Guide To Custom Areas

' Introduction! '

Areas (as of writing) are apart of the game that not very functional, but things that can still be worked with a bit of trial and error in the DR codebase. Construction of bases, while not needing freshly built areas, can still benefit a lot from being done in such. So I will delve a bit deeper into the more intricate ways you can set-up a well-versed area for your base using a few neat tricks, and or items commonly found around most maps.

'  Basic-Construction and Sealing!  '

Making an area will seal it from any of the weather events, but at the same time, it will also disconnect it from the infinite power most places actually use.

Let’s start simple. How do you make an area? It’s quite simple really! Do you see the button above the one for crafting, and to the right of the language button? That’s your area button. Clicking it, will let you make a new area, and or even name it how-so you wish. Though in DR, you will most likely see a message that tells you the current is far too big by X amount.





That means your room is not sealed, and so you need to seal it before using the afore-mentioned area button.

Starting off, I’m guessing if you’re making an area in the first place, well you must have at least build the walls of the home you’re going to use. If so, great! Windows, doors, those are great too, just keep in mind that DR doors do not count as walls, even when closed. So to simply build an area within a building with a door in place, well the best option is to build a window where it is from normal glass, and from there you can step inward into your house, and click the button. This will allow you to finish the area, and you’ll be right on your way to having a functional base!

Some extra pointers on this might be, well that airlocks, when closed do count as walls, but not when open, and if you seal a part of a building, with another closed off with an airlock, you can always step into that room, and click the button to “expand” the area you just built into that room. Nifty, huh?



' APC, Power, and The Items Needed. '

Now you’ve got your place, but here’s the thing, remember how I mentioned that it would not have power? Well, that will prevent it from having working lights, and or machinery. We can fix that though, rather easily!

I won’t go into details, not in this guide at least, but the thing you need is an APC. If you’ve played as the Brotherhood or as a Vaultie, well you should know how those work already. Though, you might be asking.. How do I build one myself?

Start off by making a frame with metal. Simply use a bit of metal in hand to craft it, and from there you can place it atop a wall! Then after, you will need a “Power Control Module” which you can get from an Engi-Vend in the Oasis bunker, engineering room in the vault, or from any random workshop. Though, do note it’s called an “APC Module” in the workshop itself. From there, you will want to use that module on the APC to put it in, and from there you’d want to screw it right in. Now secondly, if you want to power it with solars and the sort, pry out the floor covering under it, and then use the cable on the APC frame, but if not, simply add a cell, preferably a larger charged one into the APC and crowbar in. With that done, you now have power! Just make sure to flick it on so your area can actually use it.



 ' Extra-Notes! ' 

The APC itself will be named “[Area Name] APC” so y’know, try to keep the names that something at least half-serious. From this newly made APC, you can turn the power off and on if you want to conserve on certain things, and if so needed, you can even dim the lights for a romantic date! Just keep in mind that power for player-made areas is not unlimited, and having spare cells, or a constant stream of power should always be something like a secondary goal.

To those interested, here's an example of a working area with a power set-up to work with solars. Right in the old radio-tower!