RimWorld

RimWorld

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Crab Traps!
   
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Mod, 1.5
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Dec 9, 2024 @ 3:06pm
Dec 15, 2024 @ 9:06pm
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Crab Traps!

Description
Harvest crabs with chemfuel-powered crab traps. Place them over water to lure and kill crabs using artificial bioluminescence, then butcher them for fresh crab meat.

Whether you're feeding your colonists or just seeing how many crabs you can murder before someone calls it a fetish, Rimworld always finds a way to make you question your life choices.



New Items
  • Crab Trap: Uses chemfuel to produce an artificial bioluminescent glow that lures crabs, killing them instantly.
  • Crab: A small crustacean attracted to bioluminescent light. Yields a small quantity of meat when butchered but deteriorates rapidly after death.
  • Crab Meat: Fresh, tender meat harvested from crabs. Best consumed quickly or preserved to prevent spoilage.



Key Mechanics
  • Crab traps use chemfuel to produce an artificial bioluminescent glow that lures crabs, killing them instantly.
  • Place traps over water to activate. They do not work if unfueled.
  • Glows when fueled, no electricity required.
  • Crabs can be butchered at a butcher’s table or butcher’s spot for crab meat.
  • Crab meat can be used in any vanilla+ recipes requiring meat.
  • Costs 420 steel and 4 components to build.

Refuel the crab trap with chemfuel.


Wait for crabs to be lured in and killed by the chemfueled artificial bioluminescence.


Harvest the crabs and butcher for crab meat.




Research Progression
Unlock crab traps after researching Biofuel Refining. Found in the Production tab after research.



Compatibility
  • Game Version: RimWorld 1.5+.
  • Mod Conflicts: None known. Let us know if it causes any issues!



Credits & Disclaimer
  • Contributions: Shoutout to the RimWorld community for inspiration and testing.
  • Disclaimer: This mod is fan-made and not affiliated with Ludeon Studios.

Thank you for supporting Crab Traps! May your colonies thrive, one glow-in-the-dark crab genocide at a time. ⚡
16 Comments
Echo Jun 7 @ 11:03am 
Not working for me, the traps just vanish as soon as they're built.
DrDogSurgeon Mar 12 @ 9:47pm 
this kills the crab
TurtleShroom Jan 31 @ 12:12pm 
I discovered that your Mod fails if it is loaded alongside other Mods that add crabs. It causes "Rimworld" to load the same Def more than once, which instantly causes "Rimworld" to crash to a black screen.

The reason this happens is because your Thing Defs for the Crabs are used in several Mods. You should always prefix a Mod's Thing Def with something, such as changing " Crab " to " CrabbingCrab ." That will solve this glitch.
o b s i d Jan 27 @ 3:47pm 
snip snip
Col. Colm Corbec Dec 14, 2024 @ 11:33am 
Thank you for this mod, It's been a fantastic addition to my collection :steamthumbsup: :steamthis:
SilkCircuit  [author] Dec 13, 2024 @ 8:29pm 
Thanks, @gmhs2, that is correct. @otheofoolo, the crabs are instantly killed by the artificial bioluminescence created by the chemfuel in the crab traps. The crabs take about two days to deteriorate, so I recommend harvesting your traps every 1-2 days.
gmhs2 Dec 13, 2024 @ 5:50pm 
I believe the crabs are just items, so they're effectively dead on spawn if so.
otheofoolo Dec 11, 2024 @ 1:33pm 
6 meat per crab seems a bit low. does it auto kill the crab when they spawn or when harvested? Just asking to see if waiting until the traps are full before allowing the harvest
TurtleShroom Dec 10, 2024 @ 7:33pm 
BASED. Please consider looking into making this Mod compatible with other Mods that add crabs:

1. https://www.steamcommunity.com/sharedfiles/filedetails/?id=3113470815

2. https://www.steamcommunity.com/sharedfiles/filedetails/?id=2038001322

3. https://www.steamcommunity.com/sharedfiles/filedetails/?id=2982200809



You could have this Mod spawn those Mod's crab meat types in the traps, too!
Diamondman0607 Dec 10, 2024 @ 5:08am 
crab