I've been using the 'Wall Stud' shape with a 'Road Paint Diagonal" shape for a pretty clean look. You can even rotate them to make nice patterns and they are fully drivable.
The road paints have fuck all HP and I don’t recommend them. There are a bunch of other options (that don’t take multistacking) and have 10000 HP. I recommend looking through “trim” 🧐
@@TheAunvre nice tip bro. I remember playing on consol and wedges pillars and poles/quarter blocks were king. I like making a build that outsmarts the zombies rather than bugs or cheeses the AI TOO hard. Like a repeating pitfall base where the AI is all to happy to keep repeating lol or a meat grinder maze type design would be cool.
I hope so. I'd rather they develop more for the game rather than chasing the pipe dream of a polished game with no abusable bugs halfway into development. Get the game to 80% complete then work on fixing the bugs that way you arent adding more into the game and requiring more work. Who knows the devs seem to not like fun.
Funpimps are punks. They could do better on content but they rather try to defeat their clients. Their idea is "you already bought the game and we got your money. So we are going to do as we wantand you guys can't do nothing but whine about it."
@@sevendaggerssix7298 Yea there is an ever growing theme of devs hating their user base. I guess hate is too strong word but a sort of disdain for the whining, complaining, spoiled, never satisfied brats. Then you throw in the trolls to make it worse and voila. People really are a product of their environment as I have always said. Few can transcend it but not most.
A good tip to check if the zombies will or will not want to cross it is if the center of that block space is 'solid' enough. They walk up to and fall through holes because they see it as 'solid' somewhere in the middle, and denies bullets from travelling through that spot. They avoid crossing and walking over spaces that you allow bullets and arrows to go through, or any item collision falling through like dropped items. Basically a way to check is there is a 0.5m gap in the center of the block. If so, the zombie won't go over it.
TFP: Fixed the arrow slit AI exploit ("Zombie Forcefield". Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient). JaWoodle: Hold my Arlene.
I really hate that TFP puts so much time and effort to try and stop people from playing the game the way the want instead of putting time and effort into making the game overall better. But I really LOVE it when you immediately give them the middle finger and come up with new ways :D Great job mate!
I couldn't agree more!! It infuriates me seeing them effectively stalk a youtuber and focus entirely on nerfing things he does they don't like. The game has tons of fundamental issues with things like sound design, performance, vehicle physics and net code yet they keep coding in shitty reactionary AI measures to counter cheesy behaviour no one would be doing if they didn't make zombies have hands more powerful than a JCB digger. Underground bases were a legit tactic, they had to nerf that because God forbid players get too good at surviving. Instead they introduce crappy mechanics rather than make the game genuinely more challenging through game design.
17:25 Nah.... Nah. I've never fired an arrow at a sleeping zombie and hit a block and had a floating arrow feet away from anything. Never swung a tool or weapon a car length away and hit my truck.... Nah, never... o____o
I think we have enough evidence to safely say, the Fun Pimps are subscribed to Jawoodle with notifications on and you should be too! This create/nerf battle is getting good!
Let JaWoodle break his own way, Fpimps, just work on making a stable fun game that doesn't try to block every little thing a power user does that the majority nonpower users don''t
The hilarious thing is I didn't want to use forcefields, but the "destroy everything" AI implemented in A20 means I can't use my base design (which specifically tries to avoid being cheesy), without them. So the only thing which made me use a cheese base was TFP's attempts to stop other people from using cheese bases. Thank you for finding this new exploit so that zombies actually try to go through the path of least resistance!
What I prefer is a build that outsmarts the zombies not by a bug like them not seeing the slits but rather a decision that they cant make it because even the player needs to use a technique to cross it. Im more likely to use a block they THINK they can cross but fall instead rather than a forcefield of blocks they cant even cross because you can make a base thats just completely safe with no challange that way.. I want to mention this build I had that was actually amazing. It consisted of two garage doors on the sides of a pit, they automatically are set to open so that they meat at the top and create a floor, use cameras pointed at it to say when a player is near it stays open but if another camera sees a zombie on top it will shut off, put blocks on the edge that cause the zombies to fall onto the door (because they dont see it as crossable ((you could use this as a force field)) and you can just dig a pit that drops them straight to the very bottom of the map where they are useless.
The issue is.... Why WASTE time and resources fixing something close to a non-issue (an use of Zombie AI pathing) that is for all aspects of the game... Just a FANCIER type of trench/hole barrier?
