Blade Trap in 7 Days to Die
“Used to chop up zombies into many pieces. Just add zombies and stir.”
The Blade Trap deals 20 damage per hit (blocks.xml). It draws 20 power — the most of any trap — has 2,000 hit points and takes 4 damage itself on every hit (DamageReceived), so it wears down; repair it with 10 Forged Steel. It unlocks at Traps 25 (Electrical Traps magazines) and covers 3 × 3 blocks.
Blade Trap stats
| Power draw (RequiredPower) | 20 |
|---|---|
| Damage per hit | 20 |
| Damage received (per hit) | 4 |
| Hit points (MaxDamage) | 2,000 (from its material) |
| Size | 3 × 1 × 3 |
| Stack size | 10 |
| Base value (EconomicValue) | 444 |
| Repair with | 10 Forged Steel |
- Active traps like blade traps or shotgun turrets.
Recipe and unlock
Crafted at the Workbench
Unlocks at Traps 25 (Electrical Traps magazines) · Electric Fence, Dart, & Blade.
Electrical Traps
Do you have pests? Check out these crazy traps for pest control and home security.
Every Traps unlock →How to wire the Blade Trap
Power sourcegenerator, solar or battery bank
Motion Sensortrigger · draws 5
Blade Trapdraws 20
Use a wiring tool to connect electrical components. The first component you attach the wire to will be the parent component.
Focus on any electrical component and use the secondary action to add a wire to that component. Repeat to complete the connection to a second component.
Focus on any electrical component and use the primary action to remove or cut that components wire to its parent component.
With the wire tool equipped you can see many useful things including: a components power usage and current power status, the flow of power represented on the wires by moving pulse from parent component to its child component and the aiming and view cone angle of objects with motion sensing capabilities.
A component can only have one parent or input, but can have multiple children or outputs.
Sensors are devices like trigger plates, motion sensors, and trip wires.
Like all components a sensor can only have one input and needs to be powered to work. If a powered sensor is triggered, all children attached to it will activate such as blade traps starting to turn.
Passthrough Triggering
Using this, multiple sensors can be used to activate the same component. To do this sensors need to be wired as a daisy chain, one sensor being connected to the next and the final sensor powering the device.
If the first sensor in a chain is powered all are considered powered. If any one sensor in the chain is activated then the signal is passed through and will power all consumers down the line.
Example: Generator -- motion sensor -- motion sensor -- door
The door will open if either one or both of the motion sensors are triggered.
Where to buy
Every trader can stock it — in the shared electrical list of their general stock, and Trader Bob carries it as a specialty too. It can appear from trader stage 55. Trader stage is your player level × (1 + the quest-tier bonus at that trader). Trader Bob · Trader Hugh · Trader Jen · Trader Joel · Trader Rekt
Other traps
Blade Trap — FAQ
How much power does a blade trap need?
How do you craft a blade trap?
Why does my blade trap break?
Read from the 7 Days to Die V3.3 game files: blocks.xml, items.xml, recipes.xml, progression.xml, traders.xml, loot.xml, buffs.xml and the game's own text (Localization). PinDrop is fan-made and not affiliated with The Fun Pimps.