
Mods / Extreme Firestarters
Author: JohnD1
Side: Both
Created: Dec 20th 2024 at 12:16 AM
Last modified: Jan 20th at 8:43 PM
Downloads: 3907
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Latest release (for Vintage Story 1.20.1, potentially outdated):
extremefirestarters_0.4.0.zip
1-click install
Extreme Firestarters
Immersive mod that adds several tiered firestarters- including bow drills, flint and steel, matches, and a crude lighter. Each firestarter has stats that affect how fast and easy it is to start a fire. Lower tiers are made worse to reflect difficulty starting a fire from scratch, but higher tiers are faster than a torch.
This is the very first release of my very first mod. Please leave any issues below!
Features
Six New “Tiered” Firestarters!
#1. Flint and Flint
Two pieces of flint you can smash together to hopefully start a fire.
Recipe: Flint, Flint, and Dry Grass
Chance to drop flint when broken.
Storable on ground, toolrack, and shelf.
#2. Crude Bow Drill
A crude bow that hopefully spins a stick, used to heat up wood to the point of maybe catching fire.
Recipe: Crude Bow, Stick, Firewood, Dry Grass
Includes an expanded recipe for classes that don't have access to a crude bow.
Storable on ground and toolrack.
#3. Bow Drill
A bow that spins a stick, used to heat up wood to the point of catching fire.
Recipe: Simple Bow, Stick, Firewood, and Dry Grass
Chance to drop bow when broken.
Storable on ground and toolrack.
#4. Flint and Steel
A piece of flint and steel you smash together to start a fire.
Recipe: Flint, Charcoal, and the forged “Steel Striker” item
Chance to drop Steel Striker when broken.
Storable on ground, toolrack, and shelf.
#5. Matches
Explosive-mixture-on-a-stick used for starting fires- covered in wax for safety and longevity.
Recipe: Sticks, Pitch Glue, Blasting Powder, Beeswax
Merge used match items to combine their durability, as long as their combined durability is less than the max.
Storable on ground, toolrack, and shelf.
#6. Crude Lighter
A crude metal container that holds a rope soaked in alcohol, and a flint and steel, all in one convenient package.
Recipes:
Crude Lighter Body: Metal Plate, Solder Bar, Nail, Steel Chisel, Soldering Iron, Hammer
Crude Lighter: Rope, Flint, Aqua Vitae, and “Crude Lighter Body”
Chance to drop Crude Lighter Body when broken.
Storable on ground, toolrack, and shelf.
Important Durability Tweaks
Durability is hit before success chance - meaning you can break a firestarter before even successfully starting a fire.
Many firestarters have a chance to return key components when they break - but you can use the repair recipes to make sure you won’t have to replace important parts. Keeping an eye on durability and repairing before it breaks will save you resources.
Firestarter Class & Stats
All of this functionality is put into a Firestarter class, so you can easily add and edit items through JSON.
Speed
How fast an "attempt" is.
Success Rate
How likely an attempt will succeed.
Increased Hunger Cost
Starting fires is hard work! Watch your hunger bar!
Health Damage
The crudest forms of firestarters even have a chance to cause small amounts of damage - turns out, there's plenty of ways to cut, blister, and burn and burn yourself when smashing things together hard enough to make fire!
ReturnItemOnBroken and ReturnItemOnBrokenChance
Able to define an item to be returned when the firestarter is broken through use, and how likely you are to get that item back.
IgnitionSound
Define which sound is played every attempt.
Miscellaneous
Vanilla Firestarter Fixes
The default Firestarter has been renamed “Fire Plough Firestarter”.
It is upside down when stored against a wall. This is fixed to look more natural.
You can store the default firestarter on a toolrack or on the ground.
Traders & Vessels
Can find the crude bow drill and bow drill in tool vessels.
Can buy the bow drill and flint and steel from the survival goods trader.
Pyromanic Trait
A new trait for firestarting is added to the hunter and malefactor.
Other Information
Config File
This mod is built as a hardcore mod - it is meant to reflect the difficulty in starting a fire from scratch.
However, there is a config file where you can change any settings you want.
To access the config file:
From the main game menu, click on "Mod Manager", and "Open Mod Folder"
Go up one folder, and then down into the "ModConfig" folder
Look for "ExtremeFirestarters", and open the config.json file.
