RimWorld

RimWorld

723 ratings
[FSF] Better Spike Traps
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
125.630 KB
30 Jul, 2018 @ 5:12am
11 Jun @ 10:34am
16 Change Notes ( view )

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[FSF] Better Spike Traps

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

Spike traps have become less viable due to their high resource cost and their inability to be placed near each other. This mod removes the distance limitation and reduces the trap cost from 45 materials to 15. While a bit cheap early on I think the cost will probably put them in a decent place in the long run especially on high difficulties that see 100+ raiders.

This mod also adds a duplicate spike trap that can only be made of stone. The purpose of this trap is to lower the extremely high construction time of stone traps to match other materials making them viable for defence.

Customization

If the mod isn't entirely to your liking its very easy to modify the cost or readd the distance limitation. You will however have to redo your changes if the mod is updated. You can find the mod located under

Steam\steamapps\workshop\content\294100\1459119465

The file you need to edit is located under the Patches folder. Simply open the file in notepad and you’ll be able to modify it. Inside you’ll find each change as its own little paragraph. To change the material cost simply change the number inside <costStuffCount>. To readd the distance limitation remove the first 2 text paragraphs in the patch operation, the one with description and the one with /placeworkers.

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
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.