Mods / Cold Storage
Author: KaiserConman
Side: Both
Created: Aug 13th at 6:02 PM
Last modified: Oct 21st at 2:24 AM
Downloads: 7982
Follow Unfollow 244
Latest release (for Vintage Story 1.21.4, potentially outdated):
coldstorage_2.0.0.zip
1-click install
Cold Storage v2.0.0 - Major Melting Update!
Cold Storage allows players to preserve food by chilling containers with ice. Instead of static bonuses, containers now cool dynamically based on temperature, available ice, and environmental conditions. When chilled, spoilage slows according to configurable settings, creating a more natural and realistic cold-storage system.
Ice blocks from the base game (glacier ice, packed glacier ice, and lake ice) can be added to any compatible container, including chests, vessels, trunks, and reed chests. Cooling remains active as long as ice is present, with the melt rate influenced by both ambient temperature and the total amount of ice in the container — larger quantities melt more slowly, simulating the thermal mass of bulk ice.
In cellars, temperatures are capped at 5 °C, and at 0 °C or below, melting stops completely, allowing indefinite preservation. The container tooltip displays the current cooling state, remaining ice, and the estimated melt time for the active piece.
All values, including spoilage reduction (default 50%) and melt rate scaling, can be customized in ColdStorageConfig.json to fine-tune gameplay balance.
Usage:
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Place any combination of vanilla ice blocks anywhere inside a supported container.
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Cooling activates automatically, slowing food spoilage.
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Ice is gradually consumed, with larger ice reserves melting more slowly.
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Colder environments extend ice life and may completely halt melting.
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Check the container tooltip for real-time cooling details and melt estimates.
Cold Storage v2.0.0 introduces a fully simulated cooling system that is temperature-aware, quantity-based, and dynamically persistent for a more immersive preservation experience.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.0.0 | coldstorage | 2568 | Oct 21st at 2:24 AM | coldstorage_2.0.0.zip | 1-click install | ||
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| 1.0.2 | coldstorage | 2949 | Aug 30th at 2:14 PM | coldstorage_1.0.2.zip | 1-click install | ||
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| 1.0.1 | coldstorage | 1344 | Aug 19th at 1:00 AM | coldstorage_1.0.1.zip | 1-click install | ||
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| 1.0.0 | coldstorage | 1121 | Aug 13th at 6:41 PM | Empty | coldstorage_1.0.0.zip | 1-click install | |
Mildly unfortunate that altitude is still not considered for environmental temperature calculations for the purpose of this mod; the melting rate of ice is completely independent of Y location. Even if you made a cellar inside of a natural glacier atop a mountain, indefinite ice preservation is impossible if the sea-level temperature of the area is warm or hot. Vanilla crop growth and biome distributions do take into account altitude based temperature differences, and I'm wondering if there is a way to somehow use a similar system for cellars as well...
edit: or the thing that determines whether you're losing body temperature or not. Sitting on a glacier even at the equator will rapidly cause a seraph to lose body heat (as is expected, for extremely high altitudes), though a storage container will still show the same ice melting time at the same horizontal position, regardless of whether it is inside a cellar within that glacier or a cellar hundreds of blocks below it. (The numbers used for body temperature calculations might just be the same values used for crop growth calculations though)
GreysonEvans
Agreed, I'm an older version atm due to the melting mechanic as is.
I think it would be a simple change, ice shouldn't melt in the player's inventory or storage containers like crates so there is a way to store ice for later.
Funny enough, if you have a mod that makes blocks stackable, ice in this ground storage state also melts. Points for realism but eh I'm not a fan of having no storage options for the ice.
GreysonEvans It would appear that you can edit the melting rate by modifying "IceMeltRateScale" in ColdStorageConfig.json.
Try setting it to 0.1, as there currently appears to be a bug that causes it to be reset to 1.0 when the server starts if it's set to 0.0.
KaiserConman See above for a description of the config file issue.
Is there a possibility to add a config that deactivates the melt mechanic? it honestly ruined the mod for me.
is it possible with a .json patch to add custom ice, such as weird temporal ice that doesnt melt, or has a rediculously long melt time, (was thinking of doing something similar for food shelves), also on top of that, even with the configs set up, every time the world reloads, it still eats one ice block regardless if it should have or not, at least in a server environment.
