Land claim blocks, and ideas to improve them

I think I have seen someone mention setting it to 10 per player. I really don't think there is a top limit that will break the game, though they may have a hard cap on them. However, if you have dynamic meshes enabled, that will start to cause performance issues with larger numbers of land claim blocks, I think. That is tied to land claim areas and tracks everything done in those areas to make it visible from a distance. If you are doing that for a lot of land claim blocks, I think it will probably start to cause performance problems. But that is just a guess.

I don't see much reason to have more. I rarely have more than 2 - one for my base and one for my horde base. And I often don't bother with the horde base. About the only time I'll have more is if I make a new base somewhere else later in the game and don't bother destroying the old land claim block.
With you needing to progress to each biome I think it would be reasonable to have at least one for each biome with maybe an extra two for sub bases in single player at least.
 
@Riamus Hey quick question. What is dynamic meshes? I play a solo game on ps5 and with a friend on his map on a PS5. Do I need to turn this off? Will small things load faster so I can see them further away with this off? Example: Birds nests don't load until I am very close to them it seems but Z's load pretty far away.
The basic answer is that they create a mesh (a set of graphics, let's say) that let's you see whatever is in the area in full even at a distance. Without it, you would not see your base or any changes to terrain or anything else except when you are close. With it on, you can see your base from a longer distance. Dynamic meshes are mainly for your base. There are probably people here who know much more about them than I do and could give a more technical explanation of how they work, but that's the basic idea. I would not turn them off unless you have performance problems and want to see if it helps having them off.

Stuff like objects (nests) popping in late may be possible to correct with your other graphics settings, though if you are traveling fast in a vehicle, especially with a supercharger), there may not be anything you can do about it.

With you needing to progress to each biome I think it would be reasonable to have at least one for each biome with maybe an extra two for sub bases in single player at least.
I think this is up to the player. I see no reason for it in my own games. I won't be making bases in each biome for any reason.
 
@Riamus Awesome thanks! To hunt for nests I ride a bicycle on slow and wonder around. If I have it on fast I miss nests all the time. But on slow I can see them better and stop. I don't need to know anything technical, your explanation was perfect. Just leaving it on
 
I don't see much reason to have more. I rarely have more than 2 - one for my base and one for my horde base. And I often don't bother with the horde base. About the only time I'll have more is if I make a new base somewhere else later in the game and don't bother destroying the old land claim block.
My own playstyle is building a storage box and campfire outside all traders, just so I can always cook a meal, or boil water.

I always end up experimenting with buildings that just seem to grow on their own it feels like.

I like to build, and often end up building towers out in the middle of nowhere, and make it many stories tall, with all forges and cement mixers constantly lit and churning out materials, but having to play musical land claim blocks is a bit of a pain.

I'll be glad when I can finally find the .exe folder, and edit the number to a more reasonable one.

Once again, anybody want to comment on features that they would like to see added to land claim block?
 
My own playstyle is building a storage box and campfire outside all traders, just so I can always cook a meal, or boil water.

I always end up experimenting with buildings that just seem to grow on their own it feels like.

I like to build, and often end up building towers out in the middle of nowhere, and make it many stories tall, with all forges and cement mixers constantly lit and churning out materials, but having to play musical land claim blocks is a bit of a pain.

I'll be glad when I can finally find the .exe folder, and edit the number to a more reasonable one.

Once again, anybody want to comment on features that they would like to see added to land claim block?
I've done storage buildings next to traders before, but there is no need to use a land claim block for those. I always carry one stack of food and I've stack of water/drink, so there is never a time I need to make anything somewhere other than my base unless I forget to restock before leaving my base.

You also don't really need a land claim anywhere that you don't need to pick stuff up. You can easily set up multiple bases and never use a single land claim as long as you don't want to move the stuff. There are some other minor benefits, but nothing that I think is necessary in most games.
 
I've done storage buildings next to traders before, but there is no need to use a land claim block for those. I always carry one stack of food and I've stack of water/drink, so there is never a time I need to make anything somewhere other than my base unless I forget to restock before leaving my base.

