RimWorld

RimWorld

[D] Time Control (Continued)
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.
Mlie  [author] Dec 28, 2024 @ 11:10pm 
@The Viral Divinity Please see the Reporting Issues section described above
The Viral Divinity Dec 28, 2024 @ 6:50pm 
Yep, had the value set to a odd number like 76% because I just wanted a mod that gave me slightly shorter days, and used this mod to do it. But, I put out a general Rimworld discussion about an error report being produced, and tracked it through multiple mods to here. And sure enough, after changing the day time value to 100%, the game froze for a few seconds as it recalculated the ticks, and then it fixed my colonists, and now they can do handling tasks again.

Something is wrong with setting the value lower than 100% ig.
The Viral Divinity Dec 28, 2024 @ 6:47pm 
Seems to break animals?
WJSabey Dec 10, 2024 @ 12:06am 
There seems to be a bit of an issue with the abilities of the Ideology moral leader role e.g. convert; normally the target is stunned long enough to make them stay still while the ability is casting, but with time scaling active they recover from the stun and walk away before the casting is complete. If they are kept stationary some other way it works, but it's annoying that they might keep running away.
Mlie  [author] Dec 1, 2024 @ 6:17am 
@vincent_renevot No idea, the preview is from the original mod
vincent_renevot Dec 1, 2024 @ 6:15am 
@Mlie How can u be the 21th aprimay in your GIF please? I want to set up the number of days per seasons, i can't find a mod anywhere. How can u do that? Thank you
Mlie  [author] Nov 26, 2024 @ 3:54am 
@Radiohead Someone already reported this in the bug-reports channel of the Discord server
Radiohead Nov 26, 2024 @ 3:48am 
pawns can't be tended properly; they keep moving around unless they're sitting still in a medical bed. is this being looked at?
Kriegstinte Oct 25, 2024 @ 7:07am 
I had to start somewhere and this is where I started. I can post the same thing under their comments. That would give me the opportunity to complain about how long the animation takes even at normal speed.
Mlie  [author] Oct 24, 2024 @ 9:42pm 
@Kriegstinte If it works with other vehicles then I assume that the author of the helicopter is doing it using some other tick as you say. What did they say about the issue?
Kriegstinte Oct 24, 2024 @ 7:40pm 
[BUG]
1) load Vanilla Vehicles Expanded - Tier 3 (it will require others) and Time Control
2) place a Louie on the map
3) record the time it takes to exit the map (my test map was 42 seconds)
4) set time control to 300%
5) record the time the helicopter takes to exit (for me it was 2+ minutes)

Someone is using the wrong tick clock. Or maybe it is just part of the "everything else" and shouldn't be.

The vehicles helicopter animation is way to slow already. This problem makes it painful. I have not noted any other problems with vehicles, but it is a safe bet there are some.

Great mod. I can get so much more work done in the day before having to sit through a long, boring night of watching auto turrets blowing away invaders.

Did I miss it or didn't you say what "day" is? When does it start and end?
Dametri Jul 7, 2024 @ 1:29am 
Considering how much of the fundamental code this changes, I am surprised Mlie has continued to update it
_Zatsu_ Jun 28, 2024 @ 3:00pm 
i am yet to test the mod, but finally something that allows me to have real time in rimworld!
Kasa Jun 18, 2024 @ 10:42am 
The best thing about this mod is that is allows to balance the hundreds of mods that add complexity with more work types to do.

