Difference between revisions of "Template:Trap Note"

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m (Adding the piece of data requested, not sure what this means in practice.)
 
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* Friendly visitors and their animals, as well as [[revenant]]s{{AnomalyIcon}} and [[sightstealer]]s{{AnomalyIcon}} will never trigger a trap.
 
* Friendly visitors and their animals, as well as [[revenant]]s{{AnomalyIcon}} and [[sightstealer]]s{{AnomalyIcon}} will never trigger a trap.
  
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.{{Check Tag|Path Cost?|What is the effective pathcost of the "Known" trap, or how much worse does the alt path have to be, to path over the trap?}} One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.  
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However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical. The traps path cost is equivilent to 40 if the pawn has knowledge of the trap. One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.  
  
 
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.
 
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.
  
 
In all instances, a pawn's [[trap spring chance]] stat multiplies the above trigger chances for that pawn. Currently, the only thing that does this is the [[Nimble]] trait which multiplies the chance by 10%, that is, a 10% chance for nimble enemies and 0.04% chance for nimble friendly pawns.{{#if: {{#pos:{{PAGENAME}}|IED}}|<br>IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.}}</includeonly><noinclude>{{Documentation}}</noinclude>
 
In all instances, a pawn's [[trap spring chance]] stat multiplies the above trigger chances for that pawn. Currently, the only thing that does this is the [[Nimble]] trait which multiplies the chance by 10%, that is, a 10% chance for nimble enemies and 0.04% chance for nimble friendly pawns.{{#if: {{#pos:{{PAGENAME}}|IED}}|<br>IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.}}</includeonly><noinclude>{{Documentation}}</noinclude>

Latest revision as of 13:49, 11 April 2025

Documentation icon Template documentation[view] [edit] [history] [purge]

Just standardizes the spiel about the shared triggering behavior of traps, including a special section that is displayed on pages with IED in their name for explosion when shot.

It can be expanded to include any other shared features, not just trigger chances, but this is not currently the case.

No parameters are currently used or supported.

Examples[edit]

Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.

  • The base trigger chance is 100% for enemies, including mechanoids and animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
  • Non-manhunting wild animals have a 25% chance to trigger the trap.
  • Colonists,tame animals, slaves and friendly mechs have 0.4% (one in 250) chance to trigger the trap.
  • Friendly visitors and their animals, as well as revenantsContent added by the Anomaly DLC and sightstealersContent added by the Anomaly DLC will never trigger a trap.

However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical. The traps path cost is equivilent to 40 if the pawn has knowledge of the trap. One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.

Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.

In all instances, a pawn's trap spring chance stat multiplies the above trigger chances for that pawn. Currently, the only thing that does this is the Nimble trait which multiplies the chance by 10%, that is, a 10% chance for nimble enemies and 0.04% chance for nimble friendly pawns.