Difference between revisions of "Day Cycle"

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m (→‎Effects: note down 1am restoration amount, to avoid doubt)
(general page revision - combine real time lists into table, add MP notes, other misc wording for readability)
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:''See also: [[Days of the Week]]''
 
:''See also: [[Days of the Week]]''
 
__NOTOC__
 
__NOTOC__
The '''day cycle''' is a period of 20 hours in-game from 6am to 2am in which the [[player]] (farmer) can be awake and is able to do things.
+
The '''day cycle''' is a period of 20 hours in-game from 6am to 2am in which the [[player]] (farmer) is able to work and perform other activities around the Valley. The player will always wake up at 6am every day, but is able to choose to go to bed whenever they like.
  
In single-player, the game clock pauses when the player opens the menu, reels in a [[fish]], jumps on the [[Animals#Horse|horse]], etc. However when playing in a [[multiplayer]] game, the clock never pauses.
+
==Effects==
 +
The main effect of the day cycle for the player themself is sleeping and saving. While they may choose to go to bed at any hour to progress to the next day, as time passes midnight (12:00 am), the player's character will show that they are tired and in need of sleep. The player can use any [[bed]] furniture item to sleep and a dialogue will prompt them to confirm this decision.
  
==Effects==
+
The game [[saves]] only after [[The Player|the player]] has gone to sleep and the daily profit breakdown has been accepted, signalling the end of day. Sleep will restore the player's [[Energy]] and [[Health]] to full if they go to bed no later than midnight and are not [[Energy|exhausted]], and to half if they pass out or are exhausted. The longer past midnight the player stays awake, the less energy they wake up with, with about 75% restored if they sleep at 1am, and 50% if they sleep right before 2am.
The main effect of the day cycle for the player themselves is sleeping and saving. The player will always wake up at 6am every day, but are able to choose to go to bed whenever they like. However, past midnight (12:00 am), the player's character will show that they are tired and in need of sleep. The game [[saves]] only after [[The Player|the player]] has gone to sleep and the daily profit breakdown has been accepted, signalling the end of day. Sleep will restore the player's [[Energy]] and [[Health]] to full if they go to bed no later than midnight and are not [[Energy|exhausted]], and to half if they pass out or are exhausted. The longer past midnight the player stays awake, the less energy they wake up with, with about 75% restored if they sleep at 1am, and 50% if they sleep right before 2am.
+
 
 +
In multiplayer, it is possible to "nap" during the daytime when positioned inside a bed. The player will slowly regain energy as time passes, like at the [[Spa]]. Additionally, the chat will announce when a player tucks into bed for the first time. There will be no additional messages if they choose to get up out of bed and later return to bed. Finally, note that in multiplayer, ''all players'' must sleep (or pass out) to progress to the overnight profit breakdown, and all players must also confirm the start of the next day to save.
  
 
===Passing out===
 
===Passing out===
The player can stay awake until 2am, after which their character will pass out. If the character passes out outside their [[Farmhouse]], they will wake up in bed, having been dragged there by either a [[JojaMart]] medical team, [[Linus]], [[Marlon]], or Dr. [[Harvey]] if they are not married to him. In each case 10% of the player's money, up to a maximum of {{price|1000}} will be lost (the details of this transaction will appear as a letter in the player's mailbox).  
+
The player can stay awake until 2am, after which their character will pass out. This means the player is unable to be active after 2am, even if they have energy remaining. If the character passes out ''outside'' their [[Farmhouse]], they will wake up in bed, having been dragged there by either a [[JojaMart]] medical team, [[Linus]], [[Marlon]], or Dr. [[Harvey]] if they are not married to him. In each case 10% of the player's money, up to a maximum of {{price|1000}} will be lost (the details of this transaction will generally appear as a letter in the player's mailbox, although Linus does not count the money lost). There is no penalty for falling asleep while inside a player Farmhouse or [[Cabin]]. In a multiplayer game, any player that passes out will be announced in chat, even if they are inside the farmhouse.
  
 
===Villagers and locations===
 
===Villagers and locations===
[[Villager]]s will move to different locations around the Valley depending on the time. The time of day also affects what locations are open, including shops according to their [[Shop Schedules]]. For example, most locations in [[Pelican Town]] generally open at 9am.
+
[[Villager]]s will move to different locations around the Valley depending on the time, combined with some additional influence from [[Days of the Week|days of the week]]. The time of day also affects what locations are open, including shops according to their [[Shop Schedules]]. For example, most locations in [[Pelican Town]] generally open at 9am.
  
