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TaeoG

[Solved] Decaying in the Dark

6 posts in this topic

Sounds like a bad song for angsty teenagers, but its actually the topic. I've been using Bibliocraft shelves to store my food (specifically vessels of my food), and I've been keeping those shelves in the back of a dark pit that I only light with a torch when I'm in there to see what I'm doing. However I've recently realized that the Bibliocraft shelves aren't ticking entities, and so the food has to catch up on its decay when I take the vessel off the shelf.

 

Does that mean storing it in the dark is pointless, if I'm standing beside a lit torch when the food does its timeskip?

On the flip side of that, if I take it off the shelf while standing in pitch darkness will it consider the food to have been "in the dark" the whole time? 

From what I understand, it's not really the dark it cares about directly, it's the cold, and it's colder in the dark. So does lighting that one torch instantly heat up the area? And again what state does the food think it was in during suspended animation?

 

How does this work? 

 

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Well there are only 2 choices. Either it takes temp data from the last time it received an update tick when you put it on the shelf or when it catches up. So yes the temperature change due to the torch likely causing a decay rate it would have in light. The way the temperature system works it instantly changes based on the light.

Kitty will be able to tell you what the code does, but in general you should never light your food storage. If the shelves are causing you an issue then perhaps just use chests.

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While I'd like to know how it's handled, Ya I'll be switching to chests. They're more convenient, if a little less interesting looking.

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When it comes to food catching up that hasn't ticked for a while, there's a bit more complication due to the food decay protection system that is configurable in the config files. That is, that if X amount of time has passed since the food has last ticked, it will only do 24 in-game hours worth of decay, instead of the decay for that entire period of time. This was implemented so players could log off of a server and not worry about all of their food decaying away while they are gone, even if they didn't do a very good job of preserving it.

 

As for what temperature it uses while it's doing the catch-up, it uses the current temperature of the area, not the temperature it used to be. We don't save past temperature values anywhere, so it doesn't have access to that to use.

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[...]

As for what temperature it uses while it's doing the catch-up, it uses the current temperature of the area, not the temperature it used to be. We don't save past temperature values anywhere, so it doesn't have access to that to use.

I figured as much, was just hoping for confirmation. If I want to use shelves I'll have to do it in the dark. Or patch them to have them tick if they contain food, which is probably what I'll do, I was intending on altering them to utilize ISize anyway.

 

 

You might try the Cellars addon as a solution - http://terrafirmacraft.com/f/topic/8083-tfc-07918-cellars-addon/

 

Assuming you have ice or snow somewhere near your area, it works nicely.

 

I've looked at it a few times, and I'll be adding it for my server users in the future because it does what it intends to do and is definitely useful. However personally, I loathe the idea of having to build a cellar a particular shape out of a particular custom material, especially when it can't use the base containers included in TFC. I'm cool with big multiblock structures when they're machines or turbines or pressurized steam tanks, but when I'm essentially just digging out a root cellar to hide some meat from the sun, having to follow a bunch of guidelines because metagame reasons isn't super appealing, to me. I understand why he implemented it the way he did, but I've got a couple notebook pages of ideas I'll have to vet against the code.

 

Stuff like

  • A block that can lower the temperature in the area by or to a certain amount. May not be possible without base edits or ASM however, which I'm willing to do but would rather avoid. I know that temperature is a function of season, biome and light level, but I'm not sure where it's actually calculated and called from, so it may be tricky to access or change. 
  • A block that operates similarly to the cellar mod in function. Rather than changing the temperature of the area, just change the temperature the food thinks it is. But ...
  • Instead of a multiblock structure, have something like a special Ice block that checks to make sure it's in a relatively small, sealed area
  • Barring that, have it just look for food containers within a certain range
  • Then, if their decay ticks can't be accessed directly, replace the containers with identical ones that can. If a player destroys/moves the ice block, or moves the container out of range of an ice block, the container reverts to the "vanilla" container and starts handling decay as per normal

Either way I'm more partial to a single cold block essentially cooling things in it's vicinity than an entire structure that has to be built just right and can't be filled with anything but specific things.

 

The second option is likely more doable, but less elegant. Both of these options could be re purposed to allow for rudimentary greenhouses as well, I think. I'm busy porting Thaumcraft, but these kinds of quality of life things I definitely want to implement in the near future.

Edited by TaeoG
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