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let us know when the sun comes back and maybe start a calendar to keep track of it
the daylight sensor should always show the SolarAngle even if the sun is not visible right now. But you can also use your jetpack to go as high as possible, if the SolarAngle is very flat it can sometimes hide behind terrain.
Please help all my plants are dead now and I am running out of Coal. :)
what day are you on? it seems like you made it to the point, where you have "polar nights".
On the Wiki https://stationeers-wiki.com/Game_Settings (Unofficial) shows this (but is wrong):
If set to 1.0, the day cycle time is 20 minutes.
If set to 0.1, the day cycle time is 2 minutes.
If set to 2.0, the day cycle time is 40 minutes.
Based on the 0.025 is 6 mins days I am thinking I need to set the TIMESCALE to 0.083333. I do not know if this will work for you. I can not find a way to show what the TIMESCALE is set to in backup saves.
Anyone know?
Windmills are your friend
EDIT: i take that back. i've hit my first polar night and 9 big windmills is just barely enough to keep up with charging my suit batteries. barely any wind and ZERO storms. i've been sitting here for maybe 4 or 5 hours staring at the screen waiting to be able to do anything other than watch for a glimmer of light on the horizon.
while the idea of a polar night seems like an interesting survival challenge not a fan of a game mechanic that makes you stand around and do nothing essentially stopping play for extended periods of time
and why aren't the stars moving at all? a moon keeps going by but the stars are firmly fixed in place
DARKNESS!!!
¨
10+ large station batteries don't last through the darkness... and I am not gonna hunt for coal... well... at first I spawned in alot of coal but that got tedious...
Lets see what else comes :)
There is a post on reddit called "Sun Stopped Rising On Moon" where a reply describes a workaround, I'll copy paste it here:
"reply from TheRenegrade
I managed to fix this - I copied the CelestialBodies section from the world.xml file from a save with less progression I had lying around (I use that one for crazy experiments). Overwriting the CelestialBodies in my main save with that seems to have fixed the issue.
I've also created a brand new day zero save to copy the CelestialBodies section from, as I imagine it will happen again.
I looked at some of my other saves that have that section, and I've noted it has some differences, so anybody attempting this should make sure to use a section from a save from the same world (ie Mars->Mars, Moon->Moon, NOT Mars->Moon or something)
It goes without saying to make backups before performing save game editing."
OBS:
It might also be a good idea to change <DaysPast> to 0, in the same world.xml file.
If this number is lower than expected (based on the data in CelestialBodies) the game will automatically increase the Day counter to the correct value. But if <DaysPast> is higher than expected (based on the CelestialBodies data) the game will not update the in-game Day value, not even when a new day dawns.
Since each new game starts with 7 days without storms. Resetting the time back to day 0 is likely to recreate that. So using CelestialBodies data from a day 7 save may be preferable. To quickly change the day, use the command "timescale" in the debug menu (press F3). There is also an "orbit" command that shows the current timescale value.
Storms should work normally, but worlds created before the Rocket Update are having problems, and the way to fix this I keep hearing about supposedly is this:
Exit the game session, open the "world.xml" of your savegame (which Microsoft's ridiculous defaults will stupidly show as just "world") and edit the DaysPast line from whatever number it is to 0 (zero). Save the text, then load that game. You may then have to wait for quite a while in the game (and endure log message spam in the process, telling you enthusiastically how many days you survived), but eventually it all normalizes, and then you should have your storms back.
2)
For games created after the rocket update, the reason is a different one, it's a known problem rather around day 180, but I've also seen people say it regarding days around 90 (which is half of that, so mathematically related). Press F3, type "timescale 1" or so to accelerate time, later return to the original timescale when those buggy days are over. You can see the default timescale by typing "orbit debug" and "orbit view", it's at the left top of the screen.