RimWorld

RimWorld

Zawarudo Oct 28, 2018 @ 3:14pm
Is this trap maze safe or should I build a granite door?
My base has only one way out, it is this maze:

https://steamcommunity.com/sharedfiles/filedetails/?id=1550811855

Could my colonists accidentally step on them?

It slows my colonist a lot so I am considering placing a granite door for them as well as for killing fleeing raiders since I heard they "tell their friends" where my traps are placed making new raids avoid them.

Not sure if thats a myth tho :P
Last edited by Zawarudo; Oct 28, 2018 @ 3:32pm
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Showing 1-11 of 11 comments
Myriad Oct 28, 2018 @ 3:24pm 
Make a granite door. That's way to long to move through every time your pawns go in and out of your base.
Jaasrg Oct 28, 2018 @ 3:34pm 
Could they accidentally step on them?
They will. On that setup I'd put a door in the middle, left and then one leading straight outside bypassing all that.
Myriad Oct 28, 2018 @ 4:01pm 
The only time I've ever had a colonist trip a trap (when there are ways around them) is when they're stoned. Which lead me to the conclusion that consciousness plays a role. Otherwise they 'always' go around them. It could happen with other drugs too, but I only grow smokeleaf.

It's almost like they have a chance to veer off their set path while intoxicated. The pawn I'm remembering hit a trap I placed on the corner of a mountain, that he went around many times before. And of course, when I got the notification I checked him, and he was stoned on smokeleaf.
Black Jesus Oct 28, 2018 @ 4:06pm 
According to the wiki your colonists have a 0.4% chance to set off your traps everytime one steps on one. While small it's more then 0% better to place a bypass door and then quickly delete and replace with walls in the event of a raid. Alternatively you can stud the door with turrets and traps and guards so the AI will take the path of least resistance which would be the maze. Then they'll fall into the traps thinking they are bypassing said traps and get caught in yet more traps.
Myriad Oct 28, 2018 @ 4:14pm 
Originally posted by Black Jesus:
According to the wiki your colonists have a 0.4% chance to set off your traps everytime one steps on one. While small it's more then 0% better to place a bypass door and then quickly delete and replace with walls in the event of a raid. Alternatively you can stud the door with turrets and traps and guards so the AI will take the path of least resistance which would be the maze. Then they'll fall into the traps thinking they are bypassing said traps and get caught in yet more traps.
That's too high of a percent for my liking. But the thing is, if there's a way around the trap, pawns should never step on them in the first place to trigger that chance.

..Except if they went to pick up an item a raider dropped, that was still sitting on the trap after it had been rebuilt.
Zawarudo Oct 28, 2018 @ 4:16pm 
Ok I placed a granite door and a trapless corridor in the maze to have the chance of killing the survivors:

https://steamcommunity.com/sharedfiles/filedetails/?id=1550855970

I hope they dont try to tear the walls but walk all the way back giving me a chance to ambush them :P
Last edited by Zawarudo; Oct 28, 2018 @ 4:18pm
Belkar03 Oct 28, 2018 @ 4:50pm 
You should replace the wooden walls with stone, same goes for your base. If some dry thunderstorm happens your colony will have a tough time.

Other than that it is ok until sappers arrive. Also you might want want ro rebuild the part at the right side where the geothermal thingy is
Zawarudo Oct 28, 2018 @ 5:07pm 
Originally posted by Belkar03:
You should replace the wooden walls with stone, same goes for your base. If some dry thunderstorm happens your colony will have a tough time.

Other than that it is ok until sappers arrive. Also you might want want ro rebuild the part at the right side where the geothermal thingy is

I dont even have a research table yet haha but I want to make slate walls as soon as possible! Want to finish the base first.

There is a lot left to build:

https://steamcommunity.com/sharedfiles/filedetails/?id=1550885674

Ah btw... just learned that animals will totally avoid the traps if I place them like that... on the good size I wont have to replace them every time a squirrel decides to "explore".

On the bad side manhunter animals could be a problem...
AquaX Oct 28, 2018 @ 5:21pm 
I would advise against trap maze since anybody and animal will trip it when they are in a weaken conscious state. The enemies can also dodge it sometimes making them useless. Make a kill box instead and put multiple exits w multiple doors around your walls.

Enemies only atk doors if they see a pawn go through but will either stop after a bit or 1-2. Link your kill box w your base and leave the door unlock so it would attract the raiders.
Zawarudo Oct 28, 2018 @ 5:42pm 
Originally posted by AquaX:
I would advise against trap maze since anybody and animal will trip it when they are in a weaken conscious state. The enemies can also dodge it sometimes making them useless. Make a kill box instead and put multiple exits w multiple doors around your walls.

Enemies only atk doors if they see a pawn go through but will either stop after a bit or 1-2. Link your kill box w your base and leave the door unlock so it would attract the raiders.

Well, after seeing this pic I thought they were quite good:

http://i.imgur.com/6ZfrEK0.jpg
Zawarudo Oct 28, 2018 @ 6:45pm 
Kill boxes? I like combining both traps and kill boxes. I once layed a field with chuncks and placed my guys in a fortified position on the far end with guns. A raider high on Go Juice stormed by that field and shot my colonist in the eye... WITH A SHOTGUN. We shot him like 10 times but he didnt stop...

So I am back to traps till I get some sweet turrets :P

Btw I layed stone chuncks beside each trap like this: CT where C stands for chunk and T stands for trap.

Due to the pathfinding mechanics the raiders will always step on the traps since when they calculate the best route a stone chunck offers a ... sort of "negative value" where a patch of grass with a trap on top of it is "ideal". Cool huh?
Last edited by Zawarudo; Oct 28, 2018 @ 6:46pm
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Date Posted: Oct 28, 2018 @ 3:14pm
Posts: 11