RimWorld

RimWorld

Pawns Use Fire Extinguishers
98 Comments
ClothingLotus Aug 30 @ 11:04am 
@SpaceDorf FE?
SpaceDorf Aug 9 @ 4:47pm 
working in 1.6 with FE(Continued)
Steeps Jul 7 @ 7:02pm 
Not working on 1.5 using VWE.
Deinsensai May 11 @ 12:08pm 
@LapisAzure, its working for me, don´t forget, Pawns only use it automatically in "Home Area", i use Simple Sidearms and my Pawns equip the Fire Extinguishers from the "Fire Extinguisher (Continued) -Mod" as a Tool.
LapisAzure Apr 23 @ 5:24pm 
Mod's not working for me in 1.5
Three Mar 10 @ 9:31am 
@Punful Guy Please forgive me but I can't recall the name now. But there is such a mod, probably with “Tweak” in the name. Which allows you to set every how much a mod should “ask” / “check” the state of the event it is dealing with. Perhaps there you could set yourself to check this fire less often. If I understood correctly what you mean. :hardhat:
Punful Guy Mar 9 @ 9:02pm 
Would it be possible to make the mod not make so many calls when there are no fires nor even any fire extinguishers on the map? Not a massive performance hog but just noticed it when looking for a different mod that was locking up my game
Gear`O`Derm Feb 25 @ 6:45am 
Even though many people report it works at 1.5, it would be nice to have real support for 1.5
Mlie Jun 24, 2024 @ 11:20am 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
Alexander Zagirov Jun 16, 2024 @ 6:07am 
Tested it together with “Compositable Loadouts” and a fire extinguisher from “Vanilla Weapons Expanded”. Mod works perfectly fine for 1.5.
#6 May 14, 2024 @ 5:37am 
Wow, they scrolled down to leave a comment but didn't even bother to read even the top comment. It works in 1.5, the person below said it does at least.
Three Apr 29, 2024 @ 1:46pm 
Is it safe to use this in version 1.5? :guard:
SounLee Apr 15, 2024 @ 8:21pm 
works so far for 1.5
testet with Firefoam Things + Simple Sidearms
kongkim Apr 14, 2024 @ 1:14am 
Will you update it to 1.5? :)
allbad Apr 10, 2024 @ 10:25am 
Any chance for 1.5 support?
Lurmey Dec 29, 2023 @ 3:41pm 
Would it be possible, as an addition to this mod, to have pawns grab nearby fire extinguishers whenever they start an extinguish job, equip it, placing their existing weapon in their inventory or on the ground, and then drop it when the fire is out or it's out of ammo (if applicable)?

Would also love to have a wall-mounted rack that can hold the fire extinguisher as you might find in a kitchen IRL.

Thanks!
whenwrašk Dec 3, 2023 @ 3:37pm 
@KemonoAmigo funnily enough, grenades actually put out fires IRL
CTH2004 Jul 23, 2023 @ 9:58am 
Is this compatible with Bill Door's " Bill Doors' Plasma Weapons "?

It adds a fire extinguisher, and I think a turret one? Thanks!
KemonoAmigo Jan 28, 2023 @ 10:05pm 
I love this mod but I can't help but laugh every time I read the sentence "shoot the fire". It makes sense in context but I can only imagine my pawns unloading every gun they have into a fire, hoping to extinguish it.
pointfeev  [author] Jan 17, 2023 @ 3:15pm 
@soglasen666 Must have something to do with the extinguisher itself then; I can look into it further if you want to use it, but if you're getting rid of it I'll probably just ignore it unless someone else wants it. :)
soglasen666 Jan 17, 2023 @ 2:44pm 
Now pawn switches between shotgun and extinguisher endlessly each tick. I'll probably just get rid of Nanotrasen's Armory. It has questionable items anyway.
pointfeev  [author] Jan 17, 2023 @ 1:09pm 
@soglasen666 I can't figure out exactly why it's happening for that gun based on the defs from Mlie's GitHub. That weapon doesn't have any damage defs for extinguishing, so the mod shouldn't be failing at recognizing it as an extinguisher.

The only issue I could think of is perhaps your weapons are being switched around mid job, so I've just added a new toil that checks for fire extinguishers and ends the job if it can't equip one for some reason, perhaps that'll fix your issue, let me know. :)
pointfeev  [author] Jan 17, 2023 @ 11:34am 
@soglasen666 I'll look into Nanotrasen's Armory to see why it's happening. :)
soglasen666 Jan 17, 2023 @ 6:57am 
@pointfeev minimal setup to reproduce is:
1. Harmony
2. Core
3. Nanotrasen's Armory (Continued)
4. Simple sidearms
5. Pawns Use Fire Extinguishers

AND looks like it happens only when pawn is equipped with Gun_CombatShotgun_NT. Extinguisher also comes from nanotrasen's armory mod.

