Mods / Beehive Kiln
Author: Zach2039
Side: Both
Created: Jan 20th 2023 at 3:58 AM
Last modified: May 10th at 2:30 AM
Downloads: 34968
Follow Unfollow 351
Latest file for Various v1.19.x:
beehivekiln_1.6.1.zip
1-click install
A mod that adds beehive kiln to Vintage Story; the beehive kiln is mutli-block kiln for mass pottery firing after pit kilns.
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Kiln must be constructed, filled with raw pottery, and sealed. Consult the mod images for proper setup. Viewing the block info of the flue will show construction errors.
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A firepit must be lit underneath with fuel that burns at a hot enough temperature. Viewing the block info of the flue will show current kiln temperature.
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After the kiln heats, 6 hours must pass and the kiln must not be opened or heat will be lost and process will reset.
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After firing completes, break open the kiln to get your fired items.
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Breaking a kiln, or opening the door of a large kiln, will cause the firing process to reset.
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Being inside the larger, walkable kiln once it is at firing temp will kill you very fast.
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Shelves can be used inside a kiln, and raw items within them will be fired just like items on the floor of the kiln.
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After firing, some kiln bricks will become damaged and must be replaced; this is configurable!
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FiringTimeHours
: How long a firing process takes to complete once at minimum temp, in hours; defaults to6.0
. -
MinimumFiringTemperatureCelsius
: The minimum temperature the kiln must reach to start and/or continue firing, in celsius; defaults to500
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TemperatureGainPerHourCelsius
: How much kiln temperature can increase per hour, in celsius; defaults to250
. -
DoBlockDamagingOnKilnFiringComplete
: Enables or disables block damaging on firing complete; defaults totrue
. -
BlockResistanceFireclayBricksPercentage
: Controls resistance of fire clay bricks against damaging in kiln; defaults to0.925
, with a range of0.0
to1.0
.
- Other fuel sources, like lit charcoal blocks and similar.
- Useful Stuff
- Adds a different implementation of a kiln, among other things; be sure to check it out.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.6.1 | 11671 | May 10th at 2:30 AM | Show | beehivekiln_1.6.1.zip | Install now | |
v1.6.0 | 83 | May 10th at 2:04 AM | Show | beehivekiln_1.6.0.zip | Install now | |
v1.5.4 | 3282 | Apr 29th at 5:57 PM | Show | beehivekiln_1.5.4.zip | Install now | |
v1.5.3 | 282 | Apr 30th at 7:17 PM | Show | beehivekiln_1.5.3.zip | Install now | |
v1.5.2 | 98 | Apr 28th at 12:38 AM | Show | beehivekiln_1.5.2.zip | Install now | |
v1.5.1 | 7368 | Nov 23rd 2023 at 9:18 AM | Show | beehivekiln_1.5.1.zip | Install now | |
v1.5.0 | 674 | Nov 18th 2023 at 8:23 AM | Show | beehivekiln_1.5.0.zip | Install now | |
v1.4.0 | 571 | Nov 12th 2023 at 4:14 AM | Show | beehivekiln_1.4.0.zip | Install now | |
v1.3.0 | 573 | Nov 7th 2023 at 4:34 AM | Show | beehivekiln_1.3.0.zip | Install now | |
v1.2.2 | 7674 | May 26th 2023 at 1:15 PM | Show | beehivekiln_v1.2.2.zip | Install now | |
v1.2.1 | 1575 | Jan 25th 2023 at 11:51 PM | Show | beehivekiln_v1.2.1.zip | Install now | |
v1.2.0 | 380 | Jan 20th 2023 at 5:59 AM | Show | beehivekiln_v1.2.0.zip | Install now | |
v1.1.0 | 201 | Jan 20th 2023 at 4:13 AM | Show | beehivekiln_v1.1.0.zip | Install now | |
v1.0.0 | 193 | Jan 20th 2023 at 4:00 AM | Show | beehivekiln_v1.0.0.zip | Install now |
So, this is something that should be added to the page notes. the door has to match the photo. if the door is opposite it will not see it as a completed kiln
I love this mod as it saves me grabbing, iunno something on the order of 1000 to 2000, sticks in the first 50 hours of a world and that just genuinely rules, but I just fired one completely full of shingles for the first time and that's either 9 stacks of 192 in a regular without an iron door, or twice that if you like, or that much plus 8 shelves? Amazing. I jsut did a batch of shingles in the "small" kiln and it is genuinely the first time I've ever felt like brick roofing was worth the hassel. I even did three different kinds of clay, blue plus the red and brown from the old better clay mod. Keep in mind that 192 shingles would take 8 regular pit kilns to fire. All by itself.
