RimWorld

RimWorld

Better Pyromania
267 Comments
Yxklyx 3 Oct @ 9:42am 
I placed a wall torch in his bedroom and I'm not seeing the fire need bar increase.
Aelanna  [author] 11 Sep @ 10:17am 
@AOITAKA @Azylacus - Yes, unless that mod has been completely rewritten it patches Pyromaniac in a way that's not very friendly towards other mods, so I have to load after it to deal with the issue. Thanks for the report, I'll make sure it's fixed in the next update!
Azylacus 11 Sep @ 9:10am 
I noticed the same thing as @AOITAKA. I received a few red errors when it was loaded before Bad Can Be Good, though those predictably went away when I manually moved it below. It's not much of an inconvenience though as it's easy to just add a custom rule for this in RimSort yourself.
AOITAKA 9 Sep @ 9:52am 
I noticed this mod didn't load after Bad Can Be Good when I used rimsort because its pack ID is changed since Mlie updated it. Is this mod still need to load after Bad Can Be Good?
Rusturion 5 Sep @ 4:25pm 
Would you consider making campfires increasing the fire need bar faster than a torch?
Or is this editable?
Ridigan 31 Aug @ 12:36pm 
how do I make sure my pyromaniacs' fire needs are met? can I just throw down a campfire and they'll be happy, or do I have to put in a little more work like a restricted area to just around the fire?
Ali50 24 Aug @ 12:28pm 
Is it possible to add fireplaces from "ReBuild: Doors and Corners" to count for the fire need? They don't show an open flame sadly ...
Arlington 17 Aug @ 7:41am 
ah ok
Aelanna  [author] 17 Aug @ 7:28am 
@Arlington - A pyromaniac at 0% fire need is already going to be under a -30 mood malus, triggering a mandatory fire-starting spree at that point would utterly defeat the point of this mod.
Arlington 17 Aug @ 4:13am 
i have an idea, what if when the pyro reaches 0% fire need they go on a fire starting spree?
Jagodówka 12 Aug @ 5:21pm 
This looks quite balanced for a "bad trait change" mod
ephemeraltoast 27 Jul @ 11:27pm 
This is fantastic, I no longer have to treat every Pyromaniacs as a walking hat. Thank you.
Tahu! 18 Jul @ 6:10pm 
I figured it would be way different, haha. You mentioned CompFireOverlay and wasn't sure if other structures used it or not, but good to know. Thanks for the reply!
Aelanna  [author] 18 Jul @ 5:01pm 
@Tahu! - Currently, no. While an argument could be made to include those buildings, it would necessarily require a pretty significant rewrite and diverge more from vanilla's fire watching logic. Definitely an interesting idea though!
Tahu! 18 Jul @ 4:42pm 
Insane question, does this affect things like fueled stoves, smiths, forges, and crematoriums?
Techlich 9 Jul @ 12:02pm 
Thanks. Just double checking. And sorry for needing to repeat yourself.
Aelanna  [author] 9 Jul @ 9:05am 
@Techlich - I do not use VE, but so long as those buildings use the vanilla CompFireOverlay (or a subclass thereof), then it should work. As noted in previous comments, the vanilla fire observer code looks for CompFireOverlay + CompGlower, so if they don't work for Better Pyromania then they wouldn't be working for vanilla Pyromaniac either.
Techlich 9 Jul @ 8:17am 
Do you know how it works with the lights and stuff from Vanilla Expanded Chemfuel/Helixian gas?
Futstub 3 Jul @ 11:39pm 
Neat, thanks for the quick reply!
Aelanna  [author] 3 Jul @ 11:12pm 
@Futstub - Since RimWorld 1.5 Better Pyromania has used the same logic as the vanilla PyromaniacNearFlames thought worker, which counts any building with a CompFireOverlay and CompGlower as a valid fire source. If any modded building or fixture doesn't follow this logic, then that means they aren't obeying the vanilla rules and it's on them to fix that.
Futstub 3 Jul @ 10:23pm 
Will this work with entities added by other mods? E.g. the toeches and campfires feom Vanilla Expanded.
Fenchel-Honig 12 Jun @ 10:33am 
thanks for the update to 1.6. Really appreciate this mod
Aelanna  [author] 15 Apr @ 12:49pm 
@2_Modray - No worries! On looking at my mod configuration, it seems I neglected to actually add a load rule to the About.xml, so I will make sure that makes into the next release. Please let me know if you encounter any other issues!
2_Modray 15 Apr @ 11:53am 
@Aelanna
I'm a dumb-dumb. I had this loaded *before* Individuality.
I really gotta remember to double-check my sorting rules more often instead of just assuming RimSort will catch everything out of the box.
Aelanna  [author] 15 Apr @ 7:06am 
@2_Modray - This mod most definitely removes the random break chance from pyromaniacs, unless another mod is interfering. Do you have any of the other mods in the Compatibility section in the mod description and/or are you getting any errors on game load?
2_Modray 15 Apr @ 2:02am 
Despite the description mentioning "Pyromaniac no longer forces random mental breaks," I still seem to get them despite my pyromaniacs' fire need being consistently full and their mood being high. Does fire need affect the likelihood of the firestarting break? If so, how, exactly?
Svela 25 Mar @ 5:16am 
It also seems like "throwing torches" from the Arrow Please (Continued) mod can satisfy a pyromaniac's contained fire source, although the price of making a throwing torch is pretty high (30 wood at a crafting spot for 1 torch that lasts 11 days and can't be extinguished). Keep in mind that there might be an additional torch bill called "Make torch x10" for 40 wood that is currently glitched and produces nothing if you have certain other mods enabled (such as CE).
Svela 25 Mar @ 5:15am 
Disclaimer to those who have pyromaniacs whom are unable to refill their fire need around contained fires (campfires, wall torches, etc), check to see if you have the Extinguish Refuelables mod. At the moment it is currently incompatible, having lost it's compatibility after 1.5. It seems 1.5 completely changed the base code of fire sources, such as campfires and torches, and the mod dev of ER doesn't plan on changing their mod to accommodate this because it would require a complete rewrite of their mod.

