RimWorld

RimWorld

[Deprecated]MBS Firefoam Solutions
45 Comments
Bucketsmith  [author] 8 Jan, 2020 @ 3:52am 
Yeah it's even called the same, IIRC. There's no fire extinguisher tho, which was one of the things I was working on. Extinguisher and grenades. But with the vanilla firefoam mortar rounds, I doubt if it would add anything. It's not like colonists have special behaviour for handling those tools if I modded them in. You'd have to manually equip them.
"The" SeanMacLeod 7 Jan, 2020 @ 10:38pm 
Oh...
Bucketsmith  [author] 7 Jan, 2020 @ 8:01am 
I have noticed that 1.0 has a firefoam mortar in vanilla.
"The" SeanMacLeod 22 Oct, 2019 @ 8:03pm 
Any plan to update to 1.0? or is it not needed anymore?
Bucketsmith  [author] 20 Feb, 2017 @ 5:30am 
@JamieWx: The only condition is that you credit me for the work I did, which would subsequently credit anyone that did work on my version.
So, go ahead if you'd like that! :) Shoot me a link when it's done, I'd love to see what you made!
J4Wx 20 Feb, 2017 @ 4:58am 
Hi, I'm working on a mod to add additional firefighting equipment to the game, noticing that this mod hasn't been updated yet, would you mind if I included this mod in mine?

I read the included license, but would still prefer to have your input.

Thanks for your time.
neko587 17 Jan, 2017 @ 9:47am 
Ok
Bucketsmith  [author] 17 Jan, 2017 @ 9:09am 
If I update it properly to A16, yes. I'm a bit swamped with shit IRL.
neko587 17 Jan, 2017 @ 8:38am 
Ok so it should work ?
Bucketsmith  [author] 17 Jan, 2017 @ 8:38am 
As in, the A16 update of the game has made changes that I need to work into my mods. It might be a while before it works as it should.
neko587 17 Jan, 2017 @ 8:37am 
How do you mean broken ? Will it even work in new save ?
Bucketsmith  [author] 17 Jan, 2017 @ 8:35am 
Currently it's still broken. But if it worked, you can safely add it into a new game, but you'll get errors if you build the mod things and remove hte mod afterwards.
neko587 17 Jan, 2017 @ 8:06am 
Need new safe ?
Bucketsmith  [author] 12 Jan, 2017 @ 6:35am 
@Thundercraft: Thanks for the input! Real life has become hectic and I've got a lot on my plate so I can't promise I'm going back to fulltime modding and working stuff out. But I'm tinkering with it again.
Tynan often has those sorts of changes with the XML side with every alpha update. He explained somewhere that that's just how his development of alphas work and I don't see it as inherently negative or anything. It just means modding for the game is a lot more work than if it goes to beta or gold release, where changes in code/XML/structure of the game are much much smaller.
Thundercraft 11 Jan, 2017 @ 9:39pm 
BTW: I'm glad to see you're still working on mods.

Also, the changes below should also work for your MBS Flares . I imagine that it's the same type of situation.

Tynan really changed a lot of code and a lot of XML tags with A16.
Thundercraft 11 Jan, 2017 @ 9:26pm 
@ Bucketsmith [author]
To fix these errors, here's what I did:

In Weapons_Artillery.xml , changed <warmupTicks>50</warmupTicks> to:
<warmupTime>5.8</warmupTime>
(5.8 is what vanilla mortars use. Tynan changed warmupTicks to warmupTime, which don't use the same values.)

In Buildings_Security.xml , changed the <turretBurstWarmupTicks> tags to:
<turretBurstwarmupTime>5.0</turretBurstwarmupTime>
(5.0 is what vanilla uses for the mortar base abstract. The turretBurstwarmupTime values do not correspond to turretBurstWarmupTicks, which was retired.)