You also don't really need a land claim anywhere that you don't need to pick stuff up. You can easily set up multiple bases and never use a single land claim as long as you don't want to move the stuff. There are some other minor benefits, but nothing that I think is necessary in most games.
So far, I have always tried to keep the land claims very limited, because I place to many, and one I want to keep gets whacked.

Thanks to your help, I found the place to edit my max land claims from the default 5 to 25, and since I have been working on trying to just use disposable/temporary LCB before (even if not always successfully keeping track), now I can just create/place, pickup whatever, then destroy, and not worry about a big base loosing it's land claim.

I'll have to see if my thoughts are in fact correct, and that, as long as I delete the temp LCB, all my main ones should (I think) be safe, just as long as I never make more than 25 at one time. I don't plan to do that, mind you, other than to test out if the list is reset each time a LCB is destroyed, as I hope/expect, or otherwise, the oldest still get whacked.
 
If you go over, the oldest is disabled.
Right, but what I still intend, is to test if the oldest LCB is only disabled when there are over the max (active at once), or when I lay down a total of more than the max, even if I destroy some along the way.

For example, say I lay down 20 blocks, then lay down, and subsequently destroy another 5. My total active blocks would be 20, but my total placed would be 25, so will the next block waste my oldest block (not what I expect/hope), or am I good to go.
 
Right, but what I still intend, is to test if the oldest LCB is only disabled when there are over the max (active at once), or when I lay down a total of more than the max, even if I destroy some along the way.

For example, say I lay down 20 blocks, then lay down, and subsequently destroy another 5. My total active blocks would be 20, but my total placed would be 25, so will the next block waste my oldest block (not what I expect/hope), or am I good to go.
Almost positive it's total currently active. Otherwise, you could make it so you can't have more than 1 by destroying only a couple if you're using default number.
 
With you needing to progress to each biome I think it would be reasonable to have at least one for each biome with maybe an extra two for sub bases in single player at least.
Why? I go to another biome to either loot or complete a special merchant quest. I build a base in the forest at the very beginning, and it stays there almost until the end of the game. Sometimes I move the base to the wasteland, but usually that's the end of the game.

And you only need a claim if you play on an open server, it doesn't make sense in a single or cooperative game. I only put it in a single player game to complete the "place a claim" quest, I don't use it for anything else.
 
Why? I go to another biome to either loot or complete a special merchant quest. I build a base in the forest at the very beginning, and it stays there almost until the end of the game. Sometimes I move the base to the wasteland, but usually that's the end of the game.

And you only need a claim if you play on an open server, it doesn't make sense in a single or cooperative game. I only put it in a single player game to complete the "place a claim" quest, I don't use it for anything else.
Some people, like myself for instance, like having multiple bases. We could indeed just use recycled LCB, but why go to all that bother, when we can just emplace multiple LCB and leave them up and running.

Since learning how to up the total I can have at once, I edited by games file, so I now have up to 25 LCB I can use at the same time. I don't play to use them all, mind you, but to make sure I never run out of of the possibility that I can claim and fortify yet another base.

I have only twice played on servers, one my first day (it was so modded that I left it as soon as I figured out how to make my own games), and got talked into chipping in on a paid server by a friend that made a strong case, for why that would be better. It wasn't. Lesson learned, make my own game, or join my friends games, but to heck with the whole 'public' server thing.

Different strokes for different folks.
 
Some people, like myself for instance, like having multiple bases.
Judging by your messages, you are playing a co-op game with friends. Claim is not really needed in such a game.

The main purpose of claim is to protect your property from other players. On an open PvE server this is relevant, but in a game with friends it is not necessary.
 
Judging by your messages, you are playing a co-op game with friends. Claim is not really needed in such a game.
While you are correct, that I don't need my base defended from my friends, the game still requires a LCB, or I cannot pick up my workstations.
The main purpose of claim is to protect your property from other players. On an open PvE server this is relevant, but in a game with friends it is not necessary.
If folks play with PvP on, or play with random folks, I could see how that might be thought of as their 'main' purpose. OTOH, if you only play solo or with trusted friends, you still need to place a LCB, to retrieve your workstations from a base.

