What's fixed
Campfires (and any fueled workstation) could shut themselves off shortly after you queued a recipe through the crafting UI without manually toggling the fire on first. Fuel was still in the slot, the recipe was queued, but the fire died and the recipe stalled.
Root cause
When the UI queues a recipe, fuelWindow.TurnOn() flips IsBurning on the tile entity immediately, but the recipe doesn't actually land in TE.queue until the next syncTEfromUI() (next UI Update or UI close). If UpdateTick hit in that window, the previous logic saw isBurning=true and hasRecipeInQueue()=false and turned the fire off. syncTEfromUI never re-syncs isBurning, so the flip stuck and HandleRecipeQueue then bailed on (isModuleUsed[Fuel] && !isBurning). Result: food in the slot, fuel in the slot, no fire, no progress.
Fix
Two guards:
- Skip the shut-off entirely while
IsUserAccessing()is true. The UI is in flux, don't touch state. - Apply the "input slots non-empty -> keep burning" check to all fueled workstations, not just forges with
Material_Input. Defense in depth.
Server-side only, same as v1.0.0. Drop the new DLL in and you're good.
Install
- Grab
KitsuneFuelSaver-v1.0.1.zipbelow - Extract so
Mods/KitsuneFuelSaver/ends up in your 7D2D install - Launch