RimWorld

RimWorld

ED-SafeTraps
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.
RiftsSirDrake 4. dec. 2017 kl. 4:17 
Does this work with traps added by other mods as well, or just the vanilla ones?
DragonQueen20196 1. dec. 2017 kl. 19:02 
B18?
The Meow? 28. nov. 2017 kl. 14:00 
Can't wait for A18 !
Tyler 22. nov. 2017 kl. 1:54 
Would appreciate an update! :)
itsnarkoz 19. nov. 2017 kl. 3:09 
Upt., please.
Vortek Gamer 3. aug. 2017 kl. 23:19 
just looking at the pick making me saying "Well then"
Klokinator 20. juni 2017 kl. 16:17 
Adding my input to the a17 help request. Supposedly traps don't trigger on colonists in A17 if you reset a trap right as a colonist walks over it, but that still happens.
Chakat Riversand 20. juni 2017 kl. 8:40 
THis is a musthave for the playable kobolds mod, due to them using traps, because, Kobolds!
wuxietianmo 10. juni 2017 kl. 21:06 
A17PLEASE
Matheryn 25. maj 2017 kl. 21:01 
need for a17 please
Hagamablabla 7. jan. 2017 kl. 20:44 
No, CCL doesn't work with A15 or A16, and this mod requires it.
[RaW]Raider 31. dec. 2016 kl. 18:10 
Does it work with A16? Anyone tried? Tag's a tag maybe it works?
ChildofGaia 20. dec. 2016 kl. 21:33 
Will this ever get updated?
NexionSE of the Cm.G. 10. sep. 2016 kl. 14:08 
hawk looks a littel parnnoid
Rem 29. aug. 2016 kl. 19:00 
Can you upgrade it please
Raider 26. aug. 2016 kl. 13:22 
First let me say that without this mod i stopped using traps altogether. Too many horrible deaths! But I have had an issues with traders and visitors getting slaughtered while wandering around where they shouldnt. Is there anyway that this could be modified so that instead of not targeting colonists, traps only activate vs hostiles???
Kira 12. aug. 2016 kl. 12:37 
Seems to not work with Combat Realism. I have ~60 mods, but after testing compatability I only had to remove this to fix everything.
Ant2001 9. aug. 2016 kl. 9:56 
will pets be ok?
Trenze 8. aug. 2016 kl. 16:29 
Thank you!
proventialdandy 7. aug. 2016 kl. 5:12 
thank you
bigdog108 6. aug. 2016 kl. 0:25 
thanks mate
Zularmas 5. aug. 2016 kl. 10:03 
Finally ! You made traps usefull ! 3 Points for you ! Thanks :D
得之我幸失之我命 4. aug. 2016 kl. 2:59 
Enemy wounded? Colonists will not?
Bazkur 2. aug. 2016 kl. 17:19 
Will your tamed animals also be safe?
suivezlemir 2. aug. 2016 kl. 15:58 
Thanks for this ! Is it compatible with other traps from mods ? (landmines mod for instance)
MicroTurtle 2. aug. 2016 kl. 14:43 
Should have named the guy ED