- Gear – storage for any spare armor or tools, most specifically things I have outgrown
- Treasure – things that sell for gold at the vendor or things that are just more rare than others
- Forage – tree saplings, feathers or other things largely picked up off the ground
- Trophies – so many grey dwarf and deer heads
- Metals – mostly finished ingots because I have another batch of chests by the smelters where I keep raw ore
- Wood – some of each of the types of wood, but I have bulk wood storage elsewhere in the base for just mass amounts of plain wood
- Flint and Stone – this is where I keep my flint, obsidian and stone but I have bulk stone storage as well elsewhere in the base
- Cloth – I have a feeling that this category will expand over time but right now it is just my linen refined from my flax
- Eyes – Yes I dedicated an area just to Grey Dwarf eyes because I end up with so freaking many
- Bones – Skeleton bone fragments and wolf bones mostly but I end up with a lot of the former because of skeleton attacks
- Leather – catch all for the various kinds of leather including troll hide and lox hide.
Fixing Up Beltopia
This weekend I spent a significant chunk of time working on my bases in Valheim single player. On my original save game of Beltopia, I had been slowly migrating everything over to a new area where I had set up two buildings. One served as a sleeping quarters and portal room and the other a big crafting pavilion and storage. The above is a screenshot from this phase of development but ultimately this doesn’t really jive with my current sensibilities in game. As such I set forth to expand this into more of a vision of the type of base that I want to keep for the long run.
This is now what my base looks like while approaching from the ocean. From the outside it is a pretty nondescript wall with roofing along it and a portico that leads inside across a custom draw bridge. Essentially I have landed upon a style for my bases where I build a stone wall around the perimeter and then erect an inner sheltered area that contains all of the important bits of the base. Essentially my first step in this process was to dig a moat as far down as the game would let me and this ultimately would inform what the perimeter of my base would look like. The moat thing seems to be an ingenious way of protecting your base from raids and random monster encounters. While working on my plains farm for example I got raided by trolls and they could not figure out how to get into the base and eventually de-spawned without actually causing any damage.
So for reference this is a picture of the inner courtyard of my base. The building in the foreground is the same building in that very first picture. I’ve made some significant changes to the roofline, but structurally it is effectively the same. Instead of serving as a sort of inn with multiple beds, the top floor is now basically just my master bedroom. The ground floor is entirely dominated by portals to lots of different far off places that I found with my boat. One of which is the area where I set up my farm in the plains biome. What I did some time ago was craft a number of portals and named them after various norse gods, and then I keep a spreadsheet of what each connects to. That way when I go travelling I take portal materials with me and can craft my way back to the main spawn no matter how far I might stray.
The other building that still stands from my original structures is now the mead hall. There isn’t a whole lot of that original crafting pavilion left, but it did sort of inform the overall shape and structure of the building. While I don’t necessarily use this as a multiplayer map I did build additional beds into the attic of this building. I’ve recently started trying to switch everything over to using coal based braziers instead of torches because I personally find it way easier to renew the fuel source than to farm a copious number of Grey Dwarves for resin. What I want to do at some point is set up a Surtling farm in a swamp in the hopes of getting enough trophies to start adding those in as well for a permanent light source. There are few things more disheartening than logging in to a completely dark base and then trying to haphazardly fuel all of the light sources in the dark.
The base of course has a fully kitted out crafting area with a lot of specific dedicated storage. I wish had gone with this sort of scheme when I built my giant wall of chests in “Fort Belghast” on the multiplayer server. Honestly the hardest part was trying to come up with some generic taxonomy for the items that makes a reasonable amount of sense for storage purposes and easily finding whatever you might need. What I eventually landed on was this… which is by no means flawless but works for now.