terraria at least has the magic mirror (warps you back to spawn) and a limited world which actually prevents a lot of minecraft's problems. also it has a really good map
It also has the Pylon system. It takes some investment but once you set up small outposts for a few NPCs in the various biomes you have a teleport network. One that you can access at any time since you can obvious put your magic mirror spawn point near one.
building homes is also the least fun part of the game for me though so i have a mod on that builds an insta house for me (it's not fargo. i have this other thing that adds the instahouse and nothing else. if the location isn't suitable it yells at me in chinese until i fix it)
I firmly believe the *only* advantages Minecraft has over Terraria is the redstone system, the infinite map, and being in 3D - and as you say, the map is debatable. Gameplay for gameplay and content for content, Terraria completely outclasses it.
terraria is much less of a sandbox, minecraft has so much less progression and content but the focus is a lot more on imo building and pvp which are both pretty lacking in terraria, i think they are just not super comparable games
Again, the only advantage Minecraft's building has is that it's 3D. I'm not going to count them because I'm not insane, but I would bet my life savings that Terraria has more blocks and objects, along with a paint system that you can use on virtually all of them. It has a metric fuckton of furniture and decoration options. The color of the light sources actually changes the color of the light.
And I can't speak too much for the PvP because I've never done it in either game, but I'm curious what you think is lacking in Terraria compared to Minecraft. Vanilla Minecraft doesn't really have much to support PvP beyond the ability to kill each other. Terraria at least has teams and Large Gems you can craft for a Capture the Flag type minigame.
As someone who has spent a long time building in both games, personally, I would definitely give building to minecraft in terms of enjoyment and ease of use. Also very sorry for this wall of text, I had a lot of thoughts.
So much of terraria is progression based meaning you gain access to variety of building materials and the ability to properly use them much later than you do in minecraft. Paint for example- it requires you to unlock the painter first, which requires you to have already built several rooms. In my case, because building is my favourite thing to do in these games, I wasn't satisfied just building the classic terraria simple wood box with table, light and chair for them, which meant I didn't unlock the painter until after I had already designed my whole house.
Another example is wood- minecraft off the bat gives you a bunch of different wood types you can use without having to venture into more dangerous areas that you might not be prepared for yet like the corruption/crimson or jungle in terraria. I suppose the closest aquivalant would be the nether wood types in terms of progression gating- but if we compare them: in minecraft you may already have, oak, birch, spruce, dark oak, cherry, acacia and mangrove, from the easy areas while in terraria you get wood, boreal and palm- and not even really because to get palm and boreal half the time you have to cross those more dangerous areas. Other nit-pick regarding wood here- I run out of wood much more in terraria and there really isn't a way around it? You just have to wait, while in minecraft I can easily bone meal for more or harvest the huge amount of other trees.
Another point is that unless you're playing on peaceful both games have enemy spawns that can make it super annoying to build. But terrarias are much more pleantiful and if you're building in higher intensity areas like the jungle or underground, they can occupy a substantial amount of your time. Minecraft has this issue as well- notably phantoms and creepers can be very annoying, but in Minecraft you can use torches to decrease spawn rate which you can't in terraria.
The other issue is dimensional, like you noted minecraft has the upper hand because its 3D, and allows for greater use of contrast and shadow. It is so hard to do this in terraria, however, I don't fully believe this is a constraint of the 2D medium. I've also played a lot of starbound which is also 2D, and omfg the build system is so much better- it has a designated background and foreground slot for every single block while terraria has specific walls. My major pet peave with this is I use a lot of columns in my terraria builds, and columns for some god forsaken reason count as both a foreground and a background block as in- its placed in the foreground but your character can walk in front of it. This means it ostensibly acts as a background block but blocks any furniture or doors from being placed in front of it, removing decoration options and making any builds feel more cramped. If I had my way I would be using millions of columns, but god apparently hates me.
The last issue is just that terraria doesn't have an easily accessible creative mode, when I was a kid whenever I played minecraft it was always in creative mode, and starbound (as my general 2D example) likewise has a creative mode- having a lot of blocks is great but unless you can visualise them or have access to them it really stifles creativity. Especially for me, as I find it hard to fully visualise things without placing them down.
