Mods / Food Shelves
Author: SONZINA
Side: Both
Created: Aug 1st 2024 at 4:48 PM
Last modified: Nov 12th at 9:21 PM
Downloads: 309501
Follow Unfollow 3276
Recommended download (for Vintage Story 1.21.0 - 1.21.5):
foodshelves_2.3.3.zip
1-click install
! Warning – 2.0.0 Major Overhaul – Incompatible with Previous Versions - Read 2.0.0 changelog for more info !
Were you disappointed when you realized you can't put pies on shelves?
Do you wish you could pack bread more tightly on a shelf since there's clearly more room?
Well, this mod fixes it.
Features:
- Various shelves similar to the vanilla shelf, with specialized storage for bread, eggs, pies, cheese etc.
- Some specialized blocks that have bonuses for drying/curing etc. (like the Ceiling Jar or Barrel Racks)
- A "food cooling" mechanic - blocks like the Cooling Cabinet or Meat Freezer which you can additionally cool down with ice and preserve your food for longer.
- Specialized containers that keep specific food for longer (like the Ceiling Jar, Flour Sacks or Barrel Racks)
- Decorative blocks and baskets - like the Fruit Basket - on which you can store fruit and also place them in the Cooling Cabinet for a freshness bonus!
Handbook contains more info on what you can put in containers.
Blocks that have extended perish times or additional bonuses are configurable!
Backup your world before updating ANY mod - unintentional things can happen and you might lose your stuff!
Compatible with: Expanded Foods & Wildcraft: Fruits and Nuts (+ a lot other mods).
Built-in texture variations of my shelves (wood, glass & rock variants).
If you like this mod, checkout: Purposeful Storage
Known Issues:
- Blocks that can open/close like to sometimes hide other blocks with active animations when they are open and when a player is looking through the window. Can't really do much about that :/
- Can't attach Ceiling Jar to any chiseled block - I have no idea how to fix this lol
I've made adding compatibility an extremely easy process - it's just a JSON patch, that even ChatGPT can write if you give it an example.
There are 2 "folders" of interest if you want to add compatibility for your mod - foodshelves/config/restrictions and foodshelves/config/transformations.
//////////////////// Whitelisting:
Whitelisting is allowing your item (presumably, food or some type of crock) to be place-able in my containers - let's say in the Meat Freezer. To allow this, you'll need a JSON patch to add your itemcodes to the appropriate JSON file.
The restrictions file has 3 "options" - most of the time only 2 are visible: "CollectibleTypes", "CollectibleCodes", and "GroupingCodes" (the last one is ONLY for the Vegetable Basket).
CollectibleTypes: These are the Block Class Names that the item has. For example, restrictions/barrelrack.json has "game:BlockBarrel" which tells the game: "all blocks that have BlockBarrel from the game domain should be allowed to be placed in this block." - meaning all vanilla containers, and modded containers (like various wood-typed barrels from Vanilla Variants mod), will automatically be whitelisted. This option is generally discouraged to be used.
CollectibleCodes: These are the itemcodes of the items themselves. Usually this is what you'll be patching, and it's provided in the example below.
GroupingCodes: These are also the itemcodes of the items themselves, just grouped into separate segments. Only the Vegetable Basket restrictions file has this. It's used for the different positioning and stacksizes of items that the vegetable basket can have.
You can open the files in the restricitons folder to take a better look at them - you'll notice that only the itemcodes in that file are tied to the items place-able in the containers they're meant for, granted you don't have any other patches activated.
Example patch:
[
{
"file": "foodshelves:config/restrictions/glassware/meatfreezer.json", -- target this file
"op": "addmerge", "path": "/CollectibleCodes", "side": "server", -- addmerge (append another value, not erasing previous ones), to the path /CollectibleCodes, server-side patch
"value": [ -- these are the values that will be added
"primitivesurvival:crabmeat-raw",
"primitivesurvival:snakemeat-raw",
"primitivesurvival:fishfillet-raw"
],
"dependsOn": [ { "modid": "primitivesurvival" } ] -- the mod that will activate the patch
},
{
"file": "foodshelves:config/restrictions/other/buckethook.json",
"op": "addmerge", "path": "/CollectibleCodes/-", "side": "server",
"value": "primitivesurvival:metalbucket-*",
"dependsOn": [ { "modid": "primitivesurvival" } ]
}
]
This example adds raw crabmeat, snakemeat, and fish fillet from Primitive Survival to the Meat Freezer whitelist, so you can place the modded raw meat in the Freezer. You can find more examples in foodshelves/patches folder (be advised that not all patches are examples on patching the foodshelves mod itself).
//////////////////// Modifying the position of the items:
Your item might be misaligned, too small or too big when put in the container. That's where specific transformations come in play.
In the foodshelves/config/transformations folder, there are also files that add additional transformations for the items placed in the containers.
For example, the PieShelf needs to have all placed Cheese blocks rotated by 45 degrees, but not touch other items placeable inside (eg. the Pie should be as it was).
{
"*cheese-*": { "origin": { "x": 0.5, "y": 0, "z": 0.5 }, "rotation": { "x": 0, "y": 45, "z": 0 } }
}
This example does exactly that - it modifies all items that have *cheese-* in their itemcode (asterisk is the wildcard, meaning any number of characters may appear in the asterisk's place) to be rotated by 45 degrees, while the rest remain the same.
Example patch (note that this patch is from Purposeful Storage mod, since Food Shelves doesn't have any specific patches adding new transformations):
{
"file": "purposefulstorage:config/transformations/weapons/longweapons.json",
"op": "replace", "path": "/game:bow-recurve", "side": "server", -- note that we added a value that's missing (game:bow-recurve) in the path itself, not the value.
"value": { -- here we only modify the position of the item
"origin": { "x": 0.5, "y": 0, "z": 0.5 }, "translation": { "x": 0.885, "y": 0.035, "z": -0.125 }, "scaleXYZ": { "x": 1.1, "y": 1, "z": 1 }, "rotation": { "x": 20, "y": 0, "z": 0 }
},
"dependsOn": [ { "modid": "armory" } ]
}
Hopefully this helped. If you need further help, feel free to reach out to me.
Enjoying my Vintage Story mods? Consider supporting me!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.3.3 | foodshelves | 18623 | Nov 12th at 9:21 PM | foodshelves_2.3.3.zip | 1-click install | ||
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Changes:
Fixes:
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| 2.3.2 | foodshelves | 28073 | Oct 20th at 7:19 PM | foodshelves_2.3.2.zip | 1-click install | ||
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Changes:
Fixes:
-- New method, report issues if there are any!
-- Technically, it's not possible to use one true combined ItemSlot, since each item defines its own max stacksize rather than inheriting it from the container.
-- To achieve this behavior, multiple ItemSlots are used with custom logic that makes them function collectively as one.
-- Previously, each slot calculated freshness and transition independently, and you might have noticed this if you "caught" the right window when they transition into other states.
-- This has now been fixed so they synchronize properly (hopefully lol).
Other:
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| 2.3.1 | foodshelves | 21212 | Oct 5th at 3:23 PM | foodshelves_2.3.1.zip | 1-click install | ||
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Changes:
-- Since not all flours have icons, also added some icons for the new flours by Steve!
-- Do note that if flour from a mod that has no icon is added to it, the default Amaranth icon will be displayed.
-- Unfortunately, Pie Shelf cannot support this since it will remove backwards-compatibility.
Fixes:
Other:
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| 2.3.0 | foodshelves | 39559 | Sep 5th at 8:58 PM | foodshelves_2.3.0.zip | 1-click install | ||
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Warning! This version is incompatible with game version 1.20!
However, if you're upgrading your previous world and game from version 1.20 to 1.21, it will work.
Note! This update might be a bit unstable, report issues if there are any.
Codebase:
New Content:
Changes:
-- In 1.21, you can seal crocks or transfer meals from them into bowls while they're on the shelf.
-- Similar behavior is now in Food Shelves. Can also take/put items from/in baskets (while holding CTRL by default).
-- Already crafted colored glass variants will stay, they just won't be craftable anymore.
-- Historically, tin and zinc were used to help preserve food - tin as a protective, rust-resistant lining, and zinc for its antibacterial properties.
-- The Meat Freezer felt a bit too strong, but I didn’t want to reduce its preservation bonus since raw meat is already tricky to keep fresh.
-- Instead, I’ve slightly increased the crafting cost with this historical touch. This change likely won’t delay acquisition much, as both metals are still accessible in the early Copper Age.
-- Shift to add items (+ctrl for stack), no shift to take items (+ctrl for stack).
-- The ice drawer interactions and basket interactions remain the same though. Perhaps sometime in the future these interactions can be like crates' as well.
-- Seed Shelves will *not* get this feature.
Fixes:
Other:
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| 2.2.1 | foodshelves | 51406 | Jun 3rd at 7:39 PM | foodshelves_2.2.1.zip | 1-click install | ||
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| 2.2.0 | foodshelves | 650 | Jun 3rd at 12:35 PM | foodshelves_2.2.0.zip | 1-click install | ||
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Codebase:
-- Note: When you update, only on the first world join some animatable FoodShelves blocks that might've been opened before are now closed.
New Content:
Changes:
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| 2.1.3 | foodshelves | 3321 | May 31st at 10:20 AM | foodshelves_2.1.3.zip | 1-click install | ||
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| 2.1.2 | foodshelves | 6570 | May 24th at 12:09 PM | foodshelves_2.1.2.zip | 1-click install | ||
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Changes:
Fixes:
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| 2.1.1 | foodshelves | 1553 | May 22nd at 9:47 PM | foodshelves_2.1.1.zip | 1-click install | ||
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Changes:
Fixes:
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| 2.1.0 | foodshelves | 352 | May 22nd at 5:50 PM | foodshelves_2.1.0.zip | 1-click install | ||
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Codebase:
New Content:
Changes:
-- Note: Adding too many mods that add many types of ingredients is very very bad for your RAM.
Fixes:
Other:
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| 2.0.2 | foodshelves | 6223 | May 12th at 7:22 PM | foodshelves_2.0.2.zip | 1-click install | ||
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Changes:
Fixes:
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| 2.0.1 | foodshelves | 1397 | May 11th at 11:44 AM | foodshelves_2.0.1.zip | 1-click install | ||
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Changes:
Fixes:
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| 2.0.0 | foodshelves | 763 | May 10th at 7:24 PM | foodshelves_2.0.0.zip | 1-click install | ||
! 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:
Changes:
Fixes:
Other:
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| 1.6.3 | foodshelves | 8438 | Apr 30th at 11:05 AM | foodshelves_1.6.3.zip | 1-click install | ||
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Fixes:
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. | |||||||
| 1.6.2 | foodshelves | 4879 | Apr 23rd at 2:59 PM | foodshelves_1.6.2.zip | 1-click install | ||
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Changes:
Fixes:
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| 1.6.1 | foodshelves | 7298 | Apr 18th at 9:33 AM | foodshelves_1.6.1.zip | 1-click install | ||
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| 1.6.0 | foodshelves | 812 | Apr 17th at 6:38 PM | foodshelves_1.6.0.zip | 1-click install | ||
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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:
New Content:
Changes:
Fixes:
Other:
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| 1.5.3 | foodshelves | 35298 | Feb 25th at 2:21 PM | foodshelves_1.5.3.zip | 1-click install | ||
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Changes:
Fixes:
Other:
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| 1.5.2 | foodshelves | 15953 | Feb 10th at 2:09 PM | foodshelves_1.5.2.zip | 1-click install | ||
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Changes:
Fixes:
Known Issues:
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| 1.5.1 | foodshelves | 4028 | Feb 7th at 1:34 PM | foodshelves_1.5.1.zip | 1-click install | ||
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Changes:
Fixes:
Other:
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| 1.5.0 | foodshelves | 4594 | Feb 3rd at 7:27 PM | foodshelves_1.5.0.zip | 1-click install | ||
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New Content:
Changes:
Fixes:
Other:
Known Issues:
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| 1.4.4 | foodshelves | 18291 | Dec 14th 2024 at 3:10 PM | foodshelves_1.4.4.zip | 1-click install | ||
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Changes:
Fixes:
Removals:
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| 1.4.3 | foodshelves | 3167 | Dec 6th 2024 at 3:34 PM | foodshelves_1.4.3.zip | 1-click install | ||
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Changes:
Fixes:
Removals:
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| 1.4.2 | foodshelves | 5125 | Nov 30th 2024 at 10:52 PM | foodshelves_1.4.2.zip | 1-click install | ||
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Known Issues:
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| 1.4.1 | foodshelves | 1852 | Nov 17th 2024 at 9:16 AM | foodshelves_1.4.1.zip | 1-click install | ||
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| 1.4.0 | foodshelves | 650 | Nov 15th 2024 at 8:37 PM | foodshelves_1.4.0.zip | 1-click install | ||
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New Content:
Changes:
Fixes:
Other:
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| 1.3.1 | foodshelves | 6030 | Sep 28th 2024 at 10:30 PM | foodshelves_1.3.1.zip | 1-click install | ||
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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:
Other:
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| 1.3.0 | foodshelves | 1722 | Sep 19th 2024 at 2:58 PM | foodshelves_1.3.0.zip | 1-click install | ||
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New Configurable Content:
Changes:
Fixes:
Other:
Please Note:
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| 1.2.0 | foodshelves | 2055 | Sep 7th 2024 at 7:40 PM | foodshelves_1.2.0.zip | 1-click install | ||
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New Content:
Changes:
Fixes:
Other:
Known Issues:
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. | |||||||
| 1.1.5 | foodshelves | 2806 | Aug 26th 2024 at 9:50 AM | foodshelves_1.1.5.zip | 1-click install | ||
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Fixes:
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| 1.1.4 | foodshelves | 808 | Aug 23rd 2024 at 7:25 PM | foodshelves_1.1.4.zip | 1-click install | ||
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Fixes:
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| 1.1.3 | foodshelves | 1432 | Aug 17th 2024 at 10:35 PM | foodshelves_1.1.3.zip | 1-click install | ||
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Fixes:
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| 1.1.2 | foodshelves | 1037 | Aug 13th 2024 at 8:48 PM | foodshelves_1.1.2.zip | 1-click install | ||
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Fixes:
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| 1.1.1 | foodshelves | 677 | Aug 11th 2024 at 6:59 PM | foodshelves_1.1.1.zip | 1-click install | ||
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Fixes:
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| 1.1.0 | foodshelves | 857 | Aug 8th 2024 at 10:15 PM | foodshelves_1.1.0.zip | 1-click install | ||
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New Content:
Other:
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| 1.0.1 | foodshelves | 1519 | Aug 2nd 2024 at 3:54 AM | foodshelves_1.0.1.zip | 1-click install | ||
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- Small catch-22 recipe fix with the seed shelf | |||||||
| 1.0.0 | foodshelves | 444 | Aug 1st 2024 at 4:53 PM | foodshelves_1.0.0.zip | 1-click install | ||
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Initial public release. | |||||||
BraniyaKz Will take a look at it when i return to active modding, thanks!
