RimWorld

RimWorld

Explicit Timings
64 Comments
Leoltron  [author] 11 Jul @ 3:52pm 
Thanks everyone for the feedback. Not exactly sure what causes these errors, but 1.1.4 version should at least prevent such errors from impacting the mod. Plus using separate assembly for 1.6, just to be safe.
TThorn1 11 Jul @ 2:50pm 
Mod config menu does not work with this mod at the moment, which is fair given the time I'm posting lol

It's just the cheaty option for exact timings, I remember it being a lot more before
VitaKaninen 11 Jul @ 12:23pm 
Wednesday 8 Jul @ 5:45pm 
Here, I spent some time pinpointing the smallest modlist to reproduce the error. could do it with only this, harmony and the profaned mod.

https://gist.github.com/HugsLibRecordKeeper/2b3da78ecd7410ef6f208e0a8e15e250
Leoltron  [author] 8 Jul @ 4:08am 
Huh, interesting. Could you upload the full log?
Wednesday 7 Jul @ 10:06pm 
Hello, I have been getting this error on game load.

Error in static constructor of Leoltron.ExplicitTimings.PatchBootstrap: System.TypeInitializationException: The type initializer for 'Leoltron.ExplicitTimings.PatchBootstrap' threw an exception. ---> System.MissingMethodException: Method not found: Verse.Pawn Verse.PawnGenerator.GeneratePawn(Verse.PawnKindDef,RimWorld.Faction)
thorman123456789 4 Jul @ 12:49pm 
1.6 please?
BeastofMSU 12 Feb @ 5:31pm 
I don't think this works with Basileus Bestower from vanilla psycasts expanded
nezumi 27 Nov, 2024 @ 12:25am 
I love this mod idea! I can feel safer when caravaning!
sidfu1 20 Nov, 2024 @ 11:03pm 
nvm it seems to be just due to it swaping story tellers to one not of the base 3
sidfu1 20 Nov, 2024 @ 5:09pm 
looks like this causes teh timmers to disapear when it switches story tellers.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2175327693
Vartarhoz 4 Oct, 2024 @ 5:11am 
This should be default in game. Also Performance Optimizer gives error with this mod.
https://justpaste.it/gv9pm
Myrnalin 16 Aug, 2024 @ 3:37pm 
Hello. Love your work, thank you.
A request if time is available: I have a run where I try to stack "raid sources"
Quests where a raid source will spawn on world map and raid you every X days.
I would love to see timers for that in your mod if possible.
again, even without this your mod is amazing.
Fang 11 Jul, 2024 @ 9:49am 
MP Compatibility?
Aeryn 21 Jun, 2024 @ 1:37pm 
@Leoltron Seems to have fixed it for me, thanks!
Leoltron  [author] 20 Jun, 2024 @ 11:29am 
@Aeryn @Joebrooo try it now, should be fixed in 1.1.2
Joee 20 Jun, 2024 @ 9:41am 
Noticed it breaks Rim War raids too. Had a similar error log to @Aeryn
Aeryn 20 Jun, 2024 @ 12:57am 
Seems to break Rim War raids for some reason https://pastebin.com/raw/eD24dabg
B flat 6 Jun, 2024 @ 12:33am 
The author fixed the issue :D
B flat 5 Jun, 2024 @ 11:48pm 
Amazing mod otherwise. Thanks a lot.
B flat 5 Jun, 2024 @ 11:48pm 
I've got a weird interaction with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2006925330
When I install "Archotech Power Core" the health tab goes missing completely. After some investigation, it's "show pregnancy timers" that's causing the issue. I posted the error log there.
Leoltron  [author] 18 May, 2024 @ 6:31am 
@Ozymandias It does, difficulty does not affect raids timings for vanilla storytellers
Ozymandias 18 May, 2024 @ 2:28am 
what happens if I change the difficulty during the game? does this still work?
苍白而蔷薇 7 May, 2024 @ 9:16pm 
machine translation
Can you add a time prompt for tasks? Many tasks give an approximate time to generate attacks or end events. As a lazy person, I think this aspect can also be displayed
Holgast 14 Apr, 2024 @ 2:57am 
This works great with Anomaly.
Endy 13 Apr, 2024 @ 10:48pm 
@Leoltron Thank you! :steamthumbsup:
Aira 13 Apr, 2024 @ 7:25pm 
can we get compatibiluty with atar xenotype? it wont show their raid timing schedule
Leoltron  [author] 13 Apr, 2024 @ 11:43am 
@Endy, @Sir Humphrey Appleby Fixed in 1.1.1
Sir Humphrey Appleby 13 Apr, 2024 @ 11:03am 
This error is with Vehicles Framework.
Endy 12 Apr, 2024 @ 9:23pm 
I've got an error, not sure what it affects

