Mods / Immersive Firewood

Tags:
Immersive Immersion Woodworking
Author:
MrShiver
Side:
Both
Created:
Aug 11th at 10:37 PM
Last modified:
Aug 25th at 11:57 PM
Downloads:
979
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
vsfirewood-0.4.2.zip  1-click install

FULL BALANCING REWORK AND HANDBOOK ENTRIES IN PROGRESS

DO NOT USE CONFIG LIB

Immersive Firewood
adds Wet/Drying + Species based Charcoal progression to firewood
splits firewood by wood kind. each one has its own charcoal output, burn duration and temperature based on real world factors like hardness and wetness  

Now with Immersive Woodworking compatibility!

Not required but i strongly recommend Biodiversity: Trees


While the new drying system is in development i highly recommend playing with Drying Speed Overhaul

- cut firewood (soaked/wet) dries into normal firewood over roughly a year.  
- Wet firewood works anywhere normal firewood would , but it runs at about half the heat, and you get about half the charcoal too.  
- Charcoal yield, burn duration, and burn temperature are all tuned by species (soft evergreen wood tend to burn hotter and faster, while dense hardwoods keep burning slow). 
- Each type of wood gives a different amount of firewood for balancing Reverted in 0.2.9

vibecoded mods will NOT be given compatibility so dont even bother asking me


Vanilla wood values
Wood Dry Temp Dry Duration Dry Burn Hours Wet Temp Wet Duration Wet Burn Hours
Kapok 600°C 20 0.23 h 300°C 10 0.12 h
Pine 730°C 28 0.32 h 365°C 14 0.16 h
Bald Cypress 680°C 31 0.35 h 340°C 16 0.17 h
Redwood 650°C 29 0.33 h 325°C 14 0.17 h
Walnut 690°C 37 0.42 h 345°C 18 0.21 h
Birch 700°C 38 0.43 h 350°C 19 0.21 h
Larch 700°C 40 0.45 h 350°C 20 0.23 h
Maple 710°C 44 0.50 h 355°C 22 0.25 h
Oak 700°C 46 0.52 h 350°C 23 0.26 h
Acacia 720°C 55 0.62 h 360°C 28 0.31 h
Purpleheart 730°C 60 0.68 h 365°C 30 0.34 h
Ebony 750°C 78 0.89 h 375°C 39 0.45 h

 

 

Biodiversity wood values
Wood Dry Temp Dry Duration Dry Burn Hours Wet Temp Wet Duration Wet Burn Hours
Empress Tree 600°C 22 0.25 h 300°C 11 0.12 h
Spurge Tree 610°C 23 0.26 h 305°C 11 0.13 h
Tuja 630°C 24 0.28 h 315°C 12 0.14 h
Catalpa 640°C 29 0.34 h 320°C 14 0.17 h
Linden 640°C 31 0.35 h 320°C 15 0.17 h
Spruce 710°C 31 0.35 h 355°C 15 0.17 h
Fir 720°C 33 0.37 h 360°C 16 0.18 h
Poplar 660°C 33 0.37 h 330°C 16 0.18 h
Willow 660°C 33 0.37 h 330°C 16 0.18 h
Horse Chestnut 660°C 36 0.41 h 330°C 18 0.20 h
Blue Mahoe 680°C 37 0.42 h 340°C 18 0.21 h
Ginkgo 680°C 38 0.43 h 340°C 19 0.21 h
Banyan 670°C 38 0.44 h 335°C 19 0.22 h
Douglas Fir 720°C 38 0.43 h 360°C 19 0.21 h
Red Cedar 720°C 38 0.43 h 360°C 19 0.21 h
Kauri 720°C 39 0.44 h 360°C 19 0.22 h
Cedar 720°C 40 0.45 h 360°C 20 0.23 h
Elm 690°C 40 0.45 h 345°C 20 0.23 h
Sycamore 690°C 41 0.47 h 345°C 20 0.23 h
Tamanu 700°C 42 0.48 h 350°C 21 0.24 h
Mahogany 700°C 43 0.49 h 350°C 21 0.24 h
Sapele 700°C 45 0.51 h 350°C 22 0.26 h
Ash 700°C 47 0.53 h 350°C 23 0.27 h
Yew 720°C 47 0.54 h 360°C 23 0.27 h
Honey Locust 720°C 48 0.54 h 360°C 24 0.27 h
Beech 710°C 50 0.57 h 355°C 25 0.28 h
Umnini 710°C 50 0.57 h 355°C 25 0.28 h
Ghost Gum 730°C 53 0.61 h 365°C 26 0.30 h
Dalbergia 730°C 55 0.62 h 365°C 27 0.31 h
Eucalyptus 730°C 55 0.62 h 365°C 27 0.31 h
Bearnut 720°C 57 0.64 h 360°C 28 0.32 h
Ohia 730°C 56 0.64 h 365°C 28 0.32 h
Mangrove 750°C 61 0.69 h 375°C 30 0.34 h
Rosewood 740°C 60 0.68 h 370°C 30 0.34 h
Sal 750°C 62 0.71 h 375°C 31 0.35 h
Tigerwood 750°C 69 0.78 h 375°C 34 0.39 h
Azobe 760°C 72 0.82 h 380°C 36 0.41 h
Saxaul 760°C 74 0.84 h 380°C 37 0.42 h
Leadwood 780°C 80 0.91 h 390°C 40 0.46 h
Guaiacum 780°C 85 0.97 h 390°C 42 0.48 h

