RimWorld

RimWorld

Onimods - Colored Fire
31 Comments
Rain 4 Aug @ 6:02am 
Excellent, I'll be looking forward to it, my bases don't feel the same with default flames.
Onimorphus  [author] 3 Aug @ 5:07pm 
@Rain
It's in the works :cozyspaceengineersc:
And if the ancient gods of the magic funny code runes allow, it will come with better customization options \o/
(mainly separate colors for inner/outer flame and the 'ambient' glow, so it can properly replicate the Ideology DLC darkfire default appearance for example)
Rain 30 Jul @ 5:57am 
looking forward to 1.6 when you get time to update :) (assuming you've intention to do so)
Onimorphus  [author] 23 Jun @ 2:28pm 
@Sephiroth361
As far as I know, and from the bit of testing done, it should not cause any issue (as the mod just adds new buildings, instead of replacing comps on the existing ones, and don't mess with any of the systems prone to cause save breaking).

But just in case, when messing with mods mid save, do backup your save before doing that, since there is always the risk of some unknown interaction between mods happening!
Sephiroth361 23 Jun @ 12:13pm 
Can this be added mid save game?
Onimorphus  [author] 1 Feb @ 5:18am 
New update! \o/
Added more mods support, check the patch notes for details.
Tardo The Ass-Monkey 11 Jan @ 2:36pm 
Sounds good, just figured I'd check in and see if maybe you forgot to add it to the list. Take your time, I'm in no rush.
Onimorphus  [author] 11 Jan @ 1:54pm 
@Tardo The Ass-Monkey
It's on my internal 'to-do' list, alongside like a dozen or so mods to check for added compatibility :cozybethesda:
Just adding the colored versions is not difficult in itself, but its a very boring, repetitive and laborious process, and full of simple but easy to miss steps, so I try pooling those and doing them in one go when I get time and mind for that sort of work... XD
But I may manage to get a pass on at least the simpler mods from the list, on the coming week or two, if all goes as planned \o/
Tardo The Ass-Monkey 9 Jan @ 8:34pm 
Any update on compatibility with Helixien Gas Braziers? I don't see it in the list, but it would be super handy if it was compatible.
Onimorphus  [author] 9 Jun, 2024 @ 1:36am 
@TerrorScream
Thanks! :cozybethesda:
TerrorScream 5 Jun, 2024 @ 12:15pm 
ive waited soo long for a mod like this to turn up, what a legend
Archilyte 14 May, 2024 @ 3:39am 
ah shit that menas i prolly gotta look through mods one by one because there is no error logs, the dropdown menu is just replaced lol
Onimorphus  [author] 13 May, 2024 @ 7:30pm 
@Archilyte
I haven't tested for any interaction with Vanilla Temperature Expanded (since I haven't tested that mod itself yet), but the 'colored fire buildings' are separated versions of the base game ones, the mod here doesn't actually change anything with the normal buildings at all.

Anyway I'll add VTE to the 'to-do list of checking for added support', but without any kind of error log, I'd guess that any problem happening to the build menus is coming from something else... o_O

(what I do plan is adding some mod settings to hide the normal versions on the build menus, to reduce clutter, but that's still just on the 'ideas' phase... XD)
Archilyte 13 May, 2024 @ 6:07pm 
does this change dropdown menus for vanilla campfire? if so then this mod is unintentionally making any kind of heaters unbuildable if "vanilla temperature expanded" is installed...
The_Gaminator_ 30 Apr, 2024 @ 1:07am 
Sweet! And now, this is a can't live without mod. Nice to hear and again sorry for the extra work, but dang if it won't be worth it
Onimorphus  [author] 30 Apr, 2024 @ 12:58am 
@The_Gaminator_
That's quite the list, but a good one! XD
I'll add those mods to the 'to-do' list for compatibility here, and see which ones I can get something working for :cozybethesda:

And about the announced new 'VFE Medieval + Vikings' mod, I did add support for 'VFE Vikings' (it's still working for v1.4) and 'VFE Medieval' was on the 'to-do' list, before v1.5/Anomally got announced, now I'll just wait for when they eventually release the merged mod and check what sort of support makes sense adding then.
The_Gaminator_ 28 Apr, 2024 @ 1:53am 
P2
Helixien Gas Brazier
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2770815124

