RimWorld

RimWorld

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Fort's Firefighter Gadget 1.6
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.496 MB
7 Mar @ 9:39pm
21 Oct @ 11:19pm
9 Change Notes ( view )

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Fort's Firefighter Gadget 1.6

Description

< ======= Disclaimer ======= >


I am not the original author of this mod. I have forked and updated it for RimWorld 1.6. If the original author requests its removal, I will respectfully comply.


< ======= Questions ======= >


Q: What did you change in the original?
A: Fixes all the error logs that initially appeared.
Removes hidden harmony dependency from original
Fixes an error log that would occur when a child wore firefighter suits designed for adults.
Fixes the toxic environment resistance on all firefighter clothing items.
Ports the mod to version 1.5 and 1.6

Q: Are you going to continue updating this mod?
A: Not actively, unless it's for minor tweaks or fixes.
My personal life has gotten busy, and I'd like to move on to bigger and better things.


< ======= Updates | Compatibility ======= >



New Features:
  • Added Mod Settings to toggle whether pawns spawn with firefighter apparel and/or weapons/tools.
  • Language support added for Mod Settings (for those who want translations).
  • Debug button included (mainly for testing).


Modding Information:
Pawnkinds with the following tags are supported:
  • ApparelTags: IndustrialBasic, IndustrialMilitaryBasic, IndustrialMilitaryAdvanced
  • WeaponTags: MedievalMeleeAdvanced, NeolithicMeleeDestructive


Compatibility:


< ======= Credits ======= >


Original Mod

< Community Translations >
Chinese translation


< ======= Original Mod Description ======= >


Originally posted by Fortified_home:
Adds Equipment of Firefighter
Flamethrower or Fire Extinguisher not included. Reckon use extinguisher in Vanilla Weapons Expanded or just use the extinguisher mod.

Note that every Firefighter apparel has only visual differences.
NPC factions won't wear firefighter apparel.

Firefighter Suit
(black, brown, red)
Requires any 90 Fabric resource, 1 Component, 65 Steel.
Can be crafted at a tailor bench.
  • Has high heat insulation (100°C) and high heat protection (55%), minor toxic resistance (-20%)
  • Decreases flammability (-46%) compared to Phoenix Armor (68%)
  • High protection (41% of material's protection) compared to plate armor
    [-] Major move speed debuff (-0.55) in return

Firefighter Helmet
(black, black w/firehood, yellow, red)
Requires any 55 Metallic resource, 35 Cloth.
Can be crafted at a smithing bench.
  • Has minor heat insulation (35°C) with heat protection (35%), and high toxic resistance (-55%)
  • Decreases flammability a bit (22%) compared to Phoenix Armor (68%)
  • High protection (60% of material's protection) compared to a normal helmet
    [-] Minor move speed debuff (-0.05) in return



Weapons / Tools that require Smithing Research

Tools below can be crafted at a smithing bench.

Crowbar - any 95 Metallic resource, 4 Crafting skill.
  • Prying attack as demolish damage type (10× against structures)
    [-] Low handle damage

Halligan Bar - any 85 Metallic resource, 6 Crafting skill.
  • Prying attack as demolish damage type (10× against structures)
  • Minor armor penetration on point
  • Slight mining bonus (5%)
    [-] Medium handle damage

Bolt Cutter - any 85 Metallic resource, 7 Crafting skill.
  • Minor plant harvest speed (15%)
  • High cut damage
    [-] Very low handle damage

Sledgehammer – any 115 Metallic resource, 6 Crafting skill.
  • Heavy demolish damage type (10× against structures)
    [-] Slow attack speed, low handle damage



Weapons / Tools that require Longsword Research

Tools below can be crafted at a smithing bench.

Fire Axe - any 115 Metallic resource, 5 Crafting skill.
  • High blade damage
    [-] Very low handle damage
    [-] Slightly low attack speed



Weapons / Tools that require Machining Research

Tools below can be crafted at a machining table.

Hydraulic Rescue Tool – any 135 Metallic resource, 35 Chemfuel, and 1 Component.
  • Very high cut and spread attack as demolish damage type (10× against structures)
    [-] Severely low melee accuracy (-65.0) in return
    [-] Heavily slow attack speed - use at your own risk



Credits
Qux - French translation
Most likely, you - for enjoying this mod.
11 Comments
Elijah  [author] 5 Sep @ 5:22am 
Alright, I’ve released another update. All the details are explained on the mod page!
Elijah  [author] 4 Sep @ 12:48pm 
@Redlight Phoenix
I deleted my past replies because I was completely wrong about something. Anyway, after I tested it, I found that it now works. (New update pushed!)

Combat Extended made its own patches for the original (and because the packageId is the same, those patches are applied to this mod as well) so all of the helmets, suits, and tools are CE-supported.
Redlight Phoenix 3 Sep @ 9:00pm 
does this work with combat extended's black smoke mechanic?
V252 13 Aug @ 1:56am 
Good job bro, I'll try it right away when I finish my run Vanilla Anomaly. <3
Elijah  [author] 12 Aug @ 11:08pm 
@V252
Really? Yes! The update is out now. You also made me notice some other issues that needed fixing, so thank you for that. You might see some new changes around… or maybe not.

@Everyone
Melee animation is now fully supported.
In the mod settings, you can now choose whether raiders should wear firefighter helmets, suits, and/or carry tools. From what I recall, the default setting allows raiders to use firefighter tools.

I also updated the mod page and description, made a few small tweaks here and there, and cleaned things up a bit. I hope you enjoy the new update! :D
V252 12 Aug @ 2:24am 
really...? 0///-///0
Elijah  [author] 11 Aug @ 9:03pm 
@V252
Hi! Raiders won't be wearing the apparel (set by the author), however specific raiders do have a chance to spawn with the weapons.

For you, i'll make a new mod that adds in a patch to include apparel as well.

@Qux
Yes. Update coming soon
qux 29 Jul @ 11:23am 
Hi, could you add patch for melee animation please ?
V252 27 Jul @ 2:55pm 
Is it possible to equip raiders with this? It's clothing that will surely be useful in their ''work''
Elijah  [author] 12 Jul @ 10:21am 
@zylkev
Thank you :D

@Everyone
This mod has now been updated to 1.6!