Mods / Salty´s Firestarters

Tags: #Utility
Author: SaltyWater
Side: Both
Created: Jan 4th at 12:58 AM
Last modified: Feb 10th at 2:44 PM
Downloads: 8373
Follow Unfollow 239

Latest release (for outdated Vintage Story v1.20.0 - v1.20.3):
Firestarters_1.4.3.zip  1-click install


          

Pet the floppa to buy me a coffee!           

 

This mod was made out of my obsession for immersion.
Not only I hate carrying a lit torch in my inventory everywhere, I also hate having to keep replacing a drill firestarter everywhere, everytime. And since this game has a great variety of  environment mechanics that would fit perfectly for fire-starting survival mechanics, I combined both!

If you crave for survival mechanics, realism and immersion as much as I do then this mod is for you!
Salty's Firestarters adds new methods for fire-starting for early and late game and overrides the vanilla methods with some cool challenging mechanics.
No new items are added, no GUI´s. Everything stays vanilla. All methods can be used to set grass or other combustible materials on fire, or ignite any block entity (firepit, forge, etc..).

Note: Some updates brings new config files or configuration variables, delete the old ones so the new ones can generate. Check changelogs so you only delete the ones that actually change instead of removing all your custom values!

 

All the information below is in the handbook in-game.

 

Translations: 💬

French by: Mokradin

 

Clear Quartz mechanic / early game:

Requires: Clear Quartz.

Usage: Sneak and hold right click.

Environment checks: Sky access, Time of day, Temperature, Rain, Cloud Density and Wind.

 

Clear quartz can be used as a magnifying glass. It uses the sun light to heat a single spot!

It's slow and it needs specific environment conditions to work properly.


Bow drill / early game:

Requires: crude bow in the main-hand, firestarter in the off-hand.

Usage: Sneak and hold right click.

Environment checks: Rain, temperature and Wind.

Uses a firestarter but is effective in harsh environmental conditions, much quicker and reliable.

image

A bow combined with a firestarter, designed to create fire more efficiently and quickly. It consumes one duraility from the firestarter upon use.


Spyglass mechanic / mid game:

Requires: Spyglass mod / Spyglass item.

Usage: Sneak and hold right click.

Environment checks: Sky access, Time of day, Temperature, Rain, Cloud Density and Wind.

 

image

Faster than clear quartz, usable at lower temperatures, and with a more forgiving time-of-day window for fire-starting.


Flint & Steel / late game:

Requires: Flint in the main-hand, steel ingot in the off-hand.

Usage: Sneak and hold right click.

Environment checks: Rain and Wind.

 

A classic and reliable survival tool.

Fast, fiery and fancy. Still depends on a few environment conditions! Flint has a configurable percentage chance of breaking on use.


Torch / Vanilla:

Requires: Torch.

Usage: Sneak and hold right click.

Environment checks: Rain, temperature and Wind.

 

Can still be used for all it's vanilla purposes but now with environment conditions!

image

Torches will extinguish in the player’s hand during heavy wind and automatically if placed in the backpack inventory. This is configurable.


Firestarter / Vanilla:

Requires: 2 sticks and a dry grass.

Usage: Sneak and hold right click.

Environment checks: Rain, temperature and Wind.

 

Can still be used for all it's vanilla purposes but now with environment conditions!

 

 

Environment conditions:

Those doesn't apply to all fire starting methods. Check above what environment conditions each method relies on.

 

Sky Access:

image

With this condition you cannot start a fire if the block doesn't have direct access to sunlight.
This means you cannot start fires inside your home or inside a cave.
This is not configurable.

 

Time of day:

Sun position Matters!!
With this condition you can only start a fire during the sun's peak hours: 9:00 AM to 3:00 PM for clear quartz and 8:00 AM to 4:00 PM for the Spyglass. This is fully customizable.

 

Temperature:

with this condition the environment needs to be warm enough!
This means no fire-starting in freezing, snowy areas.
The default value is temperature above 10ºC for quartz and vanilla firestarter, 7ºC for Spyglass and 5ºC for the torch and bowdrill. This is configurable!
This condition is only applied if you're outside.

 

Rain:

I think this one speaks for itself. You can disable this, but it will break my heart.
This condition is only applied if you're outside.

 

Cloud density:

There’s no use for the sun if it’s hiding behind a giant cloud with a fancy nimbus name. With this condition make sure you have direct access to sunlight rays! You can disable this.

 

Wind:

You ever tried lighting a fire in the middle of a storm? Yeah, it’s not gonna happen. You can disable this.
This condition is only applied if you're outside.

 

 

Configs:

Search up for the folder Firestarter inside ModConfig. There's a .json for each tool.

You can also:

  • Enable debugging logs.
  • Disable warnings for environment conditions.

 

Roadmap:


-Quartz method: Time of day and the sun’s position influence how long it takes to start a fire. Discarded, proven to only minimally affect  ignition time. No gameplay difference. / Ability to use other items for magnifying, even modded items. (I was thinking about SpyGlass mods spy glass).

-Flint & Steel: Add config option to set a chance of breaking the flint on use. / Add config option to ignite based on a chance value instead of immediately. / Add outdoors temperature environment condition. (would this be "over-capping" a late game mechanic? Discarded ignite chance and temperature check ideas. It was unnecessarily capping the tool for it's late game usability.)

-Torches: Torches go unlit when stored in inventory. (backpack inventory, hotbar is fine).

Handbook: Update items description to mention possible fire-starter method.

-Add more cool firestart methods. (Iron method? Bow drill?)

-Override Vanilla methods to respect Environment conditions. (First on the list)

-Environmet conditions affects held items: Torches unlit with heavy wind.

 

 

This mod also lets you hold ingots in the off-hand now... so there’s that.

 

 

 

Credits:

Thanks DanaCraluminum for code consultation 😆

 

 

check out my other mods here:

SaltyWater

   

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.4.3 3986 Feb 10th at 2:44 PM Show Firestarters_1.4.3.zip 1-click install
v1.4.2 1041 Feb 1st at 8:51 PM Show Firestarters_1.4.2.zip 1-click install
v1.4.1 853 Jan 26th at 5:22 AM Show Firestarters_1.4.1.zip 1-click install
v1.4.0 235 Jan 25th at 8:19 PM Show Firestarters_1.4.0.zip 1-click install
v1.3.3 491 Jan 22nd at 1:20 AM Show Firestarters_1.3.3.zip 1-click install
v1.3.2 382 Jan 20th at 10:19 PM Show Firestarters_1.3.2.zip 1-click install
v1.3.1 339 Jan 19th at 10:43 PM Show Firestarters_1.3.1.zip 1-click install
v1.3.0 189 Jan 17th at 4:32 PM Show Firestarters_1.3.0.zip 1-click install
v1.2.0 138 Jan 15th at 5:30 PM Show Firestarters_1.2.0.zip 1-click install
v1.1.0 183 Jan 10th at 7:49 AM Show Firestarters1.0.5.zip 1-click install
v1.0.0 240 Jan 4th at 3:10 AM Show Firestarters_1.0.0.zip 1-click install

99 Comments (oldest first | newest first)

💬 PookieBunny, 3 days ago

SaltyWater

Would it be at all possible to include more specific configs for the environmental factors?

ie. adding a windspeed config, so if windspeed is above x% it won't work

Ideally: configs for both windspeed and rain amount/rate

💬 GamerNerd, May 5th at 3:48 PM

i'm pretty sure that it's actually in the base game, as it was the reason i looked for mods, and came across your mods. (which are very nice, i must say.)

💬 MystiVaid, Apr 1st at 1:18 AM

Is it possible to add multilingual support? For example, the chat bar message when a torch is extinguished in strong winds.

💬 Rakshasa, Mar 22nd at 10:59 AM

I just tried reinstalling it. It seemed like it was working a bit for some members on the server, but then  it started giving everyone problems again. The configs don't seem to work at all for multiplayer.

💬 PetMudstone, Mar 20th at 5:12 PM

I was having issues with most config settings not seeming to work in my dedicated Vintage Story server as well. I deleted the config and started the server again to regenerate it and the only files that appeared were the "FirestartersModConfig.json" and "MiscellaneousConfig.json" strangely enough. I'm guessing some config isn't serverside for some reason?

💬 Rakshasa, Mar 19th at 2:30 AM

I want to say that this mod is great, but I do want to also mention that the configs do not seem to propagate to other server memebers, causing them to not have updated config settings. This is causing a lot of issues for other server memebers. Should I try to redownload the mod? Ive tried sending the config files to others, but it doesnt seem to do anything.

💬 A_Whisper, Mar 15th at 4:49 AM

Love the immersion this adds. One thing I'm curious about though is why a steel ingot? Why not make it a steel rod instead? It seems a bit awkward carrying an ingot around with you. Rods are also not used much, so that would give them another use.

💬 stormtrooper_34, Mar 14th at 11:41 AM

First of all, really cool mod, adds A LOT to game immersion, but i'd love to submit some suggestions

Before wide spreading of high carbon steel (in fact, even before iron processing), pieces of various pyrites (pyrite, marcasite or other forms of iron sulfite) were used with flint [1]. Also there were iron strikers [2]. Vanilla doesn't have such minerals (mod Geology Additions [3] have though). It seems to me, having alternative way to produce spaks with wrough iron ingots (simple iron) with worse results than steel would be quite a nice option for a mod. Or even include possibility to do it with raw pieces of pyrite from Geology Additions.

Also would be relly nice to be able to smith strikers from ingots (maybe two strikers per ingot, not sure for balance), whole ingot is quite a chunk of material to be handled for fire starting

One more thing i'd like to suggest: in addition to crude bow add identical fire bow recipie that can be crafted by all classes but can't be shoot from



[1] paper on natural pyrite fire starters
[2] excavated viking age iron strikers (type 2.1 and 2.2)
[3] geology additions

💬 Lionheart_, Mar 13th at 7:22 PM

I cant get the bowdrill to work, i have the firestarter in off-hand and crude bow in main, it just tells me my off-hand needs to be empty

💬 SaltyWater , Mar 12th at 10:18 PM

GamerNerd This is not in the base game, this is this mod doing.

You can change this behavior in the config files

💬 GamerNerd, Mar 12th at 8:40 PM

will this remove the illogical and stupid "it's to cold to start a fire" thing that is in the base game?

💬 ThornHorn, Mar 12th at 8:03 PM

It seems that dedicated server doesn't create config files for firestarting methods for some reason

💬 Taeo, Mar 5th at 6:21 AM

Where do the configs end up on a multiplayer server? I really want to remove the temperature environmental requirement for torches, but the Firestarter folder on the server only has MiscellaneousConfig.json and FirestartersModConfig.json

💬 SaltyWater , Mar 3rd at 1:23 PM

Guys you can just set the temperature initial value to whatever you like 😂

💬 NukeACitrus, Mar 3rd at 1:17 PM

Great mod, but like others' have stated, the temperature thing doesn't make much sense. To start a fire, you need fuel, heat, and oxygen, too much or too little of anything and you won't get a fire. In cold temperatures, the main issue will off course be getting enough heat to start a fire, but in the case of a bowdrill and dry materials, that just means you need you drill for longer to build up enough temperature. While making a fire in the cold is harder, it's definetly possible, and an experienced bushcrafter can get it going really quickly (Especially with access to flint and steel). Another possibility is using a ember carrier, wich means carrying with you an ember in an apropirate container, such as a dried out hoof fungus, which will smolder for a long time until you need to start a fire with it. 

