Difference between revisions of "Spike trap"
m (fixed incorrect math: chance to accidentally trigger traps with nimble trait is 0.4% times 10%, which is 0.04%, not 0.0004%) |
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The trigger chance is 100% for enemies. | The trigger chance is 100% for enemies. | ||
− | Colonists, friends, tame, but also wild animals, are aware of the location of traps and will avoid them if possible, but if they walk through one, they have a very low chance of triggering it: 0.4%, decreasing to 0. | + | Colonists, friends, tame, but also wild animals, are aware of the location of traps and will avoid them if possible, but if they walk through one, they have a very low chance of triggering it: 0.4%, decreasing to 0.04% with the [[Traits#Nimble|nimble trait]] (10% of normal). Manhunter animals lose their ability to sense and avoid traps, as well as [[Thrumbo]]s, 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. | When a colonist, prisoner, or tame animal triggers a trap, a yellow envelope alert appears to notify the player. |
Revision as of 14:56, 12 August 2021
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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
- Type
- Security
Building
- Size
- 1 × 1
- Placeable
- Yes
Creation
- Skill Required
- Construction 3
- Work To Make
- 54 ticks (0.9 secs)
- Stuff Tags
- Metallic, Stony
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.
Placement
Deadfall traps cannot be placed directly next to each other or next to any other kind of trap.
Triggering and rearming
The trigger chance is 100% for enemies.
Colonists, friends, tame, but also wild animals, are aware of the location of traps and will avoid them if possible, but if they walk through one, they have a very low chance of triggering it: 0.4%, decreasing to 0.04% with the nimble trait (10% of normal). 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) (Time to build varies on building material, aforementioned time is base build time) to build.
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 |