RimWorld

RimWorld

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[Depricated] [JPT] Burn It for Fuel (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.023 MB
15 Jul, 2023 @ 2:25pm
22 Aug @ 12:14pm
6 Change Notes ( view )

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[Depricated] [JPT] Burn It for Fuel (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
973 items
Description

Update of jptrrss mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1823276856



This mod has been replaced by [JPT] Burn It for Fuel 2 by jptrrs

[discord.gg]
[github.com]



If you can burn wood for heat, why not use chemfuel as well? Or even cloth or other plants? This mod will enable you to select what type of fuel will be consumed by torches, campfires, stoves, smithies or any other fueled buildings - vanilla or modded - even passive coolers! This is done on the mod's option panel, and anything goes! By default, the list includes wood, chemfuel, textiles, plant matter and, if the appropriate mods are present, also lumber, other wood types, coal and charcoal.

I've made this out of frustration using Expanded Woodworking and not being able to burn lumber while my pawns happily threw my precious oak logs into the fire!

Compatibility
Burn It for Fuel was written to be as broadly compatible as possible, detecting any refuelable buldings other mods might add and trying to extend their fuel settings. If for any reason this causes any trouble, please let me know and I'll try to work it out.

Built-in fuel compatibility:

Special Attention Required:

Load order
Load HugsLib first, then any mod mentioned above and then Burn It For Fuel.

Saved Games
You can safely add this to your ongoing game, but existing fueled buildings are going to break. Please use the development tools (God Mode) to replace them with new ones.

Available Languages
EN, PT, PT-BR, RU, ZH.
(Help translate it into yours, just drop me a line.)

Acknowledgements
Translations by leafzxg(ZH) and richardwhitewood1998 (RU).
Thank you!



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: burning options
28 Comments
jptrrs 21 Aug @ 11:47pm 
I've re-written this mod! The new version has no dependencies, has better performance and varies the fuel amount needed depending on the resource's mass and flammability . Check it out: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3553442151
-=GoW=-Dennis 15 Aug @ 9:23am 
Hey Mlie, any chance you could drop dependency on HugsLib in the future? Many mods been dropping it lately due to being redundant and now there is only very few in my potential list still needing it.
Penny Trading 5 May @ 3:55pm 
I found a conflict between this and another mod I was trying to use "fueled stove capacity (500)"
colonists would stack up wood next to the stove and never put it in when trying to do the refuel work
I have a million other mods but either of these two mods work independently on dev quicktest world
zombeecharlie 10 Mar @ 7:27am 
I couldn't get it to work properly and I don't know what I'm doing wrong. I went into options and turned on the things I wanted to be able to burn (in an active game), I restarted the game as it recommended me to do, I enabled it all in the fuel tab, I have the resources I want to burn (mushroom log from biomes! caverns specifically) and I can even see that the fueled stove wants those resources when I rightclick it with my pawn. But it says I don't have the resource/won't refuel! Please tell me I'm missing something?!
Criarino 4 Feb @ 7:03pm 
sadly, it doesn't seem to work with the generator from VE
BattleZwy 3 Feb @ 6:46am 
does this mod compatible with Vanilla Quests Expanded - The Generator
Shodan2072 15 Nov, 2024 @ 11:37am 
Is there any way to detect the difference between burnable and non-burnable fuels or let us set fuels for each type of building?

Fuelling a nuclear reactor with coal or chemfuel instead of uranium is a bit OP.
Mlie  [author] 9 Nov, 2024 @ 3:43pm 
@Pazik Cant really change that as it would affect all existing users of the mod
Pazik 9 Nov, 2024 @ 10:57am 
Any way to make only wood the default, so that you can turn on junk leathers if you run out?
The Bard of Hearts 5 Jun, 2024 @ 3:10pm 
You're an absolute god, Mlie. Don't know how you do it, but I do appreciate it.

Now that I see the mod in action, I see that its not really what I was hoping it was. Little too OP. But still... You have me thanks once again.