Mods / Eternal Stew

Tags:
Food Simplification
Authors:
Paxus, unHallowed
Side:
Both
Created:
Dec 5th 2025 at 5:16 AM
Last modified:
Feb 7th at 1:01 AM
Downloads:
16457
Follow Unfollow 491
Latest release (for Vintage Story 1.21.5 and 1.21.6, potentially outdated):
EternalStew_1.1.7.zip  1-click install
For testers (for Vintage Story 1.22.0-pre.1):
EternalStew_1.2.0.zip  1-click install

DO NOT feed my mods to AI - if you ask, I will teach you what I know.

Eternal Stew is built around a simple idea: throw anything in a pot, walk away, and come back to hot food.

Vintage Story’s cooking system is great, but it can be a bit obtuse for newcomers due to ratio requirements between slots as well rules about how many different ingredients you can have. It also leaves you with a familiar annoyance: after cooking your proper meals, you’re stuck with odd leftover quantities. 3 of these, 5 of those, a handful of random ingredients that don’t fit any recipe.

This mod gives those leftovers a purpose.

Eternal Stew is:

  • A dump pot for everything you don’t want to waste
  • A long-simmering meal that’s not meant to replace proper cooking
  • A way to turn random scraps into something useful

 

There are no slots, no ratios, no nutritional min-maxing.

If it’s food, it goes in the pot.

You load it with fuel, toss in whatever you’ve got, head out on an adventure, and when you return?

Your pot is still warm, fresh, and ready. As long as it stays heated, stew is eternal. 

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Eternal Stew adds a purpose-built stove and pot for true perpetual stewing: keep a batch simmering, top it up with water and ingredients, and ladle out bowls on demand.

  • You craft the stove from brick slabs, cobble and fire clay.The pot is made from a fired clay cooking pot plus a metal plate; your inputs set the stove’s brick color and the pot’s metal finish.
  • Place the pot on the stove, add 10 L of water to start, fuel with firewood/coal, light with a torch, and drop ingredients straight from your hotbar into the hot pot.
  • Pot accepts up to 64 ingredients by default. You can add more ingredients at any time as long as the pot is heated and you have enough broth. Broth will deplete over time with servings, top off the pot with more water when it gets too low to continue adding ingredients.
  • Contents change color/texture based on what you added.
  • Allowed ingredients: All vanilla food categories. Meat (red/bush/poultry/fish), vegetables, fruits, grains, legumes, mushrooms, eggs, cheeses. Honey/honeycomb, milk and cassava are blocked for now.
  • Each bowl inherits nutrition from the current stew; stew does not spoil while kept warm.
  • Fuel burn is heavily reduced in simmer/kept-warm modes for long-running batches. Stove accepts up to 32 fuel (firewood, peat, coals) by default.
  • Stew age bonuses: at 3 months, bowls grant warmth (+0.5°C base, +0.1°C per month after, cap +2°C). There is no duration for the warmth buff, just a one time increase at time of consumption. At 6 months, bowls also reduce hunger rate (-3% base, -1% per month after, cap -15%), duration 5m + 2m per month, cap 30m.

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New in update 1.1.7: the Eternal Stew stove now supports custom mod fuels via a simple JSON flag. Mod authors (or JSON savvy players) can add "eternalstewStoveFuel: true" to the attributes section of any item with valid combustibleProps (burnDuration > 0). Tested with a couple of mods such as Fuel Briquettes and More fuel but it should work with any fuel.

Note: Standard JSON requires quoted property names (so "eternalstewStoveFuel: true" versus eternalstewStoveFuel: true) but it appears Vintage Story’s asset loader is lenient, so unquoted keys like eternalstewStoveFuel: true parse fine. Tested both ways and it worked, but something to potentially be aware of.

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Mod now has compatability with ConfigLib

The following values can now be adjusted using ConfigLib's in-game GUI: burn multipliers, fuel cap, ingredient cap, simmer duration.

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Future updates planned:

  • Add compatibility for raw food ingredients (and broths) from other mods (butchering, expanded foods, etc)
  • Add support for honey and milk
  • Right now the stew age doesn't actually do anything. I want to add a bonus like a warming effect or decreased hunger rate or something similar at certain age milestones to reward keeping the pot going
  • Give different metal variants of the stew pot different properties (burn rate multiplier, reduced cook time, etc)
    • Early‑game “stone age” stew pot variant (smaller capacity with tradeoffs like higher fuel use / lower nutrition).
  • Representing different fuel types in the stove visual fuel stack
  • Adding block interface windows on right click interaction. I still don't want to expose any slots to the player, but instead of stuffing all the information into the block info window, add a right click window for the stove and pot to display information.
  • Add clearer at‑a‑glance stew stats in the GUI (satiety/nutrition/health info).
  • Investigate supporting more item types as ingredients (such as whole pies 😆)

 

Wish List Items (things we'd like to do in the future but don't have concrete plans for yet):

  • Larger, multiblock oven and stove blocks (2x2x1 or 2x2x2) for even larger stews
  • Adding some sort of stirring mechanic to the pot with a custom stew pot ladle/spoon item.
  • Potentially look at creating a 3rd custom block that would be optional: a block that attaches to one of the side faces of the stove that allows you to add surplus fuel that gets funneled into the fire as needed.

 

Known Issues:

  • Water texture in the pot sometimes does not render when loading back into world until you add more water. 
  • Water texture in the pot has an x-ray/transparency effect that lets you see through the pot.
  • Stews made with specific ingredients that do not have a vanilla meal texture result in a enlarged water mesh.

 

Special thanks to the Blackrock crew for their feedback and and creative ideas during development, this journey all started with them.

Also huge thanks goes to unHallowed, my lovely partner in modding. It is not an exaggeration to say this mod would not exist at all without their help and encouragement. Go check out their other mods here!

If you need help or have questions, pop into this discord server!

We also now have a channel on the official food related mod discord, so feel free to leave feedback there as well!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.0 perpetualstew 601 Feb 7th at 1:01 AM EternalStew_1.2.0.zip 1-click install

Updated for 1.22.0-pre.1

1.1.7 perpetualstew 7141 Jan 31st at 1:49 AM EternalStew_1.1.7.zip 1-click install

Added an explicit eternalstewStoveFuel flag to allow opt‑in for stove fuels. Stove now checks the item’s attributes (and confirms it has combustible props with a burn duration > 0) before falling back to the existing path. Short compat notes doc bundled in the zip named fuel_compat.md with an example showing how to add the flag.

1.1.6 perpetualstew 1668 Jan 20th at 3:43 AM EternalStew_1.1.6.zip 1-click install

-Added oven style heat behavior for the stove by implementing IHeatSource and adding the HeatSource block behavior.

1.1.5 perpetualstew 1699 Jan 8th at 9:07 PM EternalStew_1.1.5.zip 1-click install

Fix'd:

  • Creative tab name
  • Cleaned up modinfo file, should allow Eternal Stew to be used on some older versions of Vintage Story - THIS IS UNTESTED YOU HAVE BEEN WARNED

 

Added:

  • Mod icon
1.1.4 perpetualstew
1.21.5 - 1.21.6
275 Jan 8th at 12:18 AM EternalStew_1.1.4.zip 1-click install
  • Fixed stew pot water surface sometimes missing after world reload.
  • Fix the broth/water mesh “xray”/transparency issues that allowed you to see through the sides of the stew pot.
  • Prevented oversized fallback water/broth mesh by skipping extra scaling on the fallback.
  • Fixed singleingredient visuals: fruit/cheese/egg/bread now render valid stew + bowl meshes by mapping to vanilla ingredient stacks and injecting missing ingredients where needed
    • This injection is visual only, no effect on sat/nutrition. It will result in things like egg only bowls displaying that they contain cheese but no cheese sat/nutrition is actually in the bowl
  • Bowl visuals now respect the pot’s visual recipe/stacks, keeping pot and bowl meshes aligned.
  • Fruit visuals now correctly match their specific textures (e.g., pomegranate is the correct red colored pomegranate jam visual instead of blueberry), and bread type now maps to matching porridge name (spelt/flax/etc).
1.1.3 perpetualstew
1.21.5 - 1.21.6
1335 Dec 31st 2025 at 12:19 AM EternalStew_1.1.3.zip 1-click install
  • Added stew age bonuses: at 3 months, bowls grant warmth (+0.5°C base, +0.1°C per month after, cap +2°C). There is no duration for the warmth buff, just a one time increase at time on consumption. At 6 months, bowls also reduce hunger rate (-3% base, -1% per month after, cap -15%), duration 5m + 2m per month, cap 30m.
    • Added a HUD panel that shows active warmth/hunger buffs and remaining duration after eating a bowl.
  • Added Info windows: right‑click the stew pot or stove with an open hotbar slot to open a vanilla‑style text window with full block info.
1.1.2 perpetualstew
1.21.5 - 1.21.6
288 Dec 30th 2025 at 3:21 AM EternalStew_1.1.2.zip 1-click install

Fix for a bug where the pot’s internal fill count could drift after serving bowls, so it would think it was full even when servings/pending ingredients were 0.

