TFP be like: Update 1. Invisible walls around all traders to the highest block except entrances. 2. Vehicles are no longer allowed through trader gates. 3. Updates have nothing to do with a certain youtuber.
reading this, I had a thought of cheesing it more by putting a wedge60 tip block as a little ramp down to where u stand & the sledge sits so its always hitting parallel or above, maybe that'd work?
@@GoshJosh Tried that, it didn't seem to make any difference. It *might* work if you could get them lined up that little bit higher, but with how close you need to build to the trader's wall, i don't see it working well. Sammy just isn't that accurate at hitting them parallel or angled up.
Yeah, I thought ladders up to a couple blocks, then they run center and get hit. Even better, if you can get them a half block ABOVE the sledge, I think it will just send them sky high.
As stated below, you need to back up Sammy,, he LIMP hits when the STAFF is mostly CLIPPING the Zombie as he attacks. You keep placing it with the end of the rod OVER the ladder, back him up so that he can get full THRUST with the attack.
Ok, Joshie. I don’t think you can go all the way to another trader on horde night. As soon as you go out of render range of your captives, the game will spawn more. Might also be the case if you go inside a building and the game renders the inside. I’ll have to experiment.
I think that he is hitting them while they are still really low. Perhaps get them off of the ladder by bringing your door and Sammy back one block you may have more luck. Also if you brought Sammy back a couple of inches so he is not so close to the door too? An interesting change that you could do is to install a door on the other side of the crown 3 sided that way if you have to repair you can just reach through and close it or an upper and lower hatch would also work. To be fair, when you said that Rekt had value... His value was literally throwing zombies in his compound. So no he doesn't have value, he's just an easy zombie receptacle lol
Move back at the top one block so zombies get all the way up before getting bonked. Also pretty sure horde zombies despawn if you move too far away...wish you had tested that.
No, it just needs to stay where it is now @@Tom_Plays_Games. The current time frame actually lines up better with the solar cycle then when they jump the time forward an hour. I think if they would just leave it where it is now and move us forward without ever thinking about it again, a lot of the exhaustion and circadian rhythm problems that people have would actually go away.
Two things... 1) The angle at which the turret punches must be at least SLIGHTLY upward (the more upward the angle, the better). If it's level, or pointing down AT ALL (no matter how little)...they just fall almost straight down. 2) it's catching zombies because it's punching THROUGH them at maximum extension, and then they get caught on the piston as it retracts, completely cancelling any outward momentum they had from the punch. It ruins even a proper upward punch from it, though apparently less often because a sufficient upward angle prevents the turret from punching through the zombie at max extension most of the time. I could see it in your demonstration version at the beginning, too. Almost half the zombies were splatting on the ground rather than landing in the pit. You need to devise a way to consistently get the turret to aim UP at zombies. You'll also have to find a way to keep them just far enough away so that the piston only impacts them at max extension and not before. Not really sure how to pull that off, just off the top of my head.
I've built a horde base on the side of Rekt's compound. More of a trational setup running sideways, so the second buildable block line has my zombie catwalk. In the third buildable Blockline, attached to my zombie catwalk sits a robo sledge. That's much farther away then your experiment but the sledge will occasionally still succeed tossing some zombies into the trader base or at least bonk them off of the zombie catwalk so they have to get up again. Even the worst hordes become managable despite my own ham-handedness. But even when the game decides to be a male reproductive organ and has two demos run up the ramp at once the robosledge will make that more managable. I do have to get creative with reparing the gap where blocks are destructible but not placable, i'm creating dirt towers as close as i can and collapse them, with some luck the dirt will build itself into the non-buildable places. That works well enough. If the blocks in the non placable but destructible gap are damaged but still there you can repair them with your Nailgun and clay :p
Josh your completely missing the fact that the road dash line is over the trench you dug covering the destroyed trench preventing you from building. get rid of the dashes then you can build 2 blocks closer.
Based on experience with my current base, you get better air with the zombies if the sledge turret is punching at a zombie one block higher. And making them jump up onto that last block and pause to catch their balance certainly doesn't hurt.
