I just installed the mod and my \BepInEx\config\shudnal.Seasons\Cache settings folder is empty. The only visual change season to season is the ground, and the grass, trees and water do not change at all. I tried testing many different settings and nothing changed. I changed the binary setting to json back and forth and nothing changed.
It looks like you don't use mod manager to handle mod installation. In that case you should just use nexus version.
Thunderstore version does not include Json.NET dependency which is essential for mod to work. If you use thunderstore, r2modman or Gale then it should be installed automatically along with the mod.
Ice floes should spawn on day or season change. The moment you override seasons to change to winter from another season it should spawn the ice floes. I had a couple of issues lately related to ice floes. I think something could be broken. I will see what is wrong myself.
Just in case for further investigation, do you have any of this mods installed?
Thank you for the reply! Installing the Nexus version is what fixed it, you are right.
No, I don't have any of these mods installed.
The ones I have, of the top of my head: Faster Teleport Animation Extended Slots List container items on hover Auto repair when interacting with crafting station Eternal Fire
I am having no issues with the frozen water, only with the ice floes.
Yesterday, when I slept from Fall to Winter, the game crashed. I tried again, and it crashed again. The log window was lost because of the crash to desktop. The weird thing is that If I force winter, then it swaps seasons with no issues. I am really engaged with the seasons mod, let me know if you want me to run any tests.
There should be crash information in the log file LogOutput.log in BepInEx folder even after hard crash to desktop. It would be helpful to get the crash reason as it could be Seasons doing some staff on season change. And the last question do you play singleplayer or dedicated server?
Thanks! This is the begining of the log. It continued on and on for maybe 100x more lines, until the crash. [Info : Unity Log] 05/27/2025 19:32:41: Is mine
[Info : Unity Log] 05/27/2025 19:32:41: is current spawnpoint
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4775 TotalSeconds: 342845.32 TimeToChange:False SleepCheck:True Force:False ToPast:False [Info : Unity Log] 05/27/2025 19:32:42: Is mine
[Info : Unity Log] 05/27/2025 19:32:42: is current spawnpoint
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4779 TotalSeconds: 342846.32 TimeToChange:False SleepCheck:True Force:False ToPast:False [Info : Unity Log] 05/27/2025 19:32:43: Stopped music meadows at 564479
[Info : Unity Log] 05/27/2025 19:32:43: Starting music home
[Info : Unity Log] 05/27/2025 19:32:43: Resumed music home at 0
Also, the weird thing is that after I forced to winter day 4, from fall day 10, through the config (forcing seasons always works), and slept while forcing winter at day 4, and afterwards disabling the forced winter, the "natural winter" was working properly, and I was at the first day of winter.
I assume you are in singleplayer. If by "Extended Slots" you mean ExtraSlots then you can temporary disable it without item lose. It would be helpful if you disable all the mods except Seasons to eliminate incompatibility issues. Then I need you to enable General -> Logging enabled config, to disable Test -> Log time (it is not helpful in this case but provide redundant spam), to enable Test -> Log ice floes and then to try reproducing Fall to Winter transition crash and ice floes issues. Then I need your full log file(s) of this attempts, not just pieces. You can upload files any way you can but I think most convenient way is to migrate this discussion into Github issues, you can easily add images and file there.
P.S. I have tried to reproduce both issues on my side, but did not succeed.
Yes, I am playing singleplayer, forgot to answer that earlier. I will try to replicate the crash in the next season change, form winter to spring, and if that does not crash, try to replicate it on fall to winter. I will migrate the disccussion to the github page then. THank you!
There is no texture for ice. It is just regular water with stopped animation and waves. It uses Custom/Water shader and it does not allow to change texture. I will see what can be done but fyi water uses the same 64x64 repeating zone size and the texture should be well prepared to be used on this scale for it to look nice.
Hello! Tried to search, but Nexus is Nexus, so I just ask (again?). Having a bit problem with the HD terrain textures and Seasons. Mostly it works, but path texture and tilled soil never receive snow cover and look really odd in winter. With vanilla textures it works perfectly fine. Tried Badgers original HD textures and also with Willybachs HD, but in both cases they will remain barren. Is there anything that I can do, or is it a known "feature"? :)
This particular case is not known but inevidably there will be issues with HD mods. Seasons mod does not change or apply snow effects on its own but only changes a "biome" property of terrain to Mountains. There should be something related to snow shader not applying properly when HD mods are used.
Good to know, thank you. We (me and my mate playing in a small server) decided to go with vanilla textures. Your Seasons felt surely more interesting option than HD ground :)
Hello. Thank you for the wonderful mod. I encountered something strange: in some places the ice floes do not disappear in the spring and remain all year round. What could be the matter? There's the config [Season - Winter ocean] Enable frozen water = true Freeze the water at given days from to = {"x":4.0,"y":7.0} Enable ice floes in winter = true Fill the water with ice floes at given days from to = {"x":4.0,"y":9.0} Amount of ice floes in one zone = {"x":5.0,"y":25.0} Scale of ice floes = {"x":0.5,"y":2.5} Enable music while travelling frozen ocean at night = true Frozen ocean surface slipperiness factor = 1 Place ship above frozen ocean surface = false Place floating containers above frozen ocean surface = false
Ice floes do not spawn/despawn in Deep North. Or maybe if you have similar issue as currently open Bug you can further comment there. Do you use terrain layout altering mods like Riverheim or "network optimizer" kinda mods?
I want to report a bug, but I'm not using Vortex and haven't downloaded the mod so the bug section is not allowing me to create one.
Not sure if it has been happening to other ppl but in my game we'r having issues with the Ice Floes spawn far to many and even when disabled and the XY set to 0 in the config they keep spawning. They als remain/spawn in spring. I encounterd them at spring day 2. No errors logged in console.
We'r using a bunch of mods but none that alter environment or are similar to Seaons, not sure if you know any mods are incompatible at the moment?
If you need more info I'll be keeping an eye on this page.
Hello hon! I hope you're well (and Happy Mother's Day to you and yours if celebrated <3)
I've been noticing a texture issue on my map/mini map that happens only during Spring - i think the 'flowers' of areas of forest that might be colored during spring are having a texture issue.
Example gyazo screenshots: https://i.gyazo.com/1dca301ad70df95b81e746066102471b.jpg https://i.gyazo.com/7e804416cc60d47bd08bf56aac48e4f3.jpg
I've now moved to Summer (different map) and it looks like this: https://i.gyazo.com/baadb396b2ed05eeda30bc951e31d526.jpg *Edit*: Autumn : https://i.gyazo.com/046d729c40c6f78491143b64629e6ae6.jpg I will note that during spring, I still had those yellow patches on this new map like in the previous map.
Other than a visual annoyance, the rest of everything worked fine - flowers in the meadows, bright trees, etc were all there, it's literally only on the map/mini map that it does this - Fall and Winter on my old map also worked fine with the map coloring, it's only during Spring this is happening. Just wanted to let you know in case it's something that can be messed with at some point in the future.
Interesting! Then I wonder what it is :/ I have quite a few mods going on this play-through (103) but even with vanilla + this mod, it does it but only in Spring. Maybe it's trying to apply a color/texture thing and because there's not supposed to be any changes it's tweaking out? I honestly have no idea, I can do some more testing of mod combinations on my end and see if there's some sort of conflict somewhere. I've only got a few mods that mess with textures but seeing as how it's only happening during Spring, I'm wondering if there's some weird conflict thing going on on my end.
What mods i have that 'mess' with textures/the map is Panoc's HD Map from Willybach's HD Valheim 'extras' area ( https://i.gyazo.com/7ff13456d612d16da613ef4d0f727c09.png - there's no direct link, sorry :( ), this mod and Willybach's Valheim Upscaled ( https://www.nexusmods.com/valheim/mods/3031 ). The rest are QoL mods and things that tweak the game like CLLC. I have this mod via Thunderstore, not manual/Vortex, could there be an issue there maybe?
