EDIT for 21.2 --------- Further patch for A21.2 experimental - "Player will be teleported from the full trader protected area during a blood moon" - for those with bases that still exist within the trader protection area - after the original version - please be aware that you will be teleported out of your base in A21.2 during a blood moon horde! ORIGINAL ------------ Well folks, the party might be over 🤣, with A21.1 b6 Experimental bringing in the following changes: "Trader placement protected area of 3 meters on each side" On the plus side - this is the nicest way for TFP to have fixed up this exploit, thanks to them for not bringing back the teleport outside the fence or anything like that! Testing bases had the following results: 1. Existing bases built within the protected area remain usable, but cannot be extended or added to, when the new blocks are within the protected area. 2. For existing bases, the row of blocks closest to the trader gained trader protection and became invulnerable (and unrepairable if already damaged). All other blocks could still be damaged and repaired as normal. 3. Building bases attached to the trader wall is no longer possible from the traders in my games. 4. Punting zombies inside the trader compound is still possible, but much less effective as most punts fall short with the new 3-4 block range (depending on the fence you choose), and is likely not worth the effort (but still loads of fun if you want to try it one time 😃)
@@fpstewy1161 Yeah thanks - it changed overnight for me - what I had above was copy paste from the notes in steam 🤷♂ I'll edit my post above now to reflect 3 meters instead of 1 and remove the note on "Trader area calculations are done dynamically" which is no longer in the notes.
Hey, you mentioned "checking out the pinned comment" in your description and in other comments, but this comment is not pinned. I had to sort by Newest and then scroll down until I found it manually.
That would be hilarious! Especially if they were either dropped on your head or launched at you from a random direction like the zombie was fired from a cannon 😂
This may be great to do in multplayer with a team of robotics players, having a literal pachinko machine built up against the trader's walls and a lot of turrets to punt them on.
I'm with @geronimo5515 - hoping they extend the boundary around the traders that work to patch this out - it'll stop it and restore the original intent without any negatives (I think!). Hopefully NOT the perimeter teleport!!
@@CautiousPancake yeah ultimately thats the part that concerns me... being able to move up to the trader wall without being teleported away felt like a massive improvement. My concern with this is that they will just roll back that change to stop people doing what you did in this video.
you're now im my list of favorite youtubers to watch. I appreciate a lot your attention to details and taking your time going around options and possible base expansions with other traders.
Four extra things - some indications are that the traders that you can use this on might vary depending on other environmental factors, so let me know in the comments if you find this works for Hugh or Joel in your worlds (or DOESN'T work for Jen/Rekt/Bob). I killed 12 zombies on that last base at max gamestage, so it's not quite AFK there - due to the slow trickle of zombies climbing the blocks and getting sent into the compound throughout the whole horde night. This is caused by the way they stack up and climb on each other - it allows them to get back over the fence onto the base side, and run back up to the sledge turrets. To stop them getting to the base door, you can add in additional zombie drops to help drop the zombies back to the ground (or playing on the default sprint speed rather than nightmare would also increase the drop rate of the existing blocks). 3rd - when attaching to the fence on the 3rd level, watch out for fence areas where you can see the mesh and they don't have scrap metal on top - as these are missing a block and will have lower stability! Lastly - the mismatched colour on the knuckles at the start of the video has apparently been fixed in b323 "Fixed - All left knuckle turns white when modded"
How long you think it'll be before they patch that exploit out? I'm crackin up laughing watching how easy that is for you to literally just have a afk for all the the game stages, just sitting in the part hovering all night
@@crypt0z Why wouldn't it work? They can't break the base as they can't reach it and they can't break its support as that is invincible. Looks like the perfect AFK base to me. Just wait inside till morning and then dispatch em while they are weakened by the sun or just run away and let em despawn.
@@Oktokolo The only time you get into danger is when the zombies stand on each other - I did another version where I dug out a pit underneath the afk part - which doesn't affect stability since it's hanging off the trader wall, to give a bit more space under the base, which worked well, but didn't add much to the video so I cut it. That's the only risk though if you're bottom layer is steel it's unlikely to get destroyed.
Well, that's interesting. What a great early stage easy to build safe zone especially if you spawn in the waste land. Your end build looked incredible. Love your work.
Man, I love some good cheese! Although I wouldn't use this late game, it would be fun early to have extra time to get ready for the harder hordes. Rather than hiding every night until you get a weapon that works, you could fight with light weapons/armor to get XP. Great job editing, educating and entertaining! Love your work!
Haha, nice! 3:03 Also what I noticed in your footage, if you knock down blocks which creates debris... You happen to create physical RAMP for the zombies to crawl into the trader's base overnight which could trap them in the base for you? What if you can build a ton of wood frame blocks above the trader walls and collapse them over and over until the physics forces them to 'pour' into the trader walls? Or better yet build up a cobble debris pile so when they form blocks after sliding down, they can cave over the wall and give you more physical space to build off of with more support? (I have no idea how much support rolling debris gives compared to say actual cobblestone blocks, but if you create debris from stone or steel it should be tougher?) Also, remember to use trench, the ground of the trader is immune to damage in the same way and you can truly make a trench to force them to beat down the trader's floor as well as their walls. Floor terrain being dirt means they see that as the 'weakest' part of the area and will strike at it.
Banging beats for your 7k days video section :P One of the zombies almost immediately flies straight at the camera lol. I last played 7days 20.5 so I am getting back in and seeing the changes to books and levelling as well as the new traders, pois and good quality of life changes.
A+++ video CautiousPancake. I really like the editing, you showed some great angles and the slow flybys really add to the detail of what is going on overall. Not to mention the concept is really smart and the way you constructed it really shows you know what you are talking about. Liked and Subscribed!
Unfortunately it's been patched out for the most part by adding a 3 block additional no build area around traders (see pinned comment) - only the last base is still possible, if you build it higher than I did.
I never thought someone could make horde night relaxing haha! That music just makes me feel like I'm chilling in my crib with the lights down low and a drink in my hand xD
Ohhh somebody else has figured this out. What I did was dig out the ground and built at ground level, I started at the burnt forest trader. Works at 3 traders I tested. Just be careful with the sand blocks as it gives no support. Keep in mind, this is ALOT of digging, all sides 2 deep and 2 wide around the trader at minimum, done so a few times before day 7. For the actual base 6 by 6 hole is preferred, for zombie pile ups and for your Bridge, longer might be needed depending where you put the bridge. I AFK a few horde nights, like actually fully afk. But seeing this done a whole another way is amazing
I was like, meh, on the first base but holy crap the sledge one was awesome! Just punting the zombies into the trader compound to keep them jailed up, bravo!!
I love having two of those sledges at the top of the pharmacy ladder in the desert with charge stun baton mod, just need 1 block above the hatch, pure stunlocks down the ladder. The fact that the structure can regenerate on mission completion too lol.
Very nice idea. I was thinking about digging down besides the traderprotection and just putting a base halfway down against the wall. Might make a good granede base having the zombies pool between bedrook and traderwall under the base.
This is pretty funny, used to be you could do it with the rocky parts of the ground but took a lot of digging to keep zombies out and still left a lot of suspicious grass that might spawn zombies.
I'm sure this will get patched out. But until then looks fun. The end game one is less about exploiting the attachment point and more about yeeting zombies over the wall it might be buildable at all the traders since you just need to be close enough to punt them over the wall.
Yes just a bit of fun for a while :) You can do the last base at some of the other traders - it might not work as well, as a lot of the sledge hits send them tumbling not not flying, so it will take a bit longer to get them all inside, but it would get there in the end!
This was possible before too kinda but it required a lot more digging lol. I suggest putting half blocks allong the path the zombies walk to get to you. You might also wanna make sure it hits zombies on the left side so the turret is half block lower than the zeds making it less likely to ever hit the demo button for you. Keep in mind the devil birds that will attack your roof as well (get anti bird defenses up there asap). Also, my Jen had 2 near full sides of the fence to work with on top of the 1 little outcroup spot you showed. you gotta look for the plates/siding which is pressed up against the outside of the chain link fence (you can build off of that).
Thanks for the comment! I didn't think sledge turrets triggered demo's anymore, but I could be wrong! Interesting your Jen had more buildable area - I think it varies a bit depending on what drains, roads and signs are nearby, but haven't tested extensively. And yes to the fence thing that's exactly right - I cut a few bits of the video since they weren't as clear, but put that in my pinned comment.
i wonder if you could have a lower runway where the barb wire slows them down for easy headshots like the old school killing corridor jawoodle made in like A17
I just discovered your channel, and I was wondering if a square horde base with a 2-wide moat would work. Each side of the moat has a ramp leading up to you with blocks at the end that cannot be stood on. The trick is to make the zombies think they always have an unobstructed path to you, but they only ever fall off each ramp into the next side to go in a circle forever while you either rain down death upon them or set up traps in the moat to whittle them down. It makes sense in my head, and I have named it "The Lazy Susan" because they are just supposed to go in a circle and never actually get to you.
Yes, this is perfectly workable! A lot of loop bases are built on this idea but generally won't do 4 different entrances as zombies usually won't circle they will get on one and stay on it. Once they fall into the moat they will prefer the closest path which is usually the same one they just fell off. But it's a cool idea if you can make the next one in the circle always the next closest!
@@CautiousPancake: If the ramp was at a 45 degree angle, then each path to you will be just as close as the one they fell off of because the walking distance would be as far to one side as the last one is upward. I'd recommend using a punch turret to smack them in the right direction, but you can only control two mobile turrets at once. I figured since most bases use a raised walkway that they knock zombies off, it would work because the zombies always go right back to the stairway.
@@CautiousPancake: If it doesn't work out, each side could simply have a stairway to nowhere with grenade shoots and the like to thin the horde. I wanted something funny players could laugh at, but function comes first.
I was able to place blocks the entire length of the fence you pointed out at Bob's. idk if I just got lucky with generation or smth but I thought it was pretty funny.
this is awesome. someone should do this but never open and use that specific trader and see how many zombies u can gather in the compound. use the other traders during your progression. then at the end of the run, just open the flood gates and watch the carnage unfold. although, i don't know if there's a despawn timer for zombies. you should be able to pile in a a shit ton of zombies. at least a few ingame days worth
Have seen a similar build using trader compound by Mr Reach gaming almost 2 years ago, but he used the trench wall on limit of trader build range,better now its closer to compound but same principle.
Ah man, I went looking but didn't find anything similar but obviously didn't search well enough. There's apparently one from jawoodle as well. I'll see if I can find Mr reach's thanks!
If this isn't already patched, you could probably build a ramp further away (out of rubble if you need to) and force the zombies along the barbed wire so they take damage on the way to you?
Most fences like this the zombies won't see as a path to run along, it might work though with a narrow block that they can run along put right next to the wire though, good idea 💡!
@@CautiousPancake well that makes sense then, I guess it's to stop exploits like this. Man, I can't wait til I can play again. Although someone should probably let jawoodle know that you can live at Jen's.
@@CautiousPancake that's a fair point I never saw coming. How about campfires for burn damage at the base of the stairs, or is it 1hp per tick? Also, I'm glad I found you and subscribed.
@@tobiasmills9647 That would work too - adds a little bit of damage, but not heaps. It all adds up though! Thanks for the sub - hope you find something useful from my vids!
Not sure about a18, the change in A21 allows the building on the wall that was the first and second bases. Apparently though there's some similar bases from jawoodle and Mr reach from older alphas that might work for a18, but I've not found them yet!
Great video,, super creative use the game's sandbox. There's just one thing though. You need to work on audio balancing, your voice gets completely overwhelmed by game noise at several points, the first major one is at 3:05, when the intercom turns on.
Thanks for that feedback! I will work on my audio balance (and others have said my overall volume is lower than other videos as well). Much appreciated!
You can stay in the trader zone and not be TP if you're in a dialogue with the trader (at 21h45), so no need to creat a base, just stay with the trader and have a nice nigth
I used to do this a while back, dig a giant trench around the entire trader leaving only a 1 block thick bit of earth attached to the protectec terrain, all the way down to bedrock and attach my base to that
Both of these builds were beautiful! I'd been figuring out how to make use of the Trader protection for a while. I did not pick up on this one! Excellent exploit! You make me wanna play the game again and try this out! :D I remember way back in the day (many years ago, now) that once the Traders were closed, you could actually STILL get in (and stay in) by simply using the flying cheat. Jumping over would probably have worked as well, lol! It wouldn't boot you out at all for some reason! It was great! I remember spending many a night in I think at Jen's place? Just hanging out and watching all the zombies claw at the outside. Now of course, it does, no matter what you do. Good things don't last. :P The old times were the good times! :D
gonna focus on one tiny bit ot the whole video...where do you get those barred doors on the last base? I want those... also great video btw as per usual.
