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{{Infobox main|security
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{{infobox main|security|
| name = Spike trap
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|name = Spike trap
| image = Trap spike armed.png
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|image = Trap spike armed.png
| imagesize = 128px
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|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.
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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 = Building
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|type = Building
| type2 = Security
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|type2 = Security
| placeable = true
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|placeable = true
| minifiable = true
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|minifiable = true
| size = 1 ˣ 1
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|size = 1 ˣ 1
| mass base = 2.5
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|mass base = 2.5
| flammability = 1
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|flammability = 1
| hp = 40
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|hp = 40
| sell price multiplier = 0.7
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|sell price multiplier = 0.7
| beauty = -18
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|beauty = -18
| cleanliness = -5
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|cleanliness = -5
| terrain affordance = light
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|terrain affordance = light
| thingCategories = BuildingsSecurity
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|thingCategories = BuildingsSecurity
| skill 1 = Construction
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|skill 1 = Construction
| skill 1 level = 3
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|skill 1 level = 3
| work to make = 3200
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|work to make = 3200
| stuff tags = Metallic, Woody, Stony
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|stuff tags = Metallic, Woody, Stony
| resource 1 = Stuff
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|resource 1 = Stuff
| resource 1 amount = 45
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|resource 1 amount = 45
 
}}
 
}}
 
A '''spike trap''' is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.
 
A '''spike trap''' is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.
  
 
== Acquisition ==  
 
== Acquisition ==  
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]].
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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]].
  
 
== Summary ==
 
== Summary ==
{{Trap Note}}
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Spike traps are single use traps that may be triggered when a pawn of any kind walks over it.
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* The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
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* Non-manhunting wild animals have a 25% chance to trigger the trap.
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* Colonists and tame animals have 0.4% (one in 250) to trigger the trap.
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* Friendly visitors will never trigger a trap. 
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However, colonists and non-manhunting animals are 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.
  
 
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.
  
{{Cleanliness Note}}
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===Damage===
 
 
=== Damage ===
 
 
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:
 
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:
 
{| class="wikitable"
 
{| class="wikitable"
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== Analysis ==  
 
== Analysis ==  
{{For|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}}
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{{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.
 
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.
 
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 ===
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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.
 
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.]]
 
[[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.]]
  
{{Building Stats Table}}
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{{Building Material Table}}
  
== 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, cannot be rearmed.
 
* [[Version/0.12.910|0.12.910]] - Rebalanced, cannot be rearmed.
* [[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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* [[Version/0.19.2009|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.
  
 
<gallery>
 
<gallery>
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</gallery>
 
</gallery>
  
== Image gallery ==
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==Image gallery==
 
<gallery mode="packed" heights="200px">
 
<gallery mode="packed" heights="200px">
 
Spike trap accidental step.jpg|Trap accidentally triggered.
 
Spike trap accidental step.jpg|Trap accidentally triggered.
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</gallery>
 
</gallery>
  
{{Nav|security}}
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{{nav|security}}
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[[Category:Security]] [[Category:Trap]]
 
[[Category:Security]] [[Category:Trap]]

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