Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Do not update Magic Rounds when the game is loading #1696

Conversation

JorisVanEijden
Copy link
Contributor

(or paused/inactive). This prevents issues where it would compare the worldtime of the previous game to the worldtime of the savegame. Which would run up to 2880 magic rounds when it should not.

See forum post https://forums.dfworkshop.net/viewtopic.php?f=5&t=3379

…ve). This prevents issues where it would compare the worldtime of the previous game to the worldtime of the savegame. Which would run up to 2880 magic rounds when it should not.
@Interkarma Interkarma closed this Feb 8, 2020
@Interkarma
Copy link
Owner

Interkarma commented Feb 8, 2020

This change will stop effect system from ticking as game time passes while player is in a UI - e.g. travel or resting. This breaks the intended design. We still want effects to tick as player rests or travels. Some effects might even depend on this.

A different solution will be required. Just checking to see if game is loading should be adequate, rather than globally stopping effect system when a UI is open.

I'll also take a look at the original issue when I can. Thank you for your feedback on this one.

Edit: Posted alternate solution that should still resolve issue in forum topic. 3802c9a

@Interkarma Interkarma reopened this Feb 8, 2020
Interkarma added a commit that referenced this pull request Feb 8, 2020
Alternate solution to #1696 that doesn't prevent updates when rest/travel UIs in use. These still progress game time that might have payloads executed in effect system.
@Interkarma Interkarma closed this Feb 8, 2020
@JorisVanEijden
Copy link
Contributor Author

Ah, I did not realize the game was Paused during rest and travel.
So my change caused the magicRounds to be fired after the game was unpaused rather than during the pause.

@JorisVanEijden JorisVanEijden deleted the no-entityeffectbroker-update-during-load branch December 22, 2022 18:46
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

2 participants