Mods / Kingdom of Science: Fire & Explosions

Category: #Technology #Utility #Weapons
Author: Moby_
Side: Both
Created: Mar 3rd 2023 at 12:02 AM
Last modified: Jun 13th 2023 at 5:20 PM
Downloads: 9981
Follow Unfollow 140

Latest file for v1.19.1: 1-click install

Requires ChemistryLib and A Culinary Artillery. Lavoisier is recommanded to make sure that everything can be crafted.

This mod isn't really balanced right now, and could probably use polishing. Please tell me (tag me @Moby_Dick#4585 on the VS discord) if you have any suggestion!


If you find a bug, have a suggestion or want to talk, feel free to join my Discord server!


About the mod

Kingdom of Science: Fire & Explosions is the first mod of the Kingdom of Science series, a series which aims to add various modern(-ish) technologies to the game in a vanilla-friendly, medieval way.

Fire & Explosions adds three items as of now: the phosphorus match, the dynamite stick and the dynamite bundle.

The phosphorus match (check the handbook for the recipe) can light any ignitable block practically instantly. To use it, simply shift+right-click the block you want to ignite (sometimes, a simple right-click works). Note that you still have to hold right-click for a short time. This works on all blocks that can be lit (firepits, pit kilns, boilers, torches, explosives...).

The dynamite stick is a throwable explosive. You can throw it like a stone or a beenade, by holding right click. It will explode on impact, so make sure to toss it a bit far away!

The dynamite bundle is an explosive block that, much like the ore blasting bomb, can clear chunks of rocks. However, unlike the ore blasting bomb, the dynamite bundle is really good at breaking rocks, but ineffective against ores. It's also considerably more powerful than an ore blasting bomb. You can make a dynamite bundle from three dynamite sticks and a flax twine.

The mod also adds nitroglycerin, an ingredient for dynamite: this is made by kneading (in a mixing bowl) three parts nitric acid, one part sulfuric and one part glycerin. Making a dynamite stick requires six parts nitric acid, two parts sulfuric acid and two parts glycerin.



If you're thinking about putting this mod on a server, you might be afraid that people could use dynamite sticks (the throwable dynamite) to grief inside claims, but fear not!

Two configuration options will help you prevent that:

- CanStickExplodeInClaim: like its name suggests, if you set it to false, dynamite sticks won't be able to explode in claims at all.

- IsDynamiteStickThrowable: if you want to turn off throwable sticks entirely, you can set this option to true. Dynamite sticks will now only be used to craft dynamite bundles.

- CanDestroyBlocksInClaim: set that to true if you want dynamite sticks to be able to break blocks when they land in claims (off by default)

Note that dynamite sticks won't break dirt or grass, so you don't risk having holes everywhere because of people throwing sticks around.




French & English by me

Ukrainian by Omi

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.3 6984 Jun 13th 2023 at 5:20 PM Show Install now
v1.1.2 1339 Apr 22nd 2023 at 10:40 AM Show Install now
v1.1.1-pre.1 692 Mar 5th 2023 at 6:56 PM Show Install now
v1.1.1 356 Mar 4th 2023 at 1:36 PM Show Install now
v1.1.0 157 Mar 4th 2023 at 12:37 PM Show Install now
v1.0.2 166 Mar 3rd 2023 at 2:43 PM Show Install now
v1.0.1 135 Mar 3rd 2023 at 1:24 PM Show Install now
v1.0.0 152 Mar 3rd 2023 at 12:29 AM Show Install now

15 Comments (oldest first | newest first)

💬 Arthopleura, Jun 8th at 7:09 AM


Hi, just wanted to report a crash. It happenned when i tried to throw a dynamite stick, so i wondered : does this mod have compatibility with bullseye ? Since this mod change the accuracy system, maybe it could be the cause of the crash ?

💬 RomixERR, Mar 24th at 6:58 PM

On version 1.19.4 it crashes when trying to throw a checker. Animation error.

💬 Rinly, Feb 16th at 3:57 AM

System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at kosfire.ItemDynamiteStick.OnHeldInteractStart(ItemSlot itemslot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling)
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1057
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

An issue with the throwing animation?

💬 Moby_Author, Aug 17th 2023 at 8:24 AM

WolfNCoyote I have yet to test and update my mods. It might work in .NET 7 since it's not using external libraries, but I don't know anything.

💬 WolfNCoyote, Aug 16th 2023 at 11:31 AM

Is this mod Net 7 ready or is that WIP?

💬 IKira, Aug 3rd 2023 at 10:52 PM

But is there any way to disable Stick Dynamit block destruction? 
Because thrwoing dynamics are great for a "grenade" weapon type, so would be nice if there was a way to disable the block destruction
Also, the BLOCK Dynamit types like ore blasting and your placed dynamite bundle won't ignite and explode nearby claims unlike the throwable dynamite

The only mod issue is Stick Dynamit and the way to fix that it's adding an option to disable block destruction (I did not find any way to do that), I would appreciate :3

💬 Moby_Author, Aug 3rd 2023 at 9:12 PM

wXDogeKingXw The explosions in the game ignore claims (and I'm using an explode method from vanilla). There's a config option to turn off block damage inside claims from thrown dynamite, but it only works when the dynamite itself explodes outside of the claim.

The only real way to bypass this is to claim a dead zone around built structures, claim 8-10 blocks extra on all sides so dynamite won't damage the buildings. That, or use reinforced blocks/blast resisting blocks (like wood)

As far as I know, if you were to use ore blasting bombs on the edge of a claim, they would damage ores inside as well, I don't really have any kind of control over that.

💬 IKira, Aug 2nd 2023 at 7:20 PM

Is there a way to disable throwing Dynamite Block Damage? because you can bypass claims borders by exploding near it outside the claim it will damage the inside of the claim, we currently using this mod on the Atlas civilization, no one knows about that or even made a dynamite stick yet but I am worried
I just searched through the whole mod and did not find a way to disable it, I appreciate your help.

💬 Markles, Jul 1st 2023 at 11:24 PM

Moby_The fact that you're recreating the technology from Dr Stone at all is impressive enough! I'm honestly excited for your future mods!

💬 Moby_Author, Jun 20th 2023 at 8:44 AM

Markles Carbon fiber shields (well paper composite shields, since that's what they're actually making, and I'll add armors to that as well) will come with Pulp & Polymers, the next KoS mod :D

All things electricity related might take a while, since I would actually like electricity to be a mix of Electricity and Signals (have it be able to transmit both power and data), so I might end up having to write my own system...

💬 Markles, Jun 19th 2023 at 10:28 PM

Nice! Next you should work on calcium carbonate for the crops, mortar for construction, soap, magnets, a water wheel, lead-acid batteries, cell phones, a steam engine, and carbon fiber shields!

All for the Kingdom of Science of course.

💬 Moby_Author, Mar 3rd 2023 at 9:42 AM

Amarillo They hit the strength of the reinforced block. It will remove several uses, but won't break reinforced blocks instantly.

💬 Amarillo, Mar 3rd 2023 at 9:15 AM

Do these explosives wipes reinforced blocks from 1 explosion or it hits the strenght of the reinforced block instead?

💬 Moby_Author, Mar 3rd 2023 at 9:12 AM

Michaloid There was indeed a typo! Thank you for noticing!

💬 Michaloid, Mar 3rd 2023 at 2:06 AM

The Culinary Artillery link leads to a 404 error.

(edit comment delete)