📖 Thulecite Walls: Why You Should (and Shouldn’t) Build Them

Thulecite Fortress

Mastering the Strongest Walls in Don't Starve & DST

Ever dreamt of an indestructible base in Don't Starve? Thulecite Walls come close, with 800 HP of ancient resilience – but they're not a magic bullet. Below is everything you need to craft, use, and optimize Thulecite Walls (in solo Don't Starve and Don't Starve Together), plus quick tips for making the most of these golden walls. In a rush? Jump to the Quick-Start for a fast rundown.

Thulecite Walls are the toughest player-made walls in Don't Starve – crafted from rare Thulecite, they start with 500 health (out of 800 when fully reinforced). They'll handily outlast Grass, Wood, or Stone walls against most attacks. However, don't let the stats fool you: giant bosses can still smash them with ease (Deerclops will one-shot any wall), and their cost in precious Thulecite means you'll think twice before ring-fencing your entire base. In this guide, we'll cover how to obtain Thulecite, the crafting process, smart ways to use (and not use) these walls in both solo and multiplayer, and what recent updates and community tricks (even mods) offer to make your walls sturdier. Time to build that ancient fortress – or decide if it's worth building at all.

Quick-Start: Thulecite Walls 101 🚀

If you just want the basics fast, here's your TL;DR:

1
Crafting:

You need an Ancient Pseudoscience Station (found in the Ruins) to craft Thulecite Walls. 1 Thulecite yields 6 Thulecite Wall items. Each wall piece placed has ~500 HP (tier 3 height) and can be upgraded with 2 Thulecite Fragments (or another Thulecite) to reach 800 HP max.

2
Materials:

Thulecite comes from the Ruins – mine Ancient Statues, loot Ornate Chests, or craft it from 6 Thulecite Fragments. Fragments are obtained by hammering Thulecite walls or as drops in Ruins. Tip: 1 Thulecite → 6 walls → 6 fragments → 1 Thulecite (no net loss except Hammer durability) – handy for storage or ammo crafting.

3
Usage:

Don't rely on walls alone for base defense! 😅 They work great for funneling enemies (e.g. hounds into trap pits) or keeping nuisances out (splumonkies, wildfires on crops). But giants trample walls without slowing. Many players use Thulecite Walls mostly as decorative flex – they look cool and won't burn. Combine walls with tooth traps, lureplants, or Winona's catapults for real defense.

4
Repair/Replace:

You can't "repair" walls with a tool (that was removed ages ago). To fix a damaged wall, upgrade it by using a wall item or fragment on it, or better yet, hammer and rebuild if it's heavily damaged. E.g. a half-health Thulecite Wall (400 HP) is more resource-efficient to hammer down (get 1 fragment) and replace with a fresh wall (500 HP) than to feed it fragments up to full.

5
Solo vs Multiplayer:

In Don't Starve Together, you have Moon Rock Walls (600 max HP) and Dreadstone Walls (1000 max, self-repairing) as additional options – the latter outclasses Thulecite in strength. In single-player DS, Thulecite Walls are the top tier (aside from DLC-specific walls). In PvP, Thulecite Walls can slow down other players (takes time to hammer through 800 HP), but determined raiders will bring explosives. On console, plan builds since no geometry mods – rotate camera for alignment and remember console updates are up-to-date with all wall types as of 2025.

The All-Wall Lineup: Why Thulecite Walls? 📊

Before you spend precious Thulecite on walls, it helps to see how they stack up against other wall types. Below is a comparison of wall materials:

Wall Type Max Health (HP) Initial HP when placed Flammable? Special Properties
Hay Wall
(Grass)
100 HP 50 HP (tier 1 of 2) Yes (very) 🔥 Easiest to craft (grass plentiful); weakest – dies to a few hits. Good for temporary pens or burnable maze traps.
Wood Wall
(Boards)
200 HP 100 HP (tier 1 of 2) Yes (high) Common early-game wall. Flammable (keep away from fire hounds). Breaks quickly in raids. (In Hamlet DLC, Strong Winds can blow them down!)
Stone Wall
(Cut Stone)
400 HP 200 HP (tier 2 of 4) No Staple wall in DS/DST. Non-flammable. Easy to mass-produce with rocks (renewable via meteors). Deerclops can 1-hit it though.
Moon Rock Wall
(DST only)
600 HP 300 HP (tier 2 of 4) No Higher HP than stone. Special: Players can see over moon rock walls (and hop them with a cane) – they don't obstruct player vision path when mapping. Expensive (moon rock).
Thulecite Wall
(Ancient)
800 HP ~500 HP (tier 3 of 5) No Toughest craftable wall in DS/DST (until Dreadstone). Golden and sturdy. Expensive resource. Yields Thulecite Fragments when hammered (1 or 2 depending on tier). Not boss-proof.
Dreadstone Wall
(DST only)
1000 HP ~667 HP (tier 3 of 4) No Strongest wall in DST (requires defeating Nightmare Werepig for blueprint). Self-repairs slowly when players are insane (shadow-aligned). Drains sanity aura when near. Great for late-game bases.

