#Weather Registry / Weather Tweaks / mrov
1 messages ยท Page 2 of 1
will do
Eclipsed + Eclipsed? MEGA Eclipse?
In the terminal it just sais. (I'm Sorry....)
this is gonna be a banger
Land. Immediatly die
oh I forgot
@ancient depot The power is going to his head.
I'm gonna make sure that when the crazy weather is applied it will not be uncertain lmao
would you like to land on unknown and see that? ๐
What's funny is how rarely I actually see it say unknown lol
Yeah why be cruel about it. I am sure when people see Eclipsed + Eclipsed + Eclipsed + Eclipsed. They are going to be emotionally fine.
not gonna lie, that was my inspiration
although how they work is very different
Just PLEASE make the fog better when you release this. If I have to navigate in the void, while drowning, in a thunderstorm, during an eclipse..... I might have to take a break.....
I've looked into making that possible, but I'm not promising it will get released today ๐
Foggy is only bad on Vow and March tbh
I know how, but haven't tried yet basically
No on dark moons as well.
Asteroid 13 and Atlas Abyss.
foggy atlas oh no
Those are custom moons though
You are just better to die.
although when there are only 2 paths with clear edges the fog is not a problem imo
True other mods. ๐
as in atlas's case
They might just take the foggy weather from the way Vow and March handle it honestly
My move speed decreases to like 1/8 of normal speed as I try to determine the edges ๐
that's also fair
And sometimes I fall in anyway hahahaha
๐ฅฒ
also: I've finally made a separate terminal formatter thread: https://discord.com/channels/1168655651455639582/1213797469192855553
Suggested by: Alti โข
Download: https://audiograb.com/pMXN3beRP
Leave more suggestion for my next video in the comments ;)
SUBSCRIBE TO MY YOUTUBE CHANNEL - https://www.youtube.com/user/Satherax
My twitter - https://twitter.com/Satherax
(I did not forget to make this a week ago)
I went looking for it.
๐ฅฒ๐ฅฒ
Thought it was a me problem that I could not find it
Btw did you ever create an update for TerminalFormatter that removes the warning spam?
XD
will do ๐ซก
now now. You need to repost this in the propper thread. smh
If I go over there my comment is gonna be
I might update it anyway because long weather names make the formatting go brrrrr
haha
Don't let your dreams be dreams. JUST DO IT!
nooo ๐ญ
i've figured out yesterday how to create a list of all my repo's issues on Github using search
pretty nice
sooo... uhhhh......
what?
this is wild
ideally it would be as supported as moons and dungeons
literally cannot wait for what you're cooking ๐
You flooded the company?
There are big issues with Stormy weather, and i cannot figure out why they appeared just now ๐ค
@drowsy willow can you even call this mod Weather Tweaks anymore lmao
well, i cannot change the mod's name, can i? ๐ฅบ
we need the new name to be "WeatherOverhaul" lol
flooded titan looking fire ๐ฅ
You fixed it though at least
true ๐
the name "tweaks" sounds less intimidating tho
it's not just tweaking though now xD
it's a revamp lmao
make them seperate mods 
WeatherTweaksPlus rolling out soon lol
i mean - the double/triple/whatever weathers will be a separate mod
The beta version is up rn actually lol
i'm just integrating as much as i can into the base for uniform way of applying effects, creating configs, syncing stuff etc.
We'll find out if shit breaks tn trying to go for high quotas lol
so anyone could add something new to the system and it's gonna work just fine
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
the scope got so much bigger
and i think the mod got so much better
if you want to see all the changes (for now) (it's utter shit): https://github.com/AndreyMrovol/LethalWeatherTweaks/pull/8/files
how much changed since the weighted list part? xD
i don't know
after the purge many have fallen
it started as just "change which weather the game selects" into editing menus / uncertainty / combinations / ect. xD
๐
what can i do - i've been given a metric ton of great ideas while developing it ๐
๐คซ
๐งโโ๏ธ
it's the combo-weathers thingies
๐
I used it on stream tonight lol use the stable version trust me
Mrov is gonna update the beta version tomorrow
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
it's a lot lol
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:
the first day's weather is calculated the same way every time by design
although i can add a setting for that in the next version
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: )
yeah, no worries - i'm gonna add a setting to opt-in into random first day seed for varied results ๐
and thanks for the kind words ๐
mrov is it true that there is a tiny weatherman in my terminal that determines the weather
to be completely honest there are two
yeah?
