Night of the Dead

Night of the Dead

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Mitch-S Mar 25, 2023 @ 1:30am
New player. Questions please
Hello,
New to the game, we are stuck on some points.
Please how to increase the length of a day? (too short, we don't have enough time) we can't find it in the settings, can you tell me exactly, as well as the value to put?
We would like the waves not to come so quickly so that we have more time to discover please.
Also, we never find food and we can never increase our energy. how to increase our energy? where to find what you need? Thanks a lot for your help
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Showing 1-15 of 24 comments
Shadowrun Mar 25, 2023 @ 2:45am 
first, to edit the game settings, you have to have selected a CUSTOM difficulty. this will enable you to be able to change in-game settings on the fly.

to make the days longer, it's in the settings when you create a new game (or when you load back a saved game you can select CHANGE DIFFICULTY). look under DETAILS tab, the last (4th) one. the default setting is 120 times (ticks) per day. to make the days as long as possible, set it to 300. this will more than double the length of the day (and night) cycle.

be warned that doing so will stress out your power grid more because of having to wait longer for the sun to come out and activate solar panels. long days means long nights so be sure to have a lot of batteries to store overnight power and wind turbines wouldn't hurt either. it's a new challenge.

it is also possible to DISABLE the waves completely in that same settings screen, but under the BASIC tab (1st one). you can keep the waves disabled until you feel you're ready for them, then turn them back on again.

be warned again though that in doing so, you will numb yourself to the effects of nightly damage control and when you flip it back on, the wave could become more than you can handle. so you have to prepare for the worst because you don't really know how bad it will be or what to expect.

as for food, look in places you would normally find food. the market stores and even cars and some random boxes should have energy bars. but to regain energy better, eat BEANS :D

you can survive purely on scavenged foods if you're spending time scavenging. i never seem to cook anything until late in the game, but there is a cooking station you can craft better foods than you can scavenge.

any other questions, feel free to ask. healthy community here willing to help
Last edited by Shadowrun; Mar 25, 2023 @ 2:53am
Shadowrun Mar 25, 2023 @ 4:29am 
Originally posted by 💕𝓢𝓱𝓪𝓭𝓸𝔀🐾:
Originally posted by Shadowrun:
be warned that doing so will stress out your power grid more because of having to wait longer for the sun to come out and activate solar panels. long days means long nights so be sure to have a lot of batteries to store overnight power and wind turbines wouldn't hurt either. it's a new challenge.
This part is not true. The batteries will work just fine when you set the Day/Night Cycle longer. The game accounts for this setting accordingly.

For example: If you have 6 batteries, and they begin to lose their effect just before Sunrise at normal time settings, then the same will happen if you increase the Day/Night Cycle. I did this to test it before deciding to use it. 6am is still 6am, and 6pm is still 6pm. All that changed is the passage of time. :GravityCat:
your night is twice as long, but your power consumption will remain the same. build a ton of lights and see what happens, the difference between 120 ticks per day and 300 ticks per day. trust me, what i said wasn't wrong, this user just doesn't like me, and will pick on me regardless of what i say :p
Mitch-S Mar 25, 2023 @ 4:38am 
Originally posted by Shadowrun:
first, to edit the game settings, you have to have selected a CUSTOM difficulty. this will enable you to be able to change in-game settings on the fly.

to make the days longer, it's in the settings when you create a new game (or when you load back a saved game you can select CHANGE DIFFICULTY). look under DETAILS tab, the last (4th) one. the default setting is 120 times (ticks) per day. to make the days as long as possible, set it to 300. this will more than double the length of the day (and night) cycle.

be warned that doing so will stress out your power grid more because of having to wait longer for the sun to come out and activate solar panels. long days means long nights so be sure to have a lot of batteries to store overnight power and wind turbines wouldn't hurt either. it's a new challenge.

it is also possible to DISABLE the waves completely in that same settings screen, but under the BASIC tab (1st one). you can keep the waves disabled until you feel you're ready for them, then turn them back on again.

be warned again though that in doing so, you will numb yourself to the effects of nightly damage control and when you flip it back on, the wave could become more than you can handle. so you have to prepare for the worst because you don't really know how bad it will be or what to expect.

as for food, look in places you would normally find food. the market stores and even cars and some random boxes should have energy bars. but to regain energy better, eat BEANS :D

you can survive purely on scavenged foods if you're spending time scavenging. i never seem to cook anything until late in the game, but there is a cooking station you can craft better foods than you can scavenge.

any other questions, feel free to ask. healthy community here willing to help


Big thank. And how do we build firearms (pistol or rifle, for example)? I can't find any in more than 50 loot houses
bobczes Mar 25, 2023 @ 6:28am 
Originally posted by 💕𝓢𝓱𝓪𝓭𝓸𝔀🐾:
Nobody is picking on you. You must have thin skin. I've done this a lot. I don't need to have over 5 thousand hours to understand the time cycles of the game.

The duration of night length doesn't effect the batteries. That's why I like longer nights. If the battery is going to run out of juice in say 3 hours game time, it doesn't make a difference if it's normal Day/Night Cycle time, or longer Day/Night Cycle. 3 hours is still 3 hours. :cfacepalm:


Originally posted by ⛵Skipper:
I have to agree with 💕𝓢𝓱𝓪𝓭𝓸𝔀🐾 I played it on normal, and when they offered longer day and night cycles I tried it and it doesn't effect the battery usage at all. They use the time duration before they run out. I use the same amount of batteries and lights with no adverse effect.

Zombies still come a Midnight, and the duration of the attacks are also the same if you observe the game clock.

same guy......gives himself awards:steamthumbsdown:
⛵Skipper Mar 25, 2023 @ 6:33am 
We're brothers. Nice try though.:LaughingGuest:
Oragepoilu Mar 25, 2023 @ 7:17am 
You can make a handmade smg (tier2) shotgun (tier 3) and sniper rifle (tier 4) at the equipment bench but it's really not worth it.

You find weapons in a "gun locker" looking lootable furniture. Looks like a 2 doors metalic wardrobe. Most building in town have one of more of them, so just keep looking for them.

The following might sound complicated but it's not so bare with me a moment here.

There is also the "real" way to get gear. The equipment modification workbench. It has an option to fuse 5 item (weapon, armor), get a value based on their tier and rarity (0 to 100). Then the combined value give you another weapon or armor. For example, if you craft a bunch of tier one knife and fuse 4 white + 1 blue, that's a value of 21. You get a tier one armor/weapon from this, sometime yellow. You could use either 2 or 3 blue with other white knife to get tier 1 gear. High value mean high chance to get rarer gear (yellow), but if the value is too high you make next tier of gear instead.

That's great because you can get axe, pickaxe, leather gear from it, and if you are lucky you can roll a +dmg on pickaxe/axe and maybe -5% or -10% durability decrementation on top of it. Any +dmg make you harvest faster, and you need todo a lot of harvesting until late game when you use machine to farm in specific area; If you find either pickaxe or axe with +dmg, keep it.

If you use 4 blue + 1 white tho, you get a total value of 29, and will get tier 2 gear instead of tier 1.
Tier 2 can let you get a pistol amongs other thing (that you will use for a long time, because you get ammo only for that one), and you can also get bone armor that instead of reducing the dmg you take or move faster like the other armor, let you deal more dmg. Side note here, top gear is IMO gear with 5 coil socket (or 6 if torso) with +dmg and/or +all stats. It's hard to minmax since it's random, but coil slot is what make you super resistant later, while any +dmg allow you to deal with the large amount of hp zombie can have.
And bone armor can roll a +dmg on top of their natural +dmg.

You usually die because you get debuff or stuck, as long as you aren't reckless. Debuff bypass shield so actually the best defense is better offense. Also, again, you farm way faster dmg bonus (one hit tree and boulder isn't super hard to reach this way).
Mitch-S Mar 25, 2023 @ 10:06am 
Originally posted by Oragepoilu:
You can make a handmade smg (tier2) shotgun (tier 3) and sniper rifle (tier 4) at the equipment bench but it's really not worth it.

You find weapons in a "gun locker" looking lootable furniture. Looks like a 2 doors metalic wardrobe. Most building in town have one of more of them, so just keep looking for them.

The following might sound complicated but it's not so bare with me a moment here.

There is also the "real" way to get gear. The equipment modification workbench. It has an option to fuse 5 item (weapon, armor), get a value based on their tier and rarity (0 to 100). Then the combined value give you another weapon or armor. For example, if you craft a bunch of tier one knife and fuse 4 white + 1 blue, that's a value of 21. You get a tier one armor/weapon from this, sometime yellow. You could use either 2 or 3 blue with other white knife to get tier 1 gear. High value mean high chance to get rarer gear (yellow), but if the value is too high you make next tier of gear instead.

