v2.1.1
v2.1.1
Unfortunately, the game doesn't like when there's a lot of wildcards in the recipe, mods that add more ingredient types + attribute system all paired together. Unfortunately the cross-mod compatibility will have to be scrapped for now.
Changes:
- Removed support for other mods that add multiple texture variants. It degrades performance by a very large margin. Possibly in the future if the game optimizes the handbook.
- Changed Meat Freezer's recipe to accept resin instead of nails and strips (Performance reasons).
Fixes:
- Handbook will now not freeze the game when clicking on nails and strips.
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946 |
1 day ago |
Show |
foodshelves_2.1.1.zip |
1-click install |
v2.1.0
v2.1.0
Codebase:
- Upgraded attribute system to handle multiple texture paths depending if the texture exists or not. - Mainly to support mods that add additional texture variations.
- (With too much time spent debugging) - Added an incredibly easy way to add texture variants (such as more wood-typed blocks) to be supported by FoodShelves. If you have any mod you want more textures from (such as Floral Zones), ask away!
New Content:
- Meat Freezer - functioning similarly to the Cooling Cabinet, can only store raw meat.
- Wall Cabinets - Attachable to a wall, functioning very similarly to short shelves, with a small buff.
- Flour Sack - A sack that has a perish buff for flour.
- Double Shelf - A versatile shelf not much unlike the Cooling Cabinet's shelving.
Changes:
- (AoG) Art of Growing seed changes now supported.
- (FZ) Added recipe compatibility for all Floral Zones mods - You can now create the blocks from various other woodtypes.
- (WC:TS) Also added recipe compatibility for Wildcraft: Trees and Shrubs. - Create blocks with different woodtypes.
- (W&M) Also added recipe compatibility for Wool & More. - Create flour sacks from different colored cloth.
-- Note: Adding too many mods that add many types of ingredients is very very bad for your RAM.
- Added Polish translation - thanks zsuatem!
- Added pumpkin slices to the Cooling Cabinet whitelist.
- Changed variant recipe handling to be done mostly by code. If you've modified or patched recipes, do know that not all of them are there, and if you attempt to do it it's best to ask me about doing it.
- Translation entries changed - now various sizes of shelves is a full entry instead of it being done by code - Mainly done to offer better translations for languages that have a different structure compared to english.
Fixes:
- Cooling Cabinet drawer not displaying proper interactions in some cases.
- Cooling Cabinet not playing the correct sound when closing.
- Variantless Cooling Cabinets not meshing properly when replacing a variant-typed block on certain occasions.
- Ceiling Jar not visually "draining" contents when taking stuff out of it on certain occasions.
- Double stack size display on tooltip on Ceiling Jars.
- Some variantless blocks not being craftable.
- Handbook now properly renders the block correctly for "Drops when broken" section.
- Short Shelf item slot stack size is now properly 1 (was 64).
Other:
- Reduced the volume of Cooling Cabinet's open/close sound.
- Transitioning method moved to base class, shouldn't affect anything.
- Mod priority lowered, shouldn't affect anything.
- Some other minor code changes. Shouldn't affect anything.
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239 |
1 day ago |
Show |
foodshelves_2.1.0.zip |
1-click install |
v2.0.2
v2.0.2
Changes:
- Added translations for PT-BR - thanks dhyyyyyyy!
- Added a config option to completely disable all buffs that the blocks add (except the Cooling Cabinet's buff when iced) - Meant for players that want a vanilla+ experience.
- Added a config option to tweak the perish buff when the Cooling Cabinet is cooled with ice (default is 0.3x).
Fixes:
- (LTF) Packed pemmican now cannot be mixed with other stuff on a segment in the Cooling Cabinet anymore.
- Can't put more than 4 items per segment in the Cooling Cabinet anymore (unless they're small items like food bars).
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5191 |
May 12th at 7:22 PM |
Show |
foodshelves_2.0.2.zip |
1-click install |
v2.0.1
v2.0.1
Changes:
- Updated Chinese translation - thanks Aimli!
Fixes:
- A bug causing clients to crash when they hold a raw dough in their hands.
- A bug causing clients to crash when connecting to a server, relating to Vegetable Baskets.
- Shorter variations of Seed Shelves now correctly accept a stack of seeds.
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1241 |
May 11th at 11:44 AM |
Show |
foodshelves_2.0.1.zip |
1-click install |
v2.0.0
v2.0.0
! Warning – Major Overhaul – Incompatible with Previous Versions !
Loading this update on a world that used versions below 2.0.0 will break all placed Food Shelves blocks or make them function improperly!
There’s no new content in this version - if you're already playing with v1.6.3 or earlier, do not update unless you're starting a new world, or wipe all FoodShelves blocks from your current one!
Please note: This is effectively a brand-new mod under the hood, so you may encounter bugs that weren't present before.
A new backend for the mod, with an astounding 292 total file changes / +5162 additions / -12838 deletions
Codebase:
- Massive code overhaul (approx. 80%!)
- Code changed to support block variants made from different materials via attributes instead of blockIDs.
- Wood variants are now fully built-in - the *enableVariants* config option is gone.
- Blocks can now be created using various stone and glass types, and the materials will visually reflect (e.g., colored glass!).
- Removed many old .json patches related to variants.
- Greatly reduced generated Block IDs that were previously created using the *enableVariants* option.
- Also meaning reduced RAM size needed if you've used *enableVariants* config option.
- Somewhat reduced RAM consumption overall.
- (VV) VanillaVariants integration for woodtyped shelves and tables.
- Condensed and cleaned up copy-pasted classes & methods.
- Generalized methods to avoid duplication.
- Removed redundant variables and unneeded method calls.
- Overall should have fewer bugs between updates.
- Also should improve stability by a lot.
- Much easier to work with the Food Shelves codebase now.
- Cleaned up a decent chunk of code relating to tooltip display. If any values are wrong - report them!
- Changed some classnames to be more in-line with Vanilla classnames.
- Changed a decent chunk of JSON block and shape definitions to support coded variants.
- Changed whitelist key names, inventoryClassNames & onTransform codes - This means that mods that added a whitelist entry for a Food Shelves container might not work properly anymore.
- Various small inconsistencies fixed.
Changes:
- (CO) CarryOn compatibility added - You can now carry mostly every block from this mod, except the Racks and the Cooling Cabinet.
- (EF / WC:FN / LTF) You can now place Food Bars in the Cooling Cabinet (up to 24!).
- Ditched all languages i can't personally translate (Too annoying to keep track of). Some are kept that were sent to me, but some entries are probably outdated.
- Barrel Racks now display curing time in their tooltip - Don't be confused when the bucket tooltip says "300 days" but the rack says "2.7years". Remember that a month in Vintage Story typically lasts for 9 days unless configured.
- Top Barrel Racks now have a shorter selection box when there's no barrel inside.
- When the Cooling Cabinet is closed, the tooltip now cycles through segments, displaying what items are inside and their freshness timers.
- The Cooling Cabinet now displays information about the basket contents within it.
- Cooling Cabinet perish multiplier buffed from 0.4x to 0.3x when cooled with ice.
- Recipes for variant shelves that require another shelf changed. Now the source shelf itself dictates the variant of the result, not the planks.
- To make the shorter variations of shelves, you now require a saw. Shorter variations cannot be made back into their full block anymore, it's a one-way commitment.
- Barrel Rack 'Top' variations of the block now cannot be made back into the full block anymore.
- Some recipes are made shapeless, and are now less annoying to make (you don't need to get the specific slots of some recipes for them to work - example: Cut Ice).
- Removed "steel" & "meteoric iron" requirements to create the Marbled TableWShelf.
- Made Ceiling Jar recipe a bit more expensive.
- Ceiling Jar now displays drying information.
- You can now place grain in Ceiling Jars.
- Ceiling Jars now have a 0.5x multiplier on top of the 0.75x multiplier for grain. Meaning that grain will stay fresh for longer than in Storage Vessels.
- Cut Ice now melts to slush instead of water -This also means that now you take out the slush from the Cooling Cabinet by hand.
- Name changes: Big Barrel -> Tun / Big Barrel Rack -> Tun Rack.
- Name changes: Glass Food Block -> Food Display Block / Glass Food Case -> Food Display Case.
- Tun Rack stack size reduced to 16 (was 32).
- Woodtyped shelves now have custom textures, just to make them look a bit better than using plain debarked wood.
- You can now hang the Egg Basket on the ceiling like you can with Fruit & Vegetable baskets.
- Significant changes to Cooling Cabinet code - mostly cleaned up animations, but report issues if there are any.
Fixes:
- Slightly modified Egg Basket and Vegetable Basket content positions so they don't clip through the bottom of the basket.
- Tun Rack is now rotated in GUI to easily differentiate from the Barrel Rack. Same goes for Tuns.
- Fixed TableWShelf TP carry position.
Other:
- Small changes to JSON definition fields - mostly to have same values as the vanilla shelf. Won't affect anything.
- File structure of classes and json files changed. Shouldn't affect anything.
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643 |
May 10th at 7:24 PM |
Show |
foodshelves_2.0.0.zip |
1-click install |
v1.6.3
v1.6.3
Fixes:
- Fixed Ceiling Jar occasionally crashing the client when breaking it while it's placed on a slab.
- Ceiling Jar can now only be placed on a bottom-oriented slab.
Note: Ceiling Jars that are already placed on incorrectly-oriented slabs will most likely disappear when breaking. Make sure to take the contents out of it first.
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6209 |
Apr 30th at 11:05 AM |
Show |
foodshelves_1.6.3.zip |
1-click install |
v1.6.2
v1.6.2
Changes:
- (CW) Clayworks compatibility added.
- (TWC) The Working Classes compatibility added.
- Cooling Cabinet stack size reduced to 8 (was 64).
- Ceiling Jar stack size increased to 16 (was 4).
Fixes:
- Fixed shelves with shorter variations content positions to be incorrect when entering the world.
- Fixed short bread shelf incorrectly calculating perish rate.
- Fixed baskets rejecting ceiling attachment on downward facing slabs, but accept it on upward facing slabs.
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4507 |
Apr 23rd at 2:59 PM |
Show |
foodshelves_1.6.2.zip |
1-click install |
v1.6.1
v1.6.1
Fixes:
- Fixed new config option crashing clients on servers.
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5579 |
Apr 18th at 9:33 AM |
Show |
foodshelves_1.6.1.zip |
1-click install |
v1.6.0
v1.6.0
Took a break from modding so this update took a while. This will most likely be the last update before I refactor the entire project (making all future updates incompatible with previous versions).
It introduces much needed fixes and config options that players have asked for.
New Configurations:
- Added a config option to tweak all FoodShelves' containers perish rate.
New Content:
- Short Vanilla Shelf - A Vanilla shelf, but shorter!
- Currently without any wooded variants, sorry! (enableVariants config option).
Changes:
- (MA) Removed "compatibility" with More Animals - Mod assets caused CTD's with the egg basket.
- (LV) Removed "compatibiilty" with LaVerace - Mod is too old and is currently causing issues.
- (LTF) Long Term Food compatibility added.
- Bread Shelves now have a 0.5x perish multiplier.
- It's the same as the Storage Vessel, although the Storage Vessel is bugged right now and has a 0.25x multiplier instead of 0.5x.
- You can now bulk-pickup/bulk-place items in the baskets (by holding Shift + Ctrl).
- In case of Fruit & Egg baskets while taking stuff out, you will take all of the "same" items from the basket.
- Added entry to Cooling Cabinet's description about holding baskets.
- Updated French translation - thanks Romain!
- Updated Chinese translation - thanks Aimli!
Fixes:
- (BL) Bricklayers' crocks now properly show their meals when put inside the Cooling Cabinet.
- Fixed method call for lang entry for all short shelves.
- Fixed tooltip to properly show when a container is a suitable ripening spot.
- Fixed Ceiling Jar's freshness multiplier not aligning with shown tooltip.
- Fixed Cooling Cabinet's whitelist check method. Cannot place *some* various stuff inside anymore.
- Breaking the Ceiling Jar will not duplicate the items anymore.
- Glass Food Blocks with enabled variants now display which variant it is properly.
- Glass Food Blocks with enabled variants now don't cull the ground anymore.
- Glass Food Blocks with enabled variants now properly accepts food in the top shelf.
- Modded stuff (that has no texture key by default) is now properly rendered in the baskets.
- Mods like Art of Growing now render their vegetables correctly when placed in the Vegetable Basket.
Other:
- Removed client-side code for modifying item position on various shelves.
- Made *most* patches server-side to avoid cluttering server-debug log.
- Made crock tooltip check use a type check instead of a code check.
- Some misc code changes. Shouldn't affect anything. Hopefully. Probably. Most likely.
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774 |
Apr 17th at 6:38 PM |
Show |
foodshelves_1.6.0.zip |
1-click install |
v1.5.3
v1.5.3
Changes:
- (PW) Some stuff from the new Pewter update is now placeable in the Cooling Cabinet.
- Ceiling Jars and Tables W/Shelf don't reduce the rating of cellars anymore.
- Added SFX for the Cooling Cabinet.
- You can now place all of the FoodShelves' baskets in the Cooling Cabinet.
- You can now craft the marble-topped Table W/Shelf with an already crafted Table W/Shelf.
Fixes:
- (EF & AC) Muffins made with acorns can now properly be placed in the appropriate containers.
- "Top" variant of the Glass Food Block won't wipe its inventory every world re-load anymore.
- Glass Food Block & Case as well as the Ceiling Jar recipe variants are fixed.
- Ceiling Jar bulk-store interactions are now less annoying and support bulk-storing items that have changed stack-sizes.
- Cooling Cabinet is no longer desynced on servers.
Other:
- Some lang file changes.
- Slightly moved the FruitBasket contents up so they won't clip as much.
- Some code changes to support inContainer rendering.
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33171 |
Feb 25th at 2:21 PM |
Show |
foodshelves_1.5.3.zip |
1-click install |
v1.5.2
v1.5.2
Changes:
- (PW) Pewter compatibility - You can now place pewter bowls and crocks inside the Cooling Cabinet.
- (EF) You can now place pemmican on the Bar Shelf.
- Fruit and Vegetable baskets can now be hanged on the ceiling. Simply look up at the ceiling and place them!
- You can no longer place any of the FoodShelves' baskets in the Cooling Cabinet. (they need more work - reserved for a future update)
- Bowls can now be placed inside the Cooling Cabinet.
Fixes:
- Vegetable Basket will no longer crash on some servers due to changed restriction whitelist structure.
- Fixed Vegetable Basket content orientation while holding the basket.
- Fixed all of the Baskets' World Interactions not being initialized properly.
- Fixed the haunted Cooling Cabinet improperly displaying animations.
Known Issues:
- The Cooling Cabinet's opening/closing logic is currently desynced on servers. A player opening the cabinet won't display properly for other players.
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15593 |
Feb 10th at 2:09 PM |
Show |
foodshelves_1.5.2.zip |
1-click install |
v1.5.1
v1.5.1
Changes:
- (AG) Art of Growing compatibility - you can now place the various sized veggies in the Vegetable Basket.
Fixes:
- (EF) Soft bread can now be placed inside the Cooling Cabinet and Glass Food Cases.
- (EF) Fixed orientation placement in the Glass Food Cases/Blocks when placing ef stuff.
- (EF) Muffins now have slight rotation changes when placed inside the Cooling Cabinet.
- (GM) Pies can now be placed in the Cooling Cabinet if you have Gourmand mod.
- (CL) ConfigLib users will no longer crash while opening Food Shelves section while on servers.
- An attempt to fix the possessed Cooling Cabinet.
Other:
- Some code changed regarding the Vegetable Basket, report any issues if there are any.
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3917 |
Feb 7th at 1:34 PM |
Show |
foodshelves_1.5.1.zip |
1-click install |
v1.5.0
v1.5.0
New Content:
- Cooling Cabinet - works somewhat similar to a fridge *better keep it closed! (I'm very open for suggestions on what else should be able to go in it)
- Very Short Seed Shelf - for even easier management of seed storage.
Changes:
- Barrel Racks, Glass Food Cases/Blocks & Pumpkin Cases don't reduce the cooling rating of cellars anymore.
- Big Barrel Racks don't fall when they don't have a block under their front-left side anymore.
- Seed shelf bulk store interactions are now less annoying.
- Block descriptions that provide bonuses have been changed to hopefully be less confusing.
Fixes:
- (WC:FN) Wildcraft Fruits can properly be placed in the Fruit Basket.
- (DA) Added a patch for the "Detailed Animals" mod enabling eggs from the mod to be placed inside the Egg Basket.
- (MA) Added a patch for the "More Animals" mod allowing eggs from the mod to be placed on both the Egg Shelf and the Egg Basket.
- (VV) Fixed "Vanilla Variants" Barrels not being placeable inside the Barrel Racks.
- Onions and turnips have their position corrected in the Vegetable Basket. - As a result, fewer onions and turnips can be placed inside the basket (36 -> 12).
