Difference between revisions of "Time"

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(Added text - clock,date.)
(Date rolls over at 0H now.)
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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.
  
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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The in-game clock is in 24-hour format. The hours are from 0H to 23H.
 
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Revision as of 17:13, 27 August 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.

In-Game Time Ticks Real Time
1 Hour 1,250

20s

1 Day 24 Hours 30,000
 08m                                      

20s

1 Month 10 Days 300,000
01h 23m                                      

20s

1 Season 3 Months 900,000
04h 10m                                      

00s

1 Year 4 Seasons 3,600,000
16h 40m                                      

00s