Post 1.0 Update: Everything still works!! Check out our block testing video in 1.0 in which we dive into updated strategies for base building: th-cam.com/video/quws12TA7jE/w-d-xo.html Feel free to share your own personal tips in the comments below! Thank you all for watching :) Here are my top 20 building tips: th-cam.com/video/p8R8nJ8IcOo/w-d-xo.html
We've been watching Glock 9 for a while and discussing how he should build traps and bases. So I started doing some research and found your channel. Thanks for all the info.
You can use the electric fence post just upside down to shock the dogs and spiders on the first block. This way you dont need to put extra half blocks on the path. You can place the fence post to a roof block with on face rotating mode or just simply rotate it to upside down on its own (it just looks weird). I always used to use it this way, because so I dont have to lower it one block in to the floor.
@@robertsimon0306 That is a good tip! That would work well in a narrow 1 block corridor though if the area is more open, that would be more tedious to cover versus wires that span horizontally.
I'm very new to 7DtD so I don't consider myself that invested in the game yet, and I practically never comment, but this video is so profoundly descriptive, informative and well-made that I have to. How you kept a vid of 100 tips this concise and entertaining is extremely impressive. Fantastic job, well done.
It was a ton of work and took a while to make but we were happy with the results and even more happy that it has received lots of positive feedback from people learning new things. We are very happy you thought it well formed and well made. Thank you very much!
This has to be by far the most comprehensive building guide I have ever seen! Thank you for sharing your knowledge with us all, this looks like it was a ton of work. Taco did a fantastic job at editing! Both of your work to the community is amazing!!
@@pseudoposse This video is a treasure trove of information, so much good stuff in there. Really love all the hatches and path tricks you use. Next level! You guys are really one of my favorite creators, hope you all can get some more visibility
@@omicronpersei9510 That really means a lot to us! I definitely enjoy different ways of toying with the zombies and experimenting with new designs. Glad you enjoyed! It has been a little bit since you last commented, so Taco says hi and hopes you are doing well!
@@pseudoposse Hi taco! Work has been pretty nuts lately plus I have been a bit burnt out from 7dtd alpha 21. But you guys keep churning out awesome stuff and trying to draw me back into the game lol
Tips 90 to 101 are just absolutely epic. Such inventive ways of screwing with the ai lol. The cop spit and vulture tips are really awesome too, so much good info! You also really highlighted well how to use water effectively in bases. And the hatch tricks you use to screw with the ai are amazing lol..especially tips 49 and 50. Don't think I could ever think of anything so inventive. Such an impressive variety of information, good job guys!
I used to place electric fence posts one block lower than the zombie path but I noticed that no longer worked in alpha 21. Thanks for pointing that out and coming up with alternative placements. I think that was tip 31. Amazing work overall, best build guide out there for sure.
That was always my placement too then I quickly noticed none of the zombies were getting shocked haha. And yes, I do believe that was tip 31. Thanks for pointing it out!
@@davidhuang8406 Actually yes! So if you place both on the same level, you'll hit regular zombies but not dogs. If you place one same level, and one lower, same deal, won't hit dogs.
You are a 7days god!!! My brain just exploded with ideas!! Coming from console alpha 14 to now PC 21, I was at a loss!! Can’t wait to get stuck in! Video saved, thank you!
Bro! I'm sitting here watching your video and I'm 27 minutes in,. I know there's 1 million subscribers on their way to finding you. Your Content is beautiful, well thought out, highly effective, WOW! It's gonna happen so fast your head's gonna spin. Keep making this stuff, and I'll get the gloat and say I found you when you had 2.54K subscribers!! #DAMNgoodContentDAMNGOOD
Haha thanks we both appreciate the thought! It really means a lot to hear the words of encouragement. We are very glad you enjoyed the video, thanks for stopping by!
Right on @@pseudoposse I'm 40 and I didn't grow up with gaming. Still not a gamer, but, because of a drawn out series of events, I jump into 7 Days from time to time. Since I first bought the game at the end of May in 2019, I've logged about 3,300 hours online. I was a Lego kid, grew up on a diet Batman, James Bond, Indian Jones and MacGyver, and Zombies were obviously the greatest horror trope. 7D2D exists because I exist lol. I got a ton of ideas. Hope I get to chat with some devs in the near future.
I had already subbed because it was such a great and informative video, but I would have subbed simply for adding all of the reference videos - that took a huge amount of work and is very considerate. Thank you for so much information and expertise.
Hey man, great video! New to the channel :) This gave me inspiration to keep my horde base as simple as I can. I'm using just a simple 12 block high 4x4 tower with a clear path to me made by 3 ramps with triangular catwalk for ramps corner protection, a line of 10 centered security gates with 3 or 4 csg every 2 or 3 bloks to make them jump and 2 Robotic Sledge Hammers and 2 Robotic Turrets at the very end. Spikes on top for stupid birds and a grenade hole for dogs. In about 200 hr of gameplay no stupid zombie reached my "fight" position. No traps whatsoever. Not a single swing from my Baton. Just me and my 4 Robotic friends. Robotic Turrets ammo are NOT a waste of resource, 'cause you only need lead to make tons even at day 2 (int build). I will make some elettrtic fences and 3 other pathways (one for side) with the "open close doors" to reroute the stupid AI, eventually. I love your 1 block ladder cheesing method, I will give it a try. Thanks for sharing your knowledge :)
Welcome to the channel! No problem happy to share :) Simplicity is king, glad I can impart some knowledge to improve your design. Your setup sounds good and the robotic friends will definitely do the trick. The one block ladder works quite well, just make sure to scale it up a bit if doing later hordes. A single ladder can be swarmed and destroyed by later hordes so having extra ladders with the diagonal is a good idea. You can also put a block above the diagonal to prevent any zombies from climbing on top of each other if the ladder is too short or you don't kill them fast enough.
Outstanding video. It may seem like a small detail, but I especially love your use of paint in the base designs. It really helps making all of the details and block placement visually pop, which in turn helps tremendously in understanding the concepts you cover, and how to replicate them. You most certainly deserve more subscribers for this quality of information and editing. Cheers
I just want t I say thankyou so much for making this video. I started playing 7dtd in Alpha 19, but I love learning new things. I hope you have a great day!
Awesome compilation, I indeed learned some valuable thing from this, I really wish the pimps wont do more silly changes so this video can be kept as a permanent reference :o Thank you so much i've been learning a lot from you guys!!
I have over 6000 hours in the game and learned tons from this video (but far from being a pro lol). Thanks for the awesome video, off to watch more. Definitely subscribed.
You are most welcome! If you are having difficulty with a particular section, I'd be happy to explain it! You could also try looking in the description for a particular tip if you want more info :)
I love the editing on this video. You earned my sub! One note: you may want to work on the voice recording - the audio is a bit muffled when I'm using headphones. Thanks so much for the informative content. Also, any specific tips on how to deal with exploding zombies (demo, cop?) - I think they deserve their own video :)
Thank you and welcome aboard!! We appreciate the feedback! I think I may have adjusted my audio settings since this video but I am always looking to improve the audio quality. Thanks for bringing it to our attention. For cops at least, I do have a couple videos dedicated to them specifically :) For cops at least, it is all about obstructing line of sight to the player as they reach your fighting position. If you intend to eliminate them directly, try to construct your base to make headshots as easy as possible so you can take them out quickly. Of course you could also rely on traps to do the dirty work but make sure you have enough dps to take them out before they explode. A similar strategy can be used for demos. Speaking of which, NEVER use grenades/molotovs into a swarm of enemies with demos. You will cause them to detonate so at higher GS, always look before tossing an explosive. The best way to deal with demos is to either let traps eliminate them or by completely ignoring them and let them run an endless loop. Again if you have an easy headshot base, that can be pretty reliable though that is more dependent on your steady aim to take them out without blowing your base to hell.
