I swear to god last horde night they started beating my tower and i only realized because of the noises they were making i was like damn it went quiet for a min then next thing i knew it sounded like a bunch of them were at the base
@@brandonfrmtoledo9645 ... because they were.. yeah worst feeling ever. especially if you did stupid and left all your boxes at zombies fists level haha I see so many experienced youtubers doing this and I just /facepalm. You JUST lost your box sitting on a counter there... maybe learn from it and place it 3 blocks up for a change? nope. 2 rows of boxes stacked 2 blocks high.
Then place railings facing the tips of the triangles that curve itle look like an (n) then in the circle block section there's a block that resembles a ramp but it curves down and hard curves right place the curves side facing the railing so when zombies die the loot bags go to the railings and easily collect under triangles
I found the XML's for extending the despawn timer! the loot bags can be found in the "Entity classes" document, the keyword I search for is TimeStayAfterDeath "this term is what modifies how long the loot bag is alive. default is 1200 seconds, I think? but that still works out to be less than a hoard night, even if it's set to a 90 minute day, and night between 22:00 and 04:00. so I mean...there's no reason I can think of, not to extend the timer to 9000. THE OTHER thing timestayafterdeath can modify is corpses! so vultures, dogs etc can pile up, and you can chop them up come morning also! I feel like some things don't need a mod, when you can just tweak the .xml files. another change i like to make is stack sizes. like...why are feathers 250? why are water bottles stacking to 10 but murky water is like 500? why are stack sizes all over, in general bounes to 1200? a lot of things to 500 or 250...but some to 6000. meds to only 5. there's no rhyme or reason! and most of it is pretty unforgivingly balanced. those values can be tweaked easily enough. but it's a bit time consuming, I've found.
Yes, that are easy XML changes - perfect for nice self-contained mods. It's fine that more than 99% of the player base never has to expose their eyes to what is safely contained inside those XML files. Also: modding will probably come to console. But they will likely still have very limited or even no ability to make their own.
@@Oktokolo yeaaaah, for simple stuff like that, I'm more comfortable, and familiar with xml edits, than I am with seeking out a mod that does what I want, with the config settings i prefer, and then figuring out how to install it...CORRECTLY. and then there are concerns that the mod will interfere with the eac, and invalidate my ability to garner achievements! [which btw is what I'm currently trying to DO. I mean..i've been playing this game since alpha FOUR. and I still don't have mosto f the achievements, because I always play with cheats active....BECAUSE indev games tend to mess up....and having god mode, and stuff to help "fix" the mess ups is nigh inevitable.
@@Oktokolo to that end...at some point i"mma have to logg a buddy into my game, and then kill his face a bunch of times...becaues the devs thing that's relevant.... same with DYING a bunch of times. *deadpan stare at funpimps.*
Nice! You might think about replacing the blocks under the fence posts and dart with scaffolding ladders so you can repair and refill them during the hoard. it could also help for wiring any traps that need replaced between hoards
Hey CP, to answer your direwolf question, they have changed z pathing for 1.0 such that if a z (or animal) can get underneath the player (in real time), they will get confused from their original path and go straight into "destroy area" mode, this is to combat quick-build stilt bases. JaWoodle tested this thoroughly in his "park" creative area for us all to see.
Yeah, not sure I'm sold on that theory - I didn't watch the whole video, but did a skim and to me it looked like it was simply the 11-block rage mode, just pre-fall, which I've seen before, but very rarely. Doing a quick test just now at 8 blocks, a few zombies would stop and hit the pillar. at 12 blocks - no zombies stopped, even running directly under me. So no real change to how to build bases, unless I'm missing something!
@@K-Axion Woodle normally only goes 6-8 high for most of his bases in the park anyway. I'll have to go watch the full vid. And yes, I was testing on horde night.
@@CautiousPancake absolutely true for testing block properties, old base segments etc. In this case he was testing the current behavior of drop-into-destroy-area and so was using a stilt base which he later added a defensive wall to, so z's couldn't get under him, which stopped them attacking the supports entirely. However, sure, go see for yourself, then you can replicate the test.
