Stardew Valley
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About this mod

Stop time if each player on server should have time stopped.

Permissions and credits
Stop time if each player on server should have time stopped.
  1. Install the latest version of SMAPI and Generic Mod Config Menu
  2. Download this mod and unzip it into Stardew Valley/Mods.
  3. Run the game using SMAPI.

How it works
If player is not free to act on the world (no menu is displayed, no cutscene is in progress, etc) his magnetic radius is reduced to 0. If every player in game have 0 magnetic range, time stops. This mod also helps to give items to other players when player have inventory opened. if player is free to act, magnetic radius go back to correct value (even when its value is changed by in-game effects). Players can see clock in cutscenes, minigames and while buying new buildings or animals. U can turn on/off mod by pressing F3 button. You can change this button in config. There is new feature: a bar that contains a information how many players meet the condition of pause. Green color means that many players should have time stopped, blue means that many players should not have game stopped and red (only host can see it) means that many players don't have mod installed. Player can also click on this bar to get message with list of blue/red players. This mouse click will be ignored by non modded part of game, so you don't need to worry that it will close dialogbox or cutscene. If you are using UI Info Suite mod then set it's config value to true.

  • Works with Stardew Valley 1.3.36 on Linux/Mac/Windows.
  • Works in single player but is useless.
  • Works in multiplayer but every player have to have this mod. Otherwise it doesn't work.

  • Pre 1.1.0 Time doesn't freeze while playing Prairie King arcade game and Time doesn't pass while fishing
  • Pre 1.2.0 Sometimes player's magnetic radius in save file had wrong value. Download 1.2.1 or newest version to fix it.
  • Pre 1.2.3 Time doesn't freeze while eating and bombs are exploding while eating.
  • Pre 1.3.0 NPCs can walk no matter if game is paused or not.
  • Pre 1.4.0 Monsters and animals can walk no matter if game is paused or not.
  • Pre 1.4.1 Some cutscenes made the mod not work.
  • Pre 2.0 Wasn't updated for Smapi 2.0
  • Pre 2.2 New farmhands had 0 Magnetic Radius. Clock and Info Bar show in minigames and some cutscenes.
  • Pre 2.2.1 Mod works correctly on Linux. UI info Suite mod will not shade this mod UI.
  • Projectiles and Squid Kid's fireball (it is not a projectile, it is a monster)  are moving when game is paused.
  • Pre 2.4 Fishing wasn't considered by mod, UI was visible during festivals.
  • Pre 2.5 You could regenerate HP and energy in bed and spa even thought time was stopped.
  • Pre 3.2 Mod now works properly with new Glowstone Ring.

  • 1.0.1 added update key to manifest file
  • 1.1.0 Works correctly with fishing and playing Prairie King arcade game (Time doesn't pass when playing arcade game. Time doesn't freeze while fishing unless player have journal opened, so it works like in single player)
  • 1.2.0 Players can see clock in cutscenes, minigames and while buying new buildings or animals. Blinking effect to clock when time is frozen. Before every game save player's magnetic radius value is set to it's real value.
  • 1.2.1 After loading game data mod check if player's magnetic radius is correct. This update is for people who experienced "wrong magnetic radius in save files" issue. After next save, real value should be saved, so You don't have to change it manually.
  • 1.2.2 Minor changes in displaying clock
  • 1.2.3 Time can be frozen while eating and bombs are not exploding if time doesn't pass.
  • 1.3.0 NPCs can't move when time is frozen. Fixed (again) bug with Prairie King.
  • 1.4.0 Animals and monsters can't move if time is paused. The font that displays the date and time is visible only if clock was displayed. Players can see clock when traveling by bus and while junimo's cutscene after completing bundle in community center.
  • 1.4.1 Fixed a bug that made the mod not work properly in some cutscenes. Animals and monsters can move if all players in their location have a cutscene.
  • 2.0 Mod is working back after smapi update, which caused those problems, but it is 100% my fault.
  • 2.1 Added a bar that contains information how many players should have time freezed or not. Moreover host can see who does not have this mod installed. When player click on bar, mod send message with list of players that doesn't meet the condition of pause.
  • 2.2 New Bar will now show correct while cutscene, building or purchasing animals. Fixed bug that made, new farmhands have 0 Magnetic Radius.
  • 2.2.1 Fixed file-naming bug, that appeared on Linux. Added config setting that should be turn on if player have UI Info Suite mod installed, so UI elements doesn't shade others.
  • 2.3 Time properly freeze while fishing. UI is hidden during festivals. Assets have correct (first letter upper case) names.
  • 2.4 Now mod is configurable by Generic Mod Config Menu.
  • 2.5 Fixed an exploit, when you could regenerate your health and stamina in bed and spa, while time is paused.
  • 3.0 Updated for Stardew Valley 1.5 update. Now you can disable UI drawn by this mod.
  • 3.1 Added dependency to manifest file
  • 3.2 Mod now works properly with new Glowstone Ring. Mod no longer prevents player from regenerating stamina in bed, because this exploit was patched by Conerned Ape.
How to fix 0 magnetic radius bug
Sometimes I make a mistake and as a followup players can have Magnetic Radius equal 0 permanently. If it happen or would happen do those steps to fix it:
  1. find %appdata% folder
  2. go to StardewValley/Saves and open right save folder
  3. open file with the same name as folder using e.g. notepad or notepad++
  4. Ctrl+f to find <magneticRadius>0</magneticRadius>
  5. if it's value is 128 or more repeat from 4.
  6. if it's value is 0 or negative or weird use this calculations to set right value:
  7. 128 base + 64 per small magnet ring equipped + 128 per Magnet ring equipped + 128 per Iridium Band equipped
  8. repeat from 4. unless all players have correct values
My thoughts
It is my first mod so be forgiving. Please let me know if you have any ideas how this mod should effect other things in game to give main player information if time should pass or not. This information depends on things like: Game1.activeClickableMenu, Game1.dialogueUp, Game1.eventUp, Game1.isFestival() which aren't assigned to player, but to his Game1 object, and can't be checked by other player. I want this mod to be balanced and fair with game rules. Time should work like in single player. All frauds, that you can do in singiel player to manipulate time, should also exist in multiplayer, but this mod shouldn't add any more ways to do this.

Source Code
My other mods
Bar was created by my Friend Zedarrrr. Check out his Twitter