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Red3Tango

[0.79.6] simSpeedNoPlayers

7 posts in this topic

I see in the config files there is a new option to adjust the time scale on a server when there are no players currently online. I would like to see more option to this, as currently anything below 1 will disable the slow-down. What I do on my server (b78) is have a hopper clock and command blocks to turn doDaylightCycle off when there are no players online (in game mode 0). It would be nice if this was possible with the config... say setting I:simSpeedNoPlayers to 0 or maybe -1 instead of building a redstone contraption in bedrock in the spawn chunk.

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seems fine to me, people dont (shouldnt) disappear then reappear days or weeks later.

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doDaylightCycle false causes so many other issues with TFC that it doesn't really work for this config. If you want to simulate what would essentially be doDaylightCycle false, set simSPeedNoPlayers to 2147483647 (The highest possible value an integer data type can store). That means that for every 2,147,483,647 ticks that pass on the server, only one will actually move time forward. In other words, in order for a single hour to pass in-game, the server will have to do 214,748,364,700 ticks, which at 20 ticks per second would take about 345 real-life years to do... ignoring leap years.

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What kitty said. And also NEVER EVER EVER EVER EVER EVER EVER EVER EVER USE doDaylightCycle WITH TFC!

 

TFC is based around the passage of time mattering. As such, almost every single component requires and expects this. Stuff WILL break.

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@Kitty: thanks! What kind of problems though? I have been doing that on my b78 server for a long time now, and havent noticed any adverse effects.

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@Kitty: thanks! What kind of problems though? I have been doing that on my b78 server for a long time now, and havent noticed any adverse effects.

 

To name just a few:

  • Chisels won't change modes
  • Animals behave strangely and can revert back into babies
  • Crops behave strangely and can break their nutrient calculations, resulting in negative growth
  • Climate calculations behave strangely, resulting in freezing temperatures in the middle of summer
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Oh wow! now I'm paranoid about my server lol. I guess I have just been extremely lucky, that I've been using doDaylightCycle for about 3 months now and don't have any of those problems.

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