 

Note: the charcoal kiln conversion time is a fixed 18-hour vanilla constant so as far as im aware it can not be changed without coding.  

Roadmap
Full drying overhaul with new drying methods



CHANGELOG
0.4.2 - added Kiln drying alternative to seasoning
0.4.1 - added crafting recipes for Biodiversity firewood
0.4.0 - The charcoal output was still messed up following 0.3.9 (oak was making only 1 coal per 32 woodpile, versus vanilla's 7). the 0.3.8 changes which added an 8 charcoal cap on total eff average/variance inadvertently divides all avg/var values for all 108 firewood items (12 base, 42 bdtreepatched, in wet/dry combinations) by 4x
0.3.9 - fixed charcoal yield being flattened to 0-3 pieces for every wood type regardless of species wet and dry. root cause: Configlib float hook applied to attributes/efficiency/avg that failed to properly determine species baseline in attributes bag.
0.3.8 - capped charcoal efficiency across all firewood types so a full pile of 32 firewood never yields more than 8 charcoal. all other species scaled down proportionally. wet efficiency recalculated to match via the existing avg/4 rule.
0.3.7 - fixed two vanilla smoke levels that didntt match their real burn characteristics. redwood moved from smoke 1 to 2 (it's a resinousish softwood conifer, same tier as pine/larch/baldcypress), kapok moved from 2 to 3 (it's the lightest, punkiest wood in the set and should smoke more than the denser softwood conifers)
0.3.6 - bd firewood retuned to reflect real-world wood density/BTU characteristics (same as 0.2.4 gave the base 12 woods): materialDensity, burnTemperature, burnDuration, burnHoursPerItem, charcoal efficiency and smokeLevel now vary per species based on actual density and burn qualities, resinous conifers burn hotter and smokier, low-density woods (empresstree, spurgetree, tuja, linden, poplar, willow, catalpa, horsechestnut) burn weak and smoky, dense tropical ironwoods (guajacum, leadwood, saxaul, azobe, tigerwood) burn hottest, longest and cleanest. wet variants halved. pit kiln fuel times extended per bdtree species (15-26h, inversely scaled to burn quality like the base woods). configlib patches extended so the burn duration/temperature/efficiency/smoke/seasoning sliders now also apply to bdtree-compat firewood.
0.3.5 - Cleaned up nullable-reference build warnings in the compat code, added missing lang entries, fixed config showing raw text by removing the domain prefix
0.3.4 - Added full Biodiversity Trees compat
0.3.3 - Added Arquimago's Brazilian Portuguese translation
0.3.2 - added recipe for vanilla firewood from modded firewood. this should fix any compatibility issues using vanilla firewood.
0.3.1 - added vanilla firewood description and nerfed vanilla firewood into the ground so theres no incentive to use it. also cleaned up windows backslash path separators, this should fix "texture asset not found" warnings
