RimWorld

RimWorld

BetaTraps
220 Comments
SomethingSimple 24 Jul @ 4:58pm 
hmm traps dont seem to be triggered by animals?
rowanboel 20 Jul @ 6:34pm 
Mod's tagged 1.6 but when I download it, RimWorld doesn't detect it as being compatible with 1.6 and there isn't a folder for that version - only all of the others.
Phollus 20 Jul @ 10:24am 
dont work, no dmg as Aquila_V said
stecph 16 Jul @ 1:52am 
They work for me in a new 1.6/Odissey game.
Aquila_V 13 Jul @ 2:30pm 
Also even though the traps are marked as auto-rearm they wont mark themselves when triggered.
Aquila_V 13 Jul @ 2:29pm 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Log:ErrorOnce (string,int)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()


(part 2)
Aquila_V 13 Jul @ 2:29pm 
Traps are triggering but no damage is being applied?


Exception ticking BetaTraps_TrapDeadfall43271 (at (137, 0, 133)). Suppressing further errors. Exception: System.MissingMethodException: Method not found: void Verse.DamageInfo..ctor(Verse.DamageDef,single,single,single,Verse.Thing,Verse.BodyPartRecord,Verse.ThingDef,Verse.DamageInfo/SourceCategory,Verse.Thing,bool,bool,RimWorld.QualityCategory,bool)
[Ref 35A026C]
at BetaTraps.Building_TrapRearmable.SpringSub (Verse.Pawn p) [0x00033] in <5f6de28d692645cb996be366eab9d39a>:0
at BetaTraps.Building_Trap.Spring (Verse.Pawn p) [0x00028] in <5f6de28d692645cb996be366eab9d39a>:0
at BetaTraps.Building_Trap.CheckSpring (Verse.Pawn p) [0x00017] in <5f6de28d692645cb996be366eab9d39a>:0
at BetaTraps.Building_Trap.Tick () [0x0006b] in <5f6de28d692645cb996be366eab9d39a>:0
at Verse.Thing.DoTick () [0x0007b] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.TickList.Tick () [0x00139] in <fcfab19af5d14a608a65ebd77f29482f>:0
Aquila_V 13 Jul @ 12:25pm 
Is this not working for anybody else? The traps set up normally but after 1.6 things trigger them and no damage is done
Redrum 13 Jul @ 8:49am 
Is it possible to remove Hugslib dependencies? So many mods are getting away from it.
Lemmy 12 Jul @ 4:47am 
One of the most useful and logic mods, why the eff would a trap disintegrate when triggered. Had this mod since 1.0 and will always have it on my list. Great work.
The Gunslinger 11 Jul @ 10:21am 
TY
Dorely  [author] 11 Jul @ 7:25am 
Was waiting for release to test it with odyssey before posting. will be up shortly
The Gunslinger 10 Jul @ 11:53am 
Plz update
Redrum 29 Jun @ 12:40pm 
Will this get 1.6?
123caboom 8 Apr @ 12:02am 
Could be research topic
Also an option to set a trap_destruction_chance_on_trigger would be nice
And/Or even a random rare event a trap triggers itself with no pawn needed
buckeT.de 11 Mar @ 4:39am 
Friendly Fire: Although unchecked, a colonist just died to a rearmable trap of this mod. What do?
Dorely  [author] 1 Jan @ 11:40am 
@Andreas - All settings from this mod only apply to the traps added by it
Andreas 30 Dec, 2024 @ 1:14pm 
Does the Friendly Fire option apply to ALL traps, or just the one from this mod?
Astronut7 9 Aug, 2024 @ 7:22pm 
Ooh. Something else to add before I buy Anomaly. I saw the Flood/Zombie/Zerg and "insane colonist" aspect of the DLC, and thought, there's no way I'm getting that without preparation from mods. Traps, stun guns, you name it, the colonists need it.
Lootanfall 10 Jul, 2024 @ 10:58am 
@Enlonwhite It doesnt matter what you think is better or more realistic. All i pointed out was that the mod kills this feature. Besides this, iirc the description of the invisible enemies is something like "phases in and out of reality" which would explain why traps should only trigger while visible.

But to each their own.
Enlonwhite 2 Jul, 2024 @ 4:32am 
@Lootanfall I have not played the new Anomaly stuff, (was waiting for all my fav mods to update, and lost track of time working).
Now I am getting back in, and I want to point out, INVISIBLE or not (D&D nerding here) you would still proc traps even if invisible, as your weight and existence is still there. Does this make them more 'OP'...maybe...maybe..I have yet too see many outsmart bullet...I mean Traps.

in all fairness, an Option to change that would be ok, but I like the idea that a invisible guy would still fall for my traps. I will have to play and see how much it interrupts this mechanic.
Agent Craftwork 26 Jun, 2024 @ 9:15pm 
Thanks so much for making this mod. My pawns constantly triggering their own traps in my snake death maze was making me want to pull my own teeth out. If it works the way I think it does, this will be a lifesaver.:steamthumbsup:
AP 22 Jun, 2024 @ 1:49pm 
i just had a Yttakin walk over all my deadfall traps and they didn't proc, I don't see anything in his bio about being immune to them
tw_boring 14 Jun, 2024 @ 1:36pm 
Someone from friendly faction are injured. I save him after full heal he will leave but he hit trap. I pretty sure i disable friendly.
https://gist.github.com/HugsLibRecordKeeper/3a750762cd243a580c3cee0529e3682c
Dorely  [author] 23 May, 2024 @ 9:36pm 
@Lootanfall - thanks for the note about the invisible enemies, I had noticed it had got them, but I had no idea that they were immune to the normal traps as I just don't use them at all. I just pushed an update that will make them keep their immunity, but with some settings to customize how that works.
Lootanfall 5 May, 2024 @ 4:28am 
Two updates would be great:
1. Implement the different armor pen -> atm even with better material, the low pen stays the same
2. Adjust traps for the new invisible enemies. Vanilla traps dont activate while they are invisible, traps from this mod do activate which as OP and defies the mechanic of invisibility.

