FATEDayNight
PartGhost's Grove day and night cycle, standalone: golden dusk and a moonlit night with lit lamps and darkened water, a day length adjustable from three seconds to three hours in FATE Mod Menu, and a time-of-day clock under the town name.0.2.4
- The clock sits under the town name. It now hangs beneath the gold rule that closes the town label, right aligned to the name itself rather than hanging off the end of the rule, with a gap that scales with the name's size. Above the title it read as part of the sky; under the rule it belongs to the location.
- The label it hangs under is found by name, so it can no longer land between a
LOCATIONheading and the town name it belongs to.
0.2.3
- The clock moved off the location name: it now sits above the highest label in the top right, half that label's height further up and a little to the right, so it clears both the location heading and the town name.
0.2.2
- Renamed to FATE Day and Night. The mod and its menu entry no longer carry the co-op name. The plugin GUID and config path are unchanged, so existing settings keep working.
- A clock above the town name, in the game's own font and colour, showing the current time of day. It can be turned off with the Show the time of day switch in Mod Settings or
Display / ShowClockin the config. - The cycle now recovers if the Grove's lighting is not ready yet. The sun reference used to be captured once, when the scene finished loading, and if
RenderSettings.sunwas still null at that moment the lighting was never applied for the rest of the session. It is now retried until it is found. - The log says what the cycle is doing: the captured sun, lamps and water materials, the scene it is lighting, and the phase with the sun intensity it found and set every ten seconds. That is enough to tell a missing sun from something else rewriting the lighting.
0.2.1
- The mod now appears in Mod Settings. The game destroys the loader's plugin object shortly after startup, and day and night was disposing its menu module when that happened: it registered, then vanished, so the slider never showed. The module is left registered and is registered again if the menu ever drops it.
- The cycle keeps running all session. Its clock and blending are driven by a small persistent driver instead of the plugin object's
Update, which stopped when the object was destroyed.
0.2.0
- The day length is adjustable while the game runs, from FATE Mod Menu: pause menu → Mod Settings → FATE Co-Op Day and Night → Day length (minutes). The slider covers
0(always day) up to180, so0.05is a three-second day for watching a whole cycle in a moment and180is a three-hour day. It doubles as a debug control for the cycle. - The clock now accumulates instead of being derived from the process uptime. Moving the slider changes the rate only; the sun no longer jumps to a different time of day, and time already spent in a session is not thrown away.
- Time is advanced with unscaled time, so the cycle keeps its pace while the game is paused.
- The log line reports the new pace in words: seconds per day under a minute, minutes per day above it.
0.1.0
First standalone release of PartGhost's day and night cycle, separated from the FATE Co-Op suite.
- The Grove's sun, ambient light, lamps and water are blended through the same keyframe table as the suite: 20 minutes per day by default, dusk in gold, night in moonlit blue with brighter, longer-reaching lamps and darkened water.
- The co-op core dependency is gone, so the plugin loads on its own. The clock is local instead of following a host.
- Kept PartGhost's plugin GUID
local.fatecoop.daynight, config filelocal.fatecoop.daynight.cfgand theGrove / DayLengthMinutessetting, so an existing setting keeps working. - Dropped the co-op suite's test channel (
test-dayand its status fields), which only existed for automated runs.
