RimWorld

RimWorld

More Traps
133 kommentarer
Blood Joe 18. juli kl. 9:58 
yo good luck on your race man, i gotta give you a steam award for your commitment. hopefully your scans and health issues go well too
redanddead12345 18. juli kl. 9:10 
and the races too.
redanddead12345 18. juli kl. 9:10 
sounds good, king. may your redesigning go swimmingly
(04) PalverZ  [ophavsmand] 18. juli kl. 9:01 
Heads up: So I have a race today and another one tomorrow; then I plan to break ground on reprogramming the other mod, then it will lead into me giving some love over here, I was thinking about 2 types of new trap, a hunting trap fatal for small critters (rabbits) and maybe downs larger (deer sized) and ignored by things like muffalo. And then a snare/trip that non fatal downs a pawn a certain % of the time something fair so its not OP so like 25%and for only a limited time like 1 hour or something so you have to move fast to capitalize?

I have a CT scan for my issue coming up and even if i have surgery I don't anticipate slow downs in my plan, In theory i might have 1.6.2 (new things update) rocking and rolling by end of next month, even if i have to pause the other mod for a bit, as long as my work load remains the same.
GGKTH 12. juli kl. 12:24 
👍👍:steamthumbsup:
(04) PalverZ  [ophavsmand] 12. juli kl. 8:50 
Awesome first up ill be posting a "dirty" compatibility patch it has no balance adjustments or anything I lost one of the functions i override but i don't think it matters that much.... i really want to dive into a playthrough with the new expansion and maybe a few mods while i work on the code for the mods hopefully ill be able to find time and break away from the factorio playthrough im currently addicted to. (But I also want to do a deep playthrough on X4 too)
Blood Joe 12. juli kl. 8:36 
oh thats good i was hoping the damage wouldnt be too crazy, and ive not tested it yet but i think it targeting legs should be fine thank you
(04) PalverZ  [ophavsmand] 12. juli kl. 7:46 
I nerfed it a little a while ago because it was causing way more damage than i had intended
(04) PalverZ  [ophavsmand] 12. juli kl. 7:45 
They do have some pierce value, they also have a tendacy to attack lower body parts (it usually hits legs and not feet because im using a rimworld function and not my own to prioritize targeting
Blood Joe 12. juli kl. 6:52 
do the traps pierce through all armor?
(04) PalverZ  [ophavsmand] 11. juli kl. 21:01 
Anyone on this mod, still using any old versions of Rimworld going to give a little bit for people to chime in but thinking about for 1.6 dropping support, also will do a little code clean up and consider a new trap type or two again I want to update soon for you all that like this one but dont want to break anyones game
Blood Joe 9. juli kl. 8:39 
stay safe bro
(04) PalverZ  [ophavsmand] 6. juli kl. 21:06 
I actually hope to have it updated fast, as i have to do a lot of work on the other mod so ill do this one first
redanddead12345 4. juli kl. 13:50 
oh no, I hope it all turns out okay! :Asa:

looking forward to the update when you have the time. love this mod already! stay safe king!
(04) PalverZ  [ophavsmand] 3. juli kl. 20:19 
Actually i might have a hernia, but i have a doc appointment to find out, do plan to update this for the next version.
redanddead12345 3. juli kl. 10:04 
ik its been a couple months now but i hope you are doing much better.
(04) PalverZ  [ophavsmand] 12. apr. kl. 7:53 
Sorry for delay ive been bust, and went to be early last few days in recuperation for a fitness test at work, (and just being tired) depnds on your steam library location: \Steam\steamapps\workshop\content\294100\2035646473\1.5\Defs\Thing_BuildingDefs\BasticTrapDefs.xml

I recomend notepad++ and using xml language selection the lines youll want to edit are

