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{{Infobox main|security
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<onlyinclude>{{infobox main|security|
| name = Spike trap
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|name = Deadfall trap
| image = Trap spike armed.png
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|image = DeadfallTrap.png
| imagesize = 128px
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|description = A suspended spiked weight held up by a delicate trigger. When the victim disturbs the trigger, the weight is released and falls on his head or torso.
| description = Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
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|type = Security  
| type = Building
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|placeable = y
| type2 = Security
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|size = 1||1
| placeable = true
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|hp = 40
| minifiable = true
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|beauty = -4
| size = 1 ˣ 1
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|flammability = 0%
| mass base = 2.5
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|buy = {{icon|metal|50}}
| flammability = 1
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|sell = {{icon|metal|38}}
| hp = 40
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}}</onlyinclude>
| sell price multiplier = 0.7
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{{Info|A deadfall trap has an 80% chance to trigger when a pawn walks over it. It is less likely to be triggered by small animals. A deadfall trap has a base damage of 30 when made of steel. Damage is dealt as sharp melee, which may strike any body part, and usually causes bleeding. The actual damage inflicted varies, up to its max damage, and is rarely enough to cause a fatality to humans or large animals. Colonists and friendlies are aware of placed traps and will walk around them, but only if another short route is available. Pawns will not be able to avoid traps placed in a long continuous line, or in chokepoints like a narrow hallway. Traps placed in a checkerboard pattern are easily navigated by colonists and friendlies by pathing diagonally. A trap is less likely to be triggered by a colonist or friendly. If a colonist or prisoner triggers a trap, a yellow envelope alert appears to notify the player. An armed deadfall trap slows down any pawn walking over it, but once tripped it has a zero path cost and friendlies won't bother avoiding it.}}
| beauty = -18
 
| cleanliness = -5
 
| terrain affordance = light
 
| thingCategories = BuildingsSecurity
 
| skill 1 = Construction
 
| skill 1 level = 3
 
| work to make = 3200
 
| stuff tags = Metallic, Woody, Stony
 
| resource 1 = Stuff
 
| resource 1 amount = 45
 
}}
 
A '''spike trap''' is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.
 
  
== Acquisition ==  
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==Rearming==
Spike traps require {{Required Resources}}, {{Ticks|{{P|Work To Make #}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. Spike traps cannot be placed or constructed directly next to each other nor next to any other kind of [[trap]].
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Once tripped, a deadfall trap can be rearmed only by a colonist with the hauling job type.
  
== Summary ==
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'''Manual rearming'''<br>
{{Trap Note}}
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Tripped deadfall traps can be rearmed as follows:
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* Select a colonist with the hauling job type and right-clicking on the trap.
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* Select the trap.
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* Click Rearm trap, or press the hotkey (default M). (A trap set to rearm is indicated with a small red V.)
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* Select a colonist with the hauling job type.
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* Right-click the trap and select 'Prioritize rearming trap'.
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'''Automatic rearming'''<br>
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Deadfall traps can be set to auto-rearm, which automatically designates the trap to rearm each time it is tripped. Setting a trap to auto-rearm should be done while it is still armed. If a trap is already tripped, turning on the auto-rearm has no immediate effect. The trap must be manually rearmed first.
  
Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.
 
  
{{Cleanliness Note}}
 
  
=== Damage ===
 
When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does [[Damage Type#Stab|Stab]] damage. This strikes mainly on the head and torso and usually causes bleeding. The amount of damage dealt by each attack is determined by the following equation:
 
{| class="wikitable"
 
| Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5
 
|}
 
Where:
 
* Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered.
 
* Trap Melee Damage is 100 for spike traps
 
* Material Sharp Damage Multiplier is a material dependent factor.
 
* rand(0.8,1.2) is a random factor between 0.8 and 1.2. This random factor is rolled once only and then applied to all attacks, it is not rolled for each attack.
 
  
The armor penetration of the attack is determined by the following equation:
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A deadfall trap can be made from any material:
{| class="wikitable"
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{| {{STDT| sortable c_25 text-center}}
| AP = Damage Per Attack * 0.015
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! Material !! Cost !! Damage !! HP
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|-
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| style="text-align:left;" | {{Icon Small|Steel}} Steel || 50 || 50 || 40
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|-
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| style="text-align:left;" | {{Icon Small|Plasteel}} Plasteel || 60 || 36 || 112
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|-
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| style="text-align:left;" | {{Icon Small|Wood}} Wood || 50 || 9 || 20
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|-
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| style="text-align:left;" | {{Icon Small|Uranium}} Uranium || 1000 || 33 || 100
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|-
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| style="text-align:left;" | {{Icon Small|Silver}} Silver || 1000 || 15 || 28
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|-
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| style="text-align:left;" | {{Icon Small|Gold}} Gold || 1000 || 9 || 24
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|-
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| style="text-align:left;" | {{Icon Small|Granite_Blocks}} Granite || 50 || 20 || 68
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|-
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| style="text-align:left;" | {{Icon Small|Limestone_Blocks}} Limestone || 50 || 18 || 62
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|-
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| style="text-align:left;" | {{Icon Small|Marble_Blocks}} Marble || 50 || 18 || 48
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|-
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| style="text-align:left;" | {{Icon Small|Sandstone_Blocks}} Sandstone || 50 || 15 || 56
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|-
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| style="text-align:left;" | {{Icon Small|Slate_Blocks}} Slate || 50 || 18 || 52
 
|}
 
|}
* AP is the armor penetration of each attack.
 
 
Note that both the damage and AP of the attack in the info screen are misleading. The damage listed is the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.
 
 
== Analysis ==
 
{{For|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}}
 
Spike traps are invaluable in the earlygame, as one of the few defense strutures available. A hallway of spike traps can virtually end any frontal [[raid]], short of [[tough]] or [[nimble]] pawns, without your colonists ever seeing combat. A single trap can be fatal to humans or large animals. Multiple traps can fall most creatures, short of [[thrumbo]]s and heavy [[mechanoid]]s. But as raids get bigger, it starts to get impractical to replace the traps.
 
 
Place traps where you expect raiders to go. Raiders will take the shortest, unobstructed route to a target. Unless they are sappers or breachers, raiders will try and break walls last. Common locations are in the corners of your base, where enemies will likely make turns, as well as narrow areas that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by studying raids that do come.
 
 
=== Material choice ===
 
Wood spike traps can be quickly created and placed in large quantities. Stone spike traps are cheap to make, and can kill a humanoid [[raider]] in one trap. But given the significantly increased crafting time of both the traps themselves and the stone blocks required to build them, it is often more efficient to simply make several wooden traps. Stone traps are helpful if you're limited by space or type of resource available, and can be a good activity when one has the Work Frenzy [[Mental inspiration]]. Metal traps are even stronger and don't take as much time to make, but are expensive in terms of resources.
 
 
[[File:Trap_choke_14.jpg|400px|center|thumb|Example of a trap tunnel. Raiders will fall into the traps. Colonists can open [[door]]s, and prefer to be slowed by the [[fence]]s rather than walk through traps. If this is the only open entrance to a base, raiders will be lured here.]]
 
 
{{Building Stats Table}}
 
 
== Version history ==
 
* [[Version/0.11.877|0.11.877]] - Added as '''Deadfall Trap'''.
 
* [[Version/0.12.910|0.12.910]] - Rebalanced, cannot be rearmed.
 
* [[Version/0.19.2009|0.19.2009]] - Renamed from '''Deadfall trap''' to '''Spike trap'''. Damage is increased, material cost and time to build are reduced, and it now has armor penetration (depending on what it’s made of) and a 100% chance to spring on targets and but now require rebuilding each time, rather than being re-armed at no material cost.
 
 
<gallery>
 
DeadfallTrap.png|Spike Trap Old Texture (Deadfall Trap)
 
</gallery>
 
  
== Image gallery ==
 
<gallery mode="packed" heights="200px">
 
Spike trap accidental step.jpg|Trap accidentally triggered.
 
Thrumbos running into spike traps.png|[[Thrumbo]]s running willy-nilly into a trap-maze.
 
</gallery>
 
  
{{Nav|security}}
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{{nav|security|wide}}
[[Category:Security]] [[Category:Trap]]
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[[Category:Security]]

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