 
===Fishing===
 
===Fishing===
It is considered nighttime after 6pm, which makes it possible to catch some nighttime [[fish]]. However, it does not become dark until around 8pm, depending on the [[Seasons|season]].
+
Certain fish only appear at certain times of the day. For example, it is considered nighttime after 6pm, which makes it possible to catch some nighttime [[fish]]. However as an aside, it does not become dark until around 8pm, depending on the [[Seasons|season]]. Other specific fish might only be active at certain hours during the daytime, such as a period during the morning or afternoon.
  
 
===Animals===
 
===Animals===
Livestock [[animal]]s will leave their buildings at the start of the day if it is possible to do so (the [[weather]] is sunny and the building's animal door is left open). This allows them to eat [[grass]]. In the evening they will return to the building to sleep.
+
[[Animal]] livestock ([[Cow]]s, [[sheep]], [[goat]]s, [[pig]]s, [[chicken]]s, [[duck]]s and [[rabbit]]s) will leave their buildings at the start of the day if it is possible to do so (the [[weather]] is sunny and the building's animal door is left open). This allows them to eat [[grass]]. In the evening they will return to the building to sleep.
  
[[Cow]]s, [[sheep]], [[goat]]s, [[pig]]s, [[chicken]]s, [[duck]]s and [[rabbit]]s will automatically go inside their [[coop]] or [[barn]] at 5pm and will start going to sleep at 7pm. They will stop moving around at 8pm. You normally cannot interact with animals while they are asleep, making it impossible to raise their heart level.  The heart level of cows and goats, however, is increased through successful milking, which can be done any time, including while they are sleeping. The advantage of milking after 8pm is that animals never walk away from you.
+
These animals will attempt to go inside their [[coop]] or [[barn]] at 5pm on their own, and will start going to sleep at 7pm, and will stop moving around the building by themselves at 8pm. After that time they will settle down and stay in one place. You normally cannot interact with animals while they are asleep, making it impossible to raise their heart level.  The heart level of cows and goats, however, is increased through successful milking, which can be done any time, including while they are sleeping. The advantage of milking after 8pm is that animals never walk away and out of range.
  
Sometimes animals will refuse to go inside, moving around like they would during the day even at midnight. This can be fixed by leaving and re-entering the farm, and the animals will be automatically moved inside. You can also exit the barn and re-enter; the animals will change position randomly.
+
Sometimes animals will refuse to go inside, moving around like they would during the day even at midnight. This can be fixed by leaving and re-entering [[farm]] area, and the animals will be automatically moved inside. You can also exit the barn and re-enter; the animals will change position randomly.
  
 
==Game clock==
 
==Game clock==
If the game is not paused and passes without a cutscene, and the player does not visit the [[Skull Cavern#Time|Skull Cavern]], one maximum-length game-day (20 hours) passes in 860 seconds, real-time (14 minutes 20 seconds). At this rate:
+
Time of day passes whenever the game is not paused. However, note that there is ''automatic'' pausing included in single-player: whenever the player enters a cutscene, opens the menu, start to reel in a [[fish]], jumps on the [[Animals#Horse|horse]], etc. However when playing in a [[multiplayer]] game, the clock never pauses no matter what the players are doing.
  
* One displayed time step of 10 minutes in-game equals about 7.17 seconds.
+
Based on the rate of time from the measured length of one maximum-length playable day, 20 in-game hours from 6am to 2am, as 860 real time seconds:
* One in-game hour equals 43 seconds.
 
* One in-game season equals 401 minutes 20 seconds (~6.689 hours).
 
* One in-game year equals 1605 minutes 20 seconds (~26.756 hours).
 
* Two in-game years equal 3210 minutes 40 seconds (~53.511 hours).
 
  
This calculation does not contain any between-day cut-scenes, announcements, or the selling summary after each day.
+
{| class = "wikitable sortable"
 +
! rowspan=2 | Game Interval
 +
! colspan=2 | Real time equivalent
 +
|-
 +
! In minutes !! In hours
 +
|-
 +
|10 mins
 +
|0:07.2
 +
|
 +
|-
 +
|60 mins
 +
|0:43
 +
|
 +
|-
 +
|18 hours (Short Day)
 +
|12:54
 +
|
 +
|-
 +
!20 hrs (Max Playable Day)
 +
|14:20
 +
|~0.283
 +
|-
 +
|Short Season
 +
|361:12
 +
|~6.02
 +
|-
 +
|Max Season
 +
|401:20
 +
|~6.689
 +
|-
 +
|Max Year
 +
|1605:20
 +
|~26.756
 +
|-
 +
|Short Year x2
 +
|2889:36
 +
|~48.16
 +
|-
 +
|Max Year x2
 +
|3210:40
 +
|~53.511
 +
|}
  
Playing 18-hour game-days:
+
This calculation does not contain any ''between-day'' processes, such as cut-scenes, announcements, or the selling summary after each day. Also note that time slows down at the [[Skull Cavern#Time|Skull Cavern]].
* One in-game day equals 774 seconds (12.9 minutes).
 
