Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Slower Calendar Flow
77 Comments
Raudskeggr 25 Jul @ 12:17am 
Wow, sorry to hear about the author of this script. My best wishes for a fast recovery.
Lex 2 Jun @ 6:30pm 
The creator of this mod is currently battling cancer. Don't expect any improvements on this or any other creations in the short term. All we can do is hope that Lex wins his fight. Because is a beautiful person who has given so much to this community. And I'm sure, will give us so much more in the future. <3
PeaceDeaf 2 May @ 7:41am 
is there a way to increase the waiting time for citizens at bus stops, work shifts, and the like? It's just that the transport takes a very long time to move, it feels like the transport is traveling at a speed of 1 km/h, and the game is writing 60 km/ h. While the bus takes people to their destination, they are running out of time on the road.
Nicky 3 Apr @ 7:56am 
Is there a harder reasearch mod that i can use in conjunction with this mod ?
ttr 16 Mar @ 2:23pm 
Here is idea for 2x/4x events.
If you can check is an event was scheduled/occurred, don't roll-back to begging to a day, but add +1/+3 more roll-backs to following day.

So if You play on 4x and even was occurred on day 11, do only one iteration of day 11 and 7 (4+3) of day 12. This would mitigate that issue.
SgtDevRupesh 12 Feb @ 10:53pm 
For some reason when using the script it doesnt completely slows the time, vehicles get 3 years of usage just in 1 month of game with 4x slow speed (especially when fast forwarding).
Borjär Johnson 28 Dec, 2024 @ 4:46am 
Harvesting with this script on will be interesting, since you have double or 4 times the time to sow and harvest but also the grain has to last a very long winter O__O I am just starting out, built the biggest grain storage that fitted in my setup. Has anyone tested this yet?
Borjär Johnson 24 Dec, 2024 @ 12:23pm 
Genius. I looked a bit at the workshifts and with normal speed, a day seems to be around 6 hours, so 4x slower is the most realistic setting, while you will wait very long for good vehicles at early start :D But you will feel better because you'll acomplish more before you've reached modern times. I recommend activating static sun, otherwise they days look weird because the sun twitches back with every click. Also no catastrophes enabled. when winter starts, the snow sometimes appears/dissapears several times but that's barely noticable when you concentrate on building.
javille 6 Oct, 2024 @ 12:46pm 
Bonjour, le scirpt ne fonctionne pas avec biomes dlc
Coffee Daemon 26 Aug, 2024 @ 3:29am 
As much as I love this, a "light" earthquake just set 17 fires and 2 building collapses, as it happened 4 times in a row. I know you've said the multi-quake cant be stopped, but is it possible to weaken the earthquake proportionately? Secondary quakes arent uncommon irl, but damn having to rebuild a third of my town is draining.
SovietGaming1623 22 Aug, 2024 @ 1:12pm 
Thank you for your answer! i appreciate it
Lex713  [author] 21 Aug, 2024 @ 10:08am 
No, script mods do not disable acvivements. So far it was safe to use this and any other script mods if you were looking for acvivements.
SovietGaming1623 20 Aug, 2024 @ 11:58pm 
does this script effect acvivements? its just that i am going for 100% of this game and i am afraid that on long run in Realistic Mode this script might effect achivements, so i wont be able to achieve them.
Lex713  [author] 29 Jul, 2024 @ 12:01pm 
This is not something anyone can do with tools we have
Arcade 29 Jul, 2024 @ 11:27am 
This is an amazing mod... unfortunately, if you set 4x days, all events will also trigger four times. And while I don't mind 4 messages about a new vehicle or the stock market, I did not enjoy 4 earthquakes leveling the center of my city. Awesome mod, but it might need some polishing.
demonrik 13 Jul, 2024 @ 8:13am 
мдя календарь замедлился но все счетчики дней остались также: стройка, кредит и тд
Lex713  [author] 2 Apr, 2024 @ 11:57am 
Out of my or any other modder’s control, unfortunately.
Andrade 2 Apr, 2024 @ 11:40am 
Would it be possible to make the days last longer without changing the seasons? It's just that dawn and dusk are very short.
ThomasC00 18 Feb, 2024 @ 11:06pm 
Love the mod but do you know how to get the farm to resow in May/June? Otherwise you will need twice the amount of farms
Lex713  [author] 27 Jan, 2024 @ 6:16am 
Yes, everything last longer, you basically has two/four times more days per day
Kingdark 27 Jan, 2024 @ 2:35am 
This may be a silly question, but if I enable this mod, does that mean that summer (and winter) will last longer too?

