RimWorld

RimWorld

Unburned
33 Comments
Yoann Nov 16 @ 7:53am 
Also, your patch "WhereMyFireResistTynan" remove the Flammability stat from the info panel.
(Deleting the patch fix the issue, let see what it breaks...)
Yoann Nov 14 @ 3:05am 
It seems this mod make my mechanoids incapable of firefight, even when they have nothing to do :/
Babaloo321 Sep 29 @ 9:40am 
If I wanted to configure the mod options to include something that covers the whole body without needing a separate helmet like VacSlipsuit , would it become properly fireproof? Even though it doesn't come with, or need a helmet to cover the whole body?
xuelin Sep 24 @ 1:36am 
In most cases, these three mods can be enabled together:
1. Stop, Drop, And Roll! [BAL]
2. [1.6] Do Not Avoid Fire
3. unburn
xuelin Sep 24 @ 1:33am 
If the "flammability rate" is 0, it will synchronously decrease the "flammability rate" on the character panel to 0. Even if it is not 0, I hope to convert the flammability rate on the character panel into the calculated "lowest flammability rate". In that mod, the flammability rate is calculated from the outside to the inside for each clothing layer. The 'ignition rate' of the character means that as long as there is a clothing layer with a 'ignition rate' of 0, the character cannot burn.

May I ask if you can achieve this? In my personal opinion, it should just add a calculation and judgment logic to reassign the flammability rate, which shouldn't be too troublesome!!! Of course, in order to adopt this mechanism, it can be set to only be achieved when certain helmet and armor settings are worn simultaneously

If possible, thank!!!!This should greatly enhance the functionality of these mods
:steamhappy::steamhappy:
xuelin Sep 24 @ 1:33am 
You know, in the mod "Stop, Drop, And Roll! [BAL]", a new mechanism has been added that changes the original Pawn and mechanical body ignition methods. It calculates whether the character will be ignited based on the newly set "ignition rate" determined by thermal armor. This' ignition rate 'is unrelated to the original' flammability rate '.

And the function of this mod is to reduce the flammability of the sealed armor, make some compatibility, and reduce the flammability of the character to 0 when the thermal armor is sufficient to make the "ignition rate" 0.

After using "Stop, Drop, And Roll! [BAL]" and enabling a new ignition mechanism, the original "flammability rate" no longer has its function. I hope this mod can make compatibility with it and add a judgment to obtain the parameters for calculating the flammability rate of "Stop, Drop, And Roll! [BAL]".
culona Sep 23 @ 5:36am 
how is compatibility with combat extended, they have fire rework, no?
Duende2771 Aug 7 @ 5:26pm 
@在戴森球上打螺丝 The point of a phobia is that it's irrational. I'm scared of bees. I doesn't matter how heavy my clothing is and how sure I am that they can't sting me, I'm still not risking it. That's how a phobia works. You may know that you're safe, but your body still won't listen to you.
在戴森球上打螺丝 Aug 4 @ 5:36am 
This mod is very useful, and I have a small request: Could you make a pawn with the pyrophobia gene ignore the effects of this gene (in the case that the pawn's flammability is 0)?
Just like your mod description says, "if a pawn nonflammable, it just ignores the flames. It's not its problem, so why worry? 🔥"
Misterdino Prime Aug 3 @ 4:14pm 
@Carxofing por lo que entendi, esto se aplicaria para todos los peones, mechs o bicho que sea no flamable,si tu peon se quema, apagara el fuego, sino se quema, ira a pegarse de hostias
Carxofing Aug 3 @ 12:10pm 
està molt ben trobat el mod! la pregunta és si aquesta armadura funciona o té resistència també quan lluiten. Vull dir, la poden tenir posada sempre? O és la típica situació que has de tenir diverses armadures i quan t'ataquen, vas a l'habitació d'armadures, et poses la de lluitar; guanyes (en principi...), t'incendien una part de la colònia i has de tornar a l'habitació per canviar-te l'armadura, anar cap al foc,... amb tot això el foc i la batalla ja t'ha destruït la meitat de la colònia.
大番薯之怒 Aug 1 @ 9:32pm 
COOL!
恰似宛然一笑生花 Aug 1 @ 6:06pm 
Hello Andromeda. That's an interesting mod.
So I created a mod "Unburned_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
Kimo' Aug 1 @ 1:00pm 
Perfect, thank you!
Andromeda  [author] Aug 1 @ 12:59pm 
@Kimo this mod affects only non-flammable pawns, so features not overlap
Kimo' Aug 1 @ 12:36pm 
How does this mod interract with Stop, drop and roll ?
amefurashi Aug 1 @ 4:12am 
I see, thank you. I'll give it a test play
Andromeda  [author] Aug 1 @ 4:07am 
@amefurashi this is not true [i.postimg.cc]
probably you talking about 1.5, but in 1.6 pathfinding changed a lot

