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PartGhost-FATEDayNight-0.2.4 icon

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.

Date uploaded 6 days ago
Version 0.2.4
Download link PartGhost-FATEDayNight-0.2.4.zip
Downloads 24
Dependency string PartGhost-FATEDayNight-0.2.4

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

FATE Day and Night

Grove gets a real day and night cycle. The sun moves, dusk turns the town golden, and at night the sky goes moonlit blue while the lamps and lanterns light the streets.

Day and night cycle by PartGhost, released on its own so it can be installed without the co-op suite.

What it does

  • A 20 minute day by default, split roughly into 12 minutes of day, 2 of dusk, 4 of night and 2 of dawn.
  • Live lighting, no lightmaps: the Grove's own sun, its three-colour ambient light and the point lights in its lamps, lanterns and torches are blended through PartGhost's keyframe table. Nothing is baked.
  • At night the sun and ambient light dim and turn moonlit blue, and the lamps grow up to six times as bright with four times the range, so they throw pools of light on the paths.
  • Water follows: the river and fountain darken toward moonlit navy and their foam fades, through a per-renderer material copy — the game's water asset is never modified.
  • Only the Grove is affected. Dungeons and other towns keep the game's own lighting.
  • A clock in the game's own font, top right above the location and town name, showing the current time of day. It is on by default and can be turned off.

Config

BepInEx/config/local.fatecoop.daynight.cfg

Section Key Default Meaning
Grove DayLengthMinutes 20 Minutes for one full day in Grove, 0 to 180. 0 keeps it day.
Display ShowClock true Show the time of day under the town name.

With FATE Mod Menu installed, the same settings are in pause menu → Mod Settings → FATE Day and Night:

  • Day length (minutes), changed while the game runs. The slider covers the whole range: 0.05 is a three-second day for testing the cycle, 20 is the default, and 180 is a three-hour day. Moving it changes the rate, not the current time of day, so the sun does not jump.
  • Show the time of day, the same switch as the config key.

Install

  1. Install BepInEx 5 Windows x64 (the FATE BepInExPack uses 5.4.23.5).
  2. Extract the archive and merge its BepInEx folder beside FateReawakened.exe. The plugin belongs at BepInEx/plugins/FateCoop.DayNight/FateCoop.DayNight.dll.
  3. Load a character and walk into the Grove.

Notes

  • Time is local: there is no host clock, so every player runs their own day.
  • It keeps PartGhost's plugin GUID local.fatecoop.daynight and config path, so your existing DayLengthMinutes keeps working and do not install it beside the co-op suite, which ships the same plugin — BepInEx would load only one of them.
  • The co-op build's automated test commands (test-day) are not part of this release.
  • If the Grove ever looks unchanged, the log now names the reason: Grove lighting captured: sun=…, Day and night waiting for Grove lighting, or a phase … sun intensity was … line every ten seconds.

Removal

Uninstall with the game closed and remove only BepInEx/plugins/FateCoop.DayNight and, if you want your settings gone, BepInEx/config/local.fatecoop.daynight.cfg. No game save is touched.

For bug reports and help, make a report on the Fate Reawakened Modding Discord Server https://discord.gg/DZzpBGBrx

CHANGELOG

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 LOCATION heading 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 / ShowClock in 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.sun was 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 to 180, so 0.05 is a three-second day for watching a whole cycle in a moment and 180 is 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 file local.fatecoop.daynight.cfg and the Grove / DayLengthMinutes setting, so an existing setting keeps working.
  • Dropped the co-op suite's test channel (test-day and its status fields), which only existed for automated runs.