CrowDev Posted Saturday at 04:24 PM Report Posted Saturday at 04:24 PM I was today years old when I learned that there's a two-case volume rule for cellars. Apparently if a cellar's dimensions don't exceed 7 blocks on any given side, the allowable volume is 343 cu blocks. So for example, 7 by 7 by 7 is 343 and that's fine, or 7 by 5 by 6, which is 210 cu blocks. However if one side is longer than 7 blocks, the allowable volume drops to 150 cu blocks. So a 9 x 7 x 2 space, for example, is NOT a cellar at 126 cu blocks. What's the logic here? It seems like volume should be volume, regardless of configuration. Is there an exploit potential I'm not seeing?
MKMoose Posted Saturday at 04:47 PM Report Posted Saturday at 04:47 PM (edited) 39 minutes ago, CrowDev said: However if one side is longer than 7 blocks, the allowable volume drops to 150 cu blocks. So a 9 x 7 x 2 space, for example, is NOT a cellar at 126 cu blocks. Given that 126 < 150, 9x7x2 should count as a cellar just fine. 39 minutes ago, CrowDev said: What's the logic here? The default maximum size is 7, but there is no explicit volume limit. The maximum volume is only a necessary consequence of maximum dimensions - as long as the cellar fits within the default 7x7x7 dimensions, its volume naturally cannot exceed 7 * 7 * 7 = 343. If any side exceeds 7, the room can still classify as a cellar if: the longest side doesn't exceed 9, the other two sides don't exceed 7, the total volume doesn't exceed 150. If you ask me, the current cellar size limits are a bit odd (it's a pretty common suggestion to make them purely volume-based, as that has no performance concerns as long as default room size limits apply), but the alternative limit is useful in that it does allow creating longer corridor-like cellars like 9x3x5 - there's usually no need for more than 150 volume if making a long cellar, so I think it ends up working out fine. Edited Saturday at 05:02 PM by MKMoose 1
CrowDev Posted Saturday at 06:03 PM Author Report Posted Saturday at 06:03 PM 1 hour ago, MKMoose said: Given that 126 < 150, 9x7x2 should count as a cellar just fine. Right. Sorry. I knew the math was going to trip me up. LOL But 9x7x4 doesn't count, even if it's under 343. It's illogical and arbitrary to have the allowable volume drop by over half simply if one side of the cellar is longer than 7. Good to know that people have suggested changing it to a simple volume-based system. In vanilla VS there may not be as much need for larger cellars but once you add the Expanded Foods and Specialized Classes mods, size matters. 2
Solution MKMoose Posted Saturday at 07:30 PM Solution Report Posted Saturday at 07:30 PM (edited) 1 hour ago, CrowDev said: But 9x7x4 doesn't count, even if it's under 343. It's illogical and arbitrary to have the allowable volume drop by over half simply if one side of the cellar is longer than 7. Good to know that people have suggested changing it to a simple volume-based system. Realistically, it is generally preferable for cellars to be relatively small and square-ish, as that reportedly allows to maintain more stable moisture and maximizes the available space relative to the surface area for thermal exchange. I do tend to agree, naturally, that having strict cutoff points and a separate long-cellar case like this can be a bit odd regardless. If you do want a lot of space in your cellar, my recommendation currently tends to be to just create multiple cellars right next to each other. They can have a shared wall and doors in-between, and you can even keep the doors open with no negative effects. Doors do technically reduce cellar effectiveness whether open or not, but the difference tends to be minimal. There is the Configurable Room Size mod which allows you to configure room sizes, though it reportedly has soft incompatibilities with some other mods. There is also a mod which is supposed to allow larger cellars (BiggerCellarsRebuilt), but it is bugged in a hilariously obvious way and the author seems to be completely clueless about what the code in their own mod does. Edited Saturday at 07:40 PM by MKMoose 1
CrowDev Posted Saturday at 07:46 PM Author Report Posted Saturday at 07:46 PM All super useful info, thanks! And what, a mod doesn't work and isn't well written? Diable! No! It can't be!
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