RimWorld

RimWorld

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[FSF] Better Spike Traps
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
125.630 KB
30 Jul, 2018 @ 5:12am
11 Jun @ 10:34am
16 Change Notes ( view )

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[FSF] Better Spike Traps

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

Spike traps have become less viable due to their high resource cost and their inability to be placed near each other. This mod removes the distance limitation and reduces the trap cost from 45 materials to 15. While a bit cheap early on I think the cost will probably put them in a decent place in the long run especially on high difficulties that see 100+ raiders.

This mod also adds a duplicate spike trap that can only be made of stone. The purpose of this trap is to lower the extremely high construction time of stone traps to match other materials making them viable for defence.

Customization

If the mod isn't entirely to your liking its very easy to modify the cost or readd the distance limitation. You will however have to redo your changes if the mod is updated. You can find the mod located under

Steam\steamapps\workshop\content\294100\1459119465

The file you need to edit is located under the Patches folder. Simply open the file in notepad and you’ll be able to modify it. Inside you’ll find each change as its own little paragraph. To change the material cost simply change the number inside <costStuffCount>. To readd the distance limitation remove the first 2 text paragraphs in the patch operation, the one with description and the one with /placeworkers.

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
95 Comments
JoeOwnage 2 Jul @ 6:33pm 
right on thanks
FrozenSnowFox  [author] 2 Jul @ 3:18pm 
@JoeOwnage
As far as I'm aware making the traps rearmable again would require coding so its out of my skillset. I think there was a mod somewhere that did that. There's also the bear trap in the Vanilla Expanded mods which is rearmable.
JoeOwnage 2 Jul @ 8:30am 
Hi FSF, what would you think about breaking out the steel/metal stuffed spike trap into a separate item and making it re-armable?
Evono 5 May @ 4:42pm 
ok thanks!
FrozenSnowFox  [author] 4 May @ 2:34pm 
@Evono
Its coming from the Stone Spike Trap however that is just a copy of the vanilla spike trap with the resources changed. You're also the first person to mention such an issue. That being the case it seems like one of your mods is doing something weird for some reason. There's a huge list of harmony patches from different mods listed on the issue but at the top is aRandomKiwi.KFM.Pawn_HealthTracker_Patch+MakeDowned.Listener. Don't ask me what that is because I don't know. You'll have to go through your mods and try to figure out what's causing the problem. If you need help I'd suggest asking on the troubleshooting channel of the unofficial discord. Maybe one of the troubleshooters there has seen this before.
Evono 4 May @ 7:04am 
i get this error when enemys run into the traps from this mod not sure if its a conflict

https://gist.github.com/HugsLibRecordKeeper/4597f611bde83942eaa42879f6a14250
Evono 1 Jun, 2024 @ 5:56am 
Thanks for Updating to 1.5 !
fractalgem 31 May, 2024 @ 1:26pm 
>lowers the extremely high construction cost of stone
oooh yesssss thank youuu!

The time to create a granite or even sandstone spike trap is absolutely RIDICULOUS, to the point where it seems almost pointless to give us the option to make it at all!
FrozenSnowFox  [author] 14 May, 2024 @ 3:22pm 
@Nic
I would but I can't code so I'm afraid it's not going to happen.
Nic 14 May, 2024 @ 2:57pm 
but if you don't do that then oh well, you can still just install the individual mods