Mods / TassHardcoreWinter
- Tags:
- Author:
- Tasshroom33
- Side:
- Both
- Created:
- Jul 25th at 5:47 PM
- Last modified:
- 13 hours ago
- Downloads:
- 2507
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Recommended download (for Vintage Story 1.22.0 - 1.22.6):
tasshroomhardcorewinter_VS1.22.6_0.7.76.zip 1-click install
Hardcore Winter: basically The Long Dark's weather and cold, brought to Vintage Story.
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.
But when I die; I want that death to have been earned by winter, not some cheap win.
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Deep snow, up to 10 blocks. Adjustible like most things in the config.
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Blizzards, rated F1 to F5. Howling high-pitched wind, thicker and bigger snowflakes, and a whiteout that swallows the horizon.
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Heat System. 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.
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Heat sources that finally matter. 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.
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Fire spreads. Open flames have a chance to spread fire, if you can see a flame the answer is most likely yes.
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Spring regeneration. 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.
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Snow Drift. 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.
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Frozen lakes. Water freezing speed is increased and has a smoother transition starting from land to center of water masses.
- Multiplayer Tested: Works on servers and thoroughly tested. Not just "I only play single player not sure" or "It works on my machine".
Temperature System:
This is not fully tested with body temperature or DieHydrate
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.
Heat\Cold do not directly affect the player, but indirectly through heat and cold sources
Rain and wind will cool your body temperature
Any space recognized as a "room" will either heat or cool depending on the size and heat source
Heat slowly rises and slowly falls same as cold in rooms
Opening and closing doors affects the stored heat/cold in rooms
Sitting next to a heat source is warmer than further away in a room
Heat sources will melt nearby snow and ice
Greenhouses will heat up to +8c +1 additional fire source (meaning a campfire in a greenhouse should heat it up)
This mod is NOT ready for public use. I'm releasing so I dont have to keep giving my friends the .zip files every time I have a new version or change.
I am currently running this on my own server though if that tells you anything (with 5 ish people).
Version 1.0 will mean its fully tested and ready for live-production ready worlds.
I started this in 2025 and gave up due to the complexity and rabbit holes i went down with:
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,
ever increasing column rules definitions and complexity, regeneration support for mods that add more food/plant types, half block terrain support, ect.
Config options: (more listed in config)
Snow
| Option | Default | What it does |
|---|---|---|
| MaxSnowHeightBlocks | 5 | How deep snow can pile, in blocks |
| SnowAccumulationScale | 4.0 | How much snow a winter drops overall |
| ColderWintersMaxExtraC | 6 | Extra winter cold on top of vanilla. 0 off |
| DigNoDriftMinutes | 2 | Minutes a dug spot or a chopped ice hole stays clear |
| SnowSettleBySurface | false | Snow spreads to fill hollows and bury the terrain shape. Off keeps spires |
| WindDriftEnabled | true | Wind moves loose snow around |
| CanopyBurialEnabled | true | Trees bury once snow reaches the crown |
| DeepSnowWalkSpeed | 0.60 | Walking speed in deep snow (1 = normal) |
| IceFreezeFrontBlocksPerDay | 3 | How fast lakes and rivers freeze in from shore |
| IceMaxDistanceFromShore | 0 | Keeps big lake centers open. 0 = everything freezes |
Storms
| Option | Default | What it does |
|---|---|---|
| ScheduledStormsEnabled | true | The guaranteed December blizzard |
| DeepWinterStormF | 5 | Strength (1 to 5) |
| DeepWinterStormDays | 0.5 | Duration 0.5 = 12 hours |
| DeepWinterStormEarliestDay / LatestDay | 4 / 6 | Date range |
| OpeningStormDays | 0 | A second storm on December 1st. 0 off, 0.25 = 6 hours |
| BlizzardDamageHp | 0.25, 0.5 | Open-sky damage in F4 and F5 storms |
| HailDamageMultiplier | 10 | Hail damage. 1 vanilla, 0 off |
| BlizzardVisualIntensity | 0.8 | Overall strength of storm visuals |
| BlizzardVisibilityRange | 50 | Whiteout wall distance at F5. 0 off |
| BlizzardFlakesMax | 30000 | Snowflake cap, lower it on weak PCs |
| WinterWindAudioEnabled | true | Winter wind sound layer |
Warmth
| Option | Default | What it does |
|---|---|---|
| RealisticColdEnabled | true | Realistic cold master switch |
| NakedComfortC | 15 | Temperature where an unclothed body starts chilling |
| GreenhouseWarmthEnabled | true | Sealed glass rooms warm from sunlight |
| TorchHeatStrength | 1.0 | Torch warmth. 0 = torches give no heat |
| IgnitionEnabled | true | Open flames can start real fires |
Admin
| Option | Default | What it does |
|---|---|---|
| DebugLogging | false | Full log detail when chasing a problem, applies instantly |
/thw snowreset |
Melts all mod snow in a radius around you and restores what was covered (if replaced by snow) |
/thw blizzard |
blizzard, 1-5, off . Show current level, start a blizzard at set level, or turn off a blizzard |
/thw uninstall |
Prepares the world for removing the mod: on strips as you travel, sweep cleans the whole world and says when it is done, no argument shows progress |
Check it out on The Quern Wars RP PVP server!
https://discord.gg/95dRQPerRE\
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.7.76 | tasshroomhardcorewinter | 99 | 13 hours ago | tasshroomhardcorewinter_VS1.22.6_0.7.76.zip | 1-click install | ||
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| 0.7.53 | tasshroomhardcorewinter | 266 | 3 days ago | tasshroomhardcorewinter_VS1.22.6_0.7.53.zip | 1-click install | ||
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optimized the column scan, should be 20x more performant, but still not good enough for 100 players (next update will do the calc on off-thread and push to main thread | |||||||
| 0.7.46 | tasshroomhardcorewinter | 118 | 4 days ago | tasshroomhardcorewinter_VS1.22.6_0.7.46.zip | 1-click install | ||
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First pass at un-doing some of the damage from the most recent changes and getting back towards stability many many changes | |||||||
| 0.7.32 | tasshroomhardcorewinter | 413 | Aug 5th at 8:07 PM | tasshroomhardcorewinter_VS1.22.5_0.7.32.zip | 1-click install | ||
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Vanilla light snow accumulates instead of our function eating the entire snow pileup | |||||||
| 0.7.31 | tasshroomhardcorewinter | 117 | Aug 5th at 6:52 AM | tasshroomhardcorewinter_VS1.22.5_0.7.31.zip | 1-click install | ||
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Fixed a bug where placing a block on grass would spawn a grass (or any other vegetation) on top of it (as it counted as the "top most block" of the "rainlayer" column check.
## 0.7.31 (2026-08-05) First pass at fixing summer hypothermia caused by aggressive wind/body heat calculations
## 0.7.30 (2026-08-05)
Logging in no longer freezes you and ticks through world history on login
## 0.7.29 (2026-08-04)
Frozen lake bug fixed from the infinite snow refill
## 0.7.28 (2026-08-04)
Another Tree canopy bug from the infinite snow refill fixed
## 0.7.27 (2026-08-04)
Fixed a bug with removing my custom blocks from the world
## 0.7.26 (2026-08-03)
Terrain-slab snow steps should not change shape, this still may be a vanilla bug
## 0.7.25 (2026-08-03)
Roofing-mod roofing snow variants should switch properly now
## 0.7.24 (2026-08-03)
Fixed bug with snow covered bushes being counted as snow blocks
## 0.7.23 (2026-08-03)
Fixed bug where snow was bypassing room checks
## 0.7.22 (2026-08-02)
Attempt to fix the infinite refill of breaking snow blocks | |||||||
| 0.7.21 | tasshroomhardcorewinter | 295 | Aug 2nd at 8:45 PM | tasshroomhardcorewinter_VS1.22.5_0.7.21.zip | 1-click install | ||
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Changed default snow depth to 5.
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| 0.7.20 | tasshroomhardcorewinter | 34 | Aug 2nd at 7:54 PM | tasshroomhardcorewinter_VS1.22.5_0.7.20.zip | 1-click install | ||
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| 0.6.25 | tasshroomhardcorewinter | 227 | Aug 1st at 2:50 AM | tasshroomhardcorewinter_VS1.22.5_0.6.25.zip | 1-click install | ||
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Attempted to make more realistic snow with drifts and settling and experimenting with falling snow layers and blocks.
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| 0.3.27 | tasshroomhardcorewinter | 267 | Jul 29th at 8:04 PM | tasshroomhardcorewinter_0.3.27.zip | 1-click install | ||
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Improved heating system, better block placement, fixes for chiseled blocks, multiple campfires creating super hot fusion bombs.
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| 0.3.13 | tasshroomhardcorewinter | 180 | Jul 28th at 8:14 PM | tasshroomhardcorewinter_0.3.13.zip | 1-click install | ||
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Fixed body temp draining every time you rejoined after a server restart | |||||||
| 0.3.1 | tasshroomhardcorewinter | 246 | Jul 27th at 8:37 AM | tasshroomhardcorewinter_0.3.1.zip | 1-click install | ||
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| 0.3.0 | tasshroomhardcorewinter | 245 | Jul 25th at 5:50 PM | tasshroomhardcorewinter_0.3.0.zip | 1-click install | ||
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First public release. | |||||||



Behold the cube of snow that appeared at spawn upon world creation and is slowly melting... (latest version of the mod)

Seems to happen a lot, whenever creating a new world.
This happened today and I dont know why

v0.7.76
I LOVE the mod, but i can't use it because it causes my rapids to freeze :( also it replaces rapids water with regular water post thaw. I would love a toggle for freezing rapids <3
Thanks for the report! Fixing this and the lake ice report.
It is currently summer in my save and i ran the uninstall command and removed the mod. Is there anything else I need to do in order to properly remove it?
No that is it, the command is mostly to just remove my snowblocks and set them as vanilla snow blocks. But it can only do so if the chunk is loaded.
So, there doesn't seem to be a config file attached to this mod at all? I can't find any config in my mod config folder, unless it's named something unusual. Any advice?
It's "THWconfig"
Love this mod conceptually, but the room heating mechanic seems to not work if it drops too low (or, I guess doesn't have a clamp and keeps following downward)?
