Mods / Extreme Weathers [ALPHA]
- Tags:
- Author:
- Tiggetagg
- Side:
- Both
- Created:
- Jul 6th at 11:05 PM
- Last modified:
- 1 day ago
- Downloads:
- 3411
-
Latest release (for Vintage Story 1.22.3, potentially outdated):
ExtremeWeather_v1.7.1.zip 1-click install
Ever felt VS lacks a seriously challenging weather system? Then this is for you. Build proper houses or see them destroyed by the elements. Prepare thoroughly for the winter, you might just get snowed in, and getting caught outside in a blizzard could be a death sentence without proper gear.
This mod makes the weather more hardcore, while staying vanilla-friendly and realistic.



IMPORTANT NOTE
The weather events in this mod can destroy structures, destruction is however off by default in the config right now, change it at your own peril.
This mod is in alpha with lots of kinks that need to be ironed out, use at your own risk.
This mod is updated frequently, if you have any issues, make sure you have the latest version.
For bug reports or any other inquiries, please use the mods DC channel:
NEW WEATHER EVENTS
HURRICANE
- Procedural destruction of fragile blocks (windows, doors, thatch & bamboo roofs)
- Rattling window and door animations
- Extensive audio for immersion
- Glass-shard cuts if a window shatters near you while you're caught unsheltered
- Trees can topple, falling and lying on the ground like in real life
- Wind force pushes players, mobs and dropped items
- Snuffs out exposed fires
MONSOON
- Procedural rotting of plank blocks (planks turn to their aged variants, then very aged, then are destroyed after prolonged exposure)
- New rain particle effects for an immersive downpour
- New audio for immersion
- Dripping particles beneath blocks that are rained on from above (like Minecraft)
- Can destroy unroofed crops
BLIZZARD
- Extreme snowfall, structures can be buried within hours (deep snow that stacks well past the vanilla cap)
- New snow particle effects for an immersive whiteout
- Extremely low visibility
- New audio for immersion
- A full suite of cold mechanics: drifting ground snow, icicles under eaves, canopy snow blown from trees, streams freezing solid, and foliage buried under the pack
HEAT WAVE
- Direct sun exposure builds towards heat stroke, seek shade or jump in water
- Farmland dries out
- Unwatered crops wither
COLD SNAP
- The air turns brutally cold, well past normal winter
- Running water freezes over, streams and ponds lock solid
- A plunge into open water becomes near-lethally cold
- Breath fogs in the frigid air
SANDSTORM
- Rolls in across hot, dry desert regions
- Near-zero visibility behind a thick orange-brown dust haze under a darkened, sun-blotted sky
- Blowing sand that batters everything in the open, and now collides with terrain instead of blowing through walls
- Abrasion and choking damage plus slowed movement for the exposed, shelter or head underground for safety
- Batters unroofed crops
- New audio for immersion
TORNADO
- A rare, roaming funnel you can see coming from across the landscape
- Rips a path of destruction, scours grass down to bare soil, tears out foliage, uproots loose items, and chews at structures near its core
- Sweeps up exposed players, animals and dropped items, spun up into the funnel and hurled; shelter is the only safety
- Builds dread as it approaches: a roar, a deep sub-bass rumble, a mounting ground tremor, and a darkening, dust-choked sky
- Each one is different, rolls a random size and strength, from a small twister to a monster
MORE TO COME
NEW MECHANICS
SNOW
- Deep snow, snow stacks far past vanilla limits (up to 14 blocks; default 7)
- Soft snow carpets, snow is evenly distributed using the coal-stacking framework, flowing naturally to the sides and down slopes
- Snow has weight, a deep snowpack on an unsupported plank or dirt roof gives way and comes crashing down through the hole (enjoy the new pile of snow in your living room). Proper roof tiles hold.
- Icicles, icicles form under block edges exposed to the snow, because why not
- Avalanches, snow stacked deep on slopes can break loose into an avalanche, damaging and burying (probability scales with wind)
- Flowing water, flowing water first thaws snow, carving natural-looking snow/river canyons — but below −10 °C it flash-freezes solid
- Wading, trudging through deep snow slows you down significantly
TEMPERATURE
- Visible breath, steam fogs from your breath in cold air
- Freezing water, like in real life, falling into freezing water is deadly; get out and warm up fast
- Heat stroke, direct sun exposure in extreme heat builds toward heat stroke; seek shade or water
- Built to pair with Immersive Body Temperature
ANIMALS
- Animals are affected by the weather too — build them barns or roofs to shelter them from rain, cold and heat
- Animals will seek shelter during storms (roofed areas, caves, under trees, etc.)
MUCH MORE TO COME...
The mod has an extensive configuration tab when creating a new world, make sure you setup your world with this mod configurated the way you want it.
Any weather event and mechanic can be turned of in the config.
Recommended mods
Immersive Body Temperature
By Cer0, this mod completes the challenge and realism of Extreme Weathers beautifully. Check it out!
Compatibility:
VS Roofing mod: No known issues
Eco Machina: Currently works fine except for the toppled trees mechanic, as long as you disable this in the mod config, there will be no issue.
Otherwise it should work with any mods that don't influence snow buildup, tell me if you notice any compatibility issues.
/exwevent <event> - the weather-event director
/exwevent status - Show the active event (temp/wind drive + time left), or the daily roll chances if none
/exwevent stop - End the active event (clears precip override; temperature ramps back; wind rotates out)
/exwevent hurricane - Force a hurricane (violent wind)
/exwevent blizzard - Force a blizzard (heavy snow + cold + wind)
/exwevent monsoon - Force a monsoon (torrential rain)
/exwevent heatwave - Force a heat wave (extreme heat)
/exwevent coldsnap - Force a cold snap (deep freeze)
/exwevent sandstorm - Force a sandstorm (desert dust storm)
/exwevent tornado - Touch down a tornado near you
/exw status - Show live precipitation and temperature at your position
/exw fixclocks - Reset the mod's weather clocks (repair after /time speed accidents that trigger runaway snow catch-up)
/exw snow [on|off] - Salvage switch: 'off' halts the whole snow system (accumulation, melt, chunk checks); 'on' resumes; no arg shows state. Persists across reloads
/exw clearsnow [radius] - Instantly remove all mod snow within a radius (default 64, max 128) around you
/exw list - List the weather / wind / event codes for the built-in /weather command
Please report any bugs in the comments, and/or features you would like to see.
Enjoy!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.7.1 | extremeweather | 342 | 1 day ago | ExtremeWeather_v1.7.1.zip | 1-click install | ||
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ExtremeWeather 1.7.1 New Balance Fixes Server performance | |||||||
| 1.7.0 | extremeweather | 386 | 3 days ago | ExtremeWeather_v1.7.0.zip | 1-click install | ||
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Changelog — 1.7.0 New: Tornado A rare wandering funnel that touches down during severe warm storms. New: Sandstorm A hot, dry desert storm. Fixed - Major server-lag fix: on large or heavily-modded worlds the snow system's world-wide background pass (and the deep-cold water-freeze sweep) could stall server ticks for seconds while snow was active. Both are now hard-capped per tick regardless of how many chunks are loaded. Config - New options for both events (enable, chance, damage) plus tornado size scale, all respecting the danger-level setting. | |||||||
| 1.6.3 | extremeweather | 236 | 4 days ago | ExtremeWeather_v1.6.3.zip | 1-click install | ||
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Extreme Weather 1.6.3 Fixes | |||||||
| 1.6.2 | extremeweather | 231 | 5 days ago | ExtremeWeather_v1.6.2.zip | 1-click install | ||
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Extreme Weather 1.6.2 Performance Fixes | |||||||
| 1.6.1 | extremeweather | 110 | 5 days ago | ExtremeWeather_v1.6.1.zip | 1-click install | ||
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Extreme Weather 1.6.1 New Fixes Admin / salvage commands (require the controlserver privilege) | |||||||
| 1.6.0 | extremeweather | 447 | Jul 12th at 9:55 AM | ExtremeWeather_v1.6.0.zip | 1-click install | ||
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Extreme Weather 1.6.0 — Compatibility Update Extreme Weather now focuses purely on the weather and its effects on the world Removed (should be completed using other mods) Removed (design) Kept For mod developers | |||||||
| 1.5.2 | extremeweather | 21 | Jul 12th at 8:55 AM | ExtremeWeather_v1.5.2.zip | 1-click install | ||
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Extreme Weather 1.5.2 Fixes | |||||||
| 1.5.1 | extremeweather | 141 | Jul 11th at 8:35 PM | ExtremeWeather_v1.5.1.zip | 1-click install | ||
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Extreme Weather 1.5.1 New: Natural weather events Balance Config Fixes Removed | |||||||
| 1.5.0 | extremeweather | 59 | Jul 11th at 6:14 PM | ExtremeWeather_v1.5.0.zip | 1-click install | ||
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Extreme Weathers v1.5.0
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| 1.4.4 | extremeweather | 101 | Jul 11th at 8:49 AM | ExtremeWeather_v1.4.4.zip | 1-click install | ||
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Extreme Weather 1.4.4 Fixes - Fixed deep snow destroying roofs, fences, slabs, stairs and other snow-coverable blocks. Blocks with a snowy look (sloped and ridged roofing of any material, fences, gates, slabs, stairs, beams) were first correctly whitened by falling snow, then mistaken by the snowpack logic for a fully buried plant and replaced outright with a snow block. All of these now shed their misidentification: snow whitens them and rests on top, never consumes them. Note: blocks already destroyed in existing worlds can't be restored, the snow block doesn't remember what it replaced. Sorry to everyone who lost a roof! | |||||||
| 1.4.3 | extremeweather | 139 | Jul 10th at 8:36 PM | ExtremeWeather_v1.4.3.zip | 1-click install | ||
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Extreme Weather 1.4.3 Fixes - Fixed violent screen shaking after unpausing in singleplayer. Pausing during storm-force winds caused camera shake (and wind push) to build up behind the pause menu and discharge all at once on unpause — the longer the pause, the worse the shaking. Weather forces now stop entirely while the game is paused. | |||||||
| 1.4.2 | extremeweather | 311 | Jul 9th at 8:15 AM | ExtremeWeather_v1.4.2.zip | 1-click install | ||