what are
๐ ?
what a quick question!
but
https://thunderstore.io/c/lethal-company/p/MatthiewPurple/UnreliableWeatherReports/versions/
https://thunderstore.io/c/lethal-company/p/UnofficialJhonPlant/HiddenWeather/versions/
did the chicken come before the egg?
i mean
fair enough
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)
the second one i think was the same
just funny when I saw this mod and I was like
i wanted to make my own spin on both of these basically
you can see in anon's message - it was sent to me like 20 minutes after its first version lol
lmao
i thought it would be cool to add something like that tbh
and i think my mechanic is working nice
it's more noob-friendly lol
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
this is an issue with GI, i believe #1199836228858675330 message
ah okay. thank you, mrov ๐ซก
yo, which mod adds the monitors on the left? ๐
GeneralImprovements (https://discord.com/channels/1168655651455639582/1199836228858675330)
thank you, thank you ๐๐ผ
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
I thought that's a Diversity issue with how they touch the monitor to display the 'IS PAYING THE PRICE' thingy.. ๐ค
conflict between tworadarmaps and diversity
It'll work for me I'm built different
mrov is just gatekeeping the good stuff don't mind the warning
i won't stop you, but you've read the warning ๐
still not sure how to explain this result just looking at the code for all the weather effects
but here is a fresh save file with just unityexplorer
landed on experimentation immediately
DustStorm gameobject is enabled
index 0 in the array (DustClouds)
WeatherEffect.effectEnabled = true
if you disable it, all the rolling fog disappears
๐คทโโ๏ธ
whats this regarding
discussion mrov and i had earlier about dustclouds
it was in the generalimprovements thread
can you catch me up
discussion was just about "do dustclouds happen in vanilla"
basically
dustclouds is never selected on any moon as the weather type, but "none" weather uses the dustclouds effect
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
and it doesn't get disabled until you land on a moon with another weather effect
at which point they get disabled and never get re-enabled
because it doesnt seem like there's anywhere in the code that would support enabling the dustclouds effect
almost everything checks that currentLevelWeather != LevelWeatherType.None before changing any effectEnabled values
it would also probably be disabled if you enter the facility
since that disables weather effects
that's what i was just checking now
and what i meant by this
i just misremembered when reverb changes in the game
if you step into the reverb trigger near the entrance, dustclouds disappear
and they reappear when you step back out
which isn't what i expected to happen
audioreverbtriggers can toggle any weather
looking at the source file for audioreverbtrigger is kind of giving me a headache
but i think i'm maybe understanding how that happens
landing on rainy assurance day 1 did disable the dustclouds
youd wanna look at them ingame
which is also expected
i dont have an editor project set up unfortunately
well, this was wrong. landing on experimentation -> assurance (rainy) -> experimentation did re-enable the dust clouds
so it does seem to be getting overridden by something
audioreverbtrigger seems to be the most relevant suspect
that's weird as hell
does the effect object components get enabled as well?
I mean.... They are still Tweaks, right? Just DRASTIC ones....
nvm, seems like they do
I mean - I still don't believe that's the actual case, but I stand corrected
this game is a bowl of spaghetti
but that's something bugging me: there are 3 places in-game where effect objects are enabled
and all are enabled based on levelweathertype
so it shouldn't happen, like, at all
๐ค but how and why ๐
cause I know that entering the facility disables the effect objects, but not the effects themselves
they have a int on them that toggles weather via index
yes, but the int == levelweathertype of currentLevel
naur
๐
yes, but:
sir
the only place the effect should get enabled in the first place is the StartOfRound
this is the third one
for spectator effects
that's why i'm so surprised it's working as they described
because (from my testing) it shouldn't be the case
mrov
these aint the same bool king
easy thing to trip up on
why in the everloving fuck AudioReverbTrigger has its own weather effect int?