The amount of knockback is proportional to the damage being dealt I believe. Check the difference in distance between a t1 turret with no mods or skill points and a t6 with full mods and skill points (including weighted head mod). It should be more apparent. Also have the ladders come up the side of a block they can stand on in front of sammy and have him just a little back from the window.
Also, shift a couple of spots over so that the ones that flop still land on the indestructable spikes and take bleeding damage. I did the moat around the trader a couple years ago and built up concrete plates on the inside to build platforms on. Worked like a treat. Just had to deal with birds and spiders.
if you can set sammy half a block lower than where the zeds are they will in general get the uppercut yeet which sends them farther, also to maximize stun baton your double ladder is actually better as that 'grouping up' you talked about actually maximizes the batons crowd control attacks and electro yeets same as like the group knockback of the sledgehammer but with a light attack.
if you put all the zombies into the compound, can you ride a bike without having a flock of super vultures appear? and can you completely leave the area, or will they respawn if you go to far?
Need to allow the zombies to get all the way to the top and on level before they get smacked. then you'll get 100% range. He literally had to build a back board for that old base to stop them from flying so far. Why isnt he applying that knowledge here? lmao
It looks like the zombies get launched farther when sammy hits them from below. Ideally, you want sammy to aim up. You could try adding a block to try to make sammy aim up, or at least not down. From using robot turrets for horde night, I know they can aim down 30 degrees on a ramp made of wedge60 blocks, so you could try using a wedge60 block. But having the zombies come up the ladder into sammy's position means they're coming from below. You could also have the zombies run along a walkway towards you at 90 degrees to where sammy is, and they get bonked to the side. If you can get sammy a little below them, you might be able to get him to aim up, but since zombies tend to be tall and sammy is short, he might just aim upwards if he's on the same level as they are.
Regarding the Shredder Base I was thinking you could easily add Scafolding Ladders flush up to one side of the pit running all the way down the pit, say between the pit and the base foundation. This would allow you to climb down the ladder and repair the blade traps through it. I'm really surprised that I have not seen anyone else doing something like this. Even experimenting. It's not a bad idea, especially at Rekt's compound. I have heard, tho, that if on horde night you don't get any zombies if you go into a POI and destroy a zombie it kicks off the Horde Night again. This could be an old mechanic given that horde nights last all night now. Also, the only time they would respawn, I suppose, is when one would finish themselves on the barbed wire. Cheers.
The concept is amazing. I'm so trying this! If you put Sammy on a slightly lowered block it'll punch upward and create a nicer arc. Zombie ballistics FTW.
You can use a design similar to this in your new base. You can find an easy access for the zombies and yeet them through a window. By the time they find their way back to you, they will probably have lost their destroy area mode and you can send them flying again with a charged baton.
All the barbed wire on the outside of Bobs maybe useful; if you can dig up to the wire you could create a "shortest path" that involves running the length of Bobs compound through all the (non degrading) wire to get to you. -- maybe worth a go
As some other comments have said, where the sledge (or baton, for that matter) is aiming effects the trajectory. The baton's a little more generous than the sledge in that aspect, in my experience, but you still get best results for having them even with- or above the sledge as it swings. Shame the time I decided to mess around with this was in Darkness Falls and I discovered the lack of trader protection.
When zombs jumped and sammy hit while they were in their jumping motion, it was always a big hit. perhaps changing the zombie approach and making them jump over something to approach sammy may make a lower option viable?
You may want to revisit your mega-loop base, I have noticed that (from about a week ago) Zombies will rather jump towards you than follow a path that lead then away !
if the thumper notices the zed while pointing down, you get a floppy hit, if the thumper is pointing up, you get a flier. so build it in a way that the thumper notices the zombie at a better angle. possibly add a weighted head mod to the turret?
They definitely can get over the fence, I have had them approach me as I come out from buying stuff. Turned out they were using each other as ladders to get over the gate.
I wonder if using a block for them to stand on would work better for launching them. It almost seems like if the turret punches lower while they are on the ladder it just knocks them off, but if they are high enough it punts them. Perhaps having the ladder a couple blocks away, or a ramp style going up to it might get more consistent results?