Editing the config file:
There are 4 modes:
Custom, Hardcore, Vanilla+, and Items Only.
Hardcore is the default, with functionality as desribed.
"Items Only" only adds the new items, loot tables, and traits, and changes nothing else.
Vanilla+ only does hunger damage (no health damage) and durability tweaks.
All settings are changed by switching the "ModMode" value.
If you wish to edit individual settings, enable "Custom ModMode" by setting it to 0.
Compatibility
This mod essentially only adds new Items and ItemClasses. It should not affect anything outside of itself besides some patches on the base firestarter, so it should work with other mods, given they don’t change the base firestarter or how ignition works.
Upcoming (Eventually)
- Remove tinder from recipes and make tiers of tinder necessary/helpful for starting fires
- Custom animations, sounds, and effects
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
0.4.0 | 3029 | Jan 20th at 8:43 PM | extremefirestarters_0.4.0.zip | 1-click install | ||
- Rebalanced flint & flint - did twice the damage it should have.
- Added Config file
- Added "pyromaniac" trait and added that to hunter and malefactor.
- Rewrote Firestarter class instead of extending.
Known Bug: The ingition tooltip (above fires and other ignitable objecsts) no longer shows Firestarters. | ||||||
0.3.0 | 335 | Jan 19th at 4:11 PM | extremefirestarters_0.3.0.zip | 1-click install | ||
- Fixed bug where hunger would go negative. Known Bug: The default firestarter sound still plays despite the other being played. Will have to entirely remove base class instead of extend. | ||||||
0.2.0 | 500 | Jan 17th at 10:56 PM | extremefirestarters_0.2.0.zip | 1-click install | ||
Stabilized and rebalanced for v1.20.0 | ||||||
0.1.0 | 43 | Dec 20th 2024 at 1:03 AM | extremefirestarters_0.1.0.zip | 1-click install | ||
First release. |
Went through two ploughs, two flint n flints and both starved to death lol.
I didn't tried the mod yet, but having the crude lighter to lose durability when used doesn't feel normal to me ...
It's already using alcohol as fuel, right ? Why making it break on top of that ?
Other than that, thanks for making a lighter mod, there is a clear lack of options in the base game ...
would it be possible to add compatibility with Pyrogenesis? Would be nice to be able to use the higher tier lighters to set wildfires, instead of being forced to use the torch.
Also is the bow drill (the flax one, not the crude one) faster than torch when you have the pyromaniac perk? it feels like it maybe should be, since you'd need to a) be a hunter or malefactor, and use a tool which takes flax and durability, compared to just a torch which lasts forever.
Fire Arrows????? lighting arrows?
If you ever have the time, I would love to see compatibility between this mod and Pipeleaf, which (I believe) would be achieved simply by adding the ability to hold the lighters in your offhand! If that's something we can change ourselves in the config that would be great, but I haven't found it myself
JohnD1
Have some errors in my logs. I have lots of mods so I don't know if they are comatability issues. I just figured I'd let every one know about them and you can decide if you wanna fix them or not. I'll make a google docs file of the full log, let me know if you need a link.
3.2.2025 11:59:57 [Error] Patch 0 (target: game:recipes/grid/firestarter.json) in extremefirestarters:patches/firestarter.json failed because supplied path /ingredientPattern is invalid: The json path /ingredientPattern was not found. No such element 'ingredientPattern' at the root path
3.2.2025 11:59:57 [Error] Patch 1 (target: game:recipes/grid/firestarter.json) in extremefirestarters:patches/firestarter.json failed because supplied path /ingredients is invalid: The json path /ingredients was not found. No such element 'ingredients' at the root path
Luckychan
yikes, are there any other mods you're using that affect fires?
if not, feel free to turn on QuickerFirestarting in the mod's config (see above for config editing). The values will turn it back to vanilla, make them smaller if you want to meet somewhere in the middle (1 is Hardcore)
Ive gone through 4 fire plough's and not a single fire. :( i like the idea of this mod but now im half dead with no fire.
Nvm make it 5 plough's and still no fire.
Ok, I'll try latest now and see what happens. I'm a bit new to editing config files but I'll give it a go to see how affective playing with it makes it. Thanks for that.