yeah
and why there's no indication it ever changes? ๐ญ
inspector homie
do i need to start using unity editor? ๐
also means people who will try and use that w/ custom weathers will never have consistent results
what are you trying to fix
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
so i'm trying to find a breakpoint to check what's changing and manually patch the reverb things
(thats because the audioreverbtrigger is probably set to weather -1 which points to the current weather)
๐
it's pure pain
also - that's changing the effectEnabled property, not the SetActive() method
so it's not that ๐ค
although i'm not sure anymore
and also this ๐
in TimeOfDay?
ye
u could legit probably just postfix that audioreverbtrigger function and "sync" all the effectenable's you care about to the currentlevel one
I'm gonna try it later
and if it works I'm gonna cry
cause right now I'm postfixing the landing sequence in StartOfRound (to enable additional effects) and it's working nice
but when leaving the facility only one gets reactivated
and when you enter ship they all reappear
so this suggests that they aren't disabled by changing the effectEnabled field
unless theres a reverbtrigger for each index
making video games is hard
that's absolutely fair
this is held together by pure willpower
there are so many demo version leftovers it's scary
I'll check it out when I'm back home and I'll let you know ๐ฅน
Thanks a lot and sorry for my misguided confidence ๐
mrov you should add a hybrid weather that's a combination of any weather effect and clear/none ๐คฏ
devilish ๐ณ
@manic cobalt it's working perfectly, thank you a lot for your help! ๐
I'll get some logging thingies into my mod to confirm your suspicions, sorry for getting so rude yesterday (i really thought i understood it ๐ฅบ)
@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 ๐ซก
i don't know how or when, but it happens
๐
its all good. i dont feel offended or anything
lots of confusing oddities in this game
that's true ๐
difficulty scaling in config means less chance for clear weather as the run goes on?
Yes
It's based on completed quotas & amount of players in game
0 disables those I assume?
sweet! ๐๐ผ
There's a "max difficulty" config entry - you can set it to 0 to cap both multipliers ๐
exactly
I'm trying to make the start slightly easier but the scaling slightly more difficult, I think increasing Clear > Clear weight to 100 or so and increase difficulty scaling to 0.065 might do the job ๐ค
oh, certainly ๐
also: if you want to have more clear weather disable ScaleDownClearWeather option
because some moons cannot have some weather conditions, the percentage-wise balance gets heavily distorted towards clear weather
hmm noted. with it disabled some planets will have clear weather much more often than others, if I understand correctly?
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
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
exactly ๐
and anyway thanks for the mod, it's a gigantic breeze of fresh air (no pun intended) in the LC gameplay loop! ๐๐ผ
thanks for your kind words ๐
||there's many more to come soon ๐ ||
๐ณ
๐ ๐
@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/
I'll see what i can do ๐
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 ๐
Currently known issues:
- on rainy: there are no puddles
- on stormy: lightning is very rare when combined with Flooded
when i've confirmed all the features working as intended i'll move the development further ๐
For some reason I thought combined weather types were already in.
nooo, those are currently being worked on in the "beta" version ๐
there's so much stuff breaking that extensive testing is still necessary
i can finally move to other things ๐ฅน
If I'm setting GameLengthMultiplier to 0, do I need to adjust anything else to achieve "similar balance" defaults are going for?
Like MaxMultiplier or GamePlayersMultiplier?
Do you want to remove multipliers as a whole or modify the length one only?
I just don't want game length to affect weather.
Then yeah, set the length modifier to 0 ๐
it's adding the specified value to modifier for every completed quota
Was just wondering if other default values were set up with GamePlayersMultiplier in mind.
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
i'm even considering lowering the default tbh
Yeah, player one I don't mind and it makes sense. Game length I don't want because the game is ultimately unwinnable anyway.
