Since Dystopia 1.4CE2 the codebase uses an eventqueue to update most of the game, which replaces the old DIKU style mob autonomy update loops. In the file event.c you will find a series of event functions, which has the following prototype bool event_[game/mobile/object/room]_[somename] ( EVENT_DATA *event ); For instance, there is an event function that looks like this bool event_object_decay ( EVENT_DATA *event ) Common for all such event functions is the following ==================================================== 1) They will return TRUE if they handle the dequeue'ing of the event themselfs (either by calling dequeue_event(), or because the owner of the event was extracted/destroyed). In any other case, they will return FALSE. 2) They all take an EVENT_DATA structure as an argument. This structure contains all the information needed to handle the event. You will also find several support functions, like an enqueuing, a dequeueing function, some initializing functions and much more. The important ones to notice are the initializers, since they are called on mobiles, objects, rooms, etc whenever such are created or logs into the game. For instance, all players have an autosave event, which triggers every 2nd minute. If you wish to use the event queue, you should try to understand how the code works, for this purpose a snippet/howto can be found at the following location http://www.daimi.au.dk/~jobo/pages/event_queue.html The code no longer uses tick timers of any kind (well, almost none), so you'll have to rethink how you normally have stuff automaticly fade. Also, objects are set to decay using object_decay(), since there no longer is an update function for items. Have fun Brian Graversen