[A17-B18] Trap Defence V1.1 ~ Updated (11/26/17)

Started by BaconBits, September 06, 2016, 12:15:28 AM

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BaconBits

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

*Spike Pit must be built outdoors*


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
Download
Trap Defence V1.1 B18


~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.



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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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kaptain_kavern


I demand BBQ traps !!!



Nice addition nonetheless  ;D

Deimos Rast

Dude yes.
And it's pure XML.
This will do nicely. ;D
Thanks.
#StopPluginAbuse

BaconBits

@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!

Yautja

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?


Helpful Bot

Oh sweet baby 5lb 6oz jehova yes please and thank you.

lorebot

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?

BaconBits

@Helpful Bot: LOL...YW. Hope you enjoy.

@lorebot: Ironically, I was adding the answers to all your questions to the OP when you posted.

lorebot

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?

Exende

I'm guessing mechanically they work the exact same way as Deadfall Traps, just with different stats then?

BaconBits

@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.

lorebot

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.

BaconBits

#13
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.]

BaconBits

Updated to V1.1 ~ See Original Post for Change Log