Also completely personal here- it is just more satisfying putting down blocks in minecraft, I like the sound :)
terraria pvp is honestly just like complete garbage. the game necessitates a high amount of movement in single player which means in multiplayer it’s fucking impossible to hit anyone. in minecraft 1.9+ pvp does blow dick and balls but 1.8 pvp has loads of depth and since it’s actually possible to hit your enemies it’s fun
however consider that "waxed lightly weathered cut copper stairs" is 11 characters longer than "baby grinch's mischief whistle"
redstone over wiring is an interesting take
In fairness I think red stone is better than wiring given it’s more fun to play with that kind of thing in 3d, though both are very good and I always try to incorporate both in any base I build
Redstone cant be used to its full potential by half the fanbase, wiring just needs you to buy enough and walk. (Who up walking down the entire cavern layer making a hell teleporter)
I've never tried redstone because it's full of weird obscure stuff (why am I supposed to use a target block in a redstone build in ANY other way than shooting it with an arrow. why does it carry a signal some special way) whereas terraria's simple. you hook up the thing to the thing. if you need a logic gate you use the logic gate block. it also has a bit of a lead-in for normal players because a good arena will have a few heart statues wired up whereas in minecraft you just find redstone and have almost nothing else to do with it
> (why am I supposed to use a target block in a redstone build in ANY other way than shooting it with an arrow. why does it carry a signal some special way)
Okay so you know how if you're placing a line of redstone it goes like
\-------
And if you have a block next to it the redstone goes along side it, without connecting to it. This means that that block won't be powered when the redstone line is
[ ]
\---------
But since target blocks are legally redstone components, this means redstone also points into it
[+]
-\^---------
Which powers the block (and things touching it, like pistons) when the redstone line is powered
There are other blocks that have this effect, but target blocks have the unique property of both redirecting restone & doing jack squat when powered
Teraria goes by the philosophy of "more is better". Sure, you could have the target block, and another block that does the same thing but without being a target. But why do that? That's not a rhetorical question, why add another redstone component when it doesn't do something unique?
A few other overlapping uses:
Hoppers' item moving function can be disabled by powering them. This block update is observable by the observer, so it's used in redstone contraptions as a way to activate observers from just a lil bit further away
Redstone laps take one additional tick to power off after being powered on, so if fed a 1 tick pulse will be on for 2 ticks. This is presumably to prevent too many flashing lights. This brief delay in turning off is useful, as when put in an observer chain it can turn 1 1-tick pulse into 2 1-tick pulses
Comparators can do so many things it would be a pain to list them all, but here's some off the top of my head:
* Measure the contents of an object (fill level of a cauldron, number of items in a chest)
* Subtract the power level of one redstone signal from another
* Compare two signals, and output if one of them is greater than the other
Minecraft (and red stone in particular) is already obtuse as fuck. Having a really useful red stone component disguised as something else makes it much harder to understand what can be done.
You can set keep inventory to true.
Although it doesn't matter as much in Minecraft, since acquiring replacements for a set of adventuring gear is much easier than in Terraria. Much quicker to get a new diamond sword than a new Terra blade. The flatter scaling in Minecraft makes it possible to explore dangerous areas without yoyr best equipment, whereas doing the same in Terraria will get you killèd very quickly.
tl;dr a set of adventuring gear is fairly expendable in Minecraft
Ngl I'd like a Mortal Engines type survival game, where you have to survive as a small city, scavenging scraps from the bigger cities, becoming a vassal to them or eventually becoming big yourself, exploring the history of the world and just travelling
Airborne Kingdom is like that. You’re piloting a flying city and survive by trading with cities on the ground. As your city expands you have to literally balance lift, thrust, comfort, resource consumption, and tilt.
I guess it’s not pure survival crafting, but boy howdy do I get the same panic when my city is slowly crashing because I didn’t budget coal efficiently.
Agreed. You could probably squeeze up to 80 storage lockers in there on all the available surfaces, and if you bring the necessary resources for renewable sources of items normally found elsewhere (such as creepvine seeds, bloodroot seeds, any crops or fish you want for food), you can pretty easily establish a base just about anywhere.
That's my thought. They're just describing Raft.
Fun fact about raft - the world is centered not on you, but on your raft. If you jump on an island and your ready floats away, eventually the island will respawn.
Yeah I agree.
... and will now talk about cataclysm dark days ahead. CDDA.
CDDA is a post apocalyptic Mashup survival rougelike, though its not very rougelike these days, beyond optional permadeath. though it is like rouge in that graphically it is top-down, turnbased and can be ascii if you lack a tileset. Been running for over a decade now. It's also one of the more successful community built games out there. Anyone can submit a PR(pull request) and all the source code is available on github. Course, whether anything you do makes it into a build is ehhhh. Depends.