I'm not sure how the 1.20 beehive kiln works but if you just wanna chuck 21 firewood in a cooking fire and have 9 batches (72 sticks, and less irksomely, 90 grass) you are absolutely set with this mod. Well, also a handfull of mortar to repair the bricks which break in firing.
jamescook Bit late but in case anyone else asks - you can build the kilns to be 3x3x1 or, with an iron door, 3x3x2. Nothing else works. Check the images for clear instructions. Also you can stack however much fits in a block, no airspace needed, and in the larger variant you can cram shelving in to use the second level for stuff that doesn't stack that high.
I haven't actually tested shelving in the smaller one but if that works then you can cram 8 crocks or whatever fits on a shelf per block and 8 of the 9 blocks shou be able to have shelves, tho loading it might be irksome. I can't be bothered to test that tbh but I'd expect it to work, give it a shot if you need that many crocks in one firing and stick something else or just only 4 without a shelf in the center block.
Good idea SoulReaperz. I fully support heater from the electricity mod!
quick question how big can i make a beehive kiln? am i stuck with a 3X3 room or can i make it be bigger?
I have the missing config lines as well when adding it back as
"DoBlockDamagingOnKilnFiringComplete": False
with a comma on the line before False shows up as red in Notepad++
Haven't tried it yet.
Would it be possible to power the Kiln with Lava below it?
Im trying to disable block damage and its missing the config line. I tried adding it myself and when i do the blocks still get damaged.
The broken fire clay brick blocks drop 3 bricks, which is a 1.5x return (takes 8 bricks to make 4 blocks). So it should probably only drop 2 bricks otherwise you're increasing the amount of fire clay bricks you have lol
I installed your lovely mod today and found an "exploit": start a firepit under the beehive kiln, reach 500°C, sleep, boom. Instantly 70% progress and your fuel is not consumed overnight. This is a problem coming from vanilla (firepits aren't based on the calendar but on real time), I'm not sure if there is anything to do on your side.
would like to see the use of other fuels and possible compatibility with the heater and stuff from the electricity mod
other than that it works great not having to break your way in everytime to get the fired molds
Your mod is very useful and I made a Chinese translation for it
zh-cn.zip - 蓝奏云 (lanzoue.com)
Aimli
Done, with v1.6.1.
是否可以增加不在lang文件夹中且无法翻译的耐火砖窑烟道的工具提示?
AHamPlanet
Yep, you are right. I tried to swap zip files on an existing release and it managed to break things with ModDB. I have re-created the 1.5.3 version as a new release. Size should be around 25KB.
Nebux
Try redownloading, if you would. Might be related to above issue.
Okay so I may be wrong here but... 1.5.3 seems to be an empty folder whenever I try to download it, either way.
fluke no longer has a recipe
Implement shelf firing :0
WOOOOOOOOOOOOO no more having to place bricks/shingles to get optine use out of the kiln
melodelic
Done.
Betface
Just added shelf support with 1.5.2, so you should be able to place raw items on shelves within the larger (or smaller) kiln and have those raw items be fired once the kiln firing process is done.
Works in 1.19.X
Do you have plans on updating this to 1.19.5? Because currently, there's a warning about it being out of date with an exclamation about it being only for 1.18.15.
Is the large kiln simply empty inside? Does it have to be? Not sure how that adds more space apart from the convenience of the door, or can we stack things on top of each other or something? Would be cool to have like a kiln shelf or something.
Found an exploit - if you go to sleep right when you start the kiln, the sped-up time from sleeping advances the kiln a huge amount, but fuel duration is measured in real-time seconds so hardly any fuel is used. Got a whole firing done on just 4 bricks of peat.
Is there a way to set the kiln chute to detect for either Small size or the Large size? I try building the version with the iron door, and when I sneak right click it, it says its missing 10 blocks and highlights the area for the small kiln.
Oh this is cute - and works in 1.19.0-rc.1
This is an absolutely delightful mod, and I have been greatly enjoying a safer and more efficient later-game method to fire pottery.
Thanks for making this!
Heyo . I realy love your mod and pressured the mods of the sanctuary server to add it to the modlist - sadly the mod will be removed again beacause apparently the beehivekilns deletes some modded pottery fired in the kiln.
Are you aware of this problem? Do you think it can be fixed?
On multiplayer everytime the server restarts the kilns reset back to 0% progress and cold, is that something you can fix? Edit: It also seems to happen whenever the chunks are unloaded
When fireing modded molds, such as the lead vessel mold from neccessities or a saucepan from cullinary artillery, this creates an invisible item. when trying to pick it up, the client crashes.
The large kiln is absolutely god-tier for firing bricks. You can just fill it up entirely with bricks, all 18 spaces, and it'll cook everything - giving you a grand total of 432 bricks per firing. 10/10, absolutely no notes, couldn't improve any further.
Think it'd be possible to make a cave/hill kiln? Like this? Or this design? My mom is a pot head (she makes pottery ;3) and she loves that style of kiln. I imagine it'd be helpful in the game too!
ok found the problem just deleting the mod and reinstalling does not work you have to delet the beehive 1.5.0 folder in appdata/roaming/vintagestorydata/Cashe/unpack
for anyone wondering, normally you need for 1 item: 10 dried grass, 8 sticks and 4-8 pieces of firewood. In the Beehive Kiln with default settings, you get 9 items for a total of 12 firewood and nothing else. And you get to use your firepit too, like grilling redmeat or making a meal on the same fire. Cutting the fuel grind
i just updated to 1.5.1 and the old Kiln from 1.5.0 Flue is a white ?box and cant find it in the crafting opitions or creative menu. i also removed and downloaded it and still not there?
Zach2039 Thank you kind sir!
Zach2039
zackadiax24
The door needs to placed from the outside of the kiln facing in, or it can be placed from the inside of the kiln facing out; if you place the door in such a way that the kiln door looks open after immediately placing, it won't work since the multiblock scan will be looking for closed doors facing the correct way, and the placed door will be "open" even though the kiln will look closed when said door is shut. Also try Sneak + RMB on the flue block to get structure highlighting that can help with determining what is missing or wrong, if you haven't already.
If above still doesn't help, any images you have of the kiln in your world you could send would be good. I can try to reproduce on my end to see if something is wrong with structure setup. We are using the large version of the kiln in our private server without issue, and I have tested in creative in all orientations, but I might have missed something during testing.
For some reason its not recognising the metal door for me, im on the newest one, 1.5.0. I do also have the Useful Stuff port installed if that makes any difference.
High five! That's awesome, thank you.
I love that you added a door <3
ASILiara
Done, as of mod version 1.5.0. You can now build another variant of the beehive kiln that is taller, walkable, and accessable with an iron door. See the new image uploaded for an example.
It'd make me really happy if you could make, like, a door so I don't have to break it open every time. It feels rough when I do that, and I don't want more advanced stuff to feel rough.
Toudi
Should no longer have YamlDotNet.dll in zip.
Jena_Thornwyrd
Updated to read 'firepit' instead of 'pile of logs.'
for me it works if its the only mod in the game (game v1.18.15, beehivekiln_v1.2.2.zip)
thank you dumfuu for pointg out that log
it seems that the YamlDotNet.dll causes trouble, if I have other mods that has this dll its does not work (eg the VolumetricSharders mod has it) if I remove this file from the BeehiveKiln.zip while running the VolumetricSshaders mod, it work
after testing with my full set of mods, it seeems that the modst load order is weird, so the YamlDotNet.dll needs to be in one of thoes two mods that needs it, but not in both, its weird cause somtimes in needs ot be in BeehiveKiln.zip and at some times in the VolumatricShaders.zip)
I can't get the mod to work at all, I don't get any errors in the mod-list and it says the mod is enabled, but in game I can't find any of the items the mod adds in the handbook, nor in creative. No recipes or anything.
I checked my server-main log and I do have an error there:
26.10.2023 18:03:49 [Error] [beehivekiln] An exception was thrown when trying to load assembly:
System.IO.FileLoadException: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 473
I tried to check if this was a conflict issue and turned off all my mods except this one, still nothing.
I forgot to open up my kiln after it finished firing and quit the game for the night, when I came back in and remembered to open it up the piles were 'empty' and crashed my game trying to collect them. Breaking the piles worked however. VS v1.18.13
So I'm on 1.18.8 and the mod doesn't even show up on the mods list even though I have other mods that do, I've had the same problem with a few other mods but I'm not sure if it's just my pc or if anyone else has had this problem too.
Edit: Idk if this was obvious but I didn't realize it had to be in both the vintagestory and vintagestorydata folder. for whatever reason the 1 click install doesn't do that for this mod. Hope this helps someone.
Please, change the flue instructions, it say to place a pile of wood under the center grate, but it should not be a pile of wood but a firepit !
I'm not sure what causes it, but every time I fire a vessel in the center, it ends up as an "empty pile" containing 1x storage vessels. The "empty pile" needs to be broken in order to retrieve the vessel.
Edit: It doesn't happen every time, just some of the time. I've had it happen twice, but I've been unable to reproduce it now lol.
Works fine in singleplayer, but if you want to run this on a Windows dedi you'll need to compile the source into a dll (replacing the source folder with the dll in the zip).
