PC 7 Days of Ammo Crafting

Besides, Demolishers aren't even a big deal, unless landscaping is a huge concern for you. We actively detonate them (and prefer them as enemies), because that only takes a bullet or two. Who cares if you have holes in your yard? That's a 15 minutes fix, tops, after the horde is done. Irradiated zombies are far worse, because they are nothing but bullet sponges (on Insane, anyway).
Well if you genuinely do not care about Demolishers exploding, just use Grenades or pipe bombs or other explodey things. That way you will kill dozens of Irradiated per Grenade. Very cheap.

 
To Ghostlight (and whoever else might want to try the base)

make a 15x15x3 (or 15x15x4 if you wanna be safer or build on uneven ground) slab...outside should be your strongest material, but the 7x7 on the inside can be anything...I use flagstone.

Now make walls on top of that...all the way around. Leave 1 door on one side. Make a ramp up to the door. Leave the door open.

Now you've got an elevated base with a ramp leading right in. you're half done.

Extend the side walls past the open door...past the ramp, until you've got something like a 15x15 courtyard in front of your base. make sure there is a walkway all the way around (this will narrow the courtyard to something like 9 blocks wide, but the point is that the zombies have a good 15 block walk from entering the courtyard until they've climbed the ramp into your base...which of course will have the only access to the walkway you're standing on).

You want the outer wall of the walkway/courtyard solid, so nothing can draw LOS to you, and the inner wall of the walkway as bars...even wood works here...its' just to stop the spiders jumping on you.

Now line the walls of the courtyard with electric fences (this is super important...slows and roots them for easy headshots and turret work). Meanwhile you stand over the entrance to the courtyard, facing inwards (towards the "front door" of the base). Set up any turrets there, Junk turrets are great, SMG and shotgun should work. They work because due to the angle, you're firing at the back of the head of incoming zombies, since said zombies are entering beneath you, running forwards (away from you) and being shot from behind and above them.

This is nothing more than a classic medieval castle killing field but adapted for this game to fire into the backs of enemies...since demolisher triggers are in their front.

Meanwhile as defenders, we'd have one of us (or one weapon, if solo) as a high-powered, armor piercing shooter for the demolishers while the other person/people pop irradiated heads. If a demolisher WERE to be triggered, both players swap to SMGs with drum mags, AP ammo, and rod & spring and blast the body until it's deleted.

_V_Raised Base_______V_open courtyard, raised walkway

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

O_____________DWWWWWWWWWWWWWO

O_____________OWWWWWWWWWWWWWO

O_____________O_________________WWO

O_____________O_________________WWO

O_____________O_________________WWO Zombies enter here and run towards the ®amp

O_____________O_________________WWO

O_____________DRRRR________________ <-----

O_____________O_________________WWO Players stand on W and fire at zombies passing underneath

O_____________O_________________WWO

O_____________O_________________WWO

O_____________O_________________WWO

O_____________OWWWWWWWWWWWWWO

O_____________DWWWWWWWWWWWWWO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

We put a drawbridge in the back, precisely because we don't like cheesing the game either. Drawbridge makes an entrance that CANNOT be accessed by zombies, and for a reason OTHER than their AI or action limitations.

This base and defense is abominably expensive to build, but it works AMAZINGLY well for us. It doesn't cheese the AI any more than actual traditional medieval defenses (raised fortifications were the way to go precisely BECAUSE you could choose what side was attacked). Even if a random zombie does get stuck whacking a wall for a bit, they always eventually recalculate and "find" the path in (we often have blocks around the outside damaged a token amount in the morning...none of them ever even get to half unless we've been firing at them).

Now, if my impression of your past posting history is any indication, this is where you chime in that this base completely won't work with 64 count zombie hordes in 5 player games on warrior difficulty at 200% zombie horde night damage or something similar, because I've noticed that your trend seems to ALWAYS be to make a comment to the effect of something not working once the game gets harder/you turn up the difficulty/you have 64 zombie count/etc.

What this base DOES do, is allow us to absolutely steamroll 16 zombie count hordes on nomad difficulty at 100% block damage in a 2-4 player game. It very likely could handle more, but I haven't given it a try yet.

 
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To Ghostlight (and whoever else might want to try the base)
make a 15x15x3 (or 15x15x4 if you wanna be safer or build on uneven ground) slab...outside should be your strongest material, but the 7x7 on the inside can be anything...I use flagstone.

Now make walls on top of that...all the way around. Leave 1 door on one side. Make a ramp up to the door. Leave the door open.

Now you've got an elevated base with a ramp leading right in. you're half done.

Extend the side walls past the open door...past the ramp, until you've got something like a 15x15 courtyard in front of your base. make sure there is a walkway all the way around (this will narrow the courtyard to something like 9 blocks wide, but the point is that the zombies have a good 15 block walk from entering the courtyard until they've climbed the ramp into your base...which of course will have the only access to the walkway you're standing on).

You want the outer wall of the walkway/courtyard solid, so nothing can draw LOS to you, and the inner wall of the walkway as bars...even wood works here...its' just to stop the spiders jumping on you.

