Template:Seasons
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Seasons affect different zones (environments/biomes) based on their location in the world.[3][4]
- A majority of environments will experience either two or four seasons, excluding corrupted areas, which is considered a "season" itself.[5]
- Some biomes will have seasons that are less (or more) temperate. For example: Northern, Southern and Tropical regions.[6] Other biomes will have fixed climates.[7]
- Biomes that are affected by seasonal cycles may experience drastic visual differences between seasons.[3]
- Events may radically change the current season a zone is in, or elongate it.[8][9] This includes weather changes.[4]
- There will also be magical seasons where you might be in a tropical zone and suddenly it's snowing.[6]
- Items, crop cycles, buildings, and crafting mechanics might gain certain buffs or debuffs in certain seasons.[8][10][4]
- Ocean and underwater areas will not have seasonal changes.[11]
- Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require X number of people to do that before the tree gets removed; and that as an example is not beneficial for the transit of goods because as caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking a road that led to a bridge per-se that they would have to off-road.[4] – Steven Sharif
- Different seasons may affect access to various roads.[8][9][4]
- Pathways that are open during summer may be closed during winter.[4]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[8][9][12]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[4]
- Ice will make roads bumpy and slippery.[13]
- Seasonal flooding is something the developers are talking about internally, but will not be present in Alpha-2.[14]