Once you get into playing/testing with mods, mind making a video (or series) with "elite" zeds that have guns and can fire back. Would love to see a JaWoodle take...Woodletake™(?...think about it) on how to cheese a horde night to survive or make something that can withstand their block breaking attacks and you not being Swiss-Cheesed. Thanks JaWoodle, love your work!
I can't remember but someone made a video of this before 1.0 he yeeted every horde inside the trader. That's why TFP blocked building close to trader walls.
Try giving the zombz a platform to stand on at the top. Most of the who were hit well flew several blocks past the top of the fence so giving one block won't hinder the effort
great video Like the idea of using the trader base as a horde night hold all :) but how about if you build the tower back a bit further so when sammy hit them you could have like a zombie chute to make sure they get knocked over the fence.
try using a lvl 1 stun baton when u do that, the better the quality the higher the damage it does. it may only drop the damage by a tiny bit, but every number counts when fighting
How about adding some walkway? I mean, zombies go up the ladder onto the walkway. Then via ~5 blocks walkway to your position. On the side of walkway place 2 punch turrets. This way they punch sideways instead of down. Should get more zombies to the other side :) Also should solve the issue of having several zombies in front of turret.
if u made an elevated track parallel to the fence and deadleg them from the side with the ram as they run down the track toward your position, it should have them zinging over consistently
Very interesting results. As others have pointed out, it seems the "floppies" happen based on when the sledge impacts them while its pointed at a downwards angle. Maybe doing ramp that forces them to come from the sides could make sure their center of mass is high enough to send them farther? Also, I was mildly surprised that at Bob's base you didn’t try to take advantage of the in small barbed wire fences (not the wire on top of the main fence, and by the way it's specifically called "concertina wire" because of the way it collapses into dense rolls for easier transport) in front to eventually take care of any persistent floppies. However I guess you were focused on merely trapping them. Although I'm not sure that will help as I think if no PC is in render range of the Blood Moon horde it will despawn and a new one is created within render distance. Edit: I also I don’t want to advertise another channel in your comments @JaWoodle, but another channel that does even deeper dives into zombie behavior than you proved via experiment that in 1.0 (and 1.1 and later) zombies will preferentially move towards any doorways (including gates, normal doors, hatches, etc...) en route to a player until the doorway is seperated from them by ~5 full blocks of concrete in all directions. So keep that in mind in the future, as this can be creatively leveraged to control zombie pathing.
So...what happens if a falling zombie hits an angled block? Does the zombie land on the block? Does the zombie slide 1 block over and continue falling straight down? Can you impart angled momentum? Do zombies maintain forward momentum while falling? Can you put a zombie dropper angled towards the trader and have the zombies yeet themselves in the right direction? Also Trader Hugh is going to be superior to Rekt. The taller walls, and the shorter distance to the wall will make a huge difference. Kind of shocked Woodle didn't test that at all.
you need a ramp pointing down to get the distance. Remember your zombie pong game back when. You have to hit them in a certain place on thier body to get distance.
Woodle: finds silly exploit that traps zombies inside trader compound on horde night TFP: "absolutely the fuck not" -deploys v1.2 extending the trader no-build zone another 15 blocks
if Bot is punching them before then get all the way to the top of door frame, they dont shoot across, So make a Ladder to side and a Small pole for them to Run up Even with the door frame, also try adding Weighted Head Mod
G'day Didgeridoo mate, back in the days where you could build a part floating base onto the traders walls, ive built a base like this using sammy to bonk the zombos over to rekt and then throwing molotovs at them, but i didnt use a ladder i used a normal block way where they had to jump upwards because i realized that sammy could bonk them further away over the fence when it hits them while they are jumping. dunno how it work right now though. cheers
Use the weighted head mod in your sledge gives little more punch I use this defense on hoarde night and when you have max zombies in trader you can do what you want
I do not think you can wander too far after you have them trapped. They likely will despawn when you get far enough away... and typically running on foot will result in dogs and dire wolves spawning and if you run in a vehicle you pigeons and vomiting pigeons will spawn and chase you down. You can just sit on top of almost any building if you do not want to do the horde night. Typically they do not collapse buildings. They will do a lot of damage, but likely not actually collapse the building.
