Difference between revisions of "Time"

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{{Stub Notice}}
=Overview=
=Overview=
Time is a game mechanic that drives many core functionalities in the game.  Time controls the day/night cycle, the growing of crops and replenishment of renewable resources, the decay of perishable items, lifecycles of sapiens and passage of the seasons to name a few.  '''1 year''' in the game is divided into 4 '''seasons''', each of which has a duration of '''2 days'''.  So 1 Year in-game is 8 in-game days.
'''Time''' is a [[:Category:Game Mechanics|game mechanic]] that drives many core functionalities in the game.  Time controls the day/night cycle, the growing of crops and replenishment of renewable resources, the decay of perishable items, lifecycles of sapiens and passage of the seasons to name a few.   


__TOC__
__TOC__
==Time Units==
'''1 game year''' is divided into '''4 seasons''', each of which has a duration of '''2 game days'''.  So '''1 game Year''' is '''8 game days'''. A game day without [[Time#Game Speed|game speed acceleration]] is '''48 real-time minutes''', with '''1 game hour''' equaling '''2 minutes'''.  These values should be used as a reference only.  In reality, the player is able to speed up the game and the game itself will speed through the night once all sapiens are asleep.  This will fast forward through real-time minutes, making a full day cycle rarely 48 minutes exactly.
{| class="wikitable" style="text-align:center";
! Unit !! Real Minutes !! Real Hours
|-
! Game Hour
| 2
| 0.03
|-
! Game Day
| 48
| 0.8
|-
! Game Season
| 96
| 1.6
|-
! Game Year
| 384
| 6.4
|}


==The Day/Night Cycle==
==The Day/Night Cycle==
[[File:TimeControlAnatomy.png]]
[[File:NoLight.png|right|200px|thumb|Day light is important for Sapiens to be able to complete tasks.]]
The day/night cycle is fairly accurate to that of the real world, with winter days being very short and summer days very long.
'''The Day/Night Cycle''' is a simulation close to that of the real world as the game at its heart is a planet renderer.  The duration of daytime is not consistent, with winter days being very short and summer days very long, as well as being affected by where on the globe your tribe is.  This is most noticeable near the poles, where summer day times are extremely long and winter nights are extremely long as well.
 
Light is important to the productivity of a tribe of Sapiens.  If there is insufficient light many tasks will not be performed by Sapiens until there is light again, and darkness also has a negative [[Status effect|status effect]] on a Sapien's mood.  Lighting for areas where tasks are commonly completed can be augmented with [[Torch|Torches]], which provide additional light and sapiens will continue to work into the evening.
<br><br><br><br><br><br><br><br>
 
===Time Control Widget===
 
[[File:TimeControlAnatomy.png|left|500px|thumb|The Time Control Widget]]
[[File:SundialBreakdown.png|right|The Sundial]]
The '''Time Control Widget''' is shown in the top left hand corner of the screen in game.  It contains various information about time of day as well as game speed controls and local temperature.
 
The '''Sundial''' on the Time Control Widget is the functional clock in the game.  The passage of time is denoted by the traversal of the '''Time of Day Marker''' around the circle.  Ignoring game speed changes, there are 48 real-time  minutes in a game day so it would take 48 minutes for a complete traversal.  In practice a game day doesn't take this long.  The '''Bedtime Marker''' on the sundial is the point at which all Sapiens will try to sleep, and if they are all successful the game will [[Time#Game Speed|Ultra Speed]] to sunrise (this needs to be taken into account when trying to figure out how long in real time certain items will store, etc). As mentioned earlier there is no definitive sunrise and sunset time as many factors come in to play, however a general rule of thumb is sunrise is somewhere around 6am and sunset is around 6pm.
 
The Time Control Widget also has buttons to control the speed of the game (see ''[[Time#Game Speed|Game Speed]]''), as well as the '''Local temperature'''.  Please note this is not a seasonal temperature - this is the temperature in the position that the player is currently located.
<br><br><br><br><br><br><br><br>


==Game Speed==
==Game Speed==


The game currently has 5 speeds defined, though all aren't directly usable by the player.
The game currently has 5 speeds defined.  3 of the speeds are accessible from the Time Control Widget, Utra Speed is used by the game to bypass night time, and slow motion is mapped to a hotkey.


