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Should I add an auto-updater system? edit:help i'm trapped in the future

yes
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Total Members Voted: 106

Author Topic: {Event_DayCycles} Events for your whole day! V16 8-27 - probably still broked :/  (Read 23764 times)

is your daycycles enabled
are you getting console errors
latest version is actually 16

Sorry, i meant 16.

yes, daycycles is enabled, i have it running right now.

Ill check for console errors, anything in particular I should be looking for?

Lugnut - Releasing untested code since about December 2011.

I really need this to work.
(im getting the glitch aswell)
Daycycle is enabled, in the console i keep getting
"setCurrentQuotaObject - no QuotaObject '147167' found!"
But that might have to do with another mod.
Also i have the same events as Gen.

EDIT: Found out midnight works. not sure about the others.

EDIT2: Its suddenly working again, no idea why.
« Last Edit: August 30, 2012, 10:31:14 AM by K3k0m@n »

I really need this to work.
(im getting the glitch aswell)
Daycycle is enabled, in the console i keep getting
"setCurrentQuotaObject - no QuotaObject '147167' found!"
But that might have to do with another mod.
Also i have the same events as Gen.

EDIT: Found out midnight works. not sure about the others.

EDIT2: Its suddenly working again, no idea why.

What other server mods do you have, so I can compare?

There. I fixed it. All i did was comment out the function fxDtsBrick::addEvent and below, and it works after loading. Not sure if it broke anything else, although a quick test says its all okay.

About damn time! Now for that SetTime event..

Sorry for bumping an old topic, but I noticed that according to the events, dawn is nearly right before noon. I'm trying to make lights that turn on and off according to the time, but the lights don't turn off until it's just about noon. This seems like it should be adjusted

edit- wait, it seems like it works. It's just because I had the daycycle so short. At 25 it does that, but at 60 it works right on time. Nevermind

asdf, nevermind that nevermind. It works alright for ONE light. When i have two right next to each other with the same events, they don't both go off >.<
I think you should get some help to try and fix this if possible. This would be a great event if it worked D:
« Last Edit: September 03, 2012, 02:02:02 PM by Mysteroo »

The error your having is most likely due to estimation errors in the code. I wont bother explaining why, but make sure your day length is dividable by 4, and there shouldn't be any out of sync issues.

Alright, I'll try that thanks

edit-, nah. I set it to 24 and it didn't work :/
« Last Edit: September 03, 2012, 06:13:03 PM by Mysteroo »

would be nice if you posted the /config/server/daycyclesdebug.log or /config/server/event_daycycles/debug.log

do the first one if both exist

The error your having is most likely due to estimation errors in the code. I wont bother explaining why, but make sure your day length is dividable by 4, and there shouldn't be any out of sync issues.

I set it to 1800, didn't work.

I think your mod has a serious distaste to the /reloadbricks command...

I don't know what it is, but it just doesn't seem to want to work in general. I placed four lights with the same two events, supposed to make the lights turn on @ dawn, and off @ dusk. One of the lights worked, but then when I copied the events to the others they never changed.
I think you should get some help to try and fix this if possible. This would be a great event if it worked D:

I don't know what it is, but it just doesn't seem to want to work in general. I placed four lights with the same two events, supposed to make the lights turn on @ dawn, and off @ dusk. One of the lights worked, but then when I copied the events to the others they never changed.
I am not having this issue, and it seems that you are the only person who does. Post your log as said by Lugnut, else he can't fix it.

This event made my day.
Jokes aside, this could be useful for RPGs like beds to speed up time.

Whoa what
Out of nowhere now they work perfectly. Maybe it's because they didn't want to work at first, but upon being loaded it works? I don't know, it doesn't matter I guess lol