0.3.0 - config finished, removed log burn time/temp from config, fixed broken lang entry by just adding a , after "item-redwood-firewood-wet": "Wet Redwood Firewood" on line 25
0.2.9 - reverted all firewood yields to the vanilla 4 per log
0.2.8 - added first version of config (dependent on configlib)
0.2.7 - actual solution for the pit kiln crash AssetLocation defaulting to the game domain whenever unspecified, the bare item codes (oak-firewood etc) had been resolving in the form of game:oak-firewood and not resolving. that was creating null entries in the fuel array which would cause a crash whenever interacted with. fuel codes have now been defined as vsfirewood:oak-firewood etc
0.2.6 - fixed a crash when interacting with a pit kiln (NullReferenceException on OnPlayerInteractStart) rewritten as a single whole array replace patch
0.2.5 - wet firewood is now also usable as pit kiln fuel (forgot to add in 0.2.2). wet kiln times are 50% longer than their dry counterpart per wood type
0.2.4 - reworked dry firewood burn time to reflect real wood density/BTU differences (kapok/redwood/pine weakest, oak/acacia mid, purpleheart/ebony strongest). wet firewood burn durations rescaled to match. pit kiln fuel entries now vary per wood type (17-24h) instead of a flat 20h, scaled inversely to burn quality so denser wood fires faster
0.2.3 - fixed modded firewood not being accepted as pit kiln fuel (added per-species entries to the vanilla pit kiln fuel whitelist)
0.2.2 - basic mechanical chopper support code finished and functional
0.2.1 - fixed some weird errors being thrown that somehow made it past debugging
0.2.0 - halved inventory stacksize to 32 instead of 64
0.1.9 - added wet textures
0.1.8 - fixed missing lang entries and adjusted wet burn hours to match their duration
0.1.7 - cleanup: fixed a patch ordering weirdness where a fallback rule was killing per-species log burn times, filled in the 4 species that were missing log burn tuning, removed a leftover lang entry for a wood type that is not even in the mod ,and did some general tidying
0.1.6 - burn durations retuned for realism instead of density scaling
0.1.5 - dry firewood charcoal efficiency doubled again. wet was already fine
0.1.4 - removed broken patch that was quietly killing 0.1.3
0.1.3 - charcoal efficiency doubled to fix yield conversion
0.1.2 - per-species charcoal efficiency reverted to default it was doing some weird shit giving every wood 1 pile of charcoal per 32 firewood 😭

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.4.2 vsfirewood
1.22.0 - 1.22.7
445 Aug 25th at 11:57 PM vsfirewood-0.4.2.zip 1-click install

After a bit of life stuff to deal with im back to modding!

0.4.2 -  The Kiln Drying Update
You can now dry your wet firewood in a firepit by having the firepit at a sustained temperature over 900 degrees for 60 real seconds.
This new firewood burns MUCH hotter but also shorter than seasoned. 

0.4.1 vsfirewood
1.22.0 - 1.22.6
305 Aug 14th at 4:20 AM vsfirewood-0.4.1.zip 1-click install

Biodiversity Trees update!


