New CHRONOS event scheduler (backwards compatible)
New CHRONOS Event Schedule format, supporting extended Event Data (Float, Keyword, ObjectReference, String)
New CHRONOS Scheduled Event & EventBuffer
New CHRONOS Client Base Script
New default CHRONOS client implementations: ScheduledSetOpen, ScheduledEnableDisable
Other improvements I made over the past two years or so since last update
Version 0.5
Refactored player mining code: New F4MS_ByPlayerBase class, F4MS_MiningByPlayer now inherits from F4MS_ByPlayerBase
F4MS_FactoryByNPC renamed to F4MS_Factory (mainly because there won't be a _FactoryByPlayer)
Moved power connector code from F4MS_Factory into F4MS_FactoryConnector (which is still optional to use)
Added F4MS_TextReplacer and quest to make my life not very miserable everytime I need to print some text to a messagebox
Added F4MS_MessageBoxButtons conditionals class for convenience, used in messagebox menus
New F4MS_FactoryRecipe class extends Holotape, so Factory recipes are now holotapes
A FactoryRecipe can now specify multiple end products: All of them will be created at once, using the specified raw materials
Factory recipe holotapes can be built directly into factories - there is no intrinsic need for player to have them
New optional F4MS_FactoryRecipeStorage class, holds multiple recipe holotapes for the associated Factory
New optional F4MS_FactoryControlPanel class for player interaction with factories, automatically associates with attached Factory
Added Recipe Selection to FactoryControlPanel, associates automatically with attached FactoryRecipeStorage
New property NPCAssignmentRequired on _ByNPCBase allows for creation of factories that won't need an assigned NPC to produce
Schedules for F4MS_EventScheduler are now holotapes
Schedules are no longer built from globals in a formlist, but use a struct array for schedule data now
New F4MS_PlaceableExtras class for positioning and individual control of up to 10 effects/extra forms relative to the attached object
F4MS_PlaceableExtras integrated with F4MS_Factory, for dynamic effects (smoke, lights, etc) depending on operating status of the factory
Fixed skill registration bug in F4MS_SkillBook
Fixed bug in F4MS_Factory where container lock timeout was calculated using game time instead of real time
Example skill calculator class now included (F4MS_SimpleSkillCalculator)
Other minor improvements to code
Version 0.4
Added global F4MS skill book to manage F4MS_SkillTracker based skills (can not be interacted with so far).
F4MS_EventScheduler now tracks any kind of skipped game time, including but not limited to: sleep, wait, fast-travel. Frozen game time (time spent in menus) is not skipped game time, as game time does not advance.
F4MS_EventScheduler exposes a new event: LateEvents(numberOfLateEvents).
Added Lock to event scheduler timer
Major refactoring of all NPC mining code (with only minor changes to public interfaces).
New F4MS_ByNPCBase class (script), implements all NPC furniture assignment related tasks.
F4MS_MiningByNPC class (script) now inherits from F4MS_ByNPCBase class.
Added F4MS_FactoryByNPC class (script), also inherits from F4MS_ByNPCBase class.
Other minor improvements to code
Version 0.3
Added Skill system, affects all chances and modifies a few things like turns to exhaustion
Added chance for rare items
Added chance for rubble on unsuccessful mining turns
Added chance for extra loot
WARNING: Cosmetic changes to API
Version 0.2
Scheduler now keeps track of skipped events due to sleeping or waiting
Added a simple mine depletion feature
Added mining sound (royalty free, from soundbites.com)