Now line the walls of the courtyard with electric fences (this is super important...slows and roots them for easy headshots and turret work). Meanwhile you stand over the entrance to the courtyard, facing inwards (towards the "front door" of the base). Set up any turrets there, Junk turrets are great, SMG and shotgun should work. They work because due to the angle, you're firing at the back of the head of incoming zombies, since said zombies are entering beneath you, running forwards (away from you) and being shot from behind and above them.

This is nothing more than a classic medieval castle killing field but adapted for this game to fire into the backs of enemies...since demolisher triggers are in their front.

Meanwhile as defenders, we'd have one of us (or one weapon, if solo) as a high-powered, armor piercing shooter for the demolishers while the other person/people pop irradiated heads. If a demolisher WERE to be triggered, both players swap to SMGs with drum mags, AP ammo, and rod & spring and blast the body until it's deleted.

_V_Raised Base_______V_open courtyard, raised walkway

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

O_____________DWWWWWWWWWWWWWO

O_____________OWWWWWWWWWWWWWO

O_____________O_________________WWO

O_____________O_________________WWO

O_____________O_________________WWO Zombies enter here and run towards the ®amp

O_____________O_________________WWO

O_____________DRRRR________________ <-----

O_____________O_________________WWO Players stand on W and fire at zombies passing underneath

O_____________O_________________WWO

O_____________O_________________WWO

O_____________O_________________WWO

O_____________OWWWWWWWWWWWWWO

O_____________DWWWWWWWWWWWWWO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

We put a drawbridge in the back, precisely because we don't like cheesing the game either. Drawbridge makes an entrance that CANNOT be accessed by zombies, and for a reason OTHER than their AI or action limitations.

This base and defense is abominably expensive to build, but it works AMAZINGLY well for us. It doesn't cheese the AI any more than actual traditional medieval defenses (raised fortifications were the way to go precisely BECAUSE you could choose what side was attacked). Even if a random zombie does get stuck whacking a wall for a bit, they always eventually recalculate and "find" the path in (we often have blocks around the outside damaged a token amount in the morning...none of them ever even get to half unless we've been firing at them).

Now, if my impression of your past posting history is any indication, this is where you chime in that this base completely won't work with 64 count zombie hordes in 5 player games on warrior difficulty at 200% zombie horde night damage or something similar, because I've noticed that your trend seems to ALWAYS be to make a comment to the effect of something not working once the game gets harder/you turn up the difficulty/you have 64 zombie count/etc.

What this base DOES do, is allow us to absolutely steamroll 16 zombie count hordes on nomad difficulty at 100% block damage in a 2-4 player game. It very likely could handle more, but I haven't given it a try yet.
Sounds legit. I have similar base setup (fire from behind) but at a smaller scale. Glad to hear it works against demos. 😎👍

I'm nearing the day 63 horde but still under 153 GS (SP)

.

 
So this post went from my "Chemstations and workbenches should have tools to speed them up" to "This is how I defeat the zombies on hordenight!" :D

 
Yeah, probably worth trying at least one if you have never built a bedrock pit base...and if you have an auger of course...������
I have an auger and I used it to build such a base. It took me almost two ingame weeks but the base is now finished and has already had its first horde night. It didn't go as expected but I survived and the damage to the base was not as bad as thought.

The base is a 5x5 shaft from the surface to the bedrock. The zombies fall into a pit surrounded by 2 block thick steel walls. Inside the pit are electric fences to stun the zombies. Through an opening I can throw grenades and pipe bombs which I then ignite with exploding crossbow bolts to start a chain reaction.

Unfortunately the zombies got through the 2 blocks of steel faster than expected and then into the maintenance area around the pit.

I could have left them in there because nothing would happen to me but I thought I could shoot the zombies through the maintenance hatch. Unfortunately I fell into the maintenance area around the pit with no quick way out. Then I played little bit "catch me" with the zombies. Fortunately I had my M60 on my belt and enough 7.68 ammo and bandages and first aid kits in my inventory to survive until 4am.

 
Just scale up the workstations. I mean at that point if your producing that much its not had to just add another 3-4 chem stations, more forges, etc. I mean you have 7 days give or take between hordes, so just queue up a large chunk, go out looting, then come back and drop off loot, empty it out and repeat.

 
So this post went from my "Chemstations and workbenches should have tools to speed them up" to "This is how I defeat the zombies on hordenight!" :D
because it's like someone going to the store and buying one item at a time over and over until they've finished their shopping and complaining that shopping takes too long.

Yeah sure, faster shopping would be nice, but that isn't the problem, it's the method you're using.

I wouldn't mind faster chem stations and workbenches, but you'll notice that crafting has been made VERY INTENTIONALLY slower in A18 (intellect no longer speeds it up). It is therefore unlikely that those workstations will be adjusted to craft faster than they already are.

Instead, the commentators are addressing the root cause - the wildly inefficient base setup that necessitates the ammo factory of the OP. Sprinkle in the little tangents and supporting points being addressed, argued, and refuted and there is nothing unusual at all about this thread.

 
because it's like someone going to the store and buying one item at a time over and over until they've finished their shopping and complaining that shopping takes too long.
Yeah sure, faster shopping would be nice, but that isn't the problem, it's the method you're using.

