Difference between revisions of "Trap"
Jump to navigation
Jump to search
Artoria2e5 (talk | contribs) |
Artoria2e5 (talk | contribs) |
||
Line 9: | Line 9: | ||
== 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. | ||
− | Traps | + | == Strategy == |
+ | 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. | ||
== History == | == History == |
Revision as of 13:00, 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 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.
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.)