RimWorld

RimWorld

[FSF] Better Spike Traps
108 Comments
the clown 2 Oct @ 3:16pm 
nice
Z.E.R.T. 17 Aug @ 8:08am 
okay thanks fox
FrozenSnowFox  [author] 16 Aug @ 10:50pm 
@Z.E.R.T.
That's due to vanilla rimworld AI, this mod does not make any changes to it. It simply reverts trap placement back to how it used to be. You can use door corridors to get around it or get a mod like Trap Disable.
Z.E.R.T. 16 Aug @ 10:46pm 
since i have this mod on my colo get friendly fire on the trap ....
akira 13 Aug @ 2:48am 
hell yeajh
FrozenSnowFox  [author] 9 Aug @ 3:16pm 
@GFreenD
That's due to the rimworld AI, this mod does not make any changes to it. It simply reverts trap placement back to how it used to be. You can use door corridors to get around it or get a mod like Trap Disable.
GFreenD 9 Aug @ 11:43am 
Idk if i have something set up wrongly but FYI visitors and caravans that path through the traps will get them triggered (happened to me twice once after the mission and npcs pather to gravship through killbox and other simply when caravan visited and they decided to roam far enough to kill box to step on it)
Borix Mein Kleiner VW 6 Aug @ 11:07am 
@Zef I'm actually new to the game and started on the hard difficulty, so there are a lot of enemies. Source: It might be a problem early in the game, but I know it won't be a problem later on. Still, I was wondering if that was the case. Yeah, it seems like a bit of a cheat.
Zef 6 Aug @ 10:49am 
@borix: bro 15 resources per trap is nothing, once you have access to deep drilling in the tech tree you'll have be able to get so much steel that you don't know what to do with.
Borix Mein Kleiner VW 6 Aug @ 9:19am 
Does this mod prevent traps from breaking? I don't want to waste resources rebuilding them.
FrozenSnowFox  [author] 6 Aug @ 5:26am 
@Elfini13
Sounds like another mod might be overwriting the changes. Try shifting the mod down toward the end of your mod list.
Elfini13 6 Aug @ 5:21am 
I don't know where the error is, but this mod doesn't work. Traps cost 45 resources and cannot be placed close to each other. I'm playing without the Odyssey DLC.
Alt 22 Jul @ 2:49pm 
Totally random here, but thank you for making this mod. I never had to use such a mod prior to 1.6
JoeOwnage 2 Jul @ 6:33pm 
right on thanks
FrozenSnowFox  [author] 2 Jul @ 3:18pm 
@JoeOwnage
As far as I'm aware making the traps rearmable again would require coding so its out of my skillset. I think there was a mod somewhere that did that. There's also the bear trap in the Vanilla Expanded mods which is rearmable.
JoeOwnage 2 Jul @ 8:30am 
Hi FSF, what would you think about breaking out the steel/metal stuffed spike trap into a separate item and making it re-armable?
Evono 5 May @ 4:42pm 
ok thanks!
FrozenSnowFox  [author] 4 May @ 2:34pm 
@Evono
Its coming from the Stone Spike Trap however that is just a copy of the vanilla spike trap with the resources changed. You're also the first person to mention such an issue. That being the case it seems like one of your mods is doing something weird for some reason. There's a huge list of harmony patches from different mods listed on the issue but at the top is aRandomKiwi.KFM.Pawn_HealthTracker_Patch+MakeDowned.Listener. Don't ask me what that is because I don't know. You'll have to go through your mods and try to figure out what's causing the problem. If you need help I'd suggest asking on the troubleshooting channel of the unofficial discord. Maybe one of the troubleshooters there has seen this before.
Evono 4 May @ 7:04am 
i get this error when enemys run into the traps from this mod not sure if its a conflict

https://gist.github.com/HugsLibRecordKeeper/4597f611bde83942eaa42879f6a14250
Evono 1 Jun, 2024 @ 5:56am 
Thanks for Updating to 1.5 !
fractalgem 31 May, 2024 @ 1:26pm 
>lowers the extremely high construction cost of stone
oooh yesssss thank youuu!

