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:
- Scrap throughput per hour — feeds research, blueprints, Bandit shop, tea ingredients
- 5.56 ammo per hour — feeds turrets, raid ammo budget, PvP runs
- Ingots per hour (metal frags + HQM) — fuel for crafting, repairs, walls
- Food calories per day — keeps the team alive without daily hunting runs
- 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
A well-tuned solo 2x2 hits:
- 500+ scrap/hour active (monument runs + Bandit Camp scope arbitrage)
- 50 scrap/hour passive (horse dung composter + fertilizer arbitrage)
- 150 rounds 5.56/hour from a 2-crafter ammo chain
- 100 metal ore/hour smelted in a 3-furnace bank
- 3-5 cooked meat/hour from passive trap loops
Solo build priorities (in order)
- Hour 6-8: workbench 2 placed in hallway → unlock electric furnace + auto turret
- Hour 10-12: auto turret at front door + 1 large battery + 1 wind turbine + 2 solar panels
- Hour 14-16: electric furnace bank (3 furnaces) replacing wood furnaces
- Hour 16-20: workbench 3 → unlock industrial network + crafter
- Hour 20-24: 4-conveyor auto-sort + auto-recycler chain
- Day 2: small greenhouse (3-4 planters) for hemp + berry teas
- 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.
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:
- 3x2 layout with the extra bay dedicated to the greenhouse
- 8 large planters minimum — 2 hemp, 2 pumpkin, 4 berries (1 of each color)
- 2 furnace banks running in parallel (smelt + bone refinery)
- Secondary sleeping arrangement offset by 6-8 hours so the base is online 16+ hours/day
Trio base (3x3) — target outputs
Trio is where the real industrial advantage kicks in.
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
- 3x3 footprint, 2 stories (vehicle bay on first floor in extra bay)
- Full industrial: 4 crafters in series (gunpowder → 5.56 → tea → bandages)
- 6 electric furnaces in 2 banks of 3, fed by splitters
- Auto-recycler with 6-output combiner stack
- 9 large planters with YYYYYY clones across hemp / pumpkin / 6 berry colors
- 2 turrets at primary entry, 1 SAM site if compound walls extend
- Vehicle bay with minicopter + horse + spare modular car
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:
- Main base (4x4 or larger) houses the core production
- External outbuildings: dedicated greenhouse, dedicated smelter, dedicated vehicle bay
- External TC bubbles extend the no-build zone
- Compound walls push raiders 30+ meters from any structure (mortar mitigation)
Output targets for a 5-person clan:
- 10,000+ scrap/hour with 3 farmers running parallel routes
- 1,500+ 5.56/hour from 2 dedicated ammo factories
- Full self-sufficiency on food, tea, ammo, repairs
The 5 biggest production mistakes
- Sprawling 4x4 base before WB3. Build the 2x2, get to WB3, then expand. Don't over-stone before you have industrial.
- One large battery for 200+ rW peak load. Batteries cap at 100 rW output. Wire two in parallel for higher draw.
- One auto-sort network covering everything. Hit the 16-adapter cap fast. Split into 2-3 smaller networks.
- Smelting with wood furnaces past hour 12. Electric furnaces smelt 66% faster and don't need fuel — pure power.
- 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
- Build the industrial network LAST. Place all containers and furnaces first, then wire pipes once everything is positioned.
- Label every conveyor's filter with a sign. Mid-wipe you'll forget which one does what.
- Use Rust+ smart alarms on the front door, raid response window, and any pipe-fed crafter that might run dry.
- One large battery per 100 rW of peak load. Wire in parallel for higher current.
- Greenhouse over a campfire room stays at growth temperature even in snow biome.
- Drink Crafting Tea + Scrap Tea before extended base sessions — the 35% craft time reduction stacks with everything.