I've also finally hit winter in my game and it's gorgeous <3 I really am loving this mod, thank you! Winter map tax: https://i.gyazo.com/a1ff48f5f76225597e50f04ff1cf62ec.jpg
Edit: In-game Winter screenshot - it really is lovely https://i.gyazo.com/af5ac676a52320d8fbfa7ceeebe618aa.jpg
I am now on my second Spring and it's done it again - has removed all trees from the map (finally figured out what was turning yellow) and all the 'clearing' spots on Meadows has been left alone. If it's got a tree texture for the map, it's now yellow.
Mountain's not touched, nor bare/open Plains or Swamp, it's only the 'trees' on the map, so Black Forest and any forested areas of the Meadows and Plains.
I've tested Seasons + Panoc's HD Map and it works well. Willybach's Valheim Upscaled may also be messing with forest texture. Likely the texture format.
I did a run sans Willy's mod and you are correct, it is something Willy's done with texturing somewhere. I'll give him a poke (I know he works with Rusty's Seasonality mod) so he might be able to finagle something to fix this visual issue.
Thank you again hon, and I'm sorry for thinking it was an issue on your end <3 We're enjoying the mod - the ocean's froze over during winter and we ran around to other islands and found Hildir and Bog Witch while doing so - the sliding on the ice was tons of fun!
Glad you liked it. Current implementation of Willybach's Valheim Upscaled is just repacked game files so sadly it's nothing I can actually do to fix this from my side.
Not sure if this has been mentioned, but it seems during the winter when the ocean freezes, dead fish will appear on top of the ice Not really an issue but just wanted to point it out
Is it for only some fish or all fish? It is normal for some fish to be trapped under the ice and some to be on top. I'm still in search of proper winter fishing way.
Will there be an issue if i use this along with Traders Extended? I know i could just use Seasons but Traders Extended adds a selling interface which this mod doesn't. Also if i could use both, does it mean that i could have items in common.buy with Traders Extended and on top of that have season rotating items from Seasons?
Yes it will work. TradersExtended respects any mod that just add more items to list. Seasons doesn't change sell list. There is example of vanilla Haldor + Seasonal items + common.json + haldor.json
As for the rest of the files you have to copy Custom trader items.json file into ...\BepInEx\config\shudnal.Seasons\ folder. Files in Default settings folder are being overwritten every world launch.
Thanks, now it works... partially. Haldor is showing modded items like Therzie's Monstrum meat and Black7tar's Cooking Additions vegetables and seeds. Bogwitch on the other hand isn't showing black7tar's herbalist plants, tried adding wood in each season list for testing and it turns out bogwitch isnt showing any of them with seasons, traders extended's bogwitch file is working though.
Are you sure you use proper identifier like "bogwitch" along with "haldor" and "hildir"? You can copy identifier from tradersextended file name if you doubt.
Yes, I'm sure. I just used your default file as a template and just copy pasted the entries where i needed them and added what i wanted. I can send you my file so you can check if i'm doing something wrong or not. Since the whole file exceeds Nexus char limit
The rest are the same but with the reamining prefabs of that mod, but as i said, not even normal wood is showing when i added it in these segments.
Edit: Just thought i'd say that yes, i got eikthyr and gdking global keys, as i also have this in Haldor segment: { "prefab": "FoxMeat_TW", "stack": 10, "price": 150, "requiredGlobalKey": "defeated_eikthyr" }, { "prefab": "BearSteak_TW", "stack": 10, "price": 200, "requiredGlobalKey": "defeated_gdking" }
Hello again! A player on my server is noticing an issue with the crops. (We are running planteasily and planteverything mods if they might be causing this)
Their seed-carrot crops are stuck on "ready any second now". This issue began in Fall, and despite waiting all the way to Spring, they're still like that. Any ideas? Edit: Looking into PlantEverything, it looks like the config does have a section for growth time in seconds. How can I make these two mods work nicely together?
We managed it in Discord but for others who stuble upon similar issue:
PlantEverything's timers have no idea of plants' time flow changed by Seasons. Seasons has its own timers (configured to show minutes and seconds by default) which works with seasonal settings. To get proper timers you have to
go to PlantEverything's config UI section and disable EnablePickableTimers and EnablePlantTimers config values
go to Seasons' config Seasons - UI section and change Plants Hover and Pickables Hover to MinutesSeconds (or Percent or Bar if you wish)
Now you will get correct timer for Plants and Pickables at any season.
