#Weather Registry / Weather Tweaks / mrov
1 messages Β· Page 3 of 1
so the chance is 50%
i might've done the calculations wrong lmaoooo
it's proportional, but wrong π€
after you reduce from 80 to 40, the total weight would also reduce if you wanted to keep % the same
since the total isnt 125 anymore
oh fuck right
Here BCM starts the component:
[01:53:08.1305513] [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.OnEnable () (at <af9b1eec498a45aebd42601d6ab85015>:IL_001F)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
BrutalCompanyMinus.Net:SpawnAllWeatherClientRpc()
BrutalCompanyMinus.Net:__rpc_handler_4162435707(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
BrutalCompanyMinus.Net:SpawnAllWeatherClientRpc()
BrutalCompanyMinus.Net:SpawnAllWeatherServerRpc()
BrutalCompanyMinus.Net:__rpc_handler_1366041817(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
BrutalCompanyMinus.Net:SpawnAllWeatherServerRpc()
BrutalCompanyMinus.Minus.Events.AllWeather:Execute()
BrutalCompanyMinus.Minus.EventManager:ApplyEvents(List`1)
BrutalCompanyMinus.Plugin:ModifyLevel(SelectableLevel&)
RoundManager:LoadNewLevel(Int32, SelectableLevel)
<OpenShipDoors>d__245:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
so it's 47,05%
the chance
thanks for reporting that, i'll get it fixed π
so yeah, that's how the scaling works
So in your example, Stormy>None 32%->47%, Stormy>Stormy 2%->6%, Stormy>Eclipsed 14%->47%
I suspect this option might be contributing to me seeing non-clear weather a lot more significantly than I would have expected from my config, since scaling down only the clear weather will lower its proportion relative to other weathers
yeah, that's it
do you have any suggestion as to how you'd change the current system?
also: the difficulty multipliers apply after the scaling
so it's even more severe
Oh that stuff is actually what I was about to ask about, so the difficulty multiplier is actually making non-clear weather more common, not the possibility of uncertainty? I had assumed the latter and upped the multiplier, and we started getting eclipsed and stormy like crazy lol
yes π
Yeah, I think there should be an option to choose which kind of scaling you want. Although I'm pretty sure most people will want to keep the weights that are set on the config, since that's kind of the point. But I suppose there are people who just like to make things crazy hard too.
If you could have the opposite, so keep the weights as is and just increase uncertainty chance over time, that'd be perfect.
I also think it'd help to specify that on the wiki (change the wording a bit for that setting's description), it's kind of hard to understand as it is currently
sure, i'll add that π
***the whole wiki needs a rework π₯² ***
Awesome, thanks, I'll keep an eye out for it. And yeah, understandable, a lot of work will need to be done for all the new updates/changes
Documentation is always a pain
I think for my own personal use, I will likely just set ScaleDownClearWeather to false, so maybe just have that disabled by default?
I understand doubling the chance of CurrentWeather>None on moons like your example may seem undesirable, but consider that it is also already doubling the chance of CurrentWeather>Eclipsed and CurrentWeather>Stormy in that example even without ScaleDownClearWeather trying to help. For me, when tweaking the config, my goal is to fine tune the relative proportion of each weather type.
So if I set Stormy>None to 80, Stormy>Eclipsed to 40, my reasoning is I want to it to be twice as likely that stormy transitions to clear than to eclipsed. ScaleDownClearWeather being false preserves that desired proportion. The lack of that moon having other weather types doesn't mean I want to make up for it by seeing eclipsed significantly more.
While I understand the desire though to avoid clear weather becoming overly dominant on moons that lack weather types, I think actually trying to preserve the ratio of clear vs not clear on those moons (like I think you had intended) would be even more extreme than what ScaleDownClearWeather currently does (For instance, in your example Stormy>None would get scaled from 80 to 21 since 21/(40+5+21) is about the same as 80/250 = 32%, this would then give Stormy>Eclipsed a terrifying 40/66 = 61%).
I understand, thanks for sharing your perspective π
I'm gonna tweak the calculation to match the description (lol)
i'm gonna be honest: i didn't think my calculation method through π
Another thing I was confused about is how you handle the first day from the random seed. From looking at your code, I see you just pick half the moons at random (excluding Experimentation and Vow) to give weather, but how is weather weighted for those ones?
