RimWorld

RimWorld

112 ratings
Traps Plus (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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Posted
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853.488 KB
Mar 31, 2020 @ 1:21pm
Jul 22, 2025 @ 11:58am
13 Change Notes ( view )

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Traps Plus (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
995 items
Description

Update of ♥♥♥♥♥♥ mod
https://ludeon.com/forums/index.php?topic=34326.0

- Higher quality textures, thanks to Jabbamonkey
- You can select the new or old texture by rotating the trap before placing



[discord.gg]
[github.com]



This is a mod that plans on adding more traps to the Rimworld universe. These are the current traps that are included in the mod:
Bear Trap (Rearmable)
Spikes
Caltrops
Body Crusher (Rearmable)
Body Slicer (Rearmable)
Heat Pad (Powered)
Freeze Pad (Powered)
Saws (Powered)
More will be added in the future :)

If anyone would like to help me with creating better textures, please message me!



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: traps, variety
95 Comments
Aug 14 @ 4:48pm 
Well to be more specific there was already a river, I built water tiles somewhere else to do the same thing but it did not work as planned and raiders still path that way so I made a bunch of dead fall traps there too.
Aug 14 @ 4:47pm 
oh by the way I just made choke points using another mod called landfill that allows me to make walkable water tiles and then built a bridge over it to force raiders to go through deadfall traps. Its nice and it works as long as the river doesn't ice up.
Aug 5 @ 6:35am 
i understand, keep up the good work though, you are doing miracles for the modding community by keeping even tiny niche mods alive
Mlie  [author]
Aug 4 @ 10:36pm 
@SilverVixen You should ask on the CE discord, I havent used CE at all
Aug 4 @ 6:20pm 
hey i wanted to make sure if this works with CE or not
Mlie  [author]
Jul 12 @ 10:11pm 
@Dawne the bun This just uses the BetaTraps framework, you should aske there instead
Jul 12 @ 10:05pm 
does any of the traps here counter the new pawn pathing? Trying to get a trap that the raiders can walk into instead of pathing around.
May 8 @ 10:53am 
P.S.
Traps in the game deal damage in five micro-hits. If the damage is listed as 100, it will be 5x20. But since the trap breaks after the first hit, we only get 1/5 of the listed damage.
May 8 @ 10:51am 
I'm not a modder, I just tweak little things using the QoL mod. I can make it deal 99999 damage, but I can't change how the trap works. It's a shame, but thanks for the answer anyway. :squirtyay:
May 8 @ 10:47am 
This balance makes them pointless, expensive, and almost ineffective. Furthermore, spikes and stakes have an interesting poisoning effect (they could do something similar to others—bleeding from the saw, broken legs from the crusher, etc.).