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RimWorld => Mods => Unfinished => Topic started by: shadwar on May 05, 2016, 01:24:25 AM

Title: [testing][A13] TimeMod - the longest adventure
Post by: shadwar on May 05, 2016, 01:24:25 AM
Right now I'm working on time mod.
After A13 released, I'm have very bad feelings about too short years in days. Played a few game days and now, fall, winter, year passed. 30 days per month will be great.

The bad things about time moding - it's really hardcoded, and there is a lot of work. Now, I'm need you for testing and feedbacks.

Finished:
+ year length (for test is 10 days per month)
+ correct season weather and temperature
+ correctly pawn years (display, birthdays, granny's injures, relationships)
+ correctly display date (it's months now, not seasons)


And now, I'm have a question, what else I'm forgotten about time? Maybe some accidents, that must been happening only at some seasons, and not at others? Only once per year? Something else?



[attachment deleted by admin - too old]
Title: Re: [WIP] TimeMod - the longest adventure
Post by: crusader2010 on May 05, 2016, 02:56:09 AM
Not really sure about this, but don't buildings have an increasing chance of breaking down over time and requiring a component to fix?
Title: Re: [WIP] TimeMod - the longest adventure
Post by: shadwar on May 10, 2016, 05:19:01 PM
Added initial version. 10 days per month. No seasons, months displayed.
Title: Re: [WIP] TimeMod - the longest adventure
Post by: dareddevil7 on May 10, 2016, 05:51:45 PM
Well planets in rimworld aren't earth. Days, Months, and year could be longer or shorter than on earth
Title: Re: [testing][A13] TimeMod - the longest adventure
Post by: palandus on May 29, 2016, 03:34:14 AM
Time Related Stuff:

If you have changed how days/seasons work, will it affect duration based calamities such as:

Eclipse, Solar Flare, or Toxic Fallout?

If you have changed how days/seasons work, will it affect how often raids occur, as I believe the number of raids is based on days passed?

If you have changed how days/seasons work, then Mechanoids may arrive sooner or later; believe by default you start seeing raids of them after day 90.
Title: Re: [testing][A13] TimeMod - the longest adventure
Post by: MiningKerbal on July 15, 2016, 05:44:42 PM
Thanks for making this mod. Its very useful in Alpha 13.

Do you know if it would work in A14 or not?
Title: Re: [testing][A13] TimeMod - the longest adventure
Post by: mew_the_pinkmin on July 26, 2016, 07:28:30 PM
would be cool to have a random(ish) days per mouth, based on the world seed, so a year on planet1 is 300 days but a year on planet2 is 581 days, ect... and the since its based on seed the same planet will always have the same amount of days in a year.
Title: Re: [testing][A13] TimeMod - the longest adventure
Post by: Demetreo on August 14, 2016, 08:33:44 AM
This still alive?