Project Zomboid

Project Zomboid

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[B42/B41]Surviving Through Seasons
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File Size
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1.058 MB
13 Feb, 2022 @ 5:10pm
17 Dec, 2024 @ 9:53pm
6 Change Notes ( view )

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[B42/B41]Surviving Through Seasons

In 2 collections by Daimyo
Sernix Coop Zomboid
95 items
Zomboid Objective Mods
9 items
Description
Update 12/17/2024
  • Works with B42 and B41 now

Update 11/8/2024
  • New parameters per season!
  • You can now change month lengths per season (Spring, Summer, Fall, Winter). So you can have shorter spring months, and longer winter months for example.
  • You can now disable whole season by setting the parameter to 0. So if you want full length winters, set winters to 0, and Spring, Summer, and Fall you can set to between 1-15.
  • You can set all parameters to 0 to disable the mod so you don't need to unsubscribe if you want to disable temporarily.
  • Save game compatible, safe to add/remove mid-save (you may need to run your game with -debug mode to update your sandbox variables on an existing save else they will default to 10).

Mod Summary:
  • Experience a multi-year/season playthrough without having to put in hundreds of hours or have incredibly short days to do so.
  • Always have something to prepare for eg. cold and scarce winters, hot and dry summers.
  • This mod allows the player (or host of a world) to set the max amount of days in a month. Min 1 to Max 15.
  • Based on the value set, the mod will dynamically simulate a shorter in-game month.
  • NEW 11/8/2024: You can now change month lengths per season (Spring, Summer, Fall, Winter). So you can have shorter spring months, and longer winter months for example. You can also now disable whole seasons or all seasons without having to unsub from the mod.
  • Should be compatible with all mods.
  • Example: 10-day months create a 2 day skip. At every end of the day, 2 days will be skipped. See time-lapse video and pay attention to clock which simulates roughly 7-day months



Time-lapse of Seasons:



How does this affect water/electric shut-off, farming, erosion, days survived, etc.?
  1. Time-based sandbox settings (zombie/loot respawns included) will only progress when time progresses normally through gameplay and or sleeping (also sped-up time in singleplayer).
  2. Example: Lets say your world starts on 7/9/1993 (MM/DD/YYYY) and you set water/electric to shut-off on day 10.
  3. If you set this mod with 10-day months. Your water/electricity will NOT shut-off on 7/19/1993.
  4. Instead it will shut-off around 8/13/1993, almost a month later because you've only played 10 in-game days but simulated a month of time passing.

More Info and recommendations:
  • If playing with 10-day (or less) months, set vanilla hours per day to 2+ so you have more time per day for tasks.
  • Generally, players may want to increase farming speeds and yields if playing with 10-day (or less) months.

Compatibility:
  • Tested w/ B41, can be added/removed from an existing save. (Likely works w/ B40).
  • Multiplayer and dedicated server compatible.
  • Shouldn't conflict with any other mods.

Future plans:
  • Additional settings to allow specific seasons or quarters of the year to be longer (such as winter).
  • If possible, develop settings to automatically scale farming speeds, erosion etc.

Known issues:
  • Adjustments to code needed to factor in carry-over day settings above 15-20. Currently recommended to play with 20 or less days, though the calculations will still be off.
  • The Automated Emergency Broadcast will still work but there's a limit in how it works with this mod. For example, the AEB system may set a hard date like if in-game the date is 1/1/1994 and AEB says tomorrow on 1/2/1994 it will rain, this mod skips to 1/4/1994 (because we want faster seasons so shorter months), so it likely won't rain because it should've rained on 1/2/1994. Technically it can rain on 1/4/1994 if that was the forecast all along but it also might be sunny.

Credits:
Inspired from Initial mod:
nigel
A faster months mod


Workshop ID: 2753086629
Mod ID: survivingthroughseasons
Popular Discussions View All (4)
7
3 May @ 12:00am
PINNED: Mod Compatibility
Daimyo
6
8 Nov, 2024 @ 3:21am
PINNED: Bug Reporting
Daimyo
2
25 Nov, 2024 @ 7:06am
Does this affect food spoilage at all?
Ashiel
144 Comments
Cube 4 Jun @ 6:01am 
I've got a dumbass question. i only want a 1 day skip, do i then put 15 days per month?
Serenity 22 May @ 11:33pm 
Hello Daimyo, thank you so much for answering.
I am very sorry for spreading disinformation, Horde Night did actually work. Possibly for the first night, zombies spawned too far and then wandered away.
It worked on the second night, just yesterday returning to my base I was greeted by a huge spawned horde and barely survived.
I am glad that both of these these wonderful mods work together.

Thank you for making the game more playable!
Daimyo  [author] 21 May @ 3:40am 
A likely guaranteed workaround to get horde night to work is to set the "Random Horde Night" setting to something like 10% (assuming it's percent based and has a chance to trigger every X hours/days). That way it's no longer tied to a set frequency and will trigger randomly from time to time.
Daimyo  [author] 21 May @ 3:35am 
The reason horde night likely doesn't work is bc the dev likely sets a hard date in the future like 1/1/1993 as the "horde night". Then my mod has a chance to skip over that date bc it's skipping days/weeks depending on your settings.
Serenity 19 May @ 7:01pm 
Can confirm that Horde Night is not working with this mod. Note that I have 165 other mods, can't be 100% sure :)
So what happens is that I hear growling sound on Horde Day, but nothing happens.
BeerfishTV 27 Mar @ 4:02pm 
Does this mod affect things like item and zombie respawning, too? And also, does it allow for time to progress when no-one is connected to the server?
Pandize 21 Mar @ 2:03am 
Noticing this breaks Horde Night. Not sure how, but it does. :(
Amroth 13 Mar @ 3:07am 
Is there a way to fix the issue with AEB? I like to plan for weather events, but it being semi-random kinda makes it fall apart.
Pendah 5 Mar @ 9:04am 
That is nice, so if I play with 15 days per month with a 2h day lenght, i will reach winter at about the same gameplay time originally intended with the 1h day lenght. :steamhappy:
StormFather 13 Feb @ 1:28am 
Would it be possible to get an option that sets when the sped up time kicks in? E,g the first 30 days run 1:1 days, then after that its X days per month, maybe even after another set point a faster rate? Its fun to experience the first few weeks longer days, then adapt to the new normal with faster days after some time.