RimWorld

RimWorld

Firepit + Torch Sconce
90 Comments
GenBOOM Jan 29, 2019 @ 1:32pm 
oh I didn't even realize. so stuff like woodwork extended can directly patch vanilla then. alright good to know
Faeldray  [author] Jan 28, 2019 @ 5:56pm 
@GenBOOM: As I said in the comments below, campfires/torches now stick around as of B19, so this mod is no longer needed.
GenBOOM Jan 28, 2019 @ 4:03am 
1.0 soon?
Scarlytte Nov 16, 2018 @ 3:36pm 
That's to bad that it isn't 1.0 I just loved the visual appeal of the stones around a campfire...
Super Arthritis ⁧⁧ ⁧⁧Man Nov 13, 2018 @ 8:19am 
Adding my thanks too! This one was a keeper.
Faeldray  [author] Oct 20, 2018 @ 9:26am 
You're most welcome. :D
Joe Pesci Oct 20, 2018 @ 3:52am 
I am cleaning up my subcribed mod list to 1.0 and I just wanted to stop by here to say thanks for this mod for the time it was required.

Thank you good sir.:hp_kyu:
Telekom Sep 8, 2018 @ 5:36pm 
That's fair enough, thanks for responding.
Faeldray  [author] Sep 7, 2018 @ 4:52pm 
@SolarHawk Since in B19 campfires and torches no longer disappear when they run out of fuel, there's really no reason for me to continue updating this mod.
Telekom Sep 7, 2018 @ 1:16pm 
B19 pls
Faeldray  [author] Jun 20, 2018 @ 4:49pm 
A few things to talk about here:

@sergiocut It appears that Biomes! Cavern Edition tried to add a patch for this mod but it doesn't work for some reason. So I added my own built-in patch in this mod. So fungal logs and coal are usable as fuel now.

@jmstrahm I figured out the issue you've been having. Firepit + Torch Sconce needs to be BELOW Rimworld: Medieval Edition because otherwise Medieval Edition overwrites the ability to cook at a firepit.

@Juniana Weaver I've added a patch for [B18] Taimat 2018 - Stone Age, No Research v0214 so that Fire needs to be researched before the firepit and torch sconce can be built.
Faeldray  [author] Jun 20, 2018 @ 3:02pm 
@bungus That was my bad, I uploaded the version with the new patch before realizing the issue. I uploaded a fix an hour later so now the patch is only used if you have the Cavern mod.
bungus Jun 20, 2018 @ 11:36am 
Just a heads up, your biome caverns mod patch throws errors [i.imgur.com] when you don't have it installed.


Should probably make it an optional download instead of including it in there.
Faeldray  [author] Jun 1, 2018 @ 1:59pm 
@sergiocut Hmmm...I added my mods to the compatibility thread for Biome Caverns back at the end of March but I guess the devs haven't had a chance to work on it yet. I'll see if I can figure something out on my end.
OigresTuc May 31, 2018 @ 2:23pm 
biome caverns add coal and fungal wood. I cant use it to lit it.
Faeldray  [author] May 31, 2018 @ 2:14pm 
@jmstrahm I'm still going to be looking into your issue, I've just been very busy as of late.

@sergiocut Which mod adds wood/coal that the firepit can't use?
OigresTuc May 24, 2018 @ 3:51pm 
Can you make that use any type of wood-like material or combustible like coal for using it?
Surgent May 12, 2018 @ 12:17pm 
@Faeldary note last one on my list and I still have multiple core mods installed. Here is my mod list exactly and note it only broke when I loaded the mod list with Medieval time.
Miscellaneous 'CORE', HugsLib, Giddy-up! Core, Research Tree, Fire + Torch Sconce, Rimworld: Medieval Edition.
Faeldray  [author] May 12, 2018 @ 10:02am 
@Juniana Weaver I'll take a look into that. There appear to be 3 different versions of that mod on the workshop, which are you using?

