Electric Fence Post in 7 Days to Die
The game's description: "Wire up 2 or more of these and shock your enemies." Each post draws 5 power and has 200 hit points; whatever the wire shocks gets the Shocked status for 4 s (buffs.xml). Posts unlock at Traps 25 (Electrical Traps magazines), cost 5 Forged Iron + 2 Electrical Parts at the Workbench, and every trader can stock them from trader stage 1.
Electric Fence Post stats
| Power draw (RequiredPower) | 5 |
|---|---|
| Damage per hit | Shocked, 4 s |
| Status applied | Shocked — 4 s, chance 1 |
| Damage received (per hit) | 0.5 |
| Hit points (MaxDamage) | 200 |
| Size | 1 block |
| Base value (EconomicValue) | 62 |
| Repair with | 4 Forged Iron, 1 Electrical Parts |
| Salvage (wrench) | 1 Electrical Parts |
- 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 Electric Fence Post
Power sourcegenerator, solar or battery bank
Post → postposts wired in a chain
Electric Fence Postdraws 5
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 1. 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
Electric Fence — FAQ
How do you make an electric fence in 7 Days to Die?
What does an electric fence do in 7 Days to Die?
How do you repair electric fence posts?
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.