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I use a 3 x 7 entrance on some builds. There is a 5 block middle wall with 3 spike traps on one side and 3 doors on the other, usually kept open till I get an alert about a raid/threat.
The colonists will use the doors, but any attackers will go through the trap corridor because it's treated as a clear path
It's useful for things like trap avoidance as well as if there is anything on your map you don't want your pawns to stumble into (like a bug cave you haven't cleared yet, or a mechanoid drop with a proximity sensor that you haven't taken care of yet, etc.)
It is even useful just to get your pawns to use a specific route that you want them to use.
https://steamcommunity.com/sharedfiles/filedetails/?id=1180719857
w=Wall
d=Door
T=Trap
S=Space or Baricade or fence
the letters dont line up the best but jsut put door then three walls then another door for each row of walls
wdwwwdwwwdwwwd
TSTSTSTSTSTSTST
wdwwwdwwwdwwwd
TSTSTSTSTSTSTST
That mods doesn't do much for this specific situation since traps already have strong avoidance. The issue the OP is having is that traps inside the corridor can only be rebuilt by stepping over tiles that have traps already on them. It doesn't matter how strong the avoidance is if it's literally the only path that can be taken then colonists will take that path.
Personally, in the rare situations I use traps these days, this is the layout I use:
███████████████████████████████████████████████
┘___┘___┘___┘___┘___┘___┘___┘___┘___┘___┘___┘__
__┘___┘___┘___┘___┘___┘___┘___┘___┘___┘___┘___┘
███████████████████████████████████████████████
┘ = Trap
_ = empty tile
You don't need to spam doors or worry about wild animals triggering them and wasting resources. Colonists and neutrals will zig-zag up and down and avoid the traps, enemies will still trigger most of them.
But yes, I agree that without that redesign it wouldn't be helpful...for the reasons you mention.
Double-space the passage. It's the only solution. What you've created will force your pawns to step over traps to reset traps that have been sprung and that is "bad." :) If any Raiders escape the next raid, the next may avoid the passage entirely and bring sappers.
They changed trap placement distance at some point. I think they added one more exclusion space (Around Royalty patch?), so it makes tightly packed double-space trap lines a bit more difficult to construct. But, that's not a terrible issue - Just make sure that on each turn of the passage there is a trap on the shortest-path choice. When it get sprung and if a Raider escapes, move it to where a Raider would have to step if they were trying to avoid that old trap placement they now "know" about. :)
Yes...I'm aware, that's why I asked lol
Yup. :) I just provided the unavoidable reason behind the fix.
You could, perhaps, put in doors. Lots of doors. Many doors. :) IOW - Try to put doors every-other wall segment so pawns can still reach all the traps without standing on one in order to do so. They could, maybe, stand in the doorway and move diagonally to reach the next door ahead... or something like that.
It's easier to double-space and avoids the "known trap" problem with future raiders, though.
Ive tried several setups with a corridor leading out through the middle which seems to be working best. then they only have 1 door to destroy to get out and sometimes they actually do that. But not always which is kinda annoying...
-------------
X....X....X
....X....X....X
-------------
you could create doors between every trap on the walls but thats pretty waistful and enemies sometimes target doors rather than go through your traps.
Sorry. but that is not true. I've been using 1 wide corridors forever and it is not an issue of the width of a corridor.
If that happens:
Then there is no clear pathway for the raid to the defenders or valuable stuff. That's why they attack the walls. If there is a path even through a corridor with traps they will take that path. It is always a good idea to put a statue or two in the killbox. It benefits your pawns and the raiders will go for it.
It sometimes happens that raiders will attack walls or doors if you play around too much with opening/closing doors. You can practicially loop raiders around your base endlessly and let them starve by just opening and closing doors on opposite sides.
An example: In my current game I spawned in boreal forest/mountain, There is a lot of swamp around and I have 2 entrances to the base. But they are very far away. Raiders approach I aggro them and go into the base. On the other side of the base I open a door. Raiders will beeline towards it. When they approach I close the door and open the other one again. Raiders will stand around for a few seconds and then track back. At -40°C at daytime (!) its just a matter of time before the whole raid is down without even shooting once.
While doing that it sometimes happens that raiders will attack the walls cause there seems to be a delay in their aggro. They dont switch immediately but will do so eventually. I dont suggest that you do that cause its tedious and it needs to be really cold (or really hot for that matter) but it was just an example for the mechanic of the game which will under no circumstances attack walls or doors even thou they literally starve to death while trying to catch you.