Build a place that supports repeat expeditions before expanding its footprint. Water arrived in Update 7; it is not a new 1.0 invention.
In this guide
Organize the crafting loop
Action checklist · editorial planning
- Keep crafting, supplies and the exit easy to reach. Name storage chests by purpose, such as food, building or equipment, so a co-op group can return materials consistently.
- In 1.0, chests can be upgraded or converted to magic chests in place. Inspect the available action and its requirements before dismantling a full storage area; conversion is not automatically available from the start.
Official sources: 1.0 release changelog
Prepare food and equipment at home
Action checklist · editorial planning
- Read food bonuses before choosing what to carry. Stage supplies for the next outing separately from construction stock so a large build does not consume everything you meant to take.
- Check equipment condition and active bonuses before departure. If a new armor tier seems absent, inspect Flame progression: 1.0 ties craftable armor-tier unlocks to Flame upgrades.
Official sources: 1.0 release changelogGeneral Tips (2024)
Contain your first water project
Action checklist · editorial planning
- Update 7 introduced simulated water, swimming and fishing. Begin with a small basin and an intended drainage route, away from your main storage and workshop. This is a planning suggestion, not a tested floodproof design. Update 7 also added an altar action to remove all simulated water in a base. Check its scope before using it: it clears the base water, not just one unwanted stream.
- Common mistake: opening a large flow before checking where it can go. Inspect the surrounding terrain first. If water vanished after migration, read the 1.0.0.3 caveat in save troubleshooting before rebuilding it.
Official sources: Update 7: Wake of the WaterHotfix 1.0.0.3
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