Difference between revisions of "Spike trap"

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{{rewrite|reason=Format standardization and expansion}}{{infobox main|security|
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{{infobox main|security|
 
|name = Spike trap
 
|name = Spike trap
 
|image = Trap spike armed.png
 
|image = Trap spike armed.png
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}}
 
}}
 
{{for|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}}
 
{{for|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}}
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. The spike trap should be built out of stone or metal, as wood has a low damage output. Although stone spike traps take large amounts of time to make, they can kill a [[raider]] in one trap. See [[Defense structures#Spike traps|Defense structures (Spike Traps)]] and [[Defense structures#Entryways|Defense structures (Entryways)]] for more information.
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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.
  
It creates a [[cleanliness]] penalty of -5.
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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]].
  
===Placement===
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== Summary ==
Deadfall traps cannot be placed directly next to each other or next to any other kind of [[trap]].
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Spike traps are single use traps that may be triggered when a pawn of any kind walks over it. The base trigger chance is 100% for enemies, including animals affected by the manhunter mental state. Non-manhunting wild animals have a 25% chance to trigger the trap but are aware of the location of traps and will avoid pathing over them if reasonably possible. Colonists, friends, and tame animals have 0.4% (one in 250) to trigger the trap, but are also aware of the location of traps and will avoid pathing over them if reasonably possible. In all instances, the [[Traits#Nimble|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.  
  
===Triggering and rearming===
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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. The amount of damage dealt by each attack is determined by the following equation:
The base trigger chance is 100% for enemies. Colonists, friends, tame animals, and wild animals not affected by manhunter are aware of the location of traps and will avoid them if possible. If they do walk through one, they have a 0.4% (one in 250) chance of triggering it.
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{| class="wikitable"
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| Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5
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|}
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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.
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* 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.
  
In both instances, the [[Traits#Nimble|nimble trait]] reduces the trigger chance for that pawn to 10%, namely 10% chance for enemies or 0.04% for colonists and friendlies.  
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The armor penetration of the attack is determined by the following equation:
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{| class="wikitable"
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| AP = Damage Per Attack * 0.015
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|}
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* AP is the armor penetration of each attack.
  
Manhunter animals lose their ability to sense and avoid traps, as well as [[Thrumbo]]s, that don't seem to see them and go into trap-mazes.
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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 the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.
 
 
When a colonist, prisoner, or tame animal triggers a trap, a yellow envelope alert appears to notify the player.
 
  
 
Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.
 
Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.
  
They take {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} to build (time to build varies depending on building material, see chart below).
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== Analysis ==  
 
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{{Stub|section=1}}
=== Damage ===
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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. The spike trap should be built out of stone or metal, as wood has a low damage output. Although stone spike traps take large amounts of time to make, they can kill a [[raider]] in one trap. See [[Defense structures#Spike traps|Defense structures (Spike Traps)]] and [[Defense structures#Entryways|Defense structures (Entryways)]] for more information.
<pre>Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5</pre>
 
<pre>AP = Damage Per Attack * 0.015</pre>
 
Where:
 
* Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered. Each attack does [[Damage Type#Stab|Stab]] damage.
 
* 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
 
* 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 the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.
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{{Building Material Table}}
 
==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.

Revision as of 12:38, 22 November 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
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

Spike traps require Stuff 45 Stuff (Metallic/Woody/Stony, 450 for SMVs), Expression error: Unexpected < operator. 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

Spike traps are single use traps that may be triggered when a pawn of any kind walks over it. The base trigger chance is 100% for enemies, including animals affected by the manhunter mental state. Non-manhunting wild animals have a 25% chance to trigger the trap but are aware of the location of traps and will avoid pathing over them if reasonably possible. Colonists, friends, and tame animals have 0.4% (one in 250) to trigger the trap, but are also aware of the location of traps and will avoid pathing over them if reasonably 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.

When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does Stab damage. 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 the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.

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

Analysis

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. The spike trap should be built out of stone or metal, as wood has a low damage output. Although stone spike traps take large amounts of time to make, they can kill a raider in one trap. See Defense structures (Spike Traps) and Defense structures (Entryways) for more information.

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
  • 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
  • Version history

    • 0.11.877 - Added as Deadfall Trap.
    • 0.12.910 - Rebalanced, cannot be rearmed.
    • 0.19.2009 - Renamed from Deadfall trap to Spike trap. Now much more powerful with a 100% chance to spring on targets, and has armor penetration depending on what it’s made of but requires resources to replace.

    Image gallery