Difference between revisions of "Trap"
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== Strategy == | == Strategy == | ||
− | Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The actual, un-trapped path | + | [[File:Spike trap accidental step.jpg|400px|thumb|right|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 "actual", un-trapped path may be protected with doors, so that the enemy AI consider them a waste of effort. | ||
Explosive traps should be kept away from colonists. They are more useful in the outskirts. | Explosive traps should be kept away from colonists. They are more useful in the outskirts. |
Revision as of 13:02, 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.
Strategy
Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The "actual", un-trapped path may be protected with doors, so that the enemy AI consider them a waste of effort.
Explosive traps should be kept away from colonists. They are more useful in the outskirts.
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.)