#Weather Registry / Weather Tweaks / mrov
1 messages Β· Page 4 of 1
How does the weather showing up even work I havenβt had a chance to play
Does the weather just randomly have a chance to change
I canβt wait to go inside while itβs sunny and then I come back outside and itβs eclipsed and foggy
so i have a few predefined types, for example:
so everything has to be defined in advance, but the entries can have a chance of being applied
and - when it releases - you'll be able to add your own types and progressions
and when the weather changes there's a popup saying "weather is changing" or something like that
π
Nah fellas
The FOG Addon
All moons are FOG
All FOG switches to FOG
I canβt code so Iβll have to steal some code
But I will make it fr
Iβll figure it out
I'll happily provide whatever you need
The pain of being a modeler you canβt do as funny of things
I need to learn to code so I donβt have to rely on people to make my stuff real fr
And the mod collab channel is dead as hell
My goal is to create all game integrations for the changing weather, syncing etc. and to have an API for others to register literally whatever π
also - lord forgive me for doing this
@manic cobalt vanilla (and my mod) applies weathers based on SelectableLevel.randomWeathers - how your implementation will interact with that? Are you going to add weathers to randomWeathers, extend the LevelWeatherType enum, create your own weather picking system or a combination of these (or anything other)? π₯Ί
because some planets simply cannot have some weathers (see Titan and Flooded: it would make it unplayable)
Not with the right kit.
NOT WITH THAT ATTITUDE!
Itβll work out
so i see that LethalLib defines the levels that custom weather can happen on, which - as i can imagine - would be hard to implement with the amount of custom moons that are available rn
I think itβs gonna end up being like interiors
Where the users control it
@steady marten into the config dungeon you go
alright, i can see it now: it's based on LevelTypes enum in LethalLib:
None = 1 << 0,
ExperimentationLevel = 1 << 2,
AssuranceLevel = 1 << 3,
VowLevel = 1 << 4,
OffenseLevel = 1 << 5,
MarchLevel = 1 << 6,
RendLevel = 1 << 7,
DineLevel = 1 << 8,
TitanLevel = 1 << 9,
Vanilla = ExperimentationLevel | AssuranceLevel | VowLevel | OffenseLevel | MarchLevel | RendLevel | DineLevel | TitanLevel,
/// <summary>
/// Only modded levels
/// </summary>
Modded = 1 << 10,
/// <summary>
/// This includes modded levels!
/// Acts as a global override
/// </summary>
All = ~0
which is not helpful
so i assume @manic cobalt will do it using tags, but the config hell will come regardless π
We config to earn the right to config
i'll hold re-editing my configs until new LLL (and v50) comes out tbh
it's gonna be interesting
π₯Ή
Iβve realized the best method is to steal
weβll see if weather actually makes it π
Borrow*
Other configs
I just ββββββborrowββββββ easyidles configs
in this version or at all? π₯Ί
former
alright
you have a fuckton on your plate, so i'm not surprised
π you got this king
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
WeatherTweaks.Variables.GetPlanetCurrentWeatherType (SelectableLevel level) (at <41ab4f56b8904cdcb0f6d1931c7cabc9>:IL_0001)
WeatherTweaks.Patches.MeteoMultiplierPatches.GenerateNewLevelClientRpcPatch () (at <41ab4f56b8904cdcb0f6d1931c7cabc9>:IL_0024)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager,int,int)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0076)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
[20:44:54.6134364] [Error : Unity Log] KeyNotFoundException: The given key 'Black MesaLevel (SelectableLevel)' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
WeatherTweaks.Variables.GetPlanetCurrentWeatherType (SelectableLevel level) (at <41ab4f56b8904cdcb0f6d1931c7cabc9>:IL_0001)
WeatherTweaks.Patches.MeteoMultiplierPatches.GenerateNewLevelClientRpcPatch () (at <41ab4f56b8904cdcb0f6d1931c7cabc9>:IL_0024)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager,int,int)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0076)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
trying to load half life black mesa moon interior mod
just gets stuck at the loadiong screen
has an error that points to weather tweaks
@drowsy willow
can you send your modpack code?
Green
018ebfe7-163a-7e5d-746b-9f94b3d0acfd
i'll look into that π«‘
var overrideController = new AnimatorOverrideController(TimeOfDay.Instance.sunAnimator.runtimeAnimatorController);
var overrides = new List<KeyValuePair<AnimationClip, AnimationClip>>(overrideController.overridesCount);
overrides.ForEach(pair => Plugin.logger.LogInfo($"{pair.Key} -> {pair.Value}"));
and i'm getting
[Info :WeatherTweaks] TimeOfDaySun (UnityEngine.AnimationClip) ->
[Info :WeatherTweaks] TimeOfDaySunEclipse (UnityEngine.AnimationClip) ->
[Info :WeatherTweaks] TimeOfDaySunStormy (UnityEngine.AnimationClip) ->
``` as a response
am i thinking about it wrong?
lack of skill
@drowsy willow ill send some code later
192.168.0.1 checkmate
shhh
::1
π
alright, i give up - there's no way to change transitions on runtime
let's commit some warcrimes then
Ruh roh
turns out i didn't have to lol
i was understanding my code from yesterday incorrectly
it's magnificent
https://discord.com/channels/1168655651455639582/1224229436719890432 They're already here
π
poof, your celestial body is gone
true
i'm looking for a way to fade between the two
Config option to either have the weather say changing to unknown (when changing) or not tell you itβs changing at all
Would be funny
i've screwed up the latest beta version with my sun shenanigans
[Info :WeatherTweaks] animatorControllerName: StarlancerSolaceSunAnimContainer
[Error : Unity Log] KeyNotFoundException: The given key 'StarlancerSolaceSunAnimContainer' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
WeatherTweaks.BasegameWeatherPatch.OverrideSunAnimator (LevelWeatherType weatherType) (at <0c2eca1211714b5384624802f8ff70d6>:IL_002E)
WeatherTweaks.GameInteraction.SetWeatherEffects (TimeOfDay timeOfDay, System.Collections.Generic.List`1[T] weatherEffects) (at <0c2eca1211714b5384624802f8ff70d6>:IL_0299)
WeatherTweaks.OpeningDoorsSequencePatch.SetWeatherEffects () (at <0c2eca1211714b5384624802f8ff70d6>:IL_003C)
(wrapper dynamic-method) StartOfRound+<openingDoorsSequence>d__246.DMD<StartOfRound+<openingDoorsSequence>d__246::MoveNext>(StartOfRound/<openingDoorsSequence>d__246)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
this is a sign the sun thingies are better left alone
i'll fix that ASAP
i hate doing this
@analog sand a small question with StarlancerSolaceSunAnimContainer: you're using the same animation transitions as the vanilla game (so an eclipsed bool > eclipsed sun, overcast > stormy one)?
Yeah I haven't changed the conditions
alright
I try to keep things β¨compatibleβ¨
π
so you're using the same animation clips as the vanilla?
or your own container+clips, but the same conditions?
i mean the TimeOfDaySun, TimeOfDaySunStormy and TimeOfDaySunEclipse
Own container (which is Starlancer[Moon]SunAnimContainer) with custom clips, same conditions
ofc :3
Ahh, thank mrov for finding the fix to that ArgumentIndex error
Had the most cinematic Offense run yet, trudging through the rain as Eyeless Dogs patrol all around me, raindrops running down my visor
[01:03:45.1242399] [Error : Unity Log] KeyNotFoundException: The given key 'SolaceLevel (SelectableLevel)' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
WeatherTweaks.Variables.LevelHasWeather (LevelWeatherType weatherType) (at <595e2f0a54244e0c8c73428c36160752>:IL_004D)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnOutsideHazards>(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::FinishGeneratingLevel>(RoundManager)
LethalLevelLoader.Patches.OnGenerationStatusChanged_Prefix (RoundManager __instance, DunGen.GenerationStatus status) (at C:/Users/bobba/Desktop/LethalLevelLoaderFixed/LethalLevelLoader/General/Patches.cs:307)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::Generator_OnGenerationStatusChanged>(RoundManager,DunGen.DungeonGenerator,DunGen.GenerationStatus)
DunGen.DungeonGenerator.ChangeStatus (DunGen.GenerationStatus status) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0034)
DunGen.DungeonGenerator+<InnerGenerate>d__94.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_046B)
DunGen.DungeonGenerator.Wait (System.Collections.IEnumerator routine) (at <af9b1eec498a45aebd42601d6ab85015>:IL_000F)
DunGen.DungeonGenerator+<OuterGenerate>d__91.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0092)
DunGen.DungeonGenerator.Wait (System.Collections.IEnumerator routine) (at <af9b1eec498a45aebd42601d6ab85015>:IL_000F)
(wrapper dynamic-method) DunGen.DungeonGenerator.DMD<DunGen.DungeonGenerator::Generate>(DunGen.DungeonGenerator)
DunGen.RuntimeDungeon.Generate () (at <af9b1eec498a45aebd42601d6ab85015>:IL_002C)
LethalLevelLoader.LethalLevelLoaderNetworkManager.SetDungeonFlowSizeClientRpc (System.Single hostSize) (at C:/Users/bobba/Desktop/LethalLevelLoaderFixed/LethalLevelLoader/Patches/LethalLevelLoaderNetworkManager.cs:97)
@drowsy willow good luck my friend.
This with beta, apparently.
Only on clients, not on the host
Yeee.
Don't know if it's a consequence of some other error originated from host but it is what it is.
mrov killed solace, rip in pieces π
Good think WeatherTweaks stable fixed the issue
Sir stop doing illegal things and breaking WeatherTweaks, thank you.
XD
@drowsy willow can you catch me up to speed on the sun stuff
In my lll i have animationclip slots so people can override the ship landing anims so could always add more
Oooh custom ship landing animations
π
@cobalt jasper @analog sand I expect some pretty sleek ship landing animations when you guys update your moons
me when our dropship gets shot down and lands on planet 4546B
o.o
:3
how about LV-426 instead? π
not the dictionary errors again π
thanks for reporting that, I'll get it fixed today
Is there a way to make it so all the moons are on top of each other in the terminal with no spaces instead of the normal 3 3 3 formation?
I'll add the option for that, it's segmented because when there's many moons it's becoming unclear which have weather and so on
because the info is so far from other elements basically
I see
Honestly it would have been cool if the terminal had two colors instead of one, then you would just switch between those 2 colors every line
Would have been less confusin in my opinion
Dunno
kinda like twitch chat with BetterTTV?
Kinda?
I was thinking like instead of the usual:
Green
Green
Green
Green
It would be something like..uh:
Green
Yellow
Green
Yellow
It could be any color of course, Im just makin an example of what I mean
or different lightness greens
Yea that too
You think it's doable?
Changing the color? I know that some mods do that already
The terminal is just a text field
Ah ok
Make it red. Really stick it to colorblind people
devilish π€
[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 <76c2f325b42e426691dd795f7cdb1147>:IL_04C3)
WeatherTweaks.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) (at <76c2f325b42e426691dd795f7cdb1147>:IL_003A)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetPlanetsWeather>(StartOfRound,int)
(wrapper dynamic-method) TimeOfDay.DMD<TimeOfDay::OnDayChanged>(TimeOfDay)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::PassTimeToNextDay>(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)
this is stable or beta?
stable and v49
fuck
can you send me your whole log (and - if you can - modpack code)? π
018ec978-a84b-f26d-7f31-f517312bd673
thanks, i'll try to fix that
I skim read this and I read it as fuck you
Because I was scrolling and there was a you in the message below
And Iβm like damn wtf happened
alright, i found this:
all weights are 0 somehow
i'm gonna compare with the profile what's going on
flooded, foggy, eclipsed, stormy are configured to be 0. but none and rainy should be >0
π€
i need to check if it tries to divide by 0 then
alright, i think i see the issue
because you've set all weights to 0 the list with all possible weathers has 0 length, so it literally cannot pick anything
if i may ask - why?
oh, i see the issue on my end
none is still enabled.
rainy is still enabled.
stormy bcs i hate lightning.
eclipsed bcs it interferes too much with my lethal_quantities setup.
foggy bcs it would be insane having no vision with my LQ setup.
alright, understandable
i was asking if you just wanted to disable weather altogether, but noticed the weights in your config
rainy is fine
so, umm
there's a issue on my end and i'm not sure how to approach that
because in your specific usecase it's returning 0
which i didn't account for
π¬ breaking algorithms with strange user input is my hobby
π i can somehow relate
alright, i'll get it fixed but it's gonna get updated with my next release, which will come god knows when
https://github.com/AndreyMrovol/LethalWeatherTweaks/pull/11 it's a mess already, and i'm not even close to finishing
so the fix will come either with that or new LLL version patch
in the meantime you'll need to change your configs to anything other than 0
to prevent this issue
So would having any weights be zero break it?
it's having all of them equal 0 break it
as in, having all your > Rainy weights be zero for instance would break it
that was the calculation
and because all other weights were equal 0 there was nothing to pick from
i'll get a fix for that edgecase added π
[Info :WeatherTweaks SunAnimator] Current bools: False False
[Warning: Unity Log] Sub-emitters may not use stop actions. The Stop action will not be executed.
[Info :WeatherTweaks SunAnimator] Current bools: True False
why are you changing goddammit
oh, it's not a effect enabling issue, it's a me issue
fuck
Does wheater tweaks already work on V50?
