RimWorld

RimWorld

[D] Time Control
112 Comments
Ritter 6 hours ago 
MIle's updated version doesn't work with 1.6. Pawns are stuck in place while time progresses forward.
Swaby94 25 Jul @ 9:53am 
Is there no one that can fix it for 1.6? :steamsad:
Casual Bird 19 Feb, 2024 @ 4:00pm 
This is wonderful! I've really been looking for a mod that adds more days to a year, given I can't find any that turns down the global aging factor to compensate for the 60 day years
Mlie 11 Nov, 2022 @ 2:04pm 
WaKKO151 9 Nov, 2022 @ 6:28am 
1.4
Neco Arc 🖌 13 Jul, 2022 @ 4:49am 
this mod conflicted with "Need Bar Overflow" where need bar (rest, hunger, mood, etc) won't move. i need go to "Time Control" mods option to disable/enable the options just to make the need bar back working normally
Mr. Mauer (Mollari) 4 Nov, 2021 @ 6:05am 
thx
Quebrantado 2 Nov, 2021 @ 1:09pm 
@Mr. Mauer i used this mod what is the same but for 1.3

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2558693847
Mr. Mauer (Mollari) 1 Nov, 2021 @ 6:14pm 
any chance for an update?
ZapDoggo 24 Jul, 2021 @ 7:48pm 
@GreenwoodHuntsman I don't think remaking the mod is entirely necessary, someone could just make their own mod similar to this one but with their own balancing and maybe extra features.. and maybe some compatibility with a few mods it's likely to be incompatible with.
CtrlAltSilent 24 Jul, 2021 @ 5:49pm 
The more I look into this mod the more I do think it has been abandoned. Updates ceased nearly a year ago and unfortunately the game has waited for no one. Does anybody know if this mod is under the MIT license or another mod that makes these changes?
Quebrantado 23 Jul, 2021 @ 6:11am 
hello there, come to ask if can update this to 1.3 is a really cool mode and i got a black screen gameplay when i activate this, thanks beforehand
CtrlAltSilent 22 Jul, 2021 @ 7:56am 
You sir, are a god among modders. This mod is essential to any play through and without it I feel like all I do is watch my pawns sleep... I will ask humbly that you update as soon as your busy schedule allows and wait patiently for that time. Thank you for your hard work in doing something that I, myself, and far too dumb to figure out. Thanks Again.
rabbet 22 Jul, 2021 @ 7:40am 
Would love this for 1.3 :(
Zebrakiller 15 Jul, 2021 @ 10:29pm 
Will this work for 1.3?
Andros 29 Jun, 2021 @ 5:49pm 
Greetings.
Anotehr small error. Not game breaking, but when "pause on error" is enabled,, it's somewhat annoying. Seems like it doesn't appear on the hugslog, but I'll give the link for modlist: https://gist.github.com/HugsLibRecordKeeper/c99eb405a06b267d361d394e8a1eb90a .
The error per say is copy pasted here: https://docs.google.com/document/d/1FxGHXQlF1444L8uz9Gziq8gjFJxfR7PRQa5OLdYXzoI/edit?usp=sharing .
Andros 18 Jun, 2021 @ 2:29pm 
Greetings. It seems there is a incompatibility between this mod and character editor, in which while this mod is enabled, the "load" option from character editor spawn a random pawn instead of the pawn that was saved to that slot. There is no error log on this. May you look into it, please?
LST Theunknown 4 Apr, 2021 @ 4:29am 
@Sixdd Yes especially [D] Time Control is incompatible with RimThreaded
Nevertheless in my experience RimThreaded has evolved very much.

[h1] PSA: Don't use [D] Time Control and RimThreaded simultaneously. [/h1]
Instead choose on of them and nevertheless follow this Mod Load Order Guide:

https://github.com/cseelhoff/RimThreaded/wiki/Mod-Order-Guide

And yes it is valid without RimThreaded because it's a community designed order.
Strobile 16 Feb, 2021 @ 8:13am 
Is it possible to make a mod, to increase the number of days in the season, to 30 or 90, as in life?
#6 1 Feb, 2021 @ 2:01pm 
For anyone having issues with the mod while RimThreaded is loaded, try turning off RimThreaded as it completely changes the way things work and is incompatible with many mods not just this one. I have over 400 mods now and am playing stable but when I tried to add RimThreaded the whole thing refused to load.
𝖒𝖆𝖈𝖗𝖔𝖘𝖘 14 Jan, 2021 @ 4:45pm 
It is the mod I was looking for the most. Out of curiosity, was it abandoned?
BlackWaterAquifer 29 Dec, 2020 @ 12:45pm 
hey OP, are you going up update this mod for more bug fixes? a lil curious, thank you
Prietos23 18 Dec, 2020 @ 4:16pm 
if i leave only this mod enabled, it doesn't happen, but when i play with it the map temperature doesn't change, anyone having this issue? has anyone found the conflict?
ProfZelonka 28 Nov, 2020 @ 9:56am 
This is incompatible with RimThreaded. Caravan won't move, grass/tress won't animate or grow. You literally broke time. lol Great mod idea tho. Hopefully this can get worked out! https://gist.github.com/HugsLibRecordKeeper/89e953f64d82561e35f2f1575cb1085b
AGingersaurusRex 27 Nov, 2020 @ 4:44pm 
Probably a little overkill/too much work, but would it be possible to add an option to change the amount of day light based on season? For example, in the summer the days are longer and in the winter the days are shorter? Would be Neat!
dunhamgames 7 Nov, 2020 @ 12:05pm 
If you set time to 300% and do the option for a longer work time, when butchering, your guy chases him all day long till the animal finally stops to eat or sleep. I got to stun them first with a caster.
Icepickgma 31 Oct, 2020 @ 8:24pm 
@jimlahey that alcohol must be tellin ya something mr. lahey I think you were right. Conflics with z levels.
jimlahey 29 Oct, 2020 @ 11:39am 
Great mod, I really truly can't play without it anymore--you've definitely spoiled me. For what it's worth, I myself run just over 400 mods, including the Giddy Up series as well as SOS2, which really f's with pathing, and I definitely haven't had any issues with my own caravans. I have noticed that the Z-levels mod seems to sometimes bork trader caravans leaving among other things
Icepickgma 14 Oct, 2020 @ 10:39am 
Same here as @NRFBToyStore Caravan wont move when this mod is active.
NRFBToyStore 1 Oct, 2020 @ 12:34am 
Was loving the new days (was just doing 150%), but turns out this mod was my "caravan" issue. Anytime I would make a caravan, they wouldn't move, just go to map and SIT there. I even tried removing EVERY Caravan thing I had (Options, Giddy Up, Capacity Fix) and nothing. Soon as I remove this, BAM, they take off running.

Even tried just setting things back to 100% and they still just sat there... Tried loading this at the end of my mod list, nothing. I am rocking 400 mods, and am actually VERY stable, till sadly this happened. I'll keep an eye out and will try again with future updates. :)
RadianceEternal 6 Sep, 2020 @ 7:06pm 
Found an issue with the mod - the mod extends events according to how much it slows the game down (i.e. twice as slow, events take twice as long), but for events like calming someone down (from snap out mod) and slaughtering an animal that need to freeze the target (hold them still), it only holds them still for the normal duration and not the extended duration.

Pretty good mod, cheers!
Rubber Ducky 28 Aug, 2020 @ 4:51pm 
Does it make crops grow faster? with more daylight they can grow longer or does it account for that too?
Akenno 27 Aug, 2020 @ 8:32am 
Thanks for the reply!
I don't think that he ever suffered from a disease 🤔
Guess I have to check it out somehow!

The Problem occurs every second multiple times so it is quite hard to see other Bugs.
Thanks anyways! Really love this mod. :)
Dametri  [author] 27 Aug, 2020 @ 6:01am 
@Akenno I would tend to expect that this is unrelated to this mod. I know that Time Control tick functions are in the stack trace, but they will be in most error stacks due to the very fundamental stuff that this mod changes. I think the real problem is more likely to be something to do with a
hediff (disease) that Hano has (or had before a mod was removed, perhaps?)
Akenno 26 Aug, 2020 @ 8:24pm 
Seems like I get an error from this mod about health immunity.

https://pastebin.com/Yne57SY9

Any advice?
Brrainz 17 Aug, 2020 @ 12:27pm 
Btw, you might want to add JobDriver_Stumble and JobDriver_Sabotage to your exceptions to be compatible with Zombieland
Brrainz 17 Aug, 2020 @ 11:11am 
I had a quick look at your mod source, @Dametri but I could not immediately find why my zombies in Zombieland stand still. They jiggle like they normally do but they don't move or path. I tried different orderings of our mods but that did not help either.
FalconHikes 17 Aug, 2020 @ 5:00am 
This mode is incompatible with Zombieland. I just found out!
balistafreak 16 Aug, 2020 @ 9:29am 
I poked through the .xmls, but I'm not a very smart guy nor an experienced coder. If there's some function/action that all these types of mods are all sharing to have the interacted-with pawn stand still, it might be possible for this mod (Time Control) to patch that one function/action.

Obviously if every mod is using their own methodology, though, it'll come down to individual patches, which I'll probably have to figure out by myself.
Dametri  [author] 15 Aug, 2020 @ 1:06pm 
@balistafreak Thanks for the info. I'll take a look but I suspect you're right, and compatibility would require patches for every mod that adds such functionality, which is a bit much.
balistafreak 15 Aug, 2020 @ 10:22am 
Ran into some significant issues that likely count as "soft mod incompatability" when playing with longer tick-length.

Many pawn-to-pawn interactions added by mods, such as Snap Out!, feeding children from Babies and Children, or adjusting shackles from Simple Slavery, take an extended amount of (real world) time, as their interactions are defined by tick length. However, the interacted-with pawn will almost always walk away from/out of range of the interact-ing pawn before the interaction can finish, as whatever code tells them to stand in place seems to NOT be reliant on tick-length.

This may be a problem that is outside reason for this mod to attempt to patch, but it's something I wanted you to be aware of.
PremierVader 11 Aug, 2020 @ 6:10am 
Does this stop events from triggering in any way? I have set traders to visit my colony every 3 days and it worked for a while but later the event would not trigger anymore. I have my setting at default.
balistafreak 5 Aug, 2020 @ 2:47am 
Here's a super offbeat point-out. This isn't even close to gamebreaking or even functionality-impairing, but [select colonist]->[info]->Records (tab) has a long list of tracked statistics, including "time spent doing [activity]". Running at 300% day length, all of these values seem to be, guess what, exactly 3x as long as they should be. At slightly more than half a year into the colony, the Records stat states that my starting colonist has been a colonist for just over one and a half years.

Shelve this low on the to-do list, but it's just another interesting thing to point out.
Lugaru 4 Aug, 2020 @ 3:09pm 
Thanks so much for following up, now that I know it is on my end I'll try disabling a few mods that affect pawns, I think it may be caused by a series of 'medical' mods that make changes to bodies, pain and possibly healing. Thanks!
Dametri  [author] 4 Aug, 2020 @ 3:01pm 
@Lugaru I tried it myself, as described by these screenshots:

Settings [i.imgur.com]
Injured [i.imgur.com]
Healed [i.imgur.com]

So, healing seemed to work with just this mod running at 50% speed with the settings as above. I'd guess there's some sort of mod conflict going on. I haven't done a ton of testing outside the recommended speed ranges (there's a reason I locked the slider), but this issue is still quite strange to me and I can't imagine why it would be happening.
Lugaru 4 Aug, 2020 @ 2:48pm 
And just to report back I started another .5 game (aka double speed) and every aspect seemed to be working spectacularly well until somebody got mauled by a wolf. I watched her for a couple of days with no healing until I changed the scale from .5 to 1, and her wounds started healing.

In other words I think for some reason healing is allowed in normal or slow days but not in faster than normal days. Hopefully something to fix, or if it is not possible I guess making the slider be 1x or higher.
Lugaru 4 Aug, 2020 @ 7:46am 
Sorry could not reply for a few days due to some update to workshops. So just to be clear I'm playing at .5 aka double speed, and I had all recommended things checked on. I'll give it another stab and let you know, this time on a clean save.
Dametri  [author] 31 Jul, 2020 @ 12:15pm 
@Lugaru I'll look into the messages. Strange if characters weren't healing... they should heal at a slower "per-day" rate, but they should still heal. Were you trying with or without "scale pawns" enabled?
Lugaru 31 Jul, 2020 @ 7:47am 
Back to 1x speed: was loving the short days but some messages (the text ones you do not click on) announcing starving or break risk where not going away. Also I think, I'm pretty sure... characters where not healing. Would double speed again though.
Lugaru 31 Jul, 2020 @ 5:25am 
Everyone seems to want longer days... I'm playing at 50% (days are half as long) so I'll report back if anything weird happens. I just hate that my first year 'takes all day' in this game so this should be interesting.