Dune: Awakening 沙丘:觉醒

Dune: Awakening 沙丘:觉醒

Dune: Awakening 沙丘:觉醒

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本指南将解释《沙丘:觉醒》中任务“香料必须流动”所引发的困惑。许多玩家认为该任务存在漏洞,但实际上是任务描述具有误导性。本指南涵盖了任务未按预期触发的原因、完成任务所需的确切隐藏条件,以及轻松完成任务的方法。非常适合那些卡在“香料面具”步骤或采集香料却无进度显示的玩家。 简介 许多玩家认为《沙丘:觉醒》中的任务“香料必须流动”存在漏洞。但事实并非如此。任务描述具有误导性,与游戏中实际编码的触发条件不符。本指南将解释具体情况、看似故障的原因以及如何轻松完成该任务。问题描述:任务要求你“制作香料面具并使用静态压实机收集香料”。你按要求做了,但任务毫无反应,无法更新进度,导致大多数玩家卡关。这是因为任务逻辑会检查非常具体的条件,而非仅仅“收集香料”。 实际触发条件:要完成任务,必须同时满足以下所有条件: 1. 背包中至少有一个已收集的香料。 2. 背包完全装满。 3. 背包中最后添加的物品是已收集的香料。 在满足这三个条件之前,无论你收集多少香料,任务都不会推进。 完成方法: 方法1:用香料装满背包 首先清空你的 inventory。前往香料田收集香料,直到背包装满。当背包满时,任务就会完成。方法二:部分背包法 让你的背包大约3/4装满随机物品(工具、资源等任何东西)。从田地里收集香料,直到背包完全装满。当最后收集的物品是香料时,任务完成。两种方法都有效。重要的是,最后添加的物品必须是香料。 为什么会这样 任务脚本实际上并不检查“玩家是否收集了香料?” 相反,它检查一个非常特定的条件——“背包已满+最后添加的是香料”。 这是一个脚本疏忽,而不是游戏逻辑中的真正错误。 总结 任务可以正常完成,但描述有误。确保你的背包已满,且最后收集的物品是来自香料田的香料。一旦满足这些条件,任务就会正常触发。

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该游戏的后期处理锐化效果非常强烈,与DLSS尤其是DLAA搭配时观感很差。可以通过修改一个.ini文件来移除或减弱锐化效果: 1. 前往路径:C: Users USERNAME AppData Local DuneSandbox Saved Config WindowsClient 2. 找到文件:Engine.ini 3. 在文件底部添加: [SystemSettings] r.tonemapper.sharpen=0 这将完全禁用锐化。若只想减弱锐化,可将数值设置在0.1到1之间(设为0.5可将强度减半)。我个人在1440p分辨率下搭配DLAA时,觉得0.3是比较合适的数值。

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A guide on ingame farming and economy to alleviate concerns like loosing choppers or items to worms/griefers/gankers/your own failed attacks/raids/stations. This guide is presented you by Never Thirsty guild (server Gansireed). Basics This is a survival game. To overcome it and archieve the exalted status of Always Drinker, you need to get into a certain mindset. A) Always have water. Never be thirsty. B) Depreciation is real. All things in the game are means to archive other things. If you loose it- who cares? Build new things. C) Always be realistic about your situation and environment. To faciliate that: -solve your basic (hagga basin) economy right from the start of the game. Starting character class / base location etc. is completely irrelevant if you understand the basics fully. -once you did that, you have basically "UNLIMITED" resources (below t6 that is, thought.) Once set up, you can farm with high efficiency and replace lost stuff within minutes. More to that later. -if you have unlimited resources, the DD is piece of cake. I lost 4 assault choppers and 3 buggys with t5 cutters in a single week and didn´t care one bit (as it was worth it- they had already "paid for themselves"). More to that later as well. Game loop and systems There is a lot here, so lets break it down first. You can actually use the in-game logic to make things more approachable and you should already get into the mindset to see things as seperate systems that need to be approached differently, but all need to be "solved" correctly if you want to fit the pieces together. Those systems are: ___________________________________________________________________ Resources (Ores / Stones / Cristals - stuff that needs refinement before use) Spare Parts / Components (they are needed to craft but don´t need refinement) Inventory Items (I like to refer to this as "wardrobe" items and always keep them seperate. Weapons, Devices, Armor- everything your character can equip or use.) Water (Items and Buildings) Vehicles (Fuel; Vehicle Parts; Vehicle constructors; actual vehicles are seperate from this. this is inventory items dedicated to service and build vehicles) Base /Misc / Decoration (unrelated items / buildings - basically "vanity" as its not required) _____________________________________________________________________ From the get-go, get into the habit of seperating these things into seperate chests. You will thank me later. I repeat: DO NOT MIX STUFF IN CHESTS. Small chests cost nothing. Build a few, group them, keep your mind (and base) organised. We had this in our guild. You will loose tens of hours to bad management just scouring chests for the one item you put into the one chest but can´t remember where. In the mid-game, begin seperating by putting each "topic" into a seperate room or floor. If you have the space and / or manpower, making a second "garage" base dedicated to farm alu / dura is advised. You won´t regret it. In the late game, you "home base" must be working properly and act as a sort of "menu" to access all desired functions quickly. Again, loose tens of hours of gameplay to downtime if you disregard this. You will start making expendable bases (DD enforces this) so don´t gimp around with a badly organised home base. Solve hagga basin economy before even attempting to DD (with a few little exceptions. We will talk over those later thought). If you are working with a guild, enforce that the system is upheld. Name a "base keeper" who is responsible for keeping orderly chests and refueling the power grids, and have him notify others (via discord if must) if things are not running as expected. Even if joining a guild, it should be expected that everyone retains at least one (if small) base that