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Please let me know if you notice your own pawns setting off the traps. I feel like that went up. Already happened twice in different spots in my game and they could’ve easily walked around. The first time, pawn instantly stepped into it right after building it. Hate it, and yes I devmode those injuries out.
I've seen that with my animals rather than colonists. Though I've been playing low resource maps recently so I have a lot less traps than I normally would on, say, boreal forest or tropical swamp. And fortunately my animals skew more towards high hitpoint creatures like elephants and dromedaries so they're more likely to survive.
I didn't think to check the raiders' traits in the 20/60 desert save in the first screenshot, but in the battle pictured 2/3 normal tribal raiders walked back and forth across four or five spike traps each as if the traps weren't there. One finally did trigger a trap and the other was shot by my colonists.
In the arid shrubland save in the second screenshot, I ended up reloading previous save. Stay-at-home colonist led that Nimble raider across three spike traps and shot him once, and still got beat down and kidnapped. Meanwhile my other colonist got the plague and her dromedary got an infection simultaneously while traveling. She had recently bought herbal meds but they both died. I've never seen a tame animal's immunity gain speed be that slow in Rough. -_-
Might just be a bug. It was only the second trap I made when my colonist instantly set it off. I usually have less than handful of tamed animals but I'll have to keep an eye on that.
I guess I'll have to focus more on animals trained to guard since I can no longer count on spike traps.
It's worth noting that if a dozen raiders go over the same spot, and the first one doesn't trigger the trap, raider 2 or 3 probably will.
Could just be RNG in my favor though.
I installed https://steamcommunity.com/sharedfiles/filedetails/?id=1542019602
And I never bother again with collateral damage.
Same here, I haven't noticed any spike (haha) in the number of traps that were triggered by colonists or friendly units.
But I did read before about raiders having the nimble trait that were able to walk through many traps without triggering them.
If that's what it is that's a relief. I can just keep an eye out when the raiders first spawn, and if they've got Nimble I'll release the elephants at them