#Weather Registry / Weather Tweaks / mrov
1 messages Β· Page 6 of 1
any known incompatibilities? like brutal company minus changing the weather?
no issues were reported thus far, but I'm planning on including special compatibility patches soon
i cant find the config
which one?
the config file for this mod
it should be in the configs folder: weathertweaks.cfg
didnt generate
π€ interesting, could you send me your logs?
oh wait i think its because i had lethalnetworkapi disabled
edit: yup thats it
@drowsy willow
for once
Im ok with the fog
also
I learned this one simple trick to stop racism
I literally just DOUBLED every weight that goes to clear
Just played for a 2h session with my group and we used the betaweathertweaks
so far so good we didnt have any issues
I love this mod, been using the beta with everyone i play for a week now
Every moon is either rainy or stormy lmao
π₯Ί
I gotchu
Mrov over here HATES the player experience
But with this ONE EASY FIX you can fix your weather
Go into the Weathertweaks config, and find a setting called scaledownclearweather
You want to set this to FALSE
is it working that badly?
If thatβs not enough for you, make your way onto the Weather Difficulty scaling
If you find a setting called maxweathermultiplier or something like that
It should have a value of 0.8
Turn that sucker all the way down to 0
That way the weather does not get more horrible the longer you play
But if you like that you can keep it
What does that one do exactly?
Iβll let the schmuck explain his mod feature
Take it away Mrov
it's the maximum value that clear weather can be scaled down
so for value of 0.8 the clear weather can be scaled down to 20% of the config's value
It makes it so you will never feel the warmth of the sun ever again for any of your runs
Your days will be cold
Wet
Harsh
And cruel
if you have a None value set to 50 and multiplier would be 0.8 the final value would be 50* (1-0.8) = 10
So in simpler terms, it reduces the chance for moons to have clear weather?
yes
it's adding the length and player multipliers
and that's the max for those
the scaleDownClear is adding on top of that
The final Mi6k TipΒ©οΈ for you is
If even after all that
Your weather looks like THIS
You should head on down to the Weather Change weights
And DOUBLE every weight for weather to change to clear
Like this
Oh I did that actually when you talked about it earlier haha
is that happening on latest?
because - in all honesty - i've made a little oopsie in the beta version some time ago
but that's good now
alr
because - wouldn't you know it - i've accidentally removed clear weather from the calculations
so the possibility was never there
π³
it's all good now
does weathertweaks now get the mrov stamp of stability
ah trueeee okay what if you give it TWO stamps of stability
does it become twice as stable
π³ the modding scene is not ready to have that amount of reliability in one mod
π
Since you know the weather system so well mrov, how hard/hellish would be to add new types of weather to the game?
when would you want to add them?
because i'd have to redo a few things in my mod to support it rn
Oh no time frame, its just a thought i had after playing helldivers 2
βI bet mrov could include fire tornados in weathertweaks
β
i have some ideas and a few people that could make the game objects/code for it
Wasnt Batby working on custom weathers? I saw him having meteor shower as a weather in a preview he sent
Iβm no modder to preface, so this is just an idle curiosity question rather than something i could do

