Valheim
You are viewing a potentially older version of this package. View Latest Version
Install with App

Details

Date Uploaded
Downloads
806
Size
336KB
ADDatHost Valheim hosting
30% off

SnowDay

Deep snow for the Deep North: untouched snow builds up while it snows, up to 2 m deep, with soft, curved edges, right up to your houses and white on their roofs, but never on your fires. Build straight into it and walk your floors without wading. Trails push the snow aside into banks and fill back in while it snows, also with the snow that fell while you were away. Plow a path with the Snow Shovel or shove the snow ahead and aside. Scoop up Snow, a new item, with it, then pile it up into snow mountains you can dig tunnels and caves into, or build igloos from snow blocks that melt near fires and in warm places. Strap on snowshoes and walk on top of it all.

The Deep North's snow is only about knee to chest deep (1.1 to 1.4 m), its edges are drawn in square steps, and in many modded worlds roofs never get any snow at all. SnowDay lets the snow build up while it snows, smooths how it is drawn, and puts it where it belongs: up to and onto houses, less round tree trunks, but not under roofs or on fires. Snow you dig away goes to the side and slowly comes back while it snows, and the snow you gather builds with. The world keeps one number, how far the snow has built up: take the mod out and untouched snow is the game's own again at once.

Features

  • Deep snow that builds up. Untouched Deep North snow starts at the game's own depth and builds up while it snows there, up to the Snow height (2 m by default, the game shows 2.1 m at most; 1.7 to 2 m between drifts, following the game's own pattern), over about 30 in-game days of snowfall. Trails, shovelled spots and banks rise with it, never above the snow around them. Paths, paved ground, the ground near fires and the game's villages keep their snow.
  • Not under roofs. Snow doesn't build up under a roof or a floor lying on the ground, only a little way in from the open sky at its edges, and the deep snow that 1.0.0 put inside houses goes back to the game's own (a setting: off, it builds up under roofs too).
  • Tree wells. The snow is lower round tree trunks, as in real life: half the game's own right at the trunk, rising smoothly to the full depth about 2 m out (a little more round big trees).
  • Seasons. With RustyMods Seasonality, the seasons change how fast the snow builds up: twice as fast in winter, as Build-up time says in fall and spring, not at all in summer, so a year of four equal seasons builds up as much as a year without seasons. Summer can also melt it back towards the game's own depth (Summer melt time, off by default; all settings).
  • Creature trails. Creatures walking in deep snow leave trails as players do, sized to the creature, with the snow pushed aside into banks; flying ones don't. Their trails are saved together, so nobody's game rebuilds the terrain for every step.
  • Deeper snow is slower. On top of the game's own wading, deeper snow slows players and creatures a little more (up to a quarter at 2 m), and a creature you ride wades like you do.
  • Smoother snow edges. The edges of deep snow (trails, shovelled spots, around fires, at the edge of the Deep North) are drawn from a smoothed copy of the game's snow map, four times finer, so they curve instead of stepping in squares, and the deep snow's 1 m steps are rounded off into slopes. Trail bottoms and shovelled spots keep their depth. Where two 64 m pieces of ground disagree about the snow on the edge they share, both draw the lower snow there, so no crack opens in the snow (a crack in the ground itself is the game's own and stays). No grass is put where the snow is deep enough to bury it, so no tips poke out of it. Only the look changes: walking, building and the shovel still use the game's own map. The ground itself is still built from 1 m squares. Each player decides for themselves.
  • Build in deep snow. Every piece can be placed in deep snow, without shovelling first ("Too much snow" no longer stops you).
  • Fires stay clear. A fire, brazier, torch or anything else that burns, placed in deep snow, clears the snow under it and a little around it, sloping back up over about a metre. Burning fires go on melting the snow around them slowly, as in the game. Floors and other pieces never clear the snow under them: shovel it where you want it gone.
  • No wading on floors. The game measures deep snow from the ground, even under a floor, so a floor laid on 2 m of snow would make you wade across it. Standing on any building piece (solid snow and snow blocks too) now never slows you, and leaves no trail in the snow below.
  • Wading. How much deep snow slows you is a setting (the game's own slowdown by default; deeper snow slows more).
  • Snowshoes. Make a pair at a workbench (4 Wood and 4 Leather scraps: a frame of bent wood laced with leather) and wear them in the legs slot, instead of trousers. In the Deep North you then walk on top of the deep snow instead of wading through it: a little slower than on bare ground (90 %), and running, sneaking and jumping work as usual. They leave only light footprints (about 10 cm; walking the same way again and again never makes them more than about twice that deep, and no snow is pushed aside into banks), which fill back in while it snows. Where you are deeper in the snow than its top (you put them on in deep snow, or step up out of a trail or a shovelled yard), the snow takes you up as you walk, never steeper than a 45 degree slope. A floor or solid snow buried in the snow still holds you as before, and the Snow Shovel still reaches down into the snow you stand on. Not while riding (your mount still wades), pulling a cart (you wade with it), sitting or swimming, and only with the snowshoes themselves in the legs slot: a snowshoe look from a vanity panel only changes how your legs look. They are leg armour of their own: armour 2, the game's leather trousers' look, with a bent-wood frame drawn under each foot. Walking on snow wears them out after about 5 km; repair them at a workbench. Their tooltip says all this. Each player's own game holds them up, and everyone sees them on top.
  • Snow pushed aside. When footsteps, a landing, a weapon swing, a creature or a falling tree takes deep snow away, that snow goes into a low bank just outside the spot instead of vanishing, so trails get snow walls beside them. A spot gains at most about 50 cm at a time and never more than the game can show; what doesn't fit goes a little further out. Fires still melt snow away, and the Snow Shovel's collecting swing still puts it in your inventory. Banks never go on paths, under or next to buildings, under roofs or near fires.
  • Snow fills back in. While it snows in the Deep North, trails, shovelled spots and other dug-down places slowly fill back up to the depth untouched snow has there now: about one in-game day of snowfall from bare ground to full. A spot you just changed waits 10 minutes first, so the hole you are digging stays open. Never on paths or paved ground, under or next to building pieces, under roofs, near fires, on the ground the game's villages and ruins clear themselves, or right where someone stands.
  • It catches up while you are away. When you come back to your trails and shovelled spots in the Deep North, they fill in at once by how much it snowed there while nobody was near: the game's own weather schedule says how long it snowed since each 64 m piece of ground was last refilled or changed, and that much snow comes back by the same rules and rate as above, never more than full. Half an hour of snowfall while you were away fills a trail dug to the bare ground. Snow that fell in the 10 minutes after the last change there doesn't count.
  • Snow on roofs. Building pieces in the Deep North that are open to the sky build up snow while it snows: a bare roof turns white after a few minutes of snowfall and is full after about 15, and keeps its snow in clear weather. Whether a piece is open is judged from points all across its top, so a roof half under an eave or a higher roof is judged by how much of it is open. Your existing builds turn white as soon as you come by; what you build later, and snow you shovel or walk off, comes back with the next snowfall. Pieces under a roof or a shield keep what they have, and pieces near a fire, a brazier or other heat keep none. Snow never damages a piece unless you turn that on.
  • Plow a path. Hold block with the Snow Shovel and walk forward through deep snow: the shovel plows a path about 1 m wide just in front of you, down to the ground, and pushes the snow into low banks beside it, ahead of the shovel and to its sides but never back into the path (the same banks as above, so never on paths, buildings or near fires; the game shows at most 2.1 m of snow, so in very deep snow some of it has no room and is gone). Snow pushed ahead is pushed on as you go, and a small heap is left where you stop. Standing still or walking backwards plows nothing; you can't run while blocking. You still block hits as the game's block does. Everyone sees you plow: leaning in, the shovel held low in front with its blade on the snow.
  • Shove snow. A swing of the Snow Shovel into deep snow shoves the snow in front of you (about 1 m wide and 1.5 m long) forward and to the sides: a heap ahead and banks beside, instead of the game's big round stroke. The swing, its stamina and the snow it knocks off roofs are the game's.
  • Snow. A new item: Snow, scooped up with a crouched swing of the Snow Shovel from deep snow (1 a swing) and from snowy roofs (1 more); with Shovel swing set to Collect, a normal swing collects and a crouched one shoves. 100 to a stack, weight 0.2. It doesn't melt, in your pack or in chests.
  • Solid snow: snow mountains, tunnels and caves. Holding the Snow Shovel, press H to switch it to snow shaping. Attack piles up solid snow where you aim, the way the hoe raises ground, and block digs it out, so you can build snow mountains, walls and houses and dig tunnels, caves and overhangs into them (no Hearth Below needed). J switches the brush between a ball, a square block (it stands on what you aim at, faces the way you look and lines up with the blocks next to it on a grid, so walls come out straight) and a round pile. Solid snow is real ground: you walk on it, build on it (pieces on it stand as on the ground) and it keeps the weather off like a roof. The secondary attack flattens the snow in the brush to the surface you aim at, so floors, walls and ceilings come out straight; U switches it to smoothing, which rounds off bumps, steps and edges. Piled-up snow falls: the part of it that doesn't touch the ground, snow, a building piece or rock comes straight down onto what is below it (a square drops whole and stays a block, balls and piles settle like sand, so a ball on a cliff edge pours its outer part down the cliff). Hold Left Shift while you pile up to place the shape right where the brush is instead, without falling (the brush shows it there). Snow already there never falls, so you still dig overhangs and caves. Adding costs Snow (1 a cubic metre), digging gives the same Snow back. Left Alt + mouse wheel sizes the brush; a faint see-through shape shows where the snow goes and where it lands, the game's key hints at the bottom right show the shaping keys, and a small text by the crosshair what an action costs or why it can't be done. You aim at what is in front of you, never at the snow you stand in or a wall behind you. Only solid snow can be dug this way, never the ground. Snow piled up where you stand lifts you onto it; it never buries anyone else, rests against buildings instead of going into them, and lifts items lying in its way on top. The camera is kept out of solid snow, so you never look through a snow wall. It slowly melts near fires and other heat (a fire in a snow cave melts it wider, about 3 m an hour), and outside the Deep North and the Mountains (the same Cold biomes as snow blocks).
  • Snowmen were removed (1.4.1). Left Shift now places snow at the brush instead. Snowmen already built stay as solid snow, and their coal eyes, carrot noses and stick arms stay too: take them off with the hammer to get the items back. They still fall off, dropping their items, when the snow behind them is dug away or melts.
  • Snow blocks. Six snow pieces on the hammer's Deep North tab for snow caves and igloos: Snow block (1 m), Half snow block, Snow wall (2 x 1 m), Snow floor (2 x 2 m), Snow slope (a 45 degree wedge) and Snow arch (2 m wide, for doorways). They cost Snow, take a few hits (100 health; the game's ice cube breaks in one), hold weight like the game's ice (overhangs and domes, also with mods that change ice's support), can be placed in deep snow and in any biome, and give all their Snow back when you take them down with the hammer. Like every piece, they show in the hammer once you have had their material, Snow, in your inventory.
  • Snow blocks melt. Within the warmth of a burning fire, brazier, hearth, torch or anything else that warms you (about 8 m around a campfire, 13 m around a hearth, 3 m around a standing wood torch), a snow block melts away in about 10 minutes, in every biome; outside the Deep North and the Mountains it melts in about 30 minutes. The hammer's health bar shows how far it has gone, and repairing it packs it full again. A melted block leaves a little splash of water and nothing to pick up.
  • Smooth camera in snow. The game's own camera only tests a few points between you and the camera against the Deep North's deep snow and switches its snow check on and off from frame to frame, so near snow it zooms rapidly in and out and can end up under the snow. SnowDay keeps the camera above deep snow and out of solid snow instead: it lifts the camera a little over the snow and brings it closer only as far as needed, easing in quickly and back out slowly, so it never jumps. Snow (deep snow, solid snow and the snowshoes' floor) never stops the camera with a jump; the ground, rocks, trees, buildings and snow blocks stop it as in the game. Each player's own setting.
  • snowday console command. snowday info shows the snow where you stand, how deep untouched snow would be there, and every setting with what SnowDay did this session. snowday look switches the smoothed snow edges on and off on the spot, for comparing. snowday roofs shows the roof snow near you and checks the piece you look at. snowday buildup shows how far the snow has built up. snowday refill, snowday blocks and snowday volume show what refilling, the snow blocks and the solid snow near you are doing.
  • Diagnostic logs. Short lines in BepInEx/LogOutput.log say what each part did (snow set, pieces given snow, fires cleared, Snow collected, paths plowed and snow shoved, snow banked and refilled, solid snow added, dug and melted, snow blocks melting), a few of each kind and then at most one every 10 seconds, with a summary a minute.

