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bid

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bidsoft79

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About this mod

All wood constructions become burnable. Late game fire weapons. Optimized performance. Works on dedicated servers.

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  • Russian
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Let Valheim burn!

Makes all wood constructions and vegetation burnable. The fire will spread along connected burnables. Fire will cause damage to nearby not burnables.



Target (min) fps can be configured (default 30) to keep it still playable with larger buildings/bases burning. The fire quality will be adopted dynamically to meet the target fps (+-5).

Deactivate "Bloom" in your graphics settings (otherwise fire will be too bright).

Do not activate the FireHazard world modifier, except you want to starve.


Vanilla comparison:



Performance (FPS drops?)
If you experience fps drops even when nothing is on fire, check the following configurations: TargetFPS, NoSparks, EnvironmentalEffects, DungeonHandling, LocationHandling

How does fire start?
  • each burnable has a basic fire health of 50 (configurable).
  • lightning and fire damage will reduce the fire health until reaching 0 to ignite.
  • trees cannot be ignited with normal weapons (though fire may spread to trees)
  • increased fire spread likelihood during events
  • the new eternal fire weapons will immediately set burnables on fire (also trees)

Fire extinguishes when
  • piece is repaired with the hammer 
  • piece is hit by a craftable water bomb (item_bomb_water: 1 leather scraps).
  • vegetation is hit the craftable water bomb
  • hit by water (waves of the sea)
  • heavy rain extinguishes fire
  • piece and vegetation is hit by frost damage
  • best option to stop a burning forest is to chop all surrounding trees, so the fire can not spread further

3 late game fire weapons: item_sword_eternal_flame, item_bomb_eternal_flame, item_arrow_eternal_flame

Upgrading from older version
If you are updating from a version prior 3.1.0 or adding this mod to an existing world, the locations won't be there as they are generated at world generation.
You can use the Upgrade World mod to generate the locations using the following console commands:
locations_add locFarmMeadows
locations_add locTrollBurnLog
locations_add locSwampShipBurn
locations_add locPlainsBurn
locations_add locMountainCultists
locations_add locAshlandsShip
start


Dedicated Server Settings

Strongly recommended to use mods being capable of completely making structures invulerable when players are offline.
  • MaxBurningPieces: set the maximum burning pieces per scene for players with no high end rig (~500)
  • BurningPiecesDropCoal: set to materials, so materials are dropped once the piece is destroyed / or burning materials if you want to have more fun ;)
  • or set StopBurningHealthPercentage to somewhere around 0.15, to not frustrate your players with loosing everything
  • BurningVegetationDropCoal: set to coal or burning wood, so materials do not break progression
  • BurningContainersDropCoal: set to materials, so materials are dropped once the container is destroyed / or burning materials if you want to have more fun ;)
  • if you experience to heavy network load, deactivate WntSpawnVanillaFire and VegegationSpawnVanillaFire
  • If your players have lower spec rigs:
    • Disable EnvironmentalEffects
    • Enable NoSparks
    • Disable LocationHandling
    • Disable DungeonHandling


High Performance Settings
  • TargetFPS: set to very high framerate (500) to have lowest fire quality, thus having max FPS (though the automatic adoption of the quality according to framerate works quite decently).
  • Enable PreLoadLocations to reduce jitter when moving from one zone to another (adds 20-60 seconds to startup time)
  • Disable EnvironmentalEffects
  • Enable NoSparks
  • Disable LocationHandling
  • Disable DungeonHandling
  • BurningPiecesDropCoal: Nothing
  • BurningVegetationDropCoal: Nothing
  • BurningContainersDropCoal: Nothing

Cinematic Settings
  • TargetFPS: set to 0 to always have highest quality; be warned, this may result in a slide show
  • make sure you have active point lights and shadows active in your graphics settings
  • ClutterDistance: increase clutter render distance up to ~150
  • Enable EnvironmentalEffects
  • BurningPiecesDropCoal: burning materials
  • BurningVegetationDropCoal: burning materials
  • BurningContainersDropCoal: burning materials

Event Settings (admin only mode)
Only want fire spreading for some events?
  • set FireDamageCausesBurning to false, so only the eternal flame weapons cause burning
  • set EternalFlameWeaponsCraftable to false, so only admins can spawn them
  • set FireDamageCausesBurning to false
  • set LightningDamageCausesBurning to false
  • set SpreadFromFireplaces to false
  • disable the events by adding any non-existing globkey to "Required GlobKey"
  • empty EventImmediateFire

Compatibility:
  • fully compatible with Krumpac mods

Playing with other mods adding locations?
  • Add these locations to the NonBurnableLocations config, in order to hinder fire spread from contained fire sources
  • The config must be set before the location is placed first; 
  • for existing worlds resetting trader locations using either VentureLocationReset or UpgradeWorld should fix burning locations


Client Configuration
  • TargetFPS: fire quality will be reducued to reach at least target FPS (+-5)
  • VisualDebug: visualize where the fire is going to spread to; for debugging only. Changing parameter during runtime will case artifacts
  • ClutterDistance: by default clutter is only generated up to a distance of 45m. You can see the grass appear and disappear when you move. Increasing the clutter render distance may cause FPS drops.
  • TintClutter: should the clutter become tinted (blass grass)
  • NoSparks: Disable for lower spec rigs. Can have huge performance impact on lower spec rigs.


