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TimeIsMoney

A mod for Restory that gives you hotkey control over two things:

  • The clock - slow it down or pause it entirely, without slowing down the game itself. Take all the time in the world to repair things.
  • Your money - add, remove, or set your wallet to an exact amount.

Everything is available both from an in-game panel (F4) and from hotkeys.

It ships for both mod loaders - BepInEx 5 and MelonLoader - and behaves identically either way. Pick whichever one you already have installed; you only need one.

Installation

BepInEx

  1. Make sure BepInEx 5 is installed for Restory.
  2. Get the compiled dll from NexusMods or compile yourself
  3. Copy the BepInEx build of TimeIsMoney.dll into:
    <Restory install folder>\BepInEx\plugins\TimeIsMoney.dll
    
  4. Launch the game. Load into a save and use the hotkeys below.

MelonLoader

  1. Make sure MelonLoader 0.7 or newer is installed for Restory.
  2. Get the compiled dll from NexusMods or compile yourself
  3. Copy the MelonLoader build of TimeIsMoney.dll into:
    <Restory install folder>\Mods\TimeIsMoney.dll
    
  4. Launch the game. Load into a save and use the hotkeys below.

If you compiled the project yourseld, you get two DLLs. The two DLLs have the same name but are not interchangeable - take the one from the folder matching your loader, and don't install both at once or you'll get the mod twice.

The panel

Press F4 in-game to open the panel. It gives you:

  • A clock speed slider (0.05x – 2x) with quick presets, and a live readout.
  • A pause button for the clock.
  • Your current balance, an amount field with + / buttons, and a second field with a Set button for an exact amount.
  • A list of the current hotkeys, reflecting any rebinds you made.

The panel frees the mouse cursor and freezes the game while it is open, so nothing moves behind it. The game draws its own cursor rather than using the OS one, so the panel substitutes a plain dot cursor for the duration it's open - the game's cursor comes back exactly as it was once you close it. Note this is a game freeze and is separate from the clock pause button - closing the panel resumes the game, but leaves the clock however you set it. If you would rather watch the clock react to the slider in real time, set FreezeGameWhileMenuOpen = false in the config.

Close it again with F4. Amounts you type into the panel are saved to the config file, so they also become the amounts the F7 / F8 / F10 hotkeys use.

Hotkeys

Key Effect
F4 Open / close the in-game panel
F9 Toggle the clock fully paused / resumed
F5 Halve the current clock speed (down to a minimum of 0.05x)
F6 Double the current clock speed (up to a maximum of 2x)
F7 Add money (amount set by MoneyStep, default ¥1,000)
F8 Remove money (amount set by MoneyStep, default ¥1,000)
F10 Set your wallet to an exact amount (MoneySetAmount, default ¥50,000)

As soon as you have the ingame clock on your counter you can see the effect on time directly, otherwise keep an eye on the sun/shadows on your desk.

⚠️ Pause and time-dependent events

Pausing (F9, or the panel's pause button) or heavily slowing the clock stops the in-game clock from advancing. Some game events only fire when the clock actually crosses a specific moment in time. In particular:

Ordered packages/deliveries and finished workshop projects are not processed when the clock is paused.

Briefly resume normal time (press F9 again) to let deliveries come in or repaired devices collected, then pause again after the postman has left. This is expected behavior, not a bug. The mod deliberately doesn't try to fast-forward or simulate events that would normally require the clock to tick.

Configuration

All hotkeys and values above are stored in an auto-generated config file. Where it lives depends on your loader:

Loader Config file
BepInEx <Restory install folder>\BepInEx\config\TimeIsMoney.cfg
MelonLoader <Restory install folder>\UserData\TimeIsMoney.cfg

The file is created the first time the mod runs. Open it in a text editor to rebind any hotkey to a different key, or change MoneyStep / MoneySetAmount to whatever amounts you prefer. Hotkeys are Unity KeyCode names, e.g. F4, Home, Keypad5. Changes take effect the next time you launch the game (or immediately if your loader has a config-reload hotkey/plugin).

The [Panel] section has these extra settings:

Setting Default Effect
MenuHotkey F4 Key that opens and closes the panel
UiScale 1 Scales the whole panel - raise it if the text is too small on a high-resolution display
PanelOpacity 1 Opacity of the panel background. 1 is fully solid; lower it if you want to see the game through it
FreezeGameWhileMenuOpen true Whether opening the panel freezes the game behind it

Changes you make from inside the panel (speed slider, amounts) are written back to this file, so they persist across restarts. The two loaders keep separate config files, so settings don't carry over if you switch.

Building

Requires the .NET SDK and a local Restory install (the projects reference Restory.Assembly.dll straight out of the game folder - adjust GameDir in Directory.Build.props if yours isn't in the default Steam location).

./build_mod.sh          # or: dotnet build TimeIsMoney.sln

That produces both loader builds, each in its own folder:

bin/BepInEx/TimeIsMoney.dll
bin/MelonLoader/TimeIsMoney.dll

Layout

The mod is one codebase with two thin entry points. Everything under src/Shared is compiled into both DLLs and knows nothing about either loader; it talks to the host through the small interfaces in src/Shared/Loader (IModLogger, IConfigBackend).

src/
  Shared/           the actual mod - patches, GUI, state, config definitions
    Loader/         the interfaces each loader has to satisfy
  BepInEx/          BepInEx plugin entry point + ConfigFile/ManualLogSource adapters
  MelonLoader/      MelonLoader mod entry point + MelonPreferences/MelonLogger adapters

Adding a setting or a feature means touching src/Shared only; the loader projects only change if one of them needs something the interfaces don't cover yet.

Notes

  • Money changes go through the game's own wallet, so they persist through saving and loading like normal.
  • Clock changes only affect the passage of in-game time - they do not touch the game's overall time scale, so everything else runs normally. Still, events are not happening when the time is paused, like parcel collection or deliveries.

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