RimWorld

RimWorld

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Spike Trap Blues
   
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Mod, 1.2, 1.3, 1.4
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226.408 KB
Dec 31, 2023 @ 4:35pm
Jan 1 @ 2:33am
3 Change Notes ( view )

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Spike Trap Blues

Description

Various settings and extra features about Spike Traps:
  • Spike traps primarily target legs. (It is random in vanilla.)

  • Allow adjacent trap placement (As an option.)

  • Metallic spike traps will do stab damage, while stony traps will do crush damage. Woody traps will randomly do either.

  • Option for wild animals to trigger stone traps.

  • Stony spike traps can immobilise the enemies or wild animals without harming them.

  • Damage, Armor Penetration and more can be modified in the settings.

  • Trap damage is shown in the inspect window.

I've decided not to make the game more crowded with different buildings, so the situation is like this:
- Steel traps for lethal needs
- Stone traps for non-lethal and hunting needs. (Maybe i will separate them to wooden and stony ones later?)
For optimal game balance, it is recommended to carefully adjust the settings.




I debugged and tried every function without errors. But still, keep a backup just in case.
Can be added to or removed from ongoing games.
No known incompatibility.
No support for any other trap mod.

What mod does (as modding-compatibility info): - Creates a new ThingClass and a placeWorker via Assembly. - Patch-Replaces the ThingClass and placeWorker definitions of Spike Traps with those. - Adds a new Hediff for Immobilising. - Does not change/patch the original game code.

My other mods:

Short Circuit Blues

Anti-Blight and Firefoam Dispensers


11 Comments
Doomchibi May 8 @ 8:44pm 
Would this need to be updated for 1.5?
blues  [author] Jan 1 @ 9:18am 
Maybe... I can use the Anti-Blight code, and make traps with one-time fuel. Maybe in the weekend. I wonder what fuel they could use... Steel? Components?... A new item?
blues  [author] Jan 1 @ 9:11am 
I actually intended to make it compatible with Beta traps. But it looked like rewriting the whole thing is easier than making a compatibility patch. I suffered a lot with making Short Circuit Blues compatible with fuse mods and keeping it up to date. I don't want to do something like it again. Also i saw some problems in Beta Traps' code that i didn't like very much, but the mod owner didn't answer. Although Beta traps is like almost the same code from Rimworld's beta versions, I still don't feel comfortable duplicating a mod ethically.
So, it's something already on my mind, but in the near future it seems unlikely, sorry.
And... the holiday is over:)
Denjin09 Jan 1 @ 8:52am 
is there any chance for a selfreload mode in future ? :D
kamikadza13 Jan 1 @ 2:22am 
I'm glad to help.
blues  [author] Jan 1 @ 2:21am 
Okay, i think they should be fixed now.
I am still playing on 1.2, so i missed those 1.4 problems. Sorry for the inconvenience.
blues  [author] Jan 1 @ 1:56am 
Okay, found the error. I will update for the red error. Will look into Armor Penetration later.
How do you say AP don't work? Is it on the settings slider, or a functional thing?
kamikadza13 Jan 1 @ 1:50am 
1.4.3901
You can check it at github log



Command line arguments: -savedatafolder=[Home_dir]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
RimWorld 1.4.3901 rev238
Save data folder overridden to [Home_dir]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
--- Main thread ---

kamikadza13 Jan 1 @ 1:45am 
Got red error when hediff disappears.

Red Error [pastebin.com]
GitHub [gist.github.com]