When you leave 7DTD running in the background while you watch a Jawoodle video and realize Josh is not reacting to the screamer you are hearing from your speakers....
Admittedly, i really like his JaWoodle Park vids, so i don't mind them being used as filler. Considering he only recently reached 100k, do you think it'd take him awhile to plan and setup the series? i'm not really sure what the process is, but i think i remember him saying the next series was already planned out(or...something like that: admittedly, i really don't know what goes on behind the scenes)
@josh Also, part of the problem with the zombie pathing in the last example is that they're not all running as a glommed-up group like the Arlene's were. They are all determining their pathing at different times, and re-assessing at different times which means they're more likely to encounter a case where, the point at which the game has a chance to recalculate, the door isn't closed or is in transition so they go into break-everything before they get re-pathed. And by the time they get re-pathed, there's a decent chance that the door is open or in transition again. Which is why I think having .. not a bunch of doors in line, but a bunch of doors in different directions, kind of like your 4-way sniper bunker base. Build that, but with one door always closed. Trigger 1 door to close, and a few seconds later once the zombies have a chance to adjust to pathing to that point, have a different one close and that one open. Musical trap-doors style.
The reason your first run worked and the second didn’t was because you had it reversed on your second test. When you place the garage it is in a “closed” state. In the first test the “closed” garage is horizontal facing up. In the second the closed is vertical. So the path was only made when the garage was in an “open” state. When the garage is open, it’s more transparent so it doesn’t collide with vehicles and probably doesn’t register as a solid block to path through. If you were to place the garages flat facing up and make the switch open them to drop the zombies, you’d have what you’re looking for.
Yes, I thought that was the problem too. But based on another comment, I think he needs two pathways to allow one door to remain statistically closed so the Z's can always path.
Yes that why the non electric doors work. You use them to walk over in the closed state. So when you want zombies walking over electric door that should aslo be in closed state which is not powered. Atleast I thought thats how it worked.
The fact that tou mentioned the crenalations on your self built castle made me want to subscribe to you all over again. Theres an idea. A series of King Woodle, where you live in only functional castles, made with crenalations, merlons, machicalations, arrow slits and the like. And if you choose to do one of mods witn hired npcs, they could be in your archer towers and along your battlements.
That could work well with a horde-every-night scenario. The goal is to get a basic wooden keep going first off on easy levels, and then upgrade to a full blown horde tower on hard levels. Also give Josh some deadlines for things (you must have your farm going by day 7, etc and so on). Could be an interesting idea to crowdsource the rules for.
I have been seeing a lot of the random behavior and its not just Release 1.x. On a horde base they will just stop and start attacking the support pillars that I use and only stop if I shoot them to regain their 'attention' - just as an example.
When you test outside a horde, you're always using Arlene. I wonder if there is something about her speed or her hitbox or something that works differently that some of the slower/taller/faster zombies?
@@JaWoodle I've noticed the zombies behave differently during a blood moon vs a normal day/night. I made a tower with a dropper into a column of blade traps. During a normal day/night the spawned zombies, wandering hordes, and screamer packs all climbed the tower flawlessly and fell into the blender. First blood moon they all refused to climb and instead beat on the base of the tower. I think it's something about running towards the sound of gunfire/heat vs knowing your exact location during a Blood Moon. I haven't tested it but I imagine Feral Sense would have similarly different results.
@@JaWoodle Using normal Arlene also makes some of the test not work correctly because they don't take into account increased speed. Faster zombies can often path over obstacles their slow versions would not.
I can see your modern home base at the beginning of the video have a garage like Feris Bueller's day off and you back your motorcycle thru the window and off the cliff.
Have you tried placing the doors sideways so that when you open the door, the pathway will be completed? Also, saw a video where they used the zombie's laziness against them. They made 2 paths short path broken by powered doors. The long path had the triggers to open the doors and complete the short path. Zombies abandoned the long path to take the shorter path which would close because they left the long path with the triggers.
@josh I think for this to really be viable for a horde night you'd have to have at least two sets of the drawbridges. When one opens another can close. So there's never NOT a path to you. You'd have to work out a delay so they open/close in sync correctly, but I think that would work better.