I'm dependent on LLL, so until it updates my mod is not gonna work
but the current version probably will work without issues on v50 when it happens
Oh ok
Amazing switch.
Has anyone ever told you how god damn sexy you are
This is so impressive
just asking out of curiosity, although it might be a long shot
is anybody here aware of issues with flooded weather not working on any day except day 1 of a newly hosted session?
i've been trying to track down the cause of some flood bugs in v50 and discovered something that seems like the culprit
but if im right, then this bug should have been happening in v49 and all previous versions as well, and i havent noticed anybody reporting that floods don't work before
to describe the behavior that would be exhibited by this bug:
- floods would work just fine if you launch a new save from the main menu and land straight on to a flooded moon (water level starts low, rises throughout the day and into the night)
- after going back into orbit and landing on a flooded moon on day 2+, the flood water would still appear at the baseline level, but it would no longer rise throughout the day (with an exception, explained below)
- the only way to make floods work properly again is to quit to main menu and rehost the session (reset the scene)
the exception mentioned above: if you leave a moon early (before midnight), then floods will continue to work, but only after you reach a timestamp later in the day than when you left any previous moon
- for example, on day 1, you visit a moon, leave by 3 PM
- on day 2, you visit a moon, leave at 5 PM
- on day 3, you visit a moon that's flooded. water starts at the baseline level and remains there. at 5:10 PM, it will suddenly start rising very quickly until it eventually reaches where it would have normally been by 5:10 PM, and then it will smoothly rise for the rest of the evening
this same time sync bug also seems to have some sort of effect on stormyweather but i'm not sure what that is yet (i havent noticed anything in my personal experience yet)
π€ I haven't checked v50 π
Oh, as in the values don't reset between days?
sorry, my explanation is probably very confusing and it's already kind of a difficult bug to understand. but im curious if anybody can validate that they've experienced "frozen floods" in v49 or earlier versions because i've genuinely never noticed until v50
That's weird because in their Start methods they are setting the variables to the starting values
yes - to offer a more technical explanation (if you'd like to look into it yourself), the flood's offset gets set in a method called FloodWeather.OnGlobalTimeSync which is invoked by TimeOfDay.onTimeSync (a delegate)
TimeOfDay.onTimeSync is invoked by TimeOfDay.SyncClientTimeRpc which only gets called when TimeOfDay.globalTime exceeds TimeOfDay.nextTimeSync
and when that sync occurs, it pushes forward nextTimeSync by 10
so the idea is that every "10 seconds" (it's affected by the global time speed multiplier, so it's actually ~7 seconds) all clients will sync their times together and then weather effects will update (flooded and stormy)
but nothing ever resets or decreases nextTimeSync, so time syncing on future days only happens if you stay on a moon for longer than you stayed on any previous day
oh, that's weird
rehosting the scene reinitializes TimeOfDay and resets all its variables to default
which is why floods work properly on the very first day you host and then act funky for the rest of the session
im pretty sure none of this code changed in v50, which is sort of shocking, because i don't think anybody has noticed or reported this bug before, despite how major it is
i guess people tend to avoid flooded moons anyway? still sort of crazy
it didn't
you're right
I'll look into it, because I could've sworn the flood was working normally for me π
Did you have this happen in vanilla? I was playing vanilla and the delayed flood happened to me
It started around 7:20
yes, this bug should affect vanilla, likely any version
it's mindblowing we're talking about it only now
for real
i just published a plugin to fix v50's moons being broken and having inverted flood variables (water level would sink further into the ground throughout the day instead of rising)
and thought "i might as well try to squish this other flood bug that seems to be happening in v50"
and that lead into the last 2 hour rabbit hole
i've been there
what changed in LightsOut 0.1.2
i'm not messing with AbandonedCompanyAssets' lighters
ok thank you lol
@tight wagon so the value of FloodWeather.floodLevelOffset is being reset between days, but the wave height stays the same
and - like you've said - it starts moving up starting at the value from the previous round
weird weird weird
and FloodWeather.previousGlobalTime always stays at 0
what in the world
is this because OnEnable doesn't run the same code as OnGlobalTimeSync ?
as in it's not setting the floodLevelOffset
?
yes, the only thing that raises the water level is OnGlobalTimeSync
which only occurs when the server does a time sync with all the clients
which only occurs the first time you reach a new "time milestone" in the day for that entire session
let me try to do a quick fix for that then
if you spend day 1 on the moon and leave at 3 pm, then clients stop time syncing all the way up until past 3 pm on all future days
at which point the flood level updates immediately and plays catch-up
then normal behavior resumes
yup, this tracks with my testing
stupid
at this point zeekerss "fixed" the original bug that my flood fix plugin was for
but he did it in a super strange way that im still not totally sure is intentional
because half of the "reverse flooding" levels still reverse flood but he just made the water level start super high (so the moon dries up by midnight, from being nearly untraversable at 8 am)
π₯²
i will check the beta code in a bit
becuase if that's the case, it's gonna fuck with other existing moons
also lol
alright, i'm pretty sure i got it fixed
I'm ngl I kind of want v50 to just fully release instead of still being in beta lol
[Warning:WeatherTweaks BaseGameWeatherPatches] 1FloodWeather.OnEnable: 0 0
[Debug :WeatherTweaks] Got weather variables for 56 Vow:Flooded with variables -6 6
[Warning:WeatherTweaks BaseGameWeatherPatches] 2FloodWeather.OnEnable: 0,5555555 0
I know we're close though, the current beta feels like it's gonna be the final one before full release
[HarmonyPostfix]
[HarmonyPatch(typeof(FloodWeather), "OnEnable")]
static void FloodedOnEnablePostfix(FloodWeather __instance)
{
logger.LogWarning($"1FloodWeather.OnEnable: {__instance.floodLevelOffset} {__instance.previousGlobalTime}");
__instance.floodLevelOffset =
Mathf.Clamp(TimeOfDay.Instance.globalTime / 1080f, 0.0f, 100f) * Variables.GetLevelWeatherVariable(LevelWeatherType.Flooded, true);
logger.LogWarning($"2FloodWeather.OnEnable: {__instance.floodLevelOffset} {__instance.previousGlobalTime}");
}
i might have some bad news for you
Flooded weather behavior hasn't been changed at all
only the variables did change
lol that's not what i mean, it's complicated
i found the whole time sync thing after i published my mod and i was planning to integrate a fix for it into my mod before this new beta dropped
no FloodWeather.cs changes
but this new beta "fixed" the reverse flooding thing that the plugin already exists to fix
oh, alright
You got a link for all the new changes?
so it seems like im patching out the reverse flood "fix" and patching in this new time sync fix and just completely repurposing the plugin
only like 4 hours after posting it
What got changed with enemyai?