💬 Sidorovich, Mar 1st at 3:47 AM

Pretty cool stuff, I think I like the challenge this adds (windy nights are going to be terrifying for a long time) but I don't think the temperature condition makes sense. I mean, you've never lit a fire during a forest trek in the winter by -15 Celcius? As long as the burning material is dry, there's no problem. You can usually even manage to find dry wood. It would make more sense to check for a snow or ice block below the fire, that would be problematic.
Maybe you could consider adding oil lamps to the things that go out from wind and rain, making lanterns (and having a roof over your house) even more desirable.

💬 Kshoh, Feb 28th at 10:56 PM

Okay so I'm not 100% sure it's this mod's doing. But I can't rack the firestarter anymore (I'm using DanaTweaks)

💬 SaltyWater , Feb 28th at 9:57 PM

Kshoh Hope you have fun 🤣😆

💬 Kshoh, Feb 28th at 8:58 PM

Ok you convinced me to give it another try. I'm leaning toward the cave technic. Plus worse case scenario I'll just top the pits with 27m3 of soil x)

💬 SaltyWater , Feb 28th at 5:47 PM

Kshoh It needs to be a bit more than sheltering, the mod logic will read the space for the block you're trying to ignite. If it's a enclosed space, like inside a cave or indoors, then you can safely ignite your block without the mod checking for rain, wind or temperature conditions. But a little cheat you can do is try building a 3 by 3 roof, with also 3 blocks height (can be made of dirt) on top of your pitkiln, this one placed in the middle, , you don't need walls! That should be enough to stop environmetal checks for your ignition!

This won't work with dirt if you're playing with soil instability!

 

💬 Kshoh, Feb 28th at 5:30 PM

Does it work though? Because I tried sheltering the pitkilns under some dirt. But it didn't help at all.

💬 SaltyWater , Feb 28th at 12:42 PM

Kshoh Haha! Thanks!! It's understandable!
I always try to find caves to start fires on my journeys like a little cave man 🤣

💬 Kshoh, Feb 28th at 10:51 AM

I started my new save with this mod on. I'm loving the concept of it. But I had to disable it sadly. I wasn't able to start my pit kilns for three days straight in my always rainy starting area.

I love it though and I hope to be able to play with it in my next pt. Or even a little bit later in this one if/when I relocate in a dryer area.

💬 Hydromancerx, Feb 11th at 5:50 AM

SaltyWater

That works!

💬 SaltyWater , Feb 10th at 8:49 PM

DarkThoughts You can tweak them to whatever you like!

💬 DarkThoughts, Feb 10th at 8:35 PM

The temperature condition makes no sense to me. Freezing temps are at 0 and below, and they would not prevent you from starting fires.

💬 SaltyWater , Feb 10th at 6:01 PM

Hydromancerx Nope, sorry! I can't make a stand alone mod for it. But I'll include configs to disable each firestarting method so you can disable every individually and leave only the spyglass okay?

💬 Hydromancerx, Feb 10th at 4:43 PM

Could you please make a stand alone mod for just the spyglass part?

💬 Lightpowder, Feb 8th at 3:05 PM

@SaltyWater, hm, aight. I've no idea what happened then lol.

💬 SaltyWater , Feb 8th at 3:02 PM

Lightpowder Heyo! Nop, this only affects firestarting methods. All manual.

💬 Lightpowder, Feb 8th at 12:40 PM

Hey man, does your mod affect fire itself? Like, a chance for kilns or bloomeries to start a fire for example? I'm trying to pinpoint what caused a bloomery in the basement to start a fire and burn our house and this is the only mod in our list that has something to do with fire. Everything was fine until spring so my guess is that temp check somehow attached itself to bloomeries (and they are not supposed to light objects around them on fire).

💬 TheRealDiggyChz, Feb 8th at 12:23 AM

SaltyWater ah ok i thought it applied to all methods since that section didnt specify, i assumed it was all methods as some sort of crude "saftey" mechanism.