I think youll find you can build a bit closer. Which will greatly enhance the push effect. If possible, I'd slow down time a bit to see any correlation between zombie behaviour and distance to the sledge. If you can find a pattern, you can alter the design to create a more favourable environment.
@Jawoodle Can you build an enclosed “race track” with turrets on top to see if it’s possible to just hop on the mini bike or motorcycle all night and cheese the horde that way?
Oh yeah josh in the previous vid stun baton day 19 when you fight the zombies in pool one of them got caught in top ladder of the pool, maybe you can test that.
Josh why don't u try putting sammy one block down so he gets zombies diagonally up. Maybe that'll help. I mean u can always send zombies flying farther with the stun button guaranteed XD
just a thought. i know if i walk off a ledge over a ladder, my character seems to catch on the ladder and it slows my character, keeping me from running off the edge and getting the distance i would get if the ladder was'nt there. Is it possible that the top rung of the ladder is "catching" on the Z's, keeping some from flying as far? Maybe stairs from the side would offer better results?
Hey Josh question. How high up does the trader protection go? Can you build over the trader compound after being X about of blocks high. If so you can build a path up and over the trader walls right?
To be fair, Trader Rekt is the guy I would want to launch zombies at.
He's got that sign over the gate, too. Makes is less likely that they can climb out. 😁
I was thinking the exact same thing
😂
TFP be like:
Update
1. Invisible walls around all traders to the highest block except entrances.
2. Vehicles are no longer allowed through trader gates.
3. Updates have nothing to do with a certain youtuber.
And a few days later a modder will put it all back in :)
I can hear it now "GD it Woodle!! Stop making be figure out how to block your shinnanigins!!"
If the turret punches below parallel to the ground, they fall short. If it hits at parallel or above, they go flying.
i also noticed this.
I was just about to say this.
reading this, I had a thought of cheesing it more by putting a wedge60 tip block as a little ramp down to where u stand & the sledge sits so its always hitting parallel or above, maybe that'd work?
@@GoshJosh Tried that, it didn't seem to make any difference. It *might* work if you could get them lined up that little bit higher, but with how close you need to build to the trader's wall, i don't see it working well. Sammy just isn't that accurate at hitting them parallel or angled up.
Sammy needs room to target, pull him back a little. I believe the zombies need to be fully off ladder. Maybe last step a basic block jump step.
He's getting a lot of glancing blows by being so close. Your jump step idea would yeet them pretty far.
II was wondering if the proximity of Sammy to the top of the ladder was having an effect
Yeah, I thought ladders up to a couple blocks, then they run center and get hit. Even better, if you can get them a half block ABOVE the sledge, I think it will just send them sky high.
@@scaryimpacts7504 oooooh, I like the half block idea!
@@scaryimpacts7504 Yes, angle of attack to determine ragdoll mechanic flight distance.
I smiled so wide when I realized that Woodle was falling in love with the Baton.. hehe!
Right?
He saw that he almost died and now hes like...alright...its good 😂😂
He always loved the stun batton, but he secretly slandered it so the fun pimps don't nerf it and buff it even more XD
Same. I run stun batons and I was just waiting for the realization of how amazing they can be to kick in and it definitely has.
I'm not baton hater, but the phrase 'not completely awful' hardly feels like falling in love, more like something you'd say if you had no choice.
Josh: "The Stun Baton might be good...Trader Rekt might be good"
Youve changed, man. XD
As stated below, you need to back up Sammy,, he LIMP hits when the STAFF is mostly CLIPPING the Zombie as he attacks. You keep placing it with the end of the rod OVER the ladder, back him up so that he can get full THRUST with the attack.
We've broken the Woodle... He RECOMMENDED the stun baton!
Hahaha 😂
Ok, Joshie. I don’t think you can go all the way to another trader on horde night. As soon as you go out of render range of your captives, the game will spawn more. Might also be the case if you go inside a building and the game renders the inside. I’ll have to experiment.