Literally inside a 1x2 closed space, firepit roaring with firewood, +7.5C warmth from clothing, body temperature is still in freefall as the outside has gone to -27C. Lowering NakedComfortC from 15 to 5 fixed it up, at least!
Not sure if it's this mod but sometimes when a create a world I spawn in on january first in a snowstorm with my temporal stability at 0????
this update optimized many things now, sadly sometimes when i log off my vs crashes
Do you have the error log? I did fine one issue with the greenhouse code bit causing an error but that has been resolved now.
This looks amazing.
v0.5.7.3 - Unstable update
Another column scan optimization update, another performance increase from the last update.
Ok guys I have to say with 5-6 people online with this version this is my favorite version so far. Went from 15tps to 28.5, next update should allow for more optimization than is needed for 50 players.
The snow is actually drifting realistically, I built a stairway down to a storage room and it completely filled it and smoothed the top so i had no idea where it was (before everything was pretty much the block + snow height on top) and the snow acted as just another blanket layer on top.
Make sure to delete your config and start a fresh one. The modconfig folder.
I think for future releases ill just have "stable" and "unstable" versions. It's just a reality that some are more hardened and well tested than others, some have new changes that are more likely to break things than others.
0.7.20 - 0.7.32 were causing quite a bit of lag and tps issues, which are partly resolved in 0.7.46 and I'm working on the second half of that update now.
Does anyone else experience significant server tps slowdown with this mod? When I load a new or an old save TPS of the game gets so bad that entities like animals and rust creatures get stuck in place and teleport around. Happens specifically with this mod. I wonder if it's a problem specific to my modlist or not
Try out the latest version and let me know what you think.
It's very impressive. Not a single TPS drop
tried to remove the mod because it was lagging me a ton and now my world is filled with error blocks as far as the eye can see
there is a specific process you must do to uninstall, /thw uninstall on, load all chunks that have this mods snow in and then you can remove the mod
took me 8 hours but i did get rid of all of it.
So in my server, it currently has not rained in months (ingame) even though the area we are in is common rain, could this mod be causing this issue, just a question.
It's possible, but I haven't experienced that while using the mod, and I have experienced something similar without the mod.
Especially if you see clouds in the distance and it occasionally rains elsewhere, I would guess (without more information) that it's just a quirk of the weather patterns.
I have seen a few bugs and have a list of all of them but this isn't something I've seen yet.
Any idea what would cause snow build up to skip entire chunks? It almost seems like the snow meant for the chunks on the right ended up in the chunks on the left. I thought maybe the house was causing snow drift to not end up on that side but the snow border goes for a while, there is snow across the lake on the right side of the border so im stumped but its a bit immersion breaking.

https://imgur.com/Fdlc8CZ
Sorry DeegoFronk that seems like a pretty big immersion killer. I changed the chunk load system in one of the last udates in an attempt to create more realistic snow drift and it caused a few issues. I rushed the update so I could put the update on our public server , but didn't realize this was another bug that wasnt tested enough. I'm working on fixing this and the last 10 reports now.
No worries! I can handle my Immersion being broek now and again this is a work in progress afterall. im honestly just relieved to hear its a known issue and being address and not some crazy mod conflict or my chunks or climate maps being corrupted. I can live with it for now lol, i love the mod btw and greatly appreciate your work!
Just wanted to say retested on the same save with the newest update and the problem is solved. Thanks Tass you are amazing!
Anytime! Sorry this mod as far as complex systems is massive and it's easy to add a feature and screw something else up. I'm cleaning up my code and systems now and adding a proper mutiplayer muti client (in different chunks) test to get a per system tps report and auto throttle
No appologies nessecary your mods are a work of art. Art takes time. The efforts are greatly appreciated!
Hi, If I update the mod all the snow blocks become question marks. any way to keep the mod up to date and not have this happen?
Winter arrived in a playthrough I'm doing and most of my chisled blocks converted to game:block-air, even simple blocks like a chisled sideways slab block. Seems like only chisled blocks with their top layer exposed to the snow are affected. I'm not using any chisel mods so I did some messing around (after making a backup) to re-create the issue by disabling and re-enabling the mod to see if the problem persisted. Also seen that chiseled blocks and snow have been a consistant issue for VS in general for a while.
I have no idea about coding or modding or anything of the like so being able to do this stuff might as well be wizard magic to me. Thanks for the hard work, love actually struggling with food and temp during winter.
Any idea how I can fix this:
8.8.2026 10:36:47 [Server Warning] [THW] SNOWFALL IS BEING DISCARDED: apply queue 80512 is over the 80000 gate, so banked snowfall is dropped instead of landing. 8 levels dropped so far. Snow will not accumulate while this lasts. Raise DriftMaxQueueDepth, or find what is flooding the queue: DripFallBank=80119 TryWindShift=233 EnqueueFluidColumn=147 TryDriftFrom=147
Nothing to fix, it's just the code being loud because I built diagnostics of server/snow performance in. If the log is spamming that is the only issue from what i can tell. Spawning millions of blocks is demanding and it's always better to have less snow than cause extreme amounts of lag, its the throttle working.