When I come to the mountains I freeze and when I leave I still freeze even when I'm in the meadows. I have the seasonal weather setting turned off in the configuration. Any advice, please?
If you turned off seasonal environments then it should work the same way as vanilla. But if you disable it after launching the world there could be remnants of unused seasonal environments. Can you reproduce the issue after world restart?
489 comments
I just installed the mod and my \BepInEx\config\shudnal.Seasons\Cache settings folder is empty. The only visual change season to season is the ground, and the grass, trees and water do not change at all. I tried testing many different settings and nothing changed. I changed the binary setting to json back and forth and nothing changed.
Did I do something wrong? Thank you!
Now the only issue I am having is the ice floes not showing up if I override winter. Lets see if they do when I play through winter normally. Thanks!
----------------------------------------------
Hi!
This is the error section of the logs. Does it make any sense?
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'Newtonsoft.Json, Version=13.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed' or one of its dependencies.
Stack trace:
Seasons.CustomSyncedValuesSynchronizer+<AssignAfterServerUpdate>d__6`1[T].MoveNext () (at <cba62e2c8f5f4e3986b42585ee0a4aac>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <be2cce08ca774b9684099a81093ecac0>:0)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
Seasons.<CoroutineCoordinator>d__9:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
Seasons.CustomSyncedValuesSynchronizer:AddToQueue(IEnumerator)
Seasons.CustomSyncedValuesSynchronizer:AssignValueSafe(CustomSyncedValue`1, Func`1)
Seasons.SeasonalTexturePrefabCache:SetupConfigWatcher()
Seasons.ZoneSystem_Start_SeasonsCache:Postfix(ZoneSystem)
ZoneSystem:DMD<ZoneSystem::Start>(ZoneSystem)
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'Newtonsoft.Json, Version=13.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed' or one of its dependencies.
Stack trace:
Seasons.ZoneSystem_Start_SeasonsCache.Postfix (ZoneSystem __instance) (at <cba62e2c8f5f4e3986b42585ee0a4aac>:0)
(wrapper dynamic-method) ZoneSystem.DMD<ZoneSystem::Start>(ZoneSystem)
Thunderstore version does not include Json.NET dependency which is essential for mod to work. If you use thunderstore, r2modman or Gale then it should be installed automatically along with the mod.
Ice floes should spawn on day or season change. The moment you override seasons to change to winter from another season it should spawn the ice floes. I had a couple of issues lately related to ice floes. I think something could be broken. I will see what is wrong myself.
Just in case for further investigation, do you have any of this mods installed?
No, I don't have any of these mods installed.
The ones I have, of the top of my head:
Faster Teleport Animation
Extended Slots
List container items on hover
Auto repair when interacting with crafting station
Eternal Fire
I am having no issues with the frozen water, only with the ice floes.
Yesterday, when I slept from Fall to Winter, the game crashed. I tried again, and it crashed again. The log window was lost because of the crash to desktop. The weird thing is that If I force winter, then it swaps seasons with no issues.
I am really engaged with the seasons mod, let me know if you want me to run any tests.
And the last question do you play singleplayer or dedicated server?