- Added a missing failure message when attempting to place Ceiling Jars on non-ceiling surfaces or chiseled blocks.
- Ceiling Jars can no longer be placed on chiseled blocks, ensuring correct placement behavior.
- Fixed an error popping up in console when a player had wooded variants config option on but not Expanded Foods or Wildcraft: Fruits and Nuts enabled.
Other:
- Some minor code changes regarding Big Barrel Racks.
- Glass Food Block's top side is now opaque (negligible performance improvement)
- Small typos fixed.
- Ported some incorrectly used vanilla translations to my own.
Known Issues:
- Cooling Cabinet likes to sometimes hide other cooling cabinets when the cabinet is open and when a player is looking through the window. Can't really do much about that :/
- Cooling Cabinet also likes to sometimes not mesh animations properly and they break. Just break the cabinet and re-place it again. Should fix itself.
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4502 |
Feb 3rd at 7:27 PM |
Show |
foodshelves_1.5.0.zip |
1-click install |
v1.4.4
v1.4.4
Changes:
- Added some item descriptions for blocks that have perish rate or other bonuses.
- Updated Chinese lang file. - *thanks Aimli*
Fixes:
- Fixed perish rate on containers within cellars due to 1.20.0-rc.2 change.
Removals:
- Removed various lang files due to inconsistent translations - Feel free to send me a json file with the translations to your language and I'll include it. I personally write English and Serbian translations.
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17135 |
Dec 14th 2024 at 3:10 PM |
Show |
foodshelves_1.4.4.zip |
1-click install |
v1.4.3
v1.4.3
This version of the mod only works on game version 1.20! However if you're upgrading your 1.19 world to 1.20, the mod will be compatible with earlier versions.
Changes:
- Updated code to work with 1.20-rc1
- Changed Table W/ Shelf model to match 1.20's new table model
Fixes:
- CeilingJar now accepts items properly
Removals:
- Removed "Aged" variant of Table W/ Shelf
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3105 |
Dec 6th 2024 at 3:34 PM |
Show |
foodshelves_1.4.3.zip |
1-click install |
v1.4.2
v1.4.2
Fixes:
- Items on short shelves no longer disappear. (Sorry about that!)
Known Issues:
- If the Ceiling Jar doesn't want to take any items despite clearly not being full, hold shift while putting items inside!
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4368 |
Nov 30th 2024 at 10:52 PM |
Show |
foodshelves_1.4.2.zip |
1-click install |
v1.4.1
v1.4.1
Fixes:
- Recipes that use glass now properly work.
- Corrections to Chinese translation - *thanks Aimli*.
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1812 |
Nov 17th 2024 at 9:16 AM |
Show |
foodshelves_1.4.1.zip |
1-click install |
v1.4.0
v1.4.0
New Content:
- Shorter variants of all shelves (except the Pie/Cheese Shelf obviously).
- Ceiling Jars - Big "liquidy" stuff container, able to work with EF and provide better perish times and faster drying rate for dehydrated fruit - it's attachable to the ceiling! It can store resin, beeswax and animal fat too!
- Pumpkin Case - A stackable place to store your pumpkins.
- Glass Food Case - A "diagonal display" block, that will nicely display some of your food and preserve it better.
- Glass Food Block - A stackable "display" blocks, which will nicely display some of your food and preserve it better.
- Egg Basket - A smaller decorative basket for eggs, similar to Fruit/Vegetable baskets.
Changes:
- Seed Shelf's recipe now requires Pie/Cheese Shelf instead of Bread Shelf.
- Changes to Shelves' code to support short shelf variants.
- Small tweaks to translations.
- Small tweaks to displayed tooltip info for the baskets.
- All shelves are now considered "open containers" if any modders want to add transitionable items on them.
Fixes:
- Corrections to Chinese translation - *thanks Aimli*.
- Small corrections to shape texture positions for all shelves.
- Small tweaks to BarShelf item positions.
- Small tweaks to code responsible for translations, should be *a little* bit better now.
- Small tweaks to WorldInteraction display info, tied to baskets.
- Fruit and Vegetable Baskets now display proper freshness timers.
- TableWShelf now properly transitions items.
Other:
- (LV) LaVerace Pizza is now patched on my end, due to change in restriction check behaviour.
- Small tweaks to generating Basket meshes.
- Removed some redundant lang entries.
- Changed how restrictions code check works, it's a lot more cleaner now.
- Some small misc code changes.
- (For Modders) json defined restrictions now read the collectible's "Code" instead of it's "Path".
- (For Modders) json defined restrictions by type are now structured differently, requiring the mod's domain.
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604 |
Nov 15th 2024 at 8:37 PM |
Show |
foodshelves_1.4.0.zip |
1-click install |
v1.3.1
v1.3.1
I revised all my models and code in this hotfix, optimising meshing code and models, because I've learned a lot during the development of this mod (and other side projects).
Changes:
- Removed all unnecessary faces from all block shapes (1256 in total!) - it should improve performance in areas with many FoodShelf blocks.
- Removed redundant code in most meshing methods and BlockEntity classes.
Other:
- Removed some leftover animations from copy-pasting shapes.
- Baskets no longer drop the block when broken in creative mode.
- Some misc code changes.
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5982 |
Sep 28th 2024 at 10:30 PM |
Show |
foodshelves_1.3.1.zip |
1-click install |
v1.3.0
v1.3.0
New Configurable Content:
- Wood Variants of FoodShelves - Very similar to VanillaVariants mod, you can enable block variants in FoodShelvesServer.json in your ModConfig folder, or if you have ConfigLib, enable it through the GUI. (Note: A world reload is required for changes to take effect.)
Changes:
- (EF) Big Barrel Racks now have slower liquid curing times (0.8x -> 0.75x).
- (EF) Slightly moved Fruit Bars up on Bar Shelves.
- Big Barrel Racks now have slower liquid perish times, preserving liquids for longer (0.5x -> 0.4x).
Fixes:
- (EF) You can no longer put sausagecheese-* from EF on the Pie/Cheese Shelf.
- Barrel Racks no more drop directional blocks when destroyed.
- Both Barrel Racks now spawn liquid particles when they're broken while containing liquid.
- Pie/Cheese Shelf spacing between the contents corrected.
- Fixed some BigBarrel texture clipping at the front.
Other:
- Added Shelf transformation attribute to .tfedit so modders can more easily modify their items onto it.
- Tweaked some blocktype files to work with block variants.
- Texture of the FruitBasket standardized to 32x32 instead of 20x20.
Please Note:
- Compatibility for Barrel Racks with the CarryOn mod has been delayed or rejected due to a lack of response from the developers - and it might not be possible to implement properly.
- Vinconomy compatibility is considerably harder to do on my end - I contacted the Vinconomy mod author and gave them permission to implement it on their side if they so desire.
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1671 |
Sep 19th 2024 at 2:58 PM |
Show |
foodshelves_1.3.0.zip |
1-click install |
v1.2.0
v1.2.0
New Content:
- Added Vegetable Baskets, similar to the Fruit Basket - except it can only accept one type of vegetable at a time, with varying stack size.
- Added Big Barrels and Big Barrel Racks - A 500L barrel and storage for it.
Changes:
- (EF) Fruit Bars on the Bar Shelves are flipped - they're now facing with their gelatin towards the player.
- (EF) Barrel Racks will have a 0.8x curing speed applied to them.
- (WC:FN) Fruit Basket now accepts the new fruits from the recent Wildcraft: Fruits and Nuts update
- (EF & WC:FN) Fruit Basket now accepts more fruits due to recent Expanded Foods compatibility update with Wildcraft: Fruits and Nuts
- Item Restrictions and Transformations for different storage options are now exposed to a JSON file. Other modders can now patch their stuff to be placeable on my shelves.
- Pickled Chicken Egg can now be placed on the Egg shelf.
- "Stackable" Barrel Racks can now be made from 2 "non-stackable (top)" pieces.
- Barrel Racks now have 1 selection box, there's no need to "aim" at a hole/tap to store/pickup liquid anymore they work similar to barrels now.
- Barrel Racks now have 0.5x liquid perish speed. They're now more suitable to use for long-term liquid storage. Effect appears stronger with Medieval Expansion's cellar ice.
- Barrel Racks are no longer "full" blocks, meaning you can't make a 7x7x7 room with barrel racks as a wall anymore (sorry!).
- Barrel Racks now have WorldInteraction for displaying help instead of a tooltip.
- Barrel Racks and Barrels inside them have a slightly modified model.
Fixes:
- (EF) Fruit Basket now accepts dehydrated and dry fruits properly.
- (ME) Cellar ice from Medieval Expansion now works with Barrel Racks properly.
- Barrel Racks no longer have cellar perish times above ground.
- Barrel Racks no longer fill up with water when dropped as item in water.
- Fixed some underlying bugs with the Barrel Racks.
Other:
- Some folder structure changed as well as major code refactoring done - generally shouldn't affect anything.
- Added some preliminary null checks to Barrel Racks.
- Updated translations (report errors if there are any).
Known Issues:
- If you aim at the multiblock parts of the Big Barrel Rack, "shift-mode" for picking up portions of liquids may not work properly. Aim at the front-bottom-left part of it instead.
NOTICE! I've tested and it didn't break when updating, but this update changed a good chunk of code structure - so I'd recommend backing up your world before updating the mod.
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1998 |
Sep 7th 2024 at 7:40 PM |
Show |
foodshelves_1.2.0.zip |
1-click install |
v1.1.5
v1.1.5
Fixes:
- Fixed a little oopsie with the recipe patches.
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2768 |
Aug 26th 2024 at 9:50 AM |
Show |
foodshelves_1.1.5.zip |
1-click install |
v1.1.4
v1.1.4
Fixes:
- Added a null check for Api cast to prevent players crashing on servers when triggering an in-game error
- Disabled recipes for disabled blocks so they don't display errors in console
- Added additional patches to recipes that depend on other mods to not display errors in console when they're not present
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761 |
Aug 23rd 2024 at 7:25 PM |
Show |
foodshelves_1.1.4.zip |
1-click install |
v1.1.3
v1.1.3
Fixes:
- Fix pumpkins breaking the game when put inside the Fruit Basket. Take the pumpkins out of the Fruit Basket if you have them inside to display the contents of it correctly, or break them and place them again.
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1392 |
Aug 17th 2024 at 10:35 PM |
Show |
foodshelves_1.1.3.zip |
1-click install |
v1.1.2
v1.1.2
Fixes:
- Pie/Cheese Shelf is now a suitable ripening spot (for cheese)
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991 |
Aug 13th 2024 at 8:48 PM |
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foodshelves_1.1.2.zip |
1-click install |
v1.1.1
v1.1.1
Fixes:
- Possible fix for null reference exception when putting liquid inside the barrel
- Fix Fruit Basket duping items when destroying it
- Fix switched tooltip on barrel racks (pour into barrel/container switched)
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642 |
Aug 11th 2024 at 6:59 PM |
Show |
foodshelves_1.1.1.zip |
1-click install |
v1.1.0
v1.1.0
New Content:
- Added small barrel racks (big ones are delayed until further notice)
Other:
- Updated Tables burn time and temperature (54s -> 41s, 700`C -> 600`C)
- Updated all shelves burn time
- Updated lang files
- Fixed Table FP/TP carry transformations
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810 |
Aug 8th 2024 at 10:15 PM |
Show |
foodshelves_1.1.0.zip |
1-click install |
v1.0.1
v1.0.1
- Small catch-22 recipe fix with the seed shelf
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1478 |
Aug 2nd 2024 at 3:54 AM |
Show |
foodshelves_1.0.1.zip |
1-click install |
v1.0.0
v1.0.0
Initial public release.
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397 |
Aug 1st 2024 at 4:53 PM |
Show |
foodshelves_1.0.0.zip |
1-click install |
SONZINA I disabled all my other mods to check, and you're right the texture issue is a mod conflict, I'll see if I can figure out what it is. I still have the issue where Raw Fish won't go into the freezer, however. I checked the meatfreezer.json in the restrictions folder, and it looks like vanilla Raw Fish wasn't added to the whitelist.
SONZINA
I'll keep that in mind; thank you again for the amazing mod!
CyrusJazzberry the file responsible for the whitelist is in foodshelves/config/restrictions/glassware/meatfreezer.json. It has some stuff from the game, and some are patched (like in foodshelves/patches/primitivesurvival.json. You can create your own if you're on singleplayer or hosting a server using primitivesurvival patch as reference.
SONZINA
Interesting, I didn't know they could be patched! The only raw meats Butchering adds are two variants of primemeat (raw, prepared healthy) and two variants of offal (clean, bloody).
Razgriz Thanks!
OnVocalRest Hmm I haven't encountered the icon texturing issue, i'll check it again sometime. As for the fish, you'll need to cut them down to fish fillet (if you're using Primitive Survival). If you're using another mod that add fish, do say so since the items are whitelisted and those probably aren't on it yet.
Scarady I'm from Serbia, and tbh this is my first time "accepting" donations so I'm not really well versed in how it works. Do you have a suggestion for it? What should I do? Other apps like Pioneer or a credit card? I'd love to be as accessible to everybody as I can of course :) And thanks!!
CyrusJazzberry Config option not likely, since the whitelist can be json patched. It's best if you could list all "raw meat" from various other mods so i could just add them myself. I'll check out Butchering meat for the next hotfix I have to do. Most likely will be whitelisted if it fulfills the criteria.
Lovely mod! Are there any plans to add config options for what can be stored in containers? I'd love to store things like Butchering's raw primemeat in freezers.
Thank you for this mod. It's added a lot to the game. Just letting you know, it's hard to donate to you if we're outside of US (can't say for EU) due to restrictions by PayPal. I hope more means open up in future. <3
Hey SONZINA, I love this mod! Been an user since day 1, me and my friend can't play without it!
Two things with version 2.1.0/2.1.1:
1. The new flour sacks seem to have a texture issue once you put the flour into them. The icon for the flour on the sack has transparent pixels around it.
This doens't seem to happen with amaranth, but all the other vanilla flours do this.
2. I agree with Kwehlani, the cooling design / mechanic you've added is awesome! The new meat freezers don't seem to accept fish for some reason. They do poultry, red meat, and bushmeat as expected.
Meat Freezer! Yes finally! Wonderful mod and update.
Kwehlani Thanks! I'm glad you like it :)
SONZINA
You've truly outdone yourself with this update!!
I've been in LOVE with your cooling cabinets, I'm so excited to add your new storages into my cellar! ☺️
Domsdoodles Great! :)
SONZINA Very weird, issue seemed to have resolved itself. I stopped playing immediately after posting my comment, logged back in today, and the spoilage appears to be working properly now.
NinPC They are renamed to Tuns. You most likely missed them. Also, if you're planning to update (or have updated) from below 2.0.0 - don't. Unless you create a new world or wipe every single FoodShelves block from your current one.
Nimair Most likely the server failed to properly update to version 1.20.10 (even though it says it is that version). Someone had a very similar issue, and once they made a fresh reinstall of the whole server it started working properly. The mod isn't at fault.
Domsdoodles I will check it on my end when I can - on the top of my head nothing pops up unless it's a weird placement of some sorts or just a bug. Do update me if the issue is somehow resolved.
Having an issue with Tun racks (Big barrels)
They seem to be spoiling liquids at a weird rate, definitely not keeping things as preserved as barrel racks.
Any possibility knowing what's going on?
[foodshelves] Could not resolve some dependencies:
20.5.2025 21:29:20 [Error] [foodshelves] game@1.20.10 - Version mismatch (has 1.20.7) my 1.20.10 sever is giving me this error on startup
SONZINA I see after the update big horizontal barrels are no longer a thing. Is this temporary or permanent? I just built an underground wine cellar with the big barrels in mind and now they are gone, so I want to know before I redesign.
N0tAli Imma be straight with you I have no idea. If that's happening it's 100% a vanilla bug and I can't do anything about it. But the way you're describing it you're doing some shady stuff lol, so idk.
Question about the spoil timers, of all the shelves, cabinet and stuff, when you place it in a "fake cellar" design, enclosed space, the spoiler timer is low ofc, when you break the cellar, the spoil timer stays that low amount and doesnt change, the opposite is also the same, when you place the baskets, cabinets, etc, the spoil timer is high, and even if you build blocks around it to make it into a "cellar" the spoil timer doesnt go down, and still stays the high amount, is the only way to just put blocks around, put the shelf first, THEN break the blocks to keep that low spoilage?
Taeo Thanks!
And yeah, if jelly beans are introduced definitely will whitelist them for the jar.
SONZINA
ya that's pretty straightforward, as long as the seed shelves can preserve "seeds" then everything will play nice. I know the flax etc seeds are grains, but I'm not sure about carrot seeds and whatnot.
Congrats on 2.0 by the way, its rare you see anyone actually finish a refactor, haha.
I do really like the grain in ceiling jars, my cellar looks fantastic. They remind me of the jars in candy shops, its too bad expanded foods doesn't have jelly beans. I think flour and peanuts would probably go well too.
