RimWorld

RimWorld

Scattered Flames
144 Comments
Tam 16 Jun, 2024 @ 2:17pm 
Read the comment below, tried to install this mod and it gave me visual glicthes on x3 speed once half of my map set on fire. It surely has problems and needs to be updated.
Xeonzs 7 Jun, 2024 @ 10:48am 
This mod still seems to work fine, not sure why we need "continued" versions?
Vertigo 19 May, 2024 @ 5:38am 
He hasn't been updating on github yet. Someone else is posting pull requests which marks a repo as "updated".
eighmy_lupin 18 May, 2024 @ 2:26pm 
If any of you'd bothered to check his Ko-Fi page (linked at the bottom of the description) you'd know he's still active, just busy IRL and will update the mods soon.

He's not MIA and there is a 100% chance the mods will be updated by him.

Y'all just need to relax.
TracerFoxTEK 17 May, 2024 @ 7:45pm 
Been using it for a while now, and haven't seen any errors in the logs related to this, and it does show up in-game like it should.
I would conditionally say that it still works, or at least runs. How stable it is will need a mind better than mine to determine.
GRÄV̆¥ GÄMÈR 17 May, 2024 @ 5:58pm 
Has anyone Checked to see if this mod works with 1.5 , If not i can try but figured I would ask first
Thank you.
Barry 8 May, 2024 @ 9:28pm 
just respect here, thx brodie
Gerewoatle 8 May, 2024 @ 8:32pm 
@Zhadow Glaive: MrUglehFace wasn't asking, they were making a declaration and stating that someone needs to take the mod over or else it would never be updated.

If they had simply been asking they would have received a straightforward answer.
Zhadow Glaive(Lord Tola) 8 May, 2024 @ 2:13pm 
Why so angry? Isn't it reasonable to wonder if a modder is gone? I've just removed about 8 mods from modders that retired. You have to ask to know.
TracerFoxTEK 8 May, 2024 @ 8:42am 
@MashTV <sarcasm>Because he isn't here at our beck and call, ready to update his mods on Day 1.</sarcasm>
Mash💀 7 May, 2024 @ 9:28pm 
He's literally not MIA why does everyone keep saying that
Monkey Magic 7 May, 2024 @ 7:30am 
@MrUglehFace - Owlchemist has been active on their Ko-fi and has already stated they will work on their mods as soon as they can ==
Gerewoatle 6 May, 2024 @ 8:03pm 
@MrUglehFace: Just play the damn game and have some patience for once in your life.
MrUglyFace 6 May, 2024 @ 6:21pm 
Owlchemist is MIA, there’s a nearly 0% chance this gets updated. Only way it’s happening is if someone else steps in to do it
Ledamit 1 May, 2024 @ 7:43am 
@Not_A_Furry I tested it, it does not work unfortunately.
Not_A_Furry 30 Apr, 2024 @ 11:15pm 
Has anyone actually checked if this mod works ok on 1.5?
Гений 30 Apr, 2024 @ 8:24am 
He don't have to do anything, @Con
Con 30 Apr, 2024 @ 8:17am 
"Pay me for shit I haven't done yet" is bold
lol 26 Apr, 2024 @ 10:57pm 
If you want a 1.5, maybe offering Owl a Ko-Fi would be a good idea. See link in his description
Pana de Oro 25 Apr, 2024 @ 7:18am 
1.5 plz
femboicik⁴² 23 Apr, 2024 @ 9:23am 
1.5 pls!!!!!!!!!!!!:spiffo:
Sithril 21 Apr, 2024 @ 2:40pm 
Well, yes there indeed is an issue with the mod when using the light fire tool:

```
Root level exception in OnGUI(): System.MissingMethodException: bool Verse.AI.ReservationUtility.Reserve(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.Job,int,int,Verse.ReservationLayerDef,bool)
[Ref E533B541]
at Verse.Command_Target.<ProcessInput>b__2_0 (Verse.LocalTargetInfo target) [0x00000] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.Targeter.ProcessInputEvents () [0x000ac] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.MapInterface.HandleMapClicks () [0x0001a] in <957a20e0be784a65bc32cf449445b937>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.UIRoot_Play.UIRootOnGUI_Patch1(RimWorld.UIRoot_Play)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Root.OnGUI_Patch2(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
```

