Difference between revisions of "Fire"

From RimWorld Wiki
Jump to navigation Jump to search
m
(Moved in content from Firefighting.)
(34 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{TNT|stub}} <!--Feel free to add or edit anything-->
 
 
{{TOCright}}
 
{{TOCright}}
 +
[[File:Fire.png|500px|right]]
 +
==As a hazard==
 +
Fire is capable of destroying crops, resources, structures, and can injure or kill pawns. It spreads via embers that travel up to two tiles and will start another fire if it lands on something flammable. Fire may spread far and wide if left unchecked. Colonists capable of firefighting will only fight fires in your [[Home area]]. To make them fight fires outside of this area, use the "Expand home area" tool in the Zone/Area section of the Architect menu.
  
==Why doesn't these stupid colonist put out the fire!? ==
+
===Basic prevention===
There are several reasons to why the colonists are ignoring a fire:
+
A good way to prevent fire from spreading is by using firebreaks. Firebreaks are non-flammable flooring, typically stone, with a minimum width of three tiles. Place firebreaks outside of colony perimeter walls and around other important structures. Another key step to preventing fire is to use non-flammable materials for walls.
----
 
* This is what's causing the problem.
 
** This it how to solve the problem.
 
----
 
* The fire is outside a '''[[Home_zone|Home zone]]'''
 
**Add a '''[[Home_zone|Home zone]]''' over and around the burning area
 
  
* The priority to fight fire is lower than something else
+
===Pawns===
** Increase the firefighting priority for your colonists in the '''[[Overview]]''' menu.
+
Pawns on fire will become momentarily disabled by panic and will attempt to extinguish the fire by putting it themselves or finding a water body. They may also wander into unsafe open areas where they might be vulnerable to attacks. If this occurs, the player can prioritize a different colonist to attempt to put out the flames of their burning comrade. Also note that pawns on fire can also spread fire which can lead to a cascade effect.  
  
* There are a colonist somewhere on the other side of the map that wants to extinguish this particular fire.
+
While on fire a pawn will receive 2 heat damage per second regardless of the flame size. Heat damage has no armor penetration and is therefore easily affected by heat resisting apparel. If the fire is not extinguished eventually a pawn will become [[Injury#Shock|incapacitated]] and burn until death
** 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.
+
===Interiors===
** Mark a desired amount of colonists
+
At higher temperatures (~235C/455F/508K), flammables can spontaneously ignite, and an orange haze effect will appear. Pawns trying to put out the fire may collapse from [[Injury#Heatstroke|heatstroke]]. To prevent pawns from succumbing to the heat in an enclosed room, simply either remove some of the roof or hold one of the doors open, and then tend to the fire.
** 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==
+
===Objects===
====Lightning====
+
Objects and structures on fire will take damage to their hit points over time. The damage taken value is the same for everything. The size of the fire depends on the [[flammability]] of the material. Objects with 0% flammability can't catch fire.
*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?)
 
  
 +
==As a tool or weapon==
  
==How To Combat Fire==
+
===Countermeasure against infestations===
The most effective way of combating large fires are weirdly enough by using '''[[Frag Grenades]]'''!
+
[[Events#Infestations|Infestations]] are difficult to clear, especially when spread through multiple (mined out) caves.
  
====By Using Explosions====
+
An effective method is to equip a colonist with an incendiary launcher or molotov cocktails and attack the [[hive]]s one at a time.
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/>
+
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.
  
'''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!'''
+
===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.
  
* (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.
+
==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).
  
====By Using Colonists====
+
===Colonist firefighting behavior===
* Create a '''[[Home_zone]]''' over and around the fire
+
By default, all colonists not currently working on another job will go to extinguish a fire, if capable, and ''only'' if the fire is within a designated '''[[Zone/Area#Home_area|home 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.
* 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"
 
  
==Useful uses==
+
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.
====Remove Corpses====
 
Like in a crematory <br/>
 
See '''[[Molotov_cocktails#Remove_dead_bodies]]''' for now (To Be Expanded).
 
  
====Remove Plants====
+
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.
Plants burn, Molotov cocktails are good to start fires, just don't burn down your base. <br/>
 
See '''[[Molotov_cocktails#Remove_grass]]''' for now (To Be Expanded).
 
  
==Damage==
+
Pyromaniacs will never extinguish fires and in fact may sometimes start them.
 +
 
 +
===Firefoam poppers===
 +
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===
 +
Extremely large and long lasting fires will force a rain event. Rain will stop the spread of unroofed fires and eventually extinguish them.
 +
 
 +
 
 +
[[Category:Game mechanics]]

Revision as of 07:56, 3 September 2020

Fire.png

As a hazard

Fire is capable of destroying crops, resources, structures, and can injure or kill pawns. It spreads via embers that travel up to two tiles and will start another fire if it lands on something flammable. Fire may spread far and wide if left unchecked. Colonists capable of firefighting will only fight fires in your Home area. To make them fight fires outside of this area, use the "Expand home area" tool in the Zone/Area section of the Architect menu.

Basic prevention

A good way to prevent fire from spreading is by using firebreaks. Firebreaks are non-flammable flooring, typically stone, with a minimum width of three tiles. Place firebreaks outside of colony perimeter walls and around other important structures. Another key step to preventing fire is to use non-flammable materials for walls.

Pawns

Pawns on fire will become momentarily disabled by panic and will attempt to extinguish the fire by putting it themselves or finding a water body. They may also wander into unsafe open areas where they might be vulnerable to attacks. If this occurs, the player can prioritize a different colonist to attempt to put out the flames of their burning comrade. Also note that pawns on fire can also spread fire which can lead to a cascade effect.

While on fire a pawn will receive 2 heat damage per second regardless of the flame size. Heat damage has no armor penetration and is therefore easily affected by heat resisting apparel. If the fire is not extinguished eventually a pawn will become incapacitated and burn until death

Interiors

At higher temperatures (~235C/455F/508K), flammables can spontaneously ignite, and an orange haze effect will appear. Pawns trying to put out the fire may collapse from heatstroke. To prevent pawns from succumbing to the heat in an enclosed room, simply either remove some of the roof or hold one of the doors open, and then tend to the fire.

Objects

Objects and structures on fire will take damage to their hit points over time. The damage taken value is the same for everything. The size of the fire depends on the flammability of the material. Objects with 0% flammability can't catch fire.

As a tool or weapon

Countermeasure against 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 hives one at a time.

Should one of your caves have power conduits 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 burns or 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 colonists "stomping" on the fire until it goes out completely. Another method of extinguishing fire is by deploying firefoam poppers 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, and only if the fire is within a designated home 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

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

Extremely large and long lasting fires will force a rain event. Rain will stop the spread of unroofed fires and eventually extinguish them.