RimWorld

RimWorld

ED-SafeTraps
36 Comments
Hunter Biden 25 Jul @ 6:18pm 
1.6 update
RankLord123 17 Mar, 2019 @ 12:03pm 
Will this work on modded spike traps?
Jaxxa  [author] 1 Apr, 2018 @ 3:25pm 
What mods are you seeing incompatabilities with for Enhanced Options? And what issues are you seeing? I tried to designe the mod as much as I could so it would not caulse issues.
spike_mf 1 Apr, 2018 @ 10:35am 
and no I can't use you enhancment mod because that one will interfere with other mods I have
spike_mf 1 Apr, 2018 @ 10:32am 
Yeah visitors and traders gets trapped for me too, didn't at first, but suddenly they got stuck too, dunno if it's because I'm on a minus standing with them, yet not hostile.
groovybluedog 19 Jan, 2018 @ 7:28pm 
I can't say if pets are working, but visitors get trapped still. Any way to exclude them so this is only hostiles, but both hostile 'characters' (humans/mechaniods/ect?) and hostile animals?
Jaxxa  [author] 4 Jan, 2018 @ 7:22pm 
Is it not working for pets now?
Captain 31 Dec, 2017 @ 11:21pm 
Please make this affect pets!
Tyrant 4 Dec, 2017 @ 10:15pm 
Could you make it affect pets too, and could you impose a major move speed penalty (perhaps the same as the one for moving rubble) to balance it out?
Jaxxa  [author] 4 Dec, 2017 @ 11:04am 
@riftssirdrake Maybe, that will depend on how that mod works. XML only mods will work. If the mod uses C# that will depend on how much they have changed.
riftssirdrake 4 Dec, 2017 @ 4:17am 
Does this work with traps added by other mods as well, or just the vanilla ones?
DragonQueen20196 1 Dec, 2017 @ 7:02pm 
B18?
The Meow? 28 Nov, 2017 @ 2:00pm 
Can't wait for A18 !
Tyler 22 Nov, 2017 @ 1:54am 
Would appreciate an update! :)
itsnarkoz 19 Nov, 2017 @ 3:09am 
Upt., please.
Vortek Gamer 3 Aug, 2017 @ 11:19pm 
just looking at the pick making me saying "Well then"
Klokinator 20 Jun, 2017 @ 4:17pm 
Adding my input to the a17 help request. Supposedly traps don't trigger on colonists in A17 if you reset a trap right as a colonist walks over it, but that still happens.
Chakat Riversand 20 Jun, 2017 @ 8:40am 
THis is a musthave for the playable kobolds mod, due to them using traps, because, Kobolds!
wuxietianmo 10 Jun, 2017 @ 9:06pm 
A17PLEASE
Matheryn 25 May, 2017 @ 9:01pm 
need for a17 please
Hagamablabla 7 Jan, 2017 @ 8:44pm 
No, CCL doesn't work with A15 or A16, and this mod requires it.
[RaW]Raider 31 Dec, 2016 @ 6:10pm 
Does it work with A16? Anyone tried? Tag's a tag maybe it works?
ChildofGaia 20 Dec, 2016 @ 9:33pm 
Will this ever get updated?
NexionSE of the Cm.G. 10 Sep, 2016 @ 2:08pm 
hawk looks a littel parnnoid
Rem 29 Aug, 2016 @ 7:00pm 
Can you upgrade it please
Red1 26 Aug, 2016 @ 1:22pm 
First let me say that without this mod i stopped using traps altogether. Too many horrible deaths! But I have had an issues with traders and visitors getting slaughtered while wandering around where they shouldnt. Is there anyway that this could be modified so that instead of not targeting colonists, traps only activate vs hostiles???
Kira 12 Aug, 2016 @ 12:37pm 
Seems to not work with Combat Realism. I have ~60 mods, but after testing compatability I only had to remove this to fix everything.
Ant2001 9 Aug, 2016 @ 9:56am 
will pets be ok?
Trenze 8 Aug, 2016 @ 4:29pm 
Thank you!
proventialdandy 7 Aug, 2016 @ 5:12am 
thank you
bigdog108 6 Aug, 2016 @ 12:25am 
thanks mate
Zularmas 5 Aug, 2016 @ 10:03am 
Finally ! You made traps usefull ! 3 Points for you ! Thanks :D
得之我幸失之我命 4 Aug, 2016 @ 2:59am 
Enemy wounded? Colonists will not?
Bazkur 2 Aug, 2016 @ 5:19pm 
Will your tamed animals also be safe?
suivezlemir 2 Aug, 2016 @ 3:58pm 
Thanks for this ! Is it compatible with other traps from mods ? (landmines mod for instance)
MicroTurtle 2 Aug, 2016 @ 2:43pm 
Should have named the guy ED