Yeah It wasnt letting me craft the crude bow with 3 sticks and 3 rope. ok, I'll look at the crude bow drill firestarter, thanks for your help and work on this mod.
Edit:
Can confirm yeah it works. I loaded a new world with only your mod and Salty's firestarters. It was much easier this time. It was however a 45C summer day in arid conditions. It was windy though (which caused notifications of inability to start a fire in the previous game load). And I could still start the fires in the dark. Could get about 2 fires with the more complicated crude bow drill recipe and about 1 fire per flint recipe. I noticed a decreased incidence in injury which seemed justified. Just for the testing of the mod I set hunger rate to max slow to not get in the way but I noticed the act of starting the fire was heavy on hunger rate. But love the complicated crude bow drill recipe. really makes the act of searching for the appropriate materials and conditiones at the forefront of thinking for the first day.
The other interesting thing I noticed, and it may be a vanilla thing for 1.20.1, I loaded 5 fires under and in the branches of an acacia tree but could not set the tree alight, even by adding more logs to the tree and adding crude doors to the branches. Nothing else caught fire.
Anyway, You might not have to make them compatible, it appears with both your's and Salty's mod on, fires are still vwry possible.
I'm gonna test your mod with my usual set of over 100 mods to see if I can find any more conflicts, I'll do it in batches.
nedwobsamoht
Yeah, that sounds like a compatibility issue, if we're both lowering the chance of success in different areas, it's likely compounding.
If you have the latest version, there's a config file where you can increase the chance of success (switch ModMode to 0 and QuickerFirestarting to true) for the short term, and meanwhile ill look into making them compatible.
Also just realized, did you mean you can't craft the crude bow? That's a vanilla restriction. I added another recipe to get around that restriction- look at the "Crude Bow Drill Firestarter" handbook page.
I've had terrible success with starting fires and did have the other firestarter mod on called salty's firestarters which added environmental factors. blew through 3 flints, 4 fire starters and the crude bow doesnt even make for some reason. And yeah found its damage to health strong. I'll try starting a fire outside - when its not too windy.
Yeah thats fair! I definitely had some bad RNG but the crude bow drill definitely felt like an upgrade. I was curious about the wind because it was very windy so i assumed that might play into why my luck was so bad, I think there was another firestarter mod that included that stuff but I remember it being a bit broad with its checks (ie any rain, even if indoors, lowered the chance for a fire success drastically. Love the mod though, definitely puts a new spin on it. Thanks for your work :)
Some of the struggle was definitely from my settings with having the first week or so in game be cold enough since its late spring and a rainy season. So there was a bit of slowly freezing, hitting my own head with the flint, stabbing the ploughs stick into my eye, and then dying alone in a cave.
conninator2000
The rates come out so that statistically you shouldn't need more than two. For example, the fire plough has a 10% success rate and 5 durability, so there's a 50% chance one will do it, and if it doesn't work by the second, it's bad rng
However I did find that hunger/health damage for the flint & flint is about twice what it should be, so that will be fixed soon, thanks for bringing that up
it doesn't implement wind, rooms, etc, but that's a neat idea
i play tested a few times, and found i was pretty much always able to get a fire by the first night without dying. my style of play is similar to the tv show naked and afraid - my only goal first day is find a cave, find some food, and get an axe and knife to start making a fire. time is of the essence. if you wait till youre hungry/cold it's too late
Damn you really did mean that the early tier ones are rough. Started out and got cold, started trying to make a fire and blew through 2 or 3 ploughs with no success, tried with flint & flint and died halfway through its durability. Turns out I ended up killing myself from the flint & flint firestarter because it goes so fast. Any tips for fire starting success? Does it base it off a flat chance or does it take the environment into account (ie windy, exposed/indoors, etc)
Hey, great mod idea and it works well so far. It's nice having more options to start fires further down the technology tree, specially something faster or more reliable.
One note I had was that it seems like the updated fire plough firestarter isn't storable both on the ground or on tool racks, I couldn't find a way to place it in testing.
Cheers,
Neat little mod! This just popped up and I've been wanting a mod like this to make the early game even harder and more realistic. Will be interested in the tinder tiers and custom annimations and sounds. 👍
Please add compatablity with Kingdom of Science: Fire & Explosions