Edit: Seen your comments saying it's patched. Just tested, still working in Stable V 1.0 (B333) BRB building zombie proof fences everywhere. Sorry TFP, but also not sorry at all
it would have been interesting to see them in other orientations however i believe that is probably the best looking direction. do you think you could make that work in an afk base?
I grew up next to a commercial beef farm, and worked high school summers for it. The first "forcefield" reminded me of the gateless truck and tractor access roads on the farm. Was a blast from the past to learn that zombies can be like cattle.
thanks, Captain Jabbernaut just kept yammering on and on about random garbage, kinda why I don't listen to Australians... some of them just like to hear themselves yammer on and on
Zombies with path up to a certain distance from the player (as the crow flies), not a certain number of steps. So you can't path them more than 40 blocks away from the player, but you can path them over 80 blocks of walking (see your spiral base for an example of that). It's like a chunk-loading limitation in their pathing, not a number of steps thing. Exactly how far they will path may 'vary' based on the chunk-layout. Chunks are 16x16 blocks. Depending on where exactly you are in the chunk-layout of the map... they may path more or less than 40 blocks away. If your yellow block was in the middle of a chunk, or the edge of a chunk, they might path more than 40, or less than 40. Can definitively say from your testing, that they will absolutely path 24 blocks away at bare minimum (40-16), and likely more than that. Would make a good episode to figure out their minimum/maximum pathing distance away from the player, with different positions within map chunks. Used to be a way to see map chunks in creative, not sure if that's still a thing, and I don't recall how to make that visible, but it's worth looking into.
You broke the AI... again? Man. TFP either watches your videos to make a "bug fix path" or - no, I think they genuinely do. Keep up the great work, brother!
Even Magic Blocks cant stop the Baton series ! 1.3K more 1.3K More !!!!!!!!!!!!!!!!! So as you mentioned Aesthetics matter , do they matter on your 7D2D server cause I dont have an aesthetics bone in my body , as a matter of fact the p.o.i's have more aesthetics then I do , How would that make you feel to see the ugliest thing that ever could be created based up right next to you ?
@JaWoodle, I think its the slope of the ramp that is bricking the AI. It is too steep for them to "stand" on, so you could use two of the blocks to make them tall enough for the zombies to not be able to even think of jumping over it. I just confirmed this in my game @JaWoodle, but the pathing you are seeing will also work on the pre-existing "Wedge Narrow Low" which is part of the grouping of 4 "Narrow" ramp shapes. It is the slope of the blocks whilst they stand up that makes the zombies want to path around them. Due to this, the "Ramp 6" and "Ramp 8" should work as well, since, their slopes are even steeper than the "Narrow".
As soon as they fixed the wedge60's (2 block slopes), I wondered if the 4, 6, or 8 block slopes would work instead. Because the way they fixed the wedge60's was just that they made zombies able to run up them. And they can't run up the 4, 6, or 8 block slopes (oriented vertically).
I just tested a shorter path of wedge tips, 10 blocks or so, and on their own, oriented vertically as in this video, even though the zombies can stand on them, they walk to the top, but then go around...
The 6m 03 block with the skinny edge facing up is also a new zombie dropper. just invert another one on top so they can't actually run on the one little bit of surface area and watch the looping magic
It's kinda the inverse logic of the wedge60's under a half block. Both a "here's something you can run on, but you can't" situation, but one's working from the bottom up, the other from the top down.
That's a really good find. I missed the zombie proof walls from A17, it was so nice to keep your base safe. Sadly, it won't last long before they patch it out I'm sure. Great video man!
Hey Woodle- could you make a video about all the special commands you use? like teleporting your body, using that blue box to clear areas, Jumping out of your body etc? or maybe how the editor works cuz i cant get the hang of it. Much love from Minnesota my dude! Thank you!!
to clear areas you have to highlight the area by pressing Z and making a box. hold g to move the box, or hold shift+g to increase/decrease the box size in any direction. Pressing J will fill the box with air, pressing L will fill the highlighted box with whatever block you’re holding.
I know its a stretch but ... they do jump the block if you leave it as a "Building Block" . At least make them wood. (Start the arguments :). (Edit) i did some testing and you might want to test it again. Doesn't work as of 1 hour....lol...my walls are 28x29 long. (Edit 2) After further testing the problem is the distance between you and the wall of blocs. Have a test. 😉
You can just build a wall and put a 5 block deep ditch around your base and they will ignore the entire base. So a wall with a single block ditch right next to it. I usually dig it deep enough to remove the clay and expose the stone. You don't need another wall in front of the ditch. I have built some pretty huge bases and it always works. Just make sure the ditches have a ramp leading up to the side you want them to come out of in case their buddies push them in. Now if they could stop sending destructors on my first day 7 ....
I did the block, 30 blocks on a side with b21 force field entries. They avoided the force fields and jumped the 6M2 ramp block, even doubled. Only works if there is an open path to you.
Yeah, all those broken blocks only matter for funneling the zombies into the path you want them to go because they don't actually break pathing at all. They just have high costs associated to them for unknown reasons. You can also just dig a normal trench around you and have a bridge leading them to your position. They will try to get to you without having to go down and then up. But if they end up in the trench, they will just use a provided ramp or ladder to get out and use the bridge to get to you. So just plain trenches are already a kind of "force field". At the end, the pathing in this game is pretty much next level. As long as you provide some somewhat reasonable path for the zombies to reach you, you can basically dictate, where they attack because they are pretty darn lazy and naively take the path of least resistance (right into your traps or loops). And the devs also seem to experiment a lot before sticking with what works best. Not sure, whether the pheromone field mechanic is still in the game at all. But in some older alpha, the zombies always tried to follow the path you took when entering the base. and i remember zombies preferring breaking doors and hatches over easier entry points in some old alpha too. Videos like this make the system look buggy. But actually, it's extremely solid and the most common complaint is that zombies know too well, where a base's weaknesses are...
Incoming emergency muppet patch! 😂 TFP should just leave these exploits in the game at this point. If they patch them, you'll just find others. Better to admit defeat now and just let those that want to break the zombie pathing do their thing than just keep fighting a losing battle
This idea makes potentially securing pillars a lot cheaper, just throw a layer of these around the critical supports so they run to your elevator properly
It's very enjoyable watching the amount of excitement you get from finding a new glitch in the game... But don't worry it'll be fixed in the next update..
Damn, I needed this. My normal melee killing tunnel no longer works. Even though there's opening where I whack them, they still come trough side at some point. In alpha, I didn't need force field.
This is very useful to force pathing to a single entrance, where we can defend via wood spike traps, or turrets later in game. I'm going to try it to control the screamers from running around under my 2nd floor base.
There is another POI you need to check out that has weird behavior. "The Wagner Residence". It is a T1 PoI that has a rope ladder going up a hole on the porch. If you climb up the rope and stand on the roof near the rope, the zombies will just gather under the roof and they do not attack the PoI other than the railings on the side while trying to get on the porch. They do not attack the supports or the trailer. I have spent a few horde nights up there just throwing down bombs and Molotov's. The main PoI is just fine, they never try and destroy it. I think it has something to do with how close you are to the zombies and maybe they are trying to make a zombie pyramid to get up to you rather than destroy the PoI and supports for the roof.
Soon you'll have 100k followers and then the Stune baton challenge will come:) We're all looking forward to it - let's hope the fun pimps don't get the idea to nerf the Stune baton for this discovery
6m ramp is able to be cop proof on base building: I use it for the base pillar of my skyline killing corridors. You just create a square using them :) good to see you've learned about the 6m and 8m ramp OPness :D
So fortify a trader perimeter about 4 to 5 blocks out from the sides with this, and a deep dropper on one side, may 4 or 5 deep. so you can support the ZProof wall from the trader landblock zone ( 45 degrees up and out should suffice, so they can get pitted at the dropper and then wail on sanctified trader dirt all Blood Moon night long, while you sit pretty and even AFK if you want? ( Freo local boy here, and fan from a while back....)
I'm sure there's an unpaid intern at TFP who's assigned JoshDuty lol. My husband and I get quite the laughs out of imagining the poor intern having to go tell their boss "Y'all, he's done it again..."
I always kill the zombie bears, they seems to have a 100% drop rate of red loot bags now, and with the 20% loot bonus of the rouge hood (I think it the one) it's good loot :D
I used your 15 block tall base with the tight rope walk on my first console day 1 horde and it worked flawlessly, what was crazy was I had 2 direwolves on the first horde night and my difficulty is only on the one above default and 150 x XP multiplier.
