Difference between revisions of "Spike trap"

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__NOTOC__
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{{Infobox main|security
<onlyinclude>{{infobox main|security|
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| name = Spike trap
|name = Deadfall trap
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| image = Trap spike armed.png
|image = DeadfallTrap.png
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| imagesize = 128px
|description = A suspended spiked weight held up by a delicate trigger. When the victim disturbs the trigger, the weight is released and falls on his head or torso.
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| description = Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
|type = Security
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| type = Building
|placeable = Yes
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| type2 = Security
|size = 1||1
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| placeable = true
|hp = 40
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| minifiable = true
|beauty = -4
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| size = 1 ˣ 1
|flammability = 0
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| mass base = 2.5
|buy = {{icon|metal|50}}
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| flammability = 1
|sell = {{icon|metal|38}}
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| hp = 40
}}</onlyinclude>
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| sell price multiplier = 0.7
A deadfall trap slows down any pawn walking over it but once tripped, it has zero path cost. The trigger chance is 80%. The damage can cause a fatality to humans or large animals if made of good materials, and is less likely to be triggered by small animals. The base damage varies according to the material is was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.
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| beauty = -18
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| cleanliness = -5
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| terrain affordance = light
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| thingCategories = BuildingsSecurity
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| skill 1 = Construction
 +
| skill 1 level = 3
 +
| work to make = 3200
 +
| stuff tags = Metallic, Woody, Stony
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| resource 1 = Stuff
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| resource 1 amount = 45
 +
}}
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A '''spike trap''' is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.
  
When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player.
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== Acquisition ==
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Spike traps require {{Required Resources}}, {{Ticks|{{P|Work To Make #}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. Spike traps cannot be placed or constructed directly next to each other nor next to any other kind of [[trap]].
  
Colonists and friendlies are aware of their location and will go around them if possible, though if they walk through them they still have a very slight chance (0.4%) of triggering it.
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== Summary ==
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{{Trap Note}}
  
== Rearming ==
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Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.
Once tripped, a deadfall trap can be rearmed only by a colonist with the hauling job type. Colonists will first remove any object laying on the trap before rearming it. It is quite lengthy to rearm, and rearming speed is not affected by manipulation or any other stats.
 
  
=== Automatic rearming ===
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{{Cleanliness Note}}
Deadfall traps can be set to auto-rearm, which automatically designates the trap to be rearmed each time it is tripped. Setting a trap to auto-rearm should be done while it is still armed. If a trap is already tripped, turning on the auto-rearm has no immediate effect. The trap must be manually rearmed first.
 
  
=== Manual rearming ===
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=== Damage ===
# Select a colonist with the hauling job type and right-click on the trap.
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When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does [[Damage Type#Stab|Stab]] damage. This strikes mainly on the head and torso and usually causes bleeding. The amount of damage dealt by each attack is determined by the following equation:
# Select the trap.
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{| class="wikitable"
# Click Rearm trap, or press the hotkey (default M). (A trap set to rearm is indicated with a small red V.)
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| Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5
# Select a colonist with the hauling job type.
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|}
# Right-click the trap and select 'Prioritize rearming trap'.
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Where:
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* Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered.
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* Trap Melee Damage is 100 for spike traps
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* Material Sharp Damage Multiplier is a material dependent factor.
 +
* rand(0.8,1.2) is a random factor between 0.8 and 1.2. This random factor is rolled once only and then applied to all attacks, it is not rolled for each attack.
  
== Construction ==
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The armor penetration of the attack is determined by the following equation:
{| {{STDT| sortable c_25 text-center}}
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{| class="wikitable"
! Material !! Cost !! Damage !! HP
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| AP = Damage Per Attack * 0.015
|-
 
| style="text-align:left;" | {{Icon Small|Steel}} Steel || 70 || 60 || 40
 
|-
 
| style="text-align:left;" | {{Icon Small|Plasteel}} Plasteel || 70 || 72 || 112
 
|-
 
| style="text-align:left;" | {{Icon Small|Wood}} Wood || 70 || 18 || 16
 
|-
 
| style="text-align:left;" | {{Icon Small|Uranium}} Uranium || 700 || 66 || 100
 
|-
 
| style="text-align:left;" | {{Icon Small|Silver}} Silver || 700 || 30 || 28
 
|-
 
| style="text-align:left;" | {{Icon Small|Gold}} Gold || 700 || 18 || 24
 
|-
 
| style="text-align:left;" | {{Icon Small|Granite_Blocks}} Granite || 70 || 39 || 68
 
|-
 
| style="text-align:left;" | {{Icon Small|Limestone_Blocks}} Limestone || 70 || 36 || 62
 
|-
 
| style="text-align:left;" | {{Icon Small|Marble_Blocks}} Marble || 70 || 36 || 48
 
|-
 
| style="text-align:left;" | {{Icon Small|Sandstone_Blocks}} Sandstone || 70 || 30 || 56
 
|-
 
| style="text-align:left;" | {{Icon Small|Slate_Blocks}} Slate || 70 || 36 || 52
 
 
|}
 
|}
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* AP is the armor penetration of each attack.
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 +
Note that both the damage and AP of the attack in the info screen are misleading. The damage listed is the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.
 +
 +
== Analysis ==
 +
{{For|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}}
 +
Spike traps are invaluable in the earlygame, as one of the few defense strutures available. A hallway of spike traps can virtually end any frontal [[raid]], short of [[tough]] or [[nimble]] pawns, without your colonists ever seeing combat. A single trap can be fatal to humans or large animals. Multiple traps can fall most creatures, short of [[thrumbo]]s and heavy [[mechanoid]]s. But as raids get bigger, it starts to get impractical to replace the traps.
 +
 +
Place traps where you expect raiders to go. Raiders will take the shortest, unobstructed route to a target. Unless they are sappers or breachers, raiders will try and break walls last. Common locations are in the corners of your base, where enemies will likely make turns, as well as narrow areas that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by studying raids that do come.
 +
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=== Material choice ===
 +
Wood spike traps can be quickly created and placed in large quantities. Stone spike traps are cheap to make, and can kill a humanoid [[raider]] in one trap. But given the significantly increased crafting time of both the traps themselves and the stone blocks required to build them, it is often more efficient to simply make several wooden traps. Stone traps are helpful if you're limited by space or type of resource available, and can be a good activity when one has the Work Frenzy [[Mental inspiration]]. Metal traps are even stronger and don't take as much time to make, but are expensive in terms of resources.
 +
 +
[[File:Trap_choke_14.jpg|400px|center|thumb|Example of a trap tunnel. Raiders will fall into the traps. Colonists can open [[door]]s, and prefer to be slowed by the [[fence]]s rather than walk through traps. If this is the only open entrance to a base, raiders will be lured here.]]
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 +
{{Building Stats Table}}
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 +
== Version history ==
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* [[Version/0.11.877|0.11.877]] - Added as '''Deadfall Trap'''.
 +
* [[Version/0.12.910|0.12.910]] - Rebalanced, cannot be rearmed.
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* [[Version/0.19.2009|0.19.2009]] - Renamed from '''Deadfall trap''' to '''Spike trap'''. Damage is increased, material cost and time to build are reduced, and it now has armor penetration (depending on what it’s made of) and a 100% chance to spring on targets and but now require rebuilding each time, rather than being re-armed at no material cost.
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 +
<gallery>
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DeadfallTrap.png|Spike Trap Old Texture (Deadfall Trap)
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</gallery>
  
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== Image gallery ==
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<gallery mode="packed" heights="200px">
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Spike trap accidental step.jpg|Trap accidentally triggered.
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Thrumbos running into spike traps.png|[[Thrumbo]]s running willy-nilly into a trap-maze.
 +
</gallery>
  
{{nav|security|wide}}
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{{Nav|security}}
[[Category:Security]]
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[[Category:Security]] [[Category:Trap]]

Latest revision as of 13:14, 9 April 2024

Spike trap

Spike trap

Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.

Base Stats

Type
BuildingSecurity
Mass
2.5 kg
Beauty
-18
HP
40
Flammability
100%

Building

Size
1 × 1
Minifiable
True
Placeable
True
Terrain Affordance
Light
Cleanliness
-5

Creation

Skill Required
Construction 3
Work To Make
3,200 ticks (53.33 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 45
Deconstruct yield
Stuff 22 - 23
Destroy yield
Stuff 11 - 12
Technical
thingCategories
BuildingsSecurity


A spike trap is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.

Acquisition[edit]

Spike traps require Stuff 45 Stuff (Metallic/Woody/Stony), 3,200 ticks (53.33 secs) of work, and a Construction skill of 3. Spike traps cannot be placed or constructed directly next to each other nor next to any other kind of trap.

Summary[edit]

Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.

  • The base trigger chance is 100% for enemies, including mechanoids and animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
  • Non-manhunting wild animals have a 25% chance to trigger the trap.
  • Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.[Friendly Mechanoids?]
  • Friendly visitors and their animals will never trigger a trap.

However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.[Path Cost?] One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.

Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.

In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.

Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.

Each spike trap is considered dirty with a Cleanliness of −5. This reduces the average cleanliness of the room it occupies.

Damage[edit]

When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does Stab damage. This strikes mainly on the head and torso and usually causes bleeding. The amount of damage dealt by each attack is determined by the following equation:

Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5

Where:

  • Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered.
  • Trap Melee Damage is 100 for spike traps
  • Material Sharp Damage Multiplier is a material dependent factor.
  • rand(0.8,1.2) is a random factor between 0.8 and 1.2. This random factor is rolled once only and then applied to all attacks, it is not rolled for each attack.

The armor penetration of the attack is determined by the following equation:

AP = Damage Per Attack * 0.015
  • AP is the armor penetration of each attack.

Note that both the damage and AP of the attack in the info screen are misleading. The damage listed is the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.

Analysis[edit]

Spike traps are invaluable in the earlygame, as one of the few defense strutures available. A hallway of spike traps can virtually end any frontal raid, short of tough or nimble pawns, without your colonists ever seeing combat. A single trap can be fatal to humans or large animals. Multiple traps can fall most creatures, short of thrumbos and heavy mechanoids. But as raids get bigger, it starts to get impractical to replace the traps.

Place traps where you expect raiders to go. Raiders will take the shortest, unobstructed route to a target. Unless they are sappers or breachers, raiders will try and break walls last. Common locations are in the corners of your base, where enemies will likely make turns, as well as narrow areas that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by studying raids that do come.

Material choice[edit]

Wood spike traps can be quickly created and placed in large quantities. Stone spike traps are cheap to make, and can kill a humanoid raider in one trap. But given the significantly increased crafting time of both the traps themselves and the stone blocks required to build them, it is often more efficient to simply make several wooden traps. Stone traps are helpful if you're limited by space or type of resource available, and can be a good activity when one has the Work Frenzy Mental inspiration. Metal traps are even stronger and don't take as much time to make, but are expensive in terms of resources.

Example of a trap tunnel. Raiders will fall into the traps. Colonists can open doors, and prefer to be slowed by the fences rather than walk through traps. If this is the only open entrance to a base, raiders will be lured here.

Stats table

  • Spike trap Spike trap Beauty Work to Build HP Flamma­bility Total
    Damage
    Attack
    Damage
    Armor
    Penetration
    Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC -18 008,000 ticks (2.22 mins) 80 75% 130 26 39% 63 Silver
    Gold Gold 2 002,880 ticks (48 secs) 24 40% 75 15 22.5% 4,510 Silver
    Granite blocks Granite blocks -18 019,340 ticks (5.37 mins) 68 0% 65 13 19.5% 110 Silver
    Limestone blocks Limestone blocks -18 019,340 ticks (5.37 mins) 62 0% 60 12 18% 110 Silver
    Marble blocks Marble blocks -17 017,740 ticks (4.93 mins) 48 0% 60 12 18% 104 Silver
    Plasteel Plasteel -18 007,040 ticks (1.96 mins) 112 0% 110 22 33% 430 Silver
    Sandstone blocks Sandstone blocks -18 016,140 ticks (4.48 mins) 56 0% 50 10 15% 99 Silver
    Silver Silver -12 003,200 ticks (53.33 secs) 28 40% 85 17 25.5% 460 Silver
    Slate blocks Slate blocks -18 019,340 ticks (5.37 mins) 52 0% 60 12 18% 110 Silver
    Steel Steel -18 003,200 ticks (53.33 secs) 40 40% 100 20 30% 97 Silver
    Jade Jade -8 016,000 ticks (4.44 mins) 20 0% 100 20 30% 285 Silver
    Uranium Uranium -18 006,080 ticks (1.69 mins) 100 0% 110 22 33% 290 Silver
    Wood Wood -18 002,240 ticks (37.33 secs) 26 100% 40 8 12% 62 Silver
  • Version history[edit]

    • 0.11.877 - Added as Deadfall Trap.
    • 0.12.910 - Rebalanced, cannot be rearmed.
    • 0.19.2009 - Renamed from Deadfall trap to Spike trap. Damage is increased, material cost and time to build are reduced, and it now has armor penetration (depending on what it’s made of) and a 100% chance to spring on targets and but now require rebuilding each time, rather than being re-armed at no material cost.

    Image gallery[edit]