RimWorld

RimWorld

54 ratings
Mechanoids Can Burn
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
12.134 MB
Feb 4, 2021 @ 3:48pm
Apr 24, 2024 @ 12:48pm
10 Change Notes ( view )

Subscribe to download
Mechanoids Can Burn

Description
Remember how Mechanoids would break down if it was too hot or too cold? This mod restores Mechanoids' susceptibility to extreme temperatures.

If you're using the other Mechanoid mods, be sure to load those mods first. Mechanoids Can Burn should be loaded after other mods.

------------------------------

FAQ
  • Q: Can mechanoids die from exposure?
  • A: Yes! If mechanoids are exposed to extreme cold (below -100°C) or extreme heat (above 250°C), they will eventually break down and die. Keep in mind that death from exposure takes time, though.
  • Q: So mechanoids will actually burn now?
  • A: No, actually! They will just break down if they are kept hot enough for long enough.
  • Q: I don't use Steam! How can I download this mod?
  • A: You can use the open-source WorkshopDL[github.com] application, which is a GUI wrapper around the official SteamCMD command-line utility. Alternatively, you can find copies of my mods at the Internet Archive[archive.org]. There are also some third-party mod distribution websites, such as Skymods and RimWorld Base.

------------------------------

The following is a message for people who make mods:

In May 2022, Valve shut down the Steam Workshop Downloader, which was a critical modding tool for people who buy their games on other platforms (such as GOG).

If you don't make your mods available through means other than Steam, your mod will be locked in to Steam and only Steam.

Valve will take steps to force users onto Steam just to use your mods. Please think of the community when making decisions about your mods, and consider uploading your mods to other places, or explicitly licensing your mods with a permissive license.

The alternative is letting Valve make free profit from your work for themselves.

This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) License[creativecommons.org]. You are free to copy, redistribute, adapt, and build upon this mod for non-commercial purposes under the terms of this license. This mod may incorporate copyrighted material from other authors. Such material may not be available under the terms of a Creative Commons license.

Raw mod data is available at the Internet Archive[archive.org].

This text was last updated on October 30, 2022.
33 Comments
Zyx Abacab  [author] Apr 15, 2024 @ 12:03pm 
You should know that I haven't changed much in this mod since it released. Whenever Ludeon comes around and makes an update, all I do is change the version number.

Even if I weren't to do that, it would probably keep working fine.
Stray Apr 14, 2024 @ 10:45pm 
1.5?
Zyx Abacab  [author] Oct 27, 2022 @ 5:19pm 
@ Velxra You're most welcome! There wasn't much to update with 1.4, so this time was easy going. Please let me know if you encounter bugs.
VelxraTV Oct 27, 2022 @ 2:50pm 
Thanks for updating!
Xurker Aug 1, 2021 @ 10:27am 
it does, thank you!
Zyx Abacab  [author] Jul 31, 2021 @ 11:18am 
@ Xurker (1/2) That's right, a higher temperature tends to kill mechanoids quicker, but there is a limit. Because of modding limitations, we get diminishing returns on higher (or lower) extreme temperatures. The maximum temperature of 1000°C isn't significantly faster than 800°C.

Therefore, more extreme temperatures affect mechanoids by moving them more quickly through the stages of heat or cold failure (up to a point). Less extreme temperatures move them more slowly (up to a point).

There is a way to modify the scaling in the mod's "MechanoidHediffs.xml" file. However, scaling based on an arbitrary temperature is not possible.

For each of the Hediffs listed in that file, you can alter the individual "<minSeverity>" and "<mtbDays>" values, respectively, to change how intense of an exposure is needed for the Hediff to escalate to the next stage of severity, or to change how much time it takes (on average) for the escalation to happen.
Zyx Abacab  [author] Jul 31, 2021 @ 11:17am 
@ Xurker (2/2) If you modify the "<minSeverity>" and "<mtbDays>" values for just the lower-severity Hediffs, while leaving the higher-severity Hediffs at their normal values, you can lengthen the amount of time that mechanoids can spend at extreme temperatures without proceeding to serious failure.

Unfortunately, because of how Hediffs work in RimWorld, there's no way to simply adjust a temperature threshold for failure. A DLL mod would be able to do such a thing; but that's beyond the scope of an XML mod like Mechanoids Can Burn .

But I hope this information helps! :)
Xurker Jul 30, 2021 @ 3:42am 
this is a great mod and i've been searching for something like this, does the damage mechanoids take scale based on temperature eg 800 C killing them faster than 300 C? and can we change the temperature tolerance for mechs ourselves somehow through file editing? i want to make it a bit harder on the hot side because of how easier it to superheat a room compared to superfreeze it, and make them only susceptible to heat death at 500 C and up.
Zyx Abacab  [author] Jul 6, 2021 @ 5:09pm 
@super_jqp It wasn't just you -- the flammability mechanic was kind of broken. It's been removed in this update.
super_jqp May 20, 2021 @ 4:52am 
What's the point if the fire doesn't damage them? Now they are still immune to death by fire and ALSO ON F****** FIRE!

Then again maybe my modlist needs tweaking.