Difference between revisions of "Trap"
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== History == | == 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. ([https://steamcommunity.com/sharedfiles/filedetails/?id=1671814939 | + | * 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. |
− | + | * 1.0: The deadfall trap is removed. ([https://steamcommunity.com/sharedfiles/filedetails/?id=1671814939 Mod with the old trap.]) | |
{{nav|security|wide}} | {{nav|security|wide}} | ||
[[Category:Security]] | [[Category:Security]] |
Revision as of 12:56, 30 October 2020
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.
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.
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.
- 1.0: The deadfall trap is removed. (Mod with the old trap.)