💬 SaltyWater , Feb 7th at 8:33 PM

TheRealDiggyChz I mean.. only if you're trying to use a method that needs sun light.

💬 TheRealDiggyChz, Feb 7th at 2:49 PM

Does no firestarting indoors/without skylight access apply to bombs, forges, and firepits(cooking/smelting)? i like the general idea of this mod but that would be a breakpoint for me

💬 Linkbro, Feb 5th at 6:07 PM

SaltyWater fair enough! i still feel like a whole steel ingot is a little clumsy, as someone who does flint at steel fire starting irl, you only need a tiny chunk, maybe go with a steel bit? still takes up one inventory slot, just looks a little less odd in the han

💬 insideandoutside, Feb 4th at 7:09 PM

This is rad! Having torches go out when stowed away in a wicker basket should honestly be in the main game lol

💬 SaltyWater , Feb 4th at 1:54 PM

Linkbro Heyo! Sorry, no custom items! I prefer to use vanilla assets! Also carrying a steel ingot that uses a inventory space is to balance the Flint & Steel method!

💬 Linkbro, Feb 4th at 1:49 PM

heya! could i maybe request the flint and steel be updated to use a Striker item? could be a fun little forging project, and feels a little more... proper, than just carrying around a lump of steel?

💬 SaltyWater , Feb 2nd at 8:56 PM

Mokradin Hey thanks! I've updated the file!! ^^

💬 FearTested, Feb 2nd at 7:35 PM

I think the bow drill firestarting method is incompatible with Combat Overhaul; It tells me "offhand should be empty" while attempting to start a fire with the crude bow & firestarter

💬 Mokradin, Feb 2nd at 8:35 AM

SaltyWater Hello, i have translated your mod in french, please checkout this link: https://pastebin.com/ztqvBgun

💬 SaltyWater , Feb 1st at 9:01 PM

Scribbd bringitonwimps Fixed, thanks for the feedback! 🤠

💬 Scribbd, Jan 31st at 9:25 PM

This might be a me thing, but torches aren't working below 10ºC. Outside temp is 6ºC, so it should work according to the description. Could it be that it is the temperature of the object is used instead of ambient temperature?

Only after ambient temps hit 10ºC, I am allowed to use the torch for ignition. I suspect that the config set in the json files are ignored. I can confirm that it is set to "5". I even lowered it to "0", and rebooted the game. Both didn't allow me to use the torch.

💬 SaltyWater , Jan 30th at 5:38 PM

tauceti2114 Thanks!! I hope you like it! ^^

💬 taucetifive, Jan 30th at 5:06 PM

excited to try this out! really cool mods as always, Salty :]

💬 SaltyWater , Jan 29th at 5:13 AM

Donnie For quartz and SpyGlass code checks in a 3 by 3 grid pattern around the block trying to be ignited. 
If any of those 9 blocks have direct access to sunlight then the ignition logic passes to other checks like wind, clouds, time of day etc.

TheOnion Nop it is hardcoded! In later versions I crancked up the Wind check for torches, it only extinguishes with strong breezes and storms!!

💬 Donnie, Jan 29th at 4:57 AM

Very cool mod. Really enjoying it. Question though. How does the Sky Access work? I ask because in some conditions I am able to light a fire indoors.

💬 TheOnion, Jan 28th at 10:50 PM

Could you maybe add idf that you can change the config ingame with the Config mod?

💬 TheOnion, Jan 28th at 10:48 PM

is there a way to change at what wind speed the torches go out its always windy where i base and i also dont really wanna disable the wind extingiun feature?

 

💬 SaltyWater , Jan 28th at 11:55 AM

bringitonwimps I'm aware of that, you can't do groundstorage either now. I'm thinking about a workaround for that :p

💬 SaltyWater , Jan 28th at 11:53 AM

jhaury Flint and steel is not a craftable custom item. You need a flint and a steel ingot for it to work.

