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CorpusValheim

Fire smoke and heat

Survival

Burning fireplaces consume elapsedSeconds/secondsPerFuel when enabled and not infinite. Terrain, overhead blockage, smoke and optional submersion can prevent burning. Wet conditions select low/high objects and can turn off fireplaces configured to allow toggling. Cinder emission requires ownership, rejects positions inside a shield, and passes a decremented spread budget to its children. Its periodic branch additionally needs a positive spread budget, chance success and a burning fireplace when attached. Fire spread is enabled in Ashlands or by the Fire world key; burnable objects, liquid height, wetness, cleared terrain and biome gates apply. Fire damage visits characters but randomly selects one eligible non-character collider per tick. Rain and accumulated smoke can extinguish spreading fire. Effect areas refresh heat/status exposure; base value counts matching colliders rather than unique buildings.

Fire configuration 2

Rows 7–11 of 11

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Fireplace configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Fireplace configuration 2

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Fireplace configuration 3

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Fireplace configuration 4

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Fireplace configuration 5

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Fireplace configuration 6

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Fireplace configuration 7

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Fireplace configuration 8

Rows 1–5 of 13

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

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Game version 1.0.12Version, artwork & sources