I recently took on a bunch of irrigation projects in Navezgane. You should see the reservoir down in the canyon. So far I have about half a dozen new lakes on my map.
Tip 41 saved my hair from being ripped out 😂. I've been trying to make a automated garage door from both sides, Never thought of connecting all sensors in series connection (It still makes no sense), I thought switches and sensors in series worked as an "AND" Function. Amazing video!
Don't think too hard about the in-game logic haha. It does not make much real world sense but it is consistent with the game rules...even if they are not intuitive 😂. Glad we could save your hair! Good luck and enjoy the automation!
Dude, I was happy I placed ordinary wood door on my pathway for the zombies to fall and did 3 basic pats to my base, then I saw your video with this 'YUGE bases! Do you have some tutorials on different type of bases and beginner/mid skilles player doing them? 😊
We've got lots of bases and tutorials for a variety of play styles and build complexity! Several of which are included in the video description :) And we'll be doing more builds/tutorials after A22 (version 1) comes out!
37:00 At lot of these blocks put me in mind of Olympic diving i.e. the 0.5m half side centre backward double tuck with full twist! >XD Being two days in to the game, much of this is way too advanced for me to do in first place or currently need. Cool to look at and good to know should I ever get that far
That is a fantastic analogy lol. Welcome to the game! Certainly the later tips might seem a bit overwhelming but a bunch of the earlier tips should be helpful :) Good luck and have fun!
@@pseudoposse It will no doubt become more helpful as time goes on, but I'll have to come back and re-visit the video when i'm a bit more Savvy and able to actually implement the tips!
Back again for tip reminders!. 15 Days in, 2BMHN's, still alive... ;... last time, just! :D Repairing/upgrading the base, I came across a simple base buff!. The Cube 0.25m has the same health as the cube, so added another layer of health for a quarter of the imprint. Simple and obvious maybe, but I didn't realize I could until I saw you use Shift + R (advanced rotation); so helpful. But now knowing that I'm distracted by all the now new possibilites I could build but have not the time for. A recreation of the caves from ''The Descent'' - w/ crawlers and screamers; to say nothing of count;less zombie horror film recreations/Homages. Night of the Living Dead (house/graveyard barn) would be doable Day and Land of the Dead's compunds. The mall from Dawn... yeah, NO!! :D A bike park /skill course/ mountain cross track; though that idea would be better if you could at least jump. Juts thought not got to other vehicles yet; the same for those. A shooting range//assault course a D&D dungeon crawler with quests To top it al;l off I was (for fun) building my own house as a PoI.... fine ... showed my mother...... ..... that's good, can I design the side extension!?!? >XD
@@TheEyez187 Thanks for the updated progress report! Always glad to hear back from you all and see how you are doing. From the sounds of it, you are enjoying the game which is great!
@@pseudoposse Question: I play 120min day length/24hr period, to make the most of the day, if I switched it to 10min length/24hr period; wouldn't that make the Blood Moon night easier as the morning would come around quicker? >XD Any food/farming and Nitrate tips/videos?
We are glad to help! I suppose it could depend on the mod. But in general, the pathing so is the same so these tips will work in most cases. I have some DF footage shown in some of these tips for example.
You better not be dissing on my boy G9 @15:34. I gave bro that gift. Skill and choice otherwise we are back to tic-tac-toe. I love your intricate base designs but over the top. War 101: Have a secondary plan, have a tertiary plan, and have a hail mary plan. This will get you through almost everything in life and this game.
No worries, I am definitely not. I've watched glock9 for many years and am just stating a well known fact about his love for hatches that everyone in his community is most familiar :)
Wow, great video! :D I was even starting to think that my best horde base design might get exposed here, hehe. Seriously though, great job. This must have taken a long time to make. I tend to approach things a little differently in base designs I think though. I don't try to slow zombies down, but rather do all I can to expedite their path into the kill zone, for maximum xp & loot. Even to the point that I use machine gun turrets for birds to kill them at a distance, so they will die faster/sooner, and get out of the spawn table more quickly to make room for higher value zombies. Personally, I don't use trigger pates anywhere that zombies are pathing. Much too fragile. They are useful for players to trigger though, like your doors example. But you can also trigger traps manually, as the player, by stepping on them. Much faster & easier to use than a switch lever. There's also some ways of selectively damaging zombies of different types with traps, which is very useful for shaving down the health bar on 'big' zombies, before they enter the kill zone for full xp by player-kill. And, perhaps it should be obvious, but it's worth mentioning in a tips video, how daisy-chaining traps is like having x-mas lights which are wired in series instead of in parallel. Basically the whole line goes out when one trap goes out if they're wired in series. So you really want to wire them in parallel. It might not even seem like something which needs mentioning, but a LOT of players don't really grasp that issue. Neebs Gaming for example has been making that mistake for years on end now.
Thanks I appreciate that! Agreed, in general, I connect things in parallel unless I need to daisy chain some triggers together to do something specific. Otherwise, I will use the max connections from my generator or switch to independently connect everything. Pressure plates are definitely fragile which is why you need to put them out of the line of fire or in a position where zombies don't rage. Otherwise, they'll go down extremely fast. Different schools of thought 😁. Funneling them quickly into a killzone will definitely give you lots of XP but I imagine it's a lot of upkeep for all the ammo, darts. Sometimes I go that route at times I feel overburdened by keeping all the traps maintained. Thanks again for the well thought out comment! Thanks for watching :)
@@pseudoposse just rewatched this video because there's a lot of good info in it, and noticed you had replied :) Forgot to mention that there are some ways to extend 'support' from the sides, rather than from below. The block-counting for support is kinda counter-intuitive in some ways. For example, if you have a single pillar going up to a 3x3 platform, you can build a beam out from that _further_ than you could if it was a 3x3 pillar to the ground. This is because your beam is effectively attaching to 4 sides of the support block, rather than 1. Effectively this means with a very wide span, you can collapse it by _adding_ support columns, depending on where they are. In the 3x3 platform example, if you build up the block in the 3x3 which borders the span beam, as soon as it becomes a support column, you reduce the number of accessed attach-points of the beam from 4 to 1, and it'll fall. Even though it _looks_ like more support, and rationally should be more support. - not sure if that would have enabled your bridge without support underneath, or not. But it _might_ have. As for the ammo and dart upkeep of a "high XP" design... my ideal layout is to selectively pre-soften tough zombies entering the target zone. Have a target zone which is junk turret friendly (even with demo's), those are cheap to operate. And ultimately the path beyond the target zone ends in some extra traps for trap-XP, if needed, and then an AFK design endpoint... so that basically you can go make a sandwich during the horde if you're really hungry ...or depending on how much iron & ammo you have collected/crafted that week. Basically make it scalable in uh... 'aggression'. But really, very little ever survives the target-zone... so if you want to use less ammo for less xp, just shoot slower. Also, a design which avoids significant repair costs (clear lines of fire, minimal blocks near pathing) leaves more time to gather iron & ammo. Like a Day-Anything base which only needs 100-200 concrete, or a couple hours in-game, to become like new again, gives you a lot more time for ammo & trap upkeep. And rifle and shotgun builds can be much more ammo efficient if the target zone is laid out correctly. An AP-rifle build, or shotgun which penetrates due to some wonky game code, can really do work. Even if the M60 or SMG-5 is more fun (and a little safer in POI's). I kinda set out to min-max base design to maximize XP & loot, accelerate K's, _AND_ take a bare minimum of upkeep to maintain. Kind of a 50 mpg formula 1, with a spacious trunk and plenty of seating. Basically a game-breaker base. Granted, I never tested such a design on darkness falls (which I saw some of your footage was using). In practice, I actually kinda avoid using a completely min-maxed design, cuz it trivializes gameplay. But that also means i haven't tested a really min-maxed design in DF... because I'm just not in the habit of using it regularly. Now that I think about it, I'm kinda curious how it would work in DF. It's an A18 design, which has remained unaffected in potency through A21 (except for electric fence height adjustment). But I've only loosely tested it in A19-21, cuz it's more fun to have risk while playing. Anyway, again, great video :)
Its kinda wild how this game goes from zombie survival to a tower defense. I never even reached the latter because i would vanilla by myself or with my brother, and that was on the PS4 version too lmaooo i got it on steam now but its wild how much this game has evolved for an alpha game
The game has definitely come a long way! There is definitely a tower defense element, which the devs even recognize as they include that in the description on the STEAM store page. At this point there is a night/day difference between console and PC though that will change next month if they stick to their schedule.
