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But so many people complain about this and yet no action.
Set launch options
> faketime -f +15d %command%
I tested it, it does disable the Christmas theme.
On Windows, there seem to be similar programs such as run_as_date.
https://www.nirsoft.net/utils/run_as_date.html
You'll need to adapt the syntax to work with it.
I messed around in the developer thing, with the console and all that stuff, and I found something related to the Christmas and Halloween themes. If you press tilda (it's ` on your keyboard), you will see a console. Go into Redactor and find the "World" asset on the left. Expand it, and then you will see "EventDay", expand it. Then there will be either Christmas or Halloween. You can click on whatever one you don't want and deactivate it on the right.
Note, I didn't test it since I wasn't playing when the Christmas event was in the game, so I don't know if it really works. And I don't know if you can even bring up the console before completing the full story.
I just thought I should share this here in case anyone needs it in the future.
But honestly, I'm pretty sure they will add an option to disable it in settings, in the future.
I tested on Linux with
faketime -f -17d %command%
(so mer. 01 janv. 2025 11:36:24 CET)
and that activated the Christmas theme.
(For some reason faketime "2024-12-25 10:00" didn't work. I'm not sure of the exact trigger dates).
I found the EventDay, and deactivated both the Christmas entry and EventDay itself.
It had no effect on the world or the menu, and did not persist on reload.
Perhaps I should try deactivating it before loading the save, if the dev console is accessible from the menu...
=============================================
edit:
done; World does not exist from menu. The themes are not universal, for instance in the core there is Christmas but not Halloween. Deactivating both Christmas and EventDay and then loading a scene from the same session recreates / activates them.
Other things can clearly be toggled in real time from the console, like hair physics, but I think those objects just reflect "things that happened at loading time", and the toggles don't actually connect to anything.
Somebody who actually understands Unity might have more insight.
At any rate, it was fun to try :-)
You mean, zimbabwe dollars, right?
Hi! Thanks for testing it, didn't have time to do all that myself.
I guess the only option is to wait for an... option! In the settings.