A good reason not to place your blade traps near your fighting position.Honestly, Chuck is a lot worse on blade traps than bears and dire wolves would be. Last horde night he destroyed all my blade traps.![]()
They'll do a pretty good job of taking them out. But for regular defense, I wouldn't use traps like these at all. It's easier to build a ditch around the base, 6 blocks wide and 1-2 blocks deep, and simply fill the entire area with stakes. Add a lowering bridge in the right places. It's easier to monitor the condition of such a structure. It's hard to tell if the blades are worn or not by looking at them.Also forgot to mention I won't be using them for horde nights, just for normal base defense as Zeds wander by.
The bears and wolves frequently spawn near my base and I wonder if the traps will actually be effective against them or a waste of time. Both of them are so "tanky" I'm wondering will they rip through them easily.
Enemies don't normally just stop next to a blade trap and let it kill them. Unless the enemy has really low health, they will just run past/through it. They take damage, making it easier to kill them, and if they are already hurt, it might kill them, but that is all. However, if you can make a reason for them to stop, such as a block or something that requires them to stop and jump, you can get more damage, increasing the chance of killing them. And if you make them run through multiple blade traps, it also increases the chances of them being killed. But keep in mind that bears are double width, so a path that would allow zombies to pass through may not be wide enough for a bear, which may lead a bear to hammer at a blade trap and break it before it does much good. Bears aren't part of horde nights, so that's not a problem for a horde base, but something to keep in mind for a regular base.Also forgot to mention I won't be using them for horde nights, just for normal base defense as Zeds wander by.
The bears and wolves frequently spawn near my base and I wonder if the traps will actually be effective against them or a waste of time. Both of them are so "tanky" I'm wondering will they rip through them easily.
Also forgot to mention I won't be using them for horde nights, just for normal base defense as Zeds wander by.
The bears and wolves frequently spawn near my base and I wonder if the traps will actually be effective against them or a waste of time. Both of them are so "tanky" I'm wondering will they rip through them easily.
Appreciate the input/suggestions. Also do any of the turrets take 7.62 ammo? I'm literally drowning in it. Haven't used turrets much either in my bases.
Thx, unlucky me on Xbox, no mod access.The vanilla options are shotgun and SMG (9mm). It looks like there are several standalone 7.62 turret mods. There may be an ammo disassembly station or ammo scrapping mod that makes it easier to convert ammo...
Just 2 generators for 2 darts, 11 blades (5 inside, 6 on the roof) and ~35 fences. It would be nice to do all with solar and batteries but generators are just too easy early game.What are any of you using for power? I know we have generators, battery banks and solar banks. Any reason for your choice of power? Anyone using a combo of all 3? That would be interesting.
Thx, unlucky me on Xbox, no mod access.
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What are any of you using for power? I know we have generators, battery banks and solar banks. Any reason for your choice of power? Anyone using a combo of all 3? That would be interesting.
Yup, that cycle works as you'd expect. It has a couple oddities though, primarily: when charging, battery banks do Not power anything in the circuit. They eat 5w, and the power source feeding them will have to be strong enough if you want the rest of your circuit to work.Haven't tried them yet but do the solar banks only work during the day (assuming) and if connected to battery banks, they take over at night and get recharged again when solar starts up again in the morning?
For a horde base, I use a generator. It doesn't run out of gas to complete a horde night, even on 2 hour days, so it's easy to just turn on until the horde night ends. It also works at night, which is when horde night happens. A battery bank is unnecessary because as long as you fill up the generator with gas, you won't run out during horde night. It also takes less space than solar.Thx, unlucky me on Xbox, no mod access.
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What are any of you using for power? I know we have generators, battery banks and solar banks. Any reason for your choice of power? Anyone using a combo of all 3? That would be interesting.
Correct.Haven't tried them yet but do the solar banks only work during the day (assuming) and if connected to battery banks, they take over at night and get recharged again when solar starts up again in the morning?
Yeah, they really need to make solar worthwhile. It's just too hard and expensive to do solar, considering it's far less efficient and so doesn't really have any benefits versus a generator. I still like solar and will use it, but without a mod so you can craft the cells and banks or make them easier to get, it's not really worth it. I didn't even see a solar bank for sale until around the third week with 2 hour days. I may have missed them, of course. But I was trying to keep an eye out. Without that, you can't do solar at all.Honestly, in the current state of the game, solar just isn't practical. It's too hard to get decent solar cells from the traders, and you can't craft them (without mods.)
Back when it was fairly reasonable to get high quality solar cells, I'd run my regular non-horde defenses (just some cameras and turrets to kill screamers, mostly) off of solar and batteries, while horde night used generators.
Now I just use generators for everything (currently have 3, but don't actually need that many.)
Actually, come to think of it, in my most recent game, I had a hard time getting Q6 batteries as well. I had >50 batteries and only 5 Q6 ones.
The biggest thing to learn with electricity in case you haven't yet is how to use multiple sensors/triggers to trigger something either when all sensors/triggers are triggered at once or when any one of them is triggered.I think the use of timers, maybe even in combo with motion sensors to power on/off power sources sounds intriguing. Might play with that.
I really haven't even scratched the surface with electricity yet and it's one of the coolest features in the game for me. Been so busy just designing and building and resource collecting I haven't devoted much time to it.