#Weather Registry / Weather Tweaks / mrov

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ancient depot
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Lmfao

iron wren
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@drowsy willow HES MAD! MAD I TELL YOU!!!

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Danger!

ancient depot
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Maybe Eclipsed + Stormy also?

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XD

drowsy willow
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will do

iron wren
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Eclipsed + Eclipsed? MEGA Eclipse?

drowsy willow
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lmaoooo

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imagine seeing that in terminal

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Eclipsed+Eclipsed+Eclipsed?

iron wren
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In the terminal it just sais. (I'm Sorry....)

drowsy willow
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this is gonna be a banger

iron wren
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Land. Immediatly die

drowsy willow
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oh I forgot

iron wren
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@ancient depot The power is going to his head.

drowsy willow
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I'm gonna make sure that when the crazy weather is applied it will not be uncertain lmao

ancient depot
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Lol

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So no unknown wicked weathers huh?

drowsy willow
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would you like to land on unknown and see that? ๐Ÿ˜†

ancient depot
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What's funny is how rarely I actually see it say unknown lol

iron wren
ancient depot
drowsy willow
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although how they work is very different

iron wren
drowsy willow
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I've looked into making that possible, but I'm not promising it will get released today ๐Ÿ˜Ÿ

ancient depot
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Foggy is only bad on Vow and March tbh

drowsy willow
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I know how, but haven't tried yet basically

iron wren
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Asteroid 13 and Atlas Abyss.

drowsy willow
ancient depot
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Those are custom moons though

iron wren
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You are just better to die.

drowsy willow
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although when there are only 2 paths with clear edges the fog is not a problem imo

iron wren
drowsy willow
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as in atlas's case

ancient depot
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They might just take the foggy weather from the way Vow and March handle it honestly

iron wren
iron wren
drowsy willow
iron wren
drowsy willow
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(I did not forget to make this a week ago)

ancient depot
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There you go

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Lol

iron wren
drowsy willow
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๐Ÿฅฒ๐Ÿฅฒ

iron wren
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Thought it was a me problem that I could not find it

drowsy willow
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not all my mods are created equal

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only the loved ones get discussion threads

ancient depot
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Btw did you ever create an update for TerminalFormatter that removes the warning spam?

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XD

ancient depot
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๐Ÿ‘

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I remember you said you forgot to do that for the current version lol

iron wren
ancient depot
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If I go over there my comment is gonna be

drowsy willow
ancient depot
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"Fix mod bls, it spams error warnings"

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XD

iron wren
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haha

iron wren
drowsy willow
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nooo ๐Ÿ˜ญ

drowsy willow
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i've figured out yesterday how to create a list of all my repo's issues on Github using search

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pretty nice

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sooo... uhhhh......

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what?

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this is wild

manic cobalt
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ideally it would be as supported as moons and dungeons

drowsy willow
ancient depot
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You flooded the company?

drowsy willow
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but fixing this rn

drowsy willow
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There are big issues with Stormy weather, and i cannot figure out why they appeared just now ๐Ÿค”

vagrant lance
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@drowsy willow can you even call this mod Weather Tweaks anymore lmao

drowsy willow
ancient depot
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That bug was so funny

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Lol

vagrant lance
drowsy willow
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flooded titan looking fire ๐Ÿ”ฅ

ancient depot
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You fixed it though at least

drowsy willow
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the name "tweaks" sounds less intimidating tho

ancient depot
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You drowned Bob in testing

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Bob will remember that

vagrant lance
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it's a revamp lmao

drowsy willow
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๐Ÿคท

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what can i do ๐Ÿ™ƒ

vagrant lance
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WeatherTweaksPlus rolling out soon lol

drowsy willow
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i mean - the double/triple/whatever weathers will be a separate mod

ancient depot
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The beta version is up rn actually lol

drowsy willow
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i'm just integrating as much as i can into the base for uniform way of applying effects, creating configs, syncing stuff etc.

ancient depot
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We'll find out if shit breaks tn trying to go for high quotas lol

drowsy willow
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so anyone could add something new to the system and it's gonna work just fine

drowsy willow
# vagrant lance it's not just tweaking though now xD

to quote my first message in TMLC's discord:

Weather calculation operates with parameters:

If weather was clear:
50% chance for weather condition next day
If weather was not clear:
55% chance for weather to be clear next day
45% chance for weather condition next day
weather condition cannot repeat
if there was an eclipse:
85% chance for no weather next day
15% chance for weather condition next day
as before, weather cannot be eclipsed again

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the scope got so much bigger

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and i think the mod got so much better

vagrant lance
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how much changed since the weighted list part? xD

drowsy willow
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after the purge many have fallen

vagrant lance
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it started as just "change which weather the game selects" into editing menus / uncertainty / combinations / ect. xD

drowsy willow
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๐Ÿ˜…

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what can i do - i've been given a metric ton of great ideas while developing it ๐Ÿ˜„

steady marten
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whats this

drowsy willow
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๐Ÿคซ

steady marten
drowsy willow
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it's the combo-weathers thingies

steady marten
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thats evil

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why are you evil

drowsy willow
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๐Ÿ˜‡

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cause fun?

steady marten
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My weather has been fucked for eons

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๐Ÿ˜ง

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Ill get you for this one day

drowsy willow
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๐Ÿ˜Ÿ

ancient depot
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I don't recommend using the Beta version just yet btw

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It's a bit buggy

ancient depot
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I used it on stream tonight lol use the stable version trust me

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Mrov is gonna update the beta version tomorrow

drowsy willow
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Thank you @ancient depot for testing my buggy version yesterday and getting me the feedback - these are the currently known issues:

  • combined weathers effects happen indoors
  • after combined weather normal have no effects
  • the ship screen is not working
  • on eclipsed: sun is not visible
  • on rainy: there are no puddles
  • on stormy: there's no lightning
  • things are not syncing correctly
  • combined weathers' weight multipliers are too big
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it's a lot lol

shell crescent
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Ahoy o/ is there a way to get a random first day seed instead of specifying it ? for more.. diversity on the first launch O:

drowsy willow
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although i can add a setting for that in the next version

shell crescent
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i mean, if its not difficult to have it as an option and it doesn't bother you, why not, otherwise its understandable x) and thanks for the quick answer ^^ (and love the terminal formatter too, good job O: )

drowsy willow
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and thanks for the kind words ๐Ÿ˜‡

neat citrus
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mrov is it true that there is a tiny weatherman in my terminal that determines the weather

drowsy willow
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to be completely honest there are two

steady marten
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@drowsy willow

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quick question

drowsy willow
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yeah?

steady marten
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what are

drowsy willow
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๐Ÿ‘€ ?

steady marten
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Damn

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Ok almost answered my own question

neat citrus
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what a quick question!

steady marten
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but

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did the chicken come before the egg?

drowsy willow
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i mean

steady marten
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fair enough

drowsy willow
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the first one released at the same time i started working on my mod (and it was suggested to me to create a similar mechanic : #1201565358318956665 message)

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the second one i think was the same

steady marten
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just funny when I saw this mod and I was like

drowsy willow
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i wanted to make my own spin on both of these basically

drowsy willow
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you can see in anon's message - it was sent to me like 20 minutes after its first version lol

steady marten
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lmao

drowsy willow
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i thought it would be cool to add something like that tbh

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and i think my mechanic is working nice

