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RimWorld => Mods => Topic started by: just_a_random on November 13, 2018, 08:38:22 AM

Title: [MOD REQUEST] Old deadfall traps
Post by: just_a_random on November 13, 2018, 08:38:22 AM
I liked the previous version more so if anyone can turn them into a mod it would be very nice
Title: Re: [MOD REQUEST] Old deadfall traps
Post by: Jiro on November 13, 2018, 10:54:32 AM
I'm also interested in this. I think I asked about it before, but I didn't get a response. Maybe there is no such mod.
Title: Re: [MOD REQUEST] Old deadfall traps
Post by: AnActualDuck on November 13, 2018, 07:43:21 PM
I'd like to see a middle ground if that were an option, a trap with a chance of breaking. Preferably a chance of breaking that increases with each use but the easier way would be a trap that just had a static 10% chance of breaking or something. That's what seems reasonable to me, anyway. Anyway, not to butt in on your request, just something I've always thought felt more appropriate.
Title: Re: [MOD REQUEST] Old deadfall traps
Post by: 5thHorseman on November 13, 2018, 08:47:30 PM
Quote from: AnActualDuck on November 13, 2018, 07:43:21 PM
I'd like to see a middle ground if that were an option, a trap with a chance of breaking. Preferably a chance of breaking that increases with each use but the easier way would be a trap that just had a static 10% chance of breaking or something. That's what seems reasonable to me, anyway. Anyway, not to butt in on your request, just something I've always thought felt more appropriate.
Oooh I like. Maybe:

If the trap does not kill the target, it breaks.
If it does kill the target, it has a chance to break that is (damage needed to kill)/(damage the trap could deal total).
So a rabbit in a plasteel trap won't be such a huge terrible thing. Sometimes :D
Title: Re: [MOD REQUEST] Old deadfall traps
Post by: AnActualDuck on November 13, 2018, 08:59:21 PM
Quote from: 5thHorseman on November 13, 2018, 08:47:30 PM
Quote from: AnActualDuck on November 13, 2018, 07:43:21 PM
I'd like to see a middle ground if that were an option, a trap with a chance of breaking. Preferably a chance of breaking that increases with each use but the easier way would be a trap that just had a static 10% chance of breaking or something. That's what seems reasonable to me, anyway. Anyway, not to butt in on your request, just something I've always thought felt more appropriate.
Oooh I like. Maybe:

If the trap does not kill the target, it breaks.
If it does kill the target, it has a chance to break that is (damage needed to kill)/(damage the trap could deal total).
So a rabbit in a plasteel trap won't be such a huge terrible thing. Sometimes :D

Clever, would probably take a little more effort to program it if I had to guess (but I'm a dummy) but it'd be nice to see traps that broke/reacted based on results. Heck, imagine if we could dictate based on weight? Took down a bear? K it broke doing so. A rabbit? Ha! I think it's head is still around here somewhere...