RimWorld

RimWorld

[FSF] Better Spike Traps
95 Comments
JoeOwnage 2 Jul @ 6:33pm 
right on thanks
FrozenSnowFox  [author] 2 Jul @ 3:18pm 
@JoeOwnage
As far as I'm aware making the traps rearmable again would require coding so its out of my skillset. I think there was a mod somewhere that did that. There's also the bear trap in the Vanilla Expanded mods which is rearmable.
JoeOwnage 2 Jul @ 8:30am 
Hi FSF, what would you think about breaking out the steel/metal stuffed spike trap into a separate item and making it re-armable?
Evono 5 May @ 4:42pm 
ok thanks!
FrozenSnowFox  [author] 4 May @ 2:34pm 
@Evono
Its coming from the Stone Spike Trap however that is just a copy of the vanilla spike trap with the resources changed. You're also the first person to mention such an issue. That being the case it seems like one of your mods is doing something weird for some reason. There's a huge list of harmony patches from different mods listed on the issue but at the top is aRandomKiwi.KFM.Pawn_HealthTracker_Patch+MakeDowned.Listener. Don't ask me what that is because I don't know. You'll have to go through your mods and try to figure out what's causing the problem. If you need help I'd suggest asking on the troubleshooting channel of the unofficial discord. Maybe one of the troubleshooters there has seen this before.
Evono 4 May @ 7:04am 
i get this error when enemys run into the traps from this mod not sure if its a conflict

https://gist.github.com/HugsLibRecordKeeper/4597f611bde83942eaa42879f6a14250
Evono 1 Jun, 2024 @ 5:56am 
Thanks for Updating to 1.5 !
fractalgem 31 May, 2024 @ 1:26pm 
>lowers the extremely high construction cost of stone
oooh yesssss thank youuu!

The time to create a granite or even sandstone spike trap is absolutely RIDICULOUS, to the point where it seems almost pointless to give us the option to make it at all!
FrozenSnowFox  [author] 14 May, 2024 @ 3:22pm 
@Nic
I would but I can't code so I'm afraid it's not going to happen.
Nic 14 May, 2024 @ 2:57pm 
but if you don't do that then oh well, you can still just install the individual mods
Nic 14 May, 2024 @ 2:56pm 
Honestly you should just integrate Trap Disable and Do Not Avoid Trap into this mod to have 1 super mod about spike traps, it'll be the mod of the year that every Rimworld player has at all times
Hebrux 1 May, 2024 @ 1:47pm 
Some mods are so great, you think it's a part of the game! Thank you!
squishyrogue 19 Apr, 2024 @ 5:51am 
I just learnt that this is a mod I can't play without so I just wanted to give a big ol' prop to the maker. Thanks mate. This mod is the best.
FrozenSnowFox  [author] 22 Mar, 2024 @ 4:51pm 
@FlareFluffsune
It's not updated for 1.5 yet but Trap Disable is what I used to use. Also Colonist Do not Avoid Trap works well with it so they don't waste time pathing around them.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1542019602
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2824833320
FlareFluffsune 22 Mar, 2024 @ 4:42pm 
this is great and I find myself using spike traps more in my defenses but is there also something to stop my pawns triggering traps, especially pets who keep wandering into one cell wide corridors full of them!
Cinek 30 Dec, 2023 @ 2:10pm 
havent tested tho
Cinek 30 Dec, 2023 @ 2:10pm 
i think this is godly awesome
FrozenSnowFox  [author] 24 Feb, 2023 @ 11:09pm 
@imsogodly
Yes you can add it to existing games without issue.
imsogodly 24 Feb, 2023 @ 11:08pm 
can this be added on an existing save?
Hyper Coder 30 Jan, 2023 @ 1:54pm 
yea, i saw you removed the distance limit from all traps, so i just had to install the beta traps mod
thanks a lot for this one
FrozenSnowFox  [author] 25 Jan, 2023 @ 12:29pm 
@Hyper Coder
No, they're vanilla traps. Their cost is just cheaper to compensate. If you want rearmable traps I'd suggest taking a look at Vanilla Expanded Security. It has rearmable bear traps and many other nice additions.
Hyper Coder 25 Jan, 2023 @ 5:51am 
can these traps be rearmed?
LoopKat 7 Jan, 2023 @ 9:13pm 
Thanks a bunch for this. I can deal with the weird spacing of traps as a balance thing, but I cannot tell you how many times all of my builders seem to just disappear for days at a time because I forgot I ordered a handful of spike traps, the default work requirements are just absolutely insane
Moonlightfox 2 Dec, 2022 @ 12:38am 
@SucháVoda This mod reverts changes to traps that happened many versions ago. It's how the vanilla game was... You didn't know that, so you proved yourself to be a noob lmao
glu 15 Oct, 2022 @ 8:15pm 
@SucháVoda if its for noobs, your kind of noobs, Why are you here? You needed it, i can tell, So, stfu
Plutoski 22 Jul, 2022 @ 5:55am 
@sucha then why come here & leave negativity?
Mutiny 3 Apr, 2022 @ 2:27pm 
@SucháVoda So people like you, gotcha. Have fun sucking lol
SucháVoda 9 Jan, 2022 @ 6:17am 
Mod for noobs
NightCat 12 Aug, 2020 @ 10:09am 
Thank you person whoever you are
You made me stop rage quitting Rimworld.
And you keep the mod up to date! V much thank
The Devout 10 Jul, 2020 @ 10:25am 
nice thanks creator /author for creating this i made a mountain bace with eendless trap tunnels and made a 500 enemy raid and it held it off LOL
FrozenSnowFox  [author] 4 Nov, 2019 @ 5:49pm 
@Lanthrudar
Yes it would be possible however I can't do it. At this time I have no idea how to create a mod settings menu. Since I basically just make mods for myself and put them out for others to download I haven't bothered to look too in depth on the subject. All I know is it requires some manner of coding. For the time being I included a write up on how to modify the files so people can at least make some minor changes if they wish.
Lanthrudar 4 Nov, 2019 @ 5:34pm 
@FrozenSnowFox Would it be possible to add the ability to change the cost of the traps, both stone and steel, as well as if we want the distance modifier, into a "mod settings" type pane for this? This way people can tweak as much as they want, without having to edit ini files and things. You could set the minimum cost to 15 if you really wanted to keep that aspect. :)
FrozenSnowFox  [author] 29 Sep, 2019 @ 11:39pm 
@bearhiderug
It replaces the default spike trap and adds a new identical trap specifically for stone. By default stone adds a huge increase in work required so to keep the traps low on build time it was necessary to specifically add a stone trap with reduced work to build.
The Fat Puppers 15 Aug, 2019 @ 10:53pm 
Thank you for making this mod,also it is soo awesome of you to tell us how to set the resource cost back to normal.I appreciate it
seven_xinren 9 Jul, 2019 @ 10:03pm 
Great the traps!
Dosboy 25 Mar, 2019 @ 2:52pm 
@genius- get the mod called "path avoid".. you can tell the colonist which cells to not use. Works great with spike traps.
Friendly Noob 10 Jan, 2019 @ 9:24am 
its called Trap Disable[1.0]
Friendly Noob 10 Jan, 2019 @ 9:18am 
there is another mod to stop that
geniusthemaster 31 Dec, 2018 @ 3:27pm 
would get this mod if colonists didnt set off spike traps
hekele 22 Dec, 2018 @ 4:45pm 
Love this, but would also love to see the work of making the traps go down a bit too. It takes them longer to build a trap than a solar panel? Seems a bit off!
Signature 30 Nov, 2018 @ 8:43pm 
ok, so I love the mod but I wish the traps wouldn't break from random animals. It keeps happening and im using Randy so convieniently there is a raid right after. I am hoping you are able to change this as it would be nice. Like making it so only man hunter animals break the trap.
Red1 24 Nov, 2018 @ 5:07pm 
@FrozenSnowFox
Thanks, I use Fluffy's Mod Manager as well, so future support is appreciated!
Teacyn 18 Nov, 2018 @ 11:05am 
Thanks!
FrozenSnowFox  [author] 18 Nov, 2018 @ 10:41am 
@Omen267901
I added it for Complex Jobs already. I haven't bothered with the others since there wasn't much reason to do so. If I need to update them again I'll probably add support for it.
Teacyn 18 Nov, 2018 @ 9:49am 
Would you consider adding support for Fluffy's Mod Manager to your mods? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1507748539
There's a guide on how to do it.
Hydrationator 16 Nov, 2018 @ 5:02pm 
Im so glad I found this mod since traps have become useless with the need to spend 35 resources to rebuild them everytime you use them
Victor 6 Nov, 2018 @ 8:09am 
do you guys remember when traps were the bees knees, you could rearm them with out rebuilding them, you could have em lined up for miles and raids would end efter they hit every last one of them, I am glad I found this mod because to be honest I was getting rather bored of baking raiders todeath took to much power and would leave me with no one to capture in the end, how am I to train my colonists in medicine with out an army of prisoners and there legs, after all I can just instul and then remove peg legs on my own colonists, that is inhumain
FrozenSnowFox  [author] 29 Oct, 2018 @ 5:14pm 
@gepard28
Nothing is changed from vanilla in that regard. I think neutral animals can get hit by traps now though unless they changed that back again.
gepard28 29 Oct, 2018 @ 5:12pm 
can this trap react on neutral animals to, (easy tricker). like bears and rabbit.
FrozenSnowFox  [author] 28 Oct, 2018 @ 1:21pm 
@Zombie Hi 5
Glad to hear it. Honestly I wasn't a fan of the maintenance cost myself but turrets and IED's also have the cost so it is rather fiting. I think it just has to be low enough not to be a massive hinderance.