@JaWoodle I built the same thing just a smaller version, if you use a .05 pole with the powered garage door and leave one or two missing they’ll do a constant drop loop, hope this helps if you do another vid on these powered doors
The moment the door opens all the zombies don’t have a path so they go into destroy everything mode. The door closes and they have a path but they are still in destroy everything mode for the entire duration of its timer. They don’t snap out of it the second the path is restored they snap out of it when the destroy everything timer expires. I’ve experimented with something similar I couldn’t find a good way to completely break their pathing even for a split second without sending them all into destroy everything. I had a little bit of success with multiple door in parallel (not series). This way they always have a path. I think you could expand on that and make it work. So 3 doors side by side no in a straight line.
11:20 it is found that -1 + -1 = a glitch and woodle will twist at that glitch for three hours, to try at wringing out a any sort of hope for a exploit. 27:24 there is now a door that defies reality. 35:25 his test subject decided to destroy the exploit.
@JaWoodle CautiousPancake has a great video where he explains a few dropper designs. he also said that the small elevation at the transition from the full blocks to the powered door interferes with the pathfinding and can easily be mitigated by placing plate blocks in front of the powered door.
The issue you are having, assuming I am correct, is that when the powered door opens, it breaks the pathing of the following zombies. Not horrible on test zombies, but in a horde they go into destroy area mode and stay there for the full duration. This repeats every time a zombie breaks the path by opening the door, which could send some zombies into a permanent state of destroy area. I found, through my own testing (your idea had my salivating so I had to try to get it working, I was unsuccessful as well) that they path over the doors best when there is not a wall connecting the stairs to your location. For some reason they choose to break the wall instead of walk over the door even before one of them breaks the pathing by triggering the tripwire. Also found that at insane nightmare speeds, the tripwire needs to be no more than the second block from the end of the door, closest to the stairs, otherwise some will make it across before the door drops them. Love the videos, and love the JaWoodle Park ideas! Keep them coming! Hope my testing was able to add some information to what you found on your own.
Josh try removing the walls on the bridge and see what happens. I think that is what made it not initially work with your first attempt. (although the person below saying you reversed door states has a good point also).
Funny enough, i built a garage door trap door at fire station 8 yesterday I ran into a similar issue. I test with Darlene, and she seems to not like the doors at all. I ended up just having them trigger about the same way, except its just motion sensor when they walk on it. Works fine. Main difference i have is a small pole that they cross on and can always path with as well as instead of placing the garage door on a wall and having the power on at all times, i have it laying flat and it moves away when power is given. (Saves on watts as well). Spot i have is a 3x11. So i use 2 of the 5x3 doors, and in the center i have the pole. Works mostly fine since i use electric fence to cover it if they make it to the door and can easily repair it since its inside the station. I also have the same setup on the opposite side (except that is 2 3x2 doors, with the pole running over one wall). This drops them into a pit that takes them out to the front. I want these garage doors to work as traps so much man...
The way they were pausing would come in handy if turrets are placed nearby. So this is viable for trappers even with them not crossing and dropping! Paused zeds are vulnerable zeds! It is unfortunate that they are attacking the gate when they do pause though...
Im glad its not just me getting zombies doing different stuff in my tests in creative over survival horde nights. Zombies just change there minds to mess with us lol
I built a very similar base like 2 weeks ago and what i ended up doing was using the zombie dropper with wedge 60s and half blocks to keep them pathing correctly and putting the garage doors just below
I may be wrong but could getting rid of the bars and switched to blocks make the difference? That seemed to be the only change u made. Or is it possible that each zombie paths diff? On the other hand I can see TFP make the Arlene work all the time just to lull u into a false sense of security, and the other zombies go willy nilly. 😂. No mater what I'm always taking notes. ❤ your vids!
I'm not sure the torches were the main issue. I think what was happening was when the door was open, the zombies didn't have a path. Some of them still dropped down, but some of them had their pathing update and they couldn't find you. Then, their pathing would update again, after the door closed back, and you would look at them and see "HasPath". I could be wrong about this, but it seemed to me like that was happening Great video though! I love trap door bases!
18:37 everytime a powered garage door gets powered it starts the "open" animation. Which is really annoying for creating automatic garage door with motion sensors. I found that just last night.
