RimWorld

RimWorld

Fire Door
43 Comments
kurikinton 14 Jul @ 10:20pm 
Could not resolve cross-reference: No Verse.JobDef named TriggerFirefoamPopper found to give to RimWorld.CompProperties_Usable RimWorld.CompProperties_Usable
ElConvict 17 Jun, 2024 @ 6:13pm 
Broken mod, bad faith dev tagging it as functional for versions that aren't even released.
Emilie Sackenball 17 Apr, 2024 @ 8:02am 
@N/A so I suppose is still bugged
N/A 18 Mar, 2024 @ 10:35pm 
in case anyone else makes the mistake i did, mod is tagged through 2.0 but was last updated over 3 years ago. it has issues in 1.4, causes errors, and does not entirely work.
marshmellowtree28 26 Dec, 2023 @ 9:59pm 
Space Station 13 moment
hottt3 18 Feb, 2023 @ 8:02pm 
Does it have its own research? Thanks)
Emilie Sackenball 29 Nov, 2022 @ 11:30am 
Indeed I confirmed there's a Error:
Exception filling window for Verse.FloatMenuMap: System.NullReferenceException: Object reference not set to an instance of an object
Emilie Sackenball 29 Nov, 2022 @ 10:55am 
@Meyar it might be a lock mod that is messing with it
Meyar 31 Oct, 2022 @ 4:40pm 
Ah. I did the smart thing and tested the mod on its own. It breaks when trying to manually close it, and there was another error popped:
Could not resolve cross-reference: No Verse.JobDef named TriggerFirefoamPopper found to give to RimWorld.CompProperties_Usable RimWorld.CompProperties_Usable
Meyar 31 Oct, 2022 @ 4:30pm 
I'm getting an error when I try to close the doors manually that I can't seem to pin down. Any possibility you can help me narrow it down? I have about 365 mods so I would love a hint at where to look. ☠

Exception filling window for Verse.FloatMenuMap: System.NullReferenceException: Object reference not set to an instance of an object
Mr.Ant 27 Nov, 2021 @ 4:18pm 
no rotation, locked to granite, and a new build order when its activated despite not needing one seems like it does for your mod. i love it and would like to use it but these need to be fixed
Richard Mc Nutbuster 23 Jul, 2021 @ 6:19am 
love the tags lol
Clay 18 Jun, 2021 @ 5:29pm 
i agree that it shouldn't be limited to just granite as not all maps will have granite. I understand the idea you have but steel would be a good tradeoff. or potentially you could have the mod just grab whatever stone type is available on a ranked list of best possible options....
kootranova1 7 Mar, 2021 @ 4:22pm 
Huh, that does sound familiar...i think. Alright then, time to grab a mod that allows the trade of stone. Still though, this sucks.
Spess Carp  [author] 7 Mar, 2021 @ 6:02am 
The reason is science! Granite has a super high heat resistance.
kootranova1 7 Mar, 2021 @ 1:49am 
Hey, so, the door requires granite. Can you make it accept other stone types please?
My current map only has slate and marble, and i see no reason to be picky about stone type.
Gunseeker 26 Nov, 2020 @ 10:02pm 
lmao the tags are great
craze 26 Nov, 2020 @ 5:43pm 
That did the trick, thanks!
Spess Carp  [author] 26 Nov, 2020 @ 7:22am 
Patched a possible incompability issue with another mod.
craze 26 Nov, 2020 @ 12:16am 
Hey there @Spess Carp, I appear to be having the same issue as KGQ|DK| alluded to below. For some reason the game is failing to resolve the damage types for your 'wick' settings on the doors, even though they appear to be defined correctly, reference perfectly normal vanilla damage types(Flame and EMP respectively), and I have multiple other mods which utilize this very same functionality which do *not* throw errors. Do you by chance have any ideas what could be going on? Here's the relevant bit:

