RimWorld

RimWorld

More Traps
129 Comments
GGKTH 12 Jul @ 12:24pm 
👍👍:steamthumbsup:
(04) PalverZ  [author] 12 Jul @ 8:50am 
Awesome first up ill be posting a "dirty" compatibility patch it has no balance adjustments or anything I lost one of the functions i override but i don't think it matters that much.... i really want to dive into a playthrough with the new expansion and maybe a few mods while i work on the code for the mods hopefully ill be able to find time and break away from the factorio playthrough im currently addicted to. (But I also want to do a deep playthrough on X4 too)
rock paper scissors 12 Jul @ 8:36am 
oh thats good i was hoping the damage wouldnt be too crazy, and ive not tested it yet but i think it targeting legs should be fine thank you
(04) PalverZ  [author] 12 Jul @ 7:46am 
I nerfed it a little a while ago because it was causing way more damage than i had intended
(04) PalverZ  [author] 12 Jul @ 7:45am 
They do have some pierce value, they also have a tendacy to attack lower body parts (it usually hits legs and not feet because im using a rimworld function and not my own to prioritize targeting
rock paper scissors 12 Jul @ 6:52am 
do the traps pierce through all armor?
(04) PalverZ  [author] 11 Jul @ 9:01pm 
Anyone on this mod, still using any old versions of Rimworld going to give a little bit for people to chime in but thinking about for 1.6 dropping support, also will do a little code clean up and consider a new trap type or two again I want to update soon for you all that like this one but dont want to break anyones game
rock paper scissors 9 Jul @ 8:39am 
stay safe bro
(04) PalverZ  [author] 6 Jul @ 9:06pm 
I actually hope to have it updated fast, as i have to do a lot of work on the other mod so ill do this one first
redanddead12345 4 Jul @ 1:50pm 
oh no, I hope it all turns out okay! :Asa:

looking forward to the update when you have the time. love this mod already! stay safe king!
(04) PalverZ  [author] 3 Jul @ 8:19pm 
Actually i might have a hernia, but i have a doc appointment to find out, do plan to update this for the next version.
redanddead12345 3 Jul @ 10:04am 
ik its been a couple months now but i hope you are doing much better.
(04) PalverZ  [author] 12 Apr @ 7:53am 
Sorry for delay ive been bust, and went to be early last few days in recuperation for a fitness test at work, (and just being tired) depnds on your steam library location: \Steam\steamapps\workshop\content\294100\2035646473\1.5\Defs\Thing_BuildingDefs\BasticTrapDefs.xml

I recomend notepad++ and using xml language selection the lines youll want to edit are

<damageDef>Stab</damageDef>
<rulePack>DamageEvent_MoreTrapsBasicPunjiSticks</rulePack>
<triggerChance>0.85</triggerChance>
<knownTriggerChance>0</knownTriggerChance>
<chancePerHit>0.44</chancePerHit>
<numberOfHits>6</numberOfHits>
<damageMultiplierRange>0.75~1.1</damageMultiplierRange>
<armorPenetrationRatio>0.015</armorPenetrationRatio>

