RimWorld

RimWorld

101 ratings
No Trap Friendly Fire
   
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Mod, 1.4, 1.5, 1.6
File Size
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3.286 MB
10 Nov, 2022 @ 2:18pm
11 Jul @ 6:03pm
3 Change Notes ( view )

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No Trap Friendly Fire

Description
This is a mod that disables trap friendly fire. It makes it so that traps will no longer trap your regular faction pawns when they go over them. Use this mod to make an extra-secure prison. Use it to enable more intricate and/or functional kill hall designs. Use it to reduce pointless limb losses by your trap builders. This mod has practically unlimited use cases and there are a few extra options in the mod settings to give you even more control over what is and isn't considered a valid trap "target".

Note that in order to take full advantage of what this mod has to offer, it is highly recommended to review the mod options in the mod settings menu after you've installed it for the first time and make changes as you see fit.

Mod options explained

enable friendly fire for prisoners of the same faction
Unrecruited prisoners get trapped by default but if you jail one of your own pawns, if they go on a prison break and go over a trap, the trap doesn't spring. This option will make traps spring in that situation instead. It is recommended that you enable this option but it is off by default.

enable friendly fire for prisoners of the same faction
This is the same as "enable friendly fire for prisoners of the same faction" except it does it for slaves. This option is disabled by default.

trap all factionless pawns and animals
if a wild man or an animal that hasn't been tamed by any faction touches a trap, this will spring the trap. It only applies for traps placed by the player.

trap all non-player faction pawns of any kind
if a pawn of any kind (humanlike or regular animal) touches a trap and it is any faction other than the player's faction (even if that faction isn't an enemy faction), this will make the trap go off. It only applies to traps built by the player.

I don't put any of my work behind a Patreon paywall. Everything is always available to everyone for free. If you've enjoyed playing any of my mods, consider buying me a coffee.
[ko-fi.com]
34 Comments
Windows XP  [author] 22 Jul @ 5:59pm 
This one won't make any changes to how traders interact with your traps. The vanilla chances still apply on whether or not traders spring traps. Maybe I could add that functionality some day but I'm pretty busy lately.
『 』Petritant 19 Jul @ 4:05am 
hmm, I was searching about an alternative of the mod "Trap disable" and I found this.
From the description it seems to be doing the same thing I think but does it also disable traders to hurt themselves to your traps ?
Absolutely GOATed mod, thank you so much for maintaining it. I can't wait for the full update for it (Since you mentioned you need to double-check how it's handled on space ships).

Can you take a look at the Hunter traps as well just to double-check if Emilie's issue is due to some other mod, or a possible issue with your code? I'm assuming it's unrelated to this mod, but you never know.
Windows XP  [author] 15 Jul @ 9:19am 
(1/2)
by default on default settings, it prevents pawns of ONLY your faction from having traps sprung on them. By default, there is a small chance that any time a pawn in your faction walks over a trap that you own, it will spring. The Ludeon-intended solution is to put doors in your killhall but then the enemy ai just breaks through the doors, completely defeating the point of having a killhall. This mod makes it so you can allow pawns to walk over traps without them ever springing so you can have better killhall designs. TRAPS WILL STILL SPRING ACCORDING TO THEIR VANILLA BEHAVIOR any time an ENEMY pawn walks over it (i.e. a pawn with red text for their name).
Windows XP  [author] 15 Jul @ 9:19am 
(2/2)
There is one more layer to how this works that makes it confusing to explain though: IN ADDITION to traps never springing on your pawns IN NORMAL CIRCUMSTANCES, anytime you have a pawn OF ANY FACTION including yours walk over ANY trap (including ones you don't own) then WHILE they are on a "violent" mental break (the mental breaks that change their name text color to red or dark purple) the trap will always spring. This is primarily intended to provide the player with a way to make more secure prisons but it has a few other niche uses.
Harper 14 Jul @ 9:42am 
maybe I am just not understanding how this works right .. but does this kill all pawns if they are not in your particular faction? Example.. I don't want to kill traders or visitors.. just the mean pawns who come to kill us .. not sure if this only kills the mean pawns or all the pawns.
Emilie Sackenball 13 Jul @ 9:41pm 
@windows XP seems like this mod crash the game when the new Hunter Traps detects a target in their range, it dont even generate a something on the Hug Log
Windows XP  [author] 11 Jul @ 5:12pm 
turns out the setting menu is broken in 1.6. I'll upload the fixed updated version after I've made sure it isn't causing any issues. The new update has space ships and you can place traps on space ships so I better check that stuff before posting the update.
Thak 11 Jul @ 5:09pm 
It only occurred to me after the comment that the mod doesn't necessarily need to be updated to work, thank you regardless :)
Windows XP  [author] 11 Jul @ 2:06pm 
I plan to update this one. I would be surprised if it doesn't already work on 1.6. If anything maybe the settings menu might get broken.