If not, can you modify the mod, so that I could potentially have more harvests per year/season?
maximusyara 1 Jan, 2024 @ 10:59am 
The game broken loading/

Игра перестала загружаться. Висит на фразе loading-Scripts. Единственный скрипт который я использую, это замедление времени
Aberro 1 Oct, 2023 @ 3:15am 
Another issue with this scrips is statistics. It's twice or four times now, since same date is repeated. It's probably not possible to change how statistics works by scripts, but here's my suggestion: the statistics is gathered at specific dates, once every 5 days, I think. So, what if you let the day at which statistics is gathered to pass only once, and then repeat one extra time either the next day, or the next 3 days? So, the number of gameplay days per calendar day would be:
* for 2x: 1 3 2 2 2 1 3 2 2 2 etc
* for 4x: 1 5 5 5 4 1 5 5 5 4 etc
It may look strange, but realistically, barely anyone tracks the date by the day, it's only the month and timeflow that matters. And this way statistics would only be tracked once, instead of 2x or 4x. This is quite important, because statistics file could grow extremely large, which affects loading time and performance.
Aberro 1 Oct, 2023 @ 3:14am 
I strongly advice against changing maintenance time, as it changes game's balance quite significantly - you'd need less resources per income.
Crops are the issue, though. I think, ideally, growth time should be scaled up along with time, but also consumption should be scaled down by the same amount, and price should be scaled up the same amount. This way, besides the strange price for crops, the only thing that actually do change in terms of balance is the amount of trucks/wagons needed to transport crops to factories - you need the same space for storage for winter, you earn the same amount of income on average (which scales up with rest of production), or spend the same amount for buying crops.
Gfurst 28 Aug, 2023 @ 1:41pm 
Really? I was wondering about fields, if you could get a regular amount even if taking 2x/4x the amount of time.
but I guess if they still grow at the same base game speed, you can get 2x/4x the amount of harvest. Considering you also get 2x/4x the time without being able to plant harvest anything, imo, not that big of a deal.
trexxet 28 Aug, 2023 @ 1:20pm 
Vehicle age counts as regular time, but that's not that important. What's really important is that fields grow at 4x rate so you can harvest them in April (and then sow again lol)
Gfurst 28 Aug, 2023 @ 11:04am 
imo, maintenance isn't affected at all, that's just how much the vehicle wears in regular time, it just happens that it takes 4x calendar time for time to pass.
Rotfuchs 24 Aug, 2023 @ 2:25pm 
I love this mod. They only thing that bugs me out is, because of the slower calendar the maintanance is also way too fast. That with 4x script vehicles already need repair in the first year is a big problem. Is it possible to ajust this properly?
hallucinogender 13 Aug, 2023 @ 1:08am 
I don't know about script solutions, but I found (after making that previous comment) that using a save editor to change the date appears to be perfectly compatible with this script.
Gfurst 11 Aug, 2023 @ 1:05pm 
> doesn't affect day/night cycle
Is there a reason for this to have changed? Or can it be reverted?
I really the new time frame, but its weird that sometimes you get something repeated four times.
Also as mentioned by others, winter is challenge, and you have to account for a lot more crops for the extended growth time, maybe some separate balance scripts could be useful here.


@septemberWaves
Is it actually a problem? I just used some other script to set me back a couple of years and then activated this one for slower time and it seems to be fine. You just can trigger the other script while this is also running.
hallucinogender 6 Aug, 2023 @ 12:08pm 
Would it be possible to make a version of this which is compatible with early start dates? A slower calendar with an earlier starting year would be an ideal way to play for myself and likely for many others.
Karosieben 5 Aug, 2023 @ 7:10am 
Sorry, vehicles AGE faster.
Karosieben 5 Aug, 2023 @ 5:36am 
There is a problem with the new version, vehicles are faster with maintenance on. Also the maintenance of buildings is needed more often.

