State of decay 3 container fort workshop
as you can't seem to change your mind about opening a door once you find it locked) and can move about almost freely without zombies attacking.Ĩ. You can quietly open locked doors (provided you crouch before attempting to open it. they register the heart as an enemy and blow up at your feet when placed.ħ. 2-3 C4 or 5-6 box mines will do it, and you CAN place multiples down and trigger them all at once. C4 and remote box mines are amazing for taking out plague hearts. I'm taking mostly all ammo this third time around as nothing can produce that.Ħ. If you take a builder leader, then the legacy buff will give you free water/power right from the start in future communities, allowing you to actually freely choose your outposts.
State of decay 3 container fort workshop mod#
Your first time around, it's best to use outpost slots (which can be upgraded to 5 with a mod crafted at the workshop and 6 with a purchased mod) on power, water, and fuel to power those. which means you can theoretically build a permanent base even if you clean the entire map. The staging area can eliminate all daily materials costs, which means a powered workshop will give you a net +1 materials per day. The only thing I found worthwhile to build is the gardens and farms, with hydroponics being decent but not benefiting from most of the really good garden mods.
State of decay 3 container fort workshop mods#
but various building mods can do that just as well. The crafted weapons are generally not as good as the rarer scavenged items, and pale in comparision to the free stuff from the preorder/ultimate edition packs. Morale boosts are unneeded by the time you have water/power for the most part, so latrines, kitchens, lounges and the like are fairly worthless. The container fort for example has built in beds and watchtowers, so building those are not necessary. The infirmary and workshop are effectively required to play at all, but the rest are simply unnecessary depending on your home location. Most of the buildings in the game simply aren't worth the slot. These (and leftover food) can be sold for a profit.Ĥ. With several of these you can literally produce more food than 8 to 10 survivors can eat, and still produce enough medicine to make a pack of 4 cures every day or two. You can withdraw rucksacks from your storage, if you're getting close to capacity and are producing an abundance of food/meds you can withdraw them and store them in the trunks of an army of trucks parked around your base.ģ. This also saves your weapon's durability, as the execution is done with your shiv.Ģ.
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Dodging towards a zombie can put you behind it, allowing you to grapple it and instantly kill it with an execution. Figured while I was at it, I'd add a few other tips I've picked up over the course of the last couple playthroughs.ġ.