The only solution to this at the moment is to disable Extinguish Refuelables, find an alternative mod or ask someone else to make their own version of such a mod, or set objects (bushes, wood walls, corpses, etc) on fire with abilities so the pyromaniacs can view uncontained fires.
fabio.pinhao.mello 29 Jan @ 9:45am 
@LateralAnima Yes. It happens to me too. The pawns do not firewatch automatically.
Snowcraft 5 Jan @ 6:18pm 
Do you think you could add support for Rebuild's fireplaces as sources of Fire while lit?
LateralAnima 1 Dec, 2024 @ 2:02pm 
Does anyone else have an issue with pyros not firewatching automatically? I had one starting pawn that did it fine, but any children born with the trait don't seem to do it and I have to draft them and sit them by a fire all the time.
CiXwOw 12 Oct, 2024 @ 9:37am 
@Yukari Whiteclouds: I took a look at your error report here, and tracked down the issue. It should be fixed now!
loogi 10 Oct, 2024 @ 12:03pm 
@The Bard of Hearts I don't, but I wouldn't be surprised if it was a mod conflict somewhere
Aelanna  [author] 10 Oct, 2024 @ 11:00am 
@Yukari Whiteclouds - Responded to your Discussion thread, but the issue appears to be originating from Helixien Gas Braziers' Harmony patch, not from Better Pyromania itself. Please let them know that you're having an issue with firewatching, as it is not a mod that I personally use.
Yukari Whiteclouds 10 Oct, 2024 @ 3:20am 
Why is my pyromaniac pawn always going for the "firewatching" activity and nothing else? They even forget to eat and they starve to death.
The Bard of Hearts 6 Oct, 2024 @ 9:40pm 
@loogi, do you have a mod that lets you control fuel in any way? like letting you extinguish torches and such? if so, that tends to interfere with this mod.
loogi 6 Oct, 2024 @ 6:04pm 
I like the concept of this mod, but unfortunately my pyromaniac never seems to firegaze and it's annoying having to constantly micromanage their fire meter.
Jixxor 24 Sep, 2024 @ 8:43am 
I see.Thanks for the reply.
It's the thing I hate about pyromaniacs most, but I've allowed one into my colony now with this mod and he's not gone on a single spree yet, the removal of the random mental breaks already helps immensely I assume.
Aelanna  [author] 23 Sep, 2024 @ 10:12pm 
@Jixxor - No, this mod does not change the logic of the fire-starting spree in any way.
Jixxor 21 Sep, 2024 @ 3:31pm 
Does this mod also affect 'what' pawns decide to set on fire during a fire starting spree? i. e. make it so they don't set the one anti-grain warhead I have in my storage room on fire, or chemfuel but instead maybe just some cloth?
Aelanna  [author] 15 Sep, 2024 @ 1:18pm 
@Comton - My point is that whatever they're doing is probably not compatible with the vanilla pyromaniac trait, so they need to fix that. Then it'll automatically be compatible with Better Pyromania.
Comton 15 Sep, 2024 @ 10:29am 
Appliance Expanded is independant from VE
I patched them locally with this kind of line

