9/20/2023 0 Comments 7 days to die base program![]() Only your last placed bedroll will have the no-spawn effect. Landclaim blocks have additional benefit of covering from bedrock to the sky but only cover a small range and are fairly expensive early on. In A16 this was changed slightly to only affect the same level that your bedroll is on, but extended this no-spawn zone to also work landclaim blocks. Spawning is disabled within a 10 block radius around your bedroll. If there is a broken path, such as a drawbridge, gap in a ladder, or gap between two platforms, zombies won't recognize the path and will find an alternate route.Ģ). If you have a trench, they will dig the dirt to get under your base. If you have a ladder they will try to climb the ladder. If you have a door, they will attack the door. Zombies will try to attack from the direction of least resistance. When deciding on location, you'll want to keep in mind a few mechanics:ġ). But most everything can last you the first week or two without significant additions. Some of the larger houses tend to be more difficult to defend as a single person due to their L shaped plan, or the larger footprint. ![]() These two places tend to be fairly easy to fix up and retrofit to be defendable with early game materials. ![]() Starting off, I would suggest taking one of those 1 room cabins or 2 story houses (the ones with the walkway around the top. One thing I'm also considering is utilizing Plates as armor plating on walls to provide an additional layer of armor that forces the Zombies to break through multiple blocks without necessarily creating a bulky wall structure, or having to tech to Concrete or Steel. Barbed Wire Fencing is relatively cheap to make, although I've not spent any time in A16, so my designs may go under some changes. It was quite entertaining to say the least.įuture base designs will probably depend more on creating kill zones made of multiple Perimeter rings of Barbed Wire Fences, with the goal more to wear down the Zombies, cripple them, which allows us to deal with them at our leisure. One of the interesting things the Zombies like to do is line themselves up to run across the Drawbridge as though the drawbridge was down, flinging themselves off the ledge, only to run back up and take another running shot at it. The Compound is accessible via two drawbridges and ramps on either side. I have since built a second Sniper Platform above this elevated platform so that those who might have sniper weapons can shoot at Zombies caught in the outer Barbed Wire perimeter. We have an elevated platform above and surrounding the pit with Log spikes filling the gaps below, so that we can run around up top luring the Zombies around the area since they try to get to your X,Y coordinates even if they can't get to your height. I also once had a Feral drop down into the pit kill which I couldn't kill (ate through most of my ammo during the Horde Night and didn't realize he was down there until I went to check it out), who wrecked his way out of the kill pit and was rampaging around our nearby mine area. ![]() I used Pillar 50's as the walls of the kill pit allowing ourselves to stand below ground but outside the kill pit itself, which is how the cop found his way down. One Cop dropped into the pit, and while we tried to take him out, he exploded, killing two of us who were down there. I also built a kill pit, but as the increasing Hordes showed up, including Cops on Day 21, the Kill Pit became less of a viable option. Outside this initial Cobblestone wall is a Trench area with Log Spikes and Barbed Wire, and then further out another perimeter of Barbed Wire Fencing. Built an initial cobblestone Perimeter wall surrounding the House and used Wood Frames to provide an elevated Platform around the house. I started the base using a Forge House POI. In one of my A15 games, I started establishing multiple layer barbed wire perimeter fences to hold the Zombies at a distance, and ideally turn them into Crawlers.
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