Note: HP values marked with ~ are approximate; walls place at a middle tier. (Stone/Moon Rock place at tier2; Thulecite at tier3; Dreadstone at tier3; each "repair" raises a tier.) All walls can be upgraded by adding more wall items to reach max tier HP.

As you can see, Thulecite Walls have the highest HP in single-player, and in DST they're second only to the fancy new Dreadstone walls. Their big selling point is durability (4× a wood wall's HP) and being unburnable. So if a Fire Hound wave ignites your wood palisade, a Thulecite barrier would shrug it off. However, note that HP isn't everything: giants ignore it, and even regular mobs can eventually chew through if enough of them attack.

Did you know? Despite being super strong, Thulecite Walls used to be even stronger relative to players. In DST, a Thulecite Suit of armor has 1260 durability, whereas in single-player it has 1800. Walls got no such buff – a Thulecite Wall stays at 800 HP in both games. So a DS Thulecite Suit actually outlasts a wall segment in total absorption!

So why build Thulecite Walls at all? Mostly because you can 😉. They're a late-game flex – turning your base into an Ancient Guardian-style fortress feels rewarding. Many players admit they use Thulecite Walls for the aesthetics and bragging rights ("I walled my entire base in gold bricks"). From a practical view, they serve niche functions like holding off small fry or creating slightly longer-lasting barricades. If you're playing Together and plan on doing the Moon Storm or Beefalo Herd events, you might prefer Moon Rock or Thulecite Walls for thematic reasons and extra HP.

"All walls are basically useless and used 90% for decoration – and Thulecite walls are the best-looking, so I'm fine with them as is." — Veteran player, Reddit

That sentiment sums it up. Still, in the sections below, we'll equip you with ways to make Thulecite Walls as useful as possible – because if you're going to invest in these walls, you should get your Thulecite's worth!

When Thulecite Walls Shine (…and When They Shatter)

Thulecite Walls excel in a few situations:

Funneling and Pathing Control

Use walls to create narrow corridors leading into traps. Hound attacks become trivial when funneled into a kill-zone. Even cheap walls can do this, but Thulecite ones won't need repairs after every hound wave – they can tank multiple waves unless Fire Hounds spawn (since they don't burn).

Containment

Need to pen a Koalefant or keep Rock Lobsters from wandering? A small Thulecite pen works well – Rock Lobsters won't break walls unless overcrowded. Pigmen enclosures for pig farms are great with Thulecite (werepigs on full moon might smack walls, but high HP ensures the pen isn't breached).

Defense Against Swarms

In the caves, if you trigger a Depths Worm attack, you can hop behind a ring of walls. Worms will surround the wall and you can attack them from the other side one by one. Thulecite Walls hold up longer to their chewing than stone would – potentially letting you survive a big wave unscathed. Similarly, walls can block Batilisks from swarming you at a cave exit.

No Fire, No Spread

Building a base in Summer is dangerous because one flingomatic can miss a fire and your whole base goes up – except walls. Thulecite (and stone/moon) walls act as fire breaks. They don't catch fire, and they can segment your base so a burning object in one section doesn't spread beyond the wall. (Careful: flingomatics cannot shoot through walls – a wall can physically block the extinguishing splash. So arrange your flingo coverage accordingly.)

High PvP HP

On PvP servers, a layer of Thulecite Walls means raiders need to expend 4x the effort (or ammo) to break in compared to stone walls. They might decide it's not worth it. For example, if someone tries to gunpowder your walls, they'll need more gunpowder piles to destroy an 800-HP segment (each gunpowder does 200 dmg to structures). It won't stop a determined foe, but it buys time and acts as deterrence.

