RimWorld

RimWorld

Simple FX: Smoke
132 Comments
Rex Jan 10 @ 7:51am 
Perfect. Just watching a enemy settlement burn to the ground in a giant pile of smoke.
Xeonzs Jan 6 @ 4:07am 
Mod works fine in 1.5, besides the performance issues that still persist to this date even in the continued version that's linked.
I'll stick to just using the fire mod, this one causes too much performance drop during big fires.
speedY [ Я v Ь ] Nov 23, 2024 @ 6:37am 
1.5 please
Bai daofu Jul 4, 2024 @ 7:25pm 
maybe it work fine for 1.5, but conitnue:
https://steamcommunity.com/sharedfiles/filedetails/?id=3261314247
Xylem Jun 28, 2024 @ 6:20pm 
Unfortunately this tanks my TPS during big fires
Fedeh Jun 25, 2024 @ 5:25pm 
@WDLKD you tested it? report it to him if you did
WDLKD Jun 2, 2024 @ 7:25am 
@Mille should add this to the disable 1.5 warning
Vertiroo Apr 17, 2024 @ 7:51pm 
It works fine for 1.5
4000 pounds of cocaine Apr 16, 2024 @ 1:03pm 
1.5?
Nirushu Apr 14, 2024 @ 3:34pm 
1.5
Darlock Selenium Apr 13, 2024 @ 2:27pm 
1.5
MAx0N Apr 12, 2024 @ 4:18am 
1.5
Caatalyst Mar 31, 2024 @ 12:44am 
Will simple FX be getting 1.5 update?
Ice Cracker Jan 12, 2024 @ 5:46pm 
@Daevinski same. For anyone else who's curious, I started a decently sized wildfire with a dry thunderstorm in devmode and was getting about 160 TPS and 15FPS in max speed. Saved, removed this mod, and reloaded and was getting 800+ and 30+ in the same wildfire.

Mod looks amazing but it does absolutely crush performance if there's a decent amount of fires, which is probably unavoidable from a technical perspective, but people should know.
Daevinski Nov 30, 2023 @ 3:35am 
Beautiful mod, but I had to remove it. When it's just a bonfire or bench, it's okay... but once you have a fire or multiple simultaneous fires on the map the game lags and the fps dies.
Dunkeulbock Nov 7, 2023 @ 12:04pm 
Heyy would it be possible to add smoke to the Toxifier Generator ? I love when there is a lot of pollution >:)
steel Aug 8, 2023 @ 11:52am 
save game compatible
star Jul 15, 2023 @ 11:41am 
Is it compatible with multiplayer?
In the modlist there is info about this mod: desyncs when raining. Is it fixed?
Owlchemist  [author] Apr 29, 2023 @ 8:09pm 
That's a really good idea, I love it. Lemme give it some thought.
Vee Apr 29, 2023 @ 6:53pm 
Can you add smoke that lingers after mortar impacts? or any kind of explosion during battle? Would make the aftermath of the battle look immersive.
Red Phantom Ledo Apr 19, 2023 @ 1:19am 
Ah alright, sorry to bother!

Thanks for all your hard work.
Owlchemist  [author] Apr 18, 2023 @ 4:16pm 
That building's fx isn't from this mod, it's their own.
Red Phantom Ledo Apr 18, 2023 @ 2:48pm 
the steam coming off the thermae bath from VFE Classical is stretching 40 tiles upwards (though not a saturated effect, meaning i only get a few puffs here and there along that 40 tile length). since VFE classical is not built in according to the mod page should i take this to them? it's kind of disruptive.

Video of the issue [gyazo.com]
Owlchemist  [author] Mar 28, 2023 @ 7:22am 
Oh well I'm not *truly* forking those or any other unpublished forks. I just have to fork them in order to work on them and then push the changes back to the main mod. I was hoping the author of those mods would accept the optimization ideas I wrote up (but they're on hiatus right now).
mountainofcheezo Mar 28, 2023 @ 6:50am 
Hey - this is horrible of me but idk where else to post - I see you are forking jaxes bubbles mod. Any chance you can look into adding compatibility with the fog of war from CAI 5000?
Caz Mar 23, 2023 @ 9:33pm 
I'm not sure how much more optimized you can make this mod, Owl. At this point it's like polishing a marble statue. lol
lm Dec 30, 2022 @ 12:15pm 
Great, thanks! Love the mod.
Owlchemist  [author] Dec 30, 2022 @ 10:20am 
Thanks, and yes [to all my mods, for that matter].
lm Dec 30, 2022 @ 9:48am 
Hey mate, love it. Is it save safe to remove / add?
Vattende Dec 16, 2022 @ 3:45pm 
Looking great, very nice addition to the game, thanks !
Tam Dec 14, 2022 @ 11:58am 
No offence, i love your mods!
I have scattered flames, forest fires are now outstandingly beautiful with ZERO performance hit on max size jungle size. Tried smoke addon, and got fps drop once my map on fire. Tested it - mod works fine on default size map, but for huge ones it may be heavy for some reason. I dont have other graphical mods.
Owlchemist  [author] Dec 14, 2022 @ 11:42am 
Wot. This mod doesn't touch wildfires. Not without scattered flames which is an addon to allow that, which has some options to control the graphics effects for wildfires
Tam Dec 14, 2022 @ 5:37am 
Great mod, but causes fps drops on big jungle biomes with huge forest fires.
However, the "scatered flames one" without smoke addition works wonders!
FrugalOak Nov 28, 2022 @ 12:29pm 
I could gather some log files if you're curious, no worries if it's not something you want to work on/support, I know some people like notfood/charlotte has created patches in the past for various mods but that's kind of a losing game a lot of the time as they get an update and all of a sudden it's back to desync city :P

