1048 comments

  1. Pathoschild
    Pathoschild
    • premium
    • 4,074 kudos
    Locked
    Sticky
    Is this mod still maintained?
    Yep. The original author is no longer active, but I'm keeping it compatible with game/SMAPI updates and fixing critical issues. This mod has a "supported mods" priority for other improvements.


    How do I get help / report an issue?
    Post a comment below! Please upload your SMAPI log and add a link to your message (even if you don't see any errors). This has useful info like what versions you have, which mods are installed, what happened in the game, etc.
  2. TheNekoMimiGamer
    TheNekoMimiGamer
    • member
    • 0 kudos
    The latest version does not come with config.json
    Will it work if I grab a copy from an older version?
    1. ASLaneZero
      ASLaneZero
      • premium
      • 9 kudos
      It will autogenerate a config on first load.
  3. Golken
    Golken
    • member
    • 1 kudos
    Thanks for creating and maintaining this nifty, helpful mod.

    In the vanilla game, there are now more "passive festivals"/special events that participating in doesn't affect time passage; time passes normally in them, in contrast to most events where time is paused (and the UI for it isn't even shown). If I'm not missing any, I believe these events are the Trout Derby, the SquidFest, the Night Market and the Desert Festival (1/3 of the vanilla special events).
    I think it's not currently possible to configure TimeSpeed to alter/freeze time passage during [half of, actually] these events only - and not anytime the map it takes place in is loaded. Ah, for the Desert Festival and the Night Market, this is possible because they actually load different, unique map ids during the event (which is even more noticeable if the player keeps placed craftables on that map). The Desert Festival loads the map DesertFestival instead of Desert and the Night Market loads BeachNightMarket instead of Beach . Could support for detecting the other two passive festivals please be added? Game state query support could also do it (and much more, it'd even allow configuring for modded new passive events) if that's somehow easy to include, I guess.
  4. guidojacobs2002
    guidojacobs2002
    • premium
    • 0 kudos
    I've decided to change the keybindings to P for pause, OemOpenBrackets and OemCloseBrackets to slow and speed up the time, and OemPipe to reload the config. If your config conflicts with something else like ZoomLevel, I suggest this change.
  5. OrcasPod
    OrcasPod
    • member
    • 0 kudos
    Is this mod compatible with SVE (Stardew Valley Expanded)?
    1. TrilobitesButSexy
      TrilobitesButSexy
      • member
      • 0 kudos
      I found no problem at all using them so far
  6. Chickenboy445
    Chickenboy445
    • supporter
    • 1 kudos
    Does anyone use this mod with Nucleus Coop? It instantly crashes P2's game for me as soon as they join. :(

    Update: I figured out that it was the "Generic Mod Config Menu" mod that caused the crashes, this works great!
  7. SimiIV
    SimiIV
    • member
    • 0 kudos
    Is compatibility with Pause Time in Multiplayer Revived (https://www.nexusmods.com/stardewvalley/mods/21327) same as with the legacy mod? 
    1. Pathoschild
      Pathoschild
      • premium
      • 4,074 kudos
      Hi! Unfortunately I can't tell since I didn't find that version's source code anywhere. It's most likely the same though.
    2. zht047133
      zht047133
      • supporter
      • 0 kudos
      Hi there
      It would be cool if you could add the multiplayer pause time feature to this mod
    3. Pathoschild
      Pathoschild
      • premium
      • 4,074 kudos
      I'm mostly just maintaining the mod while the author is away, so I rarely add new features. The mod is open-source if someone wants to contribute a feature though.
    4. Death2545
      Death2545
      • premium
      • 0 kudos
      Found an alternative guys: https://www.nexusmods.com/stardewvalley/mods/20847
      Down side the Author has only self tested and you can't post on it. So no idea how well it's running yet.
  8. SammieDoo
    SammieDoo
    • member
    • 0 kudos
    I've noticed that my time automatically freezes at 7:30pm Is there a setting to stop that from happening? I just rather keep time going instead of manually having to unfreeze it
    1. kiwrisun
      kiwrisun
      • member
      • 0 kudos
      Do you have Generic Mod Config Menu mod? There is a setting called "Freeze Time at" and simply move the slider all the way right (26:00). This will freeze time at 2 am. You can see the config in the picture for the mod. 
  9. Blossom5280
    Blossom5280
    • member
    • 6 kudos
    hey?

    when using this mod to pause time in the mines? do monsters still move and/or attack ya like normal?
    1. kiwrisun
      kiwrisun
      • member
      • 0 kudos
      Yes, it just freezes the in-game time, it doesn't freeze NPCs, animals, enemies, etc. They will still attack you.
  10. Scarlett28
    Scarlett28
    • premium
    • 3 kudos
    Hi! Would it be possible to have an option to show time in 24h format?
    1. Pathoschild
      Pathoschild
      • premium
      • 4,074 kudos
      Hi! This mod has no effect on how time is shown, but you can try a mod like 24H Clock Language for that.
  11. pioneertime
    pioneertime
    • member
    • 0 kudos
    Hi,When I pressed the N key, the time-stopping function was not activated. However, the character became unable to move. The game did not crash; it was still possible to adjust settings and exit. The mouse function was also normal. After a while, the character was able to move again. Why did this happen?
    I've discovered that it seems to conflict with the mod 21090(Clear Glasses). When the “Clear Glasses” is not loaded, its functions work properly.
    1. Pathoschild
      Pathoschild
      • premium
      • 4,074 kudos
      Hi! I suggest reporting that on the Clear Glasses page; it sounds like it might have its own keybind when you press N.