Difference between revisions of "Fire"

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==Gameplay Overview==
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== As a hazard ==
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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Has a destructive capability against anything flammable close to it and may expand to large extensions if left unattended.
  
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.
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=== Animals or Colonists ===
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Caught on fire will become momentarily disabled by panic and attempt to extinguish their fire, while also wander into unsafe open areas where they might be vulnerable to attacks.  
  
==Uses==
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=== Interiors ===
Fire has several uses in the game including...
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Which reach higher temperatures (~235C/455F/508K), will burn with every flammable that is inside the room, and an orange haze effect will appear.
  
===Dealing with Infestations===
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=== Objects ===
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]]s, 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.
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Caught on fire will take [[DOT]] (damage over time). The damage taken value will depends on the [[Flammability|flammability]] of its material.
  
===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.
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== As a tool or weapon ==
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=== Countermeasure against [[Infestation]]s ===
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Infestations are difficult to clear, especially when spread through multiple (mined out) caves.
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An effective method is to equip a colonist with an incendiary launcher or Molotov cocktails and attack the [[hive]]s one at a time. Without hives, insects will no longer be hostile.
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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. [[Insect]]s will collapse and eventually die of [[burn]]s or [[heatstroke]], hives will ignite if the temperature reaches threshold.

Revision as of 08:03, 1 April 2017

As a hazard

Has a destructive capability against anything flammable close to it and may expand to large extensions if left unattended.

Animals or Colonists

Caught on fire will become momentarily disabled by panic and attempt to extinguish their fire, while also wander into unsafe open areas where they might be vulnerable to attacks.

Interiors

Which reach higher temperatures (~235C/455F/508K), will burn with every flammable that is inside the room, and an orange haze effect will appear.

Objects

Caught on fire will take DOT (damage over time). The damage taken value will depends on the flammability of its material.


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. Without hives, insects will no longer be hostile.

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. Insects will collapse and eventually die of burns or heatstroke, hives will ignite if the temperature reaches threshold.