RimWorld

RimWorld

No Trap Friendly Fire
34 Comments
Windows XP  [author] 22 Jul @ 5:59pm 
This one won't make any changes to how traders interact with your traps. The vanilla chances still apply on whether or not traders spring traps. Maybe I could add that functionality some day but I'm pretty busy lately.
『 』Petritant 19 Jul @ 4:05am 
hmm, I was searching about an alternative of the mod "Trap disable" and I found this.
From the description it seems to be doing the same thing I think but does it also disable traders to hurt themselves to your traps ?
Absolutely GOATed mod, thank you so much for maintaining it. I can't wait for the full update for it (Since you mentioned you need to double-check how it's handled on space ships).

Can you take a look at the Hunter traps as well just to double-check if Emilie's issue is due to some other mod, or a possible issue with your code? I'm assuming it's unrelated to this mod, but you never know.
Windows XP  [author] 15 Jul @ 9:19am 
(1/2)
by default on default settings, it prevents pawns of ONLY your faction from having traps sprung on them. By default, there is a small chance that any time a pawn in your faction walks over a trap that you own, it will spring. The Ludeon-intended solution is to put doors in your killhall but then the enemy ai just breaks through the doors, completely defeating the point of having a killhall. This mod makes it so you can allow pawns to walk over traps without them ever springing so you can have better killhall designs. TRAPS WILL STILL SPRING ACCORDING TO THEIR VANILLA BEHAVIOR any time an ENEMY pawn walks over it (i.e. a pawn with red text for their name).
Windows XP  [author] 15 Jul @ 9:19am 
(2/2)
There is one more layer to how this works that makes it confusing to explain though: IN ADDITION to traps never springing on your pawns IN NORMAL CIRCUMSTANCES, anytime you have a pawn OF ANY FACTION including yours walk over ANY trap (including ones you don't own) then WHILE they are on a "violent" mental break (the mental breaks that change their name text color to red or dark purple) the trap will always spring. This is primarily intended to provide the player with a way to make more secure prisons but it has a few other niche uses.
Harper 14 Jul @ 9:42am 
maybe I am just not understanding how this works right .. but does this kill all pawns if they are not in your particular faction? Example.. I don't want to kill traders or visitors.. just the mean pawns who come to kill us .. not sure if this only kills the mean pawns or all the pawns.
Emilie Sackenball 13 Jul @ 9:41pm 
@windows XP seems like this mod crash the game when the new Hunter Traps detects a target in their range, it dont even generate a something on the Hug Log
Windows XP  [author] 11 Jul @ 5:12pm 
turns out the setting menu is broken in 1.6. I'll upload the fixed updated version after I've made sure it isn't causing any issues. The new update has space ships and you can place traps on space ships so I better check that stuff before posting the update.
Thak 11 Jul @ 5:09pm 
It only occurred to me after the comment that the mod doesn't necessarily need to be updated to work, thank you regardless :)
Windows XP  [author] 11 Jul @ 2:06pm 
I plan to update this one. I would be surprised if it doesn't already work on 1.6. If anything maybe the settings menu might get broken.
Thak 11 Jul @ 11:20am 
I would really appreciate a 1.6 version of this mod if you have the time :)
Pixel Dragon 29 Jun @ 8:54am 
Thanks dawg, I keep loosing my solo runs to my own damn spike traps.
Moonshine Fox 1 Feb @ 7:45pm 
Thank you for this! It's so annoying to have my traps kill my own people who build the dumb things
Windows XP  [author] 3 Jan @ 8:15pm 
No it only works for vanilla traps for now.
FirstBornAcorn 15 Dec, 2024 @ 2:37pm 
Does this work for bear traps from VFE - Security?
Windows XP  [author] 10 Aug, 2024 @ 10:36am 
I found a way to compile simple rimworld mods without visual studio or monodevelop. Right now its "awaiting analysis" by the "automated content check system" but the mod works for me. If it works for other people as well, then perhaps I can use this to update all of my mods.
Windows XP  [author] 9 Aug, 2024 @ 5:32pm 
this mod fully works in 1.5. monodevelop can't be installed on the distro i'm using. It's supposedly possible to compile mods without that. If I can figure it out I'll update my mods.
twink gaming 15 Jun, 2024 @ 3:00pm 
any update on that?
Windows XP  [author] 21 May, 2024 @ 11:40am 
I plan to update most of my mods to 1.5. There's a decent chance this one will work on 1.5 as-is though.
Capricus 13 Apr, 2024 @ 11:36am 
Any hope of a 1.5 update?
kinngrimm 4 Nov, 2023 @ 1:26pm 
same question as @yutheboxer
harrydubois 27 May, 2023 @ 1:22pm 
Does this work with modded traps? Like the ones from BetaTraps?
Three 10 Apr, 2023 @ 5:41am 
Just subscribed to this interesting mod. :HKIndustry:
I hope you let the RimPy team know what order it should be loaded in. :floppy:
Thanks for the great job. :steamthumbsup:
Windows XP  [author] 8 Feb, 2023 @ 6:44pm 
As far as I know, the VE bear traps or even the vanilla IEDs don't count. There is nothing in here that prevents factionless wild animals from getting hit with traps, the base random spring chance still applies. Maybe I'll add in an option for that next time I update the mod.
Ristray 8 Feb, 2023 @ 4:35pm 
I added this mod in hopes that it would fix the issue of animals getting stuck in the traps if they're not hostile, and while sometimes the animals can miss most of the traps, there's still a lot of dead animals. Does this mod only apply to Rimworld traps or do you know if it's suppose to work for modded traps as well? I enjoy just using the bear traps. Thank you for any help. :winter2019happydog:
Windows XP  [author] 13 Dec, 2022 @ 11:49am 
You can both add and remove this mod mid-run without getting any errors.
Tapp 13 Dec, 2022 @ 2:28am 
Can you add this mid run?
Windows XP  [author] 16 Nov, 2022 @ 3:34pm 
You can already download ED-Enhanced options for 1.3 which includes trap friendly fire disabling features. When I get around to it, I'll check to see if it works with 1.3.
Miyuki 16 Nov, 2022 @ 1:23pm 
1.3 please
Windows XP  [author] 13 Nov, 2022 @ 3:27pm 
@ParasiticSquid I'm not sure. I've spent enough time fixing broken mods that I haven't really gotten that far into a proper 1.4 playthrough yet. If the info card shows the player mechanoids as a pawn that is part of the player faction, it will work exactly the same as any other pawn type.
ParasiticSquid 12 Nov, 2022 @ 4:06pm 
Does this protect player mechanoids from the biotech dlc?
Windows XP  [author] 11 Nov, 2022 @ 2:51pm 
Manhunting animals get trapped by default in vanilla because they are considered hostile. Animals that are hunting a colonist "for food" aren't considered hostile and you should checkmark "trap all factionless pawns and animals" to get them. If you're only concerned about manhunting animals, leave that box unchecked.

@Zandyr_Kayne I'm not sure. It just depends on how much of the vanilla trap code those mods reuse. I'll have to try it out.
Zandyr_Kayne 10 Nov, 2022 @ 9:59pm 
Does this work for any trap from any mod? For example defenses like barbed wire or caltrops.
созерцатель 10 Nov, 2022 @ 7:17pm 
Thanks for your work. So how will it work if I disable "trap all factionless pawns and animals" but there is a hostile animal on the map (manhunters or predator hunting my chickens?) I mean I don't want animals constantly die in my killbox, but I'd prefer them dead if they are hostile. Sorry for my English.