<damageDef>Stab</damageDef>
<rulePack>DamageEvent_MoreTrapsBasicPunjiSticks</rulePack>
<triggerChance>0.85</triggerChance>
<knownTriggerChance>0</knownTriggerChance>
<chancePerHit>0.44</chancePerHit>
<numberOfHits>6</numberOfHits>
<damageMultiplierRange>0.75~1.1</damageMultiplierRange>
<armorPenetrationRatio>0.015</armorPenetrationRatio>

note that its hard coded at the moment that these traps try to attack lower body i may get around to changing that eventually when im not working 2 peoples jobs and/or no buried in the game im working on.
Bag of Crack Rocks 9. apr. kl. 21:01 
@(04) PalverZ what is the name of xml and where is located and ill be sure to play with the values.
(04) PalverZ  [ophavsmand] 9. apr. kl. 18:31 
@Bag of Crack Rocks ok thanks that might be new mechanics nerfing it, yuou can enchance it yourself in the .xml if you want to play with it if you happen to do so and let me know the values you find are rocking i can test them too and if they dont seem OP AF id be willing to change the defaults
Bag of Crack Rocks 9. apr. kl. 11:14 
@(04) PalverZ they work perfectly like before, the only thing i noticed is they do way less damage but that could be a balance thing.
(04) PalverZ  [ophavsmand] 8. apr. kl. 16:19 
@bag of crack rocks Most welcome let me know if i broke it accidentally
Bag of Crack Rocks 8. apr. kl. 11:19 
just found out this was updated. thank you
(04) PalverZ  [ophavsmand] 22. feb. kl. 7:55 
Hey BTW updated
(04) PalverZ  [ophavsmand] 8. jan. kl. 13:40 
I found an old version still looking for the latest.
(04) PalverZ  [ophavsmand] 31. dec. 2024 kl. 8:40 
So initially bad news, I made a sin of dev work and didnt push this to a repo, meaning I dont have quick access to the source code, I will look through my drives (I have dozens) and see if i have a version of it sitting around. Otherwise I may rebuilding from scratch, which might not be a bad thing, as I learned a lot since I built this.
(04) PalverZ  [ophavsmand] 17. dec. 2024 kl. 16:48 
I have been really lacking on this one. Is it broken? Im sure it is... This one doesn't get a lot of attention from me. Ill try to hit it with a recompile.If there is some one in the comments that thinks they might want to adopt this mod let me know and we will see.
dvdmcwilliams 17. dec. 2024 kl. 7:52 
Any news or possible replace for this?
Tearval 23. apr. 2024 kl. 22:10 
@(04) PalverZ

All good. i know it takes a bit but I love this mod. tak all the time you need.
(04) PalverZ  [ophavsmand] 23. apr. 2024 kl. 21:25 
@Tearval I have not updated it yet it might work it might break (breaking is likely)
Tearval 23. apr. 2024 kl. 18:25 
Just asking but is this compat with 1.5 or does it need to update?
Scarlet Ice 23. jan. 2024 kl. 23:28 
@(04) PalverZ Thanks a lot!
(04) PalverZ  [ophavsmand] 23. jan. 2024 kl. 18:28 
simple open steamapps\workshop\content\294100\2035646473\1.4\defs\Thing_Building\BasicTrapDefs.xml
look for <trapDestroyOnSpring>false</trapDestroyOnSpring> change false to true
Scarlet Ice 23. jan. 2024 kl. 15:08 
the new traps are awesome! Though they are a bit OP. It would be nice to make them breakable after hitting the enemy.
(04) PalverZ  [ophavsmand] 28. dec. 2023 kl. 8:55 
@Thundercraft, I appreciate the links. I don't play with CE. I have no doubt they use harmony based hooks to change a lot of the stuff. If it is that important to someone they can ask CE to make a patch. I was just hoping a tweak in this mods settings could help the one person who has voiced an issue and the 10 or so that haven't voiced it. I don't really have time to get too involved in CE compatibility at the moment
Thundercraft 28. dec. 2023 kl. 1:07 
(04) PalverZ [author] wrote, "wonder what behind the scenes stuff CE does to the damage formulas."
I think Combat Extended changes it through API hooking and DLL injection. This could bypass changes made through .XML files like what The Sentry tried to do. This would explain why CE is so notorious for being incompatible with a lot of mods.
Thing is, CE has a wiki with tips on how to make stuff compatible: https://github.com/CombatExtendedRWMod/CombatExtended/wiki
Sometimes it's best to just ask the CE team to add compatibility. After all, the CE dev team maintains built-in patches for dozens of mods: https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md
(04) PalverZ  [ophavsmand] 25. dec. 2023 kl. 12:06 
interesting wonder what behind the scenes stuff CE does to the damage formulas. Maybe one day Ill get around to looking into in detail. sorry its wrecking your experience with my mod.
The Dispenser 25. dec. 2023 kl. 6:12 
Just found out that animals are getting hit by these with just normal amount of dmg. I guess it's all about armor that pawns are using
It's truly funny to see animals getting less dmg than good armored pirates
The Dispenser 25. dec. 2023 kl. 3:39 
Welp, that's what I tried before. Here are my params:

