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==== Creation ====
==== Creation ====
[[File:Greenhousebuff.PNG|thumb|300px|The +5°C buff will appear inside a finished greenhouse]]
[[File:Greenhousebuff.PNG|thumb|300px|The +5°C buff will appear inside a finished greenhouse]]
Greenhouses require a skylight score of at least 50%, meaning it is impossible to build one completely covered underground. Greenhouses that are set one block below ground level will still incur the underground farming penalty, if that was turned on during world creation, no matter how much sunlight it receives.  
Greenhouses require a skylight score of at least 50%, meaning it is impossible to build one completely covered underground. Greenhouses that are set one block below ground level will still incur the {{ll|Farming#Underground_farming|underground farming penalty}}, if that was turned on during world creation, no matter how much sunlight it receives.  


When building a greenhouse, water blocks placed between farmland counts as part of the height of the allowable 14x14x14 area - forgetting this can lead to the game not registering a newly-built greenhouse for being too large. This can be avoided by hiding water source blocks under the outer walls of the greenhouse, as the game will not count the corners as part of the room.
When building a greenhouse, water blocks placed between farmland counts as part of the height of the allowable 14x14x14 area - forgetting this can lead to the game not registering a newly-built greenhouse for being too large. This can be avoided by hiding water source blocks under the outer walls of the greenhouse, as the game will not count the corners as part of the room.
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==== Skylight Score ====
==== Skylight Score ====


Any blocks inside the room that have at least as much sunlight as outside the room will count toward the skylight count. The total skylight score is determined by dividing the skylight count by the total volume of blocks inside the room. Player-created {{ll|Light_sources|light sources}}, such as torches and lanterns, have no impact on skylight score. Common blocks used to allow in light include {{ll|Glass|glass blocks and glass slabs}}.
Any blocks inside the room that have at least as much sunlight as outside the room will count toward the skylight count. The total skylight score is determined by dividing the skylight count by the total volume of blocks inside the room. Player-created {{ll|Light_sources|light sources}}, such as torches and lanterns, have no impact on skylight score. Common blocks used to allow in light include {{ll|Glass|glass blocks and leaded glass panes}}.
{{Protip|While more complicated layouts will work, the simplest way to ensure you get a skylight score of at least 50% is to make it so at least half of the blocks in your ceiling allow sunlight through.  Even glass slabs will work as long as the solid sides close all gaps or holes.}}
{{Protip|While more complicated layouts will work, the simplest way to ensure you get a skylight score of at least 50% is to make it so at least half of the blocks in your ceiling allow sunlight through.  Even glass slabs will work as long as the solid sides close all gaps or holes. Even glacier ice allows light in, although maybe not as much as glass!}}
 
== Cellar ==
== Cellar ==
[[File:Cellar-example.png|thumb|right|An example of a player-made cellar.]]
[[File:Cellar-example.png|thumb|right|An example of a player-made cellar.]]
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Any blocks may be used to create a cellar, but different blocks have different insulation values. Blocks in the {{ll|Stone|stone}}, {{ll|Soil|soil}}, {{ll|Ceramic_Blocks|ceramic}}, or {{ll|Ore|ore}} classes are the best insulators, and will each add 1 to the cooling block total. The one exception being farmland which gives 3 to the non-cooling block total, as do trapdoors. Airtight doors add 3 per block of space they occupy when open and 1 per block when closed to the non-cooling block total.  The game creates the cooling score by dividing the non-cooling block total by the cooling block total and capping the number at 1, for 100%.
Any blocks may be used to create a cellar, but different blocks have different insulation values. Blocks in the {{ll|Stone|stone}}, {{ll|Soil|soil}}, {{ll|Ceramic_Blocks|ceramic}}, or {{ll|Ore|ore}} classes are the best insulators, and will each add 1 to the cooling block total. The one exception being farmland which gives 3 to the non-cooling block total, as do trapdoors. Airtight doors add 3 per block of space they occupy when open and 1 per block when closed to the non-cooling block total.  The game creates the cooling score by dividing the non-cooling block total by the cooling block total and capping the number at 1, for 100%.
{{Protip|Because of the way the game searches for insulating walls, any blocks built inside the cellar that have a full face and that aren’t insulating will lower your score!  So make sure that if you’re going to build walls, platforms, or shelving to hold things like barrels and vessels that you build them out of insulating materials, or you use the chisel to make them no longer count as solid walls! Open doors count against your score more than any other kind of block as well so make sure to use doors sparingly and to keep them closed whenever possible.}}


As a result, the most effective cellars are made of highly insulating blocks (stone, soil, ceramic or brick, ore) and are closed with airtight doors.
As a result, the most effective cellars are made of highly insulating blocks (stone, soil, ceramic or brick, ore) and are closed with airtight doors.
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