Krazyfan1 How are they not compatible?
is there a chance for Compatibility with the Brain Freeze mod?
KaiserConman
This update looks cool, is there anywhere to store bulk amounts of ice without it melting beyond the below freezing freature? In crates or something so it doesn't melt when I'm not using it?
Hello all! I'm very happy to introduce a major update for Cold Storage, adding melting mechanics and dynamic cooling! Not only will ice now be consumed, but you can actively influence how long your ice will apply its chilling effect by 1) adding more ice (simulating the thermal mass of bulk ice) and 2) keeping things cool by keeping containers in a cellar. Temperature will influence melt rates, so ice will melt more quickly in summer, and more slowly in winter--stopping completely if the temperature goes to 0C or below. A new config folder also allows you to scale how fast ice will melt, as well as what the cooling spoilage reduction is. Currently the default spoilage reduction is set to 50%.
Sorry this took so long, but I'm the type of person who works via bursts of energy. Haha! I hope you all enjoy, and let me know if any bugs pop-up so I can fix them. Thank you!
question. does the ice blocks need to be strickly at or below 50 per stack, or can i just chunk a 1k stack of glacer ice in a storage pot and have it still work?
Anything above 50 simply stops modifying the perishing effect. You can still store extra.
question. does the ice blocks need to be strickly at or below 50 per stack, or can i just chunk a 1k stack of glacer ice in a storage pot and have it still work?
The mod is wonderful, but it really needs an ice-dragging mechanic, otherwise it becomes too unbalanced.
Melting mechanic is the required balance for this! for MP this would add some nice mechanics and some nice economy action for those in the north compared to south
third for melting mechanic.
Seconding the wait for a melting mechanic. The idea is really neat but just gathering that ice once and then getting such a buff permanently is too good for me personally.
If a config is added, I'd also appreciate a setting to turn the "obtainability" of lake ice back off. It's very easy to get, and having to climb mountains to get glacier ice for this would make it more of an accomplishment imo (especially when also playing with all the soil instability and cave-ins settings turned on).
Oh yeah, I'll wait for the melting mechanic. I think this mod is a bit op right now.
Additionally, it would be good to put the ice, for example, in a bucket before putting it into the container.
KaiserConman, if you are going to setup a config I highly recommend config lib as it makes it much easier to configure when in-game. Thanks for enjoyable mod that makes storing food a little bit easier.
Hello all! Thank you for the support so far--I just updated the mod so it should be compatible with v1.21.0. As always, let me know if any issues arise!
Also, for those who have mentioned it, I do intend to add a melting mechanic in the future that can be controlled via a config folder for those that would prefer that layer of realism vs. those who prefer the current mechanic. The config folder will also allow you to adjust other setting to your wishes.
I'm not sure exactly when I'll add said mechanics--but I'm sure the mood will hit eventually. Haha!
I like this mod, gives a good reason to gather ice and preserve stuff longer. Looking forward to it being updated for 1.21
Good idea, but poor game mechanics. You just slap a stack of ice in each vessel and forget about it.
Kaeviel
It does, it just needs to be inside each individual container. If you want something that you can place down in the cellar that will effect everything all at once you'll need medeival expansion and use cellar ice.
They both work together as well, so you can stack the bonuses which makes gathering ice extremely worthwhile.
Does the ice not work if it's in a cellar?
There is a vanilla item called "slush" that is the next stage of snowballs when stored. Maybe lake ice could slowly turn into that too so that there is a notion of consumption. I say lake ice specifically because it's renewable, as opposed to glacier ice.
This looks super cool!
would love a config file in the future to configure how much each ice block reduces spoilage, how much the max Ice spoil reduce rate can be, an option for the Ice to be used up, a setting for how long the ice lasts if ice usage is turned on, and an option to enable/disable which containers Ice work in.
would brain freeze compatibility be possible? so that the ice could melt after time?
