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