I just got a devious idea, but it does take a ton of digging to do. Since zombies are not allowed to spawn on player blocks, you can technically dig up the ground 1 tile all around the trader's base except for the 1 wall. Pile up debris on the one wall and collapse it to shape it into a ramp into the trader's base (or build sloping blocks onto it if its faster). And if you do this well enough, no zombies should spawn in a wide radius except the side where the slope is, because you left building blocks in a massive area around the trader. I'm not sure how far away zombies spawns from you though so you'd have to stand fairly close to the trader's base on a platform while you 'force' them to choose the closest spawn (on the other side of the trader outpost) while you are on one side. The end results is that zombies will choose to funnel and get trapped in the trader's base to reach you because the sides near you is spawn denied.
I played with the block prevention once before - I think (but could be wrong) it was about 65 blocks max range, so it was a LOT of blocks to put down if you wanted to stop the horde completely. I think your idea could work - it would still take a fair amount of blocks to block off everything but the other side of the trader, but will be fun to give a try sometime!
Strictly speaking it isn't new, but it takes a bit more work in A20. If you dig this giant moat around a trader base, you can then attach your base to the side of the invulnerable blocks for the same effect.
So I watched this and got a couple ideas of my own. Will try them out instead of making a full-on box use like The window slit so I can shoot them on the other side of the wall during horror night to gather XP
I think because the first wave was mainly kept alive there wasn't much chance for demos to spawn, I'll have to double check the config files though, incase there aren't any setup, which would be odd!
Thanks, now fun pimps will see this and make hordes TP onto the player when punted it into the trader area xD They already punish players from running from hordes in vehicles with murder birds
Definately using this as an explosives base off the Jen I currently have hijacked for my main base. Can use your design and not worry about them getting behind it and knocking it down. No reinforcement needed either cause blocks are immune. AFK for life. Still gotta rebuild the lemming tower in new world, but bigger. Prolly two 3x3 pillars for more space.
@@CautiousPancake Oh ya. Not got great explosives skill yet, but prolly see about making it when get demos and cops and have the bombs to help them blow up faster. Love the lemming tower though. Had it in my A20 world, and the massive ramp bridge to get my vehicles up there for unloading. Seriously debating rebuilding it instead of the combat/ground base currently working on cause so many screamers now. Trying a few turrets to see if helps. If not then maybe I'll just extend your garage force fields all the way around to force them up the horde base part. 12 high so no rage and pole side center last few blocks so don't get overwhelmed =^.~=
Day 27, in the wasteland, my bedrock base is very far from fully carved out and there is no way it will be ready by the day 28 horde. So I'll be making your design to buy time. Thank you in advance.
I've actually added that base as a prefab download, the link is in the vid description. That way you can have a look and see what blocks you need where, but if you get stuck let me know and I'll do my best to help!
Damn man, this seems really op, kinda sure it will be patched/nerfed in some way, is so cheap and easy to build, and with minimal block tweaking you can have a really efficient base like the explosive one you made with the 3x3 challenge, but cheesier
Yeah, that would be a great combo - the 3x3 explosive pit hanging off the side of the wall - cool idea! Agree it will probably get patched out though, we'll see!
Unfortunately max active turrets (with Robotics Expert perk) is 2, so putting more closer for when they cross the gap, would deactivate the turrets further away, which would mean more zombies running past - so I like the idea but you'd need to use a different method to make them fall.
@@CautiousPancake I see. Good to know. I wonder, in areas where they fall, ever thought about making a deep pit? Just beneath where they would fall in the hallway gap.
I was able to take two robotic turrets into the trader compound. Was able to set em down. Some zombies were able to get over the wall, but plenty died on the compound defenses. Turret shot whoever got over, and I shot zombies through the holes in the compound. Done and done.
@@CautiousPancake I honestly did not know if it would work, but then it was green. I need to record the screen the next time I decide to hang out at a trader during horde night.
It's a neat base, but if you're going to AFK the horde nights, why not... just turn off horde nights? You're already giving up almost all the XP or loot
The dropper is the pole half plate block, rotated to the low close position at the start of the path, and the high far position at the second block.i think there's a version of me showing the build for that in my wood base vs day 7000 infinity stairs video, or even just the normal infinity stairs vid.
3:07 you know how when u collapse stuff it creates a pile like that? i wonder if there is a way to get the zombies to climb up thinking they can get to you on that base, but making sure they fall off INTO THE TRADER... then all the zombies would be inside it unable to escape and you could then leave your base and spend all night mining or doing other things (so long as you dont go too far away from those zombies so they cant respawn near you again) - do zombies teleport out too if they fall in? EDIT - ok looks like you already did my idea lol
@@CautiousPancake can they jump that height if they pile up at the wall? i started a new alpha 21 playthru.. unfortunately the first trader it sent me in navezgane was one of the ones that u cant do it... also navezgane is a pain cos all the quests are 700-1400m away.. ive kinda set up a base on the second trader - trader jen i found but not quite sure ive done it the same yet.. i tried putting the plates 5 high but it was attaching to the barbed wire and when ui place a second block out it all collapsed.. so i think im only 4 above the ground so not sure if they can reach.. cna they attack while piled up high? im on day 3 right now - will test it out
@@tigrecito48 Yes with lots of zombies on horde night, they can end up piling high underneath the AFK initial base, and can get some hits in. Not enough to bring it down usually, but something to watch out for! I had to cut that section as it was a bit rambly, but either going to concrete on the lower plates, or digging a pit under neath so that even stacked they can't reach is advised!
@@CautiousPancake could digging a moat around the trader be of any use? i guess its not really needed but if u trap them in the trader will they try to escape if they know a pit trap is on the outside?
@@tigrecito48 Depending on where you put the pit, I think they'd still probably want out - even if they can't reach you, there's usually a "spot" that they want to get to first, then go rage mode from there.
@@CautiousPancake just overall like the dimensions really. Tbh probably can just reply here and no need to make a full vid on that. Just dimensions should be enough with this vid to remake it I hope.
@@CrispyHair6 Ah for sure. the base floor is 7 blocks high. From the door heading toward the trader it goes block block, half plate, half plate, block block, half plate half plate, blcok blcok blcok. The block stairways up toward the sledges are 6 blocks high, then 7th to make it to the same floor height as the rest is the one just before the sledge. 7 block empty space between the insides of the two block staircases. The pillars are 3x3 with the Cube 1/2 Ramp Tip at the bottom, Cube 1/2 above those, and a central Cube block in the middle. The diagonal filler on the pillars are "Cube 1/4 5m Round 04". The base is mostly just ramp blocks, and cubes - with the new stained glass blocks and arch for windows, and the 5m dome on top. Let me know if that doesn't make sense!!
EDIT for 21.2
---------
Further patch for A21.2 experimental - "Player will be teleported from the full trader protected area during a blood moon" - for those with bases that still exist within the trader protection area - after the original version - please be aware that you will be teleported out of your base in A21.2 during a blood moon horde!
ORIGINAL
------------
Well folks, the party might be over 🤣, with A21.1 b6 Experimental bringing in the following changes:
"Trader placement protected area of 3 meters on each side"
On the plus side - this is the nicest way for TFP to have fixed up this exploit, thanks to them for not bringing back the teleport outside the fence or anything like that!
Testing bases had the following results:
1. Existing bases built within the protected area remain usable, but cannot be extended or added to, when the new blocks are within the protected area.
2. For existing bases, the row of blocks closest to the trader gained trader protection and became invulnerable (and unrepairable if already damaged). All other blocks could still be damaged and repaired as normal.
3. Building bases attached to the trader wall is no longer possible from the traders in my games.
4. Punting zombies inside the trader compound is still possible, but much less effective as most punts fall short with the new 3-4 block range (depending on the fence you choose), and is likely not worth the effort (but still loads of fun if you want to try it one time 😃)
@@fpstewy1161 Yeah thanks - it changed overnight for me - what I had above was copy paste from the notes in steam 🤷♂ I'll edit my post above now to reflect 3 meters instead of 1 and remove the note on "Trader area calculations are done dynamically" which is no longer in the notes.
Only good news is that they didn't wipe out anything already placed inside that new buffer.
@@dmstratYeah - and that if you got lucky some of your blocks are now invulnerable too!
Hey, you mentioned "checking out the pinned comment" in your description and in other comments, but this comment is not pinned. I had to sort by Newest and then scroll down until I found it manually.
@@Souzu21 Thanks for letting me know! I don't know how that happened?! 😟
Fun pimps: Zombies inside a trader station after closing are teleported to the players position.
That would be hilarious! Especially if they were either dropped on your head or launched at you from a random direction like the zombie was fired from a cannon 😂
its your internet lag
Trader Jen: I should be safe inside my invulnerable base. No one can get in.
Survivor:
Kinda ironic the zombies are allowed inside at night but not players
@@ChromePyramid No, that's racism 😂
Watching the zombies getting punted around by the sledge-turrets was too funny, great video :)
Thanks for watching - I certainly had fun with that while doing the video!! 🤣
This may be great to do in multplayer with a team of robotics players, having a literal pachinko machine built up against the trader's walls and a lot of turrets to punt them on.
Ragdoll zombies are the best.
@@pdxcorgidad Absolutely!
man the dramatic fall😂😅
this is so gonna get patched.. whats worse is they'll probably fix it by re-implementing the stupid perimeter teleporter 😢
Hoping they just expand the no-build zone by a block or two
I'm with @geronimo5515 - hoping they extend the boundary around the traders that work to patch this out - it'll stop it and restore the original intent without any negatives (I think!). Hopefully NOT the perimeter teleport!!
@@CautiousPancake yeah ultimately thats the part that concerns me... being able to move up to the trader wall without being teleported away felt like a massive improvement. My concern with this is that they will just roll back that change to stop people doing what you did in this video.
@@DarthPeachy If they do... I'm so sorry 😰
@@CautiousPancakedont be, if you didnt show the people, someone else would have anyway
you're now im my list of favorite youtubers to watch. I appreciate a lot your attention to details and taking your time going around options and possible base expansions with other traders.
You're welcome yvels - thanks for always watching and commenting!
Four extra things - some indications are that the traders that you can use this on might vary depending on other environmental factors, so let me know in the comments if you find this works for Hugh or Joel in your worlds (or DOESN'T work for Jen/Rekt/Bob).
I killed 12 zombies on that last base at max gamestage, so it's not quite AFK there - due to the slow trickle of zombies climbing the blocks and getting sent into the compound throughout the whole horde night. This is caused by the way they stack up and climb on each other - it allows them to get back over the fence onto the base side, and run back up to the sledge turrets. To stop them getting to the base door, you can add in additional zombie drops to help drop the zombies back to the ground (or playing on the default sprint speed rather than nightmare would also increase the drop rate of the existing blocks).
3rd - when attaching to the fence on the 3rd level, watch out for fence areas where you can see the mesh and they don't have scrap metal on top - as these are missing a block and will have lower stability!
Lastly - the mismatched colour on the knuckles at the start of the video has apparently been fixed in b323 "Fixed - All left knuckle turns white when modded"
How long you think it'll be before they patch that exploit out? I'm crackin up laughing watching how easy that is for you to literally just have a afk for all the the game stages, just sitting in the part hovering all night
You have an invincible pillar - so for full AFK just don't build them a path to you.
@@Oktokolo I think if the zombies can't path to you then this style of base won't work. Specifically punting them into the invincible cage won't work.
@@crypt0z Why wouldn't it work?
They can't break the base as they can't reach it and they can't break its support as that is invincible.
Looks like the perfect AFK base to me. Just wait inside till morning and then dispatch em while they are weakened by the sun or just run away and let em despawn.
@@Oktokolo The only time you get into danger is when the zombies stand on each other - I did another version where I dug out a pit underneath the afk part - which doesn't affect stability since it's hanging off the trader wall, to give a bit more space under the base, which worked well, but didn't add much to the video so I cut it. That's the only risk though if you're bottom layer is steel it's unlikely to get destroyed.
Well, that's interesting. What a great early stage easy to build safe zone especially if you spawn in the waste land. Your end build looked incredible. Love your work.
Thankyou so much - wasteland is certainly no joke early game now!
Loved this video. The information was great, the editing was spot-on; made me watch to the very end (which is quite rare for me!). Excellent stuff 😀
Thanks so much!!
Man, I love some good cheese! Although I wouldn't use this late game, it would be fun early to have extra time to get ready for the harder hordes. Rather than hiding every night until you get a weapon that works, you could fight with light weapons/armor to get XP. Great job editing, educating and entertaining! Love your work!
Thanks T - it's a bit of fun to play with for sure, but not a "serious" base :)
"Butt" had me dying lol
Awesome transition. That scene alone gained you a new sub!
Thanks and welcome Brian - sometimes a scene writes itself :D
Haha, nice!
3:03
Also what I noticed in your footage, if you knock down blocks which creates debris... You happen to create physical RAMP for the zombies to crawl into the trader's base overnight which could trap them in the base for you?
What if you can build a ton of wood frame blocks above the trader walls and collapse them over and over until the physics forces them to 'pour' into the trader walls?
Or better yet build up a cobble debris pile so when they form blocks after sliding down, they can cave over the wall and give you more physical space to build off of with more support?
(I have no idea how much support rolling debris gives compared to say actual cobblestone blocks, but if you create debris from stone or steel it should be tougher?)
Also, remember to use trench, the ground of the trader is immune to damage in the same way and you can truly make a trench to force them to beat down the trader's floor as well as their walls.
Floor terrain being dirt means they see that as the 'weakest' part of the area and will strike at it.
Man that's some cool ideas - thanks so much for the original idea for this video! The debris pile could be useful if things change in the future 🤫😉
This video just launched you as one of the biggest 7Days content creators. This is a masterpiece. Instant like. Instant sub.
Thank you so much, and welcome!
I have a Blast listening specially the Music back-around LOL what's Title of the sound or Music you are using around 8:40+
It's "heist music" by artist Nightcap on epidemic sound. Once I figure out how to grab a link from the app I'll post
Actually punting them INTO the compound is absolutely priceless = ) If only you could take the roof off of the portapotties !
Haha - going for a hole in one, zombie into the bowl!
Banging beats for your 7k days video section :P
One of the zombies almost immediately flies straight at the camera lol.
I last played 7days 20.5 so I am getting back in and seeing the changes to books and levelling as well as the new traders, pois and good quality of life changes.
Thanks Jim, hope you are enjoying the new Alpha, I know I am!
This video editing is TOP TIER. You are an inspiration. Thanks for sharing this dude. LMAO The zombie dance montage killed me
Thanks so much!
Looks like a good place to stuff your sleeping bag. Eventually put in some weapons and armor for a just in case fallback base.
Yeah a little backup shack, love that idea!
A+++ video CautiousPancake. I really like the editing, you showed some great angles and the slow flybys really add to the detail of what is going on overall. Not to mention the concept is really smart and the way you constructed it really shows you know what you are talking about. Liked and Subscribed!
Thanks crypt0z - really appreciate the feedback and glad to have earned your subscription!
I Love it!! I’ve got a long weekend coming up due to the US Independence Day and I have just found an enjoyable project. THANK YOU!
You're welcome - have fun and happy 4th of July!
Really cool design, sledge turret bases are my favorite, mostly because it's so amusing watching zombies get punted (yeeted?). Nice work!
Thankyou! And yes flying zombies are great fun 😄
Zombies ragdoll flying to techno music was exactly what I needed today. Just a brilliant video and amazing concept.
Thankyou so much! Glad it hit the spot 🙂
The best was knowing that even when I had a great pc, I'm not the only one that laaaags at Blood moon nights
Yeah it's hit and miss for me, some are great and others you can see zombies stop and think about what to do next.
It's just ... wonderful. I never thought of such a ploy. I am speechless. Maybe I'll start a game again with this stratagem.
Unfortunately it's been patched out for the most part by adding a 3 block additional no build area around traders (see pinned comment) - only the last base is still possible, if you build it higher than I did.
I never thought someone could make horde night relaxing haha! That music just makes me feel like I'm chilling in my crib with the lights down low and a drink in my hand xD
Hehe - that sounds like a great way to unwind!
Hey there Pancake, I’ve never seen your content before however your name intrigues me, it’s simply glorious! Alrighty time to hit play on the video 😬
Thanks pyroman, and welcome, hope you enjoy!
Really nice video. Good editing, and fun to watch
Thank you very much!
Ohhh somebody else has figured this out. What I did was dig out the ground and built at ground level, I started at the burnt forest trader. Works at 3 traders I tested. Just be careful with the sand blocks as it gives no support. Keep in mind, this is ALOT of digging, all sides 2 deep and 2 wide around the trader at minimum, done so a few times before day 7. For the actual base 6 by 6 hole is preferred, for zombie pile ups and for your Bridge, longer might be needed depending where you put the bridge. I AFK a few horde nights, like actually fully afk.
But seeing this done a whole another way is amazing
Sounds like a cool base , thanks for sharing!
need the clay eventually anyways, why not have some fun with it. /grin
I was like, meh, on the first base but holy crap the sledge one was awesome! Just punting the zombies into the trader compound to keep them jailed up, bravo!!
Thanks gibs!
Love it, @CautiousPancake awesome and if you made it out of steel even better. Cheers mate
Thanks Dan - I kinda wish they hadn't nerfed this one - it was a good bit of fun!
@@CautiousPancake TFP's already nerfed this, damn them pimps!! 🤣
I love having two of those sledges at the top of the pharmacy ladder in the desert with charge stun baton mod, just need 1 block above the hatch, pure stunlocks down the ladder. The fact that the structure can regenerate on mission completion too lol.
sometimes you used to drop lucky with invulnerable trees right on the border of the placeable area to build treehouses that cant be knocked down
I missed the treehouses, but they sound like a lot of fun!
Love the editing!
Thank you!!
Very nice idea. I was thinking about digging down besides the traderprotection and just putting a base halfway down against the wall. Might make a good granede base having the zombies pool between bedrook and traderwall under the base.
Yeah nice idea - the sidewall under the trader is also immune so you can use that too!
very nice. sweet edits.
Thanks a ton!
This is pretty funny, used to be you could do it with the rocky parts of the ground but took a lot of digging to keep zombies out and still left a lot of suspicious grass that might spawn zombies.
Thanks Muazen - glad you liked it :)
Awesome idea and execution! Might try it out, so thanks for the nice tutorial as well!
You're welcome - have a bit of fun with it - since common theory is it will be patched out :)
I'm sure this will get patched out. But until then looks fun. The end game one is less about exploiting the attachment point and more about yeeting zombies over the wall it might be buildable at all the traders since you just need to be close enough to punt them over the wall.
Yes just a bit of fun for a while :) You can do the last base at some of the other traders - it might not work as well, as a lot of the sledge hits send them tumbling not not flying, so it will take a bit longer to get them all inside, but it would get there in the end!
sub'd
0:57 ..... yup, that was all it took. 🍻
Haha, had to be done 😉
This was awesome and very creative, great job
Thankyou! 😊
Great video - very useful idea. Subbed!
Thanks for the sub and glad it's going to be useful - have some fun with it while you can :)
This is hilarious to watch! Thank you:)
Glad you enjoyed it and thanks!
This is so gonna get patched! 😂 awesome video!
Most likely! 😁
I really liked watching the Zombies being flung around. We really need some Zombie cows I can fling now with catapults.
Catapults would be so cool for thinning out a horde, or flinging them if they stood on a trap!
This is some next level cheese! Thanks for sharing
Thanks :)
This was possible before too kinda but it required a lot more digging lol. I suggest putting half blocks allong the path the zombies walk to get to you. You might also wanna make sure it hits zombies on the left side so the turret is half block lower than the zeds making it less likely to ever hit the demo button for you. Keep in mind the devil birds that will attack your roof as well (get anti bird defenses up there asap). Also, my Jen had 2 near full sides of the fence to work with on top of the 1 little outcroup spot you showed. you gotta look for the plates/siding which is pressed up against the outside of the chain link fence (you can build off of that).
Thanks for the comment! I didn't think sledge turrets triggered demo's anymore, but I could be wrong! Interesting your Jen had more buildable area - I think it varies a bit depending on what drains, roads and signs are nearby, but haven't tested extensively. And yes to the fence thing that's exactly right - I cut a few bits of the video since they weren't as clear, but put that in my pinned comment.
i wonder if you could have a lower runway where the barb wire slows them down for easy headshots like the old school killing corridor jawoodle made in like A17
Absolutely you can turn this into more of a combat base and just use the fence for the structure to connect to.
ayo editing is really nice
Thanks!
I just discovered your channel, and I was wondering if a square horde base with a 2-wide moat would work. Each side of the moat has a ramp leading up to you with blocks at the end that cannot be stood on. The trick is to make the zombies think they always have an unobstructed path to you, but they only ever fall off each ramp into the next side to go in a circle forever while you either rain down death upon them or set up traps in the moat to whittle them down. It makes sense in my head, and I have named it "The Lazy Susan" because they are just supposed to go in a circle and never actually get to you.
Yes, this is perfectly workable! A lot of loop bases are built on this idea but generally won't do 4 different entrances as zombies usually won't circle they will get on one and stay on it. Once they fall into the moat they will prefer the closest path which is usually the same one they just fell off. But it's a cool idea if you can make the next one in the circle always the next closest!
@@CautiousPancake: If the ramp was at a 45 degree angle, then each path to you will be just as close as the one they fell off of because the walking distance would be as far to one side as the last one is upward. I'd recommend using a punch turret to smack them in the right direction, but you can only control two mobile turrets at once. I figured since most bases use a raised walkway that they knock zombies off, it would work because the zombies always go right back to the stairway.
@@DarkPegasus87 ahh I see how you are thinking, I think 🤔 that offset should put them nearer to the base of the next ramp so yes that should work!
@@CautiousPancake: If it doesn't work out, each side could simply have a stairway to nowhere with grenade shoots and the like to thin the horde. I wanted something funny players could laugh at, but function comes first.
I was able to place blocks the entire length of the fence you pointed out at Bob's. idk if I just got lucky with generation or smth but I thought it was pretty funny.
Nice :)
The Gamer Mind is AMAZING !!
Your b-roll and montages are great man awesome job 🤌
Thank you so much 👍
cool but why wouldnt you just turn horde night off if you dfont want to deal with it?
I like to tease 'em :)
Love this. Just like the new flame trap, wondering how long it will take for the FP devs to "fix" this.
Will be interesting if it's in the next patch!
I discovered this early it's just funy how you just make sure you attach to a non protected block to make the attachment to protected blocks valid.
For sure, such a simple work around!
this is awesome. someone should do this but never open and use that specific trader and see how many zombies u can gather in the compound. use the other traders during your progression.
then at the end of the run, just open the flood gates and watch the carnage unfold. although, i don't know if there's a despawn timer for zombies. you should be able to pile in a a shit ton of zombies. at least a few ingame days worth
That would be awesome! Unfortunately once you leave the area the horde night zombies would despawn ☹️
Have seen a similar build using trader compound by Mr Reach gaming almost 2 years ago, but he used the trench wall on limit of trader build range,better now its closer to compound but same principle.
Ah man, I went looking but didn't find anything similar but obviously didn't search well enough. There's apparently one from jawoodle as well. I'll see if I can find Mr reach's thanks!
If this isn't already patched, you could probably build a ramp further away (out of rubble if you need to) and force the zombies along the barbed wire so they take damage on the way to you?
Most fences like this the zombies won't see as a path to run along, it might work though with a narrow block that they can run along put right next to the wire though, good idea 💡!
@@CautiousPancake well that makes sense then, I guess it's to stop exploits like this. Man, I can't wait til I can play again. Although someone should probably let jawoodle know that you can live at Jen's.
@@tobiasmills9647 Nooo - if you tell him that, we'll never see him again! 🤣🤣🤣
@@CautiousPancake that's a fair point I never saw coming. How about campfires for burn damage at the base of the stairs, or is it 1hp per tick? Also, I'm glad I found you and subscribed.
@@tobiasmills9647 That would work too - adds a little bit of damage, but not heaps. It all adds up though! Thanks for the sub - hope you find something useful from my vids!
Great fun, wonder if it would work on a 18 console version? I guess I will give it a try! Many thanks.
Not sure about a18, the change in A21 allows the building on the wall that was the first and second bases. Apparently though there's some similar bases from jawoodle and Mr reach from older alphas that might work for a18, but I've not found them yet!
Great job TFP lol! So broken!
Busted and fun :D
oh cool I didn't know this. subscribed :)
Thanks for the sub, welcome!
Nice Video Pancake :D
Thanks casper! 🙂
Great video,, super creative use the game's sandbox. There's just one thing though. You need to work on audio balancing, your voice gets completely overwhelmed by game noise at several points, the first major one is at 3:05, when the intercom turns on.
