Chemfuel trails

Started by Oblivion, November 25, 2017, 07:53:30 AM

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Oblivion

You know, like in the movies where they lay a line of fuel that they set on fire from a distance. The same concept as this, it would be a bit like a chemfuel floor, that you could select a colonist and make light on fire.

The fire would quickly spread along chemfuel trails adjacent to the ones on fire. This could lead to some pretty cool traps where you could set your enemies on fire.

If the fires on the chemfuel trails will set alight to other objects around them is a different story, as it may have more potential uses but could spell the end for your colony in a fiery blaze =/

Anyways, I appreciate all feedback, and I just think this would just make a fun addition to the game

Bakar

sounds good but too make it fair on the raiders it would dry upwithin a few days so you cant just activate a firewall evrytime raiders come, also this could give the pyromaniac a good use.
Never interrupt your enemy when he is making a mistake.

Bozzarr

I love this idea. You could make a custom floor with high flamability rating. As for evaporating off... The Stronghold series had holes willed with pitch, quite expensive, those did not evaporate, however.
Actually. I have no knowledge of modding but as far as I can tell there are already sprites for chemfuel spills (molotovs make those), it would be easier to make a new floor type that would be placed in security category.

mistomaxo

sounds good. and, if enemies get into your base and find your chemfuel stocks, they could grab some and make similar mischief with them as well

asanbr

+1 love this

If you can be bothered to micro a ton, then you can achieve this with caravans / drop pods.

Tell them to load 1 chemfuel into a pod, then cancel it and by a long sequence of special stockpile , priority, and forbidding all other chemfuel, you get them to place that one chemfuel in the spot you want.

Then remove the zone, forbid the 1 chemfuel and repeat.

it is horrible, but it works with chemfuel, artillery shells, etc, and can have nice effects.

I did it once and it backfired since some random explosion put them on fire at the wrong time and my best doctor ended up dying.
But the chain reaction was beautiful.

SpaceDorf

I like the idea as well.

This is one of those double edged swords that could lead to all kind of disaster.

Modding in a fuel puddle building that uses a unit of chemfuel to construct should be possible.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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iota_x

Even better, an extension to the drop-pod launcher where you can create real life chem-trails, and brainwash the whole population around the target area to believe your crazy leftist, social justice, pro globalist values  ;) :P

(this is what I thought this thread was advocating for  ;D)

doomdrvk

Quote from: Oblivion on November 25, 2017, 07:53:30 AM
You know, like in the movies where they lay a line of fuel that they set on fire from a distance. The same concept as this, it would be a bit like a chemfuel floor, that you could select a colonist and make light on fire.

The fire would quickly spread along chemfuel trails adjacent to the ones on fire. This could lead to some pretty cool traps where you could set your enemies on fire.

If the fires on the chemfuel trails will set alight to other objects around them is a different story, as it may have more potential uses but could spell the end for your colony in a fiery blaze =/

Anyways, I appreciate all feedback, and I just think this would just make a fun addition to the game
This is actually already a mod its called Chemfuel burning.