π€ i'm thinking about the flood thing and if there's any way to have a one-fits-all solution
so you could check the variables when starting and adjust them
so the flood goes up
but the variables are set up by moon creators, so i'm assuming most of the time it's researched how they're gonna end up working
Question, how would this work with MeteoMultiplier? If multiple weathers stack, would it stack the buffs? Or i guess, would meteo need to implement it?
I think the weather changing midway is cool too, but i'd hope there is a config to maybe make it like a rare thing, or else getting extra scrap value for eclipsed or whatever is kinda pointless if it just stops being eclipsed early on in the day
Its look very cool, it definitely makes weather more interesting, but i am struggling to see how it would work well with Meteo which is like my go-to mod for making the weather interesting
for combined i'm doing the sum (but that's gonna change later because it's busted af)
for progressing i'm doing weighted average of (chance for change * weather multiplier)
Oh now this is very interesting that you have thought about this already
of course feel free to offer any suggestions/feedback about this, because for me it still doesn't feel right
makes sense
it sounds silly yeah
fire exit room on Eclipsed+Flooded Assurance
in next 2 rooms it was like 3k total lol
Yeah WeatherTweaksBeta sets scrap amount to be insanely high
Lol
I kind of prefer the stable version of WeatherTweaks atm just cus it doesn't go brrr like that
XD
yeppp
I feel like combined weather should just be a slight boost compared to whatever the highest boost is from them
like if eclipsed is 0.8 or something, and stormy 0.6, have it so stormy-eclipsed is 0.85, 0.9, 0.95 etc, in that kind of region
Since it takes the highest and just adds a slight boost
So basically whatever weather has the highest multiplier (generally what the HARDEST weather is considered then in most people's packs) thats active acts as the base, and then each other lesser weather adds a slight boost
You could use a multiplier of say, idk, 0.1 or 0.2 off the top of my head (or make it a config)
multiply each additional weather by that amount, then add it to the base
So if Eclipsed is 0.8 and stormy is 0.6, say its a 0.1 multiplier for extra weather, then stormy goes from 0.6-->0.06, add it to Eclipse's 0.8 and you got the multiplier for Eclipsed-Stormy at 0.86
And so, a multiplier of 1.0 would be how it is currently actually
i mean - i've had a similar idea
basically to predefine the "weather severity" (so it would be eclipse:2, flooded:3 and so on) and to do weighted average from that
because straight-up sum is too much
the issue is people might have mods that alter how bad weathers are
Also just, within even my friend group, we have alot of discourse about which weathers are actually worse than each other, i dont think its universally agreed upon
Like Stormy is way less bad if you use something like GeneralImprovements
Fog depends if you know the moon, etc.
or to use spawn value multiplier of one and spawn count of other
truuue
what about the normal average?
oh, i think i got it
So thats why i am saying to determine the primary "worst" weather just from whichever one has the highest scrap value multiplier in the meteo config (thats present on that moon)
Like in my example, eclipsed is the highest at 0.8 scrap value, whereas stormy is just 0.6
So eclipsed must be what that user thinks is the worst weather, so it gets the main multiplier
Other weathers are just decreased to like 10% of their amount with 0.1 and then added on
that amount is configurable
extra benefit is they can set it to 0 if they want to disable the feature completely, and have it only factor the main weather
and i could do Math.Max(youraverage, normalaverage) and apply that
π€ oooooooh, i see your point
i could do a config entry for every combined weather for that value
or to cap a value
i'll think about it and get back to you π
i need to do a vibe check π
because i'd love for the combined weathers to be valued noticeably higher than normal weathers, but not on the current levels
you could, could be long tho
It also wouldnt be able to factor in like, if anybody makes custom weathers in the future, idk if that would ever be a thing tho
Makes sense
But even then in the above method, just have the multiplier be higher like 0.5
stormy's 0.6x0.5 will be 0.3
So Eclipsed stormy would be 1.1 instead of 0.8
i mean - the combined weathers must be explicitly defined
ahhhh
internal class CombinedEclipsedFlooded : Modules.Types.CombinedWeatherType
{
public CombinedEclipsedFlooded()
: base("Eclipsed + Flooded", [LevelWeatherType.Eclipsed, LevelWeatherType.Flooded], LevelWeatherType.Eclipsed) { }
}
i'm making a whole API for that
and - depending on the LLL implementation - i'll adjust my methods to use that accordingly
I have NO clue for progressing tho
Its interesting that the value would be dependant on the weather chances
So if there is a high chance for eclipsed, the scrap value would reflect that
i guess that makes sense, since you wouldnt want the scrap value to change in realtime depending on the weather lol
Uhhhh, yeah idk
for the progressing stuff i thought of including the time of day they start at
so it would be (multiplier * chance% * time)
so if the starts with eclipsed, but it's gone at 10AM it's gonna have less influence over the final result than it finishing at 1PM
oh so wait
with progressing weather, is it all determined beforehand?
i guess that makes sense since it would be seed-based?
If so then yeah, that makes sense and could work
internal class ProgressingStormyRainy : Modules.Types.ProgressingWeatherType
{
public ProgressingStormyRainy()
: base(
"Stormy > Rainy",
LevelWeatherType.Stormy,
[
new Modules.Types.ProgressingWeatherEntry
{
DayTime = 0.55f,
Chance = 1.0f,
WeatherType = LevelWeatherType.Rainy
}
]
) { }
}
I suppose in my case, i could then literally just do the math myself and set the mulitpliers how i wanted, so technically this would work for me too
the things that can happen are predefined, but the changes are rolled during the round (based on seed)
ahhh, thats interesting
So actually, if you knew your stuff, and the multipliers are big enough, could you predict the weather during a trip just from looking at the scrap value?

oh no, the chances are always the same
no matter if it's selected or not
that's why it's a chance
π€
ah i see
So all you could do is predict the chance, which someone would just know from the config anyways
i mean - the multiplier is selected while generating the dungeon, the roll to change the weather is during the round
so no
aww damm
the chance is predefined π€
so no prediction there
ye from config
this says to my mod: register Stormy>Rainy weather with the starting weather Stormy, and have the weather change to Rainy on 0.55 day time with 1.0 (100%) chance
it's not from config per se, you need to make an addon
so it's more like weather variables on a moon: it's created by someone else and interpreted by the game without any configs in-between
OH right, that makes sense
i thought it was just like, a universal chance that Stormy-->Rainy or whatever on all moons where both weather can occur
by creating the class and calling it it's creating all the stuff to hook into my mod:
public ProgressingWeatherType(string name, LevelWeatherType baseWeather, List<ProgressingWeatherEntry> weatherEntries)
{
Name = name;
Plugin.logger.LogDebug($"Creating ChangingWeatherType: {Name}");
// TODO
// create configFile bindings
Enabled = ConfigManager.Instance.configFile.Bind("1c> Changing mechanics", $"{Name} Enabled", true, $"Enable {Name} changing weather");
WeatherEntries = weatherEntries;
WeatherEntries.Sort((a, b) => a.DayTime.CompareTo(b.DayTime));
WeatherType = new(Name, (LevelWeatherType)baseWeather, [baseWeather], CustomWeatherType.Progressing) { Effects = [], };
Variables.ProgressingWeatherTypes.Add(this);
}
and when new weathers are selected it's already there π
nooooo π π
it's all predefined
i would love if its configurable but i can also see why its not
i mean - you'll be able to create an addon with everything set up as you want
also i'm not sure if any combined/progressing stuff will be added to the base mod because it's radically different than what's happening normally π
WeatherTweaksDeluxe
WeatherTweaksUltraDeluxe lol
Oh, well, this sounds delightful!
