Winter is Coming


Not just a visual winter, and not a Aquilo-style freeze - dynamic seasons come to Nauvis with moving snow and thaw fronts, freezing lakes, increased factory energy consumption, heating, and mineable ice

Content
2 days ago
2.0 - 2.1
522
Environment Mining Power

i Conflicts with other mods

a month ago
(updated a month ago)

Hi! It's me again!
As I'm still looking for your creations, I wonder more and more about your progress!
Even though I have around 4k+ hours of gameplay I've gotten myself into mods quite recently (around 300 ours ago). Since when I've started several new games to test mods ans look for their compatability. But since 1.2.0 version release I've faced some changes what cannot be ignored by my particular build so I would like to ask something. As I can speculate all problems caused by changing an inner name for "summer" entities/tiles.

Full picture:
1. The Shallows: I play with that mod and it worked perfectly with your mod before 1.2.0. Shallow regions were covered with snow whereas "deep" water tiles become ice correctly. My waterpumps were installed in those shallow tiles and have met no conflict in extracting water. Now, those pumps still can be installed in shallow/ground tiles as usual but pumps got a error sign about unable to extract water from here. For other checks, usual placement of landfill on shallow or deep sea tiles enable normal water extraction.
2. Crash Site Settings: The reason I've started 40 hours ago another run to put beautiful obselete crashed ship entities for previous versions on a map. There was no trouble with your mode and I didn't mind they're not snowy (that's not the point). While loading the game with 1.2.0 version. 4 out of 5 entities was deleted but somehow as I start now any new game, those entities spawns as usual. So I cannot say for sure what was caused their dissappearance.
3. Stable foundations: Enables new customization level to make use of bricks and concrete over refined one not for walking speed only. That mod checks full placement of an entity on a particular foundation to give its' bonus no matter you've place foundation first or an entity. I'm NOT SURE but as I've noticed, the original mod now works when the foundation is placed after an entity or the entity is changed and changed only while on a foundation (like belts, pipes, assemblers, etc. are turned). I wouldn't bother even if I only need to turn my machines, but while rebuilding the whole setting or having entities that cannot be turned (like train stations or heat pipes) it makes inevitable to replace foundations everytime which makes it difficult to use.

I really appreciate your work (and looking forward for the updates and other mods like rain and steam temp) and completely understand you don't have to change a thing for my comfort. But maybe there are other players that face any changes or incompabilities and choose to prefer one mods to another to get their full experience. So I hope these notes would help you.

P.S. There was an opposite situation when a creator of a mod had to change the way his/hers mod work with yours to make it work with title changing inside the game (Quest Book) so the situation can be figured out both ways.

14 days ago

Hi again! Thank you for the detailed report and kind words! Your observations helped me track down these compatibility issues.

  1. The Shallows: I reproduced the pump issue. Winter’s water detection doesn’t account for shallow-water tiles correctly. Pumps need to recognize them and open water at their intake according to the winter’s severity and heating conditions.

  2. Crash Site: I reproduced this. It’s a save migration issue introduced in 1.2.0: older seasonal building variants are no longer defined, so Factorio removes them on load. They need to be preserved and migrated safely.

  3. Stable Foundations: You’re right about the summer tiles causing this issue. It recognizes seasonal concrete, but needs a notification to refresh building bonuses. Frequent tile notifications proved costly, so I’m looking for a more efficient approach.

13 days ago

Hi!

I've fixed the pump compatibility issue with The Shallows and the Crash Site migration issue in 1.2.2. Dummiez also added support for treating related tile variants as the same material in Stable Foundations!

Could you please update both mods and check if everything works in your save?

Thanks again for helping improve compatibility!

10 days ago
(updated 10 days ago)

This is amazing! I saw your tread at SF page and was wondered for an update but was busy with Halloween. Today's the first day I've tried updated version.

As far as I've played for 5 hours, everything's fine and smooth and I was able to continue that previous save with Crash Site not to be entities to be deleted.
Speaking of mods, I didn't recall any errors or inconsistancies.

However, during the "second" winter (summer -> mild -> cold) I've faced three times with this error:


Error while running event winter-is-coming::on_robot_built_entity (ID 18)
winter-is-coming/winter_heating.lua:219: Entity is not transport-belt-connectable.
stack traceback:
[C]: in function 'error'
winter-is-coming/winter_heating.lua:219: in function 'to_surface_variant'
winter-is-coming/winter_heating.lua:475: in function 'on_built'
winter-is-coming/control.lua:245: in function <winter-is-coming/control.lua:243>


It happened as I was rebuilding using bots my small production sets. Cannot tell for sure is it caused because of cold winter when long inserters are effected or not. All three time error message appeared during build sets with these inserters while they need heat to operate. I've tried to point out a possible mod conflict but didn't find it so far. Also maybe it is affected by incorrect underground belts behaviour. I've noticed now the function of running and placing by holding LMB underground belts and pipes just places them every tile and not in their longest possible reach. I guess this is between these two entities what causes the break.

P.S. It's a very cool idea to prolong winters not just by time, but changing one into another type "harshing" the weather and not just putting a colder winter out of nowhere after the summer.

UPD: Nope, the error still occurs during summer as well. There's two points about it. Firstly, it happens when I/bots place an underground belt, if there is a NO pair for it. The second thing, there is a snowflake freeze icon upon newely place belt.

8 days ago

Glad to hear that your save is working well!

I think I've figured out what's causing the underground belt crash and the drag-building issues with underground belts and pipes. I'll work on fixing them.

Thanks again for your help!

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