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it's more noob-friendly lol

surreal flicker
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Does anyone have any idea why the screen text is overlapping like this? I have some mods I suspect that might be causing this, but I have no clue when it even started

drowsy willow
surreal flicker
queen sparrow
queen sparrow
ancient depot
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This bug actually stopped happening for me after LobbyControl was updated and fixed so I believe it could actually be a vanilla bug @drowsy willow but idk for sure

frigid trench
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I thought that's a Diversity issue with how they touch the monitor to display the 'IS PAYING THE PRICE' thingy.. ๐Ÿค”

delicate monolith
cloud jasper
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@drowsy willowdon't tell me what to do!
I'm a free spirit :]

neat citrus
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It'll work for me I'm built different

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mrov is just gatekeeping the good stuff don't mind the warning

drowsy willow
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i'm gatekeeping game-breaking bugs

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it's very serious

drowsy willow
tight wagon
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still not sure how to explain this result just looking at the code for all the weather effects

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but here is a fresh save file with just unityexplorer

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landed on experimentation immediately

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DustStorm gameobject is enabled

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index 0 in the array (DustClouds)

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WeatherEffect.effectEnabled = true

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if you disable it, all the rolling fog disappears

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๐Ÿคทโ€โ™€๏ธ

manic cobalt
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whats this regarding

tight wagon
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discussion mrov and i had earlier about dustclouds

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it was in the generalimprovements thread

manic cobalt
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can you catch me up

tight wagon
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discussion was just about "do dustclouds happen in vanilla"

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basically

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dustclouds is never selected on any moon as the weather type, but "none" weather uses the dustclouds effect

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my working theory (i need to play around a bit to see if this is the case) is that dustclouds are enabled on scene startup

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and it doesn't get disabled until you land on a moon with another weather effect

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at which point they get disabled and never get re-enabled

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because it doesnt seem like there's anywhere in the code that would support enabling the dustclouds effect

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almost everything checks that currentLevelWeather != LevelWeatherType.None before changing any effectEnabled values

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it would also probably be disabled if you enter the facility

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since that disables weather effects

manic cobalt
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have you seen if the audioreverbtriggers do it

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in the scene

tight wagon
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that's what i was just checking now

tight wagon
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i just misremembered when reverb changes in the game

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if you step into the reverb trigger near the entrance, dustclouds disappear

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and they reappear when you step back out

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which isn't what i expected to happen

manic cobalt
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audioreverbtriggers can toggle any weather

tight wagon
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looking at the source file for audioreverbtrigger is kind of giving me a headache

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but i think i'm maybe understanding how that happens

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landing on rainy assurance day 1 did disable the dustclouds

manic cobalt
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youd wanna look at them ingame

tight wagon
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which is also expected

manic cobalt
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not in code

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sorry not ingame, in editor

tight wagon
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i dont have an editor project set up unfortunately

tight wagon
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so it does seem to be getting overridden by something

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audioreverbtrigger seems to be the most relevant suspect

drowsy willow
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does the effect object components get enabled as well?

iron wren
drowsy willow
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I mean - I still don't believe that's the actual case, but I stand corrected

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this game is a bowl of spaghetti

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but that's something bugging me: there are 3 places in-game where effect objects are enabled

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and all are enabled based on levelweathertype

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so it shouldn't happen, like, at all

manic cobalt
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no

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ReverbTriggers can totally do it

drowsy willow
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๐Ÿค” but how and why ๐Ÿ˜“

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cause I know that entering the facility disables the effect objects, but not the effects themselves

manic cobalt
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they have a int on them that toggles weather via index

drowsy willow
manic cobalt
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naur

drowsy willow
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๐Ÿ˜Ÿ

manic cobalt
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-1 for current any other number is used directly as index

drowsy willow
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yes, but:

manic cobalt
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sir

drowsy willow
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the only place the effect should get enabled in the first place is the StartOfRound

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this is the third one

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for spectator effects

drowsy willow
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because (from my testing) it shouldn't be the case

manic cobalt
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mrov

drowsy willow
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๐Ÿฅบ

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am i just dumb?

manic cobalt
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these aint the same bool king

drowsy willow
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oooooooooooooh

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fuck, that's right

manic cobalt
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easy thing to trip up on

drowsy willow
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why in the everloving fuck AudioReverbTrigger has its own weather effect int?

manic cobalt
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yeah

drowsy willow
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and why there's no indication it ever changes? ๐Ÿ˜ญ

manic cobalt
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inspector homie

drowsy willow
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do i need to start using unity editor? ๐Ÿ™ƒ

manic cobalt
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also means people who will try and use that w/ custom weathers will never have consistent results

drowsy willow
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this is something i'm trying to fix for a week (at least)

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well, that's fun

manic cobalt
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what are you trying to fix

drowsy willow
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when i'm enabling multiple weather effects at the same time, only one of them gets reactivated when leaving the facility, but they all get reenabled when entering the ship

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so i'm trying to find a breakpoint to check what's changing and manually patch the reverb things

manic cobalt
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(thats because the audioreverbtrigger is probably set to weather -1 which points to the current weather)

drowsy willow
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so it's not that ๐Ÿค”

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although i'm not sure anymore

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and also this ๐Ÿ™ƒ

manic cobalt
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no

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effectEnabled is checked in SetWeatherEffects which is called in Update

drowsy willow
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in TimeOfDay?

manic cobalt
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ye

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u could legit probably just postfix that audioreverbtrigger function and "sync" all the effectenable's you care about to the currentlevel one

drowsy willow
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I'm gonna try it later

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and if it works I'm gonna cry

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cause right now I'm postfixing the landing sequence in StartOfRound (to enable additional effects) and it's working nice

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but when leaving the facility only one gets reactivated

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and when you enter ship they all reappear

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so this suggests that they aren't disabled by changing the effectEnabled field

manic cobalt
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unless theres a reverbtrigger for each index

drowsy willow
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the spaghetti bowl

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why would it be done like that? ๐Ÿ˜“

manic cobalt
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making video games is hard

drowsy willow
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that's absolutely fair

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this is held together by pure willpower

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there are so many demo version leftovers it's scary

drowsy willow
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Thanks a lot and sorry for my misguided confidence ๐Ÿ˜†

neat citrus
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mrov you should add a hybrid weather that's a combination of any weather effect and clear/none ๐Ÿคฏ

drowsy willow
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@manic cobalt it's working perfectly, thank you a lot for your help! ๐Ÿ’–

drowsy willow
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@tight wagon ```log
[Debug :WeatherTweaks ART] Weather Effect: 0
[Debug :WeatherTweaks ART] Effect Enabled: False
[Debug :WeatherTweaks ART] Enable Current Level Weather: False
[Debug :WeatherTweaks ART] Current Level Weather: Eclipsed

well, i stand corrected ๐Ÿซก
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i don't know how or when, but it happens

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๐Ÿ™‚

tight wagon
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lots of confusing oddities in this game

drowsy willow
queen sparrow
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difficulty scaling in config means less chance for clear weather as the run goes on?

drowsy willow
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It's based on completed quotas & amount of players in game

trail lark
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0 disables those I assume?

queen sparrow
drowsy willow
drowsy willow
queen sparrow
drowsy willow
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also: if you want to have more clear weather disable ScaleDownClearWeather option

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because some moons cannot have some weather conditions, the percentage-wise balance gets heavily distorted towards clear weather

queen sparrow
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hmm noted. with it disabled some planets will have clear weather much more often than others, if I understand correctly?

