Mods / Better Firepit

Category: #Crafting #Tweak
Author: Jameh
Side: Server
Created: Mar 22nd 2023 at 10:20 PM
Last modified: Jan 23rd at 11:09 AM
Downloads: 34332
Follow Unfollow 460

Latest file for v1.19.1:
BetterFirepit-1.1.4.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*
v1.1.4 7595 Jan 23rd at 11:09 AM Show BetterFirepit-1.1.4.zip Install now
v1.1.3 1564 Jan 17th at 7:08 PM Show BetterFirepit-1.1.3.zip Install now
v1.1.2 7283 Oct 27th 2023 at 9:01 AM Show BetterFirepit-1.1.2.zip Install now
v1.1.1 11985 Jun 27th 2023 at 9:12 AM Show BetterFirepitNet7.zip Install now
v1.1.0 4520 Apr 27th 2023 at 3:33 PM Show BetterFirepit.zip Install now
v1.0.0 1385 Mar 22nd 2023 at 10:21 PM Show BetterFirepit.zip Install now

26 Comments (oldest first | newest first)

💬 Travisplo, Mar 4th 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 at 1:39 PM

Guimoute Definitely not for pots.

💬 Guimoute, Jan 17th 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

💬 JamehAuthor, 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].

💬 JamehAuthor, 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?

💬 JamehAuthor, 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. 👍

💬 JamehAuthor, 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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