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This appears to be because the climate cycle gameCondition is added to the World's gameConditionManager, rather than the map's. If I alter the code so that the ScenPart overrides GenerateIntoMap instead of PostWorldGenerate, and I register the condition in the map instead of the World, then the temperature changes are correctly applied. The condition will even automatically be applied to new maps (according to my brief testing, at least).
I didn't start looking at Rimworld's code until after 1.6 dropped, so I don't know why things seem to work differently from how they did in 1.5. But I guess they changed something about how gameConditions are handled with Odyssey.
Slightly more serious Sidenote: if the devs roll back the update due to an issue, so must you...
I cannot imagine the horror of going through all those changes for a mod to make it
work with the newest DLC and THOSE are usually done well and are kept updated
whereas usermods might be abandoned after 1, 2 versions of the main game.
And i agree, Rimworld is not a game where you can go about without basic modding skills
IF you are going to use big or many mods.
Moreso as it is a game that uses "clear text"-mods, which can be easily edited,
compared to games that purely use encoded mods like Unreal Engine or Unity.
Sidequestion: Do the official DLCs even work with 1.3?
To your last point - many players would be well served by learning a little bit about modding if they intend to mod heavily. Then they wouldn't have to rely as much on old curmudgeons like myself. :)
https://steamcommunity.com/workshop/browse/?appid=294100§ion=collections
Also, those who create Let's Play or Twitch videos often share their mod list. That's not exactly possible for local copies of mods.
Further, not every RimWorld player is confident or knowledgeable enough to try even basic mod editing. I'd even say that makes up the majority of mod users.