RimWorld

RimWorld

Trap Disable[B19]
30 Comments
Anonemus 18 Oct, 2018 @ 10:50am 
Thx
Anonemus 18 Oct, 2018 @ 10:40am 
Updating for 1.0 ?
Torkkar 15 Oct, 2018 @ 1:51pm 
does this mod allow traps to be Reset upon trigger? cause a simple deadfall trap should have multi uses not be a one & done thing
Chibi Life 5 Oct, 2018 @ 6:37pm 
Best mod ever. I can't believe I have to create ugly and stupid looking setups and micro manage my colonists just to get them to avoid their own traps. If the devs made the AI smarter with their own traps, but nah. 10/10, never have to make sure Bob doesn't build a trap and then step on it while he's rebuilding other traps.
Latex Santa 22 Sep, 2018 @ 11:32pm 
This makes deadfall traps MUCH less of a pain in the ass to use. Thanks very much!
Zerrrrrrrrg 14 Sep, 2018 @ 8:12am 
Good Job~
Lex 1 Sep, 2018 @ 1:55pm 
God bless you
Velc[JP]  [author] 30 Aug, 2018 @ 2:07am 
B18 version uploaded
Cocomine 30 Aug, 2018 @ 12:26am 
Great job!!
IronSpartan114 29 Aug, 2018 @ 11:31pm 
um....... B18 version?
Velc[JP]  [author] 29 Aug, 2018 @ 6:33pm 
@viirinsoftworks Visitors who are not hostile faction are excluded from the trap.
viirinsoftworks 29 Aug, 2018 @ 11:54am 
Hospitality-based visitors are excluded from traps too?
Cocomine 29 Aug, 2018 @ 1:14am 
Hope can update to B19
FUTALOVING COCKMASTER 21 Aug, 2018 @ 11:20am 
youre a fucking hero
Velc[JP]  [author] 20 Jun, 2018 @ 6:44am 
MOD updated. Prisoners and traders no longer caught in traps.
Paul 19 Jun, 2018 @ 4:35pm 
@Velc[JP] Thankyou very much!
Velc[JP]  [author] 19 Jun, 2018 @ 6:05am 
@Paul Now it does not work for prisoners.I will try to compatible with Prison Labor in ver1.0.
Paul 16 Jun, 2018 @ 12:15pm 
Does this mod work for Prisoners? I have the "Prison Labour" Mod, and it's great.... but... my Prisoners keep walking into my traps and hurting themselves xD
ambi 6 Apr, 2018 @ 8:41am 
Do visitors set off traps?
Posh Octavia 29 Jan, 2018 @ 10:58pm 
tested repeatedly from manhunters, animals are not affected at all
Velc[JP]  [author] 10 Dec, 2017 @ 8:31pm 
@Robutt A simple change will penalize all colonists, pets and enemies.
Considering the time it takes to work, I think leave the default will be good.
thanks for your opinion.
Tyrant 10 Dec, 2017 @ 6:53pm 
In my opinion, colonists and pets should move through active traps slowly.

Enemies should not move through traps slower, because then the AI would have them walk around the traps.
Velc[JP]  [author] 10 Dec, 2017 @ 6:42pm 
@Robutt Does that mean that there is no penalty for enemies?
Tyrant 10 Dec, 2017 @ 11:47am 
Could you give loaded traps a move speed penalty for colonists and pets only? (As much as moving over stone chunks.)
NotDatGuy 9 Dec, 2017 @ 3:30pm 
pretty sure those elephants are pets and look at that, theyre not triggering the traps. Cant wait for more mods to stable up for 0.18, will definately favorite this for when I get around to starting a new colony. IMO this feature should have been built into vanilla, i mean falling into your own trap? Just silly. Pets I understand but not colonists.

Firebuddy101 4 Dec, 2017 @ 1:15pm 
Also put rock chunks in the kill zone so that the A.I will take the path that takes the least amount of time, using second entrance.
Firebuddy101 4 Dec, 2017 @ 1:11pm 
Have a second entrance beside kill zone
Velc[JP]  [author] 3 Dec, 2017 @ 4:24pm 
@Чей-то друг Since traps work against merchants, we recommend using TradingSpot.
Чей-то друг 3 Dec, 2017 @ 8:01am 
А для торговцев?