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.
 
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