Tacet Unfortunately, vanilla game has some issues with protein-based food, that basically makes it unreachable for block entities (eating interactions take precedence over block entity interactions). Your patch is correct, but the game won't let it work properly. Can't really fix that unfortunately...
Teax Currently - no, sorry. Technical limitation. Last I heard was that a CarrOnLib was in the works (i'm not sure if this is correct) for mod compatibilities - like mine - to be more possible. Can't do anything at all right now.
SONZINA
Greetings, must have mod :)
Would it be possible to make it compatible with CarryOn for the barrel/tun racks?
With CarryOn you can move full barrels and store them i.e insided a boat and pull them out again. Sadly it does not work with your racks.
Would it be possible to add that function?
Best regards :)
Tacet - Your patch seems correct. i have a rule about copy/pasting block codes and such from the original blocktype/itemtype/etc, to ensure less errors are made. But also, upon looking at your patch, i cant see a typo, either... 0.o If re-checking doesn't work, try this:
Hello! SONZINA Would you be willing to give some pointers on compatibility patching? I'm working on patching mods for a pack I put together for myself and friends, and am stuck on two for Food Shelves. 😭 The quirks:
Ancient Tools - I patched the Flour Sack to accept barkflour-*. However, the icons on the bags ended up unintuitive. Is there a way I can specify what gets rendered? I poked through the mod files trying to figure it out myself and got as far as finding the #seed key in shapes/block/other/floursack.json, but it seems to be hardcoded to amaranth... that's where I got stumped. 😅
Salt And Sands - I'd like the Meat Freezer to accept raw scallop, clam, freshwater mussel, and urchin meat. These all follow the convention bivalvemeat-*-raw. However, the code below does not work. What am I doing wrong here? (Wouldn't be surprised if there's a typo and I'm just blind from staring at it too hard. 🤪)
SONZINA - I made a pr for some patch fixes and additions. Nothing major, but kinda important.
Phyrian Thanks, I'll see it when I can, but don't expect it soon since i'm not actively supporting my mods anymore - only critical updates. This one however could possibly come sooner rather than later, will try. Cheers.
SONZINA I made a PR for the Ceiling Jar on chiseled block issue; with that fix the jar can be placed as long as the bottom face of a chiseled block is considered solid by basegame logic.
Azraile That's only possible with Expanded Foods installed.
no i didn't want to use them to cure meat i wanted to use them to ferment drinks
Azraile No and no. The first no - for sealing barrels - is because i just don't want that. It's for only for liquid storage and i want to keep it that way. If you need to cure your meat, use normal barrels. The second no - for CarryOn - is a technical incompatibility. I need something from CarryOn to be implemented, and it's quite hard to do on their side, so compat between these 2 mods would be possible. Don't hope much for that one.
is it possable to make the barrel racks work so the barrels in them can be filled and sealed like if they where on the ground? or work with carry on so you can fill and seal it on the ground then pick it up and put it in the rack?
AlyssCyberwing Uhh they do show it? You've either not filled it up to the brim, or either using some of the mods that increase the stacksize of all items. This mod doesn't play well with them and visual stuff won't show properly, nor function properly.
One small question here. Is there any particular reason why some of the storages do not "physically" show that there are currently items stored inside of them? For example the Ceiling Jars or the Cooling storages for meat / fruit. I know it's a very minor thing and I may be just super nitpicky about it, but ya' know - gotta have that dopamine hit from seing all my stuff :P
Hugo_H You might be using an outdated version of this mod, or the Butchering mod if you're using it, or possibly even some other mod that modifies raw meat in any way. It works on my end fine so it's most likely a mod conflict / outdated version problem.
I have a problem with the meat freezer; even though I press shift and click, the meat doesn't get placed.
Xoatl Yeah, those 2 aren't compatible and won't be - the shapes of both are too different for me to enable both in. It will not look right.
Tun rack says can only fit tun inside when I try to put a tun inside. Need help please.
EDIT: My bad I was trying to use a tun from hydrate of diedrate. Might want to make the two compatible.
MitchHasWAP You're most likely using a mod that increases stacks sizes. Those mods don't play well with this one, and exact issues you described happen.
1stSlug Yeah, unfortunately i had to do it like that to avoid conflicts. There's enough interactions for the cooling blocks, so i can't really make them all "uniform" without heavy compromises.
Am I the only one who finds that it's more than a little difficult to put cut 'ice' into the meat freezer? The 'open/close' funtions are janky AF.
I'm unsure if this is already a known problem or not, but when putting grain into a ceiling jar, it will not allow me to place stacks into the jar after a certain point. I can put stacks in up until the 700 point or so, and then it stops and I have to put in the rest of my grain one by one.
IICubeII Already planned for Purposeful Storage, will make it in sometime in the future.
How about a knife block? Currently I end up using a tool rack where the knife clips into my countertops or cabinets. Or I lean it on the wall, looks a bit strange. Would be cool to have a small block that could hold a few knives!
Thanks for the reply. I sorted it on my end.
Ah, very clear now. Fairly new to the game so didn't even notice the difference between the storage vessels, and I just put bread on shelves... Makes sense now.
BadguyXL There are only some configurable options, there aren't per-block configs. And for the Bread Shelf, i mainly did it because everyone was whining about them being such a bad option over the Storage Vessels in vanilla, so i gave them an increase. The Storage Vessels are still (i think?) a better option since they're bugged since 1.20 released, but it will be fixed in 1.22 if it's not already.
Love the way all the storage options look, but I'm not that fond of for example the bread shelves just being 100% better than normal shelves in perishrate. It says configurable bonuses/perish times, but I seem to be too incompetent to find these in the modfiles?
LordIBR Hi! You're most likely using one of the mods that increase stack sizes, unfortunately, those mods don't play well with this one since issues like those happen.
Hi, could someone enlighten me as to how much flour can supposedly go into flour bags? I have a bunch of spelt flour but can't get more than 256 to be stored in the flour bag? Visually the bag is only a quarter or so full. I feel like I should be able to get more than just 256 flour in those.
IgnisPolonia I'm just adding containers, it cannot be on my side. And this is the first time i'm hearing of "pulp". Do you have Wildcraft:Fruits and Nuts? I'm pretty sure the dev version of Expanded Foods doesn't have any compat with it yet.
There's some kind of conflict. I used to make wine by adding two liters of pulp to ten liters of juice. Now it doesn't work at all, and I can't close the barrel. What's more, regular juice doesn't close the barrel either. I have expaded foods, but I doubt that's it. Basically, the pulp-adding mechanism is broken.
For future reference to those wanting longer lasting cut ice, this is a 4x patch
{
"file": "foodshelves:itemtypes/cutice.json",
"op": "replace",
"path": "/transitionableProps/0/transitionHours/avg",
"side": "server",
"value": 48,
"dependsOn": [ { "modid": "foodshelves" } ]
}
]
AbsoluteTrash I've been getting more and more requests for this, and will implement it for the next update. For now, you can just edit the value in foodshelves/itemtypes/cutice.json and increase the default value of 12. Only the server needs this change, clients don't need to redownload.
Morning! Age of Seraphs CM here, any chance you could add config setting to increase the time that ice lasts in one of your storages. We love the mod and our community enjoys engaging with it. It'd be a huge help to configure this. I know we can just up the "cool buff" to make it more impactful, but we'd really just prefer that the ice last longer. Could you do this?
Azraile Drying meats, no. Drying dehydrated fruit - Ceiling Jars.
Gank I'm not sure what you meant by that... Can you elaborate?
Hey. I can't seem to make any wort with any of the items in the mod. I've tried mixing with fruit in barrells in various ratios but no luck. Anyone else having an issue? I'm running too many other mods to mention. Thanks!
are any of the storages open storages for drying meats/dyhdrated stuff?
SONZINA I use the default CarryOn key mapping: shift to pick up a container, ctrl + shift to put held container on your back. The conflict only happens if you have something on your back, and you try to open the cabinets while having an empty slot on your toolbar and not holding a tool. So it is kind of an edge-case, but I always have to remind myself to switch to some tool before opening anything. :D
I also have kevinsfurnitures installed, and that one uses Ctrl+RMB to open kitchen counters which works perfectly fine
SONZINA
Yeah it's the reed baskets I'm talking about - I have Carry On as well and it must be a conflict with your mod and that one sadly, because I can't place the reed baskets on your shelves. I've edited and tweaked many mods so I'll definitely take a look at adding the reed baskets and testing even with Carry On. I use Carry Ons default keybinds.
Phyrian It conflicts with CarryOn? I've never had issues with it. Did you perhaps change the keybinds? Hmmm, in that case i might but i'm not promising anything since configurations are very annoying to implement and keep track of...
Would it be possible, maybe a config to change the "Open/close" modifier key from Shift(Sneak) to Ctrl(Sprint), so it doesn't conflict with CarryOn?
Blaiyze I'm not sure what you mean by that, it already holds the baskets from this mod? Containers as in the reed baskets? If so then you can add it to the whitelist, either by a patch or by direct edit. There's a small tutorial at the end of the description inside of a spoiler on how to do it.
saturniidae I'm not sure how'd i even add an icon to the barrels, the only differentiating thing from the liquids is the slight color variation, and i don't even have any icons, so sorry but can't do it.
Would it be possible to add a symbol or something on liquid storage barrels which shows what liquid is stored in them, like with the flour bags? It can get a bit difficult to tell what is in what when there's a bunch of barrels stacked next to each other
I don't suppose it would be possible to make it so the double shelves can hold baskets/containers?
SONZINA Game version is 1.21.4 and latest of the mod.
Also my modpack, i did not tested this behavior without them
Jeinara Apparently, people started reporting more and more regarding that, but i haven't updated the mod in a while, so i'm not sure if vanilla changed something internally on accident or if the issue is on my end. Which version of the mod are you using for reference? I'm not sure if it's a bug on my end or in vanilla, but I'll try some things to fix it.
Hello. I’ve encountered a minor bug. When I try to place meat into the freezer compartment that already contains the same type of meat, the item remains in my hands with a quantity of zero.
I'm not sure if it's relevant, but the freezer is made of kapok.
sekelsta Will check it on my side then, the patch is on my side as well so will fix it for the next update.
CaelSenpai Go to foodshelves/itemtypes/cutice.json and change the transition rate from 12 hours to however long you want it to last.
If i wanted to change how long ice takes to melt once in the freezer, where abouts would i modify that? if possible at all.
I don't think I changed anything about the eggs that would have broken the compatibility. One thing I did change is giving them an item class, which was done to allow fertile eggs to stack. Oh and I don't know what the status of More Animals eggs is with Food Shelves now, but I heard you wanted them to be 3D models and they are indeed 3D models.
Thanks for the quick response, take your time :) Nice to know it will be done sometimes. I informed the author from truth and beauty too, maybe its on his end not yours :)
Monteguss I truly don't know why, it's most likely something else.
Teax The compat was there but possibly some of the changes on mine or that mod's end broke it. Will look into it when i can.
Greetings, would it be possible to add compatibility with the eggs from https://news.kalataka.ru/detailedanimals. Right now the shelf says those eggs are no eggs.
SONZINA
well, thats pretty funny, i did update the other mod before testing but maybe it was another mod, well, the craftings of seed shelves and bins wasnt showing, and i couldnt craft them, well, sry
Monteguss I don't see how that helps me in any way. What's the compatibility problem? And are you sure it's due to these 2 mods? Door variants shouldn't have any features that clash with this mod and vice-versa.
Hey, there is compat problem with Door Variants mod
Vedrit The storage vessel has been bugged in vanilla since 1.20 released, and it still hasn't been fixed - the grain type foods last x2 as long as they should, it's not an issue on my end but unfortunately it does make you want to place the bread in the vessel rather than the shelves.
For some reason, bread on a bread shelf in my cellar stays fresh for half as long as in a storage vessel. The only thing I can think of, is that I've reduced spoil rate in the world config by half of default. I don't think I have any mods changing spoil/freshness
BadWolf309 Hello, I'm not entirely sure what exactly is the problem - i'm gonna assume that you can craft some blocks and can't craft some others - in that case, it's a mod conflict and i cannot help you much there..
hi i have a problem, some item like the cooling cabitate, the flour sack or the freezer it does not show the recipe, and when i try it anyway it does not craft it? is there any way i can fix it?
DrBubba :)
RobinCait Unfortunately, not really. It's something both the CarryOn dev and me have to figure out how to do best, but most of the work will be on them, since i cannot modify their code directly. I wouldn't have much hope if i were you....
Zaeze I made the textures myself, i didn't use any overlays just improted the existing texture in GIMP and drew over them by hand. Unfortunately whatever you're requesting i don't have, except the textures that are already in the files.
SONZINA While I have your attention, I'm looking to make my first mod a compatibility patch for this one, adding the various wood types from Wildcraft Trees and Shrubs and the Floral Zones suite as aesthetic options for your storage containers. As far as I can tell, all the textures in /variants/wood are the debarked textures with a semi-transparent layer applied to create the more polished look and the "lid" delineation - would you be willing to send me that template, if possible? It'd make creating the variant textures much easier.
Would it be possible to get integration with CarryOn mod for the barrel racks? it would be super convenient to be able to drop barrels directly into them from the CarryOn slot, rather than having to use buckets to transfer liquids
As usual, you rock, SONZINA.
Zaeze A jar of sorts was planned, and is present in the files, it's just unfinished and disabled. Unfortunately the basegame API i need to make it how i wanted is not really present, so i'm kinda waiting for that - if it ever comes.
DrBubba Thanks for reporting it! I don't know what went wrong if an update on my end or on their end broke it, but i'll fix it for the next update :)
Can confirm that Eggs from Detailed Animals mod don't work on your Egg shelves. Just wanted to pass this along in hopes if can get put on the to-do list. :) Thanks for such an awesome mod, SONZINA!
If I may make a suggestion: what about a Pickle Jar furnishing so we can display all our pickled veggies as well? Glass jar, wooden lid, and a bucket's worth of brine?
SONZINA- Makes perfect sense, mate. Worry not!
DrBubba Unfortunately, the Chicken Feed and Pig Feed mods both use transparent png textures for the item, without an explicit "inContainerTexture" set (like beeswax has, for example) - so when they're put in the Ceiling Jar they're mostly invisible and it looks scuffed. For that reason alone, i will not be allowing them in the Ceiling Jars, sorry :c
CassMeadowrose My shelves are not bugged, they have the proper spoilage multipliers showing and they work correctly - just to get that out of the way. Second thing is - the storage vessels are bugged since 1.20 - they get double the freshness rate for grain (and possible other food types) than it should.
Finally - the shelves are meant for display, however placing a pie in the storage vessel vs a vanilla shelf should both have the same perish time so it shouldn't matter. If your cellar has a different freshness rate depending on where you place the blocks - check if your cellar is really a cellar and if you're not doing something weird like blocking it off with a block or something, idk.
I was testing the spoilage times in creative, and I'm seeing Pie/Cheese Shelf and Egg Shelf showing a 0.77 multiplier, while a Storage Vessel in the same cellar shows 0.45. This is consistent when testing actual food times in hand vs on shelf vs in vessel.
