are there plans to add options for the thirst, hunger, and stress level costs? most of the time when you use fast travel you would insta collapse cus of the need cost
The costs have been calculated based on what it would take if you walked the distance. It's meant as a last resort travel, not as a way to skip all the dangers of travelling.
I decided to give this a try, and once I realized that you needed to have been to a place to fast travel to it, found it to be a pretty good mod. I do however, wish that there was an option to disable the time usage.
If there was no time usage, it would just be a teleport. It comes with all kinds of issues and hassles, but I don't like creating or using mods that basically 'cheat' at the game.
Honestly I wish you'd add an optional "cheat mode" that doesn't cost so much time and all. I think the travel time and cost of needs even outside of cheat mode should take other factors into account though. For example, you can ride the bus or hitch a ride with green car guy. Not to mention just using the moped or something. At the very worst the time should be based on, say, the tractor, rather than time it takes to just simply walk slowly from point A to point B for kilometers.
Anyway, all that said, I'm having a bit of an annoying issue since I started using this. I don't know if it's something the game has changed more recently or what (it says something about resynchronizing clocks every two hours in a bugfix apparently) but I'm getting a massive desynchronization between the actual gameworld time and what it says on the watch and actual clocks in the game. This may not seem that bad, but it makes it kind of hard and confusing when it comes to things like catching shops open and a few times I've even gotten mixed up (usually after reloading a save) and driving down somewhere thinking it's early in the morning only to find out it was actually changing to night and they're closed before I get there or I have to do stuff in the dark when I would have been better served by waiting until a more optimal time first.
Does anyone know if there's any way to resynchronize manually for now?
Yes there are some issues with that and it sometimes works sometimes it doesn't. The game code is a lot of gibberish and it's hard to synchronize stuff. The time and sun position is based on the Vector position of the hour hand of the clock in the kitchen, but other game things like wood job timeout and shop are hardcoded timings, whereas the bus is just constantly going around the map. With every object having its own logic of how it respects time, it becomes a big hassle to synchronize everything.
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started to work when i extracted the file inside of the mod folder
Anyway, all that said, I'm having a bit of an annoying issue since I started using this. I don't know if it's something the game has changed more recently or what (it says something about resynchronizing clocks every two hours in a bugfix apparently) but I'm getting a massive desynchronization between the actual gameworld time and what it says on the watch and actual clocks in the game. This may not seem that bad, but it makes it kind of hard and confusing when it comes to things like catching shops open and a few times I've even gotten mixed up (usually after reloading a save) and driving down somewhere thinking it's early in the morning only to find out it was actually changing to night and they're closed before I get there or I have to do stuff in the dark when I would have been better served by waiting until a more optimal time first.
Does anyone know if there's any way to resynchronize manually for now?