Conversely, Thulecite Walls fail or are not cost-effective when:

Facing Giants

Giants either step over walls (Dragonfly, Klaus' deer) or break them instantly. A player on the Klei forum likened walls in DST to the Maginot Line – impressive but ultimately bypassed. Don't expect walls to protect your base from Deerclops, Bearger, or seasonal bosses. They will laugh at your expenditure as they plow through.

Resource Early/Mid Game

If you somehow got a few Thulecite pieces early (e.g. teleportato to Ruins in Adventure mode or a lucky chest), spending them on walls is a terrible ROI. Thulecite is better used on game-changing items (cane, armor, Lazy Explorer, etc.) which help you survive. Walls don't increase your survival except in very edge cases. So treat walls as a late-game project when you have spare Thulecite.

Mass Base Wrapping

Enclosing an entire base with walls can actually be more harmful than helpful. New players often build a snug fort, then a hound wave comes, spawns inside the base (due to player presence), and now the walls that were meant to keep hounds out… keep them in with you! 😱 This "death trap" scenario is why experienced players often leave gates or gaps, or use tooth-trap fields away from the main base rather than rely on walls. As one DST player advised: "Do not build them in an attempt to protect your base."

Pro Tip:

Instead of a single ring, use layered defenses. For example, a double wall with a one-tile gap can confuse pathing for some creatures. And if Deerclops comes, he'll break the outer layer first; you might finish him off or lead him away before he breaks the inner layer. It's not foolproof, but it's something.

Also, consider using structures like Ocuvigil or Pillars (DST) as indestructible obstacles – Pillars from the caves can act as walls that bosses cannot destroy (they're part of terrain). Some clever base builders even plant Giant Trees or use Sea Walls (SW DLC) as natural barriers.

Finally, if aesthetics matter: Thulecite Walls have a gleaming gold appearance by default. You can apply skins in DST for different looks:

  • Victorian Thulecite Wall – a dark, wrought-iron style wall (Introduced Year of the Beefalo 2021, Elegant rarity).
  • Ancient Ornamental Wall – a mossy, ruin-stone style (Timeless/Loyal, given during Forgotten Knowledge update 2020).
  • Triumphant (not available, just imagine a shadowy version – one can dream!).

Skins are purely cosmetic, but if you have them, flaunt them! A fully Victorian-skinned Thulecite fortress looks like a haunted mansion perimeter – very cool. (Use a Clean Sweeper to apply skins to existing walls.)

From Ruins to Rampart: Getting Thulecite & Crafting Walls 🪨🔧

To build Thulecite Walls, you first need Thulecite – that mysterious yellow substance. It's time to venture into The Ruins (the cave's depths) where Ancient pseudo-science lies.

1
Enter the Ruins (Gather Thulecite)

Getting Thulecite is the main challenge. Here are the primary ways to obtain it:

Ruins Looting

In the Ruins (caves level 2), mine Ancient Statues with a pickaxe or explosives. Each statue has a chance to drop Thulecite (in DST, it's a guaranteed 1 Thulecite plus gems over a full clear of ruins statues). Also check Ornate Chests after you defeat Ancient Guardian – those chests have a 75% chance to contain a Thulecite. In DST, Large Ornate Chests are almost guaranteed to drop some.

Ancient Pseudoscience Station debris

If you hammer broken ancient pseudo stations (the ones you find in the ruins), they can drop Thulecite and fragments. Caution: you might want to repair one station rather than smash them all – you need at least one to craft stuff in DS. In DST, you can get the crafting tab by other means, so smashing is okay for loot.

Thulecite Fragments

Often you'll find fragments (they look like chipped yellow rocks). 6 fragments can refine into 1 Thulecite (appears in the Ancient crafting tab as a recipe). Fragments come from:

  • Hammering Damaged Clockworks (those broken Clockwork structures in the ruins).
  • Hammering Thulecite Walls in the Ruins (yes, the ruins have some pre-generated Thulecite Walls around set pieces – each yields a fragment or two).
  • Killing the Ancient Guardian (drops some Thulecite directly, and often more in the chests behind him).
  • Random Relic debris in ruins (vases you smash).