Hey Josh, can you find away to exploit bad hitboxes and animation desinc? Because those really need the sort of attention from the Pimps that all your other videos have been getting.
i was watching a video a about the update and the devs did say they fully expected other blocks to have the same affect but that they wouldn't be as convenient as the slots. There not as cocky as there where tho they realized it takes along time to update theses things but only 1 Muppet a few hours to break it.
The fact that they're trying to patch everything you find is a pretty awful thing to do. I'd love to have an underground base but that's simply not possible thanks to them just digging straight down to you. The whole "destroy-everything" mode means most types of fall damage bases are moot. Kinda railroads you into specific bases and that's not fun at all.
Great episode Josh. Love the JaWoodle Park series. What I really hate about the arrow slit fix is the fact that you can no longer reload or repair the traps through the opening in the block.
@@grimsgraveyard3598 Yes, I'm sure. I tested it and you can no longer do anything through the opening in the arrow slit except shoot. The blocks do still protect traps from explosion and Molotov damage.
@@pbsixgun6 Yeah, this really sucks. Being able to reload and repair traps and access items through the opening was part of the major functionality of the arrow slit block. Maybe if enough people complain about it they will change it back.
works a treat, now i really know what that means, thanks for this. the pimps give us the block shapes and the zed AI, then get their knickers in a wad when we use them
If only TFP would stop trying to plug every hole you poke in their game, and work on things that matter. How long until water works properly? "Fuck fixing water, our players are being creative...we gotta put a stop to that."
My guess is next they simply make so Zombie AI pathing will consider any block with 80% of solid area availabe for pathing as valid pathing, anything less an they treat it as a "hole" or gap and avoid it unless optimal pathing is using said gap
I remember back when I had giant sloping walls and the arrow head as the opening for me to walk out of so I didn’t need doors. Those were the best days
For all those who bitched and moaned about the arrow slot change, well, you have a little more work to do, but maybe it's now essentially fixed. Not having tested it, I assume you can reach through this and it's about the same as arrow slots. The one thing is that it is indeed two blocks stacked on top of each other; so, that won't work for some builds.
Josh, did you know you can now use the paint roller and paint bucket in COMBINATION with paint all sides? (it's new, and it's awesome - though it uses a lot of paint, but in creative who cares?)
If you make a forcefield floor base and then put a simple door at the front entrance, they are gonna try to bash that door but any turrets you placed down has free leeway to shoot at them since they can't go behind obstructions.
i did that with the corner ones, works well and has full hp. BUT, if they hit some of them it is a pain to repair and find the damaged blocks, because they are so small. But they just path underneath them with no problem and most of the time they cant hit them. So you can make a solid 5x5 (or anything really) tower with all blocks filled. Very unlikely that they would break enough blocks to destroy your platform. Best method that worked for me to place them in opposite corners, so for example: place the first one in the lower right corner on the floor, the block above then in the upper opposite corner.
The road paint blocks have a lot of shapes that may deserve looking into. ESPECIALLY now that it seems zombies won't attach certain blocks as much as others.
Here's a request to the advanced modding community. How about a mod that puts the arrow slits back in the game like they were so we could still reload, repair and loot through the opening. It would be nice if someone could accomplish that. I bet that would be one of the most popular and downloaded mods ever made.
You can't, you'd effectively have to revert it back to old collision model, which allowed for it, but that is what allowed for the force field, due to the gap causing path finding to not consider it walkable. That gap allowed you to loot.
Not quite as good as the OG force field, but it'll do. Edit: I just had a thought. Use one of the 11-pillars, and put the center stripe on top of it. It'll make it symmetrical. You know you must test this and report the results.
I have to laugh. Had never heard of the force field concept until this video. When I watch the video, all I can think is "Cattle Guard". Guess it's different when you grow up in the country. 😆
LOL the annoying part is they basically admit they don't have a problem with zombie forcefields in the changelog "Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient" they are aware and haven't patched that out which means all they've got a problem with is things being convenient for the player. Its not like doors or walls repel zombies so everyone accidentally makes invulnerable bases, you have to intend to do it. Hopefully they never make another game, despise devs like that.
You got all excited about finding a different solution to the arrow slots that you forgot to test a couple things. The road paint dash blocks cannot be upgraded and the hit points are much less, 25 wood, 75 cobblestone, 250 concrete, 500 steel. You probably don't want to use these blocks on a horde base.
their durabilty is less important since the zombies will be avoiding them. you're right it requires more testing, but the base goal was to find blocks the zombies would path around.
The road paint blocks aren't necessary for the zombie forcefield though, just the block underneath - the paint blocks on top just make it smoother for you to walk/ride/drive over. As long as the block underneath is a full strength block its the same as the old arrowslit in terms of hp.