This base is amazing. In my head I'm thinking "this base eats zombies and poops loot bags". Truly a marvel of building and killing excellence. Worth a subscribe for sure.
Very interesting design, The thing to remember is the "cube 1/8 centered" for he zombies to walk across and let the loot bags drop. the dire wolfs may not have seen a path, I am unsure if they can fall down a single block hole you had at the top of the roof. the only downside is how much iron you need to feed all those dart traps. Personally, I prefer using turrets since I always have tons of unused ammo by doing missions and general looting of POI. you need to put them to the left of the zombies path so they don't trigger the demo zombies
Awesome design! Maybe my favorite horde base idea so far. I play 120-minute days, which makes horde night extra long and loot bags will de-spawn before the end. I tried dropper bases with a pit, but it is far too dangerous hopping into the pit to loot them. I got smacked silly a few times in the attempt. Now If I can just unlock and learn how to use electricity and traps! :P
Ahhhh - it was you! I knew someone had asked for this, but I couldn't remember sorry, or I'd have mentioned you in the video! thanks pam! This one worked much better than my last attempt - I found my old saves to have a look at what I tried (but never made a video) from A21.
IIRC, all the damage on electrical fences occurs at the terminating fence post. If you extended your fences thru the floor to a horizontal post attached to the outer wall near the ceiling, you'd be able to repair the fences from your cage area below the traps. Just a suggestion.
For sure - someone else also suggested having a ladder up from underneath - lots of options to make it more repairable for sure! I was trying to leave out repairs (other than the blade traps) since it can get a bit busy :D
I don't know exactly how it works in 1.0 but it used to be that if a zombie took fall damage it would at maximum take half their health, they would be stunned for a few moments and in that time they're vulnerable so attacks against them dealt extra damage. With this knowledge I made a base with a door and a sensor that dropped zombies to a cage where they would be executed, initially by me, later by 9mm turrets, after a few hordes collecting loot felt like taking out the trash.
Zombie damage is still capped at 33% per fall, but I've not heard of them taking extra damage from a fall - well ever? The only extra damage for downed zombies I can think of is the spear hunter book 4 for spear power attacks?
What fixed the direwolf pack issue for me was giving the puppies a wider path at any "turns" in the pathing and since the are basically bear size giving them more the a 1 meter hole to drop through. In your case, the drop is so small at the top that the pups might not see it as a viable path making your base look like a giant chew toy! F**kin dingos! keep up the good works CP.
I agree - I think it's the small ladder hole. I thought they would still come up and just try and go through the cube blocks but, obviously not if they think there's no path there.
Definitely giving me ideas! I personally dislike the impossible physics you can do in this game but I love the ideas behind this base! Ill have to look into how to make one myself with a screamer generator in it
Thanks - hope you have fun! It's got some weaknesses this one, which is why I blew it up at the end :D So take the idea and put your spin on it would be my recommendation! A lot of people have had a good idea of building it down into the ground rather than up, which would be an interesting way to go
That dire wolf spawn is a thing that happens to me after every horde night. It’s not part of the horde for me. I can trigger it by moving to a specific point, so I can also avoid triggering it. After the horde I run to the spot and run back into my horde base so I can fight them and collect their red loot bags. Originally it was dogs but at a certain game stage (I dunno what # it was) it turn to dire wolves.
Yeah , this base isn't practical , but none the less very creative and stylish. I think the blade traps need a bit of reworking. They take too much damage doing what they are supposed to.
Okay got it: Dire wolves might path differently. I will look out for that. Thank you for your sacrifice! Btw, there is an engineer outfit. It's the nerd armor which currently is used to incentivize players to optimize the fun out of the game by hoarding magazines until they got to Q3+ of that outfit. I recommend replacing the magazine read bonus with a trap XP bonus.
i was thinking more turret and trap bonuses, with the turret bonus counting even when it's deployed (current gloves only work while you hold the turret). But yeah - watch out for them wolves :D
Awsome hoard base setup! My wife and I just got the game on Xbox, we are loving it!!!! Going to try a similar set up but with our on spin on it. You earned a sub friend! Wonderful video and wonderful information! Loom forward to more cool videos!
