Difference between revisions of "Spike trap"

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(Reformatted 'manual rearming' for improved readability. Removed Stub tag.)
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<onlyinclude>{{infobox main|security|
 
<onlyinclude>{{infobox main|security|
 
|name = Deadfall trap
 
|name = Deadfall trap
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==Rearming==
 
==Rearming==
 +
Once tripped, a deadfall trap can be rearmed only by a colonist with the hauling job type.
 +
 
'''Manual rearming'''<br>
 
'''Manual rearming'''<br>
Tripped deadfall traps can be rearmed by selecting a colonist with the hauling job type and right-clicking on the trap.
+
Tripped deadfall traps can be rearmed as follows:
Select the trap.
+
* Select a colonist with the hauling job type and right-clicking on the trap.
Click Rearm trap, or press the hotkey (default M).
+
* Select the trap.
(Note: A trap set to rearm is indicated with a small red V.)
+
* Click Rearm trap, or press the hotkey (default M). (A trap set to rearm is indicated with a small red V.)
Select a colonist with the hauling job type.
+
* Select a colonist with the hauling job type.
Right-click the trap and select 'Prioritize rearming trap'.
+
* Right-click the trap and select 'Prioritize rearming trap'.
  
 
'''Automatic rearming'''<br>
 
'''Automatic rearming'''<br>

Revision as of 13:56, 2 July 2015

Deadfall trap

Deadfall trap

Base Stats

Type
Security
Beauty
-4
HP
40
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Flammability
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Building

Size
1
Placeable
Y

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.

Rearming

Once tripped, a deadfall trap can be rearmed only by a colonist with the hauling job type.

Manual rearming
Tripped deadfall traps can be rearmed as follows:

  • Select a colonist with the hauling job type and right-clicking on the trap.
  • Select the trap.
  • Click Rearm trap, or press the hotkey (default M). (A trap set to rearm is indicated with a small red V.)
  • Select a colonist with the hauling job type.
  • Right-click the trap and select 'Prioritize rearming trap'.

Automatic rearming
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.



A deadfall trap can be made from any material:

Material Cost Damage HP
Steel Steel 50 30 40
Plasteel Plasteel 50 36 112
Wood Wood 50 9 20
Uranium Uranium 1000 33 100
Silver Silver 1000 15 28
Gold Gold 1000 9 24
Granite_Blocks Granite 50 20 68
Limestone_Blocks Limestone 50 18 62
Marble_Blocks Marble 50 18 48
Sandstone_Blocks Sandstone 50 15 56
Slate_Blocks Slate 50 18 52