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. ๐
I'm very glad to hear that ๐๐
this was something bugging me for a long time
It's hit and miss and miss and miss and miss
thats true
gpt4 does quite a bit better not being nonsensical but still does it semi regularly
I think AI code thats as reliable as code written by a real person is still a few years away
until then its just an occasionally useful tool
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
very true
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
lol
Ironically the language barrier between human and large language learning model is pretty big lmao
the moment that AI stops being "new" and "hot" will be the moment we understand it's capabilities
because right now we're not even close
I was going to tell a science fiction story about faceswapping, and mass blackmail. Then the news broke about unethical faceswapping videos, and software designed and marketed for creating them: and I realised the future had arrived faster than I thought.
(This was originally a talk given at An Evening of Unnecessary Detail earlier this week, b...
that was 6 years ago lol
imagine what will be possible in 6 years
Yeah
and I also think Tom's takeaway was a little silly
because pretty good deepfakes existed at the time but he didn't exactly go looking for it
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
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
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
I think one of his last few videos was also about AI
Compared to basically every previous AI, ChatGPT was remarkably hard to jailbreak, but yeah safety is definitely important
It was a bit sad seeing Google and Microsoft's AIs though
The bing one is a bit bad and the Google one is hilariously useless
And also a good example of why safety is harder than just "don't be mean / racist / whatever"
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"
yeah, and every major tech company wants to release as early as possible ๐
those two goals are mutually exclusive, sadly
stop being under 18, easy ๐
just use LLMs
they can be all the unsafe you want, and sometimes even pretty good
at least if you have 8+gb of VRAM
mistral has a good one you can use locally
even 7b models sometimes surprisingly good
i need to start using that soon-ish (before my free copilot license ends lol)
lol, there's even model for assistance in hacking
fun times
that's a popular one for coding right now
7b in GGUF format can run fully on 8gb gpu, depending on quantization
or partially on gpu and cpu, with still decent speed
this is very tempting ๐
Lol, the screenshot is from someone under 18 and it apparently used their account details q
wild
It's me again, calling brave testers to try out my untested mess ๐
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)
any idea how it will play with mods that increase scrap value based on current weather?
okay, first thing i noticed
i have AlwaysUncertain mode
but combined weather types doesn't show as uncertain
They aren't uncertain ๐
Combined would be Stormy+Rainy
that's even more interesting then
oh I misread
I don't remember if I put a check to never have uncertain weather on those combined ones
I'll check tho, this should be working normally
In the combined weathers there's always the "base" one - and that's the one that multipliers will work with
okay, that's good
In my test version those are the more severe ones
But I'm planning integration with MeteoMultiplier to bump them up
https://i.imgur.com/83EjxMo.png sooo seems like i don't have any combined weather here
or it's hidden
you mean like on experiment?
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
in this case I have no clue whatsoever what's the "real" weather on any of them
yeah ๐
I forgot to change that ๐ฅฒ
I'll do it later
i'm perfectly okay if it doesn't display but still work
i love when weather surprise me
that's why i use always uncertain mode
understandable ๐ซก
@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
Lol he had that bug fixed with the Beta version oh no
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
On what maps?
