RimWorld

RimWorld

247 ratings
[1.6] Do Not Avoid Fire
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Mod, 1.5, 1.6
File Size
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221.682 KB
5 Aug, 2024 @ 3:35am
25 Aug @ 1:27am
11 Change Notes ( view )

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[1.6] Do Not Avoid Fire

In 1 collection by 幻想鄉の鵬鵬
AntiHydrogen's RW Mods(1.6)
5 items
Description
A simple mod which make nonflammable pawns never avoid fire when pathfinding.

can safely add/remove in midgame!

recommend go with:

Mechanoids dont beat fire

Unburned
(make mechs don't beat in fight and provide a way to make colonist non flamable)

to be specific:
this patch apply on those pawns with flammability less than 1%, which is the minimum requirement for being able to catch on fire.

============================
how it work under the hood:
When the algorithm is finding a path from the start to the destination , every "step" it took were determined by "cost" of tiles
buildings,terrain,floor,dangerous things and so on , all add various cost to the tile they belong to.
And most importantly,fire,which will add a big cost to tiles.
Bigger cost means less favorable for the algorithm.
It is almost impossible for this algorithm to generate a path going through fire ,and all pawns use the same algorithm in the vanilla.

The main intention of this mod will be "Making algorithm ignore the cost of fire when doing pathfinding for fireproof pawns"
It was achieved by two separate parts.
The first part record the cost of fire when the game is calculating cost for every tiles
The second part will intercept the data about the cost on every tiles ,and then subtract out the cost of fire before it was send to the algorithm when finding path for fireproof pawns.
Popular Discussions View All (1)
1
21 Jun @ 3:25am
Error log
TAWM
96 Comments
幻想鄉の鵬鵬  [author] 6 Oct @ 8:51pm 
@Eclipse
Only Unburned works In 1.6 currently, The other one was available at the time my mod was published (1.5). I thought it would being updated in some day so I kept it on the recommendation after I update to 1.6. I might Remove it eventually.
Eclipse 6 Oct @ 3:23pm 
I am confused:

Mechanoids dont beat fire

Unburned

Should I use both or just one and why?
Does not the second one fully include the first one?
тетеря, блин 14 Sep @ 12:01pm 
I just thought if that mod is loaded some rule could be added to about.xml saying about soft incompatibility or something or maybe adding a rule to be loaded after that mod and cancelling added fire effects. Because if mechs will continue to ignore fire they'll get damage with that mod. However, it's up to you! Thanks for considering.
幻想鄉の鵬鵬  [author] 14 Sep @ 11:36am 
@тетеря, блин
mechs should ignore fire with no problem.I don't quite understand what you mean though.

if you want mechs scared of fire again when that mod was activated , well, I don't want to add any new feature to this mod.
тетеря, блин 14 Sep @ 8:59am 
will it work adequately with this mod?

https://steamproxy.net/sharedfiles/filedetails/?id=2819371233

if not, please, make a compatibility 🙏 I guess, they are still very resistent to ignore it mostly, but it does causes some damage with it.
幻想鄉の鵬鵬  [author] 25 Aug @ 1:37am 
再一次優化了效能,現在壓力測試下(半張地圖都是火+100隻機械族) 尋路相關的運算在最高倍速時平均只占1~2% ,如果火很少的話只有0點幾%,整體基本不怎麼影響效能了。
幻想鄉の鵬鵬  [author] 15 Aug @ 8:00am 
@小朱 更新好了,你再試試看,理論上現在應該是完全修好了。
小朱 14 Aug @ 9:05pm 
@幻想鄉の鵬鵬 佬,我这个存档必定触发。我来回试了很多次。我建了我的mod合集,名字叫“ZJJ即用合集-精简订阅”。我没法判断是不是mod冲突,您可以扫一眼希望可以帮助您判断。
幻想鄉の鵬鵬  [author] 14 Aug @ 10:51am 
@小朱 這個bug我估計跟1.6尋路算法多線程化有關 目前我無法根除這bug 不過是有辦法降低發生頻率的
你那存檔還很常觸發嗎?
小朱 14 Aug @ 10:05am 
我捏的小人易燃性是0,寻路逻辑类和修改地形类的mod我都关掉过,依然会触发