RimWorld

RimWorld

Uncompromising Fires
115 Comments
Commander Link 12 Jul @ 7:32am 
i also want it for 1.6
Peter Kitsuné 11 Jul @ 5:45pm 
Is this compatible with 1.6?
G2 4 May @ 8:03am 
Thank you I'm looking forward to fire being a challenge past the initial wooden base phase

AMEEEEEEEEEEEE
Fuko  [author] 17 Apr @ 6:25pm 
@The Viral Divinity
I don't recommend it. You can already change firewatcher time in this mod.

At the max setting of 10 days, it's practically as good as off as the entire map would have long burned down by then.
The Viral Divinity 17 Apr @ 12:38pm 
Can you use this mod with the Wildfire mod, or do they conflict?
A shitton of shitties 28 Mar @ 8:09am 
@Dizzy there's another mod called "Wildfire (Continued)" that disables the firewatcher completely if you don't like the rain thing
Fuko  [author] 6 Feb @ 8:15pm 
@Dizzy Even without the onload check, in vanilla the firewatcher checks every 7 seconds, so basically once any fire reaches a certain size, it will immediately rain ;p
Dizzy Ioeuy 6 Feb @ 6:32pm 
Hey, thanks for actually checking. It wasn't any real problem, but I appreciate your work. And honestly the vanilla game should NOT be doing that to even itself. that's just silly.
Fuko  [author] 6 Feb @ 4:55pm 
@Dizzy Ah I figured it out. I found where the vanilla game was forcing an update of the firewatcher when a save is loaded and disabled it. Now it should obey the setting.

Thanks for the detailed testing and report!
Dizzy Ioeuy 6 Feb @ 12:00am 
Reporting back in. It's likely not this mod's fault but after ten trials, rain starts EVERY time on reload of game if there are fires burning. Not likely a coincidence. Wonder if you can intercept the checker before it sends the rain?
Dizzy Ioeuy 1 Feb @ 12:48am 
Ok, ty for the info.
Fuko  [author] 31 Jan @ 8:06pm 
@Dizzy The patches are applied right after the game's main menu loads, so it should be taking effect since the saved game hasn't been loaded yet.

Dunno if that's coincidence since it can be anywhere from 0 to 5 days.
Dizzy Ioeuy 31 Jan @ 7:23pm 
Noticed what might just be a coincidence, but set my rain to start 5 days after a fire maximum. Seems like it works, but every time (4x so far) I save and then load a game later the rain starts immediately. Is this a thing that is maybe overlooked or hard coded in a way that the mod can't handle. If so I'll just make sure to avoid reloading.
Dizzy Ioeuy 31 Dec, 2024 @ 4:03pm 
just so you know I am not the pyro, the other guy is. i strategically tell my pawns to dig out fire breaks around the map to control wildfires, this will make it much more challenging to control.
Dizzy Ioeuy 31 Dec, 2024 @ 3:59pm 
Oh Yyyyyyyes baby!!!!!!!!

FIRE FIRE FIRE
Fuko  [author] 31 Dec, 2024 @ 2:43pm 
@Dizzy Okay, I increased the max to 10 days. Have fun ;p
Dizzy Ioeuy 31 Dec, 2024 @ 12:07pm 
Also with 240 mods (carefully curated) I am getting no errors with this mod loading in to an already saved game. So likely not this mod doing anything wrong as written below.
Dizzy Ioeuy 31 Dec, 2024 @ 11:40am 
Another GREAT mod. WOW. Only change I'd beg for is setting for maximum time for Firewatch is maxxed out at 48 hours. I'd like it to go to 5 days (in game) maximum) aaaand... if possible for there to be a separate toggle to just kill the firewatch completely so it never kicks in.

Maxxed out at 48 hours for now though as it's more of a challenged.

THANKS!
Fuko  [author] 28 Dec, 2024 @ 11:14pm 
@ChillStorms I haven't been able to reproduce the issue. Seems to work fine with pit gate, nerid pocket plane, and deeprim. The numbers do take several seconds of unpaused time to update, the wetness checks are only done periodically to save on cpu cost.

