Has anyone actually solved spawns in base

I've read so much conflicting info on this...
-hoe the ground
-place workbenches
-no, you gotta cover the workbenches

Everyone seems to have an answer until someone else jumps in saying they tried the same thing and it didn't work. The other day I was able to pinpoint an exact spawn location because the monster was clipped inside one of my stone walls and couldn't move. It was on flooring, with hoed ground underneath that, with roof above it, and well within the range of a covered workbench. So...

Anyone find any other tricks that worked for them that aren't the ones listed above? Because either the system is bugged, or none of those are actual spawn inhibitors.

I'm honestly about to just move to deep north or some other unfinished biome. This is driving me nuts.

EDIT: I should probably update this with some key points from the discussion below. Workbenches (and some other items) do seem to prevent spawns in their range. The cause of the problem is likely enemies spawning before parts of the base have loaded in. It could be enemies spawning in a workbench area because the workbench hasn't loaded in yet, or spawning outside and wandering in because the walls haven't loaded in to stop them, or maybe both. Size of the base will of course affect the time it takes to load, and the chance of this problem happening. In my experience, having a lot of wolves roaming around the area makes the problem worse as well.
9:13 am, December 13, 2022
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Ataxio replied to Has anyone actually solved spawns in base March 19, 2021 @ 5:59:19 pm PST

This would drive me nuts if it was happening to me, but its not at all. I have no idea why.

Not exactly a solution but, you could have some wolves roaming around on property which in theory would deal with anything that gets in.
9:13 am, December 13, 2022
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FTZ35 replied to Has anyone actually solved spawns in base March 19, 2021 @ 6:09:34 pm PST

That never happened to me. The only time an enemy got into my base after walling was when I forgot to close the gate.
I didn't delete the workbenches after building the walls (so that I could repair them anytime), so that might be the reason.
9:13 am, December 13, 2022
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Pitchforque replied to Has anyone actually solved spawns in base March 19, 2021 @ 7:13:34 pm PST

Originally posted by Ataxio:
This would drive me nuts if it was happening to me, but its not at all. I have no idea why.

Not exactly a solution but, you could have some wolves roaming around on property which in theory would deal with anything that gets in.

I did use this method, but the wolves were cleaving my structures (doing way more damage than the monster would have). Also they were eating their prey and breeding which trashed my fps over time.

As for the other post and reddit thread that a couple others mentioned here, the workbench clearly didn't stop spawning for me in the first place, which is why I'm not banking on that.
9:13 am, December 13, 2022
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Pitchforque replied to Has anyone actually solved spawns in base March 19, 2021 @ 7:58:17 pm PST

I do have a theory that all those spawn blocking objects work, but spawns may slip through before the object has loaded in. My base is pretty large and on a couple occasions it has taken so long to load in that I sailed right into where my dock is before it finally loaded, causing my boat to clip into it.

Another thing I have seen is pieces of my buildings randomly collapsed for no reason, leaving the materials underneath for me to retrieve. This has even happened with roof pieces that enemies can't reach. It could be a similar issue where the base is loading sections at a time, and certain sections are loading in before other pieces that they need for support.

As further evidence, I did notice that my base loaded considerably slower while I had these invasive and apparently VERY fertile tame wolves all over the place, and the in-base spawns got worse right along with it.

If that's the cause, then I can't think of any way for players to get around it.
9:13 am, December 13, 2022
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Username replied to Has anyone actually solved spawns in base March 19, 2021 @ 8:05:18 pm PST

Originally posted by Sonaut:
all those spawn blocking objects work, but spawns may slip through before the object has loaded in.
Exact this
9:13 am, December 13, 2022
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Hakgova replied to Has anyone actually solved spawns in base March 19, 2021 @ 9:14:14 pm PST

Originally posted by Sonaut:
I've read so much conflicting info on this...
-hoe the ground
-place workbenches
-no, you gotta cover the workbenches

Everyone seems to have an answer until someone else jumps in saying they tried the same thing and it didn't work. The other day I was able to pinpoint an exact spawn location because the monster was clipped inside one of my stone walls and couldn't move. It was on flooring, with hoed ground underneath that, with roof above it, and well within the range of a covered workbench. So...

