Difference between revisions of "Template:Trap Note"

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(added the invisible anomalies, a bit unsure if invisibility in general gives immunity or reduces trigger chance. so just added a checktag. also i do think either, also from what i've seen even if a sightstealer is made visible through close proximity and is on going on a trap, it still avoids triggering it.)
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* Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.{{Check Tag|Friendly Mechanoids?|Do mechanitor controlled mechanoids have the same trigger chance?}}
 
* Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.{{Check Tag|Friendly Mechanoids?|Do mechanitor controlled mechanoids have the same trigger chance?}}
 
* Friendly visitors and their animals will never trigger a trap.   
 
* Friendly visitors and their animals will never trigger a trap.   
 +
* [[Revenant]]s{{AnomalyIcon}} and [[Sightstealer]]s{{AnomalyIcon}} will not trigger traps either. {{Check Tag|Invisibility in general?|If any other enemy pawn has invisibility forced on em do they bypass traps or have their trigger chance reduced?}}
  
 
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.{{Check Tag|Path Cost?|What is the effective pathcost of the "Known" trap, or how much worse does the alt path have to be, to path over the trap?}} One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.  
 
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.{{Check Tag|Path Cost?|What is the effective pathcost of the "Known" trap, or how much worse does the alt path have to be, to path over the trap?}} One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.  

Revision as of 15:34, 18 September 2024

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Just standardizes the spiel about the shared triggering behavior of traps, including a special section that is displayed on pages with IED in their name for explosion when shot.

It can be expanded to include any other shared features, not just trigger chances, but this is not currently the case.

No parameters are currently used or supported.

Examples

Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.

  • The base trigger chance is 100% for enemies, including mechanoids and 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) chance to trigger the trap.[Friendly Mechanoids?]
  • Friendly visitors and their animals will never trigger a trap.
  • RevenantsContent added by the Anomaly DLC and SightstealersContent added by the Anomaly DLC will not trigger traps either. [Invisibility in general?]

However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.[Path Cost?] One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.

Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever 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.