Yet another fun and useful base. With every vehicle having the turning radius of a semi truck, it's hard to make an area for them to turn around in. I liked the entry to the crafting area which is mostly zombie proof. I also loved the use of the pipes to block the darts. It is aestheticly pleasing and useful. Great overall video! Thank you!
You are growing as a content provider CP, I have enoyed witnessing it. These videos you are producing get better, every time.There is certainly a random mechanic (or bug?) to their pathing in A21. Horde nights they will tear down walls and dig even if the path is clear and easy to access. It is diffcult to plan for, given the random nature of it. A21 is certainly full of changes not mentioned.
Thanks PJF, it's been great fun to do and learn, and of course it helps with all the feedback and encouragement that those like you have provided since the beginning! A21 pathing- I suspect as I move into more combat bases, will start to show up any strange pathing!
Nice work, Cautious! I love the concept of an underground/underwater base, it's just so much work! I'd either use one for just living/crafting etc and have a H/N base up top. It's a shame they go into crazy dig rage mode, otherwise it would be worth doing. Look forward to your next video!
Well done on figuring it out. Remember Jawoodles vid and he seemed to beable to get most of it out, but always was that one block or so giving him issues. There were no other blocks that could work to make it larger? Like using blocks inside or something to delete the water?
It's very difficult to go larger as you turn don't get the benefit of the side wall blocks. From the tunnel build section you see how the sheets work better with a block attached next to it, that's basically how the room works. But the bigger you make the room the more it's just sheets without the blocks. Also since you can't really build inside, my view was to keep it small as the airlock so to speak, then make the actual base underneath. Not to say there's not some other option that hasn't been found yet though!
@@CautiousPancake Ya i seen how it worked with the tunnel. maybe a combination of blocks and backfill using soil along with possibly a bucket could work. issue would be getting the outer walls in and couldn't expand beyond as it only takes one block and ya flooded. it's there though. we're close just gotta crack that code. keep up the good work and looking forward to the next vid.
ladders that go to the floor with zombies path going down: I get it. ladders that go to your base? wouldn't it better to go with 2 blocks from the bedrock? Also, real issue are explody boys that damage your base in 5? blocks radius. your zombies path being so narrow wouldn't it like damage pretty much ALL peripheral blocks? I guess this works for early-game and small hordes size. Would be nice to have an update on your fighting corridor with couple of demos and cops exploding; I think on 1st demo or 2 cops exploding all your electric posts would be goners. Nice demonstration on how-to an underwater base. from a practical point of view: ugh... I can only imagine to have to fix all those holes... underwater... lol Guess as a fancy tunnel over a river? only for motorcycles tho.. Anyway I appreciate very much your take on a different playstyle; very refreshing.
Thanks yvels I think you're feeling exactly how I felt playing it, it's doable, but so much extra work to put it underwater that I wouldn't bother personally. But some people love underwater bases, so this was primarily to show it's possible! The combat section is definitely not the best, just to again show how it could work. The ladders I did to the floor so that if you go up to the crafting base they will still see the path through the traps as the way to get to you, rather than stopping on the ladders part way down if that makes sense?
you can circumvent the tunneling habit of the zombies by giving them clear paths, that bring them down a bit block by block. like a funnel. if they have to go up a bit, they might start to dig, because first they try to go on your level. cool base. not very practical... id prefere something where zombies arrive faster, so i/base can get rid of em faster
True, I think this needed the main part of the base under the deeper part of water so the zombies saw the path down as the highest and easiest to get to.