* One in-game season equals 361 minutes 12 seconds (6.02 hours).
 
* Two in-game years equal 2889 minutes 36 seconds (48.16 hours).
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 13:11, 6 September 2021

Getting
Started
The
Player
Options Controls Mobile
Controls
Health Energy Skills Day
Cycle
Clock.png
See also: Days of the Week

The day cycle is a period of 20 hours in-game from 6am to 2am in which the player (farmer) is able to work and perform other activities around the Valley. The player will always wake up at 6am every day, but is able to choose to go to bed whenever they like.

Effects

The main effect of the day cycle for the player themself is sleeping and saving. While they may choose to go to bed at any hour to progress to the next day, as time passes midnight (12:00 am), the player's character will show that they are tired and in need of sleep. The player can use any bed furniture item to sleep and a dialogue will prompt them to confirm this decision.

The game saves only after the player has gone to sleep and the daily profit breakdown has been accepted, signalling the end of day. Sleep will restore the player's Energy and Health to full if they go to bed no later than midnight and are not exhausted, and to half if they pass out or are exhausted. The longer past midnight the player stays awake, the less energy they wake up with, with about 75% restored if they sleep at 1am, and 50% if they sleep right before 2am.

In multiplayer, it is possible to "nap" during the daytime when positioned inside a bed. The player will slowly regain energy as time passes, like at the Spa. Additionally, the chat will announce when a player tucks into bed for the first time. There will be no additional messages if they choose to get up out of bed and later return to bed. Finally, note that in multiplayer, all players must sleep (or pass out) to progress to the overnight profit breakdown, and all players must also confirm the start of the next day to save.

Passing out

The player can stay awake until 2am, after which their character will pass out. This means the player is unable to be active after 2am, even if they have energy remaining. If the character passes out outside their Farmhouse, they will wake up in bed, having been dragged there by either a JojaMart medical team, Linus, Marlon, or Dr. Harvey if they are not married to him. In each case 10% of the player's money, up to a maximum of data-sort-value="1000">Gold.png1,000g will be lost (the details of this transaction will generally appear as a letter in the player's mailbox, although Linus does not count the money lost). There is no penalty for falling asleep while inside a player Farmhouse or Cabin. In a multiplayer game, any player that passes out will be announced in chat, even if they are inside the farmhouse.

Villagers and locations

Villagers will move to different locations around the Valley depending on the time, combined with some additional influence from days of the week. The time of day also affects what locations are open, including shops according to their Shop Schedules. For example, most locations in Pelican Town generally open at 9am.

Fishing

Certain fish only appear at certain times of the day. For example, it is considered nighttime after 6pm, which makes it possible to catch some nighttime fish. However as an aside, it does not become dark until around 8pm, depending on the season. Other specific fish might only be active at certain hours during the daytime, such as a period during the morning or afternoon.

Animals

Animal livestock (Cows, sheep, goats, pigs, chickens, ducks and rabbits) will leave their buildings at the start of the day if it is possible to do so (the weather is sunny and the building's animal door is left open). This allows them to eat grass. In the evening they will return to the building to sleep.

These animals will attempt to go inside their coop or barn at 5pm on their own, and will start going to sleep at 7pm, and will stop moving around the building by themselves at 8pm. After that time they will settle down and stay in one place. You normally cannot interact with animals while they are asleep, making it impossible to raise their heart level. The heart level of cows and goats, however, is increased through successful milking, which can be done any time, including while they are sleeping. The advantage of milking after 8pm is that animals never walk away and out of range.

Sometimes animals will refuse to go inside, moving around like they would during the day even at midnight. This can be fixed by leaving and re-entering farm area, and the animals will be automatically moved inside. You can also exit the barn and re-enter; the animals will change position randomly.

Game clock

Time of day passes whenever the game is not paused. However, note that there is automatic pausing included in single-player: whenever the player enters a cutscene, opens the menu, start to reel in a fish, jumps on the horse, etc. However when playing in a multiplayer game, the clock never pauses no matter what the players are doing.

Based on the rate of time from the measured length of one maximum-length playable day, 20 in-game hours from 6am to 2am, as 860 real time seconds:

Game Interval Real time equivalent
In minutes In hours
10 mins 0:07.2
60 mins 0:43
18 hours (Short Day) 12:54
20 hrs (Max Playable Day) 14:20 ~0.283
Short Season 361:12 ~6.02
Max Season 401:20 ~6.689
Max Year 1605:20 ~26.756
Short Year x2 2889:36 ~48.16
Max Year x2 3210:40 ~53.511

This calculation does not contain any between-day processes, such as cut-scenes, announcements, or the selling summary after each day. Also note that time slows down at the Skull Cavern.