Also appreciate the cooling cabinet improvements, takes a lot of the guess work away. I'm glad I put in the effort to port my server forward.
Perruso It works fine on my end? Tuns do, but for variant-typed barrels you'll need Vanilla Variants mod, idk if that's what you meant but probably not.
Taeo Dang those are quite the changes made to the game. I've checked the mod and it works alright? "Cereal" can still go onto the Ceiling Jars, i won't allow "grain" (which are just seeds) to go onto it though. So basically will just add transitioning method to the Seed Shelf and that's it.
I have a small compatibility issue, and I'm actually not even certain what the best approach would be to fix it.
Art of Growing reworks grains quite a bit, especially when you use the addon that gives different tiers. Essentially you plant seeds and when you harvest you get back only seeds, but their tier may be better than what you planted. Once you want to cook with them, you process those seeds into grain, and the amount of grain you get is determined by the tier of the seeds. To make things a little more confusing, the seeds are called grain, and the vanilla grain item has been renamed to "cereal"
Long story short, these new seeds are qualified as grains, and they do rot! But they won't go in the new ceiling jars, only the seed shelves, but the seed shelves don't have a decent decay modifier. Not surprising, seeds aren't supposed to decay.
So I'm not really sure what the answer is. Making the seed shelves have a vessel's grain modifier? Making the ceiling jars compatible with the modded seeds? A little of both?
SONZINA big barrels spawned as a missing texture after the 2.0.2v patch, is this a known issue or a mistake on my end?
barrells racks appears on creative inventory but not the barrels
Hi, i run server for me and my friend, got server and game version 1.20.10, downloaded mod v2.0.2 and it wont launch on my server, getting error "game@1.20.10 - Version mismatch (has 1.20.9)" Does anyone have some kind of tip what to do?
Thanks!
BrotherActivus You can install it mid-save (if you didn't have foodshelves before on that save). You can't update to v2.0.0+ if you have v1.6.3 or below. Doesn't matter what ef version you have, cheers!
Stupid question, can I install this mod in an existing world or do I need to make a new one? And is there a specific Expanded Foods version I need?
CoffeeToffee If you'd like wood-typed barrels, you'll need a mod like Vanilla Variants. I will not be implementing them separately.
Faona I don't want to clutter the description, but you can find that in the foodshelves/patches folder (in the mod .zip file). I'm pretty sure there are no conflicts with them but I have heard that they do also have tuns similar to this mod.
Is there a full list somewhere of all compatible mods? Notably want to know if theres conflict with hydrate or dietrate mod
Any chance you would add wood variants for barrels to match the barrel stands like the tuns do?
In case anyone wants the features from the latest version of the mod (for VS 1.20.10) on older VS versions like I did, I tested it on 1.20.4 and it SEEMS to work fine. I'd assume it's the same for other 1.20.x versions of the game
They don't play well with Support Beams which is unfortunate.
ProfKane I mean I can't really do much else besides the big red letters saying not to update if you've used a previous version. When updating mods, please don't just click blindly.
BaconHam I can't really push out a different mod with a different ID but it being the same mod, can I? As for your problem, sorry to say but without any backups I think your world is messed up, unless someone in discord has a solution but personally idk.
latest update wiped all food from shelfs and had to re palce them
I like this mod but pushing what is effectively a whole seperate mod under the same name broke my server's save cause i had an auto updater set up.
I tried to revert version but that did not fix my issue in the slightest.
any idea for a fix or am i just fucked?
Saturnyuki Just in time to report this. I'll fix this and release 2.0.1, thanks!
A minor bug I ran into with 2.0 while reg seed shelves can still hold up to a stack(64 items) in each slot both the short and very short versions only hold one seed item per slot
crumps Alhef Thanks a lot!
ProUmberElo Thanks for this report! It's actually related to a vanilla bug most likely - but I've patched it for now until the devs confirm (or fix) the bug.
First of all thanks for the mod, it's really good, but I've encountered a problem, the game crashes every time I have raw dough on the hotbar and I scroll through it.
Running on 64 bit Windows 10.0.26100.0 with 32692 MB RAM
Game Version: v1.20.10 (Stable)
11.05.2025 12:06:32: Critical error occurred in the following mod: foodshelves@2.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.RenderAPIBase.UploadMultiTextureMesh(MeshData data) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 84
at FoodShelves.BaseFSContainer.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BaseVariant\BaseFSContainer.cs:line 101
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementCustomRender.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Misc\GuiElementCustomRender.cs:line 35
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 718
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 398
at Vintagestory.API.Client.HudElement.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\HudElement.cs:line 28
at Vintagestory.Client.NoObf.HudHotbar.OnRenderGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 550
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I'm really really in love with this mod, thank you so much for your hard work bro... It's beautiful and fits perfectly, just what I was looking for.
no worries at all! thank you for your work making this mod :) i'm really happy to see the 2.0 release's direction
crumps 2.0.0 loaded on servers currently has issues i'm aware. Will fix it tomorrow, thanks for the report and sorry for the inconvenience!
yo! first error i'm getting in the new 2.0 update, when using the handbook, and another friend on my server reported, is:
Game Version: v1.20.10 (Stable)
5/10/2025 5:30:12 PM: Critical error occurred in the following mod: foodshelves@2.0.0
...
System.NullReferenceException: Object reference not set to an instance of an object.
at FoodShelves.BlockVegetableBasket.GetTransformationMatrix(String path) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\Baskets\BlockVegetableBasket.cs:line 12
at FoodShelves.BlockVegetableBasket.GenBasketContents(ItemStack itemstack, ITextureAtlasAPI targetAtlas) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\Baskets\BlockVegetableBasket.cs:line 57
at FoodShelves.BaseFSBasket.GenMesh(ItemStack itemstack, ITextureAtlasAPI targetAtlas, BlockPos atBlockPos) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BaseVariant\BaseFSBasket.cs:line 93
at FoodShelves.BaseFSContainer.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BaseVariant\BaseFSContainer.cs:line 105
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 522
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 718
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 398
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Unfortunate the cooling cabinet isn't available in 1.19.8, have to use a mod that doesn't look as nice instead as a result
Codyman765 Lake ice gathering is only possible if you have mods that allow to gather it, since in vanilla it's not possible. The recipe allows it to support such mods, but if you don't have them you'll have to find glacier ice.
So, For the cooling cabinets, the handbook says I can use glacier ice and lake ice to make the cut ice, How does one go about gathering lake ice?
how about having a larger barrel that wine and other stuff can age better when its silled for a long time also it will hold a bit more and make the barrels have fosets on the so we can refill the stuff in bottles and mabey a larger fridge?
TheCrazyKid Next update definitely not, but in the future I'll think about it. It's a good idea!
is there a way on the next update you can make a lunchbox to keep food cold in and i can put ice in it for longer and the lounchbox can be in my invtory not in a backpack slot so i can use it in my hot bar to open it for more slot for all kinds of foods
SpookyShiNoO Currently - no. Was planned and is planned but won't come soon.
Is their storage for Grains? (Rice, Rye, Flax, Spelt, Sunflower, Amaranth), like its the only thing i can't find something to store in other than vanilla vessels.
Waldkatze Hi! I've checked on my end, using just Food Shelves 1.6.3 and Butchering mod 1.8.2 and I don't have the issue. Most likely a mod conflict of some sorts. Could be expanded foods if you have it installed, as it changes the flour a bit and there are reports of it missing textures if some ingredients are taken from creative, I'm not sure.
EndlessOats Hello, the only way to disable items you want, is to go to their respective json definition in foodshelves/blocktypes, and simply add an "enabled": false, (with the comma) to the .json definition. That will disable the block.
Any way to disable certian items? There's already kegs and Tuns in HoD and I prefer there only be one type of item per item.
Hallo thank you for the nice mod,
I’ve encountered an issue with the Bloodbread (or Bread) item from the Butchering mod. When placed on bread shelves, it appears without textures
Foodshelves Version : 1.6.2
Butchering Version: 1.8.2
DerangedDragon I'm pretty sure I've answered already but:
Large horizontal barrel cures wine only if you have Expanded Foods installed. (+ when placed in the Big Barrel Rack of course).
Large Vertical Barrels won't make it into the mod - I'll need to change a decent chunk of the code + make more models and textures and I'm not up for it.
Reaching out once again but do the Large horizontal barrel also cure the wine?
also I was wondering if we would get Large vertical barrels for storage?
Merlinor La glace taillée est actuellement uniquement utilisée pour l'armoire réfrigérante et ne peut pas être utilisée pour conserver tout le cellier comme dans le mod Medieval Expansion. Je ne prévois pas de changer cela. Cependant, il existe un patch pour le mod Medieval Expansion qui fonctionne avec la version 1.20 du jeu.
Cut ice is currently only used for the Cooling Cabinet and cannot be used to preserve the entire cellar like in the Medieval Expansion mod. I don't plan to change this. But - there is a patch for the Medieval Expansion mod that works with version 1.20 of the game.
Bonjour, je me demande si le cellier ne pourrait pas utiliser de la glace pour accroître sa durée de conservation. Je cherche un mod qui ajoute cela. Les celliers médiévaux utilisé cette technique pour gagner en efficacité.
Hello, I wonder if the cellar could not use ice to increase its shelf life. I'm looking for a mod that adds that. Medieval cellars used this technique to gain efficiency.
Sephyros Unfortunately, the line of code that's actually throwing an error is a vanilla piece of code - even the BarrelRack is calling a base vanilla method, so even if I knew what was wrong, I can't really "fix" it. Most likely something happened (like a desync or whatever) and it won't happen again. BUT - Does this happen consistently or not? If it does - There might be a mod incompatibility, since this is the first time someone's reporting an issue like this.
Hello! First of all, I would like to thank you for the excellent mod, it is already one of my favorites!!!
An error happened when I went to fill the jug with wine from a barrel (the barrel was on the barrel rack)
Running on 64 bit Windows 10.0.26100.0 with 16275 MB RAM
Game Version: v1.20.9 (Stable)
27/04/2025 06:50:15: Critical error occurred in the following mod: foodshelves@1.6.2
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockLiquidContainerBase.TryPutLiquid(BlockPos pos, ItemStack liquidStack, Single desiredLitres) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerBase.cs:line 514
at Vintagestory.GameContent.BlockLiquidContainerBase.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at FoodShelves.BlockBarrelRack.BaseOnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockBarrelRack.cs:line 23
at FoodShelves.BlockEntityBarrelRack.OnInteract(IPlayer byPlayer, BlockSelection blockSel) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BlockEntity\BlockEntityBarrelRack.cs:line 69
at FoodShelves.BlockBarrelRack.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockBarrelRack.cs:line 18
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 887
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 454
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Tander I realize I could've worded it differently, but basically it just adds their crocks/pots to the Cooling Cabinet whitelist - Food Shelves isn't a big mod so calling it "compatibility" seems alright to me
Hi. I wonder what kind of compatibility was added? What exactly changed?
Shion This was the original idea - and I've tried it, but it isn't as easy as it looks to implement.
And most likely there are some more issues but I forgot.
All of these contributed to me requiring shift to handle some interactions.
As for the CarryOn incompatibility, I don't think it's much of an issue, really. I think most players don't carry something on their back constantly for it to be that much of a nuisance - it does reduce moving speed when carrying something after all - I only carry something on my back when exploring. Although, it might be a bit of an annoyance in the early game when you're mostly exploring - but then you wouldn't even have the resources to craft it so you wouldn't encounter this.
I will try to come up with something in the 2.0.0 release though - the shift is somewhat annoying me, too.
I wonder if it is hard to add new interaction zones.
I suggest adding a few for doors (when opened) and the face of the ice storage of the Cooling Cabinet, so they could be open and closed with just RMB. This will also remove all issues with the Carry On mod.
DoraiYu Stacksize isn't meant for the block's inventory but how much of those specific blocks you can carry in your inventory in a single slot (or in a chest/trunk). Most blocks and items have a stack size of 64, barrels have a stack size of 1 (1 barrel per 1 inventory slot), buckets have a stack size of 4 (4 buckets per inventory slot) and so on. Meaning, you won't be able to carry more than 8 cooling cabinets per slot in your inventory, or stack more than 8 in a chest in a single slot.
what is meant by cooling cabinet stack size 8? theres 9 slots with 4 bits arent there? for like 36 bread, i dont get where the 8 or the 64 comes in
Ashalyne Great! Also, I did update the Cooling Cabinet's entry in the handbook. There's a small section for each block in it about what it can hold.
I figured out the patch using your mod as a reference and the wiki page. Thank's for the pointer and encouragement :)
One small thing by the way, it would be good to update the coolerbox description in the handbook to denote that it can also hold fruit baskets and the like. It's not a big issue, but i didn't realize until just now when i accidentally clicked a fruit basket into my cooler that you could do that.
Taeo Yeah, Cooling cabinet has 0.4x perish rate with ice, it's obviously gonna be close or even better than it. I'm considering buffing it a bit though, so it might change in the future.
SONZINA
Ya that makes sense, tiny patches in quick succession aren't fun for server admins either. I actually set your global perish rate to 0.5 so that the actual freshness time between your bread shelves matched the bugged vessels, but now they're almost as good as cooling cabinets+ice (0.07x vs 0.06x currently). I could have sworn I saw a mod recently that fixes the vanilla bugs with vessels, maybe I should find it
Snorlaxatives It's fine on my end, using version 1.6.1. Are you on a singleplayer world? Have you modified the globalPerishMultiplier (config option in the mod) at all? I'd be glad if you could hop into the VS Discord in the Food Shelves channel and (possibly) provide more info.
The short bread shelf appears to shorten the lifespan of the items placed on it to half of what a regular shelf does, rather than doubling it like the description suggests.
e.g. The tooltip says 0.15x, but is actually presenting as 0.6x (vanilla shelf in this case is 0.3x)
Shion The compatibility was removed in 1.6.0. Reason being is that More Animals' eggs are 2D sprites, not 3D shapes, which is causing a crash to desktop whenever you put the eggs in the basket and pick it up (making you re-crash on world startup, kinda making you unable to log into your world). I will not be fixing this since the assets shouldn't be sprites in the first place.
As for the CarryOn, i'll see - most likely will be implemented, although putting barrels in the barrel rack while carrying them is still impossible.
Taeo They shouldn't lose it. Do note that the vessel is kind of bugged right now. It shows a multiplier of 0.5x for grain while having 0.25x instead. It could also have other problems (like overriding the freshness time incorrectly). You can report this to the devs so they see it (if the issue is persistent with other mods too, or some vanilla containers).
As for the seed shelves, it's happening to all shorter variations of the shelves, too. I fixed it but i'm still waiting for some more bug reports since that one isn't critical. I don't really like pushing out hotfixes that fix 1 minor thing.
oh, and quick bug report, the short seed shelves seem to render the items on them as if they were full sized shelves, until you pick a seed up and put it back
do the baskets lose their modifier when put in another inventory? I put a basket of pears, that when on a table in my cellar says they will perish in 72.7 days, into a vessel, and now it says 11.7 days. I'm worried this also applies to baskets in the cooling cabinet, since I can't see the tooltips when the basket is in there.
Can you add compatibility with More Animals mod? It adds 4 types of eggs that aren't allowed to the shelf.
And also with Carry On mod, as that one allows to move shelves by default (but not of this mod).
Ashalyne Config - maybe, but idk. For now, you can go to foodshelves/itemtypes/cutice.json and simply modify the "transitionHours" value. It has 12 hours in the files. You can either modify it directly (which will be removed each time you update of couse) - or create a patch for it yourself with the help of modders in the VS Discord, it's really not that hard. I have patches in my mod too so you can use those as reference, or ask ChatGPT to write you one, lol. If you need it for a server, you don't need to post that patch on the ModDB since most patches are server-side only, including the one you want.
Any chance for some config files relating to cut ice ratio and melt time?
I only ask as i do not understand in the slightest how to manually create patches, doubly so when i cant use the built in modmaker tool
Shion Unfortunately not, even with higher block priority the CarryOn precedes it still. One way to go around this is to take an item in hand (not a block which can be placed) and shift-click with that in hand.
This mod has a priority issue with Carry On mod. You cannot close the Cooling Cabinet if you carry something on your back. "Get back-storage in hands" action has a priority. Can this be fixed?
Thank you for the quick fix, you are amazing! 😀
Officer_Jenkins dracotonisamond EKB133
Fixed in 1.6.1 hotfix, sorry for the inconvenience.
Echoing what dracotonisamond said below, updating from 1.5.3 to 1.6.0 crashes my client when I look at my barrel racks with the same error message as theirs, I am running version 1.20.6 and this happens on my server at least, I have not tried it in singleplayer
Getting this crash when looking at a barrel rack with the latest update.
