Mods / Better Firepit

Tags: #Crafting #Tweak
Author: Jameh
Side: Server
Created: Mar 22nd 2023 at 10:20 PM
Last modified: Jan 18th at 11:37 AM
Downloads: 105577
Follow Unfollow 1122

Latest file for v1.20.0:
BetterFirepit-1.1.5.zip 1-click install


A Vintage Story mod to improve the firepit's behaviour.
Prevents the game from resetting the temperature after each item cooked, removing the need to slowly feed items from a heated stack into the firepit. You can now just load a stack into the firepit, and leave it.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.5 34575 Jan 18th at 11:37 AM Show BetterFirepit-1.1.5.zip Install now
v1.1.4 43211 Jan 23rd 2024 at 11:09 AM Show BetterFirepit-1.1.4.zip Install now
v1.1.3 1743 Jan 17th 2024 at 7:08 PM Show BetterFirepit-1.1.3.zip Install now
v1.1.2 7677 Oct 27th 2023 at 9:01 AM Show BetterFirepit-1.1.2.zip Install now
v1.1.1 12186 Jun 27th 2023 at 9:12 AM Show BetterFirepitNet7.zip Install now
v1.1.0 4664 Apr 27th 2023 at 3:33 PM Show BetterFirepit.zip Install now
v1.0.0 1521 Mar 22nd 2023 at 10:21 PM Show BetterFirepit.zip Install now

49 Comments (oldest first | newest first)

💬 SiCaRiO31, 3 days ago
💬 ChristsRisen, Mar 10th at 7:32 AM

heads up. it worked for me in stable.

 

 

NUTsTUN

💬 NUTsTUN, Mar 9th at 8:13 PM

Is this working on 1.20.4?

💬 QBSteve, Feb 27th at 12:51 AM

JPK64, thanks! I eventually realized something was up when most of the mods I use stopped working XD

💬 JPK64, Feb 15th at 4:39 PM

QBSteve, this seems to be an issue with the game, not with this mod. See https://github.com/anegostudios/VintageStory-Issues/issues/5252

💬 QBSteve, Feb 8th at 4:17 AM

I get an error when trying to use this mod. The game loads, but the mod doesn't work as intended.

7.2.2025 19:47:05 [Error] [betterfirepit] An exception was thrown when trying to start the mod:
7.2.2025 19:47:05 [Error] [betterfirepit] Exception: Unable to load shared library '/tmp/mm-exhelper.so.hzDSS5' or one of its dependencies. In order to help diagnose loading problems, consider using a tool like strace. If you're using glibc, consider setting the LD_DEBUG environment variable:
/home/theunknownhack3r/.config/VSLGameVersions/1.20.3//tmp/mm-exhelper.so.hzDSS5: cannot open shared object file: No such file or directory
/usr/share/dotnet/shared/Microsoft.NETCore.App/7.0.20//tmp/mm-exhelper.so.hzDSS5: cannot open shared object file: No such file or directory
/tmp/mm-exhelper.so.hzDSS5: cannot enable executable stack as shared object requires: Invalid argument

at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchProcessor.Patch()
at HarmonyLib.Harmony.Patch(MethodBase original, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler, HarmonyMethod finalizer)
at BetterFirepit.Program.StartServerSide(ICoreServerAPI api) in D:\VintageStoryModding\BetterFirepit\BetterFirepit\Program.cs:line 24
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 664
7.2.2025 19:47:05 [Error] Failed to start system BetterFirepit.Program

💬 Jameh , Jan 29th at 10:52 PM

Exactly what others have been saying. This mod by no means introduces a perfect replacement, but it feels better than the vanilla approach, despite it's issues.

At some point I'd like to look into making it behave more realistically, but likely not any time soon.

Thanks for the feedback!

💬 TheGrunge, Jan 29th at 9:55 PM

EnderWarlock
I don't think that can be fixed- until they add an "ember pit" sort of system to the actual game that makes fire build up a coal pile that it retains heat, you'll have to use what you feel is a fair amount of fuel for the task, that's WHY the heat resets on items, as otherwise stuff will continue processing since the whole item is at temperature to transition and that is an intended part of the heating and cooling system. The timeframe does show off how unrealistically long the cooling of small objects takes though, which again, has to be adressed by the devs most likely; I'm not sure if cooling speeds could be modified by mod devs but the heat retention of items is the closest system to embers/thermal mass we have for the time being in vanilla, but it clashes with this mod, so it might be a good thing to look into as a partnered mod/setting. There's no other easy middle ground for realism right now without some hefty coding work or some really smart shenanigans.

💬 Kalmorph, Jan 29th at 9:54 PM

The same as EnderWarlock happened with me when smelting flints with charcoal. The mod is only checking the stacked temperature to keep smelting, right?
If so, an check should be done to see to check both temperatures (the firepit and stacked one) and return the lowest.

💬 SoloBlood, Jan 29th at 4:49 PM

Better Firepit + SuperFuel - Resumed + Wildcraft Trees = profit with refined peat

💬 EnderWarlock, Jan 28th at 2:42 AM

Encountered a bug in 1.20.3; Appears to still be cooking the stack despite fuel having run out (was cooking cattail roots). The temp indicator at bottom shows cold, fuel slot is empty; the arrow does not make any progress visually (it doesn't turn green) but the arrow shows 300C and eventually it cooks an item. Left a stack with 2 firewood logs burning and came back to 38 being cooked (Way too much for that little fuel). Clicked the uncooked stack in and out and eventually saw another one cook while doing so.

💬 BeppoBimber, Jan 27th at 6:18 PM

must have mod

💬 Jameh , Jan 20th at 1:24 PM

bumblebink
Just had a look to see if the beehive kiln is linked to the firepit in some way, it is not, so it's highly unlikely that this mod is causing the issue.
Thanks for bringing it to my attention though!

💬 bumblebink, Jan 19th at 10:57 PM

Does this mod cause any issues with the new beehive kilns? There's a bug report on the VS discord where kilns are instantly completing sometimes, and the only mod I have in common with the reporter is this one.

💬 TRexTheHunter, Jan 19th at 4:04 AM

Thanks for patching!

💬 melodelic, Jan 17th at 7:28 PM

This works in 1.20 for me.

💬 CounterMeasure, Dec 8th 2024 at 3:36 AM

@Auro -- I just tested it today on 1.20rc-1, seems to work just fine!

💬 Auro, Dec 4th 2024 at 8:03 PM

Does it work on 1.20?

💬 Nonamomo, Nov 26th 2024 at 11:34 PM

You may be having a conflict with another mod, I can't say I've seen this issue with pit kilns. Turning this mod may fix the issue, but it's likely not the mod causing the conflict. Maybe check any other mods that involves the pits, grass, or the behavior of placing items via sneak-placing (I can say that PEI, Pileful and More Piles should be fine as I am also using them)

💬 ManManGuy10, Nov 18th 2024 at 3:02 AM

I am noticing that in 1.19.8, this mod prevents the host of a world adding the first thing of grass to a pit kiln, therefore making it impossible in singleplayer to fire any clay. Not sure if it is a combination of this mod and others, or just this mod preventing it, but turning this mod off solved the problem. Unfortunetely this mod is a must for me, therefore ive been activating and de-activating every time I need to fire something.

 

💬 Maquin, Aug 19th 2024 at 9:11 PM

Thank you for this. Trying to make quicklime before this was an absolutely horrific process that ate up ridiculous amounts of fuel.

💬 ext_, May 12th 2024 at 8:39 PM

Is this mod obsolete? Game seems to be doing what the mod claims to do already.

On vanilla it still does this every time it makes new quicklime so uhh, no?

