Gameplay
How does it all works?
How the seasons change survival. These files live in plugins/SamsSeasons/gameplay/. Each has an enabled switch at the top, and almost every value can be set per season (winter: 0) or per phase (autumn: { early: 1.0, mid: 0.8, late: 0.5 }). For the default values of each season, see The Four Seasons.
Reading the numbers: 1.0 = vanilla, 1.4 = 40% faster or more, 0.5 = half, 0 = not at all.
Crops (crops.yml)
How it works: Minecraft grows plants in random "growth ticks". Each time a crop is about to grow, SamsSeasons looks at its group's growth for the current phase. Above 1.0 the crop sometimes gets an extra growth step, below 1.0 some growth steps are cancelled, and at 0 it doesn't grow at all.
- Groups: field crops, gourds (pumpkins, melons), berries, sugar cane / cactus / bamboo, cocoa... each with its own blocks and speeds.
- Greenhouses: a crop with any glass block or pane straight above it (within
max-heightblocks) grows at least at the greenhousegrowth, whatever the season. This is how players farm through winter. - Harvest bonus: breaking a fully grown plant has a chance (
harvest-bonus) of extra drops, mostly in autumn.
Animals (animals.yml)
How it works: when two animals are fed to breed, breeding-chance decides whether a baby actually comes. The food is used either way, the way real seasons work. With twin-chance a second baby appears, and cooldown stretches or shortens the time until the parents can breed again (× the vanilla 5 minutes).
Each animal type can have its own values: bees and frogs don't breed in winter, wolves don't care about the season.
Mobs (mobs.yml)
How it works: only natural spawns are touched (reasons: [NATURAL]). Spawners, spawn eggs, breeding and other plugins' mobs are left alone.
- Spawn rates: below
1.0, some natural spawns of that mob are cancelled; above1.0, extra ones appear next to natural ones. - Variants: a natural mob is sometimes replaced, e.g. skeletons under the open sky become strays in winter, zombies in hot biomes become husks in summer. Options:
chance,outdoors-only,min-biome-temperature.
Wildlife (wildlife.yml)
How it works: every interval (30 s) SamsSeasons tries to spawn seasonal animals a little away from each player (radius 24-48 blocks), in suitable biomes, but never more than max-nearby of one kind. Out of the box: wolves, foxes and polar bears in winter, bees, rabbits and frogs in spring, foxes in autumn.
Seasonal animals wander off again (they despawn when nobody is near) unless a player tames, names or leashes them. In spring, animals near players also have babies; in late autumn, some monsters wear a pumpkin on their head.
Fishing (fishing.yml)
How it works: bite-speed changes how long a player waits for a bite (1.25 = bites 25% sooner). When a fish is caught, bonus-chance decides whether it's replaced by one of the season's special catches, picked by weight.
- Each catch has a name, lore, weight, XP and an optional
item-model/custom-model-data. With the resource pack, every catch has its own icon. - Give a catch with
/seasons give <player> <season> <catch> [amount]. The editor addon shows them all as items.
catches:
spring:
blossom-salmon:
material: SALMON
name: "&#F2B5D4Blossom Salmon"
lore: ["&7Caught among drifting petals."]
weight: 10
xp: 6Also..
- Temperature: how players feel the cold and heat.
- Festivals: special days with perks and rewards.
- Switch crops, mobs or temperature off per area with WorldGuard or inside claims.