Maybe you can find a solution to this.
Zentra 6 Jul, 2023 @ 5:20pm 
So far, any bad visual effects to game play are greatly outweighed by the benefit to me of the way time feels. I play at 4x slower. (ex: I witnessed a rain shower that lasted less than a second "poof")
Building and Maintaining a vehicle fleet from scratch is more enjoyable. You sepnd more time with a build run maintaining it instead of suddenly having to upgrade/update again.
Large projects still feel and take as long to complete. You don;t just looik up and find yourself suddenly in a nother decade wondering where time went. Things still take a long time to build but you are not punished.
The game otherwise plays exactly the same with a little extra planning (IE: growing crops) but you get accustomed readily.
Thing is, you get to enjoy the life cycle of your vehicles more. You won't suddenly look up and find yourself in the year 2000.
Winter is a thing so plan. Otherwise, it is my preferred mode. I recommend. Good script !!
Methway 16 Jun, 2023 @ 3:25am 
@Junna script will work after re-start
Junna 12 Jun, 2023 @ 6:08pm 
Is it possible to use it now--loading failed, but, I mean, if you start the script anew, will it work, or does it need an update?
diecicatorce 12 Jun, 2023 @ 2:41pm 
Since crops are tied to the calendar, I guess fields also "produce" slower since you have to wait longer for a harvest. Does this also scale citizen consumption of goods, or is it default?
Methway 12 Jun, 2023 @ 12:21pm 
@ua__svs you can just delete "runningScripts.bin" from save folder even if you've already updated the game
ua_svs 12 Jun, 2023 @ 2:03am 
Could not load save with script with a new update of the game.
Fisxed this way:
Turn off the script, update the game. load save. turn on script.
All good for now
Goyschak_***** 29 May, 2023 @ 5:16am 
Really good mod. Thank you for scripting it!

One minor issue: all the notifications for availability of new vehicles appear twice. I suspect it is because the availability date is passed twice when the mod is active.
Lex 21 May, 2023 @ 8:27am 
The best script for this game. Frankly I don't understand why it isn't present among the game options such as the seasons, the day and night cycle and the rest. Super useful and extremely immersive. I have long felt the need for an option like this.
ua_svs 13 May, 2023 @ 4:07am 
Must HAVE!!! With this mode finaly game get some kind of balance.
It would be good if developers will do something simmilar to the game and will make balance on timing for workng for efficency of small/medium/large facilities. Old plant working with efficency 60% and new plants working with 80-90-100-110%.
Anyway thanks a lot for you mode. x4 slower make the game more real.
A specialy when you start in 1900-1920 and the biggest problem is slow with low capasity transport. Thank you one more time
Magister Wigbold 12 May, 2023 @ 1:57pm 
excellent! is there a way to slow crop maturing – i'm getting two harvests per year?
MeyerX 11 May, 2023 @ 7:03am 
"it says there are 10 scripts running"
I had something similar happen when I did a couple reloads of previous autosaves, saves that all had the script active. As if the script would not check whether it's already active on load of a savegame.
Had many weird effects until I realized that multiple instances of the script were apparently active and interfering with each other.
sandroluzern 9 May, 2023 @ 8:57pm 
Thanks, for updating - for me it's working again :steamthumbsup:
Lex713  [author] 9 May, 2023 @ 2:32pm 
@sandroluzern
Please upload your save to google drive or mega and send link to support discussion, I will fix it. I also just updated this mod and included script specifically for fixing situations like this so you can do it by yourself.
sandroluzern 8 May, 2023 @ 4:00am 
Changing Years seams to be buggy / not working. I have a Save where the game kept counting days in 1961 - last entry before I realised is day $DATE_DAY 580, $DATE_YEAR 1961 - so actually Day 215 in 1962 (3rd August). My in game time is hence stuck at 1. January 1961....
Skjold 5 May, 2023 @ 8:42am 
Thank you so much for making this, I've been wanting this as a game feature for a long time.

Now to wait for someone to modify the amount of foreign workers available at customs :)
Terminus Est 1 May, 2023 @ 5:22pm 
Any chance we'll see a script that affects inflation in the same way?
Red 1 May, 2023 @ 3:32pm 
Thanks this fixed it. :)