Spielerando

Crops and cooldowns freeze or jump wrongly when the player closes the game and returns

Things that grow or recharge over time need a decision about the hours the player was away. Done carelessly, they either stop, finish instantly, or can be cheated by changing the clock. Here is a safe way to settle the time away.

Why this works

Time passes while the game is closed, and the player expects the world to have moved on. One honest figure for the time away, fed through every timer, makes loading and playing follow the same rules instead of two that disagree.

When not to use it

Skip it in a game that should pause when closed, such as a story or puzzle game. Progress that arrives without play feels odd there, and it invites clock tricks; save only what the player did.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 26 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Crops and cooldowns freeze or jump wrongly when the player closes the game and returns" (read_entry save-timers-and-time-away) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP