124 ratings
Fire Extinguisher (Continued)
Mod, 1.1, 1.2, 1.3
File Size
1.090 MB
Aug 13, 2020 @ 2:39am
Aug 5 @ 4:10am
15 Change Notes ( view )

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Fire Extinguisher (Continued)

In 2 collections by Mlie
Mlie's resurrected mods
628 items
My Current ModList
291 items

Update of peladors mod

- Added the patch for Simple Sidearms
- Pawns incapable of violence should now be able to use the extinguisher (unless Simple Sidearms is loaded)
- Added french translation, thanks qux!



Adds a useful pawn firefighting tool.


Requires Fire Extinguisher (FE) research (own tab). Made at Machining table with a recipe of: 50 steel and 2 Components.

The FE has a mod option to use foam that will degrade over time and also has some cleaning properties acting as an active detergent to remove filth. (Note the foam will still be identified for cleaning itself if in an applicable cleaning zone).

Includes a dedicated shelf (found in Misc tab on the architect menu) for use. Requires 10 stuff of either metal or stone and will only allow the FE to be stored in this location.

(Please see brief demo/tutorial video above.)

Mod Notes

Since the mechanics of the fire extinguisher is a "gun" it cannot be used by pacifist pawns, though funnily enough this can be used by pyromaniacs.

Classified as a manufactured item.

Works with existing saves and should be mod friendly. To remove the mod you will have to remove all occurrences of the mod items.

When changing the values in the mod options you will need to restart Rimworld in order for the changes to take effect.

Fire Foam Belt

A fire foam belt is included with the mod that will trigger if the wearer or the belt itself is set on fire. Similarly it can be manually triggered if in close proximity to a fire. (Available to be made at the Machining table after fire foam research).

*** Subject to conversion ***

Fire Warden - AI behaviour for tackling fires with the extinguisher.

Simple Sidearms Temporary Fix - Ensures that the FE is not selected during combat.


1) Similar idea to previous authors of similar mods in earlier game versions.
2) Razzoriel: Heads up regarding removal of camera shake effect.
3) SheiFoxy and Rainbeau Flambe: Reverse engineered a mod of theirs to understand mod options method.

*** Converting from V1.0 to V1.1 ***

Note if converting from V1.0 to V1.1 and you haven't flushed your config data for the mod then you will receive an error.

Instructions below how to remove the mod options file for V1.0 FE.

(CC BY-NC-SA 4.0)

  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
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shaedlaer Oct 3 @ 1:16pm 
I'm having a problem - the FE shelves seem to eat the extinguishers - pawns place them into the shelves and the extinguisher seems to vanish - the shelf seems to be empty, when I empty its storage orders nothing is hauled out and when deconstructed I get only materials for the shelf... Might be some conflict - I have a pretty huge mod list. Anyone happened to encounter it?
Drakuba Sep 24 @ 2:50pm 
looks neat, but is it compatible with Combat Extended?
multiplayer_rocks Aug 5 @ 12:56pm 
Can confirm - BIG thanks to you. Appreciate the work.
Mlie  [author] Aug 5 @ 4:10am 
@All Simple Sidearms should no longer conflict with this mod
Mlie  [author] Aug 4 @ 2:04pm 
@multiplayer_rocks I removed the faulty file, I have yet to update the SS-fix for the recent SS-update
multiplayer_rocks Aug 4 @ 12:26pm 
At least all the other red errors have gone (thanks for that) but still getting one red error:

Error in static constructor of FESSFix.HarmonyPatching: System.TypeInitializationException: The type initializer for 'FESSFix.HarmonyPatching' threw an exception. ---> System.TypeLoadException: Could not load type SimpleSidearms.utilities.StatCalculator, SimpleSidearms, Version=, Culture=neutral, PublicKeyToken=null while decoding custom attribute: (null)
at (wrapper managed-to-native) System.MonoCustomAttrs.GetCustomAttributesInternal(System.Reflection.ICustomAttributeProvider,System.Type,bool)
at System.MonoCustomAttrs.GetCustomAttributesBase
<snipped - too long to post here>
Mlie  [author] Aug 3 @ 10:37am 
@All Should behave better now with Simple Sidearms, thanks Solarius Scorch for the info of the mistakenly bundled file!
Mlie  [author] Aug 3 @ 6:40am 
@Jinks Yes, it has been reported already that the change in simple sidearms breaks this mod.
Jinks Aug 3 @ 6:30am 
@Mlie Just FYI, I just spent 3 days debugging a game-breaking bug with SimpleSidearms until I noticed your embedded copy.
Your copy completely breaks the game with a recent SimpleSidearms.
Tec Jul 31 @ 1:10pm 
good to know, maybe ill give it a go :)