drowsy willow
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yeah, some planets can only have some weather conditions present (for example Dine: only Flooded and Eclipsed) - the weight for no weather would be unchanged, which will make it present majority of time

queen sparrow
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that would make it easier, but the thing is, obviously, it discourages variety in planet selection, as some will just more often be clear than others. So I do like your ScaleDownClearWeather option quite a lot actually

drowsy willow
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exactly ๐Ÿ˜…

queen sparrow
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and anyway thanks for the mod, it's a gigantic breeze of fresh air (no pun intended) in the LC gameplay loop! ๐Ÿ™๐Ÿผ

drowsy willow
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||there's many more to come soon ๐Ÿ‘€ ||

tall gyro
surreal flicker
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@drowsy willow do you think it'd be possible to add compatibility between weathertweaks and this mod? The group I play with sometimes transitions too quick between planets to even check the terminal screens for weather let alone the planet name lol (especially since my modpack adds a lot of new moons), so it'd be neat to have an on-screen notification on which planet we're landing on and the potential weather
https://thunderstore.io/c/lethal-company/p/Beepsterr/AnnounceMoonChange/

drowsy willow
drowsy willow
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For people interested in testing my experimental features: I've uploaded the beta version of WeatherTweaks, which includes combined weather types (Eclipsed+Flooded, Stormy+Flooded and Foggy+Rainy).
https://thunderstore.io/c/lethal-company/p/mrov/BetaWeatherTweaksBeta/
(make sure to download version 0.6.0 or later)

If you encounter any issues, errors or weird logs please hit me up on GitHub (https://github.com/AndreyMrovol/LethalWeatherTweaks/pull/8) with the full logs ๐Ÿ˜‡

Currently known issues:

  • on rainy: there are no puddles
  • on stormy: lightning is very rare when combined with Flooded
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when i've confirmed all the features working as intended i'll move the development further ๐Ÿ˜…

trail lark
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For some reason I thought combined weather types were already in.

drowsy willow
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nooo, those are currently being worked on in the "beta" version ๐Ÿ˜„

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there's so much stuff breaking that extensive testing is still necessary

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i can finally move to other things ๐Ÿฅน

trail lark
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If I'm setting GameLengthMultiplier to 0, do I need to adjust anything else to achieve "similar balance" defaults are going for?

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Like MaxMultiplier or GamePlayersMultiplier?

drowsy willow
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Do you want to remove multipliers as a whole or modify the length one only?

trail lark
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I just don't want game length to affect weather.

drowsy willow
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Then yeah, set the length modifier to 0 ๐Ÿ˜„

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it's adding the specified value to modifier for every completed quota

trail lark
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Was just wondering if other default values were set up with GamePlayersMultiplier in mind.

drowsy willow
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Noo, i've set the player one to affect larger lobbies specifically (6+ players) - they're usually more organized, so weather isn't a big deal for them

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i'm even considering lowering the default tbh

trail lark
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Yeah, player one I don't mind and it makes sense. Game length I don't want because the game is ultimately unwinnable anyway.

neat quartz
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couldnt find the mod-releases post for lightsout, so i hope u dont mind if i post here.
the new update actually turns off the fancy lamp. thanks mrov. ๐Ÿ‘

drowsy willow
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this was something bugging me for a long time

drowsy willow
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i've tried chatgpt-ing my problem and it started speaking magic

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it's not fun

winter sluice
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It's hit and miss and miss and miss and miss

ebon current
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thats true

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gpt4 does quite a bit better not being nonsensical but still does it semi regularly

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I think AI code thats as reliable as code written by a real person is still a few years away

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until then its just an occasionally useful tool

winter sluice
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Atm it's not true AI and just sort of guesses based on what other programmers have posted about similar enough problems. It doesn't have any true understanding of code, just the patterns of text

drowsy willow
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right now I'm at the point that my original method stopped working, so I must dive a bit deeper to get an understanding of what the ai is trying to do, basically

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lol

winter sluice
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Ironically the language barrier between human and large language learning model is pretty big lmao

drowsy willow
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because right now we're not even close

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that was 6 years ago lol

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imagine what will be possible in 6 years

ebon current
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Yeah

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and I also think Tom's takeaway was a little silly

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because pretty good deepfakes existed at the time but he didn't exactly go looking for it

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Nevertheless, I do think the capabilities of pure-text language models like ChatGPT will be getting to the upper part of the S curve soon

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Something a lot crazier is clearly in the future but I think it'll come from something different or at least notably forked from the methodology of today

winter sluice
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I personally just hope advancements aren't made entirely public until things have been safety and ethics tested a bunch. AI trained on the internet has the internet's biases, which I'm sure we've all heard of the effects of that. And whatever precautions they had with GPT to avoid the AI saying certain things were bypassable

winter sluice
ebon current
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It was a bit sad seeing Google and Microsoft's AIs though

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The bing one is a bit bad and the Google one is hilariously useless

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And also a good example of why safety is harder than just "don't be mean / racist / whatever"

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Safety is like the most important thing to get right, but the Google AI sees even selling your pet goldfish or using advanced c# concepts as "unsafe"

drowsy willow
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those two goals are mutually exclusive, sadly

drowsy willow
ocean idol
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just use LLMs

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they can be all the unsafe you want, and sometimes even pretty good

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at least if you have 8+gb of VRAM

drowsy willow
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mistral has a good one you can use locally

ocean idol
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there's bunch for every purpose, yeah

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from coding to RP

drowsy willow
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there's facebook's llama and many others

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yeah

ocean idol
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even 7b models sometimes surprisingly good

drowsy willow
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i need to start using that soon-ish (before my free copilot license ends lol)

ocean idol
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lol, there's even model for assistance in hacking

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fun times

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that's a popular one for coding right now

drowsy willow
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32GB of memory ๐Ÿ’€

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oh, that's full precision nvm

ocean idol
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7b in GGUF format can run fully on 8gb gpu, depending on quantization

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or partially on gpu and cpu, with still decent speed

drowsy willow
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this is very tempting ๐Ÿ‘€

ebon current
drowsy willow
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wild

drowsy willow
# drowsy willow For people interested in testing my experimental features: I've uploaded the bet...

It's me again, calling brave testers to try out my untested mess ๐Ÿ˜‡
https://thunderstore.io/c/lethal-company/p/mrov/BetaWeatherTweaksBeta/

I've managed to fix most of the bugs, and with the way I'm changing base game values/methods it should be working without any major issues.

Currently known issues:

  • there are 2 rain variants at the same time - i.e. Rainy&Flooded spawn their own rain (lol)
  • when the planet is Flooded the wave can start at maximum height at round start and lower in first 5 seconds
  • there's a small chance of a desync when someone late-joins (this did not come up in my testing, but it needs to be tested more)
ocean idol
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okay, first thing i noticed

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i have AlwaysUncertain mode

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but combined weather types doesn't show as uncertain

drowsy willow
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Combined would be Stormy+Rainy

ocean idol
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that's even more interesting then

drowsy willow
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oh I misread

ocean idol
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oh, it should be +

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hmm

drowsy willow
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I don't remember if I put a check to never have uncertain weather on those combined ones

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I'll check tho, this should be working normally

drowsy willow
ocean idol
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okay, that's good

drowsy willow
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In my test version those are the more severe ones

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But I'm planning integration with MeteoMultiplier to bump them up

ocean idol
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or it's hidden

drowsy willow
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so the combined ones are hidden behind uncertainty

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oh god

ocean idol
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you mean like on experiment?

drowsy willow
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so the uncertain weathers is basically a text that overwrites the weather condition, but combined weathers show up as normal ones - so a uncertain one can overwrite combined one

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in this case I have no clue whatsoever what's the "real" weather on any of them

ocean idol
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so basically it can be anywhere

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in always uncertain mode

drowsy willow
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I forgot to change that ๐Ÿฅฒ

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I'll do it later

ocean idol
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i'm perfectly okay if it doesn't display but still work

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i love when weather surprise me

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that's why i use always uncertain mode

drowsy willow
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understandable ๐Ÿซก

ocean idol
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@drowsy willow for some reason weather now applies to interior as well, at random time

#

so it's rain outside, you go inside, explore for a while and suddenly rain begin to go inside

#

in beta version

ancient depot
ocean idol
#

never had it in stable

#

only in beta

ancient depot
#

Yeah ik, he did have it fixed though, probably a bug with the new version he did a bunch of transpilers to fix issues I'm sure it's easy for him to fix

ocean idol
#

vanilla

#

and as far as i remember it was vanilla dungeon as well

#

happened only once yet

drowsy willow
#

on what weather?

