Field manual1.0 out now · Nov 6 2026

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Voxel walls, traps and turrets

The October voxel post retired the old flat-wall guides.

On 23 Oct 2026 the build system became voxel. Older essays about placing a single wall piece are the wrong model for 1.0. The 18 Aug 2026 post is the one that added destruction and repair, so a broken wall is a repair job rather than a full rebuild. I still do not have a per-material hit point.

Demolish is part of that repair loop: if the piece is yours, the posts describe taking it down. I do not have a key binding newer than the general control notes, so I am not printing a key.

Automated defense in the 1.0 skill notes covers four turrets. Crossbow turrets take arrows you can pick back up. Machine guns chew ammunition. Laser and Tesla turrets want a high-power battery module, which has no published item id. Wood spikes and metal spikes had their durability raised in the voxel post. A high-explosive mine recipe from the entity notes is wood 2, flint 1, gunpowder 2, a plastic bucket and 10 scrap. Electric fences are a power question, not a turret, and they sit on the power page.

Horde night is when this investment matters. The mode page has the timer rules. A base that worked in a 2023 guide will not mention Tesla towers or voxel corners, so do not mix the screenshots.

Patch 1.0.5 on 7 Nov 2026 defines an indoor room as enclosed on four sides, roofed, and with its door closed; it blocks rain and wetness. Build mode marks sheltered ground green/yellow and gaps red. Ctrl plus mouse wheel locks the build level, and the bracket keys hide upper structures (one official source).

Production build menu
Production build menu · ZED ZONE / Leven Liu, INDIECN
The kind of night a turret line is for
The kind of night a turret line is for · ZED ZONE / Leven Liu, INDIECN
defenses from public sources. Versions below identify the source era, not a current-build stat check. Empty cells are unpublished.
NamepowerammorolenotesSource versionsStatus
Crossbow TurretNoneArrows (recoverable)Early-game defense; long range, low resource cost, limited damageOne of four auto turrets in the 1.0 skill tree1.0; 0.9.99.8.151 source per field
Machine Gun TurretMultiple calibersHigh rate of fire; reliable; consumes lots of ammoNeeds regular resupplySee Sources1 source per field
Laser TurretHigh-Power Battery ModulePowerLong range, high damage, strong penetration, slow attack1.01 source per field
Tesla TurretHigh-Power Battery ModulePowerShocks multiple enemies; slows electrified zombies; low damage per hitCrowd control1.01 source per field
Electric FenceStirling GeneratorPowerShocks and knocks back enemies touching the fencePower draw reduced from 300W to 100W per segment in 0.9.99.9.70.9.99.8.15; 0.9.99.9.71 source per field
Wood Spike TrapNoneNoneEarly melee trapDurability greatly increased in 0.9.99.9.10.9.99.9.11 source per field
Metal Spike TrapNoneNoneStronger melee trapDurability greatly increased in 0.9.99.9.1; recipe Iron Plate 1 + Scrap Metal 10.9.99.9.11 source per field
High Explosive LandmineNoneNoneExplosive trapRecipe Wood 2 + Flint 1 + Gunpowder 2 + Plastic Bucket 1 + Scrapmetal 10BETA 0.621 source per field

Questions

Can I knock down my own wall?

The destruction and repair post describes breaking and fixing pieces. A specific key is not printed here.

Which turret needs power?

Laser and Tesla need the high-power battery module. Crossbow and spikes do not.

Related

Sources

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