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Extreme Weather 1.4.2 Tweaks Freezing water is now merciful until minus 10. The deadly water peril (damage and body-heat crash while swimming) now starts at -10 C instead of 0. Cold autumn water soaks and chills you, but only genuinely arctic water kills. Existing installs adopt the new threshold automatically. Bugfixes Fixed snow buildup (and all other precipitation-driven effects) barely working during natural weather. The mod was reading only the storm-event component of precipitation, which is near zero for ordinary climate rain and snow, so effects mostly appeared only when precipitation was set by command. Fixed hurricanes tearing out iron doors and iron hatches. Metal doors and trapdoors are now immune to storm breakage and no longer rattle. Iron holds. Fixed freezing water dealing damage in enclosed spaces. The peril now requires open sky overhead, so indoor pools, baths and cellar water are safe. | |||||||
| 1.4.1 | extremeweather | 166 | Jul 8th at 5:18 PM | ExtremeWeather_v1.4.1.zip | 1-click install | ||
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Extreme Weather 1.4.1 New features New mod icon. Repair command for time accidents. /time speed mishaps could leave the weather simulation and the mod's snow clocks scrambled, causing stuttering storm sounds and runaway snow catch-up. The new admin command /exw fixclocks repairs the mod's side; /weather setw still resets the vanilla side. Tweaks All chat messages removed. The mod no longer prints storm or heat warnings to chat. The world itself is the warning: darkening skies ahead of storms, the rising howl of the wind, rattling windows. Rainbows and auroras removed. Frozen doors removed. Doors no longer freeze shut in deep cold; the feature may return in better form later. Bugfixes Fixed grass and foliage refusing to be buried by deep snow, leaving unnatural green holes in the snowpack. Plants now frost over through all of vanilla's snow stages and are cleanly swallowed by the drift once their cover is full or the pack reaches them. The root cause: snow-dusted plants change block material, which made them invisible to the burial logic. Fixed snow blocks being placed on top of living grass instead of replacing it. Fixed hurricanes toppling player-placed logs. Only naturally grown trees topple now; log cabins and timber builds are safe. | |||||||
| 1.4.0 | extremeweather | 58 | Jul 8th at 3:35 PM | ExtremeWeather_v1.4.0.zip | 1-click install | ||
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Extreme Weather 1.4.0 New features Avalanches. Steep, heavily snow-laden slopes can let go, especially in storm winds. A powder wave roars downhill with a deep rumble, strips the slope, and buries the runout in deep snow. Anyone caught takes heavy damage, is swept downhill and buried where they land. Rare, loud, and worth respecting. Rainbows. When a real rain clears in daylight, a rainbow arcs opposite the sun for a few minutes. It only appears while the sun is low, just like the real thing. Auroras. Clear nights in deeply cold climates now bring softly drifting, gently pulsing northern lights. Snow-dusted plants. Grass and similar foliage now frost over progressively through all of vanilla's snow stages as snow falls, instead of staying green until buried. Once a plant is walled in by full snow blocks on all four sides, it is replaced by snow outright. Everything returns with the thaw. Configure absolutely everything. The world creation screen now has individual switches for every single feature, 37 settings in total. Want only the deep snow buildup and nothing else from this mod? Turn the rest off. Tweaks True hurricanes. Extreme weather is now driven by a dedicated Hurricane wind pattern: rare, stronger than any vanilla storm, and lasting up to a full day. All of the mod's dramatic effects, from rattling windows to flying debris to wind shove, now require hurricane-strength wind that vanilla storms cannot reach. When the house starts shaking, it means something. Monsoon fury. Plank rotting, indoor rain drumming, the whiteout and crop flattening now require rain at full intensity. Ordinary rain is just rain; a true downpour is an event. Blizzard peaks bury. Snow buildup still scales with precipitation, but a storm at full fury now dumps snow at double rate on top of that, twenty times faster than a light snowfall. An honest storm warning. The wind warning now only triggers for genuine incoming hurricanes, never for ordinary storms. Storm sounds follow the wind. Blizzard and hurricane soundscapes are now driven purely by wind strength, so a dry gale howls correctly even without snowfall. Bugfixes Fixed melting leaving frost on partially snow-covered plants. | |||||||
| 1.3.0 | extremeweather | 78 | Jul 8th at 9:38 AM | ExtremeWeather_v1.3.0.zip | 1-click install | ||
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Extreme Weather 1.3.0 New features Animals seek shelter. Creatures caught in blizzards, monsoons or hurricanes now look for a roofed spot nearby and head for cover. Give your livestock a barn and they will use it. Storms affect animals. Hurricane wind shoves exposed creatures, flying debris injures them, and animals left in the sun during heat waves suffer heat stress. Shade and shelter protect them. Doors freeze shut. In deep cold (below -5C), wind-exposed exterior doors freeze in their frames and take a few determined attempts to crack open. Frozen doors are visibly frosted over. Doors inside buildings never freeze. Visible breath. Players exhale little puffs of fog in freezing air. Clothing wind resistance. Every worn piece now blocks part of the wind chill based on its warmth, material and condition. Furs are the best windbreakers, leather close behind, linen barely helps. A full fur set in good repair stops wind chill completely. Clothing wet resistance. Clothing also slows down rain soaking, with leather the best at shedding water. Swimming soaks you instantly no matter what you wear. Food fights the cold. A full food bar negates up to half of all body-heat drain, scaling down as you go hungry. Eat well before braving the winter. Weather Protection panel. The character screen now shows your outfit's current wind and wet resistance next to the Stats panel, updating live as you change clothes. Storm warnings. A chat message warns you when the wind is climbing toward hurricane strength, and when a heat wave sets in. Camera shake setting. The gust rumble during hurricanes can now be tuned or disabled per player (CameraShakeStrength in the config). Tweaks Wind chill heavily rebalanced. The old drain could freeze an unclothed player in seconds and made cold-climate starts nearly impossible. The new default is roughly a quarter as harsh, and everyone gets it automatically on update. Wind chill intensity slider. A new world-creation setting from 0 to 300 percent, with 0 disabling wind chill entirely. Blizzard fog and camera effects split. The whiteout fog now stays at full strength when you shelter indoors, so the storm still rages when you look out a window. Only the frost vignette on your vision fades under cover. | |||||||
| 1.2.2 | extremeweather | 128 | Jul 7th at 10:35 PM | ExtremeWeather_v1.2.2.zip | 1-click install | ||
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1.2.2 — Icicles no longer grow on interior ceilings; undersides must face outside air. | |||||||
| 1.2.1 | extremeweather | 12 | Jul 7th at 10:25 PM | ExtremeWeather_v1.2.1.zip | 1-click install | ||
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1.2.1 — Server config now properly applies to all connecting players (wind shove and other client-side effects previously used each player's local settings) | |||||||
| 1.2.0 | extremeweather | 54 | Jul 7th at 9:12 PM | ExtremeWeather_v1.2.0.zip | 1-click install | ||
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Extreme Weather 1.2.0 New features Weather Variety included. The weather pattern pack (drizzle, sun showers, squalls, fog banks, dust storms, new winds and storm events) is now part of this mod. Door rattling. Doors and trapdoors exposed to hurricane wind rattle in their frames, with sound, dust and real physical shaking of the door itself. Doors inside buildings or underground stay quiet. Door breakage. Exposed doors can be ripped out by hurricane wind. Half of the time the door is not lost but wrecked in place, turning into a ruined door that keeps its position and hinge side. Window rattling. Glass panes exposed to storm wind rattle constantly, speeding up and slowing down as gusts hit, with rattling sounds. All panes of a connected window shake together as one. Window breakage. Windows now break as whole structures. When the wind takes one pane, each connected pane has a fifty percent chance of shattering with it. Windows attached to nothing are destroyed instantly. Flying glass. Standing within three blocks of a shattering window causes cuts and damage. Roof destruction upgrades. Torn roofing bursts into debris particles blown downwind. Roof pieces left floating with no attachment are swept away instantly. Wood rubble. Destroyed roof tiles, rotted planks and collapsed roofs drop wooden rubble that falls straight down and lands on the first surface below, crushing grass where it lands. Rubble crumbles if the block under it is removed. Plank rot. Sustained rain now decays planks through their full chain. Normal planks become aged, then very aged, then fall apart. Ebony becomes aged ebony, then rotten ebony, then falls apart. Acacia becomes aged acacia, then falls apart. Snow weight. More than three stacked snow blocks crush plank or dirt roofs that have nothing supporting them from below. Build proper roof tiles in snowy climates or winter comes inside. Flames blown out. Lit torches and firepits exposed to hurricane wind are snuffed out, just like in rain. Indoor rain sound. When it rains and you are sheltered inside a buildingon the roof, louder the heavier the rain. Caves stay silent. House sounds. Sheltering indoors during high wind surrounds you with creaking timbers and groaning wood. Icicle behavior. Icicles shatter when the block they hang from is removed, cannot be placed floating, and are now available as a buildable block in creative mode. Improvements Storm sounds now build up gradually over several seconds of sustained wind instead of cutting in and out during short gusts. New sound effects throughout: glass shattering, doors breaking, roofs tearing, trees falling, window and door rattles. Tree falls are louder and toppled trees leave more stick debris. Block destruction and crop damage are now separate general settings, so you can have harmless storms or protected farms, both in the config file and at world creation. | |||||||
| 1.1.0 | extremeweather | 162 | Jul 7th at 10:13 AM | ExtremeWeather_v1.1.0.zip | 1-click install | ||
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## Extreme Weather 1.1.0 ### New features ### Improvements & fixes | |||||||
| 1.0.0 | extremeweather | 229 | Jul 6th at 11:07 PM | Release Retracted | |||
Retraction Reason:The mod was uncompiled Changelog:Version 1.0.0 | |||||||




I attempted to click on the discord link and it wasn't working for me. Took me to a channel instead of a join link it looked like. I found a weird bug on my server.
So with the waterwheel update, running water (even if it's fast) turns to snow. This causes the water wheel to break and glitch out. The water was also on a mountain, so the snow from the water fell on a quern, pulverizer, and gears and glitched them into ghost blocks or they just disappeared.
It's a channel on the official VS DC!
That should be fixed in the newest update!
Hey, does your mod add any kind of HUD effects? I've been having issues finding what is adding a "darkening" effect when it is extremely rainy and a yellow effect when it is extremely hot.
Yes, a dark vignette for Hurricanes and a yellow one for heatstroke
Would it be possible to have an option to disable them? It causes odd issues with rendering and specifically with Status Hud Continued.
Will add the option in the next update!
Thanks!
To be more specific, it does things like this:

Hi! I've been testing your mod for a while now, and I've noticed a couple of issues:
Both should be fixed in today's update!
Had a bit of a major problem where this mod ruined a Rivers mod river. The ice was maintained, but everything underneath the ice layer was removed, replaced by thick snow blocks. There were also several spots of flowing water along the side of the river where snow had accumulated. Maybe it might be an idea to not have snow accumulate in water.
I had the same issue. It destroyed some of my axles that were connected to a waterwheel. It also destroyed the waterwheel itself. Note that I have all block destruction settings off.
Same problem as mentioned above, I will add an option to disable flash-freezing of running water
I see, I haven't tested this mod with the Rivers mod, currently the mod flash freezes all running water into snow blocks at -10C to make sure that waterfalls are frozen without turning the running water into ice blocks (which would make the running water turn into water source blocks) And that is surely the issue, not snow buildup. I will add an option to disable this in the config.
........................... you know what, that explanation does make more sense, yeah.
That'd be fantastic, thank you. Is there a nice, convenient list of world config commands so that we can properly configure our worlds if we install mid-run?
Update coming today, the config should be here: %APPDATA%\VintagestoryData\ModConfig\extremeweather.json
I dont know if this is a similar issue as the Icicles that you were alerted to but it rains (very high) inside as well with the VS Roofing Mod
https://ibb.co/KzFND2FS
Hmm no this is a different issue, where the rain particles don't identify that they've touched a surface, I've tried fixing it for a while, but it may be some more time!
Thanks for the report!
Is this mod compatible with VS Roofing mod?
Yes!
Thats great! Also does this mod conflict with the Ecosystem - Flora mod?
There should not be any conflicts, on the contrary it should compliment this mod quite well! Tell me if there's any bugs and I'll fix it!
Thanks for this amazing mod! I hope you keep working on it for a long time, improving it and adding more content and mechanics. I know how hard it is to create a mod so thanks again!
Thank you very much! I sure will :)
Is it a bug or how its designed that snow blocks are making berry bushes and flora just perma disappear? All my planted trees and bushes are just gone come June? Also snow isn't disappearing from under tree's etc and its June. It may not be the mod im new to vintage story sorta of but just curious if that is an issue I thought stuff was suppose to just go dormant. I love the mod really expands the weather which i love.
This is a bug, will take a look at it!
I do not know if is just me but I think the heavy rain in some areas (MONSOON) look rough with SheyderMod needs some tuning
Can you send me some screenshots in the dc thread?
Sure can do ! 😀
loving the mod. but for the huricane(unsure if it was hircane) the lighting and thunder need work. the lighting is far to often. also the sounds of it for the lighting and thunder dont seem to use game assets and sound low quality. due to how often it was i got hit a whoping 4 times and it killed all wildlife in area.
Good feedback! I will revise it.
Having my entire house covered in snow during a blizzard was super cool, what wasn't as cool was the insane server lag it caused.
Even after restart, and with plenty of RAM and CPU space available, and only one player online, the server just cannot keep up with frequent 2000ms delays.
This only seems to occur during snow generation. Perhaps it's the Terrain Slabs mod doing this? I am not sure, there's no clues in the debug or main logs other than the server screaming at me that it can't keep up.
Great mod, love the idea, but in practice it seems to basically makes the game unplayable while its events are ongoing.
This was due to a loop with chunk updates caused by playing with many mods (i haven't playtested with big modlists), fixed in the latest update! Download the latest and it should be fine.
I love your mod as well as the whole concept behind it! I hope you'll add plenty of interesting events. I'm really glad someone else decided to tackle in-game weather.
Thank you! Much more to come when i've ironed out all the bugs!
Hey, first off I'd like to say that I really love this mod and the idea behind it, but sadly it seems that I have a problem with the hurricane.
I don't know if it's because of my extensive modlist, but I just reached November on my solo world and my game just went crazy on my first blizzard, it's like the server side of the game started dying after it happened. The client side however runs at a stable 100+ fps.
Wind/Snow particles effects go on for like 2 seconds and then stop before restarting again, any item I throw on the ground takes a good 5-10 seconds before actually appearing, and all of my animals are in a braindeath state as they stay immobile and stare into nothingness...
My house is situated in one of BetterRuin's castles, so maybe the complexity of the environment is creating some kind of overload on the server?
Simply deactivating the mod returns everything back to normal, and enabling it makes the game go crazy as soon as I load my save.
I just realized the purpose of my comment isn't very clear, so just in case: I play with 118 mods so I'm going to test things on my side and see if some mod is creating this problem, I'm just reporting in case someone has the same problem as me or replicates it.
Hi! Thanks for the report, if you can send me some logs that would help out a lot in identifying what's conflicting!
In the patch released today I included some admin commands. Try using /exw snow off, this stops all snow-buildup/chunk updates. See if that fixes your problem, if so, then it's a RAM dedication issue
Hey, I just came back home and played around, from what I see it seems that everytimes the game deals with a change in the surrounding snow (adding a layer, or melting one) the server side just freezes for a bit. I set a precipitation of 0.5 and with /exw snow on the world's physic would just pause in time with each new acumulation of snow, with /exw snow off nothing happened and the game ran fine with no hiccup.
Some info that might help :
I have 64gb of ram and I saw that the game reserves 18gb of ram for itself when running my save (probably because of all the mods).
Second thing is that my castle has a big water moat that seems to be constantly fighting with the ice, it's breaking, refreezing, and breaking again to create new currents.
Third info is that my render distance is set at 768, I don't know if it influences anything regarding the amount of blocks/entities/snow being managed at the same time, but I thought I might as well mention it just in case.
When it comes to the log I don't know which one might be useful and I don't dare to post them all even as spoilers because they are literal text bombs, my server-main.log for exemple is 13k lines long, my server-debug.log is at 50k...
What I've seen is that I get a lot of Server Overloaded warnings and ExtremeWeather warnings about not being able to add the shelter AI to modded animals.
15.7.2026 15:56:39 [Warning] Server overloaded. A tick took 3748ms to complete.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-hen: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-hen: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-rooster: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-hen: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to spheniscidae:spheniscidae-adult-female-eudypteschrysocome: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-hen: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-hen: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-hen: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-hen: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-hen: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:39 [Warning] [ExtremeWeather] Could not add shelter AI to game:chicken-hen: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] Server overloaded. A tick took 960ms to complete.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:sheep-mouflon-adult-male: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:sheep-mouflon-adult-female: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:sheep-mouflon-adult-male: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:sheep-mouflon-adult-female: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:sheep-mouflon-adult-female: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:pig-eurasian-adult-female: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:pig-eurasian-adult-female: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:pig-eurasian-adult-female: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:sheep-mouflon-adult-female: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:sheep-mouflon-adult-male: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:sheep-mouflon-adult-male: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:sheep-mouflon-adult-male: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:40 [Warning] [ExtremeWeather] Could not add shelter AI to game:pig-eurasian-adult-female: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:56:45 [Warning] Server overloaded. A tick took 1903ms to complete.
15.7.2026 15:56:49 [Warning] Server overloaded. A tick took 1278ms to complete.
15.7.2026 15:58:25 [Warning] Server overloaded. A tick took 1376ms to complete.
15.7.2026 15:58:29 [Warning] Server overloaded. A tick took 1227ms to complete.
15.7.2026 15:58:33 [Warning] Server overloaded. A tick took 1018ms to complete.