I'm very excited to see the thrilling new Ultra Deluxe content.
Yeah makes sense
i think to start off with, i'd just wait until there is a way to configure scrap value better from weathers stacking than by a sum
Especially if it does the method of combining it slightly or you just have a config for each weather combo
As for weathers switching i am unsure, i'd maybe have it off, i think it would depend on each chance + time of day that weather switches
And if its different per moon then yeah, i think it would be complicated to balance with meteo
And if its different per moon then yeah, i think it would be complicated to balance with meteo
it's not moon-dependant, but weather-dependant:
case CustomWeatherType.Progressing:
MeteoMultipliersData progressingData = new(currentWeather.weatherType, 0, 0);
float sumMultiplier = 0;
float sumSpawnMultiplier = 0;
float sumChances = 0;
foreach (
ProgressingWeatherEntry entry in Variables
.ProgressingWeatherTypes.First(weather => weather.Name == currentWeather.Name)
.WeatherEntries
)
{
MeteoMultipliersData data = GetMeteoMultiplierData(entry.GetWeatherType().weatherType);
sumMultiplier += data.multiplier * entry.Chance;
sumSpawnMultiplier += data.spawnMultiplier * entry.Chance;
sumChances += entry.Chance;
}
progressingData.multiplier = sumMultiplier / sumChances;
progressingData.spawnMultiplier = sumSpawnMultiplier / sumChances;
SetMeteoMultiplierData(progressingData);
break;
it's adding (multiplier * entryChance) and dividing by sum of chances (weighted sum)
nothing in that is specific to any given level π₯Ί
oooo
i getcha
i guess i could always just get a feel for it
Perhaps if there isnt already, maybe have some kind of debug mode or something in the log that says what the moon's scrap value comes to and the other variables going in (like the chance and multipliers etc.)
So if it ever feels wack i can look into it to see what might be causing it to be bumped up so much and then tweak whatever i can or make suggestions here
Also, with the weather types overall, like progressing and combined, is it mutually exclusive? and configurable which moons it applies to?
Like can you have it so when you go somewhere, it could be either progressing or combined? Or can it only be in one mode?
it's selected as the current weather on the moon, so it's one or the other
but that's where the uncertainty comes in: it can hide the current weather, so it's truly a roll of the dice
Perhaps if there isnt already, maybe have some kind of debug mode or something in the log that says what the moon's scrap value comes to and the other variables going in (like the chance and multipliers etc.)
So if it ever feels wack i can look into it to see what might be causing it to be bumped up so much and then tweak whatever i can or make suggestions here
i will π
hmm, makes sense
out of the two, i think i prefer combined weather more
Progressing is very cool tho too
Wait, 1 other question
How many weathers can you stack on combined?
how many are in the game?
π€
Perfect
internal class CombinedMadness: Modules.Types.CombinedWeatherType
{
public CombinedMadness()
: base("Madness", [LevelWeatherType.Foggy, LevelWeatherType.Eclipsed, LevelWeatherType.Rainy, LevelWeatherType.Stormy, LevelWeatherType.Flooded], LevelWeatherType.Foggy) { }
}
next update will be π₯
does it just stack multiplicatively if there are 2 weathers
it's adding both multipliers
Thatβs what I mean
The multipliers stack hard on each other
I'm gonna adjust that
just to follow up on this, not really
moon creators just need to know that for floods:
weather variable 1 is the starting y position for the water
weather variable 2 is the offset for the water at midnight (take the end y position you want, subtract weather variable 1, and use that number)
adamance and dine have reverse flooding as a feature now and trying to fix that with mods will just cause unexpected behavior on moons where that effect is intended
Stack trace:
WeatherTweaks.SunAnimator.OverrideSunAnimator (LevelWeatherType weatherType) (at <b1fed35b4d8440938a823147824926f2>:IL_026E)
WeatherTweaks.GameInteraction+<>c.<SetWeatherEffects>b__3_0 (LevelWeatherType loopWeatherType) (at <b1fed35b4d8440938a823147824926f2>:IL_0000)
System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
WeatherTweaks.GameInteraction.SetWeatherEffects (TimeOfDay timeOfDay, System.Collections.Generic.List`1[T] weatherEffects) (at <b1fed35b4d8440938a823147824926f2>:IL_02E9)
WeatherTweaks.OpeningDoorsSequencePatch.SetWeatherEffects () (at <b1fed35b4d8440938a823147824926f2>:IL_003C)
(wrapper dynamic-method) StartOfRound+<openingDoorsSequence>d__246.DMD<StartOfRound+<openingDoorsSequence>d__246::MoveNext>(StartOfRound/<openingDoorsSequence>d__246)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
I was having an issue where upon landing on Junic (Wesley's Moons) the doors wouldn't open. I thought it was something relating to the LLL config file at first or something, but when looking through the command line I found this error log. Could this be the cause?
BetaWeatherTweaks btw
I'll see if this happens on stable release
Disable the SunAnimatorPatch
It's unoptimized atm and doesn't work on some moons
Aha... Let me try that then
@drowsy willow stop skill issueing so much sir, first Triskelion and now Junic XD
Can't catch a break with this weather π’
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
WeatherTweaks.Variables.GetPlanetCurrentWeatherType (SelectableLevel level) (at <b1fed35b4d8440938a823147824926f2>:IL_0001)
WeatherTweaks.Patches.MeteoMultiplierPatches.GenerateNewLevelClientRpcPatch () (at <b1fed35b4d8440938a823147824926f2>:IL_0024)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager,int,int)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0076)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
New error :D
And TerminalFormatter died too
The neat organization and routing prices are gone and when routing it shows [variable names] instead of actual values
Switched back to WeatherTweaks stable release and now there's a whole bunch of LLL-related errors with dungeon generation, what is going on πΏ
yep, revert to previous
it is π
Batby's been silent
Would be funny if he just dropped the update without saying anything lol
I'll update the stable branch to work with updated LLL and (if all goes well) in next week/two I'll have my next release ready
it would be
Wait you can get things to automatically get pinned?