note that its hard coded at the moment that these traps try to attack lower body i may get around to changing that eventually when im not working 2 peoples jobs and/or no buried in the game im working on.
Bag of Crack Rocks 9 Apr @ 9:01pm 
@(04) PalverZ what is the name of xml and where is located and ill be sure to play with the values.
(04) PalverZ  [author] 9 Apr @ 6:31pm 
@Bag of Crack Rocks ok thanks that might be new mechanics nerfing it, yuou can enchance it yourself in the .xml if you want to play with it if you happen to do so and let me know the values you find are rocking i can test them too and if they dont seem OP AF id be willing to change the defaults
Bag of Crack Rocks 9 Apr @ 11:14am 
@(04) PalverZ they work perfectly like before, the only thing i noticed is they do way less damage but that could be a balance thing.
(04) PalverZ  [author] 8 Apr @ 4:19pm 
@bag of crack rocks Most welcome let me know if i broke it accidentally
Bag of Crack Rocks 8 Apr @ 11:19am 
just found out this was updated. thank you
(04) PalverZ  [author] 22 Feb @ 7:55am 
Hey BTW updated
(04) PalverZ  [author] 8 Jan @ 1:40pm 
I found an old version still looking for the latest.
(04) PalverZ  [author] 31 Dec, 2024 @ 8:40am 
So initially bad news, I made a sin of dev work and didnt push this to a repo, meaning I dont have quick access to the source code, I will look through my drives (I have dozens) and see if i have a version of it sitting around. Otherwise I may rebuilding from scratch, which might not be a bad thing, as I learned a lot since I built this.
(04) PalverZ  [author] 17 Dec, 2024 @ 4:48pm 
I have been really lacking on this one. Is it broken? Im sure it is... This one doesn't get a lot of attention from me. Ill try to hit it with a recompile.If there is some one in the comments that thinks they might want to adopt this mod let me know and we will see.
dvdmcwilliams 17 Dec, 2024 @ 7:52am 
Any news or possible replace for this?
Tearval 23 Apr, 2024 @ 10:10pm 
@(04) PalverZ

All good. i know it takes a bit but I love this mod. tak all the time you need.
(04) PalverZ  [author] 23 Apr, 2024 @ 9:25pm 
@Tearval I have not updated it yet it might work it might break (breaking is likely)
Tearval 23 Apr, 2024 @ 6:25pm 
Just asking but is this compat with 1.5 or does it need to update?
Scarlet Ice 23 Jan, 2024 @ 11:28pm 
@(04) PalverZ Thanks a lot!
(04) PalverZ  [author] 23 Jan, 2024 @ 6:28pm 
simple open steamapps\workshop\content\294100\2035646473\1.4\defs\Thing_Building\BasicTrapDefs.xml
look for <trapDestroyOnSpring>false</trapDestroyOnSpring> change false to true
Scarlet Ice 23 Jan, 2024 @ 3:08pm 
the new traps are awesome! Though they are a bit OP. It would be nice to make them breakable after hitting the enemy.
(04) PalverZ  [author] 28 Dec, 2023 @ 8:55am 
@Thundercraft, I appreciate the links. I don't play with CE. I have no doubt they use harmony based hooks to change a lot of the stuff. If it is that important to someone they can ask CE to make a patch. I was just hoping a tweak in this mods settings could help the one person who has voiced an issue and the 10 or so that haven't voiced it. I don't really have time to get too involved in CE compatibility at the moment
Thundercraft 28 Dec, 2023 @ 1:07am 
(04) PalverZ [author] wrote, "wonder what behind the scenes stuff CE does to the damage formulas."
I think Combat Extended changes it through API hooking and DLL injection. This could bypass changes made through .XML files like what The Sentry tried to do. This would explain why CE is so notorious for being incompatible with a lot of mods.
Thing is, CE has a wiki with tips on how to make stuff compatible: https://github.com/CombatExtendedRWMod/CombatExtended/wiki
Sometimes it's best to just ask the CE team to add compatibility. After all, the CE dev team maintains built-in patches for dozens of mods: https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md
(04) PalverZ  [author] 25 Dec, 2023 @ 12:06pm 
interesting wonder what behind the scenes stuff CE does to the damage formulas. Maybe one day Ill get around to looking into in detail. sorry its wrecking your experience with my mod.
The Dispenser 25 Dec, 2023 @ 6:12am 
Just found out that animals are getting hit by these with just normal amount of dmg. I guess it's all about armor that pawns are using
It's truly funny to see animals getting less dmg than good armored pirates
The Dispenser 25 Dec, 2023 @ 3:39am 
Welp, that's what I tried before. Here are my params:

<triggerChance>0.6</triggerChance>
<knownTriggerChance>0</knownTriggerChance>
<chancePerHit>0.8</chancePerHit>
<numberOfHits>1</numberOfHits>
<damageMultiplierRange>0.2~0.4</damageMultiplierRange>
<armorPenetrationRatio>0.01</armorPenetrationRatio>

I nerfed Punjis by making them unreliable as traps. Changing damage multiplier seems to do nothing
(04) PalverZ  [author] 24 Dec, 2023 @ 8:24am 
my guess is CE makes things more fatal in general maybe? no clue but you might try these values, I nerfed all the numbers a little then turn them down a little more each test? feel free to post the values you are happy with on here or discussions.