Thanks for the reply! I didnt know if it was an issue or not. I do have an issue on my server where snows, stops, snows, stops, snow blocks randomly "move" or "appear". Im not sure if thats something on my side or not haha
Quick question, do blizzards destroy windmill sails?
They do if the snow blocks the path of the windmill, best advice is to config to less height stack for snow, or build the windmill taller from the ground like the snow config value + 1 from the bottom of the longest windmill sail.
If it broke sometimes you have to dig 1 snow down to find it.
Understood, thank you!
Taking a few days off lol, this is like 60 hours a week. Loving all the bug testing and feature requests/ feed back guys. Please keep it coming!
I'm unsure if I've managed to get the "Heat and Cold System" working correctly, the only config option I've disabled is the blizzards (planning on playing with them once I understand the heating system better).
Does the heating system update Outside Temperature, or player Body Temperature?
In either case, is there a way of seeing "Room Temperature"?
If I make a greenhouse, should I be able to see the + bonus to the growth temperature in there from firepits and such on the farmland, or on the crops? (Unsure if this has been implemented but some comments here lead me to believe it is).
Is boiling water meant to melt snow and ice, or increase room temperature as am extra heating option, they currently do not seem to (even with the config option enabled for more heat sources)?
Hey sorry Kiko been so busy building that i didnt stop to explain it or write it down. I'll try to update the desc. I have not touched on boiling water yet.
"Temperature System:
This is not fully tested with body temperature or DieHydrate
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.
Heat\Cold do not directly affect the player, but indirectly through heat and cold sources
Rain and wind will cool your body temperature
Any space recognized as a "room" will either heat or cool depending on the size and heat source
Heat slowly rises and slowly falls same as cold in rooms
Opening and closing doors affects the stored heat/cold in rooms
Sitting next to a heat source is warmer than further away in a room
Heat sources will melt nearby snow and ice
Greenhouses will heat up to +8c +1 additional fire source (meaning a campfire in a greenhouse should heat it up)
"
Thank you for your response. Just a few things: StatusHudCont'd doesn't have that functionality built in, it's one of the things mentioned in the comments. EDIT: Found the Patch mod you made that includes these specific measurements, thanks!
For greenhouses, is this a bonus just for the "room temp" or for the crops inside?
Hmm good question, I assumed room temp = temp for plants but if the game is just scanning outside temp instead of room temp... I'll take a look later.
I can see that might be the case, as with pies they dont seem to take room temp into account they take outside temp into consideration for their spoil timer.
A minor oversight on my part, thanks for bringing it up.
i didn't know that the extra winter temperature given by this mod would kill my fruit trees in winter
The ambient blizzard sound is pretty quiet on my end at 100% Weather Sound Level
Don't have much to say except 💜
Giving this a minute to let you cook. I love the idea of harder winters.
Haha I didn't realize when i named it "Hardcore" it would refer to the programming difficulty
is there a way to exempt flowing water or sources of water that is flowing from turning into ice?
On it!
ty tasshroom33 !! 😻
Do you have a github page or something to keep track of bugs? Might be easier to keep work through if you're currently just using the comments.
I didn't find anything like that, so I'll report the bugs I've experienced so far, with the most recent version, 0.7.23:
It's private right now, didn't want to show my messy bedroom. Thanks for the report!
So ive downloaded the new version that fixes the map issues, but my map still has the errors?
Which errors? I'm still working through about 15 of them.
oh sorry, i mean the black horizontal bars and water not drawing. I would upload a picture to show you but i have no idea how
oh thanks, it looked fine on mine but perhaps it didnt redraw , ill double check so see if its self healing or has longer lasting effects, oh i dont need an image i know exactly what you mean
sorry i dont mean to pile on more issues but it looks like fire ignition is still enabled by default in the latest version, i am loving your mod and wish vanilla had harder winters like this!
v0.7.32
I gotta test it but I THINK it might be this mod causing it. In flat creative worlds, sometimes a single papyrus plant will spawn with snow on it... Yes I'm serious. It'll just appear randomly.
The last version had a bug where placed blocks would count as the new highest terrain block for the rainmap and it would save that previous grass and put it on top of the placed block, that is fixed.
Not sure about flat maps, I'll look into it.
Oh I'll test the newest version then, perhaps that was the bug and on flat maps that was technically there. Flat maps have very very odd climate distribution.
Getting "tears" in my map with the latest version of the mod using Vintage Story 1.22.5. The following example only has this mod installed:
Yup, got same issue when using the mod. Also much more severe seams and tears in water which make ice form underwater
Found the issue and fixed it, thanks for the report.
Uploaded a new version but still working through bugs, wanted to at least get some of them out.
Thank you for the update !!! 😺
Love everything you're trying to do here. I'm a fan of your hunting mod as well. I have a couple suggestions:
Thank you, this mod is definitely a tough nut to crack.
1.) I definitely agree with you, while the mod is about winter mostly the code is split in two sections; winter and temp. It would be easy to divide them as they are all their own seperate classes already and barely interact with each other.
2.) Right now greenhouses are +8c max from sunlight + 1 additional heat source; what I'm testing on right now feels about right for larger rooms\halls with 2 campfires going. What do you think of the wood use/heat?