1.1.1 perpetualstew
1.21.5 - 1.21.6
1182 Dec 16th 2025 at 10:02 PM EternalStew_1.1.1.zip 1-click install

Updated modinfo.json game version depedency to 1.21.5 as it was previously. Tested with 1.21.6.

1.1.0 perpetualstew 359 Dec 15th 2025 at 6:28 AM EternalStew_1.1.0.zip 1-click install
  • Simplified stew pot block info, moved fuel buffer to the stove block and also added burn-rate info to the stove block.
  • Gated debug logs/info behind toggle flags for block info and log messages.
  • Broth tweaks: lighter per-serve draw (0.15625 L), enforced 0.5 L broth floor, serving is blockedf if it would dip below floor value.
  • Stew age now only resets when the pot goes cold/empty; adding new ingredients no longer clears age.
  • Added support for ConfigLib so players can tweak settings (burn multipliers, fuel cap, ingredient cap, simmer duration).
1.0.5 perpetualstew
1.21.5 - 1.21.6-rc.1
438 Dec 12th 2025 at 10:19 PM EternalStew_1.0.5.zip 1-click install

Changes to fix spoilage issue. Spoilage rates are now scrubbed from each individual ingredient added to the pot, and a new freshness profile is applied to each served bowl. 24 hours of freshness: served bowl will remain 100% fresh for 21 hours, then transition from 0% to 100% spoilage over the last 3 hour window. Reduced simmer time multipler from 4x to 3x (compared to vanilla).

Fixed the stew pot EATING containers, despite how hilarious that is. For now things like wine, honey, dairy are blocked in the pot, but will be added later to be used as broth bases.

Stew age now displays in-game time (days) rather than real time.

1.0.3 perpetualstew
1.21.5 - 1.21.6-rc.1
817 Dec 7th 2025 at 4:29 AM EternalStew_1.0.3.zip 1-click install

Adjusted ignite time on stove block to 3 seconds to match vanilla torch expectations to hopefully resolve reports of players being unable to ignire the block with the vanilla lit torch. Fixed fuel mesh not rotating accordingly to match rotation of stove block.

1.0.2 perpetualstew 311 Dec 6th 2025 at 3:25 AM EternalStew_1.0.2.zip 1-click install

Fixed the stewpot crashing the game when placed in a vanilla firepit. Adjusted fuel max quantity to 12 and adjust burn times so fuel doesn't last as long.

1.0.0 perpetualstew 343 Dec 5th 2025 at 5:40 AM EternalStew_1.0.0.zip 1-click install

Version 1.0.0 release.


123 Comments (oldest first | newest first) (threaded | flat)

Cavalieredraghi, 1 day ago

Curious about any compatibility patches for xSkills, Seraph level, LEVELUP, etc.

ThousandEyedVoid, 6 days ago

perpertual one day blinding stew

Tassa, Apr 7th at 10:45 PM

I found a guy on youtube who has an almost year old perpetual stew going! Thought I'd post it here to give u an idea of what it would look like and what ingredients would do what! (Like appearently adding eggs to it is a BAD IDEA)
channel is ZAQ_Makes

Paxus , Apr 1st at 11:12 PM

McNeighyard wdb07
Haven't updated in a while, just waiting for 1.22 to drop, but we're officially adding a toggle/config setting that will let you add poison mushies (and a bunch of other questionable things) to the stew. SOON you will be able to commit culinary war crimes, for fun :p

wdb07, Apr 1st at 3:31 PM

McNeighyard well now that's lame! >:/ (/hj)

McNeighyard, Mar 5th at 8:53 PM (modified Mar 5th at 8:54 PM)

all in all great mod and very nice for getting rid of meal scraps or near-spoiling food but can't put death caps in my friend's eternal stew D:

Hypano, Mar 2nd at 9:12 PM

I had not looked at it from that angle before, but your explanation makes a lot of sense and I understand now why explicit behavior is the safer default.

Maybe a small safeguard could help mitigate misclick risks for non opted in items.
For example, a short confirmation animation or delay before input, or allowing Strg+Shift+Rightclick as the insert action for not opted in items. 

As for the stove potentially bugging out, I am not entirely sure what the best solution would be there. Limiting inputs to type item and maybe having a fallback reset where the stove simply turns off if it enters an invalid state could help. Some smoke/feedback animation and/or letting the player clear the state with a rightclick would also make it obvious what happened.

That way the UX could solve it while still allowing wider mod compatibility. 😉

Just some thoughts. Thanks again for taking the time to explain your reasoning. and for the mod, I really love it!
PS: I just started looking into VS mod creation myself, so I might be underestimating the complexity here.

Paxus , Mar 1st at 7:44 PM

MooseCampbell Noted!

Hypano 

I see what you mean as far convenience, but there are a couple reasons why keeping things explicit vs implicit is preferable IMO:

  • The stove consumes accepted fuel on interaction. Implicit acceptance increases “I misclicked and the stove ate my item” cases. We've seen stuff like this with the stew pot which is generally more lenient with input acceptance, and was eating buckets at one point XD
  • The stove is designed to be stationary and long running. Fuel is consumed immediately and can’t be removed from a slot as there is no slots. If something unintended gets added that bugs the stove, there’s no recovery path - you’d be forced to break down your stew/stove, which is frustrating.

 

With opt-in, compatibility is intentional and predictable and there's less risk of unintended interactions.

That said, there’s probably a middle ground if people want broader, more lenient behavior. Something like keeping the current explicit acceptance behavior by default, but adding a config toggle for “lenient fuel compatibility” that accepts combustibles above a threshold like you suggested.

Thanks for leaving some feedback, definitely something to think on.

Hypano, Mar 1st at 6:20 PM

Hi Paxus, I understand your reasoning.
But wouldn’t it make more sense to invert the flag and accept all items with valid combustibleProps and a minimum burnDuration (e.g. > 5s) by default? That way it would automatically work with most fuel mods.
An opt-out flag instead of an opt-in flag would avoid forcing every other mod to explicitly add compatibility.

MooseCampbell, Feb 28th at 2:59 AM

Fat as a fuel source would be nifty

Paxus , Feb 26th at 1:22 AM

PrincessCrystal You can! If you like to use fuel mods as well, the stove also supports fuels from mods if you don't mind a little JSON fiddling. Just going to paste this section from the description above with some more info on that:
"New in update 1.1.7: the Eternal Stew stove now supports custom mod fuels via a simple JSON flag. Mod authors (or JSON savvy players) can add "eternalstewStoveFuel: true" to the attributes section of any item with valid combustibleProps (burnDuration > 0). Tested with a couple of mods such as Fuel Briquettes and More fuel but it should work with any fuel."

If you have a particular fuel source or fuel mod that you need help getting to work with Eternal Stew, find us on Discord (there are some links in the description above) and we'd love to help you in getting that working. Happy stewing!

PrincessCrystal, Feb 26th at 1:11 AM

can you use peat to fuel the stove?

Paxus , Feb 26th at 1:07 AM

AstralDragon Hey there, can you share what version of the mod and what version of the game you are running? Would be helpful to know the configlib and imgui versions as well just for completeness. I haven't run into this issue but I can try to reproduce it and see what comes up.

ZehWarlock Hello to you, one of our favorite mod testers! Not surprised that you're back again throwing some questionable things into the pot XD (we love you for it)

So, fat is one item that somehow missed consideration. There are some raw ingredients that are explicitly blocked (milk, honey, cassava, BUCKETS), but beyond that, as long as it has a positive sat value, the pot will accept it. I'm also questioning whether I should have shared that information with you as I'm sure you'll get some ideas now about what else you can throw in the pot to break the visuals.

Anyway, we rely on vanilla meal textures, so things that don't have a valid vanilla meal to map to will produce the empty pot visual. For the most part, bowl visuals follow the pot visual (and the water plane is not really considered a texture in this case), so not surprising they were both empty. Although, I thought the issue of the raised/enlarged water plane was resolved, but it's possible the pot was simply overwhelmed by 64 LUMPS OF FAT. Interesting to note it did seem to maintain the correct sat value and food category (eating a lump of fat grants 200 protein sat). Although I'm not certain why it doled out a single lump of fat equivalent into your bowl instead of trying to reach the 1200 sat target for stews with lots of ingredients.

The mod is currently undergoing a bunch of changes to internally align the code with the external facing name because when the mod first started, everything was named perpetual stew so a lot of the functions in the code reflect that (now changing everything to align with Eternal Stew and change the actual mod code to eternalstew as well). Once that is done, compat with the other major food mods is the next hurdle. As part of that, there is - by necessity - going to be some changes to how textures are created/chosen for the stew pot and bowl, and creating some default visual texture to fallback to instead is definitely going to be part of that. We're here to enable you whackos to throw whatever your heart desires into the pot and still receive a nice looking texture. Thanks for the comment, and we look forward to your next stew experiment!

ZehWarlock, Feb 25th at 10:48 PM

Paxus , unHallowed 

Hello to some of my most favorite modders out there, its me again, your boy that wants to drown his pies in the soup.

Found myself a very interesting visual glitch with the stewpot. Specifically if you make a pot consisting of 64 lumps of fat.
It only has the water texture visible, and the water texture is about 3-4 pixel blocks above the actual pot (When full), and twice as big as the pot is but very thin. Hard to get a photo without going over post size. 

Thought this one would be a fun one to show. I was curious as to what it would look like, as well as eager to use lots of fat because everyone's favorite cooking mods (expanded foods/culinary artillery) remain unstable and we dun want them on the server so I now have a vessel full to the brim with fat thanks to our bountiful pig farm.

Also, unsure if it was intended, but I scooped a bowl from it, bowl's visual is empty, like it had nothing in it, but has 1 serving of a stew giving 200 saturation.
Behold: image

AstralDragon, Feb 22nd at 12:54 PM

Hey so I've tried modifying the config to increase the amount of fuel able to be kept in the stove and yet its still not applying on my server, can anyone help me confirm if this is just my end or if this is being a issue for them as well?

Paxus , Feb 20th at 6:19 PM

Kokoshi you've got it exactly right. Bushmeat doesn't have a vanilla meal texture, so it reuses the redmeat texture but maintains the bushmeat sat values as a workaround because I am not a texture/modelling person. one day though!

Kokoshi, Feb 20th at 11:58 AM (modified Feb 20th at 3:13 PM)

Love this mod. One bug I noticed so far, putting Bushmeat into the pot makes it come out as Redmeat. I think it might just be visual, as the protien value is still much lower than Redmeat.

Paxus , Feb 20th at 2:04 AM

Wyrmkeeper This mod has only been around since December, so you must be thinking of another mod. Hope you are enjoying your stew!

AvalineLachance Thank you for the kind feedback, friend. "Get souped, idiot" legitimately made me laugh, and I will be using it going forward any chance I get. Also, more compatability on the way soon!

Wyrmkeeper, Feb 14th at 4:13 PM

This wouldn't happen to have been called "Eternal Pots" in the past right? Or am I thinking of a different mod?

AvalineLachance, Feb 8th at 8:22 PM

Absolutely loving this mod. Overjoyed to find that I can even put modded meats and veggies into the pot without needing a compatibility patch, like offal from Butchering, etc. Huge fan of being able to yank a fish out of my Primitive Survival trap and just toss that sucker in whole. Get souped, idiot.

unHallowed, Feb 7th at 1:45 AM

CamdenBrean - my same struggle honestly XD

killerbee13 - Ooo, good points love - throwing it all on the list!!

killerbee13, Feb 5th at 5:27 AM

Great mod. I think it would be better if the temperature/hunger rate buff only applied a fraction of its effect/duration based on how much of the stew you actually ate, instead of being able to get the whole buff several times by sipping on a single bowl of stew with a mostly full hunger bar. Also, the buff and fuel timers should probably use in-game time, instead of completely ignoring time skipping with beds. And some way to reduce how much you get in a single serving might be nice too? The current bowls tend to be around 1200 sat, which feels like a little too much.

 

Although I'm seemingly asking for nerfs, the main reason for this request is actually because the status quo actually makes it harder for me to eat an entire bowl before it spoils and that just feels wasteful, so I think it'd feel better the other way.

 

Oh, and there seems to be no translation key for adding bread to a stew, so the tooltip is a little broken in that case.

CamdenBrean, Feb 4th at 10:23 PM

We always love more uses for bushmeat, though i'm pretty sure i'll forget to refuel this all the time it'll be perfect for the kitchen

unHallowed, Feb 2nd at 11:04 PM

Josselin17 - no, this will not be an added function. Eternal Stew is based on the real-world practice of simmering a stew for long periods of time (weeks, months, etc), constantly adding-to and taking-from it. It works by staying on heat all the time, but if removed from heat spoils very fast. This is not intended to be a preserved food source, it is an active food source; so long as your stewpot has heat/is simmering, you will have stew.

Josselin17, Jan 31st at 4:45 PM (modified Jan 31st at 4:47 PM)

suggestion : could we take some stew and put it inside of crockpots ?

Paxus , Jan 26th at 9:11 PM (modified Jan 29th at 6:44 PM)

Crimsonvale Hi friend. Thanks for leaving some feedback. I already wanted to review the chat/info messages as it is because some of them are a bit chatty/spammy. If possible I would like to keep the info messages in the info window, ideally just having them posted in the info chat window but without switching away from the player's currently active chat window. I'll take a look at it tonight/tomorrow and see what can be done.

For now, there is a work around using the Interface menu in the game settings. Go to settings, select the Interface tab, then you will see two options: "Auto show/hide chat", and "Auto open Chat only on current group". If you disable (uncheck) "Auto open Chat only on current group", it will stop auto switching you to the info chat when an info message is shared. Instead you will stay in whatever chat you currently have open and it will highlight the info tab in white to show that there are new messages there. Pic showing the setting.

Crimsonvale, Jan 26th at 2:38 AM

Is there a way to not have it set you to the info log every time you eat stew that has buffs? it's wildly inconvenient for servers where somebody is talking in text chat, since it's easy to forget that you're on the info log tab when it doesn't pop up when somebody chats ingame.

Runeguden, Jan 21st at 11:24 PM

cavemane thank you, i dont have any logs as this was mainly the info i got from a server owner that removed it after trying it out

MegaGamer265, Jan 20th at 5:39 PM

cavemane Thank you so much !

Paxus , Jan 20th at 3:45 AM

MegaGamer265 It does now, just added it in for you :D

Paxus , Jan 20th at 2:45 AM

DeeTales Thanks for the report. After seeing your 2nd comment, is the stew pot accepting ingredients as you would expect now? If you still are having this issue let us know and we will investigate further.

Paxus , Jan 20th at 2:40 AM

Runeguden Thanks for the report! I created a bulld with some debug logging to keep track of stove/pot server ticks and to track the load/unloading of any chunks containing a stove/stew pot. In my tests, the pot/stove chunk only loads when a player is nearby and unloads shortly after leaving (about 10–20 seconds). While I’m in the chunk, it doesn’t keep reloading. There’s a single ChunkColumnLoaded and then steady ticking until I leave, followed by a ChunkColumnUnloaded 10-20 seconds later.