Also, I changed the <turretBurstCooldownTicks> tags to <turretBurstCooldownTime> tags. Several vanilla mortars use this:
<turretBurstCooldownTime>35.0</turretBurstCooldownTime>

But, I decided to use a value of 25.0, instead, because this equates to 35 seconds. That seemed too slow for putting out multiple fires. I reasoned that it should be faster to aim because it's not like they're trying to target people - just a general area.
Bucketsmith  [author] 11 Jan, 2017 @ 4:22pm 
Thanks for the feedback. Those look like simple XML errors. Ludeon must have changed the names of some XML tags, so my mods need to get updated on that. I think only my spotlights mod has issues with the C# code. :O
Vladmirangel 11 Jan, 2017 @ 4:00pm 
Im a layman, so i have no clue what these error messages mean, but hope it helps. http://prntscr.com/duhuug also my game is modded with other stuff
Bucketsmith  [author] 9 Jan, 2017 @ 4:38am 
Quick version-number update to A16.
I haven't changed any code.
Please let me know if it works.
Bucketsmith  [author] 26 Dec, 2016 @ 4:23am 
@Thundercraft; Anyways, you bring an interesting point about modders and the workshop.
I might actually be more motivated to look into it again now.
I had started a small modding community on Slack, since plenty of people wanted to start out with modding and all of those staffers/older modders can say is "google it", "it's in the forums", "figure it out yourself".
That and we had some interesting ideas for some bigger mods. (Including something that would put CCL to shame.)
Bucketsmith  [author] 26 Dec, 2016 @ 4:21am 
@Thundercraft; Thanks. The problem in this community is that all of these volunteer staff folks seem to be lacking any sort of relevant training or experience for their role.
One of the 'super moderators' even went on an emotional ragefit without checking the facts and although it was easily proven he was in the wrong, he doesn't even get a slap on the wrists. Just, nothing.
That's not healthy for a community. I'm not the only one that they attempted to bully into submission, is why I decided to stop going to the forum. If it was just me I could still think that perhaps there's something I'm missing or not seeing.
Thundercraft 25 Dec, 2016 @ 8:09pm 
...Anyway, I've noticed that there are many RimWorld modders who release their stuff on the Workshop and never bother to put it on the the Ludeon forums. Indeed, a significant number of them haven't even registered with the Ludeon forums or haven't made more than a half dozens or so posts.

I've also noticed that some players and modders use the RimWorld Workshop discussion area to discuss mods.
Thundercraft 25 Dec, 2016 @ 8:08pm 
@ Bucketsmith [author]
Sorry to hear that. On occasion, I've run into an online personality who is overly touchy or who has an attitude problem. And, yeah, it can be depressing. But, I think we owe it to ourselves to try hard to not let their words get to us. I feel like if let them discourage me from doing something I enjoy, then I'm letting them win.

I know, I know ... That's often easier said than done. But I find it helps to not respond, delete the message, click the [Ignore] button, and find some way to distract myself until I forget about it.
"The" SeanMacLeod 25 Dec, 2016 @ 12:15pm 
Bummer, man :steamsad:
Bucketsmith  [author] 25 Dec, 2016 @ 3:21am 
@SeanMacLeod; I got dismotivated with modding for RW, as the old 'established' section of the modding community are a bunch of egocentric arrogant twats and I unfortunately felt the blunt edge of their attitude. Coincidentally, most of them are also the volunteer staff on the forum!
That said, the forum is still kind of the centerpoint for modding in RW and with a bunch of incapable idiots like them running the staff section, I can't bring myself to use the forum and recieve all of that nonsense.
It has made me not want to work on any RW mods since.
On a side-note, the work is licensed in such a way anyone could fork it or pick it up and continue, as long as they credit me for the work I did.
"The" SeanMacLeod 24 Dec, 2016 @ 8:37pm 
Luv the mod [=8
.....ouy of coriosity, any word on a16?
La__fonzi 16 Sep, 2016 @ 6:31pm 
i use your faux rock wall mod for all my walls now i like watching the map burn haha and not giveing a f@#$. cool mod tho
Bucketsmith  [author] 10 Sep, 2016 @ 12:21am 
Ah, I forgot to put that in the changelog.
No longer requires CCL. I decided to take that out, looking at the long waittime for CCL updates.
Shellmaking no longer requires firefoam, just machining to get the workbench.
Mercenary 9 Sep, 2016 @ 11:41pm 
No longer requires CCL or just updated and ready for CCL?
Bucketsmith  [author] 9 Sep, 2016 @ 5:40am 
Updated to A15 and V1.6
- Reverted stuff cost to allow players different options in resources (250 stuff, 100 steel, 5 components)
- Removed fixed UI icon to easily show which material is selected (this is why it only shows the base)
- Various small tweaks and fixes
Bucketsmith  [author] 25 Aug, 2016 @ 12:45pm 
Small revision: added icon for the architect bar (whoops, forgot to implement!)
Bucketsmith  [author] 25 Aug, 2016 @ 12:23pm 
Updated to v1.5
- Removed stuff cost to mortar, now costs 350 steel instead of 100 stuff + 250 steel (plus 5 components)
- Added custom texture for the mortar base
- Fixed minor glitch on the shell texture
Apparently the stuff cost was what was causing issues with the texture for the base. In hindsight very logical, for being able to build it out of different stuff also changes the colour. I had mistaken the steel variation for a default colour. (The vanilla base texture is a tad lighter than it is for even vanilla mortars in-game!)
Bucketsmith  [author] 20 Aug, 2016 @ 12:40pm 
Hahaha that's awesome!
ryangtanaka 20 Aug, 2016 @ 11:52am 
Hey look at this. They're actually making your thing, lol.

https://www.google.com/patents/CN202078684U?cl=en
programmed.messiah 13 Aug, 2016 @ 3:42pm 
A very creative soulution! Love it!
Falco 13 Aug, 2016 @ 2:24pm 
If you have Combat realism you could jjsut use the inventory system
Bucketsmith  [author] 13 Aug, 2016 @ 2:04pm 
I've tweaked some values and changed the colour scheme. I hope it has good balance. :)
In regards to a fire extinguisher, I know there are several other mods out there that offer such a solution, but the only recent and updated one I know of had firefoam grenades. Maybe that's vanilla, maybe Glitter Tech, I'm not sure.
The challenge I see there is how would you make pawns go grab the fire extinguisher when they want to go beat out a fire? If it's just a regular weapon it's not that useful, is it?
chainlinc3 13 Aug, 2016 @ 8:13am 
Could we get a fire extinguisher type "weapon" that uses the same sort of blast effect? I mostly just want to be able to effectively fight fires with drafted pawns.
Love'n'Peace 13 Aug, 2016 @ 2:35am 
I think this should be akin to a support utility and not just a solution, for what that's worth
Falco 12 Aug, 2016 @ 2:13pm 
former as in the first option that you presented, the one with pawns doing clean up
Bucketsmith  [author] 12 Aug, 2016 @ 2:07pm 
@Falconbunker: A more accurate mortar? Or leaving it as it is and using pawns to clean up the leftover fire?
Falco 12 Aug, 2016 @ 2:05pm 
I would prefer the former option, but that's just me
Bucketsmith  [author] 12 Aug, 2016 @ 1:59pm 
It is very accurate, but I think I'm going to make it slightly more accurate. Although the radius of the blast is quite large, it is often not enough to stop entire wild fires with just one shell. The speed at which fires spread vs you reacting to it by making a pawn load and man the turret and finally the shell landing on location is often enough that the radius of the edge of the fire quite exceeds the radius of just one shell. :)
So, missing it slightly and having to fire another shell at just a small leftover fire sounds rather costly. That said, the explosion does no damage, so the mortar could also be used as the primary fire surpression with pawns doing the leftovers, instead of the only method of fire suppression.
What would you actually prefer?
Fishbones 12 Aug, 2016 @ 1:43pm 
how accurate is the motar?
will i need 20 shells to reliably hit a fire?
Falco 12 Aug, 2016 @ 7:25am 
Cool looking mod