15.7.2026 15:58:38 [Warning] Server overloaded. A tick took 2640ms to complete.
15.7.2026 15:58:43 [Warning] Server overloaded. A tick took 2977ms to complete.
15.7.2026 15:58:46 [Warning] Server overloaded. A tick took 2604ms to complete.
15.7.2026 15:58:52 [Warning] Server overloaded. A tick took 3807ms to complete.
15.7.2026 15:58:55 [Warning] Server overloaded. A tick took 3547ms to complete.
15.7.2026 15:59:00 [Warning] Server overloaded. A tick took 3711ms to complete.
15.7.2026 15:59:04 [Warning] Server overloaded. A tick took 3919ms to complete.
15.7.2026 15:59:08 [Warning] Server overloaded. A tick took 3741ms to complete.
15.7.2026 15:59:11 [Warning] Server overloaded. A tick took 3412ms to complete.
15.7.2026 15:59:16 [Warning] Server overloaded. A tick took 3494ms to complete.
15.7.2026 15:59:20 [Warning] Server overloaded. A tick took 4278ms to complete.
15.7.2026 15:59:23 [Warning] Server overloaded. A tick took 2927ms to complete.
15.7.2026 15:59:27 [Warning] Server overloaded. A tick took 2500ms to complete.
15.7.2026 15:59:30 [Warning] Server overloaded. A tick took 2057ms to complete.
15.7.2026 15:59:37 [Warning] Server overloaded. A tick took 4288ms to complete.
15.7.2026 15:59:41 [Warning] [ExtremeWeather] Could not add shelter AI to thecritterpack:bird-crow-adult: The given key 'ExtremeWeather.AiTaskSeekShelter' was not present in the dictionary.
15.7.2026 15:59:41 [Warning] Server overloaded. A tick took 3875ms to complete.
15.7.2026 15:59:44 [Warning] Server overloaded. A tick took 2946ms to complete.
15.7.2026 15:59:48 [Warning] Server overloaded. A tick took 3437ms to complete.
15.7.2026 15:59:53 [Warning] Server overloaded. A tick took 4600ms to complete.
15.7.2026 15:59:58 [Warning] Server overloaded. A tick took 4607ms to complete.
15.7.2026 16:00:00 [Warning] Server overloaded. A tick took 2509ms to complete.
15.7.2026 16:00:05 [Warning] Server overloaded. A tick took 2640ms to complete.
15.7.2026 16:00:09 [Warning] Server overloaded. A tick took 2899ms to complete.
15.7.2026 16:00:13 [Warning] Server overloaded. A tick took 2893ms to complete.
15.7.2026 16:00:16 [Warning] Server overloaded. A tick took 2413ms to complete.
15.7.2026 16:00:21 [Warning] Server overloaded. A tick took 2692ms to complete.
15.7.2026 16:00:25 [Warning] Server overloaded. A tick took 2512ms to complete.
15.7.2026 16:00:28 [Warning] Server overloaded. A tick took 2395ms to complete.
15.7.2026 16:00:33 [Warning] Server overloaded. A tick took 2464ms to complete.
I know why, my mod was causing a megaloop of all mods checking chunks, causimg huge freezes for each chunk update. Fixed in the latest patch, download the latest and the lag with snowbuildup on should be fine!
Thank you very much for your reactivity, it sems to have fixed my problem quite well. I still get some random hiccups when the weather's bad but I'm not sure if these are related to your mod or other ones as they are quite rare and random.
Thanks again for the fix and keep up the good work, I really like how your mod gives a real feeling of hostility to a harsh winter instead of being a mere bother.
Nevermind I retract my previous comment, I just went outside in the snow to mine some copper near the surface and the game is just struggling each times I break a Stone or Copper ore, it takes a few seconds to drop the copper chunks or stone. /exw snow off fixes the problem and the content of whatever block I break falls instantly.
I don't know if there is some kind of internal check each times a block is broken to see if it should trigger a snowfall? At least that's the first thing my mind would jump to.
I see, thank you for the reports, will take a look ASAP
Just posted a patch, see if that fixes it!
Sadly I bear mitigated news. It has stopped the constant freeze on every broken block, but what I felt as random hiccup is in fact snow/mod related sadly...
I did a test on my side to see if I could create some kind of useful log or patern, here's what I did:
I connected to the game during a calm winter with no precipitation but snow on the ground and a -10C weather, I made sure I was on /exw snow on before going underground to a stone mine and started mining stone in a line. I did those steps 3 times on and off.
I then went outside with /exw snow off to /weather setprecip 0.5, I made sure that it was snowing and gave it a little time to "settle" just in case, before turning /exw snow on and mining a new line of stone, I then disabled it and did another line of stone.
Sadly there is no log for broken blocks (at least from what I've seen in the logs I have) but it doesn't seem to me like this persistent server lag is block breaking related like the last one that was fixed, the lags were random and inconsistent compared to the rate at which I mined.
Here is what I believe to be the relevant part of server-main.log which I fused with the client-chat.log to get the relevant time stamps of my test:
16.7.2026 21:36:09 [Warning] Server overloaded. A tick took 3938ms to complete.
16.7.2026 21:36:21 [Warning] Server overloaded. A tick took 1442ms to complete.
16.7.2026 21:36:22 [Warning] Server overloaded. A tick took 707ms to complete.
16.7.2026 21:36:25 [Warning] Server overloaded. A tick took 941ms to complete.
16.7.2026 21:36:26 [Chat] Snow system is ON (normal accumulation and melt). @ 0
16.7.2026 21:36:29 [Warning] Server overloaded. A tick took 820ms to complete.
16.7.2026 21:36:33 [Warning] Server overloaded. A tick took 1125ms to complete.
16.7.2026 21:36:35 [Warning] Server overloaded. A tick took 540ms to complete.
16.7.2026 21:36:37 [Warning] Server overloaded. A tick took 1074ms to complete.
16.7.2026 21:36:45 [Warning] Server overloaded. A tick took 1099ms to complete.
16.7.2026 21:36:50 [Warning] Server overloaded. A tick took 1638ms to complete.
16.7.2026 21:36:58 [Warning] Server overloaded. A tick took 1078ms to complete.
16.7.2026 21:37:03 [Warning] Server overloaded. A tick took 1455ms to complete.
16.7.2026 21:37:07 [Warning] Server overloaded. A tick took 1736ms to complete.
16.7.2026 21:37:11 [Warning] Server overloaded. A tick took 663ms to complete.
16.7.2026 21:37:16 [Warning] Server overloaded. A tick took 971ms to complete.
16.7.2026 21:37:18 [Warning] Server overloaded. A tick took 643ms to complete.
16.7.2026 21:37:20 [Warning] Server overloaded. A tick took 1194ms to complete.
16.7.2026 21:37:22 [Chat] Snow system is OFF — no accumulation, melt or chunk checks. Existing snow stays put; clear it with /exw clearsnow. /exw snow on to resume. @ 0
16.7.2026 21:38:16 [Chat] Snow system is ON (normal accumulation and melt). @ 0
16.7.2026 21:38:23 [Warning] Server overloaded. A tick took 802ms to complete.
16.7.2026 21:38:25 [Warning] Server overloaded. A tick took 522ms to complete.
16.7.2026 21:38:27 [Warning] Server overloaded. A tick took 1323ms to complete.
16.7.2026 21:38:29 [Warning] Server overloaded. A tick took 533ms to complete.
16.7.2026 21:38:35 [Warning] Server overloaded. A tick took 1025ms to complete.
16.7.2026 21:38:40 [Warning] Server overloaded. A tick took 1404ms to complete.
16.7.2026 21:38:42 [Warning] Server overloaded. A tick took 693ms to complete.
16.7.2026 21:38:44 [Warning] Server overloaded. A tick took 1347ms to complete.
16.7.2026 21:38:48 [Warning] Server overloaded. A tick took 807ms to complete.
16.7.2026 21:38:53 [Warning] Server overloaded. A tick took 1162ms to complete.
16.7.2026 21:38:57 [Warning] Server overloaded. A tick took 1213ms to complete.
16.7.2026 21:39:06 [Warning] Server overloaded. A tick took 848ms to complete.
16.7.2026 21:39:08 [Chat] Snow system is OFF — no accumulation, melt or chunk checks. Existing snow stays put; clear it with /exw clearsnow. /exw snow on to resume. @ 0
16.7.2026 21:40:03 [Chat] Snow system is ON (normal accumulation and melt). @ 0
16.7.2026 21:40:05 [Warning] Server overloaded. A tick took 1419ms to complete.
16.7.2026 21:40:06 [Notification] Server ticking has been suspended
16.7.2026 21:40:06 [Notification] Autosaving game world. Notifying mods, then systems of save...
16.7.2026 21:40:06 [Notification] Defragmented listener lists
16.7.2026 21:40:06 [Event] Mods and systems notified, now saving everything...
16.7.2026 21:40:06 [Event] It pauses.
16.7.2026 21:40:06 [Event] Will do offthread savegamedata saving...
16.7.2026 21:40:06 [Event] One last gaze...
16.7.2026 21:40:06 [Event] Saved player world data...
16.7.2026 21:40:06 [Event] Saved map regions...
16.7.2026 21:40:06 [Event] Then all goes quiet...
16.7.2026 21:40:06 [Event] Saved map chunks...
16.7.2026 21:40:06 [Event] The waters recede...