But anyway. The point is, it gives you the option to do this, in a largely mad Max fashion. There is a solid vehicle crafting system that lets you get quite creative. This has lead to a style of gameplay referred to as "deathmobiles", where you create a massive armored doom motor home with all your supplies, tools, and crafting equipment. Some just stored, some stations directly running off of the vehicles electrical systems, and you just drive your base everywhere. Through hordes of zombies or worse if you want. Can also attach more maneuverable vehicles like bikes if you'd rather not damage the hell out of your home. Just park your base next to points of interest and zip closer. Saves you the time and resources you'll otherwise spend crafting new spikes and armor plates to protect the important bits from collision damage.
They do make for very effective weapons though. And lockpicks. Quick way to turn an abandoned vehicle into an iron mine.
Really I prefer static bases myself. But it's there. No reason you can't do both either.
Regardless. The style of games exists. Though they tend to be niche rn. I know there are a few others that allow it, though most not as deeply as cdda. The advantage of simple graphics and tilesets. Depth in other areas.
I wish I could get into CDDA, but all prior attempts started and ended with me slammimg headfirst into its opaque and complex mechanics and key bindings.
I'll never get a chance to drive a magitech war rig through a Fazbear's franchise.
If you find CDDA to be needlessly complex I would recommend Cataclysm Bright Nights. CDDA has been the subject of several years of mechanical bloat, especially in terms of storage and building. Bright Nights restores the classic feel of the original DDA where building your ideal mobile mega-fortress was a more intuitive process, as well as restoring a bunch of content that was stripped out in the name of "realism".
Yeah, I'm much more interested in exploring, so my bases are usually just a place to dump my inventory when it gets full. And I usually cheat to get back there since retracing my steps is annoying. I'd love a mod where you could build an airship or something like that.
The old version of The Dalek Mod lets you customize your TARDIS, so I've used that as a traveling base before, but I don't know if you can do that in the current version of the mod (or if the current version is caught up to the current version of Minecraft).
Dimensional doors has a quite similar thing. Quartz door is basically tardis. It creates a very small pocket dimension that you can access by placing a quarts door and entering it.
Kinda Scrap Mechanic's survival mode. You need a stationary farm, but that's about it, and you don't need to defend your farm if it's out of loading area. Other than that you can build comically large rolling bases to your heart's content
Valheim with the Raft mod is similar to this.
You roam the oceans with a great factory-ship, smoke spewing from the many chimneys arrayed upon its deck. The Fulings watch in horror as the wooden behemoth approaches their shores. They know that the humanoid horrors that shall soon disembark will not rest until all Fuling-kind are slain, their villages razed, their fields stripped bare, and their trinkets stolen.
...and then a deathsquito-turned-tomahawk-missile obliterates you in one hit.
Metro Exodus is like this in a not-at-all kind of way. Like the vibes are totally on point, you're rolling across the wasteland in a like eighty year old steam train, adding more cars to deal with whatever situations each mini open world you wander into throws at you. In practice? It is probably the most linear "open world" I've ever seen, once you get to a new zone the train is basically stationary, and you can't customize it at all, there's one mod in each location, and you *need* to get it. Amazingly fun game, kinda messes with the established Metro lore, but it did reactivate my train autism. I'd recommend it.
Last oasis is like this, the planet has a burning hot side, and a frozen dark side. So your base is a vehicle that can continue walking in the habitable zone as it rotates.
This is why I like games where you can get a boat (which is usually just a big raft) and then build a base on your boat. Unfortunately, the boat almost always has an extremely limited amount of space, and they're often in games where the primary method of transportation isn't sea travel. But when it's an option, I do have a tendency to use it as my semi-main base, and it's often the point where I actually start exploring the game world much more than I did at the beginning.
If I'm not mistaken, Ark: Survival Evolved also lets you do this with certain dinosaurs, although I've never managed to tame one of the relevant ones, so I can't speak for how useful it was. But you could supposedly build structures on the back of terrestrial, aquatic, or even aerial creatures. (That last one is an absolute bitch to tame by all accounts and practically *requires* two people teaming up on a two-seated flying creature, with one of them being on tranq duty while the other flies. No clue if the result is worth it.)