is serving as their "expanded inventory". Do not leave stuff in shared based that you are dependent on / plan to use for progression. From my findings, repairing can for example accidently drain resources and (that may be a bug) the repair station seems to ignore circuits, so there is the chance for draining others resources. As a guild leader, communicate to new recruits that guild bases are considered "shared" and any stuff left in there is free-to-use for anyone, even if that causes it to get spent/destroyed/lost. Do not get into this sort of drama with your guild. Environmental hazards: -almost all debuffs can be cleansed by a simple t1 healkit. -dashing removes almost all cc effects. -falling to death is also almost irrelevant, as you can just revive. -this is a never thirsty guide. just drink through heat strokes while farming. I have found no averse effect from heat stroke outside combat. Just drink full over and over again, ignore the red icon. -if you can´t help getting downed, try using any nearby terrain as cover and revive yourself. The enemies goof off surprisingly often, not finishing you. -abuse teamwork / party play if possible. Players can shed aggro by hovering. Antigrav grenade isn´t working on teammates, so its free cc. -a t4 radiation suit is already sufficient to clear irradiated zones. You just need to giddy up. Reset radiation by just leaving the area and waiting. It clears out rather quickly. Starting the grind ("bike phase") First things first. Sorry for the spoilers. The game forces you to abandon your first base after some quest chains (and that is a good thing). So until you have advanced to that point, just play, learn the game, enjoy yourself, and quest. Explore the entire starting zone. Learn new class abilities and classes. Learn to fight and drive etc. Farm blood, its really the only option early. If you run into dew fields at dawn, fine. Harvest them. But don´t rely on it. Blood farming is easy and necessary. You will also want to fight to learn the game, so grab a blood drinking knife and extractor. Carry a few blood bags but don´t clog your inventory. Don´t get attached to your first base. Build the basics and be small and efficient. You have all the time to build huge palaces later. Just learn the game and don´t stress out. Once you reach the quest, you should already have 1-2 bikes. Load your stuff into storage and move out. Or just abandon your stuff- it doesnt really matter. Nothing you own at this point is valuable. __________________________________________________________________ Apart from that, if you want to "Spike / Tryhard" the game, here is my advice: a) select any character class you like EXCEPT TROOPER or PLANETOLOGIST, as those can be obtained easily in the starting area. b) view vehicle and farm progression as priority, always (you can´t build stuff if you cant pick up resources), quests and stuff are second to that. You can´t quest if you can´t defeat the quest enemies or take ages to reach the desired areas and then get killed there. c) learn shigawire claw / knee charge(or weird step) / bindu sprint as standard layout. It allows to traverse terrain very efficiently and almost regardless of equipment in your hands. d) get your hands on "emperors wings" blueprints ASAP. This thing in combination with Shigawire allows you to traverse vertically effortlessly. Remeber that Shigawire / antigrav grenade can also save you from falling damage (or just die and revive hehe). e) begin with sorting stuff into topics (as detailed earlier in the guide), both from architectural and storage standpoints. Save time by cutting unneccessary downtime. f) You will die, you will get eaten by the worm. Don´t carry everything all the time. Make "equipment sets" for different purpose including a complete throwaway item set for dangerous farms (like Flour Sand, hah!) Only carry stuff you must, but don´t loose stuff unneccesarily. g) Remember you can craft basic items from fibers / scrap metal. If you "forgot" something (your cutter when entering shipwrecks etc.), check the build menu if you can build it to save yourself from returning to base for items you could just replace by finding a scrap metal nearby. h) Get in the habit of always collecting plant fibers whenever you can (and don´t need inventory space for the mission / farm you are currently on). You will burn them and the resource always stays relevant. i) this is opinional, but don´t try to do everything at once. If you can fine. But stay focused on things at hand and don´t get distracted. Set goals when leaving the base like "I must farm iron now" or "I need intel so I will be fighting enemies in bases and maybe even die" h) If you can (and don´t own high-end pc with 3 screens) use a cheap tablet / cellphone to view auxiliary guides (like method, planetologist etc.). Browse in downtimes (flying, driving, load screens) beforehand to have the maps / guides ready when you reach your destination. Finding a home Once you have left the starting area, time to find a home that will probably last you for the rest of playtime on that server. My suggestions for base locations: -Near "the Anvil" outpost. Upside: Very good access to t1-3 resources. Vendor / outpost just nearby. Easy map exit by just flying east. Downsides: Far from aluminium / t5/ dura, maybe crowded already. -Near "the Pallas" wreck. Upside: Very central. Easy access to all t1-t4 resources. Downsides: kinda wonky area to drive in, long sand traversals required, no npc vendor nearby, central map position is annoying lategame as you have to reach the map edge. I´m basing this on my opinion about my later suggestions how to farm water, focussing your economy on steel products. You can choose any location you like if you disagree, or don´t care about extended travel times. General base advice: example early base: (one level only) ____________________________________ water room / wardrobe room / resource store fabrication room / sub-fief / generator room vehicle garage / drop-off port / pentashield exit ramp ____________________________________ late game example base: (vertical view) [roof: has windtraps / water traps] [air vehicle hangar. pentashield roof or access. contains vehicle fabricators fuel / spare part chests.] [fabrication level. contains fabricators.] [refinement level. contains ore / chemical refineries.] [water level. contains blood / water related items in chests. contains water tanks.] __________[ basement: advance sub-fied, resource store] ________[Garage / port] side facts: -dismantling walls refunds only 1/2 of the resources. Dismantling buildings will refund fully. -have sub-fied in a seperate room with doors on ground level. Accidentally removing the ground beneath the console will delete it and remove any expansions you have bought. -buying expansions ("claim stakes") will not only allow you to build larger, but also raise the amount of buildings you can have per category. -there are category limits, but they are not very hard early. use them! fill up your chests / water tanks with low tier variants to just have used the capacity until you can upgrade. -depending on the situation, you may need several refineries of each type to cut production downtimes (this becomes especially important on reaching aluminium, as it takes forever to process). Dismantle and upgrade as desired. -buildings can be turned off without dismantling them to cycle power / solve power issues when you overbuilt. -bases are means to produce, thus require care and attention. Remember you must game time towards that aim. Its a survival game after all. Progress comes in game loop steps and is paid for in time and effort. Bases unattended will be lost after not playing for a few weeks, so plan accordingly. If you can´t play, stash in the bank. A single flyer can also be saved by bringing it along to cities. Farming intel ("buggy phase") Congratulations. You have established a home base that will last you for a while. If you encounter hardships by now: -Review the basic systems. The game expects you to be able to cope with consumables, pay costs and demands on spending resources continually now. Have the required stuff in your inventory and use it. Farm it if you don´t. -Remember you can build 3 bases total- but probably haven´t (and shouldn´t). That leaves you with the possibility to build a throwaway base whenever. Granite and scrap metal are everywhere, so don´t be shy to establish a garage in areas you are currently frequenting to provide required consumables (fuel especially as that can´t be crafted from inventory). -Abuse crowd control: Antigrav grenade, Explosive Grenade and Collapse Grenade are excellent tools that trivialise pve encounters. Learn Trooper class if you struggle with fighting large amounts of enemies (like in research stations). -If you struggle with combat generally, train vs. low nps with t1 weapons until you master basic moves like Parry or luring enemies around corners to get in shots without return fire. Going forwards: -research cutters first when unlocking their tier and build them asap. -research buggy cutter and t3 buggy ASAP -skip vanity vehicle upgrades like t3 bikes. Your goal is to reach t4 and be able to build a flyer. -the buggy is now your main centerpiece. Place a booster bike into vehicle gun for excursion. Plan trips to use the large inventory space you now have access to. Don´t return with empty haul. -"spider buggy": The terrain is not as it seems. Many terrain pieces can just be driven over or even somewhat be "climbed" by expert drivers. Learn to do that. There is no falling or scrape damage on vehicles, just tear from usage. -advanced vehicle usage: antigrav grenade lets you (sometimes) free vehicles stuck in terrain. Always carry a vehicle repair torch. Disassemble if a vehicle got stuck entirely (even if you drop/loose cargo). Bumping into vehicles with another vehicle can sometimes unstuck it. -solve water adequate for your tier. Water is progression. Farm blood. Gather dew only when opportune. -farm intel whenever possible. There is a lot driving around, so when you are next to a base, just sneak in quickly and grab the intel. It does not use up inventory space and can´t be lost once you learned the intel. - I don´t recommend to do questing at this point except for the "trials" questline, but keep planetologist up to date. skill "cutter yield" that increases both manual and vehicle farms. -Do not fly to the cities unless you have several quests to turn in there. It costs a lot of solari and farming solari at this point is wasteful and unnecessary, as you can´t even usefully spend them yet. Establishing farms: t1-3 resources can be completely farmed in Vermillius Gap. There is little incentive to return to the starting area except for farming vehicle parts in the research station if you have farmed the vermillius gap stations already. You need to farm for copper, iron and flour sand at this point. Other resources as desired and required. Whenever possible, farm with buggy. It may appear tedious at first to drive into the rift or remote areas, but its almost always worth it. The buggy has a very large inventory and can hold lots of volume. Be aware that this is a grindy game. You need to invest the game time. If you can´t binge, its even more important to run things efficiently if you want to grind up into the endgame at this point. Do expect 50+ hrs AT least to reach DD. The Steel Age This part of the guide is aimed towards players who have unlocked steel items in their progression. If you haven´t, go back to farming intel (or levels) until you have. The key item now is the Windtrap, that allows us to gain water with little effort. You will encounter a significant increase in water demand when reaching t4, so we need to prepare for that. Windtraps provide few yield on their own, so massing them is the only answer. What this means: With windtraps, you can burn steel/fibers for water while you do other things or even while offline. This is the core of this guide. By now, you should aim to aquire: -3 improved blood purifiers, serving as or "I am online" boost to water while playing. -10+ windtraps running permanently as a passive base income. -Scale water tanks to 200 000ml or more to prevent overflowing too much water when offline. Manage filters to not spill over. Enhance tanks to 500 000 ml eventually as well. To prepare: -farm ironwork areas and base areas (middle of map has a giant bases that drop this stuff) for machine parts and calibrated servoks. You need a ton of this to build up. -side resources will also begin to have relevance. Farm them. For example, Erithrite Cristal for Cobalt Paste with a buggy. Don´t bother with the side areas, just drive the mines and pick up veins on hand. -use the occasion to farm xp / blood / loot on enemies. Blood draining costs little resources. If you already unlocked deathstills, farm corpses with buggy. -scale your water economy by first maxing out unused storage slots with copper tanks, then gradually replace them for steel tanks. Cisterns exceeding the steel tank are unneccessary at this point in the games development, except as vanity -Upgrade your power plants to wind turbines to eventually get rid of fuel based power plants. Remember they can accidently (or malevolently by other players) be shut off by placing something over them. This can also happen while expanding the base vertically. Max out vertical base size to prevent others griefing your buildings entirely. Once you got it running: -you now have basically infinite water. Refill your windtraps with filters before going offline to farm passively. -get medium ore refineries and cutters able to cut t4 resources. -farm more side materials in areas you can now easily clear with a complete steel set of armor and weapons. Learned skills and character class is irrelevant here. You can clear these enemies if your gameplay is correct and you have steel tier items and weapons. -You can now go into aluminium areas and grab some. Research and build a t4 vehicle cutter. You don´t need the t4 buggy. You can put the upgraded cutters on the iron buggy as well. -If you havent yet, grab a booster bike and complete the "trials" questline to aquire death stills. Learning to fly This section of the guide is aimed towards players who have unlocked t4 / aluminium research. If you haven´t, return to previous sections. The goal now is to aquire a flying vehicle, the scout ornithopter. If you followed the guide, you now have a base that is scaled well enough to keep up with t4 resource grinding; you have run farms across the map providing a minimum of side resources in stock to build more advanced buildings and items; your base cisterns can hold 200 000 ml of water or more; you have a steel tier set of heavy armor, weapons and consumable items suitable for exploration of the high end areas of hagga basin. Your goals are now: -Farm as much aluminium as possible. It will also be required for making duraluminium later. -Farm Mysa Taril and Sentinel City. This