RimWorld

RimWorld

Pawns Use Fire Extinguishers
96 Comments
Steeps 7 Jul @ 7:02pm 
Not working on 1.5 using VWE.
Deinsensai 11 May @ 12:08pm 
@LapisAzure, its working for me, don´t forget, Pawns only use it automatically in "Home Area", i use Simple Sidearms and my Pawns equip the Fire Extinguishers from the "Fire Extinguisher (Continued) -Mod" as a Tool.
LapisAzure 23 Apr @ 5:24pm 
Mod's not working for me in 1.5
Three 10 Mar @ 9:31am 
@Punful Guy Please forgive me but I can't recall the name now. But there is such a mod, probably with “Tweak” in the name. Which allows you to set every how much a mod should “ask” / “check” the state of the event it is dealing with. Perhaps there you could set yourself to check this fire less often. If I understood correctly what you mean. :hardhat:
Punful Guy 9 Mar @ 9:02pm 
Would it be possible to make the mod not make so many calls when there are no fires nor even any fire extinguishers on the map? Not a massive performance hog but just noticed it when looking for a different mod that was locking up my game
Gear`O`Derm 25 Feb @ 6:45am 
Even though many people report it works at 1.5, it would be nice to have real support for 1.5
Mlie 24 Jun, 2024 @ 11:20am 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Alexander Zagirov 16 Jun, 2024 @ 6:07am 
Tested it together with “Compositable Loadouts” and a fire extinguisher from “Vanilla Weapons Expanded”. Mod works perfectly fine for 1.5.
#6 14 May, 2024 @ 5:37am 
Wow, they scrolled down to leave a comment but didn't even bother to read even the top comment. It works in 1.5, the person below said it does at least.
Three 29 Apr, 2024 @ 1:46pm 
Is it safe to use this in version 1.5? :guard:
SounLee 15 Apr, 2024 @ 8:21pm 
works so far for 1.5
testet with Firefoam Things + Simple Sidearms
kongkim 14 Apr, 2024 @ 1:14am 
Will you update it to 1.5? :)
allbad 10 Apr, 2024 @ 10:25am 
Any chance for 1.5 support?
Lurmey 29 Dec, 2023 @ 3:41pm 
Would it be possible, as an addition to this mod, to have pawns grab nearby fire extinguishers whenever they start an extinguish job, equip it, placing their existing weapon in their inventory or on the ground, and then drop it when the fire is out or it's out of ammo (if applicable)?

Would also love to have a wall-mounted rack that can hold the fire extinguisher as you might find in a kitchen IRL.

Thanks!
whenwrašk 3 Dec, 2023 @ 3:37pm 
@KemonoAmigo funnily enough, grenades actually put out fires IRL
CTH2004 23 Jul, 2023 @ 9:58am 
Is this compatible with Bill Door's " Bill Doors' Plasma Weapons "?

It adds a fire extinguisher, and I think a turret one? Thanks!
KemonoAmigo 28 Jan, 2023 @ 10:05pm 
I love this mod but I can't help but laugh every time I read the sentence "shoot the fire". It makes sense in context but I can only imagine my pawns unloading every gun they have into a fire, hoping to extinguish it.
pointfeev  [author] 17 Jan, 2023 @ 3:15pm 
@soglasen666 Must have something to do with the extinguisher itself then; I can look into it further if you want to use it, but if you're getting rid of it I'll probably just ignore it unless someone else wants it. :)
soglasen666 17 Jan, 2023 @ 2:44pm 
Now pawn switches between shotgun and extinguisher endlessly each tick. I'll probably just get rid of Nanotrasen's Armory. It has questionable items anyway.
pointfeev  [author] 17 Jan, 2023 @ 1:09pm 
@soglasen666 I can't figure out exactly why it's happening for that gun based on the defs from Mlie's GitHub. That weapon doesn't have any damage defs for extinguishing, so the mod shouldn't be failing at recognizing it as an extinguisher.

The only issue I could think of is perhaps your weapons are being switched around mid job, so I've just added a new toil that checks for fire extinguishers and ends the job if it can't equip one for some reason, perhaps that'll fix your issue, let me know. :)
pointfeev  [author] 17 Jan, 2023 @ 11:34am 
@soglasen666 I'll look into Nanotrasen's Armory to see why it's happening. :)
soglasen666 17 Jan, 2023 @ 6:57am 
@pointfeev minimal setup to reproduce is:
1. Harmony
2. Core
3. Nanotrasen's Armory (Continued)
4. Simple sidearms
5. Pawns Use Fire Extinguishers

AND looks like it happens only when pawn is equipped with Gun_CombatShotgun_NT. Extinguisher also comes from nanotrasen's armory mod.

