tawling / multipause Goto Github PK
View Code? Open in Web Editor NEWA Stardew Valley mod to allow time to pause in multiplayer.
License: Mozilla Public License 2.0
A Stardew Valley mod to allow time to pause in multiplayer.
License: Mozilla Public License 2.0
I noticed that the latest release here doesn't include the merged PRs that fix the mod for SDV 1.5.X and local split-screen co-op.
I made it for myself (though without version/metadata fixes) here: MultiPause.zip, but you may want to make an official release with the fixes for a wider audience.
I'd like to take a crack at fixing some of these issues myself. However it's not clear if I'm good to fork this code. (This makes maintaining unlicensed mods questionable.) This has been an important point brought up among the SDV community.
Is it okay if I make edits to the mod? If so, then thanks! Also, then you could consider adding some source of open source license to the repo so it's much more clear, such as the MIT or a GPL license. Thanks.
there have been many commits since the last release including smapi update and splitscreen support. Can you please update the releases page i dont know how to build mods for stardew
The readme warns that this mod uses Harmony to edit the game's shouldTimePass()
method โ "Harmony" being hyperlinked to its own repo. To me, this suggests that I must install Harmony before installing this mod. Is this the case?
When i start the game, in the smapi cmd, it says it skips a mod with warning because MultiPause.dll is missing. How can i fix that? Thx for your help.
Just a heads up that SMAPI removed Harmony 1.x support starting in 4.0.8 so this mod can't be used anymore. I haven't switched yet but a couple similar mods have been forked and updated, Pause Time in Multiplayer Revived (edit: tried this one but it doesn't work, known issue but the maker can't reproduce it oddly) and Time Master (UNOFFICIAL UPDATE). Make sure to read the readmes as there's plenty of things that might behave differently than you might expect.
When both (2) players are playing arcade games at the saloon, time does not pause for all players.
When pause mode is set to ANY, and when a player enters fishing, time does not freeze. I can see this both via the golden clock and in the SMAPI logs.
I read through the code and don't completely understand how the playerstates are supposed to be transmitted, but since we're using the vanilla shouldTimePass function, I'm not sure why this would fail.
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