I wouldn't mind faster chem stations and workbenches, but you'll notice that crafting has been made VERY INTENTIONALLY slower in A18 (intellect no longer speeds it up). It is therefore unlikely that those workstations will be adjusted to craft faster than they already are.

Instead, the commentators are addressing the root cause - the wildly inefficient base setup that necessitates the ammo factory of the OP. Sprinkle in the little tangents and supporting points being addressed, argued, and refuted and there is nothing unusual at all about this thread.
I NEVER said I used only 1 chemstation, workbench and forge. I have 4+ of each. My initial 4 SMG turrets keeps tabs on all the screamers this creates, so no problem. But this is why I call it an ammo factory game, you have to compensate the slow chem/workstations by building more and more of them. My base is going to be 10+ levels/stories of chemstations and workbenches + forges at this rate. Why not add tools to the chem and workbecnhes to have a MUCH smaller base footprint?

 
Iron Spikes will one-shot Screamers at no cost and won't activate them.
I've been leery of using iron spikes because of the time/energy/resource cost - wooden ones are so flimsy and I worry that these are too. The devs got rid of the large log-shaped ones, but I have to ask: Are the Iron spikes the new version of those heavy-duty spikes from A15 (I think it was then)?

 
I've been leery of using iron spikes because of the time/energy/resource cost - wooden ones are so flimsy and I worry that these are too. The devs got rid of the large log-shaped ones, but I have to ask: Are the Iron spikes the new version of those heavy-duty spikes from A15 (I think it was then)?
They aren't as good, but all you need is 1 ring of them around where screamers come. They tend to follow the same path.

 
My initial 4 SMG turrets keeps tabs on all the screamers this creates, so no problem.
Again, allowing zombies to hit your base from any side means you need 4 times the defenses...and most of the time, 3 of those sides aren't even doing anything.
one zombie-accessible entrance means only 1 direction of defense, which means 1 turret/blade trap/spikes/junk turret for dealing with screamers. Simply aim a single junk turret at the open entrance and your chemstation/workbench-only ammo cost for screamers is 0

 
I've been leery of using iron spikes because of the time/energy/resource cost - wooden ones are so flimsy and I worry that these are too. The devs got rid of the large log-shaped ones, but I have to ask: Are the Iron spikes the new version of those heavy-duty spikes from A15 (I think it was then)?
The log spikes were removed for multiple reasons (too good, problematic with prone zombies, immersion problems and filling the same niche as spike traps).

Damn, it is so long ago that I don't even remember what type of spike traps were in A15. I thought there was an iron spike trap as well that never got used because of the log spikes, but the longer I think about it the more I doubt my memory.

 
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The log spikes were removed for multiple reasons (too good, problematic with prone zombies, immersion problems and filling the same niche as spike traps).
Damn, it is so long ago that I don't even remember what type of spike traps were in A15. I thought there was an iron spike trap as well that never got used because of the log spikes, but the longer I think about it the more I doubt my memory.
Another reason they were removed/changed was because they were highly OP upside down...😂

 
Another reason they were removed/changed was because they were highly OP upside down...
I know. I liked using them that way for some spots, but others, nope the pointy side out. (just looked more badass that way)

3 rows upside down around the production base kept the wandering idiots away, AND it was much easier to repair them when upside down.

They are still there in creative mode, so can easily be modded back in. (or open creative, toss in 2 stacks of wood, grab 1 stack of log spikes)

there, fair trade.

 
They are still there in creative mode, so can easily be modded back in. (or open creative, toss in 2 stacks of wood, grab 1 stack of log spikes)

there, fair trade.
I wish they would add them back in the game at least as a decorative element. I like the look of the spikes.

 
The log spikes were removed for multiple reasons (too good, problematic with prone zombies, immersion problems and filling the same niche as spike traps).
Damn, it is so long ago that I don't even remember what type of spike traps were in A15. I thought there was an iron spike trap as well that never got used because of the log spikes, but the longer I think about it the more I doubt my memory.
A15 had those thick ugly textured spikes if memory serves me correctly. I do kinda miss those, they lasted longer than the limited selection we have now in A18.

EDIT:

spike.png
 
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A15 had those thick ugly textured spikes if memory serves me correctly. I do kinda miss those, they lasted longer than the limited selection we have now in A18.
EDIT:

spike.png
Yes, those are the "log spikes" we are talking about. Nothing wrong or surprising in players missing and reminiscing about OP items. They are popular BECAUSE they are OP.

Barbed wire is a good stand-in in my view, does do damage only in homoeapathic doses, but lasts a while and slows the zombies.

 
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Yes, those are the "log spikes" we are talking about. Nothing wrong or surprising in players missing and reminiscing about OP items. They are popular BECAUSE they are OP.
Barbed wire is a good stand-in in my view, does do damage only in homoeapathic doses, but lasts a while and slows the zombies.
IMLTHO, the Log Spikes weren't OP. They cost a LOT in resources - especially if you upgraded them fully - but they lasted more than contact with one damn zombie.

They were also realistic. You could use them to make a genuine palisade fortress (i.e. 13th Warrior Style).

 
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