Details

Target: Obenseuer 0.5.08 (buildid 25969064), Unity 6000.0.77f1 Mono, BepInEx 6 Unity.Mono (be.788, the tested build) or BepInEx 5 (5.4.23 or later). Namespace: ObenseuerCore. Logs go to BepInEx\logs\obenseuer.moddingframework.timecontrol.log.

Everything not listed in this reference is internal and may change without notice.

The framework changes one game method when it starts, so it can scale the clock. This page calls that a feature group: its name is obenseuer.moddingframework.timecontrol, the name you will see in the log.

When you can call it

  • Call everything from your mod’s normal code (OnLoad, event handlers, Update), not from a background thread you started. The game and Unity only run safely on the main thread (see the glossary). This goes for the code that handles the events too.
  • It is safe to call any of it at any time, even on the main menu. If there is nothing to read, you get 0, 1 or false.

What to check for and what comes back

  • TimeControl.IsAvailable tells you whether the clock speed works. It is false when the framework could not set it up, or when the feature group was turned off. Then TimeScale stays at 1. In, Cancel, MinutePassed and SecondsPassed keep working.

If something fails to set up

The framework changes some of the game’s methods when it starts. If a game update breaks one of them, the framework turns off the feature group that depends on it, and writes error lines and a warning to the group’s log file in BepInEx\logs. The rest of the framework keeps working.

  • If the framework cannot change the game’s day length method, the clock speed stops working and the rest keeps working. IsAvailable becomes false. (The method is AzureTimeController.SetNewDayLength(float). The framework adds a prefix to it.)