RimWorld

RimWorld

Colonist Do not Avoid Trap
19 Comments
seeki  [author] 8 Jun, 2024 @ 12:50am 
@Teneombre that's right.
Teneombre 7 Jun, 2024 @ 5:37am 
Just to be sure I understand well the mod:
It disable any chance for it to triger on an ally/colonist/livestock and on top of this, remove the pathfinding to avoid them?
Karmapowered 24 Jun, 2023 @ 3:51am 
@seeki Thank you for your reply and confirmation. Please have a nice day/evening.
seeki  [author] 24 Jun, 2023 @ 1:42am 
@Karmapowered
I'm not using Clean Pathfinding 2.
However, the chances of causing trouble are low, so I think there is no problem using Clean Pathfinding 2 with this mod.
Karmapowered 22 Jun, 2023 @ 12:43pm 
Thank you very much for update to 1.4 and compatibility with "Beta Traps".

I haven't seen any issues so far (and I don't think this mod messes with pathfinding algorithms), but since I'm here can I ask if this mod is officially compatible with Clean Pathfinding 2 ?
nagi 7 Jan, 2023 @ 6:27am 
Okay, thanks for the test. I don't have Locks(2) on, but thanks for the suggestion.
seeki  [author] 6 Jan, 2023 @ 9:27pm 
@nagi
Colonists do not equate traps with bare ground. They would prefer a floor without traps slightly.
Colonists would normally choose a shortcut route through the door. Here are the test results.
https://imgur.com/a/BMxeZYz

I don't know why your colonists don't use doors to take shortcuts, and it's not my responsibility.
You may be affected by Locks mod or Locks2 mod without realizing it.
The trap won't hurt him anyway, so I recommend playing Rimworld without worrying about it.
nagi 6 Jan, 2023 @ 9:37am 
Not sure why, but my colonists consider traps to be empty ground, non-restrictive. I tried reducing the floor under the traps to tilled (67% walk speed) https://i.imgur.com/ZQglSrP.png
Maybe some compatibility problem with traps+ / better spike traps I also have loaded? I did try changing load order and that did not help either.
Apraxas 1 Nov, 2022 @ 11:46am 
I’m happily using this mod with self reloading traps mod. I just build one hell of a trap zone and forget abt defending my base :D
seeki  [author] 28 Oct, 2022 @ 4:19am 
BetaTraps has been adapted to Ver1.4 and it is now possible to disable friendly fire.
I was a little worried about making this mod compatible with BetaTraps, but BetaTraps can't disable the colonists' dislike of passing over traps even if the traps are safe, so I decided to add this mod. I decided to adapt to BetaTraps.
seeki  [author] 18 Oct, 2022 @ 6:38am 
I made the mod correspond to Ver1.4.
Since BetaTraps does not support Ver1.4 yet, the BetaTraps linkage function in Ver1.4 environment has been omitted.
As soon as BetaTraps supports Ver1.4, we plan to restore the BetaTraps linkage function of this mod.
tw_boring 15 Oct, 2022 @ 1:15pm 
update to 1.4 please
handsomepa 22 Jul, 2022 @ 6:48am 
you are the true hero, thank you
seeki  [author] 26 Jun, 2022 @ 4:33am 
I plan to suspend mod development to enjoy Monster Hunter Sunbreak.
However, I plan to resume mod development by the time the season comes in the fall.
I haven't finished modding because I still have the mods I want to make.
seeki  [author] 26 Jun, 2022 @ 4:31am 
@Guccio
Trap Disable
・Trap is safety

Colonist Do not Avoid Trap
・Trap is safety
・Colonist move with an efficient path ← nice point
Three 26 Jun, 2022 @ 3:42am 
I kinda love your mod :ZombieHeart: and please keep coding, but there is already such mod
Trap Disable
seeki  [author] 25 Jun, 2022 @ 8:05pm 
I make mods with an emphasis on reality.
Traps do not target colonist and friendly NPCs, but colonist still need to pass over the traps carefully.
Keep in mind that if you use this mod, colonist will still be slow to pass over traps.
seeki  [author] 25 Jun, 2022 @ 7:59pm 
@Flazz
No, this mod always applies.
Colonist do not equate traps with empty spaces, but they will now consider traps to be as obstructive as common items and will not make excessive detours.
Colonist will probably choose the best route you can think of.
Flazz 25 Jun, 2022 @ 7:39pm 
Does this only apply while drafted?