16.7.2026 21:40:06 [Event] World saved! Saved 0 chunks, 0 mapchunks, 17 mapregions.
16.7.2026 21:40:06 [Event] It sighs...
16.7.2026 21:40:06 [Notification] A client reconnected, resuming game calendar.
16.7.2026 21:40:06 [Notification] Server ticking has been resumed
16.7.2026 21:40:06 [Event] Saved 300 chunks...
16.7.2026 21:40:06 [Event] Saved 600 chunks...
16.7.2026 21:40:06 [Event] Saved 900 chunks...
16.7.2026 21:40:06 [Event] Offthread save of 912 chunks done.
16.7.2026 21:40:06 [Notification] Offthread save of 0 generating chunks done.
16.7.2026 21:40:07 [Event] Offthread save of 1518 map chunks done.
16.7.2026 21:40:07 [Event] Offthread save of savegame done.
16.7.2026 21:40:07 [Warning] Server overloaded. A tick took 569ms to complete.
16.7.2026 21:40:14 [Warning] Server overloaded. A tick took 1024ms to complete.
16.7.2026 21:40:18 [Warning] Server overloaded. A tick took 1398ms to complete.
16.7.2026 21:40:20 [Warning] Server overloaded. A tick took 693ms to complete.
16.7.2026 21:40:22 [Warning] Server overloaded. A tick took 1197ms to complete.
16.7.2026 21:40:26 [Warning] Server overloaded. A tick took 851ms to complete.
16.7.2026 21:40:31 [Warning] Server overloaded. A tick took 1176ms to complete.
16.7.2026 21:40:35 [Warning] Server overloaded. A tick took 1221ms to complete.
16.7.2026 21:40:44 [Warning] Server overloaded. A tick took 1358ms to complete.
16.7.2026 21:40:45 [Chat] Snow system is OFF — no accumulation, melt or chunk checks. Existing snow stays put; clear it with /exw clearsnow. /exw snow on to resume. @ 0
16.7.2026 21:41:51 [Chat] Ok precipitation set to 0,5 @ 0
16.7.2026 21:42:07 [Chat] Snow system is ON (normal accumulation and melt). @ 0
16.7.2026 21:42:09 [Warning] Server overloaded. A tick took 1625ms to complete.
16.7.2026 21:42:11 [Warning] Server overloaded. A tick took 1598ms to complete.
16.7.2026 21:42:13 [Warning] Server overloaded. A tick took 2189ms to complete.
16.7.2026 21:42:15 [Warning] Server overloaded. A tick took 1888ms to complete.
16.7.2026 21:42:17 [Warning] Server overloaded. A tick took 1849ms to complete.
16.7.2026 21:42:19 [Warning] Server overloaded. A tick took 2077ms to complete.
16.7.2026 21:42:21 [Warning] Server overloaded. A tick took 1933ms to complete.
16.7.2026 21:42:23 [Warning] Server overloaded. A tick took 1639ms to complete.
16.7.2026 21:42:25 [Warning] Server overloaded. A tick took 2239ms to complete.
16.7.2026 21:42:27 [Warning] Server overloaded. A tick took 1927ms to complete.
16.7.2026 21:42:29 [Warning] Server overloaded. A tick took 2410ms to complete.
16.7.2026 21:42:31 [Warning] Server overloaded. A tick took 1798ms to complete.
16.7.2026 21:42:33 [Warning] Server overloaded. A tick took 1675ms to complete.
16.7.2026 21:42:34 [Warning] Server overloaded. A tick took 1686ms to complete.
16.7.2026 21:42:37 [Warning] Server overloaded. A tick took 2335ms to complete.
16.7.2026 21:42:38 [Warning] Server overloaded. A tick took 1714ms to complete.
16.7.2026 21:42:40 [Warning] Server overloaded. A tick took 1829ms to complete.
16.7.2026 21:42:42 [Warning] Server overloaded. A tick took 1561ms to complete.
16.7.2026 21:42:44 [Warning] Server overloaded. A tick took 2040ms to complete.
16.7.2026 21:42:46 [Warning] Server overloaded. A tick took 1772ms to complete.
16.7.2026 21:42:47 [Warning] Server overloaded. A tick took 1958ms to complete.
16.7.2026 21:42:49 [Warning] Server overloaded. A tick took 1671ms to complete.
16.7.2026 21:42:52 [Warning] Server overloaded. A tick took 2539ms to complete.
16.7.2026 21:42:53 [Warning] Server overloaded. A tick took 1527ms to complete.
16.7.2026 21:42:55 [Warning] Server overloaded. A tick took 2100ms to complete.
16.7.2026 21:42:55 [Chat] Snow system is OFF — no accumulation, melt or chunk checks. Existing snow stays put; clear it with /exw clearsnow. /exw snow on to resume. @ 0
16.7.2026 21:43:23 [Notification] Server ticking has been suspended
16.7.2026 21:43:24 [Notification] Client 1 disconnected: Server shutting down - Exit request by client
16.7.2026 21:43:24 [Notification] Last player disconnected, compacting large object heap...
16.7.2026 21:43:27 [Event] Player BigWhiteCrow got removed. Reason: Server shutting down - Exit request by client
16.7.2026 21:43:27 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client
16.7.2026 21:43:27 [Notification] Entering runphase Shutdown
16.7.2026 21:43:30 [Event] Mods and systems notified, now saving everything...
16.7.2026 21:43:30 [Event] It pauses.
16.7.2026 21:43:30 [Event] One last gaze...
16.7.2026 21:43:30 [Event] Saved player world data...
16.7.2026 21:43:30 [Event] Saved map regions...
16.7.2026 21:43:30 [Event] Then all goes quiet...
16.7.2026 21:43:30 [Event] Saved map chunks...
16.7.2026 21:43:30 [Event] The waters recede...
16.7.2026 21:43:30 [Event] Saved 300 chunks...
16.7.2026 21:43:30 [Event] Saved 600 chunks...
16.7.2026 21:43:30 [Event] Saved 900 chunks...
16.7.2026 21:43:30 [Event] Saved 1200 chunks...
16.7.2026 21:43:30 [Event] Saved 1500 chunks...
16.7.2026 21:43:30 [Event] Saved 1800 chunks...
16.7.2026 21:43:30 [Event] Saved loaded chunks...
16.7.2026 21:43:30 [Event] The mountains fade...
16.7.2026 21:43:30 [Event] The dark settles in.
16.7.2026 21:43:30 [Event] Saved generating chunks...
16.7.2026 21:43:30 [Event] Saved savegamedata...2
16.7.2026 21:43:30 [Event] World saved! Saved 1887 chunks, 1518 mapchunks, 17 mapregions.
16.7.2026 21:43:30 [Event] It sighs...
16.7.2026 21:43:30 [Event] Shutting down 10 server threads...
16.7.2026 21:43:30 [Event] Killed console thread
16.7.2026 21:43:30 [Event] Alone again...
16.7.2026 21:43:31 [Event] All threads gracefully shut down
16.7.2026 21:43:31 [Event] Time to rest.
16.7.2026 21:43:31 [Event] Doing last tick...
16.7.2026 21:43:31 [Event] Stopped the server!
Interesting, thank you very much for the reports, I will try to fix it tomorrow!
Should be fixed in the latest update!
Sadly I downloaded the latest version like 30 mins after it was uploaded and it didn't change anything to my problem, so I decided to take a peek under the hood to see how your mod works (sorry) and I made my own harmony patch.
It's pretty much just a way of adding a config file so I can change some of your mod's private and hardcoded values to try and lower the load on the server, which did partially help by bringing the average lag down to below 1000ms.
From what I understood at a quick glance there is A LOT of calculations being done with each tick and getting dumped all together without any asynchronicity, onto the server.
I don't know if this is a game limitation or just something that wasn't expected as you implemented your logic, but that's something I'd look into as it seems in my opinion to be the two main suspects.
No problem at all, do what you need to be able to play! I suspect I have a lot of optimizing to to regarding the calculations on columns/chunks. The snow system is quite complicated, and hard to do immersively without putting a huge load on the client
This is a really cool mod but hurricanes last for way too long by default IMO. I actually like the damage from debris but surviving through 2-day hurricanes by sitting around for a couple irl hours or sleeping it away isn't fun. If that were just tweaked a little then the immersion and natural storytelling this mod brings would be perfect.
Thank you! In the latest patch flying debris has been removed completely, and the chance of hurricanes occuring has also been lowered significantly. Balancing the mod is an ongoing procedure, so any feedback like this is greatly appreciated!
Hi, is this mod able to randomly increase player's movement speed? For most of the time for some reason I have my movement speed set at 195%, sometimes it drops to 100%. Didn't change anything related to it in the settings and just started a new world.
In a hurricane, having the wind in your back will make you move faster, while going against the wind will slow your speed significantly, is this what you're referring to?
Sounds like it, but I didn't have a hurricane in this save yet :/ My character just constantly moving at 195% and just randomly slowing down to 100% for few seconds, and it's been happening since I've spawned in this world
I've been having something similar happen, and it's been happening even after I've removed this mod, so I don't think it's this. Still have no idea what it is.
That's strange, it could be this mod since it influences speed, but I don't really see how since it's completely tied to the wind force and direction, do you have any other mods that might be conflicting with this mod causing the speed?
https://imgur.com/a/v0fh4BZ all my mods installed
Earlier today (before you replied) I've went through all mods configs and disabled/turned to 0 any setting that was messing with movement speed, just tested it now by playing and for now looks like the issue is gone, since Infibutt said that removing your mod didn't fix the issue, then likely your mod isn't the culprit. Sorry for confusion! Leaving the info here just in case someone else will have similiar issue, hopefully it will help others.