#

Because i'm pretty sure what's broken

ocean idol
#

it was either rainy or stormy

#

more like stormy

#

if i remember correctly

drowsy willow
#

Okay, I'm gonna see what's wrong later (maybe tomorrow)

#

Thank you for testing ๐Ÿ’–๐Ÿ’–

drowsy willow
shadow bough
#

Should I use Beta or Stable version ๐Ÿค”

drowsy willow
#

If you want to test some new stuff you can use Beta

#

if not then Stable is for you ๐Ÿ˜„

shadow bough
#

I think I really only testing mods, because every day with friends I get a ton of exceptions in my log file lol

drowsy willow
drowsy willow
#

It seems like I've uploaded the previous version dll under a new number, I'll fix that when I come back from work

fresh marsh
#

does this mod change the amount of scrap on moons depending on the weather?

#

Asking because I use brutal company minus which already does that

drowsy willow
#

No, but you can do that through MeteoMultiplier

#

and others

fresh marsh
#

ty

drowsy willow
#

I'm back and I'll upload the correct version asap

drowsy willow
#

I'm so tired that i've completely forgot to push the update (sorry!)

#

v0.7.2 is pushed and should be available in r2 in 40 minutes

drowsy willow
#

let's cook something more ๐Ÿ‘€

  internal class ProgressingNoneFoggy : Modules.Types.ProgressingWeatherType
  {
    public ProgressingNoneFoggy()
      : base(
        "None > Foggy",
        [
          new Modules.Types.ProgressingWeatherEntry
          {
            DayTime = 0.0f,
            Chance = 0.0f,
            WeatherType = LevelWeatherType.None
          },
          new Modules.Types.ProgressingWeatherEntry
          {
            DayTime = 0.2f,
            Chance = 0.5f,
            WeatherType = LevelWeatherType.Foggy
          },
          new Modules.Types.ProgressingWeatherEntry
          {
            DayTime = 0.75f,
            Chance = 1.0f,
            WeatherType = LevelWeatherType.Foggy
          }
        ]
      ) { }
  }
drowsy willow
#

but I'm still cooking

winter sluice
#

It's alright, you gotta let it marinate in the sauce before you serve it

drowsy willow
#

truuue

#

Right now it doesn't work with LE moons

#

no idea how or why lmao

#

It's flawless on LLL

#

I think I know the solution ๐Ÿ˜‡

drowsy willow
#

turns out i don't

#

you gotta let it marinate in the sauce
this is it then

winter sluice
#

Well... maybe it needs some spices

drowsy willow
#

it's not today's task anyway ๐Ÿฅฒ

#

vanilla weathers stopped working for me on LE moons lmaooo

#

that's crazy

dapper epoch
#

lol

drowsy willow
#

So i've checked and it seems like it's a bigger LE/LECore issue, which is good (because my code works) and bad (because i still have to make it work) ๐Ÿ™ƒ

manic cobalt
#

depends on how long you mind it being a problem

drowsy willow
#

๐Ÿ‘€

#

I mean - I didn't notice it was happening before and testing my new mechanic worked almost flawless on LLL, so ๐Ÿคท

#

I'll probably clean some code quickly and push an update today then ๐Ÿ˜‡

drowsy willow
manic cobalt
#

๐Ÿค 

drowsy willow
#

let's gooo

#

although my idea to bandaid-fix that was to use LLL Level events for leaving the dungeon and forcefully applying weather conditions then

#

I'll check if that's gonna work when I'm back from work tho

#

oh I see ๐Ÿ˜…๐Ÿ˜…
#1204994881161007155 message

drowsy willow
#

well that was easy

manic cobalt
#

yippeee

drowsy willow
#

so my bandaid is this: audioreverbtrigger disables all weather coming in, but i'm manually enabling it back on onPlayerExitDungeon event ๐Ÿ˜†

#

it feels so wrong

manic cobalt
#

if it makes you feel better

ancient depot
#

Me waiting for next beta update so flooding isn't reversed and it no longer rains indoors ๐Ÿ˜… and now mrov cooking new features too ๐Ÿ‘€

manic cobalt
#

it wont be a bandaid for longg

drowsy willow
#

i knooow ๐Ÿฅบ

trail lark
#

What are the known issues in current release?

ancient depot
#

With the Beta?

drowsy willow
#

but i want my features done asap, so i can finally move to working on my diploma ๐Ÿ˜“

ancient depot
#

Main issues are Flooding happens in reverse so water lowers instead of rises

#

and it randomly rains indoors during any weather with rain

#

IE Flooded, Rainy, Stormy

#

I recommend the stable one for now

trail lark
#

I was asking about stable.

drowsy willow
#

and i think that's it

ancient depot
#

I'm glad LECore is gonna be no longer needed soon

#

Batby working on that tasty update for LLL

manic cobalt
#

it actually feels like one of the most impressive things ive cooked ngl

drowsy willow
#

i literally cannot wait ๐Ÿ˜‡

#

whyyyyyyyyy

ancient depot
drowsy willow
#

i'm changing weather type + enable effect mid-round, but it shouldn't apply:

if (timeOfDay.playersManager.localPlayerController.isInsideFactory)
            {
              timeOfDayEffect.effectObject.SetActive(false);
            }
ancient depot
#

At this point with all the changes it's not even WeatherTweaks anymore

drowsy willow
#

do i just attach onPlayerEnterDungeon and call it a day?

ancient depot
#

It's more like

#

WeatherReworked

#

XD

drowsy willow
#

it's crazy

#

but i think having all those stuff in one base package will be easier for others to basically choose which features they wanna use

#

and - what's important - there won't be any progressing/combined weathers in the base mod

#

it's gonna be an addon (or multiple ones)

#

but i need to get it working & packaged in the main stuff

#

so there's gonna be 0 shenanigans for addon makers

#

and i think i'm gonna have a few on day 1

drowsy willow
ancient depot
drowsy willow
manic cobalt
#

Weather, Tweaks

drowsy willow
#

i wanted to make a simple mod that prevented the same weather from happening 2 times in a row

#

and here we are

#

weights, uncertains, syncing

#

and the beta stuff is crazy

manic cobalt
#

i just wanted to make a moon

drowsy willow
#

christ

#

i'm so close to making that work

winter sluice
#

Weather or Not

drowsy willow
#

i think it's working for me, but i'm not sure if there's gonna be any stormy weather desyncs tbf

drowsy willow
#

I've uploaded a new beta version to Thunderstore:

  • Progressing weathers: weather can change during the day
  • please let me know about any bugs, issues and desyncs, it's not very elegant rn
#

@ancient depot @ocean idol (i know you're testing my mod really hard) ๐Ÿ˜…

ancient depot
#

LOL

#

I'mma be like

#

"You still didn't fix it!!!"

#

๐Ÿ˜‚

drowsy willow
#

(but it didn't happen for me) lol

ancient depot
#

Lmao I do love when you said it was fixed though

#

and then I was like

#

"Bruh"

#

LOl

drowsy willow
#

I have no idea how tf it's happening to you tho

#

Because it shouldn't

ancient depot
#

Idk

#

Doesn't happen with stable

#

Maybe it's similar to the bug with Stable on Titan when Stormy?

