I once built a fortress with dozens of turrets and left to do the laundry, feeling safe in the knowledge of the impregnable defenses. It was the last time I ever forgot to lock the ammo.
Timer relays: you need 2, one between the solar cells and bank and one after the batteries. The one between the solar cells and battery bank turns off at night (10pm) and on in the morning (6am) and the one after the batteries is opposite to that.
Bro not gonna lie I knew all of this but when I first started I watched hours of videos to understand what you accomplished in 30 minutes. I wish I would have seen a video like this when I started!!! Very well done
Thank you for the thoughtful and complete tutorial. I knew all of this, and still - it was very enjoyable to watch. I know it is going to help a lot of people.
Can we get another "Ask Prebuilt" episode? Dispel some internet rumours like that smashing open containers gets worse loot than lockpicking, or tell me why I haven't seen a "don't leave this radius" marking around a quest since A21
8:25 Fun fact, only one block of the solar bank (the 2nd block from the left) needs access to the sky to remained powered. To protect the bank from damage, you could wall it in completely as long as all blocks directly above that 2nd panel block allow light through. Security Grates and Confessional blocks will work as an example, but for aesthetics you can also use "Pole Bracket Corner Plate 01" (or 02) and advance rotate it such that the solid face lines up with any neighboring blocks, so from below it would look as though there is a normal ceiling above the bank.
34:00 on multiplayer it's probably useful if you have an underground base. Connect it to a camera and set the camera to watch over your entrance/storage room. It will alert you if you are being raided. I guess on singleplayer it can alert you the same way, if there's a screamer banging on your door :D (if you have a lot of forges or so)
I'm in the end game on my world, been trying out some electric stuff, real nice with the motion cameras 👌🏻 will try it out with a powered garage door 😁
What I always used solar banks for was a separate and isolated grid attached to a battery bank for running my crafting base's lights and such, something within the solar bank's capabilities, as a 'set and forget' system. The SMG turrets used to fend off screamers and wandering hordes were on a different grid which was run off a regular generator with engines and ran on gas. I'd actually set up a similar system in my horde base, all of the lights ran on solar power, everything else ran on petrol. Was it necessary? Absolutely not. I could've easily hooked up the lights to the main grid with minimal issue. But it was fun to set up the light system. It actually did provide a corner case where it was useful, although it only did so because I had screwed up. Basically, there was a primary relay that was exposed, and a cop managed to take it out, shutting down all of my base defenses. But at least the lights were still on so I could see what happened and repair the system. Granted, if I hadn't skimped on the building, it wouldn't have ever come up in the first place, I rather felt like Hammond from the original Jurassic Park movie, really spared no expense there. But hey, a corner case where my mistake was less bad because I used an overly complicated system of putting my lights on an isolated grid that just happened to run on solar.
True. Maybe not useful for veterans. But it’s great to hear Iz. I love having updated guides though. Never know when TFP throws a wrench into stuff thinking they’re fixing it , just to break the game more. 😂😂 💜
I have a few tips. The very first electrical fence you connect to doesn't take any drain damage from use. You can bury that one and put the next one vertically so it runs to a spot above your head. That way you only need to repair that one fence post for the entire horde night and can get to it. The auto turrets work best when you mix them - one shotgun with one SMG. As they have different size magazines and both take a very long time to reload. That way one is working while the other is reloading. You can turn them on if you can get to more than one so they don't all run out at the same time. One I have up on the roof for birds I have aiming so nothing is showing on the ground. You want to avoid them shooting at incoming zombies from a distance. Also having them shooting down at their heads makes them more deadly as they do more damage when they get in head shots. Shotgun turrets work best at very close ranges too. I try to make them so they get in close head shots. Otherwise they just tend to hit the boss-types of zombies at longer ranges and puts them into area destroy mode. And you've just wasted ammo. Switches and relays are very weak and can get destroyed right through blocks from AOE damage. So put them in a very secure location.
If you have a basic square for a base if you put one auto turret aimed at a corner you can make it so it'll cover two walls. Then put another one on the opposite corner - now you have all 4 walls covered and those will wipe out wandering hordes and keep them from damaging your walls that much. They do work better if you have them on the ground or just above their heads.
Fun idea with the shotgun turret for horde night, have friends controll them helping you at an entrance you're defending 😊 . Also, raised turrets shooting down would have better chance for head shots? 🤔
The last time I seen anyone testing auto turrets was Capp and that was a few years ago. There's a limit to how many will work at once - or there used to be. Who knows what that is now. But he tried to make a base with nothing but those and even with a lot of them it still wasn't enough to stop a horde.
The directionality of electricity in 7,DTD drives me nuts. Only diodes do that and you don't use diodes on electric motors, the voltage is too high. The fact that fixing that would probably take a week worth of programming, but still don't, while fixing shit that isn't broke is just kinda shit.
You've made the mistake of assuming a system in a video game should simulate reality instead of achieving what the devs want it to. The devs want power to work the way it does because it's a video game. This is true of every single mechanic in this game. Zombies would rot away after a while, you don't need 4 million calories a day, water is much easier to obtain than in game and your character never sleeps. At what point did you see all that and decide to get upset about the realism of electricity?
I'm going to lock the ammo. Also has anyone tested whether or not a speaker playing that god awful sound would knock a zombie out of destroy area/rage mode?
I once built a fortress with dozens of turrets and left to do the laundry, feeling safe in the knowledge of the impregnable defenses.
It was the last time I ever forgot to lock the ammo.
Timer relays: you need 2, one between the solar cells and bank and one after the batteries. The one between the solar cells and battery bank turns off at night (10pm) and on in the morning (6am) and the one after the batteries is opposite to that.
I will lock the ammo... Halfway into horde night, when I realize why things aren't dying!
Bro not gonna lie I knew all of this but when I first started I watched hours of videos to understand what you accomplished in 30 minutes. I wish I would have seen a video like this when I started!!! Very well done
Thank you for the thoughtful and complete tutorial. I knew all of this, and still - it was very enjoyable to watch. I know it is going to help a lot of people.
Can we get another "Ask Prebuilt" episode? Dispel some internet rumours like that smashing open containers gets worse loot than lockpicking, or tell me why I haven't seen a "don't leave this radius" marking around a quest since A21
8:25 Fun fact, only one block of the solar bank (the 2nd block from the left) needs access to the sky to remained powered. To protect the bank from damage, you could wall it in completely as long as all blocks directly above that 2nd panel block allow light through. Security Grates and Confessional blocks will work as an example, but for aesthetics you can also use "Pole Bracket Corner Plate 01" (or 02) and advance rotate it such that the solid face lines up with any neighboring blocks, so from below it would look as though there is a normal ceiling above the bank.
34:00 on multiplayer it's probably useful if you have an underground base. Connect it to a camera and set the camera to watch over your entrance/storage room. It will alert you if you are being raided. I guess on singleplayer it can alert you the same way, if there's a screamer banging on your door :D (if you have a lot of forges or so)
I just watched your older guide a few days ago, I appreciate the update, mate!
Excellent guide, thank you! I may even lock the ammo after this
I'm in the end game on my world, been trying out some electric stuff, real nice with the motion cameras 👌🏻 will try it out with a powered garage door 😁
Locked and loaded has a whole new meaning.
What I always used solar banks for was a separate and isolated grid attached to a battery bank for running my crafting base's lights and such, something within the solar bank's capabilities, as a 'set and forget' system. The SMG turrets used to fend off screamers and wandering hordes were on a different grid which was run off a regular generator with engines and ran on gas. I'd actually set up a similar system in my horde base, all of the lights ran on solar power, everything else ran on petrol. Was it necessary? Absolutely not. I could've easily hooked up the lights to the main grid with minimal issue. But it was fun to set up the light system.
It actually did provide a corner case where it was useful, although it only did so because I had screwed up. Basically, there was a primary relay that was exposed, and a cop managed to take it out, shutting down all of my base defenses. But at least the lights were still on so I could see what happened and repair the system. Granted, if I hadn't skimped on the building, it wouldn't have ever come up in the first place, I rather felt like Hammond from the original Jurassic Park movie, really spared no expense there. But hey, a corner case where my mistake was less bad because I used an overly complicated system of putting my lights on an isolated grid that just happened to run on solar.
I’m about 400 hours into 1.0 and I haven’t made one trap. I might try out a few. I’ve never needed them but I can see how they could be fun.
none of this is uswful to me, but i missed your lovely voice
True. Maybe not useful for veterans. But it’s great to hear Iz. I love having updated guides though. Never know when TFP throws a wrench into stuff thinking they’re fixing it , just to break the game more. 😂😂 💜
@@bannankev i meant not useful cuz i don't play the game, lol, i just love to watch others like Iz play it
Ammo locked! Very well done video!
I have a few tips.
The very first electrical fence you connect to doesn't take any drain damage from use. You can bury that one and put the next one vertically so it runs to a spot above your head. That way you only need to repair that one fence post for the entire horde night and can get to it.
The auto turrets work best when you mix them - one shotgun with one SMG. As they have different size magazines and both take a very long time to reload. That way one is working while the other is reloading. You can turn them on if you can get to more than one so they don't all run out at the same time. One I have up on the roof for birds I have aiming so nothing is showing on the ground. You want to avoid them shooting at incoming zombies from a distance. Also having them shooting down at their heads makes them more deadly as they do more damage when they get in head shots. Shotgun turrets work best at very close ranges too. I try to make them so they get in close head shots. Otherwise they just tend to hit the boss-types of zombies at longer ranges and puts them into area destroy mode. And you've just wasted ammo.
Switches and relays are very weak and can get destroyed right through blocks from AOE damage. So put them in a very secure location.
If you have a basic square for a base if you put one auto turret aimed at a corner you can make it so it'll cover two walls. Then put another one on the opposite corner - now you have all 4 walls covered and those will wipe out wandering hordes and keep them from damaging your walls that much. They do work better if you have them on the ground or just above their heads.
Fun idea with the shotgun turret for horde night, have friends controll them helping you at an entrance you're defending 😊 . Also, raised turrets shooting down would have better chance for head shots? 🤔
The last time I seen anyone testing auto turrets was Capp and that was a few years ago. There's a limit to how many will work at once - or there used to be. Who knows what that is now. But he tried to make a base with nothing but those and even with a lot of them it still wasn't enough to stop a horde.
100 % gonna remember to LOCK the ammo
Lock the ammo or no blammo!
i am going to forget to lock the ammo...
Ammo is LOCKED!
The directionality of electricity in 7,DTD drives me nuts. Only diodes do that and you don't use diodes on electric motors, the voltage is too high. The fact that fixing that would probably take a week worth of programming, but still don't, while fixing shit that isn't broke is just kinda shit.
You've made the mistake of assuming a system in a video game should simulate reality instead of achieving what the devs want it to. The devs want power to work the way it does because it's a video game. This is true of every single mechanic in this game. Zombies would rot away after a while, you don't need 4 million calories a day, water is much easier to obtain than in game and your character never sleeps. At what point did you see all that and decide to get upset about the realism of electricity?
I'm going to lock the ammo. Also has anyone tested whether or not a speaker playing that god awful sound would knock a zombie out of destroy area/rage mode?
I will lock the ammo.
Day 1 of asking you to make a project zomboid series
I will not lock the ammo