Are those shelf types intended to be for display instead of storage?
Aurarus Nope, you'll have to create a patch to target specific blocks and add an "enabled": false, property on them yourself, and disable the blocks individually along with the recipes if you don't want to get your console spammed.
Is there a way to enable/ disable specific types of storage via a mod config file of some sort?
From playing with this mod in specific servers I got the feeling it felt a little bloated or out of place sometimes. I love the barrel storage but things like the iced shelves I think feel odd.
SONZINA
Well if you are looking for something unique, I saw some gigantic hanging flower pots the other day that were vertically "stacked" hanging one under the other (3 of them) which I thought would be a cool option, iron tier locked or something if you wanted to go that indepth with it. But a repurposed barrel rack would work for me 😆
AffluenzaShot I've been using both for a while and neither seem to conflict with eachother. Noticably, Food Shelves have a very specific list of items that they can store in certain storage units, while shelf obsessed basically "buffs" the base-game shelves to hold a wider range of items than vanilla. Not effecting the specific shelves added by food shelves unfortunately.
Does anyone know if this mod conflicts with Shelf Obsessed? I noticed neither of them currently have compatability patches, but also I'm not sure if there are any conflicting assets that would require such a patch.
FatherSarge I have thought about it, but didn't go through with it. I might do it still, but idk lol.
Sonz I feel like this mod should add some kind of shelf that lets you stack storage vessels like you've done with barrels 😎what do you think?
Boundish Hello! I'm guessing you mean the seed shelf (and by an extension, the seed bins) you can place / take more by using holding down CTRL.
Hi. loving your mod. Is there any way to place and remove seed bags more quickly than one by one from a shelf?
Avondrood Hello!
The config options don't modify the length of the ice, but rather the buff of it.
There isn't a config option to tweak it, for the sole reason that it's incredibly easy to modify it. You'll have to go to foodshelves/itemtypes/cutice.json and just increase the "transitionHours": { "avg": 12 }, to whatever number you'd like.
It's enough to change this file on the server, and it will load for all clients properly, I'm 99% certain there won't be a mismatched version error or anything.
Or, you could create a server-side patch to modify this value (as a separate mod) - that's also easy too and it saves you the hassle of doing it every time you update this mod, if you've rather have the patch, you could hop in on Discord and i'll write one for ya and send it to you - you just need to put it in the server's mods folder, clients don't need it.
Please do notify me if this solution works for ya, cheers!
Hey hey,
We're playing on a multiplayer server, and we'd like to reduce the timer for the ice to melt.
We've found the settings for : GlobalBlockbuffs, GlobalPerishMultiplier, CooledBuff .
Is one of these the one for reducing the timer for ice to melt, or do we need something different?
As its on a multiplayer server, the world is always continueing, soooo 7 days ingame to melt is a bit too quick.
Could there be a setting for that? or do we miss something? And how do we set that timer longer.
Thanks!
Lexattica The Storage Vessels in vanilla have been bugged since the release of 1.20, and it still hasn't been sorted out. I'm not sure why it hasn't been fixed yet, but if you put the bread in your inventory, read the time it has to be fresh, and then put it in the vessel, do the calculations and you'll see it has exactly x2 the freshness time it should have. I had hoped that this would be fixed in 1.21 because some people seem to mistake it for a bug on my end, but nope..
I noticed my bread shelf is showing a spoilage multiplier of 0.13x, my ceramic storage vessel in the same cellar also showing 0.13x grain. Bread placed in each location gives two vastly different days fresh, by a factor of 2x. What am I missing here?
Wgairborne :)
Oops... yeah that fixed it, my bad.
Thanks for helping, love your mod.
Wgairborne Update your Novelty mod.
On the latest versions of everything (2.3.1, 1.21.4), I can't place pies on the pie shelves. rmb does nothing, shift-rmb tells me "only pies and cheese can be placed on this shelf."
Here's my mod list incase it's a mod compatibility problem.
Nosh They have to be inside of a cellar - making a "wall" out of them will make your cellar not count as a cellar. My personal recommendation is if you're making a lot of tuns is to just have a dedicated cellar just for them, 3 of each on either side and a small hallway in between.
Quick question! Do the tuns and the block they sit on count towards the volume of a cellar, or are they considered a "block face"? I wanted to build a few into the wall of my cellar, but they're really big, and I was worried about losing the spoilage rate buff for all my food
DrBubba :)
Possibl3 It's a mod conflict. If you're using the Butchering mod - update it, if not - I'm sorry but I cannot help you, you'll have to turn off mods bit by bit and figure out which one is making the meat not place-able. Also, if you're trying to place in anything other than raw meat, it won't work.
I am unabale to add any type of meat to my Meat Freezer... It allows me to add ice but when I try putting the meat in the freezer it just does the eating animation. I'm not sure If im missing something...
You rock, SONZINA! Thanks for even considering it :) Your storage options are such a great addition to my playthrough.
DrBubba Hello! Honestly, I don't see why I wouldn't allow that in - seems to me it fulfills the "liquid-like" requirement I want all items to behave (like resin, blasting powder, animal fat etc.) that go onto the Ceiling Jar, so if I don't encounter any weird compatibility issues, I'll whitelist them for the next update. Thanks for the suggestion!
Howdy, SONZINA!
Love this mod. I adore how the jars look up on my cellar ceiling! Would you consider adding compatibility for storing Chicken Feed and Pig Feed from the mods with those respective names by VulcanoLV in your ceiling jars? Seems like they'd be a natural addition and would be handy for fodder storage.
Thanks for considering!
Ortlife Vivi_The_Bee I cannot replicate the issue on my end, which most likely means that you have a mod that conflicts with this one's recipes. I'd start with mods that modify wood / stone / glass in any way.
Jarvis3472 I'm not sure what you mean by 'will be compatible', since this mod is made to be used alongside Expanded Foods - it's in the description of this mod. If you mean the current 'unofficial EF patch for 1.21' that's going around, then most likely yes. The compatibility patches are still in the mod even though EF isn't available for 1.21 yet. When it comes out, I'll support its most up-to-date features ofc.
NotKana I'd recommend reading the in-game "Guide to Food Shelves" handbook page (it's implemented from 2.3.0). It has mostly everything you need to know about the mod. To answer your question though - it will not cure into other alcohol without Expanded Foods installed, and there is no way to 'seal' it either. It's just for liquid storage and freshness buffs. The curing mechanic only applies when EF is installed.
Just out of curiosity, are barrels on the barrel racks considered "sealed"? I have a bunch of buckets on racks full of berry juice and I'm wondering if they'll ferment into alcohol even though I can't 'seal' the bucket and I can't move it if it's not empty to take it off of the rack.
Would this mod be compatible with expanded foods? lookin to start a server with friends, and one of them wants to be our cook. Would love to build him a kick ass kitchen :)
im having the same issue of recipies not showing!
For some reason none of the recipies appear in the guide
siffrinw Yeah, I focused on getting the mod out for 1.21 asap and ignored some of those smaller stuff, will get to it for the next update dw.
ForgedBowen I'm glad you like it :)
SONZINA, Thanks!! I looked around a bit but couldnt find anything myself, so thanks for the help. (and so quickly!)
Love the Mod! Finally can bake so so sooo much bread without having to worry about spoilage! Plus now my pantry/cellar isnt jsut full of ceramic pots, looks like a more modern place!
ForgedBowen So there's a mod that let's you gather Lake Ice called Icy Excavation (i think). If you have somewhat colder temps at your location, where lakes freeze, you can gather it with the mod. Otherwise, I really have no solution for you unfortunately. I don't think how you could "make" ice either, sorry. The "Picnic Basket" of sorts is kind of planned, but I don't want to work on it yet until I get some base-game API that I need for it.
Is there any alternative to finding Glacial Ice for the Cut Ice for the coolers and freezers?
I live pretty warmly so I actually havent found a Glacier yet lol
I dont mind what the alternative is tbh, even if it's like "Download those electrical mods and you can make ice through some complicated, many step, process", that's an acceptable answer to me. I'd get to it eventually lol
so far I have just switched gamemodes and spawned in a stack of Cut Ice for now but I dont intend to spawn any more in
*Oh an added thought! Any idea for like a Picnic Basket? a backpack or carryable storage for foods that helps keep the food fresh? seems cute
** Returning to say the mod "Icy Excavation" does work well for getting some ice! Glad to see that blocks of Lake Ice dont melt lol, I was worried about that but I am able to stock up on Ice Blocks to later turn into cut ice
SONZINA thank you for clarifying! another small issue with the mod is the matter of pie slices, you are only able to place them on shelves as pies instead of as slices, as in even if i place a single slice of pie, it still acts as if there is an entire pie on the shelf slot
once again, not a huge issue, just inconvenient
Hoffmiester Haha yeah I guess it does look better :). You have 2 choices - place the meat in barrels, since they also have visual representation of most stuff you put inside, including cured meat. OR whitelisting the cured meat for the Meat Freezer yourself.
siffrinw It's actually an oversight on my part for not including on-shelf interactions for Short Shelves / Wall Cabinets, but both Cabinets and Double Shelves already have interactions like getting the meal from a pot into a bowl while not needing to take the pot out first. Though, for both Double Shelves and Cooling Cabinets there's a "bug" that places the bowl as well if there's space due to a vanilla limitation.
is it possible to change the mod to allow taking from crocks that are in any of these shelves? you can do so with vanilla shelves, but not any of the shelves from this mod
its not a particularly major issue, its just a bit annoying since the wall cabinets and short shelves are perfect for crocks, but i need to place them down first in order to actually take stew/soup from them
SONZINA but it all looks so good neatly tucked away in its little freezer lol now ive got to add a vessel too my lovely cellar lol
Willops Hi! The patch can be added on either mod's side. I won't be modding for a while so I think it's best for you to add it on your side to get rid of the incompatibility sooner, if not I can add it on my side when I return to modding about a month and a half from now.
Anabella Yeah, I see what's happening. So the method calculating the height of the content for the block is using the stack size of the item (which is obviously changed), and it thinks the Ceiling Jar can hold 12x256 items but it can hold 12x64 instead, making the content visually appear like it's mostly empty, instead of being full. I cannot fix this issue, since i have no way of reliably detecting if a mod changed the stack sizes or if it's like that by default :/
Hoffmiester They're not allowed, no. The meat freezer has a powerful buff and that's why I only allowed raw meat inside. You can edit the foodshelves/config/restrictions/glassware/meatfreezer.json and add the cured meat itemcode inside to allow it, although would you really keep your cured meat - which already has like 3-5 years of freshness - in a freezer that would bump it up to 10? Is that necessary?
is cured meat really not allowed in the meat freezers
SONZINA Since I have access to creative on the server I did a quick test to see. The amount is still the same 768. Which is fine. That is a lot of grain. This is what it looks like with that much in there. Not complaining or anything. I am pretty sure it is the server stacks setting doing that. I just thought I would share so you could see what I was talking about. I think on my single player game I will keep my stack sizes at normal for the food stuff since I will like the way it looks in your screenshots more.
Hey, I'm working on a mod very similar to Gourmand called Novelty and it was brought to my attention that it's having some compatibility issues with Food Shelves, particularly the json patches for detecting eating pies and bowl meal preventing pies from being placed in their shelves.
I noticed in the patches folder in Food Shelves you have compatibility written in for Gourmand, and since Novelty does its bowl and pie detecting in the exact same way it should just be a matter of copy-pasting that file and changing the dependency to "novelty". Was wondering if you could add this compatibility to Food Shelves, and if not, if there's a way to add that compatibility on my mod's side?
Anabella As of 2.3.0, there's a hanbook page about Food Shelves! Check it out :). I'd suggest giving it a good read, it covers i think most/all of the stuff/mechanics the mod has. If the server has larger stack sizes, most likely the Ceiling Jar has larger stack sizes as well, meaning that you could stack 12x256 stacks inside (which is very very much a lot!).
Vioh Config option for that specifically - not really. I'm not really keen on adding more configs than I need to since they're annoying to implement and keep track of, and this particular thing can be easily changed as well. Just edit the foodshelves/itemtypes/cutice.json and increase/decrease the melting rate of it - I'm pretty sure that it's still set to "12 hours" as the default. Change that and you're good to go! Obviously, you'll have to do this every time you update the mod, but it's not that hard really - or you could create a patch for it so you don't have to do that each time. ChatGPT can generate you one if you give it some examples and guidance, and I even made a small tutorial inside of a spoiler at the end of the mod description here. Good luck!
SONZINA Hard to tell what's intentional and what isn't sometimes! In this case, the tool tip when looking at ice trays with Cellar Ice said "Will not melt!", which led me to believe that it could have been intentional.
Thanks for clarifying this ambiguity and confirming the intended behavior! That said, would you be open to consider adding a server setting for the rate at which ice melts in furniture?
SONZINAThanks for the quick answer. Should the jar barely look like it has anything in it? It looks like it is about 1/6 the way filled. Or could that be the server I am on having larger stack sizes? Stack size for grain is 256 on that server. Yeah I kind of thought that freshness was causing it not to work. I only kept trying because the jar looks mostly empty. Sorry when I asked if there was information on how to use it I meant the mod as a whole. I am still learning all the neat stuff in the mod. Took me a couple days to realize there was a fruit cooler too. Think I have most stuff covered on how to store it. I have left veggies in the clay vessels as I found the baskets didn't hold enough for me to use them. I probably will use them when I do my next single player game as I won't have so much in crops as I am dealing with on this server. Thanks for all the hard work on the mod. It is truly beautiful and very helpful.
Vioh Players will do anything to make the unintentional happen, huh? Lol that wasn't the intended purpose ofc, i didn't even know that you could do that. I'm glad it doesn't anymore since I'd blacklist it myself xd
It seems that the compatibility with Cellar Ice from the Medieval Expansion mod no longer works in 1.21
It used to be possible to use Cellar Ice in Meat Freezers and Cooling Cabinets, to cool them down without melting the ice, but that is no longer the case.
Was that a change that was made on purpose? Or is it just that this compatibility simply broke and was not really intended in the first place?
I miss being able to cool my freezers without making a 25k block trip north on multiplayer servers.
Gumbyohson That patch is for Gourmand's own pie class, to be allowed to be place-able in my containers. If Novelty mod has their own pie class overriding that one, it will cease to work.
Anabella The Ceiling Jars hold 12 stacks of items. So 12x64=768 items in total. You can only put 1 type of item inside it, no mixing. If you're putting grain inside it, you can't put resin inside it as well. The difference in freshness is most likely the thing preventing you from placing more in the jar - they currently are coded in specific way (it's a vanilla technical limitation) that stuff like that will keep happening, and I'm still trying to find solutions on how to fix that minor annoyance. It's best to use it for bulk storage of a single item type (eg. when you harvest your flax grain, and put 12 stacks inside it at once). There's not really any detailed info on how to use it since that's pretty much it - you can use the controls hinted at you to bulk-store or bulk-take, or just store/take items to/from it. You could look at it like a "crate that accepts only specific items and looks nice". That's about it.