#

Where when you go inside then outside the rain is gone

#

Lol

ocean idol
ancient depot
#

lol

#

Same with adding new enemies

ocean idol
#

I have like all of them

ancient depot
#

I have Office, SDM, and Dantors

#

Cus they all fit vanilla really well

ocean idol
#

And all of enemies as well, at least ones that not broken

ancient depot
#

Yeah I disabled the custom enemies for office

#

๐Ÿ˜†

#

cus they brokey

#

I love the interior though

ocean idol
#

I have office, hospital, poolrooms, scoopys sewers and castle, SCP, scarlet mansion and more interiors

ancient depot
#

Yeah SDM is Scarlet Mansion

#

the other interior mods just don't fit vanilla tbh

#

Outside of the 3 I use

errant quarry
#

i want to play lc but my group dont play anymore either

#

my modpack would probably have been fixed and made playable SO LONG AGO IF THESE LAZY ASSETS WOULD EVER PLAY

ancient depot
#

If it's stormy on Titan, when you enter the facility then exit it'll still be storming but there's no rain

#

lol

shadow bough
#

the host spams this message

#

note: the version was old 0.6.1(?)

#

Also,

[Info   :WeatherTweaks WeatherTranspiler] Patching StormyWeather.DetermineNextStrikeInterval for Stormy
[Warning:  HarmonyX] AccessTools.Method: Could not find method for type TimeOfDay and name Instance and parameters
#

Probably you mean to get instance of the property, not method

drowsy willow
#

it should be 0.8.0

drowsy willow
ancient depot
drowsy willow
#

it will be fixed eventually

#

no worries

gritty blade
#

How does WeatherTweaks handles DustClouds? Does it just gets ignored by the mod or it is handled jointly with another weather type?

#

Sorry if it has already been asked, I'm just wondering

trail lark
#

What does MapScreenPatch do exactly?

drowsy willow
#

I'm gonna change that to be a treated as a separate weather in the next update

drowsy willow
trail ivy
#

hello

#

how far into development is the beta?

#

or rather what is the progress made on the plans listed on thunderstore?

drowsy willow
#

Hey @trail ivy, currently implemented features are:

  • reworked internal functions
  • early implementation of:
  • combined weather (multiple conditions at once)
  • progressing weather (weather changing during the day)
#

Features to come:

  • more granular control over specific effects (i.e. less dense fog)
  • rework of configs
  • fixing all bugs that pop up during the development/testing
#

it's close to finishing, but I really need to have all features tested extensively and to get rid of as many bugs as possible

trail ivy
#

Thanks for the clarification

#

This is awesome. Iโ€™ll definitely be testing this out myself as it gets worked on

drowsy willow
#

I mean - it's gonna work regardless (because the Instance call gets deleted + call to my functions gets added in this place), but I'm gonna take care of that as well

#

thank you ๐Ÿ˜…

ebon current
#

Apparently LateGameUpgrades added a probe command to randomize the weather of a specific moon

#

I'd be interested to see if that randomization calls the game's randomness function and gets inputted into WeatherTweaks' system or not

ebon current
#

lol

#

compatibility there could be cool

#

as a side feature at some point

drowsy willow
#

they're doing the whole shebang

#

oh no, they don't

#

lol

#

that's a relief

drowsy willow
#

๐Ÿ’€

#

i literally don't know what's gonna happen

ebon current
#

the command can optionally be called with a specified whether, which costs more but shouldn't need the randomization aspect

drowsy willow
#

okay, but the thing is

#

i'm doing crazy stuff in the beta

#

and it's gonna conflict a ton

#

i need to add explicit support for that and to basically overwrite their stuff

#

๐Ÿ˜Ÿ

#

i'm gonna test it rq

drowsy willow
drowsy willow
#

๐Ÿ˜‡

ebon current
#

nice

#

would there be issues if I used the regular weathertweaks?

drowsy willow
#

i'm not planning on updating the stable version rn ๐Ÿ˜ฅ

#

AFAIK it works on Stable (because i'm syncing LevelWeatherTypes and not overriding that after the initial weather roll), so it should be working

#

but it's explicitly supported and tested in Beta

ebon current
#

gotcha, awesome

keen pumice
#

Imo the transition is quite hilarious when the fog suddenly pops out of nowhere (weather condition: none > foggy)

worldly sleet
#

the fog is coming

keen pumice
drowsy willow
#

I know ๐Ÿ˜“

#

Right now that's the proof of concept (basically) - I'm planning to include some kind of transitions ๐Ÿ˜‡

drowsy willow
keen pumice
#

uhhh i did

#

theres like raining inside the dungeon

#

but i tried to replicate when I was alone in the lobby but couldnt

keen pumice
#

not sure if you already fixed that in later version

drowsy willow
#

I thought I did, but it's still happening AFAIK

#

and I cannot locate the source of the issue ๐Ÿ˜•

drowsy willow
tall gyro
keen pumice
#

Ouh currently im testing with a friend with beta 0.9

#

and for the weather condition none > stormy, the alert is there but no changing whatsoever

keen pumice
drowsy willow
keen pumice
#

outside

#

Do you want the logs?

#

So for weather none > stormy, my friend's pov currently stormy while im still clear. There's a bit of desync issues

drowsy willow
drowsy willow
#

Who's hosting?

keen pumice
#

Me

drowsy willow
# keen pumice Me

my friend's pov currently stormy while im still clear
oh, that's super weird

keen pumice
drowsy willow
#

from line 74737:

[Info   :WeatherTweaks] Set weather effects on server: [2]
[Info   :WeatherTweaks] Set weather type on server: {"Name":"Stormy","weatherType":2,"Weathers":[2],"Type":0}
[Warning:WeatherTweaks] Player inside: False
[Debug  :WeatherTweaks GameInteraction] Setting weather effects for 74 Solace
[Debug  :WeatherTweaks GameInteraction] Effect: rolling ground fog
[Warning:WeatherTweaks GameInteraction] Is player inside: False
[Debug  :WeatherTweaks GameInteraction] Disabling effect: rolling ground fog
[Debug  :WeatherTweaks GameInteraction] Effect: rainy
[Warning:WeatherTweaks GameInteraction] Is player inside: False
[Debug  :WeatherTweaks GameInteraction] Disabling effect: rainy
[Debug  :WeatherTweaks GameInteraction] Effect: stormy
[Warning:WeatherTweaks GameInteraction] Is player inside: False
[Debug  :WeatherTweaks GameInteraction] Disabling effect: stormy
[Debug  :WeatherTweaks GameInteraction] Effect: foggy
[Warning:WeatherTweaks GameInteraction] Is player inside: False
[Debug  :WeatherTweaks GameInteraction] Disabling effect: foggy
[Debug  :WeatherTweaks GameInteraction] Effect: flooded
[Warning:WeatherTweaks GameInteraction] Is player inside: False
[Debug  :WeatherTweaks GameInteraction] Disabling effect: flooded
[Debug  :WeatherTweaks GameInteraction] Effect: eclipsed
[Warning:WeatherTweaks GameInteraction] Is player inside: False
[Debug  :WeatherTweaks GameInteraction] Disabling effect: eclipsed
#

so the host has set&sent weather 2 (stormy), received it and applied nothing?

