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Posted

I was trying to make a greenhouse for my bees but I was struggling to make something that looked nice so I looked up what real greenhouses look like. It turns out most greenhouses have slanted roofs make of glass. There is unfortunately no slanted glass in the base game and most of the builds i saw got around this with clever use of chiseling and support beams which seemed a bit much for me personally, so instead I made this mod not realizing that it'd be wayy more effort. 

I added most roof variants with the notable exception of the inner and outer corner blocks. The corner blocks are excluded because their models are janky in a way that is usually hidden by opaque textures and I couldn't find a way to make them work. there are potential fixes but they would look different from the rest of the roofs in the mod and I can't figure out how to do them anyway. This mod also less notably excludes a few blocks like the half ridge simply because This mod already took a few times as long as I was expecting. I might add them later.

I also added some extra variants that are more similar to base game roofs in shape so that the roof can be flush with walls while also allowing the roofs to look like panes of glass in most instances, some of these are a bit more expensive than their base game counterparts because I couldn't find another way to make their recipes that wouldn't disrupt the rest of the mod's recipe parity with base game. 

The "sidesolid" and collision attributes are the same as standard from base game even when it does not line up with the models simply because I do not feel ready to mess with them and that arrangement seems mostly adequate. 

All in all I am quite happy with this despite it not being what I expected my first mod to be. I learned a lot,  I think it looks good and I'm reasonably certain that someone else will find some use in it. 

If you find any bugs or please report them on the forum for this mod and I'll try to see about fixing them.

I would also love to see any builds you make with this mod so please post screenshots below. :)

Posted

Hey, I was making my greenhouse with your mod (wich is amazing btw) and for some reason instead of giving the greenhouse buff, gives the cellar buff jaja any idea of why? is it a bug? I use the status hud continued mod for the info

Captura de pantalla 2025-07-05 190905.png

Posted (edited)
3 hours ago, Szefiron said:

Hey, I was making my greenhouse with your mod (wich is amazing btw) and for some reason instead of giving the greenhouse buff, gives the cellar buff jaja any idea of why? is it a bug? I use the status hud continued mod for the info

 

I have no idea how that would happen.

is it not giving the greenhouse buff at all?

if youre using glass slabs/blocks for the rest of the roof so it should count as a greenhouse even if the glass roof wasn't working properly. Also at a glance your greenhouse is far to large to be a cellar (the wiki says max size is 7x7x7 blocks). my mod should not effect room logic so it might be another mod? in any case I'll run some tests in a creative world and see what i can find out, and if you send me a world download i can try to troubleshoot.

edit: i can't see much of it but you're greenhouse looks pretty 

Edited by lying_dice
  • 4 months later...
Posted

Hi, I'm playing on a server on 1.21.5, I tried placing a glacial ice roof block and now anyone being near the block causes a client crash for all players on the server whenever anyone is within rendering distance of it. We will be removing the mod for now, but I thought you should know.

This was the error associated with the crash:

 

Spoiler

Running on 64 bit Windows 10.0.19045.0 with 31849 MB RAM
Game Version: v1.21.5 (Stable)
11/28/2025 2:42:02 AM: Critical error occurred
Loaded Mods: barkbeetle@1.0.4, buzzwords@1.8.0, chandeliercraft@1.0.2, chiseltools@1.15.3, diversediets@1.0.3, floralzonescaperegion@1.0.28, floralzonescaribbeanregion@1.0.23, floralzonescentralaustralianregion@1.0.20, floralzonescosmopolitanregion@1.0.11, floralzoneseastasiaticregion@1.0.19, floralzonesmediterraneanregion@1.0.19, floralzonesneozeylandicregion@1.0.19, geodesandgemstonesforked@1.0.0, hangingoillamps@1.0.5, manualquenching@1.0.8, metalleaf@1.2.1, pemmicantofu@1.0.4, playermodellib@1.6.3, prospecttogether@2.1.1, Sergsmetaltongs@2.2.1, shelfobsessed@1.9.1, stoneharvesting@1.2.0, tankardsandgoblets@1.3.4, temporalsymphony@2.2.2, translocatorengineeringredux@1.6.2, valkyrjahair@2.3.0, valkyrjavesssels@1.0.0, game@1.21.5, vsimgui@1.1.16, zaecompatfoodshelves@0.1.0, apeflowerpots@1.3.1, apelanterns@1.3.5, arrowbarrels@1.4.0, attributerenderinglibrary@2.4.0, betterruins@0.5.4, billposting@1.1.0, blacksmithname@1.2.3, bloodtrail@1.1.8, butteflydisplay@1.1.0, colorfulcandles@1.2.5, configlib@1.10.11, dressedtokillredux@1.0.0, elkvariants@1.0.1, entitycolortint@2.1.3, fieldsofsalt@1.2.4, flawless@0.0.6, floatingfish@1.1.3, foodshelves@2.3.3, glassroof@1.2.0, gloomeclasses@1.0.10, hazjackalope@1.0.5, knapster@3.0.2, koboldrdx@1.2.5, multiclass@1.2.2, noticeboard@1.2.2, novelty@1.0.17, oilspatched@1.2.5, purposefulstorage@1.5.1, rivers@4.7.3, skeletons@0.5.1, substrate@1.1.4, thecritterpack@1.3.4, toastlib@0.3.1, torchholdersmithingplus@1.0.2, vanity@2.4.6, vintagebirbs@0.3.2, creative@1.21.5, vsinstrumentsbase@2.0.6, survival@1.21.5, danacancook@1.0.1, vsinstruments_quackpack@1.0.2
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.Client.NoObf.AmbientSound.updatePosition(EntityPos position) in VintagestoryLib\Client\Systems\Audio\AmbientSounds.cs:line 349
   at Vintagestory.Client.NoObf.SystemPlayerSounds.OnAmbientSoundScan(List`1 newAmbientSounds) in VintagestoryLib\Client\Systems\Audio\AmbientSounds.cs:line 152
   at Vintagestory.Client.NoObf.SystemClientTickingBlocks.CommitScan() in VintagestoryLib\Client\Systems\ClientTickingBlocks.cs:line 291
   at Vintagestory.Client.NoObf.SystemClientTickingBlocks.<OnSeperateThreadGameTick>b__31_0() in VintagestoryLib\Client\Systems\ClientTickingBlocks.cs:line 467
   at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
   at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 752
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
   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 112
   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 1
==================================
{ TimeGenerated = 11/28/2025 2:38:51 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x3cd4
Faulting application start time: 0x01dc604aa0153f99
Faulting application path: C:\Users\Feb\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Feb\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: b04ade4c-bbbb-4f78-a50b-e9748851b4dd
Faulting package full name:
Faulting package-relative application ID:  }

 

  • 2 weeks later...
Posted

Hey @lying_dice thanks for the great mod! I don't know how I would have managed without these angled glass panels; please let them become a vanilla feature! Here's some pics of my WIP build; first winter in a singleplayer world. The smaller taller greenhouse in the background is more of an eating lounge area, the low long one in the front is a functional grow space.

I also posted a comment about the three technical issues I've run into on the mod page; I'd love if you could take a look, maybe they're easy fixes. Thanks!

 

Screenshot 2025-12-07 at 7.02.16 PM.png

Screenshot 2025-12-07 at 7.02.32 PM.png

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