@Guineatown I haven't been able to reproduce the problem in a new game with those mods running.
Guineatown20806 28 Dec, 2024 @ 3:45am 
For whatever reason I am getting an error when a world map is loaded (according to Visual Exeption) with this mod and VE-Framework. When I check the debug log though, there is nothing special. I also can't find any issues with the world map, so this may be a issue with VE-Framework since that Updated on the 1. Dezember and many other people have said it has caused issues since then or Visual exeption being dumb and saying there is a serious issue when there is a minor one.
ChillStorms 3 Sep, 2024 @ 8:37pm 
@Fuko of course, Thank you for the quick response. :3
Fuko  [author] 3 Sep, 2024 @ 8:30pm 
@ChillStorms Oh thanks for the detailed report and thorough testing. I'll check it out ;3
ChillStorms 3 Sep, 2024 @ 8:12pm 
an additional test with DeepRim was preformed just for curiosity's sake.
It appears to break and starts displaying the information for the underground area on the surface, upon changing maps from the surface to the underground then again back to the surface it seems to display the correct information for just a moment then again displays the information for the underground yet again.

I don't actually use DeepRim I was just curious if the same issues would happen.

Anyway I hope this information is useful, thank you for taking the time to read this message. <3
ChillStorms 3 Sep, 2024 @ 8:12pm 
Hello, I wanted to report a possible bug.

It appears that information is not displayed correctly while a pit gate is open
Current fire growth rate and Increase per day do not change despite the fact that it is raining.
I am unsure if this is just a visual bug or this is like a bug bug.
Just to make sure this is an actual bug the only things enabled are all the DLC, this mod, and Harmony.

As far as issues with other mods, I am assuming that Alpha Genes uses the same type of map that the pit gate does because the same exact issues will happen if you have a Nereid Pocket Plane open

The Current fire growth rate and Increase per day seems to sort itself out and display correctly when these Area's no longer exist.
Fuko  [author] 22 Aug, 2024 @ 2:17pm 
@CuuLaaaBu It won't cause any particular issue, because all this does is add or subtract values from the vanilla "ticks until growth/spread" value.

But I don't know how CE implemented their wind speed/direction system, whether they rewrote the entire system like they did with the combat system, so the changes in this mod might not take effect.
ttyet 22 Aug, 2024 @ 4:54am 
its incompatible with CE? Oh no I didnt read that line and used both since 1.4.
I have to say they worked well together over the past 2 yrs, only an issue that some flames relit repeatedly in some rare conditions. and this issue show up only after 1.5 updated.
Fuko  [author] 24 Jul, 2024 @ 6:02pm 
@Isidor Yes, I tried to modify the vanilla spread logic to be more realistic by adjusting fire growth and spread speed based on dryness.

So in a steppe, a location with vegetation but very low rainfall, outdoor fire spread would indeed be far higher than say, a jungle.
Wodan 24 Jul, 2024 @ 11:23am 
So the mod already comes close to the real spread of a forest fire as an example? Of course, in the steppe the fire spreads much faster than in a forest.
Fuko  [author] 21 Jul, 2024 @ 3:09pm 
@Angel It'd work fine together. This mod calculates map dryness based on how long it has been since last rain. So after a rain (including flood), there will be very low map flammability.
Angel 21 Jul, 2024 @ 10:33am 
Great mod!
I wonder if flooding affects the 'map dryness' from the mod "dynamic flooding.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3144491125&searchtext=flood
It would be cool if it does, I already have to deal with the destruction of the flood, I don't want to deal with a fire right as it recedes. :D
Thank you!
Fuko  [author] 14 Jul, 2024 @ 1:33pm 
@Isidor Fires will both grow (time until maximum size) and spread (chance to create new fire nearby) by up to 2x the vanilla rate (or the value configured in the options)
Wodan 14 Jul, 2024 @ 1:06pm 
has also a realistic spread option?
Fuko  [author] 12 Jul, 2024 @ 5:56pm 
@The Local *evil laugh*
⨂ Fabricated Fault Line ⨂ 12 Jul, 2024 @ 12:16pm 
My whole entire colony burnt to the ground, I don't like you anymore. :(
Fuko  [author] 16 Jun, 2024 @ 3:41pm 
@Tamm That mod should work fine with this. Their harmony patch should take effect after the transpiler used here, meaning their change to the firewatcher has priority over this one.
Tam 16 Jun, 2024 @ 2:36pm 
Greetings, is it possible to completely disable firewatcher ? (the rain that triggers upon fires)
I love to see massive map fires and currently using Wildfire addon (disables firewatcher) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195955980 and afraid it might collide with your awesome mod.
👁 16 Jun, 2024 @ 1:35pm 
A little packed dirt goes a long way with this mod.

