RimWorld

RimWorld

365 Days per Year
92 Comments
itigo205 9 Oct @ 4:39pm 
@NoahB I can't presume to offer advice on balance, and I'm not sure what all the in-game values are right now, but if I were to use real world chickens as reference, they lay one egg per day and those eggs are around 50 calories.

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.
HRG164hjo 8 Oct @ 6:30pm 
hey, wondering if this mod provides (or will provide) an alternate 12*30 days per year
吕小布 5 Oct @ 11:36pm 
Let me give you a small suggestion: Can the meat and skin produced by human slaughter be set to 1 times the original one? Because the enemy will continue to replenish it, there is too much human flesh and skin in the base at present.
HoneyDip 5 Oct @ 6:23pm 
So just to piggyback off Fred I've noticed that too. I do have RimHud i believe but you said that's just the birthdays thing it affects so no biggie to me but yea i know in my current game I'm like in the toppish left corner of my map and it says the growing period is 214/365 days and it's April-October. I started my game in Spring and it's currently June 27th in game and it's 15 degrees in game but I 100% love your mod and know that I can't do what yall do lbs.
星羽枝繁 5 Oct @ 9:44am 
Thank you for your reply! I’m really looking forward to the day when Chinese players can fully experience your amazing mod!:steamhappy:
NoahB  [author] 4 Oct @ 12:28pm 
@夜鸦子

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.
NoahB  [author] 4 Oct @ 12:28pm 
@Mr. J Soda

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.
Fred104 4 Oct @ 7:11am 
Im having the same issue as @Runissian bellow, it counts every four "months" as a different season like in vanilla. my game is overly modded, so i won't complain too much about it, because i probably broke that myself, but if you have any clue why it does that, or even if it is a normal game behavior with the mod on, il gladly take any help/advice. For me its not too much an issue, as i jsut roll with it and say 'yes Gregorian calendar but the planet spin faster than Earth' or some bullshit, but i hope you can understand where the problem lies. Thanks, im still amazed you made this worked as it does currently.
Runissian 3 Oct @ 7:11am 
Couple of issues I'm having: 1. When editing a pawn, the age just does whatever it wants to? I'll have a pawn that's 65, so I lower the age to 20, but then it just sets itself to 5 or 0 or 1, but never the age I want - Even I use the birthday editor. 2. The seasons are all wrong? With the mod enabled, it says it's June, with it disabled, it's Decembruary. The growing season is listed as May to October, but it's snowing and acting just like Decembruary.
夜鸦子 3 Oct @ 1:10am 
The season maintains a 60-day cycle. May I ask if it can be fixed?
TyranntX 1 Oct @ 2:45pm 
This mod doesn't play nice with the pawn editor mod :(
星羽枝繁 1 Oct @ 9:17am 
Dear Author,
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.):cattiva:
Mr. J Soda 29 Sep @ 10:12am 
@NoahB Gotcha, I thought those were just a feature, since they were on at all times while I had devmode open, regardless of if I had God Mode on or not. Would it be possible to have them only appear when God Mode is enabled?
itigo205 29 Sep @ 10:00am 
If I could make a suggestion; I couldn't tell for certain but it doesn't seem like the animal yield scaling affects eggs. This makes keeping egg laying animals much less economical since even large creatures only lay like nine eggs a year at 0.5 nutrition each instead of vanilla's "so many you have to cull them"
NoahB  [author] 28 Sep @ 9:08am 
@LifeIsAbxtch

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
NoahB  [author] 28 Sep @ 9:03am 
@Mr. J Soda If you go into dev mode then there's a few gizmos on the gizmo board that says change biological age, change chronological age, and set age.
NoahB  [author] 28 Sep @ 9:01am 
@late yes, it should be 6x longer.
LifeIsAbxtch 27 Sep @ 2:05pm 
December is summer time?
Mr. J Soda 27 Sep @ 10:31am 
Is there a way to toggle the "Set Age", "Set Chronological Birthday", and "Set Biological Birthday"? I'm using a 500+ modlist, and the UI is already quite cluttered with more than 3 pawns.
Late 25 Sep @ 6:55am 
@NoahB Does this affect pregnancy duration?
dipshiddderek 24 Sep @ 7:01pm 
i didnt realize the other settings this mod came with! thank you so much, i always thought trees grew a BIT too fast. got them at 12 times growth speed with 2.25 harvest. Actually makes wood somewhat of a resource to manage as well. and less easy to sell 3000 to every trader and their brother
Southman 23 Sep @ 11:13pm 
Great mod! I did notice that when selecting a date for an ideoligion ritual, only the four base game months are available, and only 15 days.
yuzuki 21 Sep @ 1:51pm 
I think this is a great mod, thank you for making it.

