Mods / TassHardcoreWinter

Tags:
Graphics Immersion Terrain
Author:
Tasshroom33
Side:
Both
Created:
Jul 25th at 5:47 PM
Last modified:
13 hours ago
Downloads:
2507
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.

  • Deep snow, up to 10 blocks. Adjustible like most things in the config.

  • Blizzards, rated F1 to F5. Howling high-pitched wind, thicker and bigger snowflakes, and a whiteout that swallows the horizon. 

  • 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.

  • 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.

  • Fire spreads. Open flames have a chance to spread fire, if you can see a flame the answer is most likely yes.

  • 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.

  • 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.

  • 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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.7.76 tasshroomhardcorewinter
1.22.0 - 1.22.6
99 13 hours ago tasshroomhardcorewinter_VS1.22.6_0.7.76.zip 1-click install
  1. Rivers, rapids, oceans and hot springs no longer freeze - only still fresh water turns to ice.
  2. Ocean ice from older versions melts back into saltwater instead of fresh water.
  3. When winter hits, the ground turns white right away instead of waiting for a snowfall.
  4. Snow now keeps up with you - new areas whiten within seconds as you travel instead of trailing bare behind you.
  5. Snow edges blend naturally across hills and valleys - no more straight lines at chunk borders.
  6. Lakes freeze and thaw as a whole with natural ragged edges, not in stripes.
  7. Loose stones, ores, flints and boulders buried by snow all come back in spring - nothing is ever lost.
  8. Small plants get buried as snow deepens and return in spring; tall grass shows snowy textures.
  9. Digging snow removes only what you dug - piles no longer shrink or grow on their own.
  10. Gentler defaults: milder blizzard cold, faster spring melt, shallower max snow, less slowdown wading through drifts - plus heavy performance work, so big servers run smoother.
0.7.53 tasshroomhardcorewinter
1.22.0 - 1.22.6
266 3 days ago tasshroomhardcorewinter_VS1.22.6_0.7.53.zip 1-click install

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
1.22.0 - 1.22.6
118 4 days ago tasshroomhardcorewinter_VS1.22.6_0.7.46.zip 1-click install

First pass at un-doing some of the damage from the most recent changes and getting back towards stability many many changes
Will update later.

0.7.32 tasshroomhardcorewinter
1.22.0 - 1.22.6
413 Aug 5th at 8:07 PM tasshroomhardcorewinter_VS1.22.5_0.7.32.zip 1-click install

Vanilla light snow accumulates instead of our function eating the entire snow pileup 
World map stops using the fluid layer to paint the world map in certain scenarios
First day of spring melts normally instead of in checkerbox chunk patterns of all or nothing

0.7.31 tasshroomhardcorewinter
1.22.0 - 1.22.6
117 Aug 5th at 6:52 AM tasshroomhardcorewinter_VS1.22.5_0.7.31.zip 1-click install
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
1.22.0 - 1.22.6
295 Aug 2nd at 8:45 PM tasshroomhardcorewinter_VS1.22.5_0.7.21.zip 1-click install

Changed default snow depth to 5.
Changed fire spread default to off.
Changed default extra cold in winter to 0

Introduced a new bug which makes breaking snow layers and blocks harder in certain areas (or they may re-appar) which is a bug in the drift/snow leveling
  this should be resolved in the next version.


  • 0.7.22 Breaking any block outdoors leaves a real hole and snow does not pour back in.
  • 0.7.21 Snow tops out lower and spires keep their shape. 
  • 0.7.20 Places you have not visited for months arrive already matching the current season.

 

  • 0.7.19 Floating snow islands get cleaned up quickly now.
  • 0.7.18 Snow beside frozen lakes smooths to the ice instead of ending in blunt edges.
  • 0.7.16 Snow on frozen lakes stays put while real floaters still clear.
  • 0.7.14 Rooftop snow stops duplicating and stranded floating snow finally clears.
  • 0.7.13 Melting snow no longer leaves layers hanging in the air.
  • 0.7.12 Snowfall keeps landing during normal server load.
  • 0.7.11 Snow smoothing keeps working when the server is busy.
  • 0.7.10 Snow reset no longer copies roof blocks and buried plants still come back on removal.
  • 0.7.9 Rooftops no longer duplicate after a snow reset or summer melt.
  • 0.7.6 Frozen lakes stop melting in a rectangular checkerboard pattern.
  • 0.7.4 Snowbanks settle level with the terrain and stop stacking in sharp steps.
  • 0.7.3 Snowy treetops far from anyone finally clear after the thaw.
  • 0.7.2 The whiteout wall stops flickering in doorways, and fence snow loses its see-through underside.
  • 0.7.1 One forced blizzard per winter, landing December 4 to 6.
0.7.20 tasshroomhardcorewinter
1.22.0 - 1.22.6
34 Aug 2nd at 7:54 PM tasshroomhardcorewinter_VS1.22.5_0.7.20.zip 1-click install
  • 0.7.0 Snow you dig stops refilling instantly, and blizzards are shorter with real open-sky damage.
0.6.25 tasshroomhardcorewinter
1.22.0 - 1.22.6
227 Aug 1st at 2:50 AM tasshroomhardcorewinter_VS1.22.5_0.6.25.zip 1-click install

Attempted to make more realistic snow with drifts and settling and experimenting with falling snow layers and blocks.
Ended up introducing floating snow and snow spawning in areas it shouldn't.
This also meant taking over the vanilla snow block, and creating a function that auto converts to the mod block
Created a way for users to purge custom mod blocks and replace them back to vanilla before removing the mod
More safeguards for people adding and removing the mod mid save


  • 0.6.25 The whiteout stops flickering on and off, and water under bridges can freeze.
  • 0.6.24 internal: auditor counting and logging fix.
  • 0.6.23 The cleanup sweep clears orphan mod snow instead of waiting on rare random ticks.
  • 0.6.22 Lake ice melts in warm spells without waiting for a weather change.
  • 0.6.21 /thw why explains whether the block you aim at can melt right now.
  • 0.6.20 /thw why shows its answer in chat, and abandoned snow melts away.
  • 0.06.18 Snow melts at full speed again when the server is not busy.
  • 0.06.17 Every chunk thaws in turn instead of one lucky chunk draining first.
  • 0.06.15 Stuck slab snow melts even in columns the mod never processes.
  • 0.06.14 Slab snow blocks finally melt in warm weather.
  • 0.06.13 Snow starts melting again because melt stops flooding the redraw queue. 
  • 0.06.12 Drift pauses when updates back up, and the upgrade sweep waits its turn. 
  • 0.06.11 The uninstall sweep covers the whole world and says when it is safe to delete the mod.
  • 0.06.10 Leftover-block cleanup runs by itself and finishes in about a minute.
  • 0.06.09 Walking through deep snow is faster, with the speed on a config slider.
  • 0.06.08 Scheduled blizzards no longer deep-freeze the whole map, and an admin can actually turn one off.
  • 0.07.00 You wade through deep snow now and December brings guaranteed blizzards.
  • 0.06.06 An uninstall sweep cleans the region around you and reports when it finished.
  • 0.06.05 Large halls warm with far fewer fires and snow piles much deeper.
  • 0.06.03 Uninstalling now leaves vanilla snow instead of unmineable unknown blocks.
  • 0.6.2 Worlds saved by older versions repair their too-shallow snow on their own after updating.
  • 0.6.1 Snowbanks keep their full depth when support is pulled and the cleanup can no longer eat covered plants.
  • 0.6.0 Snow-covered grass and flowers stop being stripped and regrown in an endless loop.
  • 0.5.0 Snow drops onto the new ground when you dig out its support instead of disappearing.
  • 0.4.10 internal: skirt trace diagnostics command.
  • 0.4.9 internal: harness scenarios tightened.
  • 0.4.8 The mod can now be removed cleanly with /thw uninstall, which strips its snow and restores what it buried.
  • 0.4.7 Leftover unknown cubes from old versions get cleared even in cellars and mineshafts.
  • 0.4.6 Snow and buried plants no longer vanish from a whole chunk after it reloads.
  • 0.4.5 Stray indoor snow under sod and thatch roofs gets cleaned up.
  • 0.4.4 internal: future VS Roofing compat.
  • 0.4.3 Snow melted by a fire stays melted and stops popping back.
  • 0.4.2 Fences and low covers stop getting buried a whole block before the snow reaches them.
  • 0.4.1 Old worlds clean up leftover retired snow blocks by themselves.
  • 0.4.0 Fresh snowfall lands as solid packed snow you can stand on.
  • 0.3.40 internal: auditor stops flooding the server log.
  • 0.3.39 Sheltered spots under roofs that qualify for drift snow now actually receive it.
  • 0.3.38 Shoveling the mod's snow actually drops snowballs now, which it silently had not since 0.3.18. 
  • 0.3.37 Snow drifting and settling work again on large busy servers, and wind stops churning the same snow back and forth.
  • 0.3.36 When the server lags, snow melts one visible layer at a time. 
  • 0.3.35 Roofs wear snow again without waiting for a two-block eave drift.
  • 0.3.34 The /thw commands respond in game again, and any player can run the read-only reports.
  • 0.3.33 The /thw report commands were opened to every player, but in game they still did not run. (fixed in 0.3.34)
  • 0.3.32 Typing /thw why with nothing after it explains the block under your crosshair. 
  • 0.3.31 Snow under eaves and overhangs banks up to two blocks deep.
  • 0.3.30 Deep snow slumps and blows off edges, and rivers freeze over bank to bank. Frozen water and treetops carry real snow depth.
  • 0.3.29 The close white blizzard fog dome fades out when you step under a roof. 
  • 0.3.28 Fires and embers melt nearby snow and ice, and a fire built on ice drops into the water when it melts through.
0.3.27 tasshroomhardcorewinter
1.22.0 - 1.22.5
267 Jul 29th at 8:04 PM tasshroomhardcorewinter_0.3.27.zip 1-click install