Exception parsing <startWickOnDamageTaken>Flame</startWickOnDamageTaken> to type System.Collections.Generic.List`1[Verse.DamageDef]: System.ArgumentException: Exception parsing System.Collections.Generic.List`1[Verse.DamageDef] from "Flame" ---> System.ArgumentException: Trying to parse to unknown data type List`1. Content is 'Flame'.
at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x000ea] in <d72310b4d8f64d25aee502792b58549f>:0
salvadore 19 Jul, 2020 @ 3:30pm 
perhaps make them also be able to trigger on room temperature as well as a trigger/button furniture item?
flea eater 19 May, 2020 @ 11:02pm 
I really love this mod, appreciate the update. I would love to see a version of this where they actually function as doors, but the biggest change I would probably make is to add something which triggers all of the fire doors within the room if a fire is detected.
I think that if all of the doors within a given room went off together, that would both be very cool and it might help to stop the spread of fire.
When I tested these a long long time ago, I noted that fires generally didn't ever grow fast enough or large enough to set off all of the firedoors in a particularly large room or hallway, leading to a failure of the walls/doors as the temperatures rose high enough to damage them.
I also noted that firedoors set in line with one another (My hallways were 5 tiles wide, so I had 5 doors all next to eachother.) would occasionally not set eachother off, or if they did, it would be a slow process and would grant enough time for fire to escape.
I hope you consider these changes!
groovybluedog 2 May, 2020 @ 4:49am 
Thanks for the update but the door can't be rotated?
NanoCE 19 Apr, 2020 @ 10:35am 
Thanks for the update
Dynamic 19 Apr, 2020 @ 9:32am 
Thank you!
Spess Carp  [author] 19 Apr, 2020 @ 3:45am 
Updated to 1.1
Dynamic 24 Feb, 2020 @ 5:04pm 
1.1?
Spess Carp  [author] 8 Sep, 2019 @ 9:18pm 
Oh you mean a reverse firedoor! That’s entirely plausible. I haven’t been playing Rimworld much lately, but I will think about it!
NanoCE 8 Sep, 2019 @ 8:27am 
Can you create a door/wall that destroys itself similiar to the firepopper/fire door? It would be useful to clear really hot rooms automatically.
Spess Carp  [author] 25 Aug, 2019 @ 3:14am 
It's a modification of a firepopper, so I don't think it would be easily patched in such a manner.
Steve 25 Aug, 2019 @ 2:14am 
This is awesome, thanks
Does this/Can you get this to work with Doors Expanded & Locks?
give me games on GoG 12 Aug, 2019 @ 4:43pm 
Very cool mod , thanks for it.
Science Bear 19 Apr, 2019 @ 12:21am 
Why do all your mods scream "warcrime" to me?
Spess Carp  [author] 11 Apr, 2019 @ 2:43am 
Woo nearly 300 subs! I have been fooling around and I think I found a way to create a deadly spreading vine trap. Coming soon! If it works! :KentHappy:
gatherer818 7 Apr, 2019 @ 9:06pm 
I think I'm gonna go get the Furnace mod that super-heats a room to the point everything that can burn does... set it up with one of the Power Switch mods that turns on the power when an enemy comes near... and put in a room where all the doors slam shut when the fire starts. When all the enemies' gear that can burn finishes burning out, the doors will reopen and my colonists can go pick up the slag to smelt back into usable steel.
Popo Bigles 7 Apr, 2019 @ 12:02pm 
@Guillotine Idea

Make it a task for prisoners when they're downed, that's one of my options I can see coming to fruition.
Spess Carp  [author] 7 Apr, 2019 @ 3:24am 
It is not a guillotine! But standing too close can lead to a stun from the shockwave. Somebody make a guillotine, as a slight decrease to executing prisoner debuff :huajiji:
UF6 6 Apr, 2019 @ 5:32am 
ok but does it chop people's heads off like real firelocks
Daniel_USA 5 Apr, 2019 @ 12:06pm 
you sure this is for protecting your rooms and not just burning pawns alive?:cozypoesad:
Kaiser_Of_Aldi 5 Apr, 2019 @ 11:00am 
thats also true!
Spess Carp  [author] 5 Apr, 2019 @ 11:00am 
You can also use carpets guilt free! :ccVeryHappy:
Kaiser_Of_Aldi 5 Apr, 2019 @ 10:35am 
this is a cool idea, a must have if you use wood floors