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Onimods - Generic Firefuel

Description [b]Onimods - Generic Firefuel[/b] aims to give better options for fueling fire-based structures by replacing the original fuel items with ‘Firefuel’, a generic universal fuel for fires, produced from ‘Wood’, ‘Textiles’, ‘Hay’, and most ‘Raw Foods’. [b][i][u]About 1.6 game update: I'm in the process of adjusting all my mods to version 1.6, the updated mods will likely be uploaded only after game version 1.6 goes live (along with the new DLC), as I'm using this opportunity to apply some potentially save breaking mod changes that were on hold for some time.[/u][/i][/b] Features [b]Universal fire based fuel mechanic:[/b] The new Firefuel resource replaces the previous fuel materials in any fire based building , that by default means any building that uses Wood as fuel. Some exceptions are already covered for situations where this replacement is unwanted, like with Passive Coolers (that don’t actively burn its fuel), or need to be forced, as in Ideology DLC Fungus Darktorches (that use Raw Fungus as fuel). [b]Firefuel:[/b] New resource, specially prepared and treated flammable materials meant to be used as a generic universal fuel for fire based appliances. It has a large stack size (200) for better storage, and is [i]very[/i] flammable. [b]Firefuel production recipes:[/b] Firefuel can be made by from various materials, and in different amounts, following the ratios below: * 1 Wood >> 1 Firefuel : made at Crafting Spot and Stonecutter Table. * 0.1 Nutrition (2 normal Raw Food) >> 1 Firefuel : made at Butcher Spot and Butcher Table. * 5 Textiles >> 1 Firefuel : made at Crafting Spot and Tailor Benches. * 2 Textiles + 1 Chemfuel >> 2 Firefuel : made at Crafting Spot and Tailor Benches. [b]Firefuel to Chemfuel:[/b] Firefuel can be further processed into Chemfuel on any Biofuel Refinery, the recipe uses 50 Firefuel and produces 25 Chemfuel. Mod Settings * Toggle to add Firefuel as a valid fuel for fire based buildings, instead of replacing the previous used fuels. (it is recommended the use of a fuel list control mod for better control) Mod compatibility Due to the nature of this mod patches, I recommend placing it the lower you can on your modlist, after mods that add or patch buildings (specially its fuel uses) to avoid breaking or missing the Firefuel use changes. Both [i]LWM's Fuel Filter (Continued)[/i] and [i][JPT] Burn It for Fuel (Continued)[/i] work for more precise fuel use control, when using the “add instead of replace” mod setting toggle (the latter mod requires selecting Firefuel as a valid fuel in that mod settings) Currently I don’t know of any incompatibilities, but drop a message if you find any odd behavior, along with the Hugslib exported error log link (Ctrl + F12), use the "Standalone Log Tool" version if the original one is not working. * For other modders: you can control if your buildings will be force to use, or ignore, the Firefuel patches by just adding a single DefModExtension, and setting its single variable to true or false. Check the main patches XML file for more info, it is fully explanied regarding that logic. Supported Mods This mod automatically patches any building that uses the normal Wood as fuel to instead use Firefuel, so extra mod support is only required in cases where it would make sense to do the Firefuel replacement for a building that don’t use Wood as fuel (ex: Ideology DLC ‘Fugus Darktorch’), or when it does not make sense doing the automatic replacement (ex: base game ‘Passive Cooler’). [b]Onimods - Colored Fire:[/b] Patch for colored fungus darktorch. [b]Undergrounders: Darkfire/Complete:[/b] Patch for colored fungus darktorch. [b]Stylized Darktorch:[/b] Patch for colored fungus darktorch. Support for more mods is a continuous process, so suggestions are always welcome, since there are [i]many[/i] other mods adding new buildings and resources out there! Planned Updates * Add more support other mods, mostly for buildings that should, or should not, be patched to use Firefuel, and adding more specific recipes to make Firefuel from new ingredients. FAQ [b]Q:[/b] Firefuel recipes are too costly/cheap, balance is off! [b]A:[/b] Balance is both a very finicky and relative thing, so constructive feedback is always welcome. Now for better context, with this mod I tried to keep the recipe values in line with the conversion rates already present in-game (mostly from biofuel refinery recipes), and some of my other mods, while also trying to not trivialize or replace other game systems. Wood is still the best resource to be used for fueling fires, its recipes are faster and the conversion is 1:1 with the original fuel usage. Organics are a viable less efficient alternative, but given the option, are best used processed into Chemfuel instead. Textiles can be used by itself as fuel on more desperate survival situations, or when you are drowning in them, but are meant to be a very inefficient solution alone. On the other hand, using them in conjunction with Chemfuel allows for fueling fire based buildings (and in the case of power generation, you are still better of using the Chemfuel directly if possible). Credits A grateful thanks and shoutout to the ever helpful folks on the Rimworld Discord modding channels for allowing another silly idea to be here! \o/