Room: Difference between revisions

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A few minor fixes to the language, better clarification on a couple of the tips and an improved explanation of the role a cellar in making cheese.
(Translation tags)
(A few minor fixes to the language, better clarification on a couple of the tips and an improved explanation of the role a cellar in making cheese.)
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== Shared Logic ==
== Shared Logic ==


The game checks through each block in a room to determine the sunlight level of each of the blocks inside the room and the coolness level of each of the blocks making up the walls, floor, and ceiling of the room. If it determines there are no open exits it will classify it as an enclosed room. All valid rooms are enclosed rooms with the one exception of open-air cellars for making blue cheese.
The game checks through each block in a room to determine the sunlight level of each of the blocks inside the room and the coolness level of each of the blocks making up the walls, floor, and ceiling of the room. If it determines there are no open exits it will classify it as an enclosed room.
 
All valid rooms are enclosed rooms with the exception of open-air cellars for making blue cheese. All rooms additionally have a ''cooling score'' and a ''skylight score''. These are largely relevant for two special room types, cellars and greenhouses.
 


When players are in a fully enclosed room, the increased hunger rate from winter will be removed. Additionally if the room has a skylight score of less than 50%,
When players are in a fully enclosed room, the increased hunger rate from winter will be removed. Additionally if the room has a skylight score of less than 50%,
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* Wind no longer reduces player body temperature,  
* Wind no longer reduces player body temperature,  
* While sleeping, player body temperature will slowly adjust towards normal.
* While sleeping, player body temperature will slowly adjust towards normal.
All rooms additionally have a ''cooling score'' and a ''sunlight score''. These are largely relevant for two special room types, cellars and greenhouses.


==== 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 must be enclosed with full sides of blocks facing inwards, and all doors, including trapdoors, count as solid blocks for the sake of building a room with the exceptions of crude, sleek, and rough doors which all count as non-airtight doors.  The one exception to the general rule is that 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.</translate>
Any fully-enclosed space that fits within a 14x14x14 cube in size may be counted as a room by the game.  All sides must be enclosed with full sides of blocks facing inwards, and all doors, including trapdoors, count as solid blocks for the sake of building a room with the exceptions of crude, sleek, and rough doors which all count as non-airtight doors.  The one exception to the general rule is that 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.</translate>


{{Protip|<translate>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!</translate>}}
{{Protip|<translate>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!</translate>}}
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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 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.
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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{{Protip  
{{Protip  
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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 light sources, such as torches and lanterns, have no impact on skylight score. Common blocks used to allow in light include glass blocks or windows.
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 light sources, such as torches and lanterns, have no impact on skylight score. Common blocks used to allow in light include glass blocks or windows.
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{{Protip|<translate>You’ll tend to want at least 50% of the blocks making up your ceiling to allow sunlight through if you want a skylight score of 50% or more.</translate>}}
{{Protip|<translate>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.</translate>}}
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== Cellar ==
== Cellar ==
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When calculating how fast food will spoil in a cellar, the game first creates a cellar effectiveness score, which starts at 100%. Up to 40% can be deducted based on the skylight score (that is, the amount of sunlight the cellar receives), and up to 50% can be deducted based on the cellar's cooling score.
When calculating how fast food will spoil in a cellar, the game first creates a cellar effectiveness score, which starts at 100%. Up to 40% can be deducted based on the skylight score (that is, the amount of sunlight the cellar receives), and up to 50% can be deducted based on the cellar's cooling score.


The air temperature inside the cellar will never be greater than the air temperature outside. When the weight of the cellar is 100% the air temperature with cap at 5ºC, otherwise the game will calculate air temperature based on the weight and skylight score, in addition to how much sunlight is in the container block being calculated.
The air temperature inside the cellar will never be greater than the air temperature outside. When the effectiveness of the cellar is 100% the air temperature with cap at 5ºC, otherwise the game will calculate air temperature based on the effectiveness score and skylight score, in addition to how much sunlight is in the container block being calculated.
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{{Protip|<translate>Because there is no minimum size for a cellar, burying a vessel in a cube of dirt is an extremely effective way of preserving food early-game. Just dig out the top block or a side block to access it, then replace it to seal it again. Make sure the vessel is surrounded on every side by a cooling block and never build with anything transparent or you won’t get the full bonus!</translate>}}
{{Protip|<translate>Because there is no minimum size for a cellar, burying a vessel in a cube of dirt is an extremely effective way of preserving food early-game. Just dig out the top block or a side block to access it, then replace it to seal it again. Make sure the vessel is surrounded on every side by a cooling block and never build with anything transparent or you won’t get the full bonus!</translate>}}
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==== Cheese Ripening ====
==== Cheese Ripening ====


Cellars can also used to ripen cheese, by lowering its spoilage timer until it will ripen before it spoils. Cheese can only ripen when placed onto a shelf with a perish rate of 0.5x or lower. Cheddar does not have to be made in a cellar and can be made outside if it is cold enough, while blue cheese must be made in a special kind of open-air cellar with at least one open exit ''and'' a sunlight level below 2. This special open-air cellar will not count as an ordinary room. Blue cheese also needs to be ripened with a perish rate is 0.5x or lower, but since an open-air cellar does not count as a proper room, blue cheese ripening can only be done when it is cold enough outside to lower the perish rate to the necessary level.
Cellars can also used to ripen cheese, by lowering its perish rate until it can ripen before it spoils. Cheese can only ripen when placed onto a shelf with a perish rate of 0.5x or lower. Cheddar does not have to be made in a cellar and can be made outside if it is cold enough, while blue cheese must be made in a special kind of open-air cellar with at least one open exit ''and'' the shelf must have a sunlight level below 2. This special open-air cellar will not count as an ordinary room, so it will not get the normal bonus for cooling. Blue cheese still needs to be ripened with a perish rate of 0.5x or lower, however, so blue cheese can only be ripened when it is cold enough outside to lower the perish rate to the necessary level.
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{{Protip|<translate>Remember if you’re trying to build an open-air cellar for ripening blue cheese, /debug rooms hi will always show those as red, but you can fill in the hole before using the command to check and make sure that it counts as a room, and then dig out the hole to make it open-air again.</translate>}}
{{Protip|<translate>Remember if you’re trying to build an open-air cellar for ripening blue cheese, /debug rooms hi will always show those as red, but you can fill in the hole before using the command to check and make sure that it counts as a room, and then dig out the hole to make it open-air again. Placing the shelf as far away from the hole as possible and including a long and/or twisty corridor to get in and out of the cellar can help keep sunlight low as well.</translate>}}


{{Farming navbox}}
{{Farming navbox}}
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