Mods / Beehive Kiln

Category: #Crafting
Author: Zach2039
Side: Both
Created: Jan 20th 2023 at 3:58 AM
Last modified: Nov 23rd 2023 at 9:18 AM
Downloads: 17603
Follow Unfollow 204

Latest file for v1.19.0-pre:
beehivekiln_1.5.1.zip 1-click install


Adds a mutli-block kiln for mass pottery firing after pit kilns.

Quick-start Guide:

  1. Kiln must be constructed, filled with raw pottery, and sealed. Consult the mod images for proper setup. Viewing the block info of the flue will show construction errors. Sneak + right-click will show missing or incorrect blocks via highlighting.

  2. A firepit must be lit underneath with fuel that burns at a hot enough temperature. Viewing the block info of the flue will show current kiln temperature.

  3. After the kiln heats, 12 hours (configurable) must pass and the kiln must not be opened or heat will be lost and process will reset. 

  4. After firing completes, break open the kiln or use an access door on the large kiln to get your fired items.

 

Things to Note:

  • Breaking a kiln, or opening the door of a large kiln, will cause the firing process to reset.

  • Being inside the larger, walkable kiln once it is at firing temp will kill you very fast.

 

Config Settings (VintageStoryData/ModConfig/BeehiveKiln.json)

  • FiringTimeHours: How long a firing process takes to complete once at minimum temp, in hours; defaults to 12.0.

  • MinimumFiringTemperatureCelsius: The minimum temperature the kiln must reach to start and/or continue firing, in celsius; defaults to 500.

  • TemperatureGainPerHourCelsius: How much kiln temperature can increase per hour, in celsius; defaults to 250

 

Future Plans:

  • Other fuel sources, like lit charcoal blocks and similar.

 

Notable mods that add similar:

  • Useful Stuff
    • Adds a different implementation of a kiln, among other things; be sure to check it out.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.5.1 6311 Nov 23rd 2023 at 9:18 AM Show beehivekiln_1.5.1.zip Install now
v1.5.0 608 Nov 18th 2023 at 8:23 AM Show beehivekiln_1.5.0.zip Install now
v1.4.0 501 Nov 12th 2023 at 4:14 AM Show beehivekiln_1.4.0.zip Install now
v1.3.0 513 Nov 7th 2023 at 4:34 AM Show beehivekiln_1.3.0.zip Install now
v1.2.2 7591 May 26th 2023 at 1:15 PM Show beehivekiln_v1.2.2.zip Install now
v1.2.1 1492 Jan 25th 2023 at 11:51 PM Show beehivekiln_v1.2.1.zip Install now
v1.2.0 319 Jan 20th 2023 at 5:59 AM Show beehivekiln_v1.2.0.zip Install now
v1.1.0 140 Jan 20th 2023 at 4:13 AM Show beehivekiln_v1.1.0.zip Install now
v1.0.0 128 Jan 20th 2023 at 4:00 AM Show beehivekiln_v1.0.0.zip Install now

46 Comments (oldest first | newest first)

💬 VaelophisNyx, Apr 12th at 8:36 PM

Works in 1.19.X

💬 melodelic, Mar 25th at 8:51 PM

Do you have plans on updating this to 1.19.5? Because currently, there's a warning about it being out of date with an exclamation about it being only for 1.18.15.

💬 Betface, Mar 25th at 11:59 AM

Is the large kiln simply empty inside? Does it have to be? Not sure how that adds more space apart from the convenience of the door, or can we stack things on top of each other or something? Would be cool to have like a kiln shelf or something.

💬 McThrill, Jan 9th at 9:51 PM

Found an exploit - if you go to sleep right when you start the kiln, the sped-up time from sleeping advances the kiln a huge amount, but fuel duration is measured in real-time seconds so hardly any fuel is used. Got a whole firing done on just 4 bricks of peat.

💬 WolfNCoyote, Jan 5th at 10:17 PM

Is there a way to set the kiln chute to detect for either Small size or the Large size? I try building the version with the iron door, and when I sneak right click it, it says its missing 10 blocks and highlights the area for the small kiln.

💬 Ailith, Dec 23rd 2023 at 11:10 AM

Oh this is cute - and works in 1.19.0-rc.1

💬 CKitt, Dec 12th 2023 at 7:23 PM

This is an absolutely delightful mod, and I have been greatly enjoying a safer and more efficient later-game method to fire pottery.

Thanks for making this!

