Mods / Beehive Kiln

Category: #Crafting
Author: Zach2039
Side: Both
Created: Jan 20th at 3:58 AM
Last modified: Jan 25th at 11:51 PM
Downloads: 406
Follow Unfollow 17

Latest file:

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.

  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, 6 hours 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 to get your fired items.

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
v1.2.1 172 Jan 25th at 11:51 PM Show
v1.2.0 189 Jan 20th at 5:59 AM Show
v1.1.0 23 Jan 20th at 4:13 AM Show
v1.0.0 22 Jan 20th at 4:00 AM Show

11 Comments (oldest first | newest first)

💬 Arckhan, Jan 26th 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 at 4:56 AM


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.

💬 Zach2039, Jan 26th at 2:11 AM


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

💬 worldslaya, Jan 26th at 1:08 AM


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

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

💬 Zach2039, Jan 25th at 11:51 PM



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 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 at 10:45 PM


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=, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
File name: 'VSSurvivalMod, Version=, 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)

💬 Zach2039, Jan 24th at 8:34 PM


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 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!


💬 Zach2039, Jan 21st at 10:00 PM


  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 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?


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