Based on your final stretch of maze, seems like the way to go is to make a narrow hallway and arrange the fence so it runs the length of the hallway. This way you only need two posts, with the end point next to you in a way that you can repair it.
Ok so by now I think at least 1k people mentioned this but at least by A20 the rules were already different: When you connect two electric fence starting from fence A and ending on fence B, it's fence B that takes damage. When you chain up three or more fences you start from fence A and link it to fence B, and then from B to fence C (etc.), fence B is receiving from fence A so, fence B takes damage when that link gets triggered. At the same time since fence C is receiving from fence B, fence C will take damage when their link gets triggered. Basically chain linking your fences means all your fences are prone to taking damage except the first one getting power, so ideally you'll want to keep them in pairs and keep the receiving ones within reach so you can repair them.
Honestly, I never remember it working in any way other than that OP just described. Always repaired second fence or "B" fence in between two fences link if it was triggered. Maybe I just forgot, because it is big time gap between each alpha version. So when I watched this video and Capp saying "last fence", I was like, huh? Are you sure about that? But actually these kind of videos from @capp00 got me subscribed years ago.
I haven't yet figured out the full rules for the electric fences now, but the current hypothesis (which seems to be working okay for now) is that for any given 'chain', every 3rd fencepost (not counting the post in the entire setup) takes the damage. E.g. if I have a chain of 4. #1 is the starting point (no damage). #2 (1 out) takes no damage. #3 (2 out) takes no damage. #4 (3 out) takes damage. And so on. If I had a chain of 12 posts, #4, #7, and #10 would take damage, so every multiple of 3, plus 1.
@@shadowalkerwho Interesting, though I've seen posts coupled where both ends took damage. (E.g. One of my setups had a fence stretch across a ditch to stop the Zs so they could be hit from behind by shotgun turrets. As you noted, the one on the receiving end would take damage. However, there was a final connection from that post up to my fighting area (I'd set it up that way because, like Capp, I thought it was only the last one to take damage); this section protected the door into the interior of the base (sometimes the Zs would attack it), and both the sending and receiving posts were damaged. Maybe an addendum if there's a posts on 2 active sections, both are damaged? Don't know. Nice post though.
@@jeffreyestahl Posts can be damaged just like regular blocks too. I've had lots of fence posts damaged by cop spit and explosions. If you have 3 posts with Post1 connected to the power source and Post2, and Post2 receiving power from Post1 and providing power to Post3, Post 3 only receiving power from Post2 and no down stream connections Post 2 will get damaged when a Z walks through the line connecting Post1 & Post2, Post3 will take damage when a Z walks through the line connecting Post2 & Post3. Post1 will not take damage as a result of shocks delivered anywhere on the chain. As the fence posts only accept 1 input line you can NOT close that loop back up from Post3 to Post1 and still have the fence posts powered. So you either misunderstood your wiring setup or your fence post was damaged by something other than wear and tear from delivering electrical shocks. PS: shotgun turrets are notorious for collateral damage, that's probably what was damaging your source post. PPS: the coding to deliver damage to the "3rd down the chain" would be a pain in the ass where as coding that "the receiver on a particular segment receives the wear and tear when that segment delivers a shock" is very straight forward which is another reason I doubt it's as complicated as you're making it out to be.
This is a cool base. I was wondering if putting the ramp style blocks along the top of the walls would help to prevent them from climbing up and over. 🤔
Looks like a fail, without flying around repairing walls and building the wall higher, they would've broken through in a number of places. Be interesting to see how long it'd take to die if you just stood there in the middle without doing anything.