So I’m not seeing either “chunk kept loaded forever” or “chunk reloading repeatedly” in a clean test. If you’re seeing either behavior on your server, it may be environment‑specific. Could you share:

Mod version + game/server version
Other mods installed
Whether the pot is near spawn or a region kept loaded by another mod/setting

If needed, I can provide you with the debug build that logs chunk load/unload events so we can pinpoint what’s happening on your setup. This is my first time doing debugging for this kind of issue, so it's possible that I'm missing something, but nothing in the tests or logs points to the pot/stove keeping chunks loaded or constantly reloading chunks. I also reviewed vanilla source files, API docs, and the mod implementation for the stove and stew pot and couldn't spot anything that seemed problematic. Can I ask what led you to believe it was Eternal Stew causing this issue? I don't mind digging into it further if you can provide some additional info. Thanks again. 

MegaGamer265, Jan 18th at 1:49 PM

Does it also heat up the player when standing near it while burning?

unHallowed, Jan 17th at 12:25 PM

Runeguden - we are investigating a solution to that, yes!

Runeguden, Jan 17th at 1:13 AM

Any way to not make this mod load the chunk with said stew pot all the time? it doing this makes it really hard on servers

unHallowed, Jan 15th at 4:05 AM

DeeTales - ooo, thank you for the screenshot!

DeeTales, Jan 14th at 12:33 PM (modified Jan 14th at 12:37 PM)

The current one.  After a restart it lets me add ingredients up to ten bowls which seems more reasonable. 

unHallowed, Jan 14th at 7:59 AM

DeeTales - what version of the mod are you using?

DeeTales, Jan 13th at 9:31 PM (modified Jan 13th at 9:40 PM)

Not sure if I'm doing something wrong, but the pot keeps telling me it's full with zero ingredients pending and less than four servings left in it. 

 

If I empty the pot, so that it's heating water again then I can add the full capacity, but that's not how you'd expect it to work.

unHallowed, Jan 12th at 8:22 AM

Josselin17 ChaoticSixXx - love hearing suggestions, we'll throw it on the list

 

HeadPilgrim - thank you so much!!

ChaoticSixXx, Jan 10th at 9:35 PM

Please, please make this compatilble with Hydrate or Diedrate at some point. No rush, I can see youre super busy but I absolutely adore this mod, it just gives zero thirst which is a bummer since its soup lol. I didnt see it on your list of planned compats, so I figured Id toss it out there!

HeadPilgrim, Jan 9th at 6:56 AM

So glad you made this mod! Before I made my first mod this was on my list of ideas! Very cool implementation!

Josselin17, Jan 9th at 12:08 AM

looks nice, though there is no bonus after 19 months, maybe add a simple saturation modifier that follows a log curve ? also adding effects maybe like something to make people blind for 1 day

Majestik, Jan 8th at 10:27 AM

cavemane Ah perfect, thank you ! I asked because Bone Broth is not as well known as ACA/EF :)

And speaking of testing, i forgot to tell that the tofu from Pemmican and Tofu also works ! And in creative, the tab for Eternal Stew display like this

the tab display a strange name

 

Thanks again for the mod ! Really a great addition that scratch an itch :) I can't wait for the stone age version !

Paxus , Jan 8th at 12:34 AM

tsunami11 You have no idea how much joy it brought me to hear that ETERNAL SOUP STIRRER is apparently a thing now. Not to play favorites but that alone is motivation enough to add saturation/nutrition/health info to the GUI. Also, we love the idea of awful stew for unruly customers. We already had some ideas along those lines, so no promises on when, but SOON
ZehWarlock
Need to discuss further with unHallowed but I love your enthusiasm, so I'm personally leaning towards YES to pie in the pot. There may be some additional complications there since we'd essentially be adding a meal to a meal but we can look into it and see what's what.
Majestik Thank you for trying out the mod and leaving some feedback! That mod specifically as well as broths from ACA/EF are definitely on the list for compat. Pemmican working is sort of a happy accident since the stew pot allows pretty much all vanilla ingredients, and pemmican does exist in the vanilla files, it's just not used officially.

I know a lot of you have made comments about compat with foods from mods. Now that most of the known issues have been resolved (for now, until you guys find new ones😅), compat is officially next up on the list of things to be tackled. Stay tuned!

Majestik, Jan 7th at 1:27 PM

Thank you for the mod, it is really cool !

I see that you plan to add compatibility with other food mods, is this one wich add broths in the list?

Also I tested with the dried pemmican from pemmican & tofu and it works ! 

unHallowed, Jan 6th at 12:55 PM

ZehWarlock - well this is absolutely hilarious XD Thank you for making my morning - unclear at this time if we're gonna let you put a whole pie in the pot, seeing as we JUST got it to stop eating buckets and glass bottles :P

tsunami11 - omg you're the eternal soup stirrer?!?!?!?! THATS A JOB?!?! I adore this, obviously. At the moment, no stats at a glance, but on the list of things to do.

tsunami11, Jan 6th at 10:54 AM

Is there any way to judge the stats of the current stew at a glance from the GUI (saturation/health etc) or is it just take a bowl and go for it?

I am currently the eternal soup stirrer in a multiplayer server, and am considering making a second pot for 1 day blinding stew for unruly customers

 

 

ZehWarlock, Jan 5th at 10:51 PM

I just discovered that this mod is completely unusable.

I cannot throw an entire pie into the stew. Unforgiveable, I desire to drown my pies into the stew.

unHallowed, Jan 3rd at 12:07 AM

Averixus - thats an idea, we'll talk about it!

ZehWarlock - YES!! <3

ZehWarlock, Jan 1st at 12:30 AM

cavemane Success, just made a full stew pot from one that was close to empty. Was able to fit in 62 new ingredients without having to replace the pot.

Averixus, Dec 31st 2025 at 7:07 PM

I love this idea. As well as bigger late-game pots, I'd suggest a stone age version - maybe with disadvantages like a smaller capacity, uses fuel less efficiently, reduced nutrients, something like that?

ZehWarlock, Dec 30th 2025 at 3:18 PM

cavemane Once again, you are the man!

I will definitely follow up once we get the mod updated on our servers and let you know the results. 

Malikyte, Dec 30th 2025 at 5:03 AM

Yep, "eternal stew" is a real-life food, though maybe not common these days. Add compat for Butchering, Culinary Artillery, Primitive Survival, etc. and I'll definitely be checking this mod out, but right now I have too many mods adding too many new foods to really be able to make use of this effectively.

Paxus , Dec 30th 2025 at 3:38 AM

Asil Wow. Thank you for sharing this. “Take a bowl out, put something in” is the essence of what inspired this mod. Absolutely honored this brought back good memories, and really appreciate the follow + download! Please don't hestiate to chime in with some feedback after playing with the mod :)

ZehWarlock Randomguy01 Just dropped the new release that should hopefully fix the issue you ran into. I'm admittedly not great at testing, but in my solo world testing I did not run into the issue after filling then emptying a stew pot consecutively with max ingredients. If the issue persists, don't hestitate to leave another comment. Thanks for your help in raising this issue.

Asil, Dec 28th 2025 at 6:50 PM

There was a point in my life where nine working adults with four live-in children and three babysitting children lived in a three bedroom house. The jobs were hard labor: cowboy, oil field, slaughter house, construction,,,Eternal Stew was a reality in that house as all shifts were being worked. The rule was, you take a bowl out, you put something in. If the pot was already full you put it in the fridge or on the shelf for later. My mother still made meals, but some worked double shifts, some were irregular hours, and night shifts missed all the great stuff, but everyone still had something to eat. Some of the young people I work with today freak out over how some of us survived in the 50's 60's snd 70's. Eternal Stew was as terrifying to them as kids jumping bikes over flaming boxes like Evil Kneival. Yes. We were that stupid, that fearless, and that often in the emergency room.Thanks for the memories!Following, and downloading. 

ZehWarlock, Dec 28th 2025 at 6:02 AM

cavemane 

You are the MAN! 

Waiting patiently (Barely contained excitement) for that update!

Also, exciting moment as this is the first legit moment of me helping find a bug in a mod hah!