{| class="wikitable"
{| class="wikitable"
Line 35: Line 71:
!Slow Motion
!Slow Motion
|style="text-align:center;"|0.1
|style="text-align:center;"|0.1
|Not currently implemented in the game.
|Can be invoked using '''Ctrl+9'''
|}
|}
==Seasons==
Spring, Summer, Autumn and Winter, lasting 2 in-game days each.
===Spring===
===Summer===
===Autumn===
===Winter===


==Drying Time==
==Drying Time==
Line 42: Line 89:
Some objects require time to dry to become usable.  The following table outlines the drying time for these types of resources.  Times are listed in real time, so are affected by Game Speed changes.
Some objects require time to dry to become usable.  The following table outlines the drying time for these types of resources.  Times are listed in real time, so are affected by Game Speed changes.


{| class="wikitable"
{{Template:DryTimeTable}}
!Resource!!Drying Time!!Notes
 
|-
==Decay Time==
![[Hay|Wet Hay]]
 
|style="text-align:center;"|2 minutes
Items stored indoors will have a duration of 4 times the value of the decay time of the item. 
|
|-
![[Flax|Wet Flax]]
|style="text-align:center;"|4 minutes
|
|-
![[Urn|Unfired Urn (Wet)]]
|style="text-align:center;"|4 minutes
|
|-
![[Bowl|Unfired Bowl (Wet)]]
|style="text-align:center;"|4 minutes
|
|-
![[Brick|Unfired Brick (Wet)]]
|style="text-align:center;"|4 minutes
|
|-
![[Tile|Unfired Tile (Wet)]]
|style="text-align:center;"|4 minutes
|
|}


==Progression of Decay==
===Decay of Perishable Resources===


Items stored indoors will have a duration of 4 times the value of the rot time of the item. 
{{Template:PerishableItemsTable}}


===Container-based Decay===
===Container-based Decay===
Line 78: Line 103:
Some items can only exist in containers.  Containers fired in a [[Kiln]] extend the shelf life of these resources.
Some items can only exist in containers.  Containers fired in a [[Kiln]] extend the shelf life of these resources.


{| class="wikitable"
{{Template:ContainerDecayTable}}
!Resource!!Unfired Container!!Inside Unfired Container!!Fired Container!!Inside Fired Container
|-
!Injury Medicine
|style="text-align:center;"|2 Game Days
|style="text-align:center;"|8 Game Days
|style="text-align:center;"|1 Game Year
|style="text-align:center;"|4 Game Years
|-
!Burn Medicine
|style="text-align:center;"|2 Game Days
|style="text-align:center;"|8 Game Days
|style="text-align:center;"|1 Game Year
|style="text-align:center;"|4 Game Years
|-
!Food Poisoning Medicine
|style="text-align:center;"|2 Game Days
|style="text-align:center;"|8 Game Days
|style="text-align:center;"|1 Game Year
|style="text-align:center;"|4 Game Years
|-
!Virus Medicine
|style="text-align:center;"|2 Game Days
|style="text-align:center;"|8 Game Days
|style="text-align:center;"|1 Game Year
|style="text-align:center;"|4 Game Years
|-
!Hulled Wheat
|style="text-align:center;"|4 Game Days
|style="text-align:center;"|16 Game Days
|style="text-align:center;"|2 Game Years
|style="text-align:center;"|8 Game Years
|-
!Flour
|style="text-align:center;"|4 Game Days
|style="text-align:center;"|16 Game Days
|style="text-align:center;"|2 Game Years
|style="text-align:center;"|8 Game Years
|}
 
<!--
This needs work.  Need to work out the evolutionTime stuff.


===Storage Area Longevity Estimates===
When looking at items in a [[Storage Area]], an estimate is given as to how long the items will last.  The below table shows the ranges for how these estimates are communicated by the game.  Values in the Time Span column are in-game.


{| class="wikitable"
{| class="wikitable"
!Time Span!!Time Span Description!!Max Real Time
!Time Span!!Time Span Range!!Max Real Time
|-
|-
!Very Soon
!Very Soon
|style="text-align:center;"|Less than 6 hours|12 Minutes
|style="text-align:center;"|0-6 Game Hours
|12 Minutes
|-
|-
!Few Hours
!Few Hours
|style="text-align:center;"|Less than 36 hours|72 Minutes
|style="text-align:center;"|6-36 Game Hours
|72 Minutes
|-
|-
!Few Days
!Few Days
|style="text-align:center;"|Less than 8 Days|6.5 Hours
|style="text-align:center;"|1.5 Game Days - 8 Game Days
|6.5 Hours
|-
|-
!Next Year
!Next Year
|style="text-align:center;"|Less than 2 Years|12.8 Hours
|style="text-align:center;"|8 Game Days - 16 Game Days
|12.8 Hours
|-
|-
!Few Years
!Few Years
|style="text-align:center;"|Less than 100 Years|640 Hours
|style="text-align:center;"|2 Game Years - 100 Game Years
|640 Hours
|}
|}
-->