hold on some real shit was just spoken
gotta take notes
since weather has been a pain in my ass
First day weathers aren't based on weights
For all planets that aren't picked as the "clear weather" planets, the weather condition is picked at random using the seeded randomness with config entry as a seed
also point to that: because it's the first day and there aren't any previous day weather data game pulls variables from it's ass, so i'm using a different system for calculating that
although i've been asked to allow the normal system to take place on first day for more randomness, so there's gonna be an option for that
Ok that makes sense, I was confused by the 5% eclipsed segment you had in there, does that override the random seed? Also, does this mean the moons not selected for clear weather may still have a chance at clear weather by the seed? (Apologies that I'm not the best at reading CSharp)
If a planet gets selected to have weather, the possible weathers to apply explicitly remove clear weather from the possibilities, so no (unless there are 0 possible weathers on the given planet)
give me a moment, i've not checked this part of the code for some time
// 5% chance for eclipsed
bool shouldBeEclipsed = random.Next(0, 100) < 5;
var selectedRandom = randomWeathers[random.Next(0, randomWeathers.Count)];
if (shouldBeEclipsed)
{
Plugin.logger.LogDebug($"Setting eclipsed for {planetName}");
// check if eclipsed is possible in randomWeathers
if (!randomWeathers.Any(x => x.weatherType == LevelWeatherType.Eclipsed))
{
Plugin.logger.LogDebug($"Eclipsed not possible for {planetName}, setting random weather");
}
else
{
selectedRandom = randomWeathers.First(x => x.weatherType == LevelWeatherType.Eclipsed);
}
}
WeatherType selectedWeather = Variables.WeatherTypes.Find(x =>
x.weatherType == selectedRandom.weatherType && x.Type == CustomWeatherType.Vanilla
);
selectedWeathers[planetName] = selectedWeather;
Variables.CurrentWeathers[level] = selectedWeather;
Plugin.logger.LogDebug($"Set weather for {planetName}: {selectedWeather.Name}");
so:
- the random weather is picked
- the chance for eclipsed is decided
- if eclipsed, the random weather is overwritten
- if not, the random weather is selected
does the random weather seed exclude eclipsed?
so eclipse can be selected as random or as a % chance
gotcha
as you can see, this code is a plate of spaghetti
and theres nothing in the seed that favors non-eclipsed weather over eclipsed weather?
no
so really, the 5% just adds a bit of favor
only thing where seeded randomness is used (random) is:
// 5% chance for eclipsed
bool shouldBeEclipsed = random.Next(0, 100) < 5;
var selectedRandom = randomWeathers[random.Next(0, randomWeathers.Count)];
so the seeded thing selects the odds and the random possible weather
and because it's seeded this operation will be identical every time this starts with the same parameters (the planet list)
that was my idea, basically: to mimic the vanilla weather selection process in the first day (some planets without weathers, all have the same weather everytime)
So part of why I've been asking you all this is I've worked out a spreadsheet for my moonpack to help tweak the weather weights & difficulty multipliers a bit: https://docs.google.com/spreadsheets/d/1WmKfWZUtWrEYja4DvAGtbfSMiskcLviNfAodBcHHZ54/edit#gid=1785452783
thanks! I went down a rabbit hole learning about Markov chains...
but it helped me figure out how to calculate what the stationary averages are after many iterations
in the absence of the difficulty multipliers decaying the clear weather weight
yup, that's the thing π
whos gonna port the excel file to terminal tho
i was meaning to put up some visualizations for my first release, but gave up immidiately lol
i went down a rabbit hole learning excels power query feature that stuffs pretty cool
π
π
its like fucked but not that fucked tbh
w/ canvas stuff and prototyping in a chill unity editor environment for rapid iteration the hardest part would be scraping the data from the file
Ok, so coming back to that: i assume my shenanigans with the difficulty multipliers messed the calculations up? π
π don't put excel on the terminal π
itd give the ship guy something to do
In my calculation on the spreadsheet, I have the >None weights multiplied by (1-Min((quotas * GameLengthMultiplier) + (players * GamePlayersMultiplier),MaxMultiplier)
based on what you told me earlier
All of this is assuming ScaleDownClearWeather is set to false and is not considering the proportion of moons lacking certain weather types
true
but im finding it helpful to see how much all these little numbers actually tweak the difficulty progression
that's nice π₯Ή
you know what would be really funny
an AlwaysEclipsed special mode haha
if anyone enjoys fear and suffering
π
reminds me of that video "everyone in mckinney is dead"
@sonic night also for the future: all weights applied and the final chances are logged in the console (it's much cleaner on Stable version)
[17:02:40.9738172] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
WeatherTweaks.WeatherCalculation.NewWeathers (StartOfRound startOfRound) (at <d0a9403f7917416caa8117086cdd7c00>:IL_04CF)
WeatherTweaks.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) (at <d0a9403f7917416caa8117086cdd7c00>:IL_005C)
StartOfRound.SetPlanetsWeather (System.Int32 connectedPlayersOnServer) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0005)
TimeOfDay.OnDayChanged () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0013)
StartOfRound.PassTimeToNextDay (System.Int32 connectedPlayersOnServer) (at <af9b1eec498a45aebd42601d6ab85015>:IL_007F)
DMD<>?-1481833288.Trampoline<StartOfRound::PassTimeToNextDay>?30655938 (StartOfRound , System.Int32 ) (at <ebde303ff7ca47538f0e1fae40ce7348>:IL_0020)
LethalThings.MonoBehaviours.FatalitiesSign.StartOfRound_PassTimeToNextDay (On.StartOfRound+orig_PassTimeToNextDay orig, StartOfRound self, System.Int32 connectedPlayersOnServer) (at O:/github/LethalThings/LethalThings/MonoBehaviours/FatalitiesSign.cs:34)
DMD<>?-1481833288.Hook<StartOfRound::PassTimeToNextDay>?-2095706372 (StartOfRound , System.Int32 ) (at <7e480d49e15a4e66a6f7ef1164da40be>:IL_000A)
StartOfRound+<EndOfGame>d__260.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0397)
LobbyControl.Patches.NetworkPatcher+<ReopenSteamLobby>d__7.MoveNext () (at <3a4406a2101d4dd9b945c27b4f29c98c>:IL_006D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Breaks everything
π€
what happened to cause that?
