Rimworld ied

Not too well, but loading transport pods with boomrats or boomalopes will work as a makeshift long-range missile :D. Also chemfuel/mortar shells can be used but you need something to light them up, dunno if IEDs explode in item for too if punched enough. asswhorl verified nice and helpful (skilled) player • 5 yr. ago.

Rimworld ied. RimWorld. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. RimWorld > Workshop > AUTOMATIC's Workshop . 390 ratings. Incident Tweaker. Description Discussions 0 Comments 56 Change Notes. 1. 2 . Award. Favorite. Favorited. Unfavorite. Share. Add to Collection. Mod, 1.1, 1 ...

Your colonists are adorable :) Related ProTip: Do NOT leave small unfilled gaps in your cave walls (if for example, while making rooms, you mined out a steel vein, then just walled in the cave.

Tricks for IED usage? I've got a few that I use, and was wondering if anyone's got others to share: Force a 'walkway' around your base. Extend walls out by 5 tiles at the corners and create a concrete pathway between them. That way things walking around your base will follow the 'easy' path, and hit all the mines on the way.Oct 31, 2022 · They have a very niche use. They're meant more for non-lethal take downs (in your hands) and a threat against you defensively. Unless toxicity hits 100% it won't kill (usually. cancers and what not suck). Usually you'll see them chucked at your defenses to run your defenders off before they pass out. They're highly effective in toxic fallout ... Again, as from the title, this is only meant for people using the Rimmu-Nation (1.0) Weapon mod. I (I'm Intentionally Throwing/ u/Doc_Biggus) have decided to post this to here so more may see it so they helps them due to the mod having a fuck ton of guns etc. (Note: I AM NOT a creator of the mod, I simply made the spreadsheet to show my support ...People with the Bloodlust trait can wear tainted clothing without a debuff. To get rid of useless colonists without a debuff arrest them and leave the prison door open so they can "escape". To avoid mood debuffs from your stored corpses put them on shelves. The shelves prevent the mood debuffs from triggering.Yep, i just did a little test with god mod and one ied regular mine will take a steel wall to 83%, a plasteel is 88% and this is with just one. depending on the size of the kill box it will hit the walls right by it but if you dont want the blast wave to hit and side walls where it turns then it has to be at least 7 units away from the bomb ...They are also used in the construction of IED EMP traps. Analysis . It is a niche weapon that is extremely good at whatever it does- downing shields and stunning mechanoids. Its blast radius is much larger than regular high-explosive shells, so only a few shells are required per barrage. Because of this, it finds good value even though it deals ...The autocannon turret uses the autocannon weapon. In addition to the weapon's accuracy, the turret itself has a per-tile shooting accuracy of 96% or equivalent to a Shooting skill of 8. It has a maximum range of 32.9 tiles, but is unable to hit enemies within an 8.9 tile radius. These ranges are centered on the lower left tile of the turret ...When you go to place them there is like area outlined with the trap in the middle. Is that like the trigger area? Like if someone goes in that area they explode? idk, I don't get it.

IED questions. Help (Vanilla) After placing them so your colonist walk over them? Can your colonist set them off or only hostile entities. 5 comments. share. save. hide. ... I used AI to make art of Rimworld. 1/10. Outlanders Battle Mechanoids During Toxic Fallout, Starshot Shipping, 10th of Jugust, 5506. 4.2k. 190 comments. share. save. hide ...IEDs can also be triggered when hit by a projectile dealing the Bullet, Arrow, or ArrowHighVelocity damage type, or when damaged below 20% of their maximum HP. When triggered, the trap will begin to spark and emit a hissing sound for 15 ticks ( 0.25 secs) before exploding, dealing 50 EMP damage in a 10.9-tile radius.For comparison a pod is 150kg/66 tiles. Another thing it adds is a psy ability some high ranking pawns can get which is literally a teleport to another pawn anywhere on the map called 'far skip'. You need to make sure they have the focus for it but you can just instantly get your entire raiding force home instantly.Go to RimWorld r/RimWorld • ... Here's something fun you can do with incendiary IEDs: build pieces of decoy cover for enemies with ranged attacks to hide behind. Just make one-tile wood walls, and put the incendiaries in the spots where you …Red Horse². 17 items. Description. Arm your community with the right tool for the right job. RIMMU-NATION. Defending your rights. Rimmu-Nation is an interstellar arms dealer that sell modern firearms and melee weapons to anybody who can afford it. We've bought hundreds of thousands of licenses across the stars to deliver the kind of firepower ...Subscribe to downloadWM Reuse pods. * Allows you to reuse pods under certain conditions. * Have a Pod Launcher within a radius of 20 tiles of the targeted landing zone to reuse pods. * One pod launcher is required for every arriving pods. Remaining pods will randomly drop around and vanish.Tricks for IED usage? I've got a few that I use, and was wondering if anyone's got others to share: Force a 'walkway' around your base. Extend walls out by 5 tiles at the corners and create a concrete pathway between them. That way things walking around your base will follow the 'easy' path, and hit all the mines on the way.

