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You have to build another one from scratch
and psychite tea requirement is crazy lol
*Teleports a warcasket with max shooting, and melee, pumped up on go juice yayo and flake*
Least unhinged rimworld user after 1000 hours of gameplay. Almost beats the sandpaper treadmill room.
@GranDadJack @[JdG] Pejman – I can look into making these updates, but I have a few other items on my roadmap for mod releases, so I can't guarantee a timeline. However, I'll add it to my list of ongoing requests.
Like a version using advanced components that uses power (maybe have something like each teleportation uses 3000 power from batteries)
Tbh I use them with the gas trap mod just to make my life easier (send raiders to the "sleepy gas" room which is next to prison :O)
Rechargeable Trap
- unlocks with battery
- now requires components to build, limited use (3 or 5) but can be rearmed with chemfuel, when it uses its last charge it becomes broken, requiring repair with component.
Advanced Teleport Trap
- unlocks with Microelectronics
- now requires advanced components and no longer requires chemfuel, but instead requires power. It has limited uses (5) and shuts down to recharge(using more power). does not teleport or receive when not powered.
Spacer Teleport Trap
- unlocks with Fabrication / Muli-analyzer
- now requires plasteel, no longer limited use but has a short cooldown. does not teleport or receive when not powered.
As it is, it's not very useful at the moment for, say, setting up a trap in a chokepoint to catch invaders because it will only catch the first one, which doesn't really help when there's 20 of them.
Just my 2 cents.
@ferny - Good points. I stayed away from heavy “Skip” mechanics since they’re tied to the Royalty DLC, and I wanted the mod to work for everyone. If you end up retexturing or redesigning the trap and it’s solid, let me know—I’ll swap it out and credit you.
@Chad Thundercock - Thanks for the feedback, Mr. Thundercock. The traps are single-use to keep them balanced since they’re available early game. I didn’t want them to feel too overpowered, but I’ll keep your multi-use idea in mind for future tweaks or expansions.
@Chad Thundercock, @ferny, and @Isoriai—I’ve released a new mod you might find interesting: a Warp Rifle that teleports pawns to a powered warp node when shot (it's multi-use). Don't burn me at the stake—I didn’t call it a 'Skip' gun, but I did make it more blue. Ha.
delightfully devilish, SilkCircuit