Difference between revisions of "Fire"

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==Why doesn't these stupid colonist put out the fire!? ==
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==Gameplay Overview==
There are several reasons to why the colonists are ignoring a fire:
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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.
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* This is what's causing the problem.
 
** This is how to solve the problem.
 
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* The fire is outside a '''[[Home_zone|Home zone]]'''
 
** Add a '''[[Home_zone|Home zone]]''' over and around the burning area
 
  
* The fire is outside of colonists' [[Zone/Area|allowed area]].
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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.
** Ensure that at least one colonist has an allowed area that includes where the fire is.
 
 
 
* The priority to fight fire is lower than something else
 
** Increase the firefighting priority for your colonists in the '''[[Overview]]''' menu.
 
 
 
* There are a colonist somewhere on the other side of the map that wants to extinguish this particular fire.
 
** Draft the "far away" colonist,
 
** Mark a "near fire" colonist,
 
** Right click on the fire and choose "Prioritize firefighting",
 
** Undraft the "far away" colonist.
 
 
 
* The colonists are currently doing other stuff.
 
** Mark a desired amount of colonists
 
** Draft and undraft them, this will reset their current task and will make them search for other things to do, if the priority to fight fire is high enough they will go and extinguish it, otherwise they will do other stuff.
 
 
 
==Things that cause fire==
 
====Lightning====
 
*Periodic lightning strikes can and will cause fires, although these tend to happen in rainy thunderstorms, which means the fire is generally put out quickly by the downpour. If you ever experience a "Dry thunderstorm", however, be very cautious about lightning, because there will be no rain to fight off the fires for you...
 
====Short circuits====
 
*Leaving charged batteries outside in the rain, or having an electronic device like a Sun Lamp turned on when its raining will quickly lead to a short circuit, causing a hefty amount of damage to said device and starting a decent-sized fire in the process. The rain tends to put out the fires, of course, but still, it's best to keep your electronics under a roof at all times.
 
====Weapons====
 
*Incendiary launcher
 
*Molotov Cocktail
 
====Sparks====
 
Sparks from a fire causes another fire if they land on something burnable. (Unconfirmed: is it 100% chance that a fire will start if this happen or is it a chance that it happens?)
 
 
 
==How To Combat Fire==
 
The most effective way of combating large fires are weirdly enough by using '''[[Frag Grenades]]'''!
 
 
 
====By Using Explosions====
 
Fires that are caught in the explosions are extinguished.
 
 
 
*'''[[Frag Grenades]]''': <!--Confirmed by: Sebbes333, 16:16, 26 March 2014 (UTC)--> Equip a colonist with frag grenades, draft him and order him to throw the grenades at the fire, 1 grenade can put out a 3x3 area.<br/>
 
 
 
'''WARNING!''' Do not throw the grenades near any machine because a grenade does 65 damage on each square witch have a potential of delivering 65x9='''585 damage!'''
 
 
 
* (Mod: '''[[Blasting charge]]''') have the same effect as the frag grenades but have to be built first, uses 35 metal, they have a larger blast radius but are stationary.
 
 
 
 
 
====By Using Colonists====
 
* Create a '''[[Home_zone]]''' over and around the fire
 
* select one or more colonists
 
* make sure that the colonists have firefighting as the highest priority
 
* toggle the drafting 2 times, (press "R" 2 times), on and off again, this resets their current tasks.
 
* if it didn't work select each colonist individually and right click on the fire and choose "extinguish fire"
 
  
 
==Uses==
 
==Uses==
====Remove Corpses====
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Fire has several uses in the game including...
Like in a crematory <br/>
 
See '''[[Molotov_cocktails#Remove_dead_bodies]]''' for now (To Be Expanded).
 
  
====Remove Plants====
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===Dealing with Infestations===
Plants burn, Molotov cocktails are good to start fires, just don't burn down your base. <br/>
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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.
See '''[[Molotov_cocktails#Remove_grass]]''' for now (To Be Expanded).
 
  
==Damage==
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===Disabling Raiders===
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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.

Revision as of 14:00, 8 October 2016


Gameplay Overview

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 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.

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.

Uses

Fire has several uses in the game including...

Dealing with Infestations

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 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.

Disabling Raiders

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.