RimWorld

RimWorld

Simple FX: Smoke
132 Comments
Rex 10 Jan @ 7:51am 
Perfect. Just watching a enemy settlement burn to the ground in a giant pile of smoke.
Xeonzs 6 Jan @ 4:07am 
Mod works fine in 1.5, besides the performance issues that still persist to this date even in the continued version that's linked.
I'll stick to just using the fire mod, this one causes too much performance drop during big fires.
speedY [ Я v Ь ] 23 Nov, 2024 @ 6:37am 
1.5 please
Bai daofu 4 Jul, 2024 @ 7:25pm 
Xylem 28 Jun, 2024 @ 6:20pm 
Unfortunately this tanks my TPS during big fires
Fedeh 25 Jun, 2024 @ 5:25pm 
@WDLKD you tested it? report it to him if you did
WDLKD 2 Jun, 2024 @ 7:25am 
@Mille should add this to the disable 1.5 warning
Vertiroo 17 Apr, 2024 @ 7:51pm 
It works fine for 1.5
4000 pounds of cocaine 16 Apr, 2024 @ 1:03pm 
1.5?
Nirushu 14 Apr, 2024 @ 3:34pm 
1.5
Darlock Selenium 13 Apr, 2024 @ 2:27pm 
1.5
MAx0N 12 Apr, 2024 @ 4:18am 
1.5
Caatalyst 31 Mar, 2024 @ 12:44am 
Will simple FX be getting 1.5 update?
Ice Cracker 12 Jan, 2024 @ 5:46pm 
@Daevinski same. For anyone else who's curious, I started a decently sized wildfire with a dry thunderstorm in devmode and was getting about 160 TPS and 15FPS in max speed. Saved, removed this mod, and reloaded and was getting 800+ and 30+ in the same wildfire.

Mod looks amazing but it does absolutely crush performance if there's a decent amount of fires, which is probably unavoidable from a technical perspective, but people should know.
Daevinski 30 Nov, 2023 @ 3:35am 
Beautiful mod, but I had to remove it. When it's just a bonfire or bench, it's okay... but once you have a fire or multiple simultaneous fires on the map the game lags and the fps dies.
Dunkeulbock 7 Nov, 2023 @ 12:04pm 
Heyy would it be possible to add smoke to the Toxifier Generator ? I love when there is a lot of pollution >:)
steel 8 Aug, 2023 @ 11:52am 
save game compatible
star 15 Jul, 2023 @ 11:41am 
Is it compatible with multiplayer?
In the modlist there is info about this mod: desyncs when raining. Is it fixed?
Owlchemist  [author] 29 Apr, 2023 @ 8:09pm 
That's a really good idea, I love it. Lemme give it some thought.
Vee 29 Apr, 2023 @ 6:53pm 
Can you add smoke that lingers after mortar impacts? or any kind of explosion during battle? Would make the aftermath of the battle look immersive.
Red Phantom Ledo 19 Apr, 2023 @ 1:19am 
Ah alright, sorry to bother!

Thanks for all your hard work.
Owlchemist  [author] 18 Apr, 2023 @ 4:16pm 
That building's fx isn't from this mod, it's their own.
Red Phantom Ledo 18 Apr, 2023 @ 2:48pm 
the steam coming off the thermae bath from VFE Classical is stretching 40 tiles upwards (though not a saturated effect, meaning i only get a few puffs here and there along that 40 tile length). since VFE classical is not built in according to the mod page should i take this to them? it's kind of disruptive.

Video of the issue [gyazo.com]
Owlchemist  [author] 28 Mar, 2023 @ 7:22am 
Oh well I'm not *truly* forking those or any other unpublished forks. I just have to fork them in order to work on them and then push the changes back to the main mod. I was hoping the author of those mods would accept the optimization ideas I wrote up (but they're on hiatus right now).
mountainofcheezo 28 Mar, 2023 @ 6:50am 
Hey - this is horrible of me but idk where else to post - I see you are forking jaxes bubbles mod. Any chance you can look into adding compatibility with the fog of war from CAI 5000?
Caz 23 Mar, 2023 @ 9:33pm 
I'm not sure how much more optimized you can make this mod, Owl. At this point it's like polishing a marble statue. lol
lm 30 Dec, 2022 @ 12:15pm 
Great, thanks! Love the mod.
Owlchemist  [author] 30 Dec, 2022 @ 10:20am 
Thanks, and yes [to all my mods, for that matter].
lm 30 Dec, 2022 @ 9:48am 
Hey mate, love it. Is it save safe to remove / add?
Vattende 16 Dec, 2022 @ 3:45pm 
Looking great, very nice addition to the game, thanks !
Tam 14 Dec, 2022 @ 11:58am 
No offence, i love your mods!
I have scattered flames, forest fires are now outstandingly beautiful with ZERO performance hit on max size jungle size. Tried smoke addon, and got fps drop once my map on fire. Tested it - mod works fine on default size map, but for huge ones it may be heavy for some reason. I dont have other graphical mods.
Owlchemist  [author] 14 Dec, 2022 @ 11:42am 
Wot. This mod doesn't touch wildfires. Not without scattered flames which is an addon to allow that, which has some options to control the graphics effects for wildfires
Tam 14 Dec, 2022 @ 5:37am 
Great mod, but causes fps drops on big jungle biomes with huge forest fires.
However, the "scatered flames one" without smoke addition works wonders!
FrugalOak 28 Nov, 2022 @ 12:29pm 
I could gather some log files if you're curious, no worries if it's not something you want to work on/support, I know some people like notfood/charlotte has created patches in the past for various mods but that's kind of a losing game a lot of the time as they get an update and all of a sudden it's back to desync city :P

