RimWorld

RimWorld

Firepit + Torch Sconce
90 Comments
GenBOOM 29 Jan, 2019 @ 1:32pm 
oh I didn't even realize. so stuff like woodwork extended can directly patch vanilla then. alright good to know
Faeldray  [author] 28 Jan, 2019 @ 5:56pm 
@GenBOOM: As I said in the comments below, campfires/torches now stick around as of B19, so this mod is no longer needed.
GenBOOM 28 Jan, 2019 @ 4:03am 
1.0 soon?
Scarlytte 16 Nov, 2018 @ 3:36pm 
That's to bad that it isn't 1.0 I just loved the visual appeal of the stones around a campfire...
Super Arthritis ⁧⁧ ⁧⁧Man 13 Nov, 2018 @ 8:19am 
Adding my thanks too! This one was a keeper.
Faeldray  [author] 20 Oct, 2018 @ 9:26am 
You're most welcome. :D
Joe Pesci 20 Oct, 2018 @ 3:52am 
I am cleaning up my subcribed mod list to 1.0 and I just wanted to stop by here to say thanks for this mod for the time it was required.

Thank you good sir.:hp_kyu:
Telekom 8 Sep, 2018 @ 5:36pm 
That's fair enough, thanks for responding.
Faeldray  [author] 7 Sep, 2018 @ 4:52pm 
@SolarHawk Since in B19 campfires and torches no longer disappear when they run out of fuel, there's really no reason for me to continue updating this mod.
Telekom 7 Sep, 2018 @ 1:16pm 
B19 pls
Faeldray  [author] 20 Jun, 2018 @ 4:49pm 
A few things to talk about here:

@sergiocut It appears that Biomes! Cavern Edition tried to add a patch for this mod but it doesn't work for some reason. So I added my own built-in patch in this mod. So fungal logs and coal are usable as fuel now.

@jmstrahm I figured out the issue you've been having. Firepit + Torch Sconce needs to be BELOW Rimworld: Medieval Edition because otherwise Medieval Edition overwrites the ability to cook at a firepit.

@Juniana Weaver I've added a patch for [B18] Taimat 2018 - Stone Age, No Research v0214 so that Fire needs to be researched before the firepit and torch sconce can be built.
Faeldray  [author] 20 Jun, 2018 @ 3:02pm 
@bungus That was my bad, I uploaded the version with the new patch before realizing the issue. I uploaded a fix an hour later so now the patch is only used if you have the Cavern mod.
bungus 20 Jun, 2018 @ 11:36am 
Just a heads up, your biome caverns mod patch throws errors [i.imgur.com] when you don't have it installed.


Should probably make it an optional download instead of including it in there.
Faeldray  [author] 1 Jun, 2018 @ 1:59pm 
@sergiocut Hmmm...I added my mods to the compatibility thread for Biome Caverns back at the end of March but I guess the devs haven't had a chance to work on it yet. I'll see if I can figure something out on my end.
OigresTuc 31 May, 2018 @ 2:23pm 
biome caverns add coal and fungal wood. I cant use it to lit it.
Faeldray  [author] 31 May, 2018 @ 2:14pm 
@jmstrahm I'm still going to be looking into your issue, I've just been very busy as of late.

@sergiocut Which mod adds wood/coal that the firepit can't use?
OigresTuc 24 May, 2018 @ 3:51pm 
Can you make that use any type of wood-like material or combustible like coal for using it?
Surgent 12 May, 2018 @ 12:17pm 
@Faeldary note last one on my list and I still have multiple core mods installed. Here is my mod list exactly and note it only broke when I loaded the mod list with Medieval time.
Miscellaneous 'CORE', HugsLib, Giddy-up! Core, Research Tree, Fire + Torch Sconce, Rimworld: Medieval Edition.
Faeldray  [author] 12 May, 2018 @ 10:02am 
@Juniana Weaver I'll take a look into that. There appear to be 3 different versions of that mod on the workshop, which are you using?

