#Weather Registry / Weather Tweaks / mrov

1 messages Β· Page 4 of 1

drowsy willow
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yessir

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i'm pushing error for the fix ASAP, and it should be good to go πŸ‘

gritty lily
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How does the weather showing up even work I haven’t had a chance to play

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Does the weather just randomly have a chance to change

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I can’t wait to go inside while it’s sunny and then I come back outside and it’s eclipsed and foggy

drowsy willow
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so i have a few predefined types, for example:

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so everything has to be defined in advance, but the entries can have a chance of being applied

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and - when it releases - you'll be able to add your own types and progressions

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and when the weather changes there's a popup saying "weather is changing" or something like that

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πŸ˜„

gritty lily
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The FuckYou mod addon for weather tweaks

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None to every weather type

drowsy willow
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lol

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i mean - you certainly could πŸ˜‡

prime meadow
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Nah fellas
The FOG Addon
All moons are FOG
All FOG switches to FOG

gritty lily
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I can’t code so I’ll have to steal some code

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But I will make it fr

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I’ll figure it out

drowsy willow
gritty lily
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The pain of being a modeler you can’t do as funny of things

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I need to learn to code so I don’t have to rely on people to make my stuff real fr

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And the mod collab channel is dead as hell

drowsy willow
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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 πŸ˜„

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also - lord forgive me for doing this

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@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)? πŸ₯Ί

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because some planets simply cannot have some weathers (see Titan and Flooded: it would make it unplayable)

manic cobalt
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It’ll work out

drowsy willow
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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

gritty lily
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I think it’s gonna end up being like interiors

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Where the users control it

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@steady marten into the config dungeon you go

drowsy willow
# drowsy willow so i see that LethalLib defines the levels that custom weather can happen on, wh...

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
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which is not helpful

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so i assume @manic cobalt will do it using tags, but the config hell will come regardless 😭

prime meadow
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We config to earn the right to config

drowsy willow
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i'll hold re-editing my configs until new LLL (and v50) comes out tbh

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it's gonna be interesting

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πŸ₯Ή

gritty lily
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I’ve realized the best method is to steal

manic cobalt
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we’ll see if weather actually makes it 😭

gritty lily
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Borrow*

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Other configs

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I just β€œβ€β€β€β€β€borrow”””””” easyidles configs

drowsy willow
manic cobalt
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former

drowsy willow
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alright

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you have a fuckton on your plate, so i'm not surprised

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πŸ™ you got this king

haughty ingot
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its a placeholder ._.

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._. im just overwhelmed but I swear imma fix stuff soon!

gritty lily
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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)```
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trying to load half life black mesa moon interior mod

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just gets stuck at the loadiong screen

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has an error that points to weather tweaks

drowsy willow
ancient depot
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mrov breaking WeatherTweaks again

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XD

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"And this time he can't meme it lmfao"

drowsy willow
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it's crazy

ancient depot
gritty lily
drowsy willow
gritty lily
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||unfunny ip grabber joke||

drowsy willow
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thankfully not me

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this time

drowsy willow
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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
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am i thinking about it wrong?

ancient depot
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XD

manic cobalt
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@drowsy willow ill send some code later

winter sluice
errant quarry
drowsy willow
drowsy willow
drowsy willow
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alright, i give up - there's no way to change transitions on runtime

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let's commit some warcrimes then

winter sluice
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Ruh roh

drowsy willow
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what if i replace the whole AnimatorController?

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🀭

drowsy willow
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i was understanding my code from yesterday incorrectly

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it's magnificent

prime meadow
prime meadow
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poof, your celestial body is gone

drowsy willow
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i'm looking for a way to fade between the two

gritty lily
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Config option to either have the weather say changing to unknown (when changing) or not tell you it’s changing at all

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Would be funny

drowsy willow
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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)
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this is a sign the sun thingies are better left alone

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i'll fix that ASAP

drowsy willow
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i hate doing this

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@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)?

analog sand
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Yeah I haven't changed the conditions

drowsy willow
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alright

analog sand
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I try to keep things ✨compatible✨

drowsy willow
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πŸ˜„

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so you're using the same animation clips as the vanilla?

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or your own container+clips, but the same conditions?

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i mean the TimeOfDaySun, TimeOfDaySunStormy and TimeOfDaySunEclipse

analog sand
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Own container (which is Starlancer[Moon]SunAnimContainer) with custom clips, same conditions

drowsy willow
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alright, thanks for the response

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i'll try to get it working πŸ˜‡

analog sand
prime meadow
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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

wicked latch
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[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.

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This with beta, apparently.

winter sluice
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Only on clients, not on the host

wicked latch
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Yeee.

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Don't know if it's a consequence of some other error originated from host but it is what it is.

analog sand
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mrov killed solace, rip in pieces πŸ˜”

ancient depot
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Good think WeatherTweaks stable fixed the issue

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Sir stop doing illegal things and breaking WeatherTweaks, thank you.

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XD

manic cobalt
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@drowsy willow can you catch me up to speed on the sun stuff

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In my lll i have animationclip slots so people can override the ship landing anims so could always add more

ancient depot
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πŸ’œ

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@cobalt jasper @analog sand I expect some pretty sleek ship landing animations when you guys update your moons

steady marten
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me when our dropship gets shot down and lands on planet 4546B

ancient depot
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:3

analog sand
drowsy willow
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thanks for reporting that, I'll get it fixed today

spark folio
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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?

drowsy willow
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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

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because the info is so far from other elements basically

spark folio
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I see

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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

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Would have been less confusin in my opinion

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Dunno

mystic oxide
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kinda like twitch chat with BetterTTV?

spark folio
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I was thinking like instead of the usual:
Green
Green
Green
Green
It would be something like..uh:
Green
Yellow
Green
Yellow

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It could be any color of course, Im just makin an example of what I mean

drowsy willow
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or different lightness greens

spark folio
drowsy willow
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so it's not looking like crazy

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πŸ€” I'll think about how to approach that

spark folio
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You think it's doable?

drowsy willow
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Changing the color? I know that some mods do that already

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The terminal is just a text field

analog sand
drowsy willow
chrome sleet
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[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)
chrome sleet
drowsy willow
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can you send me your whole log (and - if you can - modpack code)? πŸ™

chrome sleet
drowsy willow
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thanks, i'll try to fix that

gritty lily
# drowsy willow fuck

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 I’m like damn wtf happened

drowsy willow
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all weights are 0 somehow

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i'm gonna compare with the profile what's going on

chrome sleet
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flooded, foggy, eclipsed, stormy are configured to be 0. but none and rainy should be >0

drowsy willow
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πŸ€”

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i need to check if it tries to divide by 0 then

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alright, i think i see the issue

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because you've set all weights to 0 the list with all possible weathers has 0 length, so it literally cannot pick anything

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if i may ask - why?

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oh, i see the issue on my end

chrome sleet
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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.

drowsy willow
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alright, understandable

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i was asking if you just wanted to disable weather altogether, but noticed the weights in your config

chrome sleet
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rainy is fine

drowsy willow
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so, umm

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there's a issue on my end and i'm not sure how to approach that

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because in your specific usecase it's returning 0

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which i didn't account for

chrome sleet
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😬 breaking algorithms with strange user input is my hobby

drowsy willow
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πŸ˜‚ i can somehow relate

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alright, i'll get it fixed but it's gonna get updated with my next release, which will come god knows when

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so the fix will come either with that or new LLL version patch

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in the meantime you'll need to change your configs to anything other than 0

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to prevent this issue

sonic night
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So would having any weights be zero break it?

drowsy willow
sonic night
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as in, having all your > Rainy weights be zero for instance would break it

drowsy willow
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that was the calculation

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and because all other weights were equal 0 there was nothing to pick from

sonic night
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ohhhh

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gotcha

drowsy willow
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i'll get a fix for that edgecase added πŸ‘

drowsy willow
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[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
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why are you changing goddammit

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oh, it's not a effect enabling issue, it's a me issue

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fuck

gritty kite
drowsy willow
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but the current version probably will work without issues on v50 when it happens

gritty kite
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Oh ok

wicked latch
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Amazing switch.

winter sluice
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This is so impressive

tight wagon
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just asking out of curiosity, although it might be a long shot

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is anybody here aware of issues with flooded weather not working on any day except day 1 of a newly hosted session?

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i've been trying to track down the cause of some flood bugs in v50 and discovered something that seems like the culprit

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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

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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)

drowsy willow
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πŸ€” I haven't checked v50 πŸ˜•

drowsy willow
tight wagon
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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

drowsy willow
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That's weird because in their Start methods they are setting the variables to the starting values

tight wagon
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TimeOfDay.onTimeSync is invoked by TimeOfDay.SyncClientTimeRpc which only gets called when TimeOfDay.globalTime exceeds TimeOfDay.nextTimeSync

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and when that sync occurs, it pushes forward nextTimeSync by 10

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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)

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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

drowsy willow
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oh, that's weird

tight wagon
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rehosting the scene reinitializes TimeOfDay and resets all its variables to default

