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From the description it seems to be doing the same thing I think but does it also disable traders to hurt themselves to your traps ?
Can you take a look at the Hunter traps as well just to double-check if Emilie's issue is due to some other mod, or a possible issue with your code? I'm assuming it's unrelated to this mod, but you never know.
by default on default settings, it prevents pawns of ONLY your faction from having traps sprung on them. By default, there is a small chance that any time a pawn in your faction walks over a trap that you own, it will spring. The Ludeon-intended solution is to put doors in your killhall but then the enemy ai just breaks through the doors, completely defeating the point of having a killhall. This mod makes it so you can allow pawns to walk over traps without them ever springing so you can have better killhall designs. TRAPS WILL STILL SPRING ACCORDING TO THEIR VANILLA BEHAVIOR any time an ENEMY pawn walks over it (i.e. a pawn with red text for their name).
There is one more layer to how this works that makes it confusing to explain though: IN ADDITION to traps never springing on your pawns IN NORMAL CIRCUMSTANCES, anytime you have a pawn OF ANY FACTION including yours walk over ANY trap (including ones you don't own) then WHILE they are on a "violent" mental break (the mental breaks that change their name text color to red or dark purple) the trap will always spring. This is primarily intended to provide the player with a way to make more secure prisons but it has a few other niche uses.
I hope you let the RimPy team know what order it should be loaded in.
Thanks for the great job.
@Zandyr_Kayne I'm not sure. It just depends on how much of the vanilla trap code those mods reuse. I'll have to try it out.