Editing Spike trap
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== Summary == | == Summary == | ||
− | + | Spike traps are single use traps that may be triggered when a pawn of any kind walks over it. | |
+ | * The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies. | ||
+ | * Non-manhunting wild animals have a 25% chance to trigger the trap. | ||
+ | * Colonists and tame animals have 0.4% (one in 250) to trigger the trap. | ||
+ | * Friendly visitors will never trigger a trap. | ||
+ | |||
+ | However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns. | ||
Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap. | Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap. |