vanilla
and as far as i remember it was vanilla dungeon as well
happened only once yet
Okay, I'm gonna see what's wrong later (maybe tomorrow)
Thank you for testing ๐๐
I've pushed an update which should fix that - if anything more happens, please let me know with game's log (and modpack code if you can) ๐
Should I use Beta or Stable version ๐ค
If you want to test some new stuff you can use Beta
if not then Stable is for you ๐
I think I really only testing mods, because every day with friends I get a ton of exceptions in my log file lol
the modding way
๐
this means i didn't encounter that in my testing, but i don't guarantee anything
It seems like I've uploaded the previous version dll under a new number, I'll fix that when I come back from work
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
ty
I'm back and I'll upload the correct version asap
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
let's cook something more ๐
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
}
]
) { }
}
so it doesn't work well right now ๐
but I'm still cooking
It's alright, you gotta let it marinate in the sauce before you serve it
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 ๐
Well... maybe it needs some spices
it's not today's task anyway ๐ฅฒ
vanilla weathers stopped working for me on LE moons lmaooo
that's crazy
lol
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) ๐
depends on how long you mind it being a problem
๐
I mean - I didn't notice it was happening before and testing my new mechanic worked almost flawless on LLL, so ๐คท
I'll probably clean some code quickly and push an update today then ๐
You're cooking something to fix that? ๐
๐ค
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 ๐
๐
#1204994881161007155 message
it works lol
well that was easy
yippeee
so my bandaid is this: audioreverbtrigger disables all weather coming in, but i'm manually enabling it back on onPlayerExitDungeon event ๐
it feels so wrong
if it makes you feel better
Me waiting for next beta update so flooding isn't reversed and it no longer rains indoors ๐ and now mrov cooking new features too ๐
it wont be a bandaid for longg
i knooow ๐ฅบ
What are the known issues in current release?
With the Beta?
but i want my features done asap, so i can finally move to working on my diploma ๐
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
I was asking about stable.
there's an issue with LECore - terminal text doesn't get its placeholders changed
and i think that's it
I'm glad LECore is gonna be no longer needed soon
Batby working on that tasty update for LLL
it actually feels like one of the most impressive things ive cooked ngl
What did you do?
i'm changing weather type + enable effect mid-round, but it shouldn't apply:
if (timeOfDay.playersManager.localPlayerController.isInsideFactory)
{
timeOfDayEffect.effectObject.SetActive(false);
}
At this point with all the changes it's not even WeatherTweaks anymore
do i just attach onPlayerEnterDungeon and call it a day?
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
it stopped being weathertweaks a long time ago ๐
I mean the Stable one is still WeatherTweaks lol
it's so much more
Weather, Tweaks
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
i just wanted to make a moon
oh yeah, i remember that ๐
christ
i'm so close to making that work
Weather or Not
i think it's working for me, but i'm not sure if there's gonna be any stormy weather desyncs tbf
๐คญ
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) ๐
I swear if I see rain indoors or reversed flooding
LOL
I'mma be like
"You still didn't fix it!!!"
๐
i do not guarantee that it's fixed
(but it didn't happen for me) lol
Lmao I do love when you said it was fixed though
and then I was like
"Bruh"
LOl
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
I will when I have someone to play with. Unfortunately, lack of lethal company updates make my friends lose interest more and more. If there was no mods, we would have stopped playing a long time ago. But even mods can't last forever.
Adding custom interiors has really helped for me and my group
lol
Same with adding new enemies
I have like all of them
And all of enemies as well, at least ones that not broken
Yeah I disabled the custom enemies for office
๐
cus they brokey
I love the interior though
I have office, hospital, poolrooms, scoopys sewers and castle, SCP, scarlet mansion and more interiors
Yeah SDM is Scarlet Mansion
the other interior mods just don't fit vanilla tbh
Outside of the 3 I use
true ๐
the what?
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
I've told you about that bug with WeatherTweaks stable
If it's stormy on Titan, when you enter the facility then exit it'll still be storming but there's no rain
lol
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
this is fixed in latest
it should be 0.8.0
I'm 99% sure I fix that in latest beta
I want a fix for it on the Stable release too though lol
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
What does MapScreenPatch do exactly?
(for now) if the planet can have dustclouds there's 40% (iirc) chance for dustclouds to happen if the weather was picked to be clear
I'm gonna change that to be a treated as a separate weather in the next update
It's changing the ship front screen (colored weather)
hello
how far into development is the beta?
or rather what is the progress made on the plans listed on thunderstore?