Need to process that iron into steel to make that toilet to poop in? Then this mod will allow you to extend the day manufacturing iron and pooping adds to your pawns busy schd.
#6 May 12, 2024 @ 7:23am 
I'm running into an odd error spam whenever a caravan arrives on map, hugs log is here: Linky [gist.github.com]
ThottyNathaniel Apr 22, 2024 @ 3:46pm 
inspiration time isnt scaled
ThottyNathaniel Apr 15, 2024 @ 9:23am 
can you scale the records, it says time spent as colonist 12 years but my colony isnt that old.
it is more than a visual thing because the mod simple slavery collars adds a mechanic were the time spent as slave record is used for something, pewwty please
ThottyNathaniel Apr 14, 2024 @ 4:00pm 
i understand but i was hoping the code was already present in it and was just a variable.
as damgam said theres an issue with recruitment, its saying that the attempt happened before the min. i dont have work scaled, on a 390% setting the attempt happens in 90 ticks but the min is 120. the person will try, but no floating numbers happen.
would there be a way to add a mod option to let the user set the min for recruitment attempts
Damgam Apr 13, 2024 @ 6:03pm 
Well, found a bug in 1.5!
Enslaving doesn't work with long days.
It works when i put it back to 100%, don't even need to remove the mod.
TacoLite Apr 12, 2024 @ 11:05am 
Thank you for updating this must-have mod to 1.5 Mlie. I hope you also have lots of fun with Anomaly.
Grzesio Apr 11, 2024 @ 11:53pm 
cant wait for 1.5!
Mlie  [author] Apr 9, 2024 @ 10:02pm 
@ThottyNathaniel Dont think Ill have time to implement a second time-system in this mod
ThottyNathaniel Apr 9, 2024 @ 8:50pm 
would you be able to add a different slider for scaling work time, so i could change the day scale indepedently?
Mlie  [author] Apr 2, 2024 @ 8:13am 
@TSense Your best bet is to try to contact the original mod-author and ask them
TSense Apr 2, 2024 @ 8:05am 
the image shows the date going over the Rimworld limit of 15th, saying 18th to 21th of apr. As far as I can tell, this is not part of the mod and it is also not in the discribtion. I am not looking for longer days, I am looking for longer months. Making the limit 25 days and not 15.
Kalmorph Apr 1, 2024 @ 8:15am 
Hey Mlie, similar past issues happens on Hospitality mod too, it has interactions such as the "Entertain guests" that needs both pawns to standing still; with this mod, the guests always start walking before the interaction to finish, although they don't cancel or interrupt the action like the others happened before.
lmgginspace Mar 31, 2024 @ 3:32am 
Thanks a lot for the info :steamthumbsup:
Mlie  [author] Mar 30, 2024 @ 10:30pm 
@lmgginspace Updating all my mods, see Discord for progress
lmgginspace Mar 30, 2024 @ 11:55am 
Just very curious, plans for 1.5?
Flandre Scarlet Feb 28, 2024 @ 5:18pm 
It seems that this mod will cause the ritual to end early?
WJSabey Jan 27, 2024 @ 6:15pm 
Thinking it might be because hemogen was new in Biotech, I tested mechs too, they seem to be working fine though. Their batteries are charging and discharging at the right amount per day. I checked psyfocus too though and while psyfocus drain per day is correct, psyfocus gain from meditation is twice what it should be (with 2x time multiplier, naturally).
WJSabey Jan 25, 2024 @ 3:45pm 
There's a problem with vampires; their hemogen drain rate isn't scaled, so they are losing more hemogen than they should be. If they should be losing ten per day, but the game is running at 2x scale, they are actually losing twenty.
WJSabey Jan 21, 2024 @ 9:18am 
Seems to be a slight glitch with the horseshoe pin; they throw two shoes at once.
Mlie  [author] Dec 30, 2023 @ 10:27pm 
@Jupiter Perhaps the animation mod can add support on their side. Im not sure it can be achieved from this side
Jupiter Dec 30, 2023 @ 7:10pm 
It's not quite compatible with Yayo's animation.When pawns walk, the animation plays strangely. Walking animation plays very little and looks like vanilla most of the time
No animation plays at all when pawns are drafted.
mo Dec 26, 2023 @ 5:35am 
This mod will make it impossible to regain control of the lost mechanoid, as the mechanoid will leave the owner's side when the control progress reaches one-third.
Mlie  [author] Dec 21, 2023 @ 1:13am 
@BestNameExisting That mod got updated yesterday and someone else that does not use Time Control said they got errors as well. Can you verify that there are no errors with just that mod?
Mlie  [author] Dec 21, 2023 @ 1:00am 
@BestNameExisting Could you link to that mod?
BestNameExisting Dec 21, 2023 @ 12:28am 
Seems to spam errors when paired with Mashed Ashland's new update.
https://gist.github.com/HugsLibRecordKeeper/f89a2ac88bea95da108901c9e086a698