this mod does not affect pathfinding itself.
amefurashi Aug 1 @ 1:05am 
"Do Not Avoid Fire"MOD had the problem that instead of being able to walk through fire, it would just run into tiles with a very high path cost without any hesitation. How about this mod?
Necromenta Jul 31 @ 8:32pm 
I just survived a mechanoid cluster siege because they started fighting with a horde of 70 anomaly zombies and their flametowers killed almost all mechanoids in collateral (And I finished turrets with mortars) if I install this mod I will lose the game immediately unless I am un spacer age jajaja

Great mod btw
Andromeda  [author] Jul 31 @ 5:07pm 
I made stat caching just in case. It looks like some mod might be checking pawn stats too intensively and that should help. There is no logic in the mod other than this place - there is simply nothing to cause performance issues
Andromeda  [author] Jul 31 @ 4:01pm 
@Brindav I tested with 287 mods -> 0.08% and 0.015 ms. This is literally nothing
Is this probably some kind of conflict? I'll try to do something just in case - it should help
Brindav Jul 31 @ 3:18pm 
the mod looks really good but i wanted to report that dubs performance analyser find it to be really performance heavy on harmony patches (taking up to 13% on a 200+ modlist) so either the error is coming from me or there is some issue with the patching.
SpaceDorf Jul 31 @ 9:34am 
Yes. The Sisters of Battle fully support this mod.
In the Name of the Emperor go forth and bathe the Heretics and Xenos in his cleansing flame !!
Andromeda  [author] Jul 31 @ 4:06am 
@VitaKaninen yes, just toggle sealing mechanic checkbox
VitaKaninen Jul 30 @ 10:49pm 
If I uncheck all the options, will the only effect be that mechanoids ignore fire?
Drunken Eagle Jul 30 @ 9:33pm 
Seems to be working fine, I specifically checked how pawns react if they suddenly gain flammability and they adjust their behavior when they recalculate their path.
Drunken Eagle Jul 30 @ 8:56pm 
*yoink*

Altho there might be some funny interactions with prometheum fire from CE, let me check real quick...
Andromeda  [author] Jul 30 @ 5:54pm 
@NyxJen Yes, you can specify your own bonus % in the settings. I set it to 15% - this is more than enough to make vanilla armor vacuum-proof
No, there will be no conflicts, but having both of these mods does not make sense
NyxJen Jul 30 @ 5:41pm 
Can I set my own vaccum resistance? If not is there confliction with this mod? https://steamcommunity.com/sharedfiles/filedetails/?id=3534065822&searchtext=vacuum
Andromeda  [author] Jul 30 @ 5:10pm 
now sealed armor gives a bonus to vacuum resistance
added filter to settings
Latex Santa Jul 30 @ 4:27pm 
@Smiley Face Killer
I would only use fire against absolute hordes where they throw at me more bodies than my boys can output bullets. I also don't use fire because it burns away the loot (bodies, weapons, consumables, their apparel), and I want it ALL.

BUT! I might, especially against overwhelming opponents.
Smiley Face Killer Jul 30 @ 4:00pm 
Huh, never had much reason to have fireproof pawns. But this seems like a good reason to go full scorched earth