Oooo, this screams "Don't base build".
This is what it seems like to me, as well.
As I say, I've been playing this game for years. You can see my low post count here to see that it takes things being significantly onerous to get me to come to the forum to post about it. If I'm posting about a thing here, it's significantly bad enough to get my attention.
Base building and crafting are my two favorite parts of this game. I run missions or loot stuff when I'm first starting out, or as a dalliance later on, but those aren't the things I like about the game. And don't give me that "Complains about zombies in a zombie game" BS! As I say, I've been playing this game for the better part of 10 years. When I first started, Zombies didn't eat through steel like they started to after a17/18 somewhere in there. They didn't dig to bedrock to get you like they did in a19 and on. The game wasn't Trader/Quest-centric until, what, a18 or so with the first stages and a19/20 to where it became the way to get things? Once upon a time, devoting yourself to crafting even meant you could - GASP! - craft level 6 equipment for yourself!
I remember a time where one could build a tower - out of WOOD - just the four legs up to a platform with some railings so you wouldn't fall off, a ladder up the middle, and surround the thing with a moat filled with wooden spikes. You could do that and survive horde night after horde night. Not so anymore. You might not even survive the FIRST horde night in that, and certainly no later ones.
The game has changed out from under me, and not for the better.
I don't mind that there are other options for people that enjoy the tower defense and looter-shooter aspects of the game. I enjoy games like Remnant: From the Ashes from time to time myself. The problem is a game has to really be built for that - Remnant's combat is a LOT smoother and more enjoyable than 7 Days', for example (we don't even get a dodge roll here!) - and that's fine. But if this game had been that when I started, I probably wouldn't have bought into it in the first place because I only like games like that in small doses, and they need to be REALLY good at it to make me want it in the first place at all.
What I loved about early 7 Days was being able to go to the farm in Nav with some friends, harvest crops and build a base in the basement, and occasionally wonder into Diresville to explore and raid some houses. There was something neat about the way the game worked back then - back when the high school was in the prarie biome, my favorite biome to date and the only one I'm aware of THAT WAS REMOVED (I really wish we still had it, it's still my favorite of all the biomes and there's zero reason not to have it, imo) - that was just enjoyable to play.
When they added Traders, it made the world feel less empty, which was cool, and gave you some different options for progression, which was cool.
When they added Trader quests, it again gave different options, which was cool.
...but after that, they started taking things AWAY. Things I enjoyed.
That wasn't cool, and has been progressively less cool as they've dug their heels in and insisted they were going to keep doing more and more of it, stripping away the things I and my friends enjoyed about the game. It's like watching a slow death in the family or something, one that's taken far longer than 7 days.
At this point, I wouldn't recommend the game to others, which is a stark contrast from a few years ago when I was doing so.
Really think about it though. There needs to be a cost.
...
It generates a balance in gameplay mechanics. There needs to be some risk for setting up a field of workstations.
That's the thing, though, it's NOT a regular crafting station. It's a passive resource generator, and a SLOW one at that. Does growing a single corn in a single farm plot attract Screamers? It's a substitute for THEM REMOVING your ability to gather water YOURSELF. When you filled a jar with water from a lake, did that generate heat? No, no it did not. Or did so negligibly that no one cared or would have noticed in a million years.
As THAT is what the Dew Collectors have replaced, they should generate no more heat than if you walked to a pond and filled a single jar with water every 8 in-game hours. And obviously, we all know that was little to none. The Dew Collector should generate AT MOST no more than that.
It's not a workstation in the normal sense of the term. You can't use it to craft anything or to refine anything. It's like an extremely slow, very limited vending machine.
.
EDIT:
There is a difference between cost to acquire, and cost to maintain/use.
If there's going to be such a high cost to maintain/use, the cost to acquire should be dropped to the ground.
Once full they no longer generate heat.
I have to ask, HOW is this a rebuttal?
Why do you build Dew Collectors? Because you need a source of water, right?
So how is "Just let it fill up and don't empty it" an answer? That'd be like building a storage box and never putting anything it it - if boxes generated heat when they held items - or building a bedroll but not placing it.
The entire point of having a Dew Collector is for it to generate water. If you aren't needing to empty it, then you don't need the water and you don't need the Dew Collector in the first place. How is this a rational rebuttal to literally anyone? It completely ignores the problems:
1) It's illogical for a plastic tarp to generate heat collecting dew while rain or GRASS doesn't attract Screamers/zombies.
2) It seems to be a nerf specifically designed to force people away from building bases and into doing quests/etc since they can't get water otherwise and the one non-loot/quest way of getting water now draws the zombies to you instead - and worse zombies.
This makes no sense, and that "rebuttal" is empty sophistry.