Idk, I started playing in Alpha 21. Electric fence posts have always worked like this for me: I connect two electric fence posts (a pair of them, if you will). First one of the pair never takes any damage and the last one (of the pair) always takes all the damage. Since I have never connected more than two together, I can only guess at this point. But, it appears that if you have them in a series: power source > switch > electric wire relay > electric fence post #1 > electric fence post #2 > electric fence post #3 > electric fence post #4 > electric fence post #5 > etc), with a powered wire between each electric fence post in the series, I think the 'mechanic' of it works by damaging the furthest electric fence post. Possible problem being no way to actually reach/repair that last one of the series to repair it, since it is located outside the base. I mean, with your setup/all those electric fence posts (EFP) in a series, I would have guessed that the final EFP #28 in the series should have taken the most damage. Turns out, for this spiral maze of 'hallways', each pair of EFP seemed to only damage the furthest versus closer/nearer EFP. ie zombie walks into a powered wire (between two EFP) causing the furthest EFP to take damage. The bonus here being, since you used 28 EFP and a switch, power usage was below 150, so you probably only need 4 engines in the generator bank (unless my math is off). Aside from all of that, when I do my raised platform with EFP wires, I started out only having a floor (raised platform) for them to walk on that was 1-block wide. Then, I made it 2-blocks wide. Then, I added side walls and things for them to jump over, but removed that and added a roof. So, now the area where the zombies are shocked is 2-blocks wide and 2-blocks high, preventing the zombies-in-a-waiting line from jumping on top of the zombie in-front of them. Also, the killzone/window I shoot/attack from faces this 'corridor' of zombies shocked by the EFP, so the zombies are essentially held still, making head-shots easier to use 1 bullet to kill each zombie in early- to mid-game play. Then, later on radiated bikers, wights, cops, demolishers, and dire wolves can take 4-6 bullets from a maxed-out sniper rifle. The 'real' test in my mind is walking to each EFP and repairing them during an active bloodmoon. For my set of 36 EFP (18 pairs), they are all in a line; the left side/wing of the horde base has the power (2 generator banks), 2 switches, 3 electric power relays, and the 'first' EFP of each pair; the right side/wing of the horde base has the 'second' EFP of each pair. Only the EFP of the right side/wing take damage, so when I hear one or more EFP are 'broken', they make a specific sound and I know to make repairs (forged iron and electric parts). For wiring my first 9 pairs of EFP, wire goes from generator bank #1, to switch #1, to electric wire relay #1, then a separate wire goes to each EFP 1-9 on the left wing; then, connect EFP pairs on the left 1-9 with EFP on the right 1-9. For wiring my other 9 pairs of EFP, wire goes from generator bank #2, to switch #2, to electric wire relay #2, to electric wire relay #3, then a separate wire goes to each EFP 10-18 on the left wing; then, connect EFP pairs on the left 10-18 with EFP on the right 10-18. Because the EFP wires #10-18 are further away from me and #18 is the first wire any zombies get stunned by, #18 and #17 are the EFP that need repairs most often. All that being said, this maze is still kind of interesting. Do you have any plans to actually test this in a real game for a full bloodmoon/horde night and see how well it does? Imagine 8-16 dire wolves, other zombies that just end up jumping over all your walls, or similar situations when all the zombies come from all directions. Try putting 8 groups of 8 zombies from all directions and see what happens?
@@capp00 I've been playing since A14 and watching your videos since around that time (give or take) and I learned almost everything I knew at that time from YOU. You know a day 70 (or even day 700) is irrelevant. Game stage determines the horde i.e. player level, days alive and all that jazz. . ;)
Hey Capp, first off, great video and really cool horde maze. I'll have to give it a try on console. I've got a couple of questions. What was the distance between where you were standing and the section of wall they decided to begin destroying? Was it less than 14 blocks? Do you use a persistent loot bag mod? On console, the loot bags only stick around for 20 irl minutes, making it really suck during horde nights because you often wind up missing out on a ton of good loot because it despawns before you can safely grab it. Thanks for the new ideas 💡 👍
i like the maze. i wonder if u added a lip to the outer wall would prevent them jumpin the wall like the ramp upside down. i appreciate u doing these test
I could be wrong, but I’m pretty sure that got fixed in b334, this vid is in b333. I’m on Xbox series S and the last fence in my chain is only one that takes damage .
If you daisy-chain all them together, they'll all take damage except for the first one, it works best if you wire everything from the outside in where you can just repair them on the ends. Also worth noting if you daisy-chain them together, instead of separately, if one post gets broken it'll interrupt your chain and the rest will quit working
Great video, Capp! I was wondering if having a "backup" line (from a different switch) going out a different direction would be good, just in case you lose one electric fence, you'd still have one (or more) for backup purposes? Can electrical lines cross each other without messing up the other lines? I'm just curious! 🤔👍
I think you're misremembering, it's always the 'receiving' post of the electrical fence that takes the damage. so 1>2(damage).3 if not hit by zombies takes no damage, if it does zap zombies, it also takes damage> etc down the line.
so a series that is zig-zag to each post always having zombies zapped all but the very 1st pole takes damage, if in a 'box' where one connection is inside a wall, only the ones on one side of the build take damage. (exception is explosion damage of course.)
I only joined at alpha 18 but everybody else that plays 7 Days to die plays it like the last electrical post is the one you fix so why don't you make your maze with a run around in between you double your maze you don't make it all single and double your maze so that you can run out and fix all the second posts is that an option or I don't know I haven't played the game long enough I'd appreciate the help even though I can't play anymore I kind of spilled coffee on my gaming computer and now I'm kind of screwed cuz I don't got internet except on my phone Go ahead everybody laugh it's okay I understand lol
A lot easier to turn on & off, plus you can leave the generator running all the time, have multiple switches so you can power just partial areas on if you want.
I'm disappointed. This isn't a maze for Electric Zombies. And maybe the amount of damage has to do with the cumulative time spent electrocuting zombies in zombie-hours? So 2 zombies electrocuted for one hour would equal 2 zombie-hours.
Woodle discovered that Zoms dont like to cross those road pillar block (Not sure the name but its in his new testing workd video) perhaps you could line the base with that as a exterior maintinance wall that will channel them to the only entrance
??? This wouldn't even survive a day 14 horse!? If your new please dont follow this unless you love dieing! Plenty of good videos out there on base build
You clearly didn't watch the video. I ran it against a day 70 horde, on Warrior. Survived just fine. In fact, I took zero damage. Maybe watch the video first. Also, I've been using this design since 2016 and guess what, it worked then too.
Didn't say it was perfect. This was a "Test" video to see if it was still totally viable in 1.0. Anybody can take the concept and add to/change whatever they want.
It worked fine. The only negative you can say is that Capp repaired Some blocks while flying, but that would not have changed the outcome. Good video Capp, will definitly try this in my playthrough 😊
@@i-am-Beir zombies will climb ontop of each other and get over the walls, also the new path finding they will no run a maze all the time sometimes they will just take the quicker route to you even if that means through the walls! This is why 99% of horde bases are off the ground with 1 clear route to you. There are videos on this if you like to take a look
Pretty much. The unfun chimps have a horrible sense of humor, being that they've been trolling players for 10yrs & people don't have a clue. Over 150,000 other small dev games have been released fully & these guys get praised for being slow & dumb.
Capp: Punishing zombies consistently since 2015.
Based on your final stretch of maze, seems like the way to go is to make a narrow hallway and arrange the fence so it runs the length of the hallway. This way you only need two posts, with the end point next to you in a way that you can repair it.
Ok so by now I think at least 1k people mentioned this but at least by A20 the rules were already different:
When you connect two electric fence starting from fence A and ending on fence B, it's fence B that takes damage.
When you chain up three or more fences you start from fence A and link it to fence B, and then from B to fence C (etc.), fence B is receiving from fence A so, fence B takes damage when that link gets triggered. At the same time since fence C is receiving from fence B, fence C will take damage when their link gets triggered.
Basically chain linking your fences means all your fences are prone to taking damage except the first one getting power, so ideally you'll want to keep them in pairs and keep the receiving ones within reach so you can repair them.
Hopefully that's not too much fencing about😅
yep thats what i do😊
@@Md936S 1k people huh? lol thats a lot
@@capp00 28 comments but they stutter.
Honestly, I never remember it working in any way other than that OP just described. Always repaired second fence or "B" fence in between two fences link if it was triggered. Maybe I just forgot, because it is big time gap between each alpha version. So when I watched this video and Capp saying "last fence", I was like, huh? Are you sure about that?
But actually these kind of videos from @capp00 got me subscribed years ago.
Interesting concept. Seems like it would be better to have a entrance to the maze on each outer corner.
You could do that, yes.
Gotta love those wolves going. "Nope, we're doing it this way.. "
Really like it Capp, will give it a go!
Your labyrinth had a distinct lack of David Bowie….and glitter. It needs more of both :)
If I could get the bog of eternal stench in here, that would be hillarious.