How much do the hanging jars hold? I have just started to use the mod for the first time. 1.21.1 Stable. I am finding that when I am trying to fill up my flax jar that it stops letting me put grain in it. First time it was at 680+. I pulled all the flax out and combinded it up to try and fix the time left to all be the same trying to test is that was what stopped it going in. I was able to get more in. Now as I am adding more grain it is stopped again at 723. The jar barely looks like it has anything in it. I am trying to figure out how it works to best use it. Also is there anywhere that gives more detailed info on how to use it? I have looked for youtube videos but doens't really seem to be much out there.
HFrancye, I also have Novelty installed. I will remove it now.
SONZINA, I suspect it's this line in the Novelty mod settings that is breaking something:
[
{
side: "server",
file: "game:blocktypes/food/pie", op: "replace", path: "/class",
value: "NotifyingPie"
}
]
I have posted in their mod page comments to see if they can change this or add a compatibility patch.
Gumbyohson for me it was the Novelty! mod who was causing the same problem.
Gumbyohson Could you verify for me if such issues happen on a new world, with only Food Shelves enabled? If it works, it's definitely a mod conflict.
El_Neuman Will note it for the next update, thanks!
Benko_1000 So you'll need to:
This should ensure that you update correctly and nothing breaks. Good luck!
If i want to update the mod from 1.6, is it enough just to remove / drop and despawn all storage containers from the mod? Or can anything else happen
Here's the updated Russian translation! Thanks for the amazing mod :))
SONZINA I am also getting the same Pie shelf issue as NovaSpartan07. I cannot see any mods I have that would cause this effect except "Egg Pie (Quiche)" but that only seems to add egg as a defined pie filling and not anything around pies in general. It also only seems to be for the Pie shelf.It's like the shelf has become an invalid placement and the pie is trying to only be placed on the gound I am currently standing on.
BoredEngineer 1.21.1? That's a new issue then. You most likely have a mod conflict of some sorts. I'd suggest checking if any of the mods you have modify the vanilla materials in any way.
Noblesixtank435 Right click raw meat in one of the 4 segments when you open it. If you can't place meat inside, it's either because it's not raw or you have a conflict with Butchering.
NovaSpartan07 Most likely not on my end. Some mod conflict. If you have "Food of Brazil" mod, it's incompatible with this one, and such issues you described happen.
Paradoxal put ice in the drawer? That's a different issue. It's a mod conflict, most likely with the Alchemy mod. Not on my end.
RenayEdor I don't have time to mod anymore until November, only way to get it in a reasonable time frame is to request the compatibility to be done on the Critters Pack mod' side. I've added a guide at the bottom of the mod description, inside a spoiler, on how to do it.
Was wondering if you could add support for Critter Pack eggs as well? I've got pleanty of ducks but nowhere to store their eggs D:
I have updated Butchers mod, but I still cannot place any ice into the meat freezer. It just opens and shuts the drawer over and over.
So I'm currently trying to place my Pies on a pie shelf and they keep saying "Needs solid ground" before I updated to the newest mod version it wokred fine and my pies are still there but once I take them off, they refuse to go back on.
how do you put meat in the freezer?
SONZINA I'm on the latest stable 1.21.1. I'll check wooden variants, thank you!
BoredEngineer I'm guessing you're still on 1.20.x version of the game, right? Food Shelves versions below 2.3.0 have issues with displaying the "default" recipe. Try opening a wood-typed recipe instead, like Cooling Cabinet (Pine) or (Ebony) variants. They should show then. Cheers
Not sure if that is a bug or I just miss something but some items don't show recepies, like for example a cooling cabinet, freezers or seed bins. There are quite a few more that don't show, let me know if you need a full list.
At the same time, the tun, tun rack and barrel rack do show their recepies, I suspect there is something about the "glass" block that is glitching. For the reference, items with glass from Purposeful Storage do show their recepies.
Thank you for one of the best mods!
I’d really appreciate it if you could add a complete Russian translation in a future update :)
Click
SkidInc Floral Zones & Wildcraft Trees compat most likely won't return, since it requires the devs to optimize the Handbook quite a bit as well as make compomises for it. It's an oversight on my part that i left the patch in, will remove it in the next update. Thanks for the report!
Have you re-implemented compatibility with other mods woods, most notability Floral Zones doesn't work and has the following error.
23.9.2025 10:35:30.827 [VerboseDebug] Patch 1 in foodshelves:patches/floralzones.json: File foodshelves:config/variantdata/variantdata.json not found
23.9.2025 10:35:30.827 [VerboseDebug] Patch 2 in foodshelves:patches/floralzones.json: File foodshelves:config/variantdata/variantdata.json not found
23.9.2025 10:35:30.827 [VerboseDebug] Patch 3 in foodshelves:patches/floralzones.json: File foodshelves:config/variantdata/variantdata.json not found
23.9.2025 10:35:30.827 [VerboseDebug] Patch 4 in foodshelves:patches/floralzones.json: File foodshelves:config/variantdata/variantdata.json not found
Given that that file doesn't exist the wildcraft trees patch would also fail. Looking at Purposeful Storage the patches are missing in there but likewise doesn't work with Floral Zone either so I'm assuming either something is broken or compatibility hasn't been re-added yet.
Minimoo I'm glad you figured out the issue, and i'm even more glad it's not on FS's side :)
MidnightsRequiem You most likely have the Butchering mod, there's a conflict with the meat freezer with that mod enabled. However i know the dev of that mod updated it to remove the conflict, so i guess just update your Butchering mod.
How does this meat freezer work? Im not able to put in any of my meats into it, with or without ice. Does it need some sort of basket or something inside of it to store things?
Hi ! I've met two different bugs today, by crafting my first cooling cabinets.
First one, I have a cooling cabinet in the main room.
I placed ice in the bottom drawer, it went fine.
I tried to put one more above 4, so a fifth one, and when I closed... it disappeared ? And it was back to 4.
Tried agin a few time and yeah it keeps happening.
Second bug, I have another cooling cabinet in my ceiling, and putting ice in it then closing just makes the ice completely disappear.
Tried this a handful of time, it kept on happening.
Wonderful mod overall though !
Edit : After more search : It seems the ice becomes invisible in my inventory but doesn't stay in the cabinet. It's not deleted but keeps on coming back in my inventory, invisible until moved.
And I may have misplaced my glacier ice but... I can't find it anywhere, even though I only cut a few of my 40 blocks. It seems to have disappeared when i put it back in a chest ? I'm not sure for this one.
[Edit 2] : We're checking if it's not linked to the Alchemy mod we also have, we're currently trying out some things, i'll edit if it's fixed.
[Edit 3] : That was the alchemy mod having a bugged interaction, no problem with the actual foodshelves mod !
Tyrnn My mod only adds containers and doesn't modify anything else. Issues you're having most likely is a conflict from some other mod, maybe even xskills as voxelsword said.
Tyrnn
after doing some testing, turns out xskills is the one that breaks seed ground storage. for me at least.
I unsure what may be causing my issue, because I can't trace an error code.
I am unsure when it showed up, but I am currently unable to place seeds on the ground using Ground Storage. I have done it before, and now all of the sudden, I can't.
Even the tooltip (Ctrl+N) tells me I should be able to, but it just makes my character hold out their arm.
SONZINA
SimonBBallin You're most likely still on 1.20 version of the game. The 2.2.x version of the mod has an issue with recipes that doesn't display the "default" variants. Open a wood-typed Cooler instead, like the pine or oak version - it will work then.
Gergoric Players really like to find ways that modders don't anticipate, huh. I thought i restricted all my containers to reject chute input but i guess i'm wrong.
Trixitania Yes, it works with 1.21.1, i'll update the versioning on the ModDB.
Iv looked through the comments and I LOVE the look of this mod. Its just phenomenal, but is it compatible with 1.21.1? Sorry if thats already been asked and iv missed it
Minor bug: If the flour sack gets filled by a chute it won't update client side until interacted with.
I can't see the crafting recipe for the coolers is that intentional?
RadianceRed Short answer - not really. There are 3 options in the config file:
So - you can tweak all of them or blocks with the cooling mechanic individually, but not each block individually - and I don't plan to make this configurable either.
Is there a way to modify perservation values for individual shelves on a server (such as meat freezers), or is it just the overall preservation in the FoodShelvesServer.json file?
Skyrr Butchering issue. Can't fix on my end.
Edit: Butchering just released an update removing the patch that caused the conflicting interactions, go download it and it should work properly :)
I cant use the Meat Freezer, everytime i want to put stuff in it makes me eat it instead of putting it in.
Systematique There's already partial implementation, you can carry around shelves and some blocks, but taking the barrel out of the rack with CarryOn is currently very hard to implement, since it's a code thing and both me and the dev of CarryOn need to "align" the code properly to enable such behavior. Essentially, compatibility like that will most likely happen in the very distant future, if at all.
Any chance of compatibility with CarryOn? It's a bit of a hassle having to bucket all the fluid out of barrels before rearranging them.
GON You can make a JSON patch that disables the block and recipes (it's really not that hard), so they don't pop-up in game, without touching the code or the structure of the mods themselves. I can't really write it out here since it would take a lot of time to do so and it's just better to get help from the discord modding channels.
Hi there,
The mod https://news.kalataka.ru/hydrateordiedrate also adds kegs and tuns. I was wondering if there would be a way to either disable one of the mod's items or make the compatible in some way so there's less redundancy ?
DejVIIK Please just send the file either here (under a spoiler), or in the Discord channel for Food Shelves, or DM me @sonzina.
SONZINA
Hello
This is where your mod is translated.
https://crowdin.com/editor/vintage-story-mods/36146/en-cs?view=comfortable&filter=basic&value=3
Or should I send you the Czech translation in some way so that you can implement it?
SONZINA oh yeah I am, thanks for clearing it up so quickly.
as an added note poultry can be put in the freezers, so not entirely a waste.
DejVIIK I'm not sure what you mean, i never used crowdin, is there a channel for Vintage Story mods or something?
Monzi You most likely have Butchering installed, there's currently an issue with it that makes the Meat Freezer basically unusable for raw redmeat and bushmeat (possibly others as well). Use the Butchering freezer for now.
On my multiplayer server I put down a meat freezer (pine), and I'm unable to put any meat in it, I tried adding some vanilla red meat.
I'm on version 1.21.0
Good mod
Please add Czech translation on crowdin
The_Revisionist Will note it for checking. Thanks for the report.
PONK4 What version of the mod and the game are you on?
Hello, ive instaled the mod on my server but i cant find the craft for the flour sac and the freezing cabinet :/
hello, pantry usually refers to the whole room where food is stored, not the cabinets you place the food in
Quick question, why "Cooling cabinet" instead of "Pantry"? Is it because Pantry may be non-obvious to some?
That oddity aside, I aboslutely love this mod, the models are useful AND adorable. <3
thanks! i was holding off on moving to 1.21 til this was ready :)
On multiplayer it seems that when somebody putsmeat into (or removes from) the meat freezer it doesn't update for other players. They can see the amount in the freezer from the tooltip, but visually it doesn't change unless they re-join the server. I haven't tested it for the fruit cooler, it's possible it has the same issue.
Yay!!! Thank you for the update!
its fixed in 1.21.1 but there are only few mods on this version 😭
Gank Anabella Xavier_ :)
Sianks It's a vanilla issue, it's fixed in 1.21.1-rc1, don't worry about it it's not going to break anything.
sinmage82z Slight Butchering incompatibility as LastXsile said, I'll fix it when I can and when I find out why it's interfering with it.
Endurance Hmm weird, it didn't do that before. I'll have to check on my end when I can, for now avoid using it I guess.
Just wanted to report that the seed bins seem to be incopatible with Art of growing. Using seeds from AOG on them crashes the game.
Lovely mod, very cute and flavorful, the seed bins are so cute.
Props to you mister/miss modmaker.
sinmage82z Known bug with butchering mod right now, it will be patched as soon as possible.
Can't put anything in the meat Freezer
SONZINA Thanks. I will go ahead and start using the mod. I am really looking forward to it as it looks beauiful and super useful.
THANK YOU FOR UPDATE, but as it is with updates, I found little bug. SONZINA

I've been putting off harvesting my berrry farms because what's the point without racks and tuns??!! Thank you so much. This mod adds so much enjoyment to the game. Your work is much appreciated.
RedRockG Anabella There's currently an issue with 1.21.0 - the new recipe system has a bug, it's fixed in 1.21.1-rc.1. Don't worry, it will not break anything at all, it's just spamming the console and that's it.
adres4t No worries, sorry if I came off as a bit aggressive, people have been pestering me a bit lately that the mod crashes for 1.21, despite it saying it's for 1.20.11, hah.
Alhef You're welcome! :)
Thank you for showing mercy and taking pity on mortals, great SONZINA. I’m truly grateful—this mod is absolutely essential for my world. Thank you for updating it to 1.21, thank you so much.
@SONZINA Idk how that happened, I have most likely missclicked while downloading new version and didn't realised. Sorry about that mate.
I am also getting a ton of erros when I have Sortable Storage mod loaded. Only posting this one here.
When I have the Butchering mod installed it causes errors to happen with Food Shelves mod. I am going to post this to both mods. I am hoping that this can be fixed to where both mods are compatible as I would love to run both of them. Errors from the server-main.log listed below. This was from a new test game with default settings and only these two mods installed.
SONZINA
Great, thank you for the extra information where I can find the ways to re-enable that recipe. I think I might try to figure out how to enable it via patching so that I won't need to modify your mod each time there is an update. My attempts at creating a mod are very minor and done with a lot of stumbling and mistakes. I feel like the trial and error part is WAY more error than success, but I am slowly figuring it out.
Nightwolf Yes, that is correct - the recipe is only activated with that mod present, since I have not found any others that enable it. However, if you have some of your own mods/patches that aren't published, it's fairly easy to just add another patch to enable the recipe itself, or directly edit the file.
Find the cut ice recipe in foodshelves/recipes/grid and simply edit/patch the second recipe inside it, to set it to ("enabled": true) instead of ("enabled": false), or just delete that line, the recipe will activate itself. I will not be doing a config, since they're annoying to implement for such minor, and very fixable 'issues'. If you managed to create a smaller mod for yourself, trust me this is very easy to do as well.
There's also a patch in foodshelves/patches/icyexc.json, that particularly patches this recipe if the mod is present. You can create another patch exactly like it, and just change the "modid" it requires to activate the patch.
Cheers.
SONZINA
I see in the change log that you have this line
"Cut Ice recipe that uses Lake Ice is removed from the mod, and only displays when the mod Icy Excavation is added, to avoid confusion."
Does this mean you completely removed the ability to use lake ice if that mod is not used or is it just that the handbook does not show the option?
The reason I ask is because I have a person mod I use where I have added the ability to gain lake ice using a pickaxe or saw, but it is not a mod posted on the mods site. Instead of adding a bunch of small mods for minor tweaks, I have just made my own personal one and would like to make sure i can continue to use it (and the lake ice) with this mod without needing to get that one specific mod to enable the lake ice use with your mod.
