Have season directly affect crop growth. Some crops grow best in cool climate spring/fall (Wheat, Carrot, Potato, Beetroot), some in warm climate/summer (Kelp, Melon, Cocoa, Bamboo, Sugar Cane), some in fall only (Pumpkin), some are good year around (Sweet Berry, Mushroom, Glow Berry). Winter and offseasons could stop growth of some crops or kill them (killing gives some extra game-play necessity to harvesting when you can).
User defined update update radius (so you can view a little farther without seeing a different season off in the distance)
Higher elevations are colder (so tall mountains are naturally snow covered?). Maybe optionally exclude floatlands.
Full Mineclonia support (I think some tree leaves and grasses are a work in progress yet?)
Appreciate the detailed wishlist — I implemented a couple of these today. Should appear in the next auto release (24 hours).
User-defined update radius — done, in today's release. seasons_update_radius (and seasons_update_radius_vertical) in the mod settings, default 96 nodes, adjustable up to 512. The far-area sweep is now deterministic near-to-far instead of random sampling, so nothing loaded stays stuck in a stale season. There's a README section on the tuning tradeoffs and a /seasons_update_status command to measure what a bigger radius costs on your world.
Higher elevations are colder — also in today's release. There's a linear temperature lapse rate applied above a base height, so tall mountains get a winter snowline and high peaks stay snow-covered year-round (it reuses the existing weather/melt paths — no new snow-placement code). And yes, it's disabled at/above a configurable height (seasons_elevation_cooling_floatland_y, default 1000) specifically so floatlands don't get driven arctic. All tunable via seasons_elevation_cooling_*.
The view range looks improved on default settings, but I'll have to do some further testing.
I noticed that if you manually change the season and exit the world, it doesn't seem to pick up where you left off when you re-enter (restarts at summer?). I'm not sure if the resetting happens regardless of manually changing, that could be too. Only did a little testing.
My Wish List (for what it's worth):
Great suggestions! I'll put them on the list for the next version.
Appreciate the detailed wishlist — I implemented a couple of these today. Should appear in the next auto release (24 hours).
User-defined update radius — done, in today's release. seasons_update_radius (and seasons_update_radius_vertical) in the mod settings, default 96 nodes, adjustable up to 512. The far-area sweep is now deterministic near-to-far instead of random sampling, so nothing loaded stays stuck in a stale season. There's a README section on the tuning tradeoffs and a /seasons_update_status command to measure what a bigger radius costs on your world.
Higher elevations are colder — also in today's release. There's a linear temperature lapse rate applied above a base height, so tall mountains get a winter snowline and high peaks stay snow-covered year-round (it reuses the existing weather/melt paths — no new snow-placement code). And yes, it's disabled at/above a configurable height (seasons_elevation_cooling_floatland_y, default 1000) specifically so floatlands don't get driven arctic. All tunable via seasons_elevation_cooling_*.
Sweet, thanks again!