7 Days To Die Remove Bedrock

This article may contain
outdated information
that is inaccurate for the current version (
Blastoff twenty.3
). It was last updated for version (
Alpha 19.iii
).

The Heatmap is a mechanic that controls the spawn of zombies depending on the player’s activities. It does non take a literal implication towards temperature but it does affect a certain area effectually the afflicted zone. Information technology may be easier to recall of this as a measurement of the activeness level in a given surface area. The higher the activity level, the more likely zombies will appear.

Every clamper (a 16 Ten 16 block surface area[i]) has a heat level value and various activities can increase the heat level. Estrus generated in a chunk affects that chunk and all adjacent chunks. Once the heat-generating activeness stops, the heat level will decrease slowly over fourth dimension.

Estrus is accumulated on a 100.00% scale and will constantly increase and decrease.

To see the heat level of the chunk that the player is in, activate debug mode, and press F8 twice.

Effects of Heatmap

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If the histrion performs certain activities in a small area, the heat of that area will increase. If the heat level is loftier enough, there is a take a chance that information technology will exist set to effectually one-half of its value and a sure outcome will happen most the affected zone. The higher the heat of an area, the more probable that such an result will happen. 100.00 points will instantly reset the counter to 0.00.

Scouting Zombie

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Formerly done by the Spider Zombie, scouting is at present performed by Screamer, which afterwards spawning, volition wander to the affected area. If they spot a player in the area they will emit screams, which will then spawn random zombies around it, possibly fifty-fifty a horde if the screamers are not defeated fast enough.

Fifty-fifty if the screamer does not notice the player, information technology’s always preferable to dispose of it apace, considering it will start summoning zombies by itself when information technology has scouted for too long and has decided to storm the player’s heatmap-generating object instead.

Pitstop Horde

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Pitstop hordes are similar to a wandering horde, merely these only happen if the heatmap got reset too many times. Pitstop horde has varied difficulty and is dependent on the reset frequency and may even spawn Special Infected that may cause trouble for the player. Unlike the wandering horde, pitstop horde will walk direct toward the source of the heatmap, and will eventually seek to break the player’south door and destroy the source whether information technology’s the player’s bivouac, workbench, chemical science station, or much more than. Pitstop horde event will never happen during the claret moon and may include screamers.

Things that Affect the Heatmap

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Heat is generated in
Discrete
“packets” called rut events. Every heat event has a strength it contributes to the estrus-map while it is alive and a lifetime which information technology volition last. So if a player uses 2 campfires for 30 in-game minutes that would generate 2 events (as xxx minutes is just long enough for each campfire to brand ane issue) each event would have a force of 5 and and so the estrus for the clamper would be 10%.

Using Blocks

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Using the following blocks will generate oestrus[2]:

Block Strength Frequency Lifetime Max Heat[three]
Campfire five.00 1000 5000 25%
Forge half dozen.00 1000 5000 30%
Workbench 2.00 1000 5000 x%
Cement mixer 2.00 thousand 5000 10%
Chemistry station five.00 grand 5000 25%
Torches 1 see below ~666 see beneath 4000 see beneath
Candles 0.5 come across below ~666 encounter below 4000 encounter below
Called-for Barrels one see below ~666 run across below 4000 see below


What practise these numbers mean?

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  • Strength: The Pct of oestrus an result will contribute (when made from this block).
  • Frequency: The fourth dimension,or Number of ‘ticks’, betwixt heat consequence creations.
  • Lifetime: The time,or Number of ‘ticks’, until an event expires.

Annotation: The start oestrus outcome is generated immediately upon starting the activity, and the second event generated after the frequency timer has been reached.

Ticks

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Block oestrus events use a unit called ticks to decide when to expire and terminate contributing estrus as well as blocks to generate them. 1000 ticks occur every in-game hour so the length of a tick in real time depends on game speed but at the default solar day length of 60 minutes per twenty-four hours a tick occurs every 3.75 seconds.

An case

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According to the table above, each Forge generates 6 estrus every in-game 60 minutes thus running at the default game speed 2.5 minutes. These rut events volition stick effectually for five in-game hours meaning with 2 forges running constantly without whatsoever other heat sources after ii.5 in-game hours the chunk oestrus would exist (6 [the rut strength] * three [number of events]) * 2 [the number of forges] = 36%. Later on 8 hours the maximum for each forge would have been reached (as for forges after 5000 ticks/5 in-game hours oestrus- events start expiring) and thus with reference to the table to a higher place 30%*2 = 60% total heat in the chunk. This maximum would exist stable until new heat sources are added/ the forges plow off.

