First you open the cooking object via the UI prompts shown below.
Place one fuel item and one cookable item inside the cooking objects storage slots.
Ignite the fire and watch the cooking objects cook. (Yes I replaced the wood with leafs)
Now you have some crisp and well cooked meat. Delicious!
I feel like once this new system is learned by players that it will be easier to use and manage. The extra slots make cooking a bit more realistic/manageable as well.
I always made sure that particle systems were not terribly done in terms of performance but I always knew that there were a few more optimizations I could have made.
Well now I've made those positive changes and the game can now render tons of effects while never dropping the framerate below 200. It is just handled in a more efficient manner. I took what I learned about batches and applied it to this situation. Pretty much what is done differently is that all the cooking objects (and their effects) are rendered at the same time to prevent any texture swapping.
Those of you with high end machines won't notice a big difference aside from less random pauses while playing. However those of you with low end machines will definitely see a fair increase in performance.
This object type allows modders to create an object that can cook items. This is obviously pretty important to the gameplay.
It allows you to turn off the fire effect, the smoke, the glow effect, the max amount of stored fuel, the burn rate, and each fuel item. I'm excited to see people create modern mods that include ovens and other household objects.
This object is not fully implemented yet but it is about 30% completed. It will definitely be in the next preview build.