@@CautiousPancake I thought it might be a dire wolf horde that showed up at sunrise, but perhaps not. They were just the "accumulated" dire wolves from horde night. One is sufficient I would think. :)
Fantastic base design. It reminds me of the Lemings Tower, but shame about the stairs. Those new Dire wolves are a pain in the ass. The collapse was satisfying. It's always fun to see things fall apart in this game :D
I built a good loot bag base before and it was pretty simple and allowed for plenty of fighting. I'm thinking of using it in my latest playthrough since it makes hordes fun.
love the design, is this fully fleshed out or are you tweaking it at all? and are you going to do a quick build tutorial when it's done for those of us new to 7DTD? :P
You may be aware that the latest patch v1.1 b??? just came out. Scaffolding ladders NO LONGER deflect cop spit and maybe some other nerfs as well. As per your normal, great stuff!!
I saw the 1.1 last night yeah - there's nothing obvious in the patch notes on block changes though - and a quick test seems like scaffold ladders are still blocking cop spit ok (at least for me)? Did you get something else?
@@CautiousPancake Haven't checked it yet on my laptop. I have latest update, V1.1b4. Was testing some other stuff. Did you see JaWoodle's new find about barrier blocks? It's a Ramp 6m 02 block. This may be a new Gold Standard block, at least until and if it gets patched out. I want to test this as well in the latest update. Also Puesdo Posse found another block that blocks cop spit and makes it easier to use throwables. It is a simple block that looks like a +(cross).
One thing that could be done is make the top the surface of the ground and tunnel out the rest underground. This would remove the need for stair pathing.
Well, if stairs are a problem, one could make the top part level with the ground. Which mean the base is mostly buried, but it do solve the stair issue. I've had issues with zombies like to destroy stairs too.
Sweet base! I think going 2 wide my help you out with the dire wolves. I think the game considers them as "large" type. Because they wont go through a open single door. I dont think their AI allows them to try 1 block wide
I would have been scared af for some demos exploding wrong at the base of this base and whole structure collapse haha Definitely worth watching this; took note of some ideas for my current built. Im playing with a stun baton thins playthrough and its kinda lacking with lots of zombies falling of catwalk so I plan digging a nice pit. With this I might make pit a freaking waste shredder haha Thank you.
Haha - yeah demo or cop in the wrong spot and it's a bad day for sure with this base. Needs a fall back option for for when things go bad :) Zombie garbage disposal pit sounds fantastic!
@@CautiousPancake Well my permadeath, Insane difficulty, day run, no traiders, 25% loot, no vending machines, 64 zombies hordes every 5th day, headshots only, firemod run ended yesterday.. as 9/10 of my permadeath runs ends by be being overconfiant and doing stupid a55 shit. Horde night day 45 was just done in wasteland so I jumped down (+17 blocks height) to collect bags. 1st mistake: I removed 5000 dukes from my inventory before horde and CRuSH!!! freaking leg! BROKE! 2nd mistake: I started ALL my workstations, forges (2x), fires (3x), chemstation (2x), my 2 mixers... whole gang doing stuff right before 10PM.. no screamers on horde night right? Well would have helped if I turned it all off!!!!! Upon landing: 2 rad screamers spawned like 10 blocks from me!!!! 3rd mistake... I got too comfortable so I was remodeling my base a bit right before horde night so I removed my closest ladder so I could place some trims... FFS trims! I still fume about this... and of course I had no building blocks on me because I just had horde night... why would I remove those anyway? I never remove building blocks from my ZERO position. NEVER! so yeah I died about 2 blocks from my second ladder.. Im so mad at myself. Worst of it I have a box labelled: perimeter defense with 5000 cobblestone blocks all ready... guess for what purpose? NOT commblestone! BLOCKS! slowly exhaling here. I just got my quality6 pickaxe and quality6 stun batton.. and quality 6 Nerd outfit... oh yeah finally crafted a crucible a couple of days ago... lol
@@yvels3685 Oh no, that's a horrible way to go out, I feel for you right now! That transition from all the usual carry items back from the horde night loadout, added with the screamers, and a broken leg! With your settings I'd have died probably day 1 knowing me, so well done on making it as far as you did! Hope you can relax after a while and the frustration goes away!