Another lovely video Capp thank you👍😊
I appreciate it
@@capp00 ☺☺☺
I haven't yet figured out the full rules for the electric fences now, but the current hypothesis (which seems to be working okay for now) is that for any given 'chain', every 3rd fencepost (not counting the post in the entire setup) takes the damage. E.g. if I have a chain of 4. #1 is the starting point (no damage). #2 (1 out) takes no damage. #3 (2 out) takes no damage. #4 (3 out) takes damage. And so on. If I had a chain of 12 posts, #4, #7, and #10 would take damage, so every multiple of 3, plus 1.
It's not nearly that complicated, it's the receiving post of any given segment that takes damage whenever that segment shocks a Z.
@@shadowalkerwho
Interesting, though I've seen posts coupled where both ends took damage. (E.g. One of my setups had a fence stretch across a ditch to stop the Zs so they could be hit from behind by shotgun turrets. As you noted, the one on the receiving end would take damage. However, there was a final connection from that post up to my fighting area (I'd set it up that way because, like Capp, I thought it was only the last one to take damage); this section protected the door into the interior of the base (sometimes the Zs would attack it), and both the sending and receiving posts were damaged. Maybe an addendum if there's a posts on 2 active sections, both are damaged? Don't know.
Nice post though.
@@jeffreyestahl Posts can be damaged just like regular blocks too. I've had lots of fence posts damaged by cop spit and explosions. If you have 3 posts with Post1 connected to the power source and Post2, and Post2 receiving power from Post1 and providing power to Post3, Post 3 only receiving power from Post2 and no down stream connections Post 2 will get damaged when a Z walks through the line connecting Post1 & Post2, Post3 will take damage when a Z walks through the line connecting Post2 & Post3. Post1 will not take damage as a result of shocks delivered anywhere on the chain. As the fence posts only accept 1 input line you can NOT close that loop back up from Post3 to Post1 and still have the fence posts powered. So you either misunderstood your wiring setup or your fence post was damaged by something other than wear and tear from delivering electrical shocks.
PS: shotgun turrets are notorious for collateral damage, that's probably what was damaging your source post.
PPS: the coding to deliver damage to the "3rd down the chain" would be a pain in the ass where as coding that "the receiver on a particular segment receives the wear and tear when that segment delivers a shock" is very straight forward which is another reason I doubt it's as complicated as you're making it out to be.
@@shadowalkerwho
Aye - I know. Just trying to fathom out the particulars; that's all.
Your hypothesis is worth testing.
This is a cool base. I was wondering if putting the ramp style blocks along the top of the walls would help to prevent them from climbing up and over. 🤔
Looks like a fail, without flying around repairing walls and building the wall higher, they would've broken through in a number of places. Be interesting to see how long it'd take to die if you just stood there in the middle without doing anything.
Not at all. Worst case, if they broke through where they were hitting, they'd still be right in the middle of the electric wires.
Always funny watching zeds getting their goo wrecked by shocky shocky fun
Never can trust a zombie to work the way you want them to
Good video capp00❤
Thank you!
Thanks capp00 lmao on this maze thanks. For the best laff I've had in a long long time
You're welcome?
Capp, josh has Woodle Park , you have Capp's Cabaret
Algorithmic Engagement Comment, keep up the great videos and may the TH-cam overlords smile on you, and never demonetize you.
Guess you can call it an aMAZEng base
Yes you can
Idk, I started playing in Alpha 21. Electric fence posts have always worked like this for me: I connect two electric fence posts (a pair of them, if you will). First one of the pair never takes any damage and the last one (of the pair) always takes all the damage. Since I have never connected more than two together, I can only guess at this point. But, it appears that if you have them in a series: power source > switch > electric wire relay > electric fence post #1 > electric fence post #2 > electric fence post #3 > electric fence post #4 > electric fence post #5 > etc), with a powered wire between each electric fence post in the series, I think the 'mechanic' of it works by damaging the furthest electric fence post. Possible problem being no way to actually reach/repair that last one of the series to repair it, since it is located outside the base.
I mean, with your setup/all those electric fence posts (EFP) in a series, I would have guessed that the final EFP #28 in the series should have taken the most damage. Turns out, for this spiral maze of 'hallways', each pair of EFP seemed to only damage the furthest versus closer/nearer EFP. ie zombie walks into a powered wire (between two EFP) causing the furthest EFP to take damage. The bonus here being, since you used 28 EFP and a switch, power usage was below 150, so you probably only need 4 engines in the generator bank (unless my math is off).
