Going Medieval

Going Medieval

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Trap misstrigger and pet bleed out, Please give a notify
I don't mind pet trigger traps. But i'm annoyed when the game doesn't tell you when your pet is slowly bleeding out and needs to be tended like a pawn does
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Showing 1-8 of 8 comments
Spotter May 19 @ 8:57pm 
Clarify the Type of Trap they triggered. Mine have no trouble walking over Stick Traps. But the Clapper Traps are set off by everyone, and all animals.
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.
👍👍💖✨🤴🤠
Sinriosa May 19 @ 9:03pm 
Originally posted by Spotter:
Clarify the Type of Trap they triggered. Mine have no trouble walking over Stick Traps. But the Clapper Traps are set off by everyone, and all animals.
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.
👍👍💖✨🤴🤠
What can i say, It is a line metal traps in one line road front of a main gate i need to defend my base, remove are unquestion, change to stick... come on. can i turn off reset? there are no buttons to do so.

especially after the last update, those have become more important to prevent raiders from building a ladder right in front of the gate
Last edited by Sinriosa; May 19 @ 9:19pm
Morbious May 20 @ 3:26am 
the line of traps is the problem you need them in a chess (chequered) pattern and they will weave thru (sometimes between jobs they will amble in a straight line)

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
Last edited by Morbious; May 20 @ 4:10am
Sinriosa May 20 @ 4:28am 
Originally posted by Morbious:
the line of traps is the problem you need them in a chess (chequered) pattern and they will weave thru (sometimes between jobs they will amble in a straight line)

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
tdsdave May 20 @ 5:38am 
Do we know if with animal husbandry role settlers will tend the injured animal as part of that job? Or does it always require a manual intervention? If it's manual then a notification makes sense.
Sinriosa May 20 @ 7:30am 
Originally posted by tdsdave:
Do we know if with animal husbandry role settlers will tend the injured animal as part of that job? Or does it always require a manual intervention? If it's manual then a notification makes sense.
no you have to manual, my pawn has highest priority in animal husbandry, and my dog still be let bleed out, i have to manual check one by one to find other also injured and bleeding
Last edited by Sinriosa; May 20 @ 7:31am
tdsdave May 20 @ 8:08am 
Originally posted by Sinriosa:
no you have to manual, my pawn has highest priority in animal husbandry, and my dog still be let bleed out, i have to manual check one by one to find other also injured and bleeding

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.
Sinriosa May 20 @ 8:16am 
Originally posted by tdsdave:
Originally posted by Sinriosa:
no you have to manual, my pawn has highest priority in animal husbandry, and my dog still be let bleed out, i have to manual check one by one to find other also injured and bleeding

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.
i have pawn that priority on tending too but they don't. Problem is not about injured, accidents happen, my pawn tame a bear and i get notify if they injure, pet need too. i just forgot remove traps after defending for some time and will properly found it's carcass next to a trap if i forgot even longer it will be too late to reload
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