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
Thanks for the clarification
This is awesome. Iโll definitely be testing this out myself as it gets worked on
oh, i see now what's wrong
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 ๐
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
๐
oh no
the command can optionally be called with a specified whether, which costs more but shouldn't need the randomization aspect
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
๐
i'm gonna test it rq
also i'm planning to do the same thing lol
it's fixed in the latest Beta release
๐
i'm not planning on updating the stable version rn ๐ฅ
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
gotcha, awesome
Imo the transition is quite hilarious when the fog suddenly pops out of nowhere (weather condition: none > foggy)
the fog is coming
anticlimatically coming lmao
I know ๐
Right now that's the proof of concept (basically) - I'm planning to include some kind of transitions ๐
From your testing: did you have any issues with weather inside the dungeon?
uhhh i did
theres like raining inside the dungeon
but i tried to replicate when I was alone in the lobby but couldnt
ouh back then i was using 0.7.2
not sure if you already fixed that in later version
I thought I did, but it's still happening AFAIK
and I cannot locate the source of the issue ๐
oh, that's interesting ๐ค
transitions would be sick ๐
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
awesome
It's like when you're trying to enter cheat codes in GTA SA to be foggy but without the sound indicator XD
oh
I'll check what happens
When the alert showed up - were you outside or inside?
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
Sure ๐
oh, that's not good
Who's hosting?
Me
my friend's pov currently stormy while im still clear
oh, that's super weird
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
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
they shouldn't - i'm syncing stuff through my own networking & applying my mod's values to the vanilla stuff
i'll check my code rq if it's something i missed
I see..
@ancient depot okay, i see the raining inside issue, let me check what's happening now
I KNOW WHAT'S BROKEN ๐
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
Naur like what are you patching
put it on github ๐
it's up there already
okay, so i'm attaching listeners to onPlayerExitDungeon and onPlayerEnterDungeon to toggle weather effects
Is this my one
on entering i'm letting the AudioReverbTrigger to disable all effects, on leaving i'm doing my own stuff
ye
Mine isnโt client side only
i know
I should have docs for that
i'm doing the ```csharp
if (eventData.Item2 != StartOfRound.Instance.localPlayerController)
{
return;
}
Is that not an accurate result of that code
๐ค
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
i worded that incorrectly before
wdym current player?
the one that's the current player
the local player ok
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
oooooh
like maybe someone wants all the lights to flash when a player enters the dungeon or etc yknow
yeah
so in theory itโs 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
and i'm trying to check if the player firing the event is the local one
lol
oh no
forgive me
is it something i can fix on my end? ๐ฅบ
In my infinite widom it seems to maybe be passing in the local player..
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
oh
i think i understand it
pain
Ideally this should return if not host then pass through the actual function player param
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
u can just prefix patch it
less work
ig youโd have to get the right player though
For now probably just faster to copy it and fix it ngl ๐ญ
for now, yeah
fucking hell ๐
i did not expect that outcome
but that's the joys of being an early adopter
yeahhโฆ
could be worse!
I found out le didnโt network levels when Egypt publicly moved to lll
lll did everything le did so I figured it was gucci
..
so your patch is ```csharp
[HarmonyPriority(Patches.harmonyPriority)]
[HarmonyPatch(typeof(EntranceTeleport), "TeleportPlayerServerRpc")]
[HarmonyPrefix]
internal static void EntranceTeleportTeleportPlayerServerRpc_Prefix(EntranceTeleport __instance)
and the game function is
```csharp
public void TeleportPlayerServerRpc(int playerObj)
so you can just get the corresponding playerControllerB from the index ๐ฅน
happens ๐
well, i'm happy to help you find bugs ๐
i'm postfixing the EntranceTeleport.TeleportPlayer and it's working flawlessly
that was a wild ride
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 ๐
Later tonight Iโll test this with another few of my friends and will let you know if theres anything from our end โ๏ธ
Is it possible for this mod to 100% disable foggy weathers?
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 ๐
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
@drowsy willow do you plan on having lategame upgrades' weather stuff be compatible?
It's already compatible with the beta version since 0.9.1
Yeah no @drowsy willow added compat last night for it when he pushed 0.9.1 lol
good timing from me
Oh yea, I think it has already been mentioned but just in case if you have forgotten, when we have navigation malfunction, the details are showing everything instead of having it as โunknown placeโ.
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?