This feels like it would be much harder to change the game to "fix". We'll see. And, it feels a little bit less obviously like something that is wrong that needs fixing.
Hey JaWoodle, can you experiment with duct shapes? The regular duct block won't let you damage it when standing inside of it, so you can make a trap shaft for zombies to fall into
Legitimate question, can you make something like that and then have a garage door used as a floor that you can retract like a drawbridge to keep zombies out and then close to drive across? I know a bit of effort I was thinking just for aesthetics in a later game?
After knowing about the arrow slit exploit for a few years I finally decide to incorporate it into my build. inspired and reminded by the video you released recently confirming it still works in alpha 20. to my dismay and not knowing it got patched, it didn't work as planned and horde night was interesting, Glad there's a workaround should I plan to use it again, all depends on the war the fun pimps have against Jawoodle's game breaking builds Haha! might wait a few patches later to change the design! Thanks for the inspiring videos Jawoodle!
I feel ya. I only found out about the exploit after they fixed it. I would have loved to have experimented with it. At least I can mess around with this one.
I have tested your solution for a time now. The roadpaint dash is only 250 hp in steel, you can only upgrade them from the bottom side. Zombies break it sometimes and hitting under the base. Instead of the road paint dash i use the 1/4 sheet.
Josh. It seems that in an effort to stop the pit kill base with the O rings at the top for them to fall through, they have patched the O rings to be avoided and they appear to be like the arrow slots used to be. But the O in the O ring is too wide to walk through.
We are going to keep breaking their game, the fun pimps are going to keep patching all the little stuff we keep having fun with instead of actually finishing the game and they are never going to end up going gold!
This video is a perfect example of the scientific principle of "Fail Faster." You are going quickly through what doesn't work in order to find what does. Also, you have to ask yourself: Do the Fun Pimps watch your videos?
Josh, all you have to do is put up a sign that says "no zombies allowed" at the entrance of your base. They will approach, see the sign, turn around and leave. I'm on day 74 and build in peace even on horde nights. * *may not be true, factual or based on game mechanics.
Efficiency ruined! Lol I was wondering if you'd get around to stacking blocks or not. Now the fun question is, how do we abuse the fact that the zombies DO path over arrow slots? Putting dart traps under them?
Definitely because the 'fun' pimps are completely reactionary and choose to focus on patching out things JaWoodle does rather than fix serious issues with the core game, such as net code, vehicle physics, map generation etc
Also as a potential future game creator, I'm sad to say that TFP are going through all this trouble to make things (force field/killing corridor/etc) when they should see these things as people having fun, and trying to find a work around that doesn't just do a blanket solution that breaks other parts of the game. Games are supposed to be about people having fun, if you're specifically trying to get rid of that, why???
You think every time one of these videos come out someone at Fun Pimps just starts the change request immediately or do they wait until they make it into the office?
Haven''t watched the whole video yet, but the Crown 3-Sided Left/Right work perfectly. You can walk and drive over it perfectly fine. Found it out literally hours after commenting on your other video about Arrow Slits being broken.
That’s my go to. I’ve shared it a few times but then started to hesitate as it’ll be the next one chopped. There are so many options that it doesn’t matter - it’ll take 2 Alphas to squash them all.
I just wish TFP would stop wasting their time fixing stuff like this. They fix some block pathing, then shoot themselves in the foot by adding 3,000 new block shapes that they now have to go back over and consider their shapes, rotations, and now shown in this video; combinations of one on top of the other, PLUS rotations. They'll literally never win at this rate.
@@GunChronicles if this was pure PvP, then sure, TFP have reason to fix them 7D2D? PvE FFS, Balance of other things is more important than a forcefield exploit to make areas player can walk around to work without being forced to WASTE materials whenever they need to fix the fucking external parts that have a Moat surrounding it
I tryed to explain pathing like more than a year ago, but nobody listens. I don't need to test anything to predict pathing. Not pathing over blocks and not pathing trough blocks i can predict 100% acurate. Also the pathing did not change the last few years at all. The only thing they added and tweaked a little is the events that trigger rage (random swinging and hoping to hit something). O and yes there are more blocks now but the same rules of pathing still apply to all new blocks so predicting pathing on all new blocks or even all future blocks will still be as easy as before. Cool application you made with it never the less. O and my way of reasoning the pathing is not a just one of the theories, it is how the game works.
The oil-rig style of bases that are built in the middle of oceans are still my favorite type of base, because zombies literally can’t spawn anywhere near them.
Nice work Josh love to see you work at these, its a shame we dont have the nice corners that the arrow slits had which i used for my H shaped force field but its functional. Ironically without the ff the zombies on my server still pathed around the pit lol and came in the front which is what i wanted them to do anyway lol so the nerf didnt actually stop the zombies from going where i wanted them to anyway after knocking out the slits and leaving the pit, this stopped them beating on my base walls from 3 sides and pathed them round the front where the turrets and killing zones are, cause of the walk way i made for them, but the ff meant i had a cheap way into my horde base that only i could use which was convenient. This one still looks pretty good so i think i might try this one out later and see how it goes for me. Thanks again mate!
Theyve generally always avoided pits unless its a last resort (which is why them just yeeting themselves in near the end caught him off guard). The forcefield helped keep them out of the pit because you dont want them down with the supports, so if they took that accidental step too far they arent falling in.
@@vanslanzerdefanel Makes sense, I did give them a way out of the pit on the West and East Side of the base but I'm not sure if it is too long a path for them to use it.
The latest updates is if there is a hole around 2 block away or even just a single. Zombies will decide to find another path if there is none they target the structural pillars.
I've been using the 'Wall Stud' shape with a 'Road Paint Diagonal" shape for a pretty clean look. You can even rotate them to make nice patterns and they are fully drivable.
The road paints have fuck all HP and I don’t recommend them. There are a bunch of other options (that don’t take multistacking) and have 10000 HP. I recommend looking through “trim” 🧐
@@TheAunvre nice tip bro. I remember playing on consol and wedges pillars and poles/quarter blocks were king. I like making a build that outsmarts the zombies rather than bugs or cheeses the AI TOO hard. Like a repeating pitfall base where the AI is all to happy to keep repeating lol or a meat grinder maze type design would be cool.
Let's all hope this lasts another few alphas!
I hope so. I'd rather they develop more for the game rather than chasing the pipe dream of a polished game with no abusable bugs halfway into development. Get the game to 80% complete then work on fixing the bugs that way you arent adding more into the game and requiring more work. Who knows the devs seem to not like fun.
Using the 3 sided crown blocks for this myself
🍺👍
Your gonna get banned from early access lol. TFP really should have you on the payroll...
Haha… I always enjoy when we can take a stroll through JaWoodle Park. =]
Fun pimps : "we finally fixed it, we have finally stopped Josh from ruining the zombie AI"
woodle: "hold my beer"
Jawoodle would say "Hold Me Frothy" lol
it wouldnt even have time to get warm
Funpimps are punks. They could do better on content but they rather try to defeat their clients. Their idea is "you already bought the game and we got your money. So we are going to do as we wantand you guys can't do nothing but whine about it."
hold my woodle, i have a goood one
@@sevendaggerssix7298 Yea there is an ever growing theme of devs hating their user base. I guess hate is too strong word but a sort of disdain for the whining, complaining, spoiled, never satisfied brats. Then you throw in the trolls to make it worse and voila. People really are a product of their environment as I have always said. Few can transcend it but not most.
A good tip to check if the zombies will or will not want to cross it is if the center of that block space is 'solid' enough.
They walk up to and fall through holes because they see it as 'solid' somewhere in the middle, and denies bullets from travelling through that spot.
They avoid crossing and walking over spaces that you allow bullets and arrows to go through, or any item collision falling through like dropped items.
Basically a way to check is there is a 0.5m gap in the center of the block. If so, the zombie won't go over it.
TFP: Fixed the arrow slit AI exploit ("Zombie Forcefield". Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient).
JaWoodle: Hold my Arlene.
well, they were right, it isnt nearly as convenient. You have to use 2 different blocks instead of 1
Hold my Arlene 😂
I really hate that TFP puts so much time and effort to try and stop people from playing the game the way the want instead of putting time and effort into making the game overall better. But I really LOVE it when you immediately give them the middle finger and come up with new ways :D
Great job mate!
I couldn't agree more!! It infuriates me seeing them effectively stalk a youtuber and focus entirely on nerfing things he does they don't like. The game has tons of fundamental issues with things like sound design, performance, vehicle physics and net code yet they keep coding in shitty reactionary AI measures to counter cheesy behaviour no one would be doing if they didn't make zombies have hands more powerful than a JCB digger. Underground bases were a legit tactic, they had to nerf that because God forbid players get too good at surviving. Instead they introduce crappy mechanics rather than make the game genuinely more challenging through game design.
@@DeadlyDan yea it's very immature. Like focus on optimizing and finishing this decade long early access instead...
What do you mean? Is there a video or something? I missed that story.
I was here for the A17 force field and I’m glad to be here for this one as well. Thanks Josh!