So theoretically would this now be ocmpatable with Weather Story? since its now event based instead of ambient?
Theoretically yes, however the developer of WeatherStory is going to go in their own direction regarding weather events, so in the future compatibility will probably be an issue
Hey, Me and some Friends are Trying to use this in a Multiplayer World but for some Reason we cant Figure out how to Make Config Changes. (We added the 1.5.0 Version of the Mod After Creating the world, Just For added Reference). Is there anything we can do Beside Creating a New World to Make Changes Stick?
Thanks in Advance
Are you running a dedicated server? If so just edit the modconfig and restart the server and it should work. If hosted by one of your friends the friend who hosts the server needs to go to their %APPDATA%\VintagestoryData\ModConfig\extremeweather.json and edit from there. Then just reload the world and that config will be applied to everyone.
Hi, I'm playing on linux and the options all have like "world-attribute-exw-etc" on the slider box.
Dunno if this is a wanted behavior or not, but I did check the structure of the mod and it has different structure than usual and that result in a messed up option tab ingame. There is another game out there called "realistic biome generation" that has the same thing happen.
here's the link to the comment that solved that issue: https://mods.vintagestory.at/show/mod/47815#cmt-156948
Thank you very much for this report! THat's an issue I never would have noticed since the mod is unpacked and uncompiled when i play it. Fixed in the latest patch!
The version 1.4.2 fixed the snow accumulation for new worlds, but for already existing worlds the problem is still there, atleast for me
This should be fixed ijn the latest update! Tell me if it's still an issue.
Has anyone checked how would hurricane toppled trees work when using Eco Machina?
for anyone wondering the same, at the time of writing this post there's a discussion on this mod's discord page and right now it seems to have a minor conflict: While used together, the mods should not crash your game, but fallen trees bug out and look horrible
I don't know if the possibility of dropping into a hurricane on day one was intentional, but it sure added challenge!
The probability should be very low, but since more than one player have reported it, I am suspecting it's a bug. I will take a look at it!
I would say so, as I started a different seed and it happened again.
Should be fixed now!
might want to add a 1 day grace period before the4 mod starts anything. starting a new game then immdaly beign stuck unable to do anything for hours due to wind realy isnt fun.
This could actually be harder than it sounds since the mod is tied to the vanilla weather system, if the game says it's windy, it's windy. However you can turn of the wind damage to players in the settings!
I will try however, thank you for the feedback!
A 2 day grace period is now implemented!
This mod looks really cool! Just wanted to let you know that you accidentally misspelled "see" as "se" in the first sentence on the page. Hope you fix it cause don't want people to have a bad first impression.
Thank you for that report!
is it possible to disable hurricane wind damage to player without disabling hurricanes?
Yes! There is a setting in the config file.
is accumulated snow that turns into snow blocks supposed to kill all the grass?
Yes, it will regrow naturally after the snow thaws. This was the only workaround to prevent "holes" in the buildup of snow, making it look unrealistic and patchy
I installed this mod and my brick roof completely disappeared, forcing me to cover it with packed earth; my fences were destroyed and my animals vanished. Now I'm in a small house, slowly wasting away and running out of food; my house is covered in snow and I'm in the middle of winter.
🥶
Question: When spring arrives, will everything go back to normal?
Great mod.
Everything will go back to normal in spring! Thick layers of snow may take some days of positive temperatures to melt away though.
Glad you enjoy it!
Was testing the mod and roofs were completely destroyed by snow. Also, snow did not layer on Vs Roofing Mod roofs which is worrying as it's assumedly supposed do so in vanilla snowfall; if a different mod affected by vanilla snow stops working because of this one that is a very bad sign for general mod compatibility. Snow buildup on the ground seemed too fast as well. I had set weather with commands which might've impacted things.
Conditions were /weather -
-setevr noevent
-setw still
-setprecip 0.3
Very cool mod overall, though; Vintage Story is severely lacking in destructive weather/events forcing you to maintain your infrastructure.
Roofs as in sloped roofs or flat roofs? flat roofs are supposed to get destroyed after a number of stacks, sloped roofs can't get destroyed by snow. Thatch and bamboo roofs can however geet destroyed by wind. As for the snow layering on VS roofing, that could be an issue since I've made the snow buildup engine in this mods replaces the vanilla one to be able to stack, I will take a look at it, maybe make compatibilities for mods that interact with snow. Speed of snow buildup on ground is configurable!
Configurable buildup is nice, thanks.
The destruction happens with sloped and ridged roofs of any material. First they're neatly covered in a single integrated layer of snow, then they are immediately converted into a snow block replacing the roof entirely.
Also, I noticed that the snow covers areas around hot springs where it shouldn't.
Both issues fixed in the latest patch!
Thank you for that report, roofs and some other items with snow layering were being mistaken for grass since they had an attribute in common. And grass is supposed to be destroyed, roofs are not.
How much of your mod is AI generated? I really like the idea of this mod but I'm very cautious when using mods made with AI as I've had problems with them in the past
Most of the code is, I made it for myself to play and it works fine, most of the bugfixes are manual
Thank you for your answer!
dunno if this is wanted, but fishes do take damage from the wind if they skim the surface.
Also, is there an option to decide at what speed the wind start harming entities? I can't seem to find it in the options
This is not wanted, I will fix it. Currently the wind damage only happens at windspeed >1.1 which should be quite rare
Question, how well would this work with servers that have like 2 to 3 hour days {the 24h cycle takes 2-3 real life hours}
It shouldn't be a problem! This game goes on the vanilla weather system, which already gets modified properly for longer day/night cycles
I found an issue on SP worlds, when you press escape and pause the game in strong winds, for example, when you unpause the game, all the shaking movement "accumulates" and when you unpause, your screen shakes violently, the longer you pause the longer and more violently the screen shakes.
https://drive.google.com/file/d/1tth1b8KxppzbLu-4w0zHlq3_O7-2ijiW/view?usp=drivesdk
That's very strange, thanks for the report! It will be fixed in the next patch.
Heat wave only goes up to 45C in the world gen settings. I'm trying to spawn in an area like where I live. As an American living in Northern California the temperatures can reach up to 49C. I easily imagine that deserts can get much hotter than that.
At any rate: thank you for making this mod, I've been looking for things to make survival even more preparation oriented.
I think the settings are a bit unclear, that temperature only changes the threshold for initiating a heat wave, so a heat wave can only occur if the general temperature has been above 33C for a while, and there's still only a probability, not guaranteed.
Ah, thank you for the clarification. A heatwave starting at 49 degrees and only getting higher than that is legitimately terrifying. That's some Death Valley type stuff.
Good evening! I figured I might as well get into the forum to encourage you on your design to continue and include possibly tornados and other weather events in the future, I would also inquire if you can setup the storms to not just be east to west based wind\storms from vanilla be to have weather directional changes occur within the world with possible breaks in the pattern for people to have some sunny days per month instead of non stop doom.
More or less I'm asking if you can make this have some more indepth weather systems to your really unique take of events so far. <3
Thank you for reading and I look foward to see what you do with this mod.
This mod should be compatible with Weather Story which does exactly that!
And thank you very much for your kind words!
How would I go about disabling certain weather events like some people have said they can?
When you create your world you have a tab where you can customize, if you're playing an already created world go to C:\Users\(you)\AppData\Roaming\VintagestoryData\ModConfig and there you can change the configuration for the mod!
Awesome, thank you very much!
I was only able to find an area to edit the freezing and snow related data pretty sure, how can i remove certain weather events?
Sorry I meant to edit an already existing world, I can't find the area to prevent certain weather events
"BlizzardEventChance": 0.03
In the latest patch you can find these probability values for each event, you can set them to 0 to make sure they can't happen
For whatever reason when I go here the mod isnt there?
That's very strange, it's called extremeweather.json
yea I can find it in the mod folder but not in the modconfig folder
Можно пожалуйста сделать совместимость с версией 1.22.0🙏 я очень прошу. По описанию мод очень классный!!!
Does the config for this allow for only blizzards and heavy snowfall? I love deep snow but the other stuff seems questionable on my current playthrough... Still a great mod from the looks of it, though!
Yes!
when I entered water to get back my freshly forged item, I started to take heavy damages. is it normal ? if yes, what's the setting causing it ?
In world config there is a setting for "freezing water intensity" I however tweaked this in the latest patch, water indoors no longer damages you, and the threshold for freezing water damage was lowered to -10C
ok good
Bro I think in the last version snow is not accumulating, I tested it in different worlds wih natural storms and it just doesn't work, but when I set the rain artificially in creative artificially it works
Can confirm, snow doesn't accumulate while it's snowing unless I manually set the precipitation (for example, using
/weather setprecip 0.5)Fixed in the latest patch! Thanks for the report
Will this mod be compatible with Immersive Body Temperature?
