about 3 years ago - Shurenai - Direct link
A cheese/exploit base is using an unintended flaw in the AI programming to basically have a free ride.

EG: When zombies could not dig down, building a base underground was an exploit; You'd just have to go a few blocks down and place a block over your head, and you became untouchable by zombie hands. Put iron bars there and you can shoot them as they gather collectively and unthreateningly above your head.

EG2: Previously in A16, A17, A18 zombies would attempt to walk on steep block shapes; But they actually could not walk on them at that time, so instead of walking on it, they'd just slide and fall down. This was exploited to make loop bases in which the zombies THINK they can reach the player, There's a block path there after all; But in actuality the zombies cannot reach the player, ever. They just try, slide down the wedge tip, and then have to walk around to the staircase and try again.

EG3: A few alphas ago, Zombies would blithely walk right off edges. Zombies also were able to take 100% of their health in fall damage. This resulted in people just digging out a bedrock deep trench around their 'base' and watching the zombies tumble to their death without ever being at risk.

These were exploits (That have been patched). They broke the gameplay on the level of "The player has become completely and totally untouchable by the enemy". Finite effort became effectively infinite protection.


If you're just defending your base and using traps as one might expect, It's not cheese, or an exploit. A zombie is going to target and attempt to reach the player- If you set dart traps and turrets between the zombie and you, that's using the tools you were given. Don't be afraid to try new things- You might fail, but so what? Unless you play dead is dead (aka hardcore, aka permadeath, aka die once and delete the world) you'll be able to try again next time and improve on your design in the place(s) that it failed.