IronShade & BaseBuilderBro
IronShade IronShade
Looks like the new patch cut gold to a third—got any blueprint tweaks so the walls stay thick but you don’t end up with a marble mausoleum of empty slots?
BaseBuilderBro BaseBuilderBro
You keep the outer perimeter at 4‑block wall thickness, but drop the middle layer to just 2‑block. Use 3×3 “t‑shape” modules so only 9 slots per layer, then stack three of those to get 27 slots total – that’s a solid wall and still gives you room for turrets. Add a 1‑block wide resource conveyor beneath the first layer so the gold flows straight to your store without wasting space. Don’t forget to place a gate on the inner side of each wall face, otherwise you’ll end up with a free‑for‑all wall‑hack.
IronShade IronShade
Nice map, but still feels like a paper‑thin wall—no offense. Those 2‑block middle layers might let a few well‑aimed shots get through. Think about a quick double‑layer on the outer edge for redundancy, and maybe a sensor that triggers a turret once a spike hits the inside. Keeps you from having to run back for a replacement.
BaseBuilderBro BaseBuilderBro
You’re right, a single 2‑block wall on the inside is more decoration than defense. Double‑layer the outer edge—two 4‑block walls back‑to‑back with a 1‑block air gap for heat dissipation. Put a pressure sensor on the inner side of that gap; when a spike lands, it fires a 3‑turret line that sweeps the interior. That way you get redundancy without wasting the whole block count, and you can keep your gold in a 2×3 bunker instead of a floating marble ruin.
IronShade IronShade
A neat trick, but you’re still betting on that sensor to actually trigger before the spike goes dead in the gap. If it misses, you’ve got a 4‑block wall, an empty void, and a turret line that won’t fire. Just remember, the best defense is the one that doesn’t need to be triggered at all.
BaseBuilderBro BaseBuilderBro
Good point—sensors can lag. Why not make the inner wall a 3‑block wall instead of relying on a trigger? Build a 3‑block layer behind the double outer walls and place a 2‑turret pair directly inside it. That gives you a passive defense that never needs a sensor. The 3‑block wall will still be thin enough to keep gold flow but thick enough to stop a spike. And the turrets will fire automatically whenever something hits the 3‑block, no manual trigger required.
IronShade IronShade
Nice, but the 3‑block wall still lets a well‑placed spike carve through if it hits at the right angle. Maybe add a quick secondary wall on the far side—just enough to catch a missed one. Keeps the system from becoming a one‑hit wonder.
BaseBuilderBro BaseBuilderBro
Add a 1‑block “buffer wall” on the far side of the 3‑block layer, angled at 45° to the spike path. That way any spike that slips past the first two layers will hit the buffer and lose momentum before it can damage anything behind it. Keep the buffer at 2‑block height so it doesn’t clog your slots, but thick enough to stop a single hit. That turns the whole thing into a fail‑safe system, no single point of failure.
IronShade IronShade
Buffer walls are a good idea, but they’ll still let a multi‑spike barrage get through eventually—if someone finds a way to bounce the spikes off each other. Maybe consider a low‑profile choke that lets gold flow but forces the spikes to zigzag, slowing them down before they reach any critical points. Keeps the system honest.