💬 Joethemonk, Dec 12th 2023 at 5:48 PM

Heyo . I realy love your mod and pressured the mods of the sanctuary server to add it to the modlist - sadly the mod will be removed again beacause apparently the beehivekilns deletes some modded pottery fired in the kiln.

Are you aware of this problem? Do you think it can be fixed?


💬 Ket, Dec 6th 2023 at 10:32 PM

On multiplayer everytime the server restarts the kilns reset back to 0% progress and cold, is that something you can fix? Edit: It also seems to happen whenever the chunks are unloaded

💬 Falco, Dec 6th 2023 at 1:31 AM

When fireing modded molds, such as the lead vessel mold from neccessities or a saucepan from cullinary artillery, this creates an invisible item. when trying to pick it up, the client crashes.

💬 ASILiara, Dec 2nd 2023 at 5:18 AM

The large kiln is absolutely god-tier for firing bricks. You can just fill it up entirely with bricks, all 18 spaces, and it'll cook everything - giving you a grand total of 432 bricks per firing. 10/10, absolutely no notes, couldn't improve any further.

💬 Zorf, Nov 30th 2023 at 3:50 AM

Think it'd be possible to make a cave/hill kiln? Like this? Or this design? My mom is a pot head (she makes pottery ;3) and she loves that style of kiln. I imagine it'd be helpful in the game too!

💬 Zalfeon, Nov 24th 2023 at 7:34 PM

ok found the problem just deleting the mod and reinstalling  does not work you have to delet the beehive 1.5.0 folder in appdata/roaming/vintagestorydata/Cashe/unpack

💬 TSense, Nov 24th 2023 at 7:10 PM

for anyone wondering, normally you need for 1 item: 10 dried grass, 8 sticks and 4-8 pieces of firewood. In the Beehive Kiln with default settings, you get 9 items for a total of 12 firewood and nothing else. And you get to use your firepit too, like grilling redmeat or making a meal on the same fire. Cutting the fuel grind

💬 Zalfeon, Nov 24th 2023 at 6:36 PM

i just updated to 1.5.1 and the old Kiln from 1.5.0 Flue is a white ?box and cant find it in the crafting opitions or creative menu. i also removed and downloaded it and still not there?

💬 zackadiax24, Nov 24th 2023 at 7:10 AM

Zach2039 Thank you kind sir!

💬 Zach2039Author, Nov 23rd 2023 at 9:22 AM

zackadiax24

Try now with the new release: v1.5.1. Here is an image of the kiln running with a closed door with the doorknob in the same orientation as yours. The multiblock stucture was limited to iron doors with the doorknob on the left.

💬 zackadiax24, Nov 23rd 2023 at 7:44 AM

Zach2039

 

Weird door placement
Weird door placement
Normal door placement
Normal door placement
💬 Zach2039Author, Nov 22nd 2023 at 7:19 PM

zackadiax24

The door needs to placed from the outside of the kiln facing in, or it can be placed from the inside of the kiln facing out; if you place the door in such a way that the kiln door looks open after immediately placing, it won't work since the multiblock scan will be looking for closed doors facing the correct way, and the placed door will be "open" even though the kiln will look closed when said door is shut. Also try Sneak + RMB on the flue block to get structure highlighting that can help with determining what is missing or wrong, if you haven't already.

If above still doesn't help, any images you have of the kiln in your world you could send would be good. I can try to reproduce on my end to see if something is wrong with structure setup. We are using the large version of the kiln in our private server without issue, and I have tested in creative in all orientations, but I might have missed something during testing.

💬 zackadiax24, Nov 22nd 2023 at 9:33 AM

For some reason its not recognising the metal door for me, im on the newest one, 1.5.0. I do also have the Useful Stuff port installed if that makes any difference.

💬 ASILiara, Nov 18th 2023 at 8:54 AM

High five! That's awesome, thank you.

💬 Annastasija, Nov 18th 2023 at 8:35 AM

I love that you added a door <3

 

💬 Zach2039Author, Nov 18th 2023 at 8:24 AM

ASILiara

Done, as of mod version 1.5.0. You can now build another variant of the beehive kiln that is taller, walkable, and accessable with an iron door. See the new image uploaded for an example.

💬 ASILiara, Nov 17th 2023 at 3:16 AM

It'd make me really happy if you could make, like, a door so I don't have to break it open every time. It feels rough when I do that, and I don't want more advanced stuff to feel rough.

💬 Zach2039Author, Nov 7th 2023 at 4:39 AM

Toudi

Should no longer have YamlDotNet.dll in zip.

