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Oct 27 · 42.22 pre-release: ladders and crowbar break-insOct 23 · First-person mods are not officially supportedOct 21 · The Indie Stone on Java mods: download responsiblySep 28 · Build 42.21 Stable: zombie duplication fixesAug 26 · Security fixes on every branchAug 17 · Servers now handle up to 254 playersJul 29 · Build 42 goes Stable

Best base locations in Project Zomboid

This page covers how to choose a site for a long-term base in Build 42. It lists the criteria that matter, the spots players recommend near each main town with their drawbacks, what Build 42 changed for bases, and the signs that it is time to move. Written for Build 42 (42.22), November 2026.

An overgrown lot in Project Zomboid
A fenced building on the edge of town is the usual first long-term base.
01Part

What to look for in a base site

A long-term base has to keep working after the taps and the grid stop. On the default Apocalypse preset the water shuts off at a random point in the first 30 days and without warning, so the site needs its own supply. Guides disagree on power: one gives the same 0 to 30 day window, another gives 14 to 30 days. Both are sandbox settings you can change.

Opinion Score a candidate on the points below before you move furniture in. A site that fails on water or on fuel access is a slow loss, however quiet it is.

CriterionWhat to checkWhy it matters
WaterRiver, lake or well in walking distance, or roof space for rain collectorsTap water ends in the first month. See water.
PerimeterExisting tall fences or walls, few gates, few ground-floor windowsLess barricading. Doors, windows and low fences are the weak points.
Second floorStairs you can block or remove, with a sheet rope exitA safe place to sleep and store loot.
Zombie countEdge of town or rural, away from main roadsFewer arrivals after every loud job.
LandOpen ground for crops and a fenced paddockFarming and livestock on one site.
Road and garagePaved road, room to park, ideally a garageVehicle work and loot runs.
Loot radiusFuel, tools, food and medical within a short driveRuns you can repeat every week.

Zombies do not go for map-generated tall fences directly; they head for gaps and openings instead (one source). Treat a tall fence as a filter, not a wall, and close the gates and road entrances yourself.

02Part

Kinds of base players pick

The same few building types come up in most Build 42 lists.

  • Fire and police stations. Two floors, garage bays, a kitchen and lockers. They sit in or beside town centers, so the first clear-out is the hard part.
  • Gated communities and fenced houses. The fence is already there and the houses are furnished. Yards are small, so there is little room for animals.
  • Farms. Barns, pens and open land suit Build 42 livestock. They are far from medical and ammunition loot.
  • Warehouses and storage lots. A chain-link yard with one entrance and a lot of floor space for workshops. Interiors are bare and need furnishing.
  • Lake and river houses. Water and fishing at the door, and one side that few zombies come from. Most are a long drive from shops.
  • Bunkers and basements. Hard to reach for zombies, but dark, with one stairwell and no crops.

Opinion For a first long-term base, a fenced two-floor building on a town edge is easier to live in than a remote one. Move to a farm or lake site once you have a car, a generator and a water plan. Construction itself is covered in base building.

03Part

Recommended spots by town

Every spot below is named by at least one Build 42 guide or player list. The picks are opinion, and zombie numbers depend on your population settings.

TownSpotWhy players pick itDrawback
RosewoodFire station, across from the police stationGarage, kitchen, bedroom, town edge, armory next doorSmall town, so loot runs dry sooner
RiversideGated community east of townTall fences, furnished houses, river close byA large share of the town's zombies gather there
West PointOutskirts and riverside housesRiver on one flank, fishing, thinner crowds than the gridDense town center between you and the loot
MuldraughFenced storage and warehouse lots; McCoy Logging to the northwestOne entrance to watch, crates of tools and planksThe highway brings zombies; McCoy's lots are large and hard to fence
LouisvilleFenced mansions near the center (one source)High fences close to the best loot on the mapVery high zombie density
BrandenburgP.S. Delilah, a moored paddle steamerWater on most sides, bar and kitchen aboardSmall floors, little storage, busy town nearby
EkronFire station; pig farm; Meadshire Estate gated blockGarage bays and a basement; pens and barns; two-floor fenced housesStation has no perimeter fence; farm is remote; estate gardens are small
Echo CreekGas station with diner and garageFuel, upstairs home, storage basement, farms nearbyPumps and road draw attention; pumps can be empty
IrvingtonFire department (one source)Solid building with garage near the town hallNo perimeter fence; town is spread out
March RidgeCold War bunker north of townBunks, kitchen, medical and storage undergroundOne stairwell; deep rooms are hard to power
Dark Wallow LakeLakeside lodge and Camp ArthurFresh water, fishing, fenced grounds, isolationFar from every town; many rooms to clear

Valley Station has nothing notable close to its start point and one guide advises new players against it (one source).