Paxus , Dec 28th 2025 at 3:33 AM

ZehWarlock Randomguy01

Thanks for the reports! I found the bug! The pot’s internal fill count could drift after serving bowls due to a disrepancy in satiety per serving basically as a result of some serving normalization math. So it would think it was full even when nutrients were gone—more noticeable after long use or adding a lot at once. I’ve patched it for the next update; for now, breaking/replacing the pot (or adding ingredients one-by-one) should clear it. I think I should be able to add a mechanism to clear the drift from existing pots in existing worlds so you don't have to break them to reset it. Will post the update later tonight. Thanks for your help in finding this.

ZehWarlock, Dec 27th 2025 at 10:17 PM

Randomguy01

That is exactly what I am running into, and the same theory that I had. It is probably because of how VS does nutrition per ingredient? Likely pulling nutrition from every ingredient but never using up all of all of them at a time. 

Though that does not explain why it can tell me 0 nutrition but not accept 64 ingredients. 

Randomguy01, Dec 27th 2025 at 7:15 PM (modified Dec 27th 2025 at 7:17 PM)

@ZehWarlock i think I have the same/similar issue, over time it seems like my pot of stew will start accpeting less and less ingredients, even with enough broth avaliable and when its low on nutirents. My running theory was that it had fractions of ingredients left but not enough for an actuall bowl, so it just takes up the ingredient space. but i'd like to hear what you have to say

ZehWarlock, Dec 24th 2025 at 3:09 AM

unHallowed Yeah, its all working now, though I did run into one more bit of wierd.

Was counting out stuff for a mega stew pot and I dropped 10 redmeat in at once and it was saying it was full, when there were no other ingredients after it had been drained empty through eatin'. No nutrients, just water.

I broke it, placed it back down, and went one at a time, changing between ingredients, with each of my four ingredients (16 each) and I was able to get a full 64 without issue. Redmeat included.

unHallowed, Dec 23rd 2025 at 11:31 PM

ZehWarlock - that's a relief actually XD I'm glad its working now!

ZehWarlock, Dec 23rd 2025 at 4:56 PM

unHallowed Well this is embarassing, we looked further into the server and it looks like we WERE on 1.21.4, just never realized it. Could have sworn we updated.

Updated the server and it looks like it is all working. 

unHallowed, Dec 23rd 2025 at 7:30 AM

ZehWarlock - thank you so much for the extra info!

ZehWarlock, Dec 22nd 2025 at 3:30 AM

unHallowed Just realized I somehow forgot to tag you so just in case you didn't see my previous response below.

ZehWarlock, Dec 21st 2025 at 4:30 AM (modified Dec 21st 2025 at 4:31 AM)

Here is a screenshot that I got from our other server admin, and I will do my best to get those logs as well.

image

Here is our modlist.

Spoiler!
Slow Tox
Kevin's Furniture
Food Shelves
Tankards, Goblets, and More!
QP's Chisel Tools
Primitive Survival
Firearms
Combat overhaul
Combat Overhaul: Armory
Alchemy
Substrate
Better Ruins
Stone Quarry
From Golden Combs
RustBound Magic
Carry On
Birch Bark Canoes
Canoe Mod: Circuit's Patch
Stone Bake Oven
Advanced Backpack Construction System REDUX
Aldi's Classes
Rivers
Expanded Matter
Notice Board
Config Lib
ImGui
Eternal Stew
unHallowed, Dec 21st 2025 at 12:10 AM

ZehWarlock - oh that is wild. No thoughts yet, will be doing troubleshooting with it to try and replicate the weirdness. Can you drop your modlist in a spoiler here? And a copy of the related logs in full? The more deets we have, the quicker we can figure out what's going on.

ZehWarlock, Dec 20th 2025 at 6:57 PM

cavemane / unHallowed

Running into a wierd issue on a server running this one. Or, attempting to run this one. Mod is installed for both client and servers, but the server is getting an error in the logs:

[Error] [perpetualstew] Could not resolve some dependencies:

[Error] [perpetualstew]        game@1.21.5 - Version mismatch (has 1.21.4)

We are certain that the server is running 1.21.5, and I have tested it in a single player world that is 1.21.5. It shows up as usable recipes and I get the handbook entries for all of it in my single player world, but the server throws that above error and nothing for the mod shows up. 

Thoughts?

Paxus , Dec 16th 2025 at 10:04 PM

Lielac Apologies, the modinfo.json was using version 1.21.6 for the game depedency. Reverted it back to 1.21.5 should work as it did before with 1.21.5, also tested with 1.21.6. Let us know if you have any further issues.

Lielac, Dec 16th 2025 at 8:59 PM

1.1.0 fails differently now on 1.21.5: instead of what AzuliBluespots reported, I get a "one of the mods requires 1.21.6" error and get pointed at the mod manager where, yep, Eternal Stew is shaded out as requiring VS 1.21.6.

unHallowed, Dec 16th 2025 at 5:42 PM

VKILLER - thank you for reporting!!

AzuliBluespots - I updated the 1.1.0 release with compat. for 1.21.5 because it SHOULD actually be compatible with both (we started testing on 1.21.5 initally). It should be able to load with 1.21.5 now.

kala - oh this is very much on the list of stuff to also be able to put in the pot eventually

kala, Dec 16th 2025 at 3:45 AM

love this mod, will we ever get further compatibility with butchering? i'd be really cool if you could put small animals like piglets foxes wolf pups etc directly into the stew 

AzuliBluespots, Dec 15th 2025 at 2:29 PM (modified Dec 15th 2025 at 4:46 PM)

I just updated the mod from 1.0.3 to 1.1.0, and... something happened in the server? I can't find the stew pan anymore and the placed item turned into ?? blocks. 
Gonna try some things to make sure it loads, but I'm not sure what happened.

edit: Oh. 1.1.0 is for 1.21.6 ONLY. It didn't load in my game.

VKILLER, Dec 14th 2025 at 5:51 AM

Im not shere if its a bug but ive had some crashes well i was hosting a server to play with my friend. so i looked at the logs for my client cuz when i crash the server is still up till i close the game to restart. the log showed this    13.12.2025 23:23:33 [Notification] [PerpetualStew] Broth skipped: servings=11 satiety=3630 baseLiquid=10
13.12.2025 23:23:33 [Notification] [PerpetualStew] Stew mesh building from ServingContents len=3
13.12.2025 23:23:33 [Notification] [PerpetualStew] part#0 code=redmeat-raw stack=1
13.12.2025 23:23:33 [Notification] [PerpetualStew] part#1 code=vegetable-onion stack=1
13.12.2025 23:23:33 [Notification] [PerpetualStew] part#2 code=fruit-cranberry stack=1
13.12.2025 23:23:33 [Notification] [PerpetualStew] Pot visual selection recipe=meatystew stacks=redmeat-raw;vegetable-onion;fruit-redcurrant
3 times a secend im just letting you know its doing that in case it cozes lag.

TideTurner, Dec 14th 2025 at 2:22 AM

cavemane Yea, updated to 1.21.6. And the item was dehydrated cranberries, from Expanded Foods. Most broths are not compatible with the stew.

Paxus , Dec 13th 2025 at 11:09 PM

Lielac Having chutes work with the stove is also something that's been considered (even played around with a version of the stove model that had an opening on the side where the chute could appear to attach visually), and is also what inspired the idea of a 3rd optional mod block to hold surplus fuel that feeds into the stove (in the Wish List Items section of the page). No promises yet but something along these lines is definitely on the table. I do like the idea of gating behind a higher tier metal as well. Thanks for the feedback.

Paxus , Dec 13th 2025 at 10:40 PM (modified Dec 13th 2025 at 10:41 PM)

TideTurner I loaded up a world with Seasoned Firewood enabled and I was able to add prepared and seasoned firewood to the stove. The water texture getting wonky when you make a stew with certain ingredients is a known issue, still working on a fix. It tends to happen with items that do not have a vanilla meal texture, so single ingredient stew pots of something like cheese or bread or combos with only items like that can produce that weird water mesh. Are you seeing it in situations other than with low ingredient/single ingredient stews? Also have you updated to version 1.20.6 by any chance? I haven't tested with that, will try to get around to that today/tomorrow. Any details you can provide will help immensely. 

