Difference between revisions of "Spike trap"
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Once a spike trap is triggered it is destroyed. The 'auto rearm' option, enabled by default, produces a blueprint to replace the trap. | Once a spike trap is triggered it is destroyed. The 'auto rearm' option, enabled by default, produces a blueprint to replace the trap. | ||
− | They take {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} to build. | + | They take {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} (Time to build varies on building material, aforementioned time is base build time) to build. |
==Stats== | ==Stats== |
Revision as of 16:51, 7 May 2021
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Spike trap
Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
Base Stats
- Type
- Security
Building
- Size
- 1 × 1
- Placeable
- Yes
Creation
- Skill Required
- Construction 3
- Work To Make
- 54 ticks (0.9 secs)
- Stuff Tags
- Metallic, Stony
- Deconstruct yield
- 34
A spike trap is a single-use trap that deals heavy damage when triggered. The damage can be fatal to humans or large animals if it is made of good materials. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.
Placement
Deadfall traps cannot be placed directly next to each other or next to any other kind of trap.
Triggering and rearming
The trigger chance is 100% for enemies, but is only 10% for raiders with the nimble trait.
Colonists, tamed animals, and friendlies are aware of trap locations and will go around them if possible, though if they walk through one they only have a very slight chance (0.4%) of triggering it. Wandering wild animals also sense and avoid traps. Manhunter animals lose their ability to sense and avoid traps.
When a colonist, prisoner, or tamed animal triggers a trap, a yellow envelope alert appears to notify the player.
Once a spike trap is triggered it is destroyed. The 'auto rearm' option, enabled by default, produces a blueprint to replace the trap.
They take 45 Stuff (Metallic/Woody/Stony, 450 for SMVs) and 3,200 ticks (53.33 secs) (Time to build varies on building material, aforementioned time is base build time) to build.
Stats
- Note: Actual armor penetration is much lower since damage is applied multiple times rather than in one single instance.
Material | Cost | Damage | Armor Penetration | Flammability | Work to build | Beauty |
---|---|---|---|---|---|---|
Silver | 450 | 85 | 128% | 40% | 54 | -12 |
Gold | 450 | 75 | 112% | 40% | 75 | 2 |
Steel | 45 | 100 | 150% | 40% | 54 | -18 |
Plasteel | 45 | 110 | 165% | 0% | 118 | -18 |
Wood | 45 | 40 | 60% | 100% | 38 | -18 |
Uranium | 45 | 110 | 165% | 0% | 102 | -18 |
Jade | 45 | 100 | 150% | 0% | 267 | -8 |
Sandstone | 45 | 50 | 75% | 0% | 269 | -18 |
Granite | 45 | 65 | 98% | 0% | 323 | -18 |
Limestone | 45 | 60 | 90% | 0% | 323 | -18 |
Slate | 45 | 60 | 90% | 0% | 323 | -18 |
Marble | 45 | 60 | 90% | 0% | 296 | -17 |