RimWorld

RimWorld

Durandal Sep 19, 2021 @ 10:21am
I need to redesign this to make it safe for my pawns
how can I redesign this to be safe for my pawns in terms of having spike traps and they aren't in danger of being hit by it?

https://steamcommunity.com/sharedfiles/filedetails/?id=2606375459
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Showing 1-15 of 25 comments
Markus Reese Sep 19, 2021 @ 10:25am 
Put in some bypass doors. Pawns will use doors before crossing traps
MortVent Sep 19, 2021 @ 10:44am 
Pretty much, add doors.

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
Jaggid Edje Sep 19, 2021 @ 10:46am 
If you're open to using mods, there's a mod that lets you set areas to avoid for your pawns.

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
Ninefinger Sep 19, 2021 @ 10:51am 
Put a door between every other trap along each wall

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
Astasia Sep 19, 2021 @ 11:03am 
Originally posted by Jaggid Edje:
If you're open to using mods, there's a mod that lets you set areas to avoid for your pawns.

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

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.
Jaggid Edje Sep 19, 2021 @ 11:16am 
I just want to add that the mod actually IS helpful with the layout you indicate @Astasia, as I still have pawns stumble into traps with that kind of layout. It's why I started using the mod in the first place.

But yes, I agree that without that redesign it wouldn't be helpful...for the reasons you mention.
Morkonan Sep 19, 2021 @ 11:38am 
Originally posted by NocturneOfSolace:
how can I redesign this to be safe for my pawns in terms of having spike traps and they aren't in danger of being hit by it?

https://steamcommunity.com/sharedfiles/filedetails/?id=2606375459

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. :)
Durandal Sep 19, 2021 @ 11:57am 
Originally posted by Morkonan:
Originally posted by NocturneOfSolace:
how can I redesign this to be safe for my pawns in terms of having spike traps and they aren't in danger of being hit by it?

https://steamcommunity.com/sharedfiles/filedetails/?id=2606375459

What you've created will force your pawns to step over traps to reset traps that have been sprung and that is "bad."

Yes...I'm aware, that's why I asked lol
Morkonan Sep 19, 2021 @ 12:27pm 
Originally posted by NocturneOfSolace:
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.
Païtiti Sep 19, 2021 @ 12:47pm 
The real issue with the door setup (which Ive been also using forever) is that raiders fleeing in panic will wreck those doors. Its a good idea to have a cleanup crew with shotguns waiting so that rebuilding the doors is not a bigger problem than the acutual raid.

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...
Theutus Sep 19, 2021 @ 12:52pm 
Double the size of the trap hall, stagger the traps.

-------------
X....X....X
....X....X....X
-------------
Last edited by Theutus; Sep 19, 2021 @ 12:53pm
jacobellinger Sep 19, 2021 @ 1:31pm 
Originally posted by NocturneOfSolace:
how can I redesign this to be safe for my pawns in terms of having spike traps and they aren't in danger of being hit by it?

https://steamcommunity.com/sharedfiles/filedetails/?id=2606375459
make the hallway 2 wide and stagger your traps one on top wall one on bottom in this pattern. yes enemies will not hit all of them but on the same token if you get a lot of enemies walking through at once they will spread out and hit them anyways.

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.
Durandal Sep 19, 2021 @ 1:40pm 
so now they are ignoring the way into my base with traps and just smashing walls for some reason despite not being sappers, what gives?
jacobellinger Sep 19, 2021 @ 1:48pm 
Originally posted by NocturneOfSolace:
so now they are ignoring the way into my base with traps and just smashing walls for some reason despite not being sappers, what gives?
it's because the hallways is only 1 block wide. make it two blocks wide.
Païtiti Sep 19, 2021 @ 2:01pm 
Originally posted by jacobellinger:
Originally posted by NocturneOfSolace:
so now they are ignoring the way into my base with traps and just smashing walls for some reason despite not being sappers, what gives?
it's because the hallways is only 1 block wide. make it two blocks wide.

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:

so now they are ignoring the way into my base with traps and just smashing walls for some reason despite not being sappers, what gives?

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.

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Date Posted: Sep 19, 2021 @ 10:21am
Posts: 25