Authored months, weekdays and years, dated events, and the weather forecast.

Calendar

By default your world knows time of day and four rotating seasons — but no dates. There is no year, no month names, no weekday names, and because weather is rolled at random the moment it changes, there is no way to tell a player what tomorrow holds.

The Calendar fixes all of that. You author the shape of your year, date events onto it, and players get a real calendar they can open and read.

Find it in World Config → Calendar, next to Weather & Time.

Definition — the shape of your year

The Definition tab is where you invent your calendar:

FieldWhat it does
MonthsAny number of months. Each has a name, a length in days, and a season.
WeekdaysName your weekdays. The week is as long as this list — a 5-day or 10-day week is perfectly valid.
Starting dateWhich year/month/day/weekday the world begins on.
Year LabelHow a year renders — Year {year}, {year} AC, whatever fits your setting.
Forecast DaysHow far ahead players can see the weather. 0 hides the forecast entirely.

A live preview shows what your settings resolve to ("Day 0 of this world is Stoneday, 2 Thaw, 312 AC"), so you can see immediately whether the shape is what you meant.

Months do not have to be equal length, and several months can share a season — three consecutive Winter months read as one continuous winter to everything downstream.

Seasons still do the work

**Your months map onto the engine's four seasons, and that is what keeps everything else working.** Weather weight tables, ambient temperature, seasonal audio and NPC shop season rotation are all driven by the season a day falls in — the calendar only decides when each season falls. Nothing you have already authored against seasons needs changing.

While a calendar is enabled, Season Length (days) in Weather & Time is ignored (and shown disabled), because your months now answer that question.

Events — things that happen on dates

The Events tab is a real grid of your authored year. Click any day to add an event.

SettingWhat it does
RepeatsEvery year on a date, once on a specific date, monthly on a day, or weekly on a weekday.
DurationHow many days the event runs. It may cross month and year boundaries freely.
AnnouncementsA toast and/or a chat line, broadcast when the event's first day begins.
Forced WeatherPins the weather for every day the event covers — the Storm Festival really is always a thunderstorm.
On-Start ScriptA common event fired server-side on the first day, for anything scripted.
World EventA world event (authored in World Config → World Events) to run for the whole duration — XP/loot/gathering boosts, boss spawns, mob waves, zone scoping.
Art & ColourThe image and chip colour players see on their calendar.
VisibilityPublic shows on the player calendar. Hidden runs its script without players ever seeing it.

Events are content, so they publish to your live server like any other definition.

Where the gameplay effects come from

A calendar event schedules; a World Event is the payload. World Events already own XP / loot / gathering / crafting / speed multipliers, bloodmoon, boss spawns, mob waves and zone scoping — but they could only be scheduled in real time (an interval in milliseconds, or a wall-clock start), so "the 14th of Emberfall is a double-XP festival" was impossible to express.

Linking one in the World Event field fixes that: the calendar becomes the in-game-date scheduler World Events never had, and the world event runs for your calendar event's duration in in-game days, overriding its own real-time duration.

So a double-XP day is two pieces:

1. Under World Events, author an event with effect XP Boost and a multiplier, and set its schedule to Manual so it only fires when something asks it to. 2. Under Calendar → Events, add an event on the date you want, set Duration to 1 day (or 7 for a week), and pick that world event.

Studio warns you if the world event you picked is disabled, or is still on its own recurring timer — in that case it fires on its own as well as on your date.

> Changing the current weather right now is separate from all of this: use > World Config → Weather & Time → Weather, which applies live. Bear in mind it is > transient — the world keeps rolling weather on its own. To make a date always have > certain weather, use a calendar event's Forced Weather instead.

The forecast

Daily weather is now deterministic: it is rolled from your world seed and the day number rather than at random. The odds are unchanged — the same season weight tables you already tuned — but because any future day can be computed, a forecast becomes possible at all, and every player sees the same one.

Weather still drifts within a day. On a day an event has pinned, it doesn't.

What players see

Players have four ways into the Calendar panel:

  • The weather, time and date chips in the top bar are buttons (a dotted underline
marks them as clickable) — clicking any of them opens the calendar.
  • A Calendar entry in the top bar's More menu.
  • The , (comma) key — rebindable like every panel key.
  • Custom menu buttons and top-bar buttons a creator points at the panel.calendar
action.

The panel shows:

  • This month's grid, today ringed, in your month and weekday names
  • Forecast icons on each day inside your forecast horizon
  • Event chips, with a detail popover showing the description and art
  • A Coming up rail — "Harvest Festival — in 3 days"
  • Arrows to page through other months
The panel is a normal customizable panel (id calendar), so the UI & HUD Editor can re-skin and reposition it like any other window.

The clock and the date in the HUD

The top-bar time chip shows a real clock — 14:32 · Afternoon by default. Pick the format in the UI & HUD Editor's Top Bar tab (Clock format): 24-hour, 12-hour, with or without the phase word, or phase-only for the classic look. When a calendar is driving the world, a date line ("Moonday 14 Emberfall") appears beside it.

There is also a standalone World Clock HUD element (Layout tab → World Clock) — hidden by default — that a creator can place, scale and anchor anywhere on screen. It shows the clock plus the calendar date, and clicking it opens the calendar too.

Turning it off

The Calendar feature flag is on by default, but a calendar only drives dates and seasons once you tick "Calendar drives the world's dates & seasons". Until then the world keeps fixed-length seasons and shows no date line — the chips still open the panel (clock + forecast over the default calendar) so players always have a weather forecast. With the feature flag off entirely, the panel, button and keybind disappear.

Things worth knowing

  • Reshaping your year moves existing dates. Dates are derived from a day counter, so
shortening or removing a month can shift what "today" is. Studio warns you, and blocks the save if any event would land on a date your calendar no longer has.
  • Each world keeps its own date. The day counter is live server state, not content —
publishing a calendar to a running world never rewinds the date players are living in.
  • Weekday-driven content follows your week. Systems keyed to a weekday wrap on your
authored week length, so weekday 3 of a 5-day week means what you'd expect.