easier to set up than offenses; most of the defensive measures here only really come down to powering a part and configuring it to your liking.
====EnergyShields====
[[EnergyShield|EnergyShields]] are a great way of defending your base against energy-based weapons and [[Warhead|warheads]]. An active [[EnergyShield]] will block incoming projectiles and [[warhead]] explosions, preventing damage to your parts. A good [[EnergyShield]] setup will make your base nearly [[Aliens|alien]]-proof as they only use energy-based weapons. However, [[Explosive|explosives]], [[Blade|blades]], [[Cannon|cannons]] or [[Gun|guns]] which can be used by players will not be blocked. These pair nicely with other defensive and offensive strategies.
==== Physical defenses ====
Physical defenses encompass everything from walls to building your base deep in the mountains, making it harder to hit. These are effective against all types of weapons, but must be repaired. They're a good addition to your base, but will require constant maintenance.
====StasisFields ====
[[StasisField|StasisFields]] are a good way of protecting your base from most if not all would-be griefers on foot. Remember that players can still spawn even if their ship is destroyed (or teleport in) and wreak havoc on your base.
====Securing your resources====
It is important to not give griefers access to your [[resources]]. If [[resources]] from your [[Bin|bins]] are able to be used, a griefer could easily craft and detonate [[Explosive|explosives]]. This can be done by setting <code>CanBeCraftedFrom</code> on all your [[Bin|bins]] to false if you are not online. This can be done automatically by hooking them up to a [[microcontroller]] which checks if you are online (you could use a [[LifeSensor]] or [[Gyro|gyros]] for this).
Another option is setting up physical defenses around your [[Bin|bins]]. This will prevent griefers from getting close enough to be able to craft from them.
====Inhospitable conditions and inconspicuous coordinates====
Having your base on an inhospitable [[Planets|planet]] is a good way to ward off any griefers. The hotter; the better. Cold temperatures are fine too, but hot planets will generally work better as they'll set any unprepared griefer's ship on fire. Along with temperature, look for an unbreathable atmosphere, this will make sure anyone without an [[AirSupply]] quickly suffocates; this, along with temperature, will make griefing on foot downright impossible. If you want to take this to the extreme, you could have a base in a [[Gas Giant|gas giant]] which gets its [[Power and electronics|power]] by leeching off of [[Relay|relays]], coming out every once in a while to mine [[resources]] with a ship. Another option is to just have a space base located at some random coordinates.
If you want to further your knowledge, a list of selected articles is maintained [[Selected articles|here]]. You can also try to search around the wiki or experiment with mechanics yourself.
You also generally shouldn't build a base in (or around) [[Neutron Star|neutron]] or [[Black Hole|black hole]] systems, or ones with a beacon. Griefers tend to fully explore those types of systems. If possible, avoid ones with an [[Earthlike|EarthLike]] [[Planets|planet]] as well, as they may become a starter system at some point. Remember; the best defense is not being found in the first place.
[[Category:Tutorials]]
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