[Info : Unity Log] 05/27/2025 19:32:41: Is mine
[Info : Unity Log] 05/27/2025 19:32:41: is current spawnpoint
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4775 TotalSeconds: 342845.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Unity Log] 05/27/2025 19:32:42: Is mine
[Info : Unity Log] 05/27/2025 19:32:42: is current spawnpoint
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4779 TotalSeconds: 342846.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Unity Log] 05/27/2025 19:32:43: Stopped music meadows at 564479
[Info : Unity Log] 05/27/2025 19:32:43: Starting music home
[Info : Unity Log] 05/27/2025 19:32:43: Resumed music home at 0
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4783 TotalSeconds: 342847.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Unity Log] 05/27/2025 19:32:44: Setting selected recipe 0
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4787 TotalSeconds: 342848.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4791 TotalSeconds: 342849.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4795 TotalSeconds: 342850.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4799 TotalSeconds: 342851.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Unity Log] 05/27/2025 19:32:48: Setting selected recipe 0
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4803 TotalSeconds: 342852.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4807 TotalSeconds: 342853.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4811 TotalSeconds: 342854.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4815 TotalSeconds: 342855.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4819 TotalSeconds: 342856.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4823 TotalSeconds: 342857.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4827 TotalSeconds: 342858.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4831 TotalSeconds: 342859.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4835 TotalSeconds: 342860.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4839 TotalSeconds: 342861.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4843 TotalSeconds: 342862.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4847 TotalSeconds: 342863.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4851 TotalSeconds: 342864.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4855 TotalSeconds: 342865.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Unity Log] 05/27/2025 19:33:02: Setting selected recipe 0
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4858 TotalSeconds: 342866.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4862 TotalSeconds: 342867.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.4866 TotalSeconds: 342868.32 TimeToChange:False SleepCheck:True Force:False ToPast:False
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Seasons] Force update season after total seconds was changed significantly
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.8035 TotalSeconds: 343759.51 TimeToChange:False SleepCheck:True Force:True ToPast:False
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Seasons] Force update season after total seconds was changed significantly
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.8116 TotalSeconds: 343770.46 TimeToChange:False SleepCheck:True Force:True ToPast:False
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Seasons] Force update season after total seconds was changed significantly
[Info : Seasons] Current: Fall 10 190 New: Fall 10 190 Time: 0.8198 TotalSeconds: 343781.40 TimeToChange:False SleepCheck:True Force:True ToPast:False
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "" failed to parse!
[Info : Unity Log] PlatformUserID "
If by "Extended Slots" you mean ExtraSlots then you can temporary disable it without item lose. It would be helpful if you disable all the mods except Seasons to eliminate incompatibility issues.
Then I need you to enable General -> Logging enabled config, to disable Test -> Log time (it is not helpful in this case but provide redundant spam), to enable Test -> Log ice floes and then to try reproducing Fall to Winter transition crash and ice floes issues.
Then I need your full log file(s) of this attempts, not just pieces. You can upload files any way you can but I think most convenient way is to migrate this discussion into Github issues, you can easily add images and file there.
P.S. I have tried to reproduce both issues on my side, but did not succeed.
Yes, I am playing singleplayer, forgot to answer that earlier. I will try to replicate the crash in the next season change, form winter to spring, and if that does not crash, try to replicate it on fall to winter. I will migrate the disccussion to the github page then. THank you!
Is there a way to edit the ice texture? I was looking manually on the cache folder but couldn't find it.
I will see what can be done but fyi water uses the same 64x64 repeating zone size and the texture should be well prepared to be used on this scale for it to look nice.
[Season - Winter ocean]
Enable frozen water = true
Freeze the water at given days from to = {"x":4.0,"y":7.0}
Enable ice floes in winter = true
Fill the water with ice floes at given days from to = {"x":4.0,"y":9.0}
Amount of ice floes in one zone = {"x":5.0,"y":25.0}
Scale of ice floes = {"x":0.5,"y":2.5}
Enable music while travelling frozen ocean at night = true
Frozen ocean surface slipperiness factor = 1
Place ship above frozen ocean surface = false
Place floating containers above frozen ocean surface = false
Not sure if it has been happening to other ppl but in my game we'r having issues with the Ice Floes spawn far to many and even when disabled and the XY set to 0 in the config they keep spawning. They als remain/spawn in spring. I encounterd them at spring day 2. No errors logged in console.
We'r using a bunch of mods but none that alter environment or are similar to Seaons, not sure if you know any mods are incompatible at the moment?
If you need more info I'll be keeping an eye on this page.
I've been noticing a texture issue on my map/mini map that happens only during Spring - i think the 'flowers' of areas of forest that might be colored during spring are having a texture issue.
Example gyazo screenshots:
https://i.gyazo.com/1dca301ad70df95b81e746066102471b.jpg
https://i.gyazo.com/7e804416cc60d47bd08bf56aac48e4f3.jpg
I've now moved to Summer (different map) and it looks like this:
https://i.gyazo.com/baadb396b2ed05eeda30bc951e31d526.jpg
*Edit*: Autumn : https://i.gyazo.com/046d729c40c6f78491143b64629e6ae6.jpg
I will note that during spring, I still had those yellow patches on this new map like in the previous map.
