Replacing blocks to prevent zombie spawns. Why?

Old Crow

Hunter
I put a bedroll and claim block down. That should be enough. Why, if I take over a POI, do I still need to rip up the floor and ground outside and replace it, just to prevent zombies from spawning within my claim boundaries? This is the stupidest thing ever, and solves no issues. It's just unnecessary.

Whomever came up with this and thought it was a good idea... go stand in the corner and think about what you did. It's dumb, it's pointless, and just not needed.
 
Why, if I take over a POI, do I still need to rip up the floor
You .. don't. A land claim blocks POI spawns, and biome spawns only spawn on terrain blocks (and hordes, presumably also screamers). No need to destroy a single wood block or a concrete block, no spawns on those within a claim.
 
You .. don't. A land claim blocks POI spawns, and biome spawns only spawn on terrain blocks (and hordes, presumably also screamers). No need to destroy a single wood block or a concrete block, no spawns on those within a claim.
Part of claim area is terrain, and I get spawns inside that section, even with a wall at the borders. So yeah... I DO have to rip it up and replace it with blocks.
 
I get @Old Crow 's point, I build my bases out in the middle of nowhere, within my claim area, is my base with 2-3 rows of spikes, that spaced 2 blocks from my base, I get zombie spawns within my surrounding spike traps. It did get annoying at first but now I'm just used to it lol if you look at the post about base builds, I posted a good general idea of how I usually do my bases and can see what I'm talking about.
 
While this annoys me personally (I'd like to be able to build a base with a courtyard), if no zombies could spawn in your claim range, it would trivialize horde night, as you could just drop 3 land claims and there wouldn't be any spawnable spaces within range of you, so nothing would spawn.

I once didn't bother to fill in the underneath area of a closed staircase, and I had zombies spawn in there and bust out during horde night. It was very silly.
 
Part of claim area is terrain, and I get spawns inside that section, even with a wall at the borders. So yeah... I DO have to rip it up and replace it with blocks.
Notice how I quoted just the floors part ;)

For outdoors, yeah, some spawns will happen; but biome spawns are so few that it isn't a big deal to just let them. Later on add a couple turrets.
On occasion I've used a plate floor to prevent "parking space" spawns, for the most part they'll line up well enough, weird gaps to any half block of course. Less digging, same amount of blocks needed, so I just skip the digging.
 
So if you're building a base from scratch and drop a LCB, to prevent spawns within that 41 x 41 block area, you have to place blocks on the ground in that entire 41 x 41 space?

There really should be an alternative solution for this. That huge "green wall" screams "this is my space, off limits!"
 
So if you're building a base from scratch and drop a LCB, to prevent spawns within that 41 x 41 block area, you have to place blocks on the ground in that entire 41 x 41 space?

There really should be an alternative solution for this. That huge "green wall" screams "this is my space, off limits!"
Your bedroll prevents spawns within a certain radius, but I think only certain types of spawns.

The whole thing is just set up nonsensically.
 
Part of claim area is terrain, and I get spawns inside that section, even with a wall at the borders. So yeah... I DO have to rip it up and replace it with blocks.
I discovered the futility of erecting walls way back in Fallout 4. Developers must think spawning enemies within your "claimed" territory is more exciting/will keep you on your toes or...something. Nah. It's just aggravating and annoying. But many developers can't seem to tell the difference between challenging and annoying anymore, imho. ;)
 
Yeah it seriously ruins immersion to have a walled compound and because there is asphalt or ground/grass inside it that zombies spawn in there. Is it an extra challenge I guess but I don't care for it. If I set up a walled compound the first thing I do is get the Dev terrain replacement wrench from the creation menu and change the terrain inside to concrete. No more spawns inside your walled base then. Life became much easier when I found out I could use Z to mart an area and change them all at once after setting the wrench to area effect same as you change the paint brush for different textures.

A better fix would be a mod that makes the land claim block work regardless of terrain.

I also always have my home base and my horde base in the same place and never nerdpole. I want to have a zombie apocalypse experience not a game experience. But that is just how I like to play other folk approach the game differently. For me its roleplaying a survivor in the ZA.

One thing we all have to realize is that everyone approaches the game differently. I love larger inventory mods even though its not realistic. I don't like dedicated horde bases or cheezing a horde base, I like far more zombies then default and like darker nights and lots of storms. I really don't like zombies appearing inside the walled areas of my base though. :)
 
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Your bedroll prevents spawns within a certain radius, but I think only certain types of spawns.

The whole thing is just set up nonsensically.

You could mod the XML files and give the sleeping bag a bigger radius for preventing all normal spawns. Should be just one or two values you need to change. If you have a rented server you should be able to do it there with no mods, at least at G-Portal there is no limitations to the radius.
 
Are Land Claim Blocks aimed primarily at other players, Zeds or both? Who are you claiming the land from?
My understanding is that they are designed to slow down players from destroying your base and then from what I read years ago, LCB's are also supposed to prevent zombies from spawning with in the zone of the block, if you placed it within a POI. Like I said, that was my understanding, I could have completely misunderstood the whole thing too.
 
Are Land Claim Blocks aimed primarily at other players, Zeds or both? Who are you claiming the land from?
The LCB is a multi-function block.

The original primary purpose was for base protection in multiplayer. How much protection will depend on the settings configured for the save.

It now has several other functions though.

Any workstations you put down can be picked up within the claimed area. No claim = having to destroy instead of return to inventory.

Any POI you place an LCB or bedroll into is removed from the trader quests. If a quest is picked up for that POI, it will prevent activating the quest, and thus resetting the POI. So it protects your base from quest resets.

LCB's and bedrolls block POI Sleeper spawns IF the zones are fully cleared before placing the block. Note that the bedroll only covers the 15x15x15 area, where the LCB is 41x41x∞.

Bedroll will additionally block random biome spawns.

Nothing blocks the various horde and scout spawns. Though those typically spawn in more than 30 meters from the player position. So under vanilla settings it would be rare to have those spawn inside of your base area.
 
Any POI you place an LCB or bedroll into is removed from the trader quests. If a quest is picked up for that POI, it will prevent activating the quest, and thus resetting the POI. So it protects your base from quest resets.
Since which version does this work? In A21 it definitely didn't work, the merchant could give a quest to the POI where the sleeping bag is. The worst thing is that you only realized that there was a bag there when you got there, after which you had to cancel the quest and go back to the merchant for the next one. And he also likes to give excavations in places where there are claim blocks.
 
Since which version does this work? In A21 it definitely didn't work, the merchant could give a quest to the POI where the sleeping bag is. The worst thing is that you only realized that there was a bag there when you got there, after which you had to cancel the quest and go back to the merchant for the next one. And he also likes to give excavations in places where there are claim blocks.
Alpha 21 was the first itteration of this off the top of my head. It wouldn't remove the POI from the trader list, but should have prevented the quest being activated when the bedroll or LCB protection was in the POI bounds. However it wasn't 100%, and there were a lot of issues with LCB's and bedrolls not actually being active for any of the other functions when this happened.

In v1.0 it was changed to remove the POI from the trader quest list. However for that to really work, you have to place the LCB and then wait until the list is updated. It should still prevent you from starting the quest at the POI if it is given for a quest, though. If you run into cases where it does not work, fill out a proper bug report with all the logs and details so it can be looked at.
 
In v1.0 it was changed to remove the POI from the trader quest list.
It turns out it appeared in 1.0. Quest activation was prohibited back in A18, and possibly earlier. However, this caused irritation, the trip from the merchant to the POI and back sometimes took a lot of time, and the inability to activate the quest led to the fact that time was wasted.
 
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