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→‎Game loop: clarify save events in multiplayer, clarify wording
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  |group = GameLoop
 
  |group = GameLoop
 
  |name = Saving, Saved
 
  |name = Saving, Saved
  |desc = Raised before/after the game writes data to save file (except [[#GameLoop.SaveCreating|the initial save creation]]). The save won't be written until all mods have finished handling this event.
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  |desc = Raised before/after the game writes data to save file (except [[#GameLoop.SaveCreating|the initial save creation]]). The save won't be written until all mods have finished handling this event. This is also raised for farmhands in multiplayer.
 
}}
 
}}
 
{{/event
 
{{/event
 
  |group = GameLoop
 
  |group = GameLoop
 
  |name  = SaveLoaded
 
  |name  = SaveLoaded
  |desc  = Raised before/after the game reads data from a save file and initialises the world (including when day one starts on a new save). This event is not raised after saving; if you want to do something at the start of each day, see [[#GameLoop.DayStarted|<tt>DayStarted</tt>]] instead. <tt>[[Modding:Modder Guide/APIs/Utilities#Context|Context.IsWorldReady]]</tt> is guaranteed to be true at this point.
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  |desc  = Raised after loading a save (including the first day after creating a new save), or connecting to a multiplayer world. This happens right before <tt>DayStarted</tt>; at this point the save file is read and <tt>[[Modding:Modder Guide/APIs/Utilities#Context|Context.IsWorldReady]]</tt> is true.
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This event isn't raised after saving; if you want to do something at the start of each day, see [[#GameLoop.DayStarted|<tt>DayStarted</tt>]] instead.  
 
}}
 
}}
 
{{/event
 
{{/event
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