In this archive, I have included a number of fixes that should correct the problems associated with incorrect timing.
Details on the "smart_terrain" fix: Reddit.com
Details on the "axr_battery" fix: Reddit.com
13.08.22: Removed original refresh time limit from "axr_battery". Added corrections to "trade_manager" related to the frequency of updating the assortment. "smart_terrain" has been added - correct time update for "campfire_check_time" has been added to it.
15.09.22: Fixed bug with "trade_manager.update" (bugtracker: Colombo13).
16.06.23: Removed the "extra" limit on the spawn of squads.
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These bugfixes fix a number of errors related to incorrect time determination in certain algorithms. There are two such fixes: battery drain and squad respawn. In the first case, everything is simple - devices spend energy at a constant rate, and not at a "random" rate, as it was in the original. In the second case, the "last spawn" variable depends on the amount of "missed frequency", which allows squads to spawn at the right time with the right frequency. In addition, squads will not spawn if the respawn time "jumped", so after waking up, smarts will not spawn them at once - this will prevent overload on the scheduler and allow you to avoid overload (well, complete enslavement of the ChEZ by bandits and mutants, huh).