is non-optional. The parts we need are only there. -Keep base economy running by occasionally going back to lower farms. Remember, we are burning steel for water. Do not build filters from aluminium yet; that defies the purpose. We want to stack up our reserves of aluminium, and burn now worthless t3 resources to sustain our production. A few more hours in, you are now able to build scout ornithopers. Reorganise vehicles and delete bikes you have except one booster bike. Select bike or scout to put in storage gun before trips. You still need to buggy farm. Avoid the scout storage except for a few missions to begin aquiring rare resources or blueprints. Quest grind / Levelling classes ("scout phase") This section of the guide assumes you have free access to scout ornithopters, can replace them if one gets eaten / destroyed, and your base economy is keeping up with consumable demands like welding wire, healkits, ammunition, water, fuel, and repairs. With the ability gained to access anything in the game, you can start exploring the remote parts of the hagga basin, finish most quests available in the game, and even take a few peeks into the Deep Desert. Going forward, the game now requires additional resources to aquire before being able to build advanced stuff. You are forced to satisfy the water demands for producing it, so we are still burning steel for water passively. Buggy farming will still make up the majority of resource farming. Keep scout farming as an option but do not get too used to doing it. Scout farming is bad and wasteful. Efficient farming is either buggy farming or assault ornithopter farming. Use a booster scout, it spares you a lot of frustration. You are in a transitional phase now, that doesn´t require special activities, just playtime. You will want to level up your character with quests and grab intel. Farm stuff and build some vanity items. Level up your character by questing. Join a faction and complete their questline. The Deep Desert awaits, and its a merciless place filled with griefers and trolls. You will be able to aquire duraluminium tier now. Just play on until you have. Finishing Hagga basin ("assault phase") This section of the guide is aimed at players having unlocked the duraluminium tier. Our goals still remain. We have 4 seperate sets of challenges, to set ourselves up to DD content- all of them include heavy farming and dealing with economic demands. a) we need t5 or better weapons to compete with enemies there. Depending on your ingame skills, a t4 armor is technically good to clear anything, by just preventing us from oneshots, but t5 armor makes it a lot easier. b) we now need advanced resources (Spice, Jasmium cristals and many more) who are more difficult to aquire. c) To cope with the deep desert, we need a garage base there, that has at least two windtraps to generate drinking water, as the deep desert does not provide any water except blood. There is almost no lootable fuel either. Failing this is horrible, as it forces us back into Hagga continually, taxing much more game time than it would be to just have placed a few (by now expandable) buildings. d) our main vessels need to be assault ornithopters, as deep desert involves a lot of transportation of heavy materials. To facialite that, we need to scale or economy even more. -Farming a lot is inevitable. -Farm the new resources (Jasmium, Spice and advanced components). This may even involve going into DD already. Keep out of PVP for now unless you are prepared and willing to replace vehicles. The recent changes allow us to safely aquire enough to start or t6 economy. -Upgrade to 15 windtraps to keep up with the increasing water demands. -Incorporate death stills into your water economy. If you haven´t finished the trials, do the quests. -Upgrade power to satisfy power demands as well, now using the directional wind turbines who generate a lot of power. Spice generators are not worth it yet. -Continue to farm water by bloodsooking and dew reaping should it be necessary or opportune to move your progression forward. -Build medium chemical and small spice refinery. Now you have access to potentially all resources in the game! Vanity phase - T6 and Deep Desert This is an economy guide, so I won´t advise on what to do in the deep desert or what are your aims there. With the advise and formulas I provided for base-building, you should by now be able to decide what are your aims for the deep desert. Instead, I will focus on how to farm the dd efficiently and sustain bases there each week. Yeah, that is the catch. Bases in DD get wiped every 7 days. That forces us to run throwaway bases there, vacate larger bases before the reset, or be taxed with heavy downtime for travelling back and forth, if we do not want to build there. -The upside is halved build costs. Use that to temporarily place t6 factories, until you can afford them at home. -scout PVP areas if you want to farm there. A booster scout is almost impossible to catch. You can be ambushed