0.3.4 - Added full Biodiversity Trees compat
0.3.5 - Cleaned up nullable-reference build warnings in the compat code, added missing lang entries, fixed config showing raw text by removing the domain prefix
0.3.6 - bd firewood retuned to reflect real-world wood density/BTU characteristics (same as 0.2.4 gave the base 12 woods): materialDensity, burnTemperature, burnDuration, burnHoursPerItem, charcoal efficiency and smokeLevel now vary per species based on actual density and burn qualities, resinous conifers burn hotter and smokier, low-density woods (empresstree, spurgetree, tuja, linden, poplar, willow, catalpa, horsechestnut) burn weak and smoky, dense tropical ironwoods (guajacum, leadwood, saxaul, azobe, tigerwood) burn hottest, longest and cleanest. wet variants halved. pit kiln fuel times extended per bdtree species (15-26h, inversely scaled to burn quality like the base woods). configlib patches extended so the burn duration/temperature/efficiency/smoke/seasoning sliders now also apply to bdtree-compat firewood.
0.3.7 - fixed two vanilla smoke levels that didntt match their real burn characteristics. redwood moved from smoke 1 to 2 (it's a resinousish softwood conifer, same tier as pine/larch/baldcypress), kapok moved from 2 to 3 (it's the lightest, punkiest wood in the set and should smoke more than the denser softwood conifers)
0.3.8 - capped charcoal efficiency across all firewood types so a full pile of 32 firewood never yields more than 8 charcoal. all other species scaled down proportionally. wet efficiency recalculated to match via the existing avg/4 rule.
0.3.9 - fixed charcoal yield being flattened to 0-3 pieces for every wood type regardless of species wet and dry. root cause: Configlib float hook applied to attributes/efficiency/avg that failed to properly determine species baseline in attributes bag.
0.4.0 - The charcoal output was still messed up following 0.3.9 (oak was making only 1 coal per 32 woodpile, versus vanilla's 7). the 0.3.8 changes which added an 8 charcoal cap on total eff average/variance inadvertently divides all avg/var values for all 108 firewood items(12 base, 42 bdtreepatched, in wet/dry combinations) by 4x
0.4.1 - added crafting recipes for Biodiversity firewood

0.3.3 vsfirewood
1.22.0 - 1.22.6
39 Aug 13th at 7:33 PM vsfirewood-0.3.3.zip 1-click install

The big Compatibility update! there should no longer be any issues with mods using firewood!

0.3.1 - added vanilla firewood description and nerfed vanilla firewood into the ground so theres no incentive to use it. also cleaned up windows backslash path separators, this should fix "texture asset not found" warnings
0.3.2 - added recipe for vanilla firewood from modded firewood.
0.3.3 - Added Arquimago's Brazilian Portuguese translation

0.3.2 vsfirewood
1.22.0 - 1.22.6
1 Aug 13th at 7:22 PM Release Retracted

Retraction Reason:

forgot to include translation

Changelog:

The big Compatibility update! there should no longer be any issues with mods using firewood!

0.3.1 - added vanilla firewood description and nerfed vanilla firewood into the ground so theres no incentive to use it. also cleaned up windows backslash path separators, this should fix "texture asset not found" warnings
0.3.2 - added recipe for vanilla firewood from modded firewood.

0.3.0 vsfirewood
1.22.0 - 1.22.6
49 Aug 13th at 12:51 PM vsfirewood-0.3.0.zip 1-click install

Config update and Balancing changes

0.2.8 - added first version of config (dependent on configlib)
0.2.9 - reverted all firewood yields to the vanilla 4 per log 
0.3.0 - config finished, removed log burn timetemp from config, fixed broken lang entry by just adding a , after item-redwood-firewood-wet Wet Redwood Firewood on line 25

0.2.7 vsfirewood
1.22.0 - 1.22.6
63 Aug 12th at 10:31 PM vsfirewood-0_2_7.zip 1-click install

-Added Immersive Woodworking compat
-Fixed firewood not placable on pit kilns
-Rewrote the burn times on firepits and pit kilns to be more realistic based on density/BTU differences

0.2.1 vsfirewood
1.22.0 - 1.22.6
77 Aug 12th at 12:03 AM vsfirewood.zip 1-click install

Initial Release

0.1.9 vsfirewood
1.22.0 - 1.22.6
0 Aug 11th at 11:42 PM Release Retracted

Retraction Reason:

Errors getting thrown

Changelog:


55 Comments (oldest first | newest first) (threaded | flat)

Junoh, 1 day ago

Is there any way to know how the charcoal yield compares between the different wood types?  It doesn't seem to be listed in the chart but without using the mod I'd assume the better burning woods would produce more charcoal and it'd be nice to know if I'm correct.

