RimWorld

RimWorld

157 ratings
[D] Time Control (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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Posted
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255.446 KB
Nov 11, 2022 @ 2:02pm
Jul 12, 2024 @ 10:54am
9 Change Notes ( view )

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[D] Time Control (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of Dametris mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2109225757
with the 1.3 version from the update by Denneisk
https://steamcommunity.com/sharedfiles/filedetails/?id=2558693847

- Added support for Snap Out!
- Added support for Romance On The Rim



[dsc.gg]
[github.com]


Overview
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Designed for Rimworld 1.1, 1.2

Gives you control over the length of a day, giving your colonists more (or less) time to move around and do things.

I made this mod because I got frustrated with my colonists spending most of the day walking. Too many times I've seen someone spend 3 hours walking to a mining site in the back yard just to turn around after two taps because it's time for a snack.

Compatible with existing saves, and can be removed without issue.

Requires Harmony.

Note: This mod will probably require more testing than I've been able to give it so far. Let me know of any problems you run into.

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Features
You have control over how long or short the days will be.
By default, days will be 25% longer. Open the options menu for the slider to change day length and other options. A higher % is a longer day.

Making the day longer will mean that walking won't take as much of the day.
  • All pawns (colonists, other humanoids, animals) will move, fight, tend wounds, and make decisions at a speed unaffected by the increased day length.

  • Unless an option is enabled, most work and activities (other than tending wounds), as well as things like world events, will take place at the normal rate relative to the length of the day.

  • With an option, you can also allow your colonists to get more done in a day - more construction, more mining, more cooking, more work done.

  • Needs will fall at the same per-day rate as usual, so increasing the day length means your colonists won't need to eat more meals or sleep more in a day than they otherwise would.

  • Colonists will have more time to tend to health effects - including bleeding out.

Make the day shorter at your own peril...



(I made this mod primarily to allow for longer days, but those aren't as easy to show in GIFs. Also, extremely short days can be kind of funny - raiders give up almost as soon as they spawn, winter starts and finishes before pawns have time to get hypothermia, and it generally feels like your colonists are Ents.)

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Under the hood

This mod selectively changes tickrates: one rate is used for certain components of pawn behavior, projectiles, and motes, and the other tickrate for everything else.

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Load order

Harmony
Core
...
[D] Time Control

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Compatible with:
Hopefully most mods.
Tested with:
  • Smart Speed

Conflicts:
This mod alters some pretty significant tick code. Ticks are the core mechanism by which the game advances. I hope that there will be few conflicts, but let me know if you find any.
Known conflicts:
- Zombieland

  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


Popular Discussions View All (2)
2
May 6 @ 1:40am
An interesting but extremely annoying bug
zDoctor
1
Apr 1, 2024 @ 8:12am
Suggestion for creating a mod that automatically sets a queue of work per colonist for optimal distribution workplaces
Aeomanate
127 Comments
WJSabey Jul 3 @ 12:07am 
You might want to take a look at Vehicle Framework flying vehicles; they are currently scaling their takeoff and landing times to match game hours, when they really ought to use the same realtime seconds like pawns walking. Otherwise if you make the days longer then the flyers get really slow to launch and land.
azure_wolf_22 Jun 24 @ 6:40am 
so if Im looking at the vid right, you CAN add more days to each quadrum with this mod?
Mlie  [author] Apr 29 @ 11:14pm 
@MEB The first step was to verify with only this mod loaded.
MEB Apr 29 @ 11:11pm 
@Mile I have unapplied the mod reloaded saves to confirm that things work once again without the mod as normal.
MEB Apr 29 @ 11:10pm 
I am not sure as to what to do here as there is no error debug there is just what I visually see in game of things not doing stuff or gaining of sleep as in my people were sleeping infinitely as if dead or doing a task infinitely with no progress bar fyi even on things that did have some progress already if that means anything. I can share a save file and / or list of mods?
Mlie  [author] Apr 29 @ 10:12pm 
@MEB Please see the Reporting Issues section described above
MEB Apr 29 @ 2:54pm 
Mods not working for me can we get an update, so many issues. Time in my games seem same regardless of changing in mod options. Characters stop working or dont gain sleep etc many issue please i need this mod pls fix @Mile
Derrick da Fox Apr 5 @ 2:55pm 
Slowing time slows down the rainfall sprite, lol
oinko sploinko Mar 13 @ 1:13pm 
Considering it isn't actually broken, I don't see why a fix is necessary... never had any of those reported issues
gh0stashes Feb 20 @ 10:59pm 
I understand Mlie has literally hundreds of mods to update all the time, but I wouldn't hold my breath for this one being fixed... people have reported the bugs in this mod in the past on the discord and it's been sitting as a "todo" for almost a year. We're now 3 months away from a year since "can't tend pawns unless they're downed or in a bed" was reported and 6 since someone else's "CE guns take an in-game hour to reload with this mod" bug was reported.

crying shame, because it was great for making large colonies livable so it wouldn't take a pawn an hour to get from his house to the kitchen, but it makes the rest of the game unplayable due to all the timings that aren't scaling properly.