7 Days to Die

7 Days to Die

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Itharus Mar 9, 2019 @ 1:49am
Can any zombies fit thru the gap a half block makes?
Title, really. I was considering making some bunker-style firing slits by adding some half blocks at aiming height in some walls. Are there any zombies that can squiggle through that? I know I could use iron bars, but atm I have more concrete than iron, lol.
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Showing 1-13 of 13 comments
QC Mar 9, 2019 @ 2:06am 
nope i stack poles horizontally and they work better as you get more view for fire, Never ever had anything squeeze through
BodyBagger Mar 9, 2019 @ 2:08am 
I don't know about half blocks, but I saw a thread a while ago stating that the zombies could pass between the cylindrical columns (the 50s).
QC Mar 9, 2019 @ 2:12am 
Last edited by QC; Mar 9, 2019 @ 2:13am
Itharus Mar 9, 2019 @ 2:26am 
Thanks guys! I saw the bloody things crouching down and squeezing thru a 1 block hole in my walls... made my eyelid twitch. Some damned zombie barfed a hole in it and they all just poured through like roaches.
QC Mar 9, 2019 @ 2:42am 
Originally posted by Itharus:
Thanks guys! I saw the bloody things crouching down and squeezing thru a 1 block hole in my walls... made my eyelid twitch. Some damned zombie barfed a hole in it and they all just poured through like roaches.
When you see a z crouching and what looks like them banging their head, they are actually digging down
DominantEye Mar 9, 2019 @ 4:40am 
Originally posted by QC:
When you see a z crouching and what looks like them banging their head, they are actually digging down

This game is metal!

I did see a video (Jawoodle maybe?) where there was a two block high "window", with quarter posts horizontal along the very top and bottom, leaving a large open space. Dogs came right through it, but human sized zombies didn't.

Dogs can also leap over barbed wire fence to get you.
Hades Mar 9, 2019 @ 5:02am 
Originally posted by BodyBagger:
I don't know about half blocks, but I saw a thread a while ago stating that the zombies could pass between the cylindrical columns (the 50s).

That was me... the 50 inch vertical concrete columns are bugged so that Z's can sometimes glitch through them. I haven't seen anything to suggest it's fixed... but the above approach using horizontal concrete seems viable.

Thank goodness 7DTD doesn't use Empyrean Galactic Survival approach of making a thinner block have much less health than a full square block.
RobbEJay Mar 9, 2019 @ 5:36am 
Originally posted by DominantEye:
Originally posted by QC:
When you see a z crouching and what looks like them banging their head, they are actually digging down

This game is metal!

I did see a video (Jawoodle maybe?) where there was a two block high "window", with quarter posts horizontal along the very top and bottom, leaving a large open space. Dogs came right through it, but human sized zombies didn't.

Dogs can also leap over barbed wire fence to get you.

Yep, that was Jawoodle alright. He had a one block high floor with ramps skirting it though, as an actual wall dogs shouldn't be a problem since they'd have to clear a 1-1/4 jump.

He also did a melee base that used a similar setup, just designed to path the zombies round a loop.
Itharus Mar 9, 2019 @ 12:16pm 
If Empyrion and 7DTD teamed up somehow to work on each other's games... ♥♥♥♥♥♥♥♥♥... that would be perfection. I keep begging empyrion to use 7dtd's terrain style with SI and what not, lol.... the digging is so much better in this game :)

As for the zombies... yeah... damn... I set my horde night to 30 days with a 2 day window (so it would actually seem like a full moon, don't hate) so I just had my first one of 17.2 recently. I was NOT prepared. Horde night is way nastier for 17 than 16. The bloody things totally ignored my conveniently trapped doors and just broke through my wall. Spikes seem less effective, and there's no log spikes... no more barbed club either T_T. They also seem way better at jumping and climbing.... I had barbed wire on my walls, flat against them - they CLIBMED IT and just came over the walls in a couple places. I guess you really need that overhang, now :( They also tear thru cobbleblocks like they're paper! How's that work, anyway? You'd think they'd 1 hit kill a human if they could hit hard enough to shatter cobblestone bare handed...

I wound up dying like 3X then just... sprinting away all night to pass the time. It was pretty nuts. In 16 they'd have just scratched my walls and mostly died on the double row of spike traps and barbed wire lol until I started getting the exotic zombies and irradiateds.
BodyBagger Mar 9, 2019 @ 5:11pm 
Originally posted by Storm:
Originally posted by BodyBagger:
I don't know about half blocks, but I saw a thread a while ago stating that the zombies could pass between the cylindrical columns (the 50s).

That was me... the 50 inch vertical concrete columns are bugged so that Z's can sometimes glitch through them. I haven't seen anything to suggest it's fixed... but the above approach using horizontal concrete seems viable.

Thank goodness 7DTD doesn't use Empyrean Galactic Survival approach of making a thinner block have much less health than a full square block.

Storm, you seem to have a good grip on the game. How about the water physics in the game? I have developed a concept to add scuba diving, underwater POIs, etc. to the game, however...