SalemStyles, 4 days ago

Not really a hey can you make this compatible with xyz, more of a I really like this mod and want to make it compatible with my HD texture pack as currently I love this mod but High res textures mixed with lower res textures is kind of immersion breaking. if not then that is totally ok some people are not too fond of blocky games being HD which is also totally ok. But figured I would ask and respect another devs time art and patience in coding all this, stuff takes hella time I am a year and a few months in on my HD texture pack and still got probably years before its fully finished.

SalemStyles, 3 days ago
@MrShiver: i strongly dislike texture packs that increase resolution. thats something i will not do but nothing is stopping you from doing it yourself !

ya a few modders on here have the same stance and that is totally ok I respect your position friend :) and I was asking if it was ok to make your textures HD and include a patch in my mod so when your mod is installed it enables the HD textures I would make. If that is ok to do I would be forever grateful, if not I will respect your position and stance on this matter and not press it any further thanks so much for your response and this amazing mod <3

SalemStyles, 2 days ago
@MrShiver: you're free to make compatibility mods/addons to my mod so long as you do not use and of the original mod's files!

I would need the textures you use if they differ from vanilla but thats about it but if you said no I will not press it any further but its all goods :) no worries. 

Devious_Soldier, 6 days ago

How does the kiln drying work? 

MrShiver , 6 days ago
@Devious_Soldier: How does the kiln drying work?

0.4.2 -  The Kiln Drying Update
You can now dry your wet firewood in a firepit by having the firepit at a sustained temperature over 900 degrees for 60 real seconds.
This new firewood burns MUCH hotter but also shorter than seasoned. 

ElegantExcalibur, Sep 3rd at 3:31 AM (modified Sep 3rd at 3:33 AM)

Will seasoning logs ever be included as part of the drying overhaul? It'd be neat to be able to have different stages of firewood where it's wet, dry, and seasoned based off of how much time you put into it.

MaskOfLoki, Aug 28th at 8:45 PM

Oh hey! I started on a similar project when I made FoundationsLib! Glad to know I don't have to make it anymore. Gonna be updating FoundationsLib here in the next few days, so maybe they'll be something useful for you over there.

MrShiver , Sep 2nd at 8:33 PM
@MaskOfLoki: Oh hey! I started on a similar project when I made FoundationsLib! Glad to know I don't have to make it anymore. Gonna be updating FoundationsLib here in the next few days, so maybe they'll be something useful for you over there.

i've looked into your mod and believe you have a real game changer here. this could help tremendously in the drying overhaul. i will definitely be experimenting with your lib!

VernaSaurus, Aug 26th at 3:07 AM

could you list the charcoal yields for each wood type too? that'd be nice information to know

MrShiver , Aug 26th at 4:23 AM
@VernaSaurus: could you list the charcoal yields for each wood type too? that'd be nice information to know

per full pile of firewood all seasoned/kiln dried is 7-8 while wet is 1-4 

VernaSaurus, Aug 26th at 5:06 AM
@MrShiver: per full pile of firewood all seasoned/kiln dried is 7-8 while wet is 1-4

oh the way you worded it in the description made it sound like each wood type had unique charcoal amounts, but that makes sense

MrShiver , Aug 26th at 6:11 AM
@VernaSaurus: oh the way you worded it in the description made it sound like each wood type had unique charcoal amounts, but that makes sense

yeah thats something where i need to either reword or modify the values. 

Brady21711, Aug 17th at 1:40 PM

MrShiver Will there be compatibility for Wildcraft:Trees and Shrubs in the future?

MrShiver , Aug 25th at 11:49 PM
@Brady21711: MrShiver Will there be compatibility for Wildcraft:Trees and Shrubs in the future?

possibly at some point. my hands are pretty tied right now

Brady21711, Aug 27th at 5:22 AM (modified Aug 27th at 6:04 AM)
@MrShiver: possibly at some point. my hands are pretty tied right now

I just found that theres actually already some unintentional compat with Wildcraft trees and shrubs, at least with immersive woodworking, as when i chop a wildcraft log on a immersive woodworking chopping block, it gives me the Biodiversity firewood of the respective species, provided that the species of wood is also in Biodiversity Trees. A bit unexpected but convenient nonetheless

Traveller152, Aug 15th at 2:13 PM (modified Aug 15th at 2:14 PM)

Hey, great mod! I run my server at time speed 12, so 240 minute days. I was looking for an editable config for this mod but couldn't see one. Would it be possible to add one so burn times for each item could be edited to reflect server time speed?

Traveller152, Aug 15th at 3:32 PM
@Traveller152: Alright, perfect thanks.

If anyone is running a 5x time length server like me and would like sane times for vanilla burning combustables I have made a quick fork of Spoon's Slow Burn updated with suitable times available here: https://mods.vintagestory.at/show/mod/64200

I love the idea of MrShiver's mod here and will use it as soon as the quick craft/Immersive Woodworking issue is solved. Perhaps, if MrShiver allows, I'll make a fork for 5x servers of this mod when the time comes.

Zeekakkeloebes, Aug 15th at 10:09 AM

Adore this mod already, but - is there a way to disable the grid recipes for making modded firewood? We're using Immersive Woodworking and would like to remove the ability to quick-craft logs into wood through the grid.

MrShiver , Aug 15th at 12:00 PM
@Zeekakkeloebes: Adore this mod already, but - is there a way to disable the grid recipes for making modded firewood? We're using Immersive Woodworking and would like to remove the ability to quick-craft logs into wood through the grid.

thats something planned for the next update. its something that got past me in testing but i need to dig back into the code to fix that.

Panaqolus, Aug 13th at 8:53 PM (modified Aug 13th at 8:56 PM)

How well does this work with modded wood? I see some mentions but nothing much beyond that.

Arquimago, Aug 13th at 3:34 PM
Just like with Immersive Woodworking, I created a Brazilian Portuguese translation.

pt-br Immersive Firewood

Codemonkey03, Aug 13th at 2:57 PM

I really love the idea! I cut and burn firewood for my home and I've seen other mods that think 'aged' firewood requires lathering the wood in resin, fat or something instead of just letting it sit out and dry. 

Unfortunately this one runs into the issue that mods like Vanilla Variants introduce where having dozens of different firewood all distinct from each other and having to stack them seperately is extremely annoying. I read some of the suggestions like allowing the firewood to be combined in a crafting grid to create generic mix wood and that feels like a really clumsy way to consolidate the wood. Is it possible to offer a config option to just have hard and soft wood or something? 

MrShiver , Aug 13th at 4:13 PM
@Codemonkey03: I really love the idea! I cut and burn firewood for my home and I've seen other mods that think 'aged' firewood requires lathering the wood in resin, fat or something instead of just letting it sit out and dry. Unfortunately this one runs into the issue t

thank you for checking out the mod but like i said previously, adding that as a config would defeat the entire point of the mod. i have multiple different ideas on how to combat the sorting problem but if the core point of the mod is an annoyance i suggest searching for a different mod. 

Dusktracer, Aug 13th at 1:22 PM

This looks promising! So far I'm enjoying it, but as others have mentioned, the non-stacking nature of the firewood does get a bit clunky. I'd love to maybe see a craft where you can just make the specific woods go into a "mixed" pile by combining them in the grid or the like, seperating it into soft/hardwood like people had mentioned, but without modifying any of the other types. I like having specific woods, but being able to combine ones' and two's into a small mixed burnables feels like a compromise for that. I look forward to seeing what you come up with!

MrShiver , Aug 13th at 1:24 PM
@Dusktracer: This looks promising! So far I'm enjoying it, but as others have mentioned, the non-stacking nature of the firewood does get a bit clunky. I'd love to maybe see a craft where you can just make the specific woods go into a "mixed" pile by combining them in

i actually do like this idea. i play a lot with string sense where you can make mixed cord. combining 2 different types of firewood in the grid to get 2 mixed firewood would clean this problem up nicely.