LethalThings.MonoBehaviours.FatalitiesSign.StartOfRound_PassTimeToNextDay
oh
okay
just updated to latest version and after ending the game
it will throw that exception
it's prefix hook
I've had LethalThings break a lot lately myself though tbh
Like 2 people crashing after pulling the lever to land the ship
π€
and now I'm debating on removing it or adding a mod so clients can't land it
I'll check it out, tho i haven't had issues with it yesterday π
It was fine for me yesterday too
latest WeatherTweaks or LethalThings?
WT
oh
i'm pretty sure i haven't changed anything touching that
i'll check it out
can you send me the whole log?
thank you π
π
config file if you need
I already downgraded mod to stable, so config will probably mixed idk
does lethal things even update atp?
I dont think Ive noticed it ever updating
I see! I guess I just hadnt noticed
@drowsy willow if I dont want weathertweaks to do anything except sync the weather, what do I need to do in the config? I've figured out how to disable the uncertain weather mechanics and such but what is difficulty multiplier and the x > y weights? if I set all the weights to 0 will it just not do anything?
oh, looks like I should set all x > y weights to 0 and x > x weights to 100, right?
so if you want everything to have the same chances to happen, set it to 100 (although i think you'll like the weight system)
and for the difficulty: set the maxDifficulty to 0 and ScaleDownClearWeather to false
and that should be good
got it, thanks. what exactly does the difficulty multiplier do
the weather calculations done in my mod operate based on previous day's weather
so x>x would keep the same weather, while x>y changes it
oh I see
it lowers the clear weather's weight
so x > x means unchanged relative to the previous day
yes
although - trust me: keep the weights with default values and try playing the game
right I see, so basically your mod makes it less likely that the weather will repeat on a moon
exactly
it creates more variation
okay, so I'll leave those weights alone then
yeah that seems like a good feature to have
I dont know about the difficulty stuff
it makes clear weather less likely based on how many players and how long the run has been going?
yes: the player one adds the specified multiplier for every player in the lobby, the length one adds the multiplier for every completed quota
alright
that seems like a good thing in vanilla
the modpack I have already makes the quota more difficult based on time passed so in this case I dont think I'd also want to throw the weather on top of it
last question I think, what is the difference between uncertain and uncertain5050?
actually never mind, I'm just going to keep that off for now and I'll read the readme later once I know all the desync stuff is fixed
I've added all mods mentioned here (WeatherTweaksBeta, LobbyControl, LethalThings) and i cannot reproduce the issue
could you send me your modpack code?
Quick question but for moons that have different visual depending on what weather is active.(Bozoros for example) What will happen when a combined weather is present?
honestly no clue
i'm just enabling the weather effects (as defined in TimeOfDay) at the same time
so if they're changed, it should show multiple effects simultaneously
Alright thanks for your answer
Was thinking to switch to the Beta branch, are there known issues not fixed yet?
I'm pushing a fix in the next 20 minutes to fix progressing weathers
there are reports of a weathers not rolling (but in my testing they don't come up at all)
but (in my opinion) the beta is playable, albeit not the most stable rn
I have a pretty big modpack so there might be some mods that will be making issues with it maybe?
if you do add it please let me know about any issues you encounter
i've added compat with LGU a few days ago
and there are some plans for the future π
@drowsy willow Did you fix bug with Beta yet?
yeah they should work consistently
lethalmatt is a psycho and managed to add his custom effects with animationevents
not like, any code
pushing a fix rnrnrn
π
so i didn't get any of them
#1203871322841808906 message
i know about the BCM one
and the today's one after game ending
couldn't replicate the second one, forgot to do the first
π
But you got the client progressing weathers fixed?
"Mrov if you fail to fix it you'll get to hear me scream at you again about your bugs π I'll personally come out and go "God Damnit Mrov!!!" Lol" - Lyra
"Like how I kept screaming about the indoor rain π"
"Tbf though yay you finally fixed it lmfao"
i'm in a position where i can't realistically test multiple mod configurations with multiple people
Haha we get it, Lyra just enjoys chaos and giving people shit
π
Don't take it personally
π
so the real-world tests are giving me more detailed and varied results that i'm just not able to achieve myself π
truuue
There is a reason why when someone redeems for her to come out on stream she has a unique sound that plays
Lol
Quite literally goes "I demand chaos!!!"
LOL
π
i spent like 2 hours today screaming at harmony for giving me shit
turns out it was LGU error
lol
Have you not seen the clip from the very first time she came out on stream btw? It was our most popular clip from last year
XD
me dropping 1.1.0 then finding out most intro tweak mods skip the scene i load bundles in and LE breaks if you change their level ids
i don't think i did π
π₯²
i remember
intro skipper mods already break too much anyways
I don't even use GI's anymore, started causing issues once my pack got larger
oh, could that be why some assets didn't unpack correctly for my friend today?
i'm gonna lose it someday
Yeah just don't use intro skipping methods
using your fork?
9 people ready to go, but for 1 morecompany crashed because it couldn't unpack the assets lmaoooo
His fork uses LC_FastStartup and even that has caused me problems
don't worry, v50 will kill it for good
None of them are exempt
Honestly you should fork the actual features I like though and make it it's own mod
btw lun what did faststartup break for you
Like the version tweaks and menu alignment
The same thing GI does, Black screen before reaching main menu
i really want to pursue more creative ideas than "oh look, i've aligned main menu!!!1"
Some mods don't like the skip
Even Zaggy said FastStartup did the same thing for them too
like i didn't spend 50$ in unity asset store to do nothing with that lol
but i really have no time to start new projects π
I mean you already ported the MainMenuVersion text to it's own seperate mod
why not just make
MenuTweaks?
Fair
i did it because Clark wanted that option for his modpack when IntroTweaks got deprecated
and - let's be honest - it's not my work
i don't care about that
it's important to keep in mind that history tends to repeat itself
there's nothing new under the sun after all
Yeah
i have nothing personal against anyone because everyone has some motivations, emotions and reasoning
I'm the same way
I just don't wanna use mods by unstable mod devs cus you never know what might happen
i am very much mad against xu (joke)
i really like not getting in trouble, so maybe let's drop the topic for now π
Fair
coming back to the topic:
i've pushed the Beta update, which should fix the progressing weather stuff to work always
please let me know what happens
π
"Don't worry bud if it breaks I'll personally tell you π"
π³
π₯Ί
ok
π
Beautiful spreadsheet
omg ur right this spreadsheet is hot
data lovers
@drowsy willow weather changing is even more broken now
only one player seen weather changing to storm
all others doesn't
including me as host
but everyone got the message
on latest version?
yes
the one that didn't sync
that's even more surprising
oof weather syncing is rough business eh π
this is changing the weather mid-day
so it's double jeopardy
"hey, i've pushed an update"
"yeah, weathers don't sync"
pov of mrov slowly losing sanity
wait
right now?
or to the beta
me after debugging some stupid shit for 10 hours straight
beta
oh thank god
I just want to say
also where have you been all this time?
Thank you king
Ive been around
for what π€
let's goooo π₯ π₯ π₯
you were talking about that for a month now?
good to see it out π
I must make
one more
actually 2 more
I must make the combined pack
And then
Make an AC substitution pack
But thats for another day
wha-
we were just playing and no one got that happening
i got lmaooo
WHAT
and i overwrote my logs π€·
were you really the only one
the fog didn't show up for me once
a
i hate my mod with burning passion lol
i don't know why the weathers don't work out how they should π¦
wonder if it was due to you being desynced, you also kept having random audio from TooManyEmotes playing
π€·
I'll try to replicate it tomorrow
the way WeatherTweaks is set up there shouldn't be any desyncs between days, becuase everything is getting reset on host + sent to other clients
and the issue right now is the weather changing mid-day doesn't always change for everyone, which is fucked up
because it very much shouldn't happen π
Would there be any issues with predetermining weather for moons several days in advance so that whatever is supposed to happen is already setup?
An idea I had would be to have a terminal command like forecast Infernis and it'd pop up a four day forecast or something, but just like real weather forecasts they aren't always accurate?
oooooh
this could be done dynamically by making the random throws based on weights and whatnot (but it's gonna be wrong because the seed will be changing) π€
but predetermining it? nah
I'm not planning that
but I'm planning to add an API (if you could call it that) to change my weather selection method with anything
honestly even that would be cool, weather isnt always as predicted irl
so - if you really wanted - you could do that and get all benefits from my mod
I'm gonna put something together then π
[17:27:17.5619526] [Fatal :DBJ.UncaughtExceptionCatcher] An uncaught exception has been caught from a mod's patcher! Details below:
[17:27:17.5619526] [Error :DBJ.UncaughtExceptionCatcher] System.NullReferenceException: Object reference not set to an instance of an object
at WeatherTweaks.Patches.MeteoMultiplierPatches.MeteoMultiplierPatch (RoundManager __instance) [0x00001] in <4c0b5f5b37704d2981ae00616b9c565a>:IL_0001
at RoundManager.SpawnScrapInLevel () [0x00038] in <af9b1eec498a45aebd42601d6ab85015>:IL_0038
π‘
no scraps moment
@drowsy willow
MeteoMultiplier is a fork of mrov's weathertweaks
He added support for MeteoMultiplier to control the scrap for his custom weathers
Did he fumble up something?