For anyone trying this, it seems to only work with concrete on both sides of the wall. Zombies will jump right over if there is wood or cobblestone on either side of the double wall.
THINGS to Check: First those Wedge 60 blocks have a Smaller and Larger pieces, Do they work as well ... Also need to try laying the flat side down over the 3+ Block Deep pit to see if they see it liek normal Force field ... Last ... IF the wall is Full all the way around will they Break or Jump it, if jump, will adding the smaller 60 slop to its top again stop the jump.
@user-lr7kn9rd3d meh, all movies on zombies show them as unpausing eating machines. But I do think their block damage should go down if they loose limbs/take damage
the blocks on the bridge dont work in bloodmoon, they'll opt to jump over it instead. Built my first horde base in 1.0 on this bridge because I thought they'd path around it, but in bloodmoon they dont
Yea I've definitely seen inconsistencies on real horde nights - the thing where they go into destroy mode when they have a path only when they can get under you seems inconsistent as well. I've seen them do that when they have a path and can't get underneath you on horde night.
BloodMoon AI has always been different. Biggest difference is they run faster, which affects their 'easiest route' math. But there's some other quirks too. Any test should really dip into horde night to double check.
Good to know. Thanks. The 1m square with the circle cut out doesn’t work on bloodmoon either. I don’t remember the exact name of the block but it’s a cube with the center cut out of it.
13:30 you should try doubling it up on the wall one segment at a time. could just need one double on a long wall to make the whole wall a double OR it could be a percentage of the walls length that's needed. first example worked. also it could be your position relative to which wall you're behind. maybe they see you and start running along the wall to the nearest turn instead of vaulting.
I'm coming here to say I will never giggle when Jawoodle breaks/sprains a leg ever again. Just got the console version and I'm embarrassed to admit I've broken my leg 3 times 😂 (so far)
I'm doing a spear build this time and I'm wondering if these walls would work ok with the electric fence at the opening. I have been doing a small 12x12 kill box with electric fences all around. (Switch inside) it works nicely, but I would like it better if they all went to the front with only one fence. I haven't played much since 21A and trying something different. The box is one level of blocks then the fence on the top. They end up jumping into the fence, which makes them a great target. Thanks.
The main mechanic here is that the AI won't path over any block that doesn't touch the center of the top side of its space. I like using windows blocks for my force fields paired with the double center road lines.
I tried this out and works great if i'm making enough noise or heat to alert them to me. But if they are just wandering around and don't know i'm there i've watched them jump over the walls.
The first one demo’ed doesn’t seem to be as effective now, the zombies seem to wind up just chewing the outer layer of wedge fillers off the trench before pathing to the intended path.
I'd like to know, if they still won't path over this block if it's flipped on it's side or not. If they don't, it could be a direct replacement for the previous floor force field block setup.
Omg! I need this! Right now I’m pinned up in shamway foods tower in wasteland city. Right next to a 7 skull POI. Just can’t stop zombies from coming at me nonstop. The ferals and dire wolves are everywhere! This might make the area livable now! Thanks! Can’t afford concrete version tho. Hope wood works just the same. Gonna try tonight.
The real test is what they would do if you didn't leave that single block opening in the wall. I assume they would then jump the wall as they did when the path route took them too far away, but it would have been good to see confirmed. Additionally what would they do in that case if you stacked the walls 2 high? Would they beat on them or just get stumped like they used to with the old sloped walls. I mean I know I can test this myself but I'm lazy and wanted to see you do it for me!! 🙂Thanks for the video!
"Brick the AI? That's a patchin'. Exploit a block? Oh you better believe that's a patchin'." :D I've been using the window plate rounded square empty for a force field, just because it's simpler and looks futuristic, but I'm a sucker for a good zombie proof wall!
Can you use scaffolding ladder platforms surrounding the hoard base 3 blocks up so that you can go down and collect disappearing loot bags on hoard night? It would also block spit from close cops...
I wonder, if you make a pit like in the first half of this video and surround the center pillar completely with this wall block, would the zombies perhaps ignore the pillar and fight outwards?
