WeatherGordion
Weather on 71-Gordion: rain, fog, storms and combined weathers at the Company, with configurable weights and a day that actually passes.
About this mod Author’s original text
WEATHER GORDION
Language / Язык: English · Русский
WEATHER GORDION
Author: Solo00n
71-Gordion is the one moon the game keeps permanently clear. This mod gives it weather — rain, fog, dust, storms, floods, eclipses and every combined weather your modpack registers — with per-weather weights you control, and an optional day that actually passes so progressing weather can run.
WHAT IT DOES
- Weather at the Company — fills Gordion's empty weather pool and takes it out of the blacklist WeatherRegistry ships on every weather by default.
- A switch and a weight per weather — every weather gets its own [Weather.Name] section with Enabled and Weight, so any of them can be turned off on Gordion without touching the rest.
- Combined and progressing weathers — anything registered by WeatherTweaks or Combined Weathers Toolkit gets a section too, [Weather.Stormy + Rainy], [Weather.Eclipsed > Foggy], switched off until you want it.
- A day that passes — Gordion has no day cycle in vanilla, which is why progressing weather cannot progress there. RealTime mode starts the game's own clock for the visit.
- A working clock and an end of day — the HUD clock runs (indoors too, where vanilla hides it), and the ship can fly off at midnight like it does on any other moon. Both are optional.
- Spectators can vote to leave — dead players get the vanilla "Tell autopilot ship to leave early" prompt on Gordion, so the last one alive is warned and the round can wrap up.
- Nothing else about the moon changes — planetHasTime is deliberately left alone, so selling still costs no deadline day, landing late is never refused, and no end-of-round stats screen appears.
- Terminal control — weather change and weather forecast gordion come free from WeatherRegistry once the moon has a weather pool.
- Leaves your configs alone — changes are made in memory through WeatherRegistry's API; mrov.WeatherRegistry.cfg is never rewritten.
HOW IT WORKS
Two separate things keep Gordion clear, and both are handled:
- The empty pool. Weather selection reads the moon's randomWeathers array, and Gordion's is empty. Clearing the moon filter does not fill it: WeatherRegistry only injects entries for modded weathers, and for a vanilla one it defers to the moon creator — "Vanilla weather not defined by moon creator" — which on Gordion means nothing at all. So the mod writes the pool itself through WeatherController.AddRandomWeather, immediately before every weather selection, using the same weather variables WeatherRegistry would have used.
- The blacklist. Defaults.DefaultLevelFilters is the literal string "Company", so every weather ships with Level filter = Company; under a blacklist — and WeatherRegistry's setup pass actively strips weathers back off the company moon unless the moon is in that weather's apply-list. Correcting the filter is what makes the pool survive a lobby reload.
For time, the obvious lever is the wrong one. planetHasTime does not drive the clock — TimeOfDay.Update only checks currentDayTimeStarted, and the landing sequence reads planetHasTime exactly once to decide whether to set it. What planetHasTime controls everywhere else is the moon's identity: whether leaving burns a deadline day, whether the ship flies off at midnight, whether landing late is refused as "too late on moon", whether the end-of-round stats play, and whether the moon can be drawn for a challenge file. So RealTime mode starts the clock directly and leaves that flag false — Gordion keeps behaving like the Company building in every one of those checks, and every other mod that identifies the Company moon by!planetHasTime keeps working.
One thing leaks through and is patched back: TimeOfDay.MoveGlobalTime drains timeUntilDeadline on every frame regardless of moon. Left alone that would cost you deadline days for selling and shift the company buying rate, so the deadline is held at its pre-landing value for the visit.
Three things go the other way — they sit behind the same planetHasT
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: