Difference between revisions of "Spike trap"

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m (Yoshida Keiji moved page Deadfall trap to Spike trap: Renamed in B19)
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A deadfall trap slows down any pawn walking over it but once tripped, it has zero path cost. The trigger chance is 80%. The damage can cause a fatality to humans or large animals if made of good materials, and is less likely to be triggered by small animals. The base damage varies according to the material is was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.
+
A spike trap is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%. The damage can be fatal to humans or large animals if it is made of good materials and is less likely to be triggered by small animals. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.
  
 
When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player.
 
When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player.
  
Colonists and friendlies are aware of their location and will go around them if possible, though if they walk through them they still have a very slight chance (0.4%) of triggering it.
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Colonists and friendlies are aware of their location and will go around them if possible, though if they walk through them they still have a very slight chance (0.4%) of triggering it. Non-manhunter animals can also sense the trap.
  
== Rearming ==
+
Traps must be placed in a clear area with no other traps or obstacles near it.
Once tripped, a deadfall trap can be rearmed only by a colonist with the hauling job type. Colonists will first remove any object laying on the trap before rearming it. It is quite lengthy to rearm, and rearming speed is not affected by manipulation or any other stats.
 
  
=== Automatic rearming ===
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== Statistics ==
Deadfall traps can be set to auto-rearm, which automatically designates the trap to be rearmed 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.
 
 
 
=== Manual rearming ===
 
# Select a colonist with the hauling job type and right-click 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'.
 
 
 
== Construction ==
 
 
{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
 
! Material !! Cost !! Damage !! HP
 
! Material !! Cost !! Damage !! HP
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Steel}} Steel || 70 || 60 || 40
+
| style="text-align:left;" | {{Icon Small|Steel}} Steel || 30 || 100 || 40
 +
|-
 +
| style="text-align:left;" | {{Icon Small|Plasteel}} Plasteel || 30 || 110 || 112
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Plasteel}} Plasteel || 70 || 72 || 112
+
| style="text-align:left;" | {{Icon Small|Wood}} Wood || 30 || 45 || 16
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Wood}} Wood || 70 || 18 || 16
+
| style="text-align:left;" | {{Icon Small|Uranium}} Uranium || 30 || 110 || 100
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Uranium}} Uranium || 700 || 66 || 100
+
| style="text-align:left;" | {{Icon Small|Silver}} Silver || 300 || 85 || 28
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Silver}} Silver || 700 || 30 || 28
+
| style="text-align:left;" | {{Icon Small|Gold}} Gold || 300 || 75 || 24
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Gold}} Gold || 700 || 18 || 24
+
| style="text-align:left;" | {{Icon Small|Granite_Blocks}} Granite || 30 || 65 || 68
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Granite_Blocks}} Granite || 70 || 39 || 68
+
| style="text-align:left;" | {{Icon Small|Limestone_Blocks}} Limestone || 30 || 60 || 62
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Limestone_Blocks}} Limestone || 70 || 36 || 62
+
| style="text-align:left;" | {{Icon Small|Marble_Blocks}} Marble || 30 || 60 || 48
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Marble_Blocks}} Marble || 70 || 36 || 48
+
| style="text-align:left;" | {{Icon Small|Sandstone_Blocks}} Sandstone || 30 || 50 || 56
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Sandstone_Blocks}} Sandstone || 70 || 30 || 56
+
| style="text-align:left;" | {{Icon Small|Slate_Blocks}} Slate || 30 || 60|| 52
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Slate_Blocks}} Slate || 70 || 36 || 52
+
| style="text-align:left;" | {{Icon Small|Jade}} Jade|| 30 || 100 || 20
 
|}
 
|}
  
 +
== Version history ==
 +
 +
Prior to Beta 19, they were called the Deadfall trap. They were more expensive and dealt less damage, but could be placed close together, as well as rearmed instead of being consumed upon triggering.
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 05:19, 1 September 2018

Deadfall trap

Deadfall trap

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.

Base Stats

Type
Security
Beauty
-4
HP
40
Flammability
0%

Building

Size
1
Placeable
Yes

A spike trap is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%. The damage can be fatal to humans or large animals if it is made of good materials and is less likely to be triggered by small animals. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.

When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player.

Colonists and friendlies are aware of their location and will go around them if possible, though if they walk through them they still have a very slight chance (0.4%) of triggering it. Non-manhunter animals can also sense the trap.

Traps must be placed in a clear area with no other traps or obstacles near it.

Statistics

Material Cost Damage HP
Steel Steel 30 100 40
Plasteel Plasteel 30 110 112
Wood Wood 30 45 16
Uranium Uranium 30 110 100
Silver Silver 300 85 28
Gold Gold 300 75 24
Granite_Blocks Granite 30 65 68
Limestone_Blocks Limestone 30 60 62
Marble_Blocks Marble 30 60 48
Sandstone_Blocks Sandstone 30 50 56
Slate_Blocks Slate 30 60 52
Jade Jade 30 100 20

Version history

Prior to Beta 19, they were called the Deadfall trap. They were more expensive and dealt less damage, but could be placed close together, as well as rearmed instead of being consumed upon triggering.