#

that's very weird

#

i'm gonna try to check why

keen pumice
#

Idk whether i have some mods that conflict with yours or something. Maybe we can try to pick up feedback from others' as well? See if this case is the same or not

drowsy willow
#

i'll check my code rq if it's something i missed

drowsy willow
#

i think i got it

#

my code is such a bloody mess

drowsy willow
#

@ancient depot okay, i see the raining inside issue, let me check what's happening now

drowsy willow
#

I KNOW WHAT'S BROKEN ๐Ÿ™‚

#

this took me way too fucking long to figure out

#

and it's a multiplayer issue lol

#

so: when someone leaves the dungeon all players will have the weather effects reapplied - even when they're not the ones leaving

#

okay, it's only happening for host? wtf

manic cobalt
#

lmao

#

How u doin it

drowsy willow
#

i'm trying to debug wtf i'm doing wrong rn

#

it's a mess

manic cobalt
#

Naur like what are you patching

soft merlin
#

put it on github ๐Ÿ™

drowsy willow
#

okay, so i'm attaching listeners to onPlayerExitDungeon and onPlayerEnterDungeon to toggle weather effects

manic cobalt
#

Is this my one

drowsy willow
#

on entering i'm letting the AudioReverbTrigger to disable all effects, on leaving i'm doing my own stuff

drowsy willow
manic cobalt
#

Mine isnโ€™t client side only

drowsy willow
#

i know

manic cobalt
#

I should have docs for that

drowsy willow
#

i'm doing the ```csharp
if (eventData.Item2 != StartOfRound.Instance.localPlayerController)
{
return;
}

manic cobalt
drowsy willow
#

๐Ÿค”

#

my understanding is: when PlayerControllerB that's not a current player leaves, the code below should not run (gets returned)

#

so... no?

#

and eventData is (EntranceTeleport, GameNetcodeStuff.PlayerControllerB) eventData

drowsy willow
soft merlin
#

wdym current player?

manic cobalt
#

I think

#

my brain is processing this fuzzy thi

drowsy willow
soft merlin
#

the local player ok

drowsy willow
#

๐Ÿ˜…

#

yes

manic cobalt
#

Honestly u might want one of the entranceteleport functions of this

#

In theory you can get my event to work with the right check or two but ideally it was built for like network synced events

manic cobalt
#

like maybe someone wants all the lights to flash when a player enters the dungeon or etc yknow

drowsy willow
#

yeah

manic cobalt
#

so in theory itโ€™s meant to be firing off one invoke per client with the relevant player in the param

#

i did test it but watch me fuck it up somehow lol

drowsy willow
#

and i'm trying to check if the player firing the event is the local one

manic cobalt
#

Guess who fucked it up

#

^^^^ this guyyy

drowsy willow
#

oh no

manic cobalt
#

forgive me

drowsy willow
#

is it something i can fix on my end? ๐Ÿฅบ

manic cobalt
#

In my infinite widom it seems to maybe be passing in the local player..

drowsy willow
#

oh

#

i'm gonna test that rn

manic cobalt
#

ohhhh

#

ok im less hating maybe

#

I think i assumed patching a serverrpc would only be called on server

#

so cuz it ran on both clients (incorrectly) and then invoked with each clients local player (incorrectly) it like resulted in correct debug logs if you know what i mean

manic cobalt
#

pain

drowsy willow
#

i see it

#

oh no ๐Ÿ˜ฆ

manic cobalt
#

Ideally this should return if not host then pass through the actual function player param

drowsy willow
#

my quick test:
host entered
client entered
host left
host entered
client left
client entered
host entered
host left

host got 5 events, client 1

#

all matching the localPlayerController

#

pain

drowsy willow
#

so i think of a solution to that: transpile your invoker to add the early return

manic cobalt
#

u can just prefix patch it

#

less work

#

ig youโ€™d have to get the right player though

#

For now probably just faster to copy it and fix it ngl ๐Ÿ˜ญ

drowsy willow
#

for now, yeah

#

fucking hell ๐Ÿ˜†

#

i did not expect that outcome

#

but that's the joys of being an early adopter

manic cobalt
#

yeahhโ€ฆ

#

could be worse!

#

I found out le didnโ€™t network levels when Egypt publicly moved to lll

#

lll did everything le did so I figured it was gucci

#

..

drowsy willow
#

๐Ÿ˜Ÿ

#

oh

drowsy willow
#

rain inside is nothing compared to this

drowsy willow
#

so you can just get the corresponding playerControllerB from the index ๐Ÿฅน

manic cobalt
#

Yeee

#

I was just a little delulu ig haha

#

The logs were right ๐Ÿ˜ญ๐Ÿ˜ญ

drowsy willow
#

well, i'm happy to help you find bugs ๐Ÿ˜›

drowsy willow
#

i'm postfixing the EntranceTeleport.TeleportPlayer and it's working flawlessly

#

that was a wild ride

drowsy willow
#

I've uploaded Beta v0.10.1 to Thunderstore, which fixes:

  • the inside weathers (thanks @ancient depot)
  • the progressing weathers issues on host (thanks @keen pumice )
#

as always - if anything breaks please let me know ๐Ÿ˜„

keen pumice
#

Later tonight Iโ€™ll test this with another few of my friends and will let you know if theres anything from our end โœŒ๏ธ

viral coyote
#

Is it possible for this mod to 100% disable foggy weathers?

drowsy willow
#

not yet

#

i have some improvements to foggy weathers planned, but there's no ETA yet - i need to get all currently released features tested ๐Ÿ˜‡

tired laurel
#

this mod is super great with malfunctions

#

it rerouted me to rend which is a kick in the balls already

#

i check just to make sure its not progressive or anything since im testing the beta

#

"none?"

#

if i go and its eclipsed im leaving

tired laurel
#

@drowsy willow do you plan on having lategame upgrades' weather stuff be compatible?

ancient depot
tired laurel
#

oh nice

#

was worried itd break with the probe n stuff

ancient depot
#

Yeah no @drowsy willow added compat last night for it when he pushed 0.9.1 lol

tired laurel
#

good timing from me

keen pumice
tired laurel
#

im the one that mentioned it haha

#

in the malfunctions thread

#

whats strange is i could check the moons too... soooo maybe that features just not there?

keen pumice
#

I tried disabling โ€œterminal fixโ€ inside the config but it seems not working idk

tired laurel
#

im fine with it tbh

#

its probably because of corporate restructred since that also adds seeing the weather on the monitor

#

im alright with it because knowing or not it doesnt help you a lot since youre forced to go either way

keen pumice
keen pumice
drowsy willow
#

I'll see what's happening with Malfuntions and I'm probably gonna add some compatibility things on my end

#

And yeah, LGU probe is working on Beta

drowsy willow
#

The terminal one only removes weathers in the moons section (when LLL doesn't display it's moon catalogue)

#

although I'm not sure the toggle does anything lmaoo

shadow bough
#

got crash when I was joining to the server:

  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF837F848B3)
0x00007FF837F848B3 (UnityPlayer) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF8378F9ADB)
0x00007FF8378F9ADB (UnityPlayer) (function-name not available)
0x0000029E5954448F (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:GetComponentFastPath (UnityEngine.GameObject,System.Type,intptr)
0x0000029E595443A3 (Mono JIT Code) UnityEngine.GameObject:GetComponent<T_REF> ()
0x000002A1796235EB (Mono JIT Code) WeatherTweaks.BasegameWeatherPatch:CalculateRendererBounds (UnityEngine.GameObject)
0x000002A17962300B (Mono JIT Code) WeatherTweaks.BasegameWeatherPatch:SetCorrectParticlePosition (StormyWeather)
0x0000029FD869FC8B (Mono JIT Code) DMD<Update>?1081772260:_RoundManager::Update (RoundManager)
0x0000029F13C0DBDB (Mono JIT Code) DMD<>?1081772260:Trampoline<RoundManager::Update>?-290304472 (RoundManager)
0x000002A1796226F6 (Mono JIT Code) [O:\github\LethalThings\LethalThings\Patches\Debug.cs:134] LethalThings.Patches.Debug:RoundManager_Update (On.RoundManager/orig_Update,RoundManager) 
0x0000029F13C0DCCB (Mono JIT Code) DMD<>?1081772260:Hook<RoundManager::Update>?988016624 (RoundManager)
0x0000029E5856E2C8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
#

