Difference between revisions of "Trap"

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(Lets keep the version history about the category rather than replicate each trap pages VH here.)
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== Version history ==
 
== Version history ==
* [[Version/0.11.877|0.11.877]] - Added added [[Deadfall trap]] (later renamed), [[IED 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]], [[IED incendiary 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.

Revision as of 23:38, 2 May 2023

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.

Summary

All traps are single use. They may be triggered when a pawn of any kind walks over it.

  • The base trigger chance is 100% for enemies, including animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
  • Non-manhunting wild animals have a 25% chance to trigger the trap.
  • Colonists and tame animals have 0.4% (one in 250) to trigger the trap.
  • Friendly visitors will never trigger a trap.

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

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

A nice trap layout, but apparently not fool-proof.

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.

Explosive traps should be kept away from colonists. The most powerful ones are more useful in the outskirts, while others can usually be handled with stone walls.

Version history