Player request: add accurate time wrapping/time scaling, from slow motion up to a high multiplier, while keeping calculations correct.
This likely needs Core first because multiple mods may need shared control over simulation stepping, time scale state, and safe hooks. I did not find an existing tick/time-scaling service in Core. Searches for tick/time mostly found unrelated undo/event/runtime files.
Requested behavior:
- Support a configurable simulation multiplier, e.g. 0.01x to 1000x if feasible.
- Affect rest-time calculation, statistics, hacking progress, artifact progress, and other simulation calculations.
- Do not speed up UI animation/rendering.
- Keep earnings-per-second displays realistic instead of multiplied display values.
- For very high multipliers, run as many accurate simulation steps as feasible and clamp/fallback safely.
MVP Core scope:
- Add a shared simulation time service with current multiplier, pause/restore helpers, and event notifications.
- Provide a safe API for mods to request a multiplier and for game hooks to query scaled simulation delta.
- Add guardrails for max steps per frame, max accumulated catch-up time, and diagnostics/logging when clamped.
- Document which game systems are covered and which remain normal real-time UI.
Implementation plan:
- Audit game scripts that advance rest time, statistics, hacking, artifact/research progress, and income accounting.
- Identify whether the game has one central tick/update path or several per-system update paths.
- Implement Core helper/service for simulation scaling rather than scattering multiplier logic across mods.
- Expose events/settings for multiplier changes.
- Add diagnostics showing requested multiplier, effective multiplier, step count, and clamp reason.
- Leave UI animation/rendering untouched.
Acceptance criteria:
- A Core service exists for reading and setting requested simulation multiplier.
- Consumers can get a scaled simulation delta or perform safe step loops through the service.
- The service prevents runaway frame stalls at high multipliers.
- Diagnostics make it clear when 1000x cannot be fully achieved.
- No player-facing cheat UI is required in Core; that belongs in Cheats.
Player request: add accurate time wrapping/time scaling, from slow motion up to a high multiplier, while keeping calculations correct.
This likely needs Core first because multiple mods may need shared control over simulation stepping, time scale state, and safe hooks. I did not find an existing tick/time-scaling service in Core. Searches for tick/time mostly found unrelated undo/event/runtime files.
Requested behavior:
MVP Core scope:
Implementation plan:
Acceptance criteria: