diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index 2e54544b..aa22d572 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -305,6 +305,22 @@ namespace StardewModdingAPI.Framework
/// A snapshot of the game timing state.
protected override void Update(GameTime gameTime)
{
+ // While a background new-day task is in progress, the game skips its own update logic
+ // and defers to the XNA Update method. Running mod code in parallel to the background
+ // update is risky, because data changes can conflict (e.g. collection changed during
+ // enumeration errors) and data may change unexpectedly from one mod instruction to the
+ // next.
+ //
+ // Therefore we can just run Game1.Update here without raising any SMAPI events. There's
+ // a small chance that the task will finish after we defer but before the game checks,
+ // which means technically events should be raised, but the effects of missing one
+ // update tick are neglible and not worth the complications of bypassing Game1.Update.
+ if (SGame._newDayTask != null)
+ {
+ base.Update(gameTime);
+ return;
+ }
+
// raise game loaded
if (this.FirstUpdate)
GameEvents.InvokeGameLoaded(this.Monitor);
@@ -361,7 +377,7 @@ namespace StardewModdingAPI.Framework
/// The method called to draw everything to the screen.
/// A snapshot of the game timing state.
- /// This implementation is identical to , except for try..catch around menu draw code, minor formatting, and added events.
+ /// This implementation is identical to , except for try..catch around menu draw code, private field references replaced by wrappers, and added events.
[SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")]