RimWorld Mods

Fire Warden Mod

Author of the Fire Warden Mod: mlie

Fire Warden Mod is an expansion for the Fire Extinguisher Mod that adds dedicated AI fire response behavior to your colony. It introduces a separate “Fire Warden” work type, allowing selected pawns to prioritize firefighting with extinguishers or firebeaters without replacing RimWorld’s standard firefighting system.

Fire Warden Mod Features

The Fire Warden Mod adds a new “Fire Warden” work column that functions independently from the regular firefighting column. This gives you more control over which colonists respond to fires and helps reduce disruption to other important jobs such as doctoring, hunting, or research.

Fire Warden duties

A pawn assigned as a Fire Warden will attempt to fight fires using a fire extinguisher when available. If no extinguisher or firebeater is available, they will still try to handle fires using the normal beating method. This makes it possible to dedicate specific colonists to fire response while leaving others free for their main duties.

By default, pawns incapable of firefighting or violence cannot perform Fire Warden duties, although pawns incapable of violence can now use the extinguisher. Pyromaniacs and pacifists are still excluded. Brawlers are also excluded from extinguisher use by default because it counts as a ranged weapon and would affect their mood, though this can be changed in the mod settings. Brawlers can still serve as Fire Wardens when using the included firebeater tool.

Equipping options

The Fire Warden Mod supports both manual and automatic equipment assignment. In manual mode, you choose who carries firefighting gear. In auto-equip mode, Fire Wardens will try to equip a fire extinguisher or firebeater when appropriate, either during routine activity or when a fire breaks out. The mod includes range settings to control how far pawns will go to collect equipment, helping reduce unnecessary interruptions to their normal work.

If no suitable equipment can be found, Fire Wardens will still fall back to the default beating method. Research progression also affects which item the AI prefers to equip.

Weapon swapping

Fire Wardens can store a fire extinguisher or firebeater in their inventory and automatically switch to it when responding to a fire. After the emergency ends, and once they have completed any urgent follow-up duties, they will try to re-equip the weapon or tool they were previously using. This helps maintain readiness for combat, hunting, or work without requiring constant player micromanagement.

Manual changes to equipment will interrupt the automatic swap-back routine, so player intervention is still possible when needed.

Handling behavior

The Fire Warden Mod includes settings that control how broadly Fire Wardens respond to fires. You can choose whether they should react to all fire situations or only when no other equipped responder is already nearby. This allows players to tune firefighting coverage for colony size, layout, and available staff. These handling options apply to extinguisher use, not to the firebeater.

Bravery and range settings

An experimental bravery option lets Fire Wardens prioritize reaching and handling fires even if other nearby fire threats exist on the way. This can improve responsiveness, but it also carries extra risk.

The mod also allows you to adjust extinguisher usage range from 50% to 100% of its maximum range. Lower ranges can be useful in compact or enclosed bases where firing from full range is less effective.

Foam use and extinguisher durability

The Fire Warden Mod adds a balancing mechanic by limiting how many times a fire extinguisher can be used. Once depleted, the extinguisher is destroyed and must be replaced. Fire Wardens can also automatically replace extinguishers when foam levels drop below a configurable threshold.

Firebeater

The Fire Warden Mod includes a researchable melee tool called the firebeater, available from the neolithic period. It improves beating effectiveness during Fire Warden AI firefighting behavior and allows brawlers to participate in fire response without using a ranged extinguisher. It can be crafted at a crafting spot or smithy using small amounts of wood, steel, and leather.

Languages

  • French.
  • Chinese.
  • Russian.

When troubleshooting the Fire Warden Mod:

  • See if the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader.
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort to sort your mods.

Compatibility notes

The Fire Warden Mod is designed to work alongside the Fire Extinguisher Mod and expands its functionality rather than replacing the existing firefighting system.

Note that regular AI behavior still causes first contact with a fire to begin with the standard beating interaction if another fire blocks the original target. After this initial contact, Fire Wardens will begin using their extinguishers as intended.

This mod includes an experimental bravery mode, which may lead to riskier behavior depending on colony conditions and should be used with caution.

Additional credits: Mehni, qux, 虛無_鬼王, Kotobike.

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