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When I clicked the option to Extinguish All Tree Fires, they would relight immediately.
Guess I accidentally chose the Hell Theme for my city...
Just as a bit of info: Last time it seemed to not be working at all, but this time around it seemed to have an effect but very random.
Notes: Tree Fires (non-disaster) completely disabled. No indication that any of these fires were caused by a "Disaster." They all appeared to be everyday one-building fires.
First Fire: Residential House fire. One tree that was not part of a building's landscaping caught on fire. Just one. This spread the fire to surrounding buildings, but no trees around those caught fire.
Second Fire: Leisure Commercial business. Caught a row of palm trees on fire, and spread fairly quick through them, but slowed down on its own eventually. Fire jumped a two-lane road and burned a grove of palm trees. Overall, burned down half the block, but not all the block which usually what happens.
Third Fire: Forestry Industrial building. This is one of those buildings that's nothing but trees, and was flanked on either side by more building that are just trees. Fire didn't spread at all, but I imagine this is still considered a building and behaves as such.
Fourth Fire: Agricultural Industrial Building. Nothing of note as there were no trees around.
Once I know where to find the log file, I will upload it for you.
One more thing to note: the slider for Natural Disaster Tree Fires keeps getting set down to 0 on its own. I don't know why.
" the slider for Natural Disaster Tree Fires keeps getting set down to 0 on its own. Is it doing this when you have it set at a non-zero\disabled setting? Also do you mean the slider itself or the text displaying the value?
All that said I think I see why it might have not worked entirely on non-disaster tree fires. expect an update in an hour or two.
It should fix the slider showing an old value (even though the settings were stored correctly and the text displayed the current value.
Also I corrected a bug related to normal tree burns being flagged with disasters tags but having dummy disaster 0 used. Seems that is the case best I can tell on the 'normal' Building to Tree burns, but from then on the tree-tree spreads are non-disaster flagged. Anyway keep that in mind, since 'disaster' related settings can play into non-disaster burnings. That said fires invoked from a "legit disaster" all get tagged with a legit disaster id, building to building or building to tree and then also tree to tree for those spreads. It's wierd but it is how it is.
Also if your curious (if logging is enabled) there is a new section at the bottom of the options screen that will show you the current number times they wanted tried to burn a tree, what types those calls were and how many the mod ignored so far from map load, or since one last pressed 'clearstats'.
I looked into "When I clicked the option to Extinguish All Tree Fires, they would relight immediately." thing. I couldn't find a way to really reproduce that, at least not after some other fixes were already made. If you mean that was happening 'instantly' I can't explain that..nor create it, but if it happened after a fews seconds... that might have been due to other issues now fixed... as buildings might have re-ignited same trees, that of course can still happen (it's supposed too - as that option is not meant to stop things from re-catching) quickly if not using low settings on both.
After another go at my city, the mod seems to work wonderfully now for me. I wonder if I was the only one experiencing this? No one else seems to have mentioned anything.
"Extinguish All Tree Fires" works now. What happened before was clicking the button and going back to the game would see all trees extinguish their fires, then all would reignite. They would just light back up, even those trees not near an actively burning building.
And yes, the slider no longer randomly sets itself to zero. it was both the slider, as well as the text indicating the value. It would say "0" and not "disabled".
Some things I noticed:
- With tree fires (non-disaster) disabled, occassionally only one tree nearby would light on fire. This tree would not ignite other trees nearby.
- Forestry Industry building fires were treated as Natural Disasters. I'm totally okay with that, just thought you should know in case someone else experiences it.
One Oddity: Does your mod affect how firetrucks behave or how quickly they extinguish fires? I don't think so, but I noticed that many times the fires would go out just as the firetruck arrived, without having to go through the animation of showing the little firemen dismount from the vehicle and actually fight the blaze. Was this CO's attempt (rather lame, I must say) to remedy the situation? I didn't see this in the patch notes.
Anyway, thanks again for your efforts. You've saved the game for me, really. I was ready to quit forever.
Sliders yeah... the settings screen doesn't get re-setup every time you access it so it was showing some "old" state from when the map loaded vs actual settings. I added code to update everything every time you access the options so everything looks correct and pretty now, I think at all times. ;)
"- With tree fires (non-disaster) disabled, occassionally only one tree nearby would light on fire. This tree would not ignite other trees nearby. "
That would I think have to be because for whatever reason that tree was tagged as a real disaster and I always let the very first tree of a disaster catch on fire if disaster fires are not disabled, or maybe it was just a prop of the asset. Those prop tree don't count as real trees. I can't see in the code what would allow a tree with disaster tag null or = 0 to burn.
"One Oddity: Does your mod affect how firetrucks behave or how quickly they extinguish fires?"
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Not at all. I don't touch firetrucks or anything to do with normal extingusish process, nor do I change the fire intensity or firedamage amounts, or anything to do with building fires. - (short of the switch to turn them off - and that's just global setting CO has baked into the game but never provided a user setting for). As for the little firemen ect... I still see them on just about every fire I have - unless the choppers get there first, or the building is already burned by the time they get there. I'm assuming you don't have any custom firetrucks or custom animations or stuff like that perhaps that might play into why that is happening for you.
Forest Industry... Actually from what I can tell almost every building fire starts as being tagged a disaster now (they changed the whole system around in 1.6 - even if you don't have disasters DLC), but tagged disaster group==0 (aka dummy disaster that's not tracked) - but I flag those as 'non disasters' when it comes to rate setting application, as all real DLC disasters have a disaster id > 0. Confusing isn't it :)
BTW - Thanks for the feedback and testing, it's really helped improve the mod.