If you currently have it so it is disabled completely from using lake ice, would it be possible to instead have a config file for your mod so we can select if we want lake ice available (default could be off since your mod doesn't support getting the lake ice itself)?. Not sure how hard that would be as my modding ability is very basic (and learned by seeing what others have done and trial and error from there), but if you are able to use a config file for this option, I think that would be the cleanest way so that it isn't linked to a specific mod to make it available.
Thank you for time and consideration with this. Just hoping for some clarity just in case I have to add that other mod to my list or if I can continue with my personal one.
adres4t Please, read the version of the mod you're using and the version of the game it is for. Don't use versions of the mod that aren't made for the version of the game you're using. Food Shelves 2.2.1 is for version 1.20 only. Update to 2.3.0.
Hey, I just got this crash while SHIFT+H on copper nails, have a look. Many mods are present and there are possible incompatibilities but I added Food Shelves last night and run the server first time today. Server still stands, client crashed.
Client log:
Running on 64 bit Windows 10.0.19043.0 with 32653 MB RAMGame Version: v1.21.0 (Stable)06/09/2025 10:29:44: Critical error occurred in the following mod: foodshelves@2.2.1Loaded Mods: alefix@1.1.0, axleinblocks@1.21.0, bola@1.2.3, buriedhostility@1.0.3, canoemode@1.0.4, chickenfeed@1.1.9, cbr@1.0.0, chiseltools@1.15.1, clickuptorches@1.1.1, coldstorage@1.0.0, craftablecompanion@1.2.2, cutthefat@1.0.3, driedpeat@1.1.0, facop@1.2.1, floralzonescaperegion@1.0.23, floralzonescaribbeanregion@1.0.18, floralzonescentralaustralianregion@1.0.15, floralzonescosmopolitanregion@1.0.5, floralzoneseastasiaticregion@1.0.13, floralzonesmediterraneanregion@1.0.14, floralzonesneozeylandicregion@1.0.14, flora@1.0.6, fagothic@1.1.5, falandsknecht@1.1.3, hangingoillamps@1.0.5, indappledgroves@2.2.0, jackscomposting@1.2.1, jacksgrass@1.0.0, longtermfood@0.2.2, mbr@1.0.0, metalleaf@1.2.1, millwright@1.2.7, moredaubrevised@1.0.0, shroomies@1.2.2, overhaullib@1.6.0, packyourshovel@1.0.7, pigfeed@1.0.9, primitivesurvival@3.9.5, rmeat@0.0.6, rpermskin@0.0.4, rotlotloot@1.2.0, fseasonedfirewood@1.2.5, snowcaps@0.0.0, temporalsymphony@2.1.1, game@1.21.0, vsimgui@1.1.12, weedgardens@1.0.1, zoombuttonreborn@2.0.0, airthermomod@0.2.0, ancienttools@1.6.0-pre.6, apegrapes@1.3.0, attributerenderinglibrary@2.1.1, egocaribautomapmarkers@4.0.3, backpackpackplusexpanded@1.2.0, betterruins@0.5.0, bettertraders@0.1.0, blocksoverlay@4.5.3, butchering@1.10.1, carryon@1.10.2, Clumps@1.0.1, combatoverhaul@0.9.2, configlib@1.10.1, configureeverything@2.2.0, danatweaks@3.5.2, driedpeatraddon@0.0.4, earlychiseling@1.0.1, extrainfo@1.10.0, farseer@1.3.2, foodshelves@2.2.1, hangingbaskets@1.1.0, hazjackalope@1.0.2, hazmonitors@1.0.0, hudclockpatch@1.1.1, insanitylib@1.0.4, itemframe@1.0.0, jonastools@1.2.0, justthepepper@2.0.0, maketeaforked@0.4.2, maltiezfirearms@1.2.0, medievalexpansionpatch@1.3.0, metalpots@1.6.0, millwrightvawtaddon@1.0.2, minisewingfix@1.0.1, morefluxes@0.3.2, morepiles@2.2.0, ndlexpandedgrowth@3.1.0, ndlvillagers@2.1.0, ndlwoodentorchholder@2.0.1, offhandnohunger@1.2.8, nohands@0.1.1, noholdfruitpress@0.1.0, spearexpantion@0.3.6, purposefulstorage@1.4.1, realsmoke@1.0.1, rebalancedfuel@1.4.0, remotetradercheckmod@0.3.0, scaffolding@1.1.3, smithingplus@1.7.4, statushudcont@3.3.1, stepupadvanced@1.2.1, stonebakeoven@1.2.0, substrate@1.1.2, tabfix@1.0.2, tentbag@2.2.0, terraprety@7.0.5-pre.1, thecritterpack@1.2.2, toolsmith@1.2.7, trailmodcupdate@1.3.0, usefulstuff17@1.5.0, coffee@1.0.0, Verticality@0.3.1, vintagescarecrow@0.0.6, creative@1.21.0, survival@1.21.0, woodenshuttersandmore@1.2.31, xlibrabite@0.8.20, zippyscroptweaks@1.2.0, advancedchests@0.2.5, aged@2.0.0, armory@1.2.0, bauxitealuminum@1.1.2, bloodisegg@2.0.0, em@3.3.0, fueledwearablelights@1.0.1, quiversandsheaths@0.3.3, snowshoes@2.1.1, wearandtear@1.5.14, xskillsrabite@0.8.23System.TypeLoadException: Could not load type 'Vintagestory.GameContent.ShapeTextureSource' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at FoodShelves.Extensions.GetBlockVariantData(ICoreClientAPI capi, ItemStack stackWithAttributes) at FoodShelves.Meshing.GenBlockVariantMesh(ICoreAPI api, ItemStack stackWithAttributes, String[] skipElements) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Utility\Meshing.cs:line 14 at FoodShelves.BaseFSContainer.GenMesh(ItemStack itemstack, ITextureAtlasAPI targetAtlas, BlockPos atBlockPos) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BaseVariant\BaseFSContainer.cs:line 125 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 117 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 197 at Vintagestory.API.Client.SlideshowItemstackTextComponent.RenderInteractiveElements(Single deltaTime, Double renderX, Double renderY, Double renderZ) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 185 at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 483 at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 737 at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 396 at Vintagestory.GameContent.GuiDialogHandbook.OnRenderGUI(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 559 at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 309 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1010 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3=================================={ TimeGenerated = 01/09/2025 00:21:05, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000Exception code: 0xc0000005Fault offset: 0x00007ffe45441899Faulting process ID: 0xf10Faulting application start time: 0x01dc1abdbe01f8bbFaulting application path: E:\Vintagestory 1.20.10\Vintagestory.exeFaulting module path: unknownReport ID: a6ac27fc-3102-4f13-92dc-5a4310d382b1Faulting package full name: Faulting package-relative application ID: }--------------{ TimeGenerated = 30/08/2025 08:38:57, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000Faulting module name: ntdll.dll, version: 10.0.19041.2130, time stamp: 0xb5ced1c6Exception code: 0xc0000374Fault offset: 0x00000000000ff6a9Faulting process ID: 0x3604Faulting application start time: 0x01dc1979d9f7ecaeFaulting application path: E:\Vintagestory 1.20.10\Vintagestory.exeFaulting module path: C:\WINDOWS\SYSTEM32\ntdll.dllReport ID: f6154833-2d67-4023-8fea-3b46ae23b953Faulting package full name: Faulting package-relative application ID: }--------------{ TimeGenerated = 29/08/2025 09:32:46, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31adException code: 0x40000015Fault offset: 0x00000000000df046Faulting process ID: 0x15e4Faulting application start time: 0x01dc18bf26816796Faulting application path: E:\Vintagestory 1.20.10\Vintagestory.exeFaulting module path: E:\Vintagestory 1.20.10\Lib\openal32.dllReport ID: 83227184-b851-4008-9b2e-e23bbfc3149dFaulting package full name: Faulting package-relative application ID: }
SONZINA Ty this works
Thanks for the nice words guys :)
Headsup for CarryOn and Butchering users, there might be slight incompatibilities with interactions (like how you might need to hold CTRL along with SHIFT to open the drawer of the Fruit Cooler, or how raw meat just won't go into the Meat Freezer if you have Butchering).
johnsonwax It's a vanilla bug, essentially update to 1.21.1-rc.1 or wait for 1.21.1 release. Don't worry, nothing will break :)
rampage_ There's a slight incompatibility with Butchering right now, if you have it - use their freezers for now until i figure out how to fix it.
BlaqkHoney xxSCxPLATINUMxx Big Horizontal Barrels have been renamed to "Tuns", it's a 2.0.0 change though i'm pretty sure, have you guys been using Food Shelves 1.x.x? If so, updating to 2.0.0 is kind of impossible without wiping the mod from your save first.
Fartnar You most likely have CarryOn. The interactions don't show it yet, but you have to hold both SHIFT and CTRL to open it.
cannot open the bottom drawer for ice on the fruit cooler not sure why but its not really a problem at all
big barrels aren't a thing anymore? i have hundreds of liters of wine and brandy stored in them, and i'm losing them now?
Oh Yeah!
Love this mod and so glad to see it updated for 1.21! Curious what happened to the big horizontal barrels though?
I was thrilled to see the update, and still am! I can't insert anything into the meat freezer, though. It just won't budge, despite following the block interaction helper. Probably some mod interaction... but nothing food related except expanded foods and art of cooking.
Small error on load: 5.9.2025 14:51:31 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-chiseled-east contains an ingredient that cannot be resolved: Block code game:table-chiseled
Yeeeeeas!
WOOH, go SONZINA go! Thank you for this!
RuinousLibrarian Sneezingprince purple8cloud Updated for 1.21. Enjoy :)
RootieTootie :))
watched this update just for my plesure :3
my world stops until this come
This mod is definitely one of my must-have mods, so I'll wait for the update before updating every other mod for the game
Will be patiently waiting for the 1.21 update, this mod is too godly to play without.
SONZINA
"I'd really hoped that the red "outdated" right above the download button would turn people away, or at least double check if the mod works for 1.21 correctly before commenting/writing a ticket." -laughs in commiseration- -cries in familiarity-
Mae243 RealEvilbob :)
Ligmus I believe you got your answer on discord, but for anyone else wondering, they will cure to higher tiers of alcohol only if you have EF installed.
Nuclear_Ranger As Stranger92 said, currently there's not an update to 1.21 of the mod yet. I've put a huge banner hopefully to avoid anymore github tickets or comments made about the mod crashing. I'd really hoped that the red "outdated" right above the download button would turn people away, or at least double check if the mod works for 1.21 correctly before commenting/writing a ticket.
Nuclear_Ranger, for future reference, it will help both others and especially mod author if you state your version of the game if you think it is relevant.
I would make a guess and assume your version is 1.21.x. In this case the solution is to wait for the mod to update or to downgrade back to 1.20.x.
If you check comments below you will see the update is being worked on.
My version of the game seems to be incompatitble with the mod. When ever I try to access the mod contents in creative the game crashes. Even if it's the only mod active. Is there a solution?
I know that the barrel rack and the tun reduce cure rate. but if i just leave it in the barrel it never cures. I really like the way the tun works but I dont want my wine to go bad. Is this all intended?
Love the Mod Great expansion to my cozy homes.
I adore your mods, I'm looking forward to the updates. No rush, I just wanted you to know I appreciate your hard work <3
GriffinsWings Thanks :)
Kulprit Please read comments! Food Shelves currently doesn't have a version for 1.21, it's incompatible. An update is on the way, and will be released eventually.
new, just started playing (v1.21.0) and in Handbook typed "tu" and crashed immediately due to:
Could not load type 'Vintagestory.GameContent.ShapeTextureSource' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at FoodShelves.Extensions.GetBlockVariantData(ICoreClientAPI capi, ItemStack stackWithAttributes)
at FoodShelves.Meshing.GenBlockVariantMesh(ICoreAPI api, ItemStack stackWithAttributes, String[] skipElements) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\Utility\Meshing.cs:line 14
at FoodShelves.BaseFSContainer.GenMesh(ItemStack itemstack, ITextureAtlasAPI targetAtlas, BlockPos atBlockPos) in D:\Mods\Vintage Story\FoodShelvesDEV\FoodShelves\FoodShelves\FoodShelves\code\BaseVariant\BaseFSContainer.cs:line 125
just letting yall know! i think a texture couldnt be found? when the handbook started loading up the image for an item?
Just dropping in to say I love this mod so much!! These storage options fit in so perfectly that I had completely forgotten barrel racks weren't vanilla and was blindsided when I patched😂
Thank you for all of your hard work on this and Purposeful Storage!
EchoHuntsman Tempest4769 :))
Jenpai The working classes's crock is already white-listed, has the mod changed so it doesn't work anymore? And no, lake is recipe won't be removed completely, it just won't show up if you don't have the lake ice gathering mod or whatever it's called.
SONZINA I wouldn't remove the lake ice recipie personally; just make a note somewhere that you need a third party mod to get said ice; otherwise I think you'll have folks asking you to put the recipie back in haha
Any chance we could get compatiblity with this mod? https://news.kalataka.ru/theworkingclasses the cook class has temporal crocks that can't be put in the cooling cabinets.
Just wanted to drop a note saying how much I love this mod and can't wait until it's compatible with 1.21 version so I can start using it again. :) (Already saw it's being worked on. Marked my calendar to check back in September! *Grins*)
Great, thanks for letting me know. I'll keep an eye out for the next update. <3
EchoHuntsman 1.21 changed some internal API stuff and this mod currently crashes on startup for me, but for some it crashes when they open the handbook (most likely the blocks from this mod isn't "loaded" yet due to a limited RAM for those users or whatever it is, and when they open the handbook it loads up the blocks and crashes).
So this mod is not usable at all in 1.21 currently.
Purposeful Storage is a way smaller mod, and i've updated it for 1.21, so it works, you can use it without issues.
EchoHuntsman no matter what you do, it's just not going to work on 1.21 because the engine is different, it won't let you into your world (and even if it does) it's going to crash
Just found this mod, what problems are there using it in 1.21.0? Not seen many people actually state what's wrong with it. Crashing when interacting with the storage?
And does the other mod, Purposeful Storage, have similar issues?
GeeusGanz As I've said in the comments before, 1.21 update is in progress but won't come anytime soon. To be a bit more precise, most likely the 2nd half of september. Your options until then are staying on 1.20 or removing the mod entirely.
Sad to see such a wonderfull mod break like this, is there any chance you'll be able to fix the crashing so we can take items out of the shelves and stuff? becouse 99% of our food is currently stored in it 😅
ElusiveEnigma Nah don't worry there will be a patch to enable the recipe when that mod is detected, it's just that "out of the box" it won't display so people don't ask me how to get lake ice. This way i can avoid confusion.
DJL66 You can follow the mods you want to get notified about - it's the link right above the download button :)
Uranium2_10 Thanks, I'm glad you like it :)
Thanks for putting this mod out there, looking forward to the update when you get time. The Tun is so useful!