as you can see yes he fumble up
@drowsy willow you naughty, naughty boy
Fix mod bls
Oh yeah Mrov you super broke it
With the latest update the ship gets stuck on random seed in solo trying to land
and throws this error
Okay time to remove WeatherTweaksBeta
weather desync on client when exiting the facility
- level was flooded but after exiting the water just dissapeared
Yep back to the stable version I go, not being able to even land the ship in solo is a dealbreaker XD
Here I was trying to test another mod the ship wouldn't land and WeatherTweaks was bricking the game
π
[18:55:40.2890720] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherTweaks.Variables.GetCurrentWeather () (at <4c0b5f5b37704d2981ae00616b9c565a>:IL_0013)
WeatherTweaks.EntranceTeleportPatch.TeleportPlayerPatch (EntranceTeleport __instance) (at <4c0b5f5b37704d2981ae00616b9c565a>:IL_0058)
EntranceTeleport.TeleportPlayer () (at <af9b1eec498a45aebd42601d6ab85015>:IL_01C3)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <af9b1eec498a45aebd42601d6ab85015>:IL_00AF)
GameNetcodeStuff.PlayerControllerB.ClickHoldInteraction () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0118)
GameNetcodeStuff.PlayerControllerB.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_15C7)
more NRE
it's not
it's a completely different thing
but mrov is working on meteomultiplier compat with the current beta
ah yeah, I misread the description. says it's a fork of WeatherMultiplier
the o in mrov stands for "oh fuck"
m - mods break
r - really fast
o - oh fuck
v - idk it's like a signature of some sort
lol
v stands for "will work in next version"
was this vanilla flooded?
yes, level was flooded
and this was on host or on client?
i know what i've fucked up
"Ah BetaTweaks doing what it does best and breaking, now I have a reason to scream at mrov again π"
"I'm teasing ofc I know you'll fix it lmfao" - Lyra
My honest reaction to that, mrov
I've uploaded the fix for MeteoMultiplier and progressing weather effects not working, please check it out and let me know about any issues
will do π«‘
wait why is the beta ver in asset replacements lmao
Probably so casual users don't find it
i'm commiting wrongful tagging atrocities
new lll has a safetey patch on spawnscrapinlevel for if its empty which is nice
predicting my shitfuckery π
not sure if this is bad or not:
[18:46:12.2237870] [Warning:WeatherTweaks] 1178
[18:46:12.2961104] [Warning:WeatherTweaks ChangeMidDay] Changing weather, is player inside: False
[18:46:12.2961104] [Warning:WeatherTweaks ChangeMidDay] Rainy Vanilla Rainy
[18:46:12.2961104] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherTweaks.ChangeMidDay.DoMidDayChange (WeatherTweaks.Modules.Types+ProgressingWeatherEntry entry) (at <786ba3eba3e549ab88b2ccdfe1259add>:IL_0087)
WeatherTweaks.NetworkedConfig.ProgressingWeatherEntryReceived (System.String progressingWeatherEntry) (at <786ba3eba3e549ab88b2ccdfe1259add>:IL_003F)
LethalNetworkAPI.LethalNetworkVariable`1[TData].ReceiveUpdate (System.String identifier, System.Byte[] data) (at ./Variable/LethalNetworkVariable.cs:175)
LethalNetworkAPI.Networking.NetworkHandler.UpdateVariableClientRpc (System.String identifier, System.Byte[] data, Unity.Netcode.ClientRpcParams clientRpcParams) (at ./Networking/NetworkHandler.cs:204)
LethalNetworkAPI.Networking.NetworkHandler.__rpc_handler_1641402893 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <589fb5cca53141d28a8ffc37594934c6>:IL_00B5)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Happens when joining to the server
how in the fuck
the progressing entry shouldn't be set at any point in orbit (because it's reset after finishing the day)
I'll fix that
[Message:WeatherTweaks] SetWeathers called.
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
WeatherTweaks.WeatherCalculation.NewWeathers (StartOfRound startOfRound) (at <786ba3eba3e549ab88b2ccdfe1259add>:IL_04CF)
WeatherTweaks.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) (at <786ba3eba3e549ab88b2ccdfe1259add>:IL_005C)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetPlanetsWeather>(StartOfRound,int)
TimeOfDay.OnDayChanged () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0012)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::PassTimeToNextDay>(StartOfRound,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::PassTimeToNextDay>?1825910168(StartOfRound,int)
LethalThings.MonoBehaviours.FatalitiesSign.StartOfRound_PassTimeToNextDay (On.StartOfRound+orig_PassTimeToNextDay orig, StartOfRound self, System.Int32 connectedPlayersOnServer) (at O:/github/LethalThings/LethalThings/MonoBehaviours/FatalitiesSign.cs:34)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::PassTimeToNextDay>?792844100(StartOfRound,int)
StartOfRound+<EndOfGame>d__260.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0397)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
Is this a BetaWeatherTweaks issue? After EXP calculation, ship was stuck upon leaving moon with lever saying "Waiting for Ship To Land"
I disabled BetaWeatherTweaks and switched to stable version, and the bug was gone
Could you send me your whole log?