I think that he is hitting them while they are still really low. Perhaps get them off of the ladder by bringing your door and Sammy back one block you may have more luck. Also if you brought Sammy back a couple of inches so he is not so close to the door too? An interesting change that you could do is to install a door on the other side of the crown 3 sided that way if you have to repair you can just reach through and close it or an upper and lower hatch would also work.
To be fair, when you said that Rekt had value... His value was literally throwing zombies in his compound. So no he doesn't have value, he's just an easy zombie receptacle lol
Move back at the top one block so zombies get all the way up before getting bonked. Also pretty sure horde zombies despawn if you move too far away...wish you had tested that.
Use the old “ramp” style and you could send bears and dogs over too.
Fun Pimps are going to add Trader Teleport to zombies now 😂
They're gonna have to figure something out, but no matter what they do, Woodle will be there to break it all over again!
Maybe the weighted head mod would help?
Haven't finished yet, but noticed the long shots with Sledge Turret happen when Arlene is elevated relative to it's position.
It’s so weird having videos at 9am again, stupid daylight savings bs
We are actually back on Standard time. Daylight Savings just ended.
@ regardless it’s a pointless switch lol
@buggy7451 I guess that means we should spring forward and just stay with Standard time then?
@@Tom_Plays_Games yes
No, it just needs to stay where it is now @@Tom_Plays_Games. The current time frame actually lines up better with the solar cycle then when they jump the time forward an hour.
I think if they would just leave it where it is now and move us forward without ever thinking about it again, a lot of the exhaustion and circadian rhythm problems that people have would actually go away.
Two things...
1) The angle at which the turret punches must be at least SLIGHTLY upward (the more upward the angle, the better). If it's level, or pointing down AT ALL (no matter how little)...they just fall almost straight down.
2) it's catching zombies because it's punching THROUGH them at maximum extension, and then they get caught on the piston as it retracts, completely cancelling any outward momentum they had from the punch. It ruins even a proper upward punch from it, though apparently less often because a sufficient upward angle prevents the turret from punching through the zombie at max extension most of the time.
I could see it in your demonstration version at the beginning, too. Almost half the zombies were splatting on the ground rather than landing in the pit. You need to devise a way to consistently get the turret to aim UP at zombies. You'll also have to find a way to keep them just far enough away so that the piston only impacts them at max extension and not before. Not really sure how to pull that off, just off the top of my head.
I'm so proud of our muppet, who's with me??
Woodle out here like "Stun Baton... never heard of her."
Finish the video :3
I've built a horde base on the side of Rekt's compound. More of a trational setup running sideways, so the second buildable block line has my zombie catwalk. In the third buildable Blockline, attached to my zombie catwalk sits a robo sledge.
That's much farther away then your experiment but the sledge will occasionally still succeed tossing some zombies into the trader base or at least bonk them off of the zombie catwalk so they have to get up again.
Even the worst hordes become managable despite my own ham-handedness. But even when the game decides to be a male reproductive organ and has two demos run up the ramp at once the robosledge will make that more managable.
I do have to get creative with reparing the gap where blocks are destructible but not placable, i'm creating dirt towers as close as i can and collapse them, with some luck the dirt will build itself into the non-buildable places. That works well enough. If the blocks in the non placable but destructible gap are damaged but still there you can repair them with your Nailgun and clay :p
This just in. 1.2 does not allow building within a landclaim blocks distance from the trader
What's the lowest setting for land claim blocks again? 😉
Josh your completely missing the fact that the road dash line is over the trench you dug covering the destroyed trench preventing you from building. get rid of the dashes then you can build 2 blocks closer.
I believe 1.0 or 1.1 introduced automatic block replacement for the road marking blocks, like with grass
you forgot a demo? Does the demo explosion have the range to harm the ladder? You know through trader fence.
29:40 Oh that Jawoodle…constantly shilling for the stun baton!
Nothing like starting the morning with a cup of coffee and a JaWoodle video.
Based on experience with my current base, you get better air with the zombies if the sledge turret is punching at a zombie one block higher. And making them jump up onto that last block and pause to catch their balance certainly doesn't hurt.
I'm surprised you didn't build this base to send the zombies into Trader Rekt's place.