Is there a way I can get a notifcation when this mod updates "Maybe sometime next month." like how steam has subscribe to this feed, I cant live without this mod I need my neat little shelves and grain stores 😭
SONZINA
Wait don't remove the cut ice recipe that uses lake ice! Some of us actually do use the Lake Ice mod and I really don't want to go to glaciers XD
Jenpai There's already a Lake Ice mod, i won't be including it in this one out of the box, but i will remove the recipe for it so people would stop asking me on how to get it lol.
ValariaLyte Alhef 1.21 is in progress, but there won't be an update anytime soon. I'd say maybe sometime next month. I don't have time to work on it.
Relydober Do they not already work? They should work with that mod, "More Animals" isn't supported yet (support was removed to be exact), but it will be brought back to 1.21 update.
could you make compatiability patch with the eggs shelves to work with
truth and beautys: detail animals eggs?
please update to 1.21.0..... please
Will this be updated to 1.21?
Could you include a way to make lake ice drop? Cut ice can be crafted with Lake ice, however lake ice is currently unobtainable. SONZINA
Jeoh404 Are you sure it's related to Food Shelves? It's the first time i hear of this issue and most likely is from some other mod.
Xelvis The file you provided will be added to the 1.21 build of this mod when it releases :)
smoak I'm glad it works for you! Generally try to avoid using that option, it's still kinda experimental afaik.
Kamulton There's a known issue currently with the "default" recipes - try opening a wood-typed variant like oak or pine, it should show then.
Unfortunately, there is no recipe for a refrigerator in the survival guide ;c
@SONZINA Got the mod working, thanks for the tip. 1-click install was the problem.
Hello Amigo, I have done a machine translation into Russian. I added the file to the lang folder in the archive, but unfortunately there are no changes. The question is, how do I change the language? Or what am I doing wrong ? :D
I apologize in advance for the mistakes, because I also wrote the text through the hd translator.
Hi !
(not native english - google trad - i'm french)
My pies are no longer visible. I don't know if it's due to this mod or another one. This also affects unfired clay bricks placed on the floor or in a pit oven.
Does anyone have a solution?
Thanks
bringitonwimps The freshness bonus will probably be added to Seed Bins, thanks for the suggestion!
matkuli Yes, currently the mod has some issues displaying recipes when you open the "default" variant. Open a wood-typed variant like oak or pine instead and you'll see the recipe.
Hey, great mod, however im noticing that some things like the meat freezer is missing Recipies in the handbook, is it normal and im missing something?
As this updates, It would be cool to see the seed storage add shelf life to the seeds in Art of Growing mod. not a huge dealm but all the other item specific stuff works pretty cool, butthat mod adds perish to seeds. But either way LOVE this mod and am probably goping to add your purposeful storage mod as well. I LOVE visual storage of iterms and not endless chests.
Fearghul Hmm weird that it happens then, i'm pretty sure it's fine on my end. I'll check it for 1.21 i guess.
Sneezingprince It should work properly.
Does this mod work for 1.20.12? I'd love to try it
@SONZINA I'm on 2.2.1 of the mod and v1.20.12 of the game itself
westerplatter Fearghul Please check if you have the most recent version, 2.2.1. The issues you described happened in some of the earlier versions of Food Shelves, and has since long been fixed.
If you're experiencing these issues in 2.2.1, please report back.
smoak There has been reports of "1-click install" option making your .dll not loading properly. This isn't a mod issue, but most likely something happened while downloading or something, you can try to re-download and re-install. If it doesn't fix itself, i'm sorry but i cannot help since it's not an issue with the mod.
I've also had a short seed shelf issue, had a heavy temporal storm roll through and afterwards went to go planting and both my seed shelves on the outside wall of my building and all the seeds in them had just vanished.
Short seed shelf has a bug. On init, all seeds from middle and top shelf are rendered at the level of the bottom shelf. If I try to take one seed, they return to their correct places instantly.
.dll file isn't loading. Does anyone have a solution to this?
whasit Thanks :) I'm glad you like the mod!
Okay the bucket hooks are a game changer all on their own, like I'm obsessed. This needs to be in vanilla so bad, it makes so much sense! But also I don't even use expanded foods and I love this and cannot live without it. I love having all the visual variety in my kitchen and cellar, and it's so practical and so cute!
itbegoose You've made a PR on the `master` branch. It's only for currently up-to-date ModDB version (currently that's mod version 2.2.1). I have a `dev-2.3.0` branch which already has all the necessary crashfixes for 1.21 and more (FYI the thing you fixed isn't enough, it would still crash).
Food Shelves won't be coming out anytime soon, I have a lot of stuff to do for this update (and not much time) - and Expanded Foods not being updated to 1.21 might pose a bottleneck since this mod is made with EF in mind, but it's definitely not getting discontinued if that's what you're worried about :)
SONZINA Please check github I've made a pull request to fix the crash on game version 1.21.0-rc.2 +
SONZINA
Yes! That worked! It was the version. Thanks.artemax44 I don't know what to tell you, they've been working fine since 1.3.0, this is the first time I hear someone has a problem with them loading.
Can you check if you didn't get the very old version of the mod?
ModDB is kinda busted right now, showing very old versions (1.4.2 and 1.4.4 both released more than 6 months ago), both of which have a configurable option for those variations to show (it's off by default). Do note that if you've used versions starting with 1.x.x, updating to 2.x.x will make all blocks not function properly, so i'd recommend just removing the mod and all its contents entirely from the world, and downloading the most recent version from the "Files" tab at the top of this page (2.2.1 is currently the most recent one).
Starting from 2.0.0, the wood-typed variations of the blocks are natively in the mod and don't require any config option to be ticked.
SONZINA
I mean, I've loaded the mod, but the color variations don't appear. They only appear in the base wood color.The variations for the other woods in the vanilla game don't appear. Those variations are visible in the images on the mod's page.
artemax44 Color variations? What do you mean by that? They're already in Food Shelves since version 1.3.0 (released Sept 2024).
SONZINA
Are you going to add color variations like the ones on the cabinets and sword racks? It would be good for more decorating possibilities. Nice mod. Regards.
Razgriz Yes, that'd be amazing :)
SONZINA I just ran into something similar with my mod ABCSRedux with the newest API changes being a big pain. If you need help or want a hand in fixing whats going on I'd be more than happy to help if possible.
Teakei Very real chance. I hope I'll find a solution for this error, and I'm also kinda hoping that the devs accidentally bricked something on their side and will introduce some kind of a fix for rc.2, but it's anyone's guess. Currently it's working, but when you hit a block from this mod with a hand or anything else (basically just left click it), it crashes with an error that the shape file doesn't exist (it obviously does exist) - so I'm not sure where to look and how to fix the issue. I've tried some things I thought are at fault but nothing works so far.
With little time I have (and even less motivation since I have to blindly try things and hope it works because the error log is useless), there might be a chance that I'll just put this mod up for anyone to poke and try to fix, but again someone with coding knowledge is kinda rare here, and someone that will dedicate time to this mod in particular and its codebase just to try and fix things is even rarer.
Obviously, I know it would work if I completely ditched the different textures and just use the "default" ones the vanilla shelf uses, but that would mean re-coding the mod from the ground-up and that isn't an option.
The mod might be discontinued? D:
DesolateRose Try opening a "variant" block for them, like pine or oak. It should work
Hi, i cant seem to click on the meat storage or the cold storage item in the hand book to figure out how to craft them
Ah. I see, there was no error message that's why I was getting tripped up. It just wasn't letting me put the fruit in. I'll dry it, thank you <3
ThePrawnSean You can open the handbook for a specific food shelves block, and there's a small section on what the block can hold. If you're trying to put the "default" fruit inside it won't work because it needs to be dehydrated or dried (expanded foods). If no block is working, have you updated the mod from 1.x.x to 2.x.x? If so, then this will be bound to happen since they're not compatible. All blocks from this mod are pretty much item-specific on what you can put inside them, you have a small error message popping up if you're trying to put a non-compatible item inside.
Im not playing 1.21, but I can't seem to figure out how to use the food displays or the ceiling storage jars (That dry fruits). Im holding berries in my hand and right clicking, shift right clicking, trying to shift right click with an empty hand to open it I just cannot figure it out.
croweaver Unfortunately the devs changed some API I'm not sure how to fix, and with my limited time to work on this mod there might be a chance that I will discontinue the mod myself.
Currently crashes on 1.21.0-rc.1
SONZINA More Animals eggs are 3D as of version 1.5.0 for Vintage Story 1.21
safwyl It was compatible before, but 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 until you disable either FS or MA). I will not be fixing this since the assets shouldn't be sprites in the first place, and I suggest you ask the developer of More Animals to add compatibility on their side instead, once the eggs are changed to proper 3d shapes. The compatibility is easy to add and I'll be happy to help if the need it.
Love the mod! Could you look at making the egg shelves compatible with pheasant and turkey eggs from More Animals?
That worked flawlessly, thank you!
addictedtotanks You could try and open one of the "variant" blocks, eg. don't open the "default" Cooling Cabinet, but open a pine or oak variant instead. The way i'm handling recipes is kinda unorthodox since I tried something to add compatibility with other mods that add plank/glass types (and other materials) but it didn't work out, so the default ones don't always show up for all blocks.
Quite a few items, such as the cooling cabinet, won't show metheir receipe, so I have no idea how to make them.
Any idea what might cause this?
SoupInCat You could've saved yourself the trouble just by asking in the VS discord channel for Food Shelves haha, version 2.1.2 has an animation/texturing issue, it's fixed in 2.1.3. I'm still kinda surprised that people still play 1.20.10.
Aww. Okay so unfortunately, if anyone else is having issues with textures and animations, it is because no version of the other mod Purposeful Storage is compatible with the 1.20.10 versions of this mod. It took so long to figure out because i just never figured it would be the other mod by the same author. But i get that im using an older version of the mod. Just want to put it out there for anyone playing or hosting on the 1.20.10 version of the game.
edit: i... retract? my statement? maybe? animations are still borked after a few seconds, but textures are fine after removing purposeful storage. stay tuned folks.
edit two: maybe its just too many animation elements? things will work fine and then suddenly animate all wonky, looking like a messed up idle animation cycle is being attached to the meet freezers elements. it doesnt seem to be any one mod that causes it. But i thought they made the atlas and animation elements automatically resize to fit new editions in a recentish update? maybe not the right place to ask but man i need help.
edit three: ok, literally just this mod installed and the meat freezer gets way wacky when you use two of the same one next to eachother, it is the same looking issue. What is it that could even cause this?
edit four: oh. well its just something that was introduced to the last update for the version i play. that is unfortunate.
SONZINA That's correct, I don't play with any of the food expansion mods. I don't find the additional complexity adds anything I care about in my simulation and find the vanilla balance is already too easy to accrue absurd calorie stores. Well, I guess I'll just wait until I'm storing distilled alcohols to have sensible barrel storage, then.
Thanks for the reply!
Takarias Specifically the rack's bonuses, no. I'm guessing you're not using Expanded Foods then? The glass bottles from ACA add an even higher buff for perish rate. Implementing a barrel rack specific config option would mean that i'd have to add a config option for all blocks and I'm sorry but i don't plan on implementing a block-specific config options for each block, it's just too cumbersome for a niche scenario.
Janeator I don't want any UI in this mod. That being said, the dehydrated and dried fruit both being in the jar simply means that some fruit transitioned to dried fruit and other stacks didn't (since the block has 12 ItemSlots inside, each itemslot has its own drying %). The system for Ceiling Jars needs a method that will basically average the drying % of all of them and make all of them transition at the same time, I just haven't had the time to take a look at them since I prioritized more content instead. Probably will do something like that when 1.21 releases.
pimblokto Adding compatibility with my mods is super easy you can even do it yourself if you want it soon - I'll note this down so i'll implement it when 1.21 drops. Don't hope for compat with game version 1.20 though.
Do you think you could add compatibility with art of cooking so I can put shawarma in cooling cabinets?
SONZINA how come you can have both dried and undried fruits in the same jar? I thought it'd all add to one pile that shared values. Maybe having a storage container UI on it would be best?
Is there a way to disable specifically the barrel rack's bonuses? Because they are nutty. Everything else seems roughly in line with vanilla (and I can just not use the freezers), but disabling the bonuses entirely means I'll only ever use vanilla storage options anyway.
Love the extra utility that this mod adds, however I'm a little confused about the Meat Freezer. I was testing it out in creative and noticed that meat I placed in it spoils much faster than in a storage vessel. I filled the icebox with ice and placed Prime Meat inside, closed the lid, and placed the whole thing into a cellar. The storage vessel next to it has a food perish speed of 0.29x "other," while the Meat Freezer is 0.47x, resulting in the same meat spoiling in three days, as opposed to five with the storage vessel.
Is there another step I'm missing? When skimming throuhg some of the other comments I saw that you mentioned that the Meat Freezer is supposed to be pretty powerful when it comes to raw meat preservation but unless I'm doing something wrong I can't see the reason to make this in a survival save.
Edit: Disregard, made the cellar after placing the freezer, it hadn't registered that it was in a cellar prior to that. Getting 0.06x now.
DAM thinks for the news on the ice. ill be mod shoppen then.
itsRaven Yes, it's intentional - the barrel racks can only hold liquids. There's no UI for it and you can't "seal" it or store meat in it. You can only transfer liquid to/from them with a bucket/bowl/jug and other liquid containers. You have to use the normal, vanilla barrels for sealing / curing / pickling.
Janeator I have no idea how I can make them hang on chiselable blocks. The vanilla code for them is very confusing and I haven't delved deep into it yet. Make sure you have the latest version if you want to have the % dried shown, if you already have the latest version, it's most likely a desync or a bug. Either way I'll check it out if it's that, but i'm pretty sure it works on my end. The name of the contents not updating when dried is a known issue, and i can't do much about it - you'll just have to wait a bit more for them to update properly.
Dehydrated blackberries in a ceiling jar don't show the dried % on the tooltip. Also, hovering over a jar does not show you the action hotkeys for depositing and such.
The name of the contents does not seem to update once drying is complete, it just doesn't say the drying % anymore but still says dehidrated.
Why must ceiling jars require an unchiselled block? Please make it so they can connect so long as the underside is complete.
Lovely mod!
Just having a small issue (or misunderstanding) with barrels in barrel racks.
When I put a barrel in a barrel rack I can no longer right click them to open the barrel menu where you can seal them or mix ingredients. This goes for normal barrel rack and top barrel rack, I haven't tested the tuns yet.
Is this intended behaviour?
Darkstarr New World Crops isn't a very stable mod last time i checked and i generally avoid adding compatibility with such mods, since they can produce a lot of issues and for some reason all the users flock and report it directly to me - even though most of the time it's not my mod that produces issues.
It's not hard to add, check foodshelves/config/restrictions/baskets/fruitbasket, you can do it yourself very easily.
Ranakastrasz If you have 2 items of the same "type" but there's a significant enough spoilage difference, the game's default behavior is to not let you to merge them. This is the same when trying to quick-stack meat or any other food of the same type in the storage vessels - only way to merge them is to merge them yourself with the cursor. I can override it, but i'm not sure if i want that. The message is the same and i don't really plan on changing that, sorry.
