RimWorld

RimWorld

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ED-SafeTraps
   
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2. aug. 2016 kl. 13:04
4. dec. 2017 kl. 2:19
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Abonner for at downloade
ED-SafeTraps

Beskrivelse
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I view this mod as Depreciated and will no longer be updating it. I advise you to get my ED-Enhanced Options mod (marked as a Dependency) as it has an option that you can enable that does what this mod does.
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Version: 0.18.0.0
Discussion, Non Steam Downloads and GitHub Repositories of this mod is available at: https://ludeon.com/forums/index.php?topic=37158

This mod used the Harmony Library. This of the Library is included in the download, you do not need to install it separately.

This mods modifies traps so that they will no longer be triggered by colonists.
36 kommentarer
Hunter Biden 25. juli kl. 18:18 
1.6 update
RankLord123 17. mar. 2019 kl. 12:03 
Will this work on modded spike traps?
Jaxxa  [ophavsmand] 1. apr. 2018 kl. 15:25 
What mods are you seeing incompatabilities with for Enhanced Options? And what issues are you seeing? I tried to designe the mod as much as I could so it would not caulse issues.
spike_mf 1. apr. 2018 kl. 10:35 
and no I can't use you enhancment mod because that one will interfere with other mods I have
spike_mf 1. apr. 2018 kl. 10:32 
Yeah visitors and traders gets trapped for me too, didn't at first, but suddenly they got stuck too, dunno if it's because I'm on a minus standing with them, yet not hostile.
groovybluedog 19. jan. 2018 kl. 19:28 
I can't say if pets are working, but visitors get trapped still. Any way to exclude them so this is only hostiles, but both hostile 'characters' (humans/mechaniods/ect?) and hostile animals?
Jaxxa  [ophavsmand] 4. jan. 2018 kl. 19:22 
Is it not working for pets now?
Captain 31. dec. 2017 kl. 23:21 
Please make this affect pets!
Tyrant 4. dec. 2017 kl. 22:15 
Could you make it affect pets too, and could you impose a major move speed penalty (perhaps the same as the one for moving rubble) to balance it out?
Jaxxa  [ophavsmand] 4. dec. 2017 kl. 11:04 
@riftssirdrake Maybe, that will depend on how that mod works. XML only mods will work. If the mod uses C# that will depend on how much they have changed.