RimWorld

RimWorld

Metal Doesn't Burn
24 Comments
Unstable Energy 7 Oct, 2024 @ 2:35am 
1.5?
supasaiyajinrosekaiokenx 31 Aug, 2024 @ 3:49am 
i dont wnna use tweaks galore tho
MkVF 26 Apr, 2024 @ 12:57pm 
tweaks galore has this functionality
Vivace 21 Apr, 2024 @ 3:53am 
1.5 update ?
Anquest 11 Apr, 2024 @ 12:55pm 
1.5 update?
TheGoofyOne  [author] 4 Feb, 2023 @ 8:39am 
This mod should stay as simple as it is.

I'm sure you can find something to keep your stones from catching fire though :)
Scarlytte 28 Nov, 2022 @ 2:10pm 
love the mod btw
Scarlytte 28 Nov, 2022 @ 2:09pm 
could you add stone walls and embrasures to this mod? it's so stupid how they burn
ALE199 21 Oct, 2022 @ 3:22am 
Yay!
TheGoofyOne  [author] 17 Oct, 2022 @ 7:22pm 
Updated to 1.4, as metal Still doesn't burn ;)
Zaeryn Carine 14 Sep, 2021 @ 9:30pm 
@Thundercraft
I made a discussion so we don't clog up the comments section.
Thundercraft 14 Sep, 2021 @ 12:07pm 
@Tanthulas
Let me see if I understand: You're arguing that making conduits non-flammable breaks game balance because it's supposed to be easy for raiders to destroy large portions of a colony's conduits. And you argue that players need more of a challenge with conduits than merely having to remember to make redundant connections.

However, from your first paragraph, it also sounds like you're arguing that even using this mod breaks game balance for a similar reason - because having easy, early-game access to a fire-proof base (i.e., Steel) is rather cheesy as it allows players to easily remove the threat of fire even in early game. Is that about right?
Thundercraft 14 Sep, 2021 @ 12:07pm 
@Tanthulas
I agree that mods like Metal Doesn't Burn and Conduits Don't Burn make an aspect of the game (risk of fire) easier. However, players can choose to install or not install them per their playstyle. Mods exist so we can play the game our way rather than as Tynan intended. Anyway, we can still increase difficulty through other means, such as through difficulty settings like Threat scale or by installing other mods like VFE - Mechanoids.

But... Since making metals fire-proof "cheapens" a part of the game, and making conduits fire-proof "cheapens" another part of the game, then what's the harm of combining them into a single mod? If there was only one mod which made metal fire-proof, then I'd understand the reluctance to combine it with Conduits Don't Burn. However, there are at least 3 different mods like that, yet not even one of them makes conduits fire-proof. It's confusing and redundant to have all three functionally indistinguishable, yet with different names.
Thundercraft 14 Sep, 2021 @ 12:05pm 
@Tanthulas
As for game balance concerns vs. "doesn't make sense for armor not to cover the hands/fingers": There are several mods which address this. Some of them add gloves (and boots) to cover hands/fingers (or feet). While others modify vanilla armor or even modded armor so they cover hands and feet with protection.

Personally, I don't feel like I need an extra reason to replace the limbs of my colonists with prosthetics. There even exists a mod which allows pawns with prosthetic limbs to wear apparel over them - even gloves and boots - as if they were flesh.

Again... It all comes down to playstyle. One can argue that using such mods just upsets Tynan's intended game balance. But there are many players who have excellent arguments against certain vanilla game balance decisions. And some of us find certain aspects - like Steel catching fire - to be both unrealistic and not-fun. Many of us find fun in different ways or different aspects of gameplay. And that's okay.
TheGoofyOne  [author] 14 Sep, 2021 @ 7:44am 
Good points....
Zaeryn Carine 13 Sep, 2021 @ 10:36pm 
As you usually start with or have access to steel early on then it not being flammable would mean you would usually start with a fire-proof base vs having to first make a Stonecutter's Table, cut stones and then put up fire-proof stone walls.

Conduits are flammable so raiders can destroy multiple without having to waste time individually destroying each one and means your power isn't safe just because you made redundant connections.

It's similar to how it doesn't make sense for armor not to cover the hands/fingers/feet/toes until you consider the balance fact that bionic limbs don't have any, which prevents you from having to constantly make replacement parts and allows natural limbs to be permanently impaired with less damage than it takes to destroy a bionic limb.
tha peng 13 Sep, 2021 @ 10:36pm 
any ideas for modded metals' patches?
TheGoofyOne  [author] 11 Sep, 2021 @ 1:39pm 
That's because I just made the updated version :) Enjoy
Thundercraft 11 Sep, 2021 @ 8:41am 
Ah, thanks! For some reason I could not find an updated version when I searched.

Still, I don't understand why steel-made conduits aren't included along with the metal walls, doors and other things fireproofed in any of the several mods like this. I even discovered a 3rd mod, also updated for 1.3, which does what this mod does.
TheGoofyOne  [author] 11 Sep, 2021 @ 7:54am 
Thundercraft 11 Sep, 2021 @ 7:13am 
Sadly, it sounds like neither this mod nor the alternative, Metal Don't Burn , prevent conduits from burning. Worse, SheiFoxy's Conduits Don't Burn mod has not been updated for 1.3 yet (and even needs a bit of editing to work at all with 1.2). :steamsad: I may have to consider using SF Materials Rebalanced since it prevents both metals and conduits from burning. But it makes a whole lot of other major changes to various materials, too, and I'm not sure yet whether I want to commit to all of them.
TheGoofyOne  [author] 11 Sep, 2021 @ 7:07am 
Love the comment, and i'm with ya.
HashtagTSwagg 11 Sep, 2021 @ 6:55am 
Jet fuel can't melt steel beams... but it *can* burn them.