RimWorld

RimWorld

Extinguish Refuelables
94 Comments
Thranos 14 Jul @ 10:34pm 
Looks to be working just fine on 1.6!
DesertOfAngmar 14 Jul @ 4:06pm 
would be so nice if you would update your mod to 1.6 i love it hig hearts :) <3
Thranos 11 Jul @ 9:15pm 
Anyone know if this is working on 1.6?
Tec 25 Jun @ 12:55am 
Also you need Harmony as a dependency in the About.xml
Tec 25 Jun @ 12:55am 
Yup that works, just change the defName=""TorchWallLamp" to @Name="TorchBase"
Tec 25 Jun @ 12:38am 
Or it looks like you should just be able to patch the parent @Name="TorchBase" as you did previously with the AttributeSet patch
Tec 25 Jun @ 12:28am 
@An Ol' Spicy Keychain Your patch for TorchLamp needs changing to not replace the entire <comps> section, that breaks a lot of mods patches as they get overwritten. I'm not sure what the issue was exactly for 1.5, but if you were having issues with Add, try replacing individual comps using Conditional patches to check if things exist. This will avoid errors
Merlotron 5 May @ 9:21am 
Please could add compatibility for the hearth from VFE Medieval 2? Thanks!
kongkim 21 Feb @ 1:59pm 
Nice little mod, that works very well.
Good Old Jim 20 Sep, 2024 @ 11:12am 
Bit late but since no one else seems to know I tested it with 1.4 and the overhaul and it does not sadly. @notbuddhanuff
not_buddhanuff 2 Sep, 2024 @ 8:30pm 
Does this work with Medieval Overhaul?
An Ol' Spicy Keychain  [author] 23 Jul, 2024 @ 11:45am 
tell me something i don't know, "plz fix" is a complete rewrite lmao
aint nobody got time for dat
i offer my mods free, as-is and without warranty! feel free to commission someone on the mod market for a better mod
GoblinEngineer 22 Jul, 2024 @ 8:45pm 
I'd like to reiterate the comparability problem with Better Pyromania. I've already discossed this with the mod dev and he states
"They replace the CompFireOverlay on torch lamps with their own class that is not a subclass of the vanilla base class, and thus it no longer is recognized by any firewatching logic, including the vanilla Pyromaniac feat's firewatcher . This is a problem that they need to fix, because it affects more than just this mod."

Please fix this.
Flamangos 18 Jul, 2024 @ 2:16am 
Made you a patch for Medieval - Less Wood Please

<!-- Less Wood -->
<Operation Class="PatchOperationFindMod">
<mods>
<li>Medieval - Less Wood Please</li>
</mods>
<match Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationAdd"><!-- added without removing -->
<order>Prepend</order>
<xpath>Defs/ThingDef[defName="MetalTorchLamp"]/comps</xpath>
<value>
<li Class="CompProperties_Flickable" />
</value>
</li>
<li Class="PatchOperationAttributeSet">
<xpath>Defs/ThingDef[defName="MetalTorchLamp"]/comps/li[@Class="CompProperties_FireOverlay"]</xpath>
<value>MaliExtinguishRefuelables.CompProperties_FireOverlayExtinguishable</value>
<attribute>Class</attribute>
</li>
</operations>
</match>
</Operation>
An Ol' Spicy Keychain  [author] 22 May, 2024 @ 8:36pm 
that would be cool, outside of my capability though im afraid hehe
Tec 21 May, 2024 @ 4:13am 
Hey, thanks for the mod, i really appreciate your the work you do! On a seperate note, i thought it would be a neat idea to have a schedule so they can be automatically designated to be flicked.
The Bard of Hearts 13 May, 2024 @ 1:34pm 
Is there any chance of making this compatible with "Better Pyromania". At the moment, if both are active, the Pyro doesn't get Fire Need increase from being near torches or camps or such. If not, oh well. But I thought I'd ask. Thanks for the mod work, regardless.
<'##>< 29 Apr, 2024 @ 4:07am 
Hey, that was super fast, thank you for your quick work! A+ mod, honestly frustrating playing without it. Have a good day! :)
An Ol' Spicy Keychain  [author] 28 Apr, 2024 @ 6:01pm 
alright, torch is fixed, disabled better pyromania patch for now as it breaks devmode when the mod is not loaded (all the patch does is stop fire need from increasing from doused fires)
An Ol' Spicy Keychain  [author] 28 Apr, 2024 @ 4:23pm 
thanks for the report, ill look into it soon
<'##>< 28 Apr, 2024 @ 1:08pm 
Thanks so much for updating! Getting errors now, though. Here's a series of steps taken in order to get it into 1.5:

1) Core + Biotech + ExtRef only: game says "Recovered from incompatible or corrupted mods errors," and that all mods have been disabled.

Tried Harmony, just in case:

2) Harmony + C + BioT + ER only: mod then loads, but you can't load the "debug actions" menu. Gives the ff. error:

"Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not resolve type with token 01000016 (from typeref, class/assembly BetterPyromania.Need_Pyromania, BetterPyromania, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)
[Ref CB96FBA0]"

I see "BetterPyromania" there, subscribe to that just for this, and next:

3) H + C + BioT + ER + Better Pyro only: Debug actions menu loads now. Works great on campfire and wall torch, but toggling a floor torch only turns off the light radius, but the flame animation is still on.

Hope this all makes sense!
Compineer 28 Apr, 2024 @ 4:20am 
Thanks a lot!
The_Gaminator_ 28 Apr, 2024 @ 1:55am 
This is a nice and useful mod. Can one suggestions mod?
An Ol' Spicy Keychain  [author] 28 Apr, 2024 @ 12:20am 
there we are, 1.5
had a hell of a time cleaning up some old messes i made, including updating and adding mod compatibility patches and bugfixes, thanks for your patience everyone
An Ol' Spicy Keychain  [author] 27 Apr, 2024 @ 4:16pm 
yeah fixing that is part of the update, the patchoperations were an experiment that i'd thought succeeded at the time lol
klvlt 27 Apr, 2024 @ 8:03am 
Thank you for this essential mod and your work on the update! This mod works fine for me with 1.5, but I got an error from the XML patches. I took a look at them and noticed that you're using MayRequire in an Operation tag which isn't possible. It only works if the PatchOperation is a list item in a sequence. In my local files I put the DLC patches in a sequence, and the error was gone.
The Bard of Hearts 24 Apr, 2024 @ 10:43am 
Thanks for the impending update, Spicy! :steamhappy:
Your Eethral Swab 14 Apr, 2024 @ 7:28am 
Awesome, thank you so much!
An Ol' Spicy Keychain  [author] 14 Apr, 2024 @ 7:11am 
should work fine except for darklights, will update soon
Your Eethral Swab 13 Apr, 2024 @ 4:53pm 
Anyone try with 1.5?
Asiltic 21 Feb, 2024 @ 9:11am 
Love this. Unfortunately still gives off heat with the "Proxy heat" mod
PelleGyy 25 Jan, 2024 @ 8:13am 
Must have for cowboy roleplay, muchos gracias!
An Ol' Spicy Keychain  [author] 30 Oct, 2023 @ 1:36am 
oh, how kind of you, thanks. unfortunately i dont have the time or focus to keep on top of compatibility for my mods, as selfish as that is of me, so it means a lot :)
bblkepling 29 Oct, 2023 @ 7:14pm 
@An Ol' Spicy Keychain you can ignore the request for RimIgnition C# Edition support, I have it taken care of on my end
Lurmey 22 Oct, 2023 @ 10:32am 
I would love to see this patched to work with VFE Vikings and Classical, and maybe even Medieval Lighting and Heat :)
Thanks!
An Ol' Spicy Keychain  [author] 16 Sep, 2023 @ 3:11pm 
@Catch Lightning could be a load order issue, if that mod also patches campfire comps
try swapping the load order of the 2 mods
Yoann 16 Sep, 2023 @ 7:32am 
Unlike @Catch Lightning, I have no conflict between this mod and No Default Gather Spot.
Catch Lightning 7 Apr, 2023 @ 10:41pm 
Not a huge deal but this conflicts with No Default Gather Spot. If you put out a campfire then reignite it it sets it as a gather spot again. I'm kinda tired of barn parties.
Svela 31 Dec, 2022 @ 3:07am 
The mod Apothecary (Continued) adds a Charcoal Brazier that functions similarly to a campfire. I used the code in your patch you made for the Stone Campfire to create similar code for the Charcoal Brazier so it can be extinguished. It seems to work just fine, but the tool-tip/graphic acts like it's an electric item (Toggle power instead of extinguish. Same graphic that an electric heater has.). Otherwise it's perfectly functional. Would you be interested in having the exact code? And If so, should I post it here or through a dm?
HIVEMIND 29 Dec, 2022 @ 10:40am 
royalty defs and patch but no check if it is even loaded, throwin lots of red errors, maybe check and tidy up? =)
Teirdalin 26 Dec, 2022 @ 9:38am 
Like others said, it'd make a lot of sense to patch this to work with medieval overhaul. Never really had a use for fire outside of using that.
Morcalvin 23 Dec, 2022 @ 7:39am 
I’d really appreciate if you could patch medieval overhaul to have extinguishing?
cyanobot 10 Dec, 2022 @ 2:08pm 
XML error on load:
[Extinguish Refuelables] Patch operation Verse.PatchOperationAttributeSet(Defs/ThingDef[defName="Brazier" or defName="DarklightBrazier" or defName="Darktorch" or defName="DarktorchFungus"]/comps/li[@Class="CompProperties_FireOverlay"])(Class) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2864470385\Patches\Extinguish_Patch.xml
HAZRAD 10 Nov, 2022 @ 4:27am 
Hey man great mod! Is it possible to make it so that your pawn automatically snuff the fire at sunset and light it back up at sun down? Thank you still for the mod!
Sully 9 Nov, 2022 @ 7:10pm 
Oh and the Hearth from VFE Vikings ?
Sully 9 Nov, 2022 @ 5:46pm 
Hey, would it be possible to add a patch for the Wood burning stove and the Hearth of medieval overhaul ?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882277375&searchtext=medieval
bash 5 Nov, 2022 @ 2:14pm 
finally
An Ol' Spicy Keychain  [author] 24 Oct, 2022 @ 4:41pm 
probably not going to support on my end, my mod is primarily a utility mod to not waste fuel, not an aesthetic one
Victor 24 Oct, 2022 @ 12:22pm 
Conflicts with mods that remove the refuel need for torches, making them not show the fire animation when on, like this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2687885267
To be honest, I'm dumb for not noticing the obvious :neilfacepalm: