RimWorld

RimWorld

Mechanoids Can Burn
33 Comments
Zyx Abacab  [author] Apr 15, 2024 @ 12:03pm 
You should know that I haven't changed much in this mod since it released. Whenever Ludeon comes around and makes an update, all I do is change the version number.

Even if I weren't to do that, it would probably keep working fine.
Stray Apr 14, 2024 @ 10:45pm 
1.5?
Zyx Abacab  [author] Oct 27, 2022 @ 5:19pm 
@ Velxra You're most welcome! There wasn't much to update with 1.4, so this time was easy going. Please let me know if you encounter bugs.
VelxraTV Oct 27, 2022 @ 2:50pm 
Thanks for updating!
Xurker Aug 1, 2021 @ 10:27am 
it does, thank you!
Zyx Abacab  [author] Jul 31, 2021 @ 11:18am 
@ Xurker (1/2) That's right, a higher temperature tends to kill mechanoids quicker, but there is a limit. Because of modding limitations, we get diminishing returns on higher (or lower) extreme temperatures. The maximum temperature of 1000°C isn't significantly faster than 800°C.

Therefore, more extreme temperatures affect mechanoids by moving them more quickly through the stages of heat or cold failure (up to a point). Less extreme temperatures move them more slowly (up to a point).

There is a way to modify the scaling in the mod's "MechanoidHediffs.xml" file. However, scaling based on an arbitrary temperature is not possible.

For each of the Hediffs listed in that file, you can alter the individual "<minSeverity>" and "<mtbDays>" values, respectively, to change how intense of an exposure is needed for the Hediff to escalate to the next stage of severity, or to change how much time it takes (on average) for the escalation to happen.
Zyx Abacab  [author] Jul 31, 2021 @ 11:17am 
@ Xurker (2/2) If you modify the "<minSeverity>" and "<mtbDays>" values for just the lower-severity Hediffs, while leaving the higher-severity Hediffs at their normal values, you can lengthen the amount of time that mechanoids can spend at extreme temperatures without proceeding to serious failure.

Unfortunately, because of how Hediffs work in RimWorld, there's no way to simply adjust a temperature threshold for failure. A DLL mod would be able to do such a thing; but that's beyond the scope of an XML mod like Mechanoids Can Burn .

But I hope this information helps! :)
Xurker Jul 30, 2021 @ 3:42am 
this is a great mod and i've been searching for something like this, does the damage mechanoids take scale based on temperature eg 800 C killing them faster than 300 C? and can we change the temperature tolerance for mechs ourselves somehow through file editing? i want to make it a bit harder on the hot side because of how easier it to superheat a room compared to superfreeze it, and make them only susceptible to heat death at 500 C and up.
Zyx Abacab  [author] Jul 6, 2021 @ 5:09pm 
@super_jqp It wasn't just you -- the flammability mechanic was kind of broken. It's been removed in this update.
super_jqp May 20, 2021 @ 4:52am 
What's the point if the fire doesn't damage them? Now they are still immune to death by fire and ALSO ON F****** FIRE!

Then again maybe my modlist needs tweaking.
The Village Guy Feb 8, 2021 @ 1:54pm 
I would recommend removing the flammability then, because it doesn't really add much but makes mechanoid corpses harder to salvage. (Afaik vanilla corpses can't be burnt?)
Zyx Abacab  [author] Feb 8, 2021 @ 10:49am 
@The Village Guy Admittedly, I hadn't tested their flammability with explosions -- only with high temperatures and forcing them to walk over tiles already on fire. It seems that at least the "Explosion (Flame)" tool can't make them catch fire.

I can't really figure out why... but other than changing the <Flammability> tag (which you've already tried) I don't think that there's a lot more we can do with an XML-only mod.
The Village Guy Feb 8, 2021 @ 9:50am 
It doesn't seem to work however, I've tried setting flammability in your mod to 1 and they don't catch fire in explosions. They do however when they're dead.
The Village Guy Feb 8, 2021 @ 9:44am 
Marvelous! And now for frostbite. :) Jk.
Zyx Abacab  [author] Feb 8, 2021 @ 8:55am 
@The Village Guy Fair enough -- after a while at really extreme temperatures, mechanoids should now catch fire. (And advanced mechanoids less so.)

After all, these things are built with some non-metallic components, so they should be somewhat flammable.
The Village Guy Feb 7, 2021 @ 6:25pm 
This is just what I need, but it isn't what the title says.. Would it be possible to make mechanoids catch fire and actually burn? In an explosion, for instance?
shakeyourbunny Feb 7, 2021 @ 11:25am 
Oh, I meant LoadAfter, got that mixed up.

I dont have a problem with not being able to have a user interface for that, I'll just edit the xml :D
Zyx Abacab  [author] Feb 7, 2021 @ 10:55am 
@shakeyourbunny So I found documentation for a <loadAfter> directive, but I can't find anything about a <loadBefore> directive, except threads of people asking if one exists at all.

Therefore, I've added a <loadAfter> to About.xml. I think that's sufficient? A lot of documentation for RimWorld modding is basically nonexistent.

Unfortunately, though, it's not possible to add configuration options with an XML-only mod. It is possible to alter the temperature range, but doing so would change it for all the mechanoids (including new ones from mods) by altering their "comfortable temperature" range.

Still, I'll think about doing it, since being comfortable at -99°C and also at 249°C is kinda extreme.
shakeyourbunny Feb 7, 2021 @ 1:20am 
In addition, it would be neat, if the temperature range is configurable (I think that the mechanoids should be suscible to heat at 150 degrees celsius and at -75 degrees celsius, but YMMV), so that everyone is happy.
shakeyourbunny Feb 7, 2021 @ 1:18am 
You should add in About.xml the LoadBefore directive in order to have the load order automatically resolved by the game and/or let the game show a warning.


about.xml:
<loadBefore>
<li>OskarPotocki.VFE.Mechanoid</li>
<li>Vanya.Polarisbloc.Mechenemy</li>
<li>Orion.MoreMechanoids</li>
<li>Spino.MechanoidsExtraordinaire</li>
<li>Helixien.HereticMechanoids</li>
</loadBefore>

This takes care of:
- Vanilla Factions Expanded Mechanoids
- PolarisBloc Mechenemy
- More Mechanoids
- Mechanoids Extraordinaire
- HALO: Rimworld Heretic Mechanoids
Holgast Feb 6, 2021 @ 4:51pm 
renamed the mod huh? ok!
D_F_N Feb 6, 2021 @ 11:38am 
Thank you @Zyx Abacab! Great mod!
Zyx Abacab  [author] Feb 6, 2021 @ 11:29am 
@D_F_N Yes, that's right -- the mechanoids will gradually break down, and only die once they've been exposed for long enough.
Zyx Abacab  [author] Feb 6, 2021 @ 11:28am 
@5katz I've added support for those mods! For Vanilla Factions Expanded - Mechanoids , I've left the advanced variants susceptible to long-term exposure only. Unlike more basic mechanoids, they'll last a lot longer against exposure -- but too much will still get them in the end.
D_F_N Feb 6, 2021 @ 11:22am 
Does this work the same as Mechanoids Feel Chill Now 1.0, with parts failing or do they die right away?
5katz Feb 5, 2021 @ 11:19am 
in case you want to make patches for existing mechanoid mods here's a few popular ones i remember:
Vanilla Factions exanded: Mechanoids - has advanced variants of existing mechs, might leave those immune to heat and cold since they are literally upgraded versions of the basegame

Halo Heretic mechanoids

Mechanoids extraodrinare

more mechanoids

Polarisbloc - mechenemy

thanks for making this mod and for even considering making it also work on modded mechs :)
Zyx Abacab  [author] Feb 5, 2021 @ 10:55am 
@5katz It's possible to add support to this mod for other mods. I don't use any modded mechanoids myself, so I don't know which ones to add support for.
Zyx Abacab  [author] Feb 5, 2021 @ 10:53am 
@Sopel The mod does affect mechanoids both for temperatures that are too hot and too cold.
Zyx Abacab  [author] Feb 5, 2021 @ 10:51am 
@Highlandman Oops -- it's fixed now. Thanks for pointing that out!
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 Feb 4, 2021 @ 7:33pm 
Started an ice sheet, max cold planet game this week and was wishing that mechanoids had some sort of disadvantage to the extreme cold since everyone else does.
This mod is just what I wanted.
Thank you!
Highlandman Feb 4, 2021 @ 6:26pm 
I'm guessing that for extreme cold there is a typo, and they take damage at -100c, not 100c (as 100c is literaly boiling hot). Anyway, cool mod!
5katz Feb 4, 2021 @ 6:23pm 
not the modder, but it doesnt affect modded mechs on account of each mech having its own custom temperature values, so a patch would be needed for each mod adding mechanoids
Sopel Feb 4, 2021 @ 5:16pm 
fyi this is the same concept as in "Mechanoids Feel Chill Now" that hasn't been updated after the 1.0.
Have you considered doing the mod for mechanoids reacting to high temperatures?
Also, a question - does this affect modded mechanoids?