Quest Day Night
Day and night for BONELAB on Quest and PC: moving sun and moon, sunbeams, stars, clouds, rain, thunderstorms and tornadoes (EF1-EF5, with a radar screen), and the whole map changing colour with the time of day.
| Last updated | 7 hours ago |
| Total downloads | 55 |
| Total rating | 0 |
| Categories | Code Mods AI Generated Mods Misc Utility |
| Dependency string | WigglesCodeMods-Quest_Day_Night-2.1.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
bonelib-BoneLib
A BONELAB mod for making life easier for other mod creators.
Preferred version: 3.2.2README
Quest Day Night
A day and night cycle for BONELAB that works on Quest (and PC). The sun and moon cross the sky with sunbeams fanning down from the sun, the stars come out, soft clouds drift over, it can rain and storm and a tornado can touch down, and the whole map changes colour with the time of day.
Needs: BoneLib.
Install
Copy QuestDayNight.dll from this zip's Mods folder into your game's Mods folder.
Settings
BoneMenu > Quest Day Night:
- Day And Night: on or off.
- Time, Sunrise, Noon, Golden Hour, Sunset, Midnight: jump to a time.
- Time Runs, Day Length: whether time passes by itself, and how many real minutes a day takes.
- Clouds, Cloud Amount.
- Rain, Rain Amount: rain across the whole map: streaks and splashes close by, veils of falling rain far off, its sound, and a dark grey sky. Only where there's open sky: not indoors or under a bridge (you hear it on the roof), but you see it through a door. Off at first.
- Thunder, Thunder Distance (m), Lightning Strike Now: lightning now and then (the bolt in the sky, the clouds and the map lit up) and its thunder after the delay sound really has, from the side it struck. Thunder Distance is how far off it strikes: 50 is right on top of you (a crack and a roar), thousands is a far low rumble. Works with or without rain.
- Tornado, Tornado Rating, Tornado Can Lift You, Tornado Toward Me: a tornado on the map, from EF1 (a thin bending rope) to EF5 (a huge wedge), hanging from a turning wall cloud with dust and debris whirling round its foot. It wanders the map and now and then comes right at you. Its wind spins, pulls in and throws loose things and ragdolls (and you, unless you switch that off), harder the stronger it is. The sky goes dark and green, and you hear its roar from where it is.
- Radar Screen: a storm chaser's radar floating at your lower left: the rain (reflectivity) with the tornado's hook echo and debris ball, the wind (velocity) with its red and green pair in a yellow ring, you in the middle, its path and warning box, and its rating, where it is from you, and which way and how fast it's going.
- Night Darkness: how dark night gets.
- Auto Daylight: lifts maps that were baked dark, so they look like day at noon.
- Sunbeams, Sunbeam Strength: soft shafts of light fanning down from the sun with darker bands between, like light breaking through cloud, and real beams in the air where sunlight comes in through a window, a doorway or a gap into shade. Strongest when the sun is low.
- Body Shadow, Shadow Darkness: your body, down to your fingers, and what you're holding or have holstered cast a shadow from the sun. It lands on whatever the sun puts it on: the ground, walls, steps, down a ledge.
- Sandbox Radius: a flat floor you can walk on, reaching this many metres around where you were standing when it appeared. It goes up in 10s with no upper limit, and 0 means none. The floor itself stops growing at 1,000,000 m and you can't see further than 20,000 m.
What it can't do on Quest
- The map's own shadows don't move. Quest maps have their light and shadows baked in, so the sun can't move them. The time of day changes the map's colour and brightness instead.
- Only you have a shadow, only from the sun, and only when the sun is on you. See-through parts (hair cards, visors, sights) cast none.
- The colour goes over everything you see, including what's in your hands, and it's gentler when there's a roof over you.
- Rooms with no sky stay rooms: you only see the new sky where a map has open sky.
- Without Wiggles BW 2.28+ the weather is only yours (with it, a Fusion host's weather is everyone's). A tornado's wind moves things in each player's own game. Rain doesn't wet the map (no puddles).
Problems
Send MelonLoader/Latest.log (on Quest: Android/data/com.StressLevelZero.BONELAB/files/MelonLoader/Latest.log).
Changelog
2.1.0
- Tornadoes look like the real ones: EF1 a dark bending rope, EF2 a smooth grey cone to a point, EF3 a pale column in a dark debris cloud, EF4 a wide bowl-shaped cone, EF5 a huge dark wedge almost as wide as it is tall.
- The map goes dark in a storm, and much darker (and a little green) under a tornado.
- Rain falls over the ground all round you out to 40 m (no more wall of rain round you).
