7 Days to Die

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Does anyone use fire traps?
So i came up with this cool idea to make fire traps and wanted to share my idea or see if other are already doing this. Basically its an extra line of defense beyond spike traps. Its really simple you just put out campfires and light them before a feral horde shows up. they run over them and catch on fire.

if anyone is curious, here is a video of our base using them. the base is nothhing more than a reinforced prefab. There isnt anything special in the video, like i said the idea is pretty simple. Its just for anyone who is curious about how effective they are.
https://www.youtube.com/watch?v=Y9RVDM5wisQ
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Showing 1-15 of 16 comments
I tried this back in Alpha 12. I hadn't even finished lighting them all before the Spiders started to outright flock to the base. It made the Day 7 Horse even worse because there was no way to go down and put the darned fires out. Just trust me, it's a bad, bad idea.
Aragon Apr 5, 2016 @ 4:12am 
While the idea is not bad ...uuh... the heat-level might be pretty high after a while ...or ? ^^
DuskTheViking Apr 5, 2016 @ 4:14am 
they worked great for me, almost too well to be honest. and why would you want to go down in the middle of a horde to put the fires out? maybe that was the flaw in your plan ? =P.
DuskTheViking Apr 5, 2016 @ 4:15am 
Originally posted by Silverblade:
While the idea is not bad ...uuh... the heat-level might be pretty high after a while ...or ? ^^
the heat level does get high, i guess its a play style choice. thats actually good to hear, i was afriad the mechanic was to powerful.
Spider Apr 5, 2016 @ 4:26am 
Here you go this is from my mod True Survival
<!--JZMOD FIRETRAP--> <block id="2041" name="FireTrap"> <property name="Material" value="wood" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="OutdoorDecor/ember_pile_3" param1="main_mesh"/> <property name="IsTerrainDecoration" value="true" /> <drop event="Destroy" name="coal" count="1" prob="1" /> <property name="CustomIcon" value="emberPile1"/> <property class="UpgradeBlock"> <property name="ToBlock" value="FireTrap2" /> <property name="Item" value="torch" /> <property name="ItemCount" value="1" /> <property name="UpgradeHitCount" value="4" /> </property> <property class="RepairItems"> <property name="gasCan" value="5" /> </property> </block> <block id="2042" name="FireTrap2"> <property name="Class" value="Damage" /> <property name="Damage" value="1" /> <property name="Damage_received" value="20" /> <property name="Material" value="wood" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="OutdoorDecor/ember_pile_2" param1="main_mesh"/> <property name="IsTerrainDecoration" value="true" /> <property name="ParticleName" value="hotembers" /> <property name="ParticleOffset" value="0,3,0" /> <property name="BuffsWhenWalkedOn" value="burningSmall"/> <drop event="Destroy" name="coal" count="3" prob="1" /> <property class="UpgradeBlock"> <property name="ToBlock" value="FireTrap2" /> <property name="Item" value="coal" /> <property name="ItemCount" value="20" /> <property name="UpgradeHitCount" value="4" /> </property> <property name="DowngradeBlock" value="FireTrap" /> <property class="RepairItems"> <property name="coal" value="20" /> </property> <drop event="Fall" name="woodDebris" count="1" prob="1.0" stick_chance=".75" /> <property name="Group" value="Tools/Traps" /> </block> <block id="2043" name="LargeFireTrap"> <property name="Class" value="Damage" /> <property name="Damage" value="1" /> <property name="Damage_received" value="20" /> <property name="Material" value="wood" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="OutdoorDecor/ember_pile_1" param1="main_mesh" /> <property name="IsTerrainDecoration" value="true" /> <property name="ParticleName" value="workcampfire" /> <property name="ParticleOffset" value="0.5,0,0.5" /> <property name="BuffsWhenWalkedOn" value="burningSmall"/> <property name="RadiusEffects" value="+heatSource(3)"/> <drop event="Destroy" name="coal" count="5" prob="1" /> <property name="DowngradeBlock" value="FireTrap2" /> <property class="RepairItems"> <property name="coal" value="20" /> </property> <property name="Group" value="Tools/Traps" /> </block>

