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.
- 1 ˣ 1
A deadfall trap slows down any pawn walking over it but once tripped, it has zero path cost. The trigger chance is of 80%. The damage is rarely enough to cause a fatality to humans or large animals 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 may strike mainly on the head and torso and usually causes bleeding.
When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player.
Colonists and friendlies are aware of their location and will walk around them, but only if another short route is available. Traps placed in a checkerboard pattern are easily navigated by colonists and friendlies by pathing diagonally. Enemies will not be able to avoid traps placed in long continuous lines, or in chokepoints like a narrow hallway.
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.
Deadfall traps can be set to auto-rearm, which automatically designates the trap to rearm 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.
- Select a colonist with the hauling job type and right-click on the trap.
- Select the trap.
- Click Rearm trap, or press the hotkey (default M). (A trap set to rearm is indicated with a small red V.)
- Select a colonist with the hauling job type.
- Right-click the trap and select 'Prioritize rearming trap'.