Ayyy thanks for sticking around with me!
and thus NPC raiders and other content was pushed further down the road while TFP tries to fix Josh’s new force field
Yes, it is a valid point. Except, they probably didn't spend much time on it.
Considering faatal, the dev that will be working on bandits has said he's already working on bandits, I doubt it.
😂
17:25 Nah.... Nah. I've never fired an arrow at a sleeping zombie and hit a block and had a floating arrow feet away from anything. Never swung a tool or weapon a car length away and hit my truck.... Nah, never... o____o
JaWoodle: "The Spiffing Aussie"
Drinking froffies instead of tea
The Laws Of Physics:
Exists.
7 Days Logic:
Re invents them.
JaWoodle:
"Hold my beer."
Froffy.
@@tysonmou1 true
I think we have enough evidence to safely say, the Fun Pimps are subscribed to Jawoodle with notifications on and you should be too!
This create/nerf battle is getting good!
Let JaWoodle break his own way, Fpimps, just work on making a stable fun game that doesn't try to block every little thing a power user does that the majority nonpower users don''t
The hilarious thing is I didn't want to use forcefields, but the "destroy everything" AI implemented in A20 means I can't use my base design (which specifically tries to avoid being cheesy), without them. So the only thing which made me use a cheese base was TFP's attempts to stop other people from using cheese bases. Thank you for finding this new exploit so that zombies actually try to go through the path of least resistance!
What I prefer is a build that outsmarts the zombies not by a bug like them not seeing the slits but rather a decision that they cant make it because even the player needs to use a technique to cross it. Im more likely to use a block they THINK they can cross but fall instead rather than a forcefield of blocks they cant even cross because you can make a base thats just completely safe with no challange that way..
I want to mention this build I had that was actually amazing. It consisted of two garage doors on the sides of a pit, they automatically are set to open so that they meat at the top and create a floor, use cameras pointed at it to say when a player is near it stays open but if another camera sees a zombie on top it will shut off, put blocks on the edge that cause the zombies to fall onto the door (because they dont see it as crossable ((you could use this as a force field)) and you can just dig a pit that drops them straight to the very bottom of the map where they are useless.
29:19 you made a stock/cattle grid in 7dtd! Pretty cool :D
The fun pimps fix an "exploit" and Josh the lovely Muppet he is, breaks the boundaries again! They might as well give up at this point! Lol
The issue is.... Why WASTE time and resources fixing something close to a non-issue (an use of Zombie AI pathing) that is for all aspects of the game... Just a FANCIER type of trench/hole barrier?
Hey Josh, can you find away to exploit bad hitboxes and animation desinc? Because those really need the sort of attention from the Pimps that all your other videos have been getting.
100%
Thank you, Josh! You Sir, are my savior. The old forcefiled was such a great gameplay mechanic and I am so glad you found a way to make it work again.
i was watching a video a about the update and the devs did say they fully expected other blocks to have the same affect but that they wouldn't be as convenient as the slots. There not as cocky as there where tho they realized it takes along time to update theses things but only 1 Muppet a few hours to break it.
The fact that they're trying to patch everything you find is a pretty awful thing to do. I'd love to have an underground base but that's simply not possible thanks to them just digging straight down to you. The whole "destroy-everything" mode means most types of fall damage bases are moot. Kinda railroads you into specific bases and that's not fun at all.
Yep, they think they are patching 'exploits' but they are just patching out imagination.
@@pbsixgun6 Variety is the spice of life. Its fun to be able to play like you want.
Well,how about underground base under an underground forcefield like this 😏
Completely agree, 'fun' pimps who are effectively Nazis who need to control how everyone plays the game. Yet call it a sandbox survival!!!
You apply more rigor and thought to breaking these zombie brains than I think I've ever put into a day at work. Can I steal some motivaiton from you?
I agree, since the devs watch these I guess he helps. In wis own Woodley way lol
Great episode Josh. Love the JaWoodle Park series. What I really hate about the arrow slit fix is the fact that you can no longer reload or repair the traps through the opening in the block.
You sure about this I've yet to use these and if you can't repair through them they seem more of hinderance.
That sucks donkey fuzzies...I have used that to access chests inside my bases from the outside for 4 alphas now...grrrr
@@grimsgraveyard3598 Yes, I'm sure. I tested it and you can no longer do anything through the opening in the arrow slit except shoot. The blocks do still protect traps from explosion and Molotov damage.
@@pbsixgun6 Yeah, this really sucks. Being able to reload and repair traps and access items through the opening was part of the major functionality of the arrow slit block. Maybe if enough people complain about it they will change it back.
works a treat, now i really know what that means, thanks for this. the pimps give us the block shapes and the zed AI, then get their knickers in a wad when we use them
If only TFP would stop trying to plug every hole you poke in their game, and work on things that matter. How long until water works properly? "Fuck fixing water, our players are being creative...we gotta put a stop to that."
