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We had one cool thing planned for implementation not so long ago, but yeah, real life, studies other stuff.
Но, в любом случае, обсужу данную идею
░░░░░▄█▌▀▄▓▓▄▄▄▄▀▀▀▄▓▓▓▓▓▌█ Doge
░░░▄█▀▀▄▓█▓▓▓▓▓▓▓▓▓▓▓▓▀░▓▌█ Take
░░█▀▄▓▓▓███▓▓▓███▓▓▓▄░░▄▓▐█▌ Over
░█▌▓▓▓▀▀▓▓▓▓███▓▓▓▓▓▓▓▄▀▓▓▐█ Steam
▐█▐██▐░▄▓▓▓▓▓▀▄░▀▓▓▓▓▓▓▓▓▓▌█▌ Copy
█▌███▓▓▓▓▓▓▓▓▐░░▄▓▓███▓▓▓▄▀▐█ And
█▐█▓▀░░▀▓▓▓▓▓▓▓▓▓██████▓▓▓▓▐█ Paste
▌▓▄▌▀░▀░▐▀█▄▓▓██████████▓▓▓▌█▌
▌▓▓▓▄▄▀▀▓▓▓▀▓▓▓▓▓▓▓▓█▓█▓█▓▓▌
█▐▓▓▓▓▓▓▄▄▄▓▓▓▓▓▓█▓█▓
We thought about saving the game this way every game day, but we had some difficulty getting it to work properly. It's one thing to watch the small game freezes during death when the game creates five saves instead of one, and another thing when the game does it every game day.
Perhaps it would be better to replace all snapshots during each save as well ?
On a side note, you might consider this useful, some time ago there was a settings parameter called "max_snapshops" in cluster.ini which allowed the user to specify how many rollbacks were allowed, what's worth mentioning about this parameter is that you could set it to 0 in order to disable rollbacks permanently
I don't know for sure, but this parameter might still be in the game, however cluster.ini is being overwritten at game start, so now it's impossible to manually set max_snapshots
You might want to look into this, it could be more reliable to enforce that parameter than to replace all saves all the time, cheers
All that the mod does is create new saves that overwrite the old ones in case of death, which is why it is extremely strange that you had a crash.