though. -If you are afraid of pvp, come during down times (early morning after server reset, 3am etc). You will almost never encounter anyone on that times. -since the recent changes, building a garage and buggy farming in the A row is highly lucrative and perfectly safe now. -When the week is over, evacuate yields and dismantle costly facilities. Leave behind trash resources like plastone and below. Do recover spare parts like machinery and servoks that can´t be buggy farmed. -Dismantle vehicles to work in conjuntion with flyers: You can fly a carrier and assemble a buggy from inventory in dd. You can´t return it though. The yield must be flown back using assault choppers. Farming with vehicles is highly lucrative. Same for the sand crawler. I don´t advise sand crawling thought atm, unless you are in a larger guild. Either way, having a robust home / hagga economy and constant passive water economy allows you to easily replace anything, have many t5 vehicles, and eventually gear to t5.5 weapons and armor. With that, its totally possible (if still difficult) to clear t6 research stations, do pvp, or participate in the Landsraad. You can now get into vanity projects. Build a large spice refinery. Clear all stations and grab powerful t6 weapons. Grief others to your hearts content in the PVP area. Build the last (atm rather unneccessary) vehicles like the carrier or spice crawler. Use the bank in cities to store dismantled vehicles and t6 resources, for example if taking an extended break (or until new content is released). Vacated bases will be destroyed including everything inside over time, so plan accordingly. Congratulations. You have basically completed Dune: Awakening as far as content is available as of August 2025. Bonus chapter: how to run DD bases This chapter assumes you have followed the guide OR have already progressed on your own to a point where t5 and below are not really "expensive" for you anymore because your hagga basin economy is solved. If you haven´t, return to solving your basic economy, It will save you a lot of time in the long run. Having a temporary base in DD is highly recommended. Reasons: a) water is almost impossible to aquire efficiently in the dd, but you will burn a lot of it. b) fuel is also very hard to come by (but can easily be produced in a small chemical ref) c) having a base CAN allow you to escape from getting chased down in pvp by ducking into a hangar with pentashields. d) early in progression, HALVED building cost allows you to get your hands on buildings you would normally struggle to aquire, and then leverage them to gain more resources to place them at home as well. Here is how to do it: Establishing a base: optimal locations for bases: A ROW 4 /5 /6 for garage / buggy farm base. its used to drop / dump stuff (then transported over the border with assault chopper) and shelter sensitive vehicles like carrier ornis. D5 / E5 (still in PVE side) base for farming operations, containing spice, medium chemical and med/large ore refineries. Don´t forget to dismantle before weekly coreolis reset. PVP bases are OPTIONAL bases on titanium / stravidium island or near large cluster of spice beds. build small here, don´t leave many stuff as it can be raided. mostly used to escape attacks by diving down into pentashield hangars. chasers can´t finish you UNLESS they wait for a sandstorm to RAID the base. What to bring into the DD on first trip: -200 scrap metal to build basic buildings (advanced subfied, small chemical, fabricator, generators, small chest) -100 fuel cells for the first generators -some water (1 decaliterjon is enough to kickstart, some stuff needs water to be queued) -1000 or more plastone (or granite if your poor. don´t forget repairing- granite buildings will last only ~3 days in DD without repairing it) for your structure. -some iron, steel, cobalt paste and silicone blocks, as its painful to make them in DD -calibrated servok and complex machine parts (almost impossible to aquire in DD) -some iron / aluminium to place larger chests (small chests suck) -a buggy dismantled in inventory to farm resources locally. t5+ cutter (even if you don´t have t6 cutter- you need it to just farm large amounts of throwaway resources instead of taking extended trips back and forth) -3 filters to kickstart water -a claim stake and a vertical claim stake to enlargen your claim quickly if your building in contested spaces like d5 / e5 All of this should be able to be fitted into a single trip in an assault ornithopter. Come early (directly after reset or max on wed/thurs) to claim good spots. NOW: -build a subfief and 2 small chests. dump materials. -buld your structure and a hangar to shelter your assault from sandstorms. move stuff inside. -place and use fuel generators. UNLESS you want to run a large operation, you don´t need more advanced energy producers. -assemble your buggy to locally farm fuel, copper , plant fiber and alumium (its everywhere) -build fabricator, survival constructor, small chemical