Difference between revisions of "Time"
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The game starts in the year 5500. The relative lengths of hours, day, and so on are as one would expect them, except that there are always 10 days in a month. | The game starts in the year 5500. The relative lengths of hours, day, and so on are as one would expect them, except that there are always 10 days in a month. | ||
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+ | The in-game clock is in 24-hour format. The hours are from 0H to 23H. The new date rolls over at 6H - whereas one might expect the date to roll over at 0H (midnight). | ||
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{| {{STDT|c_01 text-right}} | {| {{STDT|c_01 text-right}} |
Revision as of 18:38, 12 June 2015
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 1,250 ticks to one in-game hour.
The game starts in the year 5500. The relative lengths of hours, day, and so on are as one would expect them, except that there are always 10 days in a month.
The in-game clock is in 24-hour format. The hours are from 0H to 23H. The new date rolls over at 6H - whereas one might expect the date to roll over at 0H (midnight).
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 |