Difference between revisions of "Spike trap"

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(Minor rewrite.)
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|name = Spike trap
 
|name = Spike trap
 
|image = DeadfallTrap.png
 
|image = DeadfallTrap.png
 +
|imagesize = 128px
 
|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.
 
|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
 
|type = Security
 
|placeable = Yes
 
|placeable = Yes
 
|size = 1 ˣ 1
 
|size = 1 ˣ 1
|deconstruct yield = {{icon|buildingmat|34/340}}
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|stuff tags = Metallic, Stony
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|work to make = 54
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|resource 1 = Stuff
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|resource 1 amount = 45
 +
|deconstruct yield = {{icon|buildingmat|34}}
 
}}
 
}}
A '''spike trap''' is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%, reduced by 90% with the nimble trait. The damage can be fatal to humans or large animals if it is made of good materials. The base damage varies according to the material it 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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A '''spike trap''' is a single-use trap that deals heavy damage when triggered. The damage can be fatal to humans or large animals if it is made of good materials. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.
  
[[File:Spike trap accidental step.jpg|400px|thumb|center|Trap accidentally triggered]] When a colonist, prisoner, or tamed animal triggers the trap, a yellow envelope alert appears to notify the player.  
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===Placement===
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Deadfall traps cannot be placed directly next to each other or 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. Non-manhunter animals can also sense the trap.  Building doors that allow quick access can make this less likely.
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===Triggering and rearming===
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The trigger chance is 100% for enemies, but is only 10% for raiders with the nimble trait.
  
Traps must be placed in a clear area with no other traps or obstacles near it.
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Colonists, tamed animals, and friendlies are aware of trap locations and will go around them if possible, though if they walk through one they only have a very slight chance (0.4%) of triggering it. Wandering wild animals also sense and avoid traps. Manhunter animals lose their ability to sense and avoid traps.
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When a colonist, prisoner, or tamed animal triggers a trap, a yellow envelope alert appears to notify the player.
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Once a deadfall trap is triggered it is destroyed. The 'auto rearm' option, enabled by default, produces a blueprint to replace the trap.
  
 
==Stats==
 
==Stats==
 
*Note: Actual armor penetration is much lower since damage is applied multiple times rather than in one single instance.
 
*Note: Actual armor penetration is much lower since damage is applied multiple times rather than in one single instance.
 
[[Rest Effectiveness Base::1| ]] [[Flammability Base::1| ]] [[Comfort Base::0.75| ]] [[Immunity Gain Speed Factor::1.07| ]] [[Work To Make Base::800| ]]
 
[[Rest Effectiveness Base::1| ]] [[Flammability Base::1| ]] [[Comfort Base::0.75| ]] [[Immunity Gain Speed Factor::1.07| ]] [[Work To Make Base::800| ]]
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<div><li style="display: inline-table;">
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{| {{STDT|sortable c_01 align-center}}
 
{| {{STDT|sortable c_01 align-center}}
 
![[Material]]
 
![[Material]]
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||{{icon|marble blocks|45}}||60 ||90% ||0% ||296 ||-17
 
||{{icon|marble blocks|45}}||60 ||90% ||0% ||296 ||-17
 
|}
 
|}
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</li><div>
  
==Version History==
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==Version history==
 
* [[Version/0.11.877|0.11.877]] - Added as '''Deadfall Trap'''.
 
* [[Version/0.11.877|0.11.877]] - Added as '''Deadfall Trap'''.
 
* [[Version/0.12.910|0.12.910]] - Rebalanced.
 
* [[Version/0.12.910|0.12.910]] - Rebalanced.
 +
 +
==Image gallery==
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[[File:Spike trap accidental step.jpg|400px|thumb|left|Trap accidentally triggered]]
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{{nav|security}}
 
{{nav|security}}
  
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 08:17, 15 February 2021

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
Security

Building

Size
1 × 1
Placeable
Yes

Creation

Work To Make
54 ticks (0.9 secs)
Stuff Tags
Metallic, Stony
Resources to make
Stuff 45
Deconstruct yield
Building Material (steel, wood, plasteel, etc.) 34

A spike trap is a single-use trap that deals heavy damage when triggered. The damage can be fatal to humans or large animals if it is made of good materials. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.

Placement

Deadfall traps cannot be placed directly next to each other or next to any other kind of trap.

Triggering and rearming

The trigger chance is 100% for enemies, but is only 10% for raiders with the nimble trait.

Colonists, tamed animals, and friendlies are aware of trap locations and will go around them if possible, though if they walk through one they only have a very slight chance (0.4%) of triggering it. Wandering wild animals also sense and avoid traps. Manhunter animals lose their ability to sense and avoid traps.

When a colonist, prisoner, or tamed animal triggers a trap, a yellow envelope alert appears to notify the player.

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

Stats

  • Note: Actual armor penetration is much lower since damage is applied multiple times rather than in one single instance.
  • Material Cost Damage Armor Penetration Flammability Work to build Beauty
    Silver Silver 450 85 128% 40% 54 -12
    Gold Gold 450 75 112% 40% 75 2
    Steel Steel 45 100 150% 40% 54 -18
    Plasteel Plasteel 45 110 165% 0% 118 -18
    Wood Wood 45 40 60% 100% 38 -18
    Uranium Uranium 45 110 165% 0% 102 -18
    Jade Jade 45 100 150% 0% 267 -8
    Sandstone Sandstone Blocks 45 50 75% 0% 269 -18
    Granite Granite Blocks 45 65 98% 0% 323 -18
    Limestone Limestone Blocks 45 60 90% 0% 323 -18
    Slate Slate Blocks 45 60 90% 0% 323 -18
    Marble Marble Blocks 45 60 90% 0% 296 -17