RimWorld

RimWorld

Captain Keen May 21, 2024 @ 6:01am
Walking into my own traps
My pawns need an intelligence upgrade, so they stop setting themselves on fire by walking into the traps they themselves built and set up. Stupid bloody bastards.

Of course, poetically enough, the last guy to do it was called Bastard. I'm going to rename him Stupid Bloody Bastard.

However, getting to the point somewhat circuitously: Is there a mod to remove trap friendly fire - that works in this current version. I've two different ones that don't =(
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Showing 1-15 of 20 comments
fractalgem May 21, 2024 @ 6:07am 
I'm not sure. about the mod.

They USUALLY won't walk into a trap unless one of two things is true:
1. going around the trap is a HUGE detour. I'm not sure how big the detour needs to be. and i'm not entirely sure about that.
2. something is dropped on the trap. this usually won't happen uless you park your traps next to your grow zones...or raiders drop goodies on the trap. it's almsot amusing when it's a wooden spike trap and your colonists have legendary marine armor, less so when they don't even have wooden plate armor...or it's a flame trap like you used.
Captain Keen May 21, 2024 @ 6:36am 
Well - yes. This particular trap isn't placed in a way so there's a path around it. So that part checks out: They wouldn't usually go through it through simple stupidity (there are others that they joyfully walk through for no reason except mental incompetence - but not this one).

It's in the mines where the bugs usually pop op. It makes sense to have it in a choke point. What doesn't make sense is that the game decided 'this is now the home zone' - so Bloody Stupid Bastard came to clean it.
MadArtillery May 21, 2024 @ 6:44am 
Don't force pawns to walk over traps. You can use a bit of fence to let pawns get past while raiders will just step on each trap
Jeff Smith May 21, 2024 @ 7:20am 
There is a mod for this, I use it and it seems to work perfectly. It's called "trap disable" and it protects your colonists, animals, and friendly NPCs.
A5G_Reaper May 21, 2024 @ 8:37am 
Originally posted by Captain Keen:
Well - yes. This particular trap isn't placed in a way so there's a path around it. So that part checks out: They wouldn't usually go through it through simple stupidity (there are others that they joyfully walk through for no reason except mental incompetence - but not this one).

It's in the mines where the bugs usually pop op. It makes sense to have it in a choke point. What doesn't make sense is that the game decided 'this is now the home zone' - so Bloody Stupid Bastard came to clean it.
At bottom right there's a button to disable auto-expansion of home zone. It expands there because you build something (the trap) and it automatically add the area to the home zone.
Captain Keen May 21, 2024 @ 10:06am 
Originally posted by MadArtillery:
Don't force pawns to walk over traps. You can use a bit of fence to let pawns get past while raiders will just step on each trap

I'm not forcing them to do anything. They're mindless morons who get what they deserve. What I want is a mod to make them less mindless.

Originally posted by Jeff Smith:
There is a mod for this, I use it and it seems to work perfectly. It's called "trap disable" and it protects your colonists, animals, and friendly NPCs.

Oh really? And this works for 1.5? I'll have to check =)

Thanks!

Originally posted by A5G_Reaper:
Originally posted by Captain Keen:
Well - yes. This particular trap isn't placed in a way so there's a path around it. So that part checks out: They wouldn't usually go through it through simple stupidity (there are others that they joyfully walk through for no reason except mental incompetence - but not this one).

It's in the mines where the bugs usually pop op. It makes sense to have it in a choke point. What doesn't make sense is that the game decided 'this is now the home zone' - so Bloody Stupid Bastard came to clean it.
At bottom right there's a button to disable auto-expansion of home zone. It expands there because you build something (the trap) and it automatically add the area to the home zone.

Valuable input, but not really what I'm after. As it is, when a moron colonist blows himself up, I replace part of him with cybernetics. That may not really get the message across, but makes them less vulnerable, so I win either way.
Captain Keen May 21, 2024 @ 10:48am 
Originally posted by Jeff Smith:
There is a mod for this, I use it and it seems to work perfectly. It's called "trap disable" and it protects your colonists, animals, and friendly NPCs.