Weather Beta version

ancient depot
#

@drowsy willow

shadow bough
#

some logs before the crash:

[Info   :GeneralImprovements] Set ship scrap total to $0 (0 items).
[Info   :GeneralImprovements] Updated remaining scrap display.
[Debug  :GeneralImprovements] Updated time display.
[Info   :GeneralImprovements] Updated weather monitor
[Info   :GeneralImprovements] Updated profit quota and deadline monitors
[Info   :GeneralImprovements] Updated profit quota and deadline monitors
[Info   :GeneralImprovements] Updated sales display.
[Info   :GeneralImprovements] Updated total days display.
[Info   :GeneralImprovements] Updated total quotas display.
[Info   :GeneralImprovements] Updated total deaths display.
[Info   :GeneralImprovements] Updated total deaths display.
[Info   :GeneralImprovements] Updated days since death display.
[Info   :veri.lc.shipwindow] Replacing object Plane.001 with ShipPosters...
Crash!!!
shadow bough
#

NRE on joining to the server:

[Warning:WeatherTweaks] 968
[Info   :WeatherTweaks] Received weather data {"41 Experimentation":{"Name":"Rainy","weatherType":1,"Weathers":[1],"Type":0},"220 Assurance":{"Name":"None > Stormy","weatherType":-1,"Weathers":[-1],"Type":4},"56 Vow":{"Name":"Flooded","weatherType":4,"Weathers":[4],"Type":0},"61 March":{"Name":"None > Foggy","weatherType":-1,"Weathers":[],"Type":4},"85 Rend":{"Name":"None > Stormy","weatherType":-1,"Weathers":[-1],"Type":4},"7 Dine":{"Name":"Flooded","weatherType":4,"Weathers":[4],"Type":0},"21 Offense":{"Name":"Flooded","weatherType":4,"Weathers":[4],"Type":0},"8 Titan":{"Name":"None > Stormy","weatherType":-1,"Weathers":[-1],"Type":4},"42 Auralis":{"Name":"None","weatherType":-1,"Weathers":[-1],"Type":0},"2 Ganimedes":{"Name":"None > Foggy","weatherType":-1,"Weathers":[],"Type":4},"74 Solace":{"Name":"Rainy","weatherType":1,"Weathers":[1],"Type":0},"27 Triskelion":{"Name":"None > Foggy","weatherType":-1,"Weathers":[],"Type":4},"71 Gordion":{"Name":"None","weatherType":-1,"Weathers":[-1],"Type":0}} from server, applying
[Message:WeatherTweaks] Setting weather
... (table)
[Info   :WeatherTweaks] Received weather display data {"85 Rend":"[UNKNOWN]","220 Assurance":"[UNKNOWN]","61 March":"None/Foggy"} from server, applying
[Warning:WeatherTweaks] Weather effects received
[Info   :WeatherTweaks] Received weather effects data [] from server, applying
[Error: Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherTweaks.GameInteraction.SetWeatherEffects (TimeOfDay timeOfDay, System.Collections.Generic.List`1[T] weatherEffects) (at <02dbfcd5cdac4b919bfd64b722638cc1>:IL_0001)
WeatherTweaks.NetworkedConfig.WeatherEffectsReceived (System.String weatherEffects) (at <02dbfcd5cdac4b919bfd64b722638cc1>:IL_0124)
LethalNetworkAPI.LethalNetworkVariable`1[TData].ReceiveUpdate (System.String identifier, System.Byte[] data) (at ./Variable/LethalNetworkVariable.cs:175)
drowsy willow
#

Hey, I'll take a closer look at that when I come home - is this happening on latest version?

drowsy willow
#

I see what's wrong, I'll fix this asap

ancient depot
#

mrov when he sees his code breaking

manic cobalt
#

nah its legit great when another dev finds a bug

#

they know what to look for and how to communicate it

ancient depot
drowsy willow
#

I mean - this shouldn't have happened lmao

#

Because I see a call to the function I was sure I've commented away so this issue doesn't happen lmao

#

ehhh

drowsy willow
#

I'll investigate ASAP

drowsy willow
#

I've replicated the issue on my end and located the source, I'll try to find a fix

drowsy willow
#

how in the fuck i broke my entire networking code

surreal flicker
ancient depot
#

Well looks like I'll be using Stable for Stream tn

#

Lol

drowsy willow
#

๐Ÿฅฒ

#

so that's very weird: i'm sure i've tested my build after adding all the changes and yet it doesn't work rn

ancient depot
#

How do you manage to break your networking code entirely?

#

This poor mans rn

#

Lol

drowsy willow
#

lmaoooooooooooooooooooo

#

that's on the receiver tho

#

so i'm completely lost wtf had happened

#

okay, there's one more thing i've changed today

#

and it might be the culprit

#

i literally don't know what i've done, but nothing gets synced on my LAN session - player positions, weathers, anything

shadow bough
#
[Error  : Unity Log] NullReferenceException
Stack trace:
StormyWeather.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_016F)

Can you fix vanilla bug that happens if metallic item was destroyed while storm outside? Or it's out of scope of your mod

shadow bough
#

it happens here:

IL_016F: load property transform from metalObjects[i]

drowsy willow
#

Okay - I've moved to the version before today's changes and it's broken in the same way

#

conclusion: it's not my wrongdoing causing the chaos

#

it's so weird tho

#

๐Ÿ˜ฅ

#

I'm gonna resolve it fully tomorrow

#

Sorry if the current version doesn't work - I literally don't know what's wrong

#

also i knew i've tested my last version and it worked, so it's even more weird

uncut field
uncut field
#

which makes literally no sense

#

i have no clue where that joke came from

#

i literally took an edible last night (lmao)

#

and i just ended up binging an analog horror series with my bf, not getting enveloped in The Fogโ„ข๏ธ

tall gyro
merry ermine
#

idk, whatever works. Anyways, I wish you luck with your work man. Ive seen the struggle ๐Ÿ˜ญ

drowsy willow
#

I'm back again and jumping back into the issue

#

My current idea: what if my implementation of LGU weather sync override crashes my internals?

#

it can be literally anything ๐Ÿ˜ญ

drowsy willow
#

the issue is the transitions are instant, so it's still gonna be a bit janky

#

maybe I can make it work through animators or something

#

we'll see ๐Ÿ˜…

worldly sleet
#

about the "more granular control over specific effects" thing in the beta page, would it be possible to add a setting to make the random stormy lightning fully cosmetic (can't damage or kill)?

drowsy willow
#

@worldly sleet Lightning explosion is done in-game using this:

        Landmine.SpawnExplosion(
            strikePosition + Vector3.up * 0.25f,
            killRange: 2.4f,
            damageRange: 5f
        );
#

and i wish i was joking

#

this is in StormyWeather.LightningStrike

soft merlin
#

also hard coded values instead of inspector values is even more w

drowsy willow
#

what the fuck have i done?

drowsy willow
#

today was the most panicked waking up ever

#

๐Ÿฅบ

drowsy willow
#

oh, the issue was my EntranceTeleport patch

#

how

drowsy willow
#

i'm even more confused now: i've loaded the last working commit and rebased to get rid of the networking one and it didn't work, done that again and it works

#

what is happening

worldly sleet
#

the anomaly

drowsy willow
#

okay, it seems like my previous additions were just dogshit lol

#

i think i got both issues fixed

merry ermine
drowsy willow
#

@shadow bough I've updated the beta version to fix your issues, please check if it works ๐Ÿฅบ

mystic oxide
#

How does combined weather work with MeteoMultiplier? Do the effects stack up or does it only choose one?