==Progression of Growth==
==Progression of Growth==
Most flora replenishes after 3 days.
Most flora replenishes after 3 days.
==Time Control==


==Trivia==
==Trivia==

Latest revision as of 13:11, 29 June 2023

Overview

Time is a game mechanic that drives many core functionalities in the game. Time controls the day/night cycle, the growing of crops and replenishment of renewable resources, the decay of perishable items, lifecycles of sapiens and passage of the seasons to name a few.

Time Units

1 game year is divided into 4 seasons, each of which has a duration of 2 game days. So 1 game Year is 8 game days. A game day without game speed acceleration is 48 real-time minutes, with 1 game hour equaling 2 minutes. These values should be used as a reference only. In reality, the player is able to speed up the game and the game itself will speed through the night once all sapiens are asleep. This will fast forward through real-time minutes, making a full day cycle rarely 48 minutes exactly.

Unit Real Minutes Real Hours
Game Hour 2 0.03
Game Day 48 0.8
Game Season 96 1.6
Game Year 384 6.4

The Day/Night Cycle

Day light is important for Sapiens to be able to complete tasks.

The Day/Night Cycle is a simulation close to that of the real world as the game at its heart is a planet renderer. The duration of daytime is not consistent, with winter days being very short and summer days very long, as well as being affected by where on the globe your tribe is. This is most noticeable near the poles, where summer day times are extremely long and winter nights are extremely long as well.

Light is important to the productivity of a tribe of Sapiens. If there is insufficient light many tasks will not be performed by Sapiens until there is light again, and darkness also has a negative status effect on a Sapien's mood. Lighting for areas where tasks are commonly completed can be augmented with Torches, which provide additional light and sapiens will continue to work into the evening.







Time Control Widget

The Time Control Widget
The Sundial

The Time Control Widget is shown in the top left hand corner of the screen in game. It contains various information about time of day as well as game speed controls and local temperature.

The Sundial on the Time Control Widget is the functional clock in the game. The passage of time is denoted by the traversal of the Time of Day Marker around the circle. Ignoring game speed changes, there are 48 real-time minutes in a game day so it would take 48 minutes for a complete traversal. In practice a game day doesn't take this long. The Bedtime Marker on the sundial is the point at which all Sapiens will try to sleep, and if they are all successful the game will Ultra Speed to sunrise (this needs to be taken into account when trying to figure out how long in real time certain items will store, etc). As mentioned earlier there is no definitive sunrise and sunset time as many factors come in to play, however a general rule of thumb is sunrise is somewhere around 6am and sunset is around 6pm.

The Time Control Widget also has buttons to control the speed of the game (see Game Speed), as well as the Local temperature. Please note this is not a seasonal temperature - this is the temperature in the position that the player is currently located.







Game Speed

The game currently has 5 speeds defined. 3 of the speeds are accessible from the Time Control Widget, Utra Speed is used by the game to bypass night time, and slow motion is mapped to a hotkey.

Game Speed Speed Multiplier Notes
Pause 0 Stops the game completely in time.
Play 1.0 The normal speed of the game.
Fast 3.0 Fast game speed invokable by the player.
Ultra 64.0 Speed used to skip the night when sapiens are sleeping.
Slow Motion 0.1 Can be invoked using Ctrl+9

Seasons

Spring, Summer, Autumn and Winter, lasting 2 in-game days each.

Spring

Summer

Autumn

Winter

Drying Time

Some objects require time to dry to become usable. The following table outlines the drying time for these types of resources. Times are listed in real time, so are affected by Game Speed changes.

Resource Drying Time (Real Time)
Wet Hay 2 minutes
Wet Flax 4 minutes
Unfired Urn (Wet) 4 minutes
Unfired Bowl (Wet) 4 minutes
Unfired Brick (Wet) 4 minutes
Unfired Tile (Wet) 4 minutes

Decay Time

Items stored indoors will have a duration of 4 times the value of the decay time of the item.