Anyone find any other tricks that worked for them that aren't the ones listed above? Because either the system is bugged, or none of those are actual spawn inhibitors.

I'm honestly about to just move to deep north or some other unfinished biome. This is driving me nuts.

I have responded elsewhere on this but here I go again. Workbenches (and I do mean those early workbenches, not forges or stonecutters or the the like, DO in fact stop spawning inside a base. The rule you MUST use is to make sure that you have multiple benches that overlap. The coverage area of a workbench is a circle as marked when you try to build something while standing inside that workbench build area. If you leave even a small area uncovered be any workbench, some WILL spawn in that tiny area. I mean that an area just the size of say a boar in game will likely spawn creatures of whatever variety that biome has to spawn. Also, make sure you have walls around your base. This is a given but many people think that creatures will not wander into the areas covered by the workbenches. This is not true. Workbenches only prevent spawning not wandering. My strategy is generally to place workbenches along the inside of my walls and then strategically throughout the base. Since I have done this and paid close attention as to the work area overlap of all those benches, I have not had one single creature spawn inside my base. I did remove a bench one time and forgot to replace it after a minor remodeling and creatures did spawn only in the area not covered. Once I saw it happen, I replaced the bench and no spawning has taken place since. I am talking about some 100 hours plus of play time here. Workbenches are your answer.
9:13 am, December 13, 2022
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Pitchforque replied to Has anyone actually solved spawns in base March 19, 2021 @ 9:33:03 pm PST

Originally posted by Hakgova:
...
I think you're right. And the more I think about that enemy I found in a wall... I bet it didn't spawn there, but wandered over and then my wall loaded in on top of it.

I do have a wall around my entire base and workbenches scattered throughout. I know that there are a few gaps between the workbenches that are not covered.. HOWEVER.. my base is huge, and as I run from one place to another, I am definitely running far enough to allow spawns in other parts of the base.. but it never happens as long as I'm there. I only ever find enemies in my base when I first load in, from the menu or through a portal, or after going there on my boat. Basically any time the game has to load my base, there's a chance there will be enemies in it.

I have read that enemy spawn points are fixed and you simply need to cover the existing ones with workbench radius. Despite the gaps in my workbenches, given the fact that I never see spawns while I'm there, I believe I have covered all the spawn points in my base, but my base simply loads slow and enemies can wander in before it loads.

And when I say slow... I mean sometimes I reach the shore on my boat and still have to wait another 5-10 seconds before my dock loads.

So I don't actually think the problem is spawn mechanics at all, I think I have that covered, but my base is simply allowing enemies to wander into its area before it loads in and can block their movement.

What I'm about to do is finally dig a trench around my base, and keep it as close to my outer wall as possible. If that fixes it, then I know the problem was enemies wandering in before my structures loaded.
9:13 am, December 13, 2022
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Martin replied to Has anyone actually solved spawns in base March 19, 2021 @ 9:41:30 pm PST

Originally posted by Sonaut:
I've read so much conflicting info on this...
-hoe the ground
-place workbenches
-no, you gotta cover the workbenches

Everyone seems to have an answer until someone else jumps in saying they tried the same thing and it didn't work. The other day I was able to pinpoint an exact spawn location because the monster was clipped inside one of my stone walls and couldn't move. It was on flooring, with hoed ground underneath that, with roof above it, and well within the range of a covered workbench. So...

Anyone find any other tricks that worked for them that aren't the ones listed above? Because either the system is bugged, or none of those are actual spawn inhibitors.