For the meat freezer at least, I can't seem to stack meat of the same type but different spoilage values. I have to take it out, merge the stack manually, and then put it back.
Not sure if there is a threshold.
I might think this is intentional, and for understandable reason, but the error message doesn't match that.
Regardless of the failure reason, it only says "only raw meat can be placed in this freezer"
Including placing the wrong type of item, wrong type of meat in an existing stack, or differing spoilage values.
I cant seem to put any vegetable from the mod New World Crops, into the vegetable baskets. Any way to make these work? I'd have to give up on my dream of long term potato storage....
ASILiara Hmm i'll think about it, it will get very confusing about what's grain and what's flour.
HalfBaked You'll need to find glacier ice and mine it with a pickaxe, then put a saw and glacier ice in the recipe grid to get cut ice. Shift+right click the drawer to open it, then take cut ice in hand and place it inside, then close the drawer.
Hakisak It's a nice idea! Might come.
We love this mod so much. We would love to see a Fruit Cooler just like the cabinet and meat freezer that uses ice, but instead for fruits!
Is there any documentation to this mod? I cannot figure out how to add ice to a meat freezer, and how to add a FILLED barrel to a barrel rack. Great mod though, thank you
Maybe just make the flour sack also able to handle grain? Seems like the easiest route.
ASILiara Hmm maybe? I'm not sure how i'd model it differently than the flour sack though, it might just be better to leave the ceiling jar as the only viable option for it idk.
lechkingofdead Lake ice can't be gathered in vanilla, you need a mod for it. Only way to gather ice is to take a pickaxe and mine glacier ice.
SONZINA how in the world do ya get ice i figure its with a chissle and hammer or something for lake ice but outside of glacers i got no real idea
Grain sack to go along with the flour sack?
Thank you so much!!
zer0hour Thanks :) Currently there's no options for mushrooms, however I have it noted for a future update, it will probably be either a new basket or just whitelisting them in the vegetable one, I'll see.
KelpTheShark The Ceiling Jar can fit 12 stacks of grain.
Hey, just wondering how much grain can be stored in one of the ceiling jars? I'm guessing 1 stack but I'll be thrilled if it's more.
this is an excellent mod. I really enjoy the look of all the models and how they function. I was curious if I'm missing something, or is there not real storage options for all the different mushrooms?
river12348 If the stones work for the Cooling Cabinet, it might be something else that's changed - like the chisel? All in all, I'm not sure and I don't have any time to mod right now.
didnt read the comments before updating from v 1.5.1 to 2.2.1, just gonna GM the missing items back in. Question; What happened to the large barrels, i cant seem to see any changelog mentioning of the removing of them (the 500l barrel and rack)
DISREGARD, JUST FOUND IT, you renammed it to TUN
SONZINA I thought the same so I tried with a couple different ones and they were vanilla polished stones (granite, slate, and peridotite). AFAIK I didnt see a comp patch but then again perhaps im blind but tbh im just as confused which is why I posted, I wouldnt see how it should effect vanilla stones too... and whats weird is it is ONLY the freezer, I tried it and I can use the exact same stones for the cooling cabinet so im really just left scratching my head.... meh, just wanted to let you know.
Tahariel It should work when you have your mainhand empty, and shift+ctrl click it.
river12348 It should work with base-game polished stone, right? Unless they changed how that works too. Probably missing the compatibility patch but oh well.
Is there any way to take more than one grain out of a ceiling jar at once? If I need a lot of grain to feed my chickens taking it out one by one is slow and frustrating. I've tried shifting and capslock but it doesn't make a difference.
It appears your mod has some issue with the mod "Geology Additions" with it installed the meat freezer (so far its the only thing I could find) is not constructable.
SONZINA nvm I copied the patch for claywrks changed the refferenced code and modid and it now works for some reason even though I did exactly the same yesterday. Patching is just sometimes weird I guess. :)
Yoldovahkriid It should work, are you sure the patch correctly applies?
Cargasm Essentially, I wrote a method that easily added compatibility with mods that add plank variants, stone variants, cloth variants etc. It's present in 2.1.0. Then I got reports (and confirmed myself) that when you click on a material (like nails and strips), the game freezes completely since it tries to load every single possible combination and display it in the handbook. Obviously, with so many variants existing, it freezes up the game completely. It still kinda stutters the game when opening nails and strips even when only Food Shelves is enabled, so essentially it's a performance issue of how vanilla displays blocks. Hopefully the devs will come up with some kind of solution for 1.21 or any future version.
SONZINA That is correct. Updated to the latest along with updating the game itself. Then thought I switched to the version before wildcraft was disabled but had clicked the wrong one. I've got that verson running now. Handbook seems to be working fine for me so far. What did it break?
This is an awesome mod by the way, great job.
Hey quick question how do I compat for my mod with yours? I tried adding my metalcrocks into this path:
"foodshelves:config/restrictions/general/holderuniversal.json"
"/CollectibleCodes",
however I still get the message that the container cannot be stored there.
Cargasm I'm guessing you updated from 1.x to 2.x, correct? Variants are now built-in, there's no config option to enable them anymore. The wooden variants from Wildcraft are disabled since they basically break the handbook.
How do I enable all the variants? Like the woods from Wildcraft? I just deleted all my shelves and updated to get varients but there are only a few. I seen mention of enabling it in the config but only option I see in option is Global block buffs, perish multiplier and cool buff.
Kherron Yes, the Storage Vessels are currently bugged. I think it's only related to food categorized as "grain", all others should be fine, but i'm not certain. You can check it yourself - place bread on a vanilla shelf, and place it in the storage vessel. Bread stored in the Storage vessel will last 4x as long than on a shelf, when it only should last 2x as long. Because of this bug, you're currently better off storing all your bread in the vessel. Deluxe Flax Balls are categorized as "grain" food-type, so when they're put in the vessel the multiplier applied to them is shown as the third one in the tooltip - that value displayed is wrong, it's actually twice as lower than what it's showing.
On Version 1.20.4 with expanded foods, I've read that there's a bug with storage vessels rn in regards to spoilage rate? Just Checking: Putting EF's Delux Flax Balls (Breaded Food) into the glass food block vs a storage vessel the timer goes from 59 days to 19.5 days. The Glass food block says 0.2. I'm not really sure if there's a mod conflict somewhere or if it's something else. Pie works, it goes from 30 days to 39.5 days. Looking into it is it becuase the Flax balls are coded as Bread? Cause Bread has the same issue I think. Just wanted to make sure that this is indeed the Vessel bug and not some other bug im encountering.
Oh, and the fruit basket with berries in it is v pretty.
CrimzonEmpire If you're storing bread, do know that Storage Vessels are currently bugged and they have a 0.25x multiplier (rather than 0.5x like it's displayed) so most food items (especially bread) lasts twice as long than it's supposed to when put in it.
merryclefairy I'm not quite sure what you mean by "sad", placement works as vanilla does, and no pie/cheese shelf isn't used for pickling, where did you get that?
hello,
i am unfortuantely an idiot and wondered if anyone had a placement guide for example, using maybe one or two of each shelf/storage. i placed bread shelf next to pie/cheese shelf and realized very quickly it made my bread sad lol it makes sense i think bc the empty pie/cheese shelf said it was used for pickling? but i didn't realize it would do that to the neighbor shelf
unless that wasn't intentional and i'm just dumb
i'm so sorry
sincerely,
dumby (also sorry for the 2x comment, my cat turned stepped on power button while i was trying to leave a comment and didn't remember if i sent it and apparently i did but didn't see it lol)
Anyone having issues with the wall Cabinet
not actually applying the bonus when shut? 0.2x
Description says 25%
My food that should of spoiled in 13 days in the vessel
spoiled in 4 in the closed cabinet
or is the in game spoil rate saying 0.2 wrong?
nowise33 There already is such an option - disable GlobalBlockBuffs and you'll get what you want. Though when some blocks are cooled with ice they will still have a small multiplier applied to them, if you don't want this either - set the "CooledBuff" to 1
Can we get a config option to disable the extra buffs from all the different shelves?
I love the storage soultions but I dont want all the boosts that come along with it for a more vanilla plus feel.
Uladentar I wanted the meat freezer to be for raw stuff only, since it has a very big buff. I know that you could technically put any meat in there (including cured one) if this were real life, but i'd have to check at runtime to change the multiplier and i don't like doing that, nor does it solve any kind of food-storing problem - just store them in barrels if you want them visually displayed. Or y'know - create a patch and whitelist them yourself if you'd like that, there are examples in foodshelves/patches folder.
As for the packed ice, I'll most likely somewhat change how cut ice functions, not by much but enough - and I don't plan on making it easier to get. Maintenance is already extremely low for the benefits you get.
I'll note the gelatin part, maybe i'll think of something.
Nice mod! But wish we could put things besides raw meats in the freezer; I've still got all my cured sausages hanging on the hook, because that's literally the best way to store them. I'd also like to point out, that currently Glacial Ice and Packed Glacial Ice give the same output. Packed ice should give more, or last longer, or something.
EDIT: Gelatin also needs a good home.
configurable storage stack sizes as in a meat freezer being able to hold more then just 64 meat for us poor souls that play with stack increase mods
SourGoats You'll have to place them on something solid, yes. If you break that solid block they're on, they will fall - identical to how tables behave. I don't plan on changing this.
I was hoping to use the barrel racks to store barrels up in the air above my worktops for easier acces to the liquids, but they can only be placed on a solid block? Guessing it was maybe a game limitation or a choice to do so?
Feetlicks what do you mean by that? Stack sizes like for baskets, or shelves in general? Either way, not gonna happen lol
Snorlaxatives I think they're too big to fit in the cooling cabinet, and since they both share the same whitelist it's why it's not there. I'll see about that though.
Was excited to start using the double shelves for jug storage, as the other shelves clip the tops.
But found out that you cant put jugs on them, is there any reason for that?
configurable storage stack sizes would be awesome
This is one of the mods of all time, thank you for your hard work
I'm having a problem where I'm getting the message "Only eggs can be placed on this shelf." when trying to place eggs from Detailed Animals 0.5.2 on the egg shelf, the egg baskets are able to accept them though(noticed this was the opposite problem of some older comments)
Playing on 1.20.12 and have eggs from both Detailed Animals and from the ducks in The Critters Pack, no shelf issues with the latter.
rhino1998 I won't be making such a config option, sorry. It's a bit too much and too niche to implement and I don't want to clutter the code.
I played around w/ changing the slot size of baskets up from 1 and it works pretty well (the take/put interactions needed to be tweaked too)
Would it be possible to add a configurable multiplier for storage density (and for basket visuals/etc have each multiple of items show as a single model)? I really like how these look visually, but it is hard to justify using them when storage vessels are many times denser and a bit better at preservation. I can already adjust the preservation multiplier to account for this, so adding density would fix the balancing for me personally.
EDIT: to be clear, I mostly mean for baskets as they're much much less dense than vessels.
SONZINA Thank you. I doubt I'll be updating this server bc too many mods I love seem to have stopped development exactly at 1.20.7, for some reason. Oddly enough, a lot of mods seem to skip this version too, so thank you for your response!
Edit: To further complicate things, when I filter for 1.20.7 on here, I often get many mods that don't actually list that version of the game, and I keep having to ask, because idk what will work, if any.
Kaeviel I know, I don't know how to make them hangable yet, the code for chiseled blocks is still very confusing to me (commonly referred to as "skill issue"), so for now they can only be placed on full blocks and downward slabs.
Don't know if it's been brought up before, but baskets cannot be hung on chiselled blocks (I'm specifically referring to when you use a hammer in the off hand and right click with a chisel on cobblestone to make it an insulating block face). I don't know if it's meant to do that.
Haleon If you're playing on a server which is hosted below 1.20.10, I'd recommend upgarding to 1.20.10 and using 2.0+, otherwise use v1.6.3 (do note that it'll be hard to update afterwards). If you're playing singleplayer, just use the latest version and edit the modinfo.json file to require 1.20.7 as a dependency. I'd strongly recommend upgrading your game version to 1.20.10 though (1.20.11 has some problems with mods).
Also, if you're planning on "updating" the mod on a world that already had it, don't update to 2.0+. Read the 2.0.0 changelog for more info.
I see you went straight from 1.20.6 to 1.20.10. Does this work on 1.20.7 and if so, which version should I use?
EchoDaGecko Default variations of some blocks have some problems displaying recipes, try opening up a page on a "variant" one, like oak or redwood - it will display the recipe properly, and to make the "default" one, just use more planktypes.
How do you craft the cooling cabnets or meat freezer? The guide doesnt seem to have those recipes
MystiVaid Textures shouldn't crash you, at worst they would appear as a "?" on a block so I'm still skeptical - what I said about Harmony mods crashing on 1.20.11 still stands, but if it works, great!
SONZINA
The crash was indeed related to Food Shelves. After I disabled it, I was able to enter the game normally.
5.6.2025 06:04:18 [Notification] The quest as to why Fulgen crashes here.
5.6.2025 06:04:18 [Notification] textureLoc=foodshelves:textures/block/wood/horizontalbarrelbig/bottom.png
5.6.2025 06:04:18 [Notification] asset=foodshelves:textures/block/wood/horizontalbarrelbig/bottom.png
It appears the crash was caused by a texture issue.
MystiVaid There's nothing in the crashlog suggesting it's related to Food Shelves, and it isn't. I do know why you're crashing though. You most likely updated the game to 1.20.11 and kept all your mods as they were. Combat Overhaul for example is known to crash clients on 1.20.11, since the game changed some code and some mods that use Harmony won't work properly and will crash you. I'd suggest you downgrade to 1.20.10, or remove mods that use harmony patching. Since you're using a lot of mods, downgrading to 1.20.10 would be a better option.
5.6.2025 06:04:18 [Notification] The quest as to why Fulgen crashes here.