<damageDef>Stab</damageDef>
<rulePack>DamageEvent_MoreTrapsBasicPunjiSticks</rulePack>
<triggerChance>0.85</triggerChance>
<knownTriggerChance>0</knownTriggerChance>
<chancePerHit>0.33</chancePerHit>
<numberOfHits>4</numberOfHits>
<damageMultiplierRange>0.65~1.0</damageMultiplierRange>
<armorPenetrationRatio>0.01</armorPenetrationRatio>
(04) PalverZ  [author] 24 Dec, 2023 @ 8:19am 
(I dont run CE so my adjustments will be guesswork)
(04) PalverZ  [author] 24 Dec, 2023 @ 8:18am 
I am not sure which things you would change for CE nerfing my guess is reduce the armor penetration a tiny bit and the base damage a little and run a test map let me look at the XMLs in a minute and give you a value or two you might test
The Dispenser 24 Dec, 2023 @ 5:42am 
Checked the logs. It seems CE is incompatible with this mod - it makes Punji Sticks damage more than normal. Don't know what to do :(
The Dispenser 23 Dec, 2023 @ 9:48am 
Punji Sticks are OP. Was attacked by 4 insects. Punjis took them all out in 15 seconds or so. Just tested it on pawns - you need 2 or 3 hits to down them. Also punjis are unbreakable unlike usual traps.
So, is there any way to nerf these things in config? Should I change <damageData> in BasicTrapDefs and if so, what params should I insert there? I mean, this mod is great, it's perfect for my Vietnamese industrial-only walkthrough, but this damage is just killing me :(
Please, help

Also sorry about my English, I'm not a native speaker
(04) PalverZ  [author] 6 Jul, 2023 @ 4:58pm 
That might be cool, yes the traps don't have to be primitive in this mod, ill have to look at the way equipment is handled by the AI on drops to see if there is a way to make it at least have the appearance of working that way
Thundercraft 5 Jul, 2023 @ 10:37pm 
Your traps don't all have to be primitive and low tech, do they? How about a trap that disarms enemies? That would make it safe for colonists to come in and incapacitate them with stun weapons. As for reasoning, perhaps if it only affects metal weapons, it could be explained with powerful magnets? Perhaps the trap itself requires a connection to the power grid and puts a significant load on power?
(04) PalverZ  [author] 5 Jul, 2023 @ 7:23pm 
in the meantime if you post a video talking about this or my other mod let me know
(04) PalverZ  [author] 5 Jul, 2023 @ 7:16pm 
@2kru.kids Ill try to throw some ideas to my focus group and see if anything takes off.
SmokRock 5 Jul, 2023 @ 12:34pm 
We need even more traps! Try and think of some more and my youtube career is set!:steamthumbsup:
(04) PalverZ  [author] 18 Apr, 2023 @ 8:50pm 
Glad you like it
Didgereedank 18 Apr, 2023 @ 5:03pm 
yeayeyeyeyeyeyyeyeyeyeyeye:p2cube:
(04) PalverZ  [author] 11 Feb, 2023 @ 9:31pm 
Ive tested a new version and will have it up sometime tomorrow, it hits enemies correctly, so if you aren't getting hits there must be a conflict with another mod, let me know if you experience an issue and what other mod is likely involved and I will try to make a version that doesnt have issues with other mods.
(04) PalverZ  [author] 1 Feb, 2023 @ 8:19pm 
I am working on a 1.4 version of this mod and taking a break from gas traps because im not making any headway in doing what i want there anyway, hope to have it working by next week
(04) PalverZ  [author] 3 Nov, 2022 @ 8:32pm 
Im pretty sure its just the way this mod figures out friend or foe
Bag of Crack Rocks 3 Nov, 2022 @ 6:51pm 
yea i had like 10 mods in total at the time. i did not think of testing it by itself to be honest.