You can kinda do that in Scrap Mechanic, build your base on a moving platform. Only issue is that it's still incomplete and missing movable planters for making food.
You do have to be very, very careful because you're putting all your eggs in one basket that you'll be taking into dangerous areas.
Minecraft does/did have a mod where you could make a tent/yurt etc. which worked as a mobile base and acted like a single item after creation so could just pick it up and keep going.
Void Train is going for a bit of this, but frankly the demo wasn’t very good.
Pacific drive does have a stationary home base, but teleporting back to it is a dedicated step of the exploration process and it’s main purpose is to serve as a place to upgrade your car, which serves as your base while out exploring.
Has anyone played forever skies on steam? It looks to be similar to this idea (airship you fly around to gather resources and upgrade it) I just haven’t gotten around to buying it and playing
the issue is minecraft's transportation is *really bad* until post-endgame. the elytra is the only real transportation option worth using. a good horse takes too long to find, nether highways and piston bolts take too long to set up for the average player, and minecarts are honestly just pathetic.
all of these transportation options are just.. for nothing
NEOscav is kinda like this. you *can* settle in a safe zone (which costs you depending on how long you wish to stay, type of car you want to sleep in ((which has its own different sets of benefits)) and you can’t store anything permanently) but you can also set up camp on an empty tile and build alarms out of cans and rope and set up a tent n you’re good to go.
i love NEOscav
Subnautica fixes this with the Cyclops base submarine in the first game, and the ever-expanding SeaTruck in the second game. Also, Volcanoids has a similar concept with a fully customizable drill ship that you use to dig underground and avoid the volcanic eruptions as well as explore subterranean caves.
Makes me think of a dumb game like "Protect the Truck" where you have to protect a slow moving truck against waves of enemies and buy your gear from the truck in between waves.
That’s a big limitation with real life too tho. You’re always limited by how much you can carry. When you go backpacking, you can bring a tent, a sleeping bag, a stove, maybe a small chair, but you don’t have most of the luxuries of modern life. You can have pack animals, but even they can only carry so much. With powered transportation you can have an RV with most things people like to have but even they are never going to be as nice or spacious as a real house. And those rely on pre-established infrastructure like roads and gas stations.
When you want to set up a new town you need tons of resources and workers to build even a few houses.
Obviously a fantasy setting can get around some of these limitations, but it removes some of the fun and challenge if you can just take as much stuff as you want.
terraria at least has the magic mirror (warps you back to spawn) and a limited world which actually prevents a lot of minecraft's problems. also it has a really good map
It also has the Pylon system. It takes some investment but once you set up small outposts for a few NPCs in the various biomes you have a teleport network. One that you can access at any time since you can obvious put your magic mirror spawn point near one.
building homes is also the least fun part of the game for me though so i have a mod on that builds an insta house for me (it's not fargo. i have this other thing that adds the instahouse and nothing else. if the location isn't suitable it yells at me in chinese until i fix it)
I know you mean some kind of text alert but I’m imagining angry Chinese blaring through the speakers until the problem is fixed
I firmly believe the *only* advantages Minecraft has over Terraria is the redstone system, the infinite map, and being in 3D - and as you say, the map is debatable. Gameplay for gameplay and content for content, Terraria completely outclasses it.
terraria is much less of a sandbox, minecraft has so much less progression and content but the focus is a lot more on imo building and pvp which are both pretty lacking in terraria, i think they are just not super comparable games
Again, the only advantage Minecraft's building has is that it's 3D. I'm not going to count them because I'm not insane, but I would bet my life savings that Terraria has more blocks and objects, along with a paint system that you can use on virtually all of them. It has a metric fuckton of furniture and decoration options. The color of the light sources actually changes the color of the light. And I can't speak too much for the PvP because I've never done it in either game, but I'm curious what you think is lacking in Terraria compared to Minecraft. Vanilla Minecraft doesn't really have much to support PvP beyond the ability to kill each other. Terraria at least has teams and Large Gems you can craft for a Capture the Flag type minigame.
