Project Zomboid Base Location Scout: Pick a Safehouse Fast
Project Zomboid — Base Location Scout
Score a safehouse fast, plan quiet supply loops, and keep a clean Exit B for when the neighborhood goes loud.
Judge any location (vanilla or modded) without vibe-checking yourself into a deathtrap.
Total
0 / 12
Pick a score for each criteria.
Rule of thumb
8+ = worth committing early.
6 or less = stash spot, not your home.
If it fails the two exits test, it’s out.
Saved candidates
Save a scorecard to compare later.
Quick-Start
Don’t start with “best building.” Start with “what problem is my base solving?”
10-Minute Base Scout (Day 1)
Walk the perimeter, lock in Exit A + Exit B, and avoid fighting on your doorstep.
Timer
10:00
Rule
Pick the best of three, move in light, and keep a getaway bag by Exit B.
Treat your base like a set of repeatable loops: fuel, loot, and emergency.
Generated plan
Supply loop planner: pick 1 gas station you can reach without passing downtown, 1 high-value loot target (hardware store / medical / books), and 1 panic shelter (any two-story home with curtains).
Then: do not chain loops when you’re tired, and keep a trunk kit (water, snacks, bandage, spare weapon, flashlight).
Match the base to the playstyle goal.
Beginner survival
What you want
What to avoid
Multiplayer note
Popular bases are strong… and predictable. In MP, “everybody bases here” can become a neon “FREE LOOT” sign.
Starter Bases That Forgive Mistakes
Spawn-town friendly picks and what to look for.
Long-Term: Sustainability Beats Loot
Once the power dies, the best base is the one that doesn’t force daily risks just to keep living like a human.
Priorities shift
Water becomes time (time becomes safety). Fuel becomes mobility (mobility becomes options). Storage becomes sanity (clutter kills decision-making).
Water / power checklist
Common Base-Location Mistakes
The stuff that actually gets you killed.
Quick FAQ
Short answers that keep you alive.
Build 42 and Multiplayer: The Meta Shifts
Treat patch notes like weather (something you check before planning a long trip). In MP, redundancy matters.
Multiplayer reality
Obvious bases are efficient… and predictable. In MP, you often want either a fortress (obvious, defended) or a low-profile base (boring building, boring road, boring loot inside).
Action steps recap
Scout 3 spots, score them, choose the one with two exits + quiet supply loops, then fortify without drawing attention.
I’ve lost more characters to pride than zombies: abandon the “perfect” base when the neighborhood gets hot.
Patch-History (Collapsible)
Build 42-era changes that can nudge base-location priorities.
Show patch-history table
| Date | Change Note | Impact on early-game priorities |
|---|---|---|
| 2025-03-12 | 42.5.1 Unstable Hotfix discussion mentions zombie heat map fix | Re-check “quiet zones”; don’t assume yesterday’s safe outskirts are still low-pressure |
| 2025-06-30 | Build 42.10 UNSTABLE release notes | Scouting habits and map/navigation routines can change; validate routes before committing to a far base |
| 2025-08-04 | Build 42.11.0 UNSTABLE release notes | Quality-of-life/building tweaks can shift what “easy to fortify” looks like; revisit your base workflow |
| 2025-12-11 | Build 42.13.0 release timing referenced in community coverage | MP-era balance and pacing changes can make “popular” bases riskier (predictable) |
| Dec 2025 | Official “Unstable 42 MP Released” announcement | Multiplayer availability changes the base-meta: threat modeling becomes part of location choice |
| 2026-01-08 | Community video coverage of Build 42 MP release | Early-game priorities in MP lean toward redundancy (second exit, second stash, second shelter) |