Mods / Reignited

Category: #QoL #Simplification #Tweak #Utility
Author: Soggylithe
Side: Both
Created: Jan 26th 2023 at 5:31 AM
Last modified: Mar 14th 2023 at 8:49 PM
Downloads: 8575
Follow Unfollow 135

Latest file for v1.18.0:
canbeignited_v1.1.0.zip 1-click install


For players:

Have you ever been out in the night when your entire stack of torches gets put out? How about spelunking down in a cave when you accidentally step too far into the water that has been streaming down next to you? Cooking a stack of torches to light them all again can be a hassle and is less immersive. You could be able to take advantage of the light and heat you find already around you.

Instead why not light your torches by touching them to the blazing campfire you already have? Or maybe poke them into the lava down at the bottom of the cave? Most firey things should do and any block that acts as a heat source in winter should be able to heat up your torches!

 

Used primarily to allow a player to light torches from a variety of sources including other torches. Lights the entire stack.

As of 1.17.0 you can light your torches off of:

  • Lit: Forges, Bloomeries, Pit Kilns, Campfires, Ovens, Torch Holders, and of course Torches
  • Still hot Ovens that are out of fuel
  • Lava
  • Loose fire like burning trees and hay bales
  • Smouldering coal piles
  • Plus any mod blocks that work as a heat source should automatically work as well.

 

Use Sneak+R Click like you would with a lit torch on any compatible block. Your torch should start smouldering with smoke particles if the block in question is valid.

For modders:

Adds a block behavior that allows an item to be held up to blocks that should be able to ignite it.

To add compatability, add the CanBeIgnited behavior to your item with properties defining the item it should turn into.

{ name: "CanBeIgnited", properties: {auto: true}} 
{ name: "CanBeIgnited", properties: {domainToBecome: "theitemsdomain", itemToBecome: "the-items-codename"}} 

 

The auto property assumes you follow the vanilla convention of your lit and unlit items having the same name but swapping lit and extinct

When not using the auto property you can define any item as the `lit` version including changing the item to something completely different when ignited

domainToBecome should be the modid of wherever the new item is from and itemToBecome should be the full hypenated path

 

Wildcarded paths are not yet supported when defining an explicit domain:path for an item, if you can use auto: true and leave a comment to show there's interest in a wildcard feature

 

TODO: Add dummy behavior that can be added on any block or block entity that should be able to ignite items for maximum ease of compatability.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.0 7284 Mar 14th 2023 at 8:49 PM Show canbeignited_v1.1.0.zip Install now
v1.0.3 319 Mar 14th 2023 at 8:48 PM Show canbeignited_v1.0.3.zip Install now
v1.0.2 669 Jan 31st 2023 at 9:30 PM Show canbeignited_v1.0.2.zip Install now
v1.0.1 161 Feb 7th 2023 at 5:44 PM Show canbeignited_v1.0.1.zip Install now

22 Comments (oldest first | newest first)

💬 DrBubba, Jan 31st at 7:42 PM

Please also re-add the ability to light a whole stack of torches at once. Unless I'm doing something wrong, you have to light each one individually and that suuuuuucks.
Thanks Soggylithe

💬 SoggylitheAuthor, Jan 18th at 5:42 PM

Surprised everyone! This feature is now in the core game. As of 1.19.0 this mod is obsolete though I think I will update this mod to re-add some of the blocks that have been left out in the core game.

Things have changed under the hood a bit so give me a little bit to get this all up and running again. Cheers!

💬 DarkThoughts, Dec 11th 2023 at 10:18 AM

Wild that this isn't in the game already, especially since it works the other way around.

💬 DanaCraluminum, Oct 30th 2023 at 3:58 PM

Most of this is obsolete in 1.19

💬 Jimzawy, Sep 5th 2023 at 8:38 PM

is this mod still compatible with the recent update

v1.18.9/1.18.10

💬 SoggylitheAuthor, Mar 24th 2023 at 3:19 AM

OpPointBaker you can already light a stack of torches with this mod, just hold them in your hand and light them all at once with any of the supported blocks.

💬 OpPointBaker, Mar 23rd 2023 at 3:08 PM

Any chance of adding a grid recipe for lighting unlit torches with a lit torch? Having a large stack of unlit torches to ignite takes forever...

💬 SoggylitheAuthor, Mar 14th 2023 at 8:50 PM

After much headache and confusion the issue turns out to be that the mod was packed in the wrong flavor. Its now a compiled mod instead of a straight code mod.

 

This means there's seperate versions for 1.17.* and 1.18.* now.

💬 SoggylitheAuthor, Mar 13th 2023 at 12:15 AM

Yep KMJII I'm getting the same error. Sorry I have been down the 1.18 rabbithole recently but I am looking into this right now.

💬 KMJII, Mar 11th 2023 at 1:56 AM

Using this mod on a server (1.17.11 server, 1.0.2 mod) and it hard crashes when trying to light a torch on a campfire (and supposedly other stuff though we haven't really tried). All the players have the same version of the game and mod. We have other mods but nothing I could think would interfere with this mod (Primitive Survival, Collaborative Classes, and Volumetric Shading are the big mods we have). Does it just not work on a server?

💬 SoggylitheAuthor, Mar 2nd 2023 at 7:39 PM

It turns out that the Torch changes behind the scenes in 1.18 dont affect the way this mod is implemented so it is 1.18 ready out of the box!

 

Though it has motivated me to add a way for modders to use this mod code-side for convenience reasons as opposed to having to use the JSON side implementation.

💬 SoggylitheAuthor, Feb 7th 2023 at 5:45 PM

Kidokit Old version is back up again, sorry about that.

💬 Kidokit, Feb 7th 2023 at 11:32 AM

Any chance you could upload the 1.0.1 Version? I know it's not the latest, but I'm trying to join a server and they have the outdated version in their modlist. I have no way of contacting anyone there to ask if they could update it xD

💬 SoggylitheAuthor, Feb 2nd 2023 at 6:40 PM

Good catch, the fix is up as well as making torch holders usable.

 

As far as other light sources I was torn on what to include and settled on just things that can be lit or light other blocks.

💬 ForestWitchReyna, Feb 2nd 2023 at 12:11 PM

Yup works now, great work I really like the mod, it's a nice immersive way to ignite held torches. Only issues I've found so far is it doesn't work with torch holders or oil lamps (though oil lamps could just be personal choice), but you CAN light them from unlit and burned out torches

💬 SoggylitheAuthor, Jan 31st 2023 at 8:34 PM

ForestWitchReyna Thanks for the heads up, it was a faulty patch issue that I didn't catch because I had manually patched my test machine at some point.

Craluminum Source URL is now up, I had just been doing dev locally.

💬 ForestWitchReyna, Jan 31st 2023 at 3:15 PM

Right so yeah it just doesn't work for me, I've disabled all my other mods, started a new world made a couple torches lit one then tried to ignite the other from it, but no luck.

💬 DanaCraluminum, Jan 31st 2023 at 2:48 PM

Is there a source on github?

💬 ForestWitchReyna, Jan 31st 2023 at 2:43 PM

Ah right I had tried that but no luck, so it might be a mod conflict on my end, but I didn't think any of my other mods altered torch behaviour. I'll make a fresh save with no other mods and see if that works, then I'll work through my mod list to see what might be causing issues.

💬 SoggylitheAuthor, Jan 30th 2023 at 11:40 PM

Yeah just Ctrl+R Click on any lit block like you would with a lit torch on a cold campfire. Updated the post to clarify.

 

Also your last comment is interesting. It does work on all types of lit coal pile because they implement the heatsource code.

I first misread charcoal pit instead of pile and though it is made by building a campfire the charcoal pit block doesn't work. I hadn't played with uncovering charcoal pits that weren't finished or letting them kick uncovered until now and it turns out the charcoal pit block just converts into a loose fire entity when exposed which does work. xD

 

Thanks for the interesting rabbit hole.

💬 ForestWitchReyna, Jan 30th 2023 at 9:25 PM

So how does this actually work? Do you throw a torch at it, just hold it near, or ctrl+R Click or something? Because I can't figure out how to actually ignite the torches, and does it work with ignited charcoal piles?

💬 DanaCraluminum, Jan 29th 2023 at 6:49 PM

Seems useful

(edit comment delete)