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1,491 bytes added ,  23:40, 8 May 2021
→‎Features: Add section about Time
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* Players can have different daily [[luck]].
 
* Players can have different daily [[luck]].
 
* Luck is averaged out between all players for calculations.
 
* Luck is averaged out between all players for calculations.
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===Time===
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Generally speaking, during a day time only pauses while the players attend a festival or when using <code>/pause</code>.<br>
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When hosting a multiplayer game, time will behave as in singleplayer until the first farmhand joins. This means the host can simply keep their inventory or menu open while waiting for another player to join.
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While in a multiplayer game with 2 or more players time will pause when:
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* The day has ended and a player is picking a profession or hasn't closed the shipping report.
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* The players are attending a festival that includes a main event. (Time will skip to the evening once the festival is left.)
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* The host has paused the game using <code>/pause</code>. (See below)
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* The Time reaches 02:00 am and a player is still inside a cutscene. (They will pass out once the cutscene is over.)
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Under no other circumstances will time pause, skip forward or move at a different rate than normal.
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In particular time will pass while:
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* In any menu, inventory or dialogue.
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* A shop's inventory is open. (Continuing the trade remains possible even when the NPC has walked away or gone to sleep.)
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* In a cutscene. (See above. You can see other players while invisible to them. Time is not displayed.)
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* Playing an Arcade Game.
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* Reeling in a fish.
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Some actions remain possible while the game is manually paused using <code>/pause</code>:
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* Players already in a shop menu can buy and sell items.
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* Players in their inventory/menu can browse and move items around.
    
==Chat==
 
==Chat==
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