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==== Creation ====
==== Creation ====


Any fully-enclosed space that fits within a 14x14x14 cube in size may be counted as a room by the game.  All sides of the room must be enclosed with solid sides of blocks facing inwards, and all {{ll|Door|doors}}, including {{ll|Trapdoor|trapdoors}}, count as solid blocks for the sake of building a room with the exceptions of crude, sleek, and ruined doors which all count as non-airtight doors. The one exception to the general rule is that {{ll|Chisel#Microblock_Chiselling|chiseled blocks}} do not have to have a completely solid face, and instead have to have no more than 20 voxels missing from the inward face and at least 50% of the total volume of the block in voxels to count as solid.
Any fully-enclosed space whose interior volume fits within a 14x14x14 bounding box may be counted as a room by the game when all sides of the room are made up of solid blocks with no gaps or holes at all.
 
Certain blocks have unique conditions for being counted as solid by the game.  {{ll|Glass#Leaded_glass_pane|Leaded glass panes}}, {{ll|Door|doors}}, with the exceptions of crude, sleek, and ruined doors, and {{ll|Trapdoor|trapdoors}} count as solid blocks, regardless of the position they are in or gaps they leave open.
 
Slabs are counted as solid on the side that is flush with other blocks but not on any others, however if the flush side faces the outside instead of the inside of the room then the game will count the block that slab is in as part of your room and check that it is within the bounding box.
 
Faces of {{ll|Chisel#Microblock_Chiselling|Chiseled blocks}} only need to be "almost solid", meaning that no more than 32 voxels are missing from that face in total, to count as solid.  As long as you have at least 50% of the total volume of the block filled in with voxels and the game sees the inward or outward face of the block as solid it will count the block itself as solid.


{{Protip|You can use the /debug rooms hi command to check if the room you’re standing in counts as a valid room. If it highlights green you did it correctly and it will count as an enclosed room, if it highlights red something is wrong and it doesn’t see a room. Use /debug rooms unhi to remove the highlighting!}}
{{Protip|You can use the /debug rooms hi command to check if the room you’re standing in counts as a valid room. If it highlights green you did it correctly and it will count as an enclosed room, if it highlights red something is wrong and it doesn’t see a room. Use /debug rooms unhi to remove the highlighting!}}
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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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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}}.
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 and glass panes will work so long as the solid side faces inward rather than outward.}}
{{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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