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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.

Fireplace configuration 8

Rows 6–13 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.

Fireplace configuration 9

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 10

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 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 12

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 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.

Fireplace configuration 14

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 15

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 16

Rows 1–3 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