RimWorld

RimWorld

157 ratings
[D] Time Control (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
255.446 KB
11 Nov, 2022 @ 2:02pm
12 Jul, 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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2109225757
with the 1.3 version from the update by Denneisk
https://steamhost.cn/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
6 May @ 1:40am
An interesting but extremely annoying bug
zDoctor
1
1 Apr, 2024 @ 8:12am
Suggestion for creating a mod that automatically sets a queue of work per colonist for optimal distribution workplaces
Aeomanate
136 Comments
Mlie  [author] 14 hours ago 
Updating all my mods, see discord for progress
TheOneTrueDemoknight 14 hours ago 
This mod does not work with 1.6. It causes pawns to be unable to move
Man with no name 16 hours ago 
Please update this mod. best mod there is. I don't think anyone else made a time mod.
JulekJulas 22 hours ago 
I seriously hope it is possible to keep this mod alive for now, it has truly have become a staple in my modlist.
JulekJulas 22 hours ago 
@Zorak You should try Realistic Lighting and Shadows Mod, what you describe is probably what happens in summer though I feel like the dramatic shadows make the dusk and night look better. You could change your max tps to be much higher since there are less colonists running around at night there is less lag so nights will technically pass through faster.
Zorak 12 Jul @ 4:29pm 
What I'm looking for is something that will give me more daylight and less night, regardless of if it affects the actual length of day. The game looks so much better during daylight. I'd have permanent daylight if I could.

Anyway, will this mod do anything toward that, or does it just increase both light and darkness?
WaKKO151 12 Jul @ 7:30am 
Amazing mod. Game feels weird without this. I have alot of mods that add extra work and the ability to make the day longer helps alot.
Mlie  [author] 11 Jul @ 9:17pm 
@DOCTOR CROW Updating all my mods, see Discord for progress
DOCTOR CROW 11 Jul @ 5:02pm 
1.6?
WJSabey 3 Jul @ 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.