Not sure, I think this mod touches on the same mechanics so probably not right now, however in the future it would be interesting as this mod should focus more on weather and less on body temp
Could you possibly set up a config to disable Iron Hatchdoors from being ripped off beehive kilns? i do enjoy the doors being ripped off other htings but i think realistically iron hatch doors that are bolted onto bricks wouldnt be ripped off by winds no? it would suck up the entire structure at that point. Also as an update to the Ecomachina thing, so they fall down and the models are a bit funky, but they cannot be cut down again, you have to chop the blocks 1 by 1 which meh makes sense
Iron hatchdoors were never meant to be affected by wind, fixed in the latest patch! About the felled trees, don't you reckon felled trees having to be chopped block by block makes sense? I could try to make them choppable as one big unit
Oh it does make sense! i just worded it weird, i meant that the trees still think they're trees visually instead of being just blocks it makes some funky visuals ican send you a screenshot on Discord if you'd like to see what im yapping about
Please do! there is a thread in mods on the VS DC
Hello, id have a question about the different weathers. Are they lattitude relative or biome relative ? dont feel like having a monsoon in a temperate forest
Hi, currently they are biome relative, so a biome with a high probability for rainfall is likely to get monsoons
Aww why'd Raindows and Aurora's Get removed they were awesome to look at
They may come back in the future! However they were causing some issues, that I have to address first
Your patch notes are always very exciting lol. AI or not you are very ambitious and have lots of great ideas! For now this mod terrifies me haha but will be watching it like a hawk. I only ask that the systems in place work well, feel balanced, and are tested thoroughly before too much is added and is considered a polished state and leaving alpha\beta. I have faith it will be a great mod when finished
Haha I notice the scope gets out of hands sometimes, I am progressively making sure everything works myself and all the feedback I'm getting from users also helps me fix a lot! Next patch will focus on fixes/removals of systems that didn't work well
Your mod is amazing! although I have a problem, I fucked up and set the time speed to 6000 for a few seconds and then back to 60 with. Now the sound and particles from snow storms bug out disappearing instantly from time to time. Do you know how to solve this? deleting and reinstalling the mod doesn't work :(
Thank you! I will take a look!
Have you tried using "/weather setw still"? That should fix the problem
it didn't work unfortunately :( , is there a way to reset the data of the mod in a specific world without entering the world file using SQlite?
Are there any commands for testing events?
The mod uses the vanilla weather system, so use /weather setw hurricane for hurricane and /weather setprecip 1 for monsoon/blizzard in winter
This looks interesting, but after trying to add it to my server, and being online for maybe 3 in-game hours, I've lost 25% HP, couldn't walk anywhere cause I was constantly getting pushed around, and lost like 1/3 of my crops (had like 210 farmland), so I guess maybe I will wait for this to be less experimental 😅 sounds cool though
I should mention it was early June in game, maybe around 20 - 23 degrees, and I am about 10k blocks north of spawn on 128k polar-equator distance. So a mild temperate-cold climate.
Similar thing here. XD Plus the logs I used as a frame for my house fell over as if they were a tree.
Good for you, I'm playing with CollapseStory (building blocks need structural support) and Wilderlands Ground Layers (soil is up to 5 blocks deep), so I'm still only putting down foundations T~T nothing to fall yet xD
Hmm that means the Hurricanes are too frequent, I will tweak them so they are more rare events
Thank you for the feedback!
Can confirm, I got two storms in three days 0.o
This is fixed in the next patch!
Excellent!
I know it might be difficult, but is it possible to extract the code that makes snow pile up to make it a standalone mod ? I've always wanted this, but I don't really want the whole mod with it.
It is possible, however you are able to turn off all the other effects from the mod except the snow buildup in the config if that's what you're after!
I'll try.
also, for no reason, my player was starting to freeze and take damage after only few seconds, and was heating up at a similar speed, it's very strange.
alongside that, the icicles were forming inside my house, under VS roofing's modded roofs.
it's mostly why I gave up on it
All those issues have been adressed in the latest patches!
alright, great job men ;)
All those issues have been adressed in the latest patches!
i need this mod 🤩
Hell yeah!
so I'm getting pushed around by a sandstorm and the HUD wind speed indicator is showing 3%. I think something is failing compatibility with something here XD
If you run /exw status you will be able to see the windspeed registered by this mod. 1.0 is storm force wind, 0 is no wind
Well, preferably this mod's wind speed would be the same as the regular wind speed registered by the windmill and such :P
It is! /exw status shows the vanilla regular wind speed
This mod creates no wind system of it's own
Hm. This is suspicious. TY!
Very cool mod I like, however my body temperature dropping 8 degrees in 3 seconds is very much a drastic change that I do not like, you become freezing and take damage instantly if you don't have adequate clothing, so spawning in a cold area is practically impossible
I added a patch which makes sure you can combat the cold with proper clothes and full health bar, also decreased the standard temperature loss/second with about 80%!
https://ibb.co/sDTMpcR if the img doesn't work.
You need to have adjustable volume for your sounds as they can be grating to some, like i get what you're going for but i want to be able to fine tune it to how i want to listen to the sound.
I'm being blown about in certain positions within my 14x14 room, (it is classed as a room) when i'm closer to the main exterior doors, (just 2 standard doors together that open/close together) like the drag is getting through the doors.
It doesn't really make sense to be blizzarding at 0 degree's celcius, there needs to be threshholds for it to check against.
you should emphasis to people on your mod description about the plumb and square as you can use it to strengthen glass with stronger materials (mainly a pvp thing, but could be utilised in this mod https://wiki.vintagestory.at/Plumb_and_square)
I'm gonna get a fix out for that immediately! Thanks for the report
Fixed
Thank you for the reports and suggestions! About the plumb and square I am developing a "boarding up" mechanic for players to prepare their windows for storms!
Will there be a feature where we can add barricades to windows and other means to strengthen doors and reduce the chance of damage in the future?
Yes!
https://mods.vintagestory.at/show/mod/52907 (using this fork currently)
https://mods.vintagestory.at/pelaguswinds
I'd imagine that these 2 mods would fight over wind?
I wouldnt use pelagus anymore, someone revamped it and fixed a bunch of stuff in the Windvanes mod, which so far in my server they both work together
Those mods should not interfere with Extreme Weathers, this mod doesn't change the wind system at all, it only uses it to do new things
you mentioned in the description that hurricanes can cause trees to fall - how does this mechanic interact with salty's falling trees or eco machina, for example? do they use the same tree falling function the vanilla game uses, or a custom system? this mod seems really cool and I'd love to add it, but I want to make sure it works with other mods first :)
The system I use is very simple really, it rotates the tree 90 degrees, gives a nice crashing sound and spawns some debris, nothing more than that for now. Not sure about compatibility, I would love if you could test it and tell me if it works
I use it myself and they do work! it makes the Ecomachina tree models a bit funky cause it still thinks they're planted tree's but other than that it works wonderfully! Did you happen to find anything as to why thje config settings weren't changing on servers?
Nice! It should be fixed now! Tell me if that's not the case
Hey, I'm wondering - how would hurricanes roof destruction work with VS Roofing Mod?
And how about Snowshoes - Forked? I feel this mod could be great if it worked alongside those two mods!
Snowshoes should work, although this mods intensifies the speed debuff when wading through snow perhaps the snowshoes negate it. There should be no conflicts other than that. Currently this mod will not destroy VS Roofing roofs
Yay for proper roofing protecting houses! :3 I was going to ask if greenhouse glass roofs would be safe, love to know that for now the answer is yes :3
Well that depends.. Vanilla glass blocks/panes will be destroyed in hurricanes unless block destruction is turned off in the config
I use VS roofing :3
Then you should have nothing to worry about!
Thanks both of you!
Is this compatible with WeatherStory
I think so? Try it and tell me how it goes
can I turn of the block destruction ?
Yes! You can either configure it in the json configuration file, or just set it when creating a new world
can I configure it with modconfig ?
Yes!
Any chance for 1.21.X? Have not migrated myself to 1.22.X yet cause not all mods have moved up yet. I've been wanting something like this for a long time haha.
Tried it out and I'm liking it a lot so far, especially the increased snow accumulation.
Nice to hear! Tell me if you come across any issues
So i'v enoticed as well that while i can disable the howling gust's (They're just a bit to loud and common for where we're at haha) the windshove setting just refuses to disable in the server, i've disabled it in the config, remade the config, and set it to 0.0 strength, and even though its set to false, it will not stop gusts from shoving you
I will take a look at it, will publish an update soon!
Are hurracaines more common the futher toward the equator you go?
Right now the mod ties in to the vanilla climate, so areas with more rainfall/wind are more prone to extreme weather from this mod
Ooh, ooh, would this be compatible with the new Weather Story mod?
Not sure, try it and tell me how it goes!
Aye aye cap'n! (No idea how long it'll take for me to figure it out lol, i play with calendarspeedmul 0.1 sooooo)
always thought weather in vintage story was weak ass balls its cool to see someone actually make it real
I felt the same!
based
Hell yeah
Is there a road map for more weather events? Floods, droughts, earthquakes, tsunamis, wild fires, distant volcanos, sinkholes, etc etc. Could all be fun challanges, or just terifying reminders of the players fragility.
Not yet, Will get to work on it.
How do I strengthen glass?
Currently the only way to do it is to physically place blocks blocking the windows from the wind, however I want to implement a way to use boards to strengthen them
Oh, you didn't put the made in AI tag. Put it down, or did you decide to hide it for a cringe/dumb reason?
