Difference between revisions of "Trap"

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Traps are static defenses that trigger when enemies step upon, since they are invisible to them. As of 1.0 all traps in-game are single-use, have to be rebuilt after use and cannot be placed directly next to one another.
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{{Stub|reason = Interlinking, analysis}}
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'''Traps''' are static defenses that trigger when enemies step upon, since they are invisible to them. {{Hover title|Version/1.4.3200|At the time of writing}}, all traps in-game are single-use, have to be rebuilt after use,and cannot be placed directly next to one another.
  
 
*[[IED antigrain warhead trap]]
 
*[[IED antigrain warhead trap]]
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*[[IED trap]]
 
*[[IED trap]]
 
*[[Spike trap]]
 
*[[Spike trap]]
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== Summary ==
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{{Trap Note}}
  
 
== Notes ==
 
== Notes ==
Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that no known vanilla events will generate enemy traps.
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Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that {{Hover title|Version/1.4.3200|as of the time of writing}}, no known vanilla events will generate enemy traps.
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== Analysis ==
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[[File:Spike trap accidental step.jpg|400px|thumb|right|A nice trap layout, but apparently not fool-proof.]]
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{{Main|Defense structures}}
  
== Strategy ==
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Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The un-trapped path for colonists may be protected with doors, so that the enemy AI consider them a waste of effort.
Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The actual, un-trapped path should be protected with doors in order to make them bad path-finding choices to the enemy.
 
  
Explosive traps should be kept away from colonists. They are more useful in the outskirts.
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Explosive traps should be kept away from colonists. The most powerful ones are more useful in the outskirts, while others can usually be handled with stone walls.
  
== History ==
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== Version history ==
* Pre-1.0 (beta): The deadfall trap could be re-armed after triggering, allowing for many uses. It costs more materials than a spike trap, does less damage, and cost more time to build.
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* [[Version/0.11.877|0.11.877]] - Added added [[Deadfall trap]] (later renamed), [[IED trap]], [[IED incendiary trap|Incendiary IED Trap]] (later renamed).
* 1.0: The deadfall trap is removed. ([https://steamcommunity.com/sharedfiles/filedetails/?id=1671814939 Mod with the old trap.])
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* [[Version/0.19.2009|0.19.2009]] - Deadfall trap redesigned into Spike trap.
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* [[Version/1.1.0|1.1.0]] - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
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* [[Biotech DLC]] Release - Added [[IED tox trap]].
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
[[Category:Security]]
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[[Category:Security|#Trap]]

Latest revision as of 13:12, 9 April 2024

Traps are static defenses that trigger when enemies step upon, since they are invisible to them. At the time of writing, all traps in-game are single-use, have to be rebuilt after use,and cannot be placed directly next to one another.

Summary[edit]

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, as well as revenantsContent added by the Anomaly DLC and sightstealersContent added by the Anomaly DLC will never trigger a trap.[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.

Notes[edit]

Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that as of the time of writing, no known vanilla events will generate enemy traps.

Analysis[edit]

A nice trap layout, but apparently not fool-proof.

Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The un-trapped path for colonists may be protected with doors, so that the enemy AI consider them a waste of effort.

Explosive traps should be kept away from colonists. The most powerful ones are more useful in the outskirts, while others can usually be handled with stone walls.

Version history[edit]