Josh. You should have built it opening both sides. Looking down the pathway it seems like they only run on the top edge so giving them 2 door one opening left and one right would allow them to run into a narrower hallway 2 wide and just pulling the tip of it away across 2 lanes and not just one. But very cool idea... Might be to load for my taste
I think the fix is to have 2 garage doors one next to each other but inverted on a 6 wide path. When one opens, one is closed and vice versa, that way they still have a path to follow, because it was clearly breaking their path finding every time the door opened.
Maybe this would be more reliable as a push off base. Have a normal floor up to the metal door, then trip wire a garage door to open up and push the zombies off the side...
so it looks like when the door opens it bricks the path causing them to go into destroy everything. You should try adding a separate path that is open, maybe a dropper, that they could get too when the doors are open?
This is why i said that the roll up doors were broken, they don't require power or books, and since they have a hit box while close but not when they are open a block underneath might not be necessary. Anyway nice design as always, it looks like Alpha 22 is going to have the record for afk base designs.
Was trying to do a lazy horde base in the wasteland by removing the stairs on one house and then just concrete path across from another, they ended up destroying the stairs and just stood underneath the bridge (no pillars other than houses), in the middle of the street all night ( i was standing out there trying to figure out what happened and why they didnt come about) with a few of them banging a bit on the houses and random light poles, the zombie pathing is somewhat strange lol
I had a damn zombie nurse launch at me over a 3 block expanse yesterday in the shotgun messiah factory tier 6 mission... Surprised the hell out of me haha Zombies be doing what they want sometimes 😅
i think its because they had a path, then they didnt, then did again, so when they got to the spot of "no path", they just beat on the side. The new path didnt get updated in their zombie minds (and eventually it does either by getting hit by another zombie or time), and then they head across the door.
Maybe the issue at the end was due to the strength of the block vs the doors? Were the blocks damaged at all? Idk, weird things going on, but cool base nonetheless 🎉
hehe I gave up using the rolling doors when they removed barbed wire from the game. I was using the door sideways to cover up the barb wire and the zombies would run over it with no issue. Only thing was due to clipping, the barb wire would snag and damage them and make it easier to kill them. and the zombies couldn't swing and hit the barb wire so it was only taking the usual use damage instead. Was quite a good time.
I noticed the zombies getting weird when the door closed, making for no path, and they were fare enough away that they went into no-path mode. The AI seems to be on a timer and only recalculates every X seconds. Once they get in to no-path mode, if the door closes again at the time they recalculate, they stay in no-path mode. you need two parallel paths so when one breaks, they see the other path.
Hey I am having the same problem. Using steel powered hatches connected to timer relay for new zombie path but once hatches lower it can take them up to 30 seconds or longer for AI to see new path. very strange intermittent issue.
Could it be a simple distance issue between you and the zombies - you're too far away in the tower for them to "lock" onto you properly, compared to the smaller test area?
It's my understanding (haven't seen the code myself so this is at least 3rd hand but makes sense with the behavior I see) that when they did the AI optimization they effectively capped the number of Z's with smart AI and the rest run in stupid mode. What they seem to do is they way point the Z's in stupid mode to a position near where the player is and then get a new assignment from there. If they aren't one of the Z's that has the brain cell on this round they tend to select something at random and bonk EVEN IF they have a valid path to the player. They periodically reshuffle who gets the brains as the ones with the brain cells die or get dropped etc. but it allows them to keep a large pool of Z's in circulation and doing busy work like extras on a movie set but with only so many getting active direction. I think a lot of them are way pointing up the stairs and then told to "look busy and make themselves useful" when they get there.
It actually wasn't working perfectly with just the Arlenes. There were several times when one or two of them would stop briefly and beat on the wall before changing their mind and crossing the door. I think it has to do with how many ticks it takes for the zombie AI to update. They have a path over the door, but then the door opens. They keep running until their next AI update. If the door is still open they fail to find a path and then will go into destroy area mode.
4 місяці тому
@31:17 you see arlenes hitting the wall when the pathing seems not complete, is there some sort of path lag that mess with stuff?
josh you muppet, do another variant of the underground garage with the automatic bunker doors. it'd be cool to see a more modern version of it, either utilizing draw bridges or new garage doors.