I highly recommend Dub's Bad Hygiene, in addition to being a great mod that feels like it should have been in the base game it also lets you research a sprinkler system to extinguish fires.
lol 11 May, 2024 @ 2:05am 
This mod burned my whole colony three times. 10/10 will play again with it
Fuko  [author] 9 May, 2024 @ 1:22am 
~3.1 update:
New Seasonal Extremeness slider in the options!

Can now increase the temperature difference between the coldest winter and hottest summer by a configurable degree in the mod options.

Snow in the rainforest? Now you can!
(🎀ᗜ`‸´ᗜ 🌸)💈❌ 17 Apr, 2024 @ 9:59am 
interesting
Gerewoatle 11 Apr, 2024 @ 1:17am 
Ah, one of my favorites. Thanks for the update!
Fuko  [author] 11 Apr, 2024 @ 12:32am 
Updated for 1.5 Anomaly!
~Firewatcher time can now be configured in the options, and now triggers sooner than before.
~Default max fire rate is now 200% for both indoors and outdoors, due to proliferation of fire weapons since Biology.
Ye ye ya 10 Feb, 2024 @ 10:46am 
Are there any mods that increase the damage that fire does? been looking for a while, this is a great start though for my fire killbox!
Leantath 18 Oct, 2023 @ 12:37am 
Continuing from @Yoann's comment, in some biomes the aggressiveness of wildfires pose a threat not so much to colonists, but to the player's TPS. On desert/arid biomes the fires are more common but manageable as there's less burnable stuff around by default. Forests and jungles, though..

..let's just say having to wait a whole in-game day in what practically is slideshow mode until the firewatcher triggers as per the 1.4 update of this mod isn't the best of times for players who run the game on lower-end machines. It's a lot more dynamic and realistic which is awesome in itself, but let's remember that they added the firewatcher to save TPS rather than pawns.

Considering the opinions on the firewatcher trigger varies depending on the player and their machine, is there a chance it can be a tweakable setting instead?

Thanks for your work!
Kitiana Foxtail 15 Oct, 2023 @ 10:27am 
Good! Good! I was wanting a super fast way to decrease my wealth. Now you just need a Back-draft addition to this mod. So when a Pawn opens a door to go put the fire out. There is an explosion with knock-back. Instantly putting them in a downed position.

This actually looks like a fun mod for a challenge or for making a raider/sapper/infestation trap.
Fuko  [author] 6 Oct, 2023 @ 6:59pm 
@Yoann The delay is already random, so depending on your luck it might rain nearly immediately or it make take a maximum of a full day before it rains.
But maybe a full day is too long, I can reduce that a bit. I'll see if I can add a option for it in the next version.
Yoann 3 Oct, 2023 @ 4:23am 
A suggestion about the Firewatcher: could you make the delay to trigger it to be random please? With settings to choose the scale of delay and the chances of late trigger.
Something like "delay value" between [vanilla delay TO x times vanila delay] and chances to have a longer delay = [y%].

The wild fires become agressives too often with your mod, 60% of forests burned every time started to be not fun, so I stoped to use your mod since Biotech.
CTH2004 23 Jul, 2023 @ 10:00am 
"Also adjusts the vanilla "Firewatcher" to not trigger so aggressively, allowing time for forest fires to naturally burn instead of immediately triggering a rain upon any fire."

THANK YOU!!!
No longer is burning a forest that I don't want down a pain! Or trying to weaponize fires on my enimies!
PsychShrew 6 Apr, 2023 @ 8:43am 
I had a great experience with this mod alongside the Celsius mod (which simulates temperature per cell). A dry thunderstorm wildfire reached temperatures hot enough that my colonists couldn't stand by the flames for too long, and (with Mechanoids Feel Chill Now) sometimes even my mechs would overheat. Even after I rushed out some fire extinguishers, all I could manage was holding the fire away from the main areas of my base until rain arrived. It was an unexpected and engaging challenge despite my base having plenty of resources and being mostly (but clearly not entirely!) fireproof.
Horny Cat 5 Jan, 2023 @ 11:25am 
I'll do my best FuuChan!