ExtraSecurity Mod adds new defensive security buildings to RimWorld, including three floor traps and a short-ranged stunning turret for colonies that need more varied home defense options.
ExtraSecurity Mod Features
- Adds three new floor traps.
- Adds a new short-ranged turret.
- Uses materials that are not normally used by vanilla floor traps.
- Provides new defensive options based on slowing, fire, explosives and stunning.
Glue Trap
A puddle of smeared insect jelly that makes passage difficult. It is waterproof and remains sticky for a long time, but it is also flammable.
- Cost: 10 Insect Jelly per tile.
- Research: None required.
- Effect: Slows anyone walking through it with a path cost of 250.
- Placement: Can be built next to other Glue Traps and dragged during blueprinting.
- Limitations: Cannot be uninstalled.
Chemfuel Trap
A tripwire hooked up to an igniting device and installed over a puddle of flammable chemfuel. When triggered, it creates a fire and can ignite adjacent Chemfuel Traps to create long walls of flame.
- Cost: 15 Chemfuel, 5 Wood and 15 Fabric or leathery material per tile.
- Research: None required.
- Effect: Spawns and ignites a puddle of chemfuel, also igniting whoever triggered the trap.
- Placement: Can be built next to other Chemfuel Traps and dragged during blueprinting.
- Limitations: Cannot be uninstalled.
Grenade Bouquet
A tripwire hooked up to a bundle of frag grenades and a flashbang. When triggered, the grenades scatter on the ground while the flashbang detonates and stuns nearby targets.
- Cost: 1 set of Frag Grenades, 5 Wood and 20 Fabric or leathery material.
- Research: Machining.
- Effect: Stuns targets and spawns 5 mini-grenades.
- Damage: Mini-grenades deal half the damage of regular grenades and have a smaller multiplier against buildings.
- Placement: Cannot be built next to other Grenade Bouquets.
In tight passages, the Grenade Bouquet will only spawn 3 grenades. For best results, build it in a 3-tile-wide passage and place sandbags on each side. Grenades can spawn on top of sandbags and barricades, but not on top of walls.
Tesla Stunner
A portable tesla coil-based stunning device. When a target enters its range, it fires an arc of electricity that continuously stuns the target until either the target or the device is disabled.
- Cost: 30 Steel, 3 Components and 30 Metallic material.
- Research: Microelectronics.
- Power: Requires 200W.
- Maintenance: Requires 30 Steel for coil maintenance after prolonged use.
- Effect: Deals stun damage without hit point damage.
- Targets: Can stun both mechanoids and organic beings.
- Risk: May cause an electrical explosion when damaged.
- Weather: Should be roofed, as it can short circuit from rain.
Compatibility notes
When troubleshooting ExtraSecurity Mod:
- See if the error persists with only this mod and its requirements active.
- If not, try adding your other mods until it happens again.
- Always post your log using the Log Uploader.
- For best support, please use the Discord channel for error reporting.
- Do not report errors by making a discussion thread, as the author gets no notification of that.
- If you have the solution for a problem, please post it to the GitHub repository.
- Use RimSort to sort your mods.
Additional credits: BoeDankles.