Besides this, great mod so far!
Kriana 21 Apr, 2024 @ 10:26pm 
So the traps are doing about 2/3 the damage of the vanilla traps now, and I think that that is a perfect balance for them being re-armable. Thanks so much for taking a look!
WhiteJao 21 Apr, 2024 @ 12:42am 
As much as i love this mod, readding this after clean run in 1.5 update made me question if we really need separate rearm work type when it can do fine as part of basic work type. Could you consider it? It doesn't have related passion assigned and it would keep work tab less cluttered...
Dorely  [author] 19 Apr, 2024 @ 9:27pm 
@Kriana - Thanks for the note, I had been feeling similarly, but it had been so long since I played I couldn't remember how strong it was supposed to be. I just pushed an update that brings the damage calc more closely in line with how the vanilla traps do damage, just a bit weaker. Feels better now I think. let me know your thoughts.
Kriana 19 Apr, 2024 @ 1:22am 
These seem to be doing a fraction of the damage of vanilla traps. Was that intentional or did 1.5 change up something in the way traps are handled? A quick test showed the re-armable version doing about 12 dmg while the vanilla one did ~75.
I Haven't Had Sex Since 2003 12 Apr, 2024 @ 3:05pm 
While we're here idk if you've had that that issue where colonists don't talk to each other like ever but non colonists talk to each other.

doing a clean install right now for that
Dorely  [author] 12 Apr, 2024 @ 3:02pm 
Yeah I had to unsub/resub to get steam to download the latest... /shrug
I Haven't Had Sex Since 2003 12 Apr, 2024 @ 2:17am 
IT STILL SAYS IT ISN'T FOR 1.5 REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
I Haven't Had Sex Since 2003 12 Apr, 2024 @ 1:03am 
YESSSSSSSSS I LOVE TRAPS
Dorely  [author] 11 Apr, 2024 @ 4:00pm 
Alrighty - 1.5 update pushed. I managed to get a few of the requests in too, Thanks everyone for the suggestions!

Unfortunately due to what appears to be a bug in hugslib, if I want settings to keep working I had to make some rather significant changes to how I integrated with the library. As such it is now a required dependency. Not like anybody will even notice... everybody has it installed already anyways.
I Haven't Had Sex Since 2003 11 Apr, 2024 @ 3:51pm 
PLEASEEEEEEEEEEEEEEEEEE UPDATE I NEED THIS FOR TRAPS PLUS
I Haven't Had Sex Since 2003 11 Apr, 2024 @ 3:51pm 
PLEASEEEEEEEEEEEEEEEE UPDATEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
₱ⱧØⱤØ₴ 11 Apr, 2024 @ 12:18pm 
Does it work with the mod that disables traps from killing my colonists?
I Haven't Had Sex Since 2003 2 Apr, 2024 @ 1:08am 
@Dorely

Please make more traps!

Thanks for remembering to update, this is a must have mod.
Droante 17 Mar, 2024 @ 11:25pm 
suggestion is to rename them in game so its clearer which one is the infinite one also a slight improvement to the build times for the stone ones would be amazing
Dorely  [author] 14 Mar, 2024 @ 3:49pm 
Hey all, been a while since I've interacted here. I'm starting to look at the mod again in prep for 1.5. I'll be going through the comments to see if there are any requests or improvements that wouldn't take too much effort to put in while I'm touching it. Go ahead and put it here if you have a request
blues 31 Dec, 2023 @ 5:15am 
Hello. I am trying to make a trap mod, and trying to make it compatible with this mod. While looking at your code, I saw this:
[code]
public override void Tick()
{
if (def.HasModExtension<BetaTrapDefModExtension>())
{
ArmorPenetrationAmount = def.GetModExtension<BetaTrapDefModExtension>().TrapArmorPenetration;
}
...
[/code]

Since this value doesn't change in game, performance and suitability-wise, kindly, don't you think it would be better if you put this check on the SpawnSetup(), rather than checking it constantly at 60 hz rate.
Kosh 25 Sep, 2023 @ 1:17pm 
Hello. I made a small mod which allows to learn "Construction" and "Mechanics"(from "Life lessons" mod) by deadfall trap crafting

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2940400005
Nefilol Seflll 18 Sep, 2023 @ 3:50pm 
@Mr. Doctor Roman Filly: It mentions in the description being able to turn friendly fire on/off.
Rafa Lorenzo 18 Sep, 2023 @ 9:16am 
cant you disable the trigger from the traps for the your own mecanoids and pawns?
Praise the Omnissiah 5 Aug, 2023 @ 6:45am 
Forgot how much i missed this till i re-watched that pete complete series. Thanks for this!
Pedda 4 Jul, 2023 @ 10:20am 
+1
Mr Happy Penguin 4 Jul, 2023 @ 9:53am 
Also, I would like an option to auto rearm traps by default. I hate having to click the auto rearm button each time I place a trap.
Mr Happy Penguin 4 Jul, 2023 @ 9:36am 
Is there a way to change the chance of manhunting animals triggering the traps? It says 80% chance, but alpacas and dogs trigger it 1/5 times or less.
snackcrackers85 12 Jun, 2023 @ 12:15pm 
love it, makes the unga-bunga stage more manageable. now if it could only stop malaria from making it in my base....