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: 62576
Follow Unfollow 673
Author: Jameh
Side: Server
Created: Mar 22nd 2023 at 10:20 PM
Last modified: Jan 23rd at 11:09 AM
Downloads: 62576
Follow Unfollow 673
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 | 35116 | Jan 23rd at 11:09 AM | Show | BetterFirepit-1.1.4.zip | Install now | |
v1.1.3 | 1684 | Jan 17th at 7:08 PM | Show | BetterFirepit-1.1.3.zip | Install now | |
v1.1.2 | 7588 | Oct 27th 2023 at 9:01 AM | Show | BetterFirepit-1.1.2.zip | Install now | |
v1.1.1 | 12117 | Jun 27th 2023 at 9:12 AM | Show | BetterFirepitNet7.zip | Install now | |
v1.1.0 | 4608 | Apr 27th 2023 at 3:33 PM | Show | BetterFirepit.zip | Install now | |
v1.0.0 | 1463 | Mar 22nd 2023 at 10:21 PM | Show | BetterFirepit.zip | Install now |
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.
Thank you for this. Trying to make quicklime before this was an absolutely horrific process that ate up ridiculous amounts of fuel.
On vanilla it still does this every time it makes new quicklime so uhh, no?
Is this mod obsolete? Game seems to be doing what the mod claims to do already.
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?
Guimoute Definitely not for pots.
wildejackson The temperature of the items is displayed.
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
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.
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
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.
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.
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
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.
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].
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
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?
Added build for .NET 7 version of the game, works exactly the same as the .NET 4 version! 🎉
I'm pretty sure this is actually a bug, so hopefully the devs will integrate this fix into vanilla!
Thank you so much for making this mod. What a relief!
This mod will help a lot with converting various items for Bricklayers like galena into lead oxide. 👍
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)
Jameh Confirmed working in 1.18.1.
Yanazake you are correct! This mod obsoletes my quicklime mod (unless you want even quicker lime, I guess!)
I guess this is better than "actually quicklime"
Works like a charm, thank you.
Thank god someone made this. Hopefully will keep it updated!
Works perfectly on 1.18.0-pre.8
Thanks for this. Making quicklime isn't nearly as tedious anymore.
Underrated mod