RimWorld

RimWorld

No Burny (less flammable metals)
48 Comments
Damion Wolf 23 Jul @ 2:47am 
You did it. Thank you. Thank you very much.
Damion Wolf 21 Jul @ 10:37pm 
I'm interested. I don't want to just blanket disable flammability. Plus, this mod has a lot of emotional attachment for me.
Peluceus Donmian 21 Jul @ 7:53pm 
I mean if anything building out of metal SHOULD mean you can completely ignore fires but I would still sub to this cus its a step in the right direction
cucumpear  [author] 3 Jul @ 2:22am 
I guess if there's still interest I can look into bringing it back.
boldface 2 Jul @ 6:12pm 
If anyone feels like listing a near-peer alternative to this mod, that would be greatly appreciated. Especially one that doesn't just blanket disable metal fires.
Ender Free 20 May, 2024 @ 1:21pm 
cucumpear [author] 13 Apr @ 10:05am
I'm not planning to, there are several other mods that do the same thing.

I know of a couple, like Metal no Burn, but I think you are the only one who make them burn if the temperature is high enough instead of disabling them from catching fire entirely.
Agrotera 鬼 17 Apr, 2024 @ 7:58pm 
There are? I've been using this one for a long time. I'll try to search for them but fingers crossed that they are not bundled into a larger pack.
cucumpear  [author] 13 Apr, 2024 @ 7:05am 
I'm not planning to, there are several other mods that do the same thing.
Kizzycocoa 13 Apr, 2024 @ 5:08am 
Will you be updating this for 1.5?
cucumpear  [author] 1 Feb, 2021 @ 12:27pm 
It should run fine, I did that version number change back then ^^
Sanctus Demon 1 Feb, 2021 @ 5:28am 
curious before i start a new game with this mod or try to start one with this mod is it still running? by the comment under me im assuming no? if its just an issue of a number being changed to run on 1.2 i can do that my self. but if its a real compatability issue idk if i can fix it with out knowing whats wrong. so any one know if its functioning atm?
cucumpear  [author] 19 Aug, 2020 @ 11:57am 
I'm trying to get as much as possible done this week. ^^
LAJ-47FC9 17 Aug, 2020 @ 7:20pm 
How are we looking on 1.2 compat? Is it an easy situation where literally all you need to do is change the version number? Asking because I'm super eager to start a 1.2 colony, but this is one of those mods that I don't really want to be without.
PGMP 5 Mar, 2020 @ 11:18am 
Thank you for the mod !
cucumpear  [author] 24 Feb, 2020 @ 9:29am 
Updated! ^^
cucumpear  [author] 24 Feb, 2020 @ 9:09am 
Probably, I'll need to check for additional materials.
GhostHackNinja 24 Feb, 2020 @ 6:17am 
1.1 Compatible?
cucumpear  [author] 18 Oct, 2018 @ 12:10am 
If the object can be built out of different materials, yes. Any such object (walls, furniture, certain workbenches, traps) will have a set flammibility and that will be multiplied by the material's own flammibility.
If the item has a set cost list (think machining table, generators, etc), then the materials' flammability will not matter.
redxlaser15 17 Oct, 2018 @ 9:06pm 
Will this work with modded items made from steel and other flammable materials. To clarify, if a modded item uses steel, this mod will account for that.
cucumpear  [author] 17 Oct, 2018 @ 1:35am 
The update to 1.0 only changed the version code, so just enable it in your 0.19 game. ^^
Stormo 2 Oct, 2018 @ 1:42am 
Thanks for updating this!
Commander 10 Sep, 2018 @ 10:57am 
k thanks
cucumpear  [author] 10 Sep, 2018 @ 10:52am 
Soon, I have many mods and not much time and energy.
Commander 10 Sep, 2018 @ 10:38am 
b19?
Chrissant 20 Nov, 2017 @ 5:03am 
Yup, caught that thanks to steam's improved ui. A warning pop-up told me straight up.
cucumpear  [author] 20 Nov, 2017 @ 4:28am 
Totally forgot an important bit of information: mods are set as private when you first upload them, there's a "change visibility" setting in the sidebar to change that.
Chrissant 20 Nov, 2017 @ 2:49am 
With the bread crumb you provided, I was able to figure out how to do it. Thank you very much!
cucumpear  [author] 20 Nov, 2017 @ 1:38am 
No problem. You just need to turn on dev mode in the settings, then you'll see the "upload to steam" button when you select your mod in the mod menu.
Chrissant 19 Nov, 2017 @ 11:56pm 
Hey Cucumpear, I managed to solve the issue I had by learning how to mod myself, and within hours I created another mod of my own but .. alas - I do not know how to upload this file to the workshop. Could you help me out? (If it doesn't bother you.. :)
cucumpear  [author] 19 Nov, 2017 @ 1:27am 
Never apologise for terrible jokes, because they're amazing.
Zephyr 18 Nov, 2017 @ 11:49pm 
(sorry, I had to)
Zephyr 18 Nov, 2017 @ 11:49pm 
......... jet fuel doen't melt steel beams? is that what you're trying to say here? :P
Chrissant 18 Nov, 2017 @ 1:05pm 
I used huglib with more vanilla turrets and this mod alone, but when the game restarts it displays an error. Yet when I use the extended turrets mod instead, it doesnt get any errors. I'll test it further and give you specific details.
cucumpear  [author] 16 Nov, 2017 @ 2:03am 
How exactly is it incompatible? I've used More Vanilla Turrets for a long time and I haven't really noticed anything game-breaking.
Chrissant 15 Nov, 2017 @ 11:43pm 
It seems this is incompatible with More Vanilla Turrets. Perhaps you could create a patch add-on as a seperate mod? I discovered this issue when more vanilla turrets first clashed with concrete wall mods, so I decided to find a mod that just reduces the flammability of plasteel so I can build my dream bunker without longing for something as op and incompatible as concrete walls, but then, this mod also clashed with vanilla turrets. Please help .. :(
Jack Jagger 24 Oct, 2017 @ 3:07pm 
Thanks, that's exactly what I wanted really.
cucumpear  [author] 24 Oct, 2017 @ 1:41am 
Yeah, steel is so cheap in RW that removing the flammability completely would be rather unbalanced.

