Base Defense: AI Pathing Masterclass

Survival in 7 Days to Die isn't about how thick your walls are—it's about understanding the zombie AI pathing algorithm. This guide teaches you how to exploit zombie behavior to funnel the horde into kill zones where your traps and turrets do the work.

Understanding Zombie AI

Zombies in 1.0 use a sophisticated pathing system that calculates the "cost" of reaching you. They weigh two factors:

  • Path Distance: Longer paths have higher cost
  • Block Destruction: Breaking blocks adds cost based on block HP

Zombies always choose the lowest cost path. Your goal is to make the path through your traps appear cheaper than breaking through walls.

The Path Cost Formula

ActionApproximate Cost
Walking 1 block1 point
Breaking Wood Frame~5 points
Breaking Cobblestone~20 points
Breaking Concrete~50 points
Breaking Steel~100 points

Example: A zombie will walk 50 extra blocks rather than break through one concrete wall.

Kill Corridor Design

The most effective horde base design funnels zombies through a single corridor filled with traps.

Basic Kill Corridor Layout

[Zombie Spawn] → [Corridor Entrance] → [Electric Fence Zone] → [Blade Traps] → [Turret Zone] → [Player Platform]

Key Design Principles

  1. Single Entry Point: Make one path clearly cheaper than all alternatives
  2. Funnel Shape: Wide entrance narrows to corridor width
  3. Stacking Damage: Layer multiple trap types for overlapping damage
  4. Elevated Shooting: Player stands above the corridor to safely engage

Trap Placement Guide

Blade Traps

  • Placement: Head-height (1 block above floor) for maximum decapitation
  • Spacing: Every 3 blocks in the corridor
  • Power: 20W each—budget accordingly
  • Damage: 150 per hit, hits multiple times as zombies pass through

Electric Fences

  • Purpose: Stuns zombies, slowing their advance
  • Placement: At corridor entrance and midpoints
  • Stacking: Multiple fence lines increase stun duration
  • Power: 15W per post

Dart Traps

  • Placement: Walls facing down the corridor
  • Height: Chest-level for torso/head hits
  • Ammo: Requires Iron Darts—craft in bulk
  • Power: 5W each

Auto Turrets

  • SMG Turret: High rate of fire, good for crowds (9mm ammo)
  • Shotgun Turret: High damage per shot, slower fire (shells)
  • Placement: Elevated, covering the kill corridor from multiple angles
  • Power: 25W each

Advanced AI Manipulation

The Drawbridge Trap

Zombies calculate paths based on what they "see" as walkable. Hatches and doors appear walkable when closed.

  1. Build a corridor with a hatch floor
  2. Below the hatches, place spikes or a deep pit
  3. Connect hatches to a trigger (motion sensor or pressure plate)
  4. When zombies walk onto "floor," hatches open and they fall

The False Wall Trick

Place a door in your outer wall. Zombies see the door as a "cheaper" option than breaking the wall, and path toward it—straight into your trap corridor.

Block Upgrading Strategy

Upgrade walls except along your kill corridor path:

  • Outer walls: Reinforced Concrete or Steel
  • Corridor walls: Cobblestone (cheaper path, still durable)
  • Corridor floor: Wood frames work (they'll walk, not break)

Horde Base Archetypes

The Pit Base

Dig a pit around your base. Zombies fall in and can't climb out. You shoot down from above.

  • Pros: Very effective, low resource cost
  • Cons: Demolishers can climb out; requires time to dig

The Tower Base

Build up, not out. Zombies must climb to reach you, taking trap damage the whole way.

  • Pros: Height advantage, good for ranged combat
  • Cons: Spider zombies climb well; collapse risk if base blocks break

The Corridor Maze

Multiple corridors leading to dead ends or trap rooms. Only one path reaches you.

  • Pros: Distributes zombie damage, creates confusion
  • Cons: High resource cost, complex power wiring

Dealing with Special Zombies

Demolishers

The biggest threat to base integrity. They charge through walls and trigger explosions.

  • Do: Shoot the head, maintain distance, use AP ammo
  • Don't: Use explosives, shotguns, or let them reach walls

Spider Zombies

They climb walls and bypass ground-level defenses.

  • Counter: Overhangs don't work; use elevated blade traps and turrets that aim upward

Cops (Bloaters)

Ranged acid attack and death explosion.

  • Counter: Kill at range before they reach traps (acid damages equipment)

Block Strength Reference

Block TypeHPUpgrade Path
Wood Frame50→ Wood Block
Wood Block250→ Cobblestone
Cobblestone500→ Concrete
Concrete2,500→ Reinforced Concrete
Reinforced Concrete5,000→ Steel
Steel10,000Max tier

Common Mistakes

MistakeProblemSolution
Building 4 wallsZombies attack all sidesCreate one "weak" entry point
Flat trap floorZombies avoid obvious trapsHide traps with hatches/doors
No power backupGenerator runs dry mid-hordeBattery bank as buffer
Ground-level fightingZombies swarm youElevated platform with escape route
Forgetting durabilityBlade traps break mid-fightRepair after every horde

Pro Tips

  • Test Before Horde Night: Spawn zombies with creative menu to test pathing
  • Noise Makers: Speakers attract zombies—place one at corridor entrance
  • Emergency Exit: Always have a wood frame ladder ready to escape
  • Repair Schedule: Check trap durability on Day 6, not Day 7