Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."
Sladki

[TFC 0.79.29] Cellars Addon

190 posts in this topic

Looks like problem solved (we had very old forge). It works fine with 10.13.2.1291.

Bunsan: I don't think its problem if it keeps changing for example tetrahedrite into native copper or so. Its still copper with exactly same yield per nugget.

0

Share this post


Link to post
Share on other sites

It is an issue when you have recipes that depend on malachite, limonite and hematite for dyes. That was just one of the more obvious unification issues.

Either way my point was more that the GT cfgs are a pain and were likely the source of the issue, not cellars. Glad you sorted it out. I enjoy GT, but the way he does unification and the inability to turn off his ore dictionary registration of other mods item/blocks or in-world unification drives me batty.

0

Share this post


Link to post
Share on other sites

We're having trouble getting this to work on my family's server. It's working just fine for me in single-player, but the exact same structure (same as in OP) in multiplayer is always saying "the cellar is not complete or is not chilled yet". I'm not really sure how to troubleshoot this, but I'd really like to get it working.

Current Mods:

1.7.10/CodeChickenLib-1.7.10-1.1.1.93-universal.jar

[1.7.10]TerraFirmaCraft-0.79.18.673.jar

[1.7.10]TFCCellarsAddon-1.06.jar

ArchimedesShips-1.7.1.jar

BetterFoliage-1.0.0.jar

Carpenter's Blocks v3.3.0 - MC 1.7.10.jar

CodeChickenCore-1.7.10-1.0.2.9-universal.jar

fastcraft-1.12.jar

MineTweaker3-1.7.10-3.0.9B.jar

NotEnoughItems-1.7.10-1.0.2.15-universal.jar

PlayerAPI-1.7.10-1.1.jar

RenderPlayerAPI-1.7.10-1.0.jar

SmartCore-1.7.10-1.0.jar

SmartMoving-1.7.10-15.2.jar

SmartRender-1.7.10-2.0.jar

TerraFirmaCraftNEIplugin-1.7.10-1.2.0.9.jar

No errors in the logs, or anything out of the ordinary. I'm not really sure why it would work fine in single-player and not multiplayer. If you have any thoughts let me know.

0

Share this post


Link to post
Share on other sites

The addon updated.

 

 

We're having trouble getting this to work on my family's server. It's working just fine for me in single-player, but the exact same structure (same as in OP) in multiplayer is always saying "the cellar is not complete or is not chilled yet". I'm not really sure how to troubleshoot this, but I'd really like to get it working.

Please update the addon, launch your server, so the addon config file will appear, set "Debug" to true in that file and launch server again. After that, try to get information about a cellar as usual and look at the server console for debug information.

0

Share this post


Link to post
Share on other sites

Sladki, thank you for the update. The debug mode helped locate an invalid block on one of the cellars and everything is working great now.

Thanks for this awesome mod!

0

Share this post


Link to post
Share on other sites

Sladki, thank you for the update. The debug mode helped locate an invalid block on one of the cellars and everything is working great now.Thanks for this awesome mod!

Glad to hear. Don't forget to change "Debug" back to false.

0

Share this post


Link to post
Share on other sites

I like your mod a lot, and its really cool (no pun intended :P); however could you see about making the cellar doors block out light, as it seems to be causing the food to decay.

0

Share this post


Link to post
Share on other sites

this is a great mod its especially good for early on in the game before you are able to preserve all or most of your food in vinegar and more realistic that building a 1x1 tower to the height limit and building a room on top of it but i think you should make it so it actually decreases the temperature in it so if you press f3 you can see the temperature in the cellar 

0

Share this post


Link to post
Share on other sites

Updated to 1.08

Might fix strange behavior when food in cellars suddenly vanishes or decays quickly. Cellars that has some of their blocks in more than one chunk should now work properly too.

 

 

i get this error everytime i load a world up with the mod its either creating a world or playing a world http://pastebin.com/6swGRJgy

TFC version? Is your forge updated? Are you using another mods, and if so, have you tried to run MC with TFC and this addon only?

 

 

this is a great mod its especially good for early on in the game before you are able to preserve all or most of your food in vinegar and more realistic that building a 1x1 tower to the height limit and building a room on top of it but i think you should make it so it actually decreases the temperature in it so if you press f3 you can see the temperature in the cellar 

I can't affect TFC temperature.

 

 

I like your mod a lot, and its really cool (no pun intended :P); however could you see about making the cellar doors block out light, as it seems to be causing the food to decay.

Light does not affect food decay.

0

Share this post


Link to post
Share on other sites

Light does not affect food decay.

 

Yes it does. Light affects ambient temperature, which affects food decay. An area that is completely dark and is not exposed to the sky is 25% cooler than an area that has the full light level from torches.

0

Share this post


Link to post
Share on other sites

Yes it does. Light affects ambient temperature, which affects food decay. An area that is completely dark and is not exposed to the sky is 25% cooler than an area that has the full light level from torches.

In "vanilla" it does. Cellar shelves uses custom decay tick, and this is one of the reasons why only few blocks are allowed to be used in cellars - assuming, that there are no sources of heat inside the properly working cellar, the doors are closed and if they are not, penalty applies to the temperature inside.