3.) DieHydrate and the other temp mods definitely need more integration love; the snow has been receiving most of the attention right now.
Running into a strange issue where it's snowing heavy and sub-zero for days on end, but there's no snow accumulation at all anywhere on the map. No changes to starting lat/long and am in a temperate biome w/ common rainfall. Some snow generates in certain chunks but it only in that chunk with a weird checkerboard pattern. I have a good bit of other mods but nothing that changes anything related to temperature/biome/weather. Have you ran into this issue at all?
I think I found a bug related to this, I'm going to fold it into the build i've been working on for a few days now.
The current non-public version is on 0.7.29 so a few updates since the last public release.
what causes freezing when logging in, and also freezing while im forging when it's 19c in june?
Not sure are you using any other temp mods?
The only time my body temp decreases is when its wind/rain as far as things other than freezing temps.
There is something weird happening to some blocks when it snows; they get bigger? Like the layer of snow becomes the block. Sometimes they go back to normal; sometimes they don't
I think thats my snow chisel logic, ill take a second look. Thanks for the report.
I think this is a vanilla bug.
I pretty much always notice it on wooden stairs.
I'll update the change log, I was just in a hurry to upload and test on the live server running the mod.
Vintage story doesnt really have a good way to release this as a different branch and still have people connect without sharing .zip files out.
Echoing Hugomir about the changelog. Not knowing what was changed is really not a great feeling
Sorry guys that was like a 16 hour programming sprint and I was falling asleep, updating now. Ran into a ton of bugs along the way attempting to make the snow spread/fall/melt more realistically instead of just falling straight down and piling up.
Have the changelogs been left out on purpose, or is there a technical issue somewhere? This is such a cool mod!
is snow layers inside my attic supposed to spawn in at january?
I found a bug in 6.25 where the snow layers were not behaving properly. Still hammering it out.
ty !!
Switching some of the rage inducing mechanics to false by default (fire) (super fast snow pileup and depth); and found about 10 things i hate about this mod and fixed them. Working diligently on getting that update out.
While fun to look at during play testing with 4 other people blocks piling up past 4-5 was more annoying than fun, and we ended up just huddled up by the fire for days lol.
4-5 would have been nice for me and my friend xd.
piled up up to 10 or higher and us being located on a lake ment we reenacted the Wall
WINTER IS COMING haha yeah, we realized the same thing in our playtest. Fun for a bit but then your like.. ok now what lol.
Almost ready to upload the next version.
Can you please add "SnowOnTreesEnabled": false "IgnoreLeaves": true
100% already in the next version.
Now i can have trees without leaves!
Oh my god is this mod why my redwood tree burned down? My firepit(s) spread?
Mabye. I might have burned my own house down once. Perhaps some things should default to off or if they are going to happen, happen right as you place a torch or start a fire instead of a random time later.
most of my fires have happened right on server join so there might be a trigger/bug there.
I had just been standing afk tabbed out with a couple fires going doing a cook and smelt, tabbed in to a pain sound and realized my entire tree(house) poofed thanks to pyrogenesis. I couldn't even rollback haha. I like the mod conceptually but I definitely have to leave it out for now between how aggressive the ticks seem to be, the debug spam, and the mechanics & configs being kinda overtuned right now. I'll keep an eye out.
ok thanks for the feedback vigilance
Oh boy, i feel like i can barely leave my house with vanilla winter as it is. Gonna have to go into deep hibernation with this mod
Haha just survived the first Decemeber with the most recent version and I think I'm going to set some defaults lower lol. Fun to see but dang we had to hunker down right a bit.
Is there a config for disabling and enabling things. I love the idea of the deeper snow and blizzards, but not huge on some of the heat changes.
Yes there is a config for most things, I'll make sure I make sure I hit every category.
Awesome, one critique I have btw is that the sfx for the blizzards seems to mainly only play in the left ear? It's very distracting, if you want I could mix the audio and send it to you so it doesn't do that.
OH also, ice should totally break if you jump too much on it or are wearing heavy armor...
Ha yes i was wondering if i was the only one that noticed the audio issue. That would be great thank you. I wasnt sure what to do trying to keep the sound file small yet have it loop both right and left, I don't mess with audio much.
The ice bit is already on the to do list as well as better ice fishing; I did just finish the first pass of heat sources melting snow/ice.
Is there a place I could send you the audio? Not sure if you have a thread for the mod on the discord, haven't checked yet.
Just send it through the body fat on discord, It's the oldest and only mod i bothered with the discord with.
If discord doesnt work we can PM/email.
Oh, I am excited to use this mod! I'll give it a short while before I do use it as I need go remove a few mods from my main world anyway to lighten the load.
thanks for adding interaction with greenhouses! is there an explanation of how much fires heat them? say for example, could one build a heated greenhouse at -50 degrees celsius and it would still work?
also would suggest compatibility with the boilers and pipes in Pipes and Power as that system would be a great way to distribute heat to areas of your settlement
Yes definitely Pell, I have never heard of pipes and power but I'll see if I can. I'll post a comment when i've added this functionality.
yeah I vauch for that idea too, if you advance enough being able to heat the greenhouse with pipes would be awesome
So after installing this mod I encountered Hardcore Summer instead (i use immersive body temperature) where with world temperature around a perfectly fine 27 degrees I would die of overheating in my house... presumably because of the torches. Would it be possible to institute some sort of, like, draft feature, where an open door would drain warmth from a room???