This fire trap when crafted and placed can be upgrades twice and degrades as it does damage like spikes. I use coal and a torch as an upgrade tool but if you don’t want that you could always change it.
Last edited by Spider; Apr 5, 2016 @ 4:29am
Aragon Apr 5, 2016 @ 4:29am 
Ye, my wife started this one special quest yesterday, kill 3 screamers or whatever it was. She started 7 campfires in a circle outside in the wildernes..after a short time the female screamers appeared and they called the horde.
It was RAINING zombies, a huge horde all around us, zombie bears, spiders, cops, fatties, some normal zeds... it works, believe me.
Spider Apr 5, 2016 @ 4:31am 
Originally posted by Silverblade:
While the idea is not bad ...uuh... the heat-level might be pretty high after a while ...or ? ^^
The heat map has nothing to do with heat. It is just a way of describing the level of zombie attraction to an area
RobertW Apr 5, 2016 @ 4:34am 
Using one fire before the door is very usefully. Also to place a second fire between first and second door - you can start it before the first door will break soon - walls we made 2 blocks thick we reinforced concrete. If the second door is opened its attracting Z's very good. Also in A11 or A12 we tested a corridor with camp fires looking/looting/shooting from the side thru half blocks. Also we tested a tunnel in the mountain, door-fire-door-fire... It's not so bad and very cheap, but you have to do it in rock.
Aragon Apr 5, 2016 @ 4:37am 
Originally posted by Spider:
Originally posted by Silverblade:
While the idea is not bad ...uuh... the heat-level might be pretty high after a while ...or ? ^^
The heat map has nothing to do with heat. It is just a way of describing the level of zombie attraction to an area

Yes, and using alot campfires will raise up this "heat" that attracts zombies (and exspecial the screamers).
Faster than diggin and chopping or shooting in an area. U didnt know that ?
RobertW Apr 5, 2016 @ 4:40am 
Yes, not more than 1-3 camp fires. A horde + 3 screamer and they will break the best bases...
PeOpLe Apr 5, 2016 @ 7:58am 
damn this is kind of smart.....
ima try to make a long corridor with some campfire in the middle.... then shoot them in the face at the other end
Doctor3D Apr 5, 2016 @ 8:06am 
We've done some similar things back when you used to be able to pick up the furniture - we would move into a building in town - loot the town dry - then on the last loot cycle we would get all the furniture and burn it all in the center of the town on several dozen campfires on Day 7 22:00 - then we'd run around it and light all the zeds up and shoot him down. It was usually only something we did for the first 7 days though. The first 7 day horde is easy to take on in such a way. I wouldn't use fire traps later in the game as the heat hordes get larger as the day's pass - and you'd end up having heat hordes coming after the 7 day came - and if your defenses are weak or ammo is low - could be more trouble than it's worth. Trying to clean up and repair - while fighting off heat hordes - nah..
Valmar Apr 5, 2016 @ 8:28am 
I use fire traps, just not the kind you're talking about. Mine are literally new traps that set enemies on fire. Modding is a wonderful thing. Its part of my "Expanded Traps" mod. You can find it and more of my mods here:
Valmar's Mod Collection[7daystodie.com]

Such shameless plugs.
Dies Fourth Apr 5, 2016 @ 9:15am 
Originally posted by Valmar:
I use fire traps, just not the kind you're talking about. Mine are literally new traps that set enemies on fire. Modding is a wonderful thing. Its part of my "Expanded Traps" mod. You can find it and more of my mods here:
Valmar's Mod Collection[7daystodie.com]

Such shameless plugs.

Not shameless at all. You deserve recognition for all youve done for this game. Im personally to stupid to implement any of your mods but if i wasnt id use your enhanced traps in a heartbeat !!
Prolly most of the rest as well tbh.

Hopefully TFP will pick you up and put you on payroll as you add soooooooooo much to their game : )

I dont know if your a mod or developer but ppl need to remember your offering these quality mods for free !

If TFP's dont pick you up im sure some other dev team with an eye for detail and talent will.
Your an asset to the community and i as well as many others " thank you " .
Valmar Apr 5, 2016 @ 9:36am 
Its just xml code. So nothing too glamorous. There are other xml modders out there just as capable.

Still I do like to to think that mods like mine prove how much can be added to the game currently with just simple copy-pastes.

Working electric lights, breaking door locks, workstations, new armors, new clothes, new guns (even the AK47), gun silencers, alt gun ammo, new recipes, new blocks, new traps, animal snares, new enemies, classes, starting gear. List goes on. So much can and has been added to the game that is nothing but a bunch of copy/paste text in a file. All of which have been part of the game since A11.
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Date Posted: Apr 5, 2016 @ 4:02am
Posts: 16