RimWorld

RimWorld

Self reloading traps
57 Comments
DTD_Hiro 20 Apr @ 3:27pm 
Unclaiming issue still... an issue
Nickdes 26 Jan @ 8:07am 
There is an Issue. When the Trap is activated, it keeps making a clicking sound constantly non-stop and it also hits your FPS the longer it goes.
PersonHumanThing 18 Dec, 2024 @ 2:13am 
I am also having the unclaiming issue
Severynn 15 Nov, 2024 @ 2:17pm 
Yep having this same unclaiming issue
bigpp 3 Nov, 2024 @ 12:14am 
Having the same issue as @Mask of Humble, anyone having the same issue or has a fix?
Mask of Humble 17 Oct, 2024 @ 11:57am 
So I have a weird bug where after a trap is triggered it becomes unclaimed and I have to reclaim them every time to get them to work again
Mask of Humble 10 Oct, 2024 @ 12:51am 
Question, are these like regular bear traps that will trigger with larger pawns but do no damage or do they still do damage on trigger with larger pawns
DarkSlayerEX 22 Jun, 2024 @ 9:03am 
I made a texture tweak mod, Feel free to use the texture yourself if you'd like, just let me know if you do.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3265571010
Apraxas 11 Apr, 2024 @ 8:36pm 
Just out of curiosity, will this be updated to 1.5?
danzloblaha13 6 Aug, 2023 @ 9:31am 
Duckling you just have to set their zone to avoid these traps man ... solvable even without mods
Duckling 27 Oct, 2022 @ 1:14am 
Question. Is there any way for the traps not to friendly fire? If not id throw 10$ at it for the option to be. Love the mod other than my mechs keep bloody dieing to em.
Jester 31 May, 2022 @ 6:33am 
can you make this work with CE? getting errors with it.
Evil Pizza2 24 Feb, 2022 @ 11:53am 
Is there any chance we could get the ability to not have the traps fire on downed pawns? I love this mod but am getting a little tired of them reloading and killing people I want to enslav-I mean rescue
seeki 2 Jan, 2022 @ 10:52pm 
If you add this, you will need one component for the cost.
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
Crimzn 11 Sep, 2021 @ 12:57am 
how would a person go about adding a component as a required building material i figure it needs something electronic to reset itself doesn't make sense the steel trap just opens itself every 10 seconds altho maybe with a certain design but still 1 component added to build cost would make it more balanced and late game option how i do that?
EchoAlien 4 Aug, 2021 @ 5:39am 
Excellent mod, exactly what I was looking for, thank you for your work to make it! If I could make a suggestion, could we perhaps have a config to toggle whether or not the traps respect vanilla's trap space? Sometimes I like to shape things in specific ways around corners or in specific shapes that are not possible as a result of being too close to another trap.
DeadlinerDH1 21 Jul, 2021 @ 8:19pm 
Thx for the update!!!:steamthumbsup:
Noob™ 21 Jul, 2021 @ 5:15pm 
Thanks for the update!
The Bard of Hearts 21 Jul, 2021 @ 7:23am 
awesome! Thanks
FlashPoint55  [author] 21 Jul, 2021 @ 7:00am 
updated.
The Bard of Hearts 20 Jul, 2021 @ 7:21pm 
+1 for a 1.3 update! :steamhappy:
Redrum Jackle 17 Jul, 2021 @ 12:21pm 
I'm having issues changing trap settings, I wanted it to cost more... it's staying the same price.
DarkSlayerEX 28 Oct, 2020 @ 8:43am 
Funny enough, I'd been thinking about a solution for a couple weeks, and thought about a Smart trap, which uses components as well, and could depending on balance, either stop firing when a downed pawn is on top of it, or push them out of the tile.

I was also wondering if you would be willing to share your source code.
DTD_Hiro 18 Oct, 2020 @ 1:58pm 
Adding to Nylonworms comment. I love this mod but capturing prisoners is basically impossible if they are downed by the trap.
I do have a suggestion for FlashPoint55, an optional electrically powered version of the trap so you can cut the power if you want to capture a downed pawn.(it's also slightly more "realistic")

