Is this mod still maintained? Yep. The original author is no longer active, but I'm keeping it compatible with game/SMAPI updates and fixing critical issues. It's a "keeping the lights on" priority for other improvements though.
How do I get help / report an issue? Post a comment below! Please upload your SMAPI log and add a link to your message (even if you don't see any errors). This has useful info like what versions you have, which mods are installed, what happened in the game, etc.
Since I maintain many mods for other mod authors, I can't always answer every question here (often I'll be busy handling SMAPI or my own mods). If you can answer someone else's question, that's always appreciated!
Having a bug where if I try to click on a recipe, it'll just make the ui smaller and then when I unclick it goes back to normal. It doesn't give me the item either.
Hi! I'm maintaining this mod going forward (for Stardew Valley 1.6 and later only). There are a lot of changes in the Limited Campfire Cooking 1.0.3 update; if you previously reported a bug/issue and it still happens, please post a new comment. Make sure to read the pinned post above first!
I found this mod looking for campfire mods. I have an idea that isn't done, and maybe you could implement it in this mod through a config line?
I think it would be awesome if campfires can be used to slowly regen energy when standing right next to them. It would be slower than the spa, and maybe it would be capped too to prevent full regen abuse, but I think it would be a cool option to have in the game, especially early on when we have low tool proficiency and just want to clear up the farm. Placing down a campfire to take a break and restauring energy would be a fun, lore friendly action to take imo.
Thanks for the suggestion! Although it doesn't align to what OP had in mind, it still follows the aforementioned functionality. I tested it and I like it, can't wait to start my new playthrough with it :D
Out of curiousity, does your mod add a tile property to the campfire that could perhaps be called with other things? I'm wondering if your base concept could work to make a farmhouse mod where the first tier of the house has a built-in basic kitchen (that cooks the same things a campfire does). You've got a great idea here, and the toned-down cooking list is something I'd love to repurpose.
I check for the fireplace item directly, but it wouldn't be too difficult to redo the code attached to a tile action instead. I'm pretty busy these days so I don't think I can make any new mods, but let me know if you go ahead with that idea and I can maybe help point you in the right direction! My code is open-source and you're allowed to freely modify it as you see fit
Man, I would love to see cooking fixed up a bit in the game. If you happen to create a mod like this, I would like to know about it.
My main complaints with the vanilla set are (a) that there's no rhyme or reason to gaining recipes in such a way that you could make them (the second recipe you learn takes Red Cabbage, a Y2 crop) and (b) the cooking menu is annoying to navigate, making it hard to tell which recipes you already know and which ones you might or might not have the ingredients for.
I was coming here to ask if there's a way to make the campfire display *only* those items that you know the recipe for and can actually cook on the fire (not everything in the game), and ideally ordered so that the items you have ingredients for (at time of opening the GUI) are first in the list while the ones you don't have ingredients for (at time of opening the GUI) are later.
I would love to be able to cook a small amount of simple food early on, using ingredients found or grown during Spring, and have the more complicated cooking only show up once I've bought a house upgrade. Even if it's just having the Tier 1 Cooking on the first page, and the Tier 2 cooking recipes (which I might still accumulate early) show up on the second page. Up to 3-4 pages, based on when the ingredients become reasonably available (also: recipes that take additional steps, like cooking eggs or hash browns separately first), and organized by which recipes you've learned... maybe a checkbox for whether to show missing recipes or not.
I love this mod, I love your tent mod, and I love the palette of the screenshots you've attached here so much! I have the same UI, but what world tilesheet are you using? It's gorgeous! Thank you by the way :)
I use Eemie's recolour + flower valley + a toned down stardew valley as my major aesthetic mods, but that pallette you mentioned is probably from https://www.nexusmods.com/stardewvalley/mods/1213 which overlays over everything else!
19 comments
Yep. The original author is no longer active, but I'm keeping it compatible with game/SMAPI updates and fixing critical issues. It's a "keeping the lights on" priority for other improvements though.
How do I get help / report an issue?
Post a comment below! Please upload your SMAPI log and add a link to your message (even if you don't see any errors). This has useful info like what versions you have, which mods are installed, what happened in the game, etc.
Since I maintain many mods for other mod authors, I can't always answer every question here (often I'll be busy handling SMAPI or my own mods). If you can answer someone else's question, that's always appreciated!
I think it would be awesome if campfires can be used to slowly regen energy when standing right next to them. It would be slower than the spa, and maybe it would be capped too to prevent full regen abuse, but I think it would be a cool option to have in the game, especially early on when we have low tool proficiency and just want to clear up the farm. Placing down a campfire to take a break and restauring energy would be a fun, lore friendly action to take imo.
https://www.nexusmods.com/stardewvalley/mods/8205
My main complaints with the vanilla set are (a) that there's no rhyme or reason to gaining recipes in such a way that you could make them (the second recipe you learn takes Red Cabbage, a Y2 crop) and (b) the cooking menu is annoying to navigate, making it hard to tell which recipes you already know and which ones you might or might not have the ingredients for.
I was coming here to ask if there's a way to make the campfire display *only* those items that you know the recipe for and can actually cook on the fire (not everything in the game), and ideally ordered so that the items you have ingredients for (at time of opening the GUI) are first in the list while the ones you don't have ingredients for (at time of opening the GUI) are later.
I would love to be able to cook a small amount of simple food early on, using ingredients found or grown during Spring, and have the more complicated cooking only show up once I've bought a house upgrade. Even if it's just having the Tier 1 Cooking on the first page, and the Tier 2 cooking recipes (which I might still accumulate early) show up on the second page. Up to 3-4 pages, based on when the ingredients become reasonably available (also: recipes that take additional steps, like cooking eggs or hash browns separately first), and organized by which recipes you've learned... maybe a checkbox for whether to show missing recipes or not.
I use Eemie's recolour + flower valley + a toned down stardew valley as my major aesthetic mods, but that pallette you mentioned is probably from https://www.nexusmods.com/stardewvalley/mods/1213 which overlays over everything else!
https://www.nexusmods.com/stardewvalley/mods/4971
;) enjoy