Probably what could be happening: the mod recognizes shotgun as an extinguisher type.
https://ibb.co/HPYwCMv
pointfeev  [author] 16 Jan, 2023 @ 1:17pm 
@soglasen666 what other inventory-related mods is this with
soglasen666 16 Jan, 2023 @ 1:14pm 
When my pawn has another ranged sidearm it uses fire extinguisher one time and then switches to a shotgun and simply stands doing nothing.
ThatCozyBear 6 Nov, 2022 @ 7:53pm 
pointfeev, you are a got-dam-good human being. Thank you G
pointfeev  [author] 6 Nov, 2022 @ 2:28pm 
@ThatCozyBear Sure, it's done. I changed from using individual weapon definition names to using damage definition names, so mods such as Firefoam Things that you asked for will work as they use the vanilla Extinguish damage definition. :)
ThatCozyBear 6 Nov, 2022 @ 3:48am 
my G, is it possible for you to add support to this mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2885014197&searchtext=extinguish+ thank you fam
PandaKuma 1 Nov, 2022 @ 2:57pm 
np thanks for answering, yayo's is just my replacement for CE until the update as well
pointfeev  [author] 1 Nov, 2022 @ 6:47am 
@PandaKuma likely not then, I never used Yayo's, I use Combat Extended. I might try to make it compatible with Yayo's ammo, but I wouldn't bet on it, sorry.
PandaKuma 1 Nov, 2022 @ 1:35am 
is this compatible with the ammo system in yayo's combat? my pawn with the VE extinguisher isnt automatically using it :\
pedroekh 19 Oct, 2022 @ 6:10pm 
I imagine it involves many different functions. But still, if you feel it's worth it, it would be really great. I can see it becoming very popular. Wish you good luck on that!
pointfeev  [author] 19 Oct, 2022 @ 10:38am 
@pedroekh Since I've got a lot of requests/inquiries about it, I'll definitely consider adding a mod option to enable pawns to do that. It mostly depends on how hard to implement it correctly is, since inventory operations can be quite troublesome on compatibility.
pedroekh 17 Oct, 2022 @ 12:41pm 
Is there a way to make them use extinguishers outside of the inventory? Like on real life, I wanted to put them throughout the colony and have pawns use the closest one on the fire
pointfeev  [author] 13 Oct, 2022 @ 4:39am 
@ifsck Ah shit, that's my bad, I'll upload a fix in a few minutes, sorry!
ifsck 12 Oct, 2022 @ 4:20pm 
I'm getting error spam on 1.4 with only both DLCs, Harmony, VEFramework, VWE, and this mod enabled.

https://pastebin.com/FBueQu1J

Disabling the VE mods seems to give a variation of the same error and also prevents pawns from moving entirely.

https://pastebin.com/mYU0SgFq
Dalton RickmanT.TV 5 Jun, 2022 @ 2:02pm 
let me know if i should post the code, im on ver. 1.2
pointfeev  [author] 5 Jun, 2022 @ 1:36pm 
@Dalton RickmanT.TV thanks that's very informative
Dalton RickmanT.TV 5 Jun, 2022 @ 1:28pm 
im geting a red code from this when also having the Fire Extinguisher (Continued)
pointfeev  [author] 30 May, 2022 @ 10:39am 
@Guccio Click the (view) button at the top right near change notes.
Three 30 May, 2022 @ 9:47am 
Can you tell us something about update? Or isn't it important?
ZzZombo 9 Feb, 2022 @ 6:05pm 
Thanks!
pointfeev  [author] 9 Feb, 2022 @ 5:57pm 
@ZzZombo Refer to page 5/6 of the comments :)
ZzZombo 9 Feb, 2022 @ 5:28pm 
Hi! How is this different from "Fire Warden"?
Nova Drayosix 5 Jan, 2022 @ 6:50am 
I noticed this too when using the weapons tab mod, the fire extinguisher having absurd damage, but thankfully when combat starts pawns will switch back to more proper weapons with simple sidearms i've found, it's mostly a harmless bug it seems :)
FG_Remastered 14 Dec, 2021 @ 12:26am 
Because it kills any fire immediately. The bug occurs when the pawns have their melee weapon selected, bc SS has an auto-switching feature.
Litcube 13 Dec, 2021 @ 8:43pm 
I guess they figured it didn't matter? Sorting purposes?
pointfeev  [author] 13 Dec, 2021 @ 7:32pm 
@Litcube Lol why does the extinguisher have that much damage output? Is that a SS or a VWE bug?
Litcube 13 Dec, 2021 @ 6:33pm 
Yup, I experienced the same as FG. The reason is because the extinguisher has a damage output of 99999. If you reduce that to 1, SS doesn't switch the extinguisher anymore.
pointfeev  [author] 27 Aug, 2021 @ 1:16pm 
@FG_Remastered what do you mean by primary? are you talking about Simple Sidearms default weapon? if so you should probably refer that bug to Simple Sidearms instead, because I just use normal vanilla methods to equip and unequip weapons, and thus there's not really much I can do about that problem myself
FG_Remastered 27 Aug, 2021 @ 12:04am 
Bug: If the pawn has a different weapon than their primary selected when switching to the extinguisher, it will incorrectly be set as the new primary after switching back.