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{{Stub|reason=Mechanics and numbers (heat production / fire spread / etc.). See also [[Damage Types#Flame|Flame Damage]]}}
 
[[File:Fire.png|500px|thumb|right|This fire is getting out of control; if allowed to spread, it could soon could ignite nearby wooden walls, doors, floors and furniture.]]
 
  
<onlyinclude>'''Fire''' is a destructive force capable of destroying plants, buildings, and pawns alike. It spreads via embers that travel up to two tiles, and will start another fire if they land on something [[flammable]]. Fire may spread far and wide if left unchecked. Fire also causes a massive surge of [[temperature|heat]] when indoors. While inherently dangerous, fire can be used as a weapon or tool.
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==Gameplay Overview==
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Fire is something in RimWorld that is capable of damaging anything it touches, and can destroy significantly large areas of the map if fires are left uncontrolled. If an object is caught on fire; it'll take damage over time. How much damage it takes depends on the [[Flammability|flammability]] of the material it was constructed from. If a pawn or an animal catches fire, they will effectively be disabled momentarily as they panic and attempt to extinguish the fire on them and also wander into possibly open areas, leaving them highly vulnerable to attack.  
  
[[Colonist]]s capable of [[Work#Firefight|firefighting]] will only fight fires in your [[Home area]], although [[draft]]ed pawns will douse adjacent fires, anywhere.</onlyinclude>
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Should an interior reach a high enough temperature (~235C/455F/508K); everything inside that room that's flammable will catch fire, and an orange haze effect will appear in any room above that threshold.
  
== Sources of fire ==
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==Uses==
{{stub|section=1|reason=List likely incomplete}}
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Fire has several uses in the game including...
* Temperatures above {{Temperature|235}} will ignite flammable items and structures.
 
* Created from [[molotov cocktail]]s, [[incendiary launcher]]s,  [[incendiary shell]]s and [[IED incendiary trap|IED traps]], [[phoenix armor]]{{RoyaltyIcon}}, and [[flamebow]]s{{BiotechIcon}}.
 
* Created from the explosions of a [[doomsday rocket launcher]], [[orbital power beam targeter]], and [[diabolus]]{{BiotechIcon}}.
 
* Humanoid [[raider]]s may light your colony's objects on fire, if there are no colonists available to fight.
 
* Human pawns will spontaneously start fires during a [[Mental_break#Fire_starting_spree|fire starting spree]] [[mental break]]
 
* [[Boomalope]]s and [[boomrat]]s will cause fire on [[death]].
 
* [[Weather|Lightning]] will cause fire. [[Rain]] will quickly put it out, but dry thunderstorms and [[Events#Flashstorm|Flashstorm]]s won't have that.
 
* [[Power conduit|Conduit]] explosions (the [[Events#Zzztt...|Zzztt...]] event) will cause fire.
 
  
== As a hazard ==
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===Dealing with Infestations===
Fire is capable of destroying crops, resources, structures, and can injure or kill pawns. Fire can lead to [[explosion]]s or [[roof collapse]] which can destroy even non-flammable items.  
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Infestations can be a real headache to dispose of, especially later game when they can be spread around multiple caves that you may have mined out, or on higher difficulties and higher wealth. Fire is a very effective way of disposing with infestations: equip somebody with an incendiary launcher or molotov cocktails, attack the hives one at a time (for optimal safety), run and let the hive(s) burn. When there are no hives, insects will no longer be hostile, allowing you to deal with them whenever you please. If you can get the caves walled (ideally out of any stone, and double thick) and roofed up and line the floors with enough [[Power Conduit|power conduits]], you can simply fire at a conduit and forget: the fire will gradually spread to other conduits, insects will collapse and eventually die of heatstroke or burns, and even hives will ignite if the temperature passes the magical threshold.
  
