RimWorld

RimWorld

BetaTraps
223 Comments
Mr.Rudi Sep 23 @ 3:32am 
can we have a version that doesnt use hugs?
thanks
Doodle Bob Sep 21 @ 8:46am 
Adding onto this:

Did what Mydear suggest and traps still doing minimal damage (2-3% each hit)
MydearBeginner Aug 22 @ 7:04am 
This work for me. Need to enable/disable damage to animal in the mod setting. FInally
SomethingSimple Jul 24 @ 4:58pm 
hmm traps dont seem to be triggered by animals?
rowanboel Jul 20 @ 6:34pm 
Mod's tagged 1.6 but when I download it, RimWorld doesn't detect it as being compatible with 1.6 and there isn't a folder for that version - only all of the others.
Phollus Jul 20 @ 10:24am 
dont work, no dmg as Aquila_V said
stecph Jul 16 @ 1:52am 
They work for me in a new 1.6/Odissey game.
Aquila_V Jul 13 @ 2:30pm 
Also even though the traps are marked as auto-rearm they wont mark themselves when triggered.
Aquila_V Jul 13 @ 2:29pm 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Log:ErrorOnce (string,int)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()


(part 2)
Aquila_V Jul 13 @ 2:29pm 
Traps are triggering but no damage is being applied?


Exception ticking BetaTraps_TrapDeadfall43271 (at (137, 0, 133)). Suppressing further errors. Exception: System.MissingMethodException: Method not found: void Verse.DamageInfo..ctor(Verse.DamageDef,single,single,single,Verse.Thing,Verse.BodyPartRecord,Verse.ThingDef,Verse.DamageInfo/SourceCategory,Verse.Thing,bool,bool,RimWorld.QualityCategory,bool)
[Ref 35A026C]
at BetaTraps.Building_TrapRearmable.SpringSub (Verse.Pawn p) [0x00033] in <5f6de28d692645cb996be366eab9d39a>:0
at BetaTraps.Building_Trap.Spring (Verse.Pawn p) [0x00028] in <5f6de28d692645cb996be366eab9d39a>:0
at BetaTraps.Building_Trap.CheckSpring (Verse.Pawn p) [0x00017] in <5f6de28d692645cb996be366eab9d39a>:0
at BetaTraps.Building_Trap.Tick () [0x0006b] in <5f6de28d692645cb996be366eab9d39a>:0
at Verse.Thing.DoTick () [0x0007b] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.TickList.Tick () [0x00139] in <fcfab19af5d14a608a65ebd77f29482f>:0
Aquila_V Jul 13 @ 12:25pm 
Is this not working for anybody else? The traps set up normally but after 1.6 things trigger them and no damage is done
Redrum Jul 13 @ 8:49am 
Is it possible to remove Hugslib dependencies? So many mods are getting away from it.
Lemmy Jul 12 @ 4:47am 
One of the most useful and logic mods, why the eff would a trap disintegrate when triggered. Had this mod since 1.0 and will always have it on my list. Great work.
The Gunslinger Jul 11 @ 10:21am 
TY
Dorely  [author] Jul 11 @ 7:25am 
Was waiting for release to test it with odyssey before posting. will be up shortly
The Gunslinger Jul 10 @ 11:53am 
Plz update
Redrum Jun 29 @ 12:40pm 
Will this get 1.6?
123caboom Apr 8 @ 12:02am 
Could be research topic
Also an option to set a trap_destruction_chance_on_trigger would be nice
And/Or even a random rare event a trap triggers itself with no pawn needed
buckeT.de Mar 11 @ 4:39am 
Friendly Fire: Although unchecked, a colonist just died to a rearmable trap of this mod. What do?
Dorely  [author] Jan 1 @ 11:40am 
@Andreas - All settings from this mod only apply to the traps added by it
Andreas Dec 30, 2024 @ 1:14pm 
Does the Friendly Fire option apply to ALL traps, or just the one from this mod?
Astronut7 Aug 9, 2024 @ 7:22pm 
Ooh. Something else to add before I buy Anomaly. I saw the Flood/Zombie/Zerg and "insane colonist" aspect of the DLC, and thought, there's no way I'm getting that without preparation from mods. Traps, stun guns, you name it, the colonists need it.
Lootanfall Jul 10, 2024 @ 10:58am 
@Enlonwhite It doesnt matter what you think is better or more realistic. All i pointed out was that the mod kills this feature. Besides this, iirc the description of the invisible enemies is something like "phases in and out of reality" which would explain why traps should only trigger while visible.

But to each their own.
Enlonwhite Jul 2, 2024 @ 4:32am 
@Lootanfall I have not played the new Anomaly stuff, (was waiting for all my fav mods to update, and lost track of time working).
Now I am getting back in, and I want to point out, INVISIBLE or not (D&D nerding here) you would still proc traps even if invisible, as your weight and existence is still there. Does this make them more 'OP'...maybe...maybe..I have yet too see many outsmart bullet...I mean Traps.