Decay of Perishable Resources

Item Decay Time (Outside) Decay Time (Inside)
Aloe Leaf 2 Game Days 1 Game Year
Alpaca Carcass 8 Game Days 4 Game Years
Alpaca Meat 4 Game Days 2 Game Years
Alpaca Meat (Cooked) 4 Game Days 2 Game Years
Apple 4 Game Days 2 Game Years
Aspen Seed 8 Game Days 4 Game Years
Bamboo Seed 8 Game Days 4 Game Years
Banana 4 Game Days 2 Game Years
Beetroot (Cooked) 8 Game Days 4 Game Years
Beetroot 4 Game Days 2 Game Years
Beetroot Seed 8 Game Days 4 Game Years
Birch Seed 8 Game Days 4 Game Years
Bread Dough 4 Game Days 2 Game Years
Chicken Carcass 8 Game Days 4 Game Years
Chicken Meat (Cooked) 4 Game Days 2 Game Years
Chicken Meat (Raw) 4 Game Days 2 Game Years
Coconut 4 Game Days 2 Game Years
Echinacea Flower 2 Game Days 1 Game Year
Elderberries 4 Game Days 2 Game Years
Flatbread 4 Game Days 2 Game Years
Flax (Dryed) 4 Game Days 2 Game Years
Flour 4 Game Days 2 Game Years
Flax Seeds 8 Game Days 4 Game Years
Garlic 4 Game Days 2 Game Years
Ginger Root 4 Game Days 2 Game Years
Gooseberry 2 Game Days 1 Game Year
Hay 8 Game Days 4 Game Years
Large Aspen Seed 32 Game Days 16 Game Years
Large Pine Cone 32 Game Days 16 Game Years
Mammoth Carcass 8 Game Days 4 Game Years*
Mammoth Meat 4 Game Days 2 Game Years
Mammoth Meat (Cooked) 4 Game Days 2 Game Years
Marigold Flower 2 Game Days 1 Game Year
Orange 2 Game Days 1 Game Year
Peach 2 Game Days 1 Game Year
Pine Cone 8 Game Days 4 Game Years
Poppy Flower 2 Game Days 1 Game Year
Pumpkin 8 Game Days 4 Game Years
Pumpkin (Cooked) 8 Game Days 4 Game Years
Raspberry 2 Game Days 1 Game Year
Sunflower Seeds 8 Game Days 4 Game Years
Turmeric Root 4 Game Days 2 Game Years
Wheat 4 Game Days 2 Game Years
Willow Seed 8 Game Days 4 Game Years

Notes

  • Please note only usable items are identified in the table. All rotten items will fully decay and disappear within 1 game day.
  • While mammoth carcasses cannot be moved, you can technically build a shelter over them.

Container-based Decay

Some items can only exist in containers. Containers fired in a Kiln extend the shelf life of these resources.

Resource Unfired Container Inside Unfired Container Fired Container Inside Fired Container
Injury Medicine 2 Game Days 8 Game Days 1 Game Year 4 Game Years
Burn Medicine 2 Game Days 8 Game Days 1 Game Year 4 Game Years
Food Poisoning Medicine 2 Game Days 8 Game Days 1 Game Year 4 Game Years
Virus Medicine 2 Game Days 8 Game Days 1 Game Year 4 Game Years
Hulled Wheat 4 Game Days 16 Game Days 2 Game Years 8 Game Years
Flour 4 Game Days 16 Game Days 2 Game Years 8 Game Years

Storage Area Longevity Estimates

When looking at items in a Storage Area, an estimate is given as to how long the items will last. The below table shows the ranges for how these estimates are communicated by the game. Values in the Time Span column are in-game.

Time Span Time Span Range Max Real Time
Very Soon 0-6 Game Hours 12 Minutes
Few Hours 6-36 Game Hours 72 Minutes
Few Days 1.5 Game Days - 8 Game Days 6.5 Hours
Next Year 8 Game Days - 16 Game Days 12.8 Hours
Few Years 2 Game Years - 100 Game Years 640 Hours

Progression of Growth

Most flora replenishes after 3 days.

Trivia

  • Each world has a Year Speed value associated with the server. The value set in the current version of the game (0.3.5) is 0.0000434027777777.
  • The length of the year is equal to 1/(Year Speed). Using the default value this works out to approximately 23040 seconds.