Mods / Zero Loss Coke

Tags: #Crafting #Simplification #Utility
Author: harukadev
Side: Both
Created: Dec 24th 2025 at 4:27 AM
Last modified: Dec 28th 2025 at 12:08 PM
Downloads: 910
Follow Unfollow 46

Recommended download (for Vintage Story 1.21.0-pre.1 - 1.21.6):
zero_loss_coke_v1.1.0_net8.0.zip  1-click install


ZeroLossCoke

No More 50% Loss When Producing Coke in Vintage Story

ZeroLossCoke removes the hardcoded coke yield loss from vanilla coal conversion, ensuring predictable, configurable, and server-safe results using clean Harmony Postfix patches.

📋 Features

  • Full Coke Yield – Eliminates the vanilla 50% conversion loss
  • Configurable Output – Yield multiplier with optional min/max limits
  • Server-Safe Patching – Uses Postfix only (no Transpilers, no IL hacks)
  • Zero Performance Impact – No extra ticks, loops, or allocations
  • Optional Debug Logging – Transparent server-side logging for admins

⚙️ Configuration

On first launch, the mod generates zerolosscoke.json with the following defaults:

{
  "YieldMultiplier": 2.0,
  "MinYield": 0,
  "MaxYield": 0,
  "DebugLogging": true
}

Settings Explanation

Setting Type Default Description
YieldMultiplier float 2.0 Final coke multiplier (2.0 = 100% yield, 1.0 = vanilla behavior)
MinYield int 0 Guaranteed minimum output (0 disables the limit)
MaxYield int 0 Hard cap for output amount (0 = unlimited)
DebugLogging bool true Enable detailed server-side conversion logs

🎮 How It Works

  1. Build a valid coke oven using refractory blocks and a door
  2. Place bituminous coal piles inside
  3. Ignite the oven and wait for the burn cycle to complete
  4. Receive the full configured coke yield

Example: 16 coal → 16 coke (instead of the vanilla 8)

🔧 Compatibility

  • Vintage Story: 1.20.x – 1.21.x (GitHub Releases for 1.20)
  • Multiplayer: Fully server-side, clients do not need the mod
  • Other Mods: Compatible with most mods that do not replace coal pile logic

💻 Technical Notes

ZeroLossCoke applies a Harmony Postfix patch to BlockEntityCoalPile.OnBurningTickServer(), adjusting the final output after the vanilla logic completes. No IL rewriting, reflection tricks, or unsafe hooks are used.

❓ Support & Issues

  • Bug reports and feature requests: GitHub repository
  • General discussion: Vintage Story modding forum
  • Debugging: Check server logs for [ZeroLossCoke] entries

"Because losing half your coke was never good game design." 🏭🔥

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.0 zerolosscoke
1.21.0-pre.1 - 1.21.6
596 Dec 28th 2025 at 12:08 PM zero_loss_coke_v1.1.0_net8.0.zip 1-click install

chore: update build workflow to grant write permissions for contents
chore: update .gitignore, rename assets folder, and add library DLLs for multi-target support

Full Changelog: https://github.com/HarukaYamamoto0/zero-loss-coke/compare/v1.0.1...v1.2.0

1.0.1 zerolosscoke
1.21.0 - 1.21.6
230 Dec 24th 2025 at 1:37 PM zero_loss_coke_v1.0.1.zip 1-click install
  • bump version to 1.0.1
  • add logger utility
  • and improve config handling

 

Full Changelog: https://github.com/HarukaYamamoto0/zero-loss-coke/compare/v1.0.0...v1.0.1

1.0.0 zerolosscoke
1.21.0 - 1.21.6
84 Dec 24th 2025 at 4:27 AM Empty zero_loss_coke_v1.0.0.zip 1-click install

3 Comments (oldest first | newest first)

harukadev , 1 day ago

bad1ands and Forko I'll try to release a correction in the next few days, I've been very busy, I only saw it now.

bad1ands, Feb 4th at 8:01 PM

i have the same problem with the coke pile doubling in the steel furnace

Forko, Feb 2nd at 12:56 AM

This mod appears to cause a bizarre error with the steel furnace, where the front (door facing) pile under the coffin ignites immediately after igniting the back one, and then starts doubling the amount in the pile every few seconds or so, but does not actually progress the carburization in the furnace. Removing this mod makes the furnace behave normally again, once the bugged pile has been removed.