Ancient Fuelweaver reset (DST only)

In DST, after you defeat the Fuelweaver (final boss of the Ruins), the whole ruins "regenerates" after 20 days. This includes statues, which means more Thulecite each cycle. Essentially, you have infinite Thulecite over time – if you're brave enough to farm Fuelweaver repeatedly. In solo DS, there is no reset; Thulecite is finite per world (unless you regenerate the entire world or hop worlds).

Dust Moth farming (DST – Forgotten Knowledge update)

In the Ancient Archives (a biome connected to ruins via a Lunar Grotto), you'll find Dust Moths maintaining broken "archival" walls. Feed a Dust Moth some Amberosia (a special Archives food) and it will repair an Archival Wall into a fancy state. When fully repaired, those walls can be mined for Thulecite Fragments! It's a slow but steady farm: Amberosia is renewable (crafted from livililly bulbs and other archive ingredients). Every so often, give moths Amberosia, wait, then mine fragments. This offers a way to get Thulecite without re-clearing ruins or fighting bosses – perfect for pacifist builders. Players have managed to farm a lot this way over long periods (just be patient and keep feeding the moths).

Top Tip:

Bring a construction amulet (green amulet) if you have one when crafting Thulecite gear in the ruins. It lets you prototype for half cost – e.g. refining Thulecite from fragments will cost 3 fragments instead of 6, effectively doubling your yield. It works for crafting walls too (1 Thulecite would give 6 walls normally; with amulet, you spend only 0.5 Thulecite? – actually the game might round up to 1, but you'd get leftover value for the amulet's duration to craft more). This is how some players amass huge quantities of walls or thulecite items.

By the time you gather a stack of Thulecite, you'll have endured nightmare cycles, dodged Depth Worms, and maybe slain an Ancient Guardian or two. Now to turn those hard-won chunks into actual walls.

2
Craft at the Ancient Station (and the Crafting Tab Quirk)

Find or place an Ancient Pseudoscience Station. In DS, there are 2–3 broken ones in the ruins – you repair one with Thulecite to use it. In DST, there's one at the Labyrinth's end (near Ancient Guardian), plus you can activate the Ancient Archive to get crafting access anywhere (craft the Ancient Station as a structure back home if you insert the Celestial Orb + Key in the Archive). Many DST players simply prototype what they need on-site in the ruins and bring the crafted items up.

At the station, look under the Ancient tab (the obelisk icon). You'll see Thulecite Walls as a craft. It costs 1 Thulecite and yields 6 wall items. Craft away! Each craft uses up one Thulecite from your inventory and drops a six-pack of wall items.

Inventory management:

Walls stack up to 10 per inventory slot. So 10 crafts = 60 walls = full stack. Plan some inventory space or bring Bundling Wrap to consolidate if you're exporting a lot of walls to the surface.

One odd thing: In DST, you do not "prototype" Ancient items permanently. That means if you leave the station, you can't craft more walls on the surface without being near a station or having the Ancient Hologrammatic Stranger (a crafted station) or wearing a rare Thulecite Club with the crafting ability (Wagstaff's lab equipment, long story). But generally, you'll craft as many as you think you need while down in the caves. In single-player DS, once you repair the station, you can craft freely at that station but you can't take the recipe elsewhere either (no portable knowledge, since it's not a prototyped tab, it's location-based).

Now you have your pile of Thulecite Wall items – each item in your inventory looks like a little golden stone block icon. Let's place them!

3
Building and Upgrading Walls

Equip the Thulecite Wall item on your cursor (just select it in inventory) and click to place like any structure. Upon placement, it appears as a tall segment of wall. Thulecite Walls uniquely start at tier 3 height (about waist-high on the character, the second-tallest graphic). This is different from lower tier walls: e.g. a stone wall item normally places as a short wall (tier1) and you have to add two more to reach tier3 max. But because one Thulecite wall item is so resource-expensive, the game spawns it in already reinforced to tier3 (500 HP). You can further upgrade it two times (to tier4 and tier5) to reach 800 HP max.

Upgrading:

To reinforce a Thulecite Wall, you can use:

  • Thulecite Fragments:

    This is the sensible method. Each fragment used on the wall will repair one tier. Tier3 (500) + fragment -> tier4 (~650 HP). Another fragment -> tier5 (~800 HP). When you upgrade, you'll see the wall graphic get slightly taller/stronger-looking (tier4 is nearly full height, tier5 has a more complete look).

  • Thulecite (whole):

    You can also slap an entire Thulecite on it, but this is wasteful – it might even jump straight to tier5, but you'd effectively spend 6 fragments worth to do what 2 fragments could do.