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which is why floods work properly on the very first day you host and then act funky for the rest of the session

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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

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i guess people tend to avoid flooded moons anyway? still sort of crazy

drowsy willow
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you're right

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I'll look into it, because I could've sworn the flood was working normally for me πŸ˜…

ebon current
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It started around 7:20

tight wagon
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yes, this bug should affect vanilla, likely any version

drowsy willow
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it's mindblowing we're talking about it only now

tight wagon
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for real

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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)

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and thought "i might as well try to squish this other flood bug that seems to be happening in v50"

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and that lead into the last 2 hour rabbit hole

void hemlock
drowsy willow
#

i'm not messing with AbandonedCompanyAssets' lighters

void hemlock
#

ok thank you lol

drowsy willow
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@tight wagon so the value of FloodWeather.floodLevelOffset is being reset between days, but the wave height stays the same

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and - like you've said - it starts moving up starting at the value from the previous round

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weird weird weird

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and FloodWeather.previousGlobalTime always stays at 0

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what in the world

ancient depot
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Smh

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mrov

drowsy willow
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is this because OnEnable doesn't run the same code as OnGlobalTimeSync ?

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as in it's not setting the floodLevelOffset

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?

tight wagon
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yes, the only thing that raises the water level is OnGlobalTimeSync

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which only occurs when the server does a time sync with all the clients

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which only occurs the first time you reach a new "time milestone" in the day for that entire session

drowsy willow
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let me try to do a quick fix for that then

tight wagon
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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

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at which point the flood level updates immediately and plays catch-up

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then normal behavior resumes

drowsy willow
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stupid

tight wagon
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at this point zeekerss "fixed" the original bug that my flood fix plugin was for

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but he did it in a super strange way that im still not totally sure is intentional

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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)

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πŸ₯²

drowsy willow
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i will check the beta code in a bit

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becuase if that's the case, it's gonna fuck with other existing moons

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also lol

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alright, i'm pretty sure i got it fixed

ancient depot
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I'm ngl I kind of want v50 to just fully release instead of still being in beta lol

drowsy willow
#
[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
ancient depot
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I know we're close though, the current beta feels like it's gonna be the final one before full release

drowsy willow
#
    [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}");
    }
drowsy willow
#

Flooded weather behavior hasn't been changed at all

#

only the variables did change

tight wagon
#

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

drowsy willow
#

no FloodWeather.cs changes

tight wagon
#

but this new beta "fixed" the reverse flooding thing that the plugin already exists to fix

drowsy willow
#

oh, alright

ancient depot
tight wagon
#

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

ancient depot
drowsy willow
#

πŸ€” 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

harsh flicker
#

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

drowsy willow
#

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)

harsh flicker
drowsy willow
#

of course feel free to offer any suggestions/feedback about this, because for me it still doesn't feel right

drowsy willow
#

on paper, yes

#

in game it's crazy busted

harsh flicker
#

it sounds silly yeah

drowsy willow
#

fire exit room on Eclipsed+Flooded Assurance

#

in next 2 rooms it was like 3k total lol

ancient depot
#

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

drowsy willow
#

you can disable meteomultiplier πŸ˜“

#

jkjk

harsh flicker
# drowsy willow fire exit room on `Eclipsed+Flooded` ***Assurance***

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

drowsy willow
#

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

harsh flicker
drowsy willow
#

or to use spawn value multiplier of one and spawn count of other

drowsy willow
#

what about the normal average?

#

oh, i think i got it

harsh flicker
# drowsy willow truuue

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

drowsy willow
#

oh, i see

#

it could work

harsh flicker
#

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

drowsy willow
#

and i could do Math.Max(youraverage, normalaverage) and apply that

drowsy willow
#

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 πŸ‘

#

i need to do a vibe check πŸ˜†

#

because i'd love for the combined weathers to be valued noticeably higher than normal weathers, but not on the current levels

harsh flicker
harsh flicker
drowsy willow
drowsy willow
#
  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

harsh flicker
drowsy willow
#

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

harsh flicker
#

oh so wait

#

with progressing weather, is it all determined beforehand?

#

i guess that makes sense since it would be seed-based?

harsh flicker
drowsy willow
#
  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
          }
        ]
      ) { }
  }
harsh flicker
drowsy willow
#

the things that can happen are predefined, but the changes are rolled during the round (based on seed)

harsh flicker
#

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?

drowsy willow
#

oh no, the chances are always the same

#

no matter if it's selected or not

#

that's why it's a chance

#

🀭

harsh flicker
#

ah i see
So all you could do is predict the chance, which someone would just know from the config anyways

drowsy willow
#

i mean - the multiplier is selected while generating the dungeon, the roll to change the weather is during the round

#

so no

harsh flicker
#

aww damm

drowsy willow
#

so no prediction there

harsh flicker
#

ye from config

drowsy willow
drowsy willow
#

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

harsh flicker
#

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

drowsy willow
#

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 πŸ˜‡

drowsy willow
#

it's all predefined

harsh flicker
#

i would love if its configurable but i can also see why its not

drowsy willow
#

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 πŸ˜…

harsh flicker
#

WeatherTweaksDeluxe

drowsy willow
#

WeatherTweaksUltraDeluxe lol

#

Oh, well, this sounds delightful!

I'm very excited to see the thrilling new Ultra Deluxe content.

harsh flicker
# drowsy willow i mean - you'll be able to create an addon with everything set up as you want

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

drowsy willow
#

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 πŸ₯Ί

harsh flicker
#

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?

drowsy willow
#

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 πŸ‘

harsh flicker
#

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?

drowsy willow
#

🀭

harsh flicker
#

Perfect

drowsy willow
#
  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 πŸ”₯

gritty lily
drowsy willow
gritty lily
#

The multipliers stack hard on each other

drowsy willow
#

I'm gonna adjust that

tight wagon
#

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

prime meadow
#
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

ancient depot
#

It's unoptimized atm and doesn't work on some moons

prime meadow
#

Aha... Let me try that then

ancient depot
#

@drowsy willow stop skill issueing so much sir, first Triskelion and now Junic XD

prime meadow
#

Can't catch a break with this weather 😒

#
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 πŸ—Ώ

prime meadow
#

Ah. LC got updated to v50 apparently

#

maybe that's what's happening

harsh flicker
drowsy willow
#

PLEASE DON'T TELL ME V50 IS OUT NOW

#

Oh fuck no

mystic oxide
drowsy willow
#

oh fuck

#

any news about LLL updating?

mystic oxide
#

Batby's been silent

drowsy willow
#

alright, I can get some sleep tonight then

#

tomorrow morning will be crazy

mystic oxide
#

Would be funny if he just dropped the update without saying anything lol

drowsy willow
#

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

vestal phoenixBOT
mystic oxide
#

Wait you can get things to automatically get pinned?

drowsy willow
#

You can send a command to get a message pinned

#

πŸ˜‡

#

the future is now

#

the moderation is automated

winter sluice
#

When will people @ me now πŸ˜”

gritty lily
#

@winter sluice

winter sluice
errant quarry
real yew
#

The dooors to the ship won't open lol

#

When I land

errant quarry
#

if v50 then its normal the mod doesnt work on v50 yet

real yew
#

I was using weather tweaks beta but I couldn't find a thread for it

#

So I posted it here

plucky holly
#

stable worked for me with lllfixed

real yew
#

I landed on a wesley moon if that is causing the issue

errant quarry
plucky holly
#

I'm talking about the v50 lllfixed

plucky holly
drowsy willow
# real yew

alright, could you send me your whole log?

errant quarry
drowsy willow
#

also: is this v49 or 50?

real yew
#

V50

drowsy willow
#

sadly i'm not guaranteeing it working on v50, but i'll check what's happening

#

what moon was that on?

real yew
#

Junic

#

From Welsey moons

plucky holly
drowsy willow
errant quarry
drowsy willow
#

i'll get back to you tomorrow, i know the issue πŸ‘

plucky holly
#

it literally does

errant quarry
mystic oxide
#

not the real LLLFixed

drowsy willow
#

for now disable sunAnimatorPatch in the config

real yew
#

Okiee

mystic oxide
# errant quarry huh

They have the same readmes but are actually different and uploaded by different people

errant quarry
real yew
#

Beta weather tweaks doesn't add weather multipliers yet, right?

drowsy willow
#

it's using MeteoMultiplier ones

real yew
#

Oooooh

drowsy willow
#

so you need to have that

real yew
#

Got it

#

That should be a dependency

#

Tbh

drowsy willow
#

but like 90% of people playing modded use that already, so it's not a problem

plucky holly
drowsy willow
real yew
#

Soft dependency

drowsy willow
#

i have 100% compatibility with that, but it's not needed to work

drowsy willow
real yew
#

I'm silly ojdofjgodjgjdr

drowsy willow
#

no worries πŸ˜…

real yew
#

Too many bug thoughts in my head

#

Need scrap to think straight

plucky holly
real yew
#

I just use darmuh

drowsy willow
#

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

plucky holly
#

it's better than nothing atm alright

drowsy willow
#

so it's a tough decision until LLL releases an update

plucky holly
#

yeah I mean, as soon as it drops I think everyone is gonna just move to it asap

drowsy willow
#

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

plucky holly
#

yeah, releasing that rn would be kinda counter intuitive given that it's in beta

drowsy willow
#

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

plucky holly
#

You mean when lll v50 drops

ancient depot
drowsy willow
#

YES I KNOW I'VE EDITED THAT 😭

drowsy willow
#

my head hurts, you'll need to excuse my yapping

drowsy willow
#

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

wicked latch
#

grabs by neck

ancient depot
abstract pivot
#

@drowsy willow

#

am i able to do two flooded weathers in one moon?

