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For context, I have the VGP veggie garden group added to my game, your F+TS mod, but not Expanded/Extended Woodworking. When I also include this patch, I get a string of error messages but I'm not sure if I need to be worried about them:
Could not resolve cross-reference to Verse.ThingDef named WoodLog_Pine
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
And continues through all the different wood types. I presume it's the lack of the Extended Woodworking Mod
The long answer is that I don't know if there's a general rule for how to order your mods if they don't directly interact/overwrite each other. I think you'd be able to put F+TS and Woodworking in any order you like as long as the patch came last (so it could overwrite what fuel sources the firepit and torch sconce can accept to include the Woodworking woods). I haven't tested it though so I could be wrong. The way you listed does feel like the "correct" way to me but from what I've seen, the mod order in this game is quite a flexible thing.
Expanded/Extended Woodworking takes care of what regular campfires can be built out of all by itself.
but now i can make it with the logs so it might be worth it again.
do you think you can patch it so the normal firepit can be made out of the logs? even if it means they aren't recolored.