
TassHardcoreWinter
Deeper snow, white out blizzards, restorative spring, realistic room temperature, heat source rework

Description
<p><strong>Hardcore Winter: basically <em>The Long Dark</em>'s weather and cold, brought to Vintage Story.</strong></p> <p>I'm tired of living through every winter; I want to die on a hardcore 1 life run. I want winter to be something to fear; where storing up food in the cellar is about survival not collecting wealth.<br />But when I die; I want that death to have been earned by winter, not some cheap win.</p> <ul> <li> <p><strong>Deep snow, up to 10 blocks.</strong> Adjustible like most things in the config.</p> </li> <li> <p><strong>Blizzards, rated F1 to F5.</strong> Howling high-pitched wind, thicker and bigger snowflakes, and a whiteout that swallows the horizon. </p> </li> <li> <p><strong>Heat System.</strong> Heat and Cold system; the larger the room the more heat sources you need. Heat builds up gradually. Close the barn door or you will freeze to death.</p> </li> <li> <p><strong>Heat sources that finally matter.</strong> Ovens; firepits, random blocks of coal you light on fire, peat ... they all count towards heat. And if you place them around snow or ice they will melt/fall through.</p> </li> <li> <p><strong>Fire spreads.</strong> Open flames have a chance to spread fire, if you can see a flame the answer is most likely yes.</p> </li> <li> <p><strong>Spring regeneration.</strong> When the thaw comes, the snow recedes and your world returns exactly as it was. Builds stay intact, and the berry bushes and crops that spent winter buried come back instead of getting deleted.</p> </li> <li> <p><strong>Snow Drift.</strong> It drifts and banks against walls, slides off your rooftops, and piles unevenly across the land instead of coating everything in a flat white sheet.</p> </li> <li> <p><strong>Frozen lakes.</strong> Water freezing speed is increased and has a smoother transition starting from land to center of water masses.</p> </li> <li><strong>Multiplayer Tested:</strong> Works on servers and thoroughly tested. Not just "I only play single player not sure" or "It works on my machine".</li> </ul> <p> </p> <p><strong>Temperature System:<br /></strong>This is not fully tested with body temperature or DieHydrate<br />If you want to see the "real feel" temp or "room temp" you can install StatusHudCont'd, there are additional drop downs that allow you to customize your HUD.<br /><br />Heat\Cold do not directly affect the player, but indirectly through heat and cold sources<br />Rain and wind will cool your body temperature<br />Any space recognized as a "room" will either heat or cool depending on the size and heat source<br />Heat slowly rises and slowly falls same as cold in rooms<br />Opening and closing doors affects the stored heat/cold in rooms<br />Sitting next to a heat source is warmer than further away in a room<br />Heat sources will melt nearby snow and ice<br />Greenhouses will heat up to +8c +1 additional fire source (meaning a campfire in a greenhouse should heat it up)<br /><br /></p> <p><strong>This mod is NOT ready for public use</strong>. I'm releasing so I dont have to keep giving my friends the .zip files every time I have a new version or change.<br />I am currently running this on my own server though if that tells you anything (with 5 ish people).<br />Version 1.0 will mean its fully tested and ready for live-production ready worlds.<br /><br /><strong>I started this in 2025 and gave up due to the complexity and rabbit holes i went down with:</strong><br />Rainmap hijacking, solid layers in the fluid layer experiment, multi threading - do column calculations on a seperate thread then push to main thread, data locks and crashes from those incorrect fighting locks, <br /> ever increasing column rules definitions and complexity, regeneration support for mods that add more food/plant types, half block terrain support, ect.<br /><br /><br /><br /><strong>Config options: </strong>(more listed in config)<br /><br /></p> <p><strong>Snow</strong></p> <table> <thead> <tr> <th>Option</th> <th>Default</th> <th>What it does</th> </tr> </thead> <tbody> <tr> <td>MaxSnowHeightBlocks</td> <td>5</td> <td>How deep snow can pile, in blocks</td> </tr> <tr> <td>SnowAccumulationScale</td> <td>4.0</td> <td>How much snow a winter drops overall</td> </tr> <tr> <td>ColderWintersMaxExtraC</td> <td>6</td> <td>Extra winter cold on top of vanilla. 0 off</td> </tr> <tr> <td>DigNoDriftMinutes</td> <td>2</td> <td>Minutes a dug spot or a chopped ice hole stays clear</td> </tr> <tr> <td>SnowSettleBySurface</td> <td>false</td> <td>Snow spreads to fill hollows and bury the terrain shape. Off keeps spires</td> </tr> <tr> <td>WindDriftEnabled</td> <td>true</td> <td>Wind moves loose snow around</td> </tr> <tr> <td>CanopyBurialEnabled</td> <td>true</td> <td>Trees bury once snow reaches the crown</td> </tr> <tr> <td>DeepSnowWalkSpeed</td> <td>0.60</td> <td>Walking speed in deep snow (1 = normal)</td> </tr> <tr> <td>IceFreezeFrontBlocksPerDay</td> <td>3</td> <td>How fast lakes and rivers freeze in from shore</td> </tr> <tr> <td>IceMaxDistanceFromShore</td> <td>0</td> <td>Keeps big lake centers open. 0 = everything freezes</td> </tr> </tbody> </table> <p><strong>Storms</strong></p> <table> <thead> <tr> <th>Option</th> <th>Default</th> <th>What it does</th> </tr> </thead> <tbody> <tr> <td>ScheduledStormsEnabled</td> <td>true</td> <td>The guaranteed December blizzard</td> </tr> <tr> <td>DeepWinterStormF</td> <td>5</td> <td>Strength (1 to 5)</td> </tr> <tr> <td>DeepWinterStormDays</td> <td>0.5</td> <td>Duration 0.5 = 12 hours</td> </tr> <tr> <td>DeepWinterStormEarliestDay / LatestDay</td> <td>4 / 6</td> <td>Date range</td> </tr> <tr> <td>OpeningStormDays</td> <td>0</td> <td>A second storm on December 1st. 0 off, 0.25 = 6 hours</td> </tr> <tr> <td>BlizzardDamageHp</td> <td>0.25, 0.5</td> <td>Open-sky damage in F4 and F5 storms</td> </tr> <tr> <td>HailDamageMultiplier</td> <td>10</td> <td>Hail damage. 1 vanilla, 0 off</td> </tr> <tr> <td>BlizzardVisualIntensity</td> <td>0.8</td> <td>Overall
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