Cities: Skylines

Cities: Skylines

106 ratings
Tree Fire Control
File Size
0.028 MB
Dec 9, 2016 @ 3:00am
May 18, 2017 @ 10:59am
3 Change Notes ( view )
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Tree Fire Control

Tree Fire Control Version 1.7.0-f5 Build 01
Allows more control over the rate that tree fires burn.

This mod allows changing the following via the options menu
-The rate at which trees will catch fire both from normal fires and from disaster related fires.
-Disable trees catching on fire under either situation.
-The ability if things get out of control for you to kill off all active tree fires.

The percentage for the rate setting is relative to the original game code\burn rates.
100% == No changes (normal burn speed used).
0% == Disable trees from fires of said type from ever burning, including manually.

Inbetween is the % chance a tree will burn when the game normally asks it too.
So setting 80% would mean the mod will block on average 20% of games calls to burn trees, a setting of say 50% will only allow buring on half the requests, etc..etc.

Personally I recommend about 35-45% in my games.

*Note* - If you are manually trying to trigger a forest fire I always allow the first tree to burn in a disaster,
so long as you have don't have things 'disabled', ie if you have at least 5% set it will for sure burn the first tree, but then basically not spread.

Disable normal building fires - The setting sets the global flag to disable normal building fires (existing ones still burn but no new ones will happen), this has no effect on disaster triggered building fires.

Enable logging - is more for me the developer, just logs extra stuff to your log, you don't need to enable it unless troubleshooting... or you want to enable seeing tree burn stats on your options screen.

*You may change your options In-Game at anytime, they are effective immediately.

*Obviously requires the Disasters DLC to be of much use to you*

This mod makes use of Sebastian Schöner's (aka cope ) CitiesSkylinesDetour project, and would not be possible without it. You can find his great project here:
Thanks Sebastian for sharing such for reuse with the modding community.

This project's sourcecode can be found on Github -- Here --[]

Other mods that detour\replace TreeManagers's BurnTree() function will cause a problem (ie the mod will load but not actually do anything). I don't know of any that do that..yet.

If you like this mod please remember up vote it.
Popular Discussions View All (1)
Jul 30, 2017 @ 4:21pm
Report specific bugs or bug details here
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surf2explore Feb 9 @ 2:21am 
And what were the settings you used ?
Reso | Jesse Feb 8 @ 9:37am 
Every 10 minutes half my city went up in flames, thank you for this mod!
surf2explore Dec 30, 2017 @ 3:28am 
You know what would be golden ? If you (or someone else) could add this to a district. Like the forrest industry you can turn the % lower and in other parts of the city you can leave it unchanged.
lys_knight Nov 5, 2017 @ 4:05am 
I wasn't buying the DLC in question because of so many people complaining about the forest fires but I've just discoverted your mod and therefore I would have one question before purchasing the DLC. Can you tell me if your mod is compatible all the way to the Green City DLC ? Thank you so much for your time.
girlfromverona Oct 7, 2017 @ 8:44pm 
Thank you so much for this! I've been getting so many fires lately. So annoying. Can't wait to try this out. Thanks again!
Lieutenant A.Kouassi Aug 20, 2017 @ 10:13am 
Wow really? That sounds great :p

Yeah looking for a realistic feel to be honest. I have my simulation using the "slow" mod that slows down the simulation to a realistic speed, along with Rush hour etc so everything is running pretty accurate. So firefighting etc if the A.I could be set to not immediately extinguish the fire when they arrive that'd be cool like.

Cheers m8 and i agree probably better as a separate one off :S
knighthawkGP  [author] Aug 20, 2017 @ 4:40am 
@Lieutenant A.Kouassi - feature request noted... :-) At some point in fall I should have some time again to invest into this game and maybe re-work some things. That said your request is not really tree-fire related so not sure it belongs in this mod, but maybe I'll sneek fire truck ai firefighting rate override in there; or do a seperate one-off mod. Would you want it to apply to helicopters as well? I kind of find the helos to be slow as hell fairly realisitic. (unless like I do you create your own assets with much bigger water tanks to make'em more effective once they actually get on-site )
Lieutenant A.Kouassi Aug 19, 2017 @ 2:04pm 
I suppose yes was thinking same but wondered if one was released already. Would be a nice additional thing to tweak :)

Cheeaz :)
knighthawkGP  [author] Aug 19, 2017 @ 12:33pm 
@Lieutenant A. Kouassi - I don't know of one that does that, in theory it could probably be done, maybe by overidding fireTruckAI extinguishfire function and instead of using the specific m_fireFightingRates ..just insert your own to use globally. But without coding you could have custom assets that have a lower "FireFighting rate" and then only use custom fireengines, I think the default rate is 30.
Lieutenant A.Kouassi Aug 18, 2017 @ 2:57pm 
Is there any mod which slows the rate fires are extinguished by fire vehicles? Pretty much have a "believable" simulation speed going with other mods and goods etc all toned down.

An element I have not yet seen is how fast fires are put out. Would like to see crews tackling them actually being able to deploy there hoses before it goes out lol. - That is probably tied to slow simulation but fires are not affected yet.

Love this mod btw as it does give more flexibility over base game :)