System.NullReferenceException: Object reference not set to an instance of an object.
at FoodShelves.BlockEntityBarrelRack.Inventory_OnAcquireTransitionSpeed(EnumTransitionType transType, ItemStack stack, Single baseMul) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BlockEntity\BlockEntityBarrelRack.cs:line 38
at Vintagestory.API.Common.InventoryBase.InvokeTransitionSpeedDelegates(EnumTransitionType transType, ItemStack stack, Single mul) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 821
at Vintagestory.API.Common.InventoryGeneric.GetTransitionSpeedMul(EnumTransitionType transType, ItemStack stack) in VintagestoryApi\Common\Inventory\InventoryGeneric.cs:line 180
at Vintagestory.API.Common.CollectibleObject.GetTransitionRateMul(IWorldAccessor world, ItemSlot inSlot, EnumTransitionType transType) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2426
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2461
at Vintagestory.GameContent.BlockLiquidContainerBase.PerishableInfoCompact(ICoreAPI Api, ItemSlot contentSlot, Single ripenRate, Boolean withStackName) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerBase.cs:line 1221
at Vintagestory.GameContent.BlockLiquidContainerBase.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerBase.cs:line 1045
at FoodShelves.BlockBarrelRack.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockBarrelRack.cs:line 95
at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 55
at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 189
at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.Every15ms(Single dt) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 155
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 23
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 96
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 848
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hello, I noticed some weird bug where only people who join my server crash when they try to place pie on the pie shelves. It works just fine for me for some reason. here is a log for the crash from the players who keep crashing
Game Version: v1.20.7 (Stable)
4/17/2025 4:33:45 PM: Critical error occurred in the following mod: foodshelves@1.6.0
Loaded Mods: aculinaryartillery@1.2.5, barkbeetle@1.0.3, bettersticks@1.2.0, combatoverhaul@0.1.24, hqzlights@1.1.1, dressedtokill@1.5.0, sirenia@1.0.18, knifecrossguards@1.0.0, manualquenching@1.0.4, peacockbasses@1.1.2, primitivesurvival@3.7.5, saddleblanketbeds@0.0.4, sortablestorage@2.3.0, spyglass@0.5.2, truesunfishes@1.1.2, vintage-symphony-120x@0.9.8, vintage-symphony-assets@1.0.0, game@1.20.7, vsimgui@1.1.8, armory@0.1.5, betterruins@0.4.6, carryon@1.8.0-pre.1, clipfix@1.0.9, combat-overhaul-reanimated@1.0.0, commonlib@2.6.1, configlib@1.5.2, expandedfoods@1.7.3, farseer@1.3.0, foodshelves@1.6.0, freedomunits@1.1.4, knapster@2.14.4, maltiezcrossbows@0.6.5, maltiezfirearms@0.10.7, pelaguswinds@1.0.0, petai@3.3.1, prospecttogether@2.0.0, rpvoicechat@2.3.16, simpletailoring@1.1.6, smithingplus@1.6.0-rc.2, stonebakeoven@1.1.5, traitacquirer@0.9.6, Verticality@0.3.1, creative@1.20.7, survival@1.20.7, xblood@1.6.2, em@3.2.1, extraoverlays@1.5.0, wolftaming@3.0.6, theworkingclasses@1.0.4
System.NullReferenceException: Object reference not set to an instance of an object.
at FoodShelves.BlockEntityPieShelf.Inventory_OnAcquireTransitionSpeed(EnumTransitionType transType, ItemStack stack, Single baseMul) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BlockEntity\BlockEntityPieShelf.cs:line 38
at Vintagestory.API.Common.InventoryGeneric.GetTransitionSpeedMul(EnumTransitionType transType, ItemStack stack) in VintagestoryApi\Common\Inventory\InventoryGeneric.cs:line 180
at Vintagestory.API.Common.CollectibleObject.GetTransitionRateMul(IWorldAccessor world, ItemSlot inSlot, EnumTransitionType transType) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2433
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2461
at Vintagestory.GameContent.BlockPie.UpdateAndGetTransitionStates(IWorldAccessor world, ItemSlot inslot) in VSSurvivalMod\Block\BlockPie.cs:line 421
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 429
at Vintagestory.API.Common.ItemSlot.TryPutInto(ItemSlot sinkSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 209
at Vintagestory.API.Common.ItemSlot.TryPutInto(IWorldAccessor world, ItemSlot sinkSlot, Int32 quantity) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 177
at FoodShelves.BlockEntityPieShelf.TryPut(ItemSlot slot, BlockSelection blockSel) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BlockEntity\BlockEntityPieShelf.cs:line 67
at FoodShelves.BlockEntityPieShelf.OnInteract(IPlayer byPlayer, BlockSelection blockSel) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BlockEntity\BlockEntityPieShelf.cs:line 51
at FoodShelves.BlockPieShelf.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockPieShelf.cs:line 9
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 877
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 454
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
BinglePringle I know :). I fixed it in the upcoming update.
SONZINA
There's a bug with ceiling jars that allows you to duplicate their entire contents. Putting anything in the ceiling jar and then breaking it will drop the ceiling jar with all of its contents still inside plus the contents of the inside, so you can just place that jar again, break it, and get more items and the jar with the items inside it still.
Steps to reproduce:
1. Place ceiling jar
2. Fill jar with valid contents
3. Break jar
4. Profit
5. Place jar
6. Break jar
7. Repeat steps 4-6
Lucian_Fallen LKCRahl
The issue with CTD's is caused by the More Animals mod using flat 2D sprites for the eggs they have in the mod. Unfortunately my code checks for a shape to render (which those eggs don't have) and thus cause the null reference to trigger, crashing you. It works when the basket is placed since it uses the vanilla rendering system, but when picked up it uses my own. Since I will not be changing my code to support 2D sprite rendering since it would be a pain - the mod author of More Animals would have to change the egg asset to use actual 3D shapes (like they should be) and avoid further issues. I will be removing the More Animals patch from Food Shelves in the next version due to this issue.
To fix the crashing you'll have to either:
- Disable the egg basket in the files.
- Wipe your player's inventory.
- Replace the egg asset from the More Animals mod and add a shape to it or request the mod author to do it instead.
Do any of these and you'll be able to log into your world.
Lucian_Fallen Sorry to hear that. For some reason the modded eggs don't like being in the egg basket. I'd suggest going into foodshelves/blocktypes/baskets/eggbasket.json and simply disabling it so you could at least load your world.
DerangedDragon
1) Yes they're affected by the Cellar.
2) Yes, it cures but slowly (only if you have Expanded Foods installed, otherwise - no)
3) Large barrels are in for liquid storage only, the "normal" storage (interactions like the vanilla barrels) most likely no.
4) Probably? If I get suggested or come up with any cool ideas.
Just had some questions about the barrels.
Are the barrels racks affected by being in a "Cellar" room?
Does the wine actually cure inside the barrels?
Will we recieve large barrels for storage?
Do you intend on expanding to liquid storage any more?
Game cashes when I put eggs form More Animals into egg basket 🙁 I can't load the save 😢
Game Version: v1.20.7 (Stable)
4/10/2025 12:25:32 PM: Critical error occurred in the following mod: foodshelves@1.5.3
System.NullReferenceException: Object reference not set to an instance of an object.
at FoodShelves.Meshing.GenContentMesh(ICoreClientAPI capi, ITextureAtlasAPI targetAtlas, ItemStack[] contents, Single[,] transformationMatrix, Single scaleValue, Dictionary`2 modelTransformations) in Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Utility\Meshing.cs:line 63
at FoodShelves.BlockEggBasket.GenMesh(ItemStack itemstack, ITextureAtlasAPI targetAtlas, BlockPos atBlockPos) in Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockEggBasket.cs:line 134
at FoodShelves.BlockEggBasket.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockEggBasket.cs:line 110
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 384
at Vintagestory.Client.NoObf.RenderAPIGame.GetItemStackRenderInfo(ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 189
at Vintagestory.GameContent.EntityShapeRenderer.RenderHeldItem_Patch2(EntityShapeRenderer this, Single dt, Boolean isShadowPass, Boolean right)
at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 330
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque_Patch2(EntityPlayerShapeRenderer this, Single dt, Boolean isShadowPass)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D_Patch0(SystemRenderEntities this, Single deltaTime)
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 202
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 816
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 911
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Taeo Ah, yeah I "added" that bug in some of the "bugfixing" on accident lol, probably slipped my mind to fix the patches. I'll check it, thanks for reporting!
Starting to learn VS modding and I thought I'd use what I've learned so far to help debug something I've reported!
If you haven't looked yet, the reason the glass food blocks are causing the neighbouring blocks to cull a face for me is because I enabled the wood variants.
Your glassware patch that is enabled by that config option adds a bunch of variants, but the non-top variants fail through your wildcards in the sidesolidByType and sideopaqueByType attributes. Hopefully you can use `skipVariants: ["*-top*"]` and not have to write them all out 😅 that part I haven't figured out
Cybra Might do that actually, the multiplier. As for the fork, sure! If you want you can make a PR and i'll merge the code in. However I am planning to do my own thing so i might not merge it idk, lol.
HaraiseTenshi FourEyedMutt
Yes, it's save to add to an existing save, and it works for any 1.20.X version of VS.
Running fine in 1.20.7 for me with ~40 other mods loaded HaraiseTenshi
I added it to an existing save without a problem FourEyedMutt
Heyo! As an organization freak this mod seems AMAZING. That being said, this is super impressive, especially since its your first mod. I was just wondering if this mod was safe to add to an existing save?
Does this mod work fine with 1.20.7 as it only states 1.20.4 in the description or is there some odd behaviour to be expected?
Thanks for the response SONZINA
if I may be so bold, my personal suggestion would be to set the freshness mutliplier to the exact same value as storage jars. Thus, they would be a viable alternative to the vanilla containers, without overshadowing them, as the storage density for a Storage Vessel is considerably higher than a shelf (i.e. amount of bread stored per block of space in the cellar).
I'm starting to get into modding myself, and while you have a MIT License, I still feel it's proper to ask whether you'd be fine with me making a fork, fully linking to your original, which simply implements this mechanic, and potentially down the line making that adjustable with ConfigLib
put some turkey eggs (expanded food) in to the new egg basket and a half egg shelf and I crashed. They also went in and looked weird - very flat, it crashed when I tried to take them out, I was experimenting with decay rates.
Cybra Yes that currently is the intended behavior. I personally don't want to overshadow the vanilla containers by buffing my own beyond logic, but I am reconsidering the freshness multiplier since i've been getting a lot of complaints about them being somewhat useless because of it.
First of, very nice mod and you can make/decorate some very pretty cellars, so thanks for creating the mod.
My only question/critisism thus far is that bread shelves seem bad/redundant? If i store Bread in a Storage Vessel in my cellar, it'll last for over a year in winter, whereas if i place it on a shelf in the same room it'll barely last a month. So while it looks nice, the storage solution dosn't seem viable. I have no mods affection freshness time or other things that should conflict/override. Is this intended behavior?
IICubeII I'll see. No promises though.
SpacemanSpliff Sure! I'll note it for the next update.
Still loving this mod, but is there any chance we can get compatibility with the long term food mod? https://mods.vintagestory.at/longtermfood
Would be great to be able to store the pemmican in the cooling cabinet and on the bar shelf.
How about various clay dinner plates? I got a nice table and it'd be awesome to set it up!
DrBossWatson You're technically correct, but I'd still consider temporal storage to be a bit - I dunno - not fitting? I can't really describe it.. BUT I'm thinking about it, lol - like an infinite end-game powerful fridge? idk
Shiftshade Didn't know that you could place them on slabs so the jars would "float", lol. It was originally planned to support chiseled blocks, but I'm still kinda unsure how to implement it. I know lanterns have it implemented, but i'm somewhat confused on how it works and never really delved too deep into the code since it takes a lot of energy and time to implement a fairly niche thing IMO. It will come eventually, though.
Sounds amazing Sonzina, thank you!
Not sure if this has been mentioned before but it would be nice if we could place Ceiling Jars on chiseled blocks, right now it's possible to place them under a top slab which causes them to hang out in the middle of the air but it's not possible to place them on a chisled block even if the lower half has full voxel coverage
I haven't played enough to get really into the lore yet but I thought the temporal gears would be a logical semi-vanilla-friendly way of doing either (a container that prevents curing and one that accelerates it, maybe just a modification for the barrel stands because I love the look of the barrels sitting in those stands) since they let you respawn and also are used to repair the translocators so they're already "advanced" tech. Either way, your shelves already make my larders feel homier
Whoa guys I'm currently on a break but I see there's not a shortage of comments on this modpage, I'm glad you like the mod and thanks for all the suggestions!
LKCRahl I'm sorry to hear that. Afaik when i was testing the egg basket was fine and not throwing any errors. I'll see if Fantasy Creatures is to blame, and if you could tell me if you guys have any stack-modifying mods? eg. stack size doubled or something similar, especially bigger chests or something along those lines.
Taeo Hi! I'm aware that users want to use the shelves but hesitate because the vanilla vessel has a bigger multiplier (bread is categorized as grain, so it lasts longer). To me, it makes a bit less sense that a shelf would keep items for longer than a vessel, but I will add a config option so you guys could tweak that, and i might add a small multiplier for the shelves too - I'll see.
DrBossWatson I've slowed curing simply because I wanted containers that could keep juices for longer - not turning all of them into alcohol. I'll need to rethink this a bit though since i also want to add some storage that would stop curing altogether. It's just because I don't want all my juices to "spoil" into wine and other alcohol, and it was just a bit logical to me that if it slows perishing, that it would slow curing, too. As for the temporal stuff, I'll think about it - I'm mainly focusing on vanilla-like storage options for this mod, but it might come? Idk
DecaByte Currently there's no such interactions for the "bigger" shelves. You could use the "short" or "very short" variants of the seed shelves, it would make storing/taking them much easier (although a trunk is still the superior option, of course)
Equalsun As stated, a perish multiplier is planned - and will make it into the next update (i'm currently on break so it'll take a while). I might even add a base multiplier for all shelves too, i'll think about it.
torresmo Currently, there's no option to do that in this mod, however some people have pointed out and recommended a mod that you can use alongside this one to collect lake ice. The recipe is in this mod for those reasons exactly.
Endurance It was requested, however i pushed it back since i the ice cubes are "flavored" - they're not made of water but from wine, juices etc. I can add a recipe that would "transfer" them to my Cut Ice and then it would be usable, but I decided against it. I might change my mind in the future though. If you really want it in and you're playing singleplayer, I guess you could explore a bit how to do json patching and add such a recipe yourself.
Willownezz same as Taeo's answer for the first question. As for the Cooling Cabinet, I wanted to do that too, however there would be too many items to fit in a tooltip to display all the "correct" values. I haven't found a solution for this yet, so for now it would have to stay like that. You could more-less "guess" the perish rate of items when it's closed though so I'm not too concerned about that, sorry!
RagondinMan I'm not sure by what you mean "save compatible" - Can you add this mid-save? - yes, as most other mods could. Is it safe to remove it from a save? - kinda, but all of the stuff from this mod will turn into a white block with a red "?" on it (obviously), but you won't lose your world if that's what you're concerned about.
couldn't see it in the description so i'll ask here, is this save file compatible or no?
love this mod, looks very good, I was testing in a test world all the shelves and I noticed that the bread shelf does not last as long as putting in a vessel, so I was wondering if it would be possible to add a config so we can change how much each of the shelves can preserve ? for looks I would love to have a cellar where all my bread is showing and eggs and stuff, also I noticed that in the Cooling Cabinet you can only see how long the food will last if the cabinet is open, then you cant see how much the food will actually last when is closed, would be possible to show the foods that are inside from just hovering the closed cooling cabinet ?? those are my 2 bits, great mod tho its a staple now on my worlds =D
Would love to see compatibility with BrainFreeze ice cubes for the cooling shelf!
I saw that there's a recipe to transform lake ice into ice. Is there any way to harvest lake ice, or is it just glacier ice that can be harvested?
Unfortunately I agree with Taeo, I love the storage but its not feasible except in winter when everything perishes slowly naturally. In the summer, having bread last 2 days on the shelf in the kitchen but 30 days in a cellar storage vessel means I'm either using the pretty shelves and sacrificing a ton of bread or running to the cellar every meal time. Is there any way you could give specific shelves storage modifiers in line with other options? Having a 0.1x perish modifier on bread shelves, for instance, wouldn't be game-breaking and greatly improve the use of the mod.
On the seed shelves I can put different seeds in one row. But if I want to take a seed from behind the one in front I have to remove all the seeds in front to get to the ones in back? Am i missing someing? Is there a way to take the seeds from behind the others?
Is there a reason we would want things in big barrels to cure 25% slower? Also, the liquids in them only show a freshness time, not a curing time. (unless the first stage of alcohol has to be cured in bottles)
I started looking into Expanded Foods alcohol and at default speed it's already an insanely long time, so maybe some sort of barrel made with temporal gears to speed up curing time would be cool.