Improved heating system, better block placement, fixes for chiseled blocks, multiple campfires creating super hot fusion bombs.

  • 0.3.27 Fire warmth fades with distance, and the felt readout beside an outdoor campfire shows a sane number.
  • 0.3.26 Any space the game calls a room holds its heat, and standing beside a fire warms you even in a big cold hall.
  • 0.3.25 Chiseled blocks and crops survive snow correctly, and the whiteout no longer covers your screen indoors.
  • 0.3.24 Fires warm the whole room based on its size, and open doors let the heat leak out.
  • 0.3.23 The felt temperature readout stops showing absurd heat like 69C in a torch-filled room.
  • 0.3.22 The game no longer crashes to desktop when an entity with broken animations comes into view. 
  • 0.3.21 Snow drifts can bury your whole house once the pack reaches the roof, and mined snow falls.
  • 0.3.20 Snow covers chiseled blocks without erasing the carving.
  • 0.3.19 Breaking a snow block collapses the snow above into the hole, so tunnels close and nothing floats.
  • 0.3.18 Shoveling drops snowballs and snow blocks break at consistent speeds. Flurries stay out of deep shafts. 
  • 0.3.17 Torches stop giving warmth in mild weather, and rooms never heat past comfort.
  • 0.3.16 Bare ground strips under balconies and eaves collect snow skirts even in deep winter. 
  • 0.3.15 Wind carries loose snow along the ground until it banks against a wall foot or drops over an edge.
  • 0.3.14 Snow drifts in through an open door and forms a visible tongue just inside the doorway.
  • 0.3.13 Wind blows loose snow off drop edges, and floor tiles beside roof holes collect the spill.
0.3.13 tasshroomhardcorewinter
1.22.0 - 1.22.5
180 Jul 28th at 8:14 PM tasshroomhardcorewinter_0.3.13.zip 1-click install

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

0.3.1 tasshroomhardcorewinter
1.22.0 - 1.22.5
246 Jul 27th at 8:37 AM tasshroomhardcorewinter_0.3.1.zip 1-click install
  • 0.3.12 A last snow layer stuck under a roof edge melts away with the rest of the thaw.
  • 0.3.11 Snow under roof gaps spreads into low mounds and bare roof beams wear a snow dusting.
  • 0.3.10 Lake ice melts from the middle outward toward shore.
  • 0.3.9 Warm-month landscapes stop flickering with phantom snow after fast time jumps.
  • 0.3.8 Opening a door gusts some snow from the drifts outside onto the floor just inside. (needs actual snow next to the door, needs more testing)
  • 0.3.7 Bare roof frames let snow fall through, and wind-blown snow gets thinner the deeper it reaches under cover.
  • 0.3.6 Snow skirts stop appearing on indoor floors under modded roofs, and /thw why explains any snow column.
  • 0.3.5 VS Roofing roofs show their own snow cover correctly.
  • 0.3.4 With the Terrain Slabs mod, snow builds up on slab ground and melts back to the exact original slab.
  • 0.3.3 A sealed glass room stays warm from sunlight plus any heat source inside.
  • 0.3.2 Rejoining after a server restart no longer drains your body heat.
  • 0.3.1 The startup error without Status HUD Continued is gone.
0.3.0 tasshroomhardcorewinter
1.22.0-pre.1 - 1.22.4
245 Jul 25th at 5:50 PM tasshroomhardcorewinter_0.3.0.zip 1-click install

First public release.


169 Comments (oldest first | newest first) (threaded | flat)

Rythillian, 9 hours ago (modified 8 hours ago)

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

Rythillian, 10 hours ago (modified 8 hours ago)

This happened today and I dont know why

Tasshroom33 , 13 hours ago (modified 13 hours ago)

v0.7.76

  1. Rivers, rapids, oceans and hot springs no longer freeze 
  2. Ocean ice from older versions melts back into saltwater instead of fresh water.
  3. When winter hits, the ground turns white right away instead of waiting for a snowfall.
  4. Snow now keeps up with you new areas whiten within seconds as you travel instead of trailing bare behind you.
  5. Snow edges blend naturally across hills and valleys 
  6. Lakes freeze and thaw as a whole with natural ragged edges
  7. Loose stones, ores, flints and boulders buried by snow all come back in spring 
  8. Small plants get buried as snow deepens and return in spring; tall grass shows snowy textures.
  9. Digging snow removes only what you dug piles no longer shrink or grow on their own.
  10. Gentler defaults: milder blizzard cold, faster spring melt, shallower max snow, less slowdown wading through drifts 
StoopDoggy, 17 hours ago

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

joshrino, 19 hours ago

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?

Tasshroom33 , 16 hours ago
@joshrino: 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.

Nosh, 21 hours ago

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?

Shazza, 1 day ago

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!

Rythillian, 1 day ago

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????

MANEL190, 3 days ago

this update optimized many things now, sadly sometimes when i log off my vs crashes 

Tasshroom33 , 2 days ago
@MANEL190: 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.

YahWeh, 3 days ago

This looks amazing.

Tasshroom33 , 3 days ago (modified 3 days ago)

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.

Tasshroom33 , 4 days ago

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.

Tasshroom33 , 4 days ago

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.

GOODYOB, 4 days ago (modified 4 days ago)

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

felgudink, 4 days ago

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

FentonCheese, 4 days ago
@felgudink: 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

ImpureSoul3, 5 days ago
Crash Report
Involved Harmony IDs: tasshroomhardcorewinter.bulkanimguard
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.Client.NoObf.SystemNetworkProcess.HandleBulkAnimationPacket_Patch1(SystemNetworkProcess this, BulkAnimationPacket bulkPacket)
   at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\API\NetworkChannel.cs:line 74
   at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 817
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
   at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 742
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 686
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e)
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash Report
Involved Harmony IDs: tasshroomhardcorewinter.bulkanimguard
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.Client.NoObf.SystemNetworkProcess.HandleBulkAnimationPacket_Patch1(SystemNetworkProcess this, BulkAnimationPacket bulkPacket)
   at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\API\NetworkChannel.cs:line 74
   at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 817
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
   at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 742
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 686
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e)
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
GalaRlte, 6 days ago

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.

StubTailDstroyer, 3 days ago
@GalaRlte: 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.

DeegoFronk, Aug 9th at 3:50 PM (modified Aug 9th at 5:00 PM)

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.

Snow border.

https://imgur.com/Fdlc8CZ

Tasshroom33 , 6 days ago
@DeegoFronk: 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 bor

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.

DeegoFronk, 6 days ago (modified 6 days ago)
@Tasshroom33: 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 pu

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!

Tasshroom33 , 4 days ago
@DeegoFronk: 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

Rilla, Aug 9th at 2:44 PM

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?

ZexReaper, Aug 9th at 12:28 AM (modified Aug 9th at 4:12 PM)

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.

iTom, Aug 8th at 2:41 PM

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

Tasshroom33 , Aug 8th at 3:47 PM
@iTom: 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 last

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.

iTom, Aug 8th at 3:58 PM
@Tasshroom33: 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

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

MikeSyrup, Aug 7th at 4:35 PM

Quick question, do blizzards destroy windmill sails?

Tasshroom33 , Aug 7th at 7:09 PM
@MikeSyrup: 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.

Tasshroom33 , Aug 7th at 3:50 PM

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!

Kiko, Aug 7th at 12:59 PM

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)?

Tasshroom33 , Aug 7th at 1:36 PM
@Kiko: 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 Tempe

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)
"

Kiko, Aug 7th at 3:52 PM (modified Aug 7th at 4:36 PM)
@Tasshroom33: 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 DieHydrateIf you want to see

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?

Tasshroom33 , Aug 7th at 7:11 PM
@Kiko: 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 greenhouse

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.

rosekitty2007, Aug 7th at 3:07 AM (modified Aug 7th at 8:52 AM)

i didn't know that the extra winter temperature given by this mod would kill my fruit trees in winter

SilmarilHoarder, Aug 6th at 3:50 PM

The ambient blizzard sound is pretty quiet on my end at 100% Weather Sound Level 

dorkeater, Aug 6th at 9:29 AM

Don't have much to say except 💜

Giving this a minute to let you cook. I love the idea of harder winters.

Tasshroom33 , Aug 6th at 11:28 AM
@dorkeater: 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

rosekitty2007, Aug 6th at 8:44 AM

is there a way to exempt flowing water or sources of water that is flowing from turning into ice? 

rosekitty2007, Aug 7th at 12:04 AM (modified Aug 7th at 12:04 AM)
@Tasshroom33: On it!

ty tasshroom33 !! 😻

StubTailDstroyer, Aug 5th at 11:00 PM

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:

 

  • a bunch of chunks of the map don't show liquid. 
  • the ocean is freezing into lake ice, as if it were fresh water
FentonCheese, Aug 5th at 10:04 PM

So ive downloaded the new version that fixes the map issues, but my map still has the errors?

Tasshroom33 , Aug 5th at 10:28 PM
@FentonCheese: 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.

FentonCheese, Aug 5th at 10:33 PM
@Tasshroom33: 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

Tasshroom33 , Aug 5th at 10:53 PM
@FentonCheese: 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

FentonCheese, Aug 5th at 11:28 PM
@Tasshroom33: 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!

Tasshroom33 , Aug 5th at 8:08 PM

v0.7.32

  • Vanilla light snow accumulates instead of our function eating the entire snow pileup
  • World map stops using the fluid layer to paint the world map in certain scenarios
  • First day of spring melts normally instead of in checkerbox chunk patterns of all or nothing
Rythillian, Aug 5th at 4:46 PM

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.

Tasshroom33 , Aug 5th at 5:02 PM
@Rythillian: 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.

Rythillian, Aug 5th at 5:09 PM
@Tasshroom33: 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.

MineAnPlay, Aug 5th at 3:48 PM

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:

image

reg8, Aug 5th at 4:59 PM
@MineAnPlay: 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

Tasshroom33 , Aug 5th at 8:15 AM

Uploaded a new version but still working through bugs, wanted to at least get some of them out.

Paruza, Aug 5th at 5:11 AM

Love everything you're trying to do here. I'm a fan of your hunting mod as well. I have a couple suggestions:

  1. I think you're making two different mods here and it would be cleaner if they were separated. The winter changes, and the heating changes. The audience for the room heating changes is undoubtedly much higher as well, I know it's been a pet peve of mine for a long time that heating inside buildings was just free.
  2. Naturally room heating shouldn't be super cheap, historically people went through quite a lot of firewood through winter, and heating a large space even more so. Heating a greenhouse in winter should work, but be impractical for anything large scale. In the guilded age, year round botanical gardens were a common display of wealth. The heating requirements were one part of that.
  3. Liquids should be able to break the containers they are held in when left in freezing temperatures. Relevant for survival when running hydrate or diedrate.
Tasshroom33 , Aug 5th at 6:12 AM
@Paruza: Love everything you're trying to do here. I'm a fan of your hunting mod as well. I have a couple suggestions: I think you're making two different mods here and it would be cleaner if they were separated. The winter changes, and the heating changes. The au

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.

snowgeese14, Aug 5th at 12:42 AM

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?

Tasshroom33 , Aug 5th at 4:05 AM (modified Aug 5th at 4:05 AM)
@snowgeese14: 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

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.

rosekitty2007, Aug 4th at 11:23 AM

what causes freezing when logging in, and also freezing while im forging when it's 19c in june? 

Tasshroom33 , Aug 4th at 5:41 PM
@rosekitty2007: 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.

Willownezz, Aug 3rd at 7:23 PM

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

image

Tasshroom33 , Aug 3rd at 4:42 PM

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.

GOODYOB, Aug 3rd at 11:30 AM (modified Aug 3rd at 11:31 AM)

Echoing Hugomir about the changelog. Not knowing what was changed is really not a great feeling

Tasshroom33 , Aug 3rd at 4:57 PM
@GOODYOB: 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.

Hugomir, Aug 3rd at 4:24 AM

Have the changelogs been left out on purpose, or is there a technical issue somewhere? This is such a cool mod!

rosekitty2007, Aug 3rd at 12:58 AM

is snow layers inside my attic supposed to spawn in at january? 

Tasshroom33 , Aug 3rd at 4:42 PM
@rosekitty2007: 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.

Tasshroom33 , Aug 2nd at 3:38 PM

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.

BertiBert, Aug 2nd at 7:19 PM (modified Aug 2nd at 7:19 PM)
@Tasshroom33: 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 tes

image

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

Tasshroom33 , Aug 2nd at 7:39 PM
@BertiBert: 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.

PauliusZ, Aug 2nd at 2:24 PM

Can you please add "SnowOnTreesEnabled": false "IgnoreLeaves": true

PauliusZ, Aug 2nd at 11:17 PM
@Tasshroom33: 100% already in the next version.

Now i can have trees without leaves!

Vigilance, Aug 1st at 8:55 AM

Oh my god is this mod why my redwood tree burned down? My firepit(s) spread?

Tasshroom33 , Aug 1st at 4:43 PM
@Vigilance: 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.

Vigilance, Aug 1st at 5:15 PM
@Tasshroom33: 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 jo

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.

Zaelesh, Aug 1st at 4:10 AM

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

Tasshroom33 , Aug 1st at 5:17 AM
@Zaelesh: 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.

Rythillian, Aug 1st at 3:27 AM

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.

Tasshroom33 , Aug 1st at 5:16 AM
@Rythillian: 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.

Rythillian, Aug 1st at 6:09 AM (modified Aug 1st at 6:15 AM)
@Tasshroom33: 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...

Tasshroom33 , Aug 1st at 4:42 PM
@Rythillian: 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 t

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.

Tasshroom33 , Aug 1st at 4:51 PM
@Rythillian: 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.

Teddric, Jul 30th at 1:09 AM

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.

Pell, Jul 29th at 1:15 PM

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

Willownezz, Jul 29th at 9:37 PM
@Tasshroom33: 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

Liliet, Jul 29th at 12:22 PM

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???

Tasshroom33 , Jul 29th at 2:11 PM
@Liliet: 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

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.

MikeSyrup, Aug 3rd at 11:59 PM
@Tasshroom33: This is in and built, testing it now.

Just checking in, is this safe to add with immersive body temp and diedrate now?

Tasshroom33 , Aug 4th at 1:43 AM
@MikeSyrup: 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.

GOODYOB, Jul 29th at 9:23 AM (modified Jul 29th at 9:56 AM)

A few things I noticed after test running the mod:

  • The snow accumulation is very funky with buildings, which is especially noticable with BetterRuins or any of the trader outposts. It seems like instead of snow blocks, game:air or game:rocktyped-snow- appears on top of stones, bricks and chiseled blocks or irregular blocks (i.e. blocks with complex models, beams, clutter) and it never accumulates.
  • Leaf litter from... well, Leaf Litter isn't getting covered by snow at all, seemingly no game:air blocks or anything else.
  • Also very often snow accumulates in giant single block columns on tips of trees when Deciduous Trees and Eco Machina are used.
  • Custom snow is not affected by gravity. For example breaking bottom block of a column like the one mentioned above leaves it in the air.
  • Vanilla snow shovels don't work with the custom snow at all. Would be cool if they did.
  • Particles spawn in unreasonable places. For example inside of a very deep vertical cave entrance, particles appear on the very bottom because just three bloks are technically open to the sky due to the vertical incline of the cave.

 

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

Tasshroom33 , Jul 29th at 2:08 PM
@GOODYOB: A few things I noticed after test running the mod: The snow accumulation is very funky with buildings, which is especially noticable with BetterRuins or any of the trader outposts. It seems like instead of snow blocks, game:air or game:rocktyped-snow- app

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.

GOODYOB, Jul 29th at 3:05 PM
@Tasshroom33: 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 pus

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

Tasshroom33 , Jul 30th at 2:39 AM
@GOODYOB: A few things I noticed after test running the mod: The snow accumulation is very funky with buildings, which is especially noticable with BetterRuins or any of the trader outposts. It seems like instead of snow blocks, game:air or game:rocktyped-snow- app

"

  • Custom snow is not affected by gravity. For example breaking bottom block of a column like the one mentioned above leaves it in the air.
  • Vanilla snow shovels don't work with the custom snow at all. Would be cool if they did.
  • Particles spawn in unreasonable places. For example inside of a very deep vertical cave entrance, particles appear on the very bottom because just three bloks are technically open to the sky due to the vertical incline of the cave.

"

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.

JarOfMayonnaise, Jul 29th at 2:44 AM

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.

JarOfMayonnaise, Jul 29th at 2:53 AM
@JarOfMayonnaise: 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 a
Crash Report

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:  }

Tasshroom33 , Jul 29th at 1:56 PM
@JarOfMayonnaise: Crash Report Running on 64 bit Windows 10.0.26200.0 with 16119 MB RAMGame Version: v1.22.3 (Stable)7/28/2026 21:52:12: Critical error occurredLoaded Mods: betterarrows@1.0.1, chickenfeed@1.1.12, cbr@2.0.1, chiseltools@1.17.4, caninae@1.1.8, capreolinae@2.

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.

MikeSyrup, Jul 29th at 12:45 AM

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

Hxfl502, Jul 28th at 9:16 PM

Is this mod safe to add/remove in a world?

Tasshroom33 , Jul 28th at 9:29 PM
@Hxfl502: 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.

Tasshroom33 , Jul 28th at 8:41 PM

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

Grimble, Jul 28th at 3:28 PM

Instantly one of my favorite mods. Thank you, Tass!

Tasshroom33 , Jul 28th at 6:45 PM
@Grimble: 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.

sloykqa, Jul 27th at 9:51 PM

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

Blaiyze, Jul 27th at 3:20 PM

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!

Viosmic, Jul 27th at 11:04 AM

Cool looking mod! Would it presumably conflict with weather changing mods like WeatherStory? 

AverageSwede, Jul 27th at 4:14 AM

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

Tasshroom33 , Jul 27th at 7:19 AM
@AverageSwede: 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?

Pell, Jul 26th at 2:09 PM

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

Tasshroom33 , Jul 26th at 4:10 PM
@Pell: 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.