drowsy willow
#

so it will work as expected

abstract pivot
#

@drowsy willow dunno if this is relevant

#

i had a lobby soft lock me when i entered it as host, im looking through errors rn lol

drowsy willow
#

Are you on the latest Beta version?

abstract pivot
drowsy willow
#

๐Ÿค” that's weird, but I'll check it out

abstract pivot
#

this fine?

drowsy willow
#

Because I've had some issues yesterday after late-joining myself

drowsy willow
#

I'll get it done

drowsy willow
abstract pivot
drowsy willow
#

if you restarted your game then yeah ๐Ÿ˜Ÿ

#

no worries

abstract pivot
#

happened again

#

@drowsy willow

drowsy willow
#

thanks for the log, I'm gonna fix this asap

abstract pivot
#

oh yeah weather is weird sometimes. like none to stormy, the rain just doesnt pop up

#

atleast for other clients than the host

#

popped up for me for a couple hours, then i died, spectated a friend, no rain

drowsy willow
drowsy willow
#

I'll see what causes that

manic cobalt
#

idk cause but there is a specific function for spectator weather

drowsy willow
#

only place I'm enabling weather effects is the entrance teleport & the landing sequence

#

so the spectator things won't have it enabled ever

manic cobalt
#

yeah you might be missing one

drowsy willow
#

and I have to add that ๐Ÿฅน

#

I'm just so relieved that everything works without major issues now ๐Ÿ˜…

abstract pivot
# drowsy willow AFAIK spectator won't see the weather after switching
[12:14:28.1521201] [Error  : Unity Log] [Dissonance:Network] (12:14:28.152) NfgoServer: Server received packet 'VoiceData'. This should only ever be received by the client
[12:14:28.1531222] [Error  : Unity Log] [Dissonance:Network] (12:14:28.153) NfgoServer: Server received packet 'VoiceData'. This should only ever be received by the client
[12:14:28.1531222] [Error  : Unity Log] DissonanceException: Voice Error: Insufficient space in packet reader to read byte[]! Error ID: 4AFBC61A-77D4-43B8-878F-796F0D921184
Stack trace:
Dissonance.Networking.PacketReader.Check (System.Int32 count, System.String type) (at <71dd734e1ae34dcbb7fcdfa8af2afae2>:IL_0031)
Dissonance.Networking.PacketReader.ReadByteSegment () (at <71dd734e1ae34dcbb7fcdfa8af2afae2>:IL_0007)
Dissonance.Networking.PacketReader.ReadRelay (System.Collections.Generic.List`1[T] destinations, System.ArraySegment`1[System.Byte]& data) (at <71dd734e1ae34dcbb7fcdfa8af2afae2>:IL_001F)
Dissonance.Networking.Server.ServerRelay`1[TPeer].ProcessPacketRelay (Dissonance.Networking.PacketReader& reader, System.Boolean reliable, TPeer source) (at <71dd734e1ae34dcbb7fcdfa8af2afae2>:IL_000B)
Dissonance.Networking.BaseServer`3[TServer,TClient,TPeer].NetworkReceivedPacket (TPeer source, System.ArraySegment`1[T] data) (at <71dd734e1ae34dcbb7fcdfa8af2afae2>:IL_0101)
Dissonance.Integrations.Unity_NFGO.NfgoCommsNetwork.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_017C)
``` im assuming this isnt you
#

this is whats causing me to not be able to leave the game properly i think

#

kept getting spammed atleast

drowsy willow
#

this ain't me

#

๐Ÿฅบ

errant quarry
#

nah its you

#

mrov you cant hide from us

drowsy willow
#

because i'm having trouble replicating the issue

ancient depot
#

Oi @drowsy willow are you gonna have the progressive weathers fixed for clients before stream today?

drowsy willow
#

i hope so ๐Ÿฅน

drowsy willow
#

the jumping is just a skill issue

drowsy willow
#

I've pushed the 0.10.4 update for Beta release, which fixes progressive weathers, should fix spectator weather missing and could fix the missing dictionaries/syncing reported before

ancient depot
#

Time to break it again on stream today ๐Ÿ˜ˆ

drowsy willow
#

๐Ÿซก

#

I'm gonna try using it with my group today, it's gonna be a massacre ๐Ÿ˜†

ancient depot
#

I was actually about to ask if you planned to join again since we'll be starting same time as yesterday

#

๐Ÿ˜†

drowsy willow
#

we'll see - if you're still gonna be playing at <t:1711315800:f> I'll probably join ๐Ÿ˜…

drowsy willow
#

๐Ÿ‘€๐Ÿ˜…

winter sluice
#

Ooh that's early

abstract pivot
ocean idol
#

dynamic weather change doesn't work for non-hosts

#

everyone seen forecast, but only me as host seen weather actually changed to stormy

#

for all others it was just normal rain

drowsy willow
#

do you have a log from the client?

#

because i think i know what i've missed

ocean idol
#

i can ask in the end of our session

#

we're still playing

drowsy willow
#

sure, thank you

sonic night
#

I've been trying to figure out how to tweak the weighting system for my modpack, and I was wondering what the various "difficulty multipliers" actually multiply, do they add weight to the transitions to non-clear/dust weather types? What's the actual calculation done there?

#

Also for ScaleDownClearWeather, is it only the clear weather's weight that's being changed and what % chance is being matched?

shadow bough
#
[01:55:16.1378593] [Error  : Unity Log] InvalidOperationException: Sequence contains no matching element
Stack trace:
System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_0011)
WeatherTweaks.Variables.GetLevelWeatherVariable (LevelWeatherType weatherType, System.Boolean variable2) (at <d0a9403f7917416caa8117086cdd7c00>:IL_0045)
FloodWeather.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_001F)

๐Ÿ’€

#

But i'm thinking this is because of brutal minus event

drowsy willow
drowsy willow
drowsy willow
drowsy willow
ocean idol
#

@drowsy willow one of the clients log

#

weather change happened only once

#

and i rehosted one time when level generator failed

#

everything still should be in one log

drowsy willow
#

๐Ÿ‘

sonic night
# drowsy willow > what % chance is being matched what do you mean?

I was trying to understand what you meant by "Scale down clear weather's weight based on planet's available random weathers to match % chance" For example, lets say a moon with currently clear weather allows all weathers except flooded. By default, the combined "NoneTo..." weights add up to 200. So if we remove flooded from the chances, now there is only 190 total weight, which would change NoneToNone from 40% to about 42%. Am I correct that what this option does is scale down only the ...ToNone weights so that they have the same % chance as before (like 80/200 to 73/183), but transition to other weather types are not scaled?

#

Though I might be confusing myself there in the last sentence tbh

drowsy willow
#

Yeah, so my starting calculations assumed every weather>weather combo would be possible (which is not the case) and because of that chance for no weather would be much greater than all other weathers, so I'm scaling down the chance for no weather compared to the total weight of all possibilities

#

It's not changing based on None> weights, rather Currentweather> weights

#

so for example: it's stormy weather, and for the next day possibilities are:

  • none 80
  • rainy 55
  • stormy 5
  • flooded 60
  • foggy 10
  • eclipsed 40
    so chance for none is 80/250 = 32%

when loading into a planet without all weathers (i.e. Rend has only None, Flooded and Eclipsed) the weights are:

  • none 80
  • stormy 5
  • eclipsed 40
    so chance for none is 80/125 = 64%
#

that was my reasoning

sonic night
#

So how would ScaleDownClearWeather alter Stormy>None

#

in your example

errant quarry
sonic night
#

Would it change it from 80 to 21? so that the chance for none is 21/66 = 32%