I've gradually stopped using many of the shelves because their modifier is much worse than a vessel. The bread shelf, for example, seems to have the same multiplier as the "Other" category on a vessel. But a vessel treats something like fruit breads as a "Grain", so it lasts twice as long! The beautiful aesthetic of diplaying the food quickly loses out to needing to keep it fresh, especially in the summer. I've lost many a batch of dumplings before I figured this out. I'd really like it for the shelves to be at least as good as a vessel. especially since they sometimes hold a lot less per block as a tradeoff. Or, perhaps ideally, that the modifier be configurable so a server admin can choose.
So we starting getting this error today after filling up an egg basket:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.API.Client.MeshData.AddMeshData(MeshData data, MeshDataFilterDelegate dele) in VintagestoryApi\Client\Model\Mesh\MeshData.cs:line 764
at Vintagestory.API.Client.MeshData.SplitByTextureId()
at Vintagestory.Client.RenderAPIBase.UploadMultiTextureMesh(MeshData data) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 84
at FoodShelves.BlockEggBasket.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockEggBasket.cs:line 118
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 384
at Vintagestory.Client.NoObf.RenderAPIGame.GetItemStackRenderInfo(ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 189
at Vintagestory.GameContent.EntityShapeRenderer.RenderHeldItem_Patch1(EntityShapeRenderer this, Single dt, Boolean isShadowPass, Boolean right)
at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 283
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque_Patch1(EntityPlayerShapeRenderer this, Single dt, Boolean isShadowPass)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 104
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 202
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 816
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 911
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
The crash affects all users who are in the same chunk as the egg basket and once it crashes you, you cannot log back into the server. We do have some animals from Fantasy Creatures enabled and the eggs inside are of two variants (though not in the same basket) Turkey and Chicken.
This mod works for getting Ice blocks and can be used for Cut Ice recipe from this mod and also works for Cellar Ice from Medieval Expansion, so you can skip the 80k-100k trek for some stupid ice from a glacier.
https://mods.vintagestory.at/show/mod/14853
Addition: For anyone curious about an idea of how things effect food, I've taken basic Rye Bread and placed it in the Cooling Cabinet without Ice and its about 30ish days, with Ice its about 130ish days, however if you use the Cellar Ice from the Medieval Expansion your bread will last 3+ years depending on how many Cellar Ices you are stacking, but that is only if the Bread is in a Vessel, not the Cooling Cabinet.
If you want to use the Cellar Ice, find a 1.20.x patch from another modder as the original Medieval Expansion has essentially been abandoned by the Modder as far as I can tell.
AzuliBluespots Yeah, 12 stacks. I do think that I'll need to change some handling of them though...
Plutronix Hmmm that's new. Haven't had that reported, i'm pretty sure they work fine on my end though. Do you have an extensive modlist by chance? Or anything popping up in the logs?
Onigoshi I'm pretty sure i wrote in the notebook that dehydrated and dry fruits go, not the mash. Vanilla options are beeswax, animal fat and resin for now.
So only dry mash from Expanded Foods can go in the ceiling jars? Not vanilla.
Hello, Using sushi shelves but my sushi isn't placing correctly
. its placing all in a middle back row and horizontally and stacking on top of one another / clipping off the shelf to the left.
Is the reported freshness when you look at a ceiling jar accurate? I have Dried Cranberries that are fresh for "76.2 days" in the ceiling jar at 0.08x, but in a vessel in the same room it says 2.1 years at 0.1x
Edit: ah, it seems the jar shows you whatever is going to expire first, but gives you what will expire last when click on it, and there are multipled different stacks in there
"Slaps Ceiling Pot"
"This bad boy can fit so many stacks of berries in it"
In all seriousness, is there a way to change that value short of going into the specific file? :)
It can fit HOW MUCH???
AzuliBluespots The duplication is a recently reported issue, I'll fix it in 1.5.4. As for the texture not showing, you most likely don't have enough to fill the ceiling jar. It can take 12 stacks of items. Filling with only a stack or so will make the "texture height" of the contents quite low - so it would only be visible from below. You can right click them to store 1 item, or shift-right-click to store a stack.
The ceiling pot for dehydrated fruit seems to be duplicating them. At least for me it's not showing a properly filled texture, only under it, and while I tried to figure how to interact with it, shift and ctrl seems to be using it as sepparated storage options? I even broke it to recover the fruit, and it seemed to STILL have fruit in it, even if the one I put inside dropped.
It's kinda jank, I'm not sure what to say besides that.
Ashalyne Yeah, a special "fridge" for raw stuff like meat is on my roadmap, will do it sometime in the future, don't think i'll include it in the 2.0.0 rewrite, though.
JustaKobold Uhhh idk? The barrel has "ItemSlotLiquidOnly" - meaning only liquid can go inside it, it shouldn't be that it works for some liquids and not for others unless theres some mod stuff going on (like the game not recognizing a modded liquid as a liquid so it fails).
Taeo Honestly, I thought about it and just decided that maybe it would be a bit much? Bottles have a 10x spoil rate reduction afaik, the cooling cabinet has a bit more than 2x spoil reduction. Then pair that with cellar ice and you'll slow your liquid spoil rate down close to 0 (infinite freshness). I might add it, I might not, I'll see
personally I'd love to be able to put bottles and jugs in the cooling cabinet. Maybe a little milk crate to load 6-9 bottles in and put in the cabinet, like the fruit baskets?
I am finding that some wines wont go into the barrels, I did go ahead and add Expanded foods and a culinary artillery. It seems like some of the wines from wildcraft but also some non modded wines too. Whats weird is for example, I got seaberries a berry from the wildcraft mods, the juice goes into the barrel but once ive sealed it in a normal barrel and turned it to seaberry wine it wont go into the your barrel. I also tried Perry which is a wine pressed from pears and that is all in game and wont go into a barrel either. Well... maybe its vanilla variants... some of my barrels are from before i added that, it seems like it went into the vanilla variant barrel fine.... disregard.
Love this mod.
I Love this mod. A Little request for the 2.0.0 rewrite if i may; I Would love if there were a cooler box for storing raw ingredients such as meats berries and eggs rather than finished meals (which tend to last much longer than their ingredients anyways)
In a real world context refridgeration is used to minimize bacteria build up (rot) up until the point at which it is cooked where the bacteria that would be on it is killed (like how food resets it's spoilage timer when cooked). Once cooked refridgeration is then used a second time to maximize the shelf life of the finished product by preventing further spoilage now that the food can not practically be re-cooked. It would be nice to have the first step refridgeration accessble as well as the latter.
Handsomejack (Quite the recognizable nickname you have there) I will note it for the future update!
Would you mind adding an option to fill the vegetables baskets faster ? 1 by 1 is kinda slow.
JustaKobold That would require me to add GUI to my blocks, and i reeeally don't wanna go there, sorry!
Taeo Hmm i will check it out, thanks for reporting!
InquisitorB Basically, i will rewrite most of the mod - this means that it will be incompatible with previous versions of Vintage Story (i already know there will be such problems), but mainly i will be changing the block id's -> so it will not be compatible with previous versions of FoodShelves too - eg. if you have version 1.5.3 in your world, updating to 2.0.0 will make all your containers a white question mark (missing block). However afaik 1.5.3 is mostly complete (it still has some bugs i need to investigate for 1.5.4), so updating to 2.0.0 shouldn't be too beneficial anyways (hopefully)
YamiWulf Unfortunately, this request is similar to JustaKobold's - sealing a barrel would require me to significantly change it's code + add a GUI to the container, which i really don't want to do for this mod. The barrel racks are for liquid storage only.
curious question can you seal things in the big barrels like to make leather or no? i've been trying but dont see an option so wanted to know.
When you say that "FoodShelves 2.0.0 will be incompatable with any previous versions" do you mean it will be incompatable with previous versions of vintage story? Or would we need to remake all the placed storage units?
Glass Food blocks make the common side of any adjacent block invisible. Noticed in both 1.5.2 and 1.5.3. Running VS1.20.4
Ah no i havent added Expanded foods, It's just a bit to complex for the server full of newbies i run. Thank you for the info! Though i wish you would reconsider adding a seal button to your barrels.
JustaKobold Are you using Expanded Foods' system for curing, or not? If yes, it will cure automatically, albeit slower than when left in normal barrels. If you're using vanilla's system of curing (where you need to seal the barrel to get wine) - I'm sorry but that is currently impossible because you cannot "seal" the barrel in the rack since it's meant to be used with Expanded Foods' (automatic) curing system. I don't plan to change this to support vanilla's system of curing, since i don't see the point of it. As for the CarryOn - it's not integrated with this mod currently.
How do you start curing anything in the barrels on the racks? I've tried everything i could think of to seal the barrel after filling it, and it wont accept a sealed and carried barrel using the carry on mod. Does it just start curing it while it is in the barrel with out prompting? If so it would be nice for there to be an indicator. Or am i missing something?
SONZINA Awesome, didn't realize thats how to do it and it works great! Thanks for letting me know.
Again obsessed with this mod.
Joblerone I'm glad you like the mod! You're the second person reporting this, so I'd appreciate if you could hop on in the FoodShelves channel in VS Discord, and post your modlist. I'd like to test things more, since it works on my end fine - even trying on an earlier backup from earlier versions of the mod, however i'm not using many mods so it might be a conflict? Also, are you using "enableVariants" config option from the mod's config or not? Hopefully it's a mod conflict because otherwise it would be hard to track down why that is happening.
jhaury Currently, you can pick up the baskets while right-clicking on them with an empty hand, and you can also place those baskets in the Cooling Cabinet and take them out - it's already in the mod (version 1.5.3)! So CarryOn isn't really needed there. However, i did get requests for CarryOn compatibility so people could pick up barrels from the racks and carry them somewhere - I did contact the CarryOn mod author, but didn't get a response so currently it isn't very possible.
I'm completely loving the new cooling cabinet, the tables with shelves(I love that they have directionality to them and you can choose which way the table grain is going and to store a few items under them is great), and the fruit/vegetable/egg baskets look great in my chefs entrance/upstairs cellar and im really excited to be able to add them to the cooling cabinet. What do you think about some compatability with the baskets and the carry-on mod? itd be really nice if we could pick up a full basket of eggs from the cooling cabinet and place it on a table, then put it back still having some eggs in it.
SONZINA First off, Great Mod! Love playing with this.
But since 1.20.4ish, I haven't been able to put Big Barrels in big barrel racks, regardless of if I craft them or not. If I creative mode middle-click copy them, i can place the pre-racked barrels just fine, but if i accidentally remove them, it keeps telling me there isn't enough room, and then when i click on non-racks, it demands a rack. My theory is the barrel rack believes it's still full, and therefore won't accept my barrel, but this problem persists even with a freshly-crafted barrel rack (as well as those spawned from the creative inventory.) I can provide the world file if that is of any assistance, though it is comorbid with several other mods, namely Hydrate or Diedrate, EF/ACA, From Golden Combs, electricty+extensions, and the Core of Arts/Art of Cooking/Art of Growing mods. I've updated this world several times, so it's possible that's somehow messing with it??
conninator2000 It could be? idk xd
Razgriz Of course, i'm aiming to support as many mods as i can, especially the big ones, so definitely will add compat for those!
purple8cloud Uhh i'll take that as a compliment i guess? lol
TheDude Sorry man, i don't really see the point of doing that, i'm guessing your server provider still doesn't offer 1.20.4. If you're playing with friends on a small server you could try to open the modinfo.json and changing the required version from 1.20.4 to 1.20.3 - your friends too. I'm 99% certain that nothing will go wrong.
Ragolution Definitely planned, although i'll focus on refactoring the project first. It's gotten to a point where i definitely see that the code has a lot of copy-pasted stuff, and it would be significantly easier to manage that way.
My server is still using the 1.5.2 version of this and seems to be working fine.
Also yes, please a meat drawer or something. I need somewhere to put my sandwich coldcuts! :)
Could you fix the desync cabinet errors in 1.20.3 please ?
The quality of the mod is too good to dont think this is original
SONZINA Thats great to hear! If you do create a "meat basket" would you be able consider potential compatibility with Butchering and/or Sausages please?
So i just reinstalled it and i have a bit of a theory. I noticed the other mod or two i updated in that time also ran into issues with it being recognized. I was wondering if the recent dev diary mentioning the server scaling up might be related and tbh i think that was the issue. Rare issue for a small amount of people id bet but very difficult to verify. Waiting and reinstalling later seemed to work fine since its now recognized normally.
Kyzan The logs might've been overwritten now, lol. Still try to send them. I genuinely have no idea why such things happen - I personally never had something like that happen to me ever, and i always keep a backup of a world loaded in the previous mod version so when i load up the world in the newer version i'll know instantly if something breaks during the update.
Sure i'll do that right away, quick mention before just in case it could be relevent, i messed around with loading the different version on a backup, and curiously enough i don't seem to be able to replicate the error ? i'm now on the 1.5.3 update and everything appears to be working properly ? ^^' i'll send you the logs anyway
Kyzan Can you come to VintageStory discord and post your client-main and server-main files? They are found in your VintagestoryData/Logs.
Hi, I'm having the same issue as conninator2000 , the mod worked fine for 4 IRL days, but on updating and loading into the game i got console errors for what seems like every addition from the mod, i'm playing on 1.20.4 stable, and haven't installed any new mod prior to this error. On loading into the world my shelves were replaced with the default placeholder "missing texture" block, and the recipes from the mod aren't in the guidebook anymore, however the missing textures still had the dev name from the block (i don't remember on the top of my head but something like "pie-shelves.east" or something along those lines) tell me if you need my logs or any other information from me.
I tried to downgrade back to 1.5.2 like someone suggested below, but still, while there was no error on load, any additions from the mod seems not to have loaded in any way (nothing in the guide book, missing textures ect...) tired loading in right after downgrading, and separetly tried loading a backup from before updating at all and saw no improvement.
That might be an error on my part but i figured that it could probably be usefull information to you ? anyway thanks for your work and responsiveness that's quite impressive :)
Razgriz That is actually a great idea! I'll note it for the future content update.
KromaVeli Привет! Это уже включено в мод, включая дополнения.
пожалуйста сделайте совместимость с https://mods.vintagestory.at/pewter этим модом и его адонами
SONZINA yeah thats somewhat of what i was envisioning though much less storage space, and using your ice-as-consumable system that I really like. But I 100% get not wanting GUI storage, I like the immersive aspect of the mod a lot.
What are your thoughts on a "basket" like you have for vegetables, but for meat that could be placed in a standard Cooling Cabinet?
Deceti If you don't have Vintage Story version 1.20.4 the mod won't work properly. Other than that, check if the mod is enabled in the Mod Settings, or for any other errors in console and send them here.
Razgriz If you're thinking of something like the Mastodon Trunk, it wouldn't - no, but I'll think about it. I don't really want any GUI storage in this mod.
just installed the update and my seed shelf (only currently placed piece from this mod) threw an eror and was a question mark block. Reverting to prev version restored the shelves but all the seeds were gone.
SONZINA thats fair, and having 100 different cabinets and crafting recipes would be too much. Is a Cooling Cabinet that is just traditional storage (like a chest or clay vessel) that gets an ice buff also be quite challenging?
Razgriz That was the plan initially - but I don't know if i can code it, lol. Might still do it sometime in the future.
conninator2000 Sorry to hear that, I'm hopeful you'll resolve it!
I downgraded versions and it was able to load it fine - though it wiped the contents of the shelves unfortunately. Ill mess around with it some more and let you know if i find anything
Yeah 1.20.4 stable
Any way you can have a way to have a sort of "custom" Cooling Cabinet?
At current its 3 normal shelves, i'd love to be able to swap out a shelf for something like an egg shelf, or if you've thought about making a "chest" shelf that allows you to store things like meat in the Cooling Cabinet
I realize now, that this is kind of a dumb ask, you have egg/vegetable/fruit baskets that do essentially this already.
conninator2000 You have version 1.20.4 of Vintage Story, right? Not 1.20.3? If so, i wouldn't know what's happening as it runs fine on my end. Unless someone else has the same problem, i don't think i can help you much.
Yeah that was what I was curious about, but i reinstalled it and made sure it was enabled and thats still a problem. v1.5.2 ran fine on my end though which is why its very odd
conninator2000 That's not the issue with FoodShelves then. Your game is either outdated, or it might've disabled the mod.
Hmm weird, loaded on my world and it loaded that block in as the default untextured while block. Same thing happened to the food shelves too so might be on my end after the update. Let me reinstall and see if that fixes it
conninator2000 No, i didn't touch them at all, i just checked too they work fine on my end. What's happening for you? If it's something popping up when loading up the world, re-open the game, very rarely it throws an error, i have no idea why.
Hey did the latest update touch big barrel racks? Just put it in and its giving an error for that block.
InertFurry Yes, that's exactly what's happening. In the tooltip, when looking at the Cooling Cabinet, you can see the "freshness multiplier" - eg. "1.25x perish speed, 0.26x perish speed" and so on. You have it on vanilla shelves, and on all of my modded containers.
When the Cabinet is open, the perish multiplier is 1x (this one's different from what you see in the tooltip, it's internal and it stacks with the outside temperature) - so basically the same as any other "open container", like shelves for example or like when it's inside your inventory. When it's closed however - it has a 0.75x multiplier, and when fueled - 0.4x perish multiplier. So yes, when the cabinet is closed it has a longer freshness time, even though you can't see it.
I'm pretty sure that muffins are categorized as "grain", so the storage vessel has a 0.75x perish multiplier applied to the muffin, meaning that it would last even longer in the fueled cooling cabinet.
edit: The storage vessel has a 0.5x perish multiplier for grain, so the muffins in the fueled cooling cabinet would last a bit longer with 0.4x.
SONZINA I'm noticing that even in a cooling cabinet filled with ice, Cooking Expanded foods like muffins are spoiling (this is the same object) 31 days in the cabinet but 110 days in a storage vessel. Meals in crocks are the same between the two types of storages but then it begs the question of why the cooling cabinet, esp. since it's fueled with something. Or is this a quantum mechanics issue and I can't see the spoil value that's actually there when the door is open because it changes when the door is closed?
icesharkk Sorry, but i tried contacting the other mod dev and they haven't responded. Unfortunately interactions like "pulling something out of a container" is something that they have to code on their side. Also, CarryOn afaik still doesn't work transferring barrels into a boat and vice-versa - interaction like that is what I need for this mod.
Garithmar I'll check it out for the future update. edit: Can you be a bit more specific on what you meant by "tanning"? You don't mean filling them up with different liquids at the same time, right? Also, the limewater on my end goes above 50 fine, so i cannot help there, sorry.
I would run this on my server if it worked with carryon. this is a very cool mod but moving kegs arouns is already a chore. having to transfer the liquids with buckets into the stacked barrels is just eough to keep us from using it.
I have been using the big barrels for tanning and Limewater doesnt go above 50 but the others do.
rosysyn There is a mod by Minni6in called icy excavation https://mods.vintagestory.at/show/mod/14853 that allows you to harvest lake ice, it's for 1.19.8 but someone in the comments stated that it works on 1.20. Hope this helps.
rosysyn As far as i know, there's currently no way (in the basegame) to harvest Lake Ice. I've put it in the recipe because it exists, and because there might be a mod out there that allows you to harvest it without me knowing about such a mod. So without such a mod, glacier ice is pretty much your only option.
I saw that the cut ice recipe can take either Glacier Ice OR Lake Ice, yet I can't find a way to harvest Lake Ice. Is there a mod dependency for this?
saitama1 There are often "pockets" of "better freshness" in cellars. Basically, some "air blocks" have lower temps than others. Try moving the shelf to the block where you're placing the pie, it should be the same then.
it's odd that fresh pies on the shelves last 30.1 days but just putting them on the floor in my cellar makes them last 31 days, do the shelves not take full advantage of the cellar buff?
GadGhast What's broken that needs updating to 1.20.4?
Please update to 1.20.4
Whiteindia They are from the base game, however they are uncraftable in survival and only available in creative.
Are the ceiling lights in the pictures from your mod? I don't recognize them
InertFurry I know, can't really up the perish bonus on shelves - wouldn't make much sense tbh.
MeSoTrashed Thanks!
Would just like to thank you for this amazing mod.
I am super sad that I could have my cellar look nice with all these bread shelves but they'll stay better for 2 years in a storage vessel and 60 in the shelf q.q
Hinochi Yeah, I should probably add those recipes too. I'll note it, thanks!
I'm not sure if this is intentional or an oversight but I found out you can't make marble-topped tables from tables that already have shelves but you can add shelves to marble-topped tables. Shouldn't there also be a recipe to add the marble after you add the shelf?
Hatrune_Cubic I usually like for foodstuffs that can change often or a mod that can quickly add new content to handle the compatibility on their side, since i might make a patch, they then release new content and i have to update it on my side again - If they handle it on their side there's no waiting involved. I'll still take a look at it but no promises!
Is there any support for Art of Cooking mod? Would be nice to see shawarma's or other food from this mod on food shelves :)
KromaVeli Спасибо за сообщение! Это будет исправлено в следующем обновлении, а пока не используйте вариант "top" стеклянного продуктового блока.
DanceOfBlood Thanks! It actually hit me yesterday that SFX is missing, too. I'll include it in the future update.
Hey! Looking good!
Currently I feel like the missing SFX for opening/closing the cooling cabinet kinda sticks out.
у тебя баг с ( стекляный блок еды ) после перезахода в игру еда проподает !!!
Ragolution Yep! I coded the simple .json addition due to requests for modders to be able to simply patch their own stuff to be place-able in some of these containers. So yeah, if you're on singleplayer it's very easy to add items to the whitelist. You can either modify my files in foodshelves/config/restrictions, or just patch the items themselves you want by adding an appropriate attribute to them.
SONZINA Truthfully the only reason I wanted it that way was so that I could store cooked and raw meats for Dana's sandwich mod. My playthrough is a little low on sandwich-usable meats so having some on hand was fairly desirable. I can see now how niche that use-case is. However, I took a look at the mod's configs and already threw together a patch for the functionality I wanted. I'm honestly just impressed in how easy it was to add something.
You did remind me that Expanded Foods adds a meat hook, though. Unfortunately I have my hands tied on adding mods for server...managerial reasons.
An ice-powered meat freezer would be really fuckin' cool, though.
Ragolution Firstly - lol, secondly - i think putting raw meat inside would be kind of wasteful space, no? Just make a meal out of them? But you are correct that this mod currently lacks any kind of long-term raw meat storage - i usually keep mine cured in barrels so i never thought i needed a separate block for storage. Maybe a dedicated 2-high 1-wide cooling cabinet but for meat stuff only or even a 2-wide 1-high "freezer" of sorts - those would be a cool addition IMO.
As for the meat hook, I'm pretty sure expanded foods or primitive survival add them, so i don't think i'll add another meat hook, sorry.
I'm back with another "please let me put this in the fridge, pleeease ;-;" post.
I think one of the best utilities for the Cooling Cabinet would be to let meat last a little bit longer but there's currently no way to put any of the meat types in. Are there any plans to do so? I had also wondered if you were considering some kind of meathook or something.
No worries bud, the fact that you are making such a sweet mod is good enough already, though i do still think that just the freestanding shelf part and the sacks would be a neat addition
morryatay Hmm to be honest I don't think I'd be able to do that exactly as you described it, and not to mention that it would be hell to code. Sorry but I don't think it's doable - at least for me.
mrbunwah Great to hear that!
Can confirm the fix has resolved my server crash issue - thanks!
"I'll need a bit more info on what you mean when you say modular. What stuff could go onto it?"
in terms of modular i was meaning that the freestanding shelf would have a dynamic connected model so a 1x1 has 4 legs but a 1x2 shares 2 legs and a 3x1 has a freestanding middle, but now that i think about it it would actually be sweet if you could make the shelves modular by shift right clicking with one of the other items like the egg basket or barels so that they have that items inventory /capacity as well as mixing up the look of it., to get rid or change the storage module you would just have to break it and it would revert back to a shelf and drop the block
Scribbd Honestly have no idea why that's happening for you unless it's actually a server you're trying to run, 1.5.1 currently has some issues i missed to fix. I'm gonna release a 1.5.2 hotfix that will hopefully resolve it.
neobit Will be fixed in 1.5.2, update probably coming sometime later today.
Lucio If you're using CarryOn and trying to put barrels with liquids inside the barrel rack - currently that is impossible. You'll need to place an empty barrel inside the barrel rack, and then use it as you would a liquid container. Take a bucket with liquid and right clicking on it will deposit the liquid inside the barrel rack, right clicking with an empty bucket will withdraw it.
Lucio Place an empty barrel into the barrel rack, then fill it or empty it directly with a bucket or jug or bowl
1.5.0 is fine, 1.5.1 prevents the server from booting
how to store barrels with liquids in barrel racks? when i break the barrel the liquid spills and i cant close them
Graydient05 It's a visual bug in the mod currently. You can a) ignore it, b) re-load the world and it will probably work properly or c) break the cabinet, place it somewhere else, break it again and place it back in the original place. Do know that it will happen again eventually.
The cooling cabinet doors are seizing and contorting what do I do?????
Marcamer Don't worry, the cursed cooling cabinet still persists even in 1.5.1. I'm not sure what's crashing your server though as the egg basket mapping is properly mapped. I'll poke around it, probably gonna set up a private server for testing too. Thanks for the report.
CaveSalamander hmm I'll definitely have to check that out too. Cooling cabinet I know what might be the problem but the enclosed blocks don't really have much in terms of attribute saving when broken... Weird... Thanks for the report!
Version 1.5.1 crashes our clients, whenever we try to connect to our server, however when using version 1.5.0 everything works fine so we'll have to stick to that version for now and live with the cursed cooling cabinet.
Here's the crash:
System.Exception: Don't know how to instantiate block of class 'FoodShelves.BlockEggBasket' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateBlock(String blockClass) in VintagestoryLib\Common\ClassRegistry.cs:line 152
at Vintagestory.Common.BlockTypeNet.ReadBlockTypePacket(Packet_BlockType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\BlockTypeNet.cs:line 399
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateBlocks(Block[] blocks, Int32 start, Int32 maxCount) in VintagestoryLib\Client\Systems\Startup.cs:line 556
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadBlockTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 373
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 348
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
HariSeldon
It works in a cellar, but being in a cellar doesn't have much of a benefit since their expiration value is already so low, especially if you add the ice. You can also (probably) integrate them into the cellar wall as they count as room-forming blocks, too.
On that note, I've noticed an interesting dynamic with the storage "blocks", eg. ceiling jar, cases and the cabinet- they don't seem to be updating their perish rates in a consistent manner regarding cellar status, when compared to vanilla items like the storage vessel. For example: if a cooling cabinet is placed into a cellar that is then "broken", like a wall (or all walls) being disassembled, the cabinet retains its full cellar perish bonuses, even after any added ice melts.
Now, while this is handy for making a perfectly efficient "quick access" fridge in one's kitchen, this also goes the other way- if a cellar is still under construction when the block is placed inside, it never gains the full cellar bonus even after the cellar is completed around it, though its perish modifiers will improve slightly.
Baskets and shelves appear to update their status as one would expect, so it's just the enclosed blocks that I've observed this quirk with.
Quick add to mention how much I love the fruit/veggie baskets, they're so charming!
HariSeldon I'm not sure what you mean by legit, but they have slower perish rate in cellars like any other block if that's what you mean. They also don't reduce the effectiveness of a cellar as using wood for walls would for example.
Hello and thanks for your work.
Does the game counts these blocks as legit for cellars?
Tingoo Currently no, sorry! It's planned to come eventually though.
Is it possible to edit the config of certain shelves to make food expire more slowly?
Ragolution it was already in the works and i have some shape files done for it, but unfortunately i didn't feel happy with all of the models i made so i pushed it back until i make one that i'm happy with. So it's gonna come eventually, yeah! Will check out the village sack models, still didn't get to exploring the new lore content in 1.20.
mrbunwah Thanks for reporting! I'll check it out sometime these days - kinda don't have the motivation to poke around with C# coding since i have other coding projects. For now just use 1.5.0 until i release a fix for it, sorry!
Weeeeeeeeeeelllll, since you asked: How about a grain sack or a pile of grain sacks? There's a prop item for stacked bags of grain in the village which got me thinking of exactly that.
I also never mentioned how much I love the model for the cooling cabinet. It's a great example of "this is totally a fridge" without being immersion destroyingly a fridge.
So, I've managed to crash it via Dedicated Server but not client with 1.5.1, Art of Growing 0.4.0 (Core 0.2.3), and Gourmand 1.6.3. I have a bunch of other mods so this isnt a perfect trace but 1.5.0 works without issue. Something about the Vegetable basket seems unhappy.
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Util.WildcardUtil.Match(String[] needles, String haystack) in VintagestoryApi\Util\WildcardUtil.cs:line 57
at FoodShelves.BlockVegetableBasket.<>c__DisplayClass1_0.<OnLoaded>b__0() in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockVegetableBasket.cs:line 16
at Vintagestory.API.Util.ObjectCacheUtil.GetOrCreate[T](ICoreAPI api, String key, CreateCachableObjectDelegate`1 onRequireCreate) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 25
at FoodShelves.BlockVegetableBasket.OnLoaded(ICoreAPI api) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockVegetableBasket.cs:line 10
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 314
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 622
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 536
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Ragolution Well, depending on how it's implemented it can be as easy as just adding an item's code to a .json file (if it's crocks or pots), or if it's for example any of the baskets from this mod - it's a bit more complicated because i still don't have a way of rendering the contents of that basket when it's placed inside the cooling cabinet. However since it's a "crock" you're asking for, it's most likely coded like the vanilla crock so it would actually be more-less exactly the way you described it - just adding a whitelist for it in a .json file.
I'll add it to my notes so i'll check it when i work on the next hotfix/update.
edit: Also, don't hate to request features for this mod, since i actually like it when people request/suggest stuff - especially for the newly added Cooling Cabinet, since i do agree that it's kind of limited in terms of what items can go onto it. I do have plans to expand upon it, but first i'll need to figure out how to render contents of containers when that container is within another container (such as baskets placed in the cooling cabinet)
https://mods.vintagestory.at/pewter
I hate asking for features, as I have no idea how most mods work, so part of me was really hoping it would be so easy as removing a restriction to let any old thing be jammed on the shelves. I hope it's not some kind of complicated integration process for something so simple.
Tavere Yes the haunted Cooling Cabinet still persists lol, I'd also like to hear more about the multiplayer desync if you're sure they happen - when it happens (during cabinet opening/closing, perish timers not aligning, stuff inside not rendering etc..) As for the compressed crock shelf, i don't think it's quite possible to cram more crocks into a single block than what the vanilla shelf already does (8x crocks maximum per block). I could (maybe) add a double shelf that can have 20 of them or more instead of 16 but I'll think about it.
Ragolution Of course! Although I'd love if you could hop into discord if you want (or write here) about the mods / items you want to be able to place inside it. I don't know which mod pewter crocks come from.
Could you possibly make it more lenient on what items can be put into the cooling cabinet? I'm using another mod that adds, for example, pewter crocks, and I'm not able to put 'em in there.
The animation bug where the door open/close animation for the cooling cabinet freaks out is still present, as well as a possible multiplayer desync. While that still persists, I'd suggest adding a shelf that compresses crock storage like how the cooling cabinet does, if it's not in the mod already ^^
Mawg Weird bug but I'm glad it works for ya, and thanks!
restarting the game after installing 1.5.1 did the trick, never had to restart before to get a mod going.
sorry about the trouble
Absolutely love this mod btw! well done<3
SONZINA
chkdsk Funny you mention that, the compatibility was added in 1.5.1!
I adore this mod, such a nice way to add detail and TLC to my playthroughs! Honestly feels like a must-have.
Hope it's okay to offer a suggestion / request, but I'd love if this mod had compatability with the Art of Growing! For example, it's not detecting their vegetables as vegetables, thus I cannot make use of things such as the veggie baskets or food display cases while running that mod.
DecaByte using mod version 1.5.1 or 1.5.0?
SONZINA Had same issue as Mawg. After restarting game all is fine.
it didnt work i tried again, same problem. reverting back to 1.5.0 fixes the problem SONZINA
CharlieSoulfire Thanks for confirming it and providing a possible reason. I'll have to look into them a bit better again, I've tried to get them to mesh improperly but it's always been fine when I've been placing them for 30 minutes straight so I thought the issue went away.
The patch didn't seem to fix the supernatural nature of cooling cabinets. The moving parts started being displaced again when I left and re-entered the area. Maybe the issue has to do with re-rendering existing shelves?
Lionion Sure! I'll note it so it will make it into the next update/patch.
morryatay I'll need a bit more info on what you mean when you say modular. What stuff could go onto it?
Mawg Hi! Currently you're the only one that has reported the mod not working, I've confirmed that it works after downloading the mod myself. Check if you've installed the mod properly and if it's turned on in the Mod Settings menu.
great mod love it! the latest patch (1.5.1) turned all foodshelves stuff into the white "missing" block with a red question mark. and all items are gone from the creative inventory :(
sorry to be that person but are there any plans to add a modular free standing shelves for the center of the room, something like these? also veggie bags?
Could you add pemmican to the list of food bars that the bar shelf accepts?
CharlieSoulfire I pushed a patch, hopefully it fixes it!
MaiaK Sure, probably will come in one of the future updates.
how about a smaller cooling rack, where you can store a single reed chest, and it works like the cooling cabinet but for every item inside the reed chest? For putting things under ice that don't necessarily fit into any other storage ;)
Picking up and placing the haunted cooling cabinet back down does not fix the animations for me, by the way. Instead, I had to close and re-open the game, which is weird because they worked just fine the time I launched before the time I had to close and re-open the game.