Probably what could be happening: the mod recognizes shotgun as an extinguisher type.
https://ibb.co/HPYwCMv
pointfeev  [author] Jan 16, 2023 @ 1:17pm 
@soglasen666 what other inventory-related mods is this with
soglasen666 Jan 16, 2023 @ 1:14pm 
When my pawn has another ranged sidearm it uses fire extinguisher one time and then switches to a shotgun and simply stands doing nothing.
ThatCozyBear Nov 6, 2022 @ 7:53pm 
pointfeev, you are a got-dam-good human being. Thank you G
pointfeev  [author] Nov 6, 2022 @ 2:28pm 
@ThatCozyBear Sure, it's done. I changed from using individual weapon definition names to using damage definition names, so mods such as Firefoam Things that you asked for will work as they use the vanilla Extinguish damage definition. :)
ThatCozyBear Nov 6, 2022 @ 3:48am 
my G, is it possible for you to add support to this mod? https://steamcommunity.com/sharedfiles/filedetails/?id=2885014197&searchtext=extinguish+ thank you fam
PandaKuma Nov 1, 2022 @ 2:57pm 
np thanks for answering, yayo's is just my replacement for CE until the update as well
pointfeev  [author] Nov 1, 2022 @ 6:47am 
@PandaKuma likely not then, I never used Yayo's, I use Combat Extended. I might try to make it compatible with Yayo's ammo, but I wouldn't bet on it, sorry.
PandaKuma Nov 1, 2022 @ 1:35am 
is this compatible with the ammo system in yayo's combat? my pawn with the VE extinguisher isnt automatically using it :\
pedroekh Oct 19, 2022 @ 6:10pm 
I imagine it involves many different functions. But still, if you feel it's worth it, it would be really great. I can see it becoming very popular. Wish you good luck on that!
pointfeev  [author] Oct 19, 2022 @ 10:38am 
@pedroekh Since I've got a lot of requests/inquiries about it, I'll definitely consider adding a mod option to enable pawns to do that. It mostly depends on how hard to implement it correctly is, since inventory operations can be quite troublesome on compatibility.
pedroekh Oct 17, 2022 @ 12:41pm 
Is there a way to make them use extinguishers outside of the inventory? Like on real life, I wanted to put them throughout the colony and have pawns use the closest one on the fire
pointfeev  [author] Oct 13, 2022 @ 4:39am 
@ifsck Ah shit, that's my bad, I'll upload a fix in a few minutes, sorry!
ifsck Oct 12, 2022 @ 4:20pm 
I'm getting error spam on 1.4 with only both DLCs, Harmony, VEFramework, VWE, and this mod enabled.

https://pastebin.com/FBueQu1J

Disabling the VE mods seems to give a variation of the same error and also prevents pawns from moving entirely.

https://pastebin.com/mYU0SgFq
Dalton RickmanT.TV Jun 5, 2022 @ 2:02pm 
let me know if i should post the code, im on ver. 1.2
pointfeev  [author] Jun 5, 2022 @ 1:36pm 
@Dalton RickmanT.TV thanks that's very informative
Dalton RickmanT.TV Jun 5, 2022 @ 1:28pm 
im geting a red code from this when also having the Fire Extinguisher (Continued)
pointfeev  [author] May 30, 2022 @ 10:39am 
@Guccio Click the (view) button at the top right near change notes.
Three May 30, 2022 @ 9:47am 
Can you tell us something about update? Or isn't it important?
ZzZombo Feb 9, 2022 @ 6:05pm 
Thanks!
pointfeev  [author] Feb 9, 2022 @ 5:57pm 
@ZzZombo Refer to page 5/6 of the comments :)
ZzZombo Feb 9, 2022 @ 5:28pm 
Hi! How is this different from "Fire Warden"?
Nova Drayosix Jan 5, 2022 @ 6:50am 
I noticed this too when using the weapons tab mod, the fire extinguisher having absurd damage, but thankfully when combat starts pawns will switch back to more proper weapons with simple sidearms i've found, it's mostly a harmless bug it seems :)
FG_Remastered Dec 14, 2021 @ 12:26am 
Because it kills any fire immediately. The bug occurs when the pawns have their melee weapon selected, bc SS has an auto-switching feature.
Litcube Dec 13, 2021 @ 8:43pm 
I guess they figured it didn't matter? Sorting purposes?
pointfeev  [author] Dec 13, 2021 @ 7:32pm 
@Litcube Lol why does the extinguisher have that much damage output? Is that a SS or a VWE bug?
Litcube Dec 13, 2021 @ 6:33pm 
Yup, I experienced the same as FG. The reason is because the extinguisher has a damage output of 99999. If you reduce that to 1, SS doesn't switch the extinguisher anymore.