Wondering what happens to the magic block if you put other blocks on top of it, and continue building up. Also wondering what happens if you create a maze, and how far the zombies would be willing to zig-zag back and forth rather than jumping over.
How long for B334 to be released? Ignore zombie melee reach on servers forever, vehicles still vanish for no reason - TFP will patch this block inside a week.
Have you tested it with a forcefield inplace of the access point? I've got a itch in the back of my brain saying that if one of those is in place they'll just hop the wall.
Need to see what happens if you block the entry point with a zombie forcefield. Also, does it change anything to put the next bit of the ramp on top for a 2 high wall.
What would happen if the floor of your drop pit was the forcefield floor blocks with the new 60 ramps lining the bottom row of the wall so the zombies are "trapped" on the inside?
Great work - BUT! Josh- you forgot to test what happens if you put a forcefield at the entry point.. Wont they just jump the wall right away if they see no way in? Or will they run around it in circles forever? (doubt it).
You still need to test it as a totally enclosed area. Not giving them a valid path into the area may just lead to them jumping it or breaking it. Will it work if it is solid without the opening?
Josh, there's a lip or something under the ramp block when you were on the bridge. But you never replicated that lip in your wall. What is it, can you check?
Edit: Seen your comments saying it's patched. Just tested, still working in Stable V 1.0 (B333)
BRB building zombie proof fences everywhere.
Sorry TFP, but also not sorry at all
Wish you would have layed them flat to see the reaction
Its like a rabbit proof wall..too many rabbits...in China 😂😂😂
🤣🤣 josh is the man
You forgot the werewolf in London dire wolves to test against it.
it would have been interesting to see them in other orientations however i believe that is probably the best looking direction. do you think you could make that work in an afk base?
TFP: We have new pathing and fixed the broken path blocks in 1.0!
JOSH: Oi mate, hold me froffy.
oh please, Josh would say it a lot more flowery 😁
love it!
@@jesternario Hold my Bush Chook?
I grew up next to a commercial beef farm, and worked high school summers for it. The first "forcefield" reminded me of the gateless truck and tractor access roads on the farm. Was a blast from the past to learn that zombies can be like cattle.
9:48 - Block name in search
You just saved me over 20 minutes, I love you
thanks, Captain Jabbernaut just kept yammering on and on about random garbage, kinda why I don't listen to Australians... some of them just like to hear themselves yammer on and on
Zombies with path up to a certain distance from the player (as the crow flies), not a certain number of steps. So you can't path them more than 40 blocks away from the player, but you can path them over 80 blocks of walking (see your spiral base for an example of that). It's like a chunk-loading limitation in their pathing, not a number of steps thing. Exactly how far they will path may 'vary' based on the chunk-layout. Chunks are 16x16 blocks. Depending on where exactly you are in the chunk-layout of the map... they may path more or less than 40 blocks away. If your yellow block was in the middle of a chunk, or the edge of a chunk, they might path more than 40, or less than 40. Can definitively say from your testing, that they will absolutely path 24 blocks away at bare minimum (40-16), and likely more than that.
Would make a good episode to figure out their minimum/maximum pathing distance away from the player, with different positions within map chunks. Used to be a way to see map chunks in creative, not sure if that's still a thing, and I don't recall how to make that visible, but it's worth looking into.
You broke the AI... again? Man. TFP either watches your videos to make a "bug fix path" or - no, I think they genuinely do. Keep up the great work, brother!
When he met the guy in charge of the blocks he referred to Josh as his nemesis, so they absolutely do watch his stuff
@@jaydunbar7538They got to keep their eyes on our JaWoodle friend… =]
He’s gotten MULTIPLE things patched very very quickly after posting a video. They 💯 watch. 😂
Or Josh is a software tester and it’s paid by TFP!?!
they are screwed either way, blocks they cant path make invisible walls, blocks they do path become a zombie dropper horde base
Even Magic Blocks cant stop the Baton series ! 1.3K more 1.3K More !!!!!!!!!!!!!!!!! So as you mentioned Aesthetics matter , do they matter on your 7D2D server cause I dont have an aesthetics bone in my body , as a matter of fact the p.o.i's have more aesthetics then I do , How would that make you feel to see the ugliest thing that ever could be created based up right next to you ?
1.1k ...baton anticipation intensifies
@JaWoodle, I think its the slope of the ramp that is bricking the AI. It is too steep for them to "stand" on, so you could use two of the blocks to make them tall enough for the zombies to not be able to even think of jumping over it.
I just confirmed this in my game @JaWoodle, but the pathing you are seeing will also work on the pre-existing "Wedge Narrow Low" which is part of the grouping of 4 "Narrow" ramp shapes. It is the slope of the blocks whilst they stand up that makes the zombies want to path around them. Due to this, the "Ramp 6" and "Ramp 8" should work as well, since, their slopes are even steeper than the "Narrow".
Still if a path doesnt exist within 40m of player, they would beat down a 2m high wall of ramps [until they can jump over]
As soon as they fixed the wedge60's (2 block slopes), I wondered if the 4, 6, or 8 block slopes would work instead. Because the way they fixed the wedge60's was just that they made zombies able to run up them. And they can't run up the 4, 6, or 8 block slopes (oriented vertically).
I just tested a shorter path of wedge tips, 10 blocks or so, and on their own, oriented vertically as in this video, even though the zombies can stand on them, they walk to the top, but then go around...
They are so gonna nurf this block
you can make such clean bases with this. Also, Blade traps on the corners XD
The 6m 03 block with the skinny edge facing up is also a new zombie dropper. just invert another one on top so they can't actually run on the one little bit of surface area and watch the looping magic
Hey, that's Pseudo Posse's design!
It's kinda the inverse logic of the wedge60's under a half block. Both a "here's something you can run on, but you can't" situation, but one's working from the bottom up, the other from the top down.
You absolute mad scientist! One of the best 7d creators out there. 100k or bust!
You just want to see the pain of him being forced to do a legit Baton playthrough don't you?
That's a really good find. I missed the zombie proof walls from A17, it was so nice to keep your base safe. Sadly, it won't last long before they patch it out I'm sure. Great video man!
5:41 it looks like a Drain you would see in a fancy type of shower
Hey Woodle- could you make a video about all the special commands you use? like teleporting your body, using that blue box to clear areas, Jumping out of your body etc? or maybe how the editor works cuz i cant get the hang of it. Much love from Minnesota my dude! Thank you!!
It's especially useful knowledge if you ever plan on running a server.
to clear areas you have to highlight the area by pressing Z and making a box. hold g to move the box, or hold shift+g to increase/decrease the box size in any direction. Pressing J will fill the box with air, pressing L will fill the highlighted box with whatever block you’re holding.
@@lemon-ec thank you! I got the blue box and figured out how to shift it then couldnt get it to dismiss. It drove me nuts!
I know its a stretch but ... they do jump the block if you leave it as a "Building Block" . At least make them wood. (Start the arguments :). (Edit) i did some testing and you might want to test it again. Doesn't work as of 1 hour....lol...my walls are 28x29 long. (Edit 2) After further testing the problem is the distance between you and the wall of blocs. Have a test. 😉
You can just build a wall and put a 5 block deep ditch around your base and they will ignore the entire base. So a wall with a single block ditch right next to it. I usually dig it deep enough to remove the clay and expose the stone. You don't need another wall in front of the ditch. I have built some pretty huge bases and it always works. Just make sure the ditches have a ramp leading up to the side you want them to come out of in case their buddies push them in.
Now if they could stop sending destructors on my first day 7 ....
JaWoodle: look at this cobber of a block. FP: thank you for pointing it out.
So close to 100k!!! Get that purple stun baton ready 🎉😂
I did the block, 30 blocks on a side with b21 force field entries. They avoided the force fields and jumped the 6M2 ramp block, even doubled. Only works if there is an open path to you.
Thanks, that was my question.
Yeah, there has to be a path, or they just get mad and either jump what they normally wouldn't or start breaking everything in reach.
Yeah, all those broken blocks only matter for funneling the zombies into the path you want them to go because they don't actually break pathing at all. They just have high costs associated to them for unknown reasons.
You can also just dig a normal trench around you and have a bridge leading them to your position. They will try to get to you without having to go down and then up. But if they end up in the trench, they will just use a provided ramp or ladder to get out and use the bridge to get to you. So just plain trenches are already a kind of "force field".
At the end, the pathing in this game is pretty much next level. As long as you provide some somewhat reasonable path for the zombies to reach you, you can basically dictate, where they attack because they are pretty darn lazy and naively take the path of least resistance (right into your traps or loops).