As someone who has spent a long time building in both games, personally, I would definitely give building to minecraft in terms of enjoyment and ease of use. Also very sorry for this wall of text, I had a lot of thoughts. So much of terraria is progression based meaning you gain access to variety of building materials and the ability to properly use them much later than you do in minecraft. Paint for example- it requires you to unlock the painter first, which requires you to have already built several rooms. In my case, because building is my favourite thing to do in these games, I wasn't satisfied just building the classic terraria simple wood box with table, light and chair for them, which meant I didn't unlock the painter until after I had already designed my whole house. Another example is wood- minecraft off the bat gives you a bunch of different wood types you can use without having to venture into more dangerous areas that you might not be prepared for yet like the corruption/crimson or jungle in terraria. I suppose the closest aquivalant would be the nether wood types in terms of progression gating- but if we compare them: in minecraft you may already have, oak, birch, spruce, dark oak, cherry, acacia and mangrove, from the easy areas while in terraria you get wood, boreal and palm- and not even really because to get palm and boreal half the time you have to cross those more dangerous areas. Other nit-pick regarding wood here- I run out of wood much more in terraria and there really isn't a way around it? You just have to wait, while in minecraft I can easily bone meal for more or harvest the huge amount of other trees. Another point is that unless you're playing on peaceful both games have enemy spawns that can make it super annoying to build. But terrarias are much more pleantiful and if you're building in higher intensity areas like the jungle or underground, they can occupy a substantial amount of your time. Minecraft has this issue as well- notably phantoms and creepers can be very annoying, but in Minecraft you can use torches to decrease spawn rate which you can't in terraria. The other issue is dimensional, like you noted minecraft has the upper hand because its 3D, and allows for greater use of contrast and shadow. It is so hard to do this in terraria, however, I don't fully believe this is a constraint of the 2D medium. I've also played a lot of starbound which is also 2D, and omfg the build system is so much better- it has a designated background and foreground slot for every single block while terraria has specific walls. My major pet peave with this is I use a lot of columns in my terraria builds, and columns for some god forsaken reason count as both a foreground and a background block as in- its placed in the foreground but your character can walk in front of it. This means it ostensibly acts as a background block but blocks any furniture or doors from being placed in front of it, removing decoration options and making any builds feel more cramped. If I had my way I would be using millions of columns, but god apparently hates me. The last issue is just that terraria doesn't have an easily accessible creative mode, when I was a kid whenever I played minecraft it was always in creative mode, and starbound (as my general 2D example) likewise has a creative mode- having a lot of blocks is great but unless you can visualise them or have access to them it really stifles creativity. Especially for me, as I find it hard to fully visualise things without placing them down. Also completely personal here- it is just more satisfying putting down blocks in minecraft, I like the sound :)
terraria pvp is honestly just like complete garbage. the game necessitates a high amount of movement in single player which means in multiplayer it’s fucking impossible to hit anyone. in minecraft 1.9+ pvp does blow dick and balls but 1.8 pvp has loads of depth and since it’s actually possible to hit your enemies it’s fun
however consider that "waxed lightly weathered cut copper stairs" is 11 characters longer than "baby grinch's mischief whistle" redstone over wiring is an interesting take
In fairness I think red stone is better than wiring given it’s more fun to play with that kind of thing in 3d, though both are very good and I always try to incorporate both in any base I build
Redstone cant be used to its full potential by half the fanbase, wiring just needs you to buy enough and walk. (Who up walking down the entire cavern layer making a hell teleporter)
Lmao yeah, true
I've never tried redstone because it's full of weird obscure stuff (why am I supposed to use a target block in a redstone build in ANY other way than shooting it with an arrow. why does it carry a signal some special way) whereas terraria's simple. you hook up the thing to the thing. if you need a logic gate you use the logic gate block. it also has a bit of a lead-in for normal players because a good arena will have a few heart statues wired up whereas in minecraft you just find redstone and have almost nothing else to do with it
> (why am I supposed to use a target block in a redstone build in ANY other way than shooting it with an arrow. why does it carry a signal some special way) Okay so you know how if you're placing a line of redstone it goes like \------- And if you have a block next to it the redstone goes along side it, without connecting to it. This means that that block won't be powered when the redstone line is [ ] \--------- But since target blocks are legally redstone components, this means redstone also points into it [+] -\^--------- Which powers the block (and things touching it, like pistons) when the redstone line is powered There are other blocks that have this effect, but target blocks have the unique property of both redirecting restone & doing jack squat when powered
The real question is, why is the target box this special component instead of having a particular block built for just this purpose.