Cheers Josh, I was gutted when I learned TFP destroyed the force field. Now I can go back to having fun in the game
By abusing in fairness their own inability to remove objects that break their AI doesn't seem like the intended method of amusement I'd assume lol.
My guess is next they simply make so Zombie AI pathing will consider any block with 80% of solid area availabe for pathing as valid pathing, anything less an they treat it as a "hole" or gap and avoid it unless optimal pathing is using said gap
The man! The myth! The bloody legend! Josh "The Muppet" Woodle! My full max sized land claim block castle appreciates the wall that protects it!
Try the half sheet again but put two wedges back to back. Then two half sheets back to back. Repeat.
I remember back when I had giant sloping walls and the arrow head as the opening for me to walk out of so I didn’t need doors. Those were the best days
For all those who bitched and moaned about the arrow slot change, well, you have a little more work to do, but maybe it's now essentially fixed. Not having tested it, I assume you can reach through this and it's about the same as arrow slots. The one thing is that it is indeed two blocks stacked on top of each other; so, that won't work for some builds.
Josh, did you know you can now use the paint roller and paint bucket in COMBINATION with paint all sides? (it's new, and it's awesome - though it uses a lot of paint, but in creative who cares?)
Holly cow. I did not know that. Thanks for sharing the info.
If you make a forcefield floor base and then put a simple door at the front entrance, they are gonna try to bash that door but any turrets you placed down has free leeway to shoot at them since they can't go behind obstructions.
some of those trim blocks are good for using as the floating base building blocks. the corner one is tiny as hell.
Floating base?
i did that with the corner ones, works well and has full hp. BUT, if they hit some of them it is a pain to repair and find the damaged blocks, because they are so small. But they just path underneath them with no problem and most of the time they cant hit them. So you can make a solid 5x5 (or anything really) tower with all blocks filled. Very unlikely that they would break enough blocks to destroy your platform. Best method that worked for me to place them in opposite corners, so for example: place the first one in the lower right corner on the floor, the block above then in the upper opposite corner.
The little trims on the side when combined with a full block, works like the inverted wedge tip of the kill corridor
A good single block is the Wedge60 Split left 11 works and looks pretty good.
The road paint blocks have a lot of shapes that may deserve looking into. ESPECIALLY now that it seems zombies won't attach certain blocks as much as others.
double diagonal one works perfectly.
Here's a request to the advanced modding community. How about a mod that puts the arrow slits back in the game like they were so we could still reload, repair and loot through the opening. It would be nice if someone could accomplish that. I bet that would be one of the most popular and downloaded mods ever made.
And make it so you can 'reach' through stair railings and bars to loot things on the other side also.
@@pbsixgun6 Yes, that would be a nice mod to have too. Good idea.
You can't, you'd effectively have to revert it back to old collision model, which allowed for it, but that is what allowed for the force field, due to the gap causing path finding to not consider it walkable. That gap allowed you to loot.
I like the Barcode Forcefield! Gotta use it before they take it away! :)
Barcode forcefield? What block does that use?
@@Ben-rq7gv , I think he's talking about this.
Not quite as good as the OG force field, but it'll do.
Edit: I just had a thought. Use one of the 11-pillars, and put the center stripe on top of it. It'll make it symmetrical. You know you must test this and report the results.
I have some ideas for if they patch out this one, but I really like how efficient and smooth this one is
Awesome!! Thank you so much for this!!
I have to laugh. Had never heard of the force field concept until this video. When I watch the video, all I can think is "Cattle Guard". Guess it's different when you grow up in the country. 😆
I never used the arrow slit blocks for this, so my only complaint is not being able to connect wires through them.
LOL the annoying part is they basically admit they don't have a problem with zombie forcefields in the changelog "Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient" they are aware and haven't patched that out which means all they've got a problem with is things being convenient for the player. Its not like doors or walls repel zombies so everyone accidentally makes invulnerable bases, you have to intend to do it. Hopefully they never make another game, despise devs like that.
You got all excited about finding a different solution to the arrow slots that you forgot to test a couple things. The road paint dash blocks cannot be upgraded and the hit points are much less, 25 wood, 75 cobblestone, 250 concrete, 500 steel. You probably don't want to use these blocks on a horde base.
their durabilty is less important since the zombies will be avoiding them. you're right it requires more testing, but the base goal was to find blocks the zombies would path around.