💬 jhaury, Jan 28th at 5:30 AM

I'm on 1.20.1 and can't find the flint and steel in the handbook. Was it just left out and I need to figure out how to make it on my own?

💬 Lightpowder, Jan 26th at 5:30 PM

bringitonwimps might check it out when it updates to 1.20.3

💬 bringitonwimps, Jan 26th at 4:55 PM

I can not place  stacks of clear quartz in crates now with shift cntrl.. tries to start a fire instead

💬 bringitonwimps, Jan 26th at 3:45 PM

Lightpowder hey check out the smithing plus mod, addes immersion of tool head breaking but a smithing way to repair it.  It might be whgat your looking for, I love these more emersive systems as well!

💬 SaltyWater , Jan 26th at 12:52 PM

Lightpowder I mean, I likeToolWorks mechanics but it still uses custom items

💬 Lightpowder, Jan 26th at 12:15 PM

Well, the maker of ToolWorks explicitly said that he allows whoever wants it to use his code, so that might become part of a solution for what you're struggling with.
Sadly I can't provide anything else tho.

💬 SaltyWater , Jan 26th at 11:59 AM

Lightpowder Heyo! I was working on something like that before manual tool crafting!  I do hate tools just breaking 😆

But it was proven to be very difficult making something like that, that uses no custom items or blocks. And I was sad to realize that there was no grindstone in the game already. So I abandoned the idea. 

💬 Lightpowder, Jan 26th at 9:38 AM

Given your love for immersion, I've got a new mod suggestion for you (cuz me stupid and can't code).
Don't you hate how your tools just break completely? What if instead there was a sharpness meter that affects how effective your tool is at doing what it's supposed to do with an increase to overall durabillity of metal items (stone tools breaking is pretty immersive as is imo) and you could either disassemble tools for repairs or just use flint for slow sharpening (or a crafted grindstone to sharpen them faster). While we are at it, some ideas from the abandoned ToolWorks could also be used, as in separate durability for handles and heads (cuz once again, it just feels more right this way). 
What do you think?

💬 SaltyWater , Jan 26th at 6:42 AM

Dobrogost Thanks for the support Dobrogost! ^^

💬 Dobrogost, Jan 26th at 6:13 AM

Hi, Salty! Thanks a lot for your mods, work and time. Love your mods a lot =] Playing VS for years now and need it to be more complicated and immersive.

💬 SaltyWater , Jan 26th at 5:23 AM

DecaByte It is not a vanilla feature but It's a good idea!  At least for methods that can be used with one hand! I'll see if it can be implemented! 

💬 DecaByte, Jan 26th at 4:28 AM

@SaltyWater Oh I forgot about that. Makes sense. Is there a way to light torchs in hand so I dont have to place down the torch, or did I miss that too? lol. If not, you think this is something you can add?

💬 SaltyWater , Jan 26th at 1:51 AM

RosstheGreat Hm.. enter a test world on creative, use the command /weather setw storm and hold a torch in the main hand. this will make the torch unlit and probably force the config to generate!

💬 SaltyWater , Jan 26th at 1:49 AM

SilverScorpion Heyo! You can change the minimal temperature of the methods that requires temperature conditions in the configs!!
1:Tried ignite by chance for methods (mainly flint & still) and I was not getting along with it. So ignite by chance is discarded. But break chance for flint was implemented! Torches I cranked up the wind treshold for extinguish from wind but putting a chance onto that would be too finicky in game.

2: Depends on the custom item, if it's from some mod that I really like, like spyglass then I could implement. 

3 and 4: Good to know everythings working hehe! thanks for the feedback! ^^

💬 SaltyWater , Jan 26th at 1:42 AM

DecaByte Heyo! it's a feature! please read descr

💬 DecaByte, Jan 25th at 7:06 AM

Shift-clicking torch to move it from hotbar to backpack causes it to go out.