This kind of mod I wouldn't imagine getting too many feature changes lol, so maybe that'd be a possibility for someone with the coding knowledge that I lack.
Owlchemist  [author] 28 Nov, 2022 @ 12:20pm 
I see, hm. I don't really know the first thing about all that multiple stuff. I figured they did the support patches on their end.
FrugalOak 28 Nov, 2022 @ 11:46am 
Just wanted to throw out there that this causes Desyncs with the multiplayer mod when it rains, I was sad as your mods add such nice touches
aceofplagues 23 Nov, 2022 @ 1:50pm 
@OwlChemist Thanks! the game runs at speed 3 fine now even with large wildfires. Now my Goblins can hunt animals trapping them with fire and look great doing it. The fire god Kar'ak thanks you
Owlchemist  [author] 23 Nov, 2022 @ 10:34am 
Wildfire performance
Some techniques used by the newer Simple FX mods have been applied here when dealing with massive wild fires when the Scattered Flames mod is integrated.

- When looking at wild fires, about 20% faster
- When the wildfires are well off camera (beyond 2x the viewing area), it's 5x faster.
- Somewhere around 10% overall faster for colonies with lots of regular smoke emitters (torches, campfires, etc).
aceofplagues 23 Nov, 2022 @ 6:38am 
@Owlchemist thanks! You're a G
Owlchemist  [author] 23 Nov, 2022 @ 6:23am 
@aceofplague - I got some ideas on how to fix this, after having worked on the splash mod. Standby.
aceofplagues 23 Nov, 2022 @ 6:14am 
This is the only one of your mods that has had a bad negative effect on preformance but only during massive forest fires (with regrowth), so kinda nothing you can do about that. But I don't wanna turn it off because it's beautiful and I've never just wanted to sit and watch the map burn so bad. This and scattered flames have turned me into a pyromaniac, its just too bad my fire-worshipers are a strain on game.
Owlchemist  [author] 17 Nov, 2022 @ 7:27am 
That feature was added a long time ago already. Sorta. The emission style is different based on whether it's inside or outside. For example if you have a brazier in a throne room it won't smoke like crazy.
Meanie 17 Nov, 2022 @ 7:08am 
I removed this mod a while ago for a visual reason that I cannot quite remember. I THINK it was because smoke was being generated inside the house, from campfires. Would it be easy or even possible to make it so smoke is not generated under certain configurable conditions, such as roofing or being inside of a room? Hell, even a toggle gizmo to turn smoke on or off for each specific building you create...
ravenwood679 16 Nov, 2022 @ 8:59pm 
ya
Owlchemist  [author] 16 Nov, 2022 @ 8:42pm 
Yeah like using the new gas system? That thought came to mind as soon as I heard about it in 1.4, lol. This mod'll remain strictly just graphic-only, but it'd be neat if someone made a gameplay smoke mod like that.
ravenwood679 16 Nov, 2022 @ 8:38pm 
willing to make one where if there is no vents the smoke will fill the room.
Owlchemist  [author] 16 Nov, 2022 @ 3:43pm 
You'd have to have hundreds of smoke sources before it has any notable impact. For most bases with just a normal number of fires/torches and a few machines, it's nothing.
PremierVader 16 Nov, 2022 @ 8:38am 
Hey so does this mod affect performance at all? To what degree? Whats the impact on m/s?

Looks great btw!
Owlchemist  [author] 11 Nov, 2022 @ 4:51pm 
Update: support for VE Power updated.
Neverian 11 Nov, 2022 @ 5:17am 
Same here, no smoke for VE Industrial Chemfuel Generator. Btw, I love your cool little mods!