RimWorld

RimWorld

Uncompromising Fires
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.
video gamer Jul 27 @ 8:13am 
hi
Vulkandrache Jul 26 @ 8:38am 
Youve updated all your mods except this one. Its the most important.
condottiere Jul 19 @ 11:35am 
@Fuko Hope your work/play in country B has been rewarding!

I came here looking for news of 1.6 status, but not to ask for an update. Enjoy your time abroad! Watching the rimworlds burn ferociously can wait a bit longer. :D
Commander Link Jul 19 @ 4:17am 
happy noises
Fuko  [author] Jul 19 @ 4:08am 
Oh, new Rimworld expansion is out :lunar2019shockedpig:

I've been in a different country for the last several months, so very low on time as you can imagine, but I brought the source code along :MHRISE_Felyne:

I'll try to get my mods updated in the next few weeks.
Pirate King Mizzle Jul 16 @ 5:08am 
1.6?? pls?
Commander Link Jul 12 @ 7:32am 
i also want it for 1.6
Peter Kitsuné Jul 11 @ 5:45pm 
Is this compatible with 1.6?
G2 May 4 @ 8:03am 
Thank you I'm looking forward to fire being a challenge past the initial wooden base phase

AMEEEEEEEEEEEE
Fuko  [author] Apr 17 @ 6:25pm 
@The Viral Divinity
I don't recommend it. You can already change firewatcher time in this mod.

At the max setting of 10 days, it's practically as good as off as the entire map would have long burned down by then.
The Viral Divinity Apr 17 @ 12:38pm 
Can you use this mod with the Wildfire mod, or do they conflict?
A shitton of shitties Mar 28 @ 8:09am 
@Dizzy there's another mod called "Wildfire (Continued)" that disables the firewatcher completely if you don't like the rain thing
Fuko  [author] Feb 6 @ 8:15pm 
@Dizzy Even without the onload check, in vanilla the firewatcher checks every 7 seconds, so basically once any fire reaches a certain size, it will immediately rain ;p
Dizzy Ioeuy Feb 6 @ 6:32pm 
Hey, thanks for actually checking. It wasn't any real problem, but I appreciate your work. And honestly the vanilla game should NOT be doing that to even itself. that's just silly.
Fuko  [author] Feb 6 @ 4:55pm 
@Dizzy Ah I figured it out. I found where the vanilla game was forcing an update of the firewatcher when a save is loaded and disabled it. Now it should obey the setting.

Thanks for the detailed testing and report!
Dizzy Ioeuy Feb 6 @ 12:00am 
Reporting back in. It's likely not this mod's fault but after ten trials, rain starts EVERY time on reload of game if there are fires burning. Not likely a coincidence. Wonder if you can intercept the checker before it sends the rain?
Dizzy Ioeuy Feb 1 @ 12:48am 
Ok, ty for the info.
Fuko  [author] Jan 31 @ 8:06pm 
@Dizzy The patches are applied right after the game's main menu loads, so it should be taking effect since the saved game hasn't been loaded yet.

Dunno if that's coincidence since it can be anywhere from 0 to 5 days.
Dizzy Ioeuy Jan 31 @ 7:23pm 
Noticed what might just be a coincidence, but set my rain to start 5 days after a fire maximum. Seems like it works, but every time (4x so far) I save and then load a game later the rain starts immediately. Is this a thing that is maybe overlooked or hard coded in a way that the mod can't handle. If so I'll just make sure to avoid reloading.
Dizzy Ioeuy Dec 31, 2024 @ 4:03pm 
just so you know I am not the pyro, the other guy is. i strategically tell my pawns to dig out fire breaks around the map to control wildfires, this will make it much more challenging to control.
Dizzy Ioeuy Dec 31, 2024 @ 3:59pm 
Oh Yyyyyyyes baby!!!!!!!!

FIRE FIRE FIRE
Fuko  [author] Dec 31, 2024 @ 2:43pm 
@Dizzy Okay, I increased the max to 10 days. Have fun ;p
Dizzy Ioeuy Dec 31, 2024 @ 12:07pm 
Also with 240 mods (carefully curated) I am getting no errors with this mod loading in to an already saved game. So likely not this mod doing anything wrong as written below.
Dizzy Ioeuy Dec 31, 2024 @ 11:40am 
Another GREAT mod. WOW. Only change I'd beg for is setting for maximum time for Firewatch is maxxed out at 48 hours. I'd like it to go to 5 days (in game) maximum) aaaand... if possible for there to be a separate toggle to just kill the firewatch completely so it never kicks in.

