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The post-Aporkalypse Fiesta does not persist through saving and reloading


Faintly Macabre
  • Version: PC/MAC/Linux Fixed

The city pig celebration that occurs if you survive two full consecutive days of the Aporkalypse before stopping it doesn't survive a save/quit and reload.


Steps to Reproduce
Survive two days of the Aporkalypse, end it, save/quit and reload, visit some city pigs. Nada.
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User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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Huh. That's really strange. I was definitely having a problem with this a week or two ago. I'll play around some more and see if I can figure out what the deal is. At the time, the problem seemed to be that the Aporkalypse component's "fiesta_begin_date" variable is completely meaningless -- it's never set to anything other than 0. But now despite that it seems to be working fine...? Has the way tasks are handled changed recently?

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Ah, there it is. I was right, I just wasn't taking my doublecheck's circumstances into account. I'm guessing you checked the way I doublechecked: start a new game, begin the Aporkalypse immediately, wait a couple days, end it. This works out because when the game is loaded back in, it determines how much longer the fiesta should last by subtracting the fiesta_begin_date from the current date, and then starting a new task to end the fiesta based on that time subtracted from the default fiesta duration, which is 5 days. Even though fiesta_begin_date will never be anything but 0, if the world is less than 5 days old, the fiesta won't end upon save and reload because if, say, it's the third day, you end up with 3 - 0 and then 5 - 3, meaning despite the fact that none of this is working as it should you end up with 2 days left anyway. If the world is older than 5 days though, the task's timer will end up being less than 0, causing it to be processed immediately and so immediately ending the fiesta as I described.

TLDR: Start a new world, c_skipdays(10), GetAporkalypse():BeginFiesta(), then check. Or to be thorough, c_skipdays(10), GetAporkalypse():BeginAporkalypse(), c_skipdays(2), GetAporkalypse():EndAporkalypse(). Either way, you'll see it works as described now.

Fixing this should be as simple as

function Aporkalypse:BeginFiesta()
	self.fiesta_active = true
	self.fiesta_begin_date = GetClock():GetTotalTime() -- Just add this
	self.inst:PushEvent("beginfiesta")
	self.fiesta_task = self.inst:DoTaskInTime(self.fiesta_duration, function()
		self:EndFiesta()
	end)	
end

but you may want to check around. You might also want to clear fiesta_begin_date in EndFiesta() just as a precaution; I don't know why that should ever cause an issue, but y'know.

Edited by Faintly Macabre

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