 

Jena_Thornwyrd

Updated to read 'firepit' instead of 'pile of logs.'

💬 Toudi, Nov 6th 2023 at 9:47 AM

for me it works if its the only mod in the game  (game v1.18.15, beehivekiln_v1.2.2.zip)
thank you dumfuu for pointg out that log
it seems that the YamlDotNet.dll causes trouble, if I have other mods that has this dll its does not work (eg the VolumetricSharders mod has it) if I remove this file from the BeehiveKiln.zip while running the VolumetricSshaders mod, it work

after testing with my full set of mods, it seeems that the modst load order is weird, so the YamlDotNet.dll needs to be in one of thoes two mods that needs it, but not in both, its weird cause somtimes in needs ot be in BeehiveKiln.zip and at some times in the VolumatricShaders.zip)

💬 dumfuu, Oct 26th 2023 at 2:08 PM

I can't get the mod to work at all, I don't get any errors in the mod-list and it says the mod is enabled, but in game I can't find any of the items the mod adds in the handbook, nor in creative. No recipes or anything.

I checked my server-main log and I do have an error there:

26.10.2023 18:03:49 [Error] [beehivekiln] An exception was thrown when trying to load assembly:
System.IO.FileLoadException: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 473

I tried to check if this was a conflict issue and turned off all my mods except this one, still nothing.

💬 DragooKnight11, Sep 24th 2023 at 5:41 PM

I forgot to open up my kiln after it finished firing and quit the game for the night, when I came back in and remembered to open it up the piles were 'empty' and crashed my game trying to collect them. Breaking the piles worked however. VS v1.18.13

💬 AHamPlanet, Sep 4th 2023 at 9:00 AM

So I'm on 1.18.8 and the mod doesn't even show up on the mods list even though I have other mods that do, I've had the same problem with a few other mods but I'm not sure if it's just my pc or if anyone else has had this problem too.

 

Edit: Idk if this was obvious but I didn't realize it had to be in both the vintagestory and vintagestorydata folder. for whatever reason the 1 click install doesn't do that for this mod. Hope this helps someone.

💬 Jena_Thornwyrd, Jul 26th 2023 at 4:51 PM

Please, change the flue instructions, it say to place a pile of wood under the center grate, but it should not be a pile of wood but a firepit !

💬 bumblebink, Apr 22nd 2023 at 11:09 PM

I'm not sure what causes it, but every time I fire a vessel in the center, it ends up as an "empty pile" containing 1x storage vessels. The "empty pile" needs to be broken in order to retrieve the vessel.

Edit: It doesn't happen every time, just some of the time. I've had it happen twice, but I've been unable to reproduce it now lol.

💬 bumblebink, Apr 21st 2023 at 8:52 PM

Works fine in singleplayer, but if you want to run this on a Windows dedi you'll need to compile the source into a dll (replacing the source folder with the dll in the zip).

Falco did the heavy lifting of finding & reporting the bug that prevents it from working in source form here: github.com/anegostudios/VintageStory-Issues/issues/2378

💬 Nebux, Mar 28th 2023 at 6:33 PM

works perfectly in v1.18.0-pre.8

💬 Falco, Feb 11th 2023 at 9:19 PM

I get "Could not load Assembly VSSurvivalMod" spammed in my server log. More here: https://github.com/zach2039/vs-beehivekiln/issues/1

Can you help me resolve this please?

💬 Falco, Feb 10th 2023 at 9:11 PM

could you add a guide for the in game handbook?

💬 Arckhan, Jan 26th 2023 at 9:48 PM

Came back to confirm the Kiln is fully operational after the migration to linux. Thank you for responsiveness Zach2039

💬 worldslaya, Jan 26th 2023 at 4:56 AM

Zach2039

Access should be granted now sorry for the delay, I've actually spent the last few hours migrating the dedicated server to Debian. Weirdly enough, once I set it up and configured the save in Linux, we tested out the kiln, literally just took the flue off and put it back on. It failed again, then we changed the orientation and it worked, we changed the orientation in all four directions, including the one it was initially in, and they all worked. So that was a weird bug in the Windows Dedicated server I was using. It was very strange. We're currently testing the kiln to see if it fires the clay and will post an update tomorrow.

💬 Zach2039Author, Jan 26th 2023 at 2:11 AM

worldslaya


Requested access. Might need to check your email to allow.

