RimWorld

RimWorld

[JPT] Burn It for Fuel
330 Comments
Mlie 15 Jul, 2023 @ 2:27pm 
pgames-food 2 Jun, 2023 @ 7:59am 
ah ok :)
in almost all games most of the clothing i usually stash away in a sealed room (to avoid deterioration), until i can either repair them to sell, or convert into cloths for the mercer's backpacks mod :) they are really useful adding about 100 or 150 to carrying capacity, for quick hauling with pick up and haul, or when raiding somewhere like a Real Ruin from that mod (although i think a recent version of it has some bugs but i mostly play properly on v1.2 with tons of mods) :)
Lanthrudar 1 Jun, 2023 @ 6:19pm 
Hi @pgames-food Thanks, I use recycle mods currently mostly for clothes but also for weapons. I'll check your mods since the one thing I don't recycle currently are things made from stone, wood or things like that. Plasteel and steel for example, even uranium are no problem currently.

Just wish we had the option to toggle any thing theoretically burnable (with this mod formerly, I burned tainted clothes to get past a rough spot or to get rid of them if I didn't want to recycle)
pgames-food 31 May, 2023 @ 9:29am 
hi @lanthrudar, if you need a helping hand to get a few extra resources of some type like wood for example on an ice map, my recycling mod might be able to help a bit (not a lot but a bit) :)
Lanthrudar 30 May, 2023 @ 7:17pm 
LWM's mod is ok, but fails to do the one thing this mod did: unlock every potential realistic item that could be fuel, to be a potential fuel source.

Example, the biosludge from Dub's, I believe this mod was the only one I've seen where you could toggle using that for fuel and not just compost it into fertilizer. Something that made playing on biome's not make wood as critical for survival (sea ice, ice sheet).
<'##>< 29 May, 2023 @ 12:41pm 
@Ryntra7 Try LWM's Fuel Filter!
Ryntra7 28 May, 2023 @ 8:51pm 
Its a shame this mod no longer works, as it used to work really well. Has anyone found a similar alternative?
Lanthrudar 23 May, 2023 @ 3:49pm 
People who comment about others comments are insufferable. They are the reason mod authors abandon mods, because they know someone will white knight them and give a pass for no real reason. The sense of needing to defend others when they haven't done anything to warrant the defense is fascinating.
hardbrocklife 6 May, 2023 @ 9:12am 
People who act like they are owed a mod or an update are insufferable, and they are the reason mod authors stop making mods. The sense of entitlement over something you did not pay for nor are owed is fascinating.
J 2 May, 2023 @ 9:23am 
It's a shame this doesn't work for 1.4, it's an obvious gap in vanilla.

To anyone looking for an alternative until this gets updated, the portable stove in 'Camping Stuff' seems to work:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1523058989
ImTrash 27 Apr, 2023 @ 1:33am 
1.4 when? Its always sad when you see a mod author stop updating a cool mod
Lanthrudar 9 Apr, 2023 @ 5:51pm 
Great mod, one of my top 5 most used.. Unfortunately not updated in 6 months, means mod author doesn't care anymore. Suggest everyone unsubscribe from all mods by this author.
Criarino 17 Feb, 2023 @ 5:02pm 
any plans for update?
pedroekh 3 Jan, 2023 @ 5:46am 
Any estimation on when an update will come?
Lanthrudar 23 Oct, 2022 @ 10:16pm 
Any chance we can get this mod updated to work with 1.4, and then have the review of a "how burnable is something" update later?
pgames-food 20 Oct, 2022 @ 6:32pm 
(actually x mass & hitpoints might need to be considered too, and since all mods vary, its going to be tricky) :)
pgames-food 20 Oct, 2022 @ 6:30pm 
hi for the fuel strength aspect, maybe using a mixture of flammability + $value could work?
for example, in my recycling mod, i have some small wooden cocktail sticks, which are flammable but the <MarketValue>0.03</MarketValue> is very low.

