I actually had a way setup that allowed for this, but suddenly its not working properly at all and i'm not sure why lol. if you have a randomized weather system setup, make a switch for rain to be turned on and off with rain days, cazwolf said in another post at the end of page 9 of each crop event, check if rain switch is on, if it is turn self water back on. and i also had it setup so when you first plant a crop, if rain is on, jump to label on the watered seed page when planting, so it would skip the unwatered one if rain was on while planting. this worked for a while but idk what happened xD I had a problem occur with total minutes too, people told me to use it for NPC movements because hours wasn't precise enough for map " traveling " NPCs, and it didn't work at certain hours with the day/night common event because it divides total minutes at some point for calculations, it was around the same time my NPCs got messed up that the problems with crops started so i'm not sure what's going on, i ended up getting distracted and not sure what the problem is for the crops, pretty sure i had them working properly but now they're not counting on some of the rain days and switching over and changing to watered, and often times if i plant a crop and don't water it, then it rains the next day, they won't water at all.
very certain i had it working smoothly when i first asked if you figured it out, but not anymore for whatever reason.
As for the lag, i'm having the same issue, FPS drops from 60 to 20 if you stand still on the map for more than a second and it doesn't go back to normal until you've been trying to move for a couple seconds after. I did ask about that a couple weeks ago but never got a reply back.
Viewing post in Question about a rain system
Ooooh right!
I also had problems with the total minutes (and wasnt sure why id need that so i removed it). ended up making my own timesystem and separate different times of the days and have my characters change position + schedule based on that (and update when leaving the current map). But it's actually really smart to have them move based on the total minutes, I was actually very confused on how people did more dynamic time schedules for npc with moving from map to map LOL this pretty much answers it. Did the total minute part work before too and broke randomly or hasn't it worked from the beginning? Might be within the division but you could also always make an additional "clean" total minutes variable that doesnt get divided by any point. With all the time, weather, npc and crop stuff being so intertwined its such a pain to find the culprit who messes it all up 😭. I'd be up for helping you out finding the culprit though if you need any help with that. Do you know if the problem lies within the crops or the weather or time system? Funnily enough I kept having similar problems with the relationship menu xD It broke so easily oops. Got it all figured out now though luckily.
Also I didn't know there was a function to jump with labels across several event pages I'm definitely gonna try that! Thank you.
I also figured out that the low frame rates are caused by the visustella event and movement plugin and not all the parallel processes from the crops. It seems like it's not greatly optimized but the frame drop is really bothering the player experience on my end so I want to try and get rid of it. There's a few replacement plugins i wanted to try out today for the save event, copy/spawn and self switches/variables and see if i can get around it without having to redo everything else xD