<triggerChance>0.6</triggerChance>
<knownTriggerChance>0</knownTriggerChance>
<chancePerHit>0.8</chancePerHit>
<numberOfHits>1</numberOfHits>
<damageMultiplierRange>0.2~0.4</damageMultiplierRange>
<armorPenetrationRatio>0.01</armorPenetrationRatio>

I nerfed Punjis by making them unreliable as traps. Changing damage multiplier seems to do nothing
(04) PalverZ  [ophavsmand] 24. dec. 2023 kl. 8:24 
my guess is CE makes things more fatal in general maybe? no clue but you might try these values, I nerfed all the numbers a little then turn them down a little more each test? feel free to post the values you are happy with on here or discussions.


<damageDef>Stab</damageDef>
<rulePack>DamageEvent_MoreTrapsBasicPunjiSticks</rulePack>
<triggerChance>0.85</triggerChance>
<knownTriggerChance>0</knownTriggerChance>
<chancePerHit>0.33</chancePerHit>
<numberOfHits>4</numberOfHits>
<damageMultiplierRange>0.65~1.0</damageMultiplierRange>
<armorPenetrationRatio>0.01</armorPenetrationRatio>
(04) PalverZ  [ophavsmand] 24. dec. 2023 kl. 8:19 
(I dont run CE so my adjustments will be guesswork)
(04) PalverZ  [ophavsmand] 24. dec. 2023 kl. 8:18 
I am not sure which things you would change for CE nerfing my guess is reduce the armor penetration a tiny bit and the base damage a little and run a test map let me look at the XMLs in a minute and give you a value or two you might test
The Dispenser 24. dec. 2023 kl. 5:42 
Checked the logs. It seems CE is incompatible with this mod - it makes Punji Sticks damage more than normal. Don't know what to do :(
The Dispenser 23. dec. 2023 kl. 9:48 
Punji Sticks are OP. Was attacked by 4 insects. Punjis took them all out in 15 seconds or so. Just tested it on pawns - you need 2 or 3 hits to down them. Also punjis are unbreakable unlike usual traps.
So, is there any way to nerf these things in config? Should I change <damageData> in BasicTrapDefs and if so, what params should I insert there? I mean, this mod is great, it's perfect for my Vietnamese industrial-only walkthrough, but this damage is just killing me :(
Please, help

Also sorry about my English, I'm not a native speaker
(04) PalverZ  [ophavsmand] 6. juli 2023 kl. 16:58 
That might be cool, yes the traps don't have to be primitive in this mod, ill have to look at the way equipment is handled by the AI on drops to see if there is a way to make it at least have the appearance of working that way
Thundercraft 5. juli 2023 kl. 22:37 
Your traps don't all have to be primitive and low tech, do they? How about a trap that disarms enemies? That would make it safe for colonists to come in and incapacitate them with stun weapons. As for reasoning, perhaps if it only affects metal weapons, it could be explained with powerful magnets? Perhaps the trap itself requires a connection to the power grid and puts a significant load on power?
(04) PalverZ  [ophavsmand] 5. juli 2023 kl. 19:23 
in the meantime if you post a video talking about this or my other mod let me know
(04) PalverZ  [ophavsmand] 5. juli 2023 kl. 19:16 
@2kru.kids Ill try to throw some ideas to my focus group and see if anything takes off.
SmokRock 5. juli 2023 kl. 12:34 
We need even more traps! Try and think of some more and my youtube career is set!:steamthumbsup:
(04) PalverZ  [ophavsmand] 18. apr. 2023 kl. 20:50 
Glad you like it
Didgereedank 18. apr. 2023 kl. 17:03 
yeayeyeyeyeyeyyeyeyeyeyeye:p2cube: