AtlyssSeasons
Four seasons for ATLYSS: autumn leaves, winter snow, spring blossom, fog, mist and night souls, with host-controlled day, night and rain for everyone. A day that lifts through dawn, per-place looks, look sharing, and an in-game panel.1.2.0
Mostly fixes, plus a few new settings for scenery, grass and snow. Everything new is listed below.
New settings
- Snow Caps On Scenery (on): snow settles on boulders and other scenery you can stand on, not only on the ground.
- Color Grass (off): whether grass takes the season, meaning anything whose name or material says grass. 1.1.0 colored grass with no way to turn it off. Off, it keeps the game's own color, though grass that is part of the floor still turns white in winter.
- Grass Tint Strength: how far the grass tufts, quads and patches shift when Color Grass is on, apart from the rest of the scenery. Grass that is part of the floor takes the ground's color instead.
- Scenery Keywords, Scenery Excluded Names and Scenery Also Include decide what counts as scenery, by name or by the material it wears.
- Ground Smallest Surface: the narrowest thing that counts as ground by its layer alone.
- Scenery Tint Strength now goes up to 3, so the season's color can be pushed further than its own.
The night
- Night Dimming now also darkens the scenery, tree trunks, small plants, a place's own ground color, marked zones and uncolored ground. All of these used to stay day-bright at night. Anything held out of the season by name, region or boundary still keeps its own color.
Snow
- Ground under a tree is no longer treated as under a roof, so it gets snow.
- No snow on lily pads, or on anything see-through or floating at the water line.
- Beach umbrellas and boulders are no longer counted as ground. An umbrella was turning flat white in winter, and two boulders side by side could be colored differently. Boulders are scenery now.
- Snow caps no longer reload over and over at dusk, while a slider is dragged, or when a region appears nearby.
- Max Snow Caps now says it is the raised caps only. The white on the floor is the ground's own winter color, set by Ground Snow and Ground Snow Strength.
Regions and places
- Standing near a region no longer counts as standing in it. A large region padding could let a far-off excluded region turn a whole map back to vanilla and stop the snowfall outdoors.
- An excluded region keeps only itself vanilla, not the map around it.
- Changing only a place's boost no longer takes the season's color off its trees.
- A place's snowfall color no longer follows you into other maps.
Scenery
- Wide scenery with no keyword, such as a statue's plinth, is no longer skipped by both the ground and the scenery.
- Unlit objects, such as a flat black block, are left alone instead of glowing.
- Ground and scenery no longer both claim the same object.
- Turning scenery off, setting its strength to zero, or naming a place in Scenery Never In takes the color off straight away.
Other fixes
- Changing a keyword list no longer leaves old colors stuck on things.
- An empty Ground Keywords box no longer switches off the ground's snow and snow caps.
- The Ground Snow Flatness and Winter Snow Brightness sliders now cover the whole range of their settings.
- The older-version warning names the right player instead of always blaming the host.
- An op's Spring Cleaning waits for Send, like the rest of their changes.
The panel
- Shorter: twenty rarely used rows moved behind Advanced, with their explanations behind More Info.
/seasons diagsays why something was or was not colored or given snow.
Your settings
They are kept. Nothing was removed or renamed. Ground Exclude Keywords gains
boulder and umbrella if yours was still the old default.
1.1.0 and 1.2.0 can play together. A player still on 1.0.0 will not share seasons with this version; both sides need updating.
1.1.0
Share your look with other players, a day that brightens and dims with the clock, and places that can wear colors of their own. Everything new is listed below.
Sharing a look
- Share My Look, a tab of its own: offer your whole look to another player, or ask for theirs. An offer is only an offer, and what you accept is yours alone.
- Ten preset slots to keep looks in, each with a name and the date it was saved.
- Reload Old Settings puts back whatever you had before you took someone's.
- Block a player from offering, and set how long anyone must wait between offers.
- While hosting: push your look to everyone, or send it live as you change it.
- Choose whether your places travel with a look, which of them, and whether someone else's arrive. What arrives is merged, so your other places are kept.
- A warning before loading a preset names the places of yours it will write over.
- Hosts can send their colors, and their places, to everyone.
The day cycle
- The world lifts through dawn and settles through dusk instead of switching over at six. The ground and the canopies move; the sky is left to the game.
- Set the hours each ramp runs over, and how dark the depth of night goes.
- Color Fade Seconds eases a color that has no clock to follow, such as rain starting and stopping.
- The whole cycle has an off switch, in case it costs you frames.
Places and regions
- A Regions tab, with a page for every place and a page per season under it.
- A place can set its own canopy, bark, vine, snow and accent colors, how bright it is by day and after dark, how long its fog lasts, and how far past its own edge its look reaches.
- A place can name a region rather than a whole map, so a cave can differ from the map around it, and can lend its look to other maps by name.
- Add places of your own, and remove them again.
- Place Color Strength is how far canopies shift toward a place's color.
- A themed region can keep its look in as many seasons as you like, and take a different accent color while it rains.
Rain
- Rain Boost: how much the world darkens while rain is falling, fading in and out with the weather rather than snapping.
- A place can set its own instead, per season, or add its own to the global one so it moves when you drag the slider.
- Tuul Enclave ships with three of its own: brighter in summer rain, and less dark than elsewhere in autumn and winter.
Colors and trees
- A color wheel on every color row, with a square, three sliders and the hex.
- A second and third canopy color for spring, summer and winter, so a wood reads as mixed rather than repainted.
- Autumn's three tree colors are settings now, instead of fixed in the mod.
- Each season has its own light color, blank until you fill one in.
- Bare trees: some trees stand bare, the same ones for everyone in the world, with the percentage, the seasons, the maps and the heights all yours to set.
- Bark can follow the game's own wood marking, which finds trunks no keyword names.
- Vines can be colored apart from the trunks beside them.
- Hold props out of the foliage by name, and cap the size of a cut leaf texture.
- Wild Leaf Colors spreads every canopy as wide as it goes in one press.
- Disco Trees, under Vanity, steps the canopies through twelve colors.
- Ropes and cables can take the ground color.
- The blossom garden has night colors of its own, and an off switch.
Scenery
- Statues and standing scenery take the season. Anything that is part of a player or a monster is left exactly as the game drew it, with its own strength slider and a list of places to leave alone.
Effects
- Any of the ambient effects can now be held out of maps and regions you name — cave fireflies, fairies, soul lights, embers, heat haze, ground souls, winter shimmers and dust. These are the effects you already had; this is a way to stop them appearing somewhere.
- Winter shimmers and heat haze gained a list of maps they appear in. Both read one in the code before and had no box to type into.
- Summer and winter shed leaves of their own now, each with its own switch.
- Rays of sunlight stop while it rains, with a list of places that keep theirs.
- Cave dust can take the season's colors.
- A holiday can color the ground mist as well as everything else.
Fog, mist and water
- Fog and mist each have their own chance at night, apart from the daytime one.
- Water has a tab of its own under Ambience instead of sitting in Experimental.
- Water colors can be set per region, and a place's own row can color its water.
Light shafts
- A shaft you have placed can be renamed and recolored afterwards, rather than only being placed and deleted.
- A client's own shafts no longer draw in somebody else's world.
- A shaft with an odd character in its name no longer breaks the ones saved after it.
The panel
- A Simple / Advanced switch beside the heading, in place of a row of tabs on every page.
- The panel takes the mouse and holds the camera the way the game's own menus do, with holding right mouse to look around. Each has a switch, for anything that will not open while the panel is up.
- The accent color can follow the season.
- Spring Cleaning can keep your places while it puts everything else back.
- Work Per Frame paces the coloring of a newly entered area.
- Effect details can be shown or hidden.
Fixes
Regions crossing between maps, snow indoors, bark flashing between two colors, the day slider at night, rain audio under a roof, and a long list of smaller things found while testing.
Your settings
They are kept. Four were respelled from British to American and are read back from your old config automatically.
A player still on 1.0.0 will not share seasons with this version; both sides need updating.
1.0.0
The first release.
Four seasons that turn on their own, with the host deciding the day, the night and the weather for everyone. Autumn sheds leaves and brings souls up out of the ground at night, winter lays snow, spring brings blossom, summer brings light through the trees. Fog and mist roll in on their own days, and Halloween, Christmas and Easter arrive on their real dates.
It all sits in one in-game panel with a search box, and anything you see can be switched off for yourself alone without changing anyone else's world.
