The "eidolonOverride" night/day switching issue. #2434

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opened 2025-07-07 07:00:37 -07:00 by likecheng210879 · 3 comments

With "eidolonOverride" set to "night", the Plains' night lasted only 5 minutes before switching to day. However, when set to "day", the daytime also persisted for merely 5 minutes before reverting to night.

With "eidolonOverride" set to "night", the Plains' night lasted only 5 minutes before switching to day. However, when set to "day", the daytime also persisted for merely 5 minutes before reverting to night.
Sainan added the
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label 2025-07-07 07:01:42 -07:00
Sainan added
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labels 2025-07-07 07:16:45 -07:00
Owner

It does seem that the client does not update the time on the open world instance even after resyncing the world state, so I can see that this is not ideal. Unfortunately I'm not sure how much I like the added complexity of an extra constraint of "make it last as long as possible"... certainly not impossible, just... this feature is already quite insane.

It does seem that the client does not update the time on the open world instance even after resyncing the world state, so I can see that this is not ideal. Unfortunately I'm not sure how much I like the added complexity of an extra constraint of "make it last as long as possible"... certainly not impossible, just... this feature is already quite insane.

It does seem that the client does not update the time on the open world instance even after resyncing the world state, so I can see that this is not ideal. Unfortunately I'm not sure how much I like the added complexity of an extra constraint of "make it last as long as possible"... certainly not impossible, just... this feature is already quite insane.

If that's the case, could we consider swapping the definitions of "night" and "day" in the "eidolonOverride" configuration? For example, if I want to set the current state to nighttime, I would still define it as "night" in "eidolonOverride," but the program would actually run the daytime logic? The same principle would apply to daytime settings. The required 5-minute wait for switching between "night" and "day" would remain untouched as a transition buffer. Would this implementation be feasible?

> It does seem that the client does not update the time on the open world instance even after resyncing the world state, so I can see that this is not ideal. Unfortunately I'm not sure how much I like the added complexity of an extra constraint of "make it last as long as possible"... certainly not impossible, just... this feature is already quite insane. If that's the case, could we consider swapping the definitions of "night" and "day" in the "eidolonOverride" configuration? For example, if I want to set the current state to nighttime, I would still define it as "night" in "eidolonOverride," but the program would actually run the daytime logic? The same principle would apply to daytime settings. The required 5-minute wait for switching between "night" and "day" would remain untouched as a transition buffer. Would this implementation be feasible?
Contributor

Or maybe be able to manually set how many minutes day/night should have available, which gets always resetted after each worldstate sync/update. Not sure how practical that would be.

E.g. user chooses night time to have only 5 minutes available always: they join PoE, play until its for example day, then they leave & worldstate reports again 5 minutes for night. Basically more control regarding how long day & night cycles last for.

Or maybe be able to manually set how many minutes day/night should have available, which gets always resetted after each worldstate sync/update. Not sure how practical that would be. E.g. user chooses night time to have only 5 minutes available always: they join PoE, play until its for example day, then they leave & worldstate reports again 5 minutes for night. Basically more control regarding how long day & night cycles last for.
Sainan added the
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label 2025-07-08 04:19:53 -07:00
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