RimWorld

RimWorld

THOTHunter3 May 19, 2023 @ 12:47am
No colonists hitting traps
So I know that you can make mazes that lower the chances of Colonists and pets hitting the traps and other such things but it is still infuriatingly annoying how often my pets and colonists hit traps. In my last game, a colonist hit a bear trap that I was building in front of my prison and when my medic went to go help him, he hit a trap too. I'd like to just have a mod that prevents this completely or maybe has alternate traps that lower the chances of it happening. (And yes I know this is completely a skill issue)

Thanks in advance
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Showing 1-11 of 11 comments
HidesHisFace May 19, 2023 @ 1:13am 
Colonists have only 0,4 chance to hit the trap if they are walking over it and they will actively try to avoid traps if they can help it, unless their mental state is messed up (like psychotic wandering, or depressed).
Make sure your guys have an alternate route and that there is a free space between traps.

I don't quite think there is a mod that reduces traps hitting chance to zero (at least I don't know about it) - but there is a possible workaround - get "character editor" mod, and just give your pawns "nimble" trait - that should help it.
Vermillion Cardinal May 19, 2023 @ 5:07am 
2
https://steamcommunity.com/sharedfiles/filedetails/?id=2886952617

Seems to work only for base traps, not VE bear traps or IEDs.

There's also Trap Disable, but that one also protects prisoners (which you probably don't want if you're putting them right at your prison).

https://steamcommunity.com/sharedfiles/filedetails/?id=1542019602
Last edited by Vermillion Cardinal; May 19, 2023 @ 5:10am
Porky May 19, 2023 @ 8:22am 
Its quite frustrating, but rare. I finally settled into a new run last night. Couple rerolls / map location checks/ about an hour later- everything set up eeady to play. I settled in and BAM. My chef walks into a trap and cuts off an arm and his nose! Should be an interesting play through.

If you allow extra walking space or doors in walls for them to access traps to rearm them, it's rarely an issue. I like using pen fences as my "path into trap" and setting up a small pen fence barricade around corridors you don't want animals pathing into can help.
hardy_conrad May 20, 2023 @ 5:13pm 
I don't think I ever have my colonists walk over their own traps, but for some reason my livestock would do it constantly. Especially if they're pack animals leaving for a caravan. Super irritating.
Metalhead123 May 20, 2023 @ 6:42pm 
Why do people struggle with this. It's so easy just put doors in the corridors where your traps are. The pathfinding always chooses the door first.
Last edited by Metalhead123; May 20, 2023 @ 6:43pm
Grizzly May 20, 2023 @ 7:23pm 
i mena you already got mods but you can also simply build doors as the guy above me stated or leave space around the traps. your guys will never run over them again in vanilla
THOTHunter3 May 21, 2023 @ 2:24am 
Originally posted by Underestimated:
i mena you already got mods but you can also simply build doors as the guy above me stated or leave space around the traps. your guys will never run over them again in vanilla


Originally posted by Metalhead123:
Why do people struggle with this. It's so easy just put doors in the corridors where your traps are. The pathfinding always chooses the door first.
the issue is that raiders also seem to favor the doors, at least in my games. They break through instead of going over traps.
I also play a lot more early game than late game so I'm more restricted resource wise and often can't afford having elaborate setups. Doesn't matter since Vermillion listed a mod that seems to fix the problem anyway,
hardy_conrad May 21, 2023 @ 3:43pm 
I don't know where raiders and / or scaria critters are going to pop up from so I would stick traps all over the place instead of just corridors. After all the game does say normal animals won't trigger them so my livestock ought to be fine. For now I kind of just gave up on traps, more trouble than they're worth.
Maya-Neko May 21, 2023 @ 4:07pm 
I'm using this mod

https://steamcommunity.com/sharedfiles/filedetails/?id=1180719857

You can simply add tons of pathfinding penalties to a field for friendly people (including caravans as far as i can tell) and friendly animals, so marking the traps will then cause them to simply walk around it. Since it's not a forbidden zone they can still repair it when needed without changing anything.

Originally posted by hardy_conrad:
I don't know where raiders and / or scaria critters are going to pop up from so I would stick traps all over the place instead of just corridors. After all the game does say normal animals won't trigger them so my livestock ought to be fine. For now I kind of just gave up on traps, more trouble than they're worth.

Well, having a shoot out with a full group of attackers is also quite troublesome^^ A decent trap corridor can already decimate the attacking group by a lot and bring them near the retreat treshhold before they can even attack your people.
Locklave May 21, 2023 @ 4:28pm 
Just use the mod that makes friendly safe with traps. I have no clue why using traps was made into the convoluted mess it is now with fence posts or doors everywhere. All the current rules do is force us to build something stupid looking following meta that is basically required at this point because of how raid scaling works.

It's just like when they "removed" the killbox meta, it just got replaced by another killbox meta that looks less cool.

TL:DR
Get a mod to remove the mindless meta gaming rules for traps.

Originally posted by Vermillion Cardinal:
https://steamcommunity.com/sharedfiles/filedetails/?id=2886952617

This mod is great.
Grizzly May 21, 2023 @ 8:13pm 
Originally posted by Locklave:
Just use the mod that makes friendly safe with traps. I have no clue why using traps was made into the convoluted mess it is now with fence posts or doors everywhere. All the current rules do is force us to build something stupid looking following meta that is basically required at this point because of how raid scaling works.

It's just like when they "removed" the killbox meta, it just got replaced by another killbox meta that looks less cool.

TL:DR
Get a mod to remove the mindless meta gaming rules for traps.
uhm, you do you but thats just wrong. traps work just fine and there is no problem whatsoever with other buildings or whatever, you can just build it like this if you want your guys to be able to walk past them inside or just do doors outside the trap part in the walls
https://steamcommunity.com/sharedfiles/filedetails/?id=2979111494

what you most likely do wrong is you keep people inside of your buildings, so no enemies can target them with a direct walk way
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Date Posted: May 19, 2023 @ 12:47am
Posts: 11