Falco did the heavy lifting of finding & reporting the bug that prevents it from working in source form here: github.com/anegostudios/VintageStory-Issues/issues/2378
works perfectly in v1.18.0-pre.8
I get "Could not load Assembly VSSurvivalMod" spammed in my server log. More here: https://github.com/zach2039/vs-beehivekiln/issues/1
Can you help me resolve this please?
could you add a guide for the in game handbook?
Came back to confirm the Kiln is fully operational after the migration to linux. Thank you for responsiveness Zach2039
Zach2039
Access should be granted now sorry for the delay, I've actually spent the last few hours migrating the dedicated server to Debian. Weirdly enough, once I set it up and configured the save in Linux, we tested out the kiln, literally just took the flue off and put it back on. It failed again, then we changed the orientation and it worked, we changed the orientation in all four directions, including the one it was initially in, and they all worked. So that was a weird bug in the Windows Dedicated server I was using. It was very strange. We're currently testing the kiln to see if it fires the clay and will post an update tomorrow.
worldslaya
Requested access. Might need to check your email to allow.
Zach2039
Here are the log files for the server and my client.
https://drive.google.com/file/d/1m0IPyANa6EJpocMlFplyjSBdvN86u-u0/view?usp=share_link
Mine is hosted on Windows 11. Server and client are both %appdata%\VintagestoryData\Mods
Arckhan
worldslaya
Could you share the save, and/or the server log? I'm able to rotate the kiln on my server and it is marked as complete. Are any of the blocks chiseled? Might cause an issue as well.
On the server we are running, it is hosted on Linux and the mods are contained within ~/data/Mods/, while the game resides in ~/server/. My windows client uses the Mods directory in AppData\Roaming\VintagestoryData\.
On the issue of version syntax, I changed it to be proper format in the new 1.2.1 release.
Thanks for the reply, I tried changing the orientation and following the guide that the flue gave, disassembled a couple of times and followed the guide step by step with the aid of the flu's assitance. no luck what so ever, it would always read as being incomplete. Once again thank you for your responsiveness.
Zach2039
Thanks for making this mod and your responsiveness, I'm the one hosting the server that Arckhan uses and I noticed while looking at the server logs that we seem to get tons of [Fatal] server warnings whenever one of us logs in near where the Kiln is.
The error is below and the main thing i find interesting is that, it's reading the mod from my directory but it's not reading the VSSurvivalMod dependency from the same directory. Not sure if you know what could be causing it.
24.1.2023 17:11:53 [Fatal] System.IO.FileNotFoundException: Could not load file or assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
File name: 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
at beehivekiln.blockentity.BlockEntityBeehiveKiln.onServerTick3s(Single dt)
at beehivekiln.blockentity.BlockEntityBeehiveKiln.onServerTick1s(Single dt) in c:\Users\[My User]\AppData\Roaming\VintagestoryData\Cache\unpack\beehivekiln_v1.2.0.zip_4d2774795722\src\beehivekiln\blockentity\blockentitybeehivekiln.cs:line 148
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\[Not My User but Starts with Ty]\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 106
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\[Not My User but Starts with Ty]\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in C:\Users\[Not My User but Starts with Ty]\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 768
WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].
Additionally when starting the server I do get this warning for beehivekiln
24.1.2023 17:46:23 [Warning] [beehivekiln] Dependency 'game': Failed parsing version string '1.17.*' at index 5: Expected PATCH version number, found '*' (best guess: 1.17.0)
Arckhan
Thanks for downloading. Visually, your construction looks good. Have you tried using Shift-RMB on the flue with an empty hand? It should give you an in-world highlight for the structure to complete it. I would also try rotating the kiln to see if it works in a different orientation; I can do similar in our private server where I have it working to see if I can break it. Making the multi-block structure work in different orientations requires some interesting setup that I might have broken in some way during development.
The mod should work with modded ceramics; I did test in a creative world using a raw item from the Bricklayers Mod and it fired into the finished piece. The firing conversion is very similar to how a pit kiln does it, code wise.
Hey, awesome mod, but I am having some issues with getting it working, I followed the diagram as is and it's not working for me. I noticed that the recipe for grates created 3 grates for me, dont know if that was a fluke or if I'm so supposed to use multiple grates on the kiln, but so far I've had no luck following the images on this page. I followed each structure for the flue at the top keeps reacting that my structure is incomplete. The fire below the grate is lit and fuled and meets temp requirements so I'm no sure what's going on.
Does the mod work with any ceramic or only certain ones? How about moded ceramic objects?
I put an imgur link to the one I made incase you can spot something wrong. Thank you for your time!
https://imgur.com/a/VwXdvr1
SalazarWindriver
will anything work in the firepit or just firewood and/or peat?
Will the bricks crack like in other structures?
is there a plan to be able to use the door from the coke over to open and close to prevent having to break it apart?