Maxxed out at 48 hours for now though as it's more of a challenged.

THANKS!
Fuko  [author] Dec 28, 2024 @ 11:14pm 
@ChillStorms I haven't been able to reproduce the issue. Seems to work fine with pit gate, nerid pocket plane, and deeprim. The numbers do take several seconds of unpaused time to update, the wetness checks are only done periodically to save on cpu cost.

@Guineatown I haven't been able to reproduce the problem in a new game with those mods running.
Guineatown20806 Dec 28, 2024 @ 3:45am 
For whatever reason I am getting an error when a world map is loaded (according to Visual Exeption) with this mod and VE-Framework. When I check the debug log though, there is nothing special. I also can't find any issues with the world map, so this may be a issue with VE-Framework since that Updated on the 1. Dezember and many other people have said it has caused issues since then or Visual exeption being dumb and saying there is a serious issue when there is a minor one.
ChillStorms Sep 3, 2024 @ 8:37pm 
@Fuko of course, Thank you for the quick response. :3
Fuko  [author] Sep 3, 2024 @ 8:30pm 
@ChillStorms Oh thanks for the detailed report and thorough testing. I'll check it out ;3
ChillStorms Sep 3, 2024 @ 8:12pm 
an additional test with DeepRim was preformed just for curiosity's sake.
It appears to break and starts displaying the information for the underground area on the surface, upon changing maps from the surface to the underground then again back to the surface it seems to display the correct information for just a moment then again displays the information for the underground yet again.

I don't actually use DeepRim I was just curious if the same issues would happen.

Anyway I hope this information is useful, thank you for taking the time to read this message. <3
ChillStorms Sep 3, 2024 @ 8:12pm 
Hello, I wanted to report a possible bug.

It appears that information is not displayed correctly while a pit gate is open
Current fire growth rate and Increase per day do not change despite the fact that it is raining.
I am unsure if this is just a visual bug or this is like a bug bug.
Just to make sure this is an actual bug the only things enabled are all the DLC, this mod, and Harmony.

As far as issues with other mods, I am assuming that Alpha Genes uses the same type of map that the pit gate does because the same exact issues will happen if you have a Nereid Pocket Plane open

The Current fire growth rate and Increase per day seems to sort itself out and display correctly when these Area's no longer exist.
Fuko  [author] Aug 22, 2024 @ 2:17pm 
@CuuLaaaBu It won't cause any particular issue, because all this does is add or subtract values from the vanilla "ticks until growth/spread" value.

But I don't know how CE implemented their wind speed/direction system, whether they rewrote the entire system like they did with the combat system, so the changes in this mod might not take effect.
ttyet Aug 22, 2024 @ 4:54am 
its incompatible with CE? Oh no I didnt read that line and used both since 1.4.
I have to say they worked well together over the past 2 yrs, only an issue that some flames relit repeatedly in some rare conditions. and this issue show up only after 1.5 updated.
Fuko  [author] Jul 24, 2024 @ 6:02pm 
@Isidor Yes, I tried to modify the vanilla spread logic to be more realistic by adjusting fire growth and spread speed based on dryness.

So in a steppe, a location with vegetation but very low rainfall, outdoor fire spread would indeed be far higher than say, a jungle.
Wodan Jul 24, 2024 @ 11:23am 
So the mod already comes close to the real spread of a forest fire as an example? Of course, in the steppe the fire spreads much faster than in a forest.
Fuko  [author] Jul 21, 2024 @ 3:09pm 
@Angel It'd work fine together. This mod calculates map dryness based on how long it has been since last rain. So after a rain (including flood), there will be very low map flammability.
Angel Jul 21, 2024 @ 10:33am 
Great mod!
I wonder if flooding affects the 'map dryness' from the mod "dynamic flooding.
https://steamcommunity.com/sharedfiles/filedetails/?id=3144491125&searchtext=flood
It would be cool if it does, I already have to deal with the destruction of the flood, I don't want to deal with a fire right as it recedes. :D
Thank you!
Fuko  [author] Jul 14, 2024 @ 1:33pm 
@Isidor Fires will both grow (time until maximum size) and spread (chance to create new fire nearby) by up to 2x the vanilla rate (or the value configured in the options)
Wodan Jul 14, 2024 @ 1:06pm 
has also a realistic spread option?
Fuko  [author] Jul 12, 2024 @ 5:56pm 
@The Local *evil laugh*
⨂ Fabricated Fault Line ⨂ Jul 12, 2024 @ 12:16pm 
My whole entire colony burnt to the ground, I don't like you anymore. :(