RimWorld

RimWorld

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Wildfire Prevention Service
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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97.184 KB
Aug 1, 2021 @ 7:56pm
Jul 11 @ 4:14pm
5 Change Notes ( view )

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Wildfire Prevention Service

Description
Drastically reduces the spread of fires on your map and ensure your map remains free from out of control wildfires.

How it works:

> Normally Grass and Tall Grass will spread wildfires across the land by hopping from one grass patch to the next scorching its way across the entire map unhindered. Now this has been heavily nerfed while still allowing grass to burn and create a scorched earth aesthetic. Grass burns and gets scorched but grass doesn't spread fire by itself like in vanilla.

> Lightning strikes and anything that normally would set things on fire will still set things on fire, so use those incendiaries if you can and watch it burn, however trees as well as bush like plants have reduced capacity to spread fire due to low flammability and are likely to peter out while leaving a small area of scorched earth behind.

> Farm plants and basic plants are less flammable (about 40% less) but will still burn up nicely when set on fire in order for raiders to burn your fields and be general d*cks.

Compatibility: No compatibility issues, but the effect might be heavily reduced when flora is added by other mods, it will depend on whether the mod author has their code reference the base vanilla code or whether they have set specific values themselves. Contact me if you have any issues or request support for a certain mod and I'll look into it.

Technical Details: a series of xpath patches that fine tune flammability of base flora defs in order to reduce overall spread of wildfire.
18 Comments
Monkey Magic Apr 21, 2024 @ 12:27am 
Looks like I subscribed to this in March, but for some reason it got removed from my modlist. But yeah, this mod is pretty much a "must-have" these days. Back in 1.2 wild-fires were maybe 1 or 2 a year, but their frequency (also the amount of Pyromaniac pawns the game throws at you) have increased as the expansion numbers have increased. 1,4. and 1.5 no different.
Monkey Magic Mar 3, 2024 @ 2:32pm 
I like the idea of a slower fire spread (coz IMO the default is a bit too quick) but not sure if this mod does that so much as prevent fire spread? Also loving the idea of environmental re-balance (dry thunderstorms in the rain-forest is just silly)
The Bard of Hearts Dec 11, 2022 @ 6:06pm 
Thanks for the details, bro/bra. Sounds like we are basically on the same page. Sucks that it can't be helped for now. Thanks for the mod work, btw.
The Blind One  [author] Dec 11, 2022 @ 2:13pm 
@The Bard of Hearts I totally get ya man but lightning strikes aren't handled in the XML, trust me I looked all over the files for the exact thing you asked for. Lightning strikes are handled by the source code and I'm no code monkey so the next best thing was to make the thing that makes wildfires go out of control more controlled and that was the grass itself and the parts of the lightning strike that are handled in the XML (e.g number of strikes for weather events).

Grass in this game especially on temperate maps just burns away like it's made of petrol or something. So by reducing the conductivity of grass to spread fire, wildfires should end up as isolated events. A lightning strike may burn down a tree or two but it shouldn't spread beyond that because the grass won't allow it to jump from one vegetation area to the next.

Ideally if I could code I would have made a humidity modifier and only allow fire to spread when it was hot and dry for a very long time
The Bard of Hearts Dec 11, 2022 @ 12:03am 
Game on. I haven't been a code monkey in almost 20 years, so my knowledge is beyond out of date. Still, I wonder if it would be possible to ADD something to the xml on lightningstrikes that extinguishes any fire they start right after it happens, thus getting rid of it realistically. Just musings, it you could get rid of lightning fires, you would be among the gods of the modding world (in my humble opinion). :d5_prinny::megamanshoot:
The Blind One  [author] Dec 10, 2022 @ 10:17pm 
@The Bard of Hearts

The difference between vanilla and this is that this doesn't cause wildfires. Lighting strikes will set things on fire (could not change this in the xml code) but won't spread outside of their initial impact area. This means that the tree or square that gets hit will get scorched, with maybe the surrounding squares but fizzle out after this.

I'll consider adding some screenshots for clarity though :) thank you for your comment.
The Bard of Hearts Dec 9, 2022 @ 9:15pm 
Is it possible to see an in-between of vanilla and how this currently works? Really my big issue is the fires starting from lightning strikes. I live in thunder valley and I can't remember the last out of control fire we ever experienced. Granted, technology is a thing but still...

Anyhow, I (personally) don't mind seeing wild fires in the game, just not after every thunderstorm. Even if its a different mod, I'd love to see something that fixes that problem alone.
The Bard of Hearts Nov 8, 2022 @ 1:04am 
Will do. It may take a while to see it truly in action and make a good comparison but I like the view from the mod screen so far.
The Blind One  [author] Nov 7, 2022 @ 8:02pm 
Let me know if you like the balance or want to see things changed :D
The Bard of Hearts Nov 7, 2022 @ 1:46pm 
:steamthumbsup::steamthumbsup::steamthumbsup: