
Salty´s Firestarters
Environment based fire-starting mechanics and 4 new fire-starting methods including flint & steel.
Description
Pet the floppa to buy me a coffee!
This mod was made out of my obsession for immersion.
Not only I hate carrying a lit torch in my inventory everywhere, I also hate having to keep replacing a drill firestarter everywhere, everytime. And since this game has a great variety of environment mechanics that would fit perfectly for fire-starting survival mechanics, I combined both!
If you crave for survival mechanics, realism and immersion as much as I do then this mod is for you!
Salty's Firestarters adds new methods for fire-starting for early and late game and overrides the vanilla methods with some cool challenging mechanics.
No new items are added, no GUI´s. Everything stays vanilla. All methods can be used to set grass or other combustible materials on fire, or ignite any block entity (firepit, forge, etc..).
<span style="color: #e74c3c;" data-darkreader-inline-color="">Note: </span>Some updates brings new config files or configuration variables, delete the old ones so the new ones can generate. Check changelogs so you only delete the ones that actually change instead of removing all your custom values!
All the information below is in the handbook in-game.
Translations:
French by: <span class="mention username">Mokradin</span>
Clear Quartz mechanic / early game:
Requires: Clear Quartz.
Usage: Sneak and hold right click.
Environment checks: Sky access, Time of day, Temperature, Rain, Cloud Density and Wind.
Clear quartz can be used as a magnifying glass. It uses the sun light to heat a single spot!

It's slow and it needs specific environment conditions to work properly.
Bow drill / early game:
Requires: crude bow in the main-hand, firestarter in the off-hand.
Usage: Sneak and hold right click.
Environment checks: Rain, temperature and Wind.
Uses a firestarter but is effective in harsh environmental conditions, much quicker and reliable.
A bow combined with a firestarter, designed to create fire more efficiently and quickly. It consumes one duraility from the firestarter upon use.
Spyglass mechanic / mid game:
Requires: Spyglass mod / Spyglass item.
Usage: Sneak and hold right click.
Environment checks: Sky access, Time of day, Temperature, Rain, Cloud Density and Wind.

Faster than clear quartz, usable at lower temperatures, and with a more forgiving time-of-day window for fire-starting.
Flint & Steel / late game:
Requires: Flint in the main-hand, steel ingot in the off-hand.
Usage: Sneak and hold right click.
Environment checks: Rain and Wind.
A classic and reliable survival tool.

Fast, fiery and fancy. Still depends on a few environment conditions! Flint has a configurable percentage chance of breaking on use.
Torch / Vanilla:
Requires: Torch.
Usage: Sneak and hold right click.
Environment checks: Rain, temperature and Wind.
Can still be used for all it's vanilla purposes but now with environment conditions!

Torches will extinguish in the player’s hand during heavy wind and automatically if placed in the backpack inventory. This is configurable.
Firestarter / Vanilla:
Requires: 2 sticks and a dry grass.
Usage: Sneak and hold right click.
Environment checks: Rain, temperature and Wind.
Can still be used for all it's vanilla purposes but now with environment conditions!

Environment conditions:
Those doesn't apply to all fire starting methods. Check above what environment conditions each method relies on.
Sky Access:

With this condition you cannot start a fire if the block doesn't have direct access to sunlight.
This means you cannot start fires inside your home or inside a cave.
This is not configurable.
Time of day:

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