  • More wall items:

    In DST, you can actually use an additional Thulecite Wall item on a placed wall to repair it too (similar to using a Cut Stone on a stone wall). This is equivalent to using a whole Thulecite, so not recommended unless you're swimming in wall items.

Upgrading a wall beyond tier3 is usually unnecessary unless you expect it to take constant beatings. Remember: if a wall is at tier5 (full 800) and gets hammered or destroyed, it drops 2 fragments instead of 1. You spent 2 fragments to get it there, and you only get 2 back – so no profit, but also no loss on those fragments. The initial Thulecite is gone in the conversion, of course. If a wall is at tier4 or tier3 and is destroyed, it yields just 1 fragment (meaning any fragment used to upgrade beyond tier3 is effectively lost). Thus if a wall has been damaged from 500 down to, say, 400, and you consider using a fragment to heal it a bit, you risk that fragment being wasted if the wall later falls.

Repair vs Rebuild Example:

You have a Thulecite Wall at 300/800 HP (tier3 and damaged). Options:

  • Use fragments to repair: each fragment +150 HP. Two fragments would bring it near max (300→450→600 HP). But you've spent what could be refined into 1/3 of a Thulecite for perhaps negligible gain if another attack comes.
  • Hammer and rebuild: hammering it yields 1 fragment (basically refunding ~1/6 of a Thulecite). Placing a new wall from inventory gives you a fresh 500 HP wall. You lost ~5/6 of a Thulecite in the original, but to be fair, using fragments to repair would also consume them. It's counter-intuitive, but often hammering and rebuilding is better, especially because a hammered wall drops a piece you can reuse for crafting later.

Finally, arrange your walls smartly:

  • Walls can be built diagonally adjacent to leave no gaps for creatures (aside from small creatures like rabbitts or gobblers which don't pathfind through single-wall diagonals anyway). Rotate your camera while placing to align them in a grid or diagonal pattern.
  • Consider adding a door: Since there are no actual "doors" for walls in Don't Starve (except wood gates for fence systems), people often leave a single space open they can walk through. You can fill that with a tooth trap or simply remember to close it off with a temporary wall item if you ever truly need a sealed bunker.
  • Height doesn't matter for pathing – a tier1 short wall blocks movement just as well as a tier5 tall wall. Height only matters for how many hits it can take. So for long fences where you don't expect heavy damage, you might not bother upgrading past the initial placement.

At this point, you've got your shining Thulecite barriers erected. Time to talk about maintaining them and making them actually do work for you.

Keeping Walls Up: Maintenance, Bosses, and Workarounds 🛠️

Let's address the elephant (or Deerclops) in the room: walls vs giants.

In Don't Starve Together, Klei developers made a design choice that many structures (walls included) are trivial for bosses to destroy. Bosses either trample (walk through and auto-break) or do huge damage. In fact, recent beta updates saw players asking that bosses stop trampling and instead attack walls, because auto-trampling made walls completely moot. Currently, giants will not politely stop at your wall; e.g., if Bee Queen is chasing you and you hide behind a wall, she'll ram right through.

So how do you protect a base from bosses? Generally, by not letting bosses near it. Use the old tricks: trigger Deerclops far from base (or have a lure like a decoy structure away from your camp), let Bearger eat some butterfly wings in the wild instead of rampaging through your chests, etc. Walls are not your frontline for bosses – they're more like speed bumps. If you insist on using walls in a boss fight (say, walling in Dragonfly to confine her movement in the arena), accept that you'll be rebuilding those walls afterwards.

Repair and Rebuild Tactics

We touched on this, but here are consolidated tips for wall maintenance:

Carry a Hammer

Always have a Hammer ready during fights. If a boss fight or aggressive mob wave is going south, be ready to hammer your own walls to create escape openings or to reclaim some resources before they're utterly destroyed. It's better to salvage a fragment than let it crumble to nothing.

Periodic Maintenance

Check your walls after hound waves or attacks. Because their HP isn't visible without mods (unless you hover with a repair material in DST which gives a "%" indicator), you have to eyeball the cracks. You can also "force repair" by trying to place a wall item on it: if it's not at max, the game will attempt to repair. In DST, hovering a Thulecite Wall item over a Thulecite Wall will show a ghost if it needs repair.

Use cheaper walls as ablative armor

A strategy some use is building a row of cheap walls in front of expensive walls. For example, a layer of Wood Walls outside your Thulecite Walls. The idea is that smaller enemies hit the wood first, and if they break it, you replace wood (easy resource) while your Thulecite inner wall remains untouched. This doesn't help vs. giants (they'll plow through both), but against something like Depths Worms or Pigmen, it can reduce damage to the precious wall.

Trap repair glitch (DST)

Fun fact – in DST, catapults and bunnymen can hit walls by accident in fights, gradually chipping them. There's no perfect solution except spacing things out. If you see a wall at 95% for no apparent reason, maybe Winona's catapult had friendly fire. Just repair or replace as needed; it's minor but worth noting.

And what if you just hate wall damage? Mods to the rescue:

The "Invincible Structures" mod (server-side)

Will make structures impervious to creatures. Giants, meteors, etc., won't destroy anything (except maybe turf). This mod even lets you configure if Fence Gates and Thulecite Walls are unbreakable – by default they are, which could trivialize hound waves (they'll just mill at the walls forever – careful, might be exploitable or make the game too easy).

The "Self-Repairing Walls" mod

Exactly what it sounds like. Typically, it gives walls a slow regen over time. Dreadstone already does this unmodded (when insane), but this mod might apply similar effects to other walls. If you really want that zombie fortress vibe where walls heal their own wounds, mod away (just consider it an unspoken Ancient magic 😄).

Special Interactions & Edge Cases

A few quirky things to know:

Spider Queen & Walls

Spider Queens can sometimes glitch or climb on walls oddly (since they're 3x3 entities). Usually, walls block her just fine, but there have been funny occurrences where a Queen spawns spiders over a wall. Not common, but if you pen in a Spider Queen, watch out.

Rock Lobsters

In DS, Rock Lobsters multiply and can eventually break walls if over-crowded (they have an attack if packed too tight). In DST, they don't breed infinitely, but they can still phase through walls when they burrow and unburrow. Don't rely on walls to contain rock lobsters long-term – they might pop outside the pen on reload.

Werepigs/Weregoose

Werepigs will attack walls if they can't reach you, so a pig farm can result in walls taking hits on full moons. Weregoose (Woodie's form) can't break walls, he just slips through because he's technically not blocked (similar to ghosts can pass walls). Worth knowing for PvP if Woodie tries to sneak in as a goose – walls won't stop that!

Lightning

Walls are not flammable (except hay/wood), but lightning strikes can still hit stone or Thulecite walls, causing a brief smolder that does nothing – however, that lightning could arc and set nearby flammables on fire. In DST, build a Lightning Rod regardless; don't assume walls negate lightning risk to your base.

Map Visibility

In DST, walls show up as little icons on the map (especially with the "Walls Map Icon" mod or if zoomed in). Thulecite Walls are very distinct on the map due to their pattern. On PvP servers, hiding your base is harder if you've placed a lot of these – someone wandering the map might spot a perfect square of tiny wall icons and know a base is there. Just a consideration: sometimes staying low-key beats fortifying.

Solo vs Multiplayer, PvE vs PvP: Strategy Adjustments 🎮

We've touched on these aspects throughout, but let's break down how you might approach Thulecite Walls differently depending on mode:

Don't Starve (Solo, PvE)

In the single-player game (including Shipwrecked/Hamlet DLCs if applicable), you are the sole decision maker. Thulecite Walls come into play only after you've mastered cave exploration. By then, you likely have a base and routine that doesn't need walls. Most DS players who build walls do it for mega-base projects (like making a cool labyrinth or protecting an area from Depth Worms). One creative use in Hamlet DLC: Thulecite Walls (if acquired via teleporting between DLCs) could fortify your Hamlet town against Pugalisk or Ogre incursions, but that's very niche. Without other players or PvP, walls in solo are a luxury, not a necessity. You can pause anytime (on PC) to think – which means reactively building or repairing mid-fight is possible (though clunky). You might set up a Thulecite walled enclosure as a "panic room" with a campfire and supply of food for summer wildfires or as a pen to trap the Ancient Guardian using fossils and walls (some speedrunners do wall tricks to kill bosses safely). Since no one will grief you in solo, you can safely decorate your base with expensive walls if you want.

Don't Starve Together (Co-op PvE)

In DST, teamwork affects walls. If one player loves building and another loves ruins-raiding, you have a match made in heaven: one can supply Thulecite, the other builds the grand base. Coordinate so that during, say, summer boss fights, someone can kite the boss away from base while others stay at base behind walls to protect resources. A popular co-op strat: designate a "fight arena" away from base, possibly walled in with cheap walls or natural terrain, and keep your base walled lightly just for hound control. Since DST worlds go on indefinitely, you can amass far more Thulecite over time (especially with Fuelweaver resets). This means in very long worlds (1000+ days), building a Thulecite maze or decorative castle is a fun end-game project that the team can contribute to. It's common to see mega-base screenshots with checkerboard flooring, lampposts, and Thulecite Wall outlines around each section of the base – functional or not, it looks impressive. And thanks to multiple players, someone can always fetch more if a Deerclops breaks a few walls during winter.

DST PvP

Now walls take on a different role – player deterrence. On PvP servers, trust is low and base raiding is a threat. Thulecite Walls are your best friend if you're trying to fortify. They force attackers to waste time (time during which you might catch them in the act). Some PvPers even rig tooth traps between double walls – the raider hammers the first wall, steps through, and gets a face full of traps, potentially dying before reaching your loot. For PvP, also consider Moon Rock Walls: they have lower HP, but a unique feature – players with a Staff (Telelocator Staff) can teleport over Moon Rock Walls because they allow line-of-sight for teleporting (similar to how you can haunt through them). Thulecite Walls fully block line-of-sight teleports. So if you don't want anyone blinking into your base with a Lazy Explorer cane, Thulecite might ironically be safer. That said, no wall is unbreakable: PvP attackers might use Gunpowder or Slurtle Slime bombs. They might also simply burn everything inside your base (since walls keep the flingomatic's ice out, a griefer could set a fire inside and your walls become your enemy by containing the blaze). Some players in PvP opt for a "honeycomb" wall pattern – multiple layers of compartmentalized rooms. If one room is breached or burned, others are separate. This is extremely resource intensive with Thulecite (but has been done on some long-term PvP servers – essentially building a raid dungeon for attackers to struggle through).

In PvP, communication and rules matter too. Some community servers disallow base-griefing, making walls decorative again. Others encourage raiding, making walls tactical. Always adjust your building strategy to the server culture.

Console vs PC environment

As mentioned earlier, consoles don't have certain conveniences. You can't use debug commands to insta-repair or spawn walls (so all your walls are legit – wear that with pride!). On PC, some might spawn walls in a creative world to design base layouts, then replicate in survival. Console players might use pen and paper or planning in their head. The lack of mods like Geometric Placement means take it slow and align carefully. One trick on console: use wall placement preview – you'll see the silhouette; try to line it so it overlaps grid points consistently. Build a small segment, rotate camera 90°, and see if it looks right; adjust as needed.

Also note console editions historically get updates a tad later; for example, if Dreadstone Walls were added in mid-2023 on PC, some console players got them a few weeks or a couple months later in a batch patch. As of now (2025), all content is synced, but always check patch notes for your platform. If something like a wall gate is ever added in the future (one can hope!), you might need to wait a bit on console for that patch to roll out.

FAQ: Your Wall Questions Answered ❓

Are Thulecite Walls worth it over Stone Walls?

In pure defense, not hugely – Thulecite has 2× the HP of stone (800 vs 400), but Thulecite is far rarer than rocks. Stone Walls are usually sufficient for basic needs (hounds, etc.), especially since bosses ignore walls anyway. Thulecite Walls excel if you have excess Thulecite and want maximum durability (e.g. in a hound trap corridor, they won't need repairs as often). They're also unburnable, which is a plus. Most players save Thulecite for gear (crown, suit) unless they're in late-game with lots of spare fragments.

How can I repair Thulecite Walls?

You can't "repair" them with a tool (e.g. Sewing Kit) – the only way is to upgrade with more wall items or fragments. Each Thulecite Fragment used will restore ~150 HP by bumping the wall's tier up (if not already max). If the wall is already max tier and damaged, you cannot repair it further (no higher tier to bump to), so your option is to rebuild. Hammer it down (get some fragments back) and build a new one. It sounds wasteful, but due to how wall HP scaling works, this is often the intended method. Pro tip: build walls in layers such that outer walls take damage and inner walls remain pristine – then you only rebuild outer ones.

