Difference between revisions of "Spike trap"

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(what to build out of)
(→‎Triggering and rearming: nimble trait is 10% of 0.4% => 0.0004%, rewritten in a simpler way)
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===Triggering and rearming===
 
===Triggering and rearming===
The trigger chance is 100% for enemies, but is only 10% for raiders with the nimble trait.
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The trigger chance is 100% for enemies.
  
Colonists, tamed animals, and friendlies are aware of trap locations and will go around them if possible, though if they walk through one they only have a very slight chance (0.4%) of triggering it. Wandering wild animals also sense and avoid traps. Manhunter animals lose their ability to sense and avoid traps.
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Colonists, friends, tame, but also wild animals, are aware of the location of traps and will avoid them if possible, but if they walk through one, they have a very low chance of triggering it: 0.4%, decreasing to 0.0004% with the [[Traits#Nimble|nimble trait]] (10% of normal). Manhunter animals lose their ability to sense and avoid traps.
  
When a colonist, prisoner, or tamed animal triggers a trap, a yellow envelope alert appears to notify the player.
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When a colonist, prisoner, or tame animal triggers a trap, a yellow envelope alert appears to notify the player.
  
Once a spike trap is triggered it is destroyed. The 'auto rearm' option, enabled by default, produces a blueprint to replace the trap.
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Once a spike trap is triggered it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.
  
 
They take {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} (Time to build varies on building material, aforementioned time is base build time) to build.
 
They take {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} (Time to build varies on building material, aforementioned time is base build time) to build.

Revision as of 13:39, 9 August 2021

Spike trap

Spike trap

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.

Base Stats

Type
Security

Building

Size
1 × 1
Placeable
Yes

Creation

Skill Required
Construction 3
Work To Make
54 ticks (0.9 secs)
Stuff Tags
Metallic, Stony
Resources to make
Stuff 45
Deconstruct yield
Building Material (steel, wood, plasteel, etc.) 34

A spike trap is a single-use trap that deals heavy damage when triggered. The damage can be fatal to humans or large animals if it is made of good materials. 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. The spike trap should be built out of stone or metal, as wood has a low damage output. Although stone spike traps take large amounts of time to make, they can kill a raider in one trap. See Defense structures (Spike Traps) and Defense structures (Entryways) for more information.

Placement

Deadfall traps cannot be placed directly next to each other or next to any other kind of trap.

Triggering and rearming

The trigger chance is 100% for enemies.

Colonists, friends, tame, but also wild animals, are aware of the location of traps and will avoid them if possible, but if they walk through one, they have a very low chance of triggering it: 0.4%, decreasing to 0.0004% with the nimble trait (10% of normal). Manhunter animals lose their ability to sense and avoid traps.

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

Once a spike trap is triggered it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.

They take Stuff 45 Stuff (Metallic/Woody/Stony) and 3,200 ticks (53.33 secs) (Time to build varies on building material, aforementioned time is base build time) to build.

Stats

  • Note: Actual armor penetration is much lower since damage is applied multiple times rather than in one single instance.
  • Material Cost Damage Armor Penetration Flammability Work to build Beauty
    Silver Silver 450 85 128% 40% 54 -12
    Gold Gold 450 75 112% 40% 75 2
    Steel Steel 45 100 150% 40% 54 -18
    Plasteel Plasteel 45 110 165% 0% 118 -18
    Wood Wood 45 40 60% 100% 38 -18
    Uranium Uranium 45 110 165% 0% 102 -18
    Jade Jade 45 100 150% 0% 267 -8
    Sandstone Sandstone Blocks 45 50 75% 0% 269 -18
    Granite Granite Blocks 45 65 98% 0% 323 -18
    Limestone Limestone Blocks 45 60 90% 0% 323 -18
    Slate Slate Blocks 45 60 90% 0% 323 -18
    Marble Marble Blocks 45 60 90% 0% 296 -17
  • Version history

    Image gallery

    Trap accidentally triggered