RimWorld

RimWorld

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Jecs Hunting with Traps (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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22 Feb, 2021 @ 11:58am
27 Jun @ 12:27pm
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Jecs Hunting with Traps (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of Jecrells mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=960099879



[dsc.gg]
[github.com]


Traps now hurt wild animals.
Compatible with Tribal essentials.

Possible future update: Bait traps.

Special thanks to all those that support me on Patreon:
ShotgunFace, Fredric Sundberg, Dan Winn, Toss Antilles, Sarah Banks, Undead Jackel, Michin, Chelsea, Caine Detueur, Yewty Oxman, Jerod Clayton, Arty Kubin, Ashleigh Miller, infinity421, TheDayDude, Jacob Duga, Ryan Brock, Evan Hwang, Moshat, Christopher, Don Butterblume, John Boehr, George Chong Chuang Ming, Oliver White, Helpful Bot, vincent de keijzer, roxxploxx, Legless, Christopher Abel, Karol Rybak, Mathias Broxvall, Mark, Tim Stillson, Lachlan Easton, Nemuri Hime, Sera, Christian Hermansen, NiNe Bottles of Rum, Populous25, Steven James, Marcus Siraenu, Michael Lauder, meatface.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: wildlife, survival, traps, hunting
22 Comments
MercuryRiver 29 Jun @ 6:26am 
Ahhh that makes a lot of sense now how this works, thank you for clarity
Mlie  [author] 28 Jun @ 8:05am 
@MercuryRiver Well, trained animals can be assigned to an area so should be easy to keep them away from the traps. Caravan animals can trigger traps in vanilla so not affected by this mod.
MercuryRiver 28 Jun @ 7:22am 
A bit confused by couple of comments. One says this affects "wild animals" the other mentions ally animals will also step in traps. Which is it that will no longer avoid these? Non-colony animals, wild animals, or all animals? If it isn't "wild animals"-only, can it be? I definitely feel any trained ally animals should be able to avoid these just like pawn allies.
Mlie  [author] 10 Feb, 2024 @ 2:20pm 
@Thundercraft Should affect any trap that uses the vanilla trap definition. Custom trap-code is not affected, but I have no info on what trap-mods use either
Thundercraft 10 Feb, 2024 @ 2:11pm 
@Mlie [author]
Question:
Does this (a) only affect the behavior of vanilla traps (Spike trap and the different kinds of IED traps)? Or does it (b) affect all traps, even new traps added by mods?

Depending on how it's coded, I could easily imagine this working either way.
Mlie  [author] 10 Feb, 2024 @ 7:46am 
@Vartarhoz Not really, its your traps and any animal can trigger them. Just like human pawns can
Vartarhoz 10 Feb, 2024 @ 6:06am 
Weird that this makes Ally caravan animals trigger trap. "Attacked a member" spam if they have couple of them.
PGMP 31 Aug, 2023 @ 7:24pm 
Now here is the question. Is this going to be a problem for my dogs or cats hahahahah. I guess we will find out.
PGMP 31 Aug, 2023 @ 7:23pm 
This fixes the problem of wild animals coming inside my house to eat my supplies because I want to keep my door open to have a cooler breeze.
kongkim 12 Nov, 2022 @ 2:18pm 
Ok thx