This shouldn't happen
(and - if you can - your modpack code)
@prime meadow
Okay give me a moment
I won't be able to send profile code unfortunately, shows an error
and archive file is too large
I haven't been here in a bit, is BetaWeatherTweaks stable enough to add to a published modpack right now?
generally - as far as I know - there are no explicit incompatibilities
nice
which ones
idk of any custom weather
but if there would be custom weather
how would it work
LLL is implementing custom weathers in next version
so it will be fully supported by me π
o
because current "custom weathers" (hell, are there any others?) are basically my combined weathers (but they were earlier)
i think there's like one custom weather but its just a visual effect iirc
oh it actually does a lot of stuff
I'll make sure (soonish) that it works well with weathertweaks
I forgot LethalLib could do that lol
noted
@drowsy willow
i love fog
and also love seeing other suffer to things that don't make me suffer
keep the fog as it is
Watch NO IM REAL!!!!!! and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
@drowsy willow bls fix, the current update keeps making it become foggy
ah yes
Eclipsed > None
Foggy
Everything
Foggy
mrov bls fix, i'm not getting enough fog
wont rest until even the interiors have fog
It was like every game tonight
We even had an [Unknown] Weather that was Foggy + Rainy and I remember him saying the Unknown ones wouldn't have the combined ones or Progressive ones
Man fucked up the weights fr
made Foggy be like 99.9% for every weather
Even @steady marten felt my pain and got tired of the constant fog
LOL
I'm not touching the beta version again for like a week
That's the second time recently where this mod has had a bug that keeps making it foggy
the weights are unchanged lol
Then why the hell with the current Beta
Was everything becoming Foggy?
I was legit losing my mind
LOL
Eclipsed > None
Became
Eclipsed > Foggy
Unknown
Foggy + Rainy
Fog everywhere
Something got fucked with your current update
π
I'll check
what if rng is just rnging
Bruh nearly every game???
thats a possibility for rng π
mrov really breaking the rng
I do love how it became a meme tonight telling mrov to fix everything
We even started telling mrov to fix the bug with Mirage at The Company π
lol
i might've forgotten to change something after my testing session
internal class ProgressingHiddenEclipsed : Modules.Types.ProgressingWeatherType
{
public ProgressingHiddenEclipsed()
: base(
"Eclipsed > None",
LevelWeatherType.Eclipsed,
[
new Modules.Types.ProgressingWeatherEntry
{
DayTime = 0.25f,
Chance = 1f,
WeatherType = LevelWeatherType.Foggy
}
]
) { }
}
oops
π
wtf π
No wonder why everything was fucking foggy
Barch,
see, rng!
Mi6k and I were losing our minds
Depreciate his mod
Lmao it got to the point where Debby started memeing it saying
Thank you
after i add fog to mirage first
need to carry on the legacy
You better not lol
The Fog Is Coming.
The Fog Is Coming.
HOW LOL
i shall comply with your non-edited message
Nooooooo
wait a fucking second
Lol
u guys gave me a good april fools idea
It's tomorrow π€
JK IM GONNA GET SO MUCH BACKLASH IF I DO THAT FOR APRIL FOOLS LMAO
April Fools is such an overrated holiday tbh
i was gonna do something for april fools but it was taking me more than an hour to implement it
so i just scrapped it
cuz i aint putting that much time into it
still would've been nice to do something for april fools but fuck it
(this is all my ploy to let your guards down so nobody sees the fog coming)
I'll support you
Replace
ALL MASKED AUDIO
With "The Fog Is Coming."
The Fog Is Coming.
@tall gyro
HAHAHA
imagine if i did that and then weather tweaks starts to get reports
i might be forced to adding fog to mirage soon π³
I literally could not survive without Mrov and his mods
LMFAOO
You are now an asset to the company
mrov somehow making the lighters that aren't supposed to work work with LightsOut
XD
I do love how we were making mrov go insane when we showed him that earlier
LOL
wym how much
mb im multitasking in my brain
@drowsy willow how much of a difference does it save fps
honestly no clue
How much does WeatherTweaks work?
Fog.
The Fog Is Coming.
Wasnβt this mod planned to make the fog less thick? Is that implemented yet?
it's coming right up
how does this look so crisp?!
v50 beta didn't add any weather changes (apart from foggy variables), so when LLL updates to work with v50 WeatherTweaks will be fully compatible π
I mean is LLL broken with it? From what I know v50 just adds a new moon
i thought weathertweaks is compatible with v50 though is it not? π
edit: asked this before there was a note on the description
oh i just saw this lmao
yup
I don't have to change anything internally for it to work with v50, but I'm depending on LLL, so waiting for that π
LLL won't be updated for V50 til it officially launches, no support for the beta
Batby's words
Understandable
i wonder when it actually launches
It's good that he will have something ready π
i would say a good week
π
prob longer actually
v45 was in Beta for like a month before it hit public
*last Thursday lol
Nah Zeekerss said it would be announced in a week or so, the update being put in Beta on Easter was probs planned
That's just you misinterpreting information
He said announce not release there's a diff
Let it go through the beta testing it needs it, and it gives mod authors time to update and prepare for the full launch
oh, did he? π₯Ί
It's a smart move
Plus it means bugs can be fixed before the official launch
When v47 launched he had to do 2 updates so close together to fix bugs
Lol
cus it never went through beta testing
Honestly you can tell he took a lot of inspiration from mods with the v50 update, the new ||moons|| really show it
it's nice
figured it out
π³ what π₯Ί
what the weathervariables do for rainy and stormy weather. Do they do anything for rainy?
