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{{Stub|reason = Interlinking, analysis}}
 
{{Stub|reason = Interlinking, analysis}}
  
'''Traps''' are static defenses that trigger when enemies step upon, since they are invisible to them. {{Hover title|Version/1.4.3200|At the time of writing}}, all traps in-game are single-use, have to be rebuilt after use,and cannot be placed directly next to one another.
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Traps are static defenses that trigger when enemies step upon, since they are invisible to them. As of 1.0 all traps in-game are single-use, have to be rebuilt after use and cannot be placed directly next to one another.
  
 
*[[IED antigrain warhead trap]]
 
*[[IED antigrain warhead trap]]
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== Summary ==
 
== Summary ==
{{Trap Note}}
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All traps are single use. They 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.
  
 
== Notes ==
 
== Notes ==
Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that {{Hover title|Version/1.4.3200|as of the time of writing}}, no known vanilla events will generate enemy traps.
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Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that no known vanilla events will generate enemy traps.
  
 
== Analysis ==
 
== Analysis ==
 
[[File:Spike trap accidental step.jpg|400px|thumb|right|A nice trap layout, but apparently not fool-proof.]]
 
[[File:Spike trap accidental step.jpg|400px|thumb|right|A nice trap layout, but apparently not fool-proof.]]
{{Main|Defense structures}}
 
 
 
Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The un-trapped path for colonists may be protected with doors, so that the enemy AI consider them a waste of effort.
 
Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The un-trapped path for colonists may be protected with doors, so that the enemy AI consider them a waste of effort.
  
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== Version history ==
 
== Version history ==
* [[Version/0.11.877|0.11.877]] - Added added [[Deadfall trap]] (later renamed), [[IED trap]], [[IED incendiary trap|Incendiary IED Trap]] (later renamed).
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* [[Version/0.11.877|0.11.877]] - Added added [[Deadfall trap]] (later renamed), [[IED trap]], [[Incendiary IED Trap]] (later renamed).
 
* [[Version/0.19.2009|0.19.2009]] - Deadfall trap redesigned into Spike trap.
 
* [[Version/0.19.2009|0.19.2009]] - Deadfall trap redesigned into Spike trap.
 
* [[Version/1.1.0|1.1.0]] - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
 
* [[Version/1.1.0|1.1.0]] - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.

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