What version was Woodle Park created in? With all the changes that have happened I wonder if it has a script, or some values, saved in to the save/world that is conflicting?
They may have broke the sheet as they fell. Sheets have lower base health than most blocks so even at concrete its only 1k or so which is less than cobble blocks. They swipe as they fall so that would be my guess. I'd try another block for result testing.
I think they've added RNG to destroy area. But I think it may only be triggered during hoard night. Hard to say though. Wish we could see the behavior code.
This gave me an idea that would be fun to screw with the zombie AI even more and it will help improve your aim Josh :P You remember the old Duck Hunt game where you get ducks going back and forward and you had to shoot them with a air rifle how about you udo the same thing with the zombies. Setup a platform in a big rectangle with you on one long edge and the zombies on the other then on each short edge you have a powered door when the zombies reach one end it closes the door on the other side and opens the door closest to them breaking the path and forcing them to go up the other end. Result zombies pathing from one side to the other alternating like a Duck hunt and you have to shoot them MWAHAHAHAHAHa
Why does the video make a weird cut at about 25:11? You were going to check if that 5x3 door works and then and weird cut and the door rotation changed and you start to add a 3x2 door... so did we miss something there?
Maybe in the zombies mind the doors are open when it looks closed try having them closed first and have motion sensors act as a trip wire where the cam is pointed at the door so any zombie that passes triggers it to open dropping zombies behind the first zombie then a trip wire over the second one wired to the third door so when a zombie hits the trip the door along the path opens dropping the zombie 😎
Now you have to do it @jawoodle An entire cliffside base from tip to top, side to side… ….naaaaaahhhh…. Who am I kidding… Woodle doesn’t have the testicular fortitude to pull off such a feat, nor the ADHD medication to keep him on task long enough…😏
When you leave 7DTD running in the background while you watch a Jawoodle video and realize Josh is not reacting to the screamer you are hearing from your speakers....
Another Woodle park vid? Josh is really trying to put off that stun baton playthough isn't he?
100% he's spent how many years dumping batons in toilets... lol
Right!?!?!? It’s almost like he has an aversion to the stun button…
Right!?!?!? It’s almost like he has an aversion to the stun button…😂
Honestly, I'm half expecting another series before the stun baton series.
Admittedly, i really like his JaWoodle Park vids, so i don't mind them being used as filler.
Considering he only recently reached 100k, do you think it'd take him awhile to plan and setup the series? i'm not really sure what the process is, but i think i remember him saying the next series was already planned out(or...something like that: admittedly, i really don't know what goes on behind the scenes)
You can almost hear the developers snickering when Arlene ran off the side of the stairs
@josh Also, part of the problem with the zombie pathing in the last example is that they're not all running as a glommed-up group like the Arlene's were. They are all determining their pathing at different times, and re-assessing at different times which means they're more likely to encounter a case where, the point at which the game has a chance to recalculate, the door isn't closed or is in transition so they go into break-everything before they get re-pathed. And by the time they get re-pathed, there's a decent chance that the door is open or in transition again. Which is why I think having .. not a bunch of doors in line, but a bunch of doors in different directions, kind of like your 4-way sniper bunker base. Build that, but with one door always closed. Trigger 1 door to close, and a few seconds later once the zombies have a chance to adjust to pathing to that point, have a different one close and that one open. Musical trap-doors style.
The reason your first run worked and the second didn’t was because you had it reversed on your second test. When you place the garage it is in a “closed” state. In the first test the “closed” garage is horizontal facing up. In the second the closed is vertical. So the path was only made when the garage was in an “open” state. When the garage is open, it’s more transparent so it doesn’t collide with vehicles and probably doesn’t register as a solid block to path through. If you were to place the garages flat facing up and make the switch open them to drop the zombies, you’d have what you’re looking for.
I didn't notice that. Great eye!
Yes, I thought that was the problem too. But based on another comment, I think he needs two pathways to allow one door to remain statistically closed so the Z's can always path.
Yes that why the non electric doors work. You use them to walk over in the closed state.
So when you want zombies walking over electric door that should aslo be in closed state which is not powered. Atleast I thought thats how it worked.
Everyone like this comment so Josh will see it.
@@Syphirioth They can path over the doors when they're open. I've bult bases like this (haven't tried v1.0 though).
