Description:
A mod that add coal to the game.
Currently contains:
- Mineable coal
- Coal scuttle (You may use it, but it's not necessary to properly working fuel generator)
- Coal Campfire. It's campfire using coal to create.
What is Coal scuttle?
It's like hopper but usable to store fuel next to fuel generator.
Require new save.
Remember to back-up your save file before adding any mods!
Pictures:
(https://staticdelivery.nexusmods.com/mods/424/images/145-0-1475174536.png)
(https://staticdelivery.nexusmods.com/mods/424/images/145-1-1475174536.png)
Coal ore
(https://staticdelivery.nexusmods.com/mods/424/images/145-3-1475174536.png)
Coal scuttle
(https://staticdelivery.nexusmods.com/mods/424/images/145-2-1475174536.png)
(http://staticdelivery.nexusmods.com/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/145/?)
Direct Download (1.16.0 version) (http://www.nexusmods.com/rimworld/download/1206)
Direct Download (1.17.1 Current version) (http://www.nexusmods.com/rimworld/download/1472)
Deep Core Miner patch: (0.16 only)
https://www.dropbox.com/s/lngnwtarno5j21m/CoreDrill-BlackFuelAddon.zip?dl=1
Link to Deep Core Miner topic:
https://ludeon.com/forums/index.php?topic=25346.msg288711#msg288711
Known issues:
-Traders don't handle coal. - Done
-Deep Core Miner patch. - Done Thanks to HowAboutScience
How to install:
- Delete old version (if you have).
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Changelog:
1.15.0 -Mod released;
1.16.0 -Update to 0.16;
1.17.1 -Update to 0.17;
-Coal campfire has been fixed;
-Now all things that are refuelable can use coal as a fuel (not apply to torch).
Licensing:
You can use this mod in modpacks.
If you want to change or modify files, ask about permission.
cool idea :)
Why would I want this? I don't mean that to b insulting, I'm curious. What can coal do for me?
it could power your fueled generator ,stove, smithy on an ice sheet.
I assume coal is for generators. If you can extract large amounts in mountain areas/deserts with limited land for growing it could be useful.
Quote from: BetaSpectre on September 29, 2016, 05:33:23 PM
I assume coal is for generators.
It says as much several times in the OP and even shows pics of it, so u are jumping to conclusions with that wild assumption :P
I haven't found fueled generators to b of any use yet. I believe I had a glitch that was preventing any of the power they made from entering the grid, but I thought generators just sucked and then forgot about them. I'll give them another shot. If generators r useful, I can c the purpose of coal. But won't it make the game easier, unbalance it?
Quote from: mabor0shi on September 29, 2016, 05:44:47 PM
Quote from: BetaSpectre on September 29, 2016, 05:33:23 PM
I assume coal is for generators.
It says as much several times in the OP and even shows pics of it, so u are jumping to conclusions with that wild assumption :P
I haven't found fueled generators to b of any use yet. I believe I had a glitch that was preventing any of the power they made from entering the grid, but I thought generators just sucked and then forgot about them. I'll give them another shot. If generators r useful, I can c the purpose of coal. But won't it make the game easier, unbalance it?
Well I just started a new solo colonist w/o any resources run with no tech researched and Im really benefitting from this since Im playing on tundra where trees are scarce.
Great Idea !
Sometime i have not enough woods to fuel generators. Because the winter is too long, no tree can grows quick enough.
No minable coals for existing save?
could I buy coal by traders and traderships?
Quote from: hiepbg on September 30, 2016, 06:23:27 AM
No minable coals for existing save?
Correct. Forget to change topic example what i get from friend.
Quote from: christianmc1101 on September 30, 2016, 07:21:28 AM
could I buy coal by traders and traderships?
Yep, bulk traders sells coal. But traders not. I will fix it and update soon.
Isnt BlackGold the name of another mod in the unreleased section? Might want to change the name of this mod..
Quote from: LustrousWolf on September 30, 2016, 01:00:06 PM
Isnt BlackGold the name of another mod in the unreleased section? Might want to change the name of this mod..
Indeed it is, but there is no sign of life from 3 months now :P
...My guess is that OP didn't know that, so who can blame him. I'd change the name to avoid conflict in the future, thou.
Quote from: Dark_Inquisitor on September 30, 2016, 01:50:41 PM
Quote from: LustrousWolf on September 30, 2016, 01:00:06 PM
Isnt BlackGold the name of another mod in the unreleased section? Might want to change the name of this mod..
Thats true and it is a shame. I did like that mod FeelsBadMan
Indeed it is, but there is no sign of life from 3 months now :P
...My guess is that OP didn't know that, so who can blame him. I'd change the name to avoid conflict in the future, thou.
Is there any Deep Core Miner mod patch for this?
Quote from: LustrousWolf on September 30, 2016, 01:00:06 PM
Isnt BlackGold the name of another mod in the unreleased section? Might want to change the name of this mod..
I don't know about him. My appologize, i will change name in few days with update.
Quote from: sma342 on October 01, 2016, 07:27:59 AM
Is there any Deep Core Miner mod patch for this?
Not yet. I check how Deep Core Miner works and try add coal.
Mod updated to RimWorld A16. Have fun. :)
I made a Core Drill Addon for coal [A16]
https://www.dropbox.com/s/lngnwtarno5j21m/CoreDrill-BlackFuelAddon.zip?dl=1
Enjoy
^^
Do we install this as another mod or do we place it in the core-folder to replace files?
Just another mod, load after core drill and black fuel.
This mod actually has a lot of potential to be expanded, just some thought:
-Turn wood into charcoal, similar function as coal but still a better fuel than raw wood.
-Turn coal into chemfuel.
-Possibility to use ingame drillers to mine coal. (haven't tested, maybe already implemented)
-...
-Dangerous explosive mining gas when mining coal indoors/bad ventilated areas?
Quote from: Headshotkill on December 27, 2016, 01:38:23 PM
*stuff*
I don't want to say anything, but @Rakuss is already thinking about some of that stuff, so don't worry ;)
Quote from: Headshotkill on December 27, 2016, 01:38:23 PM
This mod actually has a lot of potential to be expanded, just some thought:
-Turn wood into charcoal, similar function as coal but still a better fuel than raw wood.
-Turn coal into chemfuel.
-Possibility to use ingame drillers to mine coal. (haven't tested, maybe already implemented)
-...
-Dangerous explosive mining gas when mining coal indoors/bad ventilated areas?
As @Dark_Inquisitor says i think about this stuff. Witch charcoal is not so easy job. At first i want add something like fuel priority or coal calorific. With ingame drillers is too many work to do so i don't really want use this but maybe i change value of mining coal or add coke coal as recompense for now.
I really like your last idea. If I only learn how to c# for sure i add this. :)
Quote from: HowAboutScience on December 27, 2016, 11:57:01 AM
I made a Core Drill Addon for coal [A16]
https://www.dropbox.com/s/lngnwtarno5j21m/CoreDrill-BlackFuelAddon.zip?dl=1
Enjoy
Thanks mate for that, it is good one alternative. :)
encountered a strange problem with coal campfire - cannot cook.
and if you will click on "anybody" button - nothing happens.
i checked and compared all xml-data with other campfires (that works well) - no significant differences.
wtf - i dont know.
also added recipes from VG and others - it is shown, but my cook still refuse to cook on it.
but along with it i have added coal to all burn-based facilities - braziers, smelters, forges, other campfires - this works well.
a great alternative to wood.
Is the any way to allow other facilities that require fuel to use coal as well? I use the medieval times mod by _rahvin_ and its a hassle to have so much coal but unable to refuel the braziers with it.
forgive me if i'm just being dense, but what is the point of the coal scuttle? is it just to store the coal, or will it automatically fuel power plant from it like the hopper does for the nutrient paste dispenser? My guys seem to just walk over to it, grab the coal from the scuttle, and place it into power plant themselves. So just trying to figure out if there is a difference between the scuttle and a 1x1 stockpile, or if maybe i have a mod conflict allowing something to not work.
Beyond that, i really like the idea of the coal mineral added to the game. Its been a good addition to the game.
How do you get the coal chunks? Mining coal gives me just 'coal' which can't be used as fuel.
Your production buildings may not be allowed to use coal for fuel, but the "coal" that you get is the fuel.
Well i just tested it with dev options, 'coal chunks' are usable (tested fueled stove and Medieval's brazier) but 'coal' is not. Perhaps the coal chunks i see are from a different mod?
"Coal ore" is the name the mod author gives to his resource, so let's stick with that name. Coal ore is recieved upon mining the coal. There is no processing needed. It is loaded directly into fueled production buildings.
I cant use coal for the generator...
Quote from: Parsival on April 29, 2017, 03:51:36 PM
I cant use coal for the generator...
i have the same problem. I can't refuel the generator with coal.
Mod has been updated to 0.17 version.
All known problems are fixed.
Hi,
Nice work on this, love the idea.
I am wondering if it's OK with you for me to use/host this in a modpack I'm working on (it will be hosted on GitHub)? It is a modpack in similar vein to Hardcore SK except less "heavy" and more lore-friendly.
If so, I would also like to modify it a bit with my own integration patch - specifically to move it into a "Carbon/Fuel" category along with Charcoal (from cuproPanda's Powerless!) so they both can be used as generic fuel and as carbon sources for refining iron into steel.
This will come in my own patch, I don't have to modify or even host your mod on the GitHub repo if you don't want to give permission for that. Thanks either way!
EDIT: Another problem; you're using recursive xpath matching (e.g. "//ThingDef", this is really really slow and bad. Use wildcard matching on the root node (e.g. "*/ThingDef") instead.
EDIT2: Actually, it's better to just do a conditional patching to check if a ThingDef accepts WoodLog as fuel, and if so then inject Coal as a fuel source too. If you want help on how to do this I would be happy to show you :)
Ok, I've also noticed that the Coal Scuttles don't really do anything either - they just act as storage spots.
I can mod the CompPowerPlant class in C# and make it pull from the hopper, won't be too difficult ;)
You do ask for permission to modify but you're not around and I'm really impatient so I'm going to go ahead and do this, hope you don't mind!
Will upload to GitHub and share the repo link with you, so you can see the exact changes I've done.