5.6.2025 06:04:18 [Notification] textureLoc=foodshelves:textures/block/wood/horizontalbarrelbig/bottom.png
5.6.2025 06:04:18 [Notification] asset=foodshelves:textures/block/wood/horizontalbarrelbig/bottom.png
5.6.2025 06:04:18 [Fatal] Game Version: v1.20.11 (Stable)
2025/6/5 06:04:18: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, atwatersedge@1.5.0, barkbeetle@1.0.3, bettersticks@1.2.0, bettertraders@0.0.10, buzzybees@1.0.6, charcoalpitrebalance@1.0.2, chargedjump@1.0.4, clayworks@0.4.6, clickuptorches@1.1.1, containersbundle@1.1.0, dodgemaster@1.1.3, drtagx@0.9.6, firestarters@1.4.3, forestsymphony@1.0.2, immersivecorpsedrop@1.0.3, immersiveorecrush@2.2.1, jacksgrass@1.0.0, manualdough@1.1.3, manualquenching@1.0.6, manualscraping@1.2.1, millwright@1.2.3, natsachievements@1.2.0, overhaullib@0.2.8, playermodellib@0.0.12, primitivesurvival@3.7.7, prospecttogether@2.0.5, rtrullywoods@0.0.44, richeezestryoutmod@1.1.1, scrollrackable@1.3.2, Sergsmetaltongs@2.2.1, thatchexpanded@1.1.1, game@1.20.11, vsimgui@1.1.8, Juicing with Barrel@1.0.0, juicyores@1.0.0, animalcages@3.2.2, apeflowerpots@1.2.5, apelanterns@1.1.2, egocaribautomapmarkers@4.0.2, betterchinese@0.3.10, betterentityinteraction@1.0.4, betterfirepit@1.1.6, betterfpcamera@1.3.0, betteroutline@1.4.0, betterruins@0.4.12, butchering@1.9.0, carryon@1.8.0, chestorganizer@1.2.3, clipfix@1.0.9, combatoverhaul@0.3.9, commonlib@2.6.1, configlib@1.5.3, coreofarts@0.2.3, cuniculture@1.0.3, danacancook@0.2.6, displayfps@1.0.4, electricalprogressivecore@1.0.3, expandedfoods@1.7.4, extrainfo@1.9.9, farseer@1.3.1, fixtogglesprint@1.0.0, floatingfish@1.0.1, fontsettings@1.1.1, foodshelves@2.2.1, fromgoldencombs@1.8.12, genelib@1.1.1, gourmand@1.7.0, healthbar@1.0.7, herbarium@1.4.0, hydrateordiedrate@2.1.2, immersivewoodchopping@0.8.1, immersivewoodsawing@0.2.8, improvedhandbookrecipes@1.1.3, infinitumpickupmod@1.2.2, insanitylib@1.0.1, interestingoregen@1.2.0, maketea@0.3.1, minimalcompass@1.1.3, mobsradar@2.1.7, morepiles@2.1.4, nbcartographer@2.0.11, spearexpantion@0.3.2, pelaguswinds@1.0.0, precisepickedup@1.0.5, pyrogenesis@1.0.3, recipeselector@1.0.1, river@4.5.0, scarecrow@1.6.9, squeezehoneycombintobarrel@1.0.0, statushudcont@3.2.6, terraprety@7.0.0-pre.1, toolsmith@1.1.11, unconscious@1.10.3, vanillamoremolds@1.1.2, vsatlas_resized@1.0.9, creative@1.20.11, survival@1.20.11, wildfarmingrevival@1.3.6, wildgrass@1.3.3, xblood@1.6.5, xlib@0.8.16, daytrader@1.0.5, translocatorrelocator@1.0.1, playerlist@2.1.5, armory@0.2.4, artofgrowing@1.1.2, brainfreeze@1.2.1, detailedanimals@0.5.2, electricalprogressivebasics@1.0.3, em@3.2.2, hydraulics@1.0.0, playercorpse@1.11.1, sandwich@1.2.8, shearlib@1.1.2, stonequarry@3.4.3, wildcraftfruit@1.3.2, xskills@0.8.19, morefloors@2.1.1, aogbreedingaddon@1.1.0, artsxskills@1.1.0, electricalprogressiveqol@1.0.3, tailorsdelight@1.9.7, ashes@1.2.0, wildgrass2haylayer@1.2.0, wool@1.6.3, dressmakers@1.6.0, electricalprogressiveequipment@1.0.3
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.TextureAtlasManager.LoadBitmap(ClientMain game, AssetLocationAndSource textureLoc) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 841
at Vintagestory.Client.NoObf.TextureAtlasManager.LoadBitmapPixels(ClientMain game, AssetLocationAndSource source, Int32 rot, Int32 alpha, Dictionary`2 cache, Int32& readWidth, Int32& readHeight) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 792
at Vintagestory.Client.NoObf.TextureAtlasManager.LoadCompositeBitmap(ClientMain game, AssetLocationAndSource compositeTextureLocation, Dictionary`2 cache) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 712
at Vintagestory.Client.NoObf.TextureAtlasManager.LoadBitmaps(BakedBitmap[] bitmaps) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 492
at Vintagestory.Client.NoObf.TextureAtlasManager.<>c__DisplayClass58_0.<PopulateTextureAtlassesFromTextures>b__0() in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 446
at Vintagestory.API.Util.AsyncHelper.Multithreaded.OnWorkerThread(Action task) in VintagestoryApi\Util\AsyncHelper.cs:line 52
at Vintagestory.API.Util.AsyncHelper.Multithreaded.<>c__DisplayClass3_0.<StartWorkerThread>b__0() in VintagestoryApi\Util\AsyncHelper.cs:line 44
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass13_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 122
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Does anyone know how to handle this issue? It seems to be related to foodshelves.
Wlsmstl Thanks!
QuetzaCoco Thank you so much! It doesn't matter if it's been said before, I love hearing people what they think about the mod :)
idk if you've heard this before but this is one of the best mods ever man this rocks, every update I get giddy about using the new blocks it seems so small but its such a big deal, great work.
SONZINA, I think this is quite all right, the bottom line - it seems to be working, at least textures are okay. I saw you'd already updated it, that was extremely fast🙂
Thanks for the mod, great job!
Wlsmstl The textures I can't really "fix", it's the texture they're defined to use when put in pies/barrels - so only the mod developers of those peanut versions can "fix"/change the texture.
@SONZINA, thanks for the quick answer! I've tried the modified version of the mod in a creative mode, and, at the first glance, it works:
Not sure that textures are correct though, I'd expect kernels to be more "reddish"
UPD.: Disregard this message, I'm dumb: I figured since I’d already updated the mod archive manually, I could help and check if the texture works. And only now I’ve realized that you already updated the mod 5 hours prior to my message 🤦♂️
Wlsmstl I haven't checked if there are any problems with the texturing, but if there aren't - it simply didn't occur to me to add them to the whitelist, so no particular reason lol. I can see why you want peanuts in the Ceiling Jar - they act more-less the same as grain. I'll note it and if there are no problems with the textures, they will be whitelisted for the next update :)
Hi! Is there any particular reason why peanuts cannot be put into the ceiling jar? It seems to be a simple change, adding "game:legume-peanut" (or "game:legume-*" to include soybean as well) to liquidystuff.json should do, plus "expandedfoods:peanut-*" to add the roasted variant and kernels.
I checked it by updating config inside mod zip archive and haven't noticed any immediate issues
Superfreak Have you updated to version 2.1.3? The animation issues on some of the blocks are fixed.
@TheWizardSoL My meat freezer is possessed too! I made it last night and am sad I can't seem to put anything in it :(
Poompers Change the mod version to 1.20.10 in the modinfo file, and put that file in the server mods folder + send it to your friends so they could use it. It should work
I assume the latest update is not compatible with .10 right? For now me and my friends can't update the game itself due to some mods we using crashing on .11.
So me and my friends added this to a server we are playing on and after building and placing 10 bread shelf's, 3 pie shelfs, 5 hanging jars,a flour sack(pine),a meat freezer and a cooling cabinet, the parishing speed in the cellar jumped to 0.1 then to 0.05 then back to 0.1, bread on the shelf went from 1.4 years to 85ish days, and most of the other are effect as well,stone vessels included. its a 7 by 5 by 3 cellar and all surfaces are make of polished granite blocks.is there a limit to what sould be used or did i screw up somewere. Has anybody else experanced this?
thespy24574 Unfortunately, it seems it's a general problem with VS and the handling of mods. I'm pretty sure this happens to every mod, but generally Food Shelves is updated more often than some other mods so the issues like this pop up more often. I can't do anything about it and it seems that it rarely ever happens. I never had an issue like this myself, so it really could just be a specific modlist, or a way the mod is installed or when it's enabled (eg, using 1-click install, or updating the mod when you're already in the main menu of the game).
Only fix I know for these kind of issues is to restart the game and simply try a couple of times and eventually it will fix itself. It can also be something related to how the OS caches stuff and might not pickup changes properly when the mod is updated, but it's anyone's guess, really.
Major issue, I was playing a world with a earlier version (before flour sacks, 2.0.2. version) and updated to the latest at time of writing. I expected things to change, but everything was removed or replaced with the Question mark block. It seems to be an issue with VS as a whole??? Even in a new world, the survival guide doesnt even show the cooling cabinet, the shelves, the barrel holders, basically Anything having to do with this mod! And, on loading (both on creating a new and on the world I already had played on) it spit out a weird string of error code in the events log:
[Error] [foodshelves] An exception was thrown when trying to load assembly:
31.5.2025 20:25:36 [Error] [foodshelves] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.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 VintagestoryLib\Common\API\ModContainer.cs:line 481
As I said above, this issue persists on every world even when the mod is loaded. Its like the mod wasn't even added.
Edit; It seems completely ripping out every version and config with this mod, and then replacing it with it anew from the downloads page seemed to work. I can now spawn the cabinets and etc.
TheWizardSoL Issue fixed in 2.1.3. Do report if it's still happening though once you're updated.
Hey so my cooling cabinet and meat freezer are...dancing? It's really weird and it changes speed from time to time.
GladiolusOsei CyanSoup version 2.1.1 isn't having that issue. You can use that instead for the time being. As for how far that update is, I'm not sure. I'm busy in the oncoming days so definitely not very soon.
SONZINA Any idea how far off that update is?
Alternatively is there a version I can safely downgrade to that has the old animation system?
I don't know if this is happening because of this mod or something else, but I am having an animation issue with the meat freezer animation acting like a living entity? The ice drawer and the top would begin moving as it is doing an idle animation.
SONZINA Yeah I slowly figured it out, just wanted to make sure it was known, lol. Great work on the mod so far! Love it a lot and plan to use it often!
Desmond101 You have to open it up with shift, but CarryOn likes to interfere when you're carrying something on your back i've heard. I'm still trying to figure out how to fix those interactions. As for the animations, yes they're bugged lol. You can still use the blocks as intented and won't have any gameplay issue with them but yeah while the block has active animations (also if you put cut ice in it), it will bug out. Will fix it in the next update.
Have a small issue with the Cooling Cabinet. I'm able to make it just fine, but once I place it down it says "Displaying Segment:0" and cycles up to 8 and then loops. Can't interact with it, only break and replace it. Any idea whats happening?
Edit: Went to use the wall cabinets for the time since the Cooling Cabinet seems to be on strike, but the Wall Cabinet animations are...unique to say the least. Boarderline possessed, lol. I dunno if its just me, or some other mod, but I dunno whats going on with their opening animation just...being absolutely cursed, maybe also check on that just in case.
Edit2: New development, I discovered what was wrong, Carry on was misbehaving just slightly with me, so my fault, however, The Cooling Cabinent also appears to be deeply cursed when opened up lol.
I'm so looking forward to updating this mod, all of the new stuff you added looks sick.
Thank you so much for your reply, as soon as I have some time I will try to follow your advice, actually I hadn't thought about removing the blocks in creative mode, I had just broken them and thrown them into a ditch.
I'll let you know if I succeed in the undertaking :D
Exletalis Haha, yeah that's what i'm referring to! I'd hoped to clean up a method that could be "merged" into another one but unfortunately that made it visually bug out so i'll just return it the way it was for the next update.
SONZINA So when you say the animations visually bug out, are you referring to my cooling cabinet twerking at me?
Kalashnikova It's the barrel recipe but with 4 sticks and planks in each spot instead of one, and a strips and nails in the left slot.

If you mix the planks I think it makes the barrel colored one, but you can make different colored ones too.
Hello, love the mod so far but I was hoping for a little help with the large barrels. When I look at them in the handbook they dont have crafting recipes and I have no idea how to make them, what's the recipe?
SuperTeeJ Known issue, will be fixed in the next update.
BlackJackal84 Sorry but migration when updating isn't possible - since the blocks and the API itself changed. I generally recommend updating only if you start on a new world, however since you have a lot of hours I know that's not plausible.
You can try and do the following:
This should work, if it doesn't I'm sorry but I cannot really help.
Do know that blocks that have animations (Cooling Cabinet, Wall Cabinet, Meat Freezer) can visually bug out in version 2.1.2, but it's not a problem for gameplay and will be fixed.
hello, sorry for the stupid question but just to clarify.
those who had the mod the mod in versions prior to 2.0 cannot update the mod, otherwise their save will be fried.
Are you planning to make it possible to migrate those who have the 1.6.3 mod to 2.X.X so that no one burns their save?
Or those like me who have worlds with hundreds of hours (in my case 1,376 hours) must give up on the idea of having to see their world corrupted by game updates and the mod that sooner or later will be obsolete?
Or are there ways to remove your mod safely without risking losing the world? Because I have already tried to remove all your blocks in a backup of my world and then remove your mod... and the world was corrupted anyway.
Thanks for the answer.
Hey so weird thing happened after updating to latest version. Wall cabinets open horizontally instead of the vertical way they are supposed to. Now the cabinet clips through walls and other cabinets
OnVocalRest Apologies, I forgot that vanilla has fish as well lmao. I'll add it to the whitelist for the next hotfix!
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://news.kalataka.ru/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://news.kalataka.ru/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://news.kalataka.ru/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://news.kalataka.ru/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
Updating from 1.5.0 to 1.5.1, and I am receiving errors. It is probably a mod interaction thing. However, I am unable to track down the exact interaction. I will update when I find it.
10.2.2025 02:37:09 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exception thrown by server during startup or process
10.2.2025 02:37:09 [Event] Something went awry...please check the program logs... (Exception thrown by server during startup or process)
10.2.2025 02:37:09 [Notification] Entering runphase Shutdown
10.2.2025 02:37:09 [Notification] Defragmented listener lists
10.2.2025 02:37:09 [Event] Shutting down 6 server threads...
10.2.2025 02:37:09 [Event] Killed console thread
10.2.2025 02:37:09 [Event] Alone again...
10.2.2025 02:37:10 [Event] All threads gracefully shut down
10.2.2025 02:37:10 [Event] Time to rest.
10.2.2025 02:37:10 [Event] Doing last tick...
10.2.2025 02:37:10 [Error] While shutting down the server:
10.2.2025 02:37:10 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockLiquidContainerTopOpened.get_CapacityLitres() in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerTopOpened.cs:line 23
at Vintagestory.GameContent.BlockFruitPress.<>c__DisplayClass3_0.b__1() in VSSurvivalMod\Block\BlockFruitPress.cs:line 44
at Vintagestory.API.Util.ObjectCacheUtil.GetOrCreate[T](ICoreAPI api, String key, CreateCachableObjectDelegate`1 onRequireCreate) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 22
at Vintagestory.GameContent.BlockFruitPress.<>c__DisplayClass3_0.b__0() in VSSurvivalMod\Block\BlockFruitPress.cs:line 31
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2816
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 910
at Vintagestory.Server.ServerMain.Stop(String reason, String finalLogMessage, EnumLogType finalLogType) in VintagestoryLib\Server\ServerMain.cs:line 1182
10.2.2025 02:37:10 [Event] Stopped the server!
EDIT: I can confirm that 1.5.2 fixed the crash.
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://news.kalataka.ru/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://news.kalataka.ru/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://news.kalataka.ru/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://news.kalataka.ru/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!