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Changelogs
Version 5.1
Farmhands no longer will regenerate in bed or in bath house when game is paused
Version 5.0
Up to date with SV 1.6 . Time will display correctly for all base-game languages. Player can change clock format (12/24) if they alter it with OTHER mods. Mod will work correctly if player joined more than one game in one session. Time will not display in intro scene. Time display pixel perfect fixes for all perfectionist over there
Version 4.2
Shafts in Skull Cavern cause health loss. Time is slowed when all players are in Skull Cavern. While time is paused: Most monsters will adjust and stop aswell. Buff timer no longer tick. Debuffs and damage can't be applied. Player can't regenerate in bed. Technical changes, that could prevent errors when player change locations/disconnects while paused
Version 4.1
Removed bug, that caused mod to not work properly when player entered server more than one time in one game session. Game no longer need to be restarted for "UI Info Suite" option to work
Version 4.0
Updated to be compatible with Smapi 3.18, Stardew Valley 1.5.6, Generic Mod Config Menu 1.11.0 and .Net5.0. Magnetic radius is no longer used to communicate with other players. This will resolve in no more issues with save files and magnetic rings. Clicking on UI drawn by this mod will correctly work with scaled UI
Version 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
Version 3.1
Added dependency to GMCM to manifest file
Version 3.0
Updated for Stardew Valley 1.5 update. Now you can disable UI drawn by this mod
Version 2.5
Fixed an exploit, when you could regenerate your health and stamina in bed and spa, while time is paused
Version 2.4
Now mod is configurable by Generic Mod Config Menu
Version 2.3
Time properly freeze while fishing. UI is hidden during festivals. Assets have correct (first letter upper case) names
Version 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
Version 2.2
New Bar will now show correct while cutscene, building or purchasing animals. Fixed bug that made, new farmhands have 0 Magnetic Radius
Version 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
Version 2.0
Mod is working back after smapi update, which caused those problems, but it is 100% my fault
Version 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
Version 1.4
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
Version 1.3
NPCs can't move when time is frozen. Fixed (again) bug with Prairie King
Version 1.2.3
Time can be frozen while eating and bombs are not exploding if time doesn't pass
Version 1.2.2
Minor changes in displaying clock
Version 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
Version 1.2
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
Version 1.1
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)
Download this mod and unzip it into Stardew Valley/Mods.
Run the game using SMAPI.
How it works Whenever player not free to act on the world (menu is displayed, cutscene is in progress, etc) he sends message to other players. When host see, that every player in game send message game freeze (time, NPCs, monsters, animals, health, buff timers, regeneration, bombs). If player is free to act, they send message to start clock. Players can see clock in cutscenes, minigames and while buying new buildings or animals.
This mod also fixes time flow in Skull Cavern if every player is inside and health loss from entering shaft.
There is new feature: a bar that contains a information how many players meet the condition of pause. Green color shown how many players should have time stopped, blue shows how many players should not have game stopped and red (only host can see it) shows that some players don't have mod installed or are not loaded yet. 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.
U can turn on/off mod by pressing F3 button. You can change this button in config. If you are using UI Info Suite mod then set it's config value to true. You can also disable UI bar.
Compatibility
Works with Stardew Valley 1.6.8 on Linux/Mac/Windows.
Works with Generic Mod Info Menu 1.12.0
Works with Smapi 4.0.8
Works in single player but is useless.
Works in multiplayer but every player have to have this mod. Otherwise it doesn't work.
My thoughts It is my first mod so be forgiving. Information if time should freeze 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 single player to manipulate time, should also exist in multiplayer, but this mod shouldn't add any more ways to do this.