And the devs also seem to experiment a lot before sticking with what works best. Not sure, whether the pheromone field mechanic is still in the game at all. But in some older alpha, the zombies always tried to follow the path you took when entering the base. and i remember zombies preferring breaking doors and hatches over easier entry points in some old alpha too.
Videos like this make the system look buggy. But actually, it's extremely solid and the most common complaint is that zombies know too well, where a base's weaknesses are...
@@Oktokolo It's great for funneling those damn screamers into a kill zone though.
@@Christian-cz9buwasn't a question
Incoming emergency muppet patch! 😂
TFP should just leave these exploits in the game at this point. If they patch them, you'll just find others. Better to admit defeat now and just let those that want to break the zombie pathing do their thing than just keep fighting a losing battle
This idea makes potentially securing pillars a lot cheaper, just throw a layer of these around the critical supports so they run to your elevator properly
Josh: Here is new zombie force-field, it also works on chickens
Glock9: here is my chicken feeder made out of wedge blocks
TFP: f... we quit.
:)
It's very enjoyable watching the amount of excitement you get from finding a new glitch in the game... But don't worry it'll be fixed in the next update..
Damn, I needed this. My normal melee killing tunnel no longer works. Even though there's opening where I whack them, they still come trough side at some point. In alpha, I didn't need force field.
"round the outside.... Like a good couple of trailer park girls" 😂😂😂 I was literally thinking it as you said it. 🤣
I have watched your videos for years now and play 7 days ALOT. I love your testing and thanks for all the tips , you rock dude.
on the bridge there's a 'road paint dash' (like you used on the force field with the slope plate filler) on both sides of the concrete divider...
This is very useful to force pathing to a single entrance, where we can defend via wood spike traps, or turrets later in game. I'm going to try it to control the screamers from running around under my 2nd floor base.
Very useful, until it gets patched -_-
There is another POI you need to check out that has weird behavior. "The Wagner Residence". It is a T1 PoI that has a rope ladder going up a hole on the porch. If you climb up the rope and stand on the roof near the rope, the zombies will just gather under the roof and they do not attack the PoI other than the railings on the side while trying to get on the porch. They do not attack the supports or the trailer. I have spent a few horde nights up there just throwing down bombs and Molotov's. The main PoI is just fine, they never try and destroy it.
I think it has something to do with how close you are to the zombies and maybe they are trying to make a zombie pyramid to get up to you rather than destroy the PoI and supports for the roof.
Soon you'll have 100k followers and then the Stune baton challenge will come:) We're all looking forward to it - let's hope the fun pimps don't get the idea to nerf the Stune baton for this discovery
The magic block is cool. Your excitement for it really makes the video. lol. 😎
6m ramp is able to be cop proof on base building: I use it for the base pillar of my skyline killing corridors. You just create a square using them :) good to see you've learned about the 6m and 8m ramp OPness :D
Do you think that TFP have a Woodle counter like other places have 'X days since last accident"?
1.3k until Woodle has to play with his favorite weapon!
This is a great find and will make survivability so much easier while still preserving some risk and danger.
And build a set of stairs and put your melee 0.05 pole base that drops them back behind the house to run back around :)
So fortify a trader perimeter about 4 to 5 blocks out from the sides with this, and a deep dropper on one side, may 4 or 5 deep. so you can support the ZProof wall from the trader landblock zone ( 45 degrees up and out should suffice, so they can get pitted at the dropper and then wail on sanctified trader dirt all Blood Moon night long, while you sit pretty and even AFK if you want? ( Freo local boy here, and fan from a while back....)
I just tried this and the zombies are jumping over
I am pretty sure the FunPimps told one of their team member to watch your chanel closley for stuff like this 😁👍😉
I'm sure there's an unpaid intern at TFP who's assigned JoshDuty lol. My husband and I get quite the laughs out of imagining the poor intern having to go tell their boss "Y'all, he's done it again..."
I always kill the zombie bears, they seems to have a 100% drop rate of red loot bags now, and with the 20% loot bonus of the rouge hood (I think it the one) it's good loot :D
100k subs coming soon!! (Don’t think I forgot about the 100k JaWoodle origin story) ❤
Nice! Thanks, but I was surprised you didn't try completely surrounding the house with those blocks to see if they still don't try to jump it.
