
Flambe - Foods like Baked Alaska which require a flambe step do another food failure check, so have two opportunities to create fire.And Lobster Thermidor ALWAYS has a 6% of causing a fire." If that explanation is confusing (and it is), then the short version is "The higher your cooking skill, the less chance of fire. 81%+: 4% chance of burning food, 1% chance of fire.41%-80%: 8% chance of burning food, 2% chance of fire.0%-40%: 24% chance of burning food, 6% chance of fire.Where the sim's skill falls in or out of this range determines the chance of burning the food or causing a fire:

The maximum skill is 1-4 points above this, depending on the food. The minimum skill is the minimum Cooking a sim needs to prepare it. Cooking - Each food has a Cooking skill range.

So how do fires start? I have found the following, though there may be more. The only hope is for some other sim, including firefighters, to extinguish the burning sim. Instead the sim has 5-10 animation cycles (randomly determined) and if still on fire at the end, the sim dies. This is because unlike some other death types, motive loss doesn't kill burning sims. Sims on fire lose 200 points per hour from all motives except environment (plantsims lose water and love plus lose 100 sunshine per animation loop) but motives can't drop below -90.

However I believe that is simply an incorrect branch in the code and not intended. They will not actually burn, but they can apparently die if sitting in a fire. Walkbys are immune to fires from the same tile but apparently not from adjacent tiles.įirefighters, the Grim Reaper, ghosts and babies are immune to fire and if marked to burn will immediately unmark themselves before the fire starts. Fires on other lots immediately extinguish.Įach burn cycle there is a 1% chance a fire will ignite a random sim on an adjacent tile, and a 100% chance it will ignite all sims on the current tile. Fires can exist only on a livable or owned business lot.
