They key binds are broken on azerty keyboard i can't use . because it's shift+; and it just toggles between vanilla and energy time. I accidentally lowered the rate and now I can't increase it again, please implement MCM
Link to PR branch: https://github.com/huancz/EnergyTime/tree/for-pr (real PR is not possible between github and gitlab, but adding my repo as another remote and merging should be quite straightforward)
So I tested this mod all the way up summer and unlocked skull cavern. It has been a great ride, but now time simply doesn't pass inside skull cavern. Anyone have a solution for that?
1.6 compatable ? Edit: It works but it's a little buggy for me at least.
When skipping time, the timer used to progress at a reasonable rate, now if i hold the Skip time key, it almost goes straight to night. Game Bugs when you go to the desert as well. It open the caravan sale menu and gets stuck in there. You cannot close it. You have to Altf4 the game. So it does not work properly with 1.6.
Thank you for posting your findings. I'm using Time Speed mod to look for a simpler mod but I guess I'm stuck with it until a simple mod that offer simply time stop/start with a key. Your may want to check Time Speed because it's the best mod right now but it has tons of features and I only want to stop/start.
Would it cause issues to use this mod alongside other mods that affect the vanilla game speed time, like TimeSpeed? Edit: Tested it and the answer seems to be no. Except when trying to pause time; then the game will basically freeze.
Something I'd really love to see if it's possible (and if you're still working on this, though I might make it myself) is a combination of the two different time mechanics - instead of having time completely frozen while you're just walking around, time continues to move but much slower, while doing things that cost energy makes time go by faster. This would make it so that time still seems to move naturally rather than being Superhot.
I've simulated this somewhat by using Zoomy Farmer and setting the "sprint" speed to the normal running speed while having it drain stamina very slowly. That way moving progresses time, just at a very slow rate.
Hey, thank you for your idea, and i use your mind. But the energy sprint cost is really high: at least 1 per second. How you change it? When i change it to 0.1, the smapi reports wrong.
Hi, play the game in android, so am playing the 1.4 sonething, the mod stop the time, but if I press the "N", it doesnt unstop it, it stay at 6:00, do I have to configure something or it doesn't work on android?
Definitely makes the game more relaxing. I always felt rushed and mostly ignored the villagers when I played vanilla. I also like that it puts a bigger emphasis on food. In any case, what I'd love to see (and I may download the source and see about doing it myself) is if the config were a bit more understandable and reacted to Stardrops, e.g. putting 6 in the config means that a full energy bar drains after 6 hours, and getting a Stardrop increases the size of your energy, so time moves "slower" with each that you get. Basically, what I want is:
1. I start the day with 50% energy (to force eating breakfast). 2. Full bar lasts 6 hours (gets me to around noon, for lunch). 3. Full bar again lasts 6 hours (gets me to around 18:00, for dinner). 4. Full bar again lasts 6 hours (gets me to midnight, for bed).
I can get close to this with a value of 4 right now (and another mod to reduce starting energy), but it'll get messed up when I get a Stardrop.
So, I really like the idea of this mod but I'm still hesitant of using it for my planned co-op playthrough since I'm not sure it's open enough to tweaking for the 'balance' I wanna achieve in my game. I'm planning on playing with my brother and am currently setting up a rather big mod-pack - since I expect us being forced to pause the game frequently, regular multiplayer behavior doesn't really works for us.
My current approach is to disable the 2:00 limit with *Stay Up* while slowing down time to ~75% using *Time Multiplier* - since the total map size is pretty blown up in our current mod-setup I figured this will balance itself out - just the option to replenish stamina in multiplayer might make things a bit unbalanced. We turned down XP gain to 50% with 50% revenue margin and *Ferngill Revenue Service* - *Price Fluctuation* - *Billboard Profit Margin* and harder community center bundles. All in all it seems rather balanced with more economic challenge in mind - as we want it to be - the only thing that still doesn't really fit my tastes is how the time progresses and how much potential stamina a player can get by resting.
So I thought about switching this aspect completely onto this mod - I just don't know (yet) if it's possible to tweak it enough to get exactly the outcome that I want. Like - let's say - I want the day being 24h long still with using *Stay Up* but I want this mod to advance time in a way so that basically ~4 total stamina bars (no matter by whom used up) advance the day for a full 24h cycle - ultimatively offering the possibility for a single player dropping out the game for a while and only missing out on timed events and similar things, while the other player can still play actively with practically the same stamina invested like both players were active.
So if anyone has some experience in balancing the values in this mod - I'm open for any suggestions of how to approach this process without having to spent days on trail and error tweaking. :)
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Link to PR branch: https://github.com/huancz/EnergyTime/tree/for-pr (real PR is not possible between github and gitlab, but adding my repo as another remote and merging should be quite straightforward)
Will you be kind to make this mod compatible with 1.6?
Edit: It works but it's a little buggy for me at least.
When skipping time, the timer used to progress at a reasonable rate, now if i hold the Skip time key, it almost goes straight to night.
Game Bugs when you go to the desert as well. It open the caravan sale menu and gets stuck in there. You cannot close it. You have to Altf4 the game. So it does not work properly with 1.6.
Edit: Tested it and the answer seems to be no. Except when trying to pause time; then the game will basically freeze.
I've simulated this somewhat by using Zoomy Farmer and setting the "sprint" speed to the normal running speed while having it drain stamina very slowly. That way moving progresses time, just at a very slow rate.
1. I start the day with 50% energy (to force eating breakfast).
2. Full bar lasts 6 hours (gets me to around noon, for lunch).
3. Full bar again lasts 6 hours (gets me to around 18:00, for dinner).
4. Full bar again lasts 6 hours (gets me to midnight, for bed).
I can get close to this with a value of 4 right now (and another mod to reduce starting energy), but it'll get messed up when I get a Stardrop.
i just wanted to let you know that pigs are flooding my farm with truffles, since they act outside of gametime :D
My current approach is to disable the 2:00 limit with *Stay Up* while slowing down time to ~75% using *Time Multiplier* - since the total map size is pretty blown up in our current mod-setup I figured this will balance itself out - just the option to replenish stamina in multiplayer might make things a bit unbalanced. We turned down XP gain to 50% with 50% revenue margin and *Ferngill Revenue Service* - *Price Fluctuation* - *Billboard Profit Margin* and harder community center bundles. All in all it seems rather balanced with more economic challenge in mind - as we want it to be - the only thing that still doesn't really fit my tastes is how the time progresses and how much potential stamina a player can get by resting.
So I thought about switching this aspect completely onto this mod - I just don't know (yet) if it's possible to tweak it enough to get exactly the outcome that I want. Like - let's say - I want the day being 24h long still with using *Stay Up* but I want this mod to advance time in a way so that basically ~4 total stamina bars (no matter by whom used up) advance the day for a full 24h cycle - ultimatively offering the possibility for a single player dropping out the game for a while and only missing out on timed events and similar things, while the other player can still play actively with practically the same stamina invested like both players were active.
So if anyone has some experience in balancing the values in this mod - I'm open for any suggestions of how to approach this process without having to spent days on trail and error tweaking. :)