Easiest test I think I've ever seen, lol. Always a good time to see you break the zombies.
I used your 15 block tall base with the tight rope walk on my first console day 1 horde and it worked flawlessly, what was crazy was I had 2 direwolves on the first horde night and my difficulty is only on the one above default and 150 x XP multiplier.
Sand has the structural stability of a what? :P
You. Don't. Want. To. Know.
The only horde base I applied from those tests were the killing corridor. Not that I don't like the others, it is just that the corridor works so well
TFP: zombies can break concrete with their faces. Woodle: OK then zombie proof fences are fair game. TFP: wait ...
TFP: People having fun! QUICK, PATCH THIS, THIS IS VERBOTEN IN OUR GAME!
Always a good time learning from Woodle, how to break the zomies...
For anyone trying this, it seems to only work with concrete on both sides of the wall. Zombies will jump right over if there is wood or cobblestone on either side of the double wall.
THINGS to Check: First those Wedge 60 blocks have a Smaller and Larger pieces, Do they work as well ... Also need to try laying the flat side down over the 3+ Block Deep pit to see if they see it liek normal Force field ... Last ... IF the wall is Full all the way around will they Break or Jump it, if jump, will adding the smaller 60 slop to its top again stop the jump.
I'd eventually like to see the zombies have some kind of stamina bar/limitation
@user-lr7kn9rd3d meh, all movies on zombies show them as unpausing eating machines. But I do think their block damage should go down if they loose limbs/take damage
the blocks on the bridge dont work in bloodmoon, they'll opt to jump over it instead. Built my first horde base in 1.0 on this bridge because I thought they'd path around it, but in bloodmoon they dont
Yea I've definitely seen inconsistencies on real horde nights - the thing where they go into destroy mode when they have a path only when they can get under you seems inconsistent as well. I've seen them do that when they have a path and can't get underneath you on horde night.
BloodMoon AI has always been different. Biggest difference is they run faster, which affects their 'easiest route' math. But there's some other quirks too.
Any test should really dip into horde night to double check.
I too have had them ABSOLUTELY wreck me on bloodmoon using this technique
Good to know. Thanks. The 1m square with the circle cut out doesn’t work on bloodmoon either. I don’t remember the exact name of the block but it’s a cube with the center cut out of it.
You could make a maze with a zombie dropper at the end with that wall :)
assuming the wall works on horde night.
13:30 you should try doubling it up on the wall one segment at a time. could just need one double on a long wall to make the whole wall a double OR it could be a percentage of the walls length that's needed. first example worked.
also it could be your position relative to which wall you're behind. maybe they see you and start running along the wall to the nearest turn instead of vaulting.
14:00 oh. well that went south.
I'm coming here to say I will never giggle when Jawoodle breaks/sprains a leg ever again. Just got the console version and I'm embarrassed to admit I've broken my leg 3 times 😂 (so far)
lulz
I'm doing a spear build this time and I'm wondering if these walls would work ok with the electric fence at the opening. I have been doing a small 12x12 kill box with electric fences all around. (Switch inside) it works nicely, but I would like it better if they all went to the front with only one fence. I haven't played much since 21A and trying something different. The box is one level of blocks then the fence on the top. They end up jumping into the fence, which makes them a great target. Thanks.
The main mechanic here is that the AI won't path over any block that doesn't touch the center of the top side of its space. I like using windows blocks for my force fields paired with the double center road lines.
I tried this out and works great if i'm making enough noise or heat to alert them to me. But if they are just wandering around and don't know i'm there i've watched them jump over the walls.
The first one demo’ed doesn’t seem to be as effective now, the zombies seem to wind up just chewing the outer layer of wedge fillers off the trench before pathing to the intended path.
would a maze work with a bunch of turrets?
Omg, gonna immediately use that on my base. Thanks!
I'd like to know, if they still won't path over this block if it's flipped on it's side or not. If they don't, it could be a direct replacement for the previous floor force field block setup.
Everywhere. For 5 minutes, until the "pips" pull there Woodle log and see he's doing it 😅
New mandatory patch coming tomorrow morning
Probably...
Always love the Park episodes. Thank you.