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.
Lessïlera 21 Sep @ 9:40am 
@NoahB Have you tried to contact mlie ? I know they have time control on their update list, maybe thay have an idea for day length, or at least some leads, they are the n°1 uncontested mod necromancer in the community.
NoahB  [author] 20 Sep @ 8:29am 
@Swaby94

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.
NoahB  [author] 20 Sep @ 8:21am 
@PuchXd It's supposed to age the colonists based on the new calendar, although I only have it at 6x right now; it needs to change to more accurate value. If they're under 18 they should be aging based on the 365 day calendar but divided by what ever the base vanilla acceleration is. So theoretically it may unsynch the biological birthday calculations from the biological age (new bug to fix).
PuchXd 19 Sep @ 6:53pm 
Is it suppose to colonist to age according to the calendar or they will age with the default setting? Both of my colonist aged even thought they didn't even finish the month nor celebrate their birthday in that month
Swaby94 18 Sep @ 11:05pm 
I love this mod! I always thought 60 days were way too short for a year!
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
NoahB  [author] 18 Sep @ 3:26pm 
New Update. Sorry for any broken saves.
NoahB  [author] 18 Sep @ 3:21pm 
I guess that the game does still count absolute ticks, then just calculates based off that. Fascinating.
Kurugane 18 Sep @ 3:07pm 
What Nick said. I took it out and nothing really changed.
Transition smoothly right back to vanilla.
Nick Pride 18 Sep @ 10:46am 
nah, it completely safe to disable mid save, no errors, no bugs, all ages and dates are still there
NoahB  [author] 18 Sep @ 6:20am 
@Kurugane maybe, but it would most likely reset your year to 0 and change the age of all your colonists
Nick Pride 17 Sep @ 9:57am 
been playing with this mod for a while, mostly works fine, just couple of issues noticed so far:
- 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
Kurugane 16 Sep @ 2:33am 
Is it possible to remove this mid save?
PuchXd 14 Sep @ 4:23pm 
"Well this mod ain't that useful"
made food will spoil in 24 days
"This is peak"
NoahB  [author] 14 Sep @ 8:33am 
@FlamingTerminator I would recommend putting it right after the DLC
Regina George 14 Sep @ 12:50am 
Hi! Are you able to make a mod that allows the player to make it so some weather events (ie psychic rain , toxic fallout, etc.) occur over specific quadrums? So every summer there's a psychic rain, and thus everyone under this rain, including animals, age faster, and then say every winter there's a quadrum long solar flare, or something? You could also make it random, so you don't know what weather events you're gonna get next quadrum, and the next one could be good (psychic soothe), bad (long night), or you could get multiple (solar flare + long night).

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!
FlamingTerminator 14 Sep @ 12:26am 
What about load order? does it matter?
D3K43 13 Sep @ 8:25am 
I also noticed that rituals still use the vanilla system of quandrums
NoahB  [author] 13 Sep @ 7:06am 
@D3K43 yeah it's easier to code it to just do all plants rather than picking out each name and all mods that add plants. I may look for a way to split it up in the future and put it in settings. Thanks!
D3K43 12 Sep @ 8:06pm 
I noticed that your buff to crop harvesting applies to ALL plants. A single berry bush gave multiple dozen berries. A mature tree yields ~100 wood. My modest colony is now in possession of over 14000 units of wood. I built 12 meditation thrones and sold them, then just sold 9000 wood to a bulk goods trader to make more for much less work. Anyway, thought you should know about that.
NoahB  [author] 12 Sep @ 1:04pm 
@Burnt Dog

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.
D3K43 12 Sep @ 8:41am 
Does this mod change the harvest/butcher values of plants and animals? Naturally I can see how plants would take longer to grow with his mod, but I harvested 5 65%-grown rice plants and got over 300 rice from it. Similairly, 4 butchered llamas yielded over 10 stacks of meat. Is this mod responsible?
Yrol Akiyama 12 Sep @ 3:25am 
NoahB, oh, my fault, i failed to mention that i use the mod "start year" and set that year to 0.
( 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.
Burnt Dog 11 Sep @ 11:32pm 
Can you change the multipliers mid game? I've changed the research mult but can't really tell if its actually made a difference since its still very slow.
谢棠呱呱呱 11 Sep @ 9:22pm 
I like this, this is cute:steamthumbsup:
NoahB  [author] 11 Sep @ 4:32pm 
@Yrol Akiyama ...I'm glad you can enjoy the mod. I wouldn't approach people you don't know like this. It comes off as hostile.

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.
Yrol Akiyama 11 Sep @ 9:46am 
I started a new game now, still using all the mods from the list.
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(
Yrol Akiyama 11 Sep @ 8:23am 
( Part 01 )
°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.