The time to create a granite or even sandstone spike trap is absolutely RIDICULOUS, to the point where it seems almost pointless to give us the option to make it at all!
FrozenSnowFox  [author] 14 May, 2024 @ 3:22pm 
@Nic
I would but I can't code so I'm afraid it's not going to happen.
Nic 14 May, 2024 @ 2:57pm 
but if you don't do that then oh well, you can still just install the individual mods
Nic 14 May, 2024 @ 2:56pm 
Honestly you should just integrate Trap Disable and Do Not Avoid Trap into this mod to have 1 super mod about spike traps, it'll be the mod of the year that every Rimworld player has at all times
Hebrux 1 May, 2024 @ 1:47pm 
Some mods are so great, you think it's a part of the game! Thank you!
squishyrogue 19 Apr, 2024 @ 5:51am 
I just learnt that this is a mod I can't play without so I just wanted to give a big ol' prop to the maker. Thanks mate. This mod is the best.
FrozenSnowFox  [author] 22 Mar, 2024 @ 4:51pm 
@FlareFluffsune
It's not updated for 1.5 yet but Trap Disable is what I used to use. Also Colonist Do not Avoid Trap works well with it so they don't waste time pathing around them.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1542019602
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2824833320
FlareFluffsune 22 Mar, 2024 @ 4:42pm 
this is great and I find myself using spike traps more in my defenses but is there also something to stop my pawns triggering traps, especially pets who keep wandering into one cell wide corridors full of them!
Cinek 30 Dec, 2023 @ 2:10pm 
havent tested tho
Cinek 30 Dec, 2023 @ 2:10pm 
i think this is godly awesome
FrozenSnowFox  [author] 24 Feb, 2023 @ 11:09pm 
@imsogodly
Yes you can add it to existing games without issue.
imsogodly 24 Feb, 2023 @ 11:08pm 
can this be added on an existing save?
Hyper Coder 30 Jan, 2023 @ 1:54pm 
yea, i saw you removed the distance limit from all traps, so i just had to install the beta traps mod
thanks a lot for this one
FrozenSnowFox  [author] 25 Jan, 2023 @ 12:29pm 
@Hyper Coder
No, they're vanilla traps. Their cost is just cheaper to compensate. If you want rearmable traps I'd suggest taking a look at Vanilla Expanded Security. It has rearmable bear traps and many other nice additions.
Hyper Coder 25 Jan, 2023 @ 5:51am 
can these traps be rearmed?
LoopKat 7 Jan, 2023 @ 9:13pm 
Thanks a bunch for this. I can deal with the weird spacing of traps as a balance thing, but I cannot tell you how many times all of my builders seem to just disappear for days at a time because I forgot I ordered a handful of spike traps, the default work requirements are just absolutely insane
Moonlightfox 2 Dec, 2022 @ 12:38am 
@SucháVoda This mod reverts changes to traps that happened many versions ago. It's how the vanilla game was... You didn't know that, so you proved yourself to be a noob lmao
glu 15 Oct, 2022 @ 8:15pm 
@SucháVoda if its for noobs, your kind of noobs, Why are you here? You needed it, i can tell, So, stfu
Ride It Like It's Stolen 22 Jul, 2022 @ 5:55am 
@sucha then why come here & leave negativity?
Mutiny 3 Apr, 2022 @ 2:27pm 
@SucháVoda So people like you, gotcha. Have fun sucking lol
SucháVoda 9 Jan, 2022 @ 6:17am 
Mod for noobs
NightCat 12 Aug, 2020 @ 10:09am 
Thank you person whoever you are
You made me stop rage quitting Rimworld.
And you keep the mod up to date! V much thank
The Devout 10 Jul, 2020 @ 10:25am 
nice thanks creator /author for creating this i made a mountain bace with eendless trap tunnels and made a 500 enemy raid and it held it off LOL
FrozenSnowFox  [author] 4 Nov, 2019 @ 5:49pm 
@Lanthrudar
Yes it would be possible however I can't do it. At this time I have no idea how to create a mod settings menu. Since I basically just make mods for myself and put them out for others to download I haven't bothered to look too in depth on the subject. All I know is it requires some manner of coding. For the time being I included a write up on how to modify the files so people can at least make some minor changes if they wish.
Lanthrudar 4 Nov, 2019 @ 5:34pm 
@FrozenSnowFox Would it be possible to add the ability to change the cost of the traps, both stone and steel, as well as if we want the distance modifier, into a "mod settings" type pane for this? This way people can tweak as much as they want, without having to edit ini files and things. You could set the minimum cost to 15 if you really wanted to keep that aspect. :)
FrozenSnowFox  [author] 29 Sep, 2019 @ 11:39pm 
@bearhiderug
It replaces the default spike trap and adds a new identical trap specifically for stone. By default stone adds a huge increase in work required so to keep the traps low on build time it was necessary to specifically add a stone trap with reduced work to build.
The Fat Puppers 15 Aug, 2019 @ 10:53pm 
Thank you for making this mod,also it is soo awesome of you to tell us how to set the resource cost back to normal.I appreciate it
seven_xinren 9 Jul, 2019 @ 10:03pm 
Great the traps!
Dosboy 25 Mar, 2019 @ 2:52pm 
@genius- get the mod called "path avoid".. you can tell the colonist which cells to not use. Works great with spike traps.
Friendly Noob 10 Jan, 2019 @ 9:24am 
its called Trap Disable[1.0]