Seljuck Thanks for the crash report! Sorry that happened--I believe I fixed what was causing the error. If you still experience issues, just let me know! The lastest version (v1.0.1) is what you should try. :)
Thanks for the support all! Sivarous Modding can be tricky! The community seems very supportive though. RenayEdor I actrually considered that! I like when I can use vanilla assets if possible though--and hopefully I can add a kind of melting mechanic in the future. :)
Hi KaiserConman, i just added Your mod to my existing world and looks like it crashes it..maybe a conflict with other mod? Here is report. Hope You would be able to fix that. Was rly looking into use that mod :)
Running on 64 bit Windows 10.0.19045.0 with 32689 MB RAMGame Version: v1.20.12 (Stable)
18.08.2025 09:37:54: Critical error occurred in the following mod: coldstorage@1.0.0
Loaded Mods: aculinaryartillery@1.2.5, ashlarblockvariants@1.0.0, chiseltools@1.14.21, coldstorage@1.0.0, justthepepper@1.3.1, particlesplus@2.3.0, primitivesurvival@3.8.0, prospecttogether@2.0.7, shelfobsessed@1.4.0, sustainablebloomery@1.0.0, game@1.20.12, vsimgui@1.1.8, animalcages@3.2.2, egocaribautomapmarkers@4.0.2, betterfirepit@1.1.6, betterruins@0.4.15, blocksoverlay@4.4.1, carryon@1.9.9, commonlib@2.6.1, configlib@1.5.3, danatweaks@3.4.5, daytrader@1.0.5, expandedfoods@1.7.4, foodshelves@2.2.1, healthbar@1.0.7, hudclockpatch@1.0.7, itempickuphighlighter@1.0.0, itempickupnotifier@1.7.2, morepiles@2.1.12, purposefulstorage@1.3.0, remotetradercheckmod@0.2.4, spearsplus@1.1.0, stepupcontinued@0.0.1, storageoptions@1.0.4, creative@1.20.12, survival@1.20.12, helvehammerext@1.7.0, stonequarry@3.4.3
Involved Harmony IDs: com.kaiserconman.coldstorage
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at YourNamespace.SpoilagePatch.Postfix(IWorldAccessor world, ItemSlot inSlot, EnumTransitionType transType, Single& __result) in C:\Users\conno\OneDrive\Documents\VintageStoryMods\ColdStorage\ColdStorage\SpoilagePatch.cs:line 41
at Vintagestory.API.Common.CollectibleObject.GetTransitionRateMul_Patch2(CollectibleObject this, IWorldAccessor world, ItemSlot inSlot, EnumTransitionType transType)
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2462
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.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 174
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
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 had an idea similar to this mod months ago, but could never figure out how to mod properly. I can stare at code and my mind just fizzles. I understand it just cant write it
if you don't mind taking an idea from another mod, you could maybe make your own storages with special container/drawers that store the ice that have a consistant decay time that turns into xL of water. Food Shelves does it that way, you cut vanilla ice into cubes from their mod that will melt over time into slush then water.
Either way I love this mod and am totally going to use it along side Food Shelves anyway because shelves have nice decorative storage options with their own cooling mechanics as mentioned)
I didn't know about Medieval Expansion having a fridge myself but I hadn't used it before. 😅
Thank you for the quick feedback you all!
Corndoggeh I especially the feedback on the 50%. I was going to get some feedback from the community, and if that need adjusting I can make it happen in the next update. I would like to make it player configurable, as you suggest, and that will be one of my next things to figure out as I learn to mod the game. :)
LunaGore I didn't realize that cellar ice was in Medieval Expansion! That was actually the first thing I tried to do, but getting the cellar ice block to talk to the room and then the food items in inventories was tricky. I also tried to make the ice blocks melt in my mod so you had to refill ice every so often--but persistance was an issue when the game was saved and reloaded. I hope to make those kinds of updates in the future though to add that bit more of realism.
Verlia Medieval Expansion adds cellar ice but it expires and has to be added within the room to cool the entire room, but I much prefer just chucking ice into a vessel and calling it a day without melting ice all over the floor lol
Awesome idea, was wondering if mods would have a type of fridge and now it does ☺️
It is like you spied on me! I got some glacial ice and was thoroughly dissapointed when i found out it doesnt matter, and if you build a cellar with it, it actually makes its WORSE!
This works great, 50% might be a bit OP, so if we could make that a configurable value, that would be nice.
Not sure if possible or easy, but if we could make glacial become part of cellar construction that would be cool.
Otherwise love the mod! works great in 1.12 mp