== Fire Spread ==
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===Disabling Raiders===
[[File:Fire Spread RimWorld 1.4.png|500px|thumb|left|Fire can only spread in the orange tiles (2 straight or 1 diagonal and 1 straight).]]
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This tactic is most useful mid-game: before many of your colonists have charge rifles, and when enemies become bigger threats. Enemies will have fairly powerful weapons, and it's good to disable those that could be considerable threats (e.g. grenadiers, triple-rocket launchers, high grade weapons) while another colonist deals with them.
 
 
Fire spreads by:
 
* Direct Ignition: A flame directly adjacent to the tile with flammable material
 
* Embers: They can jump over a tile, i.e. tiles that are 2 tiles away can be ignited by embers
 
* Indoors Room Temperature: Starting from {{Temperature|235}} fire can spread everywhere in the room
 
 
 
=== Basic prevention ===
 
The most important step in preventing your entire colony from burning to the ground is to build using non-flammable materials like [[stone]] or [[plasteel]], especially [[wall]]s.
 
 
 
Firebreaks are also useful. Strips of non-flammable [[floor]]ing, typically [[concrete]] or stone tile with a minimum width of two tiles, can be built around colony perimeter walls and other important structures in advance of wildfires.
 
 
 
[[Firefoam]] is a mid-game necessity for stopping fires, and at least one [[firefoam popper]]s should be installed in every room of value.
 
 
 
When any fire has been burning on the map for a long enough time (How long?), it will start raining on the map, even if the fire is indoors.
 
 
 
=== Pawns ===
 
Pawns will catch fire if on top of or adjacent to a burning item, hit by an attack from an incendiary weapon, or hit by a lightning strike.
 
A pawn on fire will immediately enter a temporary "on fire" [[mental break]], run around uncontrollably for several seconds, then slowly extinguish themselves or enter a body of water.
 
 
In their panic, pawns on fire will not attack and may uncontrollably run in to unsafe areas. The player can prioritize a different colonist to help put out the flames of their burning comrade. Also note that pawns on fire can spread fire.
 
 
 
While on fire, a pawn will receive 2 heat damage per second regardless of the flame size. They will typically receive burns on several random body parts. Heat damage has no armor penetration and is therefore easily affected by heat resisting apparel like [[devilstrand]]. If the fire is not extinguished, eventually a pawn will become [[Injury#Shock|incapacitated]] and burn until death.
 
 
 
=== Interiors ===
 
At higher temperatures (above ~235C/455F/508K), flammable items, flooring, and pawns can spontaneously ignite, and an orange haze effect will appear in the room. Room temperature depends on the number and duration of fires, insulation, unroofed tiles, and the ambient temperature, but it will generally return to normal within 1 day.
 
 
 
Pawns trying to put out indoors fires may collapse from [[Injury#Heatstroke|heatstroke]] and will die if not rescued. Remove some roof tiles via [[Zones]] or hold one of the doors open before making a rescue attempt. [[Firefoam popper]]s or [[firefoam turret]]s may be hastily installed near an out-of-control inferno, too.
 
 
 
=== Objects ===
 
Objects and structures on fire will take damage to their hit points over time, may spread fire to other flammables up to 2 tiles away, and will disintegrate into [[filth|ashes]] when HP reaches zero. The damage taken value is the same for everything. The size of the fire depends on the [[flammability]] of the material. Objects on fire may spontaneously extinguish themselves or be extinguished by a pawn, rain, or firefoam.  Flammable floors will leave behind burned floor tiles.
 
All turrets, [[mortar]]s, [[mortar shell]]s, and [[chemfuel]] have a chance to explode while on fire, which is preferable to burning up as explosions leave behind some scrap parts.
 
Objects with 0% flammability can't catch fire, except flammable items stored inside a stone [[shelf]] will still burn.
 
 
 
== As a tool or weapon ==
 
Fire can be utilized as a weapon or tool to counter things like infestations or to help capture enemy pawns.
 
 
 
=== Pawn Capture ===
 
In a killbox corridor, a small side area with doors connecting to the outside should be constructed. Additionally, add stone doors at the end of the corridor, but hold them open for now. Wooden barricades should then be constructed inside this area, this is your "fuel". Nearby, build a shelf with incendiary weapons for convenience. When enemies arrive, wait until all of them have entered the "killbox", then light the barricades on fire with incendiary weapons. Then, close the two doors at the end. The raiders will drop like flies after a while. Once their [[heatstroke]] reaches 0.7 severity (70% percent, extreme heatstroke), open the doors and put out the fires. Capture the pawns you want, and then either execute the remainder or let them flee once they regain consciousness.
 
 
 
=== Countermeasure against infestations ===
 
[[Events#Infestations|Infestations]] are difficult to clear, especially when spread through multiple (mined out) caves.
 
 
 
An effective method is to equip a colonist with an incendiary launcher or molotov cocktails and attack the [[hive]]s one at a time.
 
 
 
Should one of your caves have [[power conduit]]s running through all the area and completely sealed with roof, they could be used to spread the fire by closing the caves with walls and then simply shoot at a conduit to ignite. [[Insectoids]] will collapse and eventually die of [[Health#Cold and Heat Injuries|burn]]s or [[Injury#heatstroke|heatstroke]], hives will ignite if the temperature gets high enough for spontaneous combustion.
 
 
 
=== Flora raze ===
 
A faster alternative to "Cut plants" to clear areas from vegetation that provides a tactical defense as it takes any possible cover object away from enemies. Equip  an [[incendiary launcher]] or [[molotov cocktail]] and target to attack the desired area. The fire will spread rapidly in all directions, so the player must ensure there are no flammables near unintended sections. [[Rain]] will extinguish fire on unroofed areas.
 
 
 
== Firefighting ==
 
Firefighting is most often accomplished by [[colonist]]s "stomping" on the fire until it goes out completely. Another method of extinguishing fire is by deploying [[firefoam popper]]s that when triggered by flames will explode to blanket the area with fire-suppressing foam.
 
 
 
You can also blow fire out with an explosion like that produced by a grenade (draft a colonist who has grenades, target the fire).
 
 
 
=== Colonist firefighting behavior ===
 
By default, all colonists not currently working on another job will go to extinguish a fire, if capable, ''only'' if the fire is within a designated '''[[Zone/Area#Home_area|home area]]''' and the colonists' allowed area. Unlike other tasks that get reserved, colonists do not lock out each other from fighting the same fire and may work together to extinguish it quicker.
 
 
 
It is worth mentioning again that colonists only fight fires within a home area. Outside the home area, colonists will just ignore the fires and carry on with their duties. To fight fires outside of a home area or to fight fires in a coordinated manner, draft the colonists and place them NEXT to the fire. They will fight any adjacent fires and you can better move your colonists to strategically attack it.
 
 
 
Colonists can catch on fire while firefighting but will usually manage to put out the fire. If instead they become downed, the fire will consume them unless another colonist comes to put them out.
 
 
 
Pyromaniacs will never extinguish fires and in fact may sometimes start them.
 
 
 
=== Firefoam poppers ===
 
{{main|Firefoam popper}}
 
After their initial construction, firefoam poppers can be uninstalled and stored. Reinstalling them later—near a small-to-moderately sized field of fire—and manually detonating them allows a single pawn to quickly and safely complete a dangerous task that could otherwise occupy several pawns for many danger-filled hours.  
 
 
 
=== Rain event ===
 
{{stub|section=1|reason=Specific triggers, chances, durations etc.}}
 
Extremely large and long lasting fires will force a [[weather|rain]] event. Sufficient rain will gradually extinguish unroofed fires, and this event may even, eventually, control large wildfires. 
 
 
 
Some fires after rain event are possible. Rain event may happen without extra delay between them.
 
 
 
== Gallery ==
 
<gallery>
 
FireA.png|Variant A
 
FireB.png|Variant B
 
FireC.png|Variant C
 
</gallery>
 
 
 
[[Category:Game mechanics]]
 

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