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 The original author is no longer active, but I'm keeping it compatible with game/SMAPI updates and fixing critical issues.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.
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.
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.
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.
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.
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
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.
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.
1048 comments
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.
Will it work if I grab a copy from an older version?
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.
Update: I figured out that it was the "Generic Mod Config Menu" mod that caused the crashes, this works great!
It would be cool if you could add the multiplayer pause time feature to this mod
Down side the Author has only self tested and you can't post on it. So no idea how well it's running yet.
when using this mod to pause time in the mines? do monsters still move and/or attack ya like normal?
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.