https://gist.github.com/HugsLibRecordKeeper/af23168e168b42e7b49ee1effe1eb7bc

Error in static constructor of Leoltron.ExplicitTimings.PatchBootstrap: System.TypeInitializationException: The type initializer for 'Leoltron.ExplicitTimings.PatchBootstrap' threw an exception. ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Vehicles.IncidentWorker_ShuttleDowned.TryExecuteWorker_Patch2 (Vehicles.IncidentWorker_ShuttleDowned,RimWorld.IncidentParms): IL_001e: ret
Leoltron  [author] 8 Apr, 2024 @ 8:15am 
@Vulkandrache In a way, yes. It reads mental state Def and forced mental break stop timing of the mental state itself.
Vulkandrache 7 Apr, 2024 @ 7:46am 
Just to be sure here:
This mod reads the game files for that information, yes?
Its not simply all of the games timer hardcoded in.

Im asking this because i made changes to things like the duration of mental breaks.
Vaarelsauce 5 Apr, 2024 @ 2:00pm 
Randy Random: yo
Leoltron  [author] 5 Apr, 2024 @ 2:10am 
@ItZKriefer Depends if storyteller has the on-off cycle for major threats and even then they might have an additional way to send raids.
ItzKriefer 4 Apr, 2024 @ 5:56pm 
Does this work with modded story tellers?
w_ather 4 Apr, 2024 @ 6:33am 
Oh hell yeah, this is what I want, I never learned how long something takes apporoximately, this shit is nice.
Leoltron  [author] 4 Apr, 2024 @ 5:47am 
@Jiopaba Yes, that is how the mod timers work
Jiopaba 3 Apr, 2024 @ 2:38pm 
This is slick. I'm sure I'll find out as soon as I get around to playing in-game lol, but do the timers for things like mental breaks count down as time goes on? Like, if a break can last 2-6 hours, then after one hour does it say 1-5 hours and eventually "no more than 2 hours" or something?
Holgast 3 Apr, 2024 @ 5:47am 
wow, this is really nitty-gritty

I can definitely see myself using it
Leoltron  [author] 2 Apr, 2024 @ 3:16pm 
@D3K43 Now it can :D
D3K43 1 Apr, 2024 @ 4:23pm 
Can this also tell when a baby is due in Biotech?
depthbomb 1 Apr, 2024 @ 11:51am 
It is indeed fixed now, for some reason Steam was still downloading the 1.0.1 version at the time of my initial comment.
Erythion 1 Apr, 2024 @ 2:23am 
The error is fixed now, thanks for the quick response!
Leoltron  [author] 1 Apr, 2024 @ 1:11am 
@depthbomb The error described in the second stack trace should be fixed in 1.0.2, do you have the latest version of the mod?
depthbomb 1 Apr, 2024 @ 12:15am 
I've gotten two issues with this mod enabled: one causing RimHUD to deactivate when one of my colonists gets injured, and when checking the heal tab of said colonist.

Stack trace when RimHUD got disabled: https://paste.super.fish/p/942EkM.txt
Stack trace when opening health tab of injured colonist: https://paste.super.fish/p/rdEoOo.txt

(reposting comment to provide proper stack trace)
Leoltron  [author] 31 Mar, 2024 @ 12:07pm 
Everyone, I really appreciate that you took your time to report an error, but I can't do much unless you provide me with a full error log that includes the RimWorld version, exception stack trace, and a full modlist. You can get it from the debug log dialog by clicking on the error and then on the 'Copy to clipboard' button.
Leoltron  [author] 31 Mar, 2024 @ 12:06pm 
Pushed 1.0.2 update, this should address the error in the log @Erython provided.
UncleRippu 31 Mar, 2024 @ 10:03am 
I think this mod conflicts with the Adrenaline mod, because when this mod is enabled none of the injuries show up in the health tab. I have a raider getting riddled with arrows and a colonist who got hurt by said raider, and the only thing that shows up in their health tabs are the adrenaline rush.
rex6564 31 Mar, 2024 @ 9:52am 
thanks 4 the answer great mod btw
Captain 31 Mar, 2024 @ 8:39am 
This is a cool mod, but it causes 2 issues that are very annoying. (Health stats not working, the game menu disappearing and losing control of the camera when you make a colonist forcibly do something) Will add back to my mod list once those are fixed though!