maybe it could simply be "IF flammable, multiply the 100% normal rate of campfire wooden logs fuel, by the market value? so for example if 1 wooden log might last 24 hours in gametime, then 24hours x0.03 = 0.72hours (x60mins) = about 45mins of game time per stick. (or something like that)?
Mitokandria (Tricks) 20 Oct, 2022 @ 4:14pm 
Nooooo the og mod finally gets updated only for a new game version to be released.
Jon 31 Jul, 2022 @ 6:21pm 
For some reason this mod removed my shells bill box from mortars. Wondering if anyone else has this issue or if they know how to fix it.
Angel 31 Jul, 2022 @ 5:53pm 
Hi, do you think added fuel options can be inactive by default, or an option for that at least?
hcampbell 4 Jun, 2022 @ 12:33pm 
It appears that you are not able to select Shells for Regular Mortars because they already have a fuel (Barrel Durability). I am able to select Shells for Modded Mortars that don't have durability so I'm not sure to fix this.
jptrrs  [author] 9 May, 2022 @ 6:36am 
E)I(UK: That's something that bugs me too. I wanted to implement a point-based system to determine the "fuel-power" of any given fuel for a long time now. I think it is feasible. The biggest hurdle would be to write the actual routine for pawns to collect the fuel, since we've been relying on vanilla code for that. However, it would take a lot of time I don't have, so the idea is currently on hold. Unless, of course, someone decides to commission me for it :https://ko-fi.com/jptrrs#buyCommissionModal
E)I(UK 7 May, 2022 @ 12:37pm 
@jptrrs My question is: do you think described below could be a good improvement for the mod and why my suggestion is completely unrealistic to implement :)
E)I(UK 7 May, 2022 @ 12:36pm 
@jptrrs I recently found a mod "Change Stuff Properties" that allows you to tweek parameters of the items (mass, flammability). I know your mod doing simple stuff and designed to be as mod friendly as possible, but there are some things that bother me: everything as good as everything else as fuel. Of course I can turn off the fuel that I think is overpowered for chemfuel generator or wood-fired generator but it feels wrong. I want to use everything that is sensible as fuel but devilstrand just should not be the same energy density as wood or chemfuel. It would be cool if energy density was computable property of the item (for example simplest way possible: mass*flammability and round up to tiers like nutrition 0.05/0.1/0.25/0.5/0.6/0.9). That way we could tweek everything with Change Stuff Properties for our liking. Code for filling up fuel-using buildings may be daunting to write but we already have biosculptor pod that operates with nutrition value, so maybe some could be reused.
sammylammy 23 Apr, 2022 @ 2:08pm 
Woops. That's actually a pretty cool system.
jptrrs  [author] 23 Apr, 2022 @ 10:55am 
sammylammy: read last comment.
sammylammy 22 Apr, 2022 @ 3:26pm 
Hey, is this compatible with Clockwork & Steam's coal?
Malminas 7 Apr, 2022 @ 9:16pm 
Awesome! Thank you!
jptrrs  [author] 4 Apr, 2022 @ 6:49am 
Malminas & Scarlet Sade: Every resource that exists in the game can be used as fuel. Just open the mod options panel and check whatever you want.
Scarlet Sade 4 Apr, 2022 @ 6:33am 
Can I second adding the charcoal / coal from Materials Expanded? I was just seeing if there was a patch and cannot find one.
Malminas 1 Apr, 2022 @ 2:50pm 
can you add coal and charcoal from Materials Expanded?
VolatileGlitchAviator 19 Mar, 2022 @ 4:52pm 
I deselected mixed lumber and put iron wood lumber instead and the tab doesnt seem to go away so i guess it has to be atleast one lumber used doesnt have to be mixed lumber so i guess that works out!
jptrrs  [author] 19 Mar, 2022 @ 4:40pm 
Thundercraft: try it out!
jptrrs  [author] 19 Mar, 2022 @ 4:40pm 
VolatileGlitchAviator: In order for any refuelable to get the fuel tab and follow the mod rules, its default fuel must at least be considered 'fuel'. That means campfires are unmodified if you uncheck mixed lumber at the mod's option panel. This was necessary to prevent other modded fuel systems to stop working when this mod is active. And that's explained at the options panel, at note #2! You can still uncheck lumber locally at each object though.
Thundercraft 18 Mar, 2022 @ 11:59am 
"This is done on the mod's option panel, and anything goes! By default, the list includes wood, chemfuel, textiles, plant matter and, if the appropriate mods are present, also lumber, other wood types, coal and charcoal."

Would this include corpses as a choice in the options panel? I know that there already exists mods to burn corpses for energy or turn them into fuel, but...
VolatileGlitchAviator 18 Mar, 2022 @ 9:28am 
Hi Jptrrs, not sure what the issue is its an odd one, no error in the hugslib log, as far as I can tell atleast nothing appears, but when running woodworking expanded forked, when I disable the mixed lumber it completely disables the rest of the mod, like the tab on the screen disappears, despite having the other stuff enabled until i enable it. if you have some free time could you a take a look at it? its really annoying having my pawns using my lumber as fuel instead of the logs themselves XD
Sir Poopsalot 23 Feb, 2022 @ 1:31am 
Ah thx, didn't saw there was an mod option. Thx mate
jptrrs  [author] 22 Feb, 2022 @ 10:39am 
Sir Poopsalot: If you're talking about using them as fuel, all you need is to do is visit the mod options.
Sir Poopsalot 22 Feb, 2022 @ 1:04am 
Is it possible to add the items from Alpha Biomes?
Alexander The Great 7 Feb, 2022 @ 10:30am 
Brilliant idea I'll be using in the meanwhile

thank you man
jptrrs  [author] 7 Feb, 2022 @ 10:27am 
Alexander The Great: I'm actually facing this issue myself, since I've been playing with that mod. I'll look into it once I finish some other modding activities. In the meantime, pasting fuel settings from other buildings into the torches seems to do the trick.
Alexander The Great 7 Feb, 2022 @ 7:55am 
Me matey, any chance for a compatability with Vanilla Factions Expanded - Medieval?

They have wall mounted torches that sadly your beautiful mod doesnt touch
DragoneteXXI 6 Feb, 2022 @ 12:52pm 
Thanks for updating! Now I can use it in my wasteland apocalypse modpack! helps out a lot when you have no trees and only scraps from raiders and chemfuel.
Zairya 3 Feb, 2022 @ 11:22pm 
Thank you very much for updating! Now I can finally burn my fecal sludge without adding it to gloomy lamps individually xD
pgames-food 20 Jan, 2022 @ 7:06pm 
thanks :)
btw @mitokandria, what do you get if you mix mulan with a cow?.. Moolan :lunar2019grinningpig:
Mitokandria (Tricks) 20 Jan, 2022 @ 6:07pm 
You have saved us all. [insert Mulan end scene]
why are we here? just to suffer? 20 Jan, 2022 @ 4:43pm 
Yaaaay!
#6 20 Jan, 2022 @ 4:25pm 
Yay! Thanks a million man!
jptrrs  [author] 20 Jan, 2022 @ 3:23pm 
Mod updated for RW 1.3. Enjoy!
#6 8 Jan, 2022 @ 6:51pm 
I hate to bother anyone with update requests but this mod really has no equal. Any rough idea when an update may come?