If you know of any other base game items that you want to use as kindling let me know :)
FAQ:
Can you add tent kits to this mod?
Tent kits are not as easy to make permanent, because their base game implementation does not allow for them to be stored in the save file. It is still possible to mod this of course, but it would require more time than I currently have available. I would like to add this in the future, but if someone else writes that mod first, then that is fine too.
Hi! I didn't want to make another post about the tent kit since you made a pin about it.
For making the tent kit reusable, maybe add something to the command that gives a new tent kit item each time we use it.
Another mod that would be great is a craftable kitchen stove. It should be possible to buy it (like the phone, calendar, or workbench) at Robin's shop. It would be a 1x1 tile object that lets you cook food, usable inside barns, sheds, etc. This is basically this mod but with the kitchen stove texture and some little change.
I am attempting to set these settings: Kiln Wood Needed: 1
1 Wood = 1 Coal 1 Hardwood = 10 coal
Is this possible? If I set the multiplier to 1, hardwood and wood are both 1:1. If I set the multiplier to 10, it is the same 1:1. If I set the multiple to 100, it is the same 1:1.
In fact the multiplier doesn't seem to be doing anything for the Kiln. Is this by design?
SDV: 1.6.8 SMAPI: 4.0.8 Permanent Cookout Kit And More: 1.3.1
the mod is currently working as intended: the coal output is always 1. but if you set the wood requirement to more than 1 and then use hardwood, then the hardwood multiplier will kick in to reduce the amount of hardwood you need to get one coal. so: if you set '10 wood -> 1 coal', then a hardwood multiplier of 10 would cause: 1 hardwood -> 1 coal.
so there is currently not way to increase the amount of coal output per run of the machine (which doesn't mean that I can't change it in the future, but I currently don't have the time for that)
Would you be willing to add torches as a possible input item for the Charcoal Kiln? I managed to make a tiny CP mod to do this myself but it would be great if I didn't need a separate mod for that, and I think other people might like that too. I understand if you don't want to though.
sure, do you mean torches as an alternate coal item, wood item or kindling item? or maybe adding to all of the stats (configurable) so you can reignite solely with a torch?
Well now that you mention it, a torch is pretty fitting igniter for the cookout kit, but I was actually talking about processing a torch in the Charcoal Kiln to produce a piece of coal. Why not both? ;D
yes, since the charcoal kiln features are in this mod because they go so well with the cookout kit, so I thought why not bundle both of it together for the torch too just like I did with the wood multiplier settings (which also applies to both the cookout kit and the charcoal kiln)
This mod is great! I use it alongside the Limited Campfire Cooking mod, which lets you cook at any campfire furniture (limited to soups/stews and roasted fish). Together, the two mods allow for realistic cooking progression in the early game. You go from cooking basic stuff over an open fire on day 1, to more complicated recipes (if you even have them) using the cookout kit when you gain access to an iron bar.
Out of curiosity, would it be possible to add some variability for how long the Cookout Kit lasts? As in, rather than to to the end of the day (vanilla) and 'permanent', to make it last one week, until the end of the month, for x days after it's last use, or so? For those who don't want to bother with destroying it and can just leave it until it decays by itself.
yes, I have written something similar for crop withering in one of my other mods (which internally would function identically for the cookout kit), so adding that will be easy. I do not have a lot of free time this week though, so this won't be a priority, but I'll put it on my to-do list
I thought so too on release day, see my reply to the user LiLaTLuv below
edit: actually now got an idea how to get around the issues I had on day one... but I just don't have the time for that right now. it would be a bit more sophisticated, unlike the cookout kit, which had a simple data entry called 'destroyOvernight' (and then tons of other edits to make them draw correctly and interactable while not lit)
I used to be able to change the amount of coal generated by the kiln. But I can't seem to figure out how to change the coal multiplier for the kiln. Am I missing something or has that been changed in the mod?
you may be misremembering and changed machine outputs with another mod (which would have been compatible with this mod). this mod never had the feature of changing the amount of coal you get as the output. I can add that feature though if you want
with the current mod you can change the hardwood and driftwood multiplier, so it's 1 coal for 1 hardwood (multiplier 10), instead of 1 coal for 10 hardwood (multiplier 1), while it is still 1 coal for 10 normal wood. so you can change the input (by increasing the multiplier or adapting the base wood needed cost), not the output, but have to use it multiple times
I have no idea how hard it might be, but I think this mod is awesome and immediately wondered when 1.6 came out if you would do the same thing for the tents! Setting up little tents all over the valley as permanent sleeping areas sounds so cool. However, I understand if that isn't doable. Just thought I'd pop in a suggestion! Hope you're enjoying the new update!
yes, I immediately tried that on release day, but they intentionally didn't include the tag that makes it so tents can be stored in save files, which blows up the entire saving process if I prevent their deletion. without learning how save serialization works, I couldn't figure it out on the first day.
so this is still something I want to do, but if someone beats me to it, that is fine with me too. thank you for the suggestion and the new update is awesome!
