SPIKE 'EM!! That's right, I said.....SPIKE 'EM!!
Ever wished you had spikes in the floor to skewer those enemies from below?
Or, Maybe a Raider is chasing a colonist through your hallways, when you realize
it would be nice to have wall spikes push out and crush that Raider against the wall.
What about those pesky Sapper's? It'd be nice to see them fall into a hole filled with
skull impaling spikes. Right?
Introducing:
"Trap Defence"
Adds 3 new traps.
Adds 2 new research criteria:
Basic Traps - Unlocks Floor Spike and Advanced Traps
Advanced Traps - Unlocks Wall Spike and Spike Pit
Both colonists and enemies can trip the traps.
Needs to be reset manually.
Can be made out of any material.
Slightly higher tripping percentage that base game "Deadfall" trap.
Tripping %:
Deadfall: 0.8
Trap Defence:
Enemies ~ 1.0
Colonist ~ 0.2
(https://s25.postimg.cc/nay99ccn3/Traps.png)
(https://s25.postimg.cc/9srcx20hr/Spike_pit.png)
*Spike Pit must be built outdoors*
(https://s25.postimg.cc/no3fkqz27/Floor_Spike_Armed.png)(https://s25.postimg.cc/oleg7czy7/Floor_Spike_Unarmed.png)
(https://s25.postimg.cc/thi2z203j/Wall_Spike_Armed.png)(https://s25.postimg.cc/x2dyia4n3/Wall_Spike_Unarmed.png)
(https://s25.postimg.cc/lyuccojcv/Spike_Pit_Armed.png)(https://s25.postimg.cc/csgn353i7/Spike_Pit_Unarmed.png)
Author
BaconBits
Credits
This mod is a derivative from:
- JuliaEllie - Author of "The inspection - Spike Traps" mod
- Neocryptorian - Author of "Better Inspection" mod
If I have forgotten to give credit to anyone please let me know so I can give proper credit.
Download
Trap Defence V1.1 A17
(https://s25.postimg.cc/bm22qqlmn/Dropbox_Button.png) (https://www.dropbox.com/s/fh3pwybqlknvk66/Trap%20Defence%20A17.rar?dl=0)(https://s25.postimg.cc/7qyoo62gv/Google_Drive_Button.png) (https://drive.google.com/open?id=0Bxq0rYMvuq1EUTlxTVZNNEhLd3c)
Download
Trap Defence V1.1 B18
(https://s25.postimg.cc/bm22qqlmn/Dropbox_Button.png) (https://www.dropbox.com/s/nxrcvwl0gf16qrz/Trap%20Defence%20B18.rar?dl=0)(https://s25.postimg.cc/7qyoo62gv/Google_Drive_Button.png) (https://drive.google.com/open?id=1Tsq-4ZO_1K8L_kpj4pTLyeo5_f2K9sPH)
~Updated to B18~
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~Updated to A17~
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~Updated to A16~
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V1.1
-Colonists now have lower chance of triggering traps
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V1.00
-Initial Release
How to install Mods:
~ Delete older versions of the Mods ~
~ Unzip the contents and place them in your RimWorld/Mods folder ~
~ Activate the mod in the mod menu in the game ~
Q & A:
Q: Can modpack makers include your mods in their modpack?
A: Yes. (Just let me know about it and credit me as the original author.)
Q: Can other modders make derivative mods based on yours?
A: Yes. (Just let me know about it and credit me as the original author.)
Q: Will you put your mods be on the Steam Workshop?
A: Nope.
License:
(https://s25.postimg.org/ti8oj7y0v/88x31.png)
Creative Commons License (https://creativecommons.org/licenses/by-sa/4.0/)
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Please provide feedback of any and all kinds.
Thanks for reading and/or downloading, hope you enjoy!
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I demand BBQ traps !!!
Nice addition nonetheless ;D
Dude yes.
And it's pure XML.
This will do nicely. ;D
Thanks.
@kaptain_kavern: I hit a roadblock on that mod so it's on hold.
@Deimos Rast: I only do XML, I don't know C#. You're Welcome!
Nice mod! I used to use the old spike floord a lot in early alphas, thanks for this new and better version (:
Just a question, it's friendly save-file? Or do I have to start a new colony?
It's save game friendly.
Oh sweet baby 5lb 6oz jehova yes please and thank you.
So how exactly do these traps work?
Can they be set off by colonists? If so what's the %?
Do they reset themselves or do they need a pawn to do that?
Can they be made of different stuff or are they only steel?
@Helpful Bot: LOL...YW. Hope you enjoy.
@lorebot: Ironically, I was adding the answers to all your questions to the OP when you posted.
Quote from: BaconBits on September 06, 2016, 05:52:53 PM
@Helpful Bot: LOL...YW. Hope you enjoy.
@lorebot: Ironically, I was adding the answers to all your questions to the OP when you posted.
Just to be clear, traps have 2 different trip %. One for colonists and one for enemies. I believe the trip for enemies is 80% and for colonists was recently reduced to .5% (from 2.5%) for colonists to accidentally trip them in vanilla. Depending on how the coding is setup your 1.0 chance to trip could mean 100% where the 0.8 is the 80% from vanilla. Could confirm both numbers for us?
I'm guessing mechanically they work the exact same way as Deadfall Traps, just with different stats then?
@Exende: That is correct.
@lorebot: I reviewed the code for the all the core traps and I only found one: <TrapSpringChance>0.8</TrapSpringChance>
Unless it's part of the .dll I can't see separate %'s. If there is a way to separate them using just .xml I would love to know so I could implement it.
Quote from: BaconBits on September 06, 2016, 06:49:28 PM
@Exende: That is correct.
@lorebot: I reviewed the code for the all the core traps and I only found one: <TrapSpringChance>0.8</TrapSpringChance>
Unless it's part of the .dll I can't see separate %'s. If there is a way to separate them using just .xml I would love to know so I could implement it.
If that's the case then I'm fairly certain that your '1.0' chance is 100% and enemies are guaranteed to trip your traps. I'm not entirely against this, but it is a bit OP.
I'm not very familiar with the game's code, but I know in the a15 patch notes it said the chance for colonists to trip their own traps was reduced from 2.5% to .5%. I'm not sure where that variable would be, but if it's not on the traps I'm gonna guess it's defined in some global variable applied to all your pawns.
Unfortunately i am not able to get the patch. I used up my downloads with multiple attempts to download A15b. Normally the downloads reset, but, this time they didn't, and I am not a Steam user.
Although, I think I found a way to separate them. I added stats def that separates the %'s and I did a small test with a colonist. Crossed over a trap about 20 times (while drafted) without triggering the trap. If someone wants to test it as well before I do an update, put the attached file in the "Defs" folder with the other def folders. If someone does test it, let me know what your findings are.
[Link deleted. See OP.]
Updated to V1.1 ~ See Original Post for Change Log
A16 Version is up. If you have any issues let me know.
Yay! Traps are back! :)
can you add in floor saw traps? or dart shooting walls?
Is there a way to disable colonists from triggering traps like floor spikes? I edited the "Buildings_Security_SpikeTraps" file to this:
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>400</WorkToMake>
<TrapMeleeDamage>100</TrapMeleeDamage>
<TrapSpringChanceEnemy>1.0</TrapSpringChanceEnemy>
<TrapSpringChanceColonist>0.0</TrapSpringChanceColonist>
I even changed a multiplier setting "trap spring chance colonist" to 0% in the game settings.
Even after that, 4 of my colonists still triggered the spikes and killed them lol. Any help would be appreciated.
Updated to A17
I've included your spike pits in these mods:
https://ludeon.com/forums/index.php?topic=25708.msg260860#msg260860
https://ludeon.com/forums/index.php?topic=25708.msg260860#msg260860
Thanks!
Quote from: masterpain on January 14, 2017, 12:20:30 PM
Is there a way to disable colonists from triggering traps like floor spikes? I edited the "Buildings_Security_SpikeTraps" file to this:
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>400</WorkToMake>
<TrapMeleeDamage>100</TrapMeleeDamage>
<TrapSpringChanceEnemy>1.0</TrapSpringChanceEnemy>
<TrapSpringChanceColonist>0.0</TrapSpringChanceColonist>
I even changed a multiplier setting "trap spring chance colonist" to 0% in the game settings.
Even after that, 4 of my colonists still triggered the spikes and killed them lol. Any help would be appreciated.
You should simply make sure that there is always a path (including diagonals) to each trap. As long as there is - pawns will never step on traps willingly (since A17). They will if they are "forced" to - ie. if the only way to get to a trap (usually to reset it) is to step on another trap.
So a checkerboard-pattern for example solves this.
Protip: if you make the "safe" tiles slow to move on and the trapped tiles fast to move on relatively (make floors under traps) then enemies are much more likely to "want" to step on trapped tiles in a checker-board pattern because they think it's faster.
-Stigma
I've looked forward to a good trap-mod for a while, but being honest I won't use this as-is.
Primarily because the traps seem completely unbalanced. If I remember correctly, last I checked this the spike pit for example is really cheap but does an absurd 250(?) dmg. That ought to one-shot anything basically. The balancing is completely off compared to the baseline set by the deadfall traps.
Secondarily I don't feel like the mod adds enough diversity. When all the traps seem to mechanically just be deadfall traps with different stats that is just boring, and there is only so much you can do with that - basically only variants on dmg and materials - and if it's going to be balanced there aren't going to be so many combinations there to make it interesting.
These are just my personal opinions and they are meant as constructive criticism only.
I said a lot of the same things to the guy making the recent "traps plus" and IMO he's starting to do some pretty impressive stuff although there is a long way to go before I'd consider it polished. Consider looking at those ideas, maybe even collaborating or at least talking to share some tips about how to do the technical stuff. His additions so far of certain traps that don't need manual rearming, different damage types, traps with debuff effects, traps neding electricity ect. all add a lot more factors that you can combine into cool (and balanced) traps.
-Stigma
But i think when there are powered traps, there should be an extra research for safe traps.
This give you "safe" powered traps, with 95% trap hit chance for enemy, and 5% hit chance for colonist.
You could say, everyone got a NFID chip-amulet that show you the traps you arn't an enemy and they can't get triggered. These 5% is still there if you forget or lost your chip-amulet.
Quote from: Canute on July 17, 2017, 04:54:02 PM
But i think when there are powered traps, there should be an extra research for safe traps.
This give you "safe" powered traps, with 95% trap hit chance for enemy, and 5% hit chance for colonist.
You could say, everyone got a NFID chip-amulet that show you the traps you arn't an enemy and they can't get triggered. These 5% is still there if you forget or lost your chip-amulet.
Sure, it's not unreasonable. I'm not sure I'd rely on that for anything but a 0% chance to hit my colonists though...
Also there might be some issues when raiders learn trap locations - and all the tiles into your base are covered by traps because you didn't need to leave a path. Then they will avoid all entryways totally instead - and break down your walls instead - because the pathing algorithm really hates stepping on known traps.
-Stigma
Updated.....I will be doing some balancing tweaks as soon as I can get to it.