💬 Doomstrike53, Mar 31st 2024 at 6:51 AM

Is this mod obsolete? Game seems to be doing what the mod claims to do already.

💬 Travisplo, Mar 4th 2024 at 5:45 AM

Any idea if this would effect custom firepits, like the ones in QPtech, or if there would need to be some sort of compatibility mod added for that kind of functionality?

💬 DarkThoughts, Jan 23rd 2024 at 1:39 PM

Guimoute Definitely not for pots.

💬 Guimoute, Jan 17th 2024 at 9:42 PM

wildejackson The temperature of the items is displayed.

💬 wildejackson, Oct 27th 2023 at 3:43 PM

Is it possible to make items display their actual temp rather then capping at some value? It would be amazing if the game could actually communicate that info

💬 OmegaHaxors, Jul 31st 2023 at 4:14 AM

Amzd
You would think, but no. A lot of people can dump massive amounts of energy into their item without realizing it and it feels like it will stay hot forever but it's a finite amount.
It's just that keeping them in the fire that's not quite hot enough for the requirement makes the item cool off slower, as the heat difference is a lot lower than if it were off completely.
There's plenty of times though when i'm doing ingot smelting where i'll use peat to halve the amount of coal needed. It only feels like a bug because it's extremely poorly communicated.

The reason I know that this isn't a glitch is because if you cook something outside in high wind, the duration of how long it stays at temp without fuel will be equally fast to how quick it cools off.

💬 Amzd, Jul 30th 2023 at 10:53 AM

I'm seeing the temperature of the item doesn't drop as long as the firepit is burning (even on way lower temp) which I think is bug rather than a feature OmegaHaxors

💬 OmegaHaxors, Jul 28th 2023 at 5:14 PM

Amzd
That's not a glitch but just how the game handles crafting recipes based on temperature.
As long as the temperature of the item is over the crafting requirement, it will continue cooking.
This means you can use lower tier fuels to keep the temperature up (making it cool slower) as long as you keep it above that threshold.
You can even have nothing in the firepit at all and it will continue working, though keep in mind that the temperature will quickly drop.
This technique can be used to smelt ingots for a single piece of coal, though you have to be careful not to ever let it drop too low or it will reset.

Another thing worth pointing out is that the amount of heat in the object continues to rise even if it reaches the heat cap of the object itself.
It just hard caps the temperature in the display and speed calculations internally, but energy is still being stored to keep the temperature up.
What this looks like is that the temperature will kind of freeze at max until the energy is used up in which it starts to drop again.

💬 OmegaHaxors, Jul 28th 2023 at 5:12 PM

Going forward I think reducing the heat level by an amount based on the size of the stack would be ideal.
Because you're essentially taking heat out of the system by converting an item into another item then removing it.

It would be a huge step in the right direction more than just setting the entire stack to 0 as it currently is. For now, this is a great option.

💬 Amzd, Jul 26th 2023 at 6:30 PM

With this mod you can smelt lime with firewood after you heated it with peat/coal first which I assume is a bug? Experiencing this on NET7 version

💬 Jameh , Jul 10th 2023 at 12:29 PM

Hi Mohandar

It looks like you're trying to load the .NET 7 instance of the mod on a .NET 4 version of the game. If you're not using the .NET 7 build of the game (which you currently need to purposefully download), you should instead download and use the v1.1.0 version of the mod.

💬 Mohandar, Jul 9th 2023 at 2:24 PM

Some trouble with Culinary Artillery or something?

