AileenZ Posted August 12 Report Posted August 12 My understanding is that when a chunk gets unloaded and then reloaded at a later time that anything that is based off the time passing (food spoilage, animal pregnancy, crop growth) would "jump the amount of time that has passed. In my world currently I am not seeing this happening. First, I was trying to get bees to move to a skep in a chunk far from my base. I left it with a reading saying they would swarm in 9 days or whatever it said, waited for those days to pass at my base, but when I went back to collect the skep, it still said the same number of days. I ended up having to spend all of the days withing or around the chunk for it to finally work. Also, I've been traveling a bit and trying to find new areas, so I have spent multiple days away from my base. I have chickens that had laid eggs and said 5 days until hatching. I traveled a distance away and spent two nights away from the base, but when I got back, they still said 5 days even though I made sure there was grain in a trough for them. Is this a bug? Does time passage not work the way I thought?
LadyWYT Posted August 13 Report Posted August 13 Welcome to the forums! 7 hours ago, AileenZ said: First, I was trying to get bees to move to a skep in a chunk far from my base. I left it with a reading saying they would swarm in 9 days or whatever it said, waited for those days to pass at my base, but when I went back to collect the skep, it still said the same number of days. I ended up having to spend all of the days withing or around the chunk for it to finally work. Bees can take a little bit to update sometimes. If the weather was on the cooler side though, that could have slowed down the counter a bit since bees will be less active if the temperature gets too cold. That's the best I can figure anyway. 7 hours ago, AileenZ said: I have chickens that had laid eggs and said 5 days until hatching. I traveled a distance away and spent two nights away from the base, but when I got back, they still said 5 days even though I made sure there was grain in a trough for them. Is this a bug? Does time passage not work the way I thought? My general strategy for raising chickens is to make sure they get fed at least semi-regularly, as well as making sure that the nests are far enough away from anything that could disturb them. I'm not entirely sure that chickens have to stay fed in order to sit on the nest, but I seem to have better luck with keeping them on the nest if I feed them once a day or so rather than not feeding them at all. Regarding nest placement, you don't want to have them placed too close to the fences, since that makes it very easy for a fox or something else to spook them. And the foxes can be quite difficult to catch since they can somewhat hide in tall grass and run away when you start to approach.
Rainbow Fresh Posted August 13 Report Posted August 13 2 hours ago, LadyWYT said: I'm not entirely sure that chickens have to stay fed in order to sit on the nest Only hens with atleast 1 portion eaten remaining go sit on the brood box, yes. 1
AileenZ Posted August 13 Author Report Posted August 13 @LadyWYT I know bees can be a bit temperamental, but I would think that after like 9 days the "days 'til swarming" would at least change a little. There were also plenty of flowers nearby and they were being recognized on the GUI. As for the chickens, they are in a barn so three sizes of their area are full blocks and one side is fences. I also made multiple troughs and filled them all the way before leaving since I knew I was going to be gone for a bit. I guess I'm just wondering if there could be an issue with updating the time changes and if there is anything I can do to reset or fix it.
Professor Dragon Posted August 13 Report Posted August 13 (edited) 7 hours ago, AileenZ said: @LadyWYT I know bees can be a bit temperamental, but I would think that after like 9 days the "days 'til swarming" would at least change a little. There were also plenty of flowers nearby and they were being recognized on the GUI. As for the chickens, they are in a barn so three sizes of their area are full blocks and one side is fences. I also made multiple troughs and filled them all the way before leaving since I knew I was going to be gone for a bit. I guess I'm just wondering if there could be an issue with updating the time changes and if there is anything I can do to reset or fix it. The timer will be misleading if conditions are not met. Bees (and all crops) are temperature dependent. The "days until <something happens>" never changes if the trigger condition is not met. So for bees, that is above 0 degrees C if not in a greenhouse. To answer your original question, chunks typically update soon after a player enters them. There is typically on a short delay, but some processes have a longer natural delay built in, such as ice melting. I can enter a chunk I haven't visited in a while, and see fruit trees instantly grow before my eyes. If you have doubts about your world, try making a Copy of this world, entering the copy WITHOUT any mods active, and see what happens there. You can use the time commands to fast forward to test. NOTE: Turn you mods back on before entering back to main world. Professor Dragon. Edited August 13 by Professor Dragon
Rainbow Fresh Posted August 14 Report Posted August 14 7 hours ago, Professor Dragon said: So for bees, that is above 0 degrees C if not in a greenhouse. Aren't the only flying/working at 10+°C or was that fully added by From Golden Combs?
Professor Dragon Posted August 14 Report Posted August 14 (edited) 15 hours ago, Rainbow Fresh said: Aren't the only flying/working at 10+°C or was that fully added by From Golden Combs? Golden Combs has configurable temperature, so probably yes to the 10 degree C number coming from it. Vanilla temperature is zero degrees C. The Wiki is correct on this point here: https://wiki.vintagestory.at/Beekeeping#Temperature Temperature Populations of bees will hibernate (stop swarming or producing honeycombs) at 0°C. Once the temperature reaches -10°C, all bee-related timers (swarm and production) will reset, and will only resume when the temperature rises above 0°C at the end of winter. However, wild beehives and skeps will benefit from a +5°C temperature bonus when inside a greenhouse, allowing them to swarm and produce even at lower temperatures. For the code details, this Issue is helpful as it gives the code block and confirms the behaviour: https://github.com/anegostudios/VintageStory-Issues/issues/4910 The beehive temperature check on vssurvivalmod/BlockEntity/BEBeehive.cs:192: if (actvitiyLevel < 1) return; should check if the activity level is 0 instead of less than 1, this results on all temperatures below 5°C being treated as a non-active hive when the threshold should be 0°C Professor Dragon Edited August 14 by Professor Dragon
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