Difference between revisions of "Time"

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m (Finishing update for A17 quadrum change. Removing references because my edit count doesn't let me add links yet.)
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'''Time''' in RimWorld passes as a series of ticks. On normal game speed, there are 60 such ticks to a real second; there are always 2,500 ticks to one in-game hour.
 
'''Time''' in RimWorld passes as a series of ticks. On normal game speed, there are 60 such ticks to a real second; there are always 2,500 ticks to one in-game hour.
  
The game starts in the year 5500. The in-game clock is in 24-hour format with the hours displayed in military time from 0H to 23H.  
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The game starts in the year 5500. The in-game clock is in 24-hour format with the hours displayed in military time from 0h to 23h.  
  
 
Time proceeds as one would expect except that the four months are named "quadrums." They are named as portmanteaus of terrestrial months, suggesting seasonal associations: "Decembary," "Aprimay," "Jugust," and "Septober." Each individual quadrum is always 15 days, after which you proceed into the next quadrum.
 
Time proceeds as one would expect except that the four months are named "quadrums." They are named as portmanteaus of terrestrial months, suggesting seasonal associations: "Decembary," "Aprimay," "Jugust," and "Septober." Each individual quadrum is always 15 days, after which you proceed into the next quadrum.
  
{{asof|A16}} time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.
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Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.
 
 
{{asof|A17}} season names could no longer be consistently applied to the entire globe, necessitating that they be named as month-like "quadrums."
 
 
 
 
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{| {{STDT|c_01 text-right}}
 
{| {{STDT|c_01 text-right}}
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! colspan='1' | Ticks
 
! colspan='1' | Ticks
 
! colspan='1' | Real Time
 
! colspan='1' | Real Time
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|-
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! 1.44 Min
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|          || |    60 || 1s
 
|-
 
|-
 
! 1 Hour
 
! 1 Hour
|           ||     2,500 || {{Time| 60000/60/24 }}
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| 60 Min    || |    2,500 || | ~42s
 
|-
 
|-
 
! 1 Day
 
! 1 Day
| 24 Hours  ||    60,000 || {{Time| 60000/60 }}
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|| 24 Hours  ||    60,000 || | 16m 40s
 
|-
 
|-
 
! 1 Quadrum
 
! 1 Quadrum
| 15 Days  ||  900,000 || {{Time| 60000/60*15 }}
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|| 15 Days  ||  900,000 || 4h 10m
 
|-
 
|-
 
! 1 Year
 
! 1 Year
| 4 Quadrums || 3,600,000 || {{Time| 60000/60*15*4 }}
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|| 4 Quadrums || 3,600,000 || 16h 40m
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|}
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{| {{STDT|c_01 text-right}}
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|-
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! colspan='3' | Technical details for modders
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|-
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!
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! Ticks
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! Game Time
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|-
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| 1 tick || 1 tick || 1/60th second
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|-
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| 1 rare tick || 250 ticks || 4.16 seconds
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|-
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| 1 long tick || 2000 ticks || 33.33 seconds
 
|}
 
|}
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
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== Version History ==
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* [[Version/0.0.254B|0.0.254B]] - Abolished cycles - dates are measured in days only.
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* [[Version/0.10.785|0.10.785]] - Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
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* [[Version/0.13.1135|0.13.1135]] - Days are now twice as long as before, with years being half as many days i.e. years are exactly as long as before in actual play time, just divided into a smaller number of longer days. The year is now split into seasons instead of months.
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* [[Version/0.17.1546|0.17.1546]] - As season names could no longer be consistently applied to the entire globe, necessitating that they be named as month-like "quadrums."
 
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Revision as of 04:50, 24 May 2021

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Time in RimWorld passes as a series of ticks. On normal game speed, there are 60 such ticks to a real second; there are always 2,500 ticks to one in-game hour.

The game starts in the year 5500. The in-game clock is in 24-hour format with the hours displayed in military time from 0h to 23h.

Time proceeds as one would expect except that the four months are named "quadrums." They are named as portmanteaus of terrestrial months, suggesting seasonal associations: "Decembary," "Aprimay," "Jugust," and "Septober." Each individual quadrum is always 15 days, after which you proceed into the next quadrum.

Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.

In-Game Time Ticks Real Time
1.44 Min 60 1s
1 Hour 60 Min 2,500 ~42s
1 Day 24 Hours 60,000 16m 40s
1 Quadrum 15 Days 900,000 4h 10m
1 Year 4 Quadrums 3,600,000 16h 40m
Technical details for modders
Ticks Game Time
1 tick 1 tick 1/60th second
1 rare tick 250 ticks 4.16 seconds
1 long tick 2000 ticks 33.33 seconds

Version History

  • 0.0.254B - Abolished cycles - dates are measured in days only.
  • 0.10.785 - Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
  • 0.13.1135 - Days are now twice as long as before, with years being half as many days i.e. years are exactly as long as before in actual play time, just divided into a smaller number of longer days. The year is now split into seasons instead of months.
  • 0.17.1546 - As season names could no longer be consistently applied to the entire globe, necessitating that they be named as month-like "quadrums."