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{{Infobox main|security
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{{rewrite|reason=Format standardization and expansion}}{{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.
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{{for|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}}
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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.
  
== Acquisition ==
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It creates a [[cleanliness]] penalty of -5.
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 ==
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===Placement===
{{Trap Note}}
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Deadfall traps cannot be placed directly next to each other or next to any other kind of [[trap]].
  
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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===Triggering and rearming===
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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.
  
{{Cleanliness Note}}
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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.
  
=== Damage ===
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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 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"
 
| 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:
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When a colonist, prisoner, or tame animal triggers a trap, a yellow envelope alert appears to notify the player.
{| class="wikitable"
 
| 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 average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.
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Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.
  
== Analysis ==
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They take {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} to build (time to build varies depending on building material, see chart below).
{{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.
 
  
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.
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==Stats==
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*Note: Actual armor penetration is much lower since damage is applied multiple times rather than in one single instance.
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[[Rest Effectiveness Base::1| ]] [[Flammability Base::1| ]] [[Comfort Base::0.75| ]] [[Immunity Gain Speed Factor::1.07| ]] [[Work To Make Base::800| ]]
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<div><li style="display: inline-table;">
  
=== Material choice ===
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{| {{STDT|sortable c_01 align-center}}
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.
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![[Material]]
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!Cost
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!Damage
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!Armor Penetration
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!Flammability
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!Work to build
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![[Beauty]]
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|-
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![[Silver]]
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||{{icon small|silver}} 450          ||85 ||128% ||40% ||54 ||-12
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|-
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![[Gold]]
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||{{icon small|gold}} 450            ||75 ||112% ||40% ||75 ||2
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|-
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![[Steel]]
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||{{icon small|Steel}} 45            ||100 ||150% ||40% ||54 ||-18
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|-
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![[Plasteel]]
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||{{icon small|plasteel}} 45        ||110 ||165% ||0% ||118 ||-18
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|-
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![[Wood]]
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||{{icon small|wood}} 45            ||40 ||60% ||100% ||38 ||-18
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|-
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![[Uranium]]
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||{{icon small|uranium}} 45          ||110 ||165% ||0% ||102 ||-18
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|-
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![[Jade]]
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||{{icon small|jade}} 45            ||100 ||150% ||0% ||267 ||-8
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|-
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![[Sandstone Blocks|Sandstone]]
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||{{icon small|sandstone blocks}} 45 ||50 ||75% ||0% ||269 ||-18
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|-
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![[Granite Blocks|Granite]]
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||{{icon small|granite blocks}} 45  ||65 ||98% ||0% ||323 ||-18
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|-
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![[Limestone Blocks|Limestone]]
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||{{icon small|limestone blocks}} 45 ||60 ||90% ||0% ||323 ||-18
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|-
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![[Slate Blocks|Slate]]
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||{{icon small|slate blocks}} 45    ||60 ||90% ||0% ||323 ||-18
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|-
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![[Marble Blocks|Marble]]
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||{{icon small|marble blocks}} 45    ||60 ||90% ||0% ||296 ||-17
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|}
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</li><div>
  
[[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.]]
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==Version history==
 
 
{{Building Stats Table}}
 
 
 
== 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.
 
 
 
<gallery>
 
<gallery>
 
DeadfallTrap.png|Spike Trap Old Texture (Deadfall Trap)
 
DeadfallTrap.png|Spike Trap Old Texture (Deadfall Trap)
 
</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}}
[[Category:Security]] [[Category:Trap]]
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[[Category:Security]]

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