The cooling cabinet jumpscaring me by transcending reality is the best feature. 😆
Verison 1.5.0 seemly doesn't work for me, I can't craft any of the shelves or barrels, but Verison 1.4.4 was made in start of my world as well, so I have no idea if that affects it.
Nvm, I fixed the issue, I reloaded the game entirely.
Graydient05 Hmm weird, it might be one of those highly rare crashes?
Bunuffin Idk about that, I'd have to delve into the room calculation code for perish rates and idk how hard that would be to be honest, but perhaps in the future! For now just use Medieval expansion, I hear someone's made a patch for 1.20 in the comments.
hey since the new update this crashes my game and the log says: System.Exception: Don't know how to instantiate block of class 'FoodShelves.BlockHorizontalBarrelBig' did you forget to register a mapping?
edit: nevermind, restarted my game again and it seemingly fixed itself. weird.
Since you added a cooling cabinet, would it be possible to have a cooling box that works similar to the cellar ice from Medieval Expantion?
Cooling cabinet is neet in making a bar or eating area, but having a box you put cut ice into and it lowers the cellar spoilage would be nice too...
Pretty please >.<
MaiaK You'll need a special new item called "cut ice". You'll have to place the ice and a saw in your crafting GUI and make it, and then place that in the drawer.
rosysyn I just checked on my save, they work fine - You do know that for them to be filled up to the brim you'll need to put in 12 stacks of dehydrated fruit? The stuff in the Ceiling Jars in the screenshots all have 8-12 stacks of stuff in them, hopefully this was the problem, cheers!
hai, Im using the cooling cabinet, and I'm trying to udnerstand how to put ice in it. I got glacier ice, but I can't put it either in the cabinet nor the rack under it, how does it work?
When using the ceiling jars and filling them with dehydrated OR dried fruit (such as cranberries) from Expanded Foods, it doesn't show the jar filling up - it only shows a decal on the bottom. So... not as useful as it could be, especially if you have low ceilings, as you need to look under the jar to figure out if something is in there ;) Hoping this can be fixed!
Haven't had a chance to actually play with this mod yet but looking at the screenshots it looks awesome, I'm excited to try it out in my next playthrough. I think you nailed making the cooling cabinets fit in with vanilla's style.
Bunuffin Barrels in the rack don't need to be sealed, they have their bonuses right from the get-go. Also, keep in mind that the racks slow curing - not speed it up, cheers!
Sorry for asking but how do you seal a barrel in the barrel rack?
I saw it had curing speed on it.
WolfyWolf278 That isn't the intended behaviour and is fixed in the upcoming update, cheers!
It would seem barrel racks degrade the overall effectiveness of cellar's decay rate. When I placed 6 racks down, the spoilage rate of all other shelving and containers raised from 0.26x to 0.31x. They look great, but I am unsure if this is intended behaviour? Only real issue I've seen personally so far. Thank you!
SpearAndFang it worked, I appreciate it.
terminal_case It enables wooded variants, similar to how Vanilla Variants mod has. Basically, it enables that - for example a shelf - can be made out of multiple wood types and as such would have their textures. With this option disabled, no matter what wood type you make the shelves and other blocks from this mod out of, they will always have a single texture.
What exactly does the `EnableVariants` config option do, currently?
SpearAndFang thanks for commenting! Hopefully folks will see your comment and figure it out. I know you've been getting a lot of comments regarding it, must be tiring.
Missing/invisible things? It looks like the vanilla texture atlas issues strike again. Either
1. run these two commands in game (and then restart your game):
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
or
2. Edit your %AppData%/Roaming/VintagestoryData/clientsettings.json file and change these two settings to something like:
"maxTextureAtlasWidth" : 8192,
"maxTextureAtlasHeight" : 8192,
For the record: I've been playing and supporting every iteration of 1.20 for the last four months and highly doubt that the issues being described here are related to Primitive Survival.
I've also seen some log files based on things you are describing below, with no indication that Primitive Survival is in fact the issue.
pixelcakei I've heard of Primitive Survival causing similar issues in other mods such as Butchery, so it sounds like PS is the root of the issue somehow. But not everyone has the problems.
Norlan4u That's a shame as i'm quite attached to my current world. hopefully there's a fix for it
pixelcakei i had the same problem which vanished after starting a new world (was trying out new setting with some world generation mods) so it might be a problem with worlds created in older versions
at least i can say that i had the problem in one world and not in another without my modlist changing
Edit: yes i also have Primitive survival active no problems yet
pixelcakei Only thing I've heard is that some people complained about Primitive Survival being incompatible with the 1.20 stable release (random problems like some stuff not rendering or some recipes not working when playing with it installed). Don't know how true that is though.
Is there a known compatibility problem between this mod and primitive survival? when both mods are enabled things like hides, baskets, minerals and seeds (on the seed shelf) all turn invisible, I've asked a similar question on the other mods page.
Desolae Norlan4u
Definitely didn't know that, I'll see what I can do about that!
Cellars lose power when there's any 'full' blocks in them that aren't dirt or stone, so these wood shelves sadly make cellars weaker. I'll keep an eye on here though, I would really really love to be able to use this!
SONZINA its adds value to the cellar calculations as if wooden blocks which are worse for cellar then dirt rock or clay blocks
as such a cellar containing them reduces the spoilrates to a lesser degree then if you just put things into storage vessels or standing barrels
i just have made multiple cellars now one for fast spoiling things like fresh meat and berries and one with your blocks for slow spoiling items only
Norlan4u Can I know more about how it ruins your cellar?
a Wonderful mod Idea with great Design
too bad it ruins your cellar to use the barrel racks or the pumpkin case or the bigger glass food block would have loved to make use of them
Ragolution will take a look at it when I get the chance, thanks for the report!
On 1.20 onions seem not to have the right orientation while in a basket.
SONZINA I only tried to use the baskets not the shelves, i just kinda assumed if it did't work in one spot it wouldnt in the other. thanks for the response.
I love this mod but there is some annoying parts about it, mainly that all shelfs & barrel racks from this mod are counted as full block & wood which lowers my cellar rating by a lot if i decide to use these food storage options on side
Thranos could very well be me breaking it when i updated some parts of the code. Will look into it for the next update.
bringitonwimps I've heard they work well on the shelves but not with the egg basket? I confirmed this myself as well, they're place-able on the shelves but not the egg basket. Are you running a lot of mods? Possibly some of those are interferring.
Is it possible to add compatibility for the egg storage with the Detailed Animals mod? The mod changes the eggs and they don't work on the shelves. Not a big deal but would be handy. Thanks
Small compat issue I've run into-
VananillaVariants barrels don't slot into barrel racks unless they're made of oak (due to oak creating a vanilla barrel).
Hunting down some oak just to do this is worth it, but I feel like this probably isn't intended.
Hello, the version 1.4.2 doesn't appear in the mod list for 1.19.8 game version. It's all ok or i did something wrong?....EDT: i don't know what happen, but all is fine now lol. Thanks for this beautiful mod!!
SpacemanSpliff Yeah, unfortunately due to the physical size of vegetables I had to split them into "groups", making it pretty much impossible to combine stuff if I don't want it to clip through the basket when placing stuff inside. I know it's kinda counter-intuitive given that the Fruit Basket functions differently, but it is what it is
I figured it out. Turns out you cant throw different vegetables into the same basket like you can with fruit. Sorry about that confusion
SpacemanSpliff Can't replicate on my end. Most likely you're placing some carrots from expanded foods (like pickled carrots for example) or some other mod is interfering or changing carrots in a way that it shouldn't.
Having an issue where Carrots arent being allowed to be stored into a vegetable basket.
Dunaj hmm kind of weird that the shelves work and the basket doesn't. I'll check it out for the next release for sure!
Update: Seems that the mod dev of Detailed Animals put a special attribute inside the egg itemtype covering the egg shelf but not the egg basket (kind of the same thing but I separated the checks so that's why it worked for the shelf and not for the basket). Will be fixed in the next version.
Hey, are you thinking about compatibility with the Truth and Beauty: Detailed Animals mod? His eggs work great with your shelves, but unfortunately the basket won't accept the eggs.
Mesrune I haven't really thought of using the big barrel that way, don't really wanna mess with it too much either since the meshing would be complicated. I might do it in the future but for now I won't, sorry!
Stranger92 I noted this, thanks for reporting! I will fix it in the next release.
GenericNamePlate It's a bug, when I was changing some part of the code on how restrictions work i forgot to include wildcraft fruits in there, I'll address this in the next release but can't work on it soon since I'm busy for the holidays. If you're on singleplayer, you can go to the foodshelves modfolder then -> assets/foodshelves/config/restrictions/baskets/fruitbasket.json and add "wildcraftfruit:fruit-*" inside there. Thanks for the report!
Hi! I was wondering why items from the wildcraft food and nuts arent working? I'm being told that "only fruit can be placed in this basket" when im trying to put strawberries in it. I was testing the mod in creative mode, so that might be the issue
Noticed a bug: you cannot place two adjacent ceiling jars on chiselled blocks: they will fall off.
Steps to reproduce: make 2 adjacent blocks chiselled -> place 1st ceiling jar -> place 2nd ceiling jar -> they fall off.
Doesn't work backwards: if you chisel two blocks after adding ceiling jars, they will stay in place unless you hit one off yourself.
Hello!
Since you made a «vertical» big barrel, can you manage to make a «normal» big barrel?
One we can use to make wine, dye, etc?
Peace!
quartzar Yes, I prefered the old ones too. With these new ones I also have some texturing issues, I might change them if the devs don't do it themselves.
Lovely mod, just wondering if you know why my tables (vanilla and this mod) have bent legs? When did VS make this change, or is something conflicting?
It's part of 1.20... gonna have to make a mod that reverts them to having straight legs again!:-D
Khaosmatic Of course!
This looks great! Is it safe to add mid game?
Yololator Currently no - that's actually a decent suggestion lol I haven't considered any bulk meat storage. I usually keep them in basegame barrels. Might make a block for it in the future.
is there something to store meat?
Irecco Hi, you can open the handbook for each block and see a small section on what you can put on that block/shelf. The CeilingJar accepts resin, animal fat and beeswax if you're on vanilla, and all dehydrated/dry fruit if you're playing with Expanded foods. Simply place the block on the ceiling, select the item and place it with right click as you would on a crate, and right clicking with an empty hand on it will give you that item back. Holding shift while doing this, you can put/take whole stacks, cheers!
Hi, I wanted to ask, how to use the ceiling jar? I love the idea but I have no idea how or what I can put inside
Cherriberri Are you using the latest v1.4.2 version of the mod? I fixed this issue in that version. If it's still happening while you're at v1.4.2, do report back to me here or on discord, I'd love to have more details!
I am also having items disappear off shelves in 1.19.8, not 1.20. I was using shockbyte to host a server, and seeds and eggs have now disappeared off their shelves. Both instances were with the short shelves, but I don't know yet if it is the short shelves alone are doing it.
peppergoji Sorry to say but that's not exactly the case, the perish timers are not correct and are misguiding people, and transitioning of items doesn't work for my shelves (eg. raw cheese won't transition to cheese or dehydrated fruit won't transition to dry fruit)
I was hoping to port this mod over to attribute system before 1.20 but it dropped sooner than i expected so i'll just push an update soon.
Surprisingly, 1.1.5 still works with 1.20, with only a minimal bug with cheese/pie shelf storage not displaying listed items or spoilage rates.
Aspenizcool Hi, if this is happening on game version 1.20 - do note that this mod still isn't updated for that version yet. If it's happening on 1.19.8, I'd like more details if possible!
items seem to disapear off shelves
Neocrife the small barrel is the vanilla barrel from the base game. Just place an empty barrel into your hotbar and right click the barrel rack. Cheers!
I dont find a way to make "small" barrel for the little rack, any idea where I'm wrong ? The only barrel I got is a Kegg from HoD I dont think this one is working with ? TThanks and nice mod btw !
dangerousb Thanks! As for the More Animals, I'll note it for the future, if the eggs have a relatively simple model - or the same model as vanilla, it would be a simple addition!
Loving the storage options! Do you have any plans to make the egg shelves recognize the eggs from More Animals? My pheasant eggs can't be placed on the shelves
FireVentus That was actually one of the blocks that should've made it into this update, but I had to postpone it. It's coming hopefully for the next one, however I'll have to take a short break from modding since I have IRL obligations to do in the near future.
Thanks for the quick hotfix for the glass.
I have a question/suggestion, how about a sack or something to store flour or grains?
Kronuse Glad to hear it works!
It has resolved itself apparently. Not sure what I did different this time.
Aimli the "skinpart-hairbase-short” is in the base game - so your Vintage Story folder/assets/game/lang/en, that's the one i'm using. I guess since it's not correct to use that, i should probably use my own one. We'll see.
Kronuse I didn't have this issue when updating an old world (from 1.3.1) to 1.4.0+, it's possible that either you didn't install it correctly - or the mod just happened to uncheck itself when you updated the mod. (edit: I just made a new world on 1.3.1 and updated to 1.4.1. and everything was fine). If this issue persists, could you "look at" the seed shelf that had such an issue, then press Ctrl + F3 and send me the screenshot via Discord? I'd also prefer one such photo after the block has turned into "?" but it's alright if you can't do that one. Cheers.
What happened to the seed shelves? when I updated my seed shelfs turned into a white block with a red "?" in it and had to revert to 1.3.1
Oh, and I'd be more than happy to use discord to contact you!
But I didn't find “skinpart-hairbase-short” in the en.json file in version 1.4.0.
My discord ID is:
Aimli
aimli0507_73402
FireVentus you are correct, they don't seem to work for some reason. I'll release a hotfix soon, thanks for the report!
For some reason the recipes that uses glass are not working for me
Aimli hi, i'm using this lang entry (that's in the base game) for the "short" translation, it seems that in chinese is wrong? "skinpart-hairbase-short": "Short", thank you for providing the translations for 1.4.0 version.
Also, can i contact you regarding localization for the next update via discord, or do you not prefer that?
Shorter variants are not in the lang file but are Chineseized as [短发] (which is wrong), please tell me why this is?
https://github.com/AImli-oi/Vintage-Story-MOD-Chinese-localization/blob/main/foodshelves_1.4.0
Chinese localization
Devilofether I have plans for an item (or system) that would do just that, but mainly I was thinking of making it for fruit stuff only, so the fruitbasket would be somewhat useful since right now it's not of much use. However, it would be easy to make it work with every (or most) food items. It's planned, sure, but it's not coming anytime soon.
Such a pretty mod, too bad you can't really turn off food rot, because these look pretty; it would be awesome to have shelves full of food like this around just for decoration. I would like to see a cosmetic food mod, where you sacrifice the food item to turn it into one that can't be eaten, but doesn't spoil
MaldrakBK It's a design intent. I made all shelves match the vanilla shelf's perish times. To be honest I didn't even know that anything other than raw grain has any benefits when put inside a storage vessel.
As of now, there is not a config option to change the perish times, and isn't planned either. I might do it at some point in the future, but anytime soon not really.
SONZINA
Quick question that might be a design intent. I made a lot of bread and put it on my bread shelf, but then noticed that the spoil rate was double what the storage container rate was. And since the bread was listed as grain, it just made more sense to put it there. Is there a way to configure spoil times to make them match the other storage choices? Or did you want the rate doubled since it is open as opposed to a more sealed storage?
KoftheAshes Thanks! As for the CarryOn, it was planned, but the developers never responded to some of my questions, and the source code is kinda confusing not to mention that i'm not seeing any way of "taking the barrel" out of the rack and then carrying it around - Only way i can make the mod work is to carry the actual barrel racks around, which i don't find pleasing gameplay-wise or aesthetically (since the barrel's not rendering when carrying it). Unfortunately i had to push the compatibility update for it for a later date.
ADORE this mod. The asthetic is fantastic and its so useful! But are there any plans to possibly integrate with the Carryon mod? I love that the barrel racks allow for vertical storage, but I never end up using them because I can't store sealed barrels to cure/mix Vinegar or Wine etc.. I always end up having barrels all over my floor and empty barrel racks. I'm aware you can manually transfer liquids to the barrels but only the final product. It would be nice to mix the barrels on the ground and then be able to store them after sealing them.
rabah Thanks for the kind words! As for the mixing, I know but I did it since, to me at least, it would make no sense to do such things with horizontal barrels, which are mainly used for liquid stuff only IRL. I don't think i'll add it in sorry!
SONZINA
i love this mod so much!! its a shame though that you cant make leather and mix other stuff in the big barrels though :(
huflungpu thank you! I'm glad you like the showcase of the mod, and i'm certain you'll love it when you jump in with it :)
This looks fantastic!! I've been searching for a large tavern style barrel for ages. All of the models look awesome! Can't wait to jump in and try it out.
Snowfall94 you mean like a shorter variation of the shelf, basically having 9 slots in total? I'm working on shorter variants of my shelves so i think what you're suggesting is already in the works, if that's it of course. Although, they might not be exactly what you wanted.
Is there any way you can make a Seed Shelf that's the exact same thing but instead of having 3 columns per row, it's just 1 column?
I love how the interaction works and how it's super easily accessible, but would personally love just a flat shelf with 1 column, 3 rows
Chinese localization
https://github.com/AImli-oi/Vintage-Story-MOD-Chinese-localization/blob/main/foodshelves_1.2.0
Quiche You're welcome! I only hope that it does improve performance, as in my limited testing it was more-less the same.
Thank you bless for the performance update, looking forward to updating to this latest version.
HerculesTarace There's no new added model for the smaller barrel rack, just right click the barrel rack with the vanilla barrel. Cheers!
hello, i can't find the small barrel, i have the rack for small barrel but not the barrel
Nebux yup, you're right. Idk why it's the first time i'm hearing of this, this is a pretty old bug lol. Thanks for the report! I'll skip on the hotfix for now since it's nothing game-breaking. I'll include it in the next update.
my bad the textures are flipped for the big rack and small rack. i was too tired to read properly
Nebux huh, weird. It doesn't happen on my end...
small bug: big barrel racks drop directional items thus cluttering the inventory with N-S and W-E items
Quiche Honestly, you're right on that part. I think I'll just flip them by default. Thanks for the suggestion!
Still loving this mod so much. Would adore an option to have the fruit bars face the other way so the pretty gelatins show on display.
Just here to say I love how these look and I'm excited for having the other wood types for these :)
SONZINA Right, that's how I imagined it.
Marik currently, all storage options (except the barrel racks) work with cellar ice. I'll try to fix the barrel racks in one of the next updates, but depending on how it's implemented there might need to be some compromises.
@sonzina Hey, what are the chances you could make your storage options work with Medieval Expansion's cellar ice?
First - love this, it adds so much fun to my in-game pantry to see all these different foods stored and on display. Also, seeing EGGS on display is so much more appealing than opening a jar to get them.
Second - also vote for compatability with MoreVanillaVariants, it's just plain fun seeing all the different wood textures in your home.
Hexwitch It will be added, i'm thinking when i push out the next update, that the next one after that would focus on compatibility with mods like CarryOn, MoreVanillaVariants and such. Still might take some time though. Just curious, the CarryOn compatibility you want is to take the barrel out, not the entire rack with you, right?
KaraSong it properly cures the liquid though? I'd suggest keeping them in bottles anyway as they have longer lifespans, but i just tested on a world and they're properly curing, other players agree on it. Do you have ef properly installed? The perish speed might also be faster than curing speed if you're putting the liquid in barrels/buckets in cellars during warm seasons so that's why it can happen too. Also, i'm pretty sure you can't put any liquid stuff on my shelves, so i don't think the problem is with my mod.
can you fix wine turning into vinegar on shelfs and barrel racks? lost a ton of wine thinking it turn into strong wine
+1 to the CarryOn request, imagine bringing out a cask of wine from the cellar to the server tavern. You could fill up a barrel at a water source, then place it in a kitchen alcove for whenever you want to make soups or broths, instead of having to run to and fro with buckets or having to accomodate a whole water block inside.
But I get it if there's coding issues that can't be resolved, I'm pretty happy already about the barrel racks just existing, they've done wonders for my cellar design
Monzi hmmm weird, i did set up a private server and got no errors for those before release. Thanks for reporting, will be fixed!
When I start my server I get the following errors.
zulixe I just downloaded the mod to test and it seems to throw a null reference error for my mod when using it, but it's throwing it at a weird place where literally nothing there cannot be null, so it's most likely something inside the logic of that vanilla method. I have no idea what's causing it, and i currently have no time to go through the source code of that mod to possibly check if it's modifying something to interfere with this mod. It also seems to only happen with existing worlds i think? I created a new world and it works, but worlds that didn't use animal cages before crash. Thanks for reporting it though!
edit: I've tested it some more and it seems it happens more-less on specific worlds? I have no idea what's happening but i'll take a look when i have the time
appears to be incompatible with https://mods.vintagestory.at/animalcages
Burgersim It's planned, players have asked for it so it will be implemented at some point in the future, however i'm currently nearing my uni exams so i kind of stopped developing "big" updates for now, i will continue of course when i finish with them.
Quiche So, that is extremely weird and i honestly don't know what the hell is happening. The line 107 is as follows:
(Api as ICoreClientAPI).TriggerIngameError(this, "cantplace", Lang.Get("foodshelves:Only barrels can be placed on this rack."));
The only thing that can be of issue, that can actually be "a null reference" is the Api. However "the Api" shouldn't ever be null, it's the game's Api accessible from the block. I want so solve this issue so bad because i'm also planning to introduce bigger barrel racks so that one wouldn't have this problem, but i have no idea what to do honestly. I'll ask around in the VS Discord and do a bit more testing on my part, maybe even setting up a private server just for me, maybe the server handles things more differently. I'm using this very particular line on almost all my Blockentity classes, and it's just the barrelrack crashing. This is why it's so hard to pinpoint the issue. The only thing that I am happy about is that it's not the same line crashing you so that's a plus lol. Thanks for the more detailed update! Also, i'd love to have you over the VS discord channel for this mod, it's a bit easier communicating there - discord.com/channels/302152934249070593/1268914870854746112
Update: I might've figured it out - https://www.mediafire.com/file/j8ke0yvduox8pcf/foodshelves_1.1.4.zip/file here's a download link, i'm not posting it as an "official" update since it might still crash, this is just a test version. Let me know if it helped, and if it crashes send a crash message either here on in the discord channel, you don't need to test it seriously, just test it with existing blocks, or place a new one and test that one. Hopefully it's a fix!
edit:
Neuro_Mancer Sorry i kind of missed your comment! I've checked my code and i've tried to make it work, but to no avail. With no source code for the mod you've provided i can't really see what's going on under the hood with the barrel, and it properly goes through all my checks except the vanilla ones which i cannot modify. Unfortunately if you want them to work, you'll have to disable the feature for storing barrels into a backpack slot.
Love the idea of the mod, also would love to see Vanilla Variants support added at some point (and maybe even the woods from Wildcraft: Trees and Shrubs). For now that's basically the only reason, why I'm not using the mod on my Server, bc (almost) everything else can be crafted from different wood types
dashr
Yeah that is correct.
SONZINA
I thought it was a vanilla feature. Is there an easy fix to that on your side? This will probably be no priority, but I was just wondering if that is maybe an overloaded method or something of the kind.
SONZINA So we've been attempting to make the barrels work.
Remapping has not solved this issue.
The error message before was not from players trying to put liquid into the barrel. I'll add the step by step of what happens to the player that causes that error message.
Exception: Object reference not set to an instance of an object.
at FoodShelves.BlockEntityBarrelRack.OnInteract(IPlayer byPlayer, BlockSelection blockSel) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BlockEntity\BlockEntityBarrelRack.cs:line 107
at FoodShelves.BlockBarrelRack.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Block\BlockBarrelRack.cs:line 22
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 478
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 260
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
Player is using a jug, bucket or bowl to pull liquid from the barrels by clicking right click or shift+right click on the tap. (We've tried both)
The bowl, bucket or jug will show as being filled before the game kicks the player.
The bowl, bucket or jug returns to being empty and the liquid is back into the barrel.
It's still causing kicks. We've tried pulling out a mod to see if there's any incompatibility with balanced thirst but that did not seem to be it.
Thank you for being so willing to help us out!
Neuro_Mancer You're most likely using this mod: mods.vintagestory.at/crosscomme
You can just delete the ability for it in the mod itself. That's how I did it.
Neuro_Mancer Hi! It's honestly the first time i'm hearing that you can place barrels in the backpack slot, it's most likely a mod. For the barrels to be placed inside the barrel rack, they have to be empty, and inside the hotbar slot. Select the barrel in the hotbar - so it would be in your hands, and simply right click the rack with it. Holding shift or ctrl doesn't make any difference.
Hey there, how do one add a barrel to the barrel rack?
Maybe there is an incompability with some mod I use but maybe I do something wrong.
I tried right clicking the barrel rack with a barrel in hand in the backpack slot. Also any combination of shift and ctrl did not do the trick.
SONZINA no worries thank you soo much for the fix, cant wait to play :) !
JimmyVorisek Thanks for the report! Apparently, the blockcode for some of the pumpkins have "fruit-" in them and that made them pass the check... Them being a block it throws a null reference when i "cast" it to an Item. I posted the v1.1.3 fix which will fix this bug and let your world load. I'd also recommend you take the pumpkin from the Fruit Basket or break it to take it out. Sorry about that!
Dont put Pumpkins in Fruit Basket, crashed the game even after restart and joining my world, world couldnt be loaded, please reapir this problem. Thx
Skyve I'm pretty sure, and some users on discord have confirmed, that it does work. It's more-less coded exactly like the vanilla barrel (except the added "features") so yeah.
Is it possible to cure wine and other liquids in the rack barrels? (I think it's from Expanded Foods)
SpacemanSpliff Yeah, can't really do anything about that, but thanks for posting that as it might help someone who uses both mods figure out how to make both! And thanks for the praise!
This mod is literally everything Ive wanted or vintage story, -especially- the barrels for liquid storage (wine cellars!!). Thank you -so- much for your work. I see you might be making big barrels soon, that would be awesome. Thank you for your work!
edit: Just a FYI, cause I'm sure theres nothing reasonable that can be done, but the breadshelf recipe conflicts with the lantern post mod. https://mods.vintagestory.at/lanternpost . The work-around is to use more than 1 wood type for the recipe
Quiche do update me on it, with my singleplayer testing no matter what i do it doesn't crash, i do want to solve that issue tho so i do need help with it, thanks. If it continues to happen i'll have to change the way they work i think. Although, some players are confused on how to use them, so i might end up doing it anyway - we'll see.
The problem also, might be the remapping or just pick up and place the block again? I have no idea but i accidentally erased my test world a while back so my every test has been on a new world so the remapping thing never popped up. I know that sometimes when i changed the code a remap was needed to fix the issues, or simply replacing the block. So do try that as well and see if the issue persists.
edit: Also i just noticed when they pull something out of the barrel? The crash message posted shows when they tried to put liquid inside the barrel, i'm sorry you're having these issues but i can't solve them without detailed info xd, hopefully the fix works
SONZINA My players say they when they tried pull anything out of the barrels that's when they'd crash. Whether it was bone broth or alcohol. Both base game and mod wines cause exceptions to be thrown and disconnect the players. I'll try using the latest update and give you a message back if it works.
how do i add wine to be barrel rack?
Nebux thanks for posting that! I've uploaded a hotfix for it and some other issues.
BUG: destroying the fruit basket with an axe give back the fruits and the full basket, thus duping the fruits inside
Quiche Hmm I honestly have no idea why it does that as it's a vanilla method, it's throwing a null reference error so i'll add some checks i guess, thx for posting it! Is it maybe possible to get some info from the player about what he did to incite this error?
Poompers There are plans to do that, just won't come soon.
Loving the mod for saving space and the cozyness it gives to my cellar, are there any plans to make the barrels allow sealing while on the racks?
Having a funky little bug when placing down the barrel rack and it's kicking out players.
10.8.2024 22:34:51 [Server Warning] Exception at client 131. Disconnecting client.
10.8.2024 22:34:51 [Server Event] Player got removed. Reason: Threw an exception at the server
10.8.2024 22:34:51 [Server Error] Exception: Object reference not set to an instance of an object.
at FoodShelves.BlockEntityBarrelRack.OnInteract(IPlayer byPlayer, BlockSelection blockSel) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BlockEntity\BlockEntityBarrelRack.cs:line 100
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 427
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 255
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
Skyve Didn't notice that lol, will be fixed in the next update - as it's not inconveniencing anyone i'll skip out on the hotfix this time
Descriptions on the barrels placed in the rack are switched: the input one has the output tooltip and vice versa.
Cool, thanks, no worries.
MrTango I'll check that. I don't play with carry-on so I coded it in a specific way (which it had to be done), but if it's not too complicated i'll see what i can do to make it possible. Don't expect an update soon though lol, I have university work do to so the upcoming updates will be slower.
Would be nice to be able to place and take a barrel to and from the rack using carry on mod (held in both hands).
Until now, I didn't realize how much I wanted this exact feature along EF. Thank you!
Rambo_Turkey hi, I've tested the racks a bit and i can't replicate the bug, can you give me some more detailed info about what you do to dupe it?
Filvandrel Cool suggestions, i'll note it! They'll probably come some time in the future after i implement the stuff i said would be as the next update :)
Hey, love the mod! I've been waiting for some kind of dynamic storage mod for ages and you made it happen! :D
If I may leave some suggestions for the future:
- A clay jar, that would be used to store items like salt, resin, fat, wax or honeycombs
- A sack or bin for storing grains and flour
- Firewood rack?
Would be cool to see some of that someday :)
Cheers!
got it, thank you. defnitly incompatable with cary on but not fataly so you just cant place barrels into it that way. there seems to be a duping bug with the barrel racks atm, after you add some liquid to the barrel on the rack it looks like the bucket in your hand is empty but if you place the bucket on the ground or try to refill it becomes full again.
Rambo_Turkey I might've made them a bit confusing now that you mention it, There's a small hole near the top of the front of the barrel, above the tap, where you can "pour" the liquid inside the barrel. Looking at the tap with the bucket will allow you to "drain" it.
actualy how do they work in general, i can put barels in them but i cant fill them with liquid but they look fantstic : (
Rambo_Turkey I have no idea lol, probably not?
will the barel shelves work with cary on?
Sonito Thank you!
GVLT Hmm, if I get more requests I might consider it.
TheNiteFox I checked the .json files however I don't see any warnings or errors there. It might be due to conflicting recipes? I'm not sure but I'm gonna need more than that... Are you using any more mods? Can you check if the recipes are conflicting with each other?
SeniLiX This one might come, but not anytime soon. If I do get more requests for them though, I might do it sooner.
Hydromancerx I will check on this later, i never played with the mod. It might come in the update after the next one.
Thank you for the update ! I love your mod
Hi, great mod! Can we have simpler seed shelves without the depth it have right now? Just 3 rows vertically and 3 rows horizontally.
Thank you all for the kind comments!
I've just got back from vacation and will start working further on the mod, you can expect next update to be about horizontal barrel racks (stackable of course), and i'll look into the issues and suggestions you guys have posted, the suggestions might or might not come though.
Glad you're all enjoying the mod! ❤️
I love this mod!❤️ But is not letting me craft the shelve for seeds. The recipe is asking for a seed shelve in order to create a seed shelve, I don't know if this is intended to be like that or if a error on the mod.
Than you for creating this mod :)
beautiful models!
Absolutely love these shelves! Definitely an essential mod to have in every one of my saves now xD
Just wanted to let you know these errors are happening under server-main.txt
[Warning] Failed resolving crafting recipe ingredient with code foodshelves:barshelf-normal-east in Grid recipe
[Error] Grid Recipe 'foodshelves:recipes/grid/barshelf.json': Output Block code foodshelves:barshelf-normal-east cannot be resolved
[Warning] Failed resolving crafting recipe ingredient with code foodshelves:sushishelf-normal-east in Grid recipe
[Error] Grid Recipe 'foodshelves:recipes/grid/sushishelf.json': Output Block code foodshelves:sushishelf-normal-east cannot be resolved
I agree with hydromancer, compatibility with Vinconomy would be amazing. I added this mod to my multiplayer server and I'm very excited to convert my cellars and see what other players do with it too.
Awesome stuff!
Support for the vanilla variants tables as well please. 😜
https://mods.vintagestory.at/vanvar
New shelves are great - especially one's for cheese, bread and eggs which i immediately started to use.
I have a suggestion: A basket type storage for vegetables. Maybe something that mechanically works as a hybrid between a trough and a crate? For example - you can put only one type of vegetable into it, and as you cram in more of them you can see the vegetables filling it up.
Thank you guys for the kind comments! I'm glad you like the mod!
I pushed a small fix for the seed shelf recipe, sorry about that xd
These shelves are GORGEOUS! Just wanted to post to confirm, also seeing the seed shelf as requiring a seed shelf for the recipe. Thanks!
You have no idea how excited about this mod I am. New shelves!? Heck yeah!
Love this so far! I'm having an issue with the seed shelves though, as the recipe states it needs seed shelves.
edit: such a quick fix on the seed shelves! thank you!
Will this be compatable / have synergy with the vinconomy mod? I would love to see these shevels use their shop system.
Super excited to try this!
So you're telling me that all I have to do is install this mod, that's insane! Unlike ...other... mods you're telling me I don't need to download the mod, the load a world, then unload the world, then turn off over 20 config settings, then reload the world for this to work?! /s (Sorry Dana I love you but wtf dude)
Excellent models too, this is going to make kitchens and pantries look fantastic
Horizontal barrel rack, yes please, i eagerly await.
Amazing work. The screen shots alone are already quite something. I'll test it later. :)
Thank you!
The shelves look great!