in all fairness, an Option to change that would be ok, but I like the idea that a invisible guy would still fall for my traps. I will have to play and see how much it interrupts this mechanic.
Agent Craftwork Jun 26, 2024 @ 9:15pm 
Thanks so much for making this mod. My pawns constantly triggering their own traps in my snake death maze was making me want to pull my own teeth out. If it works the way I think it does, this will be a lifesaver.:steamthumbsup:
AP Jun 22, 2024 @ 1:49pm 
i just had a Yttakin walk over all my deadfall traps and they didn't proc, I don't see anything in his bio about being immune to them
tw_boring Jun 14, 2024 @ 1:36pm 
Someone from friendly faction are injured. I save him after full heal he will leave but he hit trap. I pretty sure i disable friendly.
https://gist.github.com/HugsLibRecordKeeper/3a750762cd243a580c3cee0529e3682c
Dorely  [author] May 23, 2024 @ 9:36pm 
@Lootanfall - thanks for the note about the invisible enemies, I had noticed it had got them, but I had no idea that they were immune to the normal traps as I just don't use them at all. I just pushed an update that will make them keep their immunity, but with some settings to customize how that works.
Lootanfall May 5, 2024 @ 4:28am 
Two updates would be great:
1. Implement the different armor pen -> atm even with better material, the low pen stays the same
2. Adjust traps for the new invisible enemies. Vanilla traps dont activate while they are invisible, traps from this mod do activate which as OP and defies the mechanic of invisibility.

Besides this, great mod so far!
Kriana Apr 21, 2024 @ 10:26pm 
So the traps are doing about 2/3 the damage of the vanilla traps now, and I think that that is a perfect balance for them being re-armable. Thanks so much for taking a look!
WhiteJao Apr 21, 2024 @ 12:42am 
As much as i love this mod, readding this after clean run in 1.5 update made me question if we really need separate rearm work type when it can do fine as part of basic work type. Could you consider it? It doesn't have related passion assigned and it would keep work tab less cluttered...
Dorely  [author] Apr 19, 2024 @ 9:27pm 
@Kriana - Thanks for the note, I had been feeling similarly, but it had been so long since I played I couldn't remember how strong it was supposed to be. I just pushed an update that brings the damage calc more closely in line with how the vanilla traps do damage, just a bit weaker. Feels better now I think. let me know your thoughts.
Kriana Apr 19, 2024 @ 1:22am 
These seem to be doing a fraction of the damage of vanilla traps. Was that intentional or did 1.5 change up something in the way traps are handled? A quick test showed the re-armable version doing about 12 dmg while the vanilla one did ~75.
I Haven't Had Sex Since 2003 Apr 12, 2024 @ 3:05pm 
While we're here idk if you've had that that issue where colonists don't talk to each other like ever but non colonists talk to each other.

doing a clean install right now for that
Dorely  [author] Apr 12, 2024 @ 3:02pm 
Yeah I had to unsub/resub to get steam to download the latest... /shrug
I Haven't Had Sex Since 2003 Apr 12, 2024 @ 2:17am 
IT STILL SAYS IT ISN'T FOR 1.5 REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
I Haven't Had Sex Since 2003 Apr 12, 2024 @ 1:03am 
YESSSSSSSSS I LOVE TRAPS
Dorely  [author] Apr 11, 2024 @ 4:00pm 
Alrighty - 1.5 update pushed. I managed to get a few of the requests in too, Thanks everyone for the suggestions!

Unfortunately due to what appears to be a bug in hugslib, if I want settings to keep working I had to make some rather significant changes to how I integrated with the library. As such it is now a required dependency. Not like anybody will even notice... everybody has it installed already anyways.
I Haven't Had Sex Since 2003 Apr 11, 2024 @ 3:51pm 
PLEASEEEEEEEEEEEEEEEEEE UPDATE I NEED THIS FOR TRAPS PLUS
I Haven't Had Sex Since 2003 Apr 11, 2024 @ 3:51pm 
PLEASEEEEEEEEEEEEEEEE UPDATEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
₱ⱧØⱤØ₴ Apr 11, 2024 @ 12:18pm 
Does it work with the mod that disables traps from killing my colonists?
I Haven't Had Sex Since 2003 Apr 2, 2024 @ 1:08am 
@Dorely

Please make more traps!

Thanks for remembering to update, this is a must have mod.
Droante Mar 17, 2024 @ 11:25pm 
suggestion is to rename them in game so its clearer which one is the infinite one also a slight improvement to the build times for the stone ones would be amazing
Dorely  [author] Mar 14, 2024 @ 3:49pm 
Hey all, been a while since I've interacted here. I'm starting to look at the mod again in prep for 1.5. I'll be going through the comments to see if there are any requests or improvements that wouldn't take too much effort to put in while I'm touching it. Go ahead and put it here if you have a request
blues Dec 31, 2023 @ 5:15am 
Hello. I am trying to make a trap mod, and trying to make it compatible with this mod. While looking at your code, I saw this:
[code]
public override void Tick()
{
if (def.HasModExtension<BetaTrapDefModExtension>())
{
ArmorPenetrationAmount = def.GetModExtension<BetaTrapDefModExtension>().TrapArmorPenetration;
}
...
[/code]

Since this value doesn't change in game, performance and suitability-wise, kindly, don't you think it would be better if you put this check on the SpawnSetup(), rather than checking it constantly at 60 hz rate.
Kosh Sep 25, 2023 @ 1:17pm 
Hello. I made a small mod which allows to learn "Construction" and "Mechanics"(from "Life lessons" mod) by deadfall trap crafting

https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2940400005
Nefilol Seflll Sep 18, 2023 @ 3:50pm 
@Mr. Doctor Roman Filly: It mentions in the description being able to turn friendly fire on/off.
Rafa Lorenzo Sep 18, 2023 @ 9:16am 
cant you disable the trigger from the traps for the your own mecanoids and pawns?
Praise the Omnissiah Aug 5, 2023 @ 6:45am 
Forgot how much i missed this till i re-watched that pete complete series. Thanks for this!
Pedda Jul 4, 2023 @ 10:20am 
+1