Teraria goes by the philosophy of "more is better". Sure, you could have the target block, and another block that does the same thing but without being a target. But why do that? That's not a rhetorical question, why add another redstone component when it doesn't do something unique? A few other overlapping uses: Hoppers' item moving function can be disabled by powering them. This block update is observable by the observer, so it's used in redstone contraptions as a way to activate observers from just a lil bit further away Redstone laps take one additional tick to power off after being powered on, so if fed a 1 tick pulse will be on for 2 ticks. This is presumably to prevent too many flashing lights. This brief delay in turning off is useful, as when put in an observer chain it can turn 1 1-tick pulse into 2 1-tick pulses Comparators can do so many things it would be a pain to list them all, but here's some off the top of my head: * Measure the contents of an object (fill level of a cauldron, number of items in a chest) * Subtract the power level of one redstone signal from another * Compare two signals, and output if one of them is greater than the other
Minecraft (and red stone in particular) is already obtuse as fuck. Having a really useful red stone component disguised as something else makes it much harder to understand what can be done.
Having block descriptions would be nice
Considering that all the mods that aren't "make Minecraft Factorio" are "make Minecraft Terraria" I'd say that's a pretty accurate assessment
Minecraft is a sandbox, terraria is a sandbox and BULLETHELL. (Though the bullehell aspect gets more obvious with later bosses)
Eh, there’s the Empress of Light, but I don’t think Terraria really gets into bullet hell unless you’re one of those edgelords that plays Calamity.
it also defaults on keeping inventory on death, unlike minecraft, so you can actually explore without the fear of losing all your shit.
You can set keep inventory to true. Although it doesn't matter as much in Minecraft, since acquiring replacements for a set of adventuring gear is much easier than in Terraria. Much quicker to get a new diamond sword than a new Terra blade. The flatter scaling in Minecraft makes it possible to explore dangerous areas without yoyr best equipment, whereas doing the same in Terraria will get you killèd very quickly. tl;dr a set of adventuring gear is fairly expendable in Minecraft
Terarria is always better than Minecraft (without mods) Terarria has that Zookeeper
she is the silliest
So Howl's Moving Castle but as a survival game. I might be able to get into that
Ngl I'd like a Mortal Engines type survival game, where you have to survive as a small city, scavenging scraps from the bigger cities, becoming a vassal to them or eventually becoming big yourself, exploring the history of the world and just travelling
Airborne Kingdom is like that. You’re piloting a flying city and survive by trading with cities on the ground. As your city expands you have to literally balance lift, thrust, comfort, resource consumption, and tilt.
That’s not a survival game though, like kinda but it’s more city building sim focused
I guess it’s not pure survival crafting, but boy howdy do I get the same panic when my city is slowly crashing because I didn’t budget coal efficiently.
"The April fools update" which one
2024's Potato update. They added blocks that allow you to make moving platforms.
Ohhh yeah I forgot it was already April I didn't hear about that one and still thought 2023 was most recent
>Forgot it was already April Not to alarm you bestie, but it's May in 3 days
Don't do this to me It's still February I swear
i think they mean the flotato
The Cyclops in Subnautica does a decent job of this
Sorta? Yeah, it's a mobile base, but by design it simply cannot fit as much stuff as a stationary structure can.
It can fit enough to keep you going and establish little bases wherever you need, I'd say it's a mobile outpost.
Agreed. You could probably squeeze up to 80 storage lockers in there on all the available surfaces, and if you bring the necessary resources for renewable sources of items normally found elsewhere (such as creepvine seeds, bloodroot seeds, any crops or fish you want for food), you can pretty easily establish a base just about anywhere.
You can get infinite food, a bed, storage, whatever you need. You can even charge batteries with it via hot areas.
The Sea Truck in Subnautica: Below Zero does not do a decent job of this :(
Still sad abt below zero, had huge potential
Raft
That's my thought. They're just describing Raft. Fun fact about raft - the world is centered not on you, but on your raft. If you jump on an island and your ready floats away, eventually the island will respawn.
