Persistence & State¶
Things that have to still be true after a reload -- and, in one case, after a crash halfway through writing one.
- Offline time for status effects — buffs that run down while the game is closed — Offline time that expires effects rather than running them, on a save participant that has to go last
Status Effects, Save · Subtle - Save backups — a save that survives a crash mid-write — Keep the previous save, so an interrupted write does not take the run with it — the fourth time the thing to vary turned out to already be a parameter
Save · Subtle - World flags in one save participant — one store, many facts — A hundred world flags in one save section instead of a hundred participants — with the two hazards that removes, and the one it hands back in exchange
Save · Subtle
Filed elsewhere, but they answer this too¶
These live under another heading — the sidebar puts each recipe in one place so you can find it again — and they are here because they genuinely answer this question as well.
- Offline crafting report — while you were away — What finished, what could not be delivered, and what is still on the bench when a save loads
Crafting · Focused · filed under Crafting & Progression - Persistent looted state — a chest that stays looted — Open it once and it is empty forever, including across a reload
Loot, Save · Subtle · filed under Loot & Rewards - Persistent shop stock — a shop that remembers — Stock that goes down when players buy things, and is still as they left it after a reload
Economy, Save · Subtle · filed under Shops & Economy - Quest objectives that count inventory changes — “Hold ten herbs” is a subscription and a latch — but InventoryDelta is a SLOT delta, so a tidy-up, a swap and a drag into a chest all look like a haul
Inventory, Save · Subtle · filed under Systems You Own
Related¶
- The whole Cookbook — all 46 recipes, the full table, and what the systems and shape columns mean.
- Generated from
Cookbook/recipes.json. Edit that rather than this page.