Other than a visual annoyance, the rest of everything worked fine - flowers in the meadows, bright trees, etc were all there, it's literally only on the map/mini map that it does this - Fall and Winter on my old map also worked fine with the map coloring, it's only during Spring this is happening. Just wanted to let you know in case it's something that can be messed with at some point in the future.
What mods i have that 'mess' with textures/the map is Panoc's HD Map from Willybach's HD Valheim 'extras' area ( https://i.gyazo.com/7ff13456d612d16da613ef4d0f727c09.png - there's no direct link, sorry :( ), this mod and Willybach's Valheim Upscaled ( https://www.nexusmods.com/valheim/mods/3031 ). The rest are QoL mods and things that tweak the game like CLLC. I have this mod via Thunderstore, not manual/Vortex, could there be an issue there maybe?
I've also finally hit winter in my game and it's gorgeous <3 I really am loving this mod, thank you!
Winter map tax: https://i.gyazo.com/a1ff48f5f76225597e50f04ff1cf62ec.jpg
Edit: In-game Winter screenshot - it really is lovely
https://i.gyazo.com/af5ac676a52320d8fbfa7ceeebe618aa.jpg
Mountain's not touched, nor bare/open Plains or Swamp, it's only the 'trees' on the map, so Black Forest and any forested areas of the Meadows and Plains.
https://gyazo.com/9480861ac8df0c87ef5703e0749e78cb
Thank you again hon, and I'm sorry for thinking it was an issue on your end <3 We're enjoying the mod - the ocean's froze over during winter and we ran around to other islands and found Hildir and Bog Witch while doing so - the sliding on the ice was tons of fun!
Not really an issue but just wanted to point it out
Thank you for your amazing mods!
There is example of vanilla Haldor + Seasonal items + common.json + haldor.json
"bogwitch": [
{
"prefab": "BH_Chamomile",
"stack": 10,
"price": 150,
"requiredGlobalKey": "defeated_eikthyr"
},
{
"prefab": "BH_Boswellia",
"stack": 10,
"price": 200,
"requiredGlobalKey": "defeated_gdking"
},
{
"prefab": "BH_Chicory",
"stack": 10,
"price": 250,
"requiredGlobalKey": "defeated_bonemass"
},
{
"prefab": "BH_Daisy",
"stack": 10,
"price": 300,
"requiredGlobalKey": "defeated_dragon"
},
{
"prefab": "BH_Echinacea",
"stack": 10,
"price": 350,
"requiredGlobalKey": "defeated_goblinking"
},
{
"prefab": "BH_NordicFirebloom",
"stack": 10,
"price": 400,
"requiredGlobalKey": "defeated_queen"
}
]
The rest are the same but with the reamining prefabs of that mod, but as i said, not even normal wood is showing when i added it in these segments.
Edit: Just thought i'd say that yes, i got eikthyr and gdking global keys, as i also have this in Haldor segment:
{
"prefab": "FoxMeat_TW",
"stack": 10,
"price": 150,
"requiredGlobalKey": "defeated_eikthyr"
},
{
"prefab": "BearSteak_TW",
"stack": 10,
"price": 200,
"requiredGlobalKey": "defeated_gdking"
}
And that works
Edit: It works now! Thank you so much for all your work!
Their seed-carrot crops are stuck on "ready any second now". This issue began in Fall, and despite waiting all the way to Spring, they're still like that. Any ideas?
Edit: Looking into PlantEverything, it looks like the config does have a section for growth time in seconds. How can I make these two mods work nicely together?
PlantEverything's timers have no idea of plants' time flow changed by Seasons. Seasons has its own timers (configured to show minutes and seconds by default) which works with seasonal settings.
To get proper timers you have to
- go to PlantEverything's config UI section and disable EnablePickableTimers and EnablePlantTimers config values
- go to Seasons' config Seasons - UI section and change Plants Hover and Pickables Hover to MinutesSeconds (or Percent or Bar if you wish)
Now you will get correct timer for Plants and Pickables at any season.