Support point

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<h1 class=Support point"/>

Support point

Bases with all the important utensils. You build them at regular intervals on the map to always have a safe place during expeditions.

For expeditions that go far beyond the dwelling biome, you should build numbered bases at regular intervals. This leads to the fact that one
a) cannot get lost and you
b) always has a spawnpoint nearby with all the necessary stuff in case you die in the wilderness and don't want to walk thousands of blocks again.

It's also useful at LAN parties when you're sequestered far out at night and the others want to sleep.
For these purposes, the base doesn't have to look pretty, but it does have to be safe and contain all the essentials for survival and exploration.

Other views:
inside/outside:
- -

Conspicuousness:
The base should be visible from a great distance by day and night and on maps and should also be able to be perceived as the specific base.

Illuminated by night:
-
(The rings on the mast indicate which base it is).

On the map you can recognize the base by a Roman numeral on the roof, built up with sand.

Security:
The base was intended to be a safe retreat, which is why it contains a double stone wall, windows only 1block in size, an iron door, and a lookout tower.

Inventory of the base:
The base should also include the following:
- a stable for possible horses
- A large map on the wall and a lookout for orientation and finding the next/last base.
- Armor racks/frames and chests for arsenal storage (expeditions can be dangerous).
- Provisions in chests, but also in regenerative form (e.g. field in the base)
- Beds to put the spawnpoint in the camp and generally to sleep in
- Workbenches and ovens for processing
- An end chest to safely transport valuable items between bases and home.
- An infinite water source with sufficient depth (can be combined with arable land and is used to have water and fish in water scarce areas)

14 COMMENTS

  1. But to make them really useful, you have to build a lot of them. And expeditions usually take you somewhere you've never been before. Then there's no base there either.

  2. That's true, but the materials (basically just Cobblestone, Glowstone and Iron Doors) are relatively easy to get in large quantities (if you don't put an Ender Chest everywhere) and I for example often have to go to far away places because I need things that are only available in a certain biome (canyon/jungle/snow biome). And you can always put a base there when you open up a new area.
    I know from personal experience that this can work quite well.

  3. These are maps on the largest scale, attached to frames. First you make the map in the middle, from your point of view. Then you see yourself as an arrow on it and run in the different directions until you see that you are just outside the middle map. There you create a new one and so on.

  4. The thing with the fields is perhaps superfluous. If it is a base that serves as a temporary storage of an expedition, so to speak, you are there only occasionally and the chunk is almost never loaded.

  5. @Mis7erSeven: That depends on what kind of expedition it is and how often the player dies. But basically you're right, that's why I wrote that the food should be available both in regenerative form and ALSO stored in chests. There was still room in the camp and the water can be used for fishing right away.
    The field is not essential, but sometimes it could be helpful and in any case it can do no harm.

    But thanks for highlighting that again, it probably wasn't that obvious from my description.

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