Volgirian, Jul 26th at 10:07 AM

Looks cool! but I got this large error at the start and in server-main.log 

Crash Report
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception thrown when attempting to retrieve all types of the assembly THWHudElements, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Will ignore asssembly. Loader exceptions:
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception: Unable to load one or more of the requested types.
Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
   at System.Reflection.RuntimeModule.GetDefinedTypes()
   at System.Reflection.RuntimeModule.GetTypes()
   at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception: Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
   at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
   at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
   at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 609
   at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
   at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606
   at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
   at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
   at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
   at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
   at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
   at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
   at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 487
   at System.Threading.Thread.StartCallback()
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception: Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
   at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
   at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
   at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 609
   at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
   at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606
   at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
   at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
   at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
   at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
   at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
   at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
   at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 487
   at System.Threading.Thread.StartCallback()
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception: Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
   at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
   at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
   at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 609
   at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
   at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606
   at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
   at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
   at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
   at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
   at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
   at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
   at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 487
   at System.Threading.Thread.StartCallback()
Crash Report
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception thrown when attempting to retrieve all types of the assembly THWHudElements, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Will ignore asssembly. Loader exceptions:
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception: Unable to load one or more of the requested types.
Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
   at System.Reflection.RuntimeModule.GetDefinedTypes()
   at System.Reflection.RuntimeModule.GetTypes()
   at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception: Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
   at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
   at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
   at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 609
   at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
   at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606
   at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
   at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
   at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
   at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
   at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
   at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
   at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 487
   at System.Threading.Thread.StartCallback()
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception: Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
   at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
   at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
   at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 609
   at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
   at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606
   at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
   at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
   at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
   at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
   at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
   at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
   at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 487
   at System.Threading.Thread.StartCallback()
26.7.2026 12:04:17 [Error] [tasshroomhardcorewinter] Exception: Could not load file or assembly 'statushud, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Systém nemůže nalézt uvedený soubor.
   at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
   at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
   at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 609
   at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
   at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606
   at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
   at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
   at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
   at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
   at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
   at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
   at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 487
   at System.Threading.Thread.StartCallback()
usherman, Jul 26th at 8:05 AM

is the fire spread feature optional? just because i use torches in torch holders all throughout my house with oak floors above them

Tasshroom33 , Jul 26th at 4:16 PM
@usherman: 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.

Liliet, Jul 26th at 7:12 AM (modified Jul 26th at 7:13 AM)

YESSSSSSSSS

Do modded heat sources like Eternal Stew, Panda Hearths etc work with this?

Tasshroom33 , Jul 26th at 4:16 PM
@Liliet: 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.

Liliet, Jul 27th at 10:37 AM
@Tasshroom33: 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!

BetaFire, Jul 26th at 2:58 AM

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.

Tasshroom33 , Jul 26th at 3:28 AM
@BetaFire: 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.

Tasshroom33 , 1 day ago
@MikeSyrup: 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.

MikeSyrup, 1 day ago
@Tasshroom33: 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.

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?

Aldraim, Jul 25th at 11:07 PM

This sounds amazing. Downloading now to give it a shot.

DeegoFronk, Jul 25th at 10:13 PM

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.

Tasshroom33 , Jul 25th at 10:33 PM (modified Jul 25th at 10:34 PM)
@DeegoFronk: 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 win

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).

DeegoFronk, Jul 25th at 11:45 PM
@Tasshroom33: 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 sta

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.

Nexi_Wolf, Jul 25th at 7:40 PM

i get its not really a public mod but this is so cool, only issue is the large stack trace error on startup

Tasshroom33 , Jul 25th at 9:55 PM
@Nexi_Wolf: 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.

Nexi_Wolf, Jul 26th at 9:46 PM
@Tasshroom33: 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 >.>

Tasshroom33 , Jul 26th at 9:58 PM
@Nexi_Wolf: 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 girlfrie

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

Nexi_Wolf, Jul 27th at 12:19 AM
@Tasshroom33: yeah of course, they are mostly for bug testing so i didn't list them in the description but:/thw will show a listand its /thw blizzard 1 or /thw blizzard 5, ecti usually start off by /time speed 500 (default is 60), then /time setmonth dec, then /thw bli

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 snowimage

Frazier, Jul 27th at 11:05 PM
@Tasshroom33: 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?

Tasshroom33 , Jul 27th at 11:11 PM
@Frazier: 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

Frazier, Jul 27th at 11:24 PM
@Tasshroom33: 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!

Tasshroom33 , Jul 28th at 6:46 PM
@Frazier: 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.