💬 worldslaya, Jan 26th 2023 at 1:08 AM

Zach2039

Here are the log files for the server and my client.

https://drive.google.com/file/d/1m0IPyANa6EJpocMlFplyjSBdvN86u-u0/view?usp=share_link

Mine is hosted on Windows 11. Server and client are both %appdata%\VintagestoryData\Mods

💬 Zach2039Author, Jan 25th 2023 at 11:51 PM

Arckhan

worldslaya

Could you share the save, and/or the server log? I'm able to rotate the kiln on my server and it is marked as complete. Are any of the blocks chiseled? Might cause an issue as well.

On the server we are running, it is hosted on Linux and the mods are contained within ~/data/Mods/, while the game resides in ~/server/. My windows client uses the Mods directory in AppData\Roaming\VintagestoryData\.

On the issue of version syntax, I changed it to be proper format in the new 1.2.1 release.

 

💬 Arckhan, Jan 25th 2023 at 12:54 AM

Thanks for the reply, I tried changing the orientation and following the guide that the flue gave, disassembled a couple of times and followed the guide step by step with the aid of the flu's assitance. no  luck what so ever, it would always read as being incomplete. Once again thank you for your responsiveness. 

💬 worldslaya, Jan 24th 2023 at 10:45 PM

Zach2039

Thanks for making this mod and your responsiveness, I'm the one hosting the server that Arckhan uses and I noticed while looking at the server logs that we seem to get tons of [Fatal] server warnings whenever one of us logs in near where the Kiln is. 

The error is below and the main thing i find interesting is that, it's reading the mod from my directory but it's not reading the VSSurvivalMod dependency from the same directory. Not sure if you know what could be causing it.


24.1.2023 17:11:53 [Fatal] System.IO.FileNotFoundException: Could not load file or assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
File name: 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
at beehivekiln.blockentity.BlockEntityBeehiveKiln.onServerTick3s(Single dt)
at beehivekiln.blockentity.BlockEntityBeehiveKiln.onServerTick1s(Single dt) in c:\Users\[My User]\AppData\Roaming\VintagestoryData\Cache\unpack\beehivekiln_v1.2.0.zip_4d2774795722\src\beehivekiln\blockentity\blockentitybeehivekiln.cs:line 148
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\[Not My User but Starts with Ty]\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 106
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\[Not My User but Starts with Ty]\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in C:\Users\[Not My User but Starts with Ty]\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 768

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].

Additionally when starting the server I do get this warning for beehivekiln
24.1.2023 17:46:23 [Warning] [beehivekiln] Dependency 'game': Failed parsing version string '1.17.*' at index 5: Expected PATCH version number, found '*' (best guess: 1.17.0)

💬 Zach2039Author, Jan 24th 2023 at 8:34 PM

Arckhan

Thanks for downloading. Visually, your construction looks good. Have you tried using Shift-RMB on the flue with an empty hand? It should give you an in-world highlight for the structure to complete it. I would also try rotating the kiln to see if it works in a different orientation; I can do similar in our private server where I have it working to see if I can break it. Making the multi-block structure work in different orientations requires some interesting setup that I might have broken in some way during development.

The mod should work with modded ceramics; I did test in a creative world using a raw item from the Bricklayers Mod and it fired into the finished piece. The firing conversion is very similar to how a pit kiln does it, code wise.

 

💬 Arckhan, Jan 24th 2023 at 9:49 AM

Hey, awesome mod, but I am having some issues with getting it working, I followed the diagram as is and it's not working for me. I noticed that the recipe for grates created 3 grates for me, dont know if that was a fluke or if I'm so supposed to use multiple grates on the kiln, but so far I've had no luck following the images on this page. I followed each structure for the flue at the top keeps reacting that my structure is incomplete. The fire below the grate is lit and fuled and meets temp requirements so I'm no sure what's going on.

Does the mod work with any ceramic or only certain ones? How about moded ceramic objects?

I put an imgur link to the one I made incase you can spot something wrong. Thank you for your time!

https://imgur.com/a/VwXdvr1

 

💬 Zach2039Author, Jan 21st 2023 at 10:00 PM

SalazarWindriver

  1. Any fuel that can reach hotter than 500 Celcius should work.

  2. The bricks will not crack; the kiln is fully reusable after firing. A config option for this might come later.

  3. Thought about it previously. An alternative multiblock setup that is enterable with an iron door or similar would be nice. I will look into it.
💬 SalazarWindriver, Jan 21st 2023 at 12:43 PM

will anything work in the firepit or just firewood and/or peat? 

Will the bricks crack like in other structures?

is there a plan to be able to use the door from the coke over to open and close to prevent having to break it apart?

 

(edit comment delete)