Steel spike traps have 100 damage with 54 work to build, and stone brick traps have 50-65 damage with sometimes 300 work. Stone brick traps have almost 7x the work needed to build than wood traps, but only offer 5-10 more damage than …Yeah, IEDs or just a pillar with roof in the middle of the killbox so the enemy uses it for cover and the shooting will destroy it works pretty well. Even with really good head armour …thingCategories. BuildingsSecurity. The Mortar is a manned Security building similar to a turret. It can launch mortar shells at any target on the same map so long as it is outside of its minimum range of 30 tiles, either automatically targeted by the manning colonist, or manually targeted by the player.How to get more colonists. There are actually 6 different ways of getting new people for your colony. Here is a list of events that can result in people joining you: Random person saw you needed help and decided to join. This is an event that is triggered more often at the beginning of a game, as the storyteller will try to fill in the minimum ...

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A good sniper rifle could hit the EMP trap and cause detonation. If you want to stay strictly vanilla then you need to force desirable pathing. As in lay a line of traps x1 apart ( the minimum u can do ) and then place a x1 wall in between each one so that the only openings have traps. You can use this principle in any shape / layout you want ... It sometime will give two exposions (because firstly IED will explode, then create artillery shell on destruction of IED, which will instantly damaged give 2nd explosion). P.S.: It is best to use IED's for large sparse minefields to harass enemy before he reach your base/killbox. Works better when placed between trees or obstacles like slag and ...Sep 12, 2023 · IEDs - made from mortar shells, they explode in a radius for an effect dependent on their type. See below for summary. Cover [ edit] Note that these values are the base values - all stats will be affected by material choices. See either barricades or sandbags for material comparisons. Turrets [ edit] This section is a stub. Issues are usually: - item not allowed in filter. - stockpiles have the same priority and both allow item. - filter has its health slider not on 0-100%. - filter has fresh/rotten unchecked. - storage zone is not accessible by pawns (zone restrictions/forbidden door etc.)r/RimWorld • IED's effective against single mad animals. r/DestinyTheGame ...

Will IEDs do that? Yep, i just did a little test with god mod and one ied regular mine will take a steel wall to 83%, a plasteel is 88% and this is with just one. depending on the size of the kill box it will hit the walls right by it but if you dont want the blast wave to hit and side walls where it turns then it has to be at least 7 units ...We've released the May 2020 update for RimWorld! This update is still on version 1.1, because it should be compatible with savegames and mods. ... Added new smoke shells and smoke IED. Royal aid can now be targeted on a position instead of just dropping on the caller. So you can tell them to drop on top of a mech cluster, into enemies, etc ...Gas trap releases a cloud of gas when any pawn hostile to your faction walks too close. Severity builds up as long as a pawn is in the gas. Requires IED Bomb research to build. Gas canisters are made in the drug lab (and require medicine as well as weaponized gas research) Gases types available: Toxic, Sleep, Fear, Rage, Tear gas, CorrosiveA guide to understanding Rimworlds strongest early game base defense. The Spike Trap. Spike traps are critical for a good defense and can be utilized in many...The first tile adjacent to a ship part is now a no-build zone. As soon as a pawn places materials in one of those tiles, the mechanoids pop. My new technique is to build a quick-and-dirty U shaped wall around three sides (1 tile away) and place a bunch of IEDs on the 4th side. Mechs pop and have nowhere to go. If anything it's more effective.IEDs are really good against melee enemies which are actually quite common. Manhunter packs as well. Having IED's really helps a lot against those. Put a single line in front of your turrets because manhunters will bee-line right for them and now you don't have to worry about exploding/replacing turrets. Infestations that spawn outside of your ... First is the m2 mortar. This mortar is thr most accurate and the fastest reload mortar in the game.. Second is the manned anti tank gun. This gun fire uranium shell and very efective against mech. So what so special about this anti tank gun? It has the longest range of all the manned weapon in rinworld.What in the world is the point of this? Wouldn't a Firefoam Popper or Firefoam Shell from a mortar be infinitely more useful?A good sniper rifle could hit the EMP trap and cause detonation. If you want to stay strictly vanilla then you need to force desirable pathing. As in lay a line of traps x1 apart ( the minimum u can do ) and then place a x1 wall in between each one so that the only openings have traps. You can use this principle in any shape / layout you want ...Fire is a destructive force capable of destroying plants, buildings, and pawns alike. It spreads via embers that travel up to two tiles, and will start another fire if they land on something flammable. Fire may spread far and wide if left unchecked. Fire also causes a massive surge of heat when indoors.RimWorld. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... For IEDs, this ends up being better since it will trigger when there is a group instead of triggering on the first one to pass through. For standard traps, 2 wide hallways, is you do them in a staggered pattern narrowing to a 1 wide spot …

