🏚️ Bases
Building is item-driven: walls, safes, workbenches and garden beds are items you buy, find or take.
| Structure | Purpose |
|---|---|
| Main building | Nearly empty: a laptop, first aid kit, cabinets |
| Farm | Grow bushes; the harvest stays at the base |
| Warehouse | Cargo and valuables |
| Laboratory | Uses reagents found in loot |
| Garage | Vehicle parking |
| Helipad | Landing for a helicopter |
| Lift | Swap vehicle modules |
| Workbenches | Production; upgraded with modules |
| Safes, racks, fences | Storage and cheap defense |
The base is a respawn point; you can move it with its contents at any time. Found cargo is set to open on a workbench, bushes go on the farm, reagents to the lab. A big boulder can even serve as a lift. You can only steal someone’s car together with their house in a full raid, but trunks can be broken into anywhere.
Home and plot
A freshly bought plot is empty: just a trailer with a kitchen, the Black Market laptop, a blueprint board with the house plan, a bedroom, a bathroom and a wardrobe. There is no fence, no racks, no tables and no workbenches at first: you must unlock and buy them on the Black Market. “Small containers” hide loot.






Workbenches, tables and racks
The contraband workbench, the Collection Table and the racks are not there at first: you unlock and buy them on the Black Market and place them via the “House plan” (the “Modification” button at the blueprint board). The workbench repacks contraband cargo from Looty Bay, Lenny’s motel or the sales center into pricier cargo, the “Printing machine” speeds that up by 15%, and the table turns collected sets into sellable cargo.






Construction
Furniture, containers, workbenches and racks are bought on the Black Market (the “Construction” tab). Basic goods are available at once; tier 2 and 3 goods are locked behind “Open supplies”.







Black Market buildings
Many buildings must first be opened in Supplies; some tiles show an unlock price.
| Building | Purpose | Price |
|---|---|---|
| Mesh fence | a cheap fence made of construction mesh | $15,000 |
| Car lift | an outdoor lift: upgrade a car’s underside | $10,000 |
| Cargo-opening workbench | tools for opening cargo | $15,000 |
| Contraband workbench | repack contraband into pricier cargo | $20,000 |
| Auto garage | a garage with a parking spot and storage slots | $25,000 |
| Workshop | a building for many extra workbenches | $75,000 |
| Plantation | a small farm hidden from prying eyes | $100,000 |
| Warehouse | a building for many storage objects | $100,000 |
| Chemical lab | a garage for synthesizing chemicals and processing reagent canisters | $110,000 |









Plot security
The fence protects your base from raids. Buy the mesh fence on the Black Market, go to the “Land plot” table outside and drag the fence into a slot: a mesh fence appears around your base. Protection is base plus extra (2 + 2 = 4 in the example); electronic fuses in the security slots add 1 each. To breach another player’s plot you need decoders: the more fuses and the higher the protection level, the more decoders it takes.




Defense
- Fortify: defensive modules, walls, fences.
- Detect: raid alerts.
- Deter: breaching needs rare decoders, and wiping a base entirely takes a rare loot-only item.
While you are offline, only fortification and clanmates help. Laundered money cannot be stolen.