RimWorld

RimWorld

432 ratings
Uncompromising Fires
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.725 MB
Oct 9, 2021 @ 2:19pm
Aug 3 @ 8:21am
13 Change Notes ( view )

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Uncompromising Fires

In 1 collection by Fuko
Fuko's Mods!
7 items
Description
Primary Changes
The goal of this mod is to make fires more interesting and dynamic!

For indoor fires, fires will grow and spread 2x faster (value adjustable in the options), which makes designing a base capable of containing indoor fires (such as with fire proof materials and fire extinguishing tools) a more important consideration.

For outdoor fires, fire growth and spread will scale depending on a new value called "Map dryness".

Right after rainfall fire growth and spread on outdoor objects will drop to 0%, making fires unable to grow or spread. But over time and highly dependent on the map's current temperature, that number will scale back up.

Because the rate at which the map dries depends on the temperature, summer will reclaim its throne as "fire season", while winter gives a short time to relax. Watch the world come alive, as the seasons and rain directly influence the outdoor fire risk!

Jungle and swamp biomes will behave more realistically, no longer igniting into massive forest fires due to their high rainfall. While boreal, tundra, and the ice caps will behave more realistically too, where the low temperature means the wetness stays high despite low rainfall. But watch out if it's a scorching hot desert during a heat wave! (Evaporation rate adjustable in the options).

Also allows the vanilla "Firewatcher" timer to be adjusted in the options, allowing time for forest fires to naturally burn instead of immediately triggering a rain upon any fire.



Compatibility
  • Highly optimized for near 0% performance impact (Less than 0.001ms average in Dub's Performance Analyzer).

  • Safe to add and remove mid-game (One-time error message is harmless).

  • Independent, isolated, and minimal in scope, with no unsafe modifications to vanilla behavior/code: Only needs two simple "+" operations on "Fire growth per tick" and "Ticks until next fire spread", which should be compatible with nearly every mod, leaves no permanent changes to your saved game, and will not brick your game.

  • Confirmed compatible with Vanilla Expanded series, Alpha series, Dubs series, and hundreds more.

  • NOT compatible with Combat Extended however, because they replace vanilla's fire system with their own "wind speed and direction" system.



Updates
~4.0 update: Updated for 1.6! Added support for orbit, and various other unnatural and "pocket plane" type maps.
~3.2 update: Fixed where vanilla game forced a firewatcher update on game load, which bypassed the firewatcher time set in the options and caused immediate rain if a game was saved and loaded during a large fire.
~3.1 update: New Seasonal Extremeness slider in the options! Can now increase the temperature difference between the coldest winter and hottest summer by a configurable degree in the mod options. Snow in the rainforest? Now you can!
~3.0 update: Now compatible with 1.5! Firewatcher time is now configurable in the options, and triggers sooner than before. Default max fire rate is 200% for both indoor and outdoor, due to proliferation of fire weapons since Biology.
~2.1 update: Reduced default maximum fire rate to 2x due to all the new fire weapons in 1.4 making big fires more dangerous (Existing users need to change this manually in the options).
~2.0 update: Now compatible with 1.4! Greatly increased the time the Firewatcher will wait before triggering.
~1.1 update: Improved the dryness GUI, and added options to customize it (such as a percentage view).
~1.01 update: Increased outdoor evaporation rate by 33%.

Github Link: https://github.com/tenguin/Rimworld_UncompromisingFires






Credits to: Walfieee, _LM7_[www.pixiv.net], Amelia Watson, and unknown artist for the artwork used in the thumbnail and tanosii_chan for the upvote animation! Give them a visit!
131 Comments
Zoils Droski Aug 5 @ 11:14am 
Congratulation ! you did a real good job updating your mods to odyssey ! thank you.:steamthumbsup:
Nyoj Aug 4 @ 9:22am 
Thank you for updating your amazing mods, must have for me !!!
Fuko  [author] Aug 3 @ 8:07am 
@Inglix :lunar2019deadpanpig: Thanks for the heads up!
Inglix Aug 3 @ 7:53am 
Thanks for updating! Just an FYI, you accidentally included a bunch of base game and unity assemblies in your Assemblies folder.
Croctus Aug 3 @ 5:41am 
Thank you for the update! My bases weren't burning down fast enough without this mod!
Fuko  [author] Aug 3 @ 5:14am 
1.6 Update is Here!!!!! (Don't mind the 1.5 in the image, I don't have the banner files with me ;P)

This mod took extra time due to needing to add support for orbit biomes, "unnatural", and "pocket plane" type maps, as well as that mscorlib error.

Sorry for the long wait. I've been in a different country for the last several months, so very low on time as you can imagine.

I don't have time to extensively test, so tell me if there's any new content/mechanics in the DLC that the mod isn't quite working with or newly introduced issues!

The mod can be added in the middle of a saved game, so no need to restart.

Also to a question asked a long while ago, mod load order doesn't matter. This mod doesn't have any interdependencies with other mods, so it will behave identically no matter where it is. In general, just obey the load order suggestions of other mods, like performance mods that suggest to be loaded last.

Have fun~!
Dizzy Ioeuy Aug 1 @ 3:10pm 
this is horrible news!!! I love me my uncontrollable fires!!!
video gamer Jul 27 @ 12:10pm 
rip
DuckGoosebear PrairieDogLover Jul 27 @ 12:05pm 
Sorry you dealing with that Fuko
Fuko  [author] Jul 27 @ 11:46am 
There's some weird error about not being able to find stack<> or queue<> in mscorlib, where apparently its some version mismatch between the mscorlib used in 1.6's Unity version and the one included in .net framework.

I don't know how to fix it yet.