1) Setup a powerbeam energy generator. 2) Share power wirelessly (WPN) 3) Use wireless powergrids (LWPN) 4) Use portable WPN receiver and portable LWPN emitter in caravan. 5) Setup and use ARES. 6) Borrow a WPN to a faction. 7) Rent a WPN to a faction. 8) Show how use Power++ with DeepRim.

347k members in the RimWorld community. Discussion, screenshots, and links, get all your RimWorld content here! Press J to jump to the feed. Press question mark to learn the rest of the keyboard shortcuts ... Enemies will choose the shorter part and walk into IED, IED explode and destroy the part of the bridge with column on it, making the roof ...Would an IED incendiary trap in every room (and in each section of the closed off parts of the central corridor) in a mountain barracks be a viable sustainable (and reliable) solution for somebody who sucks at combat? If not how to you defend against infestations without getting anyone injured?Yes, there are. With each raid they mark out where the IEDs are located and they avoid them. I mean the first time they step on them the locations are map out. If you are super concerned, you can restrict your colonists to specific areas, or define them to be able to go everywhere but black spots you dictate.Hello. So I'm running a commitment-mode save and can't re-load if I get this wrong, hence the question. There is a defoliator ship that has landed and I thought that I could place IED explosive traps next to the sleeping / inactive / dormant robots. However, if I place an IED right next to an enemy, will that immediately trigger the trap, causing the pawn I use to lay the trap to explode?People with the Bloodlust trait can wear tainted clothing without a debuff. To get rid of useless colonists without a debuff arrest them and leave the prison door open so they can "escape". To avoid mood debuffs from your stored corpses put them on shelves. The shelves prevent the mood debuffs from triggering.Vanilla Rimworld defense is often just lining up your pawns behind cover in a killbox and waiting for the RNG to decide how many body parts you lose. But with 5 pawns with 6 psycasts each, you are constantly making decisions on how and where to use psycasts. ... Later on, once you have IEDs, then the real fun begins. Skip an enemy onto an IED ...This mod adds remote technologies such as: * Remote Controller - an controller which can access other remote objects and acctivate their functionality. - section: Misc. - research required: Electricity. * Remote Door - a new type of door which can be opened or closed only by the remote controller. - section: Structures.IED help / save our ship. I've got 2k hours in rimworld but for the life of me I can't figure out how to hack the computer core's in the random ship encounters with IED's placed next to them. My pawn ALWAYS decides to walk directly over the IED even when I have him placed manually right where he would need to be.Sep 7, 2021 · With this strategy, once the IEDs and stools (to provide longer-lasting fires to raise temperatures so the insects burn too) are placed, be sure to forbid the doors so pawns don't try to get in, especially when things are burning. Note, if you turn on dev mode, thee's an overlay that shows how likely an infestation is to hit a tile.

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Mine out all of the steel, gold, uranium, and plasteel. Mine out the components. Chop down the trees if you need wood. You can even haul back the rock chunks if you need rock blocks. Remember, you can also set up workshops while you're there, so you can cut those rock chunks into rock blocks before leaving.Jan 11, 2017 at 19:57. 1. At least in version 1.2 (don't know about prior versions), a wood wall has an insulation value of 14.4F, whereas a steel wall has an insulation value of 5.4F. Unfortunately stone walls (marble, granite, slate, limestone, and sandstone) don't list such values... yet. - TylerH.Gas trap releases a cloud of gas when any pawn hostile to your faction walks too close. Severity builds up as long as a pawn is in the gas. Requires IED Bomb research to build. Gas canisters are made in the drug lab (and require medicine as well as weaponized gas research) Gases types available: Toxic, Sleep, Fear, Rage, Tear gas, CorrosiveMortars are a good tool for dealing some damage to them before you have to engage them directly. However, this requires the tech researched as well as the resources to build them. If you can destroy the ship and if you have a killbox set up, let that do some work for you. Otherwise, set up as many traps/turrets around them as you can before ...このRimWorldというゲームの中には、敵からの侵略に備えてコロニーを防衛する為の武器がいろいろ用意されてい・・・ ... ただ、IEDが11門もあると、弾の消費がすごいことになるので、今後の課題としては弾の確保が気になるところです。 ...It's a simple question: Does the Ied Trap Activate when someone of my colony run through it?Mine out all of the steel, gold, uranium, and plasteel. Mine out the components. Chop down the trees if you need wood. You can even haul back the rock chunks if you need rock blocks. Remember, you can also set up workshops while you're there, so you can cut those rock chunks into rock blocks before leaving.Foam turrets can be constructed once the Foam turret research project has been completed. They require 30 Stuff ( Metallic ), 70 Steel, 3 Components, 140 Chemfuel, 1,800 ticks ( 30 secs) of work, and a Construction skill of 5.Gas trap releases a cloud of gas when any pawn hostile to your faction walks too close. Severity builds up as long as a pawn is in the gas. Requires IED Bomb research to build. Gas canisters are made in the drug lab (and require medicine as well as weaponized gas research) Gases types available: Toxic, Sleep, Fear, Rage, Tear gas, CorrosiveRimWorld. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... Sappers enter, trip ied. Those not killed probably die of heat stroke or in secondary fires as the wood catches and fills the tunnel with 1000 degree air. The tunnel won't be safe for any other sappers to enter for more than enough time for you to ... ….

