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Alarm Clock

Adds interface to set alarm clocks / timers based on the ingame time and date. [hr] Did you roleplay your characters planning to do something for a specific date in future? Are you rotating pawns between your [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2688941031]Outposts[/url] based on a schedule? Is your [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2636329500]Insectoid Tamer[/url] working around the clock to convert a herd of Megapedes before they leave the map? Maybe one of your Ideology leaders' abilities keep the colony from collapsing? (tho you might want to check [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2558672812]Abilities Cooldown Notification[/url] for that!) Have some peculiar ideas about [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3260509684]Insectors[/url]? Got some other ridiculously reasonable requests and entirely ethical enquiries for the game to remind you of something in N days/hours? [hr] I for sure do - but somehow could not find any mods for "timer" or "alarm clock" - especially to keep track of the in-game time. So I made one! [list] [*] A new button in the play-settings panel (bottom-right corner) toggles the draggable window with a list of timers. [*] The plus button on the said list opens a dialog to set up a new timer. [*] Clicking on any of the existing timers will open a dialog to edit it. [*] Upon triggering, the timer will create a pop-up dialog pausing the game. [*] Expired timers are kept in the list for 1 in-game day and can be reset to run again with same settings. [*] Timers keep ticking even while the window is hidden. [/list] Compatibilities [list] [*] Can be added mid-game; can be removed mid-game (with a few errors in the logs on the next load). Keep a good habit to **ALWAYS** backup your saves and modlists when changing stuff tho! [*] Should be compatible with most of the "regular" mods; runs alright with my modlist of 170+ entries. [*] Tested with My Little Planet; timezones should be working on non-standard planet sizes too. [*] Have not been tested with any mods affecting flow of time and durations of days/months/years. Likely won't break, but may produce inaccurate results. [*] CE: yes, unless it screws with time in unimaginable ways I have not encountered yet. [*] Performance-wise - GUI might have a sub-optimal implementation, but I did not see anything out of ordinary on Dub's Performance Analyzer. Timers advance with ticks and are updated roughly twice per in-game hour. [/list] Bug reports are welcome! Known Issues * Janky interface does not allow for timers longer than 1 in-game year. Credits My first Rimworld mod; with inspiration from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3011064252]Simple Checklist[/url] by [b]Gareth[/b] and some code techniques spied on [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027]RimHud[/url] by [b]Jaxe[/b]. Cute clock preview by [url=https://steamcommunity.com/id/170017]LWRZ[/url] Sources & issues: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FArtalus%2Frimworld-alarmclock]GitHub[/url][github.com]