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Rimworld currently sets eggs as about 1/3 the nutrition of a meal and I think that's appropriate. I think chickens should be a good model for a very productive egg-laying domestic animal. I don't know if ~365 eggs a year would be game breaking or not but perhaps lowering their relative nutrition to 0.05 from 0.25 (and thus making it more reflective of their actual caloric value) and having them spoil and deteriorate at a realistic rate/hatch more slowly would be good.
Eggs should be abundant, hard to preserve, and not very filling, but possible to build a decent domestic economy on imo.
Yes. It's something I'm working on. The code is complex and I am a new developer.
@Runissian
Oh, sorry for the issues. I'll look into these issues. One of my other pieces of code is likely interacting weird with the other. I should be pushing the next update in a week.
@Fred104
It's a process for sure. I try my best to play with a bunch of other mods to test functionality and stuff. I noticed that with the 350 mods I use, the season cycle is broken. I need to test using vanilla first, and I don't know if some of the dev settings in increasing days, seasons, or years even works. So I have to let time pass normally. I also feel that playing vanilla is difficult for me (for testing) given I've not played vanilla for like 8 years. I'm doing some redesigning of code to make it all work better. So hopefully it'll all be ironed out soon.
I'll see what I can do
@itigo205
Yeah I wasn't sure how to deal with egg laying in general. I left it vanilla until I could figure something out. Do you suggest increasing 6x yield, and increasing time between yield 6x and then increasing hatch time too?
@星羽枝繁
Yes. I will look into the translation support. I apologize for not considering other languages. I am new to developing content, as well as, coding. So it may take some time to complete.
I’m a Chinese mod author. Many of us love your mod, but we’re struggling with the fact that it doesn’t have translation support. As a result, Chinese players can’t fully experience all the content of your mod. Could you please take the time to add translation functionality to your mod? This would give us the chance to enjoy your mod in its complete form.
(The above message was initially translated by AI. We apologize for any awkward phrasing.)
In the southern hemisphere yes. Or in a hot climate it would just say summer for all months, due to the temperature code I use. But it depends. I've noticed a bug in how temperature is cycling so Ill make adjustments
Regarding the date format, is it possible to modify it so that the yyyymmdd format can be selected in the mod options? Thank you in advance.
Changing the length of the day is tricky, and if done wrong often leads to mod incompatibilities on a large scale. I've been looking into it. But if it's possible it would come in 3-6 months. I've been self teaching code so I'm not a master yet, although I think I did okay for what It is. In conclusion, maybe. lol.
Do you plan to add an option to change the length of a day in the future? I usually use Time Control for that, but for one thing, there doesn't seem to be an update coming soon, and a mod for everything would obviously be a jackpot :D
Transition smoothly right back to vanilla.
- seasons still go with ~vanilla pace, in 2-3 "new" months changing through year worth of seasons, so you get like dozen seasons per year
- would be nice to have compatibility with Character Editor to pick birthdays, currently it bugged as hell
made food will spoil in 24 days
"This is peak"
I made a post about this here: https://www.reddit.com/r/RimWorld/comments/1mvvgk5/mod_that_makes_weather_events_volcanic_winter/ and have also posted in the mod ideas in the RimWorld discord. I think something like this would be so cool, esp if you have other mods that add specific weather (or other) events. Ik this is not relevant to this mod, but if you made this one, I bet you'd be able to make a mod like this one!
It should be fine to do so. But I don't think that the research stat will change until a restart occurs.
@D3K43
Yes, Harvest yield increases by 6x to emulate the natural ratio of rimworld. Since growth takes 6 times longer to follow the length increase of days in a year. Otherwise my mod would nerf plants by 6x in a year. Keeping both the same just doesn't feel right for me. Since if you kept them the same, the frequency of harvesting would remain vanilla and you would spend more time harvesting plants which i find annoying.
Also I increased butcher to 17.1 because I thought it made more sense to convert the in-game beef amount to follow the increase in days to emulate a more realistic butchering process, which may be a mistake. But there are sliders in the mod options to configure to your liking. I'm also working on adding more.
( The game then shows 1, of course ). This has no effect otherwise though it seems.
I would like to speak with you in private, please accept my request
( it is not meant to last forever :o) )
Burnt Dog,
Yes, you can, in fact i had to... i hunted down 5 Caribou and suddenly ended up with 5000 meat.
I must have mistakenly changed the Multiplier to 17.1
( which is weird as i always only use 10, 25, 50 or such numbers in numerical inputfields for
options ), Same with Wood, i can build New York now in a 1:1 scale.
Moving on. There is no year zero in the Gregorian Calendar. The actual 1st day of the Gregorian Calendar was October 15th, 1582 .Anyways, due to the calculations I used, year 0 would technically be a leap year. But yes, if you mess with the base calculations I use, it will make the mod not work as intended. It is generally safe for most mods, not for adding into old saves or ones that change the year or adding minutes. They would need to patch their mods to consider my mod's calculations for them to work together nicely. I designed it to work on it's own. Not to be stretched and contorted.
Again with 8 colonists, also starting at Year 0, not 5500.
Preliminary Findings:
-The growing period data shown on the growing area display seems to be wrong,
it shows something like
"growing period: 214/366 days - 15th february - 21 january"
That looks to be more than a full year instead of the ~2/3.
-The Mod "Precise Time" which displays minutes does not work anymore
which was to be expected. :o(
°grins wide° Oh good Lord!
Finally someone did something about the most stupid thing/horrible
designflaw in Rimworld: the Calendar!
I play since RW came out and since then it bugged me.
NoahB, thank you SO much and i hope you can keep this Mod running
and working :o)
( Imperior, thanks for your work too, though i have not yet seen
your Mod ( or anyone elses regarding the Calendar, so i am under the
assumption, that NoahB's is the first one, although that seems a bit
too weird, considering how old RW is ))
First basic tests...
I play with all DLCs and 235 active mods, most are QoL mods and Mods
that change gamemechanics, with only 10 or so being content-mods.
( Modlist: https://pastebin.com/ZrnNFiKV )
I added this Mod to a saved game that is 436 standard RW-days old,
with 16 colonists and a 180x180 base on a 400x400 map.
All works fine, it seemed, however, i get for all colonists a
"Exception ticking [add colonistname]" at every tick.