Just encountered this in a Wizardland and died to it. The description says that "no amount of tinkering or crafting..." etc etc, will disarm it. However, it is still a trap. My problem with this is that it works differently than all other traps in the game. If you attempt to click on it to even see what your disarm chance is, your player will instead walk onto it. I feel like this is really unfair given how the rest of the traps in the game work, and how much damage the trap does (especially if you encounter this early). Also, since it's impossible to disarm, being able to click on it would be a nice spot to insert something goofy, like "-9001% chance to disarm", in the message window.
It can't be disarmed because it is not a normal trap, but rather a "magic trap". It's pretty much like walking into a "Rune of Explosion", or "Gog's Tactical Pyre". I reckon they might've made it more clear, but really, the "no amount of tinkering or crafting" bit refers to that particular issue.
Clicking traps is something we just do once we have any chance to disarm. When our odds are low, we then click "Nay" and avoid it. But this one is problematic simply because it looks like a trap, yet tricks you into walking over it if you try to see what your odds are. I do not know how easy it would be to change a spellmine to give a warning, but this one sure should if reasonably possible.
Well yes, I understand that. But the way Dredmor works, you can still click on traps that you have no chance of disarming and select "nay" to mark them. Or just see what your chances are. Every trap in the game works this way except this one. If they are not like this, then they are at least visually different and easily identifiable, not a square outline like everything else. It's kind of crappy to break this rule because it runs completely counter to everything the player is taught. In the sense of a roguelike needing some sort of "fairness"-- that is, letting the player make choices given a consistent set of rules-- this is way too out there and is destructive enough that it's not fair.
it's not a trap. or a spell mine, it's a room trigger effect. It is immune to your tinkering skill. you only hope is to jump over it. If anything, it should simply display a message that says "Your tinkering skill is too low to disarm this trap" when you attempt to click on it, rather than walking on the trap.
I believe this is what the OP is asking for, and I can only echo his concerns. I haven't encountered this trap, and I have "Disable click-to-move" enabled, but I can imagine this being obnoxious for a lot of people, needlessly so.
It'd probably be easier to make it look different from regular traps slightly? I haven't actually seen it yet though.
Spoiler When you move the cursor over it, it displays text as if it were a blocker instead of an unidentified trap. If you're paying attention, that alone can tip you off that it's suspiciously not normal, even without reading the actual mouse-over text that says its impossible to disarm. If your is less than your , you may notice that you see the "trap" from much further away than you rightly should, and that's another good clue that something unusual is afoot. It only exists in one very distinctive room, Spoiler and the trap is off to the side where you don't have to go because there's no doors over there . So, it should only ever get to kill you once, after that you'll know not to click on that particular spot in that particular room. It could be worse. Much, much worse.
I survived my encounter with it. It does damage, but not too much. If you die on clicking it/moving onto it then you are not prepared for Diggle Hell, nor Dredmor. (Nor Half the dungeon for that matter.) r_b_bergstrom has the perfect reasoning above about this "Trap".
If you click on it, it should say "You have a -∞% chance to disarm this trap. Attempt to disarm it?" and the selections are "Nay" and "Heck Nay", both of which cancel the text box.
You know guys, now that I think of it, I think that this trap is something they made to make people less likely to rely on moving their characters with their mouse pointers instead of keyboard to be completely impervious to traps.
Good point. That is one of the things I and others have bitched about in the past. I always use keyboard movement. I entirely disable click to move as it cannot be aborted once you start moving. (That actually killed an early character of mine right after I first got the game from HIB ages ago.)