First- Hail
Hail should damage crops like heat and cold damage already do, encouraging players to work on getting a greenhouse early.
It should also damage the glass on that greenhouse like refractory bricks get damaged, requiring upkeep and replacement. This is a good opportunity to add a shattered variant to glass and a more resistant tempered variant to give the tempering system a use outside of smithing.
Second- Ice for better preservation
Early game you can collect ice chunks from breaking glacier ice and collect snowballs from mountains and put them directly into containers to increase the shelf life of the items in that container. They melt over time based on the ambient temperature of the room they're in so they're more effective in cellars, and if you let them melt into slush or water they actually increase the spoil rate to you have to replace them.
Mid game, like when you start smithing, you can use a saw (or potentially a new long saw) to harvest entire blocks of glacier/river ice to put in your cellar, or more effectively, in a grated room above or below your cellar. These blocks would last longer than ice chunks, but also still require replacement depending on how the ice room is oriented compared to the cellar due to thermodynamics:
- an ice room above the cellar would provide better cooling but melt quicker
- an ice room below the cellar would require less maintenance but be less effective at cooling the room above it
-ice blocks placed *in* the cellar would be a best of both worlds situation
...and you could place a grated subfloor below an ice room placed *below* a cellar for water to drain into to reduce penalties.
Late game you could use certan higher tier insulating blocks to help mitigate downsides.
While there's little need for grains and vegetables to last longer due to their already long shelf life, this would help with the preservation of fruits and meats significantly.
Third- keeping yourself warm
Winter is a punishing time of year and that's great, but I think there are a few things that don't make complete sense:
- The hunger debuff from cold should be based on your internal body temperature, not the outside temperature. If you're well insulated your body isn't burning extra calories keeping you warm so it makes no sense to be punished for a cold *I'm not experiencing*. See: The Long Dark's temperature system
- High wind and getting wet, such as during a snow storm, should be MUCH more punishing. As it is now, it's enough to half bother with some basic early clothing and bring a bit of extra food during the winter and then swim in a lake during a snowstorm at -20 to your heart's content. High winds and and wetness should *SIGNIFICANTLY* increase the rate of body temperature loss and bypass a bit of clothing insulation, making even relatively decent temperatures of 0-5C dangerous if the wind picks up or you fall into water. To mitigate wetness, sources of fire, especially a campfire burning a high temperature fuel, should speed up the rate of drying off and increase body temperature. As for Wind, simply putting a wall between you and the direction of wind should help significantly. There's a reason why dugout shelter and igloos, though not sealed rooms, are so instrumental in surviving low temperature wind. This would also help with the problem of large rooms being unviable due to the hunger penalty they incur due to technically being considered "outside". Again, The Long Dark is an *exelent* example of this system in action.
- Rooms should have temperature *independent* of the outside temperature, even oversized rooms, and this temperature should be influenced by:
-Outside temperature (varying based on the blocks your room is made of and open doors/trapdoors)
-Internal sources of heat (any open flame, hot clay ovens, and any hot food, smithed item, or bar)
-Living entities (players, animals, and traders)
This is to incentivise keeping a fire lit during the winter, and keeping lanterns from being the end all be all of lighting solutions as they are not an open flame, encouraging alternatives like cooking, using a distillery, smithing, or keeping a fire fed with long lasting fuel.
Incidentally, this helps spice up the summer too, trying to avoid heat stroke would become a bigger issue. This would encourage the player to open a window (rotating a glass window with the wrench or opening a solid trapdoor), open a door, move high temp activities like smithing or cooking to an outdoors, open air structure, and cooling your shelter with ice.
Thank you for your consideration
(P.S. Go play the long dark, it's a fantastic winter survival game!)