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Torridium
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A mod that lets torches finally do what they were made for - burning down your wooden homes!
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Must be installed on both the client and the server.
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Also available on Modrinth!
Torches, campfires, furnaces, and fire threaten every flammable block nearby: the closer a block is to the source, the higher the chance it catches fire, so placing a torch directly onto wooden planks or under a wooden ceiling is now a real hazard, and a wall-mounted torch is riskier than a floor one. Furnaces and campfires only radiate heat while lit; feeding a furnace with lava makes it burn hotter, while wood fuel keeps it cooler. Campfires also shoot out physical embers that can land on flammable blocks and ignite them too. If fire runs out of fuel nearby, it gets aggressive right before burning out, reaching further with a higher ignition chance in a last attempt to spread.
The same mechanic also bakes blocks in the world without a furnace: cobblestone turns to stone, sand melts into glass, clay bakes into terracotta, stone bricks crack, farmland dries out into dirt, and get too close with fire and even TNT can detonate on its own. Iron bars and chains conduct heat straight through them, so caging a fireplace behind bars won't protect the wood around it.
Vanilla structures (villages, mansions) with lots of torches on wood are naturally vulnerable. Rain normally has a chance to put out fires, but fire from a lightning-triggered Flashpoint ignores rain entirely, and if a wildfire gets big enough, emergency rain rolls in automatically to stop it. If Supplementaries is installed, burnt blocks leave behind layers of ash instead of disappearing.
Note on video: The ignition chance in the video was raised to 70% for demonstration. Default settings are much slower and balanced.
Settings
Core mechanics are gamerules (per-world). Set them in World Creation → Game Rules or in-game with /gamerule. Specific block multipliers can still be tuned in torridium-common.toml.
| Rule (1.21.1 / 26.x+) | Default | What it does |
|---|---|---|
doHeatSpread / do_heat_spread |
true |
Turns fire spreading and ignition on/off |
heatIgnitionChance / heat_ignition_chance |
3 |
Ignition chance for flammable blocks, % |
heatRadius / heat_radius |
1 |
Spread radius in blocks (1–10) |
fireDestructionSpeed / fire_destruction_speed |
1500 |
How slowly fire destroys blocks (higher = slower) |
doTorridiumSparks / do_torridium_sparks |
true |
Enables flying sparks from campfires |
sparkChance / spark_chance |
15 |
Chance for campfires to emit sparks, % |
doCookingReactions / do_cooking_reactions |
true |
In-world baking (cobblestone to stone, sand to glass, etc.) |
doCrackingReactions / do_cracking_reactions |
true |
Cracking for stone bricks and deepslate |
doAgriculturalReactions / do_agricultural_reactions |
true |
Farmland drying and crop withering |
doUtilityReactions / do_utility_reactions |
true |
Auto-lighting unlit candles and campfires |
doTorridiumEvents / do_torridium_events |
true |
Spontaneous Droughts and lightning Flashpoints |
doWildfireRain / do_wildfire_rain |
true |
Emergency rain when wildfire danger is critical |
wildfireRainThreshold / wildfire_rain_threshold |
300 |
Fire count required to trigger rain |
wildfireRainDuration / wildfire_rain_duration |
180 |
Duration of emergency rain, in seconds |
Commands
Manage events manually:
/torridiumevent start-global drought— Starts a global dry spell./torridiumevent stop-global— Cancels active global events./torridiumevent start-local flashpoint <x y z> <radius>— Spawns a localized heat storm.
Also available on CurseForge!
Torches, campfires, furnaces, and fire threaten every flammable block nearby: the closer a block is to the source, the higher the chance it catches fire, so placing a torch directly onto wooden planks or under a wooden ceiling is now a real hazard, and a wall-mounted torch is riskier than a floor one. Furnaces and campfires only radiate heat while lit; feeding a furnace with lava makes it burn hotter, while wood fuel keeps it cooler. Campfires also shoot out physical embers that can land on flammable blocks and ignite them too. If fire runs out of fuel nearby, it gets aggressive right before burning out, reaching further with a higher ignition chance in a last attempt to spread.
The same mechanic also bakes blocks in the world without a furnace: cobblestone turns to stone, sand melts into glass, clay bakes into terracotta, stone bricks crack, farmland dries out into dirt, and get too close with fire and even TNT can detonate on its own. Iron bars and chains conduct heat straight through them, so caging a fireplace behind bars won't protect the wood around it.
Vanilla structures (villages, mansions) with lots of torches on wood are naturally vulnerable. Rain normally has a chance to put out fires, but fire from a lightning-triggered Flashpoint ignores rain entirely, and if a wildfire gets big enough, emergency rain rolls in automatically to stop it. If Supplementaries is installed, burnt blocks leave behind layers of ash instead of disappearing.
Note on video: The ignition chance in the video was raised to 70% for demonstration. Default settings are much slower and balanced.
Settings
Core mechanics are gamerules (per-world). Set them in World Creation → Game Rules or in-game with /gamerule. Specific block multipliers can still be tuned in torridium-common.toml.
| Rule (1.21.1) | Rule (26.x+) | Default | What it does |
|---|---|---|---|
doHeatSpread |
do_heat_spread |
true |
Turns fire spreading and ignition on/off |
heatIgnitionChance |
heat_ignition_chance |
3 |
Ignition chance for flammable blocks, % |
heatRadius |
heat_radius |
1 |
Spread radius in blocks (1–10) |
fireDestructionSpeed |
fire_destruction_speed |
1500 |
How slowly fire destroys blocks (higher = slower) |
doTorridiumSparks |
do_torridium_sparks |
true |
Enables flying sparks from campfires |
sparkChance |
spark_chance |
15 |
Chance for campfires to emit sparks, % |
doCookingReactions |
do_cooking_reactions |
true |
In-world baking (cobblestone to stone, sand to glass, etc.) |
doCrackingReactions |
do_cracking_reactions |
true |
Cracking for stone bricks and deepslate |
doAgriculturalReactions |
do_agricultural_reactions |
true |
Farmland drying and crop withering |
doUtilityReactions |
do_utility_reactions |
true |
Auto-lighting unlit candles and campfires |
doTorridiumEvents |
do_torridium_events |
true |
Spontaneous Droughts and lightning Flashpoints |
doWildfireRain |
do_wildfire_rain |
true |
Emergency rain when wildfire danger is critical |
wildfireRainThreshold |
wildfire_rain_threshold |
300 |
Fire count required to trigger rain |
wildfireRainDuration |
wildfire_rain_duration |
180 |
Duration of emergency rain, in seconds |
Commands
Manage events manually:
/torridiumevent start-global drought— Starts a global dry spell./torridiumevent stop-global— Cancels active global events./torridiumevent start-local flashpoint <x y z> <radius>— Spawns a localized heat storm.
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