I'm honestly about to just move to deep north or some other unfinished biome. This is driving me nuts.
Move to an island.
9:13 am, December 13, 2022
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Wridian replied to Has anyone actually solved spawns in base March 20, 2021 @ 12:53:42 am PST

Originally posted by Username:
Originally posted by Sonaut:
all those spawn blocking objects work, but spawns may slip through before the object has loaded in.
Exact this

I'm inclined to agree too. When portalling in to my biggest base, there are occasions I've immediately heard the sounds of monsters or wild animals well before the teleportation cloud effect is done. That implied to me that things are spawning very early in the loading process. Which seems odd to me, if anything I'd expect that to happen last or near last.
9:13 am, December 13, 2022
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Username replied to Has anyone actually solved spawns in base March 20, 2021 @ 1:02:13 am PST

Looks as if Wolfes are the only way to keep your base really safe
9:13 am, December 13, 2022
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SPooKie replied to Has anyone actually solved spawns in base March 20, 2021 @ 1:06:47 am PST

Step one: find a build location devoid of enemies (if enemies are spawning in your base it is because you base is built upon their spawn)
Step two: build

Only solution is to bring in the part of your base where they spawn. Otherwise it will just keep happening

~ I set up on a sandy bar that is sandwiched between 3 greydwarf spawns, one troll spawn, 3 neck spawns, a deer spawn. I built a third story lookout so I can see what needs to die at dawn
9:13 am, December 13, 2022
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SPooKie replied to Has anyone actually solved spawns in base March 20, 2021 @ 1:10:32 am PST

side note this problem solves early game deer hunting lol
9:13 am, December 13, 2022
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Armitage Shanks replied to Has anyone actually solved spawns in base March 20, 2021 @ 1:14:34 am PST

Were you actually present in your base when the mob spawned? It could have been a nearby critter than coincidentally wandered into your base while it was rendering as you approached it.
9:13 am, December 13, 2022
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grapplehoeker replied to Has anyone actually solved spawns in base March 20, 2021 @ 2:01:52 am PST

It all depends on four things:
1. Which biome?
If it is in the Meadows, then the only daytime wanderers will be the occasional Greyling or fauna, which is to say completely harmless.
Nighttime wanderers will be limited to Greydwarves and Skellies. These may do damage to free standing structures such as beehives, portals and torches, but diddly to buildings. Even then a few spike traps are sufficient to prevent most damage.
2. Nightly wanderers
Black forest will mean Greydwarves (Trolls are daytime)
Swamps will mean Draugrs, Blobs, Oozers and Wraith
Mountains will mean Wolves, Drakes, Stone Golems and Fenrir
Plains will mean Fulings
If you cannot handle any nightly visits from those and want a temporary peace of mind, then for now at least, you may build in Mistlands, Deep North or Ashlands (once you depopulate the biome of Surtlings)
3. Raid events
Forsaken raid events
Each Forsaken death will end that biome's raid event.
Each Forsaken trophy that you hang will unlock the next type.
That means, for example, that if you're happy with Bonemass ability and don't want Fuling raids, then don't hang up Moder's trophy. That will mean you won't have access to Moder's ability, but that's the decision you have to make ;)
Random events
There are also the general raid events such as the Skeleton Surprise, which is great fun to take part in but really may be safely ignored because they do so little damage.

NB. Whatever the event it is, the mobs will be after YOU.
Therefore if you are concerned about your structures and wish to end the event quickly, then simply lead them away from your buildings and into an open area where you may dispatch them safely. This means, there is absolutely no need for fortifications and while it may look pretty, it's not necessary ;)
4. Your vanity
If you insist on building a fortress that covers a large area, then it is your responsibility to ensure that every meter of it is covered by workbenches and/or fireplaces. Even then, if the amount of instances and terraforming has meant that loading in takes too long then something can slip in before any of your obstacles materialize.
Try and find a balance between building something impressive and something that is functional that doesn't take up too much space or loading time.

I hope that helps ;)
9:13 am, December 13, 2022
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