@@CautiousPancake still must've taken a lot of time... I love your builds it inspired a lot of my own builds - they are like 1% of what you make - but it works and I can easily survive the horde. With a bunch of half plates for example 😆
yesterday i had a weird problem in my 7d2d game where my motorbike kept bumping into invisible things and i couldnt drive and the bike would fly into the air.. then my jump button stopped working, then i couldnt select anything (no E selection). I logged out of the game. Today i logged back in & my motorbike flew off into the air along with the minibike i had not driven but was lying next to my base... when i went into F1 the screen was full up with error messages just constantly scrolling down. I tried to print screen it but it didnt work so i cant write the exact error messages down but it seemed to be something about the vehicles... "location error" or something like that.. so i loaded a previous save from 2 days before and started playing.. but while i was trying to move to a new base i started constantly falling thru the ground.. i could only stop this happening by going into god mode. eventually when the weirdness ended i could continue playing but in F1 there was the same constantly scrolling message non stop until i stopped playing: "2023-07-08T20:06:45 3134.829 INF Look Rotation Viewing Vector is Zero" Is my playthru totally ruined? This all started while doing a quest and then heading home. Has anyone else had these problems? Thanks for any advice...
So love the thought of an underwater base but wouldn’t it be more useful to use the water in the lane the zombies are taking to get to you. Otherwise what’s the point, it seems the exact same as an underground base that doesn’t involve water but takes a lot longer for the zombies to get to the base in the first place then it’s the same process. Seems like a lot of work for no benefit to include the water right?
Completely true, there's no benefit to using the water to the base, only that with the new water physics, I wanted to show if you want to live under the sea you can! To use water in the lane you would need to add it in using buckets otherwise once it floods from the lake above you can't get rid of it!
Lol branchcore - digging into the archives on that one! - but also where I'm hoping to go soon - back to base evaluations and then some new designs. Or have you spotted an issue with Thresher in A21?
@@branchcore Ah that's no good - hope you catch a break soon! I'll crack on with the base testing once the current vid is finished (hopefully tomorrow)!
The water behavior around sheets is clearly a bug - they will patch it out. Are there any legit-looking ways to make a proper airlock or room where you can transition from water to underwater air-filled base?
Normally I'd agree, but I'm not sure this one should be considered a bug, unless water magically reappearing within a sealed room is also a bug. I've not found any alternative methods of water prevention either, although when I hit on the sheet method, I stopped looking for additional ones, so it could be there's others out there still!
@@CautiousPancake Yes, i would consider water reappearing out of thin air in an enclosed room also a bug. It is realistic that it somehow finds its way in - but in this case realism isn't fun. This is a voxel basebuilder and every voxel basebuilder needs to support underwater bases and underwater entrances to such bases.
@@Oktokolo agreed, hopefully someone smart can figure out a powered water pump and how to remove the toggle that the block is "underwater" so that you could pump water out of an airlock type entry!
@@CautiousPancake I seriously hope, The Fun Pimps are that someone smart. This is a thing that is best implemented in the engine. Water could only spread sideways and down for example. That would allow for the classic entrance where you emerge from a pool in a room of the base.
I stopped playing at a few years ago. I just reinstalled the game. I am looking for a good base design that i do not mind being a little cheesy but at same time mostly outsmarting them not brutal work or floating blocks. i used to play turret build bases and loved them but when they messed up the pathing of intellect and slowed the progress to getting to turrets and forcing us into all braches of skills i quit. SO basically is there a video you have of base with turret build that is effective and no gaps blocks. thanks
@@CautiousPancake definitly been a while since i played. i turned down the hardness. died like 10 times before first quest then failed first quest lol i have to learn how to survive all over again
@@GamingwithKentuckianJD haha - don't worry, pretty much everyone commented in A21 that they died early on, and that the same difficulty felt harder after the patch!
Same - I do them for fun/challenge but since they took away the xp for fall dmg, I find it easier to build above ground. But figured I'd see if I could combine both aspects for this base since they both have challenges to get right :)
No benefit, just sometimes nice for something a bit different 🙂 I think on PvP servers it can be an advantage to hide your base but the tunnel on this one kinda gives it away 😀
I don't think so, but now you've got me wondering. I know it can make headshots a little trickier at times but no I think a 2-high is ok from memory. I'll test in a couple of days though!
@@CautiousPancake > I remember having pathfinding issues because of the demos with 2-high passages. And the tip to put a 1/2 ground under a 3 high fan-trap to hit their head but not the bomb :D
It's possible, but I think pretty unlikely. At the end to get it to flood I had to remove nearly all the sheets in the entry room. With nothing doing damage up top, it's unlikely to get an explosion, and since it's beyond rage mode mostly they ignore the sheets. Having said that, yes it's still a risk!
That flying view seeing how deep the zeds dug reminds me of an ant farm.
Good call it does have that look!
Thanks!
Keep up the good work
Wow thanks zynjnn!! 🙏
I love watching your vids, Cautious. I especially love your relaxed, instructional tone. Refreshing is the word.
Thank you so much, appreciate all your comments mate! 👍
Was just thinking the same thing. Watched two videos and he explains (almost!) everything quite well!
Yet another fun and useful base. With every vehicle having the turning radius of a semi truck, it's hard to make an area for them to turn around in. I liked the entry to the crafting area which is mostly zombie proof. I also loved the use of the pipes to block the darts. It is aestheticly pleasing and useful. Great overall video! Thank you!
Thanks T!
You are growing as a content provider CP, I have enoyed witnessing it. These videos you are producing get better, every time.There is certainly a random mechanic (or bug?) to their pathing in A21. Horde nights they will tear down walls and dig even if the path is clear and easy to access. It is diffcult to plan for, given the random nature of it. A21 is certainly full of changes not mentioned.
Thanks PJF, it's been great fun to do and learn, and of course it helps with all the feedback and encouragement that those like you have provided since the beginning! A21 pathing- I suspect as I move into more combat bases, will start to show up any strange pathing!
Another great original base idea CP.
Thanks Cohnman! :)
Nice work, Cautious! I love the concept of an underground/underwater base, it's just so much work! I'd either use one for just living/crafting etc and have a H/N base up top. It's a shame they go into crazy dig rage mode, otherwise it would be worth doing. Look forward to your next video!
Yeah especially now with the changes, it's doable but for little to no benefit!
Awesome as always!!
Thanks Eko!
Well done on figuring it out. Remember Jawoodles vid and he seemed to beable to get most of it out, but always was that one block or so giving him issues. There were no other blocks that could work to make it larger? Like using blocks inside or something to delete the water?
It's very difficult to go larger as you turn don't get the benefit of the side wall blocks. From the tunnel build section you see how the sheets work better with a block attached next to it, that's basically how the room works. But the bigger you make the room the more it's just sheets without the blocks. Also since you can't really build inside, my view was to keep it small as the airlock so to speak, then make the actual base underneath. Not to say there's not some other option that hasn't been found yet though!
@@CautiousPancake Ya i seen how it worked with the tunnel. maybe a combination of blocks and backfill using soil along with possibly a bucket could work. issue would be getting the outer walls in and couldn't expand beyond as it only takes one block and ya flooded. it's there though. we're close just gotta crack that code. keep up the good work and looking forward to the next vid.
ladders that go to the floor with zombies path going down: I get it. ladders that go to your base? wouldn't it better to go with 2 blocks from the bedrock? Also, real issue are explody boys that damage your base in 5? blocks radius. your zombies path being so narrow wouldn't it like damage pretty much ALL peripheral blocks? I guess this works for early-game and small hordes size. Would be nice to have an update on your fighting corridor with couple of demos and cops exploding; I think on 1st demo or 2 cops exploding all your electric posts would be goners.
Nice demonstration on how-to an underwater base. from a practical point of view: ugh... I can only imagine to have to fix all those holes... underwater... lol Guess as a fancy tunnel over a river? only for motorcycles tho.. Anyway I appreciate very much your take on a different playstyle; very refreshing.
Thanks yvels I think you're feeling exactly how I felt playing it, it's doable, but so much extra work to put it underwater that I wouldn't bother personally. But some people love underwater bases, so this was primarily to show it's possible! The combat section is definitely not the best, just to again show how it could work. The ladders I did to the floor so that if you go up to the crafting base they will still see the path through the traps as the way to get to you, rather than stopping on the ladders part way down if that makes sense?
@@CautiousPancake that makes sense. thanks for reply.
Very pirates tune, nice!