figured it out
and for stormy its the frequency of strikes right?
yeah
that would be very nice lol
no
D:
progressing weather is cool
then make a mod so i can choose fog density
π
you know how to do it why don't you just do it ;-;
it's changing in v50 regardless, so i'll change my stuff to interact with that
because i need to change my whole internal mess with handling the configs right now π
so i don't want to add new entries rn because i'll be reorganizing the categories anyway
π₯Ή
so you're gonna do it eventually
:D
thats all i need
an eventually is good enough for my pack
cuz most of the things im missing are wip mods
(same)
configs suck
i've got roasted for 20 minutes for the way i'm handling mine
so it's gonna be simplified a ton
it's a fucking massacre
how close is this to release?
in terms of issues remaining it's very close
Fog
in terms of things I want to change/improve internally I'm like 60-70% way there
I was planning this in January to take about 2 weeks to be complete
and it's April
so forgive me, but I'm not the person to give an accurate ETA for that π
Itβs coming out tomorrow
Or we shave you bald
Thank you for your cooperation
I mean - there's nothing stopping me from uploading anything to thunderstore with new version number π€
but it's about getting it done the most correct way π₯Ή
Ur so right king
Unfortunately, Iβve been wanting to use my brand new guillotine
Mods, off with his head
π³
@drowsy willow there's new beta update, can you update your repo?
sure thing
didn't notice that π
I know its a beta and like you said it has issues
but I really want the features it has
would you say for the most part its fine and shpuldnt have any major issues?
right now it's the stablest version, didn't have (and heard) any issues on latest as of now
peak alright
everything is syncing nicely, got compatibility patches with a few mods so it's working nicely
as always - if anything happens to you please pop in here with a log and i'll get it working π
I have finally isolated the "ArgumentOutOfRangeException" error I was receiving when playing BetaWeatherTweaks
It appears the beta version of this mod doesn't like Wesleys_Moons
Stable version works fine with the aforementioned moon pack
Here's the log
Hey @prime meadow, thanks for your report! I'll check what's causing that issue π
@drowsy willow
WeatherTweaks v0.4.6 error.
Breaks at the end of the round. Conflict with @lunar glen's Lobby Control v2.3.5. Unable to pull the launch lever.
Ignore this I think I caused this problem. I broke LLL again
Well if it happens again
WeatherTweaksBeta is in a stable state atm
@drowsy willow worked his poor butt off to get Beta in a stable state
XD
Sorry for the mild heart attack.
no worries π
Getting rid of Lethal Things and lobby control sadly does not resolve the issue.
Somehow it works on Stable every now and then. But fails for sure on Beta.
But it crashed after it succeded....
Thanks for your report - it was reported to me before & i'll try to get it fixed ASAP
but this happening on Stable worries me
I had to do the unthinkable and pull this from SC right before release.
It's been with the whole way.....
It feels so wrong!
π i understand
Do you want to try testing it with SC?
It is quite preformant and stable now.
Plus to test the bug you just need to land and pull the lever.
sure
Heading to pc to get code.
018ebd9c-8976-2e39-886e-5313ffbab881
All cosmetics and suits were removed. No fluff. Just core and planets.
whats
lol
whats wrong with weathertweaks tho
uhhhh.
ngl @iron wren i gotta talk with your graphics person
Remember that lever bug?
It is super bugged now.
You get to play one round on SC with weather tweaks installed
I WOULD LIKE TO KNOW WHY π
idk man
Sounds like another Common FiF victory
weathertweaks works fine on my end
Oh for sure. You will break this too.
You just need to find the right combo of mods.
thats my trick
Somehow it seems one of Mrovs calculations fall into a negative value or is divided by 0 again. π
and I did that
π
i'm adding more debugging stuff rn to check what's happening lol
I have never ever had a single bug or error (trust)
it's wild
it's literally this: #1203871322841808906 message
it's breaking on calculating new weathers, so the landing planet has 0 impact on that
literally
ahhh
Ahhh
I updated moons for this version after me and @steady marten tested it yesterday. Which probably changed the seeds generated, and the planets chosen for weather gen. Thus leading to immediate failure after one drop.
Well at least it is a good test environment for you @drowsy willow π
???
I think he found it
okay, nevermind lol
i misread my variable names
ok lol
And here I was, hoping that the mystery was uncovered π©
All in due time
Hachiko waited, I'll wait too...
@drowsy willow is expending Sanity points to fix this problem for us.