Edited by Sladki
0

Share this post


Link to post
Share on other sites

Are your cellars not directly using the "vanilla" temperature? If the "vanilla" temperature is higher to begin with because of light, does that not mean that your custom decay tick is using that higher value as part of its calculations?

0

Share this post


Link to post
Share on other sites

Are your cellars not directly using the "vanilla" temperature? If the "vanilla" temperature is higher to begin with because of light, does that not mean that your custom decay tick is using that higher value as part of its calculations?

No. A good fridge in Arctic will have almost the same temperature inside as the same fridge in Sakhara.

1

Share this post


Link to post
Share on other sites

Can someone make a video showing how to build and how to know if its working?I want to know how it works, because i dont know if is the air that become cold (so it lose temperature every time the door open), or if the area bemcome cold, or if it occur magicaly.I want to know if any temperature changes (of the cellar) can be watched with F3.Is ice needed or it become cold without need any other items?With doors open i regain all temperature automatically or its gradual?

0

Share this post


Link to post
Share on other sites

I know the OP/dev Sladki can explain better, but since I really like this addon and like making videos, I might be willing to make one for it if I have a chance.

 

From what I understand, though, this addon doesn't use the TFC temperature/decay mechanic, but instead overrides it with custom decay rates for the contents of the cellar, totally independent of the TFC temperatures for the blocks in the cellar. There are three possible states: 1) not a valid cellar interior (so uses default vanilla TFC decay/temp), 2) closed cellar with ice (very slow decay), 3) cellar w/o ice (slow decay). To check which of the three states your cellar is in, shift-right-click on the ice chest block with an open hand and the message will display whether you have no valid cellar (1), a really cold/freezing cellar (2), or a chilly cellar (3). So no, checking F3 won't give you anything meaningful on the state of the cellar. No, ice isn't needed, but it's better than not having it.

 

The open doors question isn't one I can really answer accurately. I believe to get the coldest setting (2) you need both ice in the chest and closed doors. Opening the doors will switch the state to (3) but I don't know how long that takes - I don't think it's immediate. Going by memory, if you have no ice in the chest, it might not matter if you leave the doors open because you'll just have a "chilly" cellar (3) anyway.

 

Is this a popular addon that a lot of people are interested in? Is it worth me doing the research and making a video? Obviously Sladki, as the dev, would be better. I'd be happy to produce the video with/for him if he wants.

Edited by micmastodon
1

Share this post


Link to post
Share on other sites

Can someone make a video showing how to build and how to know if its working?

I want to know how it works, because i dont know if is the air that become cold (so it lose temperature every time the door open), or if the area bemcome cold, or if it occur magicaly.

I want to know if any temperature changes (of the cellar) can be watched with F3.

Is ice needed or it become cold without need any other items?

With doors open i regain all temperature automatically or its gradual?

Micmastodon said correctly and if I remember correctly he already have a video with building a 3x3 cellar. The largest 7x7 is almost the same, just make sure that distances between an  Ice Bunker block are less or equal 3 blocks and that the cellar box (Cellar is just a box with an IB block on the floor + an entrance) has entrance.

Also I've made this picture, hope it will give an answers:

 

Posted Image

 

Important: only Cellar Shelves containers will use cellar's temperature, all other containers will always use environment temperature in decay ticks.

Edited by Sladki
1

Share this post


Link to post
Share on other sites

I made a cellar exactly how it was in this video

It just says that "The cellar is incomplete or is not chilled"

What is wrong with it?

I have also tried the way on the forum post, it did the same thing.

0

Share this post


Link to post
Share on other sites

I made a cellar exactly how it was in this video

It just says that "The cellar is incomplete or is not chilled"

What is wrong with it?

I have also tried the way on the forum post, it did the same thing.

 

Shouldn't the "Ice Bunker" block be in the middle of the floor? not to the far end...

0

Share this post


Link to post
Share on other sites

I made a cellar exactly how it was in this video

It just says that "The cellar is incomplete or is not chilled"

What is wrong with it?

I have also tried the way on the forum post, it did the same thing.

Change debug to true in the config, shift+right click on an Ice Bunker block.

0

Share this post


Link to post
Share on other sites
Note: the blocks inside the cellar can only be Cellar Shelf blocks, TFC Barrels(however items stored in barrels will decay as usual), signs or air. Any other blocks are not allowed.

 

Monsters can spawn inside the cellar, Is it a bug?Im trying to put snowballs and snow cube inside the ice bunker but its dont enter,

Is it a bug?

Edited by Saberwulfy
0

Share this post


Link to post
Share on other sites

Change debug to true in the config, shift+right click on an Ice Bunker block.

 

YES thank you! I guess that I just missed a dirt block. Does it always output to console or only with debug mode on? (I'm going to test it so you don't really have to answer.)

0

Share this post


Link to post
Share on other sites

if anyone wants texture support for this, head over to my pack. ive got it covered :)
screenshot

Posted Image

0

Share this post


Link to post
Share on other sites

@Sladki, take a look at github, gave you a little hand with the 0.79.23 update...

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now