However, as far as I can tell the other aspects of the mod (visuals) work.
Dewrill 20 Apr, 2024 @ 11:35am 
so many people asking for 1.5 not one confirming that it doesnt work in 1.5 or even needs an update.
Thetaprime 17 Apr, 2024 @ 9:13am 
Muh flamez!
4000 pounds of cocaine 16 Apr, 2024 @ 1:03pm 
1.5?
Prophet 15 Apr, 2024 @ 6:17pm 
spaming "1.5" isn't going to make them update the mod any faster
Ŧгєєzє 12 Apr, 2024 @ 1:18pm 
1.5
byevisu 12 Apr, 2024 @ 11:09am 
1.5 plss
Bosh 9 Apr, 2024 @ 8:45am 
1.5?
JCourtney 29 Mar, 2024 @ 2:37pm 
Can this perform faster now if updated to 1.5 with the threaded rendering system?
terrorbob238 7 Aug, 2023 @ 5:00pm 
makes fire look cooler
star 10 Jul, 2023 @ 12:25am 
Is it compatible with multiplayer? I see the use of random, and it usually needs to be synced in multiplayer.
Get Donked On 27 May, 2023 @ 3:24pm 
the temperature is unrelated but yes disable fire watchers point is that it disables the automatic rain event?
Tolodociro 27 May, 2023 @ 4:24am 
Dont activate the: -Disable Fire Watcher
Because, your map will be burning "forever" and the temperature and weather doesnt change.
At least that is what happened in my runthrough.
hee 22 May, 2023 @ 11:38am 
Your simple mods are on par with vanilla expanded.
Castaway 5 May, 2023 @ 1:51am 
Owl you are the best modder Rimworld has, so professional and talented
HAZRAD 19 Apr, 2023 @ 12:58pm 
Thank you for this, great job!
DAOWAce 29 Mar, 2023 @ 9:58am 
Concur with last comment. Been reading changelogs all my life and it's really sucky when something updates and change notes aren't published for it; be it mod, game, program, anything. If I can't read a changelog, I feel wary on updating.


Modwise though: Sometimes it looks like the flames on speed 2 start running as fast or faster than speed 3. Is there a dynamic framerate the fire uses or is this just a visual glitch?
Smiley Face Killer 25 Mar, 2023 @ 7:35am 
I just wanna drop a thank you for posting your updates in the Change notes thing. It makes it so much easier to see what was update. A lot of the mods I use, they don't do that sadly. So thank you for taking the time to do that.
Ninefinger 25 Mar, 2023 @ 5:11am 
Nice to see this getting optimizations, I will have to test it again to see how it is now, I dont know if it was this or the smoke mod but them combined I was getting a performance hit, fingers crossed its better now. Thanks Owl.
Owlchemist  [author] 25 Mar, 2023 @ 4:44am 
v1.3.6
- Slight performance optimizations: I've been revisiting some of my mods to apply knowledge I picked up related to the subtle nuances of how harmony overhead works exactly, as well as how to make better utilization of CPU cache.
- The "multi-flame graphic" variants are now out of sync with one another so they don't share the same exact frame.
Get Donked On 9 Feb, 2023 @ 2:15pm 
disabling drafted fire fighting would be neat as an option i have fire proof pawns fighting fires isntead of hitting enemies would be a nice thing to have
LoopKat 2 Feb, 2023 @ 10:10am 
Can confirm that colonists immediately put out a fire as soon as they start it (automatic behavior, even while drafted), regardless of if the fire is created outside the Home area. If you don't pause the game as soon as the fire is started then the first hit of the extinguish animation is usually enough to put it out completely. Could definitely use some kind of small firefighting delay to prevent this behavior because, as-is, it's rather finicky
Yoann 31 Dec, 2022 @ 1:03am 
Other mods add a cooldown to prevent pawns to putting out the fire (firefighting disabled for X seconds), this solution is bad for performance ?
Owlchemist  [author] 30 Dec, 2022 @ 7:21pm 
You just back them off once the fires lit
Catch Lightning 30 Dec, 2022 @ 12:01pm 
I don't seem to understand how to stop my pawns from instantly putting out the fire they lit regardless of home area or any other factor...
Dizzy Ioeuy 23 Dec, 2022 @ 9:26pm 
I'm wondering... how much effort would it be for you to do:
Disable Firewatcher setting and a
*Delayed* Firewatch setting.... one that would *significantly* delay it so fires were WILD but not map wiping.
Dizzy Ioeuy 4 Dec, 2022 @ 5:16pm 
Disable Firewatcher = WOW! That was crazy but totally epic FUN! Love it.
IKM 1 Dec, 2022 @ 3:07pm 
Your mods are awesome thanks for making them