Difference between revisions of "Spike trap"

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|placeable = Yes
 
|placeable = Yes
 
|size = 1 ˣ 1
 
|size = 1 ˣ 1
|hp = 40
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|hp = Varies based on material
|beauty = -18
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|beauty = Varies based on material
|work to make = 3200
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|work to make = Varies based on material
|resources to make = {{icon|buildingmat|45}}
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|resources to make = {{icon|buildingmat|45/450}}
|deconstruct yield = {{icon|buildingmat|34}}
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|deconstruct yield = {{icon|buildingmat|34/340}}
 
}}
 
}}
A '''spike trap''' is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%, trigger chance is reduced by 90% with the nimble trait. The damage can be fatal to humans or large animals if it is made of good materials and is less likely to be triggered by small animals. 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.
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A '''spike trap''' is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%, trigger chance is reduced by 90% with the nimble trait. 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.
  
 
[[File:Spike trap accidental step.jpg|400px|thumb|center]] When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player.  
 
[[File:Spike trap accidental step.jpg|400px|thumb|center]] When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player.  

Revision as of 17:23, 30 May 2020

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
Security
"Varies based on material" is not a number.
Beauty
Varies based on material
"Varies based on material" is not a number.
HP
Varies based on material

Building

Size
1 × 1
Placeable
Yes

Creation

"Varies based on material" is not a number.
Work To Make
Expression error: Unrecognized word "varies".
Deconstruct yield
Building Material (steel, wood, plasteel, etc.) 34/340

A spike trap is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%, trigger chance is reduced by 90% with the nimble trait. 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.

Spike trap accidental step.jpg

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 go around them if possible, though if they walk through them they still have a very slight chance (0.4%) of triggering it. Non-manhunter animals can also sense the trap.

Traps must be placed in a clear area with no other traps or obstacles near it.

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 Flamability 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

Version
Beta 11
  • Added (as Deadfall Trap).
Beta 19
  • Redesigned to Spike trap
    • 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.