411 ratings
[FSF] Better Spike Traps
Mod, 1.0, 1.1, 1.2, 1.3
File Size
0.104 MB
Jul 30, 2018 @ 5:12am
Jul 4 @ 6:29pm
12 Change Notes ( view )

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[FSF] Better Spike Traps

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.3
26 items

Spike traps have become less viable due to their high resource cost and their inability to be placed near each other. This mod removes the distance limitation and reduces the trap cost from 45 materials to 15. While a bit cheap early on I think the cost will probably put them in a decent place in the long run especially on high difficulties that see 100+ raiders.

This mod also adds a duplicate spike trap that can only be made of stone. The purpose of this trap is to lower the extremely high construction time of stone traps to match other materials making them viable for defence.


If the mod isn't entirely to your liking its very easy to modify the cost or readd the distance limitation. You will however have to redo your changes if the mod is updated. You can find the mod located under


The file you need to edit is located under the Patches folder. Simply open the file in notepad and you’ll be able to modify it. Inside you’ll find each change as its own little paragraph. To change the material cost simply change the number inside <costStuffCount>. To readd the distance limitation remove the first 2 text paragraphs in the patch operation, the one with description and the one with /placeworkers.
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NightCat Aug 12, 2020 @ 10:09am 
Thank you person whoever you are
You made me stop rage quitting Rimworld.
And you keep the mod up to date! V much thank
The Devout Jul 10, 2020 @ 10:25am 
nice thanks creator /author for creating this i made a mountain bace with eendless trap tunnels and made a 500 enemy raid and it held it off LOL
FrozenSnowFox  [author] Nov 4, 2019 @ 5:49pm 
Yes it would be possible however I can't do it. At this time I have no idea how to create a mod settings menu. Since I basically just make mods for myself and put them out for others to download I haven't bothered to look too in depth on the subject. All I know is it requires some manner of coding. For the time being I included a write up on how to modify the files so people can at least make some minor changes if they wish.
Lanthrudar Nov 4, 2019 @ 5:34pm 
@FrozenSnowFox Would it be possible to add the ability to change the cost of the traps, both stone and steel, as well as if we want the distance modifier, into a "mod settings" type pane for this? This way people can tweak as much as they want, without having to edit ini files and things. You could set the minimum cost to 15 if you really wanted to keep that aspect. :)
FrozenSnowFox  [author] Sep 29, 2019 @ 11:39pm 
It replaces the default spike trap and adds a new identical trap specifically for stone. By default stone adds a huge increase in work required so to keep the traps low on build time it was necessary to specifically add a stone trap with reduced work to build.
The Fat Puppers Aug 15, 2019 @ 10:53pm 
Thank you for making this mod,also it is soo awesome of you to tell us how to set the resource cost back to normal.I appreciate it
seven_xinren Jul 9, 2019 @ 10:03pm 
Great the traps!
duanethebathtub Mar 25, 2019 @ 2:52pm 
@genius- get the mod called "path avoid".. you can tell the colonist which cells to not use. Works great with spike traps.
Friendly Noob Jan 10, 2019 @ 9:24am 
its called Trap Disable[1.0]
Friendly Noob Jan 10, 2019 @ 9:18am 
there is another mod to stop that