RimWorld

RimWorld

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Better Pyromania
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Mod, 1.3, 1.4, 1.5, 1.6
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949.406 KB
9 Oct, 2021 @ 4:16pm
12 Jun @ 9:51am
11 Change Notes ( view )

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Better Pyromania

In 1 collection by Aelanna
The Eccentric's Angels [1.4]
148 items
Description
This is a small overhaul mod for Rimworld's Pyromaniac trait, inspired by multiple discussion threads on the r/Rimworld Subreddit. Its purpose is to overhaul the Pyromaniac trait from a self-destructive flaw to a fascination/interest that has both positive and negative aspects.




Mod Details

The following components of the vanilla Pyromaniac trait have been modified:

  • Pyromaniac no longer renders a pawn incapable of Firefighting. (Note, however, that Pyromaniac pawns who have Firefighting disabled from their backstories will still be incapable of Firefighting.)
  • Pyromaniac no longer forces random mental breaks.
  • Pyromaniac no longer reduces the market value of a pawn by 20%.

The following components of the vanilla Pyromaniac trait have not been changed:

  • Pyromaniacs are still only capable of having Fire Starting Sprees as an extreme mental break.
  • Pyromaniacs still gain a mood boost from having an incendiary weapon equipped, however this bonus has been reduced from +5 to +2.
  • [Royalty] Pyromaniacs are still capable of using fires as a meditation focus.

The follow components have been added to the Pyromaniac trait:

  • Pyromaniac now adds a Fire need bar.
  • This bar decreases by 30% every 24 hours (1.25% per hour) while the pawn is awake and not near a source of fire. With an average sleep schedule, this means that an average pawn should take around 4.5 days to go from a full bar to empty.
  • This bar increases at a rate of 12% per hour while the pawn is within 10 tiles of a contained fire. A contained fire is defined as a building that has a visible, open flame on it: this includes torches, darklight torches, campfires, darklight campfires, braziers, and darklight braziers. This does not increase with additional contained fires within their sight radius.
  • This bar increases at a rate of 20% per hour while the pawn is within 10 tiles of an uncontained fire. This does not increase with additional fires within their sight radius, and supersedes the increase from being near a contained fire.
  • This bar increases by 12% every time the pawn ignites a fire. This includes fires ignited during a Fire Starting Spree mental break.
  • This bar increases by 16% every time the pawn fires or throws an incendiary weapon.
  • Colonists with the Pyromaniac trait can do flame-watching as a form of solitary relaxation, seeking out a nearby contained flame and fulfilling their Fire need and Joy at the same time.
  • (New!) While on caravan, if any Pyromaniac colonists are below 50% Fire need when the caravan stops to camp at night, they will build a campfire which satisfies their Fire need as if they had ignited a contained fire and watched it for 1 hour (24% total). This requires 20 Wood, which the caravan must have on hand.

Need Level
Mood Effect
95%-100%
+6
80%-94%
+4
65%-79%
+2
35%-64%
N/A
20-34%
-12
5-19%
-22
0-4%
-30




Compatibility

  • Should be safe to add to an existing save.
  • Removing mods from an existing save is always dangerous, but this mod should be removable with some one-time errors about missing Needs. Do so at your own risk!
  • Should be loaded after Bad Can Be Good.
  • Should be loaded after Individuality.
  • Using Infinite Refuelables will cause torches, braziers, and campfires to no longer fill a Pyromaniac's fire need. (Might be fixable, considering options.)
  • Electric Braziers do not fill a Pyromaniac's fire need. (Will not be fixed, doesn't make sense for a fancy flame-looking lightbulb to fulfill a Pyro's needs.)





I am still very new to making code-based mods, so comments and feedback are greatly appreciated!
252 Comments
Techlich 9 Jul @ 12:02pm 
Thanks. Just double checking. And sorry for needing to repeat yourself.
Aelanna  [author] 9 Jul @ 9:05am 
@Techlich - I do not use VE, but so long as those buildings use the vanilla CompFireOverlay (or a subclass thereof), then it should work. As noted in previous comments, the vanilla fire observer code looks for CompFireOverlay + CompGlower, so if they don't work for Better Pyromania then they wouldn't be working for vanilla Pyromaniac either.
Techlich 9 Jul @ 8:17am 
Do you know how it works with the lights and stuff from Vanilla Expanded Chemfuel/Helixian gas?
Futstub 3 Jul @ 11:39pm 
Neat, thanks for the quick reply!
Aelanna  [author] 3 Jul @ 11:12pm 
@Futstub - Since RimWorld 1.5 Better Pyromania has used the same logic as the vanilla PyromaniacNearFlames thought worker, which counts any building with a CompFireOverlay and CompGlower as a valid fire source. If any modded building or fixture doesn't follow this logic, then that means they aren't obeying the vanilla rules and it's on them to fix that.
Futstub 3 Jul @ 10:23pm 
Will this work with entities added by other mods? E.g. the toeches and campfires feom Vanilla Expanded.
Fenchel-Honig 12 Jun @ 10:33am 
thanks for the update to 1.6. Really appreciate this mod
Aelanna  [author] 15 Apr @ 12:49pm 
@2_Modray - No worries! On looking at my mod configuration, it seems I neglected to actually add a load rule to the About.xml, so I will make sure that makes into the next release. Please let me know if you encounter any other issues!
2_Modray 15 Apr @ 11:53am 
@Aelanna
I'm a dumb-dumb. I had this loaded *before* Individuality.
I really gotta remember to double-check my sorting rules more often instead of just assuming RimSort will catch everything out of the box.
Aelanna  [author] 15 Apr @ 7:06am 
@2_Modray - This mod most definitely removes the random break chance from pyromaniacs, unless another mod is interfering. Do you have any of the other mods in the Compatibility section in the mod description and/or are you getting any errors on game load?