The fact that tou mentioned the crenalations on your self built castle made me want to subscribe to you all over again.
Theres an idea. A series of King Woodle, where you live in only functional castles, made with crenalations, merlons, machicalations, arrow slits and the like.
And if you choose to do one of mods witn hired npcs, they could be in your archer towers and along your battlements.
That could work well with a horde-every-night scenario. The goal is to get a basic wooden keep going first off on easy levels, and then upgrade to a full blown horde tower on hard levels. Also give Josh some deadlines for things (you must have your farm going by day 7, etc and so on). Could be an interesting idea to crowdsource the rules for.
When this video didn't come out at exactly 3pm UK time, i was beginning to get worried for your health and safety!
yup!
Same.
He worried all of us
Wonder if he's been distracted by using a stun baton...? 🤣
Sorry!
This might be the most satisfying thing I have ever seen in a base build. Glad you got the vid sorted!
*Josh places torches* Zombies: THE BEACONS ARE LIT
I have been seeing a lot of the random behavior and its not just Release 1.x. On a horde base they will just stop and start attacking the support pillars that I use and only stop if I shoot them to regain their 'attention' - just as an example.
When you test outside a horde, you're always using Arlene. I wonder if there is something about her speed or her hitbox or something that works differently that some of the slower/taller/faster zombies?
Maybe this is how TFP come for me, they mess with my favourite Guinea pig 😠
If your newer here he's had a thing for Arlene since before the cowboy zombie was introduced then subsequently removed.
@@JaWoodle I've noticed the zombies behave differently during a blood moon vs a normal day/night. I made a tower with a dropper into a column of blade traps. During a normal day/night the spawned zombies, wandering hordes, and screamer packs all climbed the tower flawlessly and fell into the blender. First blood moon they all refused to climb and instead beat on the base of the tower. I think it's something about running towards the sound of gunfire/heat vs knowing your exact location during a Blood Moon. I haven't tested it but I imagine Feral Sense would have similarly different results.
@@JaWoodle Using normal Arlene also makes some of the test not work correctly because they don't take into account increased speed. Faster zombies can often path over obstacles their slow versions would not.
Well....great minds think alike. Well played.
I can see your modern home base at the beginning of the video have a garage like Feris Bueller's day off and you back your motorcycle thru the window and off the cliff.
Somewhere, in a little room behind a curtained door, a little dog is pulling levers and driving Woodle out of his mind.
Have you tried placing the doors sideways so that when you open the door, the pathway will be completed?
Also, saw a video where they used the zombie's laziness against them. They made 2 paths short path broken by powered doors. The long path had the triggers to open the doors and complete the short path. Zombies abandoned the long path to take the shorter path which would close because they left the long path with the triggers.
That's interesting, do you by chance have a link?
@@BuzzedKitty It was Pseudo Posse - The Ultimate Pit Horde Base from a month ago.
@josh I think for this to really be viable for a horde night you'd have to have at least two sets of the drawbridges. When one opens another can close. So there's never NOT a path to you. You'd have to work out a delay so they open/close in sync correctly, but I think that would work better.
@JaWoodle I built the same thing just a smaller version, if you use a .05 pole with the powered garage door and leave one or two missing they’ll do a constant drop loop, hope this helps if you do another vid on these powered doors
What about using wedge 60s for the outside wall so they think it is a viable path to run the outside edges
That wouldn’t fly in a lactose intolerant base. The whole purpose is to get rid of the cheese
0:26 ''imagine... first of all, imagine having friends'' - JaWoodle (2024)
The moment the door opens all the zombies don’t have a path so they go into destroy everything mode. The door closes and they have a path but they are still in destroy everything mode for the entire duration of its timer. They don’t snap out of it the second the path is restored they snap out of it when the destroy everything timer expires.
I’ve experimented with something similar I couldn’t find a good way to completely break their pathing even for a split second without sending them all into destroy everything.
I had a little bit of success with multiple door in parallel (not series). This way they always have a path. I think you could expand on that and make it work. So 3 doors side by side no in a straight line.
11:20 it is found that -1 + -1 = a glitch and woodle will twist at that glitch for three hours, to try at wringing out a any sort of hope for a exploit.