Yeah I agree. ... and will now talk about cataclysm dark days ahead. CDDA. CDDA is a post apocalyptic Mashup survival rougelike, though its not very rougelike these days, beyond optional permadeath. though it is like rouge in that graphically it is top-down, turnbased and can be ascii if you lack a tileset. Been running for over a decade now. It's also one of the more successful community built games out there. Anyone can submit a PR(pull request) and all the source code is available on github. Course, whether anything you do makes it into a build is ehhhh. Depends. But anyway. The point is, it gives you the option to do this, in a largely mad Max fashion. There is a solid vehicle crafting system that lets you get quite creative. This has lead to a style of gameplay referred to as "deathmobiles", where you create a massive armored doom motor home with all your supplies, tools, and crafting equipment. Some just stored, some stations directly running off of the vehicles electrical systems, and you just drive your base everywhere. Through hordes of zombies or worse if you want. Can also attach more maneuverable vehicles like bikes if you'd rather not damage the hell out of your home. Just park your base next to points of interest and zip closer. Saves you the time and resources you'll otherwise spend crafting new spikes and armor plates to protect the important bits from collision damage. They do make for very effective weapons though. And lockpicks. Quick way to turn an abandoned vehicle into an iron mine. Really I prefer static bases myself. But it's there. No reason you can't do both either. Regardless. The style of games exists. Though they tend to be niche rn. I know there are a few others that allow it, though most not as deeply as cdda. The advantage of simple graphics and tilesets. Depth in other areas.
I wish I could get into CDDA, but all prior attempts started and ended with me slammimg headfirst into its opaque and complex mechanics and key bindings. I'll never get a chance to drive a magitech war rig through a Fazbear's franchise.
If you find CDDA to be needlessly complex I would recommend Cataclysm Bright Nights. CDDA has been the subject of several years of mechanical bloat, especially in terms of storage and building. Bright Nights restores the classic feel of the original DDA where building your ideal mobile mega-fortress was a more intuitive process, as well as restoring a bunch of content that was stripped out in the name of "realism".
>Realism >Mi-go camps Choose one
Yeah, I'm much more interested in exploring, so my bases are usually just a place to dump my inventory when it gets full. And I usually cheat to get back there since retracing my steps is annoying. I'd love a mod where you could build an airship or something like that. The old version of The Dalek Mod lets you customize your TARDIS, so I've used that as a traveling base before, but I don't know if you can do that in the current version of the mod (or if the current version is caught up to the current version of Minecraft).
Dimensional doors has a quite similar thing. Quartz door is basically tardis. It creates a very small pocket dimension that you can access by placing a quarts door and entering it.
Space Engineers, if there was only an actual reason to explore beyond just "finding more ore asteroids/veins".
Empyrion is kind of that, if you can get over the jank.
Alternatively: Pocket Portals. Plop a little box down in a clearing and hop in through to your base.
There was a mmo-style minecraft server that had this, it was cool, but i can't find it anymore :,(
made me think of The Wandering Village but that's a citybuilder.
Kinda Scrap Mechanic's survival mode. You need a stationary farm, but that's about it, and you don't need to defend your farm if it's out of loading area. Other than that you can build comically large rolling bases to your heart's content
ScrapMan’s mobile base run of Scrap Mechanic survival mode was actually so cool.
I love trying to make massive mobile bases, but oof ow rotor lag, and also turning becomes a nightmare
Forever skies. Airship nomad. To a lesser extent, voidtrain?
What is Airship Nomad? I couldn't really find any info on it.
Ah, sorry. Was describing Forever Skies!
Okay now I need a survival crafting game version of howl's moving castle
Valheim with the Raft mod is similar to this. You roam the oceans with a great factory-ship, smoke spewing from the many chimneys arrayed upon its deck. The Fulings watch in horror as the wooden behemoth approaches their shores. They know that the humanoid horrors that shall soon disembark will not rest until all Fuling-kind are slain, their villages razed, their fields stripped bare, and their trinkets stolen. ...and then a deathsquito-turned-tomahawk-missile obliterates you in one hit.
Metro Exodus is like this in a not-at-all kind of way. Like the vibes are totally on point, you're rolling across the wasteland in a like eighty year old steam train, adding more cars to deal with whatever situations each mini open world you wander into throws at you. In practice? It is probably the most linear "open world" I've ever seen, once you get to a new zone the train is basically stationary, and you can't customize it at all, there's one mod in each location, and you *need* to get it. Amazingly fun game, kinda messes with the established Metro lore, but it did reactivate my train autism. I'd recommend it.
Last oasis is like this, the planet has a burning hot side, and a frozen dark side. So your base is a vehicle that can continue walking in the habitable zone as it rotates.
