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Also a tip - You can put a Trough out for Wildlife to go to, and surround it with 2 Tiles worth of Stick Traps to make Hunting easy. Those traps wound Wildlife severely, and if dead at the trough, your Pets can pick them up. Just make sure you have a Steward at setting 1, to rearm/repair the traps. 👍👍💖✨🤴🤠
especially after the last update, those have become more important to prevent raiders from building a ladder right in front of the gate
you cant have a trap right in front of the door and a trap on a corner can be triggered as a.i pathing likes to walk over it
the trap(s) has a 0.1% chance to trigger and surprisingly happens often if placements wrong
it can also trigger if there fixing the trap ive had settler go out stand on a trap to re set a trap and yeah there idiots
goodnews is
you can edit the
( traps components repository .json -- there's no gaps so if you copy /paste )
to be called from now on if referred to as traps.json (im lazy)
you can go digging thru the files or do a file search on your computer (i do a search)
upon opening the file you will be greeted by
{
"id": "wood_trap",
"setupTime": 5,
"ignoresArmor": 0.5,
"armorDamage": 0.7,
"damage": 100, <<<<<<-------------can be changed to one shot a bear
"chanceToHurt": 0.85,
"criticalChance": 0.2,
"affectsWorker": 0,<<<<<---------normally its 0.1 remove the .1 so it looks like this
"affectsEnemy": 1,
"affectsAnimal": 1,
"affectsDomesticAnimal": 0,<<<-----normally its 0.1 remove the .1 so it looks like this
"pathfindingPenaltyActive": 2500,
"walkSpeedMultiplierActive": 0.7,
"successfulHitEffectorGroupIDs": [
"TrapStopShort"
],
"hitEffectorGroupIDs": [
"WoundsTrap"
],
"criticalHitEffectorGroupIDs": [
"WoundsTrapHead"
],
"chanceToDestroyAfterTriggering": 0.03
you will need to change all the traps types that you use
after a patch or if you do a steam verify you will or might need to re edit but once found windows will remember and will when clicking file (bottom) have it as recent
i use notepad (if prompted) and its important to save after the edits are done
its a very simple edit no risk its just press delete twice and save file
lines - one does animals and the other affects your settlers you can do one or both but if your creating a carpet of traps its best to do both
if you want wild animals to be included in the safe list then change affectanimal (wild) to 0
there's a point in game i get sick of picking up animal corpses so i change traps chance to trigger from 1 to between 0.1 - 0.5 depending on how much meat i have
there you go never trigger a trap again your settlers / animals can walk over a carpet of traps and never get hurt
(on a side note windows short cuts everyone should know those are
highlight text you wish to copy and ctrl + c to copy then go to where you want to put it and press ctrl + v to paste it makes like easier )
as i said in the beginning though if you dont want to edit the files you will need to change your placement of traps so your not forcing animals / settlers to travel over a trap they need the gap to begin weaving
i really don't care the trap trigger, i only need that bleeding pet be notify so i can tend it
I think you are making a case there should be some attention to this , a task tend animals for those with animal husbandry or medicine, or at a minimum a notification that will take you to the affected animal to allow you to manually tend them.
I'll add that I'm finding my animals trying to haul corpses during an incursion fight whilst I'm bombarding the area with greek fire, seen several set on fire, and some die, by navigating through raging fires or siege weapon splashes . I could turn off hauling for them, or forbid the corpses as they appear, but it's more micro management during the most intense part of the game, and often you will not see them before it's too late.
I think with traps you can mitigate the risks a little by providing a pathing route through them, but I've seen them injured even with that care taken.
Yea something to mitigate this problem would be good.