That’s weird. It’s showing winter, but given your current turn and year length, you should have barely just ended the summer time. I think the function that calculates the current season in the game calendar is dumb and should be taught to be smart. Or maybe even more dumb, depending on how you look at it. Basically it’s not always looking at what turn it is at, but rather it’s doing increments on the previous status, which opens the way for “corruption” like this. I have to consult the oracles and see if we can bring down Chronos, but for the time being, consider the display being bugged, not the actual weather. Unless I’m totally miscalculating all the numbers in the calendar, which after all this would be quite surprising, honestly.
If you’re curious, it’s as follows. A turn is 6 seconds. That means a minute is 10 turns, so an hour is 600 turns, a day is 14400 turns. In your case, a season is then 432000 turns, and a year is then 1728000 turns. You are currently in turn 760296. That is a 43,99% of a year, so a bit under half a year. You started at spring (and the turn 0 is at spring 1 anyway), so you should have passed through spring and summer, but not reached fall yet. The weather function works from that assumption, but the calendar just adds one to the season whenever the days are larger than the season length. It doesn’t actually check the turn. I guess I’ll have to try and make it do that, but given how many things depend on the calendar, it could be tough.
Anyway, thanks for the report, pal.
[quote=“Shoes, post:72, topic:6865”]Efimero, I have a question despite it being pretty unrelated to this thread. It’s regarding issue 8518: https://github.com/CleverRaven/Cataclysm-DDA/issues/8518
I have yet to start hunting, but I wonder if some hardcoded temperature stuff I did is messing with the weather some how. Ice labs are hard coded to drop in temperature; it takes the current temps and subtracts 30 or 60 or whatever amount. Could this hardcoded modification of temperatures in any way affect your weather system?[/quote]
Nah. All I do is feed the temperature to the game engine and after that, stuff happens, like the ice lab subtracts what it wants and the body parts mess around based on clothing and sunlight and wetness etc. On that front it’s pretty solid. And it was like that before I touched it. The temperature is just a “global” int that everything that actually utilizes the temperature reads from. Nothing is actually reading directly from the weather generator except the rotting stuff and the funnels when they need to get a history of what climate happened in a certain tile in the past. I’m pretty sure the only problem left is the calendar using deltas instead of the absolute turn, as explained above, but thanks for the input.
PS: Also, regarding the bodytemps, apparently that stuff has the ability to lie to the player as a feature, so who knows. I have no idea what the colors mean, but they’re derived from the temperature modified by a bunch of stuff and compared to the warmth, so it’s supposed to be intuitive, but at this point who knows. XD
All I know is I didn’t touch on any of that stuff.