Dynamic Trap

Last updated for version `1.8.0-BETA-7`

*Main article:* Disarming

The Dynamic Trap system replace static mines with randomized, more difficult traps.

## General

Mines and traps can now dynamically spawn in outdoor environments. As with spawns, things may not always be placed in good spots, or be easily visible. Dynamic traps use a custom-crafted trap system that have a different system than vanilla mines and these special traps work very similar to vanilla mines. They are triggered when the player walk to close to them.The dynamic traps system can be disabled/enabled in the Horizon Holotape anytime.

They can be disabled like regular mines, except that some traps require multiple disarm stages. Each disarm stage, has a countdown beeping which become slower each stage. Each disarming stage requires disarming skill which increases each stage. After a trap has been disarmed, its parts can be salvaged, however, the player does not receive the trap itself (only very few mines placed on fixed special locations return an intact mine). Salvage is random, and different types of traps give different salvage. Traps/mines aren't always meant to be disabled and all can be destroyed by shooting them or taking any damage. If player comments are turned "On",the character will make a random comment, when successfully disarm a trap.

Most traps have a slightly longer warning period (before they explode) than standard mines. However, there are occasionally mines with a 1-2 second timer!

## Stages

If the countdown gets low in any particular stage, the character makes a random "close call" comment instead of the standard one. If the proper skill isn't sufficient, the character will make a random comment about not being able to do it. Disarming usually requires

* Stage 1 Explosives Skill 20
* Stage 2 Explosives Skill 40
* Stage 3 Explosives Skill 60

The activator button text will change to show if the attempt at disarming failed due to lack of skill and a notification message will also display explaining lack of skill (current vs required skill). Disarming each stage has a small activation delay, so the playewr can't spam through it.

 2
 3
 4

Not all traps have a 3rd stage and the 4th stage (Complex Explosives) is not fully used yet!

## Types

* Fragmentation Mine: Standard frag mine with a standard explosion
* Handmade Mine: Improvised Hot Plate mine with a standard explosion
* Typewriter Mine: Improvised mine with a standard explosion
* Stash Mine: Improvised Caps Stash mine with a standard explosion
* Paint Can Mine: Improvised mine with a standard explosion
* Board Game Mine: Improvised mine with a gamma explosion that leaves a radiation hazard
* Pumpkin Mine: Improvised mine with a molotov-style fire explosion
* Bucket Mine: Improvised mine with a molotov-style fire explosion
* Fuel Mine: Improvised Mr Handy fuel mine with a molotov-style fire explosion
* Teddy Bear Mine: Improvised mine with a standard explosion
* Cigar Box Mine: Improvised mine with a standard explosion
* Toaster Mine: Improvised mine with a standard explosion
* Electrical Trap: Electrical trap with an electrical explosion
* Radiation Trap: Radiation trap with an explosion that leaves a radiation hazard
* Cryo Mine: Same as cryo mines
* Plasma Mine: Same as plasma mines
* Pulse Mine: Same as pulse mines
* Nuke Mine: Same as nuke mines
* Bottlecap Mine: Same as Bottlecap mines
* Unknown Improvised Enemy Mine: While rare, a few improvised mines are placed in some Commonwealth interiors.. watch out!

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
* Very rarely it can happen that mines "spawn" in the air. As with spawns, things may not always be placed in good spots, or be easily visible.
* The dynamic trap system cannot be disabled via the Holotape

## See Also

* Dynamic Encounter
* Disarming
* Enemies