@jmstrahm Do you mean the Medieval Times mod? If so, that's very strange because I play with it without issue. Is my mod loading before or after Medieval Times in your mod list?
Surgent 12 May, 2018 @ 9:40am 
@Faeldray I figured it out! it is the Rimworld medieval mod!
Juniana Weaver 12 May, 2018 @ 6:33am 
I think this mod might not be compatible with "Tiamat 2018 - Stone Age No Research"
Faeldray  [author] 10 May, 2018 @ 11:21pm 
@jmstrahm Yeah, unfortunately without an error report or knowing which mod is conflicting, I have no way to figure out what the issue is.
Surgent 10 May, 2018 @ 4:23pm 
@Faeldary I was having them make dried meat, I am going to play around with my mods and let you know if it is a conflic.. but I have allot of mods.
Faeldray  [author] 10 May, 2018 @ 2:56pm 
@jmstrahm I'm not having any issues getting pawns to cook in my test world and in my own games so it sounds like it could be a mod conflict. Are the bills you're using from the vanilla game (ex. cook simple meals 1 at a time)? If you turn on developer mode, are there any errors that pop up in the debug window?
Surgent 10 May, 2018 @ 10:11am 
Hey I am having a problem where If I put cooking bills on the firepit and my pawns ignore them, but when I put it on a regular campfire and they go ahead and start cooking! If you could help that would be great!
Lurmey 26 Apr, 2018 @ 7:05pm 
Awesome, thanks!
Faeldray  [author] 26 Apr, 2018 @ 3:15pm 
@HMS-Captain Lurmey Okay, it turns out that it was a lot easier to fix than I expected. I had originally created a set of new jobs for the firepit, when really I should have just added the firepit to the existing campfire jobs. So that's exactly what I just changed. I did a test and the job now properly falls under Cremate for me.
Faeldray  [author] 26 Apr, 2018 @ 2:27pm 
@HMS-Captain Lurmey That's interesting because the firepit doesn't have its own bills, it inherits all of them (including modded ones) from the campfire. I'll take a look at Complex Jobs and see if I can figure out what's happening.
Lurmey 23 Apr, 2018 @ 4:00pm 
This has a small issue with [FSF] Complex Jobs, the "Do bills at firepit" job is placed in hauling instead of the cremate work type added by Complex Jobs. I'm seeing about manually editing the defs to change this but it would be nice if you could consider writing a small compatibility patch for it. Thanks!
mr frisky 23 Apr, 2018 @ 7:38am 
@Faeldray: I see. Well, can't have everything. Thanks for the swift reply and once again for sensible fire
Faeldray  [author] 23 Apr, 2018 @ 3:42am 
@mr frisky: I checked the comments on No Water No Life and it appears that people have reported similar issues with modded campfires (which is basically what the firepit is). It sounds like the compatibility issue lies with that mod and I wouldn't know how to fix it anyways. You could try using a regular campfire just for purifying water and seeing if that works.
mr frisky 23 Apr, 2018 @ 2:47am 
Firstly: Thanks for an essential QOL mod.
Secondly: It seems my workers are unable to purify water at firepit (No water no life mod). The bill is there allright. Anyone elseseen this?
Wolfman Bigby 4 Mar, 2018 @ 2:18pm 
As someone playing a tribal game I've had to be religious in refueling the campfires so I won't lose the bills. Two cooks plus two fires that have two or three bills each set to specified amount... and then they burn out because I wasn't paying attention. A bit frustrating hah.

I'm definitely getting this. Thanks.
BlackSmokeDMax 26 Feb, 2018 @ 8:46am 
Great Mod! Love not having to risk losing my bills at the campfire in early tribal games because they didn't quite haul wood to the fire in time!
Other_Olly 7 Feb, 2018 @ 12:59pm 
Joy!
Faeldray  [author] 1 Jan, 2018 @ 11:07am 
@Adventurer Thanks for letting me know and for making that change! I'll change the descriptions to let folks know that the patches only required for Extended Woodworking now.
Adventurer 31 Dec, 2017 @ 11:02pm 
@Faeldray
Just wanted to give you a heads-up that the compatibility patches for Expanded Woodworking's wood types are no longer needed with how I rewrote fuel patching. This extends to the Vegetable Garden woods from Expanded Woodworking as well. You can do a little less work with updates in the future! Thanks for supporting it over the past!
Faeldray  [author] 31 Dec, 2017 @ 9:38pm 
Thank you! I always start off as tribal as well so I know that feeling, which eventually lead me to create this mod.
Danroak 31 Dec, 2017 @ 6:17pm 
Small mod that I can't live without. It gets hectic trying to keep up with all the refueling especially since I play tribals most of the time.

So thank you for your work!
Oddworld86 2 Dec, 2017 @ 3:24pm 
Thank you for the answer, but sadly, not refueable with gas.
Faeldray  [author] 2 Dec, 2017 @ 10:58am 
@Oddworld75 That's beyond the scope of this mod but Call of Cthulhu - Industrial Age (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=777197241) has 2 kinds of gas lamps. It's just the furniture in the mod, nothing that changes gameplay.
Oddworld86 2 Dec, 2017 @ 10:38am 
Would you be able to create a gas lamp as a new alternative lighting object to electricity?

Thank you
Faeldray  [author] 27 Nov, 2017 @ 8:28pm 
Unfortunately the shallow water bug appears to be an issue with Water Power so there's little I can do about it. People have reported it affecting other mods as well. Personally I just make sure Water Power is always last in the mod order and I have yet to experience the bug that way.
pL@gu3-D0g 27 Nov, 2017 @ 11:37am 
Thanks for the update. Also wanted to mention that the shallow water bug persists into B18 but the solution still works.
Faeldray  [author] 25 Nov, 2017 @ 3:54pm 
No problem. :)
Pop 25 Nov, 2017 @ 3:48pm 
Thanks a bunch!
Faeldray  [author] 25 Nov, 2017 @ 3:46pm 
Now updated for Beta 18.
Faeldray  [author] 20 Nov, 2017 @ 3:46pm 
You're right, I got it confused with alpha 18 which wasn't an official update. I'll try to get something out for B18 this week.
Pop 20 Nov, 2017 @ 3:41pm 
It isn't? Tynan released the videos about the update and everything.. It's like it's Alpha 17, but it's not in Alpha anymore, it's in Beta now, so B18.. Actually hope this will make it possible to get it sooner but if not, I'll get it at a later date. Either way, thanks for the mod and the reply!
Faeldray  [author] 20 Nov, 2017 @ 3:40pm 
@Nman I will be eventually but since B18 isn't the "official" Steam version yet, I'm not particularly rushed to do so. I'll probably have an update in early December barring any major problems with the code.