Thanks for that feedback! I will work on my audio balance (and others have said my overall volume is lower than other videos as well). Much appreciated!
You can stay in the trader zone and not be TP if you're in a dialogue with the trader (at 21h45), so no need to creat a base, just stay with the trader and have a nice nigth
Haha no way! That's funny, especially with some people being ported a few km away instead of just outside, you either stay or really get gone 😄😄
seems like you have a ton of fun!
For sure! Unfortunately this one got patched pretty quick, but it was fun for a bit!
Butt! 😂 more cheese than doritos, cheetos, or fritos. A base fit for a mad villain, i love it!
Hahaha thanks KZ!
I used to do this a while back, dig a giant trench around the entire trader leaving only a 1 block thick bit of earth attached to the protectec terrain, all the way down to bedrock and attach my base to that
That's some digging - but would be effective from the sounds of it! Nice :)
Both of these builds were beautiful!
I'd been figuring out how to make use of the Trader protection for a while. I did not pick up on this one!
Excellent exploit!
You make me wanna play the game again and try this out! :D
I remember way back in the day (many years ago, now) that once the Traders were closed, you could actually STILL get in (and stay in) by simply using the flying cheat. Jumping over would probably have worked as well, lol! It wouldn't boot you out at all for some reason! It was great!
I remember spending many a night in I think at Jen's place? Just hanging out and watching all the zombies claw at the outside.
Now of course, it does, no matter what you do.
Good things don't last. :P
The old times were the good times! :D
Haha thanks MurlocKeeper - and that sounds like great fun was had back in the earlier Alpha's - I'm sorry I missed so many :(
Rekt deserves a horde running a muck in his compound.. lol mean bastard 😅
Aww poor Rekt - he's had a tough apocalypse :D
gonna focus on one tiny bit ot the whole video...where do you get those barred doors on the last base? I want those... also great video btw as per usual.
Ah, I had to duck into creative for that - nothing else fit the look - it's the "grey jail bars" which hopefully they make player craftable!
@@CautiousPancake I reckon I'll be taking a duck into creative to grab some as well 😁
@@tonyyarbray I hope they make it craftable in came - just needs some forged iron or similar or steel - it's a nice door to use!
I just got a devious idea, but it does take a ton of digging to do.
Since zombies are not allowed to spawn on player blocks, you can technically dig up the ground 1 tile all around the trader's base except for the 1 wall.
Pile up debris on the one wall and collapse it to shape it into a ramp into the trader's base (or build sloping blocks onto it if its faster).
And if you do this well enough, no zombies should spawn in a wide radius except the side where the slope is, because you left building blocks in a massive area around the trader.
I'm not sure how far away zombies spawns from you though so you'd have to stand fairly close to the trader's base on a platform while you 'force' them to choose the closest spawn (on the other side of the trader outpost) while you are on one side.
The end results is that zombies will choose to funnel and get trapped in the trader's base to reach you because the sides near you is spawn denied.
I played with the block prevention once before - I think (but could be wrong) it was about 65 blocks max range, so it was a LOT of blocks to put down if you wanted to stop the horde completely. I think your idea could work - it would still take a fair amount of blocks to block off everything but the other side of the trader, but will be fun to give a try sometime!
@@CautiousPancake alternatively you can just build about 55 blocks or so into the ocean at which point no zombies spawn period
@@whimsicalchronicles8798 Pretty sure I saw in the lead up to Alpha 21 that's been nerfed - zombies will now spawn on water blocks!
@@CautiousPancake oh well
zero zombies spawning on horde nights boring anyway
Strictly speaking it isn't new, but it takes a bit more work in A20. If you dig this giant moat around a trader base, you can then attach your base to the side of the invulnerable blocks for the same effect.
Good tip thanks!
I think the Pun Fimps should "Darkness falls" the traders but great video (and work, it takes time to make bases, even with CM) will probably try it.
Agree there could be a change here to mitigate things, and thanks for watching!
Yeah Man, that was pretty cool. They will for sure patch that out, that is as busted as it gets LOL
Hehe thanks purpledude - it's fun while it lasts :)
So I watched this and got a couple ideas of my own. Will try them out instead of making a full-on box use like The window slit so I can shoot them on the other side of the wall during horror night to gather XP
Sounds like a good idea - hope it works well!
the one thing im missing at the max game staage horde is demolishers, didnt see any
I think because the first wave was mainly kept alive there wasn't much chance for demos to spawn, I'll have to double check the config files though, incase there aren't any setup, which would be odd!
Thanks, now fun pimps will see this and make hordes TP onto the player when punted it into the trader area xD They already punish players from running from hordes in vehicles with murder birds
Porting the zombies back out onto your current location but a few blocks above your head so they rain down on you would be pretty funny to watch! 😂
Definately using this as an explosives base off the Jen I currently have hijacked for my main base. Can use your design and not worry about them getting behind it and knocking it down. No reinforcement needed either cause blocks are immune. AFK for life. Still gotta rebuild the lemming tower in new world, but bigger. Prolly two 3x3 pillars for more space.
Nice - explosive base with a bit of a pit under this base will work a treat! Glad the lemming tower is still getting some love :)
@@CautiousPancake Oh ya. Not got great explosives skill yet, but prolly see about making it when get demos and cops and have the bombs to help them blow up faster. Love the lemming tower though. Had it in my A20 world, and the massive ramp bridge to get my vehicles up there for unloading. Seriously debating rebuilding it instead of the combat/ground base currently working on cause so many screamers now. Trying a few turrets to see if helps. If not then maybe I'll just extend your garage force fields all the way around to force them up the horde base part. 12 high so no rage and pole side center last few blocks so don't get overwhelmed =^.~=
Quality video, nicely done.
Until it is patched, which it will be, you just gave me my, "damnit, I'm not ready for horde night," base.
Yeah, it's useful to have for those - "wait it's day 7?" - days :D
Day 27, in the wasteland, my bedrock base is very far from fully carved out and there is no way it will be ready by the day 28 horde.
So I'll be making your design to buy time. Thank you in advance.
@@drhenceforth Good luck!
Very nice technique and editing. But, 0:57, Dr. Jen won't be happy.
lol! I considered using Rekt instead :D :D
Sick video. Anyone know what song is playing around the 9 minute marrk?
This one ua-cam.com/video/9M0Y9mxfcTM/v-deo.html 🙂
You finally found something Trader Rekt is good for!