27:24 there is now a door that defies reality.
35:25 his test subject decided to destroy the exploit.
@JaWoodle CautiousPancake has a great video where he explains a few dropper designs. he also said that the small elevation at the transition from the full blocks to the powered door interferes with the pathfinding and can easily be mitigated by placing plate blocks in front of the powered door.
27:15 looks like you took out a block on a that distant horde base
I guess the Fun Pimps finally found you!
Josh this is how we know you're alive
You got us worried with the late upload
The issue you are having, assuming I am correct, is that when the powered door opens, it breaks the pathing of the following zombies. Not horrible on test zombies, but in a horde they go into destroy area mode and stay there for the full duration. This repeats every time a zombie breaks the path by opening the door, which could send some zombies into a permanent state of destroy area. I found, through my own testing (your idea had my salivating so I had to try to get it working, I was unsuccessful as well) that they path over the doors best when there is not a wall connecting the stairs to your location. For some reason they choose to break the wall instead of walk over the door even before one of them breaks the pathing by triggering the tripwire. Also found that at insane nightmare speeds, the tripwire needs to be no more than the second block from the end of the door, closest to the stairs, otherwise some will make it across before the door drops them. Love the videos, and love the JaWoodle Park ideas! Keep them coming! Hope my testing was able to add some information to what you found on your own.
Only 98K until Woodle has to start work on patenting a real life stun baton!
Electroboom already has that covered
Is it possible to use the campfire as a fire weapon? The problem is that you only burn after three seconds
You could try swapping the walls of the path they're running to a zombie dropper, it may help and you might not need the poles or sheets on the side.
Josh try removing the walls on the bridge and see what happens. I think that is what made it not initially work with your first attempt. (although the person below saying you reversed door states has a good point also).
Funny enough, i built a garage door trap door at fire station 8 yesterday
I ran into a similar issue. I test with Darlene, and she seems to not like the doors at all. I ended up just having them trigger about the same way, except its just motion sensor when they walk on it.
Works fine. Main difference i have is a small pole that they cross on and can always path with as well as instead of placing the garage door on a wall and having the power on at all times, i have it laying flat and it moves away when power is given. (Saves on watts as well).
Spot i have is a 3x11. So i use 2 of the 5x3 doors, and in the center i have the pole.
Works mostly fine since i use electric fence to cover it if they make it to the door and can easily repair it since its inside the station.
I also have the same setup on the opposite side (except that is 2 3x2 doors, with the pole running over one wall). This drops them into a pit that takes them out to the front.
I want these garage doors to work as traps so much man...
The way they were pausing would come in handy if turrets are placed nearby. So this is viable for trappers even with them not crossing and dropping! Paused zeds are vulnerable zeds! It is unfortunate that they are attacking the gate when they do pause though...
Im glad its not just me getting zombies doing different stuff in my tests in creative over survival horde nights. Zombies just change there minds to mess with us lol
I built a very similar base like 2 weeks ago and what i ended up doing was using the zombie dropper with wedge 60s and half blocks to keep them pathing correctly and putting the garage doors just below
I may be wrong but could getting rid of the bars and switched to blocks make the difference? That seemed to be the only change u made. Or is it possible that each zombie paths diff? On the other hand I can see TFP make the Arlene work all the time just to lull u into a false sense of security, and the other zombies go willy nilly. 😂. No mater what I'm always taking notes. ❤ your vids!
I'm not sure the torches were the main issue. I think what was happening was when the door was open, the zombies didn't have a path. Some of them still dropped down, but some of them had their pathing update and they couldn't find you. Then, their pathing would update again, after the door closed back, and you would look at them and see "HasPath". I could be wrong about this, but it seemed to me like that was happening
Great video though! I love trap door bases!
18:37 everytime a powered garage door gets powered it starts the "open" animation. Which is really annoying for creating automatic garage door with motion sensors. I found that just last night.
Josh. You should have built it opening both sides. Looking down the pathway it seems like they only run on the top edge so giving them 2 door one opening left and one right would allow them to run into a narrower hallway 2 wide and just pulling the tip of it away across 2 lanes and not just one. But very cool idea... Might be to load for my taste
I remember building that many alphas ago. With barb wire underneath the door to slow the zombies down.
Great thumbnail Josh!
I think the fix is to have 2 garage doors one next to each other but inverted on a 6 wide path. When one opens, one is closed and vice versa, that way they still have a path to follow, because it was clearly breaking their path finding every time the door opened.
Maybe this would be more reliable as a push off base. Have a normal floor up to the metal door, then trip wire a garage door to open up and push the zombies off the side...
so it looks like when the door opens it bricks the path causing them to go into destroy everything. You should try adding a separate path that is open, maybe a dropper, that they could get too when the doors are open?
This is why i said that the roll up doors were broken, they don't require power or books, and since they have a hit box while close but not when they are open a block underneath might not be necessary. Anyway nice design as always, it looks like Alpha 22 is going to have the record for afk base designs.
Was trying to do a lazy horde base in the wasteland by removing the stairs on one house and then just concrete path across from another, they ended up destroying the stairs and just stood underneath the bridge (no pillars other than houses), in the middle of the street all night ( i was standing out there trying to figure out what happened and why they didnt come about) with a few of them banging a bit on the houses and random light poles, the zombie pathing is somewhat strange lol
Idea: Esher staircase hoard base. Get them in and then just going round and round, eternally going up stairs
I had a damn zombie nurse launch at me over a 3 block expanse yesterday in the shotgun messiah factory tier 6 mission... Surprised the hell out of me haha
Zombies be doing what they want sometimes 😅
i think its because they had a path, then they didnt, then did again, so when they got to the spot of "no path", they just beat on the side. The new path didnt get updated in their zombie minds (and eventually it does either by getting hit by another zombie or time), and then they head across the door.
Maybe the issue at the end was due to the strength of the block vs the doors? Were the blocks damaged at all? Idk, weird things going on, but cool base nonetheless 🎉
hehe I gave up using the rolling doors when they removed barbed wire from the game. I was using the door sideways to cover up the barb wire and the zombies would run over it with no issue. Only thing was due to clipping, the barb wire would snag and damage them and make it easier to kill them. and the zombies couldn't swing and hit the barb wire so it was only taking the usual use damage instead. Was quite a good time.
Let's get to the muppetry!
We need Inferno 2.0 in the 1.0 :D. One of the best series :)
I noticed the zombies getting weird when the door closed, making for no path, and they were fare enough away that they went into no-path mode. The AI seems to be on a timer and only recalculates every X seconds. Once they get in to no-path mode, if the door closes again at the time they recalculate, they stay in no-path mode. you need two parallel paths so when one breaks, they see the other path.
My first thought is TFP purposefully added code that borked the doors being used for zombie platforms specifically for times like this.
Hey I am having the same problem. Using steel powered hatches connected to timer relay for new zombie path but once hatches lower it can take them up to 30 seconds or longer for AI to see new path. very strange intermittent issue.
Have 2 different paths(or more) that when one is open the other closes so there is always a path.
Could it be a simple distance issue between you and the zombies - you're too far away in the tower for them to "lock" onto you properly, compared to the smaller test area?
@Jawoodle, grats on 102k subs!!! Does this mean baton series is next? 🤣😂
It's my understanding (haven't seen the code myself so this is at least 3rd hand but makes sense with the behavior I see) that when they did the AI optimization they effectively capped the number of Z's with smart AI and the rest run in stupid mode. What they seem to do is they way point the Z's in stupid mode to a position near where the player is and then get a new assignment from there. If they aren't one of the Z's that has the brain cell on this round they tend to select something at random and bonk EVEN IF they have a valid path to the player. They periodically reshuffle who gets the brains as the ones with the brain cells die or get dropped etc. but it allows them to keep a large pool of Z's in circulation and doing busy work like extras on a movie set but with only so many getting active direction. I think a lot of them are way pointing up the stairs and then told to "look busy and make themselves useful" when they get there.
Push the limits!
TIL garage door make good bridges/early drawbridges
It actually wasn't working perfectly with just the Arlenes. There were several times when one or two of them would stop briefly and beat on the wall before changing their mind and crossing the door. I think it has to do with how many ticks it takes for the zombie AI to update. They have a path over the door, but then the door opens. They keep running until their next AI update. If the door is still open they fail to find a path and then will go into destroy area mode.
@31:17 you see arlenes hitting the wall when the pathing seems not complete, is there some sort of path lag that mess with stuff?
Awesome! I love these videos!
josh you muppet, do another variant of the underground garage with the automatic bunker doors. it'd be cool to see a more modern version of it, either utilizing draw bridges or new garage doors.
There is a low level hummmmmmmmmmm ;) Loving the video.
Silly question
Can't you put shutters on the windows and close them as needed during Horde attacks?
If you had a second corridor on the opposite side of the castle you can always have a closed door for them to path in my theory.
What about a draw bridge together with a door so when the door triggers, the draw bridge lifts and any zombies on the drawbridge slide down
Try building a hover base and see if the zombies can attack it from underneath
I need people to start showing the struggle of building a hoard base from scratch while actually surviving, instead of in creative mode!
We do that in lets plays. These are tutorial/testing style videos.
What version was Woodle Park created in? With all the changes that have happened I wonder if it has a script, or some values, saved in to the save/world that is conflicting?
Ya gotta love it
37:02 maybe they did something to horde night zombies coding
just to counter you
They may have broke the sheet as they fell. Sheets have lower base health than most blocks so even at concrete its only 1k or so which is less than cobble blocks. They swipe as they fall so that would be my guess.
I'd try another block for result testing.
I think they've added RNG to destroy area. But I think it may only be triggered during hoard night. Hard to say though. Wish we could see the behavior code.
They're going into "DestroyArea" mode because the door opens/closes so quickly they don't have a path.
In old versions of 7 days, the zombies would just smash through the bottom of the hill and the lot came down 😂
You earned your kip after struggling with that issue.
Is the floating base still a thing? I seem to recall a floating base you built with a big hole in the middle to throw down fire bombs.
Its not cheese. Your a human vs zombie. It intelligence and creativity
This gave me an idea that would be fun to screw with the zombie AI even more and it will help improve your aim Josh :P
You remember the old Duck Hunt game where you get ducks going back and forward and you had to shoot them with a air rifle how about you udo the same thing with the zombies. Setup a platform in a big rectangle with you on one long edge and the zombies on the other then on each short edge you have a powered door when the zombies reach one end it closes the door on the other side and opens the door closest to them breaking the path and forcing them to go up the other end.
Result zombies pathing from one side to the other alternating like a Duck hunt and you have to shoot them MWAHAHAHAHAHa
500 views in 2 minutes, pretty sweet!
I don’t think that’s cheesy. I like it! Would save on ammo and arrows.
This is a future Woodle stun baton base.
7days is alive and evolving because of you jawoodle lol
The Arlene zombies has lured they know its a trap whenever you spawn them in.
Hi !! Thank you for your informative videos !! :) How are you using 'edit' mode while in-game ??
hi,
I turnd down my sound to watch but it still feels like you are yelling happy days :)
Why does the video make a weird cut at about 25:11? You were going to check if that 5x3 door works and then and weird cut and the door rotation changed and you start to add a 3x2 door... so did we miss something there?
Maybe in the zombies mind the doors are open when it looks closed try having them closed first and have motion sensors act as a trip wire where the cam is pointed at the door so any zombie that passes triggers it to open dropping zombies behind the first zombie then a trip wire over the second one wired to the third door so when a zombie hits the trip the door along the path opens dropping the zombie 😎
nice shout out to the slomo guys they kick ass
Now you have to do it @jawoodle
An entire cliffside base from tip to top, side to side…
….naaaaaahhhh….
Who am I kidding…
Woodle doesn’t have the testicular fortitude to pull off such a feat, nor the ADHD medication to keep him on task long enough…😏
Can the drawbridge be installed upside down? Because that should drop them pretty well.
Try letting the Z's see you via a window or bars instead of solid blocks?
Maybe it needs to be opposite. Start with it closed without you needing to stand in front of the sensor. I think that extra step doesn’t help.
I do love me a good trap door endless lap base
ehh, josh.. did you forget about the door's open/close state, zombies need it to be in a closed state to path it
OMG you definitely need a lab coat for park vids!
Since 1.0 release all of my horde bases have had some weird behaviours.
i'm just waiting for Josh to make this in a real game, forget to turn it off and break his legs with it :P