边缘世界 RimWorld

边缘世界 RimWorld

RimDungeon Traps, Poisons and Gases
32 条留言
10-4 Apricot 3 月 20 日 上午 9:57 
wishing for a 1.5 release...
SunSeeker 2024 年 9 月 21 日 下午 2:51 
wish we could have it again for 1.5...
Haerzog 2023 年 10 月 3 日 下午 6:03 
so...is this 1.4 compatible?
miki4920  [作者] 2022 年 11 月 27 日 下午 1:58 
I am gonna have a look into it tomorrow.
Dvoknr 2022 年 11 月 26 日 下午 8:17 
Hi, just wondering if this is usable in 1.4! Hope it's just a version change and nothing too drastic!
Myo 2022 年 7 月 18 日 下午 3:33 
nvm i figured it out, make poisons in drug bench, rearm freshly made gas trap, click pawn and right click trap rearm. I find if there is sleep poison it takes that over neurotoxin. I had to put poison in inventory to arm gas trap with poison i want. If corpse or item over trap right click won't show rearm trap.
Myo 2022 年 7 月 18 日 下午 3:13 
do i have to make a bench to create poison gas to load gas trap or is it an option when i click a gas trap that let's me load it.
miki4920  [作者] 2022 年 6 月 29 日 上午 7:15 
Limiting research to medieval would prevent you from getting Gas-based traps. However, all other traps should still be accessible.
Doc O´malley 2022 年 6 月 29 日 上午 3:38 
Hi, Is this mod viable for medieval playthrough? While running mods that makes research and gear that is above medieval not researchible/ buildable/ craftable/ spawnable? Like Rimhammer made by SickBoyWi and any other?
miki4920  [作者] 2022 年 6 月 4 日 上午 7:47 
The mod is Combat Extended Compatible
Blitzmo 2022 年 6 月 2 日 下午 7:37 
Is this CE compatible?
RoyRiper 2022 年 1 月 19 日 上午 10:26 
Thanks, I'll try it in my next game :D
miki4920  [作者] 2022 年 1 月 19 日 上午 9:27 
I have added an option to disable pawns and friendly animals from triggering the trap. I will add sliders and others in a future update.
RoyRiper 2022 年 1 月 18 日 下午 1:00 
My settlers activate all the traps when passing, except for the animal trap and the column xd
miki4920  [作者] 2022 年 1 月 18 日 上午 3:27 
@Filthy Goon Could you send me a list of mods you are using? The option is there and it works on the newest version of the game.

@RoyDovah I will add some options for customisation. Which trap causes the biggest casualties?
RoyRiper 2022 年 1 月 17 日 上午 10:07 
My settlers die in their own traps xD Is there no way to disable settlers and tame animals?
Filthy Goon 2022 年 1 月 10 日 下午 5:00 
how do i arm poison/gas traps? there must be a mod conflict somewhere since i see no option to put the stuff in them besides what "shells" the trap will accept and pawns do nothing with them either
Bard 2021 年 12 月 24 日 下午 11:52 
Just wanted to say thank you for this and your other Rimdungeon mod. Playing through a medieval run and this really helps with the fantasy Dungeon Crawl aspect I was going for. Also not to necro the previous complaint or anything, but I thought it was funny how he called caltrops OP while he used a mix of a bunch of mods that were the actual culprits lol
Joshyan 2021 年 9 月 17 日 上午 9:43 
About 6-8 in 1 tile wide corridor. My colonists are super solider with late game weapon.
miki4920  [作者] 2021 年 9 月 16 日 下午 1:52 
How many Caltrops did you need to use to achieve such results? So far it seems like they achieved their purpose (Slowing down enemies so that you can kill them all with snipers). If they are too OP though, I might consider increasing their cost/reducing speed penalty or adding decay mechanic.
Joshyan 2021 年 9 月 16 日 上午 12:05 
After some real test, caltrop is still OP:
My sniping Corridor could handle 100+ manhunted animals/raiders with just 4 level 20 shooter (Use Targeting Mode mod, 2 SMGs + 2 Snipers) and my colonists didn't have to reposition from first position either.
Joshyan 2021 年 8 月 26 日 上午 3:10 
Sorry about called caltrop nerf earlier, it is still the most cost effective, low maintenance trap after all.

I have line of caltrop inside former trap room (now is sniping corridor), my sniper squads have a nice field day with this and become cheaper more effective defend line than killbox (they won't reach that zone after all) :D

And if I ignore the damage caltrop can cause, I can make them with cheap, more access-able material like wood and it is still effective as before

Oh, less chance to trigger and low damage also more like bluff than nerf too. I had a lot of trap-related injuries in earlier version that leave colonist and hauling animal with critical injury when try to clean up after raid
miki4920  [作者] 2021 年 8 月 22 日 上午 10:56 
I have just about doubled their travel cost, making them way more useful at slowing enemies. Damage is lowered, but if you want damage, just use spikes trap instead.
Joshyan 2021 年 8 月 20 日 下午 9:14 
Another nerf for caltrop trap, but still useful as mean to slow down enemies in kill zone and not provide cover like sandbag.
Grimiskitty 2021 年 8 月 19 日 上午 3:40 
This this is what I've been looking for :D ty for making this!
miki4920  [作者] 2021 年 7 月 28 日 下午 1:09 
New Update is now here!
miki4920  [作者] 2021 年 7 月 27 日 下午 1:09 
Currently Working on the update. Should have one released shortly together with some extra stuff (Like Gas Traps).
ZX Zero 2021 年 7 月 26 日 上午 9:27 
Will be updated for 1.3? i really like this traps
DustyDust 2021 年 1 月 22 日 上午 12:25 
pretty good, but the colonists tend to walk on caltrops very often (pick up dead animal and other item, or repairing some structure).
Joshyan 2021 年 1 月 19 日 上午 3:39 
Caltrops is good enough for long corridor trap, they will buy enough time for my colonist to regroup at next defend line.
Can be used multiple time is plus too.
Holgast 2021 年 1 月 18 日 下午 7:34 
this looks awesome, time to play Deception
mage. 2021 年 1 月 18 日 上午 2:19 
if you can add turret and tower then we can finally Tower Defense in Rimworld