Mods / Zero Loss Coke
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
- Build a valid coke oven using refractory blocks and a door
- Place bituminous coal piles inside
- Ignite the oven and wait for the burn cycle to complete
- 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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.0 | zerolosscoke | 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 Full Changelog: https://github.com/HarukaYamamoto0/zero-loss-coke/compare/v1.0.1...v1.2.0 | |||||||
| 1.0.1 | zerolosscoke | 230 | Dec 24th 2025 at 1:37 PM | zero_loss_coke_v1.0.1.zip | 1-click install | ||
Full Changelog: https://github.com/HarukaYamamoto0/zero-loss-coke/compare/v1.0.0...v1.0.1 | |||||||
| 1.0.0 | zerolosscoke | 84 | Dec 24th 2025 at 4:27 AM | Empty | zero_loss_coke_v1.0.0.zip | 1-click install | |
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.
i have the same problem with the coke pile doubling in the steel furnace
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.