04Part

What Build 42 changed for bases

Advice written for Build 41 misses four things.

  • Basements. The raised height limits allow levels below ground. Some basements are fixed on the map and others are generated per save, so a house may or may not have one. A single stair makes a cellar easy to hold and easy to be trapped in. Details are in basements.
  • Animals need land. Livestock need a fenced pen marked as a livestock zone, grass to graze, troughs and reachable water. Nearby zombies raise their stress. A town house with a small yard cannot hold cows or sheep. See animals.
  • Darkness. The lighting system was rebuilt and nights are darker. Rooms with few windows stay close to black even at midday, and basements have no daylight at all. Plan for lamps and for generator power. A generator reaches 20 tiles and 3 levels up or down by default (one source), so the deepest rooms of the March Ridge bunker stay unpowered from the surface.
  • New towns and more map. The developers list Ekron, Irvington and Brandenburg as new towns, plus smaller places such as Echo Creek, and say the map area roughly doubled. Riverside, West Point and Rosewood were also reworked, so old coordinates and old favorites may not match.

Guides also disagree on ranking. One 2026 list moves the Rosewood fire station down to mid-tier because of heavier zombie migration, while others still put it first for beginners.

05Part

Base mistakes to avoid

Opinion These are the errors that end otherwise stable bases.

  • Choosing quiet over supply. A remote house with no fuel, water or food route costs more time each week than it saves.
  • Leaving water for later. The shutoff is not announced. Fill containers and set up collection in the first days.
  • Running a generator indoors. The game warns that it fills the building with toxic fumes. Put it outside and accept the noise.
  • Trusting sheet ropes. Since 42.21 zombies can pull sheet ropes down again (one source). Keep a second way out.
  • Piling corpses near the bedroom. In 42.22 a Bad Smell moodle from corpse piles or generator exhaust stops you sleeping (one source).
  • One exit. Bunkers, basements and boats can be blocked by a single crowd or a fire. Keep a parked car and a fallback house.
06Part

When to move

Opinion A first base is a starting point, not a final home. Move, or add an outpost, when one of these is true:

  • The nearby shops and houses are empty and every run crosses the whole town.
  • You want cows, sheep or pigs and have no room for a paddock.
  • Water or fuel is more than a short drive away after the shutoff.
  • Zombies keep arriving along a main road faster than you can clear them.

Scout the new site first, clear it, and stock it with water, food and a spare weapon before the main move. Keep the old base usable until the new one has a secure sleeping floor.

07Part

Quick answers

What is the best base location in Project Zomboid Build 42?

There is no single best one, and rankings differ between guides. The Rosewood fire station is the most common beginner pick, while the P.S. Delilah, the Ekron farms and Dark Wallow Lake are popular long-term choices.

Do I need a water source next to my base?

You need a plan for water. On default settings the taps stop at a random point in the first 30 days without warning, so base near a river, lake or well, or set up rain collectors early.

Can I keep animals at a base in town?

Grazing animals need a fenced pen with grass, troughs and water. Most town houses and gated estates do not have the space.

Is a basement or bunker a good base?

It is easy to defend but dark, has no daylight for crops and usually has one stairwell. Keep supplies and an exit plan on the surface.

Do zombies break tall fences?

One guide says zombies do not target map-generated tall fences directly and go for doors, windows and low fences instead. You still have to block the gates and road entrances.

Should I move base later in the game?

Yes, if local loot is gone or you want livestock and farmland. Clear and stock the new site first, then move heavy items by vehicle over several trips.

Locations come from Build 42 fan guides and a Steam player list; map and feature changes come from The Indie Stone's 42.20 overview. The picks are opinion, and figures marked as one source were not cross-checked. Sources: PZfans: B42 base locations · BisectHosting: best base locations B42 · Build 42 Guide: base building · The Indie Stone: Build 42 features overview · Steam discussion: B42 base spots. Your game is the final word: if it disagrees with us, tell us and we will fix the page.