That's great because you can get axe, pickaxe, leather gear from it, and if you are lucky you can roll a +dmg on pickaxe/axe and maybe -5% or -10% durability decrementation on top of it. Any +dmg make you harvest faster, and you need todo a lot of harvesting until late game when you use machine to farm in specific area; If you find either pickaxe or axe with +dmg, keep it.

If you use 4 blue + 1 white tho, you get a total value of 29, and will get tier 2 gear instead of tier 1.
Tier 2 can let you get a pistol amongs other thing (that you will use for a long time, because you get ammo only for that one), and you can also get bone armor that instead of reducing the dmg you take or move faster like the other armor, let you deal more dmg. Side note here, top gear is IMO gear with 5 coil socket (or 6 if torso) with +dmg and/or +all stats. It's hard to minmax since it's random, but coil slot is what make you super resistant later, while any +dmg allow you to deal with the large amount of hp zombie can have.
And bone armor can roll a +dmg on top of their natural +dmg.

You usually die because you get debuff or stuck, as long as you aren't reckless. Debuff bypass shield so actually the best defense is better offense. Also, again, you farm way faster dmg bonus (one hit tree and boulder isn't super hard to reach this way).

Thank you for the time brought here but I don't quite understand everything ^^ We increased the duration of the days (from 120 to 240) but we found that the wave of zombies that came later was also smaller. Normal ?
Oragepoilu Mar 25, 2023 @ 10:29am 
Longer day will be easier, wave strenght is tied to the current day. For example day = 5 mean you start to get fire zombie, day = 10 mean you get giant every other day + new zombie. Day = 20 and further mean a bunch of zombie exploding, putting fire everywhere, sending grenades, shooting, large giant on top of the usual giant, and so on.
The actual number of zombie do increase overtime, but not much. Probably to prevent performance issue, with the first and last wave being usually the hardest.

Also, zombie can get stuck somewhere (usually not, but can happen if the spawn point is in a city, I saw some of them glitch and get stuck as they fall - they spawn in the air).

In my case for example, right now I built over a bridge (easy to defend, and right in the middle of top tier farming area for late game). Zombie sometime go under the bridge in the water and refuse to find a path to me.

As for not understand everything it's fine, just think about reading it again once you have a stack of small iron and already built the equipment modification workbench. If you have the bench open it's more easy to understand the basic, as most of my explanation was about more finest details to min-max things a bit.
Last edited by Oragepoilu; Mar 25, 2023 @ 10:34am
Mitch-S Mar 25, 2023 @ 12:07pm 
Originally posted by Oragepoilu:
Longer day will be easier, wave strenght is tied to the current day. For example day = 5 mean you start to get fire zombie, day = 10 mean you get giant every other day + new zombie. Day = 20 and further mean a bunch of zombie exploding, putting fire everywhere, sending grenades, shooting, large giant on top of the usual giant, and so on.
The actual number of zombie do increase overtime, but not much. Probably to prevent performance issue, with the first and last wave being usually the hardest.

Also, zombie can get stuck somewhere (usually not, but can happen if the spawn point is in a city, I saw some of them glitch and get stuck as they fall - they spawn in the air).

In my case for example, right now I built over a bridge (easy to defend, and right in the middle of top tier farming area for late game). Zombie sometime go under the bridge in the water and refuse to find a path to me.

As for not understand everything it's fine, just think about reading it again once you have a stack of small iron and already built the equipment modification workbench. If you have the bench open it's more easy to understand the basic, as most of my explanation was about more finest details to min-max things a bit.

Thank you, and is it normal for zombies to attack walls? I was told zombies shouldn't attack walls. Also, ballistae can fire at a downward angle? (installed on a high foundation for example and which shoots below) or should they be at the same height as the zombies?
Oragepoilu Mar 25, 2023 @ 1:11pm 
Zombie always try to path to you. Closed door block path, but beside that, they can squeeze themself trough a lot of things (especially when they are very close to you).
They suck at climing tho, and rarely do it unless it's to go over a small furniture, unlike the player.

They will attack your structure if they try to path to you and can't. Then they either attack the nearest structure, or try to get closer (and repath to you every now and then).

Sometime if they get stuck for any reason (like too much zombies at the entrance of your maze/traps), and have a structure in range they might just stomp for a long time. Even if they could technically move again. Hitting them force them to try to path to you again.

Turret can fire in a lot of direction including downward. The thing is tho, they are terribly inefficient at doing dmg compared to traps.
The only target worth the ammunition and setup would be the giant (wave 10+). In normal difficulty, assuming they walk in a straight line and don't wander around in front of the balista, you need around 20 turret with basic ammo to kill one of them before they reach your wall and attack them. So yeah, don't bother.

