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RimWorld => Ideas => Topic started by: Listen1 on January 20, 2016, 04:30:02 AM

Title: Let's take some time (Time mechanics)
Post by: Listen1 on January 20, 2016, 04:30:02 AM
Good Afternoon, i've been walking alot these few days, and found that it is a good meditation method, to think about important stuff. Like Rimworld.

I've found some problems with the time mechanic. I've searched up and found the following

In-Game   Time      Ticks    Real Time
1 Hour    -           1,250    20s
1 Day    24 Hours    30,000    8m 20s
1 Month    10 Days    300,000    1h 23m 20s
1 Season    3 Months    900,000    4h 10m 0s
1 Year    4 Seasons    3,600,000    16h 40m 0s
(Don't know if this is up to date)

To cover one year in the game, it would take 16h and 40min of a colony.

Up until now, we have a few mechanics that require time. Birthdays, Colonists age diseases (cataract, bad back, etc) Tree aging, decomposition, animal milk/fur/eggs, animal breeding, and some coments about colonist reproduction and hives mechanics in the future.

In the last colony i've built, I tried to make a Muffalo ranch, milking, cutting wool, and keeping them fed. I've been working on that colony for 2-3 years in game, and in this time, I've had only a few pregnant muffalos, and none of them reached maturity yet. So I took a look at the wiki and:


Milk Amount per harvest: 6
Milking Interval: 4 days
Wool Amount: 100
Shearing Interval: 60 days
Gestation Period: 60 days
Offspring Per Birth: 1
Maturity Age: 3+

So, it would take 3 years or more for the baby muffalos reach maturity. That is 50 hours of time played in a single colony. Also, the Muffulos can only get pregnant once a year, I believe it's in the Spring, and through the rest of the year will not breed. (or we can say that a muffalo can only get pregnant once every 16 hours)

For the aging, breeding, decomposition, etc what would be the best way to speed up the game? For these events, I believe that the game is quite slow, hell, this is one of my few colonies that I surpassed 40 hours of gameplay, because I have mods I am still not bored, but I believe it is almost time for me to start a new game.

Do the time mechanics also bother you for the stated above? I wanna try to find a good sugestion or a solution for these. If not, please tell me your opnion on these, since maybe i'm not used to playing colonies for more than 20 hours.

Title: Re: Let's take some time (Time mechanics)
Post by: A Friend on January 20, 2016, 06:59:39 AM
I've heard somehow that time (ticks or whatever) is gonna be doubled by the next update. Days would last longer.
Title: Re: Let's take some time (Time mechanics)
Post by: Listen1 on January 20, 2016, 09:03:43 AM
If that is going to happen, I hope the activities that take time, like pregnancy will be speeded up.

If you reduce too much of the time taken, it will be meaningless, like what is the problem of a cold winter if in hour it will be ok again? Maybe I just need to put a heater in one room and that's it. Now if you double the time a day takes, events like heat waves, cold snaps, toxic fallout will have a much greater effect. Which sounds awesome.

But... is rimworld a game to play over 50 hours per colony?



Title: Re: Let's take some time (Time mechanics)
Post by: JimmyAgnt007 on January 20, 2016, 09:15:44 AM
Quote from: A Friend on January 20, 2016, 06:59:39 AM
I've heard somehow that time (ticks or whatever) is gonna be doubled by the next update. Days would last longer.

Tynan himself said that somewhere. 
Title: Re: Let's take some time (Time mechanics)
Post by: Regret on January 20, 2016, 09:45:45 AM
Quote from: Listen1 on January 20, 2016, 04:30:02 AM
. Also, the Muffulos can only get pregnant once a year, I believe it's in the Spring, and through the rest of the year will not breed. (or we can say that a muffalo can only get pregnant once every 16 hours)
Not true, seasons have nothing to do with it.
It may seem like they spend a long time without getting pregnant but that is because you can't see the first stage of pregnancy, they are pregnant for months before you can see it.
Title: Re: Let's take some time (Time mechanics)
Post by: Listen1 on January 22, 2016, 04:37:03 AM
Didn't know that, maybe I skiped it on wiki or it wasn't there.

Even though, It is normal for the colony to take plays that go beyond 5 years in game? Because if it is, i'm just a wimp and this is really ballanced.
Title: Re: Let's take some time (Time mechanics)
Post by: blub01 on January 22, 2016, 05:19:44 AM
with the third level of time acceleration, one hour in game is more like 5 seconds in RL. and of you turn debug mode on, there's an even higher level.