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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195996970&searchtext=Fire+Extinguisher
Ahead of you. Please see discussions.
Great mod!
If you want a more central location with multiple FEs then use a different storage shelf or container. It isn't compulsory to use the dedicated shelf.
I have a lot of colonists (and fires). The extinguishers are equipped in Simple Sidearms as a tool.
Fire Warden works great. I almost never have colonists in the hospital for burns after fire fighting.
Since the extinguishers are expended after one use (logical) I wanted a central location for replenishment. Right now there are extinguishers all over the stockpile.
Imagine the size of the zone needed if every piece of tribal wear only stacked two deep...
To help assist that process: I use LWM's Deep Storage myself and it works fine with the intentional 1 FE per shelf. This since it hasn't specifically added the compatibility to make it a "deep shelf" but retain the vanilla behaviour.
The fire extinguisher shelf is based of a vanilla shelf with no compatibility with other storage mods. This is intentional so as to ensure that you can spread them around your base easily.
For issues related to stack sizes with storage mods, it would then be best referring those issues to the storage mods in question.
It looks like the extinguishers don't stack beyond 2.
I noticed that the included shelf, Rimworld zones, and even Stack XXL and Deep Storage will not stack more than two extinguishers per tile.
Anyone else having this problem?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2002292418
Rationale: https://1drv.ms/t/s!Au3GsmKyQkDYisIJkVlYrxjpe0-nqA?e=fGYi5O
Unable to reproduce the issue in my game, please see example video:
https://www.youtube.com/watch?v=N8Jjr7z22Zg
Fires do randomly spread, this can also be observed as it show the sparks travelling. Fires have the capability based on size to ignite neighbouring cells and any contents, including pawns based on flammability. But if you were aiming the FE at the pawn, any fire that would have ignited them, I would have expected to have been extinguished.
Investigating.
Compatibility with Ammunition. Will default ammo to none due to native use count.
Applied some wizardry to the FE damage. This doesn't eliminate all damage but as a compromise it significantly reduces the base value which was causing some compatibility concerns for other mods.
@KnallMichAb I'd still suggest contacting the authors of the shield mod to consider how they apply their damages.
A quick thing to check would be to place a vanilla fire foam popper next to the shield and trigger it. If it causes damage then likewise the author needs to compensate for this damage type also. If not then the author has a method of compensating for damage types and could include the above definition accordingly.
Depending on whether there is a check for EMP using a "harms health" method would be a better way of doing it depending if it includes the check for external violence to mechanoids. This would allow the more generic exclusion of damage types that don't harm health.
I would speak to the author of the shield mod to identify whether the damage definition applied to the shield is "harmless" (harmshealth = false) or not or of a particular damage definition.
For the case of the fire extinguisher the DamageDef is "FExtExtinguish" and uses a similar operation and same base damage value as per the default vanilla Extinguish damage definition, but with removal of heat generation, camera shake removed and a few more cosmetic changes to mote use.
Ideally, the author of the shield mod should be the one to contact to best define how damage is applied to their shields and not myself.
i just want to mention that the mod needs a small patch when using it with Shield generators ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1210535987 ).
I had a fire inside of my shield of the shield generator. So they automaticly went to the fire (Fire Warden Mod) to the fire and tried to fight against the fire. The extinguishers are dealing a high amount of damage (one single shot) which will 1. Cost more power and 2. will increase the heatsink temperature. Because of the high damge the heatsink temperature will get extremly hot and it will cause an explosion and the shield generator will be destroyed.
That way i will lose some resources every single raid when the raiders are able to start a fire.
Really like both of the mods but i don't want to lose any more resources (steel, plasteel, gold, components)
Sry when grammar is wrong (bad english
Additional harmony fix for use with CE when using Fire Warden:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1837024754
There is a beta patch for CE support also supplied with this update.
When using the Fire Warden mod there is now an additional balancing factor added with limited foam use. (Further details on the FW steam page).
This is more the added complication. As it needs the refuelling process added to the FW AI.
Its not simply a case of patching FE to use a CE ammo set as a result. That might work if using the FE as a manual tool without FW, but it would in effect break FW for use in CE since as soon as the FEs run out of fuel they would be effectively useless as FEs but the FWs haven't been told what to do in that situation other than assume the FE is "ok" to use.
This is why I would perhaps be more inclined to add my own ammo process that would be easier to control (rather that having to XRef to CE and be reliant on that). Any patch concerns for CE could then simply be applied as a non-ammo using item as far as CE is concerned since the FE would have its own native refuelling process.
Hopefully, when I can slot it into the schedule.
Expanded mod settings to allow lower range on some of the options.
A fire foam belt is now included with the mod that will trigger if the wearer or the belt itself is set on fire. Similarly it can be manually triggered if in close proximity to a fire. (Available to be made at the Machining table after fire foam research).
Fixed texture conflict with AvP mod.
The damage type that the fire extinguisher uses is of a type extinguish that is marked not to do harm as per vanilla definitions. If it destroys a shield in an alternative mod I would suggest speaking to the author of that mod so that they can interpret damage types and their definitions more appropriately for their items/work.
I wouldn't say your fault as intuitively you'd expect it to work that way. I'd have to look at the lock mod really to see if any compatibility can be sensibly applied.
Anyway thank you for this nice mod :)
If you are using a locks mod, then the pathing rules that the FW mod uses might not know how to treat the locked door if it isn't patched into the job behaviour, which it wont be in theory as I use custom job processes instead of the vanilla jobs that the locks mod may or may not have patched to prevent the pathing process from blocking entry. It really depends on how the locks mod is doing it's process, since it may be a case of patching the door instead, but it still may not prevent certain pathing rules.
Are you also using the Fire Warden mod? if so then someone maybe have automatically equipped the FE.
YW and have fun with the increased pressure during the hectic triage decision making in "crash landing".
And remember you can control Fire Warden behaviour based on the Work Tab settings.
1) I am using crash landing mod that causes massive fires during the crash
That mod has an option that disables rain during crash and after it for two hours. It is made to prevent AI saving too much stuff from the crash. Player have to save all the stuff by himself
I just don't like the idea of total forced rain disabling. I prefer some RANDOM rain that can save all the goods but not AI-forced one
2) I think using botn extinguishers and fire guard AI is too effective and easy and changes balance a lot. Disabling fire AI is a compensation for an extinguisher
3) Mass forest fires are intresting, atmospheric and realistic problem, that I want to deal with by myself. And my PC is able to calculate it)
Big thanks for the mod!
Low hanging fruit:
New mod "Wildfires": https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1734041915
For what purpose though? The idea of not tackling fires is the antithesis of what Fire Warden is about?
The idea of shutting down the rain for fires though could be an option presumably as an alternative mod, but this I think was maintained for outdoor fires so that when fires became out of control the effects from so many fires wouldn't effect the game performance. Still this could be optionally applied for those who want to try it without this safeguard. I could look into it when I have time, not a priority though.
If it is a case of using fires to control the vegetation outside the home area, you could look at another of my mods "Utility Supplements"; Uses toxins to control plants/tress amongst other things.