Open west3436 opened 1 month ago
Tackling someone who is on fire having a chance to put them out or make you on fire as well on a failure
cryotheum fires should be anomalous and cool down the room instead, so now you have to set off a regular fire to compensate also, there was someone complaining that you can't mop away the ash from burns, so maybe add that?
turn the 'sprays welding fuel' bit into 'sprays foam' so that it over-cools rooms and makes them celtic deathtraps instead
Maybe have the emagged firebot spray whatever you put in it's extinguisher, like an emagged medibot beaker, and have it consider all flammable objects as on fire all the time.
take inspiration from rimworld's firefoam for your suppression ideas different class fires/extinguishers sound like a pain in the ass to code and deal with with very little gain
take inspiration from rimworld's firefoam for your suppression ideas
I had thought about this before and it sounds like a fun idea; plus it gives Science something else to print for Engineering.
different class fires/extinguishers sound like a pain in the ass to code and deal with with very little gain
I let lots of hooks in the system keeping this idea in mind so it wouldn't be hard to code but yeah it could cause some pain which I'm trying to avoid. The main thing I've had in mind for this is the deep fryer catching on fire since water's not gonna help, but I can just force people to use foam extinguishers on it or something if I ever implement it.
Have you got a sprite for firebot yet? If not I could give it a go.
Have you got a sprite for firebot yet? If not I could give it a go.
I do not; that'd be greatly appreciated!
just lift the paramedic sprite from rimworld while we're at it
Making a list here since I have no access to Projects. List of planned additional features for fire after all major bugs have been addressed:
Comment with any thoughts on the above or suggestions of your own.