3:29 "exception to the rule: if a door is used..." so this is hearsay, but I've heard that when calculating Hit Points for pathing resistance, doors and hatches are evaluated at half their max HP. You can test it out if you are interested.
so for a math example, a 15k hp vault door is considered 7500hp of resistance, which is more than 1 block of 5k hp concrete, but less than 2 blocks of concrete (10k hp), since the door is 7500 hp over 2 blocks, its more favorable to do that than to break 2 concrete blocks of 5k hp each.
I did do a test, 2 paths, one path steel wall 4 layers thick, the other path a single vault door...zombies went for the vault door. In my experience, you need lots of resistance to compensate for there being a direct door to you.
Best Base build video EVAAAAH! Huge respect for the knowledge and effort into building the vid, can only imagine the amount of hours. Life changed a bit so been watching vids during comute, so haven't commented latetly. Curious for the next survivor couple series :) (this one saw at home) Also curious on GUI developments, wondering if you can affect more specific stuff like infected POI loot or book loot. I tend to play with min loot and noticed infected POI loot and books are probably unaffected by loot % . Lately have been hand tunning a map from the GUI and picking some POIs to do a city suvivor POI like those on zomboid in POI editor. Looking to do a future gen using them with GUI values for gen. Thx for the awsome content, from utility to entertainment.
Haha thanks, we appreciate that! It definitely was many hours between the both of us :) We are taking a little break from a playthrough series till we come up with a good idea. In meantime, we'll keep pumping out 7 days content as well as trying new games here and there. The GUI is still in development, been mainly focusing on adding new assets. I have plans for a bit of an overhaul mod which will be released in piecemeal as independent modlets in the GUI. Eventually, there will be an overhaul mod categories page in the GUI to configure the entire thing, plus you know all the individual mods as exists now. For loot stuff, it is definitely possible to change looting percentages of various loots in containers. However, that isn't POI specific, rather container specific. So say you change the loot rate of some item in a construction crate, it will affect all crates whether they are in a POI or out in the world. That being said, adjusting individual loot spawn percentages is definitely doable. Thanks for the support and glad you find us entertaining!
@@pseudoposse Really like your content, hopping for life to stabilize so I can become a patreon. Sadly 7d2d is very niche and old for major audience and tbh your GUI brought me a few hundred hours extra back to 7d2d. Atm am editing a GUI custom map on biomes according to height and picking some POIs to replace them as survivor bases, much like zomboid. Once the map is done will tweek zeds so them become more like that game. I kinda dislike 7d2d late game near invulnerability figured a density mix with more severe criticals (which the GUI is adept at doing) will make the game at that point. Thanks again for all mentioned above and keep on being the loveliest survival couple.
@@telmosilva9161 No worries, and no pressure needing to become a patron :) I hope everything works out for you. That sounds awesome! I am very glad you are getting a ton of use out of it! I have the same issues with late game (I am sure for everyone else too). Long term, my GUI is going to add new elements for the lategame in terms of lategame tech, enemies, and other goodies. Stay tuned!
@@pseudoposse I mean, I'm playing this game, and you can go crazy with the customization. And I do go crazy, or I thought so, until I saw this video 😂 Really, you're top shelf!
I'm looking at this and I'm thinking how to incorporate this into a day 1 base. I have a tower setup for now, though I'd like to go more aesthetic design later on. So I'm looking at bridge designs to drop them into a trench with ramps to bring them back up and repeat the cycle. Use spikes along the edge to deter, cage the top for vultures while protecting my dew collectors.
That sounds absolutely epic! When I did a bridge design, I used London's Tower Bridge as my aesthetic inspiration...reason I liked that one is that it has the towers on either end which could be used as storage/living space or you could turn it into the area in which you defend. I chose the former and made the base on the bridge portion itself.
I used to use upside down blade traps hung from half blocks, and they would decap zeds in one hit - not much to repair needed if any.. That was a few alphas ago though.
Another way to limit flow is to just not have enough space for more than a few to stay on at your melee station. Let em pass a short wedge slide to get to that space and everyone just standing in line will simply slide to the ground and go on another loop.
Luv your stuff. BUT... Much of it is way too OCD. KISS is a principle I like to follow if possible. I found experimenting with the "Wood Base Challenge" an excellent teacher for me, a relative noob. A day 168 (7 day weeks, which is the 24th week) hoard base made from wood helped me to understand the game and keyboard use. I have used some of your ideas and many of my own to craft my own all wood bases that are viable up to and probably beyond day 168. All this for no more than about 300~400 wood blocks. That's equal to 3,000~4,000 pieces of wood. I know it is fun to DM and CM these bases but not really practical because the time and resources needed could be much better spent on other things. Keep it up coz great stuff.
I do love to obsess over my designs lol, guilty! You could easily use lots of these tips in a wood base design if that is more your style. The wedge narrows especially are an excellent choice for a wood base. I had created a working cobblestone base using wedge narrows and the 1/2 pillar 0.025 side centered shapes (shown somewhere in the video, and a separate video on the channel) built of a cliffside that probably uses about 150-200 blocks. That could also be converted to wood with some minor changes to account for wood's lower horizontal support. I can definitely understand the desire to spend time doing other things instead of resource gathering. That is why I have taco in our playthroughs to grab it all for me so I can build and fulfill my OCD :D
It's embarrassing how little effort Glock 9 puts into his base design. He has a stunted development as far as seeing what his possible in this game. Thanks for sharing these interesting base ideas.
@@pseudoposse darkness falls definitely throws a wrench into the moat plan, last play through i did me and a friend took over a skyscraper, cant remember which one, but made it simple to create plenty of choke points along thhe way up :P
So I went to use the Wedge Narrow Low block with the old Wizard Tower style base where the zombie's inability to corner works against them, but I figured the wedge narrow low, instead of the half block might work. Welp, accidental AFK base.
here's a thing that i have been doing. i just build a horde base and place my forges, work benches and storage out in the open 150 meters or so from my horde base. i have noticed that the zombies do not touch that stuff. i also place my horde base (fighting position part), up against a trader compound, that helps direct the zombies to the stairs to get to me. what i would like to know is, will this set up still work in end game or with darkness falls or any other of that type of modding?
So placing your benches/storage that far away should work in any mod during the horde as zombies will spawn 40 or so blocks from you; well within the 150 block distance from you and your base. As zombies have no reason to head towards your belongings, those should remain untouched no matter what mod you use. As for the trader compound, that may not work in other mods. I think some mods like DF remove the compound's indestructible state allowing the blocks to be destroyed. So building up against the side of a trader may provide as much protection as building up against a regular POI.
regarding the pathing of zombies: is it still true that they only pass correctly over centered blocks? so a centered 0.25m pillar would work as a path but the corner variant of the same block won't?