<li MayRequire="scpchemfuel.appliances">CA_ChemfuelBrazierDark</li>

in the file 1.5\Royalty\Defs\Royalty.xml
Aelanna  [author] 15 Sep, 2024 @ 9:30am 
@Comton - Hi, I don't know which brazier you are referring to as I cannot find any building in VE's GitHub repositories by that name.

However, Better Pyromania has used the same fire observation logic as the vanilla game since 1.4 when the vanilla pyromaniac trait was buffed; if BP doesn't recognize their custom brazier as a contained fire source, then it likely is not working for the vanilla pyromaniac trait as well, which means that they need to fix their building by extending their fire overlay from CompFireOverlayBase and have a CompGlower that determines whether the building is actively lit.
Comton 15 Sep, 2024 @ 3:14am 
Hi ! Can you add compatibility for chemfuel brazziers from Appliance Expanded ?
Narlindir 30 Aug, 2024 @ 2:05pm 
@Jenson not saying ur wrong
but having a pyro need when fire worshipping ideo makes very much sense actually
like
they worship the fire
they NEED the fire!
Pascal Jansen 30 Aug, 2024 @ 4:24am 
compatibility with VE Ideology Memes and Structures would be cool, they have a Fire Worship meme, I think anyone following an ideology with Fire Worship should have the pyromania need. thank you for the mod
Humpenstilzchen 25 Aug, 2024 @ 1:59am 
@ Narlindir

Yea I haven´t noticed any bugs so far. It works like a charm.
Narlindir 20 Aug, 2024 @ 9:35pm 
only less stupid romance even touches pawn behavior mein freund
Narlindir 20 Aug, 2024 @ 9:34pm 
none of these should conflict
Humpenstilzchen 20 Aug, 2024 @ 2:19pm 
Thank you very much for this great mod. It works very well even though I use some mods and even though I added ti to an existing savegame.

Mods that I use just for those who are wondering if some of these are compatible with Better Pyromanics:
- Better Pyromaniac
- P-Music
- Better Turrets
- Animals Logic
- Snap Out!
- Snarter Construction
- Vanilla Fishing Expanded
- Vanilla Expanded Framework
- Stronk Barrels
- Not my Fault
- Less Stupid Romance Attempt (Continued)
- [AP] Begone! Thunderstorms [Revived]
- Mad Skills ( to disable skill decay)
- No Center Drop Raids
- Map Preview
- Harmony