Aside from all of that, when I do my raised platform with EFP wires, I started out only having a floor (raised platform) for them to walk on that was 1-block wide. Then, I made it 2-blocks wide. Then, I added side walls and things for them to jump over, but removed that and added a roof. So, now the area where the zombies are shocked is 2-blocks wide and 2-blocks high, preventing the zombies-in-a-waiting line from jumping on top of the zombie in-front of them. Also, the killzone/window I shoot/attack from faces this 'corridor' of zombies shocked by the EFP, so the zombies are essentially held still, making head-shots easier to use 1 bullet to kill each zombie in early- to mid-game play. Then, later on radiated bikers, wights, cops, demolishers, and dire wolves can take 4-6 bullets from a maxed-out sniper rifle.
The 'real' test in my mind is walking to each EFP and repairing them during an active bloodmoon. For my set of 36 EFP (18 pairs), they are all in a line; the left side/wing of the horde base has the power (2 generator banks), 2 switches, 3 electric power relays, and the 'first' EFP of each pair; the right side/wing of the horde base has the 'second' EFP of each pair. Only the EFP of the right side/wing take damage, so when I hear one or more EFP are 'broken', they make a specific sound and I know to make repairs (forged iron and electric parts).
For wiring my first 9 pairs of EFP, wire goes from generator bank #1, to switch #1, to electric wire relay #1, then a separate wire goes to each EFP 1-9 on the left wing; then, connect EFP pairs on the left 1-9 with EFP on the right 1-9. For wiring my other 9 pairs of EFP, wire goes from generator bank #2, to switch #2, to electric wire relay #2, to electric wire relay #3, then a separate wire goes to each EFP 10-18 on the left wing; then, connect EFP pairs on the left 10-18 with EFP on the right 10-18. Because the EFP wires #10-18 are further away from me and #18 is the first wire any zombies get stunned by, #18 and #17 are the EFP that need repairs most often.
All that being said, this maze is still kind of interesting. Do you have any plans to actually test this in a real game for a full bloodmoon/horde night and see how well it does? Imagine 8-16 dire wolves, other zombies that just end up jumping over all your walls, or similar situations when all the zombies come from all directions. Try putting 8 groups of 8 zombies from all directions and see what happens?
I ran this against a day 70 blood moon horde in this video.
@@capp00 I've been playing since A14 and watching your videos since around that time (give or take) and I learned almost everything I knew at that time from YOU. You know a day 70 (or even day 700) is irrelevant. Game stage determines the horde i.e. player level, days alive and all that jazz. . ;)
@@zombiecharger65 Gamestage = Player Level + Days Survived * 1.2. So the day 70 or 700 does matter.
thanks Capp
a Force field would work great here to keep them entering into the correct entry point
There you go! That's what these videos are about. Coming up with an idea, testing it and letting others run with it.
This is a cool base idea. I might try one like this
Go for it. Feel free to mix it up to make it your own.
Yes, a tutorial experiment.😁
my dear Capp make the MAZE 4 blocks high and upgrade it to steel.
Could you do a video explaining the different weapon add ons, like the fire 🔥 or spikes for the bats or chokes for shotguns.
Awesome How to Video Capp
Hi Nat, thank you :)
I place burning barrels near my entrance to attract zimbies
cool fun idea
Hey Capp, first off, great video and really cool horde maze.
I'll have to give it a try on console.
I've got a couple of questions.
What was the distance between where you were standing and the section of wall they decided to begin destroying?
Was it less than 14 blocks?
Do you use a persistent loot bag mod? On console, the loot bags only stick around for 20 irl minutes, making it really suck during horde nights because you often wind up missing out on a ton of good loot because it despawns before you can safely grab it.
Thanks for the new ideas 💡 👍
i like the maze. i wonder if u added a lip to the outer wall would prevent them jumpin the wall like the ramp upside down. i appreciate u doing these test
It definitely would. Or just build it 3-4 blocks tall and you should be good.
I could be wrong, but I’m pretty sure that got fixed in b334, this vid is in b333. I’m on Xbox series S and the last fence in my chain is only one that takes damage .
