RimWorld

RimWorld

Better Pyromania
256 Comments
ephemeraltoast Jul 27 @ 11:27pm 
This is fantastic, I no longer have to treat every Pyromaniacs as a walking hat. Thank you.
Tahu! Jul 18 @ 6:10pm 
I figured it would be way different, haha. You mentioned CompFireOverlay and wasn't sure if other structures used it or not, but good to know. Thanks for the reply!
Aelanna  [author] Jul 18 @ 5:01pm 
@Tahu! - Currently, no. While an argument could be made to include those buildings, it would necessarily require a pretty significant rewrite and diverge more from vanilla's fire watching logic. Definitely an interesting idea though!
Tahu! Jul 18 @ 4:42pm 
Insane question, does this affect things like fueled stoves, smiths, forges, and crematoriums?
Techlich Jul 9 @ 12:02pm 
Thanks. Just double checking. And sorry for needing to repeat yourself.
Aelanna  [author] Jul 9 @ 9:05am 
@Techlich - I do not use VE, but so long as those buildings use the vanilla CompFireOverlay (or a subclass thereof), then it should work. As noted in previous comments, the vanilla fire observer code looks for CompFireOverlay + CompGlower, so if they don't work for Better Pyromania then they wouldn't be working for vanilla Pyromaniac either.
Techlich Jul 9 @ 8:17am 
Do you know how it works with the lights and stuff from Vanilla Expanded Chemfuel/Helixian gas?
Futstub Jul 3 @ 11:39pm 
Neat, thanks for the quick reply!
Aelanna  [author] Jul 3 @ 11:12pm 
@Futstub - Since RimWorld 1.5 Better Pyromania has used the same logic as the vanilla PyromaniacNearFlames thought worker, which counts any building with a CompFireOverlay and CompGlower as a valid fire source. If any modded building or fixture doesn't follow this logic, then that means they aren't obeying the vanilla rules and it's on them to fix that.
Futstub Jul 3 @ 10:23pm 
Will this work with entities added by other mods? E.g. the toeches and campfires feom Vanilla Expanded.
Fenchel-Honig Jun 12 @ 10:33am 
thanks for the update to 1.6. Really appreciate this mod
Aelanna  [author] Apr 15 @ 12:49pm 
@2_Modray - No worries! On looking at my mod configuration, it seems I neglected to actually add a load rule to the About.xml, so I will make sure that makes into the next release. Please let me know if you encounter any other issues!
2_Modray Apr 15 @ 11:53am 
@Aelanna
I'm a dumb-dumb. I had this loaded *before* Individuality.
I really gotta remember to double-check my sorting rules more often instead of just assuming RimSort will catch everything out of the box.
Aelanna  [author] Apr 15 @ 7:06am 
@2_Modray - This mod most definitely removes the random break chance from pyromaniacs, unless another mod is interfering. Do you have any of the other mods in the Compatibility section in the mod description and/or are you getting any errors on game load?
2_Modray Apr 15 @ 2:02am 
Despite the description mentioning "Pyromaniac no longer forces random mental breaks," I still seem to get them despite my pyromaniacs' fire need being consistently full and their mood being high. Does fire need affect the likelihood of the firestarting break? If so, how, exactly?
Svela Mar 25 @ 5:16am 
It also seems like "throwing torches" from the Arrow Please (Continued) mod can satisfy a pyromaniac's contained fire source, although the price of making a throwing torch is pretty high (30 wood at a crafting spot for 1 torch that lasts 11 days and can't be extinguished). Keep in mind that there might be an additional torch bill called "Make torch x10" for 40 wood that is currently glitched and produces nothing if you have certain other mods enabled (such as CE).
Svela Mar 25 @ 5:15am 
Disclaimer to those who have pyromaniacs whom are unable to refill their fire need around contained fires (campfires, wall torches, etc), check to see if you have the Extinguish Refuelables mod. At the moment it is currently incompatible, having lost it's compatibility after 1.5. It seems 1.5 completely changed the base code of fire sources, such as campfires and torches, and the mod dev of ER doesn't plan on changing their mod to accommodate this because it would require a complete rewrite of their mod.