#

one backwards one not

drowsy willow
#

GOD DAMN πŸ˜†

#

uploading testing build is always funny 🀭

abstract pivot
#

Mf don't ignore me

drowsy willow
#

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?

winter sluice
#

Presumably it would make it flooded 100% to 50% back to 100%

drowsy willow
stone lynx
#

this is ok right? ( betaweathertweaks )

drowsy willow
#

yeah, it's expected

#

are you on latest version?

stone lynx
#

yes

drowsy willow
#

I'll look at it, but if the ship door opens normally it can be safely ignored πŸ‘

stone lynx
#

and how about LRP will support WeatherTweaks?

drowsy willow
#

The special weathers?

stone lynx
#

i mean like 3 Type same time

#

yes

#

i'm not talking about Hell Weather

drowsy willow
#

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

stone lynx
#

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

drowsy willow
#

what do you mean with "fake foggy" πŸ€”

#

I've set the fog so it's slightly easier to see through

stone lynx
#

I mean that fog can be seen clearly, in contrast to fog in general which is almost invisible on the road

stone lynx
drowsy willow
#

yeah, basically

stone lynx
#

the weather not show on terminal (BetaWeatherTweaks)
*my config still default

drowsy willow
#

I'll get it fixed asap

drowsy willow
stone lynx
#

but The Disabled items still can read

drowsy willow
#

Try disabling the store node in TerminalFormatter config - it's gonna lose the style, but (maybe) the info will be correct

stone lynx
#

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

drowsy willow
#

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 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

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 πŸ˜‡

drowsy willow
ancient depot
drowsy willow
mystic oxide
#

@drowsy willow ship decorations not in the right category like mirror, darts and rug is a bug on your end or not?

drowsy willow
#

if it's wrong I'm gonna fix it later

spark blaze
#

@drowsy willow is the non-beta weathertweaks working in v50 if LLL is not present?

#

eh nvm, looks like LLL is a dependency

drowsy willow
#

when next LLL comes it will be changed to soft dependency

spark blaze
#

ahh okay

drowsy willow
#

if you want to use v50 with weathertweaks, download the beta version

spark blaze
#

so is it safe to use the beta version for v50 without LLL present

spark blaze
#

perfect, thanks

drowsy willow
#

it should work without issues

#

of course - if you find any let me know πŸ₯Ή

spark blaze
drowsy willow
#

a part of it is built-in

spark blaze
#

okay, so if I have weathertweaks then I dont need that mod?

drowsy willow
#

exactly

spark blaze
#

perfect, thanks

steady marten
#

@drowsy willow @ancient depot

#

how the FUCK does MeteoWeather work?

winter sluice
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It uses code :)

steady marten
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mb let me re explain

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uh

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How does it multipliers relate to vanilla values

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0 Multiplier is obviously not vanilla, neither is 1

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By default it says 0.4 is vanilla multiplier, but my brain saying thats bullshit and 0.5 would make more sense

plucky holly
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im pretty sure it is 0.4 cause the scrap value in the item data gets multiplied by 0.4

steady marten
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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

plucky holly
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source me trying to make a scrap and failing miserably

steady marten
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So that means

plucky holly
steady marten
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2x vanilla value would be 0.8

steady marten
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the rage of configuring and bug testing all night is getting to me

viral coyote
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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.

abstract pivot
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also because i had to write other stuff on that wiki, i also later found out i got some stuff wrong, that is stupid

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like weight calculation is weird

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you dont just put a weight in pounds and it gets applied

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you do (input - 1) * 105

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why 105? i dont know

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but 10lbs in weight is like 1.09 as an input

steady marten
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...

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w-

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why

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why is zeekers so weird

abstract pivot
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dunno

gritty lily
steady marten
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analzying the bullshit you just spat at me chief

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wait no

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that actually makes sense

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I should reverse my multipliers

winter sluice
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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

steady marten
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rn my highest multipliers (eclisped) is 2x Value 1.5x Scrap

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which i went to on artifice and saw it was like 5k total

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of course im gonna make it so evil

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you will never be able to reach the truth

drowsy willow
winter sluice
steady marten
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oh

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right

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im not using the beta tho so

winter sluice
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It'll be not beta at some point, just don't forget

steady marten
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thats an issue

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for

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later me

drowsy willow
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I'll remember that 🀭

steady marten
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Im on v50

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what do you want from me

viral coyote
drowsy willow
stone lynx
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what new on update fix πŸ˜„

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cause no changelog

azure dirge
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well, i get stuck on the seed screen with it XD

gritty lily
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I forgot to get logs but

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Weather tweaks beta soft locks the game

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Upon leaving a planet with weather

ancient depot
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@drowsy willow WeatherTweaks is broken

azure dirge
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sun animator patch is already disabled on my end XD

ebon current
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Yo, I live 😎
I've been staying away since v50 went into public beta, how's progress with the mod?

stone lynx
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all good but conflict with custom moons

drowsy willow
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god no

drowsy willow
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alright, @gritty lily and @azure dirge - can you send me your modpack codes? I'll try to replicate your issues

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cause i've tested it yesterday and didn't get that error 😭

drowsy willow
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i've tested it now with sunAnimatorPatch both on and off and i cannot replicate the issue

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please send me your modpack codes + logs (if you have them)

gritty lily
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normally I have people update mods but dont this time so you have the same stuff as I did

drowsy willow
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alrighty, thanks

mystic oxide
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How do progressive weathers work with MeteoMultiplier? Does it multiply scrap values on the spot?

drowsy willow
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@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 πŸ₯Ί

willow crater
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is this v50 compat?

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if it is, does it fix weather desync in v50?

azure dirge
drowsy willow
willow crater
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nice

drowsy willow
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i'm waiting for next LLL release to make the stable one v50-compatible

willow crater
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so does the beta cause bugs lol

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cuz im trying to get rid of bugs with it lol

drowsy willow
drowsy willow
willow crater
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just the weather desync i wanna get rid of

drowsy willow
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this is the fix you're searching for

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and many more features πŸ˜‡

willow crater
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thanks

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cuz i heard v50 caused even worse weather desync than in v49

drowsy willow
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vanilla is unplayable with the desync amount that's happening

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i wish i was joking

drowsy willow
willow crater
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well i havent experienced it on vanilla yet but i did when using modded moons and stuff

drowsy willow
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yeah, i can relate to that πŸ˜…

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it's really bad

lofty silo
drowsy willow
mystic oxide
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I never had weather desyncs in vanilla, I thought it only affected modded

drowsy willow
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so for me Experimentation might be clear, but one of the clients might have it flooded

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AND DIE FROM THE FLOOD when there's none (for others)

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that's how bad it is

drowsy willow
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and in v50 it's worse than before

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by that i mean easier to trigger

willow crater
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whats sun animator in ur config mean

drowsy willow
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I'm patching how the sun changes it's look based on the weather (for weathers changing during the day)

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because vanilla doesn't let me do some things, i'm changing how the system works altogether

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disable this if you get any errors related to that, it doesn't have any gameplay impact whatsoever

willow crater
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wait so the foggy + rainy weather means it changes from foggy to rainy during the day?

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or is there no config for weather changing during the day

drowsy willow
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foggy + rainy makes them coexist, foggy > rainy is the changing weather

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they should be in separate config categories

willow crater
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oh

mystic oxide
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Is there an option to not show in the terminal if it's gonna change?

willow crater
drowsy willow
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πŸ€”

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that's an interesting idea

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i'll see what i can come up with

mystic oxide
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That'd be awesome

drowsy willow
drowsy willow
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we'll see

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🀭

willow crater
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is madness like every weather at once

mystic oxide
drowsy willow
drowsy willow
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it's in for a week (or more?) and nobody reported seeing that yet

willow crater
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that would be absolutely nuts to experience lol

devout charm
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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.

drowsy willow
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Right now the beta only supports "stable" LLL - it's intentional (for now)

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I'll let you know when this changes

devout charm
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Okay! Understandable, thank you πŸ™‚

mystic oxide
drowsy willow
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so it doesn't?

mystic oxide
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yeah

drowsy willow
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😳

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umm

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sure

mystic oxide
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Thanks!

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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

drowsy willow
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it's changing without the transition, i couldn't figure out a good way to do them 😭

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maybe someday πŸ₯Ί

gritty lily
drowsy willow
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πŸ˜‡

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oopsie 🀭

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wait till you discover the secret weather

abstract pivot
drowsy willow
abstract pivot
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i cant think rn, my head's in like 4 different places lol

drowsy willow
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understandable

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if i ever do that, sure

abstract pivot
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yeah the weather guy

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implementing custom weather

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unheard of

jovial sand
drowsy willow
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right?

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so stoopid

jovial sand
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anyways, anything new?

drowsy willow
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imagine if new game version made weather desync even worse

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that would be funny

jovial sand
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that would be more than funny

drowsy willow
jovial sand
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do we get interior weather now?

drowsy willow
jovial sand
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ooooo "beta" twice in the same name? that must be real tough

drowsy willow
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it's harder to miss 🀭

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i'm doing crazy weather stuff with it

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would you like to explore Eclipsed + Flooded moons?

jovial sand
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finally, is it time to experience "acension" via weather?

drowsy willow
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πŸ˜…

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you could call it that

jovial sand
drowsy willow
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too bad 🀭

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i mean - the progress is going strong

jovial sand
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I want stormy weather on the bottom of titan

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and clear weather at the entrance of titan

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above the clouds

azure dirge
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plenty of beta tests from Lunx & Co.

drowsy willow
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πŸ˜•

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πŸ€”

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that would be interesting to do honestly

jovial sand
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is that even possible?

drowsy willow
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i can patch the stormy picking the strike location to abort when the target is above certain Y

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easily

jovial sand
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seems like a low effort solution

cobalt jasper
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xD

jovial sand
drowsy willow
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the weather system has no limits

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almost

jovial sand
drowsy willow
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i've made xu the script to call lightning wherever, whenever

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it's craaaazy

jovial sand
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well its certainly not the sound system ffs so i would consider it

drowsy willow
jovial sand
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ah I saw that, very cool

jovial sand
drowsy willow
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if you have any weather-related ideas lmk

jovial sand
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don't tell me you threw away the sun

drowsy willow
cobalt jasper
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xD

drowsy willow
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it's not removing them tho

cobalt jasper
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I know

jovial sand
cobalt jasper
drowsy willow
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😳

drowsy willow
cobalt jasper
drowsy willow
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it's fucking genius

jovial sand
plucky holly
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yeah we're gonna need electromagnetic storms flame tornadoes and meteorite showers

cobalt jasper
drowsy willow
cobalt jasper
drowsy willow
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could be could be

jovial sand
cobalt jasper
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Sleet would be sorta an alternative to rainy likely

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Instead of using those quicksand prefabs, itd be a slippery prefab

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and more appear over time

drowsy willow
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i think you're gonna see me in #1188298686560739389 shortly

cobalt jasper
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πŸ€·β€β™€οΈ

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xD

drowsy willow
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as i said: everything is possible

cobalt jasper
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Windy weather

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Everything gets pushed a random direction ever so slightly

jovial sand
drowsy willow
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the visuals are not my strong side (i couldn't start unity editor for 2 months), but we can code anything

cobalt jasper
drowsy willow
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why are you giving me so many ideas when i don't have the time to do the system loading them 😭

cobalt jasper
jovial sand
cobalt jasper
drowsy willow
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truueeeee

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oopsie 🀭

jovial sand
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what better to think about than the weather in a random horror game I'm sure you can understand

cobalt jasper
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Jupiter's red dot storm xD

drowsy willow
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πŸ‘€

jovial sand
cobalt jasper
jovial sand
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but yeah wind to push people around thats variable seems like an obvious addition

cobalt jasper
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Ye

jovial sand
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onw so obvious in fact I feel like it must be difficult

drowsy willow
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with right visuals it could be a very immersive addition

jovial sand
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WIND IS INVISIBLE YOU SCHMUCK

cobalt jasper
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Not that difficult id think

drowsy willow
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imagine seeing dust thrown up sideways and it's moving you a second later

cobalt jasper
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Ye

drowsy willow
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nananananna

cobalt jasper
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Gravity modifying weather xD

jovial sand
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what color will the wind be?

jovial sand
cobalt jasper
plucky holly
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slime rain with outside hydrogeresperceive

abstract pivot
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@drowsy willow

drowsy willow
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i'm already planning time-changing weather, that's not a long stretch

cobalt jasper
jovial sand
abstract pivot
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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

drowsy willow
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yeah

drowsy willow
jovial sand
abstract pivot
jovial sand
drowsy willow
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let's goooooooo

abstract pivot
drowsy willow
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I think that i will be getting back to you

cobalt jasper
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I need to start deep diving into how coding works since I have so many ideas xD

abstract pivot
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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

cobalt jasper
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Rn im trying (poorly) how to figure out how to make this unlock moon thing

drowsy willow
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so we got like 5-6 weather ideas

cobalt jasper
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xD

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More needed

drowsy willow
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i need to make the weather loader then

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.<

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i'm getting closer to updating the mod under name Weather

cobalt jasper
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xD

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The Weather Mod

plucky holly
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audioknight is gonna get a competitor soon

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the weather seriesβ„’

drowsy willow
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"you got problems with weather? have you used weather?"

drowsy willow
cobalt jasper
drowsy willow
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😳

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i don't think i'm allowed to answer

cobalt jasper
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pfft

plucky holly
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can't wait for irl seasons syncing so the trees will be a different shade of green

drowsy willow
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"Was everything a weather? I had no idea"

cobalt jasper
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Cant wait for the full nebula map of the moons & their position near each suns to calculate the day length, season, and weather

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xD

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Thatd be something else

drowsy willow
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that's gonna be a nightmare lol

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but also perfect

cobalt jasper
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It is

plucky holly
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yeah moon cycles affecting the water level also

jovial sand
plucky holly
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good question tbh

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what is weather even

drowsy willow
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everything is a weather 🀭

cobalt jasper
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Quick someone contain him before he makes everything a weather xD

jovial sand
drowsy willow
plucky holly
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yeah make an acid rain weather so it just melts in your hands

jovial sand
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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

drowsy willow
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SHOVEL WEATHER

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oh no

abstract pivot
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Sweater weather

drowsy willow
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giant giant weather

cobalt jasper
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Hallucingenic Rain, staying outside in the rain eventually makes you go hallucinate/get high xD

drowsy willow
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oh god

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i need to note all the ideas thrown in here

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search for some more

jovial sand
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the only thing weathertweaks tweaks is whether or not you should cry

drowsy willow
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and actually do some lol

drowsy willow
jovial sand
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I want flooding to be reversed where I can only breathe where the puddles were and the water fills the rest

drowsy willow
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😳

jovial sand
# drowsy willow 😳

speaking of which is there variable flooding yet so its not a guarantee that the flooding will make the ship inaccessible?

drowsy willow
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it's set up by moon creators

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i'm not changing those

jovial sand
drowsy willow
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make it in a

new line

jovial sand
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pain

drowsy willow
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i'll see

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i mean - the majority of things ain't gonna be in my base mod

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but i'm planning on making it very extensible

abstract pivot
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Mrov has all the power rn

cobalt jasper
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Miller's Planet weather (Giant tidal waves) pfft

drowsy willow
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too many ideaaaaaas πŸ˜₯

cobalt jasper
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xD

cobalt jasper
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I already have some ideas to make it pretty easily

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just with making a custom sun anim

drowsy willow
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~~the high water is your specialty 🀭 ~~

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it would be nice to have some sort of new weathers

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i'm gonna come back to you to make some of them happen

ebon current
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how do the chances / spawning of combined weathers work?

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Is it just like when a weather exists it'll have a % chance to be both?

drowsy willow
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for combined i'm using the "base weather" weight * 0.4

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and it can only be selected when all individual weathers can exist on that planet

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if in doubt, check the debug logs - all weights & calculations should be laid out there πŸ₯Ή

mystic oxide
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Eclipsed + Rainy

drowsy willow
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offense, i see

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πŸ€”

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that's weird

drowsy willow
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I've updated the Beta version, which is now fully working on v49/v50 as well as vanilla/current LLL/next LLL

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I'll update the Stable tomorrow πŸ‘

drowsy willow
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@azure dirge can you send me your logs from that session? The time stuff shouldn't be me, but i'll definitely check

azure dirge
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gimme a minute

jovial sand
drowsy willow
stone lynx
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drop all or only MrovLib ?

drowsy willow
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both

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it's my special sauce for supporting normal LLL and experimental LLL at the same time

tall gyro
drowsy willow
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ayo 🀭

abstract pivot
drowsy willow
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It's some weird mod incompatibility AFAIK, but I cannot pinpoint the issue rn

worldly sleet
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would it be possible to add a weight for mid-round changing weather? and maybe a setting to hide it on the moons menu?

drowsy willow
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although nothing is set in stone yet, so i'll think about it πŸ˜…

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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)

worldly sleet
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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?

drowsy willow
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it's all checked beforehand

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so you don't get flooded titan for example

abstract pivot
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I want double the trouble

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Double flooded on titan

drowsy willow
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WeatherTweaks [v50]

azure dirge
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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

drowsy willow
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oooooh

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I like that idea

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another weather type! good god!