That's why I put so much effort into figuring out how to do an inverter. I knew once I had that I had everything due to the already existing and/or functionality. It was the only thing needed for full circuits.
This is me defending against a 32 zombie blood moon. I actually didn't realize I had defeated all the waves until after I repaired the traps (I'm probably going to up it to 64). Except for the questionable use of open frames that I can fire through (cop spit gets through as well) I've done vary...
That's super crazy. It almost seems like something is wrong with how vehicles get attached to player entities. (I recently dug through the DLLs to see how vehicles are handled.) Like something about the crash created a game state where the vehicle thinks there is still an entity attached but...
So it occurs to me that if none of those three are called when a sleeper wakes up that might explain why its possible to modify the sleeper behavior by showing yourself via un-sneaking and holding a light source and then re-sneaking. If you can pre-empt whatever method triggers for the sleeper...
I can second this. It happened a few times to me before I realized what was going on. I just thought those turrets were gone forever the first few times. Digging them out when you're on the bottom floor is super annoying.
Thanks, I'll start looking through these and hopefully learn some things. One thing I've already learned through dnSpy is that the motion sensor has a "shouldIgnoreTarget" private method with this bit of code:
if (_target is EntityVehicle)
{
Entity attachedMainEntity = (_target as...
Did some work on this. The second motion sensor doesn't trigger on seeing the chicken but it does trigger when it sees me if I set it to target me and the circuit works as intended. Something about how the game gets the entities in bounds stops two motion sensors from seeing the same entity. Not...
Nice! Apparently the enemy Entity tag is tied to the despawn mechanic then. Any recommendations for guides to messing with the XML files? I know XML in general but would love something specific for 7 Days if you know anything good.
Well the always powered circuitry definitely does eat some power for sure. I believe each motion sensor is like 5 watts. Also, you could have done that whole setup with one Arlene by placing the other two motion sensors on the sides of the box. The wiring for the hatches would be more...
I've been experimenting with alternatives. The motion sensor doesn't seem to trigger on animals so that's out. Then I thought maybe pressure plates and doors pushing vehicles but apparently vehicles don't trigger pressure plates even with a player in them which is interesting. Then I tried...
You could do something like that already as theFlu says. In theory with this generator method of building an inverter you could build some latches and a counter. Then assuming you have zombies coming down a corridor one at a time you could set it up to close a door after a certain number had...
The Zombie Oscillator
Awhile ago I found out that if you try to pull to much wattage from a generator bank it powers what it can and everything else remains off. I found that I could use that to make a NAND gate by setting up a pair of switches each connected to a 25 watt load and powered by a...