How to Trigger Rearming Trap Again

Because rearming traps can exist mortiferous depending on how you lay them out, and sometimes it needs to exist done manually.

This is moot because rearming was removed with 1.0, I'm guessing you are still playing B18 for whatever reason.

Mayhap they need to exist in the Home Area for this beliefs? If they aren't in the Home Area, effort adding them in and see if that triggers the correct action.

I am generally vanilla and my steel traps auto-rebuild commonly with an auto generated blueprint when information technology needs to exist rebuilt and retain this option on loading.
If the auto rebuild push is checked and a blueprint is not generated subsequently triggered that is odd and my first guess is...maybe a modernistic misbehaving.

Yous misunderstand, I actuate the auto-rebuild, then I quit the game, and adjacent time I get into the game the machine-rebuild is disabled and I take to actuate it once more. This is only for steel traps (although I've only congenital steel and forest) which also don't default to having it activated when they're built, unlike the wood traps which practise default to automobile-rebuild existence agile and have no problems with keeping it active.

It sounds like you have a mod issue then. At that place should only exist one trap type, it defaults to wood and you lot can switch the material of it, it should office the aforementioned with every fabric. IIRC there is a modernistic that adds a indistinguishable "steel trap" with alternating functionality, I don't remember if it was reduced cloth cost or immune y'all to place them closer together (or both), are you using that modernistic?

I dont utilize any mods.

But it appears that information technology was about the habitation area as TwoTonGamer suggested. All my wood traps were conveniently inside my home surface area while my steel traps were outside. Expanding the home surface area over my traps seems to have worked.

Yeah, I accept the same event. I think it's a vestigial UI push button from B18 and since traps tin no longer exist "re-armed" (they have to be rebuilt), the game is probably trying to call upon code that no longer exists, which might explicate why the button gets unchecked every time y'all reload the game.

Yous can build traps and then uninstall them. That's what I do. Mass build a bunch of them right by my raw resource storage room, uninstall them, then booty them to a room by the impale box. I know this doesn't straight resolve your question but it might be a quicker and more efficient culling..

Isn't [XND]Carpenter tabular array allow you to mass produce traps?

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Source: https://steamcommunity.com/app/294100/discussions/0/1644295532471715779/

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