@@CautiousPancake tbh once you start playing permadeath and living with consequences: you can't really go back. It feels like biggest cheese of them all.. feels like cheating. Im actually starting my new playthrough in like 10mins. I like starting over. new map, new learning experience I HOPE! lol I will try to have Day sprint now on Insane difficulty. If I managed to get to Wasteland and day 45.. then dying to me being stupid I think I might give sprint day speed a shot.
Tried to redo this design... base collapsed on 4th floor to the 1st floor because i removed a random light wood block on top while making the layout for the cage, everything was in concrete otherwise but it all felt apart :( ressources & 2H+ ruined Really need a tutorial please :/
haha - from now on - more chaotic wiring is required :D Just kidding - I know I'm really lazy with the neat cabling - as soon as they made the change to hide cables when the wire tool is put away, I was done with any pretending to be neat!
Very cool, I'm far from the tech to build anything like that, but maybe you'll have an even better design to handle those baddie wolves by the time I get there.
Yeah i learned the fun way to build a path up to the bunker base we use that accomodates dire wolves because i originally was just using ladders up to a walkway for the zeds only to find 3-4 dire wolves nearly took out all of the suooort columns holding the base up. Damn things wield steel pickaxes with their tongues
Yeah I always do a ramp so that dogs and wolves aren't blocked. The issue here is the wolves are bigger I think and don't fit through some part and therefore don't want to run up as they can't see a path!
@@CautiousPancake Yup; for the base my group is using, I made a 3 block wide ramp up to the main walkway/kill area and it took care of that problem. I think a 2 block wide ramp should work, too, but I have not tested that myself. That ramp is now steel on our base, so I ain't about to tear it down lol
Awesome build. I tend to include a collar or supports around builds similar to this to avoid strange collapses that can occur if chunk borders are crossed within the structure. I think it has to do with slightly different load orders as you approach the structure from afar?
Yeah good call - would be easier to build but makes it harder to do the combined crafting and horde base. For a seperate horde base though it would be great!
Just liked and subscribed. How do you make those wall windows you have in your 2nd and 3rd floor? I could not find that shape and really like that design
Thanks and welcome :) - for the blocks it's the "cube 1/2 thin window" and "cube 1/2 thin window arch" on the ends - with the cube corner beveled above and below.
Hey - probably won't tweak this too much - other than adding the corners for the zombies to make the start of the stairs better, and creating a bigger hole for the dire wolves, it did what I wanted. As for build tutorial - they don't tend to do well as stand alone vids, and I wasn't really expecting anyone to want to build this one :D The core of the main room is 18x18 with a 6x6 square for the blade traps, then two rows of scaffold ladder outside that, then dart traps, then electric fences, then tripwires. Wire the place and wire the tripwires first, then the fences then the dart traps. I used a lot of wood frames with particular blocks to indicate each type of block (like a tripwire or fence) so that I could get the layout right, before replacing them with the real thing (as you can pickup wood frames). I hope that helps get you started - let me know if you hit issues or have questions!
Thanks and yes absolutely on the ramps - I still need to get back and test if it needed to be 2 wide or if it was internal to the base that caused the issues with the stairs.
@@CautiousPancake hi. I also thought about the bottom of the stairs when they came from the side towards it and collided. Maybe make the bottom of the stairs a 180° stair so they get better access from the sides.
Nice base. I enjoy your videos. Thank you. I often end up looking for an invisible or nearly invisible block for base design. So I can support something I build purely looks. You mention an invisible double railing? I do not see that in the creative menu. Would you tell me about those?
Thanks mate! The invisible block bug was something I talked about here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-64edNelNS1U.html effectively if you use the double double rail block attached to a cube it will be come invisible, but the video explains it better :)
@@CautiousPancake Thank you for your prompt reply. This is exactly what I was looking for. Thank you. Might have to tear down a third of my base now. lol
If you make the blocks under the electric fences into scaffolding ladders or railings you can basically repair everything from below. Do the same for the dart traps and you can always top off the bottom ones. For the stairs, I'd recommend making them two wide and at least two thick so even if they do start breaking some blocks they can still hop on to the next ones.
