Foundation

Times and Seasons for Foundation

Released (updated ago). Ranked 14 of 283 with 8,490 (27 today) downloads

Published by Batyushki (mod ID: 689565)

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"To every thing there is a season, and a time to every purpose under the heaven"

This mod introduces Seasons, Weather, a Mid-Winter Fast, and Random Events. It is an advanced mod that builds on other production mods I've developed. I suggest using Batyushki's Modpack so that you get all the modded production items to make it through winter.

Seasons

One year in-game is divided into four seasons (Spring, Summer, Autumn, Winter). Each season lasts three months. Each crop or animal has two seasons of peak production and two seasons of lower production (see the table). During each season the temperature and rainfall will vary randomly. During warm periods with adequate rainfall, crop yields will increase. Cold weather, too much rain, or no rain for several weeks will cause yields to fall. Animals are also sensitive to high or low temperatures, and drought. During rainy periods outside of winter, pastures will grow better which gives a boost to flocks and herds.

You can track the current season and temperature in the toolbar. Temperatures range from 1 degree Celsius up to 25 degrees. Normal seasonal temperatures are 5 C in winter, 15 C in spring and autumn, and 20 C in summer.

You can see the current yield modifiers in the Village information window. Modifiers can stack, for example you could see a reduced Berry crop because of the seasonal modifier for Spring, and also for colder than normal weather.

You will need a wide variety of foods to make it through Winter. I recommend you focus on food and fuel production, store a large surplus in granaries, and make good use of the trading system. In the first year, focus on poultry and egg production since it requires no inputs and takes up less space.

Mid-Winter Fast

This religious event lasts for the first two weeks of the eleventh month. During this period, the people will fast and pray to give thanks for the harvest and to gain favour with God the coming year. Fasting villagers require much less food and water, and will also refrain from buying goods or luxuries. All workplaces will be closed except those which fulfil the needs of villagers (markets, churches, and modded workplaces like the fuel cart and town crier).

During the first week of the Fast, many villagers will make their last visit to the market to stock up on supplies. After this first week, revenue from markets will drop to almost zero. Your treasuries will empty as maintenance costs are still being paid but no new money is coming in. Construction projects will also pause.

The Fast is a good time to plan large monument construction projects. Even if you don't have the gold or resources to build them immediately, you can lay them out to prepare for building in the spring. You can also use the time to decorate your village or lay out new fences and fields.

Random Events

Every month there is a chance that a random event will occur. These can be positive or negative, and sometimes you will have the choice of how to respond to an event. There are fifty different events, and a single event will never occur more than once every two years. Because many events require a certain building or population level, you will experience fewer events during the first year or two of the settlement. You will experience more events if you have more mods that add production items.

  • Troublesome Birds
  • Orchards Infested
  • Weavils
  • New Fashions
  • Potent Fertiliser
  • Blackfly
  • Flooding Upstream
  • Foxes Run Wild
  • Sour Milk
  • Blown Away
  • Murrain
  • Priest Defrocked
  • Stern Sermon
  • Mauraders
  • Buried Treasure
  • Shipwreck
  • Smugglers Caught
  • Thieves Caught
  • Guilds Revolt
  • Farmers Revolt
  • Land Grant
  • Refugees
  • Famine
  • New Breeds
  • Murder
  • Water weed
  • Travelling Blacksmith
  • Expert Cheesemakers
  • Skilled Woodworkers
  • Unhappy Bakers
  • Drowning
  • Massive Shoal
  • Guild of Weavers
  • Bad Flax
  • Ancient Battle
  • Barrels Afloat
  • Poachers
  • Great Feast
  • Damaged Thatch
  • Plague of Rats
  • Poisoned Well
  • Flying Sparks
  • Unfortunate Accident
  • Better Offer
  • Sheep Run Amok
  • Too Many Candles
  • Exodus

Dependencies

NameAddedUpdated
Common Resources V1

Releases

FilenameSizeVersionAddedOptions
times_and_seasons_2.0.9.zip5.33mb2.0.9

times_and_seasons_2.0.8.zip5.33mb2.0.8

times_and_seasons_2.0.7.zip5.33mb2.0.7

times_and_seasons_2.0.6.zip5.23mb2.0.06

times_and_seasons_2.0.5.zip5.23mb2.0.5

times_and_seasons_2.0.4.zip5.23mb2.0.4

times_and_seasons_2.0.3.zip5.23mb2.0.3

times_and_seasons_2.0.2.zip2.92mb2.0.2

times_and_seasons_2.0.1.zip2.92mb2.0.1

times_and_seasons_2.0.0.zip2.88mb2.0.0

15 comments

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LI
lil_b2005 @lil-b2005

Foundation version 1.7 getting an error with this mod.
ERROR LUA GamCLuaManager::logError scripts/fast.lua(144): HAPPINESS_FACTOR_SECURITY/Icon (in HAPPINESS_FACTOR): Should not be nil
ERROR LUA GamCLuaManager::logError scripts/fast.lua(144): Unable to register asset 'HAPPINESS_FACTOR_SECURITY'
ERROR LUA GamCLuaManager::logError Mod loading failed: 'Times and Seasons' v2.0.7

SecrectVN
SecrectVN @secrectvn

me too error

DK
DKRahne @dkrahne

In light of the above error, I went through the process of removing all of my mods and starting afresh. I decided to download Batyushkis Modpack as it was a one stop for any supporting mods and/or dependencies.
This worked all mods active, no errors.

DK
DKRahne @dkrahne

I'm getting the exact same error message

Batyushki
Batyushki @batyushki

lil_b2005 I'll look into this. It works for me but I have the Street Performers mod installed which I think is the interdependency.

Batyushki
Batyushki @batyushki

This issue should now be fixed.

GT
Gilles-Therron @gilles-therron

Hi, first: Great Mod, thank you! I had some of the events, nice. But the last one "Flying Sparks" made houses disappear (as they should). Is the land again available to be build with houses (not manually placed)? Because it stays empty, even though there are several villagers complaining of not having space near their workplace.

GT
Gilles-Therron @gilles-therron

ok, it does now.. had to be patient :)

LK
LKSeng1994 @lkseng1994

Is there any visual changes during all the season?

Batyushki
Batyushki @batyushki

At the moment this is not possible.

alankirkham
alankirkham @alankirkham

Thank you for changing the duration of the Holy Event. I had -168 happiness and people were moving out

Batyushki
Batyushki @batyushki

It was pretty hard, I had a very bad winter recently too!

T
Tomalini @tomalini

The season change and effects on production work well, but I've never seen the holy month or any random events appear in-game. I have the Common Resources dependency and all the other recommended mods in the modpack and have about 500 villagers and all the buildings in my save, am I missing something?

Batyushki
Batyushki @batyushki

Tomalini did you have the mod installed from the very beginning of your game? Are you sure you're using the new version - there was an old version that didn't have holy month or season effects, it's now named Times and Seasons (Old Version).

Otherwise I can't think of why that would be.

T
Tomalini @tomalini

Yeah that has fixed it, looks like I had downloaded the older version. Thanks for the assistance