It's definitely not compatible with anything that punishes you for heat right now I've been focusing on the cold and vanilla heat, but havent looked into compat with diehydrate or immersive body temperature.
I need to re-balance torches and other heat sources and add something more realistic. It's additive right now and weighted pretty strong towards heat which isnt realistic.
Thank you!!!!
This is in and built, testing it now.
Just checking in, is this safe to add with immersive body temp and diedrate now?
It's safer but not 100% tested against them. Before the heat was unchecked but now both cold and heat operate on a more realistic curve for heat sources, it's a work in progress.
A few things I noticed after test running the mod:
I hope at least one of these will help pinpointing the issue.
That said, the mod looks AMAZING and very promising. I've always felt that for all the "is this enough food for winter?" the winter is actually not a challenge at all.
Can't wait to dig myself out of my base at -50 degrees, 9/10
Though I wanna ask if you used AI, since description here and descriptions of commands in-game look very suspicious. No offence, the mod looks very good and you seem to know what you're doing, just please add AI tag if you did use it in development
Yeah the snow variants/rooftops/tree canopy/eave skirts/overhangs are a constant battle of performance vs strict rules of snowfall/drifts. Snow variants and chiselled blocks are definitely on the to do list to handle; I did solve this universally with pushing snow in the water/fluid layer but that caused a ton of other issues so i actually had to revert some of the progress in that area; with time it will be back to what it was.
Makes sense with leaf litter, i have zero compatibilty with that mod right now. I recently added worldgen half blocks and vs roofing support, ill look into Leaf Litter.
Yep Deciduous Trees "removes" but doesnt "remove" the leaf blocks so my snow has no idea what to do with it; another specific mod integration.
Yeah this is the default nature of VS, like if a forest burns all the leaves are just stuck in the air. It's hard coded into all the snow block classes, I might just create not just a new block using the snow class but create an entire new entity system and get gravity for "free".
The shovel thing is an oversight on my part, havent had the chance to take a pass on that, ill add it.
Not sure how to fix that one, that'll probably be last on the list (particles) I noticed it with rain with VS roofing and some other instances but definitely will get to it when the other things are sorted.
Thanks for the detailed list! Easy to miss some of these with something this complex, always helps to call it out!
Thank you!
Yes I use AI and I hate it. I was on a programming team back in the day and I miss pre-AI days but it's insanely good at unit testing and finding bugs. I have it run headless as multiple faked user clients for multiplayer testing which saves me about 3 days worth of time testing every day; but at the same time it surprises me how dumb it is, I'm constantly finding junior level code when i comb through every function.
Thanks for making your mods! I hope fixes will be as easy as they possibly can lol
And yeah, I can understand the frustration with AI. Love to see when people understand the problem and use it responsibly
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These should be fixed in this version , working on the others for the next ( :
A work in progress for sure , it'll take awhile to sort all of this out.
Amazing news!
Are you aware of any issues with OptiTime, the clientside performance optimization mod, as im running a dedicated server with my friends and ever since weve added this mod we crash about approx. 10 minutes after joining the server, and the crash reports are 2/3 times are calling out a rendering issue with OptiTime.
Running on 64 bit Windows 10.0.26200.0 with 16119 MB RAM
Game Version: v1.22.3 (Stable)
7/28/2026 21:52:12: Critical error occurred
Loaded Mods: betterarrows@1.0.1, chickenfeed@1.1.12, cbr@2.0.1, chiseltools@1.17.4, caninae@1.1.8, capreolinae@2.0.16, casuariidae@1.1.11, pantherinae@1.2.17, geoaddons@1.4.8, immersivequicklime@0.1.7, millwright@1.3.3, plainsandvalleys@1.0.13, prospecttogether@2.2.1, spinningwheel@1.2.12, stonequarryrepckfipil@3.6.3, game@1.22.3, vsimgui@1.2.7, allclasses@2.3.0, attributerenderinglibrary@3.1.5, autowalkextended@1.3.1, barkcanoe@1223.0.3, bedspawnv2@1.7.1, bettererprospecting@3.4.3, betterloot@2.0.2, betternails@2.0.3, betterruins@0.6.3, bettertraders@0.2.0, billposting@2.0.3, bloodtrail@1.2.5, boatautopilot@1.1.4, butchering@1.13.5, carryon@1.14.2, carryonlib@1.0.0-pre.7, chestpreview@2.0.0, configlib@1.12.0, coreofartspatch@1.2.2, upgradablestorage@1.1.9, daubweave@1.0.0, divineascension@5.3.0, downed@2.3.1, easybuilding@1.2.2, electricalprogressivecore@3.3.0, tackandequipment@1.2.0, extrainfo@2.2.1, foodshelves@3.0.4, genelib@3.1.2, gourmand@1.8.12, helvehammerextcontinued@1.9.1, herbarium@1.4.3, immersivebackpacks@1.2.0, immersivemodularbackpacks@1.3.1, invsort@2.2.0, ithaniacannedgoods@2.0.7, jaunt@3.1.0, knapster@4.0.0, moreinventorys@1.0.1, nbcartographer@2.3.0, optitime@1.5.15, orekiwoofsbeehives@2.0.0, playerlistrevived@2.3.8, claywheel@2.0.1, purposefulstorage@2.0.1, quartermaster@1.0.17, regenores@2.7.1, rivers@5.0.2, roamingbees@2.0.0, rpvoicechat@2.5.8, rustboundmagic@3.2.5, shipwright@1.4.1, slvmegapatch@1.10.0, sprinklersmod@1.22.1, statushudcont@4.3.2, steadygreenhouses@1.1.3, stonebakeoven@1.3.7, th3dungeon@1.0.1, toolsmith@1.2.17, vanillamoremolds@2.1.1, vanvar@7.1.1, creative@1.22.3, vsradio@1.2.0, vsroofing@1.6.3, survival@1.22.3, xlib@1.0.22, artofcookingpatch@1.2.2, billpostingextra@1.0.0, electricalprogressivebasics@3.3.1, equus@1.4.0, em@3.7.0, fotsabutcheringcompat@0.1.0, gravestones@0.1.35, storagetweaks@1.3.3, tabletopgames@4.0.0, tailorsdelight@2.2.2, tasshroomhardcorewinter@0.3.13, vanvarcompat122@1.0.14, wildcraftfruit@1.4.72, wildcraftgrain@1.1.0, wildcrafttree@1.3.4, xskills@1.0.78, electricalprogressiveindustry@0.7.0, electricalprogressiveqol@3.3.0, xskillsgilded@1.3.39, electricalprogressiveequipment@3.2.3
Involved Harmony IDs: com.zaldaryon.optitime
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.SystemNetworkProcess.HandleBulkAnimationPacket(BulkAnimationPacket bulkPacket) in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 241
at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 74
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 7/26/2026 15:02:46, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.3.0, time stamp: 0x691d0000
Faulting module name: KERNELBASE.dll, version: 10.0.26100.8875, time stamp: 0xca32cd54
Exception code: 0xe0434352
Fault offset: 0x00000000000c1ada
Faulting process id: 0x9794
Faulting application start time: 0x1dd1d1cfd73276d
Faulting application path: C:\Users\Enjoy\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 5dd4fc19-8da3-4e3c-8f63-970a5e284d8c
Faulting package full name:
Faulting package-relative application ID: }
Thanks JarOfMayonnaise, I have been trying to optimize for performance but these last few updates have been purely feature based and less tested. I'll take another pass at it but I havent been experiencing any crashing with the 20 or so mods I'm running. Crash reports and mod lists are always super useful though thank you.
Do torches spread fire (whether or not they're on torch holders/sconces) and do firepits spread fire? Just wanted to make sure I know for sure before I add this to a server
Configurable but yes by default open flame torch is 1, other larger open flames are 2, candles are 0(no fire spread)
Understood, thank you!
Is this mod safe to add/remove in a world?
Safe yes, ugly on remove yeah by VS design as they don't remove modded blocks and place white question mark blocks everywhere, and I add custom snow blocks.
But I could add a config option to purge all chunks or something, turn it on, clears them, then you remove or something.
Fixed body temp draining every time you rejoined after a server restart
Greenhouses actually warm crops now (sun + fires in sealed glass rooms)
Snow works on Terrain Slabs slopes (accumulates, melts, restores the exact slab)
VS Roofing compat: blizzards drive their roofs' own snow looks instead of fighting them
Bare roof frames let snow through (but beams still dust)
Snow blown into covered areas tapers from the open edge
Opening a door drafts snow in
Ice melts center-of-lake outward
Snow towers under roof gaps spread into mounds; tiles beside an open frame get their layers
Wind now carries loose roof snow over downwind edges
Instantly one of my favorite mods. Thank you, Tass!
Yay! Can't wait to show you guys the next update I've been working on with more reaslistic snow drifts; support for VS Roofing, and support for Half block terrain.
Hemlo, can mod conflict or don't work if i have other mods that can sort of affect temperature? Hydration mod has stat changes so im not sure if its armor good or mod don't work
Broski. My dude. Pal. MATE. BUDDY.
I've been wanting something exactly like this ever since I started playing Vintage Story - especially the indoor heat requirement (vanilla is a bit bleh, walls don't instantly mean it's warm inside dammit!).
Thank you. Thank you thank you THANK YOU! Cottagecore vibes!
Haha glad you like it, still a lot of work to do.
Cool looking mod! Would it presumably conflict with weather changing mods like WeatherStory?
hey my friends and i have this on our server and we noticed that every time they join it lowers their body temp a bunch and they start taking cold damage
What temp and how fast are you losing body heat from full to freezing? Some of that is built into the config files at default have you played around with them?
Ok i found the issue and it will be fixed in the next update, i was calculating the entire history of the player since last login which caused the weird temperature behavior.