I'm assuming you want it to be easier. for the skill level sure. I'm not sure if I will make presets like level 3 or level 6 (level 3 is insanely early, you can reach it before spring 15 if you want to (to get the double berries for the first salmonberries)) or if I allow any level you want to. for the crafting recipe: is the iron the problem? or the amounts? I could add an option to reduce the costs to 5 stones, 5 weeds, 5 wood, 1 coal, 1 iron bar, but I really don't like the idea of removing the iron bar. It's feels too cheaty to me. I know iron is level 41+ in the mines (which also doesn't take that long to reach) but one bar can also easily be bought for 750g. I have to think about it.
edit: wait, you are the author of Easier Cookout Kit?
I would like this as well if it could be done as there is a playthrough that I am doing as a fisherman and this would be useful if it could be accessed even earlier so I could take trips for a couple of days and come back with lots of fish while having a way to cook.
if you know how to compile a mod you can follow my info on the other post you sent.
if not, then you can probably edit the recipe in an easier way with Content Patcher, but you will have to google how to do that yourself, or ask in the modding discord. it really should not be that difficult with content patcher. then its more of a question if my mod will overwrite it or not, depending on if content patcher or my mod changes the recipe first
I use an IAssetEditor to use the Edit<T>(IAssetData asset) method to edit the "Cookout Kit" dictionary entry of the "Data/CraftingRecipes" file, overwriting it with this "390 10 388 10 771 10 382 3 335 1/Field/926/false/Foraging 6/Cookout Kit" which then gets parsed by the game into foraging level 6.
also read my reply to your other message. good luck
52 comments
FAQ:
Can you add tent kits to this mod?
Tent kits are not as easy to make permanent, because their base game implementation does not allow for them to be stored in the save file. It is still possible to mod this of course, but it would require more time than I currently have available. I would like to add this in the future, but if someone else writes that mod first, then that is fine too.
For making the tent kit reusable, maybe add something to the command that gives a new tent kit item each time we use it.
Another mod that would be great is a craftable kitchen stove. It should be possible to buy it (like the phone, calendar, or workbench) at Robin's shop. It would be a 1x1 tile object that lets you cook food, usable inside barns, sheds, etc. This is basically this mod but with the kitchen stove texture and some little change.
Kiln Wood Needed: 1
1 Wood = 1 Coal
1 Hardwood = 10 coal
Is this possible? If I set the multiplier to 1, hardwood and wood are both 1:1. If I set the multiplier to 10, it is the same 1:1. If I set the multiple to 100, it is the same 1:1.
In fact the multiplier doesn't seem to be doing anything for the Kiln. Is this by design?
SDV: 1.6.8
SMAPI: 4.0.8
Permanent Cookout Kit And More: 1.3.1
Thanks.
if you set '10 wood -> 1 coal', then a hardwood multiplier of 10 would cause: 1 hardwood -> 1 coal.
so there is currently not way to increase the amount of coal output per run of the machine (which doesn't mean that I can't change it in the future, but I currently don't have the time for that)
Sadly because I like its features.
Would you be willing to add torches as a possible input item for the Charcoal Kiln? I managed to make a tiny CP mod to do this myself but it would be great if I didn't need a separate mod for that, and I think other people might like that too. I understand if you don't want to though.
As in, rather than to to the end of the day (vanilla) and 'permanent', to make it last one week, until the end of the month, for x days after it's last use, or so?
For those who don't want to bother with destroying it and can just leave it until it decays by itself.
Reminds me, the new Tent Kit might complement this mod quite well.
edit: actually now got an idea how to get around the issues I had on day one... but I just don't have the time for that right now. it would be a bit more sophisticated, unlike the cookout kit, which had a simple data entry called 'destroyOvernight' (and then tons of other edits to make them draw correctly and interactable while not lit)
I could definitely be misremebering. But I do remember getting 10 coal from hardwood and 5-7 from drift wood and now it's only one from any wood.
I have no idea how hard it might be, but I think this mod is awesome and immediately wondered when 1.6 came out if you would do the same thing for the tents! Setting up little tents all over the valley as permanent sleeping areas sounds so cool. However, I understand if that isn't doable. Just thought I'd pop in a suggestion! Hope you're enjoying the new update!
so this is still something I want to do, but if someone beats me to it, that is fine with me too. thank you for the suggestion and the new update is awesome!
edit: wait, you are the author of Easier Cookout Kit?
if not, then you can probably edit the recipe in an easier way with Content Patcher, but you will have to google how to do that yourself, or ask in the modding discord. it really should not be that difficult with content patcher. then its more of a question if my mod will overwrite it or not, depending on if content patcher or my mod changes the recipe first
also read my reply to your other message. good luck