RimWorld

RimWorld

RagnarLi May 28, 2019 @ 12:55pm
Spike Traps
Hey, so I've put down a lot of Traps around my colony. I was wondering if colonists could accidently step on them?
Originally posted by martindirt:
Originally posted by RagnarLi:
Hey, so I've put down a lot of Traps around my colony. I was wondering if colonists could accidently step on them?
Without mods, yes. Colonists, tamed animals, traders. Anybody.
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martindirt May 28, 2019 @ 1:01pm 
Originally posted by RagnarLi:
Hey, so I've put down a lot of Traps around my colony. I was wondering if colonists could accidently step on them?
Without mods, yes. Colonists, tamed animals, traders. Anybody.
Always make doors around them. Colonists will try to avoid them if there are alternative routes.
Iskander May 28, 2019 @ 1:07pm 
I learned this the hard way yesterday. They usually walk around it, but they can make a mistake and step on it. And those things can be quite lethal!

A better solution I found, was to make a "snake tunnel", forcing raiders to walk left, then right, then left again, before they can enter your base and place the traps there. In the middle, build doors. Your pawns and animals will take the fastest route: through the doors and without traps. And the raiders will take *their* fastest route, which is going the long way around the snake and over the traps, as destroying the doors will take them too long. (at least in the early game)
RagnarLi May 28, 2019 @ 1:07pm 
uh oh, thanks
Morkonan May 28, 2019 @ 3:01pm 
Originally posted by RagnarLi:
Hey, so I've put down a lot of Traps around my colony. I was wondering if colonists could accidently step on them?

They have a small chance of stepping on them. It's very small, though, IIRC.

Placing doors so they and caravans/visitors/travelers can avoid them is standard practice. Raids don't really consider doors, just "straight paths." Though, a raid will consider a doorway if they see a pawn go through it. "Friendly" visitors take doorways rather than what is usually the more longer "trape maze" that most players typically set.

However, while a Caravan is mulling about, the Caravan's animals don't have the same avoidance rules as NPC Pawns and they can wander into trap setups. That's just another reason why using a Carvan Spot mod is a good idea. (AFAIK this behavior for Caravan animals has never been changed, even though the Caravan as a whole initially avoids all of them on their way in.)

Pawns always have a chance of triggering a trap. The most dangerous moments are when they're setting/rebuilding them, though. IIRC, a "Failure" means a definite "critical fail" when constructing a trap and the Pawn will be subjected to its standard damage chance/roll. After that, it's a very low chance. Owned animals usually do a fine job of avoiding them, but it's better to place doorways in the wall for them to use if they need to graze.

One possible thing - I had an occurrence of a Boomalope that had just "self tamed" end up walking right across a trap on its way to my base. Admittedly, it had self-tamed right at the corner of the trap maze so there may have been some weirdness there. I also haven't seen any wild animals get caught up in those traps. IIRC, wild animals can sense them.
RagnarLi May 28, 2019 @ 4:21pm 
Originally posted by Morkonan:
Originally posted by RagnarLi:
Hey, so I've put down a lot of Traps around my colony. I was wondering if colonists could accidently step on them?

They have a small chance of stepping on them. It's very small, though, IIRC.

Placing doors so they and caravans/visitors/travelers can avoid them is standard practice. Raids don't really consider doors, just "straight paths." Though, a raid will consider a doorway if they see a pawn go through it. "Friendly" visitors take doorways rather than what is usually the more longer "trape maze" that most players typically set.

However, while a Caravan is mulling about, the Caravan's animals don't have the same avoidance rules as NPC Pawns and they can wander into trap setups. That's just another reason why using a Carvan Spot mod is a good idea. (AFAIK this behavior for Caravan animals has never been changed, even though the Caravan as a whole initially avoids all of them on their way in.)

Pawns always have a chance of triggering a trap. The most dangerous moments are when they're setting/rebuilding them, though. IIRC, a "Failure" means a definite "critical fail" when constructing a trap and the Pawn will be subjected to its standard damage chance/roll. After that, it's a very low chance. Owned animals usually do a fine job of avoiding them, but it's better to place doorways in the wall for them to use if they need to graze.

One possible thing - I had an occurrence of a Boomalope that had just "self tamed" end up walking right across a trap on its way to my base. Admittedly, it had self-tamed right at the corner of the trap maze so there may have been some weirdness there. I also haven't seen any wild animals get caught up in those traps. IIRC, wild animals can sense them.
that final part is just deppressing :steamsad: , all that chemfuel wasted
TC May 28, 2019 @ 5:10pm 
I need to correct the last part if that's OK. Lots of wild animals like squirrels are walking in my traps. I guess they want food, and go inside. They have a 100% hit in my case as they all fall dead in the right order of the traps in the maze.
Monoxide May 28, 2019 @ 5:29pm 
Originally posted by TC:
Lots of wild animals like squirrels are walking in my traps.

I put a few wood traps on the outer parts of my base. A lot of wild animals will trigger these, and they are easy to replace. This way you dont waste the better traps closer to your inner base. Its not fool proof, but it helps.
Darkwood May 28, 2019 @ 7:26pm 
animals should be avoiding traps, as do pawns that are not enemies, unless there is a reason to walk through (like choke point, food in the room, etc)
Tycho May 28, 2019 @ 8:08pm 
Yeah and it happens all the time if you put them in choke points. If you put a trap in a doorway as a trap make sure you disallow use of the door.
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Date Posted: May 28, 2019 @ 12:55pm
Posts: 10