Vanilla Factions Expanded - Classical for it's beacon if you even can do that
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2787850474

Vanilla Factions Expanded - Tribals for the large fire if that is also even possible
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3079786283

And now the big main one, Medieval Overhaul
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3219596926
The_Gaminator_ 28 Apr, 2024 @ 1:53am 
Love the mod so much i found more mods that would work well and benefit from your mod. I also would love for a real and proper electric braziers mod would be super nice. And sorry if there are too many here. One more thing, will you be added the Vanilla Factions Expanded - Medieval touches into then mods when they release the merged Vanilla Factions Expanded - Medieval/Vikings mod?

Old but vary useful for a medieval game, Medieval Lighting and Heat (there is a 1.5 update in the works)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2137870226

The Profaned which is like Dark Ages : Crypts and Tombs, creepy and nice for the undead
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3202008037

P1
Onimorphus  [author] 27 Apr, 2024 @ 3:36pm 
@Harry
Hum, that was not something I had planned for this mod, I'd have check if that's something that could be added as a toggleable mod setting without imploding existing saves...

But adding 'electric torches/braziers' is a good idea in itself, especially for more endgame/high-tech colonies, might make it as a separate mod, one that adds electric versions for the 'normal' torches and braziers (and then add compatibility for those in this one if both are loaded).
Harry 21 Apr, 2024 @ 10:57pm 
Any chance to add the ability to make and/or toggle these to use electricity?
The_Gaminator_ 7 Apr, 2024 @ 6:44pm 
Nice and thanks!
Onimorphus  [author] 7 Apr, 2024 @ 1:37pm 
@The_Gaminator_
For the Gerrymon's Nautian Style I already added support for their normal torch and brazier style, but the Dark Ages : Crypts and Tombs is a great suggestion!

(Also, might be adding a way to use the nice darklight torch styles that some mods add too, after 1.5 properly lands)
The_Gaminator_ 5 Apr, 2024 @ 12:02am 
I think two mods that would be super wounder full with this mod, Dark Ages : Crypts and Tombs - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2963826335
Gerrymon's Nautian Style - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3147664706
Onimorphus  [author] 16 Mar, 2024 @ 7:12pm 
@Chaos Kitten
Randy Random works in mysterious, and very random, ways indeed... XD
But glad it got back to working then! \o/
ChaosKitten 16 Mar, 2024 @ 1:11pm 
Nope, specifically turned everything off so it doesn't screw with anything. Was random too, since right now it's not happening. *shrug* Rimworld shenannigans :D
Onimorphus  [author] 16 Mar, 2024 @ 11:54am 
@Chaos Kitten
Strange, I haven't run into that ever happening during development, and tried to replicate it here but nothing broke, are you using any other mod that changes how refueling behaves?
ChaosKitten 16 Mar, 2024 @ 5:51am 
Ran into an interesting bug of sorts. Whenever these are refueled the color resets for whatever reason. Nothing in errors logs either :P
Onimorphus  [author] 12 Mar, 2024 @ 3:31pm 
@DarakuGato
Thanks, much appreciated!:cozybethesda:
DarakuGato 12 Mar, 2024 @ 12:23pm 
My god, finally there is a color change mod for fire lights. Thank you so much for this!!!
Onimorphus  [author] 11 Mar, 2024 @ 12:12pm 
@Yellow Bastard
Thanks! I was kinda of surprised too by not finding something like that on the workshop already when I got the idea :cozybethesda:

About the colored "free" fires, I guess it might be possible, but it's on a 'backlog' priority cause it's not just making a visual change, and unlike with buildings, I probably can't just duplicated the base game 'fire object' to have colored one, and have the game treat it like a normal fire automatically.
Fells like one of those situations that will require some code wizardry to pull (without making the game run like a slideshow XD)
Rui 11 Mar, 2024 @ 8:51am 
The ability to add like, Purple Napalm to Rimefeller would be actually insane.
Not that I'm asking you to, nor do I have any clue if it's possible - I just think it would be cool.

That being said, I'm surprised we don't have something else like this for thematic playthroughs, so thank you for making it!