You can send a command to get a message pinned
π
the future is now
the moderation is automated
When will people @ me now π
@winter sluice
Omg I'm seen
@winter sluice
if v50 then its normal the mod doesnt work on v50 yet
I was using weather tweaks beta but I couldn't find a thread for it
So I posted it here
stable worked for me with lllfixed
I landed on a wesley moon if that is causing the issue
lll and lllfixed dont work on v50 and weathertweaks depends on lll
I'm talking about the v50 lllfixed
???
also: is this v49 or 50?
sadly i'm not guaranteeing it working on v50, but i'll check what's happening
what moon was that on?
oh
there has been no updates for v50 support, this doesnt work with v50.
i'll get back to you tomorrow, i know the issue π
it literally does
It does it's a fork
huh
not the real LLLFixed
for now disable sunAnimatorPatch in the config
Okiee
They have the same readmes but are actually different and uploaded by different people
ugh people who upload mods forks like this are getting on my nerves
Beta weather tweaks doesn't add weather multipliers yet, right?
it does
it's using MeteoMultiplier ones
Oooooh
so you need to have that
but like 90% of people playing modded use that already, so it's not a problem
so pretty sure weathertweaks just works with this unless I'm missing some critical information
i would argue otherwise
Soft dependency
i have 100% compatibility with that, but it's not needed to work
it already is π
I'm silly ojdofjgodjgjdr
no worries π
terminalformatter also if anyone's interested π
I just use darmuh
that fork is using old LLL methods (same as v49 version one's), so it's working with my mods without issue
the problem is that i need to update my mods to work with the new one
it's better than nothing atm 
so it's a tough decision until LLL releases an update
yeah I mean, as soon as it drops I think everyone is gonna just move to it asap
yeah
i have a stable weathertweaks version ready to drop
but it's using new LLL methods, so doing that right now would break everything
yeah, releasing that rn would be kinda counter intuitive given that it's in beta
i have a terminalformatter update ready-ish for the old LLL (but for v50)
and i'm gonna swap references when v50 LLL drops i think
You mean when lll v50 drops
You mean when v50 LLL drops lol
YES I KNOW I'VE EDITED THAT π
my head hurts, you'll need to excuse my yapping
alrighty, the current beta version should be working on v49 and v50, as well as with or without LLL present
if anything happens, please let me know
grabs by neck
https://clips.twitch.tv/SullenRespectfulGarlicWOOP-VCT5KNsI1Xf4_wXW For all those who missed out on Version 0.12.2 XD
@drowsy willow
am i able to do two flooded weathers in one moon?
one backwards one not
Mf don't ignore me
π€
i think so?
if you duplicate the flood object and set it with inverted parameters, they should both coexist and go in different directions
the question is: why? lol
isn't that gonna make it flooded 100% of the time rather than after 2-3PM?
Presumably it would make it flooded 100% to 50% back to 100%
yeah, that's what i thought
this is ok right? ( betaweathertweaks )
yes
I'll look at it, but if the ship door opens normally it can be safely ignored π
and how about LRP will support WeatherTweaks?
The special weathers?
Right now it's getting the base weather, but I'll add support to it
someday
Definitely after new LLL comes out
I'll let you know when that happens
and i notice the weather type Foggy so fake to Moons who disabled that Foggy Weather
i mean Real Foggy almost can't see
but Fake Foggy can see clean the outside
what do you mean with "fake foggy" π€
I've set the fog so it's slightly easier to see through
I mean that fog can be seen clearly, in contrast to fog in general which is almost invisible on the road
ah you setting make easy see
yeah, basically
the weather not show on terminal (BetaWeatherTweaks)
*my config still default
oh
I'll get it fixed asap
in the meantime you can use https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/, which has full weathertweaks support
but The Disabled items still can read
Try disabling the store node in TerminalFormatter config - it's gonna lose the style, but (maybe) the info will be correct
Hi I found something strange.
when you install lots of mods, for example LethalThings, LCGoldScraps, LateGameUpgrades. The mod is in conflict with BetaWeatherTweaks
when you want to uninstall for example LCGoldScraps, it will read items that are no longer in the store and the mods are immediately corrupted
then when you install GeneralImprovements, the mods are immediately strange when combined with BetaWeatherTweaks and it will read disabled items if you turn on the Monitor Discount feature and you can buy disabled items
and the first day the weather is always the same as the New Game
always stormy when new game
without BetaWeatherTweaks random Weather
always stormy when new game
that's the expected behaviour - it's just RNG
although i'll change the conditions for that
Hi I found something strange.
when you install lots of mods, for example LethalThings, LCGoldScraps, LateGameUpgrades. The mod is in conflict with BetaWeatherTweakswhen you want to uninstall for example LCGoldScraps, it will read items that are no longer in the store and the mods are immediately corrupted
then when you install GeneralImprovements, the mods are immediately strange when combined with BetaWeatherTweaks and it will read disabled items if you turn on the Monitor Discount feature and you can buy disabled items
I assume that all mods (such as mine) just read the in-game list of all items/decorations/unlockables and display things based on that, but LethalLib (and by extension LethalThings) don't remove disabled things from that lists, so there's no easy way to get disabled items without LethalLib dependency
@stone lynx i've pushed TerminalFormatter update to prevent showing disabled LethalLib items, please check if it works π
that was a bug on your end?
I'm gonna argue not, but it's fixed now
It's a bug with LethalLib if I remember correctly
it's hiding the terminal entries by themselves, but because I'm overriding it with my mod it's all replaced
@drowsy willow ship decorations not in the right category like mirror, darts and rug is a bug on your end or not?
