RimWorld

RimWorld

[1.0]-FuelBurning
18 Comments
Mlie 20 Jun, 2020 @ 10:43am 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2136323055
Hope this helps anyone!
DoctorKrieg 30 Mar, 2020 @ 2:58pm 
hello, will this mod be updated to a 1.1 version? please, let us know! thank you!
velack14 12 Mar, 2020 @ 11:25am 
needs a 1.1 :(
pyr0kid 28 Feb, 2020 @ 12:15am 
any chance of an update to 1.1?
KAZUSA 19 May, 2019 @ 6:38am 
It may be even good to see a weapon which uses fuel to burn plenty of enemies. Like some that exists in the "Factorio"
燃料を使って敵を大量に引火する武器があればいいです。
Parker Posey's Mouth 6 Apr, 2019 @ 7:46am 
@megaboto my guess? It's meant to simulate different grades of fuel. If simple chemfuel is gasoline/petrol, the concentrates are more like oil and diesel. They'll burn, and when they do they burn hotter and longer, but it takes more to ignite them in the first place. A spark may not do it, but a spark may set off their fumes in an enclosed space, and THAT may ignite the fuel, if there's a sufficient air mixture.
Parker Posey's Mouth 6 Apr, 2019 @ 7:40am 
I think is an essential defensive mod. A well built fire trap can make short work of a threat you may otherwise lose a lot of colonists to. While a poorly built one will do you no good, or terrible harm! It's a great risk/reward for those of us with a penchant for serial arson.

AND it works perfectly well with the Rimfeller napalm. These traps are quicker and easier to build and deploy, but they're a bit less stable, and burn out real quick!
megabot 9 Feb, 2019 @ 4:40am 
i have a question:why is it that concentrated fuel is less flamabe than other fuels?
megabot 9 Feb, 2019 @ 4:39am 
once you built your fuel,you just have to remove the area.that way they won't try to put it out,unless they are drafted and beside it
Lotus Elise 24 Sep, 2018 @ 1:09pm 
love it. But it seem to me that itll be better to create fuel burning traps with napalm from Rimefeller.
Enlonwhite 11 Sep, 2018 @ 2:24am 
Disable adding to home area on build in vanilla might help on that part, as for them putting fire out only happens if the fire is in the home area. Two birds one stone maybe?
njalsson 8 Sep, 2018 @ 6:22pm 
@Steardliy thank you, I appreciate it!
Steardliy  [author] 7 Sep, 2018 @ 6:47pm 
@njalsson Nice idea. I’ll add an extinguishing prohibited area along with the 1.0 update.
njalsson 7 Sep, 2018 @ 4:33am 
this mod is wonderfull! however, would it be possible to make it so that building the fuel patches doesn't automatically expand the homre area, or perhaps add an "ignore fires in this area" tool? my colonists keep rushing to put out the fires when I want to keep them burning
Lothric 3 Sep, 2018 @ 9:42pm 
(But really thanks for this, cool idea.)
Lothric 3 Sep, 2018 @ 9:42pm 
MAYBEEEEEEEEEEEEEEEEEEEE
Kowalski,Report 31 Aug, 2018 @ 8:44pm 
NOOOOOOOOOOOOOOOOOOOOOOOOO
ArmoredStone 31 Aug, 2018 @ 7:43pm 
YESSSSSSSSSSSSSSSSSSSSSSSS