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Tomokisan

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  1. darkbeetlebot
    darkbeetlebot
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    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.
    1. Tomokisan1
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      Hello, can you send the list of your mods please ?
  2. DanielPace
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    Great mod. It just reset the time when I use manual saves tho.

    https://www.nexusmods.com/stardewvalley/mods/8386
    1. Tomokisan1
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      I will check that, can you tell me more about what "reset the time" is in detail please ?

      Thanks !
  3. boringvlln
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    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.
    1. Tomokisan1
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      I note the idea thanks ^^, for the lighting you could use : Dynamic Night Time

      I personally use it, it works fine.
    2. boringvlln
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      I'm not a big fan of Dynamic Night Time, unfortunately. Thank you very much for adding the setting!
  4. Fvran
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    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. 
    1. Tomokisan1
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      Excellent ideas ! i will see to integrate them soon, thanks ^^
  5. boringvlln
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    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.
    1. Tomokisan1
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      I will investigate this.
    2. boringvlln
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      Sorry, I just realized that Time Multiplier likely massively contributed to this.
    3. Tomokisan1
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      I will check this mod to see if i can make my mod compatible with it ^^

      Thanks for your hints/reports !
  6. boringvlln
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    Can you possibly add an option for it to be a random time?
    1. Tomokisan1
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      Now added in 1.2.0 ^^
    2. boringvlln
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      Wow! My farmer shall have a broken alarm clock. Thank you very much
  7. ImShawn
    ImShawn
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    Can you wake up at like 3AM or is it limited to 6am to 2am?

    This is pretty cool btw.
    1. Tomokisan1
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      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 ^^

      I will respond here when i figured out.
    2. Tomokisan1
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      So this is possible, i added it in the 1.1.0 version of the mod ^^
    3. ImShawn
      ImShawn
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      Oh, that's awesome! I was just curious if it was possible or not. Thank you for a wonderful mod.
    4. Tomokisan1
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      You're welcome ^^
  8. boringvlln
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    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.
    1. Tomokisan1
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      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.
  9. boringvlln
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    Finally the farmer can sleep in! Thank you so much, this is a much needed adjustment
    1. Tomokisan1
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      You're welcome ^^