"Start with base" is a small mod which generates a base at the end of world generation considering all NPC's of all active mods. So if you are tiered building your own all the time that mod might work for you. But it won't give you too much. You still need to place chests and crafting stations. For NPC flats you don't need to care about. It will check how many NPC your mods contain and resize the base accordingly. There will be also enough space for chest which allow you to store each item from active mods in you current game (only base 3 and base 4). It won't win a design award for good looking That's also your part. The main concept about this base is to reduce ways to NPC's, crafting stations, chests and a high amount of chest you can quick-stack too (after teleport back). It should balance a high NPC flat density with a high chest density. Each of those can be done better but with negative effect for the other. If you think you got a better base structure with higher NPC and chest density write me here please. (base made for vanilla, there might be better if you play with mods) What you will start with (Base3 (enter "$Ba3" ): In that small base all NPC's will get a room, you can build all important crafting stations (and many more) and you can store all items of vanilla version. If you have multiple mods active it might looks slightly different. It adepts to the number of town NPC's and the number of items of all active mods have together. It will use some quality with this. How it could look later on: WhyI build like that? -you can quick access 14 NPC's just by holding 1 to 2 directions or jumping. -around your spawn point (bed) you have a high number of chests to quick-stack with (dynasty chests) -important crafting stations nearby -you can brew nearly all potions, flask, and food in bottom left corner + 6 extra chest to storing inclusive recipes ingredients mod made with personal preferences and for own usage (and to test icon and github ). But feel free to try it as well. As mentioned above if you think something can be done better or more efficient write me please. It would be nice if you can also write me your experience during playthrough with this base mod. Thanks for testing. gl hf! Update 0.2.1.0 -some code improvements -added many new (those numbers let you save/load your styles) 0.2.1.1 - small improvment 0.2.1.2/3 - pearl brick (wall) added + fix 0.2.2.0 - peal furniture, chain lantern, - instead of furniture tiles your start with some of those in the starting chest, - some base fixes on base3, -random only random style not base 0.2.2.1 - you can pause world gen in Gui mode, you can also disable gui mode: $noG Update 0.2.0.0 -GUI added! -option for changing platform -option for changing lantern style Update new bases and style options: 2 new base structures you can choose from and can compare with: Base2 (enter "$Ba2" behind you world name): and with some stuff added: Base6 ($Ba6): and here how it could look later in game: This base 6 was originally idea from @Sergo. In this mod is a slightly modified version. Both of this bases have 24 NPC flats. So it's big enough for vanilla. It will also grow if you have mods with more NPC's installed. Unfortunately they not made for storing many items. So you might run out of space. But besides NPC you can also place all important crating stations there. The number behind base (base2 -> 2, base6->6 ) means the smallest size of the core NPC flat structure. So if you need more flats it always grows by at least this size. If you need more storage also a variation of base 3 was added ($b3b): (with a random style ( worldname + "$b3bsy*" ) ) or later in game: As alternative top floor can also be used to grow some seed. Upade 0.1.4: added a base 4 for many NPC's use $ba4 for this e.g. thats a base which has place for over 100 NPC's: if you have no mods installed, this basic version can hold all vanilla: This base uses some structure which allows very small distances between NPC: Here some quick ideas what could be added where, including some modified structure: only thing you need to care about are the lower flats of the extension. Something need to be placed at the bottom there. Otherwise npc's prefer low spot. Image shows some working examples. They don't like chests nearby. If one is placed on top they tend to go down. To prohibit that you can place some platforms or a chest at lower. More advanced options EDIT:since Update 0.2.0.0 you can do this with GUI and not needed anymore To change these options you need add them at the end of your world name with "$" plus the options you like new base types: Ba2 = base with 2 NPC flats as core structure Ba3 = base with 3 NPC flats as core structure (§b3b for big version) Ba4 - base with 4 NPC flats as core structure (this base is good for many npc) Ba6 = base with 6 NPC flats as core structure you can change which tiles are used: change Furniture: Fpa = Palm Wood Furniture Fdy = Dynasty Wood Furniture Fwo = Wood Furniture Fgr = Granite Block Furniture Fbo = Boreal Wood Furniture Fri = Rich Mahogany Furniture Fmb = Marble Block Furniture Wha = Hay Wall Wdg = Diamond Gemspark Wall Wdy = White Dynasty Wall Wwo = Wood Wall Wss = Stone Slab Wall Wdi = Dirt Wall Wri = Rich Mahogany Wall Wbo = Boreal Wood Wall Wgr = Granite Block Wall Wmb = Marble Block Wall Tha = Hay Tob = Obsidian Brick Tdy = Dynasty Wood Two = Wood Tss = Stone Slab Tri = Rich Mahogany Tbo = Boreal Wood Tgr = Granite Block Tmb = Marble Block $Lho, Lgl, Ldy, Lwo, Lpa, Lbo, Lgr, Wmb --> changes the used lantern $Ppa, Pri, Pdy, Pwo, Pbo, Pgr, Pmb, Pic --> changes the used platform ...many more added in update 0.3.1. With GUI no input needed anymore. If you still want to do, new endings are: di, st, me, cr, ma, ic, sb, sl, ca, sk, $Sy* - random style out of those above or some predefined combinations $Sy0, $Sy1, $Sy2 You can combine those, e.g "MyWorldName$Ba3FdyTssWdi" (without quotes) will select base 3 with dyndasty wood furniture (Fdy), stone slab for Flats (Tss) and dirt as wall behind (Wdi) even more advanced: custom style Now you can also add your own custom styles and save combinations from above. For this type Cx1, Cx2, ... or Cx9 in world file name. It will create a config file named config1.txt in StartWithBase folder close to your Terraria world files ( or config2.txt if you entered Cx2, last digit is equal in both). If that file already exists, it will set the values as stored in that file. Content of that file looks like: (custom style crystal blocks) Code: # Config file of Start with Base mod # here you can setup custom values # lines start with '#' get ignored # basetype values ba2=0 ba3=1 b3b=2 ba4=3 ba6=4 currently supported basetype = 1 # In following part you can change each type of placed objects. # For tile ID's look e.g. at https://terraria.gamepedia.com/Tile_IDs # For items types look at their wiki pages. Those are placed in a starting chest. # Tiles used to build base TileID = 385 ItemIDoftileType = 3234 # Wall WallID = 186 ItemIDofWallType = 3238 # Furniture PlatformStyle = 30 LanternStyle = 37 ChairStyle = 36 WorkBenchStyle = 31 LampStyle = 31 TorchStyle = 4 FurnitureCraftingItemType = 3234 There you can edit each parameter which is used in base generation. At you next world generation write something like "YourWorldName$Cx1" and it will load config1.txt parameters and creates the base with this. You can also change parameters of you config file, e.g. "YourWorldName$Cx1Wss" will overwrite the wall property in your config file with stone slap wall (only for this generation, config file untouched). mod in early development. write me if you found some bugs, have a good idea for new feature or found a base structure which might be better. Your first mod? Download t-modLoder first: https://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/ . There you can find this mod (and nearly any other) in Mod Browser menu.