Difference between revisions of "Trap"

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*[[IED trap]]
 
*[[IED trap]]
 
*[[Spike trap]]
 
*[[Spike trap]]
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== Summary ==
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All traps are single use. They may be triggered when a pawn of any kind walks over it.
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* 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.
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* Non-manhunting wild animals have a 25% chance to trigger the trap.
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* Colonists and tame animals have 0.4% (one in 250) to trigger the trap.
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* Friendly visitors will never trigger a trap. 
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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.
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== Notes ==
 
== Notes ==
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== History ==
 
== History ==
* Pre-1.0 (beta): The deadfall trap could be re-armed after triggering, allowing for many uses. It costs more materials than a spike trap, does less damage, and cost more time to build.
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* Beta 19 - Spike traps now have to be replaced completely, rather than re-armed at no material cost. Increased power of spike traps to compensate.
* 1.0: The deadfall trap is removed. ([https://steamcommunity.com/sharedfiles/filedetails/?id=1671814939 Mod with the old trap.])
 
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security|#Trap]]
 
[[Category:Security|#Trap]]

Revision as of 09:27, 17 March 2023

Traps are static defenses that trigger when enemies step upon, since they are invisible to them. As of 1.0 all traps in-game are single-use, have to be rebuilt after use and cannot be placed directly next to one another.

Summary

All traps are single use. They 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 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.


Notes

Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that no known vanilla events will generate enemy traps.

Strategy

A nice trap layout, but apparently not fool-proof.

Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The un-trapped path for colonists may be protected with doors, so that the enemy AI consider them a waste of effort.

Explosive traps should be kept away from colonists. The most powerful ones are more useful in the outskirts, while others can usually be handled with stone walls.

History

  • Beta 19 - Spike traps now have to be replaced completely, rather than re-armed at no material cost. Increased power of spike traps to compensate.