

Description
<p>I wanted to give my cellar a "fridgey" look only to discover I can't make it from any kind of ice since they dont count as cooling blocks. sadge pepehands L baka game. Some pals were asking for a mod that could let them do it thus this was born and I thought maybe someone will find it useful too. Please don't expect too much from it.</p> <p> </p> <p><strong>New v2.0.0 </strong>Modified some logic so now reads what it needs after the room is registered. Added source to description. Help me test bigger cellars!<br /><br /></p> <p><strong>Updated por 1.22.0:</strong> Since now the ice blocks melt when temps are above 2C we can't use any kind of ice anymore. The game generates the old ice during worldgen but when we harvest them they becomes the new meltable ice (ice gotten through the creative menu is the old one, but the moment you put them in the ground and break it it transforms into the new meltable one). I dont want to erase vanilla behaviors so I opted for a new custom block that has the cooling behavior attached. For legacy support cellars made with the old packed glacier ice (that was obtainable during the rc's or in creative) still recieve the bonus.</p> <p>The new<span style="color: #2880b9;"><strong> ice bricks</strong></span> block is made using 4 glacier ice (the new meltable one, creative glacier ice won't work) in a 2*2 pattern. Yield is 4 ice bricks. The textures are a combination of packed ice and fireclay bricks so forgive how they look I have zero artistic skills. Block is Chiselable. See last images for how it looks.</p> <h3><strong>How the new config.json inside modconfig works: </strong><br /><br /></h3> <p>From modver +1.0.7 we declare eligible cooling blocks in:<strong> iceiscellarmodconfig.json</strong>. There are two lists:</p> <p>For simple (no variants) blocks:</p> <p style="padding-left: 40px;"><code>"CoolingBlockCodes": [</code><br /><code>"modid:blockcode",</code><br /><code>"game:packedglacierice"</code><br /><code>]</code></p> <p>For wildcard patterns like quarter logs. "*" matches variable text.</p> <p style="padding-left: 40px;"><code>"CoolingBlockCodePatterns": [</code><br /><code>"game:log-*",</code><br /><code>"game:planks-*",</code><br /><code>"modid:blockname-*"</code><br /><code>"anymod:block-*"</code><br /><code>]</code></p> <p>Be mindful, names must be generated block codes, not asset file names.</p> <p>✔️Good: </p> <p style="padding-left: 40px;"><code>"game:log-*"</code></p> <p>❌Nope:</p> <p style="padding-left: 40px;"><code>"game:blocktypes/wood/woodtyped/log.json"</code></p> <p style="padding-left: 40px;"><code></code></p> <p>Also, config changes require restarting the game/server, because the mod now attaches the behavior during AssetsFinalize. Anyone using custom blocks please help me test. you can find blockcodes inside the json that defines the custom/vanilla block or ask any gpt if you have problems for wildcard patterns.</p> <p>Finally migration from the old config to the new one should be automatically managed. Clean install recommended tho. Hmu in the comments if you run into any problems.</p> <p><br />modconfig valid range:</p> <p>- IceRatioThreshold: 0.0 to 1.0 anything out of range gets clamped. Check ice blocks vs nomal block ratios for the +5c bonus<br />- MinPerishRate: 0.0 technically any positive value, but the perish calculation later clamps it to 0.0 - 2.4 for vanilla consistency purposes. Min perish bonus possible.<br />- LightPenaltyMultiplier: 0.0 to 1.0 anything out of range gets clamped. How hard light affects the cellar calculation, affects transparent a opaque blocks.<br />- TemperatureBonus: 0.0 to 20.0. negative or above 20.0 logs a warning. Bonus temps for when the cellar is made with >50% ice blocks.<br />- "CoolingBlockCodes": [ Here we put simple blocks (block without variants)]<br />- "CoolingBlockCodePatterns": [Here goes blocks with multiple variations like logs (theres, pine, acacia, etc...]</p> <p> </p> <p> </p> <p> </p> <p>Changelog:<br /><br /></p> <p>2.1.0 - Small optimization for perish checks, should help big servers.</p> <p>2.0.0 - Code cleanup, added source to description. Should be compatible with bigger cellars.</p> <p>1.0.7 Cleaner code, updated behavior:</p> <p style="padding-left: 40px;">- Added a new block <span style="color: #000000;"><strong>Ice Bricks</strong></span> made from 4 glacier ice in a 2*2 pattern. Yields 4 Ice bricks.<br />- New config.json file inside modconfig folder. Now it's easier to add new blocks be custom or vanilla. <br />- Added simple no user needed method for migration from old config to new so blocks declared in old coolingbehavior.json get migrated to the new one. (God I hope it works).<br />- Old packed glacier ice still works through small json patch in assets folder.<br />- The new config stores generated block codes and patterns, not asset file paths.<br />- Small code cleaning.</p> <p>1.0.5-1.0.6 Compiled for 1.21.7 and 1.22.0 compatibility respectively.</p> <p>1.0.4-rc.1 Added <strong>1.21.6</strong> exclusive support. Do not use this in any of the 1.22 versions. It will <span style="color: #e74c3c;"><strong>not</strong> </span>work.</p> <p style="padding-left: 40px;">- Only 1.21.6 compatible. If you have 1.22.x use the 1.0.4 version.</p> <p>1.0.4 Updated perish formula in so it now:</p> <p style="padding-left: 40px;">- Now uses LightPenaltyMultiplier (configurable though modconfig).<br />- Sunlight now matters again, but less harshly than in vanilla (I forgor to add the sunlight calculations to the cellar bonus).<br />- Effect should be barely noticeable on most cellars but now you must build a proper cellar with low sunlight values.<br />- Silly me forgot to say this is altitude dependant now so cellars high in the mountains get stronger bonuses.</p> <p>1.0.3 Fixed woodtypes using behaviorsByType keys not receiving full effects from the behavior.</p> <p style="text-align: left; padding-left: 40px;"> - Tried to add a
Download
No download link is available for this entry right now.
Ratings & reviews
Sign in to leave a rating or comment.


