RimWorld

RimWorld

Richard Nov 4, 2018 @ 2:57am
Are traps worth it?
Now hear me out. I know how powerful and gamechanging they can be! But colonists trigger them more then enemys. :( My colonist lost a leg to damn thing. I tried to solve that by making allowed area and excluding traps. Yet brainless colonists somehow manage to walk over anyway. Even when I forbid 3*3 square around trap, idiots will trigger it. I dont know how... They are not on mental breaks, not binging, just working. If I order them to go there they will be like nah I am not allowed to do that. But then they go there on theyr own and I dont know what to do. I got them all set in that area I have double checked. I got area set right. I picked right area. And everything should work. Until it dont and morons loose leg. I take its some kind of natural selection that retarded colonists die. But it feels wery enraging.
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Showing 1-7 of 7 comments
Jaasrg Nov 4, 2018 @ 3:01am 
Post pic.
liosalpha Nov 4, 2018 @ 3:10am 
they sould avoid traps on their own... could it be that the traps are trigered upon completion, thats a thing in 1.0 or if you force them over it by making small conidors where you have to move over the trap. but you seems to have not done that.

i would recomend this mod, to deal with the crap. https://steamcommunity.com/sharedfiles/filedetails/?id=1542019602&
it works like a charm, even with the death on completing a trap.
Bike Knight Nov 4, 2018 @ 3:12am 
Colonists and visiting neutral pawns should never trigger traps if you have space around them or other routes for them to travel through. Even if a colonist walks over a trap, they only have a 0.4% chance to trigger it so it happening should be much rarer than you describe.
Richard Nov 4, 2018 @ 3:15am 
Originally posted by liosalpha:
they sould avoid traps on their own... could it be that the traps are trigered upon completion, thats a thing in 1.0 or if you force them over it by making small conidors where you have to move over the trap. but you seems to have not done that.

i would recomend this mod, to deal with the crap. https://steamcommunity.com/sharedfiles/filedetails/?id=1542019602&
it works like a charm, even with the death on completing a trap.

Thank you.
grapplehoeker Nov 4, 2018 @ 3:28am 
Here's my 171st colony and as you can see, there are 4 trap lined corridors used as entryways into the base. Each of these are 2 cells wide and lined with 10 steel traps.
https://steamcommunity.com/sharedfiles/filedetails/?id=1556479119
Tynan addressed the issue of incompetent placement of traps by players in v1.0 by forcing a spacing requirement. But that still means you need to allow a 2 cell wide corridor in order to allow pawns to move around them rather than over them.
For example,
https://steamcommunity.com/sharedfiles/filedetails/?id=1556485001
There is still an extremely small chance of accidental trigger, but in reality that amounts to perhaps one accidental injury compared to thousands and thousands of hostile casualties. So, in terms of effectiveness, I'd say they are more than worth it ;)
CellNav Nov 4, 2018 @ 8:29am 
Originally posted by grapplehoeker:
https://steamcommunity.com/sharedfiles/filedetails/?id=1556479119

(off topic)
Very nice base design, except .... You need to build a roof over your turrets and water mills to prevent them from getting hit by lightning ... :P

I'm concerned about your water mill and wind mill too. They seem vulerable to a range attack from an incinderary or doomsday launcher. Safe from frag and molotov for sure ... ;)
Rio Nov 4, 2018 @ 8:33am 
I have never had a sane pawn in 1.0 trigger a fall trap that I can think of. Some mental breaks however. Or a prison break now.

I usually keep 3 spike traps outside the prison door just for laughing at the dumb prisoner who will instant down or cart himself during a break.
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Date Posted: Nov 4, 2018 @ 2:57am
Posts: 7