Not sure if this is still being maintained or not, but I'm seeing on SMAPI that it's using depreciated code that'll stop working in an upcoming SMAPI update? It's a great mod, be a shame if it stopped working cause of this.
EDIT: Sorry, I believe it meant the Generic Mod Config Menu, not SMAPI itself. I got confused by the messages.
Yeah, life got busy and I didn't feel like I needed to update the mod, but then they go and release a new version of Stardew Valley along with an updated SMAPI so... just found the time to do that! Should be working now
Any clue if this works in Multiplayer as the host? Me and a friend keep getting interrupted by family while playing and as it's unpausable i thought this would be great but my friend is so bad with computers she still gets fooled by the old ALT+F4 gag so instructing her to mod her own game would be... Painful. Love the idea for the mod! Keep it up!
It's actually been a little while since I last worked on it but I think it should work on Multiplayer. At least I think I recall trying this mod with some friends of mine too, but I'm not certain
The incompatible tag was actually suggested to me at the time I made the mod and gotta admit I didn't have the time to test it then. I don't know if it works across the entirety of 1.4 or if only in some builds (like 1.4.5.151 like you mentioned). Thanks for the feedback though!
My friend you are a god(ess) amongst the plebs. Too many a Skull Cavern Bomb Runs, resource harvest and quests have ended in vain due to time constraints. You have brought forth a beacon from the heavens to guide us all towards an enhanced way to play. For this, I thank you.
I whole heartedly agree with freewolf17. I love Stardew Valley, but I hate being time constrained in an otherwise chill game, especially when I'm learning something new or trying to plan my next steps yet keep getting rushed.
I've been using a similar mod to try and accomplish something similar (TimeSpeed), as it allows changing how fast time progresses and has an auto freeze feature in the config that defaults off. However, it doesn't auto unfreeze after sleeping and you have to bind a hotkey to manually unfreeze (dev says next update might add auto unfreezing but dunno when it'll be out). I once forgot to unfreeze the next day and did a whole bunch of stuff, then realized it was still 6AM, none of my machines had progressed, and all the NPCs hadn't moved lol. So anyway, I'm going to test and see if your mod plays nice with that mod (this mod for the auto freeze, and that mod for changing tick length to 21). Hopefully it'll work. Thanks either way.
That also could be a suggestion for this mod.. simplified changing of day/tick length (especially considering your mod has config menu support)? The other mod requires knowing json and deleting an array of locations if you want to increase time globally instead of per-location, so some people have difficulty with it.
I'll look into it when I have the time. Global tick speed may be simpler to just add another option, not sure how mod config would behave for various locations though. I agree it's not as intuitive messing with the json file directly, I just don't have much experience yet with modding an interface. Gonna have to add that to my todo list :P
This is really great! I was wondering to myself how to add more usefulness to the Golden Clock as it is so expensive and now I wonder: could there be an option for this mod that you get the time stop function after you purchase the Clock?
Thanks. And I... hadn't thought of that before. Hm. I might need to learn more about modding to make it work. Like the simplest way would be just a setting to enable it only when the clock is on the farm but I imagine a more fleshed out option would allow you to interact with the clock to change the time at will or even freeze it or do all sorts of time things with it.
I might look into that sometime, I just never had that clock myself
In this case it's actually 2530. Reason is because the game still treats it as the same day even if it's past midnight since you haven't gone to bed yet. So because it's an hour and thirty minutes past midnight, 2400, it treats it as 2530
That's funny, I was actually working today on an update to let you set the time in the config, so the timing of the post couldn't be better. xP
I haven't tested yet how the mod affects NPC and building schedules because for a frame or two the time does tick to the next 10 minutes before reverting back, but it should still be possible. I'll have an update up later today/soon.
25 comments
EDIT: Sorry, I believe it meant the Generic Mod Config Menu, not SMAPI itself. I got confused by the messages.
Well, I'm using in android 1.4.5.151 and working fine.
(Spacecore trace: <ShowEndOfNigthStuff>)
No problem and no crashed.
TKS :)
:)
(I wish I could thumbs this up or something, been legit smiling as soon as I saw this)
I've been using a similar mod to try and accomplish something similar (TimeSpeed), as it allows changing how fast time progresses and has an auto freeze feature in the config that defaults off. However, it doesn't auto unfreeze after sleeping and you have to bind a hotkey to manually unfreeze (dev says next update might add auto unfreezing but dunno when it'll be out). I once forgot to unfreeze the next day and did a whole bunch of stuff, then realized it was still 6AM, none of my machines had progressed, and all the NPCs hadn't moved lol. So anyway, I'm going to test and see if your mod plays nice with that mod (this mod for the auto freeze, and that mod for changing tick length to 21). Hopefully it'll work. Thanks either way.
That also could be a suggestion for this mod.. simplified changing of day/tick length (especially considering your mod has config menu support)? The other mod requires knowing json and deleting an array of locations if you want to increase time globally instead of per-location, so some people have difficulty with it.
I might look into that sometime, I just never had that clock myself
I haven't tested yet how the mod affects NPC and building schedules because for a frame or two the time does tick to the next 10 minutes before reverting back, but it should still be possible. I'll have an update up later today/soon.