How to use

Just play. In the Deep North:

  1. Build where you like: pieces go straight into the snow.
  2. Place a fire in the snow and it clears its own spot.
  3. Equip the Snow Shovel. Hold block and walk forward to plow a path; swing to shove the snow in front of you ahead and aside. Crouch and swing into deep snow or at a snowy roof to collect Snow (at your feet when your inventory is full).
  4. Press H with the Snow Shovel in hand for snow shaping: attack piles up solid snow, block digs it out, the secondary attack flattens it, Left Alt + wheel sizes the brush. J switches the brush shape (ball, square block, pile) and U switches the secondary attack between flattening and smoothing; hold Left Shift while you pile up to place the shape right at the brush, without falling. The key hints at the bottom right show them all. Press H again (or put the shovel away) for the plow and the swing.
  5. Make Snowshoes at a workbench and wear them in the legs slot: in the Deep North you walk on top of the deep snow. Take them off (or put on trousers) to wade again.
  6. Open the hammer's Deep North tab for the snow blocks (they show once you have gathered some Snow). A fire inside an igloo melts its snow blocks in about 10 minutes; one in a solid snow cave melts the walls back about 3 m an hour.
  7. Open the console (F5) and type snowday info to see the snow where you stand (and whether your snowshoes are holding you up, and why not). With Diagnostic logs on, the log also says it each time you put them on, and every 10 seconds while you wade in deep snow with them on.
Command What it does
snowday or snowday info The snow, ground and biome where you stand, and every setting with this session's counts
snowday look Smoothed snow edges on or off, until you quit
snowday look off / on The game's own look / your settings' look (smoothed and softened)
snowday look soft / soft2 / soft3 4x finer and curved, with the deep snow's steps rounded off over 1 / 2 / 3 m
snowday look round Rounded off over 2 m with no limit: rounder holes, but narrow trails drawn shallower. For comparing only
snowday look hires2 / hires4 / blur 2x finer / 4x finer (SnowDay 1.0.0) / 4x finer and softer
snowday look point / bilinear The game's own map unfiltered / filtered: for testing how the game draws it
snowday look plain The game's own map, with only the seams between pieces of ground closed
snowday look seams Closing the seams between pieces of ground on or off, until you quit
snowday look setting Back to the Smooth snow edges, Soften deep snow and Close snow seams settings
snowday roofs Roof snow near you, and the piece under your crosshair checked on the spot: how much of its top sees the sky, its snow, and what the game's own roof check says
snowday refill How the snow fills back in near you: the weather, the pieces of terrain around you (when each was last changed and refilled, and what it is owed for the time nobody was there) and the spot under you
snowday buildup How far the snow has built up, the season, the weather, and the roof and trees where you stand
snowday buildup <0-1> Cheat (devcommands, on the host): sets how far the snow has built up, for trying it out
snowday blocks The snow blocks: costs, how many are loaded, and how they melt where you stand
snowday blocks look <name> Tries another look for the snow blocks (auto, ice or a game material), until you quit
snowday volume The solid snow loaded near you: chunks, meshes, network and melting
snowday clearvolume <radius> Cheat (devcommands): removes all solid snow within that many metres of you, without giving Snow

Configuration

Settings are in BepInEx/config/anwo.SnowDay.cfg and can be changed in game with a configuration manager. Server settings come from the host: every player needs the same snow.

1 - Deep snow

Setting Default Scope Description
Deep snow true Server Untouched Deep North snow starts at the game's own depth (about 1.1 to 1.4 m) and builds up while it snows, up to Snow height over Build-up time; not under roofs. Changed ground rises with it. Off: the game's own snow everywhere and nothing builds up (how far it had got is kept)
Snow height 2 Server The most the snow builds up to on untouched ground at its deepest, in metres (0.1-2.1; 2.1 is the most the game can show). A change repaints the loaded terrain within a few seconds
Height variation 0.3 Server How much shallower fully built-up snow is between drifts, in metres (0-1): with 2 and 0.3 the full snow is 1.7 to 2 m deep. 0: the same depth everywhere when full
Build-up time 30 Server In-game days of snowfall in the Deep North for untouched snow to build up from the game's own depth to Snow height (0.5-120). Only snowfall counts: 30 days is 15 hours of snowfall, about 30 hours of play if it snows half the time
No build-up under roofs true Server Snow doesn't build up on ground under a roof or a floor lying on the ground, and changed ground there above the game's own snow is lowered to it. Off: ground under roofs builds up like open ground, and changed ground there keeps its snow and rises with the build-up from then on (Refill still never fills trails under roofs)
Snow under roof edges 1 Server With No build-up under roofs on: under a roof the snow stays the game's own; within this many metres of open sky it still builds up (0-5). 0: none under any roof
Build-up on trodden ground true Server Trails, shovelled spots and banks rise with the build-up, never above the snow around them. Off: changed ground keeps its snow (Refill still fills trails back in)
Lower old snow from 1.0.0 true Server Once per 64 m piece of terrain, the game that looks after it lowers every changed spot whose snow 1.0.0 saved above what 1.1.0 draws there now (trails, banks and refills up to 2 m) down to it, also under roofs and in tree wells, and marks that piece done in the world's save. Spots below it are left for the build-up to fill; terrain first changed with 1.1.0 is never touched. Off: saved snow stays as 1.0.0 left it, standing above the new snow as ridges
Build-up in winter 2 Server With Seasonality: how fast the snow builds up while it snows in winter, times Build-up time's speed (0-3). With the defaults (2, 1, 1, 0) a year of four equal seasons builds up as much as Build-up time says. Without Seasonality there are no seasons
Build-up in fall 1 Server The same for fall (0-3)
Build-up in spring 1 Server The same for spring (0-3)
Build-up in summer 0 Server The same for summer (0-3): 0, nothing builds up
Summer melt time 0 Server With Seasonality: in summer the built-up snow melts back towards the game's own depth, from full to none in this many in-game days of summer (0-365); trails and banks above the snow around them come down with it. 0: no melt, the build-up only waits
Tree wells true Server Less snow round tree trunks (the game's choppable trees): lower within Tree well radius, down to Snow at tree trunks at the trunk. Off: the snow lies the same right up to trees
Tree well radius 2 Server How far from a trunk the snow is lower, in metres (0.5-5); three quarters to one and a half times this by the tree's size
Snow at tree trunks % 50 Server The snow right at a trunk, as a share of the game's own there (0-100): 0 bare, 100 the game's own (only the build-up stays away)
Wading slowdown % 100 Server How much deep snow slows players and creatures, as a share of the game's own slowdown (0-150): 100 as the game does, 50 half, 0 never. See also Extra slowdown in deep snow %
Extra slowdown in deep snow % 25 Server Deeper snow slows players and creatures a little more on top of the game's own: nothing up to 0.3 m, growing with the depth to this much at Snow height (0-75): about 5-10 % in 1.1 to 1.4 m, 15 % at 1.6 m, 25 % at 2 m. Never on building pieces or solid snow. 0: as before
Ridden mounts slow in deep snow true Server A creature you ride wades like a player on foot (the game's player slowdown and the extra), also kinds the game never slows. Off: as before
Creatures leave trails true Server Creatures walking in deep snow (ridden ones too) leave trails sized to them, pushed aside into banks; flying and tiny ones don't. At most 10 steps a second from all creatures on a game, and their terrain is saved together (Bank save interval). Off: as in the game
No wading on building pieces true Server Standing on a floor or any other building piece never slows you and leaves no trail in the snow below. Off: as in the game, which measures the snow from the ground under the floor
Push snow aside true Server Snow that footsteps, landings, swings, creatures or falling trees take away goes into a bank just outside the spot, so trails get snow walls beside them. Fires still melt it, and the Snow Shovel's collecting swing still collects it (with Collect snow off, its swings push snow aside too; its plow and shove push it ahead and aside). Never on paths, under or next to buildings, under roofs, near fires or on the ground the game's villages and ruins clear themselves (as under 8 - Refill). Off: the snow just disappears, as in the game
Bank width 1.5 Server How wide the bank of pushed-aside snow is, in metres (0.5-5). Wider: lower, smoother banks. Snow that doesn't fit (a spot gains at most about 50 cm at a time, 2.1 m at most) goes one bank width further out; what doesn't fit there either is lost
Push aside from Walking, Landing, Attacks, Creatures, Other Server What pushes snow aside, separated by commas: Walking (players' footsteps), Landing (after a fall), Attacks (players' swings and the Snow Shovel's plow and shove; its collecting swing only while Collect snow is off), Creatures, Other (falling trees and the like). All and None work too. Anything left out takes the snow away as in the game
Bank save interval 5 Server Banks show at once on the game that looks after that piece of terrain; the others see them with its next save, which is the next footstep there or, at the latest, this many seconds after the first new bank (1-60). Each save makes nearby players rebuild that terrain, so it is saved at most once per this many seconds
Snowshoes true Server Snowshoes can be made at a workbench (level 1, see Snowshoe recipe) and are worn in the legs slot instead of trousers; in the Deep North they hold you on top of the deep snow (see Snowshoes walk on top). Leg armour of their own: armour 2, the leather trousers' look, repaired at a workbench. Off: they can't be made any more, and snowshoes already made are plain leg armour
Snowshoes walk on top true Server Wearing snowshoes in the Deep North you walk on top of the deep snow instead of wading: no slowdown from the snow (only Snowshoe speed %), no sinking, no trail dug (only light footprints) and no snow pushed aside into banks. Running, sneaking and jumping work as on the ground. Only on foot, with the snowshoes themselves in the legs slot (another mod's look on the legs isn't enough): not while riding (the mount wades), pulling a cart (you wade with it), sitting, swimming or flying. A building piece or solid snow under the snow still holds you as before. Where you are deeper in the snow than its top, the snow takes you up as you walk, never steeper than 45 degrees. Each player's own game holds them up; others see them on top. Off: snowshoes are plain leg armour
Snowshoe recipe Wood:4,LeatherScraps:4 Server What a pair costs at a workbench (level 1): the game's item names with amounts, separated by commas. Names the game doesn't know are left out (the log says so; if none is left, snowshoes can't be made). Empty: free
Snowshoe speed % 90 Server How fast you go on top of deep snow wearing snowshoes, as a share of your speed on bare ground, walking, running and sneaking alike (10-150). Off the snow they don't change your speed
Snowshoe trail depth 0.1 Server How deep the light footprints are, in metres, in steps of 5 cm (0-0.3): walking the same way again and again never makes them more than about twice that deep below the untouched snow, so no path is dug. Others see them too; they fill back in while it snows. 0: no footprints
Snowshoe wear 5 Server Kilometres of walking on top of deep snow from new to worn out (0-100; the world's durability setting counts too). Worn out, they no longer hold you up until repaired at a workbench. Hits wear them like any leg armour. 0: walking never wears them
Snowshoe frames on feet true Client Draws a bent-wood snowshoe frame under each foot of everyone wearing snowshoes, on your screen. Off: only their trousers show

2 - Houses

Setting Default Scope Description
Build in deep snow true Server Every piece can be placed in deep snow. Off: as in the game, most pieces need the snow shovelled away first
Clear snow under new fires true Server A fire, brazier, torch or anything that burns, placed in deep snow, clears the snow under it. Only when it stands on or in the snow, not on a floor above it. Off: fires go into the snow as in the game
Fire clear margin 0.5 Server How far beyond a new fire's edge the snow is cleared, in metres (0-3); it then slopes back up over about a metre
Fires melt snow true Server Burning fires in the Deep North slowly melt the snow around them, as in the game. Off: they never do

3 - Roofs

Setting Default Scope Description
Roof snow Full Server Full: Deep North pieces open to the sky build up snow while it snows and keep it in clear weather; pieces near heat keep none. Vanilla: left to the game (with AzuWearNTearPatches' No Weather Damage on, the game puts snow on no piece). Off: no Deep North piece keeps any snow
Roof snow check 20 Server How often each loaded Deep North piece is looked at, in seconds (5-300)
Roof fill time 0.5 Server In-game days of snowfall for a bare roof to fill up (one day is 30 minutes of play): with 0.5 it turns white after about 4 minutes of snowfall and is full after 15. 0: full at once while it snows (0-10)
Open sky needed 50 Server How much of a piece's top must see the sky for it to get snow, in percent (10-100)
Old roofs start white true Server Pieces that have never had any snow (built before SnowDay) get full snow the first time they are seen, if open to the sky. Off: they build up with the weather like the rest
Snow load damage false Server On: as in the game, weak pieces under full snow take damage over time. Off: snow never damages a piece (except with the world modifier for heavy snow on every piece). With AzuWearNTearPatches' No Weather Damage on, snow damages nothing either way
Roof snow look 100 Client How thick snow on pieces is drawn, in percent of the game's own (100-200). Above 100 the game's snow shader is asked for more than its full level; try it and see. Only the look

4 - Shovel

Setting Default Scope Description
Collect snow true Server The Snow Shovel puts Snow in your inventory when it moves deep snow or roof snow. With Shove on, that is the swing set as Collect under Shovel swing (by default a crouched swing); the other one shoves. Off: it only moves snow, as in the game
Snow per swing 1 Server Snow for each swing into deep snow, and as much again when a snowy roof is in reach (0-20)
Snow per strong swing 2 Server Snow for a swing the game counts as a strong snow-shovel swing; the Snow Shovel's own isn't one (0-20)
Minimum depth 0.2 Server Swings into snow shallower than this, in metres, give no Snow (0-2.1)
Snow from roofs true Server Shovelling a building piece with snow on it gives Snow too
Shovel items Shovel Server Item prefab names that collect Snow (and switch to snow shaping, plow and shove), separated by commas. Shovel is the game's Snow Shovel
Plow true Server Hold block with the Snow Shovel (not while shaping) and walk forward through deep snow: it plows a path Shovel width wide just in front of you, down to the ground, and pushes the snow into low banks beside it, ahead of the shovel and to its sides, never back into the path (the banks of Push snow aside: never on paths, under or next to buildings, under roofs or near fires; what doesn't fit goes further out or is lost; with Push snow aside off, or Attacks left out of Push aside from, the path is still cleared and its snow just disappears). Snow pushed ahead is pushed on, so a small heap is left where you stop. Standing still or walking backwards plows nothing. Blocking still blocks hits as the game's block does. Off: blocking with the Snow Shovel is only the game's block
Shove true Server A swing of the Snow Shovel into deep snow (not while shaping) shoves the snow in front of you, Shovel width wide and about 1.5 m long, forward and to the sides: a heap ahead and banks beside, instead of the game's big round stroke. The swing, its stamina and the roof snow are the game's. Collecting Snow is then the other swing (see Shovel swing). Off: every swing is the game's stroke and collects Snow, as before
Shovel width 1 Server How wide a path the plow clears and a shove takes, in metres (1-4). The game keeps deep snow on a 1 m grid: 1 clears two rows of it a metre apart (a flat path about 1 m wide, its sides sloping up to the snow over the next metre); 2 clears three
Shovel swing Shove Client What a normal swing of the Snow Shovel does while Shove is on: Shove pushes the snow ahead and aside, Collect gives Snow as before. A swing made while crouching does the other one
Plow pose true Client Players blocking with the Snow Shovel (with Plow on) are drawn pushing it like a plow, leaning in with the shovel low in front and its blade on the snow, instead of the game's block pose; for everyone you see, you too. Only the look. Off: the game's block pose

5 - Solid snow

Setting Default Scope Description
Snow shaping true Server Holding the Snow Shovel, the mode key switches it to shaping solid snow: attack piles up snow where you aim as a ball, a square block or a pile (see Brush shapes), block digs the same shape out, the secondary attack flattens the snow in the brush to the surface you aim at (see Snow flattening) or smooths it (see Snow smoothing). The game's key hints at the bottom right show the keys. Adding costs Snow, digging gives it back. Only solid snow can be dug, never the ground. Off: the mode key does nothing; solid snow already made stays (and still melts)
Shaping mode key H Client Switches the Snow Shovel between its normal swing (and plow) and snow shaping. Leaving the mode, putting the shovel away or switching items brings the normal swing back
Brush size key LeftAlt Client Hold it and turn the mouse wheel to make the brush bigger or smaller; while you hold it in shaping mode the camera doesn't zoom (the wheel alone still zooms the camera)
Brush radius 1.5 Client The brush's radius in metres when you start (0.5-4); the wheel changes it in steps of 0.25 m, up to Largest brush radius
Largest brush radius 3 Server The biggest brush anyone can use, in metres (0.5-4). A 3 m brush moves up to about 113 cubic metres at once
Snow per cubic metre 1 Server Snow it costs to add one cubic metre of solid snow, and that you get back for digging one out (0-20). The same both ways, so no Snow is made or lost; flattening costs or gives Snow for what it fills in minus what it takes away. 0: free
Solid snow allowed in Anywhere Server Where solid snow can be piled up: Anywhere, ColdBiomes (the Deep North and the Mountains) or DeepNorth. Outside the cold biomes it melts (see Melt in warm biomes). Digging works everywhere
Most snow chunks per area 512 Server Solid snow is kept in 8 m cubes; this is the most one game area (64 x 64 m, all heights) may hold (8-4096). Adds that would need more are refused
Edits per second 5 Server How often holding the add, dig, flatten or smooth button does it again, and the most edits a player can make a second (1-20)
Never bury characters true Server Nobody gets stuck inside snow you add or flatten: another player or a creature more than 0.25 m inside the new snow makes it wait, and the small text by the crosshair names them. Snow piled up where you stand lifts you onto it (see Lift player onto new snow); if it can't, the add waits and the text says why. Off: snow is added anyway, and whoever is inside it may be stuck until it is dug out
Snow flattening true Server While shaping, the secondary attack flattens the solid snow in the brush to the surface you aim at (see Flatten snap angle). Off: the secondary attack digs, as block does (as in 1.0.0)
Lift player onto new snow true Client Snow you pile up or flatten where you stand lifts you onto it (up to 3 m, with room above you), instead of the add being refused. Off: such an add waits (with Never bury characters on) and the small text by the crosshair says it would bury you
Placed snow falls true Server Snow you pile up (a ball, a square or a pile) comes down onto what is below it instead of staying where the brush floats: the ground, the deep snow on it, solid snow, a building piece or rock. A part that already touches one of them stays; the rest falls straight down onto the first of them below it (see How placed snow falls). The brush shows where it lands. Snow already there never falls, and digging is as before, so you still dig overhangs and caves. Hold Exact placement key to place one add right where the brush is instead. Off: piled-up snow stays where the brush is, as in 1.1.0
How placed snow falls SquaresDropWholeRestSettles Server SquaresDropWholeRestSettles: a square comes down whole until its first part rests, so it stays a block for building; balls and piles settle column by column, like sand (over a drop, the part over it pours down onto what is below). AllSettle: every shape settles column by column. AllDropWhole: every shape comes down whole
Exact placement key LeftShift Client Hold it while you pile up snow (any shape) to place the shape exactly where the brush is: that add doesn't fall onto what is below it, even with Placed snow falls on, and the brush shows it right there while you hold the key. The key hints show it. Left Shift is also the game's run key: holding it while you walk makes you run; standing still it does nothing else (with the game's Toggle run option on, each press switches running on or off). None: piled-up snow always falls (with Placed snow falls on). Snowmen were removed in 1.4.1: this was the snowman key
Snow over pieces false Server Off: an add is refused while a building piece is inside the brush; aimed at a piece, the ball rests against it. On: snow may also be piled over and into pieces
Lift buried items true Server Items lying inside an add are lifted onto the new snow. Off: they stay inside it until it is dug out
Melt near fire true Server Solid snow inside the warmth of a fire, brazier or other heat slowly melts away, so a fire in a snow cave melts the cave wider. Off: heat doesn't melt solid snow
Fire melt speed 0.05 Server Metres a minute that solid snow melts back from each of its surfaces that the warmth of a burning fire or other heat reaches (about 8 m from a campfire, 13 m from a hearth) (0.01-5). 0.05: a 1 m wall near a fire melts from both sides and is gone in about 10 minutes, as a snow block is; the walls of a snow cave with a fire inside melt back about 3 m an hour
Melt in warm biomes true Server Solid snow outside the cold biomes (Cold biomes under 7 - Melting, the same as for snow blocks: the Deep North and the Mountains unless changed there) slowly melts away. Off: it never melts there on its own
Warm melt speed 1 Server Metres an hour that solid snow melts back outside the cold biomes (0.05-20): a 4 m snow mountain is gone in about four hours of play nearby; snow far from every player doesn't melt
Show brush true Client While shaping, a faint see-through shape shows the brush and where piled-up snow will land (reddish when adding there is refused)
Shaping hint true Client While shaping, a small text by the crosshair shows the brush size, the Snow an add, dig or flatten costs or gives, and why one can't be done (with the key hints hidden, or on a gamepad, it lists the keys too)
Shaping key hints true Client While shaping, the game's own key hints at the bottom right show the shaping actions instead, with your bound keys: pile up snow, dig, flatten or smooth, brush size, leave, and above them the shape and flatten or smooth keys. Off: the game's hints stay as they are and the small text by the crosshair lists the keys
Flatten snap angle 20 Client When the surface you flatten to is within this many degrees of level (a floor, or a ceiling from below) or of upright (a wall), it is made exactly level or upright, so floors, walls and ceilings come out straight (0-45). 0: always the surface's own slope
Keep camera out of snow true Client With your head right against a snow wall or ceiling the game's camera check can miss the snow and end up inside it, so you would see through it. On: a camera inside solid snow is moved towards your head until it is out. Off: the game's camera as it is. Only used while Smooth camera in snow (9 - Look and logs) is off; with that on, the camera is kept out of solid snow smoothly instead
Brush shapes true Server While shaping, the shape key switches the brush for piling up and digging between a ball, a square (an upright block that sits on what you aim at: on the ground, on top of or beside other snow) and a pile (a round heap, as much snow as the ball; dug, a round hollow). Off: always the ball
Snow smoothing true Server While shaping, the flatten or smooth key switches the secondary attack between flattening and smoothing: smoothing rounds off bumps, steps and edges of the solid snow in the brush, keeping about as much snow as was there (what it adds or takes away costs or gives Snow as usual). Off: the secondary attack only flattens
Smooth strength 0.5 Client How much one smoothing softens the snow in the middle of the brush (0.1-1): 1 all the way at once, 0.5 half way (hold the button to smooth more, at Edits per second)
Shape key J Client While shaping, switches the brush shape: ball, square, pile (see Brush shapes). The key hints at the bottom right show the shape. J is free while you play (the game uses it only in the pause menu, to copy the join code)
Flatten or smooth key U Client While shaping, switches what the secondary attack does: flatten or smooth (see Snow smoothing). U is free in the game, also in its debug mode, where Z, B, K and L are its own keys (fly, no build cost, kill all enemies, remove drops)
Square turn step 15 Client The square brush stands upright and faces the way you look, turned in steps of this many degrees, so blocks made from about the same direction line up; aimed at the side of a block it faces that side instead (0-90). 0: exactly the way you look. 90: always along the world's north-south and east-west
Square grid true Client The square brush snaps sideways to a grid as big as the block (in the direction it faces), so blocks set on, beside and next to each other line up edge to edge. Off: the block goes exactly where you aim
Solid snow look auto Client How solid snow looks on your screen: auto (the game's packed snow, as on its snow lantern and the snow blocks; if that can't be used, SnowDay's own white snow), made (SnowDay's own white snow) or the name of one of the game's materials (used only if it draws solid, else auto). Always opaque and white; the log says which look was chosen

6 - Snow blocks

Setting Default Scope Description
Snow blocks true Server Adds six snow pieces to the hammer's Deep North tab. They cost Snow, hold weight like ice, can be placed in deep snow, give all their Snow back when taken down, and melt (see 7 - Melting). Off: they can't be built; snow blocks already built stay
Snow blocks need a workbench false Server On: snow pieces can only be built near a workbench. Off: anywhere
Snow block health 100 Server Health of every snow piece at full strength (1-10000; the game's ice cube has 10, so one hit broke a snow block). Melting still takes a full block away in its melt time, and repairing packs it full again. Applies to blocks already built too
Snow blocks keep ice support true Server Snow pieces always hold weight with the game's own ice values (max support 1000, min 100), whatever other mods set for ice: AzuWearNTearPatches gives ice no support (with its Structural Integrity Control on or off), so snow blocks would float and pieces resting on them would break. Other pieces and the game's own ice blocks keep what other mods give them. Off: snow pieces get whatever the game and other mods give ice
Snow block cost 4 Server Snow for one Snow block, 1 x 1 x 1 m (1-100)
Half block cost 2 Server Snow for one Half snow block, 1 x 0.5 x 1 m (1-100)
Snow wall cost 4 Server Snow for one Snow wall, 2 x 1 x 0.5 m (1-100)
Snow floor cost 4 Server Snow for one Snow floor, 2 x 0.25 x 2 m (1-100)
Snow slope cost 2 Server Snow for one Snow slope, a 1 m wedge (1-100)
Snow arch cost 6 Server Snow for one Snow arch, 2 x 1.5 x 1 m (1-100)
Snow block look auto Client How snow blocks look on your screen: auto (the game's packed snow from its snow lantern, else the snow on top of its ice cube), ice (the game's ice painted white) or the name of any game material (for example snow_flat, snow, snowlump). Try them with snowday blocks look <name>

7 - Melting

These are for snow blocks. Cold biomes is solid snow's too; its melt speeds are under 5 - Solid snow.

Setting Default Scope Description
Snow blocks melt true Server Snow blocks melt away near fires and other heat, and slowly outside the cold biomes. Melting wears a block's health down by the same amount every few seconds; repairing it with the hammer packs it full again. Snow in inventories and chests never melts. Off: snow blocks never melt
Melt time near heat 600 Server Seconds for a full snow block to melt away within the warmth of a burning fire, brazier, hearth, torch or anything else that gives off heat, in every biome (0-3600). That warmth reaches about 8 m from a campfire or fire pit, 13 m from a hearth, 15 m from a bonfire, 5 to 8 m from a brazier, 6 m from a sconce and 3 m from a standing wood torch. 600: a fire inside an igloo takes it down in about 10 minutes. 0: heat never melts them
Melt time in warm places 30 Server Minutes for a full snow block to melt away outside the cold biomes with no heat near it (0-1440). 0: they keep there too
Cold biomes DeepNorth, Mountain Server Biomes where snow blocks and solid snow never melt on their own (only heat melts them there), separated by commas: Meadows, BlackForest, Swamp, Mountain, Plains, Mistlands, AshLands, DeepNorth, Ocean. The biome is the one the world was made with at that exact spot, so at a biome's edge both keep or melt alike
Melted blocks leave Water Server Water: a melted block ends with a small splash of water. Nothing: it simply disappears. Either way there is nothing to pick up

8 - Refill

Setting Default Scope Description
Refill true Server While it snows in the Deep North, trails, shovelled spots and other dug-down places slowly fill back in, up to the depth untouched snow has there now (the game's own plus what has built up so far). Never on paths, under or next to building pieces, under roofs, on the ground the game's villages and ruins clear themselves, near fires, or right where someone stands. Off: trails never fill back in by themselves, as in the game (the build-up still raises them with the snow around them, see Build-up on trodden ground)
Refill time 1 Server How long it has to snow for a spot dug to the bare ground to fill up again, in in-game days (0.1-10; one day is 30 minutes of play). Shallower dips fill sooner; only time while it snows in the Deep North counts
Refill delay 10 Server Minutes a spot that was just shovelled, walked through or otherwise changed waits before snow comes back (0-120), so fresh trails and the hole you are digging stay open. When you join or your game takes over a piece of terrain, all of it waits this long once; with Catch up while away on, counted from the last change on that piece, so ground left alone for longer doesn't wait again
Changes per minute 6 Server The most refill changes each player's game makes a minute (1-30). One change covers a whole 64 m piece of terrain and makes nearby players rebuild it, so keep this low. Catch-up changes have their own pace and don't count here
Catch up while away true Server When a player comes near changed Deep North ground again, it fills in by how long it snowed in the Deep North since that piece of terrain was last refilled or changed, as if someone had been there: the game's own weather schedule (the weather spells the build-up counts; with Seasonality its weather for the season now), at Refill time's rate, never more than full, by the same rules as Refill. Snow that fell within Refill delay after the last change doesn't count. Each piece gets its catch-up in one change, at most 20 such changes a minute. Every changed piece of terrain keeps two time stamps for this in the world's save; ground changed before 1.4.0 counts from when you started the world (or joined) in the first 1.4.0 session in which a player comes near it. Off: snow comes back only while you are there and it snows, as in 1.3.0
Keep paths clear true Server Hoe paths, paved roads and dug or dirt ground never get snow back (and no pushed-aside banks). Off: they fill in like any other spot
Building margin 2 Server No snow comes back (and no banks go) under a building piece, solid snow included, or within this many metres of one (0-10). The build-up isn't held back by this, only by roofs (see Snow under roof edges). 0: only right under pieces
Fire margin 2 Server No snow comes back (and no banks go) within this many metres beyond the area a fire melts or the warmth of anything hot reaches (0-10)

9 - Look and logs

Setting Default Scope Description
Smooth snow edges true Client Draws deep snow's edges from a smoothed copy of the snow map, four times finer, so they curve instead of stepping. Only the look
Soften deep snow 1 Client With Smooth snow edges on: rounds off the deep snow's 1 m steps over this many metres, so snow walls beside trails and shovelled spots slope instead of standing in square blocks. Trail bottoms keep their depth (at most 10 cm more is drawn). 0: off (0-3). Only the look
Close snow seams true Client Where two 64 m pieces of ground disagree about the snow on the edge they share, both are drawn with the lower snow there, so no crack opens along the edge. Works with or without Smooth snow edges. Only the look
Hide grass in snow deeper than 0.5 Client No grass or other ground clutter is put where the Deep North snow is deeper than this, in metres (it would only be buried, with its tips poking out). Grass in trails, shovelled spots and thin snow stays. 0: off (0-2.1). Only the look
Smooth camera in snow true Client Keeps the camera above deep snow and out of solid snow smoothly. The game itself only tests a few points between your eyes and the camera against the Deep North's snow and switches its own snow check on and off from frame to frame, so near snow the camera zooms rapidly in and out and can end up under the snow. On: snow (deep snow, solid snow and the snowshoes' floor) never stops the camera with a jump; the camera is lifted a little above the snow and brought closer only as far as needed, easing in quickly and back out slowly. The ground, rocks, trees, building pieces and snow blocks stop it exactly as in the game, and the snow right in front of the camera isn't cut away. Off: the game's own camera, as in 1.4.1 (with Keep camera out of snow for solid snow). Only the camera
Diagnostic logs true Client Short lines in LogOutput.log about what SnowDay did, limited so they never flood it. Off: only the startup line, the settings and warnings

Updating

From 1.4.1: 1.4.2 plays together with 1.4.0 and 1.4.1, and nothing in your world changes. The camera no longer jumps in and out when it touches snow (Smooth camera in snow, on by default, each player's own; off gives the camera as it was). Snowshoes now really keep you on top of the snow; each wearer's own game does that, so a friend still on 1.4.0 or 1.4.1 keeps wading in his.

From 1.4.0: 1.4.1 plays together with 1.4.0, but update both games when you can. The Snow Shovel now plows (hold block and walk) and shoves (swing); collecting Snow is a crouched swing. Left Shift places snow at the brush instead of making a snowman, and snowmen can't be made any more: the ones already built stay, and their faces and arms come off with the hammer as before. The settings Snowman, Snowman face and arms and Snowman face cost are gone, and Snowman key is now Exact placement key (Left Shift; if you had changed the snowman key, set the new one again). With a friend still on 1.4.0: their plow and swing are the game's, and when their game looks after the ground you plow, your plow's snow goes into banks to the sides only and some falls back into the path behind you.

From 1.3.x: everyone needs 1.4.0 to play together (each changed piece of terrain now keeps two time stamps that the other players' games read). Ground changed before 1.4.0 has no stamps yet: it counts from when you started the world (or joined) in the first 1.4.0 session in which a player comes near it, so it catches up on the snow that falls from then on, not on what fell before. Nothing else in your world changes.

From 1.2.x: everyone needed 1.3.0 to play together (snowshoes and their footprints are new kinds of objects); nothing already in your world changes.

From 1.1.x: everyone needed 1.2.0 to play together (the snowman's face and arms is a new kind of object in the world); nothing already in your world changes.

From 1.0.0: SnowDay 1.0.0 drew all untouched Deep North snow at 2 m at once; 1.1.0 starts it at the game's own depth and lets it build up while it snows. Old 1.0.0 trails and banks (and spots 1.0.0 refilled to 2 m) are lowered once to the new snow around them, a piece of terrain at a time as you come by, so they don't stand up as ridges (Lower old snow from 1.0.0). Snow inside houses goes back to the game's own. Your Snow, solid snow and snow blocks stay as they are. The shaping key that switches flatten and smooth is now U. Everyone needed 1.1.0 (or 1.1.1) to play together.

1.1.1 plays together with 1.1.0: snow piled up by a player with 1.1.1 falls (with the host's Placed snow falls on), and players with 1.1.0 see it land and save it as it fell; snow piled up by a player still on 1.1.0 stays where their brush was.

Multiplayer

  • Everyone needs SnowDay, the host or dedicated server included. Jotunn refuses a player without it, and the first two parts of the version must match (any 1.4.x with any 1.4.x): a player still on 1.3.x can't join; 1.4.0, 1.4.1 and 1.4.2 play together.
  • The host sets the rules. Every Server setting comes from the host, so everyone sees and wades through the same snow. A change made in game rebuilds the loaded terrain on every player's game within a few seconds. The shaping keys, brush, hints, lifting, flatten snap, smooth strength, square turn and grid, camera (the solid snow guard and the smooth camera in snow), the Snow Shovel's swing (shove or collect) and plow pose, the looks (snow edges, seams, grass, roof snow look, snowshoe frames) and the logs are each player's own.
  • Snow build-up. The host's game counts the Deep North's snowfall, saves how far the snow has built up with the world and sends it to everyone (also to players who join); each game draws its own terrain from it. Ground under roofs is worked out by each game from the pieces it has loaded, so everyone gets the same.
  • Old snow from 1.0.0 is lowered once by the game that runs each piece of terrain, and the piece's own saved data says it is done, so it is never lowered again, by anyone.
  • Who does what. Each game draws the snow height itself, from the host's settings. A fire's clearing, a bank of pushed-aside snow and refilling go to the game that runs that piece of terrain (usually the nearest player's), as a shovel stroke does, and are saved there; the others see them with its next save. Roof snow is set by the game that runs each piece and shown to everyone. Snow goes to whoever swings the shovel.
  • Catching up. The game that runs a piece of terrain works out its catch-up from the game's weather schedule (the same on every game) and the piece's two time stamps, which go out with its saves; so whichever game runs it next, a stretch of snowfall is filled in only once.
  • Solid snow. Each 8 m cube of solid snow is saved by one player's game; everyone else's adds and digs show on their own screen at once and are sent to it. The same game melts it.
  • Snow blocks are melted by the game that runs each block, and everyone sees its health go down.
  • Snowshoes. Each player's own game holds them on top of the snow (a small invisible floor under their feet that only they stand on), and since positions are synced everyone sees them on top. So each wearer needs 1.4.2 for that: on 1.4.0 or 1.4.1 they don't hold you up. Their light footprints are ordinary snow changes, sent to the game that runs that piece of terrain like a footstep. Each game draws the frames under the feet of everyone wearing them.
  • Plow and shove. Your game sends the snow it takes to the game that runs that piece of terrain as ordinary snow changes of the game's own (the ones footsteps make, marked as a swing), one for each 1 m spot, and that game banks it; nothing new travels between the games. When that game is still on 1.4.0 it banks the snow to the sides only, as for a footstep, and some falls back into the path behind you.
  • The camera in snow is each player's own and only on their own screen; nothing about it travels between the games, so a friend still on 1.4.0 or 1.4.1 just has the camera as it was there.
  • The plow pose is drawn by every game for every player it sees blocking with the Snow Shovel, from what the game already shares (that you block, and what you hold), so everyone with 1.4.1 sees you plow; on a 1.4.0 game you are seen in the game's block pose.
  • Snowmen (made before 1.4.1). Their face and arms are one object of their own, saved with the world and seen by everyone; the game that runs it checks every few seconds that the snow behind it is still there, and anyone with a hammer can take it off.

Compatibility

  • AzuWearNTearPatches. Its No Weather Damage makes the game count every piece as roofed, so the game itself never puts snow on roofs (and never applies snow damage). SnowDay's roof snow looks for open sky itself, which that setting doesn't change, so roofs get snow with it on. The log says what it found at start. It gives materials it has no setting for, the game's ice among them, no support values at all, with its Structural Integrity Control on or off (only Disable Structural Integrity system together with Control on gives them full support): ice blocks never fall, even in mid-air, and other pieces resting only on them get no support and fall. Snow blocks keep the game's own ice support anyway (Snow blocks keep ice support, on by default), so igloos stand and hold what you build on them; the game's own ice blocks and every other piece keep what Azu's settings give them. The log and snowday blocks show the support snow blocks really get and what other mods give ice.
  • RustyMods Seasonality. Its weather decides when it snows, for roof snow and the build-up alike, and its season how fast the snow builds up (Build-up in winter and the rest) and, with Summer melt time set, when it melts back. The log's 'Build-up: the Deep North's weather' line says how often it snows in your game.
  • PackBeasts. A creature you ride wades in deep snow like you (Ridden mounts slow in deep snow); PackBeasts' riding speed and SnowDay's slowdown work together.
  • Hearth Below. Works alongside it; nothing in this version depends on it. Solid snow is SnowDay's own: snow caves don't need Hearth Below. Hearth Below turns the game's own camera snow check off in its caves; with Smooth camera in snow on, SnowDay turns it off everywhere and leaves the camera alone while your eyes are under the snow's top (in a cave dug under it).
  • Camera mods. CameraTweaks (zoom distances, field of view), Better Archery's bow zoom and PackBeasts' riding camera keep working: SnowDay only moves the camera after the game (and they) placed it, and only where snow is in the way. It leaves Build Camera's free camera, the game's free camera and devcommands' no-clip camera alone (any frame the game's own camera check didn't run).
  • Building mods (Infinity Hammer, Gizmo, PlantEasily, ZenRedecorate and others) keep working: SnowDay only lets the piece being placed into deep snow and looks at what was placed afterwards. Snow blocks are ordinary hammer pieces.
  • The H, J and U keys do something for SnowDay only while you hold the Snow Shovel (J and U only while shaping); with anything else in hand they do nothing for SnowDay, so other mods' uses of them keep working. None of them is one of the game's own keys, in play or in its debug mode (devcommands); if you set a shaping key to one of the debug keys (Z, B, K, L), the log says so. The exact placement key, Left Shift, is the game's run key: it is only read while shaping, and holding it makes you run only while you walk (with the game's Toggle run option on, each press switches running on or off). The plow is the game's block (right mouse) and the shove and collecting are its attack, crouched or not (the game's crouch key): no new keys. Zen.ModLib's Alternate Interact Key (Q) isn't used by SnowDay.
  • Snowshoes are ordinary leg armour, so equipment mods (AzuExtendedPlayerInventory and others) see them as trousers. A snowshoe look picked in AzuExtendedPlayerInventory's vanity panel only changes how your legs look: they hold you up only from the legs slot itself, and the log says so when only their look is worn. The invisible floor that holds you up is on the game's own "blocker" layer (its invisible walls, as ScissorLift's ramps): building, the hammer, hits, arrows and the crosshair all go through it, creatures, items and carts near you pass through it too, and creatures never plan their paths over it. Creatures wading in deep snow are below someone standing on top of it; a bow reaches them best. With PotionsPlus installed, arrows and other shots do hit that layer (PotionsPlus adds it to every shot for its smoke screens), so your own shots stop at the floor within a few metres of you: shoot from further off, or take the snowshoes off.
  • Pieces placed by other mods that bypass the game's own placing don't clear snow under fires.

Patches: WorldGenerator.GetDeepNorthHeight and HeightmapBuilder.Build (untouched snow height and its build-up), ZNet.Awake (the build-up's network messages), Piece.Awake and Piece.OnDestroy (where the ground is under a roof), Heightmap.Regenerate and Heightmap.OnDestroy (the smoothed snow map and closed seams), ClutterSystem.GetGroundInfo (no grass under deep snow), Character.UpdateWalking and Character.UpdateGroundContact (wading and trails on building pieces, who pushed snow aside, and snowshoes: their speed and no trail when landing on the snow), Player.UpdatePlacementGhost (build in deep snow), Player.PlacePiece (fires clear snow), Fireplace.UpdateSnowMelt (fires melt snow), WearNTear.Awake, WearNTear.OnPlaced, WearNTear.OnDestroy and WearNTear.UpdateSnowVisual (roof snow, its look and snow load damage), Attack.DoMeleeAttack (Snow from the shovel, swings that push snow aside, and the shove in place of the game's stroke), Attack.GetSnowShovelPoint (the shovel reaches down into the snow from snowshoes), Humanoid.GetAttackSpeedFactorMovement (speed on snowshoes), ItemDrop.ItemData.GetTooltip (the snowshoes' tooltip), VisEquipment.SetLegEquipped (the frames under the feet), Pathfinding.BuildTile (creatures' paths never go over the snowshoes' floor), TerrainOp.Awake, TerrainOp.Settings.Deserialize, TerrainComp.DoOperation and TerrainComp.Save (snow pushed aside, creatures' trails saved together, when refilling may start, and when a piece of terrain was last changed), TerrainComp.Awake (terrain first changed with 1.1.0 is marked as having no old 1.0.0 snow), WearNTear.GetMaterialProperties (snow blocks keep ice support, snow pieces only), Player.SetControls (the shovel's buttons while shaping), GameCamera.UpdateCamera (the wheel sizing the brush without zooming the camera, the camera kept out of solid snow, and above the snow smoothly), GameCamera.RayTestPoint (the game's camera check: its own Deep North snow check left out, and solid snow and the snowshoes' floor left out of its casts, while Smooth camera in snow is on), Hud.UpdateCrosshair (the shaping hint) and KeyHints.UpdateHints (the shaping keys in the key hints).

Uninstalling

Untouched snow is the game's own again at once. The world keeps how far the snow has built up in one object of SnowDay's own at the world's centre; the host's game deletes it when that spot loads without the mod, and putting SnowDay back then starts the build-up again from the game's own snow. Trails, shovelled spots, snow melted or cleared under a fire, banks and refilled, built-up or lowered spots keep the snow they have, since the game keeps that itself (with a small mark on each piece of terrain that its 1.0.0 snow was lowered and two time stamps for catching up, which the game ignores), and Deep North roofs stay white until their snow is shovelled or walked off. Snow and snowshoes in inventories and chests are gone when they next load (a worn pair too). The host's game deletes every object whose prefab it no longer knows when it next loads it, so solid snow (snowmen too), snowmen's faces and arms (without giving back their items), snow blocks and Snow lying on the ground are gone for good, and putting SnowDay back doesn't bring them back. Building pieces standing on solid snow lose their footing, and those resting on snow blocks their support, so they may fall. Nothing else in the world is changed.

About

Made with Claude (Anthropic's AI model) and tagged AI Generated, as Thunderstore's rules ask. Built for Valheim 1.0.17 (Deep North) with BepInEx 5.4.2351 and Jotunn 2.30.2.

Found a bug or a clash with another mod, or have an idea? Tell us on GitHub. For a bug, attach your BepInEx/LogOutput.log from the game where it happened.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.