The road paint blocks aren't necessary for the zombie forcefield though, just the block underneath - the paint blocks on top just make it smoother for you to walk/ride/drive over. As long as the block underneath is a full strength block its the same as the old arrowslit in terms of hp.
Ok FunPimps. I think it's time to give up this battle. JaWoodle WILL find a way.
Not a bad solution at all. Just remember, as we discover new ways around the AI, TFP will make updates :D. Always love the muppetry!
This feels like it would be much harder to change the game to "fix". We'll see. And, it feels a little bit less obviously like something that is wrong that needs fixing.
This is why The Sneaky Pimps cant go gold, you keep breaking shit :D
I’m glad you didn’t find the true best way. There is one that you had on screen but looked right past it.
CautiousPancake?
Mind sharing?
😏
@@JaWoodle 11:14
The way you talk and discuss your theories, you almost have this mad scientist vibe about you. I love it.
Good job. Surprised you didn't try the other way so you would have a smoother ride
Did you try using just the Road Dash for both blocks? I would think it would have perfect spacing and be flat on both sides if you did.
Hey JaWoodle, can you experiment with duct shapes? The regular duct block won't let you damage it when standing inside of it, so you can make a trap shaft for zombies to fall into
I just wanna say I for one LOVE SEEING YOU BREAK THIS GAME 😂 it’s pretty satisfying 😂
Nice fix. Thank you for taking the time to do this.
Fun pimps updates with fixes….josh sees these as a challenge and breaks game immediately…keep it going pal 🤟
I had every faith in you. Every Faith.
For once I didn't let everyone down! lol
You reinvented the arrow slots with extra steps. Good job mate.
Legitimate question, can you make something like that and then have a garage door used as a floor that you can retract like a drawbridge to keep zombies out and then close to drive across? I know a bit of effort I was thinking just for aesthetics in a later game?
If I am not wrong, you can do that.
Well done Josh, the Fun Pimps nemesis strikes again! :D
After knowing about the arrow slit exploit for a few years I finally decide to incorporate it into my build. inspired and reminded by the video you released recently confirming it still works in alpha 20. to my dismay and not knowing it got patched, it didn't work as planned and horde night was interesting, Glad there's a workaround should I plan to use it again, all depends on the war the fun pimps have against Jawoodle's game breaking builds Haha! might wait a few patches later to change the design! Thanks for the inspiring videos Jawoodle!
I feel ya. I only found out about the exploit after they fixed it. I would have loved to have experimented with it. At least I can mess around with this one.
Double bracket is a fun block
they do weird things
@JaWoodle Floating bases, Forcefields, zombie launchers, what's next?
Floating-zombie launchers?
Be interesting to see how it would work using 2x the road paint dash blocks @JaWoodle
Fun pimps need to hire you to bug test. You keep finding the cheese.
Great now the fun pimps are gonna spend all their time fixing something that doesn’t need to be fixed rather than working on the actual game.
I shall call this the JaWoodle Barcode force field
I have tested your solution for a time now. The roadpaint dash is only 250 hp in steel, you can only upgrade them from the bottom side. Zombies break it sometimes and hitting under the base. Instead of the road paint dash i use the 1/4 sheet.
How many times will the FunPimps be bested!?!
Josh. It seems that in an effort to stop the pit kill base with the O rings at the top for them to fall through, they have patched the O rings to be avoided and they appear to be like the arrow slots used to be. But the O in the O ring is too wide to walk through.
So glad I just watched this, I was about to install the old force field around my base tonight!
Absolutely outstanding good sir. I love when you whoops some Pimp but in your builds.
Cleanest outro/ending to a video on UA-cam. Love the videos!
We are going to keep breaking their game, the fun pimps are going to keep patching all the little stuff we keep having fun with instead of actually finishing the game and they are never going to end up going gold!
Man, I loved JaLabs!!!! XD Missed Woodle Park For most of A18.
Oh man! Vibes of Bryce from Max Headroom: "There's no failed experiment, only more data."
Long live the Muppet King 👑
This video is a perfect example of the scientific principle of "Fail Faster." You are going quickly through what doesn't work in order to find what does.
Also, you have to ask yourself: Do the Fun Pimps watch your videos?
Absolutely they do. He is a tremendous thorn in their side...and apparently also bruises their egos. lol
So could I use a hatch corridor for the viable path for the zombies with the force field?
Now everybody make sure you keep it a secret....all 67 thousand of us...
JaWoodle park is always the best content!
Josh, all you have to do is put up a sign that says "no zombies allowed" at the entrance of your base. They will approach, see the sign, turn around and leave. I'm on day 74 and build in peace even on horde nights. *
*may not be true, factual or based on game mechanics.