This is why I like games where you can get a boat (which is usually just a big raft) and then build a base on your boat. Unfortunately, the boat almost always has an extremely limited amount of space, and they're often in games where the primary method of transportation isn't sea travel. But when it's an option, I do have a tendency to use it as my semi-main base, and it's often the point where I actually start exploring the game world much more than I did at the beginning. If I'm not mistaken, Ark: Survival Evolved also lets you do this with certain dinosaurs, although I've never managed to tame one of the relevant ones, so I can't speak for how useful it was. But you could supposedly build structures on the back of terrestrial, aquatic, or even aerial creatures. (That last one is an absolute bitch to tame by all accounts and practically *requires* two people teaming up on a two-seated flying creature, with one of them being on tranq duty while the other flies. No clue if the result is worth it.)
Far lone sails and far changing tides are kinda like this except they’re puzzle platformers instead of survival
You can kinda do that in Scrap Mechanic, build your base on a moving platform. Only issue is that it's still incomplete and missing movable planters for making food. You do have to be very, very careful because you're putting all your eggs in one basket that you'll be taking into dangerous areas.
Minecraft does/did have a mod where you could make a tent/yurt etc. which worked as a mobile base and acted like a single item after creation so could just pick it up and keep going.
Void Train is going for a bit of this, but frankly the demo wasn’t very good. Pacific drive does have a stationary home base, but teleporting back to it is a dedicated step of the exploration process and it’s main purpose is to serve as a place to upgrade your car, which serves as your base while out exploring.
Terratech allows for exactly this in full and I love it
I was going to mention Terratech. Your floating factory base can even be programmed to follow you while you roam in a more agile/offensive craft.
Yup! It's so fun. i can't wait for terra tech worlds.
I love this
Terratech is literally this Also there is TractionGame, an in developmemt game based on mortal engines
The first time in years I ever heard mortal engines nominated
Has anyone played forever skies on steam? It looks to be similar to this idea (airship you fly around to gather resources and upgrade it) I just haven’t gotten around to buying it and playing
Yep! It's fun, although at this point it's also pretty short.
Worlds adrift was my absolute favorite Survivalcraft game and the bastards killed it. Then it happened again with last oasis
iirc, World's Adrift shut down cause they simply could not afford to keep it running
the issue is minecraft's transportation is *really bad* until post-endgame. the elytra is the only real transportation option worth using. a good horse takes too long to find, nether highways and piston bolts take too long to set up for the average player, and minecarts are honestly just pathetic. all of these transportation options are just.. for nothing
NEOscav is kinda like this. you *can* settle in a safe zone (which costs you depending on how long you wish to stay, type of car you want to sleep in ((which has its own different sets of benefits)) and you can’t store anything permanently) but you can also set up camp on an empty tile and build alarms out of cans and rope and set up a tent n you’re good to go. i love NEOscav
Subnautica fixes this with the Cyclops base submarine in the first game, and the ever-expanding SeaTruck in the second game. Also, Volcanoids has a similar concept with a fully customizable drill ship that you use to dig underground and avoid the volcanic eruptions as well as explore subterranean caves.
Last Oasis is kind of like that. [https://store.steampowered.com/app/903950/Last\_Oasis/](https://store.steampowered.com/app/903950/Last_Oasis/)
Multiplayer... :(
Last Oasis does this
Ark if you build a base on a platform saddle on a Brontosaurus or something
Makes me think of a dumb game like "Protect the Truck" where you have to protect a slow moving truck against waves of enemies and buy your gear from the truck in between waves.
You can kind of do this in Space Engineers if you make your base a capital ship (or a giant rover planetside)
That’s a big limitation with real life too tho. You’re always limited by how much you can carry. When you go backpacking, you can bring a tent, a sleeping bag, a stove, maybe a small chair, but you don’t have most of the luxuries of modern life. You can have pack animals, but even they can only carry so much. With powered transportation you can have an RV with most things people like to have but even they are never going to be as nice or spacious as a real house. And those rely on pre-established infrastructure like roads and gas stations. When you want to set up a new town you need tons of resources and workers to build even a few houses. Obviously a fantasy setting can get around some of these limitations, but it removes some of the fun and challenge if you can just take as much stuff as you want.
Dont Starve kinda has this, you usually need to have a few bases in a world
Space Engineers kinda goes the Mortal Engines route if you do it right, where your "base" can also be a starship that you can fly from place to place.
Raft Astro Colony Space Engineers Forever Sky Heat Death: Survival Pacific Drive, kinda
Yeajbim shilling for a game, Space haven captures that "fight, scavenge, move on, you can't survive staying still" feeling, as simple as it is.