Difference between revisions of "Spike trap"
(type: Security -> Building; type2: - -> Security; placeable: Yes -> true; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> light;) |
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{{rewrite|reason=Format standardization and expansion}}{{infobox main|security| | {{rewrite|reason=Format standardization and expansion}}{{infobox main|security| | ||
− | | name = Spike trap | + | |name = Spike trap |
− | | image = Trap spike armed.png | + | |image = Trap spike armed.png |
− | | imagesize = 128px | + | |imagesize = 128px |
− | | description = 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. | + | |description = 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. |
− | | type = Security | + | |type = Building |
− | | placeable = | + | |type2 = Security |
− | | size = 1 ˣ 1 | + | |placeable = true |
− | | | + | |minifiable = true |
− | | | + | |size = 1 ˣ 1 |
− | | | + | |mass base = 2.5 |
− | | | + | |flammability = 1 |
− | | | + | |hp = 40 |
− | | skill 1 = Construction | + | |sell price multiplier = 0.7 |
− | | skill 1 level = 3 | + | |beauty = -18 |
− | | | + | |cleanliness = -5 |
− | | | + | |terrain affordance = light |
− | | | + | |thingCategories = BuildingsSecurity |
− | | | + | |skill 1 = Construction |
− | + | |skill 1 level = 3 | |
+ | |work to make = 3200 | ||
+ | |stuff tags = Metallic, Woody, Stony | ||
+ | |resource 1 = Stuff | ||
+ | |resource 1 amount = 45 | ||
}} | }} | ||
{{for|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}} | {{for|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}} |
Revision as of 01:45, 12 October 2021
This article is suggested to be rewritten. Reason: Format standardization and expansion. You can help the RimWorld Wiki by improving it. |
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
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Terrain Affordance
- Light
- Cleanliness
- -5
Creation
- Skill Required
- Construction 3
- Work To Make
- 3,200 ticks (53.33 secs)
- Stuff Tags
- Metallic, Woody, Stony
- thingCategories
- BuildingsSecurity
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. The spike trap should be built out of stone or metal, as wood has a low damage output. Although stone spike traps take large amounts of time to make, they can kill a raider in one trap. See Defense structures (Spike Traps) and Defense structures (Entryways) for more information.
It creates a cleanliness penalty of -5.
Placement
Deadfall traps cannot be placed directly next to each other or next to any other kind of trap.
Triggering and rearming
The base trigger chance is 100% for enemies. Colonists, friends, tame animals, and wild animals not affected by manhunter are aware of the location of traps and will avoid them if possible. If they do walk through one, they have a 0.4% (one in 250) chance of triggering it.
In both instances, the nimble trait reduces the trigger chance for that pawn to 10%, namely 10% chance for enemies or 0.04% for colonists and friendlies.
Manhunter animals lose their ability to sense and avoid traps, as well as Thrumbos, that don't seem to see them and go into trap-mazes.
When a colonist, prisoner, or tame 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) to build (time to build varies depending on building material, see chart below).
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 |