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− | {{ | + | {{rewrite|reason=Format standardization and expansion}}{{infobox main|security| |
| name = Spike trap | | name = Spike trap | ||
| image = Trap spike armed.png | | image = Trap spike armed.png | ||
| imagesize = 128px | | 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 | + | | type = Security |
− | + | | placeable = Yes | |
− | | placeable = | ||
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| size = 1 ˣ 1 | | size = 1 ˣ 1 | ||
− | | | + | | stuff tags = Metallic, Stony |
− | | | + | | work to make = 54 |
− | | | + | | resource 1 = Stuff |
− | | | + | | resource 1 amount = 45 |
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| skill 1 = Construction | | skill 1 = Construction | ||
| skill 1 level = 3 | | skill 1 level = 3 | ||
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}} | }} | ||
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− | + | {{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. | |
− | == | + | ===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. | ||
− | + | Colonists, friends, tame, but also wild animals, are aware of the location of traps and will avoid them if possible, but if they walk through one, they have a very low chance of triggering it: 0.4%, decreasing to 0.04% with the [[Traits#Nimble|nimble trait]] (10% of normal). 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. | |
− | + | When a colonist, prisoner, or tame animal triggers a trap, a yellow envelope alert appears to notify the player. | |
− | When | ||
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− | The | + | Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap. |
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− | + | They take {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} (Time to build varies on building material, aforementioned time is base build time) to build. | |
− | == | + | ==Stats== |
− | + | *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| ]] | |
+ | <div><li style="display: inline-table;"> | ||
− | + | {| {{STDT|sortable c_01 align-center}} | |
− | + | ![[Material]] | |
− | + | !Cost | |
− | Wood | + | !Damage |
+ | !Armor Penetration | ||
+ | !Flammability | ||
+ | !Work to build | ||
+ | ![[Beauty]] | ||
+ | |- | ||
+ | ![[Silver]] | ||
+ | ||{{icon|silver|450}}||85 ||128% ||40% ||54 ||-12 | ||
+ | |- | ||
+ | ![[Gold]] | ||
+ | ||{{icon|gold|450}}||75 ||112% ||40% ||75 ||2 | ||
+ | |- | ||
+ | ![[Steel]] | ||
+ | ||{{icon|metal|45}}||100 ||150% ||40% ||54 ||-18 | ||
+ | |- | ||
+ | ![[Plasteel]] | ||
+ | ||{{icon|plasteel|45}}||110 ||165% ||0% ||118 ||-18 | ||
+ | |- | ||
+ | ![[Wood]] | ||
+ | ||{{icon|wood|45}}||40 ||60% ||100% ||38 ||-18 | ||
+ | |- | ||
+ | ![[Uranium]] | ||
+ | ||{{icon|uranium|45}}||110 ||165% ||0% ||102 ||-18 | ||
+ | |- | ||
+ | ![[Jade]] | ||
+ | ||{{icon|jade|45}}||100 ||150% ||0% ||267 ||-8 | ||
+ | |- | ||
+ | ![[Stone Blocks|Sandstone]] | ||
+ | ||{{icon|sandstone blocks|45}}||50 ||75% ||0% ||269 ||-18 | ||
+ | |- | ||
+ | ![[Stone Blocks|Granite]] | ||
+ | ||{{icon|granite blocks|45}}||65 ||98% ||0% ||323 ||-18 | ||
+ | |- | ||
+ | ![[Stone Blocks|Limestone]] | ||
+ | ||{{icon|limestone blocks|45}}||60 ||90% ||0% ||323 ||-18 | ||
+ | |- | ||
+ | ![[Stone Blocks|Slate]] | ||
+ | ||{{icon|slate blocks|45}}||60 ||90% ||0% ||323 ||-18 | ||
+ | |- | ||
+ | ![[Stone Blocks|Marble]] | ||
+ | ||{{icon|marble blocks|45}}||60 ||90% ||0% ||296 ||-17 | ||
+ | |} | ||
+ | </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, cannot be rearmed. | * [[Version/0.12.910|0.12.910]] - Rebalanced, cannot be rearmed. | ||
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<gallery> | <gallery> | ||
DeadfallTrap.png|Spike Trap Old Texture (Deadfall Trap) | DeadfallTrap.png|Spike Trap Old Texture (Deadfall Trap) | ||
</gallery> | </gallery> | ||
− | == Image gallery == | + | ==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}} |
− | [[Category:Security | + | |
+ | [[Category:Security]] |