Spike trap
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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
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Terrain Affordance
- Light
- Cleanliness
- -5
Creation
- Skill Required
- Construction 3
- Work To Make
- 3,200 ticks (53.33 secs)
- Stuff Tags
- Metallic, Woody, Stony
- thingCategories
- BuildingsSecurity
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.
It creates a cleanliness penalty of -5.
Placement
Deadfall traps cannot be placed directly next to each other or next to any other kind of trap.
Triggering and rearming
The base trigger chance is 100% for enemies. Colonists, friends, tame animals, and wild animals not affected by manhunter are aware of the location of traps and will avoid them if possible. If they do walk through one, they have a 0.4% (one in 250) chance of triggering it.
In both instances, the nimble trait reduces the trigger chance for that pawn to 10%, namely 10% chance for enemies or 0.04% for colonists and friendlies.
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) to build (time to build varies depending on building material, see chart below).
Damage
Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5
AP = Damage Per Attack * 0.015
Where:
- Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered. Each attack does Stab damage.
- Trap Melee Damage is 100 for spike traps
- Material Sharp Damage Multiplier is a material dependent factor.
- rand(0.8,1.2) is a random factor between 0.8 and 1.2
- AP is the armor penetration of each attack.
Note that both the damage and AP of the attack in the info screen are misleading. The damage listed is the the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.
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 |
Version history
- 0.11.877 - Added as Deadfall Trap.
- 0.12.910 - Rebalanced, cannot be rearmed.
- 0.19.2009 - Renamed from Deadfall trap to Spike trap. Now much more powerful with a 100% chance to spring on targets, and has armor penetration depending on what it’s made of but requires resources to replace.
Image gallery
Thrumbos running willy-nilly into a trap-maze.