I would advise getting instead some mortar. You get 10 ammunition for 1 copper/1 iron/ 1 gunpowder and doesn't cost a tons of electricity. Connect some power source to a battery, then to the ... turret control thingy (I don't recall the name, it's in one of the electric building tab and is the size of a foundation), setup to large zombie only, and then connect it to your turret. This way the turret only fire against the giant.


So yeah, the idea is to simply leave a single open path to you and place the trap in the way, with a side entrance using a closed door, with later some mortar or other turret to kill the giant.
Mitch-S Mar 25, 2023 @ 3:01pm 
Originally posted by Oragepoilu:
Zombie always try to path to you. Closed door block path, but beside that, they can squeeze themself trough a lot of things (especially when they are very close to you).
They suck at climing tho, and rarely do it unless it's to go over a small furniture, unlike the player.

They will attack your structure if they try to path to you and can't. Then they either attack the nearest structure, or try to get closer (and repath to you every now and then).

Sometime if they get stuck for any reason (like too much zombies at the entrance of your maze/traps), and have a structure in range they might just stomp for a long time. Even if they could technically move again. Hitting them force them to try to path to you again.

Turret can fire in a lot of direction including downward. The thing is tho, they are terribly inefficient at doing dmg compared to traps.
The only target worth the ammunition and setup would be the giant (wave 10+). In normal difficulty, assuming they walk in a straight line and don't wander around in front of the balista, you need around 20 turret with basic ammo to kill one of them before they reach your wall and attack them. So yeah, don't bother.

I would advise getting instead some mortar. You get 10 ammunition for 1 copper/1 iron/ 1 gunpowder and doesn't cost a tons of electricity. Connect some power source to a battery, then to the ... turret control thingy (I don't recall the name, it's in one of the electric building tab and is the size of a foundation), setup to large zombie only, and then connect it to your turret. This way the turret only fire against the giant.


So yeah, the idea is to simply leave a single open path to you and place the trap in the way, with a side entrance using a closed door, with later some mortar or other turret to kill the giant.

Okay thank you so much. But I don't really understand the trap system because I created a trap corridor, with walls on each side to create the corridor. Rather than going through the hallway entrance, they come to the side and break the walls rather than taking the hallway entrance that has the traps.
dcy665 Mar 25, 2023 @ 8:49pm 
Originally posted by Mitch-Saby:
Okay thank you so much. But I don't really understand the trap system because I created a trap corridor, with walls on each side to create the corridor. Rather than going through the hallway entrance, they come to the side and break the walls rather than taking the hallway entrance that has the traps.
The trap system is actually easy. First and last of all items of importance the traps need bait.

You Are The Bait

Got it? Good. Now the simplest way to lay out a trap line is with a few walls and shredders in between them. Next go UP stairs into a Cutter trap on a foundation. The rest of the traps are all on foundations. Follow the cutter with a spiked floor/compressor combo. Next Pendulum/spike floor combo. For a bit of time, that will be all you need. You can add a treadmill to drive them back to the pendulum (very funny), and add another pendulum/spiked floor combo. That's all I use, although, I am only playing classic, 1.3. My brief experience with the new release showed the Zs are quit a bit more aggressive.

The part you appear to be missing is they need to get to you on a path. My guess (just a shot in the dark here) is that somehow you have an excessive length for them to get to you. Or you aren't actually at the end of the trap line at all. Possibly on a second level that you have to jump to. You not being available would cause them to just start breaking things. If they cannot path to you, they will start destroying any destructibles nearby; Walls, doors, stairs, foundations, whatever.

So, make sure you can walk from the beginning of your trap line to where you will be waiting during the wave. If you cannot, they cannot. The inverse of that is true, if they can get to you without going through the traps, they will.

A note on Pendulums. With a single foundation place them sideways. That will drop Zs on the ground and they will have to go through all the other traps to try again. Early waves, they usually die before that. To place the pendulum you need four columns in addition to the foundation. They need to support the outer part of the trap. If they get taken out, the entire pendulum will collapse.

The earlier you can upgrade them to electrical the easier it will be. Otherwise you will be running around re-arming traps during the run. Ugly adventuring right there.

