RimWorld

RimWorld

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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
803.149 KB
25 Mar, 2020 @ 9:55pm
12 Jul @ 10:14am
9 Change Notes ( view )

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Description
This mod adds a few other traps and some framework to make slightly better configured traps.

Basic Punji Sticks: Made from different materials enemies can step on up to 6 of these guys per cell, they tend to damage body parts closer to the ground (legs, feet, etc) and you and your friends know about them and won't get damaged (if you do this is a bug please let me know). This doesn't require any technology and

Poison Punjis: Add some medical herbs and a little frog juice and these bad boys can knock am attacker out,great for capturing

Please post bugs, problems, comments, suggestions.


Other Mod(s):
Gas Traps


If you really like this please comment and drop a tip
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===CHANGE LOG====
1.6D: Dirty recompile lost one of my overrides i dont think it will be a problem plotting new content and fixes
V1.5: Okay works in 1.5 now
V1.1: Poison no longer applies to mechs; Damage nerfed; costs lowered; The poison should knock out pawns before they die, most of the time. Moved to Version 1.2 assemblies let me know if i need to remove 1.1 compatibility from the list.
Known possible bug: The spikes seem to damage legs more than feet I use an internal Rimworld function to get a lower body part to damage I may need to write my own if this ruins the experience for too many people. (I am ok living with it)
V1.0: Poison Punjis?! Slightly scaled up image!
V0.9: First release adding Punji Sticks
133 Comments
EMENELO 22 hours ago 
yo good luck on your race man, i gotta give you a steam award for your commitment. hopefully your scans and health issues go well too
redanddead12345 23 hours ago 
and the races too.
redanddead12345 23 hours ago 
sounds good, king. may your redesigning go swimmingly
(04) PalverZ  [author] 23 hours ago 
Heads up: So I have a race today and another one tomorrow; then I plan to break ground on reprogramming the other mod, then it will lead into me giving some love over here, I was thinking about 2 types of new trap, a hunting trap fatal for small critters (rabbits) and maybe downs larger (deer sized) and ignored by things like muffalo. And then a snare/trip that non fatal downs a pawn a certain % of the time something fair so its not OP so like 25%and for only a limited time like 1 hour or something so you have to move fast to capitalize?

I have a CT scan for my issue coming up and even if i have surgery I don't anticipate slow downs in my plan, In theory i might have 1.6.2 (new things update) rocking and rolling by end of next month, even if i have to pause the other mod for a bit, as long as my work load remains the same.
GGKTH 12 Jul @ 12:24pm 
👍👍:steamthumbsup:
(04) PalverZ  [author] 12 Jul @ 8:50am 
Awesome first up ill be posting a "dirty" compatibility patch it has no balance adjustments or anything I lost one of the functions i override but i don't think it matters that much.... i really want to dive into a playthrough with the new expansion and maybe a few mods while i work on the code for the mods hopefully ill be able to find time and break away from the factorio playthrough im currently addicted to. (But I also want to do a deep playthrough on X4 too)
EMENELO 12 Jul @ 8:36am 
oh thats good i was hoping the damage wouldnt be too crazy, and ive not tested it yet but i think it targeting legs should be fine thank you
(04) PalverZ  [author] 12 Jul @ 7:46am 
I nerfed it a little a while ago because it was causing way more damage than i had intended
(04) PalverZ  [author] 12 Jul @ 7:45am 
They do have some pierce value, they also have a tendacy to attack lower body parts (it usually hits legs and not feet because im using a rimworld function and not my own to prioritize targeting
EMENELO 12 Jul @ 6:52am 
do the traps pierce through all armor?