Do walls help in PvP base defense?

They can – chiefly by slowing attackers. Thulecite Walls in particular force an intruder to spend time (and weapon durability or gunpowder) to break in. This gives you a chance to respond or the world to announce the attack. Walls can funnel enemies (including players) into choke points that you can trap. However, bear in mind players have many ways to bypass or sabotage walls (blow them up, use a Lazy Explorer to teleport over if using diagonal gaps, or even grief by burning things inside your walls). So, walls are a layer of defense, not an absolute protection. In PvP, consider tooth traps, pinging the map (if someone not in your team is near your base), and dummy walls (decoy walls that look like a base but are empty) as additional strategies.

What's the strongest wall in DST now?

The crown goes to Dreadstone Walls (introduced late 2022). They have ~1000 HP when fully upgraded and will self-heal over time (when players near are insane). They outclass Thulecite Walls in durability. However, you need to defeat the Nightmare Werepig boss to get the blueprint to craft them, and each craft costs 4 Dreadstone (obtained from defeating that boss or mining certain new structures). So, they're even more end-game. Thulecite Walls are still your best option until you reach that point. And notably, Moon Rock Walls have a unique niche: while only 600 HP, players can't jump over any walls in DST, but Moon Rock walls allow visibility for teleporting – meaning an enemy with a Telelocator Staff might blink inside a Moon Rock enclosure, but not a Thulecite one. So "strongest" can depend on context.

I have tons of Thulecite – what's a cool project using Thulecite Walls?

Oh, the sky's the limit! Some ideas: build a labyrinth or maze for hound waves to navigate (and perhaps get stuck while you pick them off). Create a "panic room" in your base – a small Thulecite bunker with a chest of supplies; if things go wrong, retreat there (it'll withstand most non-giant threats). Make art on the map – use walls to draw shapes/words visible on the map (people have written messages or made pixel art with walls; Thulecite's bright color stands out). Construct a arena for fighting bosses: surround an area with Thulecite Walls to keep newborn spiderlings or Depth Worms from escaping the area. Since you have a lot, you can afford to repair or rebuild after each fight. Lastly, if on a pub server and you want to flex, build a Thulecite castle complete with battlements (you can alternate wall and empty space to create a castle crenellation look). It serves no gameplay advantage, but it'll make other survivors go "woah."

Can mobs spawn inside walls / do walls affect spawning?

Walls do not prevent mob spawns by themselves. Hound waves, depth worms, shadow creatures, etc., can spawn wherever the game decides, even if that's inside your walled compound. Walls only affect pathfinding after something has spawned. So you might still get a Treeguard or Krampus appear inside your base – walls won't stop that. One exception: walls can slightly alter Pengull spawning: pengulls need a certain space near coast; if you wall off all coastline, they might not find a spot to hop on land in that area. But generally, plan for enemies popping in during raids despite walls. This is why having open space or a sacrificial area for spawning is good (some players leave a gap and stand there during hound waves to force spawns in the gap). Walls shine in controlled scenarios, not in manipulating spawn mechanics.

Why can't I place walls sometimes?

Placement issues happen if the ground isn't flat (in Hamlet, you cannot place walls on lily pads or certain turf) or if something is slightly in the way (even items on the floor can block wall placement). In DST, if you're experiencing lag, the placement might flicker – try turning off lag compensation or building slower. Also, walls can't be placed too close to plugged sinkholes or cave exits, etc., due to structure collision. Rotate your camera – occasionally the placement preview is misleading in one angle but fine in another (the key is that the little placement "ghost" should turn green). Using a mod like Geometric Placement (PC) gives you a grid, which helps immensely. On console, patience and camera rotation are your tools. One more thing: you can't place walls on boats (DST) – only Boat Railings can act as "walls" there. And you can't build walls on natural turf that is labeled "Impassable." Make sure the spot is actually buildable ground.

Final Thoughts

That covers Thulecite Walls from every angle – material farming, crafting, usage tips, and strategy in both single-player and multiplayer. Whether you decide to erect shining golden bastions or save your Thulecite for magic and gadgets, you now have the knowledge to fortify wisely.

As the Constant teaches us, sometimes the best defense is a good offense (or a speedy pair of walking cane legs), but a well-placed wall at the right time can be a lifesaver. Happy building, and may your fortresses stand tall (at least until the Deerclops comes!).

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