Exact source used by this build. SHA-256: fa15ed8654dd91b6d83e56cb84116545da04ed6a2718fb902259e6daaefca0c0.

1 # Time, days and co-op rules (match Stardew Valley 1.6 multiplayer)
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3 Nick's decision (2026-10-22): match the real game's time speed and money/storage rules.
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5 ## Clock
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7 - Day runs 6:00 AM to 2:00 AM (1,200 game minutes). Clock advances in 10-minute steps.
8 - **0.7 real seconds per game minute** (7 s per 10-minute tick, about 14 real minutes per full day). Mine-equivalent "deep cavern" area: 0.9 s per game minute.
9 - Processing machines count a day as 1,200 minutes, but 2 AM to 6 AM counts 100 minutes per hour (overnight = 400 minutes), so day boundaries total 1,600 "machine minutes".
10 - 4 seasons x 28 days, years count up. Weekdays cycle Mon to Sun.
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12 ## When time runs (shared world)
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14 - The clock runs only while at least one player is connected and the world is not paused. When nobody is connected, the calendar, crops, combat and player effects are frozen. The wave-3 integration exception is processing machines: they consume injected offline elapsed time while the calendar remains frozen. A virtual 24-hour processing cycle contributes 1,600 machine minutes; pause freezes this path too.
15 - With 2 players online, time does NOT pause for menus, inventory or dialogue (Stardew multiplayer behavior). It pauses only during a festival's main event, or if a player uses the pause command (both see it).
16 - If only one player is online, they play normally and the shared day advances for both. The offline player's character is simply absent; their cabin, inventory and skills wait for them.
17 - On reconnect, the returning player gets a short "while you were away" summary from the event log (days passed, money earned, crops harvested, mail).
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19 ## Sleeping and the end of day
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21 - Day ends when **every connected player** is in bed and confirms sleep (others see "X wants to sleep"). Offline players never block.
22 - At 2:00 AM any player still awake passes out: wakes at home with half energy and loses up to 10% of money (cap 1,000g) like the real game.
23 - Sleep before midnight restores full energy/health; after midnight, less (linear to 2 AM, per the real game).
24 - Overnight processing: crops grow a stage if watered, machines advance, shipping bin is sold and paid out next morning, mail delivered, weather rolled, NPC schedules reset, festivals scheduled. The world saves continuously, plus a full checkpoint at day end.
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26 ## Shared vs per-player
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28 | Shared | Per player |
29 |---|---|
30 | Farm tiles, crops, objects, buildings | Inventory and toolbelt |
31 | Chests and storage | Energy, health, max energy upgrades |
32 | Money (default; see below) | Skills, XP, professions |
33 | Calendar, weather, festivals | Relationships with villagers, mail |
34 | Mine progress (elevator floors), collections, museum, bundles | Cabin (each player has one; upgradable only by its owner) |
35 | Shipping bin (payout to the shipper if wallets are split) | Cooking/crafting recipes known |
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37 - **Money:** one shared wallet by default. World setting "separate wallets" (as in Stardew); switching on splits the balance evenly. A ledger lets players send money to each other when separate.
38 - Each player can marry an NPC or each other (later milestone). Experience goes to whoever lands the last hit or swing (not shared).
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