I have no idea π
if it's wrong I'm gonna fix it later
@drowsy willow is the non-beta weathertweaks working in v50 if LLL is not present?
eh nvm, looks like LLL is a dependency
not yet
when next LLL comes it will be changed to soft dependency
ahh okay
if you want to use v50 with weathertweaks, download the beta version
so is it safe to use the beta version for v50 without LLL present
perfect, thanks
also, I found this mod which fixes a vanilla issue with time not being synced properly, is this something built into weathertweaks?
https://thunderstore.io/c/lethal-company/p/ButteryStancakes/FloodedLevelsFixed/
a part of it is built-in
Yes
okay, so if I have weathertweaks then I dont need that mod?
exactly
perfect, thanks
It uses code :)
mb let me re explain
uh
How does it multipliers relate to vanilla values
0 Multiplier is obviously not vanilla, neither is 1
By default it says 0.4 is vanilla multiplier, but my brain saying thats bullshit and 0.5 would make more sense
im pretty sure it is 0.4 cause the scrap value in the item data gets multiplied by 0.4
and its not easy because I would use the apparatice as a constant, but for some reason its own config setting to multiply app value DOES NOT WORK
source me trying to make a scrap and failing miserably
So that means
2x vanilla value would be 0.8
thank you
the rage of configuring and bug testing all night is getting to me
Hello, just letting you know that i think the beta has incompatibility issues with https://thunderstore.io/c/lethal-company/p/Swaggies/BetterEXP/ assuming because of its weather exp bonus. Unfortunately dont have the logs for it to show but when we removed the betaweathertweaks we never got softlocked again.
you're welcome, i had to figure that out the stupid way
also because i had to write other stuff on that wiki, i also later found out i got some stuff wrong, that is stupid
like weight calculation is weird
you dont just put a weight in pounds and it gets applied
you do (input - 1) * 105
why 105? i dont know
but 10lbs in weight is like 1.09 as an input
dunno
I honestly prefer increasing the spawn rate instead of value
analzying the bullshit you just spat at me chief
wait no
that actually makes sense
I should reverse my multipliers
It depends, you don't want the amounts to end up so high there's no point exploring the interior at all, or so high that performance takes a hit, so a bit of both is better really, and for infinite scaling you obvs want scrap value to be the one increasing
rn my highest multipliers (eclisped) is 2x Value 1.5x Scrap
which i went to on artifice and saw it was like 5k total
of course im gonna make it so evil
you will never be able to reach the truth
Hey, thanks for the report, I'll look at it π
Be careful w that tho, when you get multiple weathers at the same time it can get out of hand quick
what do you mea-
oh
right
im not using the beta tho so
It'll be not beta at some point, just don't forget
np really lookin forward to see it on the stable version i love the weather changing so much
π
well, i get stuck on the seed screen with it XD
I forgot to get logs but
Weather tweaks beta soft locks the game
Upon leaving a planet with weather
Try disabling the sun animator patch for now he's been trying to fix that
@drowsy willow WeatherTweaks is broken
sun animator patch is already disabled on my end XD
Yo, I live π
I've been staying away since v50 went into public beta, how's progress with the mod?
this is mod dead without LLL (jk)
all good but conflict with custom moons
going strong
on latest?
alright, @gritty lily and @azure dirge - can you send me your modpack codes? I'll try to replicate your issues
cause i've tested it yesterday and didn't get that error π
i've tested it now with sunAnimatorPatch both on and off and i cannot replicate the issue
please send me your modpack codes + logs (if you have them)
018efbdd-740c-8777-9312-d410890b1342
normally I have people update mods but dont this time so you have the same stuff as I did
alrighty, thanks
How do progressive weathers work with MeteoMultiplier? Does it multiply scrap values on the spot?
it's a weighted average
@gritty lily @azure dirge i believe my update from yesterday fixes your issue - if it's still happening, please send me your whole log files π₯Ί
it worked, sorry. got distracted. π€ͺ
yes and yes
nice
i mean: the beta version (https://thunderstore.io/c/lethal-company/p/mrov/BetaWeatherTweaksBeta/) is v50 compatible, the stable one (https://thunderstore.io/c/lethal-company/p/mrov/WeatherTweaks/) is not yet
i'm waiting for next LLL release to make the stable one v50-compatible
right now it shouldn't cause any game-breaking bugs
what are your issues?
just the weather desync i wanna get rid of
as i said: get the beta for v50 and i'll let you know when the stable version will be v50-ready
well i havent experienced it on vanilla yet but i did when using modded moons and stuff
Is the vanilla desync mainly noticeable on moons with weather conditions? Or does it affect clear moons too?
by desync i mean: every client has different weather conditions altogether
I never had weather desyncs in vanilla, I thought it only affected modded
so for me Experimentation might be clear, but one of the clients might have it flooded
AND DIE FROM THE FLOOD when there's none (for others)
that's how bad it is
it's harder to do on vanilla, but possible regardless
and in v50 it's worse than before
by that i mean easier to trigger
whats sun animator in ur config mean
I'm patching how the sun changes it's look based on the weather (for weathers changing during the day)
because vanilla doesn't let me do some things, i'm changing how the system works altogether
disable this if you get any errors related to that, it doesn't have any gameplay impact whatsoever
wait so the foggy + rainy weather means it changes from foggy to rainy during the day?
or is there no config for weather changing during the day
foggy + rainy makes them coexist, foggy > rainy is the changing weather
they should be in separate config categories
oh
Is there an option to not show in the terminal if it's gonna change?
i thought that > config meant like between days the weather changing, not during the day
π³
π€
that's an interesting idea
i'll see what i can come up with
That'd be awesome
it's during the day π€
i have the uncertain weather system already, but i could include that into it
we'll see
π€
is madness like every weather at once
What I meant was, if the weather is Stormy > Foggy, it would just show Stormy in the terminal
i know, i'll try to make a special case for that π
yes, but it has a really small chance of happening
it's in for a week (or more?) and nobody reported seeing that yet
that would be absolutely nuts to experience lol
Hello! I'm using LLL v50 Beta 4, and am getting errors with the beta of your mod. Are you currently taking reports? Or should I wait till LLL stable is out.
Right now the beta only supports "stable" LLL - it's intentional (for now)
I'll let you know when this changes
Okay! Understandable, thank you π
In the same vibe as this, can you make an option to toggle the "Weather Forecast" message that pop up?
so it doesn't?
yeah
Thanks!
Also, last question, I saw you showcasing weather transitions the other day, are they implemented yet?
I just tried Rainy > Eclipsed and the eclipsed just spawned in with no transition
it's changing without the transition, i couldn't figure out a good way to do them π
maybe someday π₯Ί
if you do implement a custom mod teach me
custom mod?
weather
i cant think rn, my head's in like 4 different places lol
cant believe this useless mod still exists. What kind of Schmuck makes a mod about weather anyways
anyways, anything new?
that would be more than funny
do we get interior weather now?
soon(tm)
ooooo "beta" twice in the same name? that must be real tough
it's harder to miss π€
i'm doing crazy weather stuff with it
would you like to explore Eclipsed + Flooded moons?
finally, is it time to experience "acension" via weather?
I feel like this was rhetorical but no, no I would not
I want stormy weather on the bottom of titan
and clear weather at the entrance of titan
above the clouds
plenty of beta tests from Lunx & Co.
is that even possible?
i can patch the stormy picking the strike location to abort when the target is above certain Y
easily
seems like a low effort solution
fair
are you claiming the weather system is the GOAT of the game?
well its certainly not the sound system ffs so i would consider it
vanilla? oh no
ah I saw that, very cool
can I assume you've trash canned the vanilla weather system?
if you have any weather-related ideas lmk
don't tell me you threw away the sun
i'm overriding almost all the things i can
it's not removing them tho
I know
I WANT SOLAR FLARE WEATHER THAT KILLS THE BATTERY OF ALL ELECTRICAL ITEMS
just I know how crazy you went trying to figure it out xD
π³
find me somebody making the visuals and it's gonna be there next week
You likely are already planning this, but just a simply blizzard would be nice as an alternative to flooded
it's fucking genius
just put a warm filter over everything
yeah we're gonna need electromagnetic storms flame tornadoes and meteorite showers
Sleet also would be funny, youd slide around constantly xD
Itd get worse as time goes on too
we're not going easy on that, no no no
icy moons, icy weather?
^
could be could be
Minimal friction moons?
Sleet would be sorta an alternative to rainy likely
Instead of using those quicksand prefabs, itd be a slippery prefab
and more appear over time
i think you're gonna see me in #1188298686560739389 shortly
as i said: everything is possible
I want flooded, except on icy moons where if you fall in and disturb the water this happens to you
Learn how to instantly freeze the water in a bottle by banging it on the table!
Subscribe and watch more dope videos: https://bit.ly/sub2packer
the visuals are not my strong side (i couldn't start unity editor for 2 months), but we can code anything
With occasional gusts of wind pushing someone far
why are you giving me so many ideas when i don't have the time to do the system loading them π
xD
I can very loosely help with visuals
idk, had months to think about it
π€·ββοΈ
what better to think about than the weather in a random horror game I'm sure you can understand
lol
Jupiter's red dot storm xD
π
I just feel Like I would be a leafg
Real
but yeah wind to push people around thats variable seems like an obvious addition
Ye
onw so obvious in fact I feel like it must be difficult
with right visuals it could be a very immersive addition
WIND IS INVISIBLE YOU SCHMUCK
Not that difficult id think
imagine seeing dust thrown up sideways and it's moving you a second later
Ye
Gravity modifying weather xD
what color will the wind be?
accurate modding experience
Probably something like the hangar door particles
slime rain with outside hydrogeres
@drowsy willow
i'm already planning time-changing weather, that's not a long stretch
Sector-0's dream
I feel like the term weather is getting loose here
π
Can you leave the solar flare to us :3 you can go for it but me and a friend prepared some special shaders etc for it a couple days ago as a set up LOL
yeah
you're making progress in that way?
ayo what was this a thing you were planning?
:o
Haven't completely started since I'll be busy fixing bugs with driftwood but yeah we have some really cool assets for shaders particles and that typea thing
oh god
Why driftwood giant not perfect
let's goooooooo
No idea, I wish I knew
I think that i will be getting back to you
I need to start deep diving into how coding works since I have so many ideas xD
I just love getting a bug report, opening the log, and every mod on that modpack threw an exception so I can't tell if it's my fault lol
Rn im trying (poorly) how to figure out how to make this unlock moon thing
lmao
so we got like 5-6 weather ideas
i need to make the weather loader then
.<
i'm getting closer to updating the mod under name Weather
"you got problems with weather? have you used weather?"
π
"Are you a weather ?"
pfft
can't wait for irl seasons syncing so the trees will be a different shade of green
"Was everything a weather? I had no idea"
o.o
Cant wait for the full nebula map of the moons & their position near each suns to calculate the day length, season, and weather
xD
Thatd be something else
It is
yeah moon cycles affecting the water level also
does he add weather?
everything is a weather π€
o.o
Quick someone contain him before he makes everything a weather xD
ayo can you tweak the weather so the shovel stops working?
One of the new endings in the Stanley Parable Ultra Deluxe!
Stanley is tested on his knowledge of buckets and how to identify them.
Steam Page: https://store.steampowered.com/app/1703340/The_Stanley_Parable_Ultra_Deluxe/
the shovel weather is weathering away at my weather experience and Im unsure whether or not weather is the main cause of my now weathered experience
Sweater weather
giant giant weather
Hallucingenic Rain, staying outside in the rain eventually makes you go hallucinate/get high xD
the only thing weathertweaks tweaks is whether or not you should cry
and actually do some lol
a weathertweaks weather (tweaks) weather
I want flooding to be reversed where I can only breathe where the puddles were and the water fills the rest
π³
speaking of which is there variable flooding yet so its not a guarantee that the flooding will make the ship inaccessible?
but that would be funni
me personally I feel like it would be reasonable
make it in a
new line
pain
i'll see
i mean - the majority of things ain't gonna be in my base mod
but i'm planning on making it very extensible
Mrov has all the power rn
Miller's Planet weather (Giant tidal waves) pfft
π
too many ideaaaaaas π₯
xD
That might more be a moon creator side thing
I already have some ideas to make it pretty easily
just with making a custom sun anim
~~the high water is your specialty π€ ~~
it would be nice to have some sort of new weathers
i'm gonna come back to you to make some of them happen
xD
how do the chances / spawning of combined weathers work?
Is it just like when a weather exists it'll have a % chance to be both?
for combined i'm using the "base weather" weight * 0.4
and it can only be selected when all individual weathers can exist on that planet
if in doubt, check the debug logs - all weights & calculations should be laid out there π₯Ή
Eclipsed + Rainy
what planet is that?
offense, i see
π€
that's weird
I've updated the Beta version, which is now fully working on v49/v50 as well as vanilla/current LLL/next LLL
I'll update the Stable tomorrow π
@azure dirge can you send me your logs from that session? The time stuff shouldn't be me, but i'll definitely check
gimme a minute
I thought you said you were making time weather
yeah, this time it's not intentional lol
drop all or only MrovLib ?
both
it's my special sauce for supporting normal LLL and experimental LLL at the same time
i sure love special sauce π³
ayo π€
Sus
I'm leaving the reference for the future: #1198736199297286196 message
It's some weird mod incompatibility AFAIK, but I cannot pinpoint the issue rn
would it be possible to add a weight for mid-round changing weather? and maybe a setting to hide it on the moons menu?
I'm already planning to include hiding the weathers in the moons menu; the mid-day changes are designed to be external addons that define all parameters and then bind into my systems, so my idea was to set it all up on that end
although nothing is set in stone yet, so i'll think about it π
OH, unless you're talking about separate rolling weights for the weathers themselves, it's planned as well to replace the current system (taking the weight of the starting weather)
also are the combined weathers based on the existing weathers on the moon? so you can't have rainy and flooded on a place without flooded?
exactly
it's all checked beforehand
so you don't get flooded titan for example
WeatherTweaks [v50]
double rainy = double quicksands
double flooded = water rises twice as fast
double stormy = twice as likely for lightning strikes to occur
double foggy = no way in hell you can see more than an inch in front of you
total eclipsed = eclipsed but the scenery looks like it's midnight the entire visit


