Quick answer: Route every time-based survival and farming system through the same scaled game-time clock so a day means the same length everywhere.
Players notice a full in-game day passes but their crops barely grow, or hunger drains across what should be a single morning. Timers run on real seconds while the sky runs on scaled game time.
How to fix it
1. Use one game-time source
Define a single accumulating game-time value scaled by your day length, and have crops, hunger, and spoilage all read it. Mixing real seconds with scaled time guarantees mismatch.
2. Express durations in game days
Author growth and drain rates in fractions of an in-game day rather than real seconds, so changing day length rescales everything consistently.
3. Pause cleanly
Stop advancing game time during pause or menus so survival and farming do not progress while the day-night clock is frozen.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every GameMaker error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.