But it's only a sign, not a cop
Kinda sounds like how liberals think "Gun Free" Zones are supposed to work.
Efficiency ruined! Lol I was wondering if you'd get around to stacking blocks or not. Now the fun question is, how do we abuse the fact that the zombies DO path over arrow slots? Putting dart traps under them?
Sounds awesome
That would be pretty epic.
When I read that update text I knew this was coming...
There was ZERO I mean ZERO chance he wasn’t going to find something else that worked once the fun pimps patched the old way.
Definitely because the 'fun' pimps are completely reactionary and choose to focus on patching out things JaWoodle does rather than fix serious issues with the core game, such as net code, vehicle physics, map generation etc
Also as a potential future game creator, I'm sad to say that TFP are going through all this trouble to make things (force field/killing corridor/etc) when they should see these things as people having fun, and trying to find a work around that doesn't just do a blanket solution that breaks other parts of the game. Games are supposed to be about people having fun, if you're specifically trying to get rid of that, why???
You think every time one of these videos come out someone at Fun Pimps just starts the change request immediately or do they wait until they make it into the office?
Out with the arrow slit forcefield and in with the barcode barrier!
Could also double as a sneaky way to repair things through walls too, since we cant repair through arrow slots anymore 🤣 thanks man
This version no longer works, I get zeds randomly crossing it or they come halfway across and then kneel down and hit it.
Haven''t watched the whole video yet, but the Crown 3-Sided Left/Right work perfectly. You can walk and drive over it perfectly fine. Found it out literally hours after commenting on your other video about Arrow Slits being broken.
That’s my go to. I’ve shared it a few times but then started to hesitate as it’ll be the next one chopped. There are so many options that it doesn’t matter - it’ll take 2 Alphas to squash them all.
Jawoodle breaks out the hardcore science.
Bravo Josh, well done mate!!
I just wish TFP would stop wasting their time fixing stuff like this. They fix some block pathing, then shoot themselves in the foot by adding 3,000 new block shapes that they now have to go back over and consider their shapes, rotations, and now shown in this video; combinations of one on top of the other, PLUS rotations. They'll literally never win at this rate.
I agree. If people want to play using a so called exploit then just let them.
Indeed I rarely used the forcefield even when I knew about it...I preferred the 'zombie-proof wall'...but they nixed that also.....mostly....
@@GunChronicles if this was pure PvP, then sure, TFP have reason to fix them
7D2D? PvE FFS, Balance of other things is more important than a forcefield exploit to make areas player can walk around to work without being forced to WASTE materials whenever they need to fix the fucking external parts that have a Moat surrounding it
couldnt you just have those slanted/paint blocks going the other direction so you have a seamless run across? no bumps at all?
I tryed to explain pathing like more than a year ago, but nobody listens. I don't need to test anything to predict pathing. Not pathing over blocks and not pathing trough blocks i can predict 100% acurate. Also the pathing did not change the last few years at all. The only thing they added and tweaked a little is the events that trigger rage (random swinging and hoping to hit something). O and yes there are more blocks now but the same rules of pathing still apply to all new blocks so predicting pathing on all new blocks or even all future blocks will still be as easy as before. Cool application you made with it never the less. O and my way of reasoning the pathing is not a just one of the theories, it is how the game works.
The oil-rig style of bases that are built in the middle of oceans are still my favorite type of base, because zombies literally can’t spawn anywhere near them.
Nice work Josh love to see you work at these, its a shame we dont have the nice corners that the arrow slits had which i used for my H shaped force field but its functional. Ironically without the ff the zombies on my server still pathed around the pit lol and came in the front which is what i wanted them to do anyway lol so the nerf didnt actually stop the zombies from going where i wanted them to anyway after knocking out the slits and leaving the pit, this stopped them beating on my base walls from 3 sides and pathed them round the front where the turrets and killing zones are, cause of the walk way i made for them, but the ff meant i had a cheap way into my horde base that only i could use which was convenient. This one still looks pretty good so i think i might try this one out later and see how it goes for me. Thanks again mate!
Theyve generally always avoided pits unless its a last resort (which is why them just yeeting themselves in near the end caught him off guard). The forcefield helped keep them out of the pit because you dont want them down with the supports, so if they took that accidental step too far they arent falling in.
@@vanslanzerdefanel Makes sense, I did give them a way out of the pit on the West and East Side of the base but I'm not sure if it is too long a path for them to use it.
The latest updates is if there is a hole around 2 block away or even just a single.
Zombies will decide to find another path if there is none they target the structural pillars.
Excellent Josh, great work 😊