9.7.2023 16:19:54 [Server Error] [betterfirepit] An exception was thrown when trying to load assembly:
System.IO.FileNotFoundException: Non è stato possibile caricare il file o l'assembly 'System.Runtime, Version=7.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' o una delle relative dipendenze. Impossibile trovare il file specificato.
Nome file: 'System.Runtime, Version=7.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
in System.ModuleHandle.ResolveType(RuntimeModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
in System.ModuleHandle.ResolveTypeHandleInternal(RuntimeModule module, Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
in System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
in System.Reflection.CustomAttribute.FilterCustomAttributeRecord(CustomAttributeRecord caRecord, MetadataImport scope, Assembly& lastAptcaOkAssembly, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, Object[] attributes, IList derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctor, Boolean& ctorHasParameters, Boolean& isVarArg)
in System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType, Boolean mustBeInheritable, IList derivedAttributes, Boolean isDecoratedTargetSecurityTransparent)
in System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeAssembly assembly, RuntimeType caType)
in System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
in System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
in System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
in Vintagestory.Common.ModContainer.<>c__DisplayClass33_0.<LoadAssembly>b__1(Assembly ass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:riga 360
in System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
in System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
in System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
in Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:riga 357

AVV: la registrazione dell'associazione di assembly è disattivata.
Per abilitare la registrazione degli errori di associazione di assembly, impostare il valore del Registro di sistema [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) su 1.
Nota: alcune penalità di prestazione sono associate alla registrazione degli errori di associazione di assembly.
Per disattivare la funzionalità, rimuovere il valore del Registro di sistema [HKLM\Software\Microsoft\Fusion!EnableLog].

💬 Jameh , Jun 28th 2023 at 10:53 AM

Hi Endurance, the Net4 version should work for you, the Net7 build is only for the new ".net 7 Experimental build 1.18.6-rc.1" which Tyron released a few days ago.
I've just re-tested on 1.18.5 without issue.
If the mod is functioning correctly, there should be this line in your server-debug.txt log file:
[Debug] Better Firepit: Patched firepit

💬 Endurance, Jun 28th 2023 at 8:51 AM

I tried installing both the Net4 and Net7 version. The Net4 version did not work as expected but the Net7 one tells me "Unable to resolve some mod dpendencies. Check log files." I checked the logs and could not find anything related to this mod in them. I am on 1.18.5 Do I need to update to the Release candidate? If yes, is that a good idea?

💬 Jameh , Jun 27th 2023 at 9:14 AM

Added build for .NET 7 version of the game, works exactly the same as the .NET 4 version! 🎉

💬 noellelavenza, May 16th 2023 at 5:19 PM

I'm pretty sure this is actually a bug, so hopefully the devs will integrate this fix into vanilla!

💬 dakko, Apr 30th 2023 at 6:19 PM

Thank you so much for making this mod. What a relief!

💬 Tels, Apr 27th 2023 at 4:00 PM

This mod will help a lot with converting various items for Bricklayers like galena into lead oxide. 👍

💬 Jameh , Apr 27th 2023 at 3:34 PM

Added new build for 1.18.1. Now is only required server-side (but you can still use it in singleplayer). .NET 7 build will need to wait until Harmony updates for .NET 7 (which should coincide with the .NET 7 1.18 build)

💬 Kurazarrh, Apr 23rd 2023 at 7:14 PM

Jameh Confirmed working in 1.18.1.

💬 ToastyDerek, Apr 10th 2023 at 2:45 PM

Yanazake you are correct! This mod obsoletes my quicklime mod (unless you want even quicker lime, I guess!)

💬 AzuliBluespots, Apr 7th 2023 at 2:46 PM

I guess this is better than "actually quicklime"

💬 Boukyaku, Mar 31st 2023 at 4:59 AM

Works like a charm, thank you.

💬 Buggi, Mar 30th 2023 at 6:33 PM

Thank god someone made this. Hopefully will keep it updated! 

💬 DanaCraluminum, Mar 30th 2023 at 1:48 PM

Works perfectly on 1.18.0-pre.8

💬 Lance, Mar 27th 2023 at 7:51 PM

Thanks for this.  Making quicklime isn't nearly as tedious anymore.

💬 DanaCraluminum, Mar 22nd 2023 at 11:41 PM

Underrated mod

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