Difference between revisions of "Fire"
m (→Useful uses: adding links to useful pages, Work in progress, To Be Expanded...) |
(→How To Combat Fire: Frag grenades = Fire extinguisher.) |
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==How To Combat Fire== | ==How To Combat Fire== | ||
+ | The most effective way of combating large fires are weirdly enough by using '''[[Frag Grenades]]'''! | ||
− | ====By Using | + | ====By Using Explosions==== |
+ | Fires that are caught in the explosions are extinguished. | ||
+ | |||
+ | *'''[[Frag Grenades]]''': <!--Confirmed by: ~~~~ --> 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/> | ||
+ | THIS FEATURE CAN LET YOU PUT OUT FIRES WHERE COLONISTS NORMALLY CAN'T REACH, like inside the '''[[Solar generator]]''', a solar generator have 300 hp and a frag grenade does 65 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 | + | ====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" | ||
==Useful uses== | ==Useful uses== |
Revision as of 16:16, 26 March 2014
Why doesn't these stupid colonist put out the fire!?
There are several reasons to why the colonists are ignoring a fire:
- This is what's causing the problem.
- This it how to solve the problem.
- 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 causes fire
Lightning
Short circuits
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: 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.
THIS FEATURE CAN LET YOU PUT OUT FIRES WHERE COLONISTS NORMALLY CAN'T REACH, like inside the Solar generator, a solar generator have 300 hp and a frag grenade does 65 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"
Useful uses
Remove Corpses
Like in a crematory
See Molotov_cocktails#Remove_dead_bodies for now (To Be Expanded).
Remove Plants
Plants burn, Molotov cocktails are good to start fires, just don't burn down your base.
See Molotov_cocktails#Remove_grass for now (To Be Expanded).