It doesn't look well enough lit, but that may well be video settings and textures; assuming it is actually lit well enough to stop spawning the only real criterion for a base is are you happy with it...
The rest of "well built" is personal taste which gets into things like; I don't see the reason for all the anvils, the enchanting room doesn't look easy to change levels, the storage isn't labeled (and there isn't enough of it).
And for every person who agrees with me on any given point, there will be another who dosen't.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
It also depends how early to late game a base is. What I might think really impressive during the early phases is different from what would seem impressive at a later phase. It's not uncommon to have a starter house or base, and then later either expand, or move to a different location and build a bigger/better base as needs change.
But just generally, if a space has function first and then looks aesthetically like a part of a cohesive whole with some appropriate balance of scale and proportion then it's fine.
Also, a lot of it is persona taste and design style. Does one want to have things look 'green' and like nature has intentionally be brought to the interior of a structure or like one is roughing it in a cave lightly touched by construction.The difference between those two is a bit hard to describe. Accent walls of planks would lend a more 'intentionally constrcuted' look than stone. Though stone walls with lots of block variation (cobble and andesite mixed in, etc.) looks cave-like while also looking intentional.
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It doesn't look well enough lit, but that may well be video settings and textures; assuming it is actually lit well enough to stop spawning the only real criterion for a base is are you happy with it...
The rest of "well built" is personal taste which gets into things like; I don't see the reason for all the anvils, the enchanting room doesn't look easy to change levels, the storage isn't labeled (and there isn't enough of it).
And for every person who agrees with me on any given point, there will be another who dosen't.
It also depends how early to late game a base is. What I might think really impressive during the early phases is different from what would seem impressive at a later phase. It's not uncommon to have a starter house or base, and then later either expand, or move to a different location and build a bigger/better base as needs change.
But just generally, if a space has function first and then looks aesthetically like a part of a cohesive whole with some appropriate balance of scale and proportion then it's fine.
Also, a lot of it is persona taste and design style. Does one want to have things look 'green' and like nature has intentionally be brought to the interior of a structure or like one is roughing it in a cave lightly touched by construction.The difference between those two is a bit hard to describe. Accent walls of planks would lend a more 'intentionally constrcuted' look than stone. Though stone walls with lots of block variation (cobble and andesite mixed in, etc.) looks cave-like while also looking intentional.
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations