Firefoam Grenades!
The firefoam poppers, while useful, can be somewhat ineffective as they can only be in one place. The solution is firefoam grenades!
- Craft them for 35 plasteel at a machining table
- Buy them from pirate/bulk goods traders
- Use them like normal grenades to put out fires
NexusMods Download (http://www.nexusmods.com/rimworld/mods/152/?) | Mirror & Old Versions (https://www.mediafire.com/#55dubbif8w86n)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=780389325)
Feel free to ask if you have any questions or bug reports.
Hey awesome mod love it. Did find one game breaking bug in it but it is an easy fix.
From:
<preExplosionSpawnThingDef>FilthFirefoam</preExplosionSpawnThingDef>
To:
<preExplosionSpawnThingDef>FilthFireFoam</preExplosionSpawnThingDef>
Otherwise amazing, particularly with the Crash Landing Mod.
Hotfix
- A bug breaking the game has been fixed.
- Firefoam now shows up on the floor properly. (Thanks, Vascar!)
Enjoy the mod!
Hi Nat, how's life?
I will try this mod. Could be handy especially in heavily forested maps ^^
Would be cool if they automatically use your firefoam grenade to fight fire, like if it was an pawn.
I've heard about the A16 beta.
Unfortunately, I've been quite busy lately. I may be able to get out a version for A16 before the full release, but no promises.
Mod updated!
No new changes - just compatibility with A16. Expect an update to BalancingAct as well in the coming days.
I just found that the TraderKinds_Orbital_Misc contains the following lines twice
<?xml version="1.0" encoding="utf-8"?>
<DefPackage-TraderKindDef>
Not really a big deal, because the game is somewhat forgiving about small errors like this, but you should fix it at some point anyway.
Quote from: Der Failer on December 23, 2016, 05:44:43 PM
I just found that the TraderKinds_Orbital_Misc contains the following lines twice
<?xml version="1.0" encoding="utf-8"?>
<DefPackage-TraderKindDef>
Not really a big deal, because the game is somewhat forgiving about small errors like this, but you should fix it at some point anyway.
Thanks for the report, I'll get to it soon.
Thanks dude!! :)
I think this guy said he was no longer supporting the Firefoam Mortars. Could you possibly add them to your firefoam grenade mod? I think they would go well together.
Firefoam Mortar
https://ludeon.com/forums/index.php?topic=23545.0
Quote from: Hydromancerx on December 30, 2016, 12:32:44 AM
I think this guy said he was no longer supporting the Firefoam Mortars. Could you possibly add them to your firefoam grenade mod? I think they would go well together.
Firefoam Mortar
https://ludeon.com/forums/index.php?topic=23545.0
Where exactly did he say this? I followed the link you gave me and I don't see anything to that effect.
http://steamcommunity.com/sharedfiles/filedetails/?id=742216502&searchtext=
QuoteBucketsmith [author] Dec 25 @ 3:21am
@SeanMacLeod; I got dismotivated with modding for RW, as the old 'established' section of the modding community are a bunch of egocentric arrogant twats and I unfortunately felt the blunt edge of their attitude. Coincidentally, most of them are also the volunteer staff on the forum!
That said, the forum is still kind of the centerpoint for modding in RW and with a bunch of incapable idiots like them running the staff section, I can't bring myself to use the forum and recieve all of that nonsense.
It has made me not want to work on any RW mods since.
On a side-note, the work is licensed in such a way anyone could fork it or pick it up and continue, as long as they credit me for the work I did.
So looks like its up for grabs if you credit him.
Thank you, didn't see that.
I'll take it into consideration, perhaps for a future update.
Hey Nattiejim, I've extended your mod. The licence said do whatever so I did ;)
I almost released it but then I thought I should show you the courtesy of letting you take a look first.
[attachment deleted by admin due to age]
Quote from: lost_RD on December 30, 2016, 06:57:35 AM
Hey Nattiejim, I've extended your mod. The licence said do whatever so I did ;)
I almost released it but then I thought I should show you the courtesy of letting you take a look first.
Go ahead and release it - looks great!
That's super cool!!!
Perhaps you guys could make some sort of Firefighter Clothing too they could wear. Maybe even have i reduce fire damage when wearing it.
Hey!
I'm testing a lot of mods togehter and their compatibility:
https://gist.github.com/9c11f6ba83b93bab617b7d3cb99f430a
Your mod gives this detailed bug:
I did construct comms object (i don't know name in english) the one call the space trader. So i right click over it with a colonist select and nothing happens, it dosen't open the context menu to call the trader.
On the link there is more details.
Quote from: lllMWNlll on January 13, 2017, 10:48:33 AM
Hey!
I'm testing a lot of mods togehter and their compatibility:
https://gist.github.com/9c11f6ba83b93bab617b7d3cb99f430a
Your mod gives this detailed bug:
I did construct comms object (i don't know name in english) the one call the space trader. So i right click over it with a colonist select and nothing happens, it dosen't open the context menu to call the trader.
On the link there is more details.
I tested this with the latest version, and the context menu opens fine. There's probably another incompatibility.
Quote from: Nattiejim on January 13, 2017, 02:24:24 PM
Quote from: lllMWNlll on January 13, 2017, 10:48:33 AM
Hey!
I'm testing a lot of mods togehter and their compatibility:
https://gist.github.com/9c11f6ba83b93bab617b7d3cb99f430a
Your mod gives this detailed bug:
I did construct comms object (i don't know name in english) the one call the space trader. So i right click over it with a colonist select and nothing happens, it dosen't open the context menu to call the trader.
On the link there is more details.
I tested this with the latest version, and the context menu opens fine. There's probably another incompatibility.
What should i do? I currently not using it your mod... And... i Could use some firefoam grenades ;D
Still not working for you? See if anything else modifies the trading files, then experiment with the order of those mods a bit. Sometimes that can help.
I made a small update to the mod to fix a minor error some of you may have been having.
Is this mod compatible with alpha 17?
Yes! I currently use it in A17.
Haven't noticed any issues, they work as intended.
Updated for A17 compatibility, enjoy!
Rimworld 1.0?