And it works! Or .. at least it loads without errors. You, Sir, are a gentleman and a prince! Good show.
Veylox May 21, 2024 @ 10:51am 
You're definitely forcing them, and the simplest solution would be to stop doing that
Captain Keen May 21, 2024 @ 10:52am 
Originally posted by Veylox:
You're definitely forcing them, and the simplest solution would be to stop doing that

I'm not. Piss off.
Veylox May 21, 2024 @ 10:52am 
You are
fractalgem May 21, 2024 @ 10:55am 
Originally posted by Captain Keen:
Originally posted by Veylox:
You're definitely forcing them, and the simplest solution would be to stop doing that

I'm not. Piss off.
You are giving your colonists pathways where they have no choice but to path directly over the trap.

Hence, forcing them into the traps.

Yes, there's the whole home zone expanding thing, But like...the root problem is they don't have a detour such as hopping a fence to get past them.
Captain Keen May 21, 2024 @ 11:02am 
Originally posted by fractalgem:
Originally posted by Captain Keen:

I'm not. Piss off.
You are giving your colonists pathways where they have no choice but to path directly over the trap.

Hence, forcing them into the traps.

Yes, there's the whole home zone expanding thing, But like...the root problem is they don't have a detour such as hopping a fence to get past them.

Look. I already explained - in this thread - *precisely* why this happened. You are, quite simply, not right.

Now, please, for the sake of god and all that is holy, and with suger on top: ♥♥♥♥ off. It's already been solved.
Gnasty Gnorc May 21, 2024 @ 1:49pm 
Originally posted by Captain Keen:
Originally posted by fractalgem:
You are giving your colonists pathways where they have no choice but to path directly over the trap.

Hence, forcing them into the traps.

Yes, there's the whole home zone expanding thing, But like...the root problem is they don't have a detour such as hopping a fence to get past them.

Look. I already explained - in this thread - *precisely* why this happened. You are, quite simply, not right.

Now, please, for the sake of god and all that is holy, and with suger on top: ♥♥♥♥ off. It's already been solved.

It's weird that you'd create your own problem, then blame the game, and then also insult people who are literally telling you why it's happening and that you're the issue here. Just remove the home zone over the traps so they don't try to clean it next time.

This was 100% a you issue.
Captain Keen May 24, 2024 @ 8:31am 
Originally posted by Pure Havik:
It's weird that you'd create your own problem, then blame the game, and then also insult people who are literally telling you why it's happening and that you're the issue here. Just remove the home zone over the traps so they don't try to clean it next time.

This was 100% a you issue.

Can you do fall off a cliff, into a raging inferno filled with sharks, lions and ... oh, let's say dragons? And dinosaurs. Those too. And then, as you breathe your last, on fire, eviscerated by all manner of wild beasts both real and imaginary (and extinct) while lying among piles of broken glass and rusty nails that I just now remembered to include, you can ponder the fact that this whole thing - the entire thread, moron - is a joke? Can you do that?

I'm well aware that friendly fire from traps is ... part of the game. I find it repulsively stupid, but ... it's a real thing.

Now - ONE trap I placed at a choke point where my imbecilic pawns should never go. The game made it home zone. I know why: It's because I put in a door. I removed the home zone - but lo and be-♥♥♥♥♥♥♥-hold, there was a hole in the roof overhead. They went and repaired that, and made that bit home zone again. Then the bloody idiot went to clean.

It have a ton of other traps. Those - without exception - can be avoided. Except sometimes a caravan returns, and if one pawn blocks the path that let's you bypass the trap (in the process of bypassing it) other pawns, rather than wait or go another way, walk through the traps and explode themselves.

You can call that a 'me' issue if you like. Be my ♥♥♥♥♥♥♥ guest, random ♥♥♥♥♥♥♥ guy. I call that a game issue. And I asked for a way to solve that, which I got a LOOOOONG time ago, from someone with half a brain.

You, on the other hand, have shown yourself incapable of getting the joke, reading the thread - and/or understanding the issue - making me wonder if you are really one of my pawns.

Now. Please, kindly and politely - go ♥♥♥♥ yourself. I'll gladly take a ban to deliver this message to you. Have a nice weekend, and see you never.
Caz May 24, 2024 @ 7:17pm 
To answer OP’s question if there’s a mod that removes colonists from triggering traps: yes. I’m not at my computer so I can’t look at my mod list to see which one I use, but there’s a few that do it.
Since no one answered his question and instead answered a question he didn’t ask, OP seems pretty justified in his irritation
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Date Posted: May 21, 2024 @ 6:01am
Posts: 20