Hehe thanks!
Austin Powers at the end, lol
That. Is. Cool. I will give it a whirl when I get an auger.
Just watch out for those diggers!
Ty
This was really cool! I think i can use this.
Also, I finally made the video using your ladder and 45 degree rail mechanic. It works a treat!
ruclips.net/video/8nwQLE2Aeto/видео.html
awesome - have fun with it Ezbz!
Orange sherbet! :D
so thats hows waters works!
Yup, water is currently terrified of sheet blocks 😂
That is so cool!
Thanks!!
Under the sea :D 🐠
😂
Very inception
Austin Powers reference had me dead 💀
you can circumvent the tunneling habit of the zombies by giving them clear paths, that bring them down a bit block by block. like a funnel. if they have to go up a bit, they might start to dig, because first they try to go on your level.
cool base. not very practical... id prefere something where zombies arrive faster, so i/base can get rid of em faster
True, I think this needed the main part of the base under the deeper part of water so the zombies saw the path down as the highest and easiest to get to.
hear me out, under water sky base
That sounds awesome, but not sure what exactly you have in mind?
@@CautiousPancake simple u bring the water with u to the sky base idk why ud do it but it would make it interesting
u could use water to slow down zombies staggering the hordes numbers
It looks very cool. You did this in survival?
Thanks mysho! Built in survival yes, but I did use some creative mode tools to speed up the digging 😄
@@CautiousPancake still must've taken a lot of time... I love your builds it inspired a lot of my own builds - they are like 1% of what you make - but it works and I can easily survive the horde. With a bunch of half plates for example 😆
@@mysho that's great to hear, it was a goal for me starting to make videos to help people with base build ideas 💡 really happy that they are useful!
You've done Jawoodle proud!!
I hope so, thanks!
The new randomness of the AI makes bedrock bases a challenge.
Have you seen changes on the ai for digging? Did I miss something in the notes?
What is that door you have placed on the battery bank area?
The door at 2:17 is an Iron door, with the "red" shape selected.
yesterday i had a weird problem in my 7d2d game where my motorbike kept bumping into invisible things and i couldnt drive and the bike would fly into the air.. then my jump button stopped working, then i couldnt select anything (no E selection). I logged out of the game. Today i logged back in & my motorbike flew off into the air along with the minibike i had not driven but was lying next to my base... when i went into F1 the screen was full up with error messages just constantly scrolling down. I tried to print screen it but it didnt work so i cant write the exact error messages down but it seemed to be something about the vehicles... "location error" or something like that.. so i loaded a previous save from 2 days before and started playing.. but while i was trying to move to a new base i started constantly falling thru the ground.. i could only stop this happening by going into god mode. eventually when the weirdness ended i could continue playing but in F1 there was the same constantly scrolling message non stop until i stopped playing:
"2023-07-08T20:06:45 3134.829 INF Look Rotation Viewing Vector is Zero"
Is my playthru totally ruined? This all started while doing a quest and then heading home.
Has anyone else had these problems? Thanks for any advice...
That's a new one for me... Sorry no idea on how to help there, have you tried on the forums?
So love the thought of an underwater base but wouldn’t it be more useful to use the water in the lane the zombies are taking to get to you. Otherwise what’s the point, it seems the exact same as an underground base that doesn’t involve water but takes a lot longer for the zombies to get to the base in the first place then it’s the same process. Seems like a lot of work for no benefit to include the water right?
Completely true, there's no benefit to using the water to the base, only that with the new water physics, I wanted to show if you want to live under the sea you can! To use water in the lane you would need to add it in using buckets otherwise once it floods from the lake above you can't get rid of it!
This is awesome and also your underrated man i just discovered your channel a bit ago
Thanks Styledd and welcome!
Probably gonna be a lot of these videos since they fixed underwater zed spawning.
Yeah, the old middle of the lake AFK base is no more!
But how does the Thresher do now?
Lol branchcore - digging into the archives on that one! - but also where I'm hoping to go soon - back to base evaluations and then some new designs. Or have you spotted an issue with Thresher in A21?
@CautiousPancake I haven't been on unfortunately. Work & weather have been a pain.
@@branchcore Ah that's no good - hope you catch a break soon! I'll crack on with the base testing once the current vid is finished (hopefully tomorrow)!
The water behavior around sheets is clearly a bug - they will patch it out.
Are there any legit-looking ways to make a proper airlock or room where you can transition from water to underwater air-filled base?
Normally I'd agree, but I'm not sure this one should be considered a bug, unless water magically reappearing within a sealed room is also a bug. I've not found any alternative methods of water prevention either, although when I hit on the sheet method, I stopped looking for additional ones, so it could be there's others out there still!
@@CautiousPancake Yes, i would consider water reappearing out of thin air in an enclosed room also a bug. It is realistic that it somehow finds its way in - but in this case realism isn't fun.
This is a voxel basebuilder and every voxel basebuilder needs to support underwater bases and underwater entrances to such bases.
@@Oktokolo agreed, hopefully someone smart can figure out a powered water pump and how to remove the toggle that the block is "underwater" so that you could pump water out of an airlock type entry!
@@CautiousPancake I seriously hope, The Fun Pimps are that someone smart. This is a thing that is best implemented in the engine.
Water could only spread sideways and down for example. That would allow for the classic entrance where you emerge from a pool in a room of the base.
@@Oktokolo that would be ideal I agree!
I stopped playing at a few years ago. I just reinstalled the game. I am looking for a good base design that i do not mind being a little cheesy but at same time mostly outsmarting them not brutal work or floating blocks. i used to play turret build bases and loved them but when they messed up the pathing of intellect and slowed the progress to getting to turrets and forcing us into all braches of skills i quit. SO basically is there a video you have of base with turret build that is effective and no gaps blocks. thanks
I don't have a strong turrent focussed base at the moment - more blade traps, dart traps and electric fences. But it's a good idea to think about!
@@CautiousPancake definitly been a while since i played. i turned down the hardness. died like 10 times before first quest then failed first quest lol i have to learn how to survive all over again
@@GamingwithKentuckianJD haha - don't worry, pretty much everyone commented in A21 that they died early on, and that the same difficulty felt harder after the patch!
I haven't done a viable bedrock base since Alpha 19.
Same - I do them for fun/challenge but since they took away the xp for fall dmg, I find it easier to build above ground. But figured I'd see if I could combine both aspects for this base since they both have challenges to get right :)
@@CautiousPancake The problem is, as Guns Nerds and Steel's current series shows you have to build a pad a good distance out to prevent tunnelers
@@Wanderinpaladin ah thanks - I've fallen behind on various series, I'll have to find a few episodes where he's building thanks!
Nice Base but I dont get it what the benefit is to have it under water
No benefit, just sometimes nice for something a bit different 🙂 I think on PvP servers it can be an advantage to hide your base but the tunnel on this one kinda gives it away 😀
Wut ? You no longer need at least 2.5 blocks high to allow a path for demos ?
I don't think so, but now you've got me wondering. I know it can make headshots a little trickier at times but no I think a 2-high is ok from memory. I'll test in a couple of days though!
@@CautiousPancake > I remember having pathfinding issues because of the demos with 2-high passages. And the tip to put a 1/2 ground under a 3 high fan-trap to hit their head but not the bomb :D
@@Fufuneraire yeah demos used to be a significant threat, now with only junk turrets setting them off its not so bad!
@@CautiousPancake > I need to relaunch the game. Thx to all the time I'll lose again XD
@@Fufuneraire 😀😀
Does the swimming change the pathing of zombies in any way?
Not that I could see no, still focussed on shortest path and getting to your height first
the problem with sheets is they are really weak, so if zombies break a few of them you might end up suddenly flooded and drown?
It's possible, but I think pretty unlikely. At the end to get it to flood I had to remove nearly all the sheets in the entry room. With nothing doing damage up top, it's unlikely to get an explosion, and since it's beyond rage mode mostly they ignore the sheets. Having said that, yes it's still a risk!