Absolutely can do that for the repairs, good idea! The stairs were two thick (stairs on top, inverted stairs underneath) but I think the missing edge pieces to make them smoothly run up was what I forgot to add.
they last 15 minutes, plenty of time. i used to think this too before realizing they can be destroyed really easily. shots/melee/zombie/cop explo or split/etc. if the bags are in an active spot they will probs get destroyed
LMAO "who's waiting for us?" @14:05 Advanced Engineering L5 => receive 75% XP from electrical trap kills Nerd hat T6 => +20% XP, then Rogue hat T6 => +20% loot stage Are there other skills or armor that would help? The Nomad gloves do nothing for trap kills (tested).
Yeah certainly got a few, just most of them the corpses didn't make it to the bottom. Two options for tackling them - either set it up to power off the chest high dart traps for demo waves, or go the other way, which is what I did, and add the extra blade traps, to power through :)
It's very similar to mine, but mine is compact and has a couple extra feats. Mainly my crafting and storage room are the same and much more compact, and loot bags drop directly to that room so I can take and store them even during the horde to prevent accidental loss of bags (I play with slower time passing and longer nights, so my hordes last much longer than usual) Suggestion: instead of an exit from the killing room, I'd put 2 on opposite corners, each one with a powered vault door, one of them open and the other one closed (both are closed by default, you have to put a door as usual and the other against a wall, so it allows Z's to pass while closed and cuts the path when open). Connect both doors to a sensor on the open path with a narrow point of view, so it only sees Z's going close to the door. Explanation: when the sensor detects someone, it opens the doors, what actually closes the current path of Z's and opens the other path on the opposite side of the killing room. Then when Z's have moved to their new path, the sensor will stop seeing anyone, so it will switch the doors again. Benefits: mainly two. First one, zombies will spend most of their time if not all roaming around the killing room instead of trying to hit anything. Additionally, it switches which traps and fences are active as zombies move around, giving you more time for repairs and preventing deactivation or ammo shortage. But in general, appart from the obvious stair rework it needs, your base is a pretty good design. Good job.
Thanks! I certainly have ideas for a more powered door approach, but was trying to keep it mostly simple to start. Out of curiosity, what block do you use to drop the bags into your crafting room?
@@CautiousPancake I use the 4-pole as a grid, because I'm right below the killing room and need some protection against cops. The dropping room I'm standing on has ramps as walls so loot bags come to me and most zombies don't fit between the grid and the ramp. My base is underground and zombies jump directly into the killing room, so sometimes a zombie jumps down and pass directly through the grid to my position, so maybe it's not the best block shape to do the loot drop... in my case it doesn't matter because that's a two-story jump and they fall shocked and "ragdolled", so they're easy to deal with, but for your base idk how good idea it'd be
The blocks on the kill room floor, are all connected like a normal cube floor - but because they are just a 1/8 block it makes it look like they are floating. For the invisible supports - check out this vid: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-64edNelNS1U.html
run power to a tripwire1, then to another tripwire2 on the other side, then back from that tripwire2 to all the dart traps that the tripwire runs through. Add a seperate line from the same tripwire2 to electric fence2 (closest to tripwire2) then to electric fence1. Hope that makes sense!
in this release update. do loot bag last the whole night? i have to download mod every new update so at least i have a chance to loot these bag when hoard night end or ill just lost at least half of it to despawn. also i think pathway is too small for direwolf? so they just stay outside destroy your base.
Just did a video on loot bags to help with the answer (short version is yes, on default settings, they will last all night, but if you have a lingering end to horde night you need to be quick). And yeah I agree on the direwolf, I think it's the drop down from inside the trap room to the cage room being too small.
How are the electric fences connected if the setup is 12 block wide (telling from the video) and their max distance is 9? I tried to replicated this in my world but I couldn't get the electric fences wired. (I built from ouside in as suggested in the video)