ShaeTsu GalloViking I hear ya, and totally agree. We didn't set out to try and be the balance police, the intention was simply to make the stove have some level of maintainence so it's not just laughably easy to keep it fueled continuously with minimal intervention. The idea being to land somewhere between constant, annoying chore (to the point where people just don't bother with it) and almost no maintainence required with an immersion breaking amount of fuel stuffed into a stove. But it's also really easy for players to circumvent that intent anyway with various mods so it seems silly to resist too hard. People can play how they want to play at the end of the day, so UnHallowed and I have discussed it and the what we want to do is expose a config so that player's can adjust things to play how they want. While the config is being worked out, I think I am going to revert back to the burn rates that the mod released with in 1.0 (burn rates were slightly increased in 1.0.2, meaning fuel would not last as long as previously), except with the max fuel cap at 32 rather than 64. Also keeping the slightly reduced cook/simmer time change that was made in v1.0.5 (3x vanilla cook times instead of 4x). This will probably be the last change for this until the config is added. Thanks for the feedback and patience.

Meatpie Sorry about your bucket and the tummy ache XD it shouldn't happen again.

Kalina Lielac Thank you again for the helpful comments in narrowing down the spoilage/rot issue. Every bowl served should now have a new perish profile applied when served. 24 hours, where the bowl remains 100% fresh for the first 21 hours. Over the course of the last 3 hour window, the bowl will beginning ticking up from 0% spoilage to 100% spoilage at hour 24. This also resolves the issue of things like cheese or grain granting bowls with absurd freshness timers. Let us know if you still see the issue.

TideTurner, Dec 13th 2025 at 7:11 PM

Seems like something breaks when the soup finishes cooking. The water texture shows as a full block. Also, you on the VS discord? They got a mod thread.

ShaeTsu, Dec 13th 2025 at 7:01 PM (modified Dec 13th 2025 at 11:32 PM)

On the topic of firewood, I think you need to decide if you want burn times to be realistic or gamified. Because vanilla burn times are very gamified. A log of firewood burns for 24 IRL seconds, which is 24 minutes ingame. As someone that grew up in a house with a fire place where we cut our own firewood, I can tell you this is wildly unrealistic, about 1-2 hours depending on the type of wood would be closer to reality. 

GalloViking, Dec 13th 2025 at 4:47 PM

The mod is great but please, please give the stove more fuel slots. 64 at the very start was excessive, yes, but right now the current amount is so small, the pot always ends up cold after I go exploring for even less than a day. It feels like I'm constantly babysitting the stew... I think 32 would be a good amount.

piixi, Dec 13th 2025 at 2:59 AM

honestly keeping the same time but cutting  the fuel cost to 16 firewood would be amazing but i also play in a very cushoiny way a more hardcore player may not like. my full prefrence is like 16 firewood for somewhere around 1600 seconds so id be fine if it was like 1400 or 1500. charcoal buring like 30k coal burning like 20-25k depending. and just for funsies coke burning for a ridiculous amount of time. might not be the most balanced but thats just kinda how i would go about it

TideTurner, Dec 13th 2025 at 2:10 AM

Is seasoned firewood able to be added as fuel from the Seasoned Firewood mod?

 

 

RosstheGreat, Dec 12th 2025 at 10:30 PM

I cannot convey with words, just how excited I am about this mod. 

Lielac, Dec 12th 2025 at 3:40 PM

unHallowed Glad to help! :D I think another helpful debug tool would be a creative-only pot that only takes, like, 10 seconds to cook. And maybe has infinite broth. And an everlasting stove. One of the [mumble]-dozen mods I'm using is xSkills, which for some reason has a creative-only(?) item called Everlasting Charcoal that I used to fuel my stoves.

In terms of "ability to fuel the stove for long periods of time", would it be particularly difficult to cause the stove to be able to have items piped into it with chutes? If the stove could be made to work with chutes, "crate with fuel + hopper + elbow chute" feeding into the back or front of the stove would work excellently for long-term fueling purposes. If you wanted to gate it behind something more advanced than copper, then the 3rd optional custom block could be the one that accepts items from hoppers and chutes.

unHallowed, Dec 12th 2025 at 12:13 AM

Lielac - oh. my. god. THIS IS GLORIOUS. Heckin' in love with you right now, this is going to make such a difference in figuring out the mysterious rot problem.

piixi - I believe we're making changes to how fuel is stacked in the stove, may have already posted one I've honestly lost track. If you've got input on what would feel best for fuel though, we're all ears! How much fuel and burn times are on the list of things cavemane and I have been discussing. 

piixi, Dec 11th 2025 at 7:14 AM

also i dont know if it is just the way you worded it on the mod page thats confusing me. but the stove for sure does not take 12 fuel ive been having to put stacks in to keep it topped up

Lielac, Dec 9th 2025 at 8:32 PM

unHallowed Okay, I think I know what's causing the bowls of rot problem, and I think Kalina has it right. Don't put spoiled or even close-to-spoiled food in the pot, it will spoil while it's cooking and then oops there goes your stew. This seems to go against the idea of the perpetual stew's ability to preserve things by keeping them too hot to spoil.... though I think once things are cooked, it's fine? probably?

But like, I put some stuff in the stew, went "wait, it would be easier to test this hypothesis if the temperatures were higher", went /time setmonth jun, and while those blueberries weren't even close to rotten when i dumped them in the pot, I sure did get rot once the stew (which cooks by real time, not game time, idk if that's something you can even fix) finished cooking. And I'm writing this on one screen while the creative stew cooks on the other, so soon I will see what happens when you put slightly spoiled meat in the stew. 

... and the stew is fine??? maybe it's because I'd already put redmeat in the stew, hang on.. have some near-spoil-start blueberries... and I'll start a second fresh pot and feed it definitely part-spoiled meat...

?????

First pot, already contains ongoing stew, fed slightly spoiled blueberries: it's... fine. Even inherits the ridiculous freshness timer from the rice I dumped into it first thing.

Second pot: also... fine...? inherits the freshness timer of fresh redmeat. 

Wait no I think the problem I had was from getting rot after pulling from a pot where I'd dumped a bunch of things in it and it was like, working its way through the ?backlog? of food? blueberry pot now has 2 days freshness timer on it... pull again, 2 days... pull again, aha, 14% spoiled.

Okay. I think a helpful debug tool would be if it was possible to see in-game exactly what food the pot is going to use for the next pull. Maybe with a command, where you type it in and it outputs the list of ingredients in the pot that you're targeting. Because it's not, like, averaging the foods out into "mystery stew with various ingredients", it's giving very specific meals that change every time...

Also I just made two fresh pots, both made with half-spoiled redmeat and blueberries, and it was almost like the pot was rotating between giving me "totally good food, freshness timer based on fresh redmeat" and "half-spoiled junk"? So. I don't know what's up with that.

The tooltip says stuff like "pending units: 20 in 17 stacks", but that's not actually based on having put 17 different items in; I put 10 different items in, and I don't know why some of them seem to have "clumped" and some didn't.

Lielac, Dec 9th 2025 at 6:51 PM

unHallowed Hm, I suppose I could go into creative and make a bunch of dubious meals... 😂 

unHallowed, Dec 9th 2025 at 5:01 PM

Lielac - thank you for mentioning this!! The more info we have on the contents of your stews at the time of the "rot phenomena", the better equipped we are to fix it <3

Keep the deets coming guys!!

Katzvielle, Dec 9th 2025 at 12:00 PM

Meatpie naw the bucket was just extra fiber.... are you sure that tummy ache has nothing to do with the wine? 😂 

Lielac, Dec 8th 2025 at 6:19 PM

Kalina I'm in single player and I've gotten "bowls and bowls of rot" too. I think the issue is that the mixture of foods in the pot's "inventory" can't combine into a valid meal. I've been solving it by making sure I feed it a lot of fish fillets (thank you primitive survival love you primitive survival) so that it can always make meat stew, because then I can also feed it veggies, grain, and fruit.