💬 SilverScorpion, Jan 22nd at 2:07 AM

Hey Salty, love your mods and this one in particular adds some really neat features. Unfortunately we did run into some (admittedly edge) cases where it effectively made it impossible to start a fire no matter what we did. From looking at the config files, it seems like it is simply impossible to start a fire under 7 degrees (barring steel)? My buddies and I were trying a one life hardcore run where we start in the frozen north (not ALL the way north but around zero degrees celcius during daylight hours) and have to make our way to warmer climes, but with the mod active, there are simply zero ways to start a fire because of the temps. (In a separate but related issue we couldn't get the server to recognize config changes setting the tempcheck to false or to a lower number).

1. As a trad skills guy, I respect the intent, but often times it is more about moisture content and the availability of dry materials that determine fire starting over straight temperature. With that said, is it possible to have the temperature give a failure chance to an attempt? For example, at 10 degrees there it is a 50% chance each attempt, at 7 degrees its a 25% success, 5 is 20, 3 is 15, etc etc. (Obviously numbers would need tweaking). Basically, could you apply what you have on your roadmap for flint and steel to everything? Torches guttering out on a chance value would be awesome too. (I have no idea how the game handles wind speeds in order to determine that plus I would be concerned about how much it checks status and the effect on ram consumption, but still an interesting question)

2. With your intent to stick to no custom items, but adding compat for the spyglass, if someone were to make items that specifically were intended for this mod (such as the tinder box), would you be cool adding compat for that?

3. I am having the same situation as RosstheGreat with the config files as well after this update. Restarted the server again and it was fine.

4. Love your stuff, keep up the great work!

💬 RosstheGreat, Jan 20th at 11:53 PM

Hey! Loving the mod, makes winter all the more challenging without a shelter. Beyond that, I want to mention I cant' seem to find configs for the temps and whatnot. I only get "Miscellaneous Config" in the folder, no other tools.


(Edit) At the time I wrote this comment I had tried restarting the server, clearing cache, clearing the config folder, reinstalling the mod, reinstalling the server, and so on. I genuinely have no idea why I never got the proper configs.

💬 SaltyWater , Jan 20th at 11:17 PM

TheSinisterRat Heey! Thanks! Nice to know you guys have fun with my mods! ^^

About the Ember box, Sorry, my rule is no custom items! :p

💬 TheSinisterRat, Jan 20th at 10:41 PM

Would it be practical or worth considering an ember box? Pack an ember in a fire that will last for X amount of hours for the easy lighting of another fire?

Just a thought I figured was worth enquiring about! Nonetheless, thank you for this mod and all of your others - I am a huge fan of your work and all that it adds to the games me and my friends enjoy!

 

Edit: Thanks for the answer, and more than fair! You're very appreciated.

💬 SaltyWater , Jan 20th at 2:37 AM

LordWungus I really wish I could pin this comment! 😂
Thanks! hahaha

💬 LordWungus, Jan 20th at 2:29 AM

This has to be one of the most annoying but impactful mods I've tried in VS. Needing to go down into a cave to start a fire in the wilderness without the wind stopping me adds a surprising amount of immersion and is ridiculously cozy

💬 SaltyWater , Jan 20th at 1:21 AM

Thanks Freeflier fear not! I am already working hard porting them one by one! lets goooo!! 😆

💬 Freeflier, Jan 20th at 1:19 AM

Your mods are some of my favorites :) Looking forward to when some of the others are updated; I've waited patiently for the stable release ;)

💬 SaltyWater , Jan 19th at 7:49 PM

Valter Amazing! I Wish you the best of luck in your project! ^^

💬 SaltyWater , Jan 19th at 7:47 PM

DecaByte Thanks for the feedback! Will get fixed in the 1.20

💬 Valter, Jan 18th at 9:21 PM

@SaltyWater, thanks for your answer! I will carefully study the config.
And decorative places are chisel platforms. For example, a forge. Chiseling the work area under the forge and oven. and build a fire inside the furnace to melt the metal.
I like to make decorative things like in the video: .
and your work inspired me a lot! I'm not a programmer, I don't know the code. and I’ve never done this before. However, I also decided to make my own (content) mod. I plan to make real production of titanium. This is an interesting and complex project. And I believe that it is such wonderful ideas as yours that will bring even more variety and beauty to the game.

