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You can't rewind time without reloading the last save.  You can jump forward as much as you want like this:

local TUNING = GLOBAL.TUNING -- REMOVE THIS LINE IF NOT USING IN MODMAIN!function GoDay(day_number, dont_ignore_player)    local target_day = day_number * TUNING.TOTAL_DAY_TIME    local world_age = GetWorld().components.age:GetAge()    local time_diff = target_day - world_age        if time_diff < 0 then return end        LongUpdate(time_diff, not dont_ignore_player)end

 

You can't rewind time without reloading the last save.  You can jump forward as much as you want like this:

local TUNING = GLOBAL.TUNING -- REMOVE THIS LINE IF NOT USING IN MODMAIN!function GoDay(day_number, dont_ignore_player)    local target_day = day_number * TUNING.TOTAL_DAY_TIME    local world_age = GetWorld().components.age:GetAge()    local time_diff = target_day - world_age        if time_diff < 0 then return end        LongUpdate(time_diff, not dont_ignore_player)end

Thanks, if I do this al the changes in the map will stay? 

Thanks, if I do this al the changes in the map will stay?

 

Huh? Not sure what you mean there.

 

I did forget to mention though that when you use that function, the second parameter is optional, but if you pass it anything other than false or nil, the player will be affected by the change in time, similar to if you were to sleep in a tent.  That means hunger will go down, etc. 

 

ex: GoDay(20, true)  <-- player will be affected

 

    GoDay(20) <-- player will not be affected

Huh? Not sure what you mean there.

 

I did forget to mention though that when you use that function, the second parameter is optional, but if you pass it anything other than false or nil, the player will be affected by the change in time, similar to if you were to sleep in a tent.  That means hunger will go down, etc. 

 

ex: GoDay(20, true)  <-- player will be affected

 

    GoDay(20) <-- player will not be affected

That doesn't matters, I only want to reset the day counter without change the world

@Rily,

 

Then you would need to store a value somewhere that signifies what point in time the new 'start' is, and override the day counter widget to display the number of days since that time.

 

Edit-- though this wouldn't affect things that are based on the total amount of time that's gone by.... to also do that you would have to override the function(s) that gets the elapsed time... it's fairly involved.

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