I tried disabling โterminal fixโ inside the config but it seems not working idk
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
I see.. But yea days before theres also someone mentioning it as well.. maybe could be you.?
Same. Im just pointing out the bugs tho
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
Try disabling the screen patch - it's responsible for the ship screen
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
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
@drowsy willow
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!!!
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)
Hey, I'll take a closer look at that when I come home - is this happening on latest version?
OH FUCK
I see what's wrong, I'll fix this asap
yeah latest version
mrov when he sees his code breaking
nah its legit great when another dev finds a bug
they know what to look for and how to communicate it
Yeah I know lol
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
but this is puzzling to me: why would the base function crash? ๐ฅบ
I'll investigate ASAP
I've replicated the issue on my end and located the source, I'll try to find a fix
how in the fuck i broke my entire networking code

Gdi Mrov
Well looks like I'll be using Stable for Stream tn
Lol
๐ฅฒ
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
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
[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
I'll come back to that
it happens here:
IL_016F: load property transform from metalObjects[i]
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
๐ฅ
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
it really do be like that sometimes
idk why but all I can think is just โwhen the edible hitsโ
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 Fogโข๏ธ
it ihhhh what it ihhhhh
Perhaps maybe (depending on the weather type) it either slowly rolls in during the day, or rapidly rolls in when the switch happens?
idk, whatever works. Anyways, I wish you luck with your work man. Ive seen the struggle ๐ญ
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 ๐ญ
My idea rn is to enable the effect components one-by-one, so: the fog would get more dense during the day/stormy would have rain before the first strikes/eclipsed would have the music before changing the sun and so on
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 ๐
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)?
by "more granular control over specific effects" i was meaning to have easy control over the weather effect parameters, so it's not exactly what you're asking for, but it's certainly doable ๐
@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
I've disabled LGU and it still happens ๐
what the fuck have i done?
oh my good lord
ah, i see
I've loaded the version before the networking changes and it's working, so let's build from here
today was the most panicked waking up ever
๐ฅบ
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
the anomaly
okay, it seems like my previous additions were just dogshit lol
i think i got both issues fixed
Iโm excited to see what you do
@shadow bough I've updated the beta version to fix your issues, please check if it works ๐ฅบ
How does combined weather work with MeteoMultiplier? Do the effects stack up or does it only choose one?
it uses the "base effect" (predefined, i've set it up to the more severe type), but i'm planning to use MeteoMultiplier as a dependency to stack the multipliers ๐
so it will work as expected
@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
Those are the transpilers getting hooked, those logs are not relevant
Are you on the latest Beta version?
im on whatever luni was on
๐ค that's weird, but I'll check it out
this fine?
Because I've had some issues yesterday after late-joining myself
Could you send me your whole log?
it prolly got deleted, we've been playing for a bit
thanks for the log, I'm gonna fix this asap
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
yeah, that happened to me yesterday
AFAIK spectator won't see the weather after switching
I'll see what causes that
idk cause but there is a specific function for spectator weather
only place I'm enabling weather effects is the entrance teleport & the landing sequence
so the spectator things won't have it enabled ever
yeah you might be missing one
and I have to add that ๐ฅน
I'm just so relieved that everything works without major issues now ๐
[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
Oi @drowsy willow are you gonna have the progressive weathers fixed for clients before stream today?
i hope so ๐ฅน
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
Time to break it again on stream today ๐
I was actually about to ask if you planned to join again since we'll be starting same time as yesterday
๐
we'll see - if you're still gonna be playing at <t:1711315800:f> I'll probably join ๐
Probably will be
๐๐
Ooh that's early
In multiplayer yes
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
sure, thank you
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?
[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)
๐
But i'm thinking this is because of brutal minus event
They are multipliers for clear weather: the calculation is (1 - totalMultiplier) * weight
yes, it's only changing clear weather after the difficulty multipliers
could be, i'm gonna take look at this
what % chance is being matched
what do you mean?
@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
๐
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
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
nah its just cuz god hates you
Would it change it from 80 to 21? so that the chance for none is 21/66 = 32%