Give this a try: https://www.dropbox.com/s/hf80ceeo6t5xmuk/Plasteel%20Doesn%27t%20Burn.zip?dl=0
Jack Jagger 23 Oct, 2017 @ 3:08pm 
That was my goal, yes!

I mean, realistically I would expect everything but wood to be 0%, but you know how it is.
cucumpear  [author] 23 Oct, 2017 @ 2:30am 
Just the plasteel set to 0 and everything else as in vanilla?
Jack Jagger 22 Oct, 2017 @ 10:52pm 
I was looking for a few mods for this purpose: I wanted plasteel walls to be 0% flammable, as to not attract raiders to light them up only for the flame to die out in a second, it's a weird and pointless distraction that I'd rather not bother with with the strongest type of wall

Anyway, I was hoping for just a simple mod that allowed for that, as I couldn't find it... can you help?
mar3usmc 30 Sep, 2017 @ 11:47am 
How about a mod with realistic settings. i.e. 0% for silver, gold, steel, plasteel, jade, uranium, etc... Basically most everything in the game that is not wood, or made out of wood. So sick of the BS.
FaeRust 7 Aug, 2017 @ 7:21am 
I couldnt believe the flammability of steel. its rediculous. metal doesnt burn until like super-hot temps, and some pirate has a hand-held lighter that can cause a massive steel bunker, in the tundra, to go up in flames? fuck that. thank ye kind modman.
cucumpear  [author] 30 May, 2017 @ 1:12am 
I'll check that out thanks. I'm obviously very new to xpath.
cfish42 29 May, 2017 @ 6:14pm 
I believe the formatting in your patches decrease performance. It is documented at this following website: https://ludeon.com/forums/index.php?topic=32874.0
cucumpear  [author] 27 May, 2017 @ 12:25am 
Will add that shortly, thanks for the reminder!
Not sure why the floor is confusing. it's stone. Stone has never caught fire... :P
rudew 26 May, 2017 @ 3:05pm 
Your floor is confusing people :P but also cool, like are they 1%'s now?
Or more in the 5% range? Obviously gonna try it out myself, but could be nice to have in the description.
cucumpear  [author] 26 May, 2017 @ 1:43pm 
:D The walls are steel and I used a dev mode tool to make the fiery explosions.
[Bot] Skaven 26 May, 2017 @ 12:31pm 
how the hell, in the picture, did you get stone to set on fire?!... A17 stone catches fire?