RimWorld

RimWorld

Chuck Jan 4, 2021 @ 2:18pm
how do i start a fire?
so there are some random people in cryopods in my game. and anytime i open the cryopods, they attack me. but im friendly, and i was thinking "it must be pretty dang cold in those cryopods, maybe i should build them a nice big fire to warm them up! maybe theyll be a little more reasonable then." so how do i do that. im building a nice wooden structure around the room theyre in, and filled with with some pretty nice wooden furniture (and spike traps). So how do i make a colonist actually light a fire. would i just build a campfire at the entrance, or am i gonna need to set up some incindenary ieds?
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Showing 1-15 of 15 comments
Weapons or temperature. Wood and flammable materials get on fire if the temperature is over 100ºC/212ºF (Sorry, I don't use Fahrenheit but that should be aprox). A one tile room with reversal AC/heater and wooden walls with door should be enough to set a fire if you really, really want them to get a very warm welcoming.

--- D ---
W- H -W
--- W ---

W=Wood D=Door H=Heat source

It's been ages since I tried anything like this but let me know if you succeed.
Chuck Jan 4, 2021 @ 3:07pm 
ok. ill just build a bunch of heaters. this is taking much longer to construct than i first planned.
Belkar03 Jan 4, 2021 @ 3:08pm 
Or build a molotov cocktail
ASMR gaming Jan 4, 2021 @ 3:12pm 
u can craft throwable torches i believe
di eshor ribly Jan 4, 2021 @ 3:28pm 
Originally posted by ASMR gaming:
u can craft throwable torches i believe

That's from the Vanilla Factions Expanded: Vikings. Vanilla wise rely on molotovs, heaters, or mass campfires in a flammable area. Or batteries left outside in rain, the problem with that being the rain also putting the fire out.
TSense Jan 4, 2021 @ 3:48pm 
A/C that vents heat into a very small room, just try to set the outside temp to -200
Belkar03 Jan 4, 2021 @ 4:00pm 
Oh and btw not everybody in those cryopods is hostile
Chuck Jan 4, 2021 @ 4:36pm 
Originally posted by Belkar03:
Oh and btw not everybody in those cryopods is hostile
they seemed pretty hostile when they murdered me. this wont be the procedure everytime i find cryopods, but this time was an exeption. and i chickened out of the burn everything route, because that would incinerate the loot. metal spike traps worked well enough. this wont be the last time i use fire to my advantage though, not at all. do i need brewing to make molotovs?
ichifish Jan 4, 2021 @ 4:56pm 
Silly Rimworlder! Of course you can’t start a fire even though you can make a campfire, light a fueled stove, or hack together bionics! You need a weapon for that.
Von Faustien Jan 4, 2021 @ 5:01pm 
Originally posted by Chuck:
Originally posted by Belkar03:
Oh and btw not everybody in those cryopods is hostile
they seemed pretty hostile when they murdered me. this wont be the procedure everytime i find cryopods, but this time was an exeption. and i chickened out of the burn everything route, because that would incinerate the loot. metal spike traps worked well enough. this wont be the last time i use fire to my advantage though, not at all. do i need brewing to make molotovs?
click the pods you shoud see a circle in front of them. this is where the pawn enters or exits.

build say a wood spike trap on each circle than open the pods. the spike will likely down or kill the occupant and even worst case if their up there going to be hurt a lot. its cheaper than an elaborate heater system and having a long pork BBQ and it leaves any guns or gear intact
ichifish Jan 4, 2021 @ 5:05pm 
Originally posted by Chuck:
Originally posted by Belkar03:
Oh and btw not everybody in those cryopods is hostile
they seemed pretty hostile when they murdered me.

From doing a tomb raider run and opening about 30 ancient dangers I’d say that until you attack/capture an ancient about 25% of the time the sleepers are all hostile, 25% all neutral, and 50% mixed.

Originally posted by Chuck:
and i chickened out of the burn everything route, because that would incinerate the loot. metal spike traps worked well enough. this wont be the last time i use fire to my advantage though, not at all. do i need brewing to make molotovs?

Molotovs are a grenade. You need chemfuel for them.

Yes, spike traps are more efficient since you have plenty of time to prepare and the ancients have to get off the map. Place one in every interaction spot, then build a maze with more of them. Neutrals won’t trigger the traps except by accident.
Kittenpox Jan 4, 2021 @ 5:15pm 
Originally posted by Chuck:
do i need brewing to make molotovs?
a Machining Table.
https://www.rimworldwiki.com/wiki/Molotov_cocktails
Chuck Jan 4, 2021 @ 5:17pm 
Originally posted by Kittenpox:
Originally posted by Chuck:
do i need brewing to make molotovs?
a Machining Table.
https://www.rimworldwiki.com/wiki/Molotov_cocktails
uh, machining table for molotovs? I believe you, but that seems like some game logic that doesnt quite add up.
Originally posted by Chuck:
Originally posted by Kittenpox:
a Machining Table.
https://www.rimworldwiki.com/wiki/Molotov_cocktails
uh, machining table for molotovs? I believe you, but that seems like some game logic that doesnt quite add up.

If you want something to go down on fire you either craft a bottle with rubbing alcohol and a rag in a mechanical bench or get an EA game.

Now pass me that bottle.
Kittenpox Jan 4, 2021 @ 5:54pm 
Originally posted by Chuck:
Originally posted by Kittenpox:
a Machining Table.
https://www.rimworldwiki.com/wiki/Molotov_cocktails
uh, machining table for molotovs? I believe you, but that seems like some game logic that doesnt quite add up.
Depends how you intended to create the bottles, I suppose. :-)

They could have created a separate crafting station for molotovs, and had a technological prerequisite (because making molotovs is easy, but only after you know how), but it is what it is.
The machining table is used to make guns, mortar shells, and other throwables like frag- & EMP grenades. So having all of the throwables crafted in one place makes sense, and in the same way wooden clubs are made in a Smithy (with other basic melee weapons) even though you don't need a forge+anvil to make it IRL. :-)
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Date Posted: Jan 4, 2021 @ 2:18pm
Posts: 15