A colonist has accidentally sprung a trap

Started by sadpickle, September 09, 2018, 11:04:25 PM

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sadpickle

So apparently colonists can spring traps now... this is aggravating. Since trap damage has been buffed it is essentially a death sentence, which is what just happened to a colonist. One of just 4, the first I recruited since the game has been shoveling garbage pawns at me and I don't need sheriffs or medieval lords in my roster.

I've taken to playing Ironman as I think that is the correct way to play, but this bit of RNG has me seriously reconsidering. I think it's a trash mechanic.

edit: typo

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christhekiller

Was he running from something or was he recruited? My experience so far has been that they'll avoid traps if they can

sadpickle

Quote from: christhekiller on September 10, 2018, 01:49:26 AM
Was he running from something or was he recruited? My experience so far has been that they'll avoid traps if they can
He was already in the colony and had been for several days. There was no raid or anything going on at the time. I think he was trying to pick up the dead boar when it happened.

5thHorseman

Yeah that's happened to me as well for the same reason. It's a bad combination of autoconstruct, construction outpacing hauling, and traps being deadly.

If you truly can't play with it I'm not sure what to say, other than maybe disable auto reconstruct and only manually construct after they haul the corpse away.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

Limdood

I contruct my trap sections so that any square can be reached via a door.  That keeps pawns from ever pathing over a trap to construct/clean/move. 

Unfortunately, there is NO set-and-forget workaround to pawns wandering onto a trap to haul a body off of it.  There either needs to be a no-accidental-spring-chance (which i think would be bad - bases would be peppered with traps everywhere) OR pawns need to be able to grab all haulable items out of adjacent tiles instead of entering the tile the item is in.  Mechanic already exists to clean and construct (and mine and plant, etc) in adjacent tiles...hauling needs to get there too.

5thHorseman

Colonists already won't go into a tile with a stool in it to pick up things. People use that to make food production much faster than is typical. Could this "stooliness" be added to traps?
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

bbqftw

That stool thing was removed afaik.

Main problem is that a pawn has no qualms about dropping items onto traps, and then attempts to pick it up. This happens with meals, I've also seen it happen with what appears to be harvestable items landing onto traps.

This aspect of the game is like playing a babysitting simulator where the child tries to repeatedly stick a fork into an electrical socket.

5thHorseman

Quote from: bbqftw on September 10, 2018, 03:27:28 PM
That stool thing was removed afaik.
I don't bother doing it so don't know for sure but I haven't read anything that says it was removed.
Quote
Main problem is that a pawn has no qualms about dropping items onto traps, and then attempts to pick it up. This happens with meals, I've also seen it happen with what appears to be harvestable items landing onto traps.
The problem there is how willing they are to drop what they're carrying. I absolutely hate how the #1 thought on everybody's mind after being drafted is MUST EAT NOW NOW NOW. They whip out a fine meal and I have to decide, do I want them to get the no-table debuff or drop the meal on the ground?
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

Shurp

It would be extra hilarious if they immediately puked up that meal.  In real life, the adrenaline rush of a combat situation completely kills your digestion.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

GiantSpaceHamster

Quote from: sadpickle on September 09, 2018, 11:04:25 PM
So apparently colonists can spring traps now...

FWIW, this isn't new. Colonists (and animals, both pets and wild) have been able to set off traps for a while. The chance is much lower than for enemies, but it's always been a risk of using traps. Personally I'd rather see the chance be related to a skill than just a flat chance, but don't think it's inappropriate as a risk.

BLACK_FR

Quote from: GiantSpaceHamster on September 10, 2018, 07:06:09 PM

FWIW, this isn't new. Colonists (and animals, both pets and wild) have been able to set off traps for a while. The chance is much lower than for enemies, but it's always been a risk of using traps. Personally I'd rather see the chance be related to a skill than just a flat chance, but don't think it's inappropriate as a risk.

There is a big difference. In B18 you couldn't move traps. Now you can but EVERY time you do that you risk being killed. That makes this option screwed.
Guide to mastery of the game - https://ludeon.com/forums/index.php?topic=46290
If you have idea how make merciless naked brutality run more challenging and fun - tell me

bbqftw

You can use uninstall to move traps safely. Reinstall rolls for 0.4% chance every time.

BLACK_FR

#12
Quote from: bbqftw on September 11, 2018, 04:47:07 PM
You can use uninstall to move traps safely. Reinstall rolls for 0.4% chance every time.

Yep, I figured it out (after I ruined my run when 0.4% chance hit on reinstailling). Seems like minor bug (reinstall should be "uninstall+install", not "I have to walk over trap to move it").
Guide to mastery of the game - https://ludeon.com/forums/index.php?topic=46290
If you have idea how make merciless naked brutality run more challenging and fun - tell me