This kind of mod I wouldn't imagine getting too many feature changes lol, so maybe that'd be a possibility for someone with the coding knowledge that I lack.
Owlchemist  [author] Nov 28, 2022 @ 12:20pm 
I see, hm. I don't really know the first thing about all that multiple stuff. I figured they did the support patches on their end.
FrugalOak Nov 28, 2022 @ 11:46am 
Just wanted to throw out there that this causes Desyncs with the multiplayer mod when it rains, I was sad as your mods add such nice touches
aceofplagues Nov 23, 2022 @ 1:50pm 
@OwlChemist Thanks! the game runs at speed 3 fine now even with large wildfires. Now my Goblins can hunt animals trapping them with fire and look great doing it. The fire god Kar'ak thanks you
Owlchemist  [author] Nov 23, 2022 @ 10:34am 
Wildfire performance
Some techniques used by the newer Simple FX mods have been applied here when dealing with massive wild fires when the Scattered Flames mod is integrated.

- When looking at wild fires, about 20% faster
- When the wildfires are well off camera (beyond 2x the viewing area), it's 5x faster.
- Somewhere around 10% overall faster for colonies with lots of regular smoke emitters (torches, campfires, etc).
aceofplagues Nov 23, 2022 @ 6:38am 
@Owlchemist thanks! You're a G
Owlchemist  [author] Nov 23, 2022 @ 6:23am 
@aceofplague - I got some ideas on how to fix this, after having worked on the splash mod. Standby.
aceofplagues Nov 23, 2022 @ 6:14am 
This is the only one of your mods that has had a bad negative effect on preformance but only during massive forest fires (with regrowth), so kinda nothing you can do about that. But I don't wanna turn it off because it's beautiful and I've never just wanted to sit and watch the map burn so bad. This and scattered flames have turned me into a pyromaniac, its just too bad my fire-worshipers are a strain on game.
Owlchemist  [author] Nov 17, 2022 @ 7:27am 
That feature was added a long time ago already. Sorta. The emission style is different based on whether it's inside or outside. For example if you have a brazier in a throne room it won't smoke like crazy.
Meanie Nov 17, 2022 @ 7:08am 
I removed this mod a while ago for a visual reason that I cannot quite remember. I THINK it was because smoke was being generated inside the house, from campfires. Would it be easy or even possible to make it so smoke is not generated under certain configurable conditions, such as roofing or being inside of a room? Hell, even a toggle gizmo to turn smoke on or off for each specific building you create...
ravenwood679 Nov 16, 2022 @ 8:59pm 
ya
Owlchemist  [author] Nov 16, 2022 @ 8:42pm 
Yeah like using the new gas system? That thought came to mind as soon as I heard about it in 1.4, lol. This mod'll remain strictly just graphic-only, but it'd be neat if someone made a gameplay smoke mod like that.
ravenwood679 Nov 16, 2022 @ 8:38pm 
willing to make one where if there is no vents the smoke will fill the room.
Owlchemist  [author] Nov 16, 2022 @ 3:43pm 
You'd have to have hundreds of smoke sources before it has any notable impact. For most bases with just a normal number of fires/torches and a few machines, it's nothing.
PremierVader Nov 16, 2022 @ 8:38am 
Hey so does this mod affect performance at all? To what degree? Whats the impact on m/s?

Looks great btw!
Owlchemist  [author] Nov 11, 2022 @ 4:51pm 
Update: support for VE Power updated.
Neverian Nov 11, 2022 @ 5:17am 
Same here, no smoke for VE Industrial Chemfuel Generator. Btw, I love your cool little mods!