Flammable Tweaker

Quick rating

Flammable Tweaker

No reviews yet

Control which blocks can burn, and which cannot.

QoL & Tweaks
Mod Loaders
Forge
NeoForge
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Required

About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
flamabletweaker-1.21.1-1.1.0
Authors
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

This mod lets you easily configure which blocks can burn and which cannot using a simple configurator.

It was designed for the MineColonies mod, fixing the issue where many blocks from the Donum Ornamentum mod don’t burn, even when they clearly should. With this mod, they finally will.

The mod works by checking block names for configured keywords (e.g., "paper"). If a block's name matches, it becomes flammable, even if it wasn't originally.

By default, vanilla blocks that already burn remain unchanged, while blocks that didn’t burn but should in MineColonies (like extra paper) now do.

You can apply this to any other block that exists in the game.


Github


Check out this minecolonies modpack: Edelcraft

This mod lets you easily configure which blocks can burn and which cannot using a simple configurator.

It was designed for the MineColonies mod, fixing the issue where many blocks from the Donum Ornamentum mod don’t burn, even when they clearly should. With this mod, they finally will.

The mod works by checking block names for configured keywords (e.g., "paper"). If a block's name matches, it becomes flammable, even if it wasn't originally.

By default, vanilla blocks that already burn remain unchanged, while blocks that didn’t burn but should in MineColonies (like extra paper) now do.

You can apply this to any other block that exists in the game.

Github

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Total Downloads
CurseForge
<1,000
Modrinth
<1,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works