That's odd. I've modded a race into the game before, and while i didn't check for this bug (since i didn't know it existed), i don't see how it could affect time. Adding a race into the game causes a lot of compilation errors by design. By being fault intolerant, it's hard to believe the game would compile, and effected something unrelated.
Forgive me, but i haven't messed with the src in years, and i'm talking from memory.
races are/were based on a set of part with traits. Lets simplify this to 3 parts [head, torso, legs] but it's more like 9 or even 16+ parts.
These body parts have something like a skin, and this skin will have idk.... texture or pattern. these traits could have their own traits, and go 3 traits deep. I think the eyes were one of these examples. You had shape, pupil.... and something else. Alright, so how were these traits store/coded into the game?
Now the game relies heavily on two things called ENUMS and SWITCH STATEMENTS. Enums are list of objects with constant values. For any C or Cpp devs, this will sound odd since i believe those languages treat Enums like primitives (numbers). These Enums are then fed into switch statements (This is very common Enum use). When you add a item to a Enum, all switch statements require you add a listing for that item or the game wont compile. I believe it was 2 separate sections you had to edit/append. So given my mock numbers, i'd have 16 lines of code to edit, just to add all 3 body parts for a new race. I seem to remember having 230 compilation errors at one point, but some of those were double counting errors. I also don't believe any of the required code edits touches things outside of body part list, NPC spawned inventory, and spawning NPC.
Basically what i'm trying to say is.... How?! but given the retarded code, maybe it makes sense.