Some people have mentioned that water physics would be a problem for this concept; however, I do not believe this to be the case. I am not proposing any type of base building or digging underwater by players—which disrupts the water blocks; only POIs that are part of the generated maps (and are lootable). I believe you already have the ability to do this based on the fact that airdrops land in water all the time and do not disrupt the water blocks—even though the airdrop is a moving object. The POIs would be static. I assume you could code the POIs the same way you code airdrops to prevent water block disruption—including boats. In fact, you could code everything in & around the underwater POIs as indestructable, if necessary (like the trader blocks). There's almost always a solution or workaround & there's also plenty of water (lakes) on most maps (once A17 catches up to A16 maps), so why not use lakes as something to explore & loot from instead of just a barrier or mere decoration?

Could you please take a look at my post and give me your opinion. Thanks!

Here's the title so you can search for it: Devs: Would you consider adding Scuba Diving Gear to the game in A18? [it's in the "General Discussions" section]

ps Anyone else who can shine some light on this subject (water physics) is welcome to respond as well!
RobbEJay Mar 10, 2019 @ 3:23am 
Originally posted by Itharus:
As for the zombies... yeah... damn... I set my horde night to 30 days with a 2 day window (so it would actually seem like a full moon, don't hate) so I just had my first one of 17.2 recently. I was NOT prepared. Horde night is way nastier for 17 than 16. The bloody things totally ignored my conveniently trapped doors and just broke through my wall. Spikes seem less effective, and there's no log spikes... no more barbed club either T_T. They also seem way better at jumping and climbing.... I had barbed wire on my walls, flat against them - they CLIBMED IT and just came over the walls in a couple places. I guess you really need that overhang, now :( They also tear thru cobbleblocks like they're paper! How's that work, anyway? You'd think they'd 1 hit kill a human if they could hit hard enough to shatter cobblestone bare handed...

I wound up dying like 3X then just... sprinting away all night to pass the time. It was pretty nuts. In 16 they'd have just scratched my walls and mostly died on the double row of spike traps and barbed wire lol until I started getting the exotic zombies and irradiateds.

Gamestage ramps up quicker in A17, and if you have blood moons showing up only once in a blue moon your death count is probably staying low which makes it that much worse. Day 25 and spiders, cops, and ferals are already becoming somewhat common in POIs.

The block damage is why I play at 50% damage with 24 zombies, at more than double the default spawn count it evens out imo. They get a group bonus too, which os part of why they tear through blocks like tissue paper.

How high was your wall? I've never seen them climb barbed wire, but they're pretty good at climbing on top of one another. They can quit easily clear the wall around a trader, so watch out for that, and it also means you need them at least 4 high to be safe.

The spiked and barbed clubs are now weapon mods btw. Not sure if you can put them on anything besides clubs, but the mod system as a whole is pretty neat.
Itharus Mar 10, 2019 @ 11:30am 
Right on about the weapon mods... I didn't know that... now I feel dumb for putting points into deep wounds and knifing things :( Gotta look for a list of weapons mods I guess...

Yeah I had only died a couple of times, so cops and spider zombies and soldiers with armor were a thing in POIs and random hordes. The blood moon just had wolves, birds, regulars, and those vomit shooting ones.

The wall was only 3 high at the time, the barbed wire was in the middle, with wood spikes on the bottom... they basically stepped up onto the spikes, then somehow climbed the barbed wire and jumped the top block. The wall is now 4 blocks high, 2 blocks thick, and has an overhand of iron bars with iron bar railing :-|

This is just my temp shelter and crafting area until I can find a nice site and build a literal castle :) But yeah... cobble stone was indeed tissue paper. Upgraded to concrete and reinforced concrete now... thankfully I have probably a couple hundred meters of tunnel network under my converted cabin... so... no shortage of stone lol.

Speaking of... ore seems much more rare in the rock layer now, and does NOT correlate with gravel deposits on the surface.... you can dig a spiraling pit all the way to the bedrock (been there) and not encounter anything but a couple of nodes in the dirt layer in those areas now. Looking for ore in the rock layer is now a total crapshoot and more likely to be fruitless than not. I've only run into one large iron deposit so far.
RobbEJay Mar 10, 2019 @ 6:53pm 
That's what I did my first run back when A17 first came out, people were talking about how op deep cuts and flurry of blows was. Haven't touched either. Deep cuts might be neat if you go all in and combine it with mods, but I've been having too much fun with skull crusher.

Sounds like they climbed the spikes, which makes sense seeing as they pretty much walk on top of them. My first hoard I didn't even bother with a hoard base, just stayed on the roof of a radio tower. They seem to be a dime a dozen in random gen. I don't even bother with stone anymore, I go straight for brick, which upgrades into reinforced concrete.

As for ore, its no longer in deep pockets like in A16, the vains are short and fat. Got lucky and found one under the radio station I used as home, not far below the asphalt. If I remember right the tell for them above ground is supposed to be the rock clusters scattered around map.
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Date Posted: Mar 9, 2019 @ 1:49am
Posts: 13