I love how a support group has gathered. haha
Its like WT is in the ER and we are waiting to hear the results. π
so this is the surgeon equivalent of "oh shit my handwriting so bad i almost thought you came in for a lung transplant instead of a sore throat"
also @iron wren: when starting the game i'm getting the default LR music oryours, not always yours π€
That one is @haughty ingot's problem to fix. π
The man has so many of his own projects he is slackin on mine. SHAME!
jk jk
alright, the code is not moving past this block, meaning the whole loop is fucked
R.I.P
While you are bringing WT back to life I will get started on my Thunderstore descriptions... #CRY!
Just going to head on over to @steady marten Forged in Frontier and steal his.....
uh uh uh
swiper no swiping
ok ok ok... Borrow. Boooooorow for a long time..
hahaha
thank you π
hahahahahahahaha
so nothing changes?
π
I have been ready to post SC since I dropped the cosmetics. I just look at the manifest and then go watch anime. π
releasing smth? nah, anime time
bout right
@steady marten Honestly you did such a good job on your moon descriptions I am pretty sure it will be the new Meta on the store.
I am the meta maker
everybody and their brother are going to swipe it. π
Let them know who did it best, before all the rest
It's why I'm the One and Only
hahahaha
AND THEN JOT DOWN NOTES FOR EACH OF THEM
BUT MY BRAIN
It's telling me to cook
With all 17 herbs and spices
look at it
I am totally going to use your moons pack and Easy idles to create mine. I am not going to think, I will just bake cookies and give credit.
the common flea will scroll upon my page and get bombared with bright colors and pretty images
My effort stops at creating the pack.
Snare flea
while the connoisseurs sip wine reading my elite information
They will scroll to my page and see text.
only text
We gave different proportions of effort
I put more towards presentation and style
You went into the spreadsheets
and configured god himself out of LC
1 of my modpacks has more downloads than every other one on the thunderstore combined
If you exclude my other modpacks
the urge to hit you with one of my too many boykisser gifs was absurd, but i am a nice man
links or it did not happen!
It may be fake news because I canβt do math but feel free too
Ah shit
I deprecated a bunch because I didnβt feel like maintaining them anymore lol
not allowed!
Modded risk of rain is really good
Despite having like 1/8th or something of the total mods on thunderstore
Iβd argue it may have more content
Itβs had more time to develop high quality and quantity
you go play RoR 2 NOW!
idk man
ror2 players seem like they love men
The worst part is the pack with 200,000 I spent probably a combined total of an hour on it 
I originally uploaded it so I could easily get the survivors I use for every profile
hahahaha
it be the stupid shit
And incase anybody else wanted it
And then it just uhhh
Went monkey mode so I maintained it
oh that's one of the things i gotta do for my pack as well
too lazy to work on it
Lethal company modpacks actually have competition and a meta
@steady marten I want your format. Name your price.
Price!
Meanwhile I can have a short ass shit readme on risk of rain 2 and it does fine
Because nobody really makes modpacks
Or atleast good ones the majority are just βfor the boysβ
What could I do for you?
With only a few serious ones
You see
My modpack currently revolves around many features AC brings
i still have to modify EnhancedIcons, make the menu with Emblem, see if i can have custom textures with HotbarRD, implement #1223416560014852157, change enemy/scrap rates, moons prices, interiors weights etc
Skill issue
just use other mods to replace it smh
My experience with AC was that I installed it went damn Iβm probably never gonna use any of this
nuh uh
Iβm a nice person
@iron wren you will receive proof Iβm a nice person in a moment
Anyway
100%
Nice people don't need proof!
WeatherTweaks the Mi6k monologue thread
I pay mrov rent
Yoink
In exchange for my formats and services if you require decor and writing experience, I need your help making my AC substitutions
Ps. I also want your soul and 25% of all downloads ShatterCompany will generate and your slave Psycho
nope!
I had not known about EnhancedIcons
I mean I donβt see my moons in your pack therefor bad fr ||(They arnt out yet)||
Man I still do have to do this.
change enemy/scrap rates, moons prices
nah i need to wait on profx rn
I donβt have the time to wait
I would prefer a scrap solution like Coomfy Dungeons though. Something that scales with the connected players.
i have until my body withers away
Done
Get to work!
I havenβt even started yet the environments are 90% done Iβm just that good
(I am going to see if risk of rain 2 stages would work well as moons)
until i have achievements in my pack it shall not be called a modpack
fr
.....
........
Rude
therefore no pack shall be a modpack
as of yet
LC packs shall become like minecraft packs and change literally everything
Very temping to upload the most fire modpack for LC and just name it βModpackβ
I know a community with 0 modpacks time to become the monopoly
(It only has 3 mods)

can you send it to me as well?
π
Okay, I'm fairly sure i've found the actual issue

L
hahahahah
π π π π π π π π π π π π π
So true what
i'm losing it
Them Brackens snapped the rainclouds too 
I HAVE SOME GOOD NEWS π
Fog π«οΈ
Did somebody say fog
not the fog π
Woot!