If you daisy-chain all them together, they'll all take damage except for the first one, it works best if you wire everything from the outside in where you can just repair them on the ends. Also worth noting if you daisy-chain them together, instead of separately, if one post gets broken it'll interrupt your chain and the rest will quit working
More of a spiral base rather than a maze. You could have a enterance on both sides.
Yeah, it's actually a Labyrinth, but Maze is easier to spell lol
Great video, Capp! I was wondering if having a "backup" line (from a different switch) going out a different direction would be good, just in case you lose one electric fence, you'd still have one (or more) for backup purposes? Can electrical lines cross each other without messing up the other lines? I'm just curious! 🤔👍
Yes, Redundancy is always a good idea.
Yummmm...Fried Zombies 🤢
I think you're misremembering, it's always the 'receiving' post of the electrical fence that takes the damage. so 1>2(damage).3 if not hit by zombies takes no damage, if it does zap zombies, it also takes damage> etc down the line.
so a series that is zig-zag to each post always having zombies zapped all but the very 1st pole takes damage, if in a 'box' where one connection is inside a wall, only the ones on one side of the build take damage. (exception is explosion damage of course.)
Thanks for your videos cap I really do appreciate him you Glock Josh echo Skippy even sorry Skippy I said skippy even lol
What is the difference between a maze and a labyrinth?
Edit: Google says maze is multi-path, labyrinth is one path.
A Maze has multiple paths that can be taken to get through, whereas a Labyrinth usually has just 1 path to get to the center.
Sons of beaches
I only joined at alpha 18 but everybody else that plays 7 Days to die plays it like the last electrical post is the one you fix so why don't you make your maze with a run around in between you double your maze you don't make it all single and double your maze so that you can run out and fix all the second posts is that an option or I don't know I haven't played the game long enough I'd appreciate the help even though I can't play anymore I kind of spilled coffee on my gaming computer and now I'm kind of screwed cuz I don't got internet except on my phone Go ahead everybody laugh it's okay I understand lol
Why use a switch? The generators have switches built in. I have never used a switch but maybe I'm missing something...nice base.
A lot easier to turn on & off, plus you can leave the generator running all the time, have multiple switches so you can power just partial areas on if you want.
wish we could do this on ps4 console version of rhe game
But what about demos ? If a few showed up wouldnt they kill the chain
Electric lines don't trigger their button.
Did you pay admission to JaWoodle Park?
@@kyleborders420 they ruined my test zone (football stadium) so I had to move to the desert
I'm disappointed. This isn't a maze for Electric Zombies. And maybe the amount of damage has to do with the cumulative time spent electrocuting zombies in zombie-hours? So 2 zombies electrocuted for one hour would equal 2 zombie-hours.
You sound different capp, better.
Odd. Thanks. I've changed nothing about my recording setup.
Woodle discovered that Zoms dont like to cross those road pillar block (Not sure the name but its in his new testing workd video) perhaps you could line the base with that as a exterior maintinance wall that will channel them to the only entrance
Yeah, I considered using those, but running it as a horde base, it wouldn't block the pukers.
??? This wouldn't even survive a day 14 horse!? If your new please dont follow this unless you love dieing! Plenty of good videos out there on base build
You clearly didn't watch the video. I ran it against a day 70 horde, on Warrior. Survived just fine. In fact, I took zero damage. Maybe watch the video first. Also, I've been using this design since 2016 and guess what, it worked then too.
@@capp00 there are clearly flaws that other people have also pointed out?
Didn't say it was perfect. This was a "Test" video to see if it was still totally viable in 1.0. Anybody can take the concept and add to/change whatever they want.
It worked fine. The only negative you can say is that Capp repaired Some blocks while flying, but that would not have changed the outcome. Good video Capp, will definitly try this in my playthrough 😊
@@i-am-Beir zombies will climb ontop of each other and get over the walls, also the new path finding they will no run a maze all the time sometimes they will just take the quicker route to you even if that means through the walls! This is why 99% of horde bases are off the ground with 1 clear route to you. There are videos on this if you like to take a look
game is crap
Pretty much. The unfun chimps have a horrible sense of humor, being that they've been trolling players for 10yrs & people don't have a clue. Over 150,000 other small dev games have been released fully & these guys get praised for being slow & dumb.