The only solution to this at the moment is to disable Extinguish Refuelables, find an alternative mod or ask someone else to make their own version of such a mod, or set objects (bushes, wood walls, corpses, etc) on fire with abilities so the pyromaniacs can view uncontained fires.
fabio.pinhao.mello Jan 29 @ 9:45am 
@LateralAnima Yes. It happens to me too. The pawns do not firewatch automatically.
Snowcraft Jan 5 @ 6:18pm 
Do you think you could add support for Rebuild's fireplaces as sources of Fire while lit?
LateralAnima Dec 1, 2024 @ 2:02pm 
Does anyone else have an issue with pyros not firewatching automatically? I had one starting pawn that did it fine, but any children born with the trait don't seem to do it and I have to draft them and sit them by a fire all the time.
CiXwOw Oct 12, 2024 @ 9:37am 
@Yukari Whiteclouds: I took a look at your error report here, and tracked down the issue. It should be fixed now!
loogi Oct 10, 2024 @ 12:03pm 
@The Bard of Hearts I don't, but I wouldn't be surprised if it was a mod conflict somewhere
Aelanna  [author] Oct 10, 2024 @ 11:00am 
@Yukari Whiteclouds - Responded to your Discussion thread, but the issue appears to be originating from Helixien Gas Braziers' Harmony patch, not from Better Pyromania itself. Please let them know that you're having an issue with firewatching, as it is not a mod that I personally use.
Yukari Whiteclouds Oct 10, 2024 @ 3:20am 
Why is my pyromaniac pawn always going for the "firewatching" activity and nothing else? They even forget to eat and they starve to death.
The Bard of Hearts Oct 6, 2024 @ 9:40pm 
@loogi, do you have a mod that lets you control fuel in any way? like letting you extinguish torches and such? if so, that tends to interfere with this mod.
loogi Oct 6, 2024 @ 6:04pm 
I like the concept of this mod, but unfortunately my pyromaniac never seems to firegaze and it's annoying having to constantly micromanage their fire meter.
Jixxor Sep 24, 2024 @ 8:43am 
I see.Thanks for the reply.
It's the thing I hate about pyromaniacs most, but I've allowed one into my colony now with this mod and he's not gone on a single spree yet, the removal of the random mental breaks already helps immensely I assume.
Aelanna  [author] Sep 23, 2024 @ 10:12pm 
@Jixxor - No, this mod does not change the logic of the fire-starting spree in any way.
Jixxor Sep 21, 2024 @ 3:31pm 
Does this mod also affect 'what' pawns decide to set on fire during a fire starting spree? i. e. make it so they don't set the one anti-grain warhead I have in my storage room on fire, or chemfuel but instead maybe just some cloth?
Aelanna  [author] Sep 15, 2024 @ 1:18pm 
@Comton - My point is that whatever they're doing is probably not compatible with the vanilla pyromaniac trait, so they need to fix that. Then it'll automatically be compatible with Better Pyromania.
Comton Sep 15, 2024 @ 10:29am 
Appliance Expanded is independant from VE
I patched them locally with this kind of line

<li MayRequire="scpchemfuel.appliances">CA_ChemfuelBrazierDark</li>

in the file 1.5\Royalty\Defs\Royalty.xml
Aelanna  [author] Sep 15, 2024 @ 9:30am 
@Comton - Hi, I don't know which brazier you are referring to as I cannot find any building in VE's GitHub repositories by that name.

However, Better Pyromania has used the same fire observation logic as the vanilla game since 1.4 when the vanilla pyromaniac trait was buffed; if BP doesn't recognize their custom brazier as a contained fire source, then it likely is not working for the vanilla pyromaniac trait as well, which means that they need to fix their building by extending their fire overlay from CompFireOverlayBase and have a CompGlower that determines whether the building is actively lit.
Comton Sep 15, 2024 @ 3:14am 
Hi ! Can you add compatibility for chemfuel brazziers from Appliance Expanded ?
Narlindir Aug 30, 2024 @ 2:05pm 
@Jenson not saying ur wrong
but having a pyro need when fire worshipping ideo makes very much sense actually
like
they worship the fire
they NEED the fire!
Jenson Aug 30, 2024 @ 4:24am 
compatibility with VE Ideology Memes and Structures would be cool, they have a Fire Worship meme, I think anyone following an ideology with Fire Worship should have the pyromania need. thank you for the mod
Humpenstilzchen Aug 25, 2024 @ 1:59am 
@ Narlindir

Yea I haven´t noticed any bugs so far. It works like a charm.
Narlindir Aug 20, 2024 @ 9:35pm 
only less stupid romance even touches pawn behavior mein freund
Narlindir Aug 20, 2024 @ 9:34pm 
none of these should conflict
Humpenstilzchen Aug 20, 2024 @ 2:19pm 
Thank you very much for this great mod. It works very well even though I use some mods and even though I added ti to an existing savegame.

Mods that I use just for those who are wondering if some of these are compatible with Better Pyromanics:
- Better Pyromaniac
- P-Music
- Better Turrets
- Animals Logic
- Snap Out!
- Snarter Construction
- Vanilla Fishing Expanded
- Vanilla Expanded Framework
- Stronk Barrels
- Not my Fault
- Less Stupid Romance Attempt (Continued)
- [AP] Begone! Thunderstorms [Revived]
- Mad Skills ( to disable skill decay)
- No Center Drop Raids
- Map Preview
- Harmony
GoblinEngineer Jul 22, 2024 @ 8:42pm 
Understood, I'll make a report on their page
Aelanna  [author] Jul 21, 2024 @ 11:37am 
@GoblinEngineer - I took a peek at Extinguish Refuelables' code and it is indeed the culprit. They replace the CompFireOverlay on torch lamps with their own class that is not a subclass of the vanilla base class, and thus it no longer is recognized by any firewatching logic, including the vanilla Pyromaniac feat's firewatcher . This is a problem that they need to fix, because it affects more than just this mod.
GoblinEngineer Jul 20, 2024 @ 8:47am 
I'm having a bit of weirdness. I've got a couple pyros in my colony right now. I've been setting meditation time for them in front of a wall torch but their fire need just never goes up. I thought it could be some bug with the wall torch so I had them try it at a lit campfire and still nothing. I am using Extinguish Refuelables but that's never been an issue before(granted, this is my first colony with pyros since installing Anomaly). I'm at bit at a loss and not sure what to do here
Narlindir Jul 9, 2024 @ 9:32am 
ah shucks
welp
all better then pyro breakdowns I guess
thanks for the tips ^^
Aelanna  [author] Jul 7, 2024 @ 1:49pm 
@Narlindir - New joy kinds greatly affect game balance, and dedicated jobgivers that specifically tend to a fire need would affect game performance, which is why I have done neither. Also note that a torch next to their bed doesn't do much, Observer needs are only active while a pawn is awake so it won't help them while they sleep.
Narlindir Jul 7, 2024 @ 1:33pm 
can you make it a new joy kind?

I eventually did the "fire right next to bed and workplace" thing
but its kinda clunky
or maybe force them to engage in fire watching when the need bar is low
Aelanna  [author] Jul 7, 2024 @ 1:14pm 
@GrilledPøtatø @Narlindir - Fire watching counts as a solitary relaxation joy type, so even though it's heavily weighted for pyromaniacs, they won't do it on their own if they're bored of it. If your pyromaniacs have an area that they spend a lot of time in (such as crafters in the workshop), then it's best to have a torch or brazier in that area so they're constantly exposed to it while working.
Narlindir Jul 7, 2024 @ 10:29am 
same issue here
there are torches and bonfires nearby but pyro just goes and plays chess even tho they are fire deprived
Mootato Jun 3, 2024 @ 7:50am 
Hi, I'm facing similar issues as ilyvion, whereby my pyromaniac pawns don't seem to try and fulfill their own fire needs frequently, even when at 0% fire need. I've tested a bit, and while fire-watching does seem to occur as a recreation activity (I tried drafting/undrafting repeatedly to roll for recreation), it doesn't seem very highly weighted.

Could it be an issue with my base itself, and that I don't have enough fire sources? I only have one brazier installed in the dining room, and a few torches in one of their bedrooms.
FailPail May 14, 2024 @ 7:54pm 
okay, thank you. kinda glad about it right now as i am in a desert and the lack wood provides an additional challenge
Aelanna  [author] May 14, 2024 @ 7:46pm 
@FailPail - Yes, the updated logic that uses new vanilla logic is 1.5-only. I generally do not back-port new features to older versions as that would require me to maintain a pipeline for every RimWorld version and even vanilla Pyromaniac has changed between versions, making feature parity impossible.