The amount of knockback is proportional to the damage being dealt I believe. Check the difference in distance between a t1 turret with no mods or skill points and a t6 with full mods and skill points (including weighted head mod). It should be more apparent. Also have the ladders come up the side of a block they can stand on in front of sammy and have him just a little back from the window.
Also, shift a couple of spots over so that the ones that flop still land on the indestructable spikes and take bleeding damage. I did the moat around the trader a couple years ago and built up concrete plates on the inside to build platforms on. Worked like a treat. Just had to deal with birds and spiders.
if you can set sammy half a block lower than where the zeds are they will in general get the uppercut yeet which sends them farther, also to maximize stun baton your double ladder is actually better as that 'grouping up' you talked about actually maximizes the batons crowd control attacks and electro yeets same as like the group knockback of the sledgehammer but with a light attack.
You can build closer to the trader if you shrink the dead zone setting to minimum.
if you put all the zombies into the compound, can you ride a bike without having a flock of super vultures appear? and can you completely leave the area, or will they respawn if you go to far?
I just wanted to say a lot of blasphemous things were said like trader reck is useful and the stun baton was useful
Need to allow the zombies to get all the way to the top and on level before they get smacked. then you'll get 100% range. He literally had to build a back board for that old base to stop them from flying so far. Why isnt he applying that knowledge here? lmao
It looks like the zombies get launched farther when sammy hits them from below. Ideally, you want sammy to aim up.
You could try adding a block to try to make sammy aim up, or at least not down. From using robot turrets for horde night, I know they can aim down 30 degrees on a ramp made of wedge60 blocks, so you could try using a wedge60 block.
But having the zombies come up the ladder into sammy's position means they're coming from below. You could also have the zombies run along a walkway towards you at 90 degrees to where sammy is, and they get bonked to the side. If you can get sammy a little below them, you might be able to get him to aim up, but since zombies tend to be tall and sammy is short, he might just aim upwards if he's on the same level as they are.
Regarding the Shredder Base I was thinking you could easily add Scafolding Ladders flush up to one side of the pit running all the way down the pit, say between the pit and the base foundation. This would allow you to climb down the ladder and repair the blade traps through it.
I'm really surprised that I have not seen anyone else doing something like this. Even experimenting. It's not a bad idea, especially at Rekt's compound. I have heard, tho, that if on horde night you don't get any zombies if you go into a POI and destroy a zombie it kicks off the Horde Night again. This could be an old mechanic given that horde nights last all night now. Also, the only time they would respawn, I suppose, is when one would finish themselves on the barbed wire. Cheers.
The concept is amazing. I'm so trying this!
If you put Sammy on a slightly lowered block it'll punch upward and create a nicer arc. Zombie ballistics FTW.
You can use a design similar to this in your new base. You can find an easy access for the zombies and yeet them through a window. By the time they find their way back to you, they will probably have lost their destroy area mode and you can send them flying again with a charged baton.
All the barbed wire on the outside of Bobs maybe useful; if you can dig up to the wire you could create a "shortest path" that involves running the length of Bobs compound through all the (non degrading) wire to get to you. -- maybe worth a go
As some other comments have said, where the sledge (or baton, for that matter) is aiming effects the trajectory. The baton's a little more generous than the sledge in that aspect, in my experience, but you still get best results for having them even with- or above the sledge as it swings.
Shame the time I decided to mess around with this was in Darkness Falls and I discovered the lack of trader protection.
When zombs jumped and sammy hit while they were in their jumping motion, it was always a big hit. perhaps changing the zombie approach and making them jump over something to approach sammy may make a lower option viable?
You may want to revisit your mega-loop base,
I have noticed that (from about a week ago) Zombies will rather jump towards you than follow a path that lead then away !
if the thumper notices the zed while pointing down, you get a floppy hit, if the thumper is pointing up, you get a flier. so build it in a way that the thumper notices the zombie at a better angle. possibly add a weighted head mod to the turret?
They definitely can get over the fence, I have had them approach me as I come out from buying stuff. Turned out they were using each other as ladders to get over the gate.
Watch, the next update is going to be fun pimps fixing this
Try putting the weighted head mod in Sammy and see if that works like it dose on a club to hit zombies further away.
I wonder if using a block for them to stand on would work better for launching them. It almost seems like if the turret punches lower while they are on the ladder it just knocks them off, but if they are high enough it punts them. Perhaps having the ladder a couple blocks away, or a ramp style going up to it might get more consistent results?
Once you get into playing/testing with mods, mind making a video (or series) with "elite" zeds that have guns and can fire back. Would love to see a JaWoodle take...Woodletake™(?...think about it) on how to cheese a horde night to survive or make something that can withstand their block breaking attacks and you not being Swiss-Cheesed. Thanks JaWoodle, love your work!
I can't remember but someone made a video of this before 1.0 he yeeted every horde inside the trader. That's why TFP blocked building close to trader walls.
Try giving the zombz a platform to stand on at the top. Most of the who were hit well flew several blocks past the top of the fence so giving one block won't hinder the effort
great video Like the idea of using the trader base as a horde night hold all :) but how about if you build the tower back a bit further so when sammy hit them you could have like a zombie chute to make sure they get knocked over the fence.
try using a lvl 1 stun baton when u do that, the better the quality the higher the damage it does. it may only drop the damage by a tiny bit, but every number counts when fighting
How about adding some walkway? I mean, zombies go up the ladder onto the walkway. Then via ~5 blocks walkway to your position.
On the side of walkway place 2 punch turrets.
This way they punch sideways instead of down.
Should get more zombies to the other side :)
Also should solve the issue of having several zombies in front of turret.
if u made an elevated track parallel to the fence and deadleg them from the side with the ram as they run down the track toward your position, it should have them zinging over consistently
Built it so that Sammy is right behind them when he bonks them this will require two platforms one for Sammy and one for you, worked like a charm
Either i never realised it or they changed it but in the game Arlene is now called the Who.. word :D
Very interesting results.
As others have pointed out, it seems the "floppies" happen based on when the sledge impacts them while its pointed at a downwards angle. Maybe doing ramp that forces them to come from the sides could make sure their center of mass is high enough to send them farther?
Also, I was mildly surprised that at Bob's base you didn’t try to take advantage of the in small barbed wire fences (not the wire on top of the main fence, and by the way it's specifically called "concertina wire" because of the way it collapses into dense rolls for easier transport) in front to eventually take care of any persistent floppies. However I guess you were focused on merely trapping them. Although I'm not sure that will help as I think if no PC is in render range of the Blood Moon horde it will despawn and a new one is created within render distance.
Edit: I also I don’t want to advertise another channel in your comments @JaWoodle, but another channel that does even deeper dives into zombie behavior than you proved via experiment that in 1.0 (and 1.1 and later) zombies will preferentially move towards any doorways (including gates, normal doors, hatches, etc...) en route to a player until the doorway is seperated from them by ~5 full blocks of concrete in all directions. So keep that in mind in the future, as this can be creatively leveraged to control zombie pathing.
So...what happens if a falling zombie hits an angled block? Does the zombie land on the block? Does the zombie slide 1 block over and continue falling straight down? Can you impart angled momentum? Do zombies maintain forward momentum while falling? Can you put a zombie dropper angled towards the trader and have the zombies yeet themselves in the right direction?
Also Trader Hugh is going to be superior to Rekt. The taller walls, and the shorter distance to the wall will make a huge difference. Kind of shocked Woodle didn't test that at all.
Stun button perfect for this base
Great idea josh going to give it a go 😊😊😊
"To pieces you say"
....
"To *shreds* you say"
Shreds was right there, mate. I have to dock a half point, 9.5/10
All I’m hearing from Josh is praise for the Stun Baton, it’s been a long time coming.
you need a ramp pointing down to get the distance. Remember your zombie pong game back when. You have to hit them in a certain place on thier body to get distance.
I think when you leave that chunk they will despawn then respawn on top of you. Also give your turret a weighted head mod for better distances.
Somehow, I am not surprised.