- Fusion and Timeline: with Wiggles BW 2.28+, the host's weather and tornado are everyone's, everyone sees the same lightning, and Timeline takes record and replay the weather, the tornado's path and every strike.
2.0.0
- New: tornadoes, EF1 to EF5, with wind that throws things about, a roar, a dark green storm sky, and a radar screen showing its hook echo, its red and green velocity pair, its path and a warning.
- Storm skies: one heavy, lumpy cloud deck racing over, ragged low cloud under it, a bright band low on the horizon, and grey rain curtains all round it.
- Rain across the whole map: streaks out to 25 m that slant with the wind and thin out with distance, a soft wall of falling rain all round you beyond that, and the curtains on the horizon.
- Lightning like a real night storm: jagged forked bolts in a violet glow, often several at once and a crawler along the cloud; the cloud base flashes purple.
- Softer sunbeams: only down from the sun, broad, and only through broken cloud.
1.9.0
- The shadow lag is fixed at its cause: every Unity maths call from a mod (even adding two vectors) is a slow trip through the game that leaves garbage behind, and the shadow made tens of thousands of them whenever you moved. Its maths is now the mod's own, bones are read and moved with the engine's own functions and only when they moved, and it uses two surfaces and your held items' biggest dozen parts. Same look.
- Rain falls across the whole map now, not just round you: far-off veils of rain out to 130 m, and drops out to 25 m.
- New: Thunder, with Thunder Distance and Lightning Strike Now.
- Sunbeams redone: soft shafts with darker bands between them in the sky, and beams in the air through windows and gaps.
1.8.0
- Your shadow is the first version's again: your real body squashed flat along the sunlight, so it's smooth (no pixels). It still goes up walls and stops at a ledge's edge (carrying on down on the ground below): up to three surfaces at once, each copy shown only where the game's own depth says that surface is.
- Far cheaper: no extra camera, no picture, and no layer taken from the game (the last one hid a layer from every camera every second; that's gone).
- Sunbeams look like real ones: long soft shafts fanning down from the sun, coming and going slowly.
- New: Rain (off at first), with Rain Amount.
- The game's menu stays readable while it's open: night no longer makes it near black, and a lifted dark map no longer washes it out.
1.7.0
- Your shadow is your real body again (the first version's look: your avatar's own meshes and what you carry), and it lands on walls and steps and drops down off ledges instead of floating over them. No more drawn-on outline.
- Far cheaper: its mesh is written straight into the game's arrays and only when something moved (every frame it went through thousands of slow calls), only a few dozen rays a frame, and the copy of you shares your real bones.
- Much less drawing: the sky is drawn behind the map again (drawn first, it painted the whole view every frame), right at the far edge of the view, clouds too, so it never covers distant map.
1.6.0
- Your shadow is your real outline again (avatar, clothes, what you hold), as in the first version, and far cheaper than any before: the GPU draws your meshes once more into a small picture (no camera, no copied body), and the surface under it is only rebuilt when something there changed. Devices where that can't work use the measured outline.
- No white orb round the sun; sunbeams fan out from it instead of a lens flare.
1.5.0
- Your shadow is the shape of your actual avatar: its own chest, waist, hips, neck, head and limb sizes (the measurements the game builds your body from), a torso that's broad face-on and thin side-on, and tapered limbs.
- Cheaper again: fewer rays, every bone read once a frame, and the mesh only rebuilt when something changed.
1.4.0
- Fixed: the huge white layers around you. The sky is drawn before the map now, so it can never cover any of it, and the rings of haze are gone (in a headset they stood around you like walls).
- Your shadow is far cheaper: no second camera or second body, fewer rays. It's drawn from your skeleton now.
1.3.0
- New: your shadow lands on real surfaces: walls, steps, slopes, down ledges, not one flat floor that floated.
- Fixed: squares in your shadow (see-through parts like hair cards, sights and text were drawn solid).
- Fixed: white orbs around you: the flare's ghost circles hang in the air in a headset, so only the glare on the sun is left.
1.2.1
- Fixed: white orbs around you (lens flare drawn far away now), the white floor under you when a level loads (shadow and sandbox wait for the level), and the map looking cut off (sky and sandbox floor never cover the map).
1.2.0
- New: Body Shadow: your whole body and your held and holstered weapons cast a shadow from the sun, on Quest too.
1.1.0
- The sky is redone: warm toward the sun and cool away from it, with a wide glow around a low sun, high wisps, big soft clouds that can be dark, and haze that fades far-off ground into the horizon.
- New: a lens flare that follows the sun.
- Looking into a low sun now darkens the map against the sky.
- New: Sandbox Radius, and a Golden Hour button.
1.0.0
- First release.