Thank you very much!
hey, i've been looking for a mod like this for a while! does the reworked heat system affect crops? i've been thinking of doing a frostpunk style world setup with heated greenhouses
Most of the heat affects the player unless the snow is so high it replaces the plant, saves it, and regenerates it when it thaws again.
The only thing that would change temp is the optinal config of a global extra cold setting value.
I am going to take another pass at greenhouses, the static warmth it adds doesnt really benefit from other heat sources or sunlight amt.
Looks cool! but I got this large error at the start and in server-main.log
Hey yeah i fixed it already just havent uploaded the new version, I was using Status HUD to check my temperature balance with more optional displays/metrics. I stripped it out and added it to its own mod.
Hah, oky! I'll try it hopefully there won't be any errors. XD
is the fire spread feature optional? just because i use torches in torch holders all throughout my house with oak floors above them
Yep! 100% optional in the config. And even if you don't disable it, fire spread for torches is like once every 16 hours or something and only if the player is nearby.
great thank you very much!! will definitely be downloading
YESSSSSSSSS
Do modded heat sources like Eternal Stew, Panda Hearths etc work with this?
Not sure on that one, if its a heat source sure, if a food that warms you i'd have to look into it.
It should be a heat source as in it cookes food yeah! Thank you!
How does this mod manifest at different latitudes? My immediate concern is overpronounced tropical winters as the mod tries to fit its effects into the seasonal timeframe.
It has a built in equatorial taper so that below a certain latitude the optional config of added cold fades to 0. It doesnt force snow where it's not already going to snow, it's precip/temp based.
The goal is to make cold climates harder/deeper snow with blizzards if you want, not create blizzards in tropics/desert just because of temperature alone.
I had a similar question, where we are some peach trees spawned, but it was too cold during our first winter with the mod and they died, is that because of the mod?
Yes I think so, the old default of -6 global temp and -6 during the harshest f5 blizzard would push it to kill off trees. The default settings have since been lowered.
I see
Separate issue, our rivers have only unfrozen on the top layer and not throughout, there's still a lot of ice throughout the rivers, is there a command or anything we can do to fix that?
This sounds amazing. Downloading now to give it a shot.
This looks like exactly what im looking for. I have a question though because im playing a somewhat nonstandard timescale (30 day months) and ive found alot of mods and even the basegame in some regards isnt balanced for that.
How does this mmod handle winters that could be 90 days long? would i end up with just endless blizzards day after day? My worry is that it may be balanced for a 9 or 16 day month timescale and thus i will get alot more crazy winter weather on repeat for my 30 day months.
Yeah it's been so hard to just get non-destructive rule based snow and regeneration/drift working most of my time has been spent the foundation and not balance.
I did see on Extreme Weather there are some concerns about Late november and early december starting this snowball (pun intended) of just 10 blocks of snow day 1 and its not "fun". Which i'd agree.
To answer your question its only applying a higher rate of snow really to F4/F5 which isn't forced weather, it cues off of temp/precipitation and allows the game to handle the rest. So more days per month would just possibly mean more days with higher snow height.
I have 2 more mods im working on, one to track players like "rimworld cassandra" narrator which determines the struggle, how much food stores, deaths , ect to build a dataset that can't lie as to balance and what players are actually experiencing.
The other mod is taking every single json file for every food item/entity that spawns/mushroom/berries/fruit trees/manual farm plots, ect determining their rot timers, growth times and syncing it to some universal sync timer to control days per month (the game just randomly has some things as days, some as month rated, some as real life time rated, nothing is consistent).
Interesting, ill definitely be following your work. Ive also been following your hunting mod and ive got to say keep up the great work.
A rimworld style narrative storyteller is fascinating to think about being implemented into VS.
i get its not really a public mod but this is so cool, only issue is the large stack trace error on startup
Good catch , that Status HUD cont'd patch deservies its own mod, ill remove it from Hardcore Winter and add it to my patch/fixes mod. It's just looking for something that doesnt exist.
Thank you.
ill update my mod thank you :)
question tho, is there a command to trigger a blizzard of chosen catagory or other weather events? i want to test this mod more in my singleplayer before winter hits in my MP world with friends and godforbid break my girlfriends past time >.>
yeah of course, they are mostly for bug testing so i didn't list them in the description but:
/thw will show a list
and its /thw blizzard 1
or /thw blizzard 5, ect
i usually start off by /time speed 500 (default is 60), then /time setmonth dec, then /thw blizzard 5, then /thw snowreset after making it sping\normal time again to test the fast winter->spring->winter phase
thank you, one last thing ive now found with this testing, any chance at a compatibility to VS roofing?
noticed the soft snow pile spawns on its block then blocks the roof from the sky and removing the snowed on varient and then the normal snow stacks on the previous snow
Yeah I'm running with that mod too, the geometry is a bit more difficult, I'll see what i can do.
Could you make it so if the snowpiles are too big the roof will collapse?
Yeah it's actually harder to make the roof NOT collapse lol
Ah sweet, I sure like realism. Pairing this with collapse story, then you actually need to build proper houses!
Fixed the VS Roofing snow thing, working on better drifts now.
Snow will actually fall through un-filled roofing now and use all the snow variants instead of stacking blocks on top. It was treating the entire roof mod system as its own block/entity before.