Thanks! The enemies shown there were some mods I made. I created a simple UI that can automatically generate all the mod files for a variety of mods including the enemies here. So you can change the stats (HP, damage, etc) of all enemies for example from dropdown menus (or typing in a value) and click a button to create all the files. www.nexusmods.com/7daystodie/mods/3345?tab=files&BH=0 7daystodiemods.com/mod-generation-gui/
That is a modded enemy, created from my mod generation user interface application I built. You can find that here: www.nexusmods.com/7daystodie/mods/3345
I noticed that when i play with my 1 friend and at 21. day there was no bomber zombie but when i play with 3 more friends co op there was bomber zombie. Does coop player number affects horde attacks?
So what determines horde difficulty (called gamestage) is player level, days survived, and the difficulty setting. When you have multiple people in a party, it will increase gamestage. It has diminishing returns so 2 people won't double the gamestage.
A lot of the tips in the video have a corresponding video on our channel for a particular build. If you check out the description, look for the tip number and locate the video(s) associated with that tip. It will have more information :)
Ok im just a noob so here we go=) my base is biult mostly in water and my problem is that zombies spawn outside base in the water and start pounding on it insted of spawning on land and follow my path that ive done for them anyone got any suggestion on how to like control the spawn place on horde night?
As of alpha 21, zombies will spawn in water. You can prevent them from spawning in the region you built with player placed blocks but that is not very realistic to do in the water. It sounds like the only way into your base is from the shore? If you are standing far into the water, then the entrance to the shore would be too far away. If the zombies feel the direct path to you is too long, they'll beat on your structure instead of walking the path. You'll need to create a path from within the water to your main path to fix the problem. If you make a path in the water itself, they will follow it despite being able to swim over it. But the underwater path needs to connect to your main path, otherwise they'll ignore it. Hope that helps!
@@pseudoposse like when your doing your builds in creative , is there specific settings you have so there’s less zombies or more flat terrain , ect ext . I’m new and want to go to creative to test some thing but don’t know what settings to put on .
man i just clicked on this to find out why the small hoard for practice before hoard night wants to just beat on my walls instead of following the path i made for them XD guess its too long :/ welp here goes hoard night D35 Update; holy crap that was 4x the zombies from last time and my fort fell. dont put a ground level walk way to your 2nd lv shooting tower thank goodness i left it as wood but dam they broke in by 1am and i had to flee to my back up cubby and nearly burnt myself to death with molotifs lmao, yea might have to wait on this game till full release to get back into a play through but was hella fun 35 hours donated
Way back in the early alphas...I recall the old days. But after all the zombies earned their degrees in structural engineering, now it is a requirement to building that way.
tip 67: the way this is explain is incredibly poor, its not the falling 11blocks that prevent the rage mode, its the being 11blocks away from the player
It is more than just a pure 11 block distance from the player. I've done plenty of bases in which I am far beyond 11 blocks distance, but the zombies fall a shorter distance down (like 8 or 9 blocks) and consistently go into rage mode. In his test setup that worked, he was 11 blocks high, but in effect further than 11 blocks from the actual landing position to the player.
Post 1.0 Update: Everything still works!!
Check out our block testing video in 1.0 in which we dive into updated strategies for base building: th-cam.com/video/quws12TA7jE/w-d-xo.html
Feel free to share your own personal tips in the comments below! Thank you all for watching :)
Here are my top 20 building tips:
th-cam.com/video/p8R8nJ8IcOo/w-d-xo.html
We've been watching Glock 9 for a while and discussing how he should build traps and bases. So I started doing some research and found your channel. Thanks for all the info.
@@JasperMcCrea We are happy to help! Hope you have taken away something useful.
You can use the electric fence post just upside down to shock the dogs and spiders on the first block. This way you dont need to put extra half blocks on the path. You can place the fence post to a roof block with on face rotating mode or just simply rotate it to upside down on its own (it just looks weird).
I always used to use it this way, because so I dont have to lower it one block in to the floor.
@@robertsimon0306 That is a good tip! That would work well in a narrow 1 block corridor though if the area is more open, that would be more tedious to cover versus wires that span horizontally.
Thnx for this video , it rly hellps a lot
I'm very new to 7DtD so I don't consider myself that invested in the game yet, and I practically never comment, but this video is so profoundly descriptive, informative and well-made that I have to. How you kept a vid of 100 tips this concise and entertaining is extremely impressive. Fantastic job, well done.
It was a ton of work and took a while to make but we were happy with the results and even more happy that it has received lots of positive feedback from people learning new things. We are very happy you thought it well formed and well made. Thank you very much!
This has to be by far the most comprehensive building guide I have ever seen! Thank you for sharing your knowledge with us all, this looks like it was a ton of work. Taco did a fantastic job at editing! Both of your work to the community is amazing!!
You're very welcome! We love the community and enjoy making videos, Thanks for the support!
@@pseudoposse This video is a treasure trove of information, so much good stuff in there. Really love all the hatches and path tricks you use. Next level! You guys are really one of my favorite creators, hope you all can get some more visibility
@@omicronpersei9510 That really means a lot to us! I definitely enjoy different ways of toying with the zombies and experimenting with new designs. Glad you enjoyed! It has been a little bit since you last commented, so Taco says hi and hopes you are doing well!
@@pseudoposse Hi taco! Work has been pretty nuts lately plus I have been a bit burnt out from 7dtd alpha 21. But you guys keep churning out awesome stuff and trying to draw me back into the game lol
@@omicronpersei9510 Haha welcome back! 😁
That video intro is chef's kiss. Your editing is just extremely good. This video should have waaaaaaaaay more views
Totally agree 😘
Tacobear deserves all the credit for her magnificent editing. She's very pleased to hear it :)
@@pseudoposse She is definitely top tier, epic editing
@@davidhuang8406 She is too modest so I'll emphatically agree for her!
Tips 90 to 101 are just absolutely epic. Such inventive ways of screwing with the ai lol. The cop spit and vulture tips are really awesome too, so much good info! You also really highlighted well how to use water effectively in bases. And the hatch tricks you use to screw with the ai are amazing lol..especially tips 49 and 50. Don't think I could ever think of anything so inventive. Such an impressive variety of information, good job guys!
Hope you can make good use of them!
I used to place electric fence posts one block lower than the zombie path but I noticed that no longer worked in alpha 21. Thanks for pointing that out and coming up with alternative placements. I think that was tip 31. Amazing work overall, best build guide out there for sure.
That was always my placement too then I quickly noticed none of the zombies were getting shocked haha. And yes, I do believe that was tip 31. Thanks for pointing it out!
@@pseudoposse Did you try putting a fence post at the same level, and the other one on level below so the wire is angled?
@@davidhuang8406 Actually yes! So if you place both on the same level, you'll hit regular zombies but not dogs. If you place one same level, and one lower, same deal, won't hit dogs.
@@pseudoposseNOT ME TRYING TO FIND OUT WHICH FENCE POST NEEDED REPLACEMENT
I have watched this three times now, and each time I feel like more of a noob. Amazing tips. Thankyou.
From the sounds of it, you won't be a noob much longer! I'm glad the tips have been very helpful for you.
You are a 7days god!!! My brain just exploded with ideas!! Coming from console alpha 14 to now PC 21, I was at a loss!! Can’t wait to get stuck in!
Video saved, thank you!
Glad I could help!
How do you only have 2k subs? this is nuts, your videos are always hilarious and informative
We appreciate the support! I'm glad our videos are helpful, thanks for stopping by!