and 2x small ore refinery. queue copper and some small fuel cells (smalls dont need water) -build at least 3 windtraps to always have water. filters can be easily farmed here. -build a medium ore refinery to refine alu for filters. -spend storage limit on copper water tanks to start building up some water for usage with your wind traps. Now you have a barebone setup. with this: -you don´t need to return home for fuel / water / consumbles- just grab them from dd base -leave trash materials on reset (buildings from salvage metal, copper, plastone, granite, fuel etc.) to just be destroyed when the reset comes, as its wasteful to ferry it. -once the basic setup is farming up water, ferry over advanced materials selected for you DD weeks goals. -remember to clear out valuable stuff in time (start sunday, if something comes in the way on monday. do not loose stuff because your timing is bad). Congratulations! Now you have a DD base setup. You can now expand as desired: -a spice factory for spice. its very cheap due to halved building costs. -large ore ref / med chemical to farm plastanium -7+ windtraps to farm water for productions. If you are farming for spice / plastone, solve water early to not tax your home bases water supplies. you need them to continue making alu/dura for replacement / repairs. keep them running early on to have water once you aquired the resources. -only build large if you can afford it / have support from friends / guild Bonus chapter: Circuits Jan 26 Certainly a bit confusing, I did not touch circuits until a few hours in. You dont really need to use them either. If you want to, here is the reasoning and setup: Circuits allow you to declare an entry and exit point for base buildings to drain resources from, and deliver items to. The catch is that all buildings have inventory. So the item will go there first. So to avoid filling up the buildings -what can cause downtime if we need to shift resources, for example into DD bases, and cant find it because its in the factory- we want the stuff to flow into our resource stash properly. To do that, we first have to fill up all inventory slots of the factories and refineries. Most people use a single light dart, but you can use whatever. We can now control the flow of items as we see fit. Again, most single players wont have much benefit from even setting this up, but once you start producing t5+ resources involving more logistics, its worth considering. If you want to set up circuits: Refineries can easily run on 1/1 circuit *1 being our resource / default circuit I use circuit 2 as fuel exit point. So for example, my chemical factory runs 1/2. My fabricators use a single exit chest, that is circuit 3. Thus, all fabricators run 1/3. My weapon & garment factories also use an exit chest, that is 4. The machines thus have 1/4. All item & wardrobe chest have circuit 7/7, preventing items from spilling into them. Hangar dropoffs have 7/1, allowing them to feed resources but not accept produced resources. Vehicles factories are not filled up with darts, as its desirable here to have the vehicle parts spawn in the machine. They use my fabricator exit chest as a spillover. Setting here is 1/3. Some circuits are free. This is only an example. If come up with any other setup, use it. With this system, you can save some time. Remember setting this up is taking a front time sink, so consider well if you even need it. Bonus chapter: fully scaled economy (example) 2026 edition Hey Sleepers! This is an example for a working ingame eco and base layout required to do it. Its optimized towards my preferences. It certainly is not the only viable solution to dunes core game loops, just an example for one I found. Running it requires obvious ingame time commitment, but you will be able to churn out stacks of t6 resources easily. Structure: the base is a tower centered around a central access shaft that acts as a Shigawire lift. Location: Near map exit (map transfer is the most important hurdle now) Hagga Basin base: Top Hangar (Open-roof Pentashield, Carrier, Container) Mid Hangar (Side Penta, Assault, Crawler) Low Hangar (Side Penta, Assault, Scout) Refinement (2x LOR, 2x MCR, 2x SCR) Gear (2x garment, 2x weapons) I I Balcony (Wind farms/ turbines) Water (cisterns 1m, 3x IBP, 4-8 advanced DS) Fabricators (F, SF, ASF) I I Garage (2 Buggy ) Basement (Subfief, Resource Stores) You will need 15+ Directional Wind Turbines. They are the best option for energy production for my setup. Once this is setup: -we no longer windtrap spam in our main base, as the yield is too low for plastanium. Some windtraps may be kept for passively getting drinking water. -can we run this to make plastanium, what has the highest water consumption. -we farm corpses and blood now for water. As we have to farm corpses anyway (they require 75 inventory space to pickup), we can still carry advanced bloodsooking equipment for about 80 inventory space. This allows us to pick up many corpses into our assault chopper and farm blood at the same time. Remember to have throwaway inventory sets prepared for all activites (t6 items sit safely in bank) -can we leverage our previous setup with spamming Wind Traps (we already farmed the things...) now in a secondary base or current deep desert garage. -20 wind traps placed in deep desert quickly after the weekly reset can comfortably generate enough water to make some spice with the large spice refinery there. -You can always bring your bloodsooking equipment to boost more water (3-5 improved purifiers are damn cheap and can literally be placed in any base). -If you already have very good gear, Filter extractors can increase the water yield of blood sooking based farming. -Sheol has many caves with water / bloodsook items that can just be grabbed there. -Using the carrier / container, we can cut most downtimes. We only farm with buggy / crawler efficiency, (can be done entirely in pve). With this approach, you can deal with the heavy water requirements by dividing them (each base only has to deal with 1 type of production). Happy Farming! Impact of recent patches on this guide Hey Sleepers! Nov 25 Its been a while since I wrote this down, and some things have changed. In this section, I will adress the impact of changes introduced in recent patches on this guide. Overall impact at this point in time (late Nov / early december 25) : LOW Comments: The core idea of this build (use steel economy then go into advanced death stills) is still working and wasn´t changed or nerfed. Dew farming saw heavy nerf and removal of opportune base spots to abuse giant flower fields, but this nerf has no impact on people using this variant of scaling. The removal of safe spots to farm flour sand is also irrelevant to us, as I already suggested farming flour sand in throwaway gear. (we do not need to abuse safe spots basically) The addition of the threadwheel vehicle changes nothing either, as its basically only a glorified bike. The buff of the assault / medium orni storage is huge and further increases the discrepancy between storage scout and medium orni. Storage scout farming is now EVEN MORE TERRIBLE. All other changes are helpful to us. We can now restore lost vehicles (what is irrelevant as we could do that already by just farming resources with such efficiency that replacing meant nothing to us) We never abused the repair bug and didn´t need to because of abundance mentality. The one big change I want to mention here is the buff of the city bank. The bank is now HUGE! Use that. And you can bank from vehicles now. This gives a little buff actually to the storage scout. While I still uphold that storage scout is bad, the bank now gives us opportunities to scout farm then leave the map edge and bank stuff. Keep this in mind if you are in the t4 phase but can´t build Medium (Assault) Orni yet. The ability to move vehicles into dd using the carrier was long desired but does not change much for us either. We already considered DD as a vanity phase and what happens there is irrelevant to us as we already have set up a "infinite t1-t5" hagga basin resource scheme, so we will always have means to go there and grab t6 as we desire. I have proven many times that t5 / t5.5 gear IS SUFFICIENT TO SOLO ALL T6 research stations (even those with wave events) IF YOUR PLAY is correct. Until that changes (if it ever does), I do not see a large impact or loss of validity of this guide. Impact of Changes (2026) Hey Sleepers! With Chapter 3 on the horizon, a ton of good stuff was done for the game. Economy: -The Cargo Container is huge (pun intended). 15k volume of awesomeness. -The bank is huge now as well. -Vehicle recovery and base eating. EZ times now. Combat: -DD can still be soloed, just ran i8 station in t5 trooper class armor. No death, no spice frenzy used, full clear. My setup: trooper grenade spam (one grenade every 10s) forcing 3+ enemies to dive for cover (while I kill them off). Do not waste time on shield. use melee / drill shot to quickly kill everything while they sit on their 100k shield hp that isnt even relevant once for my setup. I use about 20 heal kits per clear. Rocket launcher is dead for solo pve sadly, especially for trooper (where is the point of spice frenzy on this nerfed launchers lol). All this is very helpful and appreciated, and really revived the experience for me. Its no longer pointless to progess- just play, and if you "park" correctly, you will loose nothing. Pro tip if you think "eating" your base sounds fishy:: Remove t6 / very expensive resources (like plast/ spice/ diamond / fuel pumps), high-value vehicles and t6 items/ weapons and just store them on bank. THEN eat the base with base eating tool. Just to be safe from bugs. Even if the tools bugs out, you have only lost the structure, not your core progress. That is a nice change and just wasn´t possible before (outside of abuses, which we don´t use because bug using is for loosers.). See U in dungeons, sleepers!

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