Meatpie, Dec 8th 2025 at 4:06 AM

Katzvielle Yarro The wooden bits were easy enough to pick out, but were unsalvagable for reuse. The fibres from the handle though completely dispersed through it, ruining the stew texture and giving me a tummy ache :(

unHallowed, Dec 8th 2025 at 12:56 AM

Cavemane and I are having a huge laugh over the stewpot eating buckets, glass bottles, etc - gonna fix it, but omg thats hilarious.

piixi - So, the eternal stew is not able to be crock-stored intentionally. Traditionally, this style of stew was kept on the fire 24/7, and being removed from that fire led to rapid spoiling. This amalgam of stew isn't capable of being preserved in crocks for long-term storage - in it's place, is the fact that you keep it on a fire all the time as the preservation method. If the fire goes out, your stew will spoil in short order. 

piixi, Dec 7th 2025 at 11:33 PM

Meatpie Yarro i once accidentally added a glass bottle from the tankards mod to it and it just took the whole thing had to make a new bottle. in other news glass did add satiety to it if i remember correctly so if you dont mind the bleeding gums.

piixi, Dec 7th 2025 at 11:28 PM

is there a reason stuff cant be put into crocks? has it just not been added yet or is this for balancing reasons? otherwise great mod i like it alot you did a good job. i have noticed that sometimes the bowl is just empty though even though it says theres stuff in it

 

Kalina, Dec 7th 2025 at 9:31 PM

So I'm not 100% sure if its actually a bug or not but when we went to go use the stew in my group play last night we got nothing but rot. My suspiciou is that somethign added to the stew was either spoiling or close enough to start that process that it ruined the whole stew, but I'm not 100% sure. In general we let spoiling food become rot for our saltpeter production but someone might have thought they could save it by tossing it in the stewpot.

Yarro, Dec 7th 2025 at 8:43 PM

Meatpie I thought you meant it took all 10L. It just.....eats the bucket whole. That's one hell of a bug (do I get a fiber bonus?)

unHallowed, Dec 7th 2025 at 8:38 PM

Just wanted to say I am in love with all the feedback and suggestions!! Don't worry, friends - we've got a list going of things to address!! And genuinely, super appreciate it <3

Alshain, Dec 7th 2025 at 6:24 PM (modified Dec 9th 2025 at 5:04 AM)

cavemane I do wish the stew's age was displayed in game time rather than real time, that'd be much more fun.

 

Edit: Nvm, I did it myself.

Katzvielle, Dec 7th 2025 at 2:40 PM (modified Dec 7th 2025 at 2:41 PM)

Meatpie and was it  good?😂

Meatpie, Dec 7th 2025 at 7:47 AM

Tried adding some wine into the stew just to see what happens and it ate the entire bucket.

RanCipher, Dec 7th 2025 at 5:01 AM

I love this as an addition! The ability to make a food that not only keeps for a functionally indefinite period of time (so long as fuel is supplied) and can put otherwise wasted foodstuffs to use is perfect. I'd love to see the ability to add bread as an ingredient to the stew; historically bread was used as a thickener for stews, so I feel it'd fit with keeping your eternal stew nice and hearty!

ZeroAresIV, Dec 6th 2025 at 7:19 PM

Huntress wizard lore

Yarro, Dec 6th 2025 at 5:00 PM

I've played with this a little bit, and so far I'm loving it!

 

A Few things I've noticed

  • You seem to be able to add in prime meat from Butchering no problem! I haven't tried to add any sausages (not usually used in meals) or clean offal.
  • The Dried Peat mod works just fine for fuel! Which is great cause I have so much of it!
  • I love the model, it looks fantastic.
  • I can confirm that you need to use a firestarter to start the fuel box. Using a torch just seems to try and light something on fire. It lit right away with a firestarter, not sure if that's lucky or not. I don't have any mods that change how torches work.
Bale626, Dec 6th 2025 at 3:14 PM (modified Dec 6th 2025 at 3:19 PM)

I definitely think this is a great addition to the game. That said, there are two things I'd love to see added, if at all possible:

 

First, some way to make the oven box accept basically any fuel that will burn, whether vanilla or modded. I mean, there are quite a few things I have that are functionally useless to me, but I wouldn't mind throwing in somewhere that will add burn time to whatever I am cooking. There are also some fuel mods that add in fuel sources that have extremely long burn times that would be immensely useful with this. (Firelog by sargentsteveEr comes to mind)

 

Second, an additional larger cooking pot, essentially the size of a cauldron/barrel. I'd love to have a gigantic cauldron that I could throw enough food into to feed an entire village off of. It would be much more useful in MP, to quite literally feed an entire village with, particularly in the winter. After all, having buffs for longer aged stews wouldn't really be helpful if you empty out the entire pot each time you're feeding the denizens of your server. 

 

SONZINA, Dec 6th 2025 at 9:02 AM

The cooking mods are on a roll recently, this looks fire!

GalloViking, Dec 6th 2025 at 8:55 AM

cavemane

Thanks for the explanations! That's quite an indepth mod, I love it!
For the PS fish thing - hope you can figure it out, but mod compatibility can wait, no pressure. Keep up the good work!

headtread, Dec 6th 2025 at 4:18 AM (modified Dec 6th 2025 at 4:29 AM)

Funny you should reply now, I was just fiddling a little more with the 1.0 version. With the present rate of oven cooling after the fuel buffer is fully burnt off, 8-9 charcoal is juuust barely not enough to finish a full 64 ingredient pot if it was filled up as soon as possible; 10-12 make it cleanly, with about a full 40 seconds or 1 charcoal to spare with 12 inserted. No amount of firewood between 8 and 12 was able to make it on residual heat, but 12 was able to get very close at around 1400~ seconds out of 1606.7, about 80% of the way there.

 

After running that test, I don't think it's necessary to make fuel burn faster in the stove than its natural rate or do any other tweaking of the unfueled oven's cooling to be faster or slower, as you can absolutely get away with all of the 1.0 values beside reducing the max fuel items loaded to 12~ or however many oven rescaled individual firewood logs or roughly oven firewood-sized models of other fuel can be physically crammed inside, whenever you do another pass on the fuel visuals and find out. I have a hunch it'll end up being around 16, just eyeballing the taller, squarer firebox as compared to the oven? Could be wrong. 14-16 would probably be more than enough to do a full pot with some hold-over simmering using firewood or better without burning for absolute ages unattended off of hammerspace fuel. Or to get saner, smaller batches cooked & kept warm over a still practical enough long term.

Speaking of fuel models, the fuel doesn't spin with the stove; it's always pointing north-south and fills west-to-east, unlike the clay oven which points the long ends out and always fills in the order of left-mid-right, then layered midleft-midright, then center; the fuel placement orientation only stays true to the brick ovens' own if both it and the stew stove are facing with their open ends southward. You can probably go plumbing through more of that quite relevant vanilla code to steal or fork something useful. Whatever code line it is that makes the firewood 'plunk' noise when placed inside (which might or might not be generic enough to call the placement noise for charcoal & peat as well?) and allows for right-click removal of discreetly tracked fuel from an unlit oven should also be harvestable for your use here.

 

Also, 'as soon as possible' for filling the pot with ingredients is from the moment the target temp (keyed from the fire's temperature?) rather than actual temperature of the pot reaches 95C, although the wording of the info log message is suggestive it should be the other way around. I think that's a happy accident, you may not yourself.

Paxus , Dec 6th 2025 at 3:54 AM

Crazybmanp I haven't run into this issue yet, but that is strange. Is it a vanilla torch or do you have any mods that change how torches work?

Paxus , Dec 6th 2025 at 3:23 AM

GalloViking Yes it does the same cooked transform method that vanilla cooking does. So you get a 50% sat bonus for cooked meals. Items like raw meat will cook into their cooked variant and then have the cooked sat bonus like a vanilla meal. I toyed around with the idea of reducing the cooked bonus and instead tying it to the stew age to increase sat over time to rewards players, but with my current stew math it turned out to be more complicated than I thought. If I can figure out a clean way to do it, I still want to pursue that, but for now it's just like vanilla cooked meals. The fish thing is likely due to some name discrepancy where the mod fish items don't exactly match the string i'm using to allow vanilla fish.

