Mods / Insulating Door Tweak
Category:
#QoL
#Tweak
Author: pizza2004
Side: Both
Created: Apr 10th at 3:53 PM
Last modified: Apr 12th at 2:33 AM
Downloads: 1339
Follow Unfollow 27
Author: pizza2004
Side: Both
Created: Apr 10th at 3:53 PM
Last modified: Apr 12th at 2:33 AM
Downloads: 1339
Follow Unfollow 27
Latest file for v1.20.0-pre:
insulatingdoors_1.0.2.zip
1-click install
This is a code mod that patches the necessary classes so that you can create a door that insulates a cellar. It simply checks whether your door is made of the same materials that normally insulate a cellar, namely Ceramic, Stone, Soil, and Ore.
This is fully compatible with the Cellar Door mod so that it will now insulate the cellar like ceramic should! Similarly if you are on 1.20 or later you can simply use the new Kiln door to get the benefits of insulation for your cellar.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.2 | 1076 | Apr 12th at 2:33 AM | Show | insulatingdoors_1.0.2.zip | Install now | |
v1.0.1 | 111 | Apr 11th at 11:02 PM | Show | insulatingdoors_1.0.1.zip | Install now | |
v1.0.0 | 152 | Apr 10th at 3:53 PM | Show | insulatingdoors_1.0.0.zip | Install now |
ManaWei There is already a mod called Charcoal Pit Door for this.
Also, I think I will update this for the new trapdoors when 1.20 releases so that it will be possible to create something like a clay trapdoor that insulates cellars fully if someone wants.
Man I would love this to work for a Charcoal pit..
No problem, dude! Your mod, by itself, is awesome. I'll take a look into it and see if I can do something like that. Thanks for answering!
Chavajoth From a quick glance at the code it should be theoretically possible to patch the charcoal pit code to allow a door into and out of the chamber but it falls outside of the scope of this mod, sorry.
Would it be possible to make it work on charcoal pits?
VaelophisNyx I missed renaming a variable in making the second version. I've uploaded the fix to that issue now.
This seems to break normal room detection. Cellars work, but greenhouses and normal rooms don't.