IKR it’s crazy.
Thanks for all those tips especially the simple ones, cave man don’t like build a lot
Simplicity is king 😁
Bro! I'm sitting here watching your video and I'm 27 minutes in,. I know there's 1 million subscribers on their way to finding you. Your Content is beautiful, well thought out, highly effective, WOW! It's gonna happen so fast your head's gonna spin. Keep making this stuff, and I'll get the gloat and say I found you when you had 2.54K subscribers!! #DAMNgoodContentDAMNGOOD
Haha thanks we both appreciate the thought! It really means a lot to hear the words of encouragement. We are very glad you enjoyed the video, thanks for stopping by!
@@pseudoposse My man! The pleasure is all mine. I'm a junkie for building, strategy, and new ideas. Homie, you brought THE BAG.
@@MisterTherapy Same here about being obsessed with all of that :D
Right on @@pseudoposse
I'm 40 and I didn't grow up with gaming. Still not a gamer, but, because of a drawn out series of events, I jump into 7 Days from time to time.
Since I first bought the game at the end of May in 2019, I've logged about 3,300 hours online. I was a Lego kid, grew up on a diet Batman, James Bond, Indian Jones and MacGyver, and Zombies were obviously the greatest horror trope.
7D2D exists because I exist lol. I got a ton of ideas. Hope I get to chat with some devs in the near future.
@@MisterTherapy I've always been a gamer :D
I can definitely relate with a similar upbringing minus MacGyver (a bit before my time).
I had already subbed because it was such a great and informative video, but I would have subbed simply for adding all of the reference videos - that took a huge amount of work and is very considerate. Thank you for so much information and expertise.
I appreciate the thought, thank you so much!! You're very welcome :)
You are so good at making these videos, and keep getting better. Hope to see more with each released Alpha and overhaul mod!
Taco and i definitely put in a lot of effort on this one, glad it came out well! Thank you very much :)
Absolutely love that you mentioned @glock9gamer when talking about the hatch hallway! 😂🤣👍 15:30
Whenever I think of hatches, Glock comes first to mind :D
By far the best video for horde bases on TH-cam, Amazing work!
Wow, thanks!
The intro is next tier, been watching a lot of your previous videos, very creative concent! Keep it up!
Thanks, we definitely will!
I have 4k hours on 7dtd and still some of these idea never even crossed my mind. Very impressed by the imagination and ingenuity used here. Bravo.
Hope you can make good use of them. Good luck!
Hey man, great video! New to the channel :) This gave me inspiration to keep my horde base as simple as I can. I'm using just a simple 12 block high 4x4 tower with a clear path to me made by 3 ramps with triangular catwalk for ramps corner protection, a line of 10 centered security gates with 3 or 4 csg every 2 or 3 bloks to make them jump and 2 Robotic Sledge Hammers and 2 Robotic Turrets at the very end. Spikes on top for stupid birds and a grenade hole for dogs. In about 200 hr of gameplay no stupid zombie reached my "fight" position. No traps whatsoever. Not a single swing from my Baton. Just me and my 4 Robotic friends. Robotic Turrets ammo are NOT a waste of resource, 'cause you only need lead to make tons even at day 2 (int build). I will make some elettrtic fences and 3 other pathways (one for side) with the "open close doors" to reroute the stupid AI, eventually. I love your 1 block ladder cheesing method, I will give it a try. Thanks for sharing your knowledge :)
Welcome to the channel! No problem happy to share :)
Simplicity is king, glad I can impart some knowledge to improve your design. Your setup sounds good and the robotic friends will definitely do the trick. The one block ladder works quite well, just make sure to scale it up a bit if doing later hordes. A single ladder can be swarmed and destroyed by later hordes so having extra ladders with the diagonal is a good idea. You can also put a block above the diagonal to prevent any zombies from climbing on top of each other if the ladder is too short or you don't kill them fast enough.
Thanks man ❤❤❤
Outstanding video.
It may seem like a small detail, but I especially love your use of paint in the base designs. It really helps making all of the details and block placement visually pop, which in turn helps tremendously in understanding the concepts you cover, and how to replicate them.
You most certainly deserve more subscribers for this quality of information and editing. Cheers
Thank you so much! We are glad you appreciate the details and the editing :)
This is the most information ive had on a guide that both wowed and amused me. Excited to try out some of these tricks.
Awesome, glad to hear it!
I just want t I say thankyou so much for making this video. I started playing 7dtd in Alpha 19, but I love learning new things. I hope you have a great day!
You are absolutely welcome! We are happy you've gained some new information from the video :)
Awesome compilation, I indeed learned some valuable thing from this, I really wish the pimps wont do more silly changes so this video can be kept as a permanent reference :o
Thank you so much i've been learning a lot from you guys!!
That makes us very happy! We are glad you gained value from the video :D
This is crazy! How do you not have way more subs? Amazing guide and quality. Now I need to go watch all your other videos!😂
Welcome aboard! Thank you for the kind words 😁
I have over 6000 hours in the game and learned tons from this video (but far from being a pro lol). Thanks for the awesome video, off to watch more. Definitely subscribed.
That is an impressive amount of hours! I think I am a little over half that. Glad we could help, welcome aboard!
Awesome work, thank you very much eerie and taco, happy holidays 🎁🎀
Happy Holidays ⛄! Glad you liked the work, hope it helps!
This is such a good video. Well done!!
Thanks so much, glad you enjoyed it!
Thank you! that is a lot of useful info and show how complex base building in this game is!
Absolutely no problem! We just published a v1.0 video where we test out a variety of shapes (old and new): th-cam.com/video/quws12TA7jE/w-d-xo.html
I dont understand 40% of the video but I still learned a lot, thank you for sharing those in one high quality video.
You are most welcome! If you are having difficulty with a particular section, I'd be happy to explain it! You could also try looking in the description for a particular tip if you want more info :)
I love the editing on this video. You earned my sub!
One note: you may want to work on the voice recording - the audio is a bit muffled when I'm using headphones.
Thanks so much for the informative content.
Also, any specific tips on how to deal with exploding zombies (demo, cop?) - I think they deserve their own video :)
Thank you and welcome aboard!! We appreciate the feedback! I think I may have adjusted my audio settings since this video but I am always looking to improve the audio quality. Thanks for bringing it to our attention.
For cops at least, I do have a couple videos dedicated to them specifically :) For cops at least, it is all about obstructing line of sight to the player as they reach your fighting position. If you intend to eliminate them directly, try to construct your base to make headshots as easy as possible so you can take them out quickly. Of course you could also rely on traps to do the dirty work but make sure you have enough dps to take them out before they explode. A similar strategy can be used for demos.
Speaking of which, NEVER use grenades/molotovs into a swarm of enemies with demos. You will cause them to detonate so at higher GS, always look before tossing an explosive. The best way to deal with demos is to either let traps eliminate them or by completely ignoring them and let them run an endless loop. Again if you have an easy headshot base, that can be pretty reliable though that is more dependent on your steady aim to take them out without blowing your base to hell.
Great video ! I think I ve to watch it several times 😂 I feel like such a noob now 😢😂
Thanks! Everyone has to start from somewhere 😊
I recently took on a bunch of irrigation projects in Navezgane. You should see the reservoir down in the canyon. So far I have about half a dozen new lakes on my map.
Sounds great!
Legend!
Pathetic waste of time. Get a life.
Duuudddde the production level is high tier that looks like a project overview for business investors..ddaaaamn
Tip 41 saved my hair from being ripped out 😂. I've been trying to make a automated garage door from both sides, Never thought of connecting all sensors in series connection (It still makes no sense), I thought switches and sensors in series worked as an "AND" Function. Amazing video!
Don't think too hard about the in-game logic haha. It does not make much real world sense but it is consistent with the game rules...even if they are not intuitive 😂. Glad we could save your hair! Good luck and enjoy the automation!
This guide gonna help a lot of people. Thank you very much!
Absolutely, you're welcome!
Top job I have about 5000 hours in this game , great info
Great to hear!
Just picked up the game and all I have to say it, God damn has alot of thought and testing gone into a game about killing zombies
The game is pretty deep when it comes to the horde/building strategies so there is surprisingly a ton to explore and test.
Beautiful video... well done mate
Dude, I was happy I placed ordinary wood door on my pathway for the zombies to fall and did 3 basic pats to my base, then I saw your video with this 'YUGE bases! Do you have some tutorials on different type of bases and beginner/mid skilles player doing them? 😊
We've got lots of bases and tutorials for a variety of play styles and build complexity! Several of which are included in the video description :)
And we'll be doing more builds/tutorials after A22 (version 1) comes out!
That is a lot of knowledge, thanks for sharing.
Absolutely np!
Scaffold ladder blocks are a huge game changer
Absolutely!
Amazing video, great info! Just subbed, thanks
Cheers! Thank you very much!
37:00 At lot of these blocks put me in mind of Olympic diving i.e. the 0.5m half side centre backward double tuck with full twist! >XD
Being two days in to the game, much of this is way too advanced for me to do in first place or currently need. Cool to look at and good to know should I ever get that far
That is a fantastic analogy lol. Welcome to the game! Certainly the later tips might seem a bit overwhelming but a bunch of the earlier tips should be helpful :)
Good luck and have fun!
@@pseudoposse It will no doubt become more helpful as time goes on, but I'll have to come back and re-visit the video when i'm a bit more Savvy and able to actually implement the tips!
Back again for tip reminders!. 15 Days in, 2BMHN's, still alive... ;... last time, just! :D
Repairing/upgrading the base, I came across a simple base buff!. The Cube 0.25m has the same health as the cube, so added another layer of health for a quarter of the imprint.
Simple and obvious maybe, but I didn't realize I could until I saw you use Shift + R (advanced rotation); so helpful. But now knowing that I'm distracted by all the now new possibilites I could build but have not the time for.
A recreation of the caves from ''The Descent'' - w/ crawlers and screamers; to say nothing of count;less zombie horror film recreations/Homages. Night of the Living Dead (house/graveyard barn) would be doable Day and Land of the Dead's compunds. The mall from Dawn... yeah, NO!! :D
A bike park /skill course/ mountain cross track; though that idea would be better if you could at least jump. Juts thought not got to other vehicles yet; the same for those.
A shooting range//assault course
a D&D dungeon crawler with quests
To top it al;l off I was (for fun) building my own house as a PoI.... fine ... showed my mother......
..... that's good, can I design the side extension!?!? >XD
@@TheEyez187 Thanks for the updated progress report! Always glad to hear back from you all and see how you are doing. From the sounds of it, you are enjoying the game which is great!
@@pseudoposse Question: I play 120min day length/24hr period, to make the most of the day, if I switched it to 10min length/24hr period; wouldn't that make the Blood Moon night easier as the morning would come around quicker? >XD
Any food/farming and Nitrate tips/videos?
Fantastic. This helps so much. It also makes me feel like I can unclench a bit during hordes.
Do any mods interfere with these building tips?
We are glad to help! I suppose it could depend on the mod. But in general, the pathing so is the same so these tips will work in most cases. I have some DF footage shown in some of these tips for example.
You better not be dissing on my boy G9 @15:34. I gave bro that gift. Skill and choice otherwise we are back to tic-tac-toe. I love your intricate base designs but over the top. War 101: Have a secondary plan, have a tertiary plan, and have a hail mary plan. This will get you through almost everything in life and this game.
No worries, I am definitely not. I've watched glock9 for many years and am just stating a well known fact about his love for hatches that everyone in his community is most familiar :)
Wow, great video! :D
I was even starting to think that my best horde base design might get exposed here, hehe.
Seriously though, great job. This must have taken a long time to make.
I tend to approach things a little differently in base designs I think though. I don't try to slow zombies down, but rather do all I can to expedite their path into the kill zone, for maximum xp & loot. Even to the point that I use machine gun turrets for birds to kill them at a distance, so they will die faster/sooner, and get out of the spawn table more quickly to make room for higher value zombies.
Personally, I don't use trigger pates anywhere that zombies are pathing. Much too fragile. They are useful for players to trigger though, like your doors example. But you can also trigger traps manually, as the player, by stepping on them. Much faster & easier to use than a switch lever.
There's also some ways of selectively damaging zombies of different types with traps, which is very useful for shaving down the health bar on 'big' zombies, before they enter the kill zone for full xp by player-kill.
And, perhaps it should be obvious, but it's worth mentioning in a tips video, how daisy-chaining traps is like having x-mas lights which are wired in series instead of in parallel. Basically the whole line goes out when one trap goes out if they're wired in series. So you really want to wire them in parallel. It might not even seem like something which needs mentioning, but a LOT of players don't really grasp that issue. Neebs Gaming for example has been making that mistake for years on end now.
Thanks I appreciate that! Agreed, in general, I connect things in parallel unless I need to daisy chain some triggers together to do something specific. Otherwise, I will use the max connections from my generator or switch to independently connect everything.
Pressure plates are definitely fragile which is why you need to put them out of the line of fire or in a position where zombies don't rage. Otherwise, they'll go down extremely fast.
Different schools of thought 😁. Funneling them quickly into a killzone will definitely give you lots of XP but I imagine it's a lot of upkeep for all the ammo, darts. Sometimes I go that route at times I feel overburdened by keeping all the traps maintained.
Thanks again for the well thought out comment! Thanks for watching :)
@@pseudoposse just rewatched this video because there's a lot of good info in it, and noticed you had replied :)
Forgot to mention that there are some ways to extend 'support' from the sides, rather than from below. The block-counting for support is kinda counter-intuitive in some ways. For example, if you have a single pillar going up to a 3x3 platform, you can build a beam out from that _further_ than you could if it was a 3x3 pillar to the ground. This is because your beam is effectively attaching to 4 sides of the support block, rather than 1. Effectively this means with a very wide span, you can collapse it by _adding_ support columns, depending on where they are. In the 3x3 platform example, if you build up the block in the 3x3 which borders the span beam, as soon as it becomes a support column, you reduce the number of accessed attach-points of the beam from 4 to 1, and it'll fall. Even though it _looks_ like more support, and rationally should be more support.
- not sure if that would have enabled your bridge without support underneath, or not. But it _might_ have.
As for the ammo and dart upkeep of a "high XP" design... my ideal layout is to selectively pre-soften tough zombies entering the target zone. Have a target zone which is junk turret friendly (even with demo's), those are cheap to operate. And ultimately the path beyond the target zone ends in some extra traps for trap-XP, if needed, and then an AFK design endpoint... so that basically you can go make a sandwich during the horde if you're really hungry ...or depending on how much iron & ammo you have collected/crafted that week. Basically make it scalable in uh... 'aggression'. But really, very little ever survives the target-zone... so if you want to use less ammo for less xp, just shoot slower.
Also, a design which avoids significant repair costs (clear lines of fire, minimal blocks near pathing) leaves more time to gather iron & ammo. Like a Day-Anything base which only needs 100-200 concrete, or a couple hours in-game, to become like new again, gives you a lot more time for ammo & trap upkeep.
