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− | {{Stub|reason=Mechanics and numbers | + | {{Stub|reason=Mechanics and numbers. See also [[Damage Types#Flame|Flame Damage]]}} |
− | [[File:Fire.png|500px|thumb|right|This fire is getting out of control; if allowed to spread, it could soon ignite | + | [[File:Fire.png|500px|thumb|right|This fire is getting out of control; if allowed to spread, it could soon could ignite nearby wooden walls, doors, floors and furniture.]] |
− | <onlyinclude> | + | <onlyinclude>[[Fire]] is a destructive force capable of destroying plants, buildings, and pawns alike. It spreads via embers that travel up to two tiles and will start another fire if it lands on something [[flammable]]. Fire may spread far and wide if left unchecked. Fire also causes a massive surge of [[temperature|heat]] when indoors. While inherently dangerous, fire can be used as a weapon or tool. |
− | [[Colonist]]s capable of [[Work#Firefight|firefighting]] will only fight fires in your [[Home area]] | + | [[Colonist]]s capable of [[Work#Firefight|firefighting]] will only fight fires in your [[Home area]].</onlyinclude> |
== Sources of fire == | == Sources of fire == | ||
− | {{stub|section=1 | + | {{stub|section=1}} |
* Temperatures above {{Temperature|235}} will ignite flammable items and structures. | * Temperatures above {{Temperature|235}} will ignite flammable items and structures. | ||
− | * Created from [[molotov cocktail]]s, [[incendiary launcher]]s, | + | * Created from [[molotov cocktail]]s, [[incendiary launcher]]s, [[phoenix armor]], and [[incendiary shell]]s/[[IED incendiary trap|IED traps]]. |
− | + | * Humanoid [[raider]]s may light your colony's objects on fire. If players actively engage raiders they seem to fight instead... | |
− | * Humanoid [[raider]]s may light your colony's objects on fire | ||
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* [[Boomalope]]s and [[boomrat]]s will cause fire on [[death]]. | * [[Boomalope]]s and [[boomrat]]s will cause fire on [[death]]. | ||
− | * [[Weather|Lightning]] will cause fire. | + | * [[Weather|Lightning]] will cause fire. Rain will quickly put it out, but Dry Thunderstorms and [[Events#Flashstorm|Flashstorm]] won't have that. |
− | * | + | * The event [[Events#Zzztt...|Zzztt...]] will cause fire. |
== As a hazard == | == As a hazard == | ||
− | Fire is capable of destroying crops, resources, structures, and can injure | + | Fire is capable of destroying crops, resources, structures, and can injure/kill pawns. To make colonists fight fires outside of this area, use the "Expand home area" tool in the Zone/Area section of the Architect menu, or draft them and place them next to the fire you wish them to extinguish. |
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=== Basic prevention === | === Basic prevention === | ||
− | + | A good way to prevent fire from spreading is by using firebreaks. Firebreaks are non-flammable [[floor]]ing, typically [[concrete]], with a minimum width of three tiles. Place firebreaks outside of colony perimeter walls and around other important structures. Another key step to preventing fire is to use non-flammable materials for walls. | |
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− | Firebreaks are | ||
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=== Pawns === | === Pawns === | ||
− | Pawns will | + | Pawns on fire will become momentarily disabled by panic and will attempt to extinguish the fire by putting it themselves or finding a water body. They may also wander into unsafe open areas where they might be vulnerable to attacks. If this occurs, the player can prioritize a different colonist to attempt to put out the flames of their burning comrade. Also note that pawns on fire can also spread fire which can lead to a cascade effect. They cannot be controlled in this panic state. |
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− | While on fire | + | While on fire a pawn will receive 2 heat damage per second regardless of the flame size. Heat damage has no armor penetration and is therefore easily affected by heat resisting apparel. If the fire is not extinguished eventually a pawn will become [[Injury#Shock|incapacitated]] and burn until death |
=== Interiors === | === Interiors === | ||
− | At higher temperatures (above ~235C/455F/508K), | + | At higher temperatures (above ~235C/455F/508K), flammables can spontaneously ignite, and an orange haze effect will appear. Pawns trying to put out the fire may collapse from [[Injury#Heatstroke|heatstroke]]. To prevent pawns from succumbing to the heat in an enclosed room, simply either remove some of the roof or hold one of the doors open, and then tend to the fire. |
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− | Pawns trying to put out | ||
=== Objects === | === Objects === | ||
− | Objects and structures on fire will take damage to their hit points over time | + | Objects and structures on fire will take damage to their hit points over time. The damage taken value is the same for everything. The size of the fire depends on the [[flammability]] of the material. Objects with 0% flammability can't catch fire. |
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− | Objects with 0% flammability can't catch fire | ||
== As a tool or weapon == | == As a tool or weapon == | ||
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=== Pawn Capture === | === Pawn Capture === | ||
− | In | + | In an killbox corridor, a small side area with doors connecting to the outside should be constructed. Additionally, add stone doors at the end of the corridor, but hold them open for now. Wooden barricades should then be constructed inside this area, this is your "fuel". Nearby, build a shelf with incendiary weapons for convenience. When enemies arrive, wait until all of them have entered the "killbox", then light the barricades on fire with incendiary weapons. Then, close the two doors at the end. The raiders will drop like flies after a while. Once their [[heatstroke]] reaches 0.7 severity (70% percent, extreme heatstroke), open the doors and put out the fires. Capture the pawns you want, and then either execute the remainder or let them flee once they regain consciousness. |
=== Countermeasure against infestations === | === Countermeasure against infestations === |