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Gorni

Crop growth rate in 48(b)

29 posts in this topic

Because the current day/season is calculated based on the number of ticks which have elapsed. If you go from a very short day to a normal-sized day, it'll rewind the calendar back to where it would have been if you'd had long days all along.

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Because the current day/season is calculated based on the number of ticks which have elapsed. If you go from a very short day to a normal-sized day, it'll rewind the calendar back to where it would have been if you'd had long days all along.

You're right, their ages even revert... So I guess it's cheating, blinking skies or waiting. It's pretty bad, though, you can't really make a scribing table for a long time. I suppose you could set the days to be short, get a stack of meat for starters, revert the speed and life off the "simluated hunting" for a while?

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You're right, their ages even revert... So I guess it's cheating, blinking skies or waiting. It's pretty bad, though, you can't really make a scribing table for a long time. I suppose you could set the days to be short, get a stack of meat for starters, revert the speed and life off the "simluated hunting" for a while?

Sorry guys, it's not ideal, but we're dealing with this issue ASAP
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Oh, I think it's okay for now... If I may suggest a tiny hot fix, though? I don't know how hard it'd be, but how about adding an offset to the time that's independet of the day length? Like "effective time = (numOfTicks / dayLength) + hotfixOffset"?

I don't know about the inner workings, but you could even hardcode a year in there and the version'd be playable. Hostile mobs aren't pressingly necessary, but food and feathers are :)

EDIT: Thanks a lot for being so fast!

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