Awww poor Rekt never gets any respect, oh wait, because he's an
@@CautiousPancake shit we treat him THAT good and he doesn't even fucking tip us
@@whimsicalchronicles8798 🤣🤣
Nice Idea. Very Original 🤣
Also as for the patch, as long as traders have a safe zone around. These kind of bases will always exist.
Thanks - it's a bit of fun :D
That was so great and hilarious!! Could you maybe do a video on how exactly to build the late game version? That would be so awesome!!
I've actually added that base as a prefab download, the link is in the vid description. That way you can have a look and see what blocks you need where, but if you get stuck let me know and I'll do my best to help!
@@CautiousPancake thank you! Sorry, I guess I am blind :D
@@diese_lasagne No worries! 😀
Love the info (and your video style). I'll have to give this a try!
Thankyou and have fun! 😄
Thanks for showing us but the fun pimps love fixing things like this quickly.
Yeah, it'll be interesting to see if they patch it.
you need to find traders joes contractor. those walls are great
Lol solid workmanship!
Damn man, this seems really op, kinda sure it will be patched/nerfed in some way, is so cheap and easy to build, and with minimal block tweaking you can have a really efficient base like the explosive one you made with the 3x3 challenge, but cheesier
Yeah, that would be a great combo - the 3x3 explosive pit hanging off the side of the wall - cool idea! Agree it will probably get patched out though, we'll see!
9:40 I'm surprised that he didn't put a couple of extra push turrets along the way in case the zombies cross the gap.
Unfortunately max active turrets (with Robotics Expert perk) is 2, so putting more closer for when they cross the gap, would deactivate the turrets further away, which would mean more zombies running past - so I like the idea but you'd need to use a different method to make them fall.
@@CautiousPancake I see. Good to know. I wonder, in areas where they fall, ever thought about making a deep pit? Just beneath where they would fall in the hallway gap.
Nice find!!
Cheers!
I was able to take two robotic turrets into the trader compound. Was able to set em down. Some zombies were able to get over the wall, but plenty died on the compound defenses. Turret shot whoever got over, and I shot zombies through the holes in the compound.
Done and done.
oh that's nice - I didn't think you could place inside the trader, but since they are weapons makes sense.. That's cool!!
@@CautiousPancake I honestly did not know if it would work, but then it was green. I need to record the screen the next time I decide to hang out at a trader during horde night.
@@pdxcorgidad for sure - it's always when you don't record that the funny stuff happens though 😒
Hoping this makes it into the full release of this alpha!
It did! (for now) - A21 stable is out on b324, which works for this too :)
It's a neat base, but if you're going to AFK the horde nights, why not... just turn off horde nights? You're already giving up almost all the XP or loot
I like to tease em 😄, but also there's still a threat there if the base fails.
great someone made a video on it.... now the devs are gonna hot patch it out of existence cuz how dare we not play the game the way they want!!!
Brilliant... I'm sure the Fun Pimps will nerf this soon, as they always do. I am curious about the half- block dropper trap you made.
The dropper is the pole half plate block, rotated to the low close position at the start of the path, and the high far position at the second block.i think there's a version of me showing the build for that in my wood base vs day 7000 infinity stairs video, or even just the normal infinity stairs vid.
@@CautiousPancake Thank you for the response. I will find that video. Much appreciated.
The day 14 base with a few pipe bombs might even prevent the cops damage. Either way, take my subscription, good stuff.
I just started a21 and didn't play much before then, I might use this lol, its genius.
Thanks for the sub and enjoy while you can! It's patched out in 21.1 that's coming, but existing bases will be ok for a bit see pinned comment 🙂
This is brilliant
Thanks :D
Awesome idea!
Thanks!
3:07 you know how when u collapse stuff it creates a pile like that? i wonder if there is a way to get the zombies to climb up thinking they can get to you on that base, but making sure they fall off INTO THE TRADER... then all the zombies would be inside it unable to escape and you could then leave your base and spend all night mining or doing other things (so long as you dont go too far away from those zombies so they cant respawn near you again) - do zombies teleport out too if they fall in?
EDIT - ok looks like you already did my idea lol
Hehe - thinking alike!
@@CautiousPancake can they jump that height if they pile up at the wall? i started a new alpha 21 playthru.. unfortunately the first trader it sent me in navezgane was one of the ones that u cant do it... also navezgane is a pain cos all the quests are 700-1400m away.. ive kinda set up a base on the second trader - trader jen i found but not quite sure ive done it the same yet.. i tried putting the plates 5 high but it was attaching to the barbed wire and when ui place a second block out it all collapsed.. so i think im only 4 above the ground so not sure if they can reach.. cna they attack while piled up high? im on day 3 right now - will test it out
@@tigrecito48 Yes with lots of zombies on horde night, they can end up piling high underneath the AFK initial base, and can get some hits in. Not enough to bring it down usually, but something to watch out for! I had to cut that section as it was a bit rambly, but either going to concrete on the lower plates, or digging a pit under neath so that even stacked they can't reach is advised!
@@CautiousPancake could digging a moat around the trader be of any use? i guess its not really needed but if u trap them in the trader will they try to escape if they know a pit trap is on the outside?
@@tigrecito48 Depending on where you put the pit, I think they'd still probably want out - even if they can't reach you, there's usually a "spot" that they want to get to first, then go rage mode from there.
Can you make a detailed video showing exactly how to build the final base design?
I'll see if I get time - which bit were you after in particular, or just overall?
@@CautiousPancake just overall like the dimensions really. Tbh probably can just reply here and no need to make a full vid on that. Just dimensions should be enough with this vid to remake it I hope.
@@CrispyHair6 Ah for sure. the base floor is 7 blocks high. From the door heading toward the trader it goes block block, half plate, half plate, block block, half plate half plate, blcok blcok blcok. The block stairways up toward the sledges are 6 blocks high, then 7th to make it to the same floor height as the rest is the one just before the sledge. 7 block empty space between the insides of the two block staircases. The pillars are 3x3 with the Cube 1/2 Ramp Tip at the bottom, Cube 1/2 above those, and a central Cube block in the middle. The diagonal filler on the pillars are "Cube 1/4 5m Round 04". The base is mostly just ramp blocks, and cubes - with the new stained glass blocks and arch for windows, and the 5m dome on top. Let me know if that doesn't make sense!!
@@CautiousPancake that’s actually more than I expected haha. Thank you so much! 🙏