Dusktracer, Aug 13th at 2:10 PM
@MrShiver: i actually do like this idea. i play a lot with string sense where you can make mixed cord. combining 2 different types of firewood in the grid to get 2 mixed firewood would clean this problem up nicely.

Oh, that's a fun mod I didn't look at before! I might have to pick that one up too XD. Glad to hear you like my idea. I thought it was the simpliest solution that would fix the complaints while still preserving your idea. :)

PauliusZ, Aug 13th at 12:55 PM

Is it possible to have this mods only as textures

MrShiver , Aug 13th at 12:56 PM
@PauliusZ: Is it possible to have this mods only as textures

not on the roadmap currently but i'll consider it!

Cthugha, Aug 13th at 7:47 AM (modified Aug 13th at 7:48 AM)

I think most of the firewood mods out there are kinda bad, but this one is doing what I want: you have green wood that cures over time into firewood, and that's basically it. No unnecessary processing or crafting. I appreciate the realism in giving each type of wood its own firewood, but imo it would get a bit annoying having a bunch of different firewood that doesn't stack. Would it be possible to add a config setting where you simply have two kinds of firewood: hard wood and soft wood?

MrShiver , Aug 13th at 12:54 PM
@Cthugha: I think most of the firewood mods out there are kinda bad, but this one is doing what I want: you have green wood that cures over time into firewood, and that's basically it. No unnecessary processing or crafting. I appreciate the realism in giving each t

i appreciate the feedback. this is a common complaint i see and unfortunately i have no intention of changing firewood types. I have been brainstorming with the help of some friends to attempt to combat the bad inventory management and stacking. 

stormtrooper_34, Aug 12th at 2:27 PM (modified Aug 12th at 2:36 PM)

Hi
Nice mode, though a bit painfull with the amounts of firewood you getting from trees

Also, I'd suggest you to patch vanilla firewood into something like "carved firewood" craftable with knife or axe from mod firewoos and with crappy burning temp/rate soley for compatibility with mods that use vanilla firewood

UPD1 Also, wet firewood is unusable in pit kiln. Is it ok?

MrShiver , Aug 12th at 9:28 PM (modified Aug 12th at 10:38 PM)
@stormtrooper_34: HiNice mode, though a bit painfull with the amounts of firewood you getting from treesAlso, I'd suggest you to patch vanilla firewood into something like "carved firewood" craftable with knife or axe from mod firewoos and with crappy burning temp/rate sol

it shouldnt be unusable. i'll do some tests when i get the chance. as for the vanilla firewood ive already got compatibility patches being added in this upcoming or the next release. Config to change values to your liking should be added within the next release or release after

SkinnyD, Aug 12th at 12:41 PM

I love the mod but IRL doesn't pine burn like notoriously hot?

MrShiver , Aug 12th at 1:13 PM
@SkinnyD: I love the mod but IRL doesn't pine burn like notoriously hot?

most wood burns hotter than these values irl. these are just for balancing reasons

Chezzprinn, Aug 12th at 7:28 AM

Compatible with mods that add new trees?

MrShiver , Aug 12th at 9:55 AM
@Chezzprinn: Compatible with mods that add new trees?

not yet but thats a planned addition!

Lemmington, Aug 12th at 7:14 AM

Are the assorted firewood blocks either convertible into normal firewood, or tagged in some way to count as normal firewood for recipes that would require it like Toolsmith's crude tool handles?

Dalbojev, Aug 12th at 2:56 AM

im guessing its not compatible with sticks from firewood.

MrShiver , Aug 12th at 7:28 AM
@Dalbojev: im guessing its not compatible with sticks from firewood.

i have done minimal compatibility testing. if theres a mod you want to try with it then please try and report issues 

MrShiver , Aug 12th at 12:55 AM

If you have any compatibility reports please reply to this comment and i will work on them as soon as i can!!!