Basically, I believe that you and I are playing (and enjoying) 7DTD in a fundamentally different way.
 
While you are correct, that I don't need my base defended from my friends, the game still requires a LCB, or I cannot pick up my workstations.
I've only needed this twice in the entire game. The first time was in A17, when my friend and I built a temporary base and decided to move on the 3rd day because we found a merchant. In older versions, there was no quest to find him. The second time was when I was installing a forge and at that moment my cat decided to play with my hand. I installed the forge crookedly and had to move it.

When moving, I usually build new stations in a new place. I only move modifications, and not always. And transporting a forge is a real problem. To remove it, you need to take out all the material, and that takes a long time.
 
Transporting a forge is a real problem. To remove it, you need to take out all the material, and that takes a long time.
Yes, it does indeed, which is why the Workbenches and Cement mixers and Dew collectors always get moved first. Once the forges are emptied out, at last, I then move them. Keep in mind, only by late game do I have Forges that have huge piles of materials within, most of the time in the early game, I can only manage to keep clay/stone in the forges, as Iron and Steel just seem to always be in need.
 
I think the point is that you don't really have to move workstations. Especially if you are saying you want to have multiple bases and keep the LCBs active. That suggests you want to still use the old bases. So you would leave the old workstations there and not need to move them. If you are instead moving everything to a new base, then why do you still need a LCB there? If there's nothing left to move, there's no value to the LCB if you're not on an open server.

Either way, it doesn't really matter. I don't see any need for a ton of LCBs even if I make extra bases. But if you want them, you have the option to have them, so there's not really a problem for anyone. It doesn't really matter if others of us don't see the need.
 
That suggests you want to still use the old bases. So you would leave the old workstations there and not need to move them.
Only the crafting of a base is moved, and even then, I would leave the campfires, and perhaps a single dew collector. Everything else would still be there, in case I wanted to have a strong point/storage location.

Early game, when moving your workbench/forge is a big deal, and you don't yet have the materials to crank out multiple sets, moving is needed.

Now that I have edited the game file, I no longer have to play musical land claims.

What does everyone think about the possibility of being able to upgrade LCB, to have many other functions? 'Teleporters' and 'Repair All' would make good additions to the game, as both would save time for playing, either by reducing all the time running around between places, or by reducing the time (but not resources) needed to make repairs to your base(s).
 
Only the crafting of a base is moved, and even then, I would leave the campfires, and perhaps a single dew collector. Everything else would still be there, in case I wanted to have a strong point/storage location.

Early game, when moving your workbench/forge is a big deal, and you don't yet have the materials to crank out multiple sets, moving is needed.
Not trying to belabor the point and maybe I should just drop it, but I'm still thinking there's a disconnect here. If you want to stop going back and forth on this, just let me know. :)

If you've moved the workstations and use it as a "strong point/storage location", why do you need a land claim to still be there? What benefit do you see with having an active land claim there?

In the early game, why would you be moving your base? If you can afford to make a new base, then you certainly can afford to build a new forge or workbench. I mean, you can make a forge on day 1, so it's not exactly a lot of resources, especially compared to building a new base, regardless of size. By the time you're moving your base, you should have enough resources to do a new forge and workbench. Now, to be clear, if I were to move my base, I'd move those as well. However, I'd be moving them and so wouldn't need the old land claim anymore. And even if I were moving them in the early game, that would be one move. I can't see anyone moving bases more than once in the early game. Maybe by mid game, but not early game. That means that even with 3, you have your horde base and original base and new base. If you move to a new location in mid game, you shouldn't have a problem making more workstations, and if you're just moving them, you again don't need to leave a land claim in the old locations.

What does everyone think about the possibility of being able to upgrade LCB, to have many other functions? 'Teleporters' and 'Repair All' would make good additions to the game, as both would save time for playing, either by reducing all the time running around between places, or by reducing the time (but not resources) needed to make repairs to your base(s).
I wouldn't want any kind of teleport added to the LCB. At most, I'd be okay with teleports between traders, but that's all. A repair all option would be nice, though.
 
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