AzuliBluespots I didn't intentionally add any xskills compatability but since the meals from the stew pot should behave like vanilla meals, some of the skills might work, but don't hold your breath.

headtread Thank for this great feedback and taking the time to test the mod so thoroughly. I've made a fix for the stewpot in the firepit, it will still go into the firepit but it doesn't try to render the pot anymore and prevented the crashes in my testing. Let me know if you manage to break it again XD. I had a feeling I had overdone it with fuel but my worry was that if it was too much effort to keep the stove fueled, players wouldn't interact with it at all. But I think I overcompensated a bit too much. I like the idea of the max fuel quantity being 12 (double the clay oven). For some reason I thought the clay oven could hold 32 fuel but I believe I was thinking of the stove bake oven mod instead and then went double of that. I adjusted the max fuel to 12 and tweaked the burn rate modifiers with the intent of a full load of fuel landing you somewhere close to enough burn time to cook a full 64 ingredient pot with a little slack to spare but will require refueling soon after. I also like the idea of the fullness of the stack of fuel being a visual indicator of how soon you need to top off the fuel. For now I'm not sure exactly how to do the mixed fuel representation but it is something that I briefly experimented with during development. I'll add it to the roadmap. Lastly, I did indeed run into those edge cases you discovered with ingredients that don't have a base vanilla meal mesh. I have a couple of branches where I've tried various solutions but haven't settled on one that I love yet, but agree that a placeholder mesh is likely the right path there. I was hoping that players would lean more towards throwing a bunch of stuff in the pot rather than only a few things and potentially run into those edge case, but you were thorough in your testing and managed to uncover it anyway. It's on the to-do list. Again, thanks for the feedback.

Thanks everyone. 

Crazybmanp, Dec 6th 2025 at 1:03 AM

for some reason, i seem to be unable to light this with a torch, and i can only light it with a firestarter.

headtread, Dec 5th 2025 at 5:11 PM (modified Dec 5th 2025 at 5:13 PM)

Decided to download this one to do a little bit of Creative mode testing. It is worth noting that, while properly throwing a bit of error text reading placefailure-require-stew-firepit when right clicking the ground and just harmlessly opening the vanilla firepits' inventory on right click, the stewpot is very much still placeable in that firepits' cooking inventory where it does not belong when manually drug and left clicked or when shift-clicked from inventory. Doing so causes a full game crash, as expected when I sought to see if exactly that would happen. It didn't brick the throwaway testing save even after intentionally repeating this a fair few times to see if it would do so- the firepit'd stewpot simply poofs into the void on reload, without exception over maybe six attempts to intentionally bork it- but that may come down to chance or its being done in single player. It might just be that there's no provided model or positional data for it going into the firepits' storage/cooking slot, or that its capacity is somehow invalid for the GUI, I can't say. Probably a bug you very much don't want to have happen on a server. Beside a disclaimer not to do that ,you may want to either provide functional stewpot placement over vanilla firepits with some kind of inferiority to using the stove, non-functional placement with functional visuals to allow the harmless crash-free correction of this potential mistake, or to devise how to prevent its placement into a firepit slot at all.

 

After I was done immediately and deliberately breaking things for curiousity's sake, I started testing a little more. I think the massive fuel buffer may not be strictly necessary, as even though the time for large batches is quite high- the stove+stewpot will thoroughly lose a race with a conventional cookpot when both are holding equal ingredient totals whether or not you bother counting the water, lose some times over in fact- the stove seems to still actively burn much longer than the brick oven if filled with an equal 6 logs of firewood (nevermind charcoal) and reach a higher peak temperature, although it also cools more rapidly once emptied and completely loses its heat first if you light them off with firewood simultaneously. Maybe makes sense when the top firehole is so much larger than the oven vent.

 

Slow or no, I found that the burn and residual heat of those 6 logs was still enough to cook an amount equivalent to a full vanilla cookpot. Just 6 charcoal and residual heat managed to simmer out 1200~ seconds out of the required 1706.7 for a truly full 64 slot stewpot. A slightly smaller but still multiple-of-12 ingredient count of 48 takes 1280 seconds to cook, meaning that same 6 charcoal would come up just barely short; with a discreet cap of 8-12 and assuming it's feasible to have the stove show graphics for multiple fuel types and the order they were put in, I bet you could take that vanilla+ amount that's just a little over or double the baking ovens' capacity, have it visibly represented, and still cook a double or triple cookpots' worth of stovetop stew at the current cooking timescale or barely faster with just charcoal and no tending, or a midway top-up if using firewood. That maintains the longer term set-and-forget cooking concept while trimming down how much you can really outright ignore it to more reasonable levels, assuming that's desirable to have in your book over the current extremely long full 64 fuel stack burns.

 

Also, a more petty bug to note; cooking something on its own that doesn't have a base vanilla cookpot meal graphic to piggyback off of- IE, cheese, non-jammed fruit, bread- leads to no meal graphic but instead swollen floating water voxels, about twice as high and wide as they should be, which may call for some edge case placeholder graphics for valid ingredients that don't in themselves make valid meals normally, unlike redmeat or vegetables for example that have their own. Also, adding even a single such visually valid base ingredient fixes the problem, making it hard to notice the discrepancy in the first place. I imagine the current exclusions (honey, milk, cassava) were also for known instances of the same visual discrepancy when put in the stewpot alone.

 

This is really cool, and other than the hard crash from pursuing a hunch about an obvious bug vector, the rest is just speculative nitpicking or minor visual snafus on a first release. Keep at it! I have a strong suspicion that CaptainOats of Stone Bake Oven or l33tman of Expanded Foods and even more pertinently A Culinary Artillery might be very interested in some of what you're doing here conceptually.

JeanPierre, Dec 5th 2025 at 3:47 PM

Brilliant i can finally do my own perpetual stew <3 

Burgersim, Dec 5th 2025 at 3:37 PM

Really love this idea, I'll have to put this on my server as soon as compatibility for stuff like expanded foods and other mods is there, but still wanted to say it sounds really great ^^

GalloViking, Dec 5th 2025 at 12:20 PM

AzuliBluespots

I can add fish fillet yes, but my confusion is some fish can be added whole (say, a carp) but others can't (mahi-mahi as mentioned before). 

AzuliBluespots, Dec 5th 2025 at 12:18 PM (modified Dec 5th 2025 at 1:35 PM)

I wonder how compatible this is with xskills. 

GalloViking
Have you tried filletting the fish instead of adding them whole? Does that work at least?

GalloViking, Dec 5th 2025 at 12:00 PM (modified Dec 5th 2025 at 12:08 PM)

Okay, having played around with the mod a little bit, it seems to have some issues recognizing some modded items (which is to be expected, but I wanted to point it out anyway).

With Primitive Survival for example, it's strange capable of receiving worms as ingredients - but not fish?

 

Edit: Correction! It's strange but only some fish can't be added as ingredients (Mahi-Mahi in my case). Not sure why.

ShaeTsu, Dec 5th 2025 at 11:05 AM

Been waiting for something like this for ages.

GalloViking, Dec 5th 2025 at 8:51 AM

Yo, that looks sick! For someone who plays solo and doesn't typically rely on other food mods that could be a godsend.

I wonder though, how is the stew' overall saturation calculated, exactly? Does it use "when in meals" values, for example?

1stSlug, Dec 5th 2025 at 7:58 AM (modified Dec 5th 2025 at 7:59 AM)

Wow, this is an amazing idea! And it is somewhat historcal/realistic as well. Neat.

 

Going to wait until a later version to download though. Mostly due to the lack of compatability's with Expanded Foods, Wildcraft and Butchering mods. But as soon as those are in and you've gotten minor buffs worked in, I am for sure going to download this mod!

Paxus , Dec 5th 2025 at 6:50 AM

Calbain Ahh gotcha. I totally missed the reference at first 😅 But thank you for the kind words. Eternal tavern stew vibes were exactly what I was aiming for. Hope you enjoy!

Calbain, Dec 5th 2025 at 6:37 AM (modified Dec 5th 2025 at 6:40 AM)

One hundred years of blinding stew

 

Really though this is wonderful. On SP, once you're settled, you'll pretty much always want to have this going, and in MP it's great for a tavern, as eternal stews were historically.

If they add this to TOPS at some point we really will get century stews

SyilumiLunari, Dec 5th 2025 at 6:28 AM

one week blinding stew time