i'm running the weather picking & syncing, so it wouldn't be that much harder to do
especially since i want to streamline the vanilla stuff as well
yeah, he was/is
the basics are added rn to LLL, but it's a long shot tbh
π³
There are couple things to allow custom weather registration, yeah.
π₯²
i'm not that far off, honestly
but i would need to spend a non-trivial amount of time to get it done to a acceptable level
and i don't have that time right now
if someone has a thing ready to be included i could make that work a bit faster
You
As payment for the damages youβve caused to my sanity
I volunteer your services to help me play test my modpack before release
π₯²
(When) are you free today
i don't think i have enough free time today π
π³
Also
CHANGELOGS
I WANT CHANGELOGS FOR LIGHTSOUT AND EVEN BETA WEATHER TWEAKS
hell Iβll write them for you
Yeah, changelogs would go hard
I told @novel relic
Reason he has no BITCHES is because he didnβt have changelogs
Still dont
lmao
if this changes my life i'll get back to you
And by bitches I mean people who are interested in your mod and sad modpack creators desperately holding together everything with duct tape and glue
Real
Changelogs are the greatest
Occasionally I see a mod author post like "Yeah so your game wont crash in this specific circumstance anymore and also all 9 custom scrap is now spawning again! I also added compatibility to these three big mods that everyone uses" and then the changelogs are
- fixed stuff
so true
you have taught me almost everything I know my lord
real changelog from meltdown:
- fixed it failing to load if you lived in turkey
I saw that holy shit π
computers are amazing
cant wait for the year 2038 problem, next
the 32-bit running out of space?
for the time since epoch yeah
cannot wait for old tech to break π
yippee π
I'd expect a person named Mist to be a discerning fog connoisseur πΏπ
A vapor enthusiast, some might say
Yeesh even Xu asked me for weather sounds before @drowsy willow crazy times
umm
it was never not in π
I mean
It's using MeteoMultiplier
that was an option the whole time?
Lmao
weren't you extra busy and moving cross-country? π₯²
I can do sounds here and there. Who do you think does literally all the sound for the giant specimens
I have no idea
Clearly Xu.
The worst
Woah what about the super high quality sounds in lgu
Those must've cost a fortune!
Let's talk about those
Whatβs lgu?ππ
Lategame Upgrades
That
And Iβm lost
It's a small ish mod for upgrades
beekeeper, hunter, and peeper my beloveds
I have legit never used the mod so I know nothing about it or its soundsπ
Twas a jooooke
Probably a dumb question, but does anybody know if this works fully with WeatherMultipliers?
Or does this have its own multiplier system?
it works with MeteoMultipliers, I didn't include weathermultipliers π₯²
Whichever works and is more updated, I'm still pulling my old packs out from V49 :D
I recommend using MeteoMultipliers as mrov has been doing a lot of testing to make sure it works even with combined weathers
WeatherMultipliers hasn't been updated much recently IIRC and Meteo seems just a little more sophisticated in general
I feel like this mod has evolved beyond the tweaks part of weatherTweaks
weird, I'll take a look
I forgot to respond: that's intended
there's a small chance to change to stormy early and a 100% chance to do so later
and it tries to do a change between the same types of weather (even tho nothing changes)
i think there is a problem with this mod(beta) and the new version of lategame upgrades
and there is even a problem with terminal formatter and lategame upgrades
@lethal magnet update CSync to 5.0.0
ah oops, thanks I check if it works later
ok that fixed it thanks
Was this ever added?
I think i got enough moons in my pack where i think a random first day seed would be alright
π₯²

its alright, its just the first day seed, its not that deep
but it would be neat! when you have time!
don't get me wrong: this will be added
but i honestly don't know when
i have a lot on my plate rn
but u r hungry
The main reason i want it is because in my pack, Aquatis is always stormy day 1
And without getting into all the details, its a pretty good moon in the pack, and we're doing like a competition thing
So i think, with how it is, its optimal to just always go aquatis for the MeteoMultiplier loot quality
I can bypass this just just messing around with seeds until i find one i like for my pack
I understand, I'll let you know when it's in
Are suggestions welcome here?
If they are, I guess I'll shoot mine
Maybe add a setting that separates the moon seed from the weather seed so you can do seeded runs with different weather patterns, and have a different internal weather seed
hmmm
i would definitely not include that in the base mod, but i'll write it down for later π
Hi, I'm sorry to ask here because it's not the thread of the mod but I've seen many people talking about MeteoMultipliers here and I have two questions :
- Is there a thread for MeteoMultipliers ?
- Is MeteoMultipliers working in v50 ?
there's no thread and yes, it's working
Thank you ! and again, sorry for disturbing you with questions not related to your mod
No worries!
Is it possible to make terminal formatter compat with https://discord.com/channels/1168655651455639582/1237241662128918578 ?
Cuz I wanna use both together so baaaadlyyy
DID I NOT DO THAT ALREADY? π³
oh no
i had the patch ready wtf
when I go to a moon that's not listed it let's me go to it N doesn't say it's locked
I'll take a look at it later
Because yes, I'm not hiding locked moons (which will be fixed)
but it's really interesting it's still working
(although I think I know why)
Okie ty<3
there's also a bunch of odd spacing with selene's choice and terminalformatter, some moons have a space between them, others don't
I think that's because I'm displaying the groups with hidden planets hidden and adding a space after every group
so it might leave the gaps somewhere π

@drowsy willow
I hope you are getting some nice sleep
I got a bug to yell at you for
Asteroid-13 looking real lonely
That's a LLL issue
fuck
It also happens without TerminalFormatter
at least you tried π₯Ί
could u fix it anyway somehow pookie
i'll try
I kept telling him "it's an LLL issue" and he kept saying "I wanna yell at mrov" and kept saying it louder and louder, it was filled with passion I'm telling you
@steady marten what did this poor soul do to ya?
you'll never catch me alive π₯Ί
I've (finally) managed to fix the fog not being applied on every landing (and growing to ridiculous sizes), let me know if foggy won't have the correct density
btw TerminalFormatter seems to reliably get the risk level set