Adds interface to set alarm clocks / timers based on the ingame time and date.
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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?
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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!
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[*] 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.
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Compatibilities
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[*] 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.
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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]