Difference between revisions of "Time"

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'''Time''' in RimWorld is split into two related systems - [[#Real time|real time]], that is the time experienced by the player, and [[#In-game time|in-game time]], that is time that passes in the gameworld of the colony and experienced by the pawns themselves.
  
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== Real time ==
'''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.
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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 play speed controls add multipliers to both of these numbers.
 
 
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 there are no individual months displayed, but instead the four seasons. (Summer, Spring, Winter, and Fall) Each individual season is always 15 days, after which you proceed into the next season.
 
 
 
{{asof|A16}} time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.
 
  
<noinclude>
 
 
{| {{STDT|c_01 text-right}}
 
{| {{STDT|c_01 text-right}}
 
! colspan='2' | In-Game Time
 
! colspan='2' | In-Game Time
 
! 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 Season
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! 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 Seasons || 3,600,000 || {{Time| 60000/60*15*4 }}
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|| 4 Quadrums || 3,600,000 || 16h 40m
 
|}
 
|}
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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
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|}
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== In-game time ==
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{{Stub|section=1|reason=Exploration of [[Temperature]]/Season link and [[Light]]/Season link}}
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{{Quote|The year is divided into 4 quadrums* of 15 days each. Quadrums are the same everywhere, while seasons are different in different places}}
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Time on the rimworld proceeds largely as one would expect except for three primary differences. Years only last 60 days, years are separated into 4 15-day "quadrums" instead of months, and the year is seasonal - that is, last season ends at the same time as the year. Note that times given in-game will use this system - thus if something ''"spoils in 1 year"'', you have 60 in-game days, not 365.
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Like terrestrial seasons, the [[temperature]] changes with progression of the quadrums and the temperature effects depend on the latitude. When it is "Summer" in the Northern Hemisphere, it is "Winter" in the Southern, and vice versa, while areas near the equator remain temperate year-round.
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Each quadrums is given a name that is a portmanteau of the terrestrial months of the ''season'' that quadrum is equivalent to, rather than named for months in the same period of the year. Thus, Aprimay is a portmanteau of April and May, but is the start of the year and relates to Spring in the North, but Fall in the South. Mouse-hovering over the in-game date in the lower right-hand corner will list what "local seasons" each quadrum represents for the settlement currently viewed. 
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The names of these 4 quadrums are:
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{| class="wikitable"
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|-
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! Name !! Northern Season !! Southern Season !! Days
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|-
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! Aprimay 
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| Spring || Fall || 1 to 15
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|-
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! Jugust   
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| Summer || Winter || 16 to 30
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|-
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! Septober 
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| Fall || Spring || 31 to 45
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|-
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! Decembary
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| Winter || Summer || 46 to 60
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|}
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Also note that, on the [[Menus#World|World map]], the hour of the day is relative to the location clicked. So if it's noon (1200) at your home base, it will still be late morning (1100/11 AM) a bit to the west, and already early afternoon (1300/1 PM) a bit to the east, same as "time zones" in our world. 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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[[Light|Daylight]] length is also tied to the season and latitude - the day will be will be independent of the season at the equator but get longer in the Summer and shorter in the Winter the further north or south you go. Exact details of the relationship between season, latitude and day length are currently unknown.
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The game starts in the year 5500, and by default begins in Aprimay{{Check Tag|Fact Check|Testing gave Jugust one time for unknown reasons - might be because temperature was set low}} though this may be changed in [[World generation#Advanced settings|World Generation]]. The in-game clock is in 24-hour format with the hours displayed in military time from 0h to 23h.
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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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[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
</noinclude>
 

Revision as of 06:00, 11 February 2022

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Time in RimWorld is split into two related systems - real time, that is the time experienced by the player, and in-game time, that is time that passes in the gameworld of the colony and experienced by the pawns themselves.

Real time

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 play speed controls add multipliers to both of these numbers.

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

In-game time

The year is divided into 4 quadrums* of 15 days each. Quadrums are the same everywhere, while seasons are different in different places

Time on the rimworld proceeds largely as one would expect except for three primary differences. Years only last 60 days, years are separated into 4 15-day "quadrums" instead of months, and the year is seasonal - that is, last season ends at the same time as the year. Note that times given in-game will use this system - thus if something "spoils in 1 year", you have 60 in-game days, not 365.

Like terrestrial seasons, the temperature changes with progression of the quadrums and the temperature effects depend on the latitude. When it is "Summer" in the Northern Hemisphere, it is "Winter" in the Southern, and vice versa, while areas near the equator remain temperate year-round.

Each quadrums is given a name that is a portmanteau of the terrestrial months of the season that quadrum is equivalent to, rather than named for months in the same period of the year. Thus, Aprimay is a portmanteau of April and May, but is the start of the year and relates to Spring in the North, but Fall in the South. Mouse-hovering over the in-game date in the lower right-hand corner will list what "local seasons" each quadrum represents for the settlement currently viewed.

The names of these 4 quadrums are:

Name Northern Season Southern Season Days
Aprimay Spring Fall 1 to 15
Jugust Summer Winter 16 to 30
Septober Fall Spring 31 to 45
Decembary Winter Summer 46 to 60

Also note that, on the World map, the hour of the day is relative to the location clicked. So if it's noon (1200) at your home base, it will still be late morning (1100/11 AM) a bit to the west, and already early afternoon (1300/1 PM) a bit to the east, same as "time zones" in our world. Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.

Daylight length is also tied to the season and latitude - the day will be will be independent of the season at the equator but get longer in the Summer and shorter in the Winter the further north or south you go. Exact details of the relationship between season, latitude and day length are currently unknown.

The game starts in the year 5500, and by default begins in Aprimay[Fact Check] though this may be changed in World Generation. The in-game clock is in 24-hour format with the hours displayed in military time from 0h to 23h.

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."