RimWorld

RimWorld

RimDungeon Traps, Poisons and Gases
32 Comments
10-4 Apricot 20 Mar @ 9:57am 
wishing for a 1.5 release...
SunSeeker 21 Sep, 2024 @ 2:51pm 
wish we could have it again for 1.5...
Haerzog 3 Oct, 2023 @ 6:03pm 
so...is this 1.4 compatible?
miki4920  [author] 27 Nov, 2022 @ 1:58pm 
I am gonna have a look into it tomorrow.
Dvoknr 26 Nov, 2022 @ 8:17pm 
Hi, just wondering if this is usable in 1.4! Hope it's just a version change and nothing too drastic!
Myo 18 Jul, 2022 @ 3:33pm 
nvm i figured it out, make poisons in drug bench, rearm freshly made gas trap, click pawn and right click trap rearm. I find if there is sleep poison it takes that over neurotoxin. I had to put poison in inventory to arm gas trap with poison i want. If corpse or item over trap right click won't show rearm trap.
Myo 18 Jul, 2022 @ 3:13pm 
do i have to make a bench to create poison gas to load gas trap or is it an option when i click a gas trap that let's me load it.
miki4920  [author] 29 Jun, 2022 @ 7:15am 
Limiting research to medieval would prevent you from getting Gas-based traps. However, all other traps should still be accessible.
Doc O´malley 29 Jun, 2022 @ 3:38am 
Hi, Is this mod viable for medieval playthrough? While running mods that makes research and gear that is above medieval not researchible/ buildable/ craftable/ spawnable? Like Rimhammer made by SickBoyWi and any other?
miki4920  [author] 4 Jun, 2022 @ 7:47am 
The mod is Combat Extended Compatible
Blitzmo 2 Jun, 2022 @ 7:37pm 
Is this CE compatible?
RoyRiper 19 Jan, 2022 @ 10:26am 
Thanks, I'll try it in my next game :D
miki4920  [author] 19 Jan, 2022 @ 9:27am 
I have added an option to disable pawns and friendly animals from triggering the trap. I will add sliders and others in a future update.
RoyRiper 18 Jan, 2022 @ 1:00pm 
My settlers activate all the traps when passing, except for the animal trap and the column xd
miki4920  [author] 18 Jan, 2022 @ 3:27am 
@Filthy Goon Could you send me a list of mods you are using? The option is there and it works on the newest version of the game.

@RoyDovah I will add some options for customisation. Which trap causes the biggest casualties?
RoyRiper 17 Jan, 2022 @ 10:07am 
My settlers die in their own traps xD Is there no way to disable settlers and tame animals?
Filthy Goon 10 Jan, 2022 @ 5:00pm 
how do i arm poison/gas traps? there must be a mod conflict somewhere since i see no option to put the stuff in them besides what "shells" the trap will accept and pawns do nothing with them either
Bard 24 Dec, 2021 @ 11:52pm 
Just wanted to say thank you for this and your other Rimdungeon mod. Playing through a medieval run and this really helps with the fantasy Dungeon Crawl aspect I was going for. Also not to necro the previous complaint or anything, but I thought it was funny how he called caltrops OP while he used a mix of a bunch of mods that were the actual culprits lol
Joshyan 17 Sep, 2021 @ 9:43am 
About 6-8 in 1 tile wide corridor. My colonists are super solider with late game weapon.
miki4920  [author] 16 Sep, 2021 @ 1:52pm 
How many Caltrops did you need to use to achieve such results? So far it seems like they achieved their purpose (Slowing down enemies so that you can kill them all with snipers). If they are too OP though, I might consider increasing their cost/reducing speed penalty or adding decay mechanic.
Joshyan 16 Sep, 2021 @ 12:05am 
After some real test, caltrop is still OP:
My sniping Corridor could handle 100+ manhunted animals/raiders with just 4 level 20 shooter (Use Targeting Mode mod, 2 SMGs + 2 Snipers) and my colonists didn't have to reposition from first position either.
Joshyan 26 Aug, 2021 @ 3:10am 
Sorry about called caltrop nerf earlier, it is still the most cost effective, low maintenance trap after all.

I have line of caltrop inside former trap room (now is sniping corridor), my sniper squads have a nice field day with this and become cheaper more effective defend line than killbox (they won't reach that zone after all) :D

And if I ignore the damage caltrop can cause, I can make them with cheap, more access-able material like wood and it is still effective as before

Oh, less chance to trigger and low damage also more like bluff than nerf too. I had a lot of trap-related injuries in earlier version that leave colonist and hauling animal with critical injury when try to clean up after raid
miki4920  [author] 22 Aug, 2021 @ 10:56am 
I have just about doubled their travel cost, making them way more useful at slowing enemies. Damage is lowered, but if you want damage, just use spikes trap instead.
Joshyan 20 Aug, 2021 @ 9:14pm 
Another nerf for caltrop trap, but still useful as mean to slow down enemies in kill zone and not provide cover like sandbag.
Grimiskitty 19 Aug, 2021 @ 3:40am 
This this is what I've been looking for :D ty for making this!
miki4920  [author] 28 Jul, 2021 @ 1:09pm 
New Update is now here!
miki4920  [author] 27 Jul, 2021 @ 1:09pm 
Currently Working on the update. Should have one released shortly together with some extra stuff (Like Gas Traps).
ZX Zero 26 Jul, 2021 @ 9:27am 
Will be updated for 1.3? i really like this traps
DustyDust 22 Jan, 2021 @ 12:25am 
pretty good, but the colonists tend to walk on caltrops very often (pick up dead animal and other item, or repairing some structure).
Joshyan 19 Jan, 2021 @ 3:39am 
Caltrops is good enough for long corridor trap, they will buy enough time for my colonist to regroup at next defend line.
Can be used multiple time is plus too.
Holgast 18 Jan, 2021 @ 7:34pm 
this looks awesome, time to play Deception
mage. 18 Jan, 2021 @ 2:19am 
if you can add turret and tower then we can finally Tower Defense in Rimworld