Dissipation

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In the file
Stealth.txt, rut map time is divers equally “the time in seconds information technology takes for the oestrus to dissipate. Dissipation is not modeled, it’due south instant off later the time.” Still, it appears to be contradicted in
blocks.xml
by a annotate which states “HeatMapTime decays in x seconds, and scales with game fourth dimension” this comment is ofttimes misinterpreted to hateful decay is modeled. It is

Non.

Heat-events expire after a certain corporeality of fourth dimension without any attenuation in between. This annotate refers to torches, candles and burning barrels which follow a dissimilar dominion fix (see below), presumably for optimization reasons as they are more than common than the other heat-event producing blocks.

Flickering Fires

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Flickering fires, that is Torches, candles and burning barrels, when placed past the thespian (i.eastward not every bit role of a prefab) produce heat events. Yet unlike other sources of heat events from blocks they do not emit in line with an interval. Instead they generate heat events simultaneously every

real-world

minute. This is likely for performance reasons. If they were emitting commonly they would accept a frequency of about 666 notwithstanding this is difficult to measure out and non of a huge amount of use. The more important fact to recollect is that candles are half torches and barrels and so for places you look to spend a lot of time (similar bases) are preferable.

Example: In default game speed, 60 minute days, a single torch adds 0.5% heat every real-earth minute. 10 torches would reach 100% after 20 real-earth minutes. All the same, with 120 minute days a unmarried torch adds 0.25% per existent-world minute. 10 torches would achieve 100% afterward forty real-globe minutes.

Generating maximum heat

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If you lot are looking to purposely generate as much heat as possible, and draw the maximum corporeality of zombies to a specified area, then 25 campfires fully loaded with wood will consistently achieve, and maintain the heat map at 100%, drawing extremely large amounts of screamers and thus zombies, once it reaches 100% yous can turn five of them off, as you volition no longer need the boosted boost to maintain the heatmap at 100%. One should note that merely 4 consistent campfires are needed to reach 100% estrus every and so often.

Starting auger 100 times volition instantly spawn screamer. With average auger RPM of 300, it allows to spawn 3 screamers per min

Using Items

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Firearms and explosives generate heat on a per-use basis. Below is a complanate Table of everything relating to using items that contributes to the heat map:

category Type Examples estrus (%) Lifetime
tools Starting Ability tools Starting up (but not continuing to utilize) the auger or chainsaw 1 90
guns Nigh Silenced G1 weapons Silenced pistol or smg 0.4 180
guns G1 weapons Pistol, desert vulture, smg, m60 and most turrets 0.65 180
guns Most Silenced G2 weapons All rifles except hunting, ak47. 0.65 180
guns G2 weapons All rifles, ak47 and tactical assault rifle. 0.9 180
guns The 44 magnum But the 44 magnum 0.75 180
guns Total Shotguns All Shotguns except saw-off 1 180
guns Silenced Pump Shotgun Merely the silenced pump shotgun 0.8 180
guns sawn off shotgun Just the sawn off shotgun 0.3 120
guns Silenced hunting rifle But the hunting rifle 0.6 180
guns Silenced m60 Just the m60 0.7 180
guns minor turrets The junk turret (and what appear to be an unused audio) 0.25 180
guns Rocket launchers Just the m136 rocket launcher 0.2 90
explosives Molotov cocktail Just the molotov cocktail explosion 0.two 90
explosives All other explosives All Explosives except the molotov cocktail 5 300
misc shooting metal Every bullet regardless of type that strikes a metal block (this is peculiarly bad with machine guns due to the number of bullets they burn) 0.1 sixty
misc Operating drawbridge Opening and closing the drawbridge 0.2 90
misc Large creatures Deaths The death of most creatures as big every bit a boar and upwardly fall in hither (Though zombies do non seem to be included)[4] 0.ii 90
misc Trader All trader calls (such equally announcing that their shop is open) 0.ii 90
misc pocket-sized sounds A huge number of pocket-sized sounds have a heatmap entry though the amount is so small they tin can be ignored a full listing of sound file names is subconscious in a complanate cell beneath. They are mostly sounds that occur when looting however things similar the blade trap hitting something and the sprint trap shooting are also in the category.

boaralert, rabbitdeath, bearalert, chickendeath, wolfalert, wolfsense, vulturedeath, vulturesense,

mlionalert, mlionsense, player2drowndeath, player1drowndeath, metalhitmetal, stonehitmetal,

woodhitmetal, open_cash_register, close_cash_register, open_door_metal, close_door_metal,

open_door_vault, close_door_vault, open_door_jail, close_door_jail, open_file_cabinet, close_file_cabinet,

open_locker, close_locker, open_safe, close_safe, open_shopping_basket, close_shopping_basket,

open_shopping_cart, close_shopping_cart, open_trashcan, close_trashcan, open_vehicle, close_vehicle,

open_dumpster, close_dumpster, open_hatch_scrap, close_hatch_scrap, open_hatch_vault,

close_hatch_vault, open_garage_door, close_garage_door, open_garageindustrial, close_garageindustrial,

open_garageindustrial_powered, close_garageindustrial_powered, open_vending, close_vending,

open_toolbox, close_toolbox, open_toolchest, close_toolchest, bladetrap_fire_lp, bladetrap_dm1_lp,

bladetrap_dm2_lp, darttrap_fire_lp, darttrap_fire, treefallimpact, treelogimpact, throwmetalhitmetal,

minibike_accel_, motorbike_accel_1, motorbike_accel_2, motorbike_accel_3, suv_accel1, suv_accel2,

suv_accel3, suv_turbo, gyrocopter_damage, gyrocopter_sputter, malehatealert, malehatesense, drone_fly

0.05 60

Crimes Against Nature

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Felling one or two copse volition affect nothing, just chopping downwards many trees inside a small area volition exponentially attract more zombies. Using loud tools like a chainsaw will also accumulate points toward the heatmap pool, aforementioned goes for mining too much and excavation large holes[?].

Farming and gathering do not touch the heatmap.

Hunting; killing Animals using bows or other quiet weapons volition non generate heat.


Metallic & Glass Objects

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Dismantling with a wrench or damaging a metallic object using another metal tool increases the heatmap with each hit by 0.i for 60 ticks. Using tools with higher cake damage will result in less cumulative estrus due to having to hit the object fewer times. Bashing open up safes also increases the heatmap, but at an even higher charge per unit due to the loftier immovability of safes. Lockpicking safes is condom from the heatmap.

Harm washed to metallic objects past zombies will also increase the heatmap; therefore scrap and steel structures, while more than resilient, may end up cartoon more than zombies than the role player tin bargain with. This leads to some players building a more flimsy outer wall to prevent wandering zombies from hitting potent defenses which are often fabricated of louder materials.

Upgrading and amalgam using metals will also increase the heatmap. This counts for edifice scrap blocks and upgrading blocks and doors to their metallic tiers.

Metal Traps such equally the spinning blade volition generate heatmap equally they take damage from zombies and players alike.

Breaking blocks

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Below is a table of materials and their heat stats if broken (Note that whilst these stats are correct for the sounds breaking, most objects calls the sound twice significant in reality most of the values should be doubled):

Material Strength Lifetime
wood 0.6 threescore
stone 0.25 45
metal 1.42 90
glass one.5-2.one 90

Horde Mentality

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This is another trouble that some players may encounter, usually those who chose to shelter in only ane place. Even if no heatmap-generating actions are washed effectually this identify, zombies may yet spawn and arroyo the thespian. The heatmap would just progressively increase more and more chop-chop over time. While it is possible that zombies, as a collective, take annotation of where the player usually hangs effectually every bit they continue trying to get to the player, this may also be function of the compounding effect where zombies being killed generates heat, which spawns in more zombies, and then the spawned zombies are killed, and so on. This has become much less of a hazard in recent versions and then long as there is no excessive apply of guns when dealing with zombies at the base of operations (other than on blood moons).

Other Actions

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  • Riding Bike – While not easily noticeable, the minibike does generate heat when driven around, just it does non necessarily attract zombies’ directly attending.
  • Doors – Opening or closing doors/hatches upgraded with metal increases the heatmap past 0.05 points each use.

What Does
NOT
Increase the Heatmap


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  • Running – It does not increase the heatmap, simply will still generate racket that may attract nearby zombies.
  • Non-Fire based light sources, such as spotlights.
  • The utilize of Generator, Battery, and Solar Banking company will not increase estrus passively fifty-fifty when being used (though a very very very minor amount is generated when opening them)
  • Player bed besides does not contribute to the heatmap anymore
  • Speaker – While this likewise might be a problems, not only do speakers not generate any heat, they do non attract or even redirect zombies most it.

Compounding Furnishings

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Each individual item or action affecting the heatmap adds to the heat level. Thus multiple Campfires or forges compound the increase in rut for a given surface area. Also, a single item’southward generated estrus levels are compounded over time. A single campfire used for a long elapsing will eventually build a loftier level of heat.

Because it takes fourth dimension for heat levels to naturally decrease and considering the action of fighting zombies—especially with firearms and explosives—also generates oestrus, information technology is possible to get caught in a cycle in which screamers continue to spawn to investigate and attract boosted zombies.

Notes and References

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  1. https://7daystodie.com/forums/showthread.php?6922-Regions-Chunks-and-a-Map-Modern

  2. This data is lifted from
    blocks.xml
    in the Data/Config directory of the 7dtd installation.

  3. Max estrus = Force * (Lifetime/Frequency)

  4. The zombie entries in sounds.xml do non announced to take heat associated (the players exercise though)



Source: https://7daystodie.fandom.com/wiki/Heatmap