Woodle: finds silly exploit that traps zombies inside trader compound on horde night
TFP: "absolutely the fuck not" -deploys v1.2 extending the trader no-build zone another 15 blocks
if Bot is punching them before then get all the way to the top of door frame, they dont shoot across, So make a Ladder to side and a Small pole for them to Run up Even with the door frame, also try adding Weighted Head Mod
There used to be a mod circa A18/19 that would remove the trader protection zone, but it's been gone (and not replaced) for a couple of years :/
Set Sammy on a half block so he launches up not flat works wonders
Weighted head mod helps a ton with how far they get chucked.
G'day Didgeridoo mate, back in the days where you could build a part floating base onto the traders walls, ive built a base like this using sammy to bonk the zombos over to rekt and then throwing molotovs at them, but i didnt use a ladder i used a normal block way where they had to jump upwards because i realized that sammy could bonk them further away over the fence when it hits them while they are jumping. dunno how it work right now though. cheers
Would love to see you try this again with 2 sledge turrets on the side and baton in the middle.
try the stun baton
Use the weighted head mod in your sledge gives little more punch I use this defense on hoarde night and when you have max zombies in trader you can do what you want
If you travel too far, those trapped zombies WILL despawn and you'll get them spawning around you again.
I do not think you can wander too far after you have them trapped. They likely will despawn when you get far enough away... and typically running on foot will result in dogs and dire wolves spawning and if you run in a vehicle you pigeons and vomiting pigeons will spawn and chase you down. You can just sit on top of almost any building if you do not want to do the horde night. Typically they do not collapse buildings. They will do a lot of damage, but likely not actually collapse the building.
I think this design can get played with a bit more. Could any of the powered door or whatnot act as a catapult?
I think youll find you can build a bit closer. Which will greatly enhance the push effect.
If possible, I'd slow down time a bit to see any correlation between zombie behaviour and distance to the sledge. If you can find a pattern, you can alter the design to create a more favourable environment.
@Jawoodle Can you build an enclosed “race track” with turrets on top to see if it’s possible to just hop on the mini bike or motorcycle all night and cheese the horde that way?
Hrm, what if you could bring them in from the side, and also force them to crouch and position Sammy so he is hitting exactly half-a-block high.
Should give a half block landing on top so they are fully on top.
I'd be curious to see how the stun baton with the repulsor mod would go on this base.
Changes to Trader compounds incoming 😂
Oh yeah josh in the previous vid stun baton day 19 when you fight the zombies in pool one of them got caught in top ladder of the pool, maybe you can test that.
The wonderful time of year when we get Woodle earlier in the morning!
i think the zombies might have some kind of velocity wen they get up the stairs so why it works well with the short ladder .
oh I see, add one more ladder to the top of that build and sammy will have a nice shot at the body and not the halfway up zombie.
Josh why don't u try putting sammy one block down so he gets zombies diagonally up. Maybe that'll help. I mean u can always send zombies flying farther with the stun button guaranteed XD
I'm betting that as soon as you enter a new "chunk" the game will spawn new ones though
TFP: Uh-huh so Jawoodle did this so we need to fix it once again sigh lol
You need to back Sammy away from the window a bit. Give them slightly more room, and the Z's will fly.
14:30 Trust me you cannot go driving...
Back the sledgy up about a 1/4 of a block. He'll get a much better solid hit.
I missed it in the beginning but did he put weighted head mods into the sledge turrets? Would make quite a difference
just a thought. i know if i walk off a ledge over a ladder, my character seems to catch on the ladder and it slows my character, keeping me from running off the edge and getting the distance i would get if the ladder was'nt there. Is it possible that the top rung of the ladder is "catching" on the Z's, keeping some from flying as far? Maybe stairs from the side would offer better results?
This would be an even better base with a stun baton with a repulsor mod.
AHHHHH!!!! I asked for this like five videos ago! But you are supposed to use the stunny toilet wand!
@josh They target gates/doors because it's a single block to beat through. 1 block instead of multiple blocks.
Hey Josh question. How high up does the trader protection go? Can you build over the trader compound after being X about of blocks high. If so you can build a path up and over the trader walls right?
Pick up the sledge and operate it manually and I bet you can get 100% over the wall.
If they were actually standing on a block, they might fly further.