RimWorld

RimWorld

56 ratings
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Mod, 1.3, 1.4
File Size
Posted
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697.178 KB
25 Mar, 2020 @ 9:55pm
12 Feb, 2023 @ 9:22pm
7 Change Notes ( view )

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More Traps

Description
This mod adds a few other traps and some framework to make slightly better configured traps.

Basic Punji Sticks: Made from different materials enemies can step on up to 6 of these guys per cell, they tend to damage body parts closer to the ground (legs, feet, etc) and you and your friends know about them and won't get damaged (if you do this is a bug please let me know). This doesn't require any technology and

Poison Punjis: Add some medical herbs and a little frog juice and these bad boys can knock am attacker out,great for capturing

Please post bugs, problems, comments, suggestions.


Other Mod(s):
Gas Traps


If you really like this please comment and drop a tip
[ko-fi.com]



===CHANGE LOG====
V1.1: Poison no longer applies to mechs; Damage nerfed; costs lowered; The poison should knock out pawns before they die, most of the time. Moved to Version 1.2 assemblies let me know if i need to remove 1.1 compatibility from the list.
Known possible bug: The spikes seem to damage legs more than feet I use an internal Rimworld function to get a lower body part to damage I may need to write my own if this ruins the experience for too many people. (I am ok living with it)
V1.0: Poison Punjis?! Slightly scaled up image!
V0.9: First release adding Punji Sticks
106 Comments
Tearval 23 Apr @ 10:10pm 
@(04) PalverZ

All good. i know it takes a bit but I love this mod. tak all the time you need.
(04) PalverZ  [author] 23 Apr @ 9:25pm 
@Tearval I have not updated it yet it might work it might break (breaking is likely)
Tearval 23 Apr @ 6:25pm 
Just asking but is this compat with 1.5 or does it need to update?
Scarlet Ice 23 Jan @ 11:28pm 
@(04) PalverZ Thanks a lot!
(04) PalverZ  [author] 23 Jan @ 6:28pm 
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 @ 3:08pm 
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  [author] 28 Dec, 2023 @ 8:55am 
@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 @ 1:07am 
(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  [author] 25 Dec, 2023 @ 12:06pm 
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 Sentry 25 Dec, 2023 @ 6:12am 
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