I've been playing around with these spring traps when 3 dormant mech clusters showed up for a quest of a noble I was housing. It was a really fun quest. Sadly the emp traps and hi-explosive traps were not being triggered at all during these engagements. I set them up as sort of a mine field around these mech clusters. I noticed the pathing of scythers hugging the rock walls, mud/water edges ...Crowding a narrow hallway will cause occasional traffic over traps. So most of the time, friendlies and colonists will avoid the trap. Sometimes they will not be able to avoid it or get shuffled into it, in this case, there's a very small chance (1 in 250) that they will trigger it. When they trigger it, it will give you a notice.I've been playing around with these spring traps when 3 dormant mech clusters showed up for a quest of a noble I was housing. It was a really fun quest. Sadly the emp traps and hi-explosive traps were not being triggered at all during these engagements. I set them up as sort of a mine field around these mech clusters. I noticed the pathing of scythers hugging the rock walls, mud/water edges ...a "grain" is roughly 65 milligram, that makes it a 130 milligram matter/antimatter reaction. True, but even just the Hiroshima or Nagasaki type of nukes would be enough to just delete everything on a map in Rimworld. yup. now imagine czar bomba. that's like 97% of the planet gone, even if 100% rendered.你可以帮助Rimworld中文维基来 扩写它 。. 简易燃烧陷阱( Ied Incendiary Trap ), 将炸药与燃烧剂经过混合,然后采用化学引信引爆。. 由于它隐藏在周围的地形中,因此不能与其他陷阱相邻。. 动物可以在非狂暴状态下感知陷阱。. 防卫. 路障 • 沙袋 • 尖刺陷阱 ...Mar 2, 2020 · Gas trap releases a cloud of gas when any pawn hostile to your faction walks too close. Severity builds up as long as a pawn is in the gas. Requires IED Bomb research to build. Gas canisters are made in the drug lab (and require medicine as well as weaponized gas research) Gases types available: Toxic, Sleep, Fear, Rage, Tear gas, Corrosive RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000. Manage colonists' moods, needs, individual wounds, and illnesses.Perceived beauty []. A pawn constantly perceives the beauty of its environment in an 8-tile radius (241 total tiles) (blocked by objects that break line of sight, such as walls and doors). This means that putting sculptures at the center of large living areas is better than at the edges. The average of these beauty values is the effective …3: Spammable deadfall traps. Purposefully build 1-2 tiles of walls in the breachers projected path, and then build roofing 6 tiles out from the wall. Breachers cannot help but attack anything in their way, and they will bring the ceiling down on themselves once the wall is destroyed, injuring or killing them. Rimworld ied, 450K subscribers in the RimWorld community. Discussion, screenshots, and links, get all your RimWorld content here!, I've been playing around with these spring traps when 3 dormant mech clusters showed up for a quest of a noble I was housing. It was a really fun quest. Sadly the emp traps and hi-explosive traps were not being triggered at all during these engagements. I set them up as sort of a mine field around these mech clusters. I noticed the pathing of scythers hugging the rock walls, mud/water edges ..., Longbows on crafting spot for experience and not much wealth. Let them rot or burn them. Plant cloth and make dusters on a hand tailor bench to train both plant and crafting. You can sell them for high profit. Put outside in bad temperature if you want max experience for min production to save material/keep wealth low., Merlos The Mad Sep 24 @ 7:59pm. Had to deactivate this one. Lots of issues with performance and freezes when pawns enter and leave the colony to caravan or return. (yes I had the right number of cores set and yes it was last in my mod list.) Архангел Sep 13 @ 4:30pm. @IcyBlackAgeis. Архангел Sep 13 @ 4:30pm., RimWorld's free 1.1 update is now live for all players! This update has been on the unstable branch for a week to smooth the transition for mods, and now it's the standard branch for everyone. ... IEDs now explode when bullets hit them. Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed., level 1. Op · 2 mo. ago Royal Artist. What's worse? Realizing that your mortar shells are actually firefoam shells during a battle, or realizing that your firefoam poppers are actually all warheads? No matter which one, I'm sure swapping them would be a fun and harmless prank. Yes. Happy April Fools y'all. And sorry if I'm not posting as ..., All weapons and apparels have a chance to get infused. They will have its own label, various stat buffs and color coded overlay. Note that enemies might carry infused equipment too. Stat bonuses. An infusion grants an item many minor bonuses, including melee damage, ranged accuracy, attack speed, movement speed, global work speed, specific job ..., Jul 19, 2021 · Subscribe to downloadRemote Tech. Remote Tech is a rich content mod focused on remotely detonated explosives. These allow to set up more effective and strategic base defenses, mine for resources, and many other things. Early colonies and tribal settlements will benefit from low-tech makeshift explosives that can be made with renewable materials. , That's a clever strategy, but it's a tiny infestation and I'm not sure if this is viable for anything bigger than that. For example, here's a typical infestation for a recent game at a time when I had probably ~3 times the colony wealth of the colony shown here. If an infestation like that (with 14 hives) shows up inside your mountain base, I don't expect fire to be effective., 2.2.0: Rimworld 1.1 update and fixes This and future releases are compatible with both Rimworld 1.1 and 1.0. Changes for Rimworld 1.0 and 1.1: - Doors from Doors Expanded mod will now block gasses when closed - Mining explosives will now work properly on ores - Added mod setting to auto-forbid resources dropped by mining charges, Reinforced Walls. Adds expensive heavy reinforced walls with exceptional hit points that resist explosive damage (unlike typical walls.) Additionally, you get an embrasure version of the heavy reinforced wall (you can shoot through it, but not walk through it) providing 65% cover from fire. Works with all stone and metal materials (even modded.), Stop enjoying it! 5.7K. 220. r/RimWorld. Join. • 6 days ago. Rimworld can be so cute sometimes. My colonists just had a baby, so a child went into their room and drew them a family picture. 5.5K., The autocannon turret uses the autocannon weapon. In addition to the weapon's accuracy, the turret itself has a per-tile shooting accuracy of 96% or equivalent to a Shooting skill of 8. It has a maximum range of 32.9 tiles, but is unable to hit enemies within an 8.9 tile radius. These ranges are centered on the lower left tile of the turret ..., Infestation. Infestations are an event and a serious threat in which a number of hives are spawned, alongside insectoid defenders. They can happen randomly or can be caused by a quest; quests will warn you if this is an outcome. Infestations can also occur upon entering rooms in an ancient complex; you will get no specific warning for this quest., IEDs are now awesome? « on: December 02, 2016, 07:54:10 PM ». So, having watched a few youtube videos and dug around on the forums, I had the impression that IEDs were useless against crashed ships. So I spent three days (ingame) setting up a massive defensive line, and then set 8 IEDs around it, because the only reason I even …, Defeating and Detecting IEDs - Detecting IEDs can be done with trained soldiers, robots or even drones. Learn how the U.S. Army is detecting IEDs and defeating them. Advertisement ­Insurgents and terrorists don't just go make a bomb and use..., I own multiple mods, a new version of RimWorld comes out while I'm working a physically and mentally demanding job. Important points: - 512x512 res textures, originally done - More content, mounted turrets and IEDs etc. - Non-Lethal turret, portable sentry, SSM turret removed. Some will most likely not return., IED help / save our ship. I've got 2k hours in rimworld but for the life of me I can't figure out how to hack the computer core's in the random ship encounters with IED's placed next to them. My pawn ALWAYS decides to walk directly over the IED even when I have him placed manually right where he would need to be., Indices Commodities Currencies Stocks, I've been playing around with these spring traps when 3 dormant mech clusters showed up for a quest of a noble I was housing. It was a really fun quest. Sadly the emp traps and hi-explosive traps were not being triggered at all during these engagements. I set them up as sort of a mine field around these mech clusters. I noticed the pathing of scythers hugging the rock walls, mud/water edges ..., In this video I'll go over the basic mechanics of RimWorld Fluid Ideologies, how to use them and how they work.Here's a playlist for the tutorials: https://w..., Subscribe to downloadImproved Load Transport Pods. Subscribe. Description. Allows more than one colonist at a time to load items into a transport pod. This mod is 100% compatible with your existing saves. Original Author: Billy Martin., HOWEVER, in true rimworld fashion, you should set a IED near him, shoot it, and have it go off, i dont think that makes their faction hostile, since its a trap and not your actual colony attacking him, then take him into your hospital and remove both his arms. I promise you, he will never hold a gun again. Or be able to eat properly. Or craft., Indices Commodities Currencies Stocks, What in the world is the point of this? Wouldn't a Firefoam Popper or Firefoam Shell from a mortar be infinitely more useful?, Analysis []. Fabrication is often a highly sought-after technology, as it allows the player to create the ever-useful components and advanced components without relying on trade limits. It is recommended to plan ahead and gather the 2 advanced components required to build the fabrication bench before you research Fabrication., Gas traps from the 'Gas Traps & Shells' and 'Advanced Munitions' mods will readily pass through Reinforced Embrasures (Reinforced Walls mod), making them ide..., It's a simple question: Does the Ied Trap Activate when someone of my colony run through it? Se connecter Magasin Accueil Liste de découvertes Liste de souhaits Boutique des points Actualités Statistiques, Can IED traps be set off by random trade caravans passing by? :O, Aug 1, 2021 · Red Horse². 17 items. Description. Arm your community with the right tool for the right job. RIMMU-NATION. Defending your rights. Rimmu-Nation is an interstellar arms dealer that sell modern firearms and melee weapons to anybody who can afford it. We've bought hundreds of thousands of licenses across the stars to deliver the kind of firepower ... , Indices Commodities Currencies Stocks, Yes, there are. With each raid they mark out where the IEDs are located and they avoid them. I mean the first time they step on them the locations are map out. If you are super concerned, you can restrict your colonists to specific areas, or define them to be able to go everywhere but black spots you dictate., I've been playing around with these spring traps when 3 dormant mech clusters showed up for a quest of a noble I was housing. It was a really fun quest. Sadly the emp traps and hi-explosive traps were not being triggered at all during these engagements. I set them up as sort of a mine field around these mech clusters. I noticed the pathing of scythers hugging the rock walls, mud/water edges ...