Good Luck
Oragepoilu Mar 25, 2023 @ 11:50pm 
Here a crappy image to help you understand. For the first 2-3 night it's enough, might need to smack a few zombie that get trough sometime.
https://postimg.cc/Q9G8RjTD
As dcy said everything is built on foundation high enough for zombieto prevent them to get in. Two set of stairs to get on the foundation level.
A closed door to get inside your base and avoid the traps.
Pendullum push zombie down, forcing them to re do the path.
A guilottine after the first pendullum will stop the first zombie allowing the pendullum to often hit them again.

You can also add some stairs that go up from the "base" area to the top of the traps so you an reload them from high ground while said stairs still provide a clear path to you as you reload.

As for the "base", just pop down your crafting bench and storage. There is no need for wall early.

Also, while electric trap are good they also force you to repair your power generator (including solar or wind) quite often, like REALLY OFTEN. Unless you disable it in the settings. So it's more easy to reload but not really worth the trouble untill you an also add trap upgrade inside them. It's more easy to simply put more trap and reload when morning come as you loot the bags.
On normal difficulty with some research upgrade you don't lose material when dismantling building anyway.
Last edited by Oragepoilu; Mar 25, 2023 @ 11:58pm
Mitch-S Mar 26, 2023 @ 12:46am 
Originally posted by Oragepoilu:
Here a crappy image to help you understand. For the first 2-3 night it's enough, might need to smack a few zombie that get trough sometime.
https://postimg.cc/Q9G8RjTD
As dcy said everything is built on foundation high enough for zombieto prevent them to get in. Two set of stairs to get on the foundation level.
A closed door to get inside your base and avoid the traps.
Pendullum push zombie down, forcing them to re do the path.
A guilottine after the first pendullum will stop the first zombie allowing the pendullum to often hit them again.

You can also add some stairs that go up from the "base" area to the top of the traps so you an reload them from high ground while said stairs still provide a clear path to you as you reload.

As for the "base", just pop down your crafting bench and storage. There is no need for wall early.

Also, while electric trap are good they also force you to repair your power generator (including solar or wind) quite often, like REALLY OFTEN. Unless you disable it in the settings. So it's more easy to reload but not really worth the trouble untill you an also add trap upgrade inside them. It's more easy to simply put more trap and reload when morning come as you loot the bags.
On normal difficulty with some research upgrade you don't lose material when dismantling building anyway.

Yet I was not high. I was at the end of the corridor and to my left, a wall, to my right, a wall. Rather than going through the entrance to the corridor which is open but equipped with a crusher, the zombies attack the walls which are just to my left and right while the entrance to the corridor is 5 meters from them.

Thx for you' help !
drchrisms Mar 26, 2023 @ 9:47am 
Originally posted by Mitch-Saby:
Originally posted by Oragepoilu:
Here a crappy image to help you understand. For the first 2-3 night it's enough, might need to smack a few zombie that get trough sometime.
https://postimg.cc/Q9G8RjTD
As dcy said everything is built on foundation high enough for zombieto prevent them to get in. Two set of stairs to get on the foundation level.
A closed door to get inside your base and avoid the traps.
Pendullum push zombie down, forcing them to re do the path.
A guilottine after the first pendullum will stop the first zombie allowing the pendullum to often hit them again.

You can also add some stairs that go up from the "base" area to the top of the traps so you an reload them from high ground while said stairs still provide a clear path to you as you reload.

As for the "base", just pop down your crafting bench and storage. There is no need for wall early.

Also, while electric trap are good they also force you to repair your power generator (including solar or wind) quite often, like REALLY OFTEN. Unless you disable it in the settings. So it's more easy to reload but not really worth the trouble untill you an also add trap upgrade inside them. It's more easy to simply put more trap and reload when morning come as you loot the bags.
On normal difficulty with some research upgrade you don't lose material when dismantling building anyway.

Yet I was not high. I was at the end of the corridor and to my left, a wall, to my right, a wall. Rather than going through the entrance to the corridor which is open but equipped with a crusher, the zombies attack the walls which are just to my left and right while the entrance to the corridor is 5 meters from them.

Thx for you' help !

Rule of thumb in this game, if they can't reach you normally by walking/jumping/running/charging, they'll smack stuff closest to you.

You can make use of Wolves, Boars and Bears to check your pathing. Snipe them and let them go to your base. If they can follow you around normally, then all zombies(supposedly) exempt Giants can go through it. If they can, you can check which area where they stop. That could mean that pathing to you is not possible.

Another is if they have exceeded the maximum amount of Foundations/Cells tether making them ignore the path and go straight to you instead.... This can be compensated with well placed Bait Traps though.
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Date Posted: Mar 25, 2023 @ 1:30am
Posts: 24