Omg! I need this! Right now I’m pinned up in shamway foods tower in wasteland city. Right next to a 7 skull POI. Just can’t stop zombies from coming at me nonstop. The ferals and dire wolves are everywhere! This might make the area livable now! Thanks! Can’t afford concrete version tho. Hope wood works just the same. Gonna try tonight.
The real test is what they would do if you didn't leave that single block opening in the wall. I assume they would then jump the wall as they did when the path route took them too far away, but it would have been good to see confirmed. Additionally what would they do in that case if you stacked the walls 2 high? Would they beat on them or just get stumped like they used to with the old sloped walls.
I mean I know I can test this myself but I'm lazy and wanted to see you do it for me!! 🙂Thanks for the video!
Someone tested and said they jump.
"Brick the AI? That's a patchin'. Exploit a block? Oh you better believe that's a patchin'." :D
I've been using the window plate rounded square empty for a force field, just because it's simpler and looks futuristic, but I'm a sucker for a good zombie proof wall!
well, knowing about the magic block would have been helpful in that demos only playthrough.
Can you use scaffolding ladder platforms surrounding the hoard base 3 blocks up so that you can go down and collect disappearing loot bags on hoard night? It would also block spit from close cops...
I wonder, if you make a pit like in the first half of this video and surround the center pillar completely with this wall block, would the zombies perhaps ignore the pillar and fight outwards?
this is a great build..I so need this.. TFP leave it alone!
Wondering what happens to the magic block if you put other blocks on top of it, and continue building up. Also wondering what happens if you create a maze, and how far the zombies would be willing to zig-zag back and forth rather than jumping over.
Just did a hoard night with this concept, they were easily jumping over it, i think it has been patched
Just wait until G9 builds a + shape horde base in the farmplot next to Rekt's (demolishers only)
Hot take, a wall that is 78m long will never have a spot where you can stand where there is no way to "path around"
Can see the patch coming out next few days but in the mean time😂
Cheeky Pimps right now: "Write that down! Write that down!"
Let's enjoy the magic block while it lasts! Good job mate!!
Build the zombie wall with a pit at the entrance using that bar beam block. That way you could have your base in the middle of a death pit.
Can i do this with wood you should show us horde bases with wood for ppl that are playing in beginning stages and dont have mats or concrete
Thanks, Josh. Love Jawoodle Park videos.❤
How long for B334 to be released? Ignore zombie melee reach on servers forever, vehicles still vanish for no reason - TFP will patch this block inside a week.
So one of these around the supports for your horde base would go pretty good eh?
Take your rage mode and stick it.
Check out the Bowling Ball Gutter shape and see if it has any use in BM Bases I think it may
3:13 a poet as always Josh
great catch! that road divider from the bridge.
Lol, zombies don't like Jersey barriers.
just built with the ramp 6m 02 and they seem to get over at the corners with random zombies, maybe 1 in 20. day 68 in wasteland at night on server.
This will probably be fixed in the next patch. It looks like pathing is just not properly accounting for the new block yet.
They will indeed jump over that wall. EDIT: Yep, as you found out testing
Have you tested it with a forcefield inplace of the access point? I've got a itch in the back of my brain saying that if one of those is in place they'll just hop the wall.
Need to see what happens if you block the entry point with a zombie forcefield. Also, does it change anything to put the next bit of the ramp on top for a 2 high wall.
the slope plate filler and road marker still works i use them in my bases.
What would happen if the floor of your drop pit was the forcefield floor blocks with the new 60 ramps lining the bottom row of the wall so the zombies are "trapped" on the inside?
Great work - BUT!
Josh- you forgot to test what happens if you put a forcefield at the entry point.. Wont they just jump the wall right away if they see no way in?
Or will they run around it in circles forever? (doubt it).
hello, does it still work? Not for me either
Fun pimps saw this and said “thanks Josh, we’ll have this fixed next patch.
You still need to test it as a totally enclosed area. Not giving them a valid path into the area may just lead to them jumping it or breaking it. Will it work if it is solid without the opening?
Kinda works on console but some zombies just break the slopes on left and right side once there broken they fall down and start breaking middle
The slim shady trailer park girls reference got me, haha 😂
Josh, there's a lip or something under the ramp block when you were on the bridge. But you never replicated that lip in your wall. What is it, can you check?