Didn't know it existed, put it in now
Bruh why do you have to be a dick, Who are you to demand someone to put something down, and then not only that but also belittle them in the same sentence. Tigg this isnt directed at you btw this is to the muppet above
Unfortunately, this is a matter of experience, too often there are people who call the code their own, even though it is written using AI. Often, such projects die due to lack of developer knowledge, inability to fix bugs or upgrade (hopefully this will not happen)... It will be easier for me and people like me to see the presence of the corresponding tag. It's not a bad thing. And I did not belittle the developer. (but ButahBabter called me a dick)
Alright you two. Please quit this bickering. The author Isn't forced to add a tag if they don't want to.
Add sounds and animations of destruction, otherwise it is not clear what is collapsing...
That would make it more terrifying honestly. Hearing things break during storms and knowing you just have to keep waiting and hope it's not your wall breaking next sucks.
Will get to work on it!
Fixed! Sadly no animations, but intense breaking sounds
It's a good mod, but I advise everyone to strengthen all the glass blocks before installing them in the existing world... I had a floor with a height of 7 blocks of glass...

How do I strengthen glass?
Through the vanilla mechanics of strengthening blocks. There's a tool there, I don't remember the name (made of stone, twine and sticks)
Plump and square. Or something along those lines.
Just so folks who don't know do know: Vintage Story has a built in compiler that runs on server load (server loads even on SP) as long as you have your stuff set up right in the SRC folder it will compile and run like any other mod. I was surprised too...just...wanting to give yall a heads up before you look foolish.
That said: I haven't tried it out to see if it actually compiles, just seeing some folks who are jumping the gun a bit.
It is now compiled instead!
What in the ChatGBT is this mod file
YES! FINALLY, A MOD THAT ADDS WEATHER DISASTERS!
Your mod isn't compiled. And you have 13 different heavily commented .cs-files in your src folder.
Look at the comment below guiding on how to compile.
Ah... I thought as much – it was too good to be true
well it might work fine, but I would suspect demand tons of resources. It's just a bit crazy to not at least even compile before upload heh, set aside why not just merging all the .cs's.
I think the answer to these questions is glaringly self-evident.
Speaking very generally without having looked at the mod myself: vintage story compiles cs code if it's set up right at server load, so performance impact might be like... milliseconds of load time added depending on compile depth.
That said: does mean missing compile errors and isn't the best practice unless the mod is like single file kind of thing without a mod system etc. looking at this, I have doubts but I haven't cracked it open yet.
well that's not really the point though. The point is the mod author has iteratively asked an AI to produce a mod, run the mod in-game, found errors, then asked the mod to fix the errors and make a new mod, and so on and so forth. But then at some point where he believed the mod had gone through enough of those iterative tests, he has then uploaded, but hasn't taken the time to understand compiling, and why hooking into vanilla's compiler might be smart (for example, for debugging).
Then the author also doesn't state that the mod is in alpha
Hence leaving the errors for the players to find out, since they can't see any of the errors on loadtime or runtime in the logs.
So it's a waste of players' time, in its current state. And some players with no technical knowledge will have no idea they might ruin their game by putting the mod in their active modlist (whoops my crops are totally gone now after this rainfall, wat).
I'm sure the mod will be interesting long-term, it LOOKS really interesting. The icicles are a cool touch and so on. But why even upload in this state, if not only for looking for alpha tester feedback (which is, again, not disclaimed)?
Soryy about all that, I really made this mod because no one else would, I've been asking for it for a long time. I have never made a mod before, and I barely have time to play. I just tried to make something I wanted to have in my own game and open it for others who might like similar mechanics. I will try to improve it over time! This feedback is very appreciated
hey no worries! I would still just state this as in alpha or beta and to disclaim to people that they should expect issues and so on. One tip: be very attentive to applying stuff like "refactoring" and "optimization", after you've finished a draft or alpha/beta version. When vibe coding with AI, many models often choose very complex and expensive solutions, since they skew towards picking lenghty datasets, because they confuse it with correctness (to an LLM length kind of also IS correctness (aggregrating text mass towards a mean saturation it judges, or is forced via a model setting to accept as, correct), but it is actually the inverse for classic logic-based code, logic-based code being the kind of code that runs games efficiently).
Good tips! I am navigating in the dark here, but as long as people get some fun out of the mod I am happy to improve it
well a natural disaster feature, especially in a vanilla friendly version, is one of the most requested mod features, so lots of people are more like desperately craving a good mod that solves that. And a stable mod can be compatched to tons of other weather mods, including my own, so I wish you good luck on reaching a stable version at some point!
I don't disagree or counter any of that, I just wanted to say for those who don't know that VS does compile on load....since it came up a bunch.
How does this work with Window Storage windows and the roofing mod? How dangerous is this mod to roofs and windows?
Quite dangerous to thatch and bamboo roofs at the moment, heavier roofs will not be destroyed, windows are very sensitive, however this will be configurable in the next update
Oh so clay tile is safe, awesome ty love to hear that. Hmm might want some doors on the windows for shutter functionality lol
Yes! I'm looking into making some kind of reinforcement for windows to prepare for storms
Thank you, yes please! I would love to have shutters that work like doors but go 180 degrees instead of 90, so you can have them open all the way <3
Trees can be toppled -- Need to have variable chance/s depending on the tree type, as nobody is going to be happy after waiting ages for their ebony seeds to turn into ebony tree's just to lose them with as easily as any other tree.
Windows and panes can blow out -- just destroyed, or just removed and can be collected? Should be a config toggle tbh, some people like me enjoy the harder difficulty but may not nessercerily like having to replace windows each time you have a hurricane.
Lighter roofs can be ripped off -- how does this play with VS roofing mod?
Crops take damage -- so they get destroyed, or the 1/2 crop harvest?
Planks exposed to rain will be aged after prolonged exposure -- how long is prolonged?
Suggestion, roofs could collapse from too much snow weight, depending on the type of material.
"Crops take damage -- so they get destroyed, or the 1/2 crop harvest?"
one of my crops got destroyed completely like it's not there anymore.
Would love to see tornadoes.
Very interested in this idea as someone who loves to add mods that make survival more complicated, a few questions:
Is this a mod that can be added to an ongoing world, or would it require a new one to work as intended?
How would you reckon it would interact with modded roofing like VS Roofs? Would those count as sturdy enough - assuming they were not the thatch roof variant?
On the topic of temperature and blizzards, I saw another comment mentioning increasing cold damage and making freezing water a threat; I believe Immersive Body Temperature (https://mods.vintagestory.at/immersivebodytemperature) does something similar on top of the new heat mechanics. Would the two conflict in any way?
I think the author's silence to this question and the new updates may answer your question.
Edit: But to answer your question: No, as of newer updates they are not compatible.
VS Roofs are safe!
As for immersive body temperature that could be interesting as my goal for this mod is more about the weather and less about body temperature, those features were only added for the people asking for them and are very basic
grah i can't find the config file... also, the hurricane winds seemed to be blowing me around, even inside.
I say this with the greatest amount of sincerity, please don't feel discouraged, your mod is not functional right now, please recheck your release.
I would recommend checking out the related https://wiki.vintagestory.at/Modding:Preparing_For_Code_Mods and https://wiki.vintagestory.at/Modding:Creating_A_Code_Mod
for knowledge on how to prepare, creating a mod using a template and packaging code mods for release.
I second this. Tools can do a lot these days but they can't do everything.
Yeah, would love to see a bit more details about the mechanics. What can be done to counteract the extremes? Is it just hunker down and hope for the best?
Anyway, very interesting mod! I love mods that make the game harder (as long as you have a way to prepare for and/or at least partly counteract the mechanics.
Suggestion: Heat wave. A wave of extreme heat that may occur during summers in warmer climates. Players may be afflicted by heat stroke if out in the sun too long. One can look to the shade or water for relief. Crops can die if not watered frequently during the heat wave.
Currently you need to make sure you have sturdy roofs, board up your windows when incoming storms are announced in chat, and generally stay indoors when the storms are at their worst. The most challenging by far right now is the blizzard as it transforms the entire landscape and comes with some new challenges like lowered visibility, increased windchill and lowered speed while wading through snow.
Good suggestion! Proper sandstorms are also in the pipe.
Sounds really cool! I wonder, have you increased damage taken from cold in any way? Coz the vanilla damage is a joke. The most annoying thing with being cold in vanilla is just the "hood frost", the damage taken I never mind. Does WAAAY to little damage. Man, being frost-bitten is a REALLY dangerous thing. At around -30°C exposed skin can develop frostbite in under 30 minutes. At -40 it could happen within 10 minutes.
So if you haven't yet, increase frost damage taken when at low body temperature. And even better, add a multiplier which users can adjust via the config.
I'm currently working on making falling into water at freezing temperatures become a death sentence unless you can get warmed up quickly, but the cold damage is also boosted! I will try to add a config later that can be modified when starting a new world!
Excellent! You're a man (or woman) of good taste :)
Looking forward to it. Keep at it!
A showcase of what the mod does would definitely be great to see
If hurricanes can tear the roofs off your builds, can Blizzards cave in poorly supported roofs?
Sadly I can't make snow stack nicely on sloped roofs, but I am thinking about making flat roofs cave in after a certain amount of snow stacks on top
Woah man, this is cool! People have been talking about implementing extreme weather like this into the game for a while! How'd ya pull it off?
Tons of testing!
I would adore it if you attached a demo video, other than that I am so happy someone finally made a mod like this.
On it!
Oooh Im so excited to test this out, environmental hazards are my favorite thing ever and it really felt like Vintage Story was missing them :) Thank you for sharing!
My feeling exactly! Tell me if you discover any bugs or find something that needs tweaking!