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Spike Trap Blues
   
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Mod, 1.2, 1.3, 1.4
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226.408 KB
31 Dec, 2023 @ 4:35pm
1 Jan, 2024 @ 2:33am
3 Change Notes ( view )

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Spike Trap Blues

Description

Various settings and extra features about Spike Traps:
  • Spike traps primarily target legs. (It is random in vanilla.)

  • Allow adjacent trap placement (As an option.)

  • Metallic spike traps will do stab damage, while stony traps will do crush damage. Woody traps will randomly do either.

  • Option for wild animals to trigger stone traps.

  • Stony spike traps can immobilise the enemies or wild animals without harming them.

  • Damage, Armor Penetration and more can be modified in the settings.

  • Trap damage is shown in the inspect window.

I've decided not to make the game more crowded with different buildings, so the situation is like this:
- Steel traps for lethal needs
- Stone traps for non-lethal and hunting needs. (Maybe i will separate them to wooden and stony ones later?)
For optimal game balance, it is recommended to carefully adjust the settings.




I debugged and tried every function without errors. But still, keep a backup just in case.
Can be added to or removed from ongoing games.
No known incompatibility.
No support for any other trap mod.

What mod does (as modding-compatibility info): - Creates a new ThingClass and a placeWorker via Assembly. - Patch-Replaces the ThingClass and placeWorker definitions of Spike Traps with those. - Adds a new Hediff for Immobilising. - Does not change/patch the original game code.

My other mods:

Anti-Blight and Firefoam Dispensers

Circuit Breaker

Short Circuit Blues (old)


20 Comments
SuwinTzi 11 May @ 9:56pm 
Okay, thank you for the reply.
blues  [author] 10 May @ 10:11am 
Hi, @SuwinTzi. I haven't played for a long time, let alone with this mod, and my source codes are gone. But reading the description, i can guess that;
- Cost changes of that mod should apply,
- Placement change of that mod may not work (if it's a patch, whichever mod loads later, it's change would apply.) But my mod as far as i can remember has the option to remove the placement restriction, so it should all be okay. (Check the mod settings, there should be the option for placement restrictions.)
SuwinTzi 28 Apr @ 11:28pm 
Hello, I've a quick question. I use FSF Better Spike traps which reduces cost, removes placement restrictions, and adds a stone version with lower work cost.

I'm assuming this mod should be compatible, since FSF Better Spike is only a XML?
KAITA 10 Feb @ 12:08am 
@NOETXEL yeah, people are tend to be scared to update the game because there's a firm 80% chance to destroy your precious saves
KawwaK 1 Jan @ 9:07am 
I've used it in 1.5 for a while and it worked fine. Just my experience.
blues  [author] 8 Dec, 2024 @ 9:04am 
please somebody tell me if it works for 1.5, if so i'll update the description.
if not, i was planning for a diverse traps mod and my 1.4 file was it. but it'll take a time for that mod to born.
Link 8 Dec, 2024 @ 3:18am 
1.5?
مُتَّقِينَMUTTAKIIN 27 Nov, 2024 @ 1:29pm 
can you update your game to 1.5 ... are you like scared to play an updated game?
blues  [author] 18 Nov, 2024 @ 11:48am 
I guess, nobody asked for it yet?
when i do, i still play 1.2 still, so i don't know.
Doomchibi 8 May, 2024 @ 8:44pm 
Would this need to be updated for 1.5?