AllSleepNightSkip
Fast-forwards ASKA through the night when every required connected player is asleep.
By Exothermic
| Date uploaded | 2 weeks ago |
| Version | 0.1.6 |
| Download link | Exothermic-AllSleepNightSkip-0.1.6.zip |
| Downloads | 53 |
| Dependency string | Exothermic-AllSleepNightSkip-0.1.6 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
AllSleepNightSkip
Fast-forwards ASKA through the night when every required connected player is asleep, then restores normal time at morning.
Features
- Requires all active players to be asleep by default.
- Waits 3 real seconds before starting, preventing accidental triggers.
- Runs on the dedicated server or authoritative host.
- Stops when morning arrives, somebody wakes, the scene changes, or the safety timeout is reached.
- Restores the previous time scale on every exit path.
- Supports configurable sleep percentage, delay, speed and timeout.
Installation
Install the mod on the dedicated server or host using a Thunderstore-compatible mod manager.
Clients do not need the mod when joining a dedicated server.
For manual installation, place the DLL at:
BepInEx/plugins/Exothermic.AllSleepNightSkip/Exothermic.AllSleepNightSkip.dll
BepInEx IL2CPP is required.
Configuration
After the first launch, edit:
BepInEx/config/com.exothermic.aska.allsleepnightskip.cfg
Default configuration:
[General]
Enabled = true
[Sleep]
RequiredSleepFraction = 1
MinimumPlayers = 1
StartDelaySeconds = 3
[FastForward]
TimeScale = 20
MaximumRealSeconds = 120
OnlyAtNight = true
AllowUnknownNightState = true
MorningHour = 6
[Advanced]
AuthorityOnly = true
PlayerScanIntervalSeconds = 1
[Diagnostics]
VerboseLogging = false
DumpDiscoveryOnWorldLoad = false
Lower TimeScale to 8 or 10 if the server stutters during fast-forward.
Troubleshooting
The dedicated-server log should show:
Night fast-forward started
Night fast-forward stopped: morning reached
For additional logging, enable:
[Diagnostics]
VerboseLogging = true
DumpDiscoveryOnWorldLoad = true
Restart the server after changing the configuration.
Notes
ASKA does not currently expose a stable public API for player sleep and world-clock state. The mod uses runtime detection designed for the current game version, so a future ASKA update may require a compatibility update.
CHANGELOG
Changelog
0.1.6
- Removed developer build instructions from the public Thunderstore README.
- Simplified installation, configuration, and troubleshooting information for server owners.
- No gameplay or runtime behaviour changes from 0.1.5.
0.1.5
- Added recursive inspection of ASKA's
_interactionAgent, current interaction, action, state, pose, and moveset object graph. - Recognises active
SleepInteraction,BedInteraction,InBed,WakeUpInteraction, sleeping state enums, and equivalent renamed objects. - Added guarded animator-clip detection without invoking invalid animator layers on the headless server.
- Added
CharacterAska(Clone)as a dedicated-server player-root fallback whenIsPlayer()reports false. - Expanded the discovery dump with a bounded recursive interaction/state graph for future ASKA updates.
- Discovery repeats up to twice at 15-second intervals while sleep remains unknown, so entering a bed after world load is captured.
- Compact scan diagnostics now include the closest interaction graph values when no sleep signal is found.
0.1.4
- Added a dedicated-server
Character.Spawnedregistry so player objects are captured as ASKA creates them. - Added exact-type discovery for ASKA's
SSSGame.CharacterIL2CPP wrapper, including inactive live scene instances. - Added
playerProbe=diagnostics with tracked, exact-type, broad, tagged, and accepted counts. - Fixed ASKA's
Directional Light MOONbeing interpreted as morning instead of night. - Retained broad and tag-based discovery fallbacks for clients and future ASKA updates.
0.1.3
- Removed the unreliable active-scene-name gate that could silently stop all scans on ASKA dedicated servers.
- Diagnostics now log before authority/player gates, so
players=0,NotAuthority, and scene mismatches are visible. - Added an unconditional
NightSkipBehaviour is activestartup line. - Discovery waits until at least one player is visible instead of consuming the one-shot dump too early.
- Startup now prints the effective diagnostic and authority settings.
0.1.2
- Fixed Linux/Gale builds failing with
CS0656forNullableAttributeandNullableContextAttribute. - Removed nullable-reference metadata that conflicts with ASKA's generated
Il2Cppmscorlib.dll. - Replaced record/init-only types with ordinary structs/properties for broader IL2CPP compiler compatibility.
0.1.0
- Initial experimental ASKA/BepInEx IL2CPP release.
- Detects active player characters and ranked sleep signals at runtime.
- Requires a configurable fraction of connected players to be asleep.
- Authority-only time acceleration with dedicated-server detection.
- Reflective world-clock discovery and directional-sun fallback.