And rifle and shotgun builds can be much more ammo efficient if the target zone is laid out correctly. An AP-rifle build, or shotgun which penetrates due to some wonky game code, can really do work. Even if the M60 or SMG-5 is more fun (and a little safer in POI's).
I kinda set out to min-max base design to maximize XP & loot, accelerate K's, _AND_ take a bare minimum of upkeep to maintain. Kind of a 50 mpg formula 1, with a spacious trunk and plenty of seating. Basically a game-breaker base.
Granted, I never tested such a design on darkness falls (which I saw some of your footage was using). In practice, I actually kinda avoid using a completely min-maxed design, cuz it trivializes gameplay. But that also means i haven't tested a really min-maxed design in DF... because I'm just not in the habit of using it regularly. Now that I think about it, I'm kinda curious how it would work in DF. It's an A18 design, which has remained unaffected in potency through A21 (except for electric fence height adjustment). But I've only loosely tested it in A19-21, cuz it's more fun to have risk while playing.
Anyway, again, great video :)
I absolute love this, great job guys
Thanks, glad you think so!
@@pseudoposse 0:41 epic!!
@@reynac8016 Absolutely, tacobear did a great job!
Its kinda wild how this game goes from zombie survival to a tower defense. I never even reached the latter because i would vanilla by myself or with my brother, and that was on the PS4 version too lmaooo i got it on steam now but its wild how much this game has evolved for an alpha game
The game has definitely come a long way! There is definitely a tower defense element, which the devs even recognize as they include that in the description on the STEAM store page. At this point there is a night/day difference between console and PC though that will change next month if they stick to their schedule.
Thanks! I've learned so much from this video. ❤
Sure thing, we are happy to help!
Nice work!
Thank you! Cheers!
3:29 "exception to the rule: if a door is used..." so this is hearsay, but I've heard that when calculating Hit Points for pathing resistance, doors and hatches are evaluated at half their max HP. You can test it out if you are interested.
so for a math example, a 15k hp vault door is considered 7500hp of resistance, which is more than 1 block of 5k hp concrete, but less than 2 blocks of concrete (10k hp), since the door is 7500 hp over 2 blocks, its more favorable to do that than to break 2 concrete blocks of 5k hp each.
I did do a test, 2 paths, one path steel wall 4 layers thick, the other path a single vault door...zombies went for the vault door. In my experience, you need lots of resistance to compensate for there being a direct door to you.
Best Base build video EVAAAAH! Huge respect for the knowledge and effort into building the vid, can only imagine the amount of hours.
Life changed a bit so been watching vids during comute, so haven't commented latetly. Curious for the next survivor couple series :) (this one saw at home)
Also curious on GUI developments, wondering if you can affect more specific stuff like infected POI loot or book loot. I tend to play with min loot and noticed infected POI loot and books are probably unaffected by loot % .
Lately have been hand tunning a map from the GUI and picking some POIs to do a city suvivor POI like those on zomboid in POI editor. Looking to do a future gen using them with GUI values for gen.
Thx for the awsome content, from utility to entertainment.
Haha thanks, we appreciate that! It definitely was many hours between the both of us :)
We are taking a little break from a playthrough series till we come up with a good idea. In meantime, we'll keep pumping out 7 days content as well as trying new games here and there.
The GUI is still in development, been mainly focusing on adding new assets. I have plans for a bit of an overhaul mod which will be released in piecemeal as independent modlets in the GUI. Eventually, there will be an overhaul mod categories page in the GUI to configure the entire thing, plus you know all the individual mods as exists now.
For loot stuff, it is definitely possible to change looting percentages of various loots in containers. However, that isn't POI specific, rather container specific. So say you change the loot rate of some item in a construction crate, it will affect all crates whether they are in a POI or out in the world. That being said, adjusting individual loot spawn percentages is definitely doable.
Thanks for the support and glad you find us entertaining!
@@pseudoposse Really like your content, hopping for life to stabilize so I can become a patreon.
Sadly 7d2d is very niche and old for major audience and tbh your GUI brought me a few hundred hours extra back to 7d2d. Atm am editing a GUI custom map on biomes according to height and picking some POIs to replace them as survivor bases, much like zomboid.
Once the map is done will tweek zeds so them become more like that game. I kinda dislike 7d2d late game near invulnerability figured a density mix with more severe criticals (which the GUI is adept at doing) will make the game at that point.
Thanks again for all mentioned above and keep on being the loveliest survival couple.
@@telmosilva9161 No worries, and no pressure needing to become a patron :) I hope everything works out for you.
That sounds awesome! I am very glad you are getting a ton of use out of it! I have the same issues with late game (I am sure for everyone else too). Long term, my GUI is going to add new elements for the lategame in terms of lategame tech, enemies, and other goodies. Stay tuned!
You crazy, man. Hats off!
I've been called crazy a time or two. Or three 😆. Thanks!
@@pseudoposse I mean, I'm playing this game, and you can go crazy with the customization. And I do go crazy, or I thought so, until I saw this video 😂 Really, you're top shelf!
@@tomasmora5121 Haha appreciate that! There is definitely a lot of creative freedom in this game, go forth and enjoy :)
Very nice video brother. Although i don’t play the game though. I just watch other playing on youtube
Thanks for the visit, glad you enjoyed :)
I loved the Glock9 reference
Whenever I think of hatches, he pops first into mind :)
@@pseudoposse The dude uses them like they're going out of style. But they work, so it's all good.
@@sfreemanoh Exactly on point
I'm looking at this and I'm thinking how to incorporate this into a day 1 base. I have a tower setup for now, though I'd like to go more aesthetic design later on. So I'm looking at bridge designs to drop them into a trench with ramps to bring them back up and repeat the cycle. Use spikes along the edge to deter, cage the top for vultures while protecting my dew collectors.
That sounds absolutely epic! When I did a bridge design, I used London's Tower Bridge as my aesthetic inspiration...reason I liked that one is that it has the towers on either end which could be used as storage/living space or you could turn it into the area in which you defend. I chose the former and made the base on the bridge portion itself.
I used to use upside down blade traps hung from half blocks, and they would decap zeds in one hit - not much to repair needed if any.. That was a few alphas ago though.
You can still orient them like that but they definitely don't last longer by doing so :(
Another way to limit flow is to just not have enough space for more than a few to stay on at your melee station. Let em pass a short wedge slide to get to that space and everyone just standing in line will simply slide to the ground and go on another loop.
Good suggestion! There are definitely lots of ways of using those blocks.
Luv your stuff. BUT... Much of it is way too OCD. KISS is a principle I like to follow if possible. I found experimenting with the "Wood Base Challenge" an excellent teacher for me, a relative noob.
A day 168 (7 day weeks, which is the 24th week) hoard base made from wood helped me to understand the game and keyboard use. I have used some of your ideas and many of my own to craft my own all wood bases that are viable up to and probably beyond day 168. All this for no more than about 300~400 wood blocks. That's equal to 3,000~4,000 pieces of wood. I know it is fun to DM and CM these bases but not really practical because the time and resources needed could be much better spent on other things. Keep it up coz great stuff.
I do love to obsess over my designs lol, guilty! You could easily use lots of these tips in a wood base design if that is more your style. The wedge narrows especially are an excellent choice for a wood base. I had created a working cobblestone base using wedge narrows and the 1/2 pillar 0.025 side centered shapes (shown somewhere in the video, and a separate video on the channel) built of a cliffside that probably uses about 150-200 blocks. That could also be converted to wood with some minor changes to account for wood's lower horizontal support.
I can definitely understand the desire to spend time doing other things instead of resource gathering. That is why I have taco in our playthroughs to grab it all for me so I can build and fulfill my OCD :D
Have you tried cellar doors in builds? I have started liking them for grenade shoots and rocket launch stations.
I haven't used those a lot but that is a good idea! I'll have to mess around with those more
Well done
BRB, gonna get me a PhD in Engineering design and rewatch this video
Sounds good, see you in about a half a decade :D
It's embarrassing how little effort Glock 9 puts into his base design. He has a stunted development as far as seeing what his possible in this game. Thanks for sharing these interesting base ideas.
Glad you like the base designs!
wow how are u at 2.2k sub u should have more like 500k ur amazing man keepp it up !!!
Thanks that means a lot!
Water is everywhere there is water ... got it! :D
Happy to clear that up 😁
All you ever need is some cement blocks, pole walkway, electric wires and sniper.
That definitely will work :)
big moat always works
Definitely would work well
@@pseudoposse darkness falls definitely throws a wrench into the moat plan, last play through i did me and a friend took over a skyscraper, cant remember which one, but made it simple to create plenty of choke points along thhe way up :P
So I went to use the Wedge Narrow Low block with the old Wizard Tower style base where the zombie's inability to corner works against them, but I figured the wedge narrow low, instead of the half block might work.
Welp, accidental AFK base.
Sometimes the best thins happen by accident :D
here's a thing that i have been doing. i just build a horde base and place my forges, work benches and storage out in the open 150 meters or so from my horde base. i have noticed that the zombies do not touch that stuff. i also place my horde base (fighting position part), up against a trader compound, that helps direct the zombies to the stairs to get to me. what i would like to know is, will this set up still work in end game or with darkness falls or any other of that type of modding?
So placing your benches/storage that far away should work in any mod during the horde as zombies will spawn 40 or so blocks from you; well within the 150 block distance from you and your base. As zombies have no reason to head towards your belongings, those should remain untouched no matter what mod you use.
As for the trader compound, that may not work in other mods. I think some mods like DF remove the compound's indestructible state allowing the blocks to be destroyed. So building up against the side of a trader may provide as much protection as building up against a regular POI.
regarding the pathing of zombies: is it still true that they only pass correctly over centered blocks? so a centered 0.25m pillar would work as a path but the corner variant of the same block won't?
That is absolutely correct. If it is centered, they see it as a path. Corners are not considered paths.
hey very nice video but what mod is that with all those wierd zombies
Thanks! The enemies shown there were some mods I made. I created a simple UI that can automatically generate all the mod files for a variety of mods including the enemies here. So you can change the stats (HP, damage, etc) of all enemies for example from dropdown menus (or typing in a value) and click a button to create all the files.
www.nexusmods.com/7daystodie/mods/3345?tab=files&BH=0
7daystodiemods.com/mod-generation-gui/
NICE!
Thank you! Cheers!
I would like to see this concept with a smn necro.
What mod allows you to see the orientation of trap doors? I have tried looking for it and I just have no luck.
Not using any mod. The gane just does that
what is that big zombie at 4:52?
That is a modded enemy, created from my mod generation user interface application I built. You can find that here: www.nexusmods.com/7daystodie/mods/3345
The amount of tips and contents bro 🩵 lov it
Awesome! We're glad it is helpful :)
what mods are causing those non standard mobs? Looked like a kraken, a succubus and a few others that are not base game.
That would be the mod darkness falls.
I noticed that when i play with my 1 friend and at 21. day there was no bomber zombie but when i play with 3 more friends co op there was bomber zombie. Does coop player number affects horde attacks?
So what determines horde difficulty (called gamestage) is player level, days survived, and the difficulty setting. When you have multiple people in a party, it will increase gamestage. It has diminishing returns so 2 people won't double the gamestage.
@@pseudoposse thanks for the response your videos and contents amazing!! I love them started to watch your every video ,,!
Haha the glock9 refrence. true story
The man does love them hatches 😁
Could you please upload the scren of the vlock you choose. You speak very fast and it gets lost. Show us the build guild how you are building.
A lot of the tips in the video have a corresponding video on our channel for a particular build. If you check out the description, look for the tip number and locate the video(s) associated with that tip. It will have more information :)
I'm pretty sure my brain just melted and is oozing out my ears..
That sounds like the first step toward zombification :D
Ok im just a noob so here we go=) my base is biult mostly in water and my problem is that zombies spawn outside base in the water and start pounding on it insted of spawning on land and follow my path that ive done for them anyone got any suggestion on how to like control the spawn place on horde night?
As of alpha 21, zombies will spawn in water. You can prevent them from spawning in the region you built with player placed blocks but that is not very realistic to do in the water. It sounds like the only way into your base is from the shore? If you are standing far into the water, then the entrance to the shore would be too far away. If the zombies feel the direct path to you is too long, they'll beat on your structure instead of walking the path. You'll need to create a path from within the water to your main path to fix the problem. If you make a path in the water itself, they will follow it despite being able to swim over it. But the underwater path needs to connect to your main path, otherwise they'll ignore it.
Hope that helps!
"Pick a Glock 9 video at random" LOL😂
I stand by it 😁
Is it still aplicable in 1.0? I mean its kind of dumb question cus video its 7 month prior to 1.0 but what u think still gonna tick
It all still works on 1.0 🙂
big zombies, octopuses? is this waiting for us later, or is this from mods?
That would be mods :)
Do you have your creative world settings somewhere ? I’d love to use them .
You mean the settings for the RWG? Or the game settings like difficulty, zombie speed, etc?
@@pseudoposse like when your doing your builds in creative , is there specific settings you have so there’s less zombies or more flat terrain , ect ext . I’m new and want to go to creative to test some thing but don’t know what settings to put on .
35:44 why are there zombies that big in the game?
That is the darkness falls mod.
man i just clicked on this to find out why the small hoard for practice before hoard night wants to just beat on my walls instead of following the path i made for them XD guess its too long :/ welp here goes hoard night D35
Update; holy crap that was 4x the zombies from last time and my fort fell. dont put a ground level walk way to your 2nd lv shooting tower thank goodness i left it as wood but dam they broke in by 1am and i had to flee to my back up cubby and nearly burnt myself to death with molotifs lmao, yea might have to wait on this game till full release to get back into a play through but was hella fun 35 hours donated
That sounds very fun and dramatic! Hoped the tips helped with your base :)
Holy shit 🤯
Hello. Beautiful - but reliability lies in simplicity
Quite true
"Shitehawk", not Shit-hawk.
If you insist 🤷♂
@@pseudoposse it's been spoken of that way for generations. Portsmouth dockyard. Always a problem with the buggers "repainting" warships.
♥
Remember when 7D2D wasn't about building bases from the Gladiators TV show from the 90s to abuse pathing?
Way back in the early alphas...I recall the old days. But after all the zombies earned their degrees in structural engineering, now it is a requirement to building that way.
Pepperidge farms remembers
Mate u could have made 2 video for aproximately 20 min with those tips i cant get through (expecially that english is not my native xD)
You can watch the first half, pause, and watch the last half at your leisure :)
Way to adhd to even comprehend everything your giving out so fast wish you could slow it down and break this up
tip 67: the way this is explain is incredibly poor, its not the falling 11blocks that prevent the rage mode, its the being 11blocks away from the player
It is more than just a pure 11 block distance from the player. I've done plenty of bases in which I am far beyond 11 blocks distance, but the zombies fall a shorter distance down (like 8 or 9 blocks) and consistently go into rage mode. In his test setup that worked, he was 11 blocks high, but in effect further than 11 blocks from the actual landing position to the player.
sad, they all end up looking the same and doing the same exploits
ewww glock9 🙄
do something where you don't exploit the flawed zombie pathing AI
Well.. Pros doesnt even need a horde base to survive horde nights 😂