@jmstrahm Do you mean the Medieval Times mod? If so, that's very strange because I play with it without issue. Is my mod loading before or after Medieval Times in your mod list?
Surgent May 12, 2018 @ 9:40am 
@Faeldray I figured it out! it is the Rimworld medieval mod!
Juniana Weaver May 12, 2018 @ 6:33am 
I think this mod might not be compatible with "Tiamat 2018 - Stone Age No Research"
Faeldray  [author] May 10, 2018 @ 11:21pm 
@jmstrahm Yeah, unfortunately without an error report or knowing which mod is conflicting, I have no way to figure out what the issue is.
Surgent May 10, 2018 @ 4:23pm 
@Faeldary I was having them make dried meat, I am going to play around with my mods and let you know if it is a conflic.. but I have allot of mods.
Faeldray  [author] May 10, 2018 @ 2:56pm 
@jmstrahm I'm not having any issues getting pawns to cook in my test world and in my own games so it sounds like it could be a mod conflict. Are the bills you're using from the vanilla game (ex. cook simple meals 1 at a time)? If you turn on developer mode, are there any errors that pop up in the debug window?
Surgent May 10, 2018 @ 10:11am 
Hey I am having a problem where If I put cooking bills on the firepit and my pawns ignore them, but when I put it on a regular campfire and they go ahead and start cooking! If you could help that would be great!
Lurmey Apr 26, 2018 @ 7:05pm 
Awesome, thanks!
Faeldray  [author] Apr 26, 2018 @ 3:15pm 
@HMS-Captain Lurmey Okay, it turns out that it was a lot easier to fix than I expected. I had originally created a set of new jobs for the firepit, when really I should have just added the firepit to the existing campfire jobs. So that's exactly what I just changed. I did a test and the job now properly falls under Cremate for me.
Faeldray  [author] Apr 26, 2018 @ 2:27pm 
@HMS-Captain Lurmey That's interesting because the firepit doesn't have its own bills, it inherits all of them (including modded ones) from the campfire. I'll take a look at Complex Jobs and see if I can figure out what's happening.
Lurmey Apr 23, 2018 @ 4:00pm 
This has a small issue with [FSF] Complex Jobs, the "Do bills at firepit" job is placed in hauling instead of the cremate work type added by Complex Jobs. I'm seeing about manually editing the defs to change this but it would be nice if you could consider writing a small compatibility patch for it. Thanks!
mr frisky Apr 23, 2018 @ 7:38am 
@Faeldray: I see. Well, can't have everything. Thanks for the swift reply and once again for sensible fire
Faeldray  [author] Apr 23, 2018 @ 3:42am 
@mr frisky: I checked the comments on No Water No Life and it appears that people have reported similar issues with modded campfires (which is basically what the firepit is). It sounds like the compatibility issue lies with that mod and I wouldn't know how to fix it anyways. You could try using a regular campfire just for purifying water and seeing if that works.
mr frisky Apr 23, 2018 @ 2:47am 
Firstly: Thanks for an essential QOL mod.
Secondly: It seems my workers are unable to purify water at firepit (No water no life mod). The bill is there allright. Anyone elseseen this?
Wolfman Bigby Mar 4, 2018 @ 2:18pm 
As someone playing a tribal game I've had to be religious in refueling the campfires so I won't lose the bills. Two cooks plus two fires that have two or three bills each set to specified amount... and then they burn out because I wasn't paying attention. A bit frustrating hah.

I'm definitely getting this. Thanks.
BlackSmokeDMax Feb 26, 2018 @ 8:46am 
Great Mod! Love not having to risk losing my bills at the campfire in early tribal games because they didn't quite haul wood to the fire in time!
Other_Olly Feb 7, 2018 @ 12:59pm 
Joy!
Faeldray  [author] Jan 1, 2018 @ 11:07am 
@Adventurer Thanks for letting me know and for making that change! I'll change the descriptions to let folks know that the patches only required for Extended Woodworking now.
Adventurer Dec 31, 2017 @ 11:02pm 
@Faeldray
Just wanted to give you a heads-up that the compatibility patches for Expanded Woodworking's wood types are no longer needed with how I rewrote fuel patching. This extends to the Vegetable Garden woods from Expanded Woodworking as well. You can do a little less work with updates in the future! Thanks for supporting it over the past!
Faeldray  [author] Dec 31, 2017 @ 9:38pm 
Thank you! I always start off as tribal as well so I know that feeling, which eventually lead me to create this mod.
Danroak Dec 31, 2017 @ 6:17pm 
Small mod that I can't live without. It gets hectic trying to keep up with all the refueling especially since I play tribals most of the time.

So thank you for your work!
Oddworld86 Dec 2, 2017 @ 3:24pm 
Thank you for the answer, but sadly, not refueable with gas.
Faeldray  [author] Dec 2, 2017 @ 10:58am 
@Oddworld75 That's beyond the scope of this mod but Call of Cthulhu - Industrial Age (http://steamcommunity.com/sharedfiles/filedetails/?id=777197241) has 2 kinds of gas lamps. It's just the furniture in the mod, nothing that changes gameplay.
Oddworld86 Dec 2, 2017 @ 10:38am 
Would you be able to create a gas lamp as a new alternative lighting object to electricity?

Thank you
Faeldray  [author] Nov 27, 2017 @ 8:28pm 
Unfortunately the shallow water bug appears to be an issue with Water Power so there's little I can do about it. People have reported it affecting other mods as well. Personally I just make sure Water Power is always last in the mod order and I have yet to experience the bug that way.
pL@gu3-D0g Nov 27, 2017 @ 11:37am 
Thanks for the update. Also wanted to mention that the shallow water bug persists into B18 but the solution still works.
Faeldray  [author] Nov 25, 2017 @ 3:54pm 
No problem. :)
Pop Nov 25, 2017 @ 3:48pm 
Thanks a bunch!
Faeldray  [author] Nov 25, 2017 @ 3:46pm 
Now updated for Beta 18.
Faeldray  [author] Nov 20, 2017 @ 3:46pm 
You're right, I got it confused with alpha 18 which wasn't an official update. I'll try to get something out for B18 this week.
Pop Nov 20, 2017 @ 3:41pm 
It isn't? Tynan released the videos about the update and everything.. It's like it's Alpha 17, but it's not in Alpha anymore, it's in Beta now, so B18.. Actually hope this will make it possible to get it sooner but if not, I'll get it at a later date. Either way, thanks for the mod and the reply!
Faeldray  [author] Nov 20, 2017 @ 3:40pm 
@Nman I will be eventually but since B18 isn't the "official" Steam version yet, I'm not particularly rushed to do so. I'll probably have an update in early December barring any major problems with the code.