RimWorld

RimWorld

ED-SafeTraps
36 kommentarer
Hunter Biden 25 jul @ 18:18 
1.6 update
RankLord123 17 mar, 2019 @ 12:03 
Will this work on modded spike traps?
Jaxxa  [skapare] 1 apr, 2018 @ 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 @ 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 @ 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 @ 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  [skapare] 4 jan, 2018 @ 19:22 
Is it not working for pets now?
Captain 31 dec, 2017 @ 23:21 
Please make this affect pets!
Tyrant 4 dec, 2017 @ 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  [skapare] 4 dec, 2017 @ 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 @ 4:17 
Does this work with traps added by other mods as well, or just the vanilla ones?
DragonQueen20196 1 dec, 2017 @ 19:02 
B18?
The Meow? 28 nov, 2017 @ 14:00 
Can't wait for A18 !
Tyler 22 nov, 2017 @ 1:54 
Would appreciate an update! :)
itsnarkoz 19 nov, 2017 @ 3:09 
Upt., please.
Vortek Gamer 3 aug, 2017 @ 23:19 
just looking at the pick making me saying "Well then"
Klokinator 20 jun, 2017 @ 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 jun, 2017 @ 8:40 
THis is a musthave for the playable kobolds mod, due to them using traps, because, Kobolds!
wuxietianmo 10 jun, 2017 @ 21:06 
A17PLEASE
Matheryn 25 maj, 2017 @ 21:01 
need for a17 please
Hagamablabla 7 jan, 2017 @ 20:44 
No, CCL doesn't work with A15 or A16, and this mod requires it.
[RaW]Raider 31 dec, 2016 @ 18:10 
Does it work with A16? Anyone tried? Tag's a tag maybe it works?
ChildofGaia 20 dec, 2016 @ 21:33 
Will this ever get updated?
NexionSE of the Cm.G. 10 sep, 2016 @ 14:08 
hawk looks a littel parnnoid
Rem 29 aug, 2016 @ 19:00 
Can you upgrade it please
Raider1 26 aug, 2016 @ 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 @ 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 @ 9:56 
will pets be ok?
Trenze 8 aug, 2016 @ 16:29 
Thank you!
proventialdandy 7 aug, 2016 @ 5:12 
thank you
bigdog108 6 aug, 2016 @ 0:25 
thanks mate
Zularmas 5 aug, 2016 @ 10:03 
Finally ! You made traps usefull ! 3 Points for you ! Thanks :D
得之我幸失之我命 4 aug, 2016 @ 2:59 
Enemy wounded? Colonists will not?
Bazkur 2 aug, 2016 @ 17:19 
Will your tamed animals also be safe?
suivezlemir 2 aug, 2016 @ 15:58 
Thanks for this ! Is it compatible with other traps from mods ? (landmines mod for instance)
MicroTurtle 2 aug, 2016 @ 14:43 
Should have named the guy ED