Difference between revisions of "Trap"

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== Notes ==
 
== Notes ==
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Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that no known vanilla events will generate enemy traps.
  
Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that no known vanilla events will generate enemy traps.
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== Strategy ==
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Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The actual, un-trapped path should be protected with doors in order to make them bad path-finding choices to the enemy.
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Explosive traps should be kept away from colonists. They are more useful in the outskirts.
  
 
== History ==
 
== History ==

Revision as of 13:00, 30 October 2020

Traps are static defenses that trigger when enemies step upon, since they are invisible to them. As of 1.0 all traps in-game are single-use, have to be rebuilt after use and cannot be placed directly next to one another.

Notes

Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that no known vanilla events will generate enemy traps.

Strategy

Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The actual, un-trapped path should be protected with doors in order to make them bad path-finding choices to the enemy.

Explosive traps should be kept away from colonists. They are more useful in the outskirts.

History

  • Pre-1.0 (beta): The deadfall trap could be re-armed after triggering, allowing for many uses. It costs more materials than a spike trap, does less damage, and cost more time to build.
  • 1.0: The deadfall trap is removed. (Mod with the old trap.)