💬 DecaByte, Jan 18th at 5:11 PM

Torchs go out due to wind while indoors.

💬 SaltyWater , Jan 18th at 12:20 AM

Grasp Pretty cool right? haha ^^

💬 Grasp, Jan 17th at 11:06 PM

oml I love that you added compatibility with the spyglass mod, soo cute, thank you!

💬 SaltyWater , Jan 17th at 10:20 AM

Valter Hey!! Sorry I’m not sure I fully understand what you mean by "suitable for creating decorative places." Could you clarify that part?

You can turn off or adjust any environmental condition for specific fire-starting methods. Just check the Firestarter folder inside ModConfig. Each method has its own settings file you can tweak!

Also most of the environmental checks are ignored if you're indoors. (The ones that doesn't use sun light)

💬 Valter, Jan 17th at 8:01 AM
The mod's idea is good. However, I encountered the problem of setting the steel furnace on fire. But the mod is not suitable for creating decorative places in the kitchen and forge.
Is it possible to reduce or turn off the influence of the environment? but at the same time leave all other points. Or have I not figured out how to work with this mod?
Or is it possible to add a lighter that would ignore the influence of the environment?
💬 SaltyWater , Jan 16th at 11:06 AM

Bone_D 

Inflectus

Thank you guys! ^^

💬 Inflectus, Jan 16th at 5:50 AM

Another amazing mod update for another amazing Salty mod. Keep up the good work. :)

💬 Bone_D, Jan 12th at 8:28 PM

Amazing work, thank you!

💬 Vargur, Jan 11th at 7:17 PM

SaltyWater Makes sense! I just get mindlessly greedy for more inventory space lol - The animation and sound with the flint and steel is very satisfying!

💬 SaltyWater , Jan 11th at 7:37 AM

Vargur Someone that understands me :,) Thanks! haha
As for the new item question, I don't like it haha, I aim my mods to be as vanilla as possible and to use as much of the game assets as I can. Creating a new item would break that rule specially because flint and steel are already in the game! 😆
For example the animation for the flint and steel in this mod is not a custom one, it's a combination of the hammer hit and honeysqueeze animation playing at the same time!
I will be using the same logic for creating the bow drill method too! :p To me it's so much more immersive when you can use an item for purposes beyond its main functionallity.

💬 Vargur, Jan 11th at 2:24 AM

Great mod, feel the same way about stuffing lit torches into my backpack :D What do you think of having the flint and steel be craftable into its own item? Something kind of like this older mod's https://mods.vintagestory.at/show/mod/1792

💬 SaltyWater , Jan 10th at 10:27 PM

SniperGecko Like what?

💬 SniperGecko, Jan 10th at 7:10 PM

How likely would it be for a Flint & Steel (or iron) in a block form?
Something you could set down beside a fireplace, click once to start a fire?

💬 SaltyWater , Jan 10th at 2:15 PM

MystiVaid Thanks fellow modder! ;)

💬 SaltyWater , Jan 10th at 2:14 PM

oneil Once stable is out! ;)

💬 SaltyWater , Jan 10th at 2:14 PM

Mirok Thanks! ^^

💬 MystiVaid, Jan 10th at 9:43 AM

i love it

💬 oneil, Jan 8th at 5:55 PM

great mooddds ! im waiting for .20 Update and i put all your mod at once ^^ 

💬 Mirok, Jan 6th at 1:08 PM

You have cool tactile mods 👍

💬 SaltyWater , Jan 4th at 7:59 PM

@Thanks purple8cloud! ^^

💬 purple8cloud, Jan 4th at 11:04 AM

i love it

 

 (edit comment delete)