Server Configuration
  • FejdStartupFire: fire on menu/startup screen
  • AdoptVanillaFire: adopts the vanilla fire to better fit with this mod (disabling is not adviced)
  • KeepAshlandFireVanilla: Ashlands fire stays vanilla to get the original experience in Ashlands
  • WntBurnable: building pieces become burnable
  • VegegationSpawnVanillaFire: destroyed burning vegetation spawn a fireball (vanilla fire with reduced damaged) on the ground
  • VegetationBurnable: vegetation becomes burnable 
  • FireSpreads: should fire spread to connected pieces
  • MaxFireHealth: amount of fire damage the piece may consume before starting to burn
  • FireDamageCausesBurning: pieces catch fire when hit by fire damage
  • LightningDamageCausesBurning: pieces catch fire when hit by ligthning damage
  • FireDamage: amount of fire damage per second
  • FireSpreadDamage: amount of fire spread damage against MaxFireHealth per second
  • ConnectedNonBurnableDamage: burning pieces apply this amount of damage per second to connected non burning pieces
  • ReducedWetFactor: percentage fire damage is reduced to when wet (rain or snow)
  • IncreasedWindFactor: faster spreading under windy conditions
  • BurningPiecesDropCoal: what shall be spawned once a burning piece is destroyed? Materials/Coal/Nothing/BurningMaterials(with despawn timer)/BurningWoodOnly(with despawn timer)
  • BurningVegetationDropCoal: what shall be spawned once burning vegetation is destroyed? Materials/Coal/Nothing/BurningMaterials(with despawn timer)/BurningWoodOnly(with despawn timer)
  • BurningContainersDropCoal: what shall be spawned for the content of a burning container (like chest) once it is destroyed? Materials/Coal/Nothing/BurningMaterials(with despawn timer)/BurningWoodOnly(with despawn timer)
  • StopBurningHealthPercentage: stop burning if health is below this percentage
  • SpreadFromFireplaces: if true, fire may spread from fireplaces
  • SpreadFromFireplacesVanilladisable the vanilla fire spread from fireplaces logic (for Ashlands and fire hazard world modifier - restart needed): disable the vanilla fire spread from fireplaces logic (for Ashlands and fire hazard world modifier - restart needed)
  • UpwardSpreadMultiplier: increased fire spread upwards
  • EternalFlameWeaponsCraftable: shall the eternal fire weapons be craftable
  • CraftableWaterBomb: if true, waterbombs can be crafted
  • CraftableWaterBombRadiusConfig: extinguishing radius of the water bomb (needs restart)
  • MaxBurningPieces: limit the number of burning pieces per scene
  • AdditionalBurnablesConfig: comma separated list of burnable prefab names (restart needed)
  • NonBurnablePrefabs: comma separated list of prefab names that shall not be burnable
  • NonBurnableLocations:  comma separated list of locations where fire should not spread from contained fire places (like MoreWorldTraders)
  • CalculationBatchSize: internal parameter; how many pieces to process per frame
  • FireSpreadDistance: distance to other pieces the fire may spread to
  • RainExtinguishesProbability: probability rain extinguishes fire
  • RainExtinguishesCovered: probability rain extinguishes fire on pieces under cover: probability rainy weather extinguish fire (per piece per state update)
  • TreeBurnRadius: factor for the distance player starts to burn near trees (needs restart)
  • BurningPiecesDropCoal: what shall be spawned once a burning piece is destroyed (Nothing, Materials, Coal)
  • BurningVegetationDropCoal: what shall be spawned once a burning vegetation is destroyed? Setting to materials is not recommended as it may break progression
  • TreeFireDamageModifier: in vanilla trees and logs are immune to fire damage. you can change that if you want fire weapons to ignite trees and logs. NOT RECOMMENDED TO CHANGE, THIS MAY BREAK PROGRESSION!!!! (restart needed)
  • EnvironmentalEffects: add environmental effects. Disable if you feel fps drops (performance).
  • EventImmediateFire: fire/ligthning hit damage immediately ignites fire during these events
  • Event parameters for events Thunderstruck, Thundersnow, Thunderstormdry
- Biome: in which biome the event may happen
- Duration: duration of the event
- Required GlobKey: this global key must be set for the event to happen
- Required NonGlobKey: this global key must not be present for the event to happen
- Spawn internval: interval between lightning strokes
- MinSpawnRadius: within which the lightning spawns
- MaxSpawnRadius: within which the lightning spawns
  • LocationHandling: Since patch 0.217.46 locations need to be loaded to add fire. Preloading locations will add 20-60 seconds to session startup time. Otherwise fire will be added to locations at runtime, this may cause jitter when moving between zones. If disabled, locations will not be burnable after initial placement, but after reentering the zone. Can have impact on performance. Otherwise fire will be added to locations at runtime, this may cause jitter when moving between zones.
  • DungeonHandling: Since patch 0.217.46 dungeons need to be loaded to add fire. Can have impact on performance!
  • LocationFarmMeadowsAmount: How many burning meadows farms to generate during world generation.
  • LocationTrollBurnLogAmount: How many Trolls with a burning log to generate during world generation.
  • LocationSwampShipBurnAmount: How many karves with greylings to generate during world generation in the swamps.
  • LocationPlainsBurnAmount: How many burning Plains fields to generate during world generation.
  • LocationMountainCultistsAmount: How many cultist locations to generate during world generation in the Mountains.
  • LocationAshlandsShipAmount: How many burning ships to generate during world generation in Ashlands.