Despite not having time multiplier, I experienced some SEVERE schedule issues to the point where NPCs were literally walking through walls and objects, and many straight up disappeared from existence. I don't know what mod this is conflicting with, but it seems to just not work for me.
Second the idea to have the amount of sleep matter! Also would love to choose limits, not to wake up at night, because the lighting at 3 am looking like daytime just feels wrong. I know the lighting is a separate issue, so I would rather just not wake up before 6 or something.
As for schedule issues, yep, they were entirely due to a conflict with Time Multiplier. Without it - everybody's sane again, all good.
I like the randomizer feature, but is it possible to set the time to be affected by things like how much energy you have left or when you go to sleep?
But these are just extra ideas upon an already good idea. The randomization feature is already a nice touch. Playing without it (on some days) would be like using an alarm clock - you wake up at a set time. Using the randomizer (on other days) is like sleeping in - sometimes waking up early without understanding why, other times not getting up until hours later than normal.
What I mean by my second idea is that you would have a set amount of hours that you will sleep (maybe set to some time between 5 - 9 hours, or perhaps randomized?). So if you go to sleep early (say at 9 pm) then you will also wake up early (4 am, if using 7 hours). But if you go to sleep at 2 am you probably won't wake up until much later (10 am, if using 8 hours). In a way this would just be a minimum to the randomization or the set time: regardless of the set time or what the randomization result is, one would not wake up until +X hours after one went to bed. (But 3 am should be set as the minimum no matter when you go to bed, given the vanilla 2 am cut off point of each day.)
The other idea is that how much energy you have when you go to sleep applies a multiplier upon the randomizer. If you go to sleep with 50% energy you will wake up when the randomizer sets, but if you have 0% energy you will wake up at (for example) +2 hours, while if you go to sleep with 100% energy you will wake up at -2 hours. (I guess in a way this is a multiplier effect, since my example would be (set time) -2 hours +(4 hours * energy % at bed time).
But as I said already, these would just be extras upon an already nice mod.
After playing with the mod some more, I unfortunately have to report that compatibility is not as high as it seemed initially. A lot of NPCs are very late, confused (stuck in the doorway, going through walls), or straight up nowhere to be found. Claire from SVE has gone on strike, it would seem, because she just never there. Ayiesha is permanently confused getting stuck in places, Pika from RSV doesn't go to work. Mainly the NPCs who start outside, maybe? Because Pierre and Clint are on duty, but even Gus has issues, maybe because of his usual morning shopping routine. Could also be performance related, so they just can't keep up, idk.
Due to how i tried to handle events triggers and NPC behaviour i don't think it can be possible to wake up before 6AM BUT i will try that in case it work ^^
Also, compatibility wise, for those interested, this mod pairs up with Survivalistic in a really nice way: if you wake up later, you wake up hungrier! Awesome, in my opinion. NPCs handle it rather well too, only Ayeisha got a little confused, but she figured it out eventually.
Good to know ^^, to add some precision of how i tried to made this mod the most compatible possible with events/npc behaviors :
When you wake up, instead of just "jump" to the desired time, every game tick (around 60 times/s) it jump 10 in-game minutes to the future until it goes to the desired wake up time.
So this must trigger any event/NPC behavior that must normally trigger in the skipped timeframe.
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https://www.nexusmods.com/stardewvalley/mods/8386
Thanks !
As for schedule issues, yep, they were entirely due to a conflict with Time Multiplier. Without it - everybody's sane again, all good.
I personally use it, it works fine.
But these are just extra ideas upon an already good idea. The randomization feature is already a nice touch. Playing without it (on some days) would be like using an alarm clock - you wake up at a set time. Using the randomizer (on other days) is like sleeping in - sometimes waking up early without understanding why, other times not getting up until hours later than normal.
What I mean by my second idea is that you would have a set amount of hours that you will sleep (maybe set to some time between 5 - 9 hours, or perhaps randomized?). So if you go to sleep early (say at 9 pm) then you will also wake up early (4 am, if using 7 hours). But if you go to sleep at 2 am you probably won't wake up until much later (10 am, if using 8 hours). In a way this would just be a minimum to the randomization or the set time: regardless of the set time or what the randomization result is, one would not wake up until +X hours after one went to bed. (But 3 am should be set as the minimum no matter when you go to bed, given the vanilla 2 am cut off point of each day.)
The other idea is that how much energy you have when you go to sleep applies a multiplier upon the randomizer. If you go to sleep with 50% energy you will wake up when the randomizer sets, but if you have 0% energy you will wake up at (for example) +2 hours, while if you go to sleep with 100% energy you will wake up at -2 hours. (I guess in a way this is a multiplier effect, since my example would be (set time) -2 hours +(4 hours * energy % at bed time).
But as I said already, these would just be extras upon an already nice mod.
Claire from SVE has gone on strike, it would seem, because she just never there. Ayiesha is permanently confused getting stuck in places, Pika from RSV doesn't go to work. Mainly the NPCs who start outside, maybe?
Because Pierre and Clint are on duty, but even Gus has issues, maybe because of his usual morning shopping routine.
Could also be performance related, so they just can't keep up, idk.
Thanks for your hints/reports !
This is pretty cool btw.
I will respond here when i figured out.
Awesome, in my opinion. NPCs handle it rather well too, only Ayeisha got a little confused, but she figured it out eventually.
When you wake up, instead of just "jump" to the desired time, every game tick (around 60 times/s) it jump 10 in-game minutes to the future until it goes to the desired wake up time.
So this must trigger any event/NPC behavior that must normally trigger in the skipped timeframe.