Regardless, thank you for the mod.
Lailani01 6 Jun, 2020 @ 8:48am 
@FlashPoint55: It must be a year ago that i created original graphics for this mod's traps. IMO these are more in line with the rest of the game. It's basically five spikes comming out of the ground when triggered, then pulling back. I am posting the link to the two .PNG files. Use them in the mod if you want - the least i can do (fun mod - thanks!) LINKS: https://i.imgur.com/wrH0Qhu.png and https://i.imgur.com/kdh7NPG.png
ashhhh2 27 May, 2020 @ 12:49pm 
same i agree with nylonworms it's a big problem
NylonWorms 28 Apr, 2020 @ 7:16pm 
I want to capture prisoners with this mod as I am sick of having to constantly watch them die is their a way that it wont go off once a person is down on the spikes?
FlashPoint55  [author] 14 Apr, 2020 @ 8:44pm 
fixed.
Starcluster 14 Apr, 2020 @ 5:51pm 
I am having the same problem as Dilly Dilly. I can't seem to find the option to affect the building cost.
Doesn't Learn From Mistakes 18 Mar, 2020 @ 9:04am 
Nope, it does not affect your traps.
Option to make your traps not affect friendly units too might also be good.
Doesn't Learn From Mistakes 18 Mar, 2020 @ 8:57am 
@FlashPoint55
Does that apply to your traps as well? That only states it is for vanilla spike traps.
FlashPoint55  [author] 18 Mar, 2020 @ 6:49am 
Doesn't Learn From Mistakes 18 Mar, 2020 @ 6:18am 
Is it possible to include a setting to remove the distance limitation on these traps?
Dilly Dilly 8 Mar, 2020 @ 9:54am 
I can see damage/recharge/penetration in mod settings, but there's no option to modify build cost. What am I missing? I went in the XML and changed the build cost manually, which worked for the first load, but on subsequent loads the build cost gets stuck at 300 for some reason.
Pers0na 8 Mar, 2020 @ 8:29am 
Save compatible?
奶小的姑娘 6 Mar, 2020 @ 12:33am 
Thx, gonna try this out, got tired of rebuilding spike traps, they do crap damage and take forever to build.
Gryphonheart 3 Mar, 2020 @ 7:35am 
Awesome! Thanks
FlashPoint55  [author] 3 Mar, 2020 @ 4:34am 
patched. now, this mod don't need huglib in 1.1 version.
Gryphonheart 27 Feb, 2020 @ 8:03am 
I can wait! A confirmation 1.1 is coming is plenty for now ;)
FlashPoint55  [author] 27 Feb, 2020 @ 6:59am 
this mod need hugslib, and it's still beta in 1.1.
plz wait! :)
Gryphonheart 26 Feb, 2020 @ 8:01pm 
An update to 1.1 would be wonderful ;)
Aramati 16 Nov, 2019 @ 9:11pm 
I love this traps so much, possibly the most useful mod I have.
But I'm geting a really sad bugs:
Sudely the pawns are unable to see certain material to build it even if it's 5 metres of them. And the already started one seems like having 0/400.

When this happened with wood I started to build with limestone, now that happened with limestones I don't know what to do.
FlashPoint55  [author] 25 Oct, 2019 @ 9:22pm 
Jabroni Pepperoni 25 Oct, 2019 @ 1:24pm 
Thank you for mod! Is there any way to add the ability to not trigger on friendly/neutral colonists and animals?
PremierVader 13 Oct, 2019 @ 10:34am 
Is this compatible with Combat Extended?
RKade83 4 Oct, 2019 @ 12:31pm 
350 cost
1 pen/dam
60 second cooldown

Seems fair to me. LOVE this mod! Rearming those little fuckers was driving me mad.
Mistletoe The Bard 9 Aug, 2019 @ 3:16am 
These traps are very hard to balance. When the reload every 10 seconds, they always killed the downed raider, which makes capturing enemies became really hard. However, they don't seems to be worth it, if they don't reload every 10 seconds, because they worth so much. Especially the steel version(which is the version dealing most damage for early game) worth 780 silver. That's adding a lot of wealth onto the colony, which makes the raid bigger. They worth like half of an artifact while not doing as much. I still think they are hella convenient though. :p
비온대요 8 Aug, 2019 @ 4:53am 
@FlashPoint55
재시작해도 똑같길래 아예 모드 재설치 몇번 해보니까 어느순간 되네요. 잘쓰겠읍니다 ^^7
FlashPoint55  [author] 8 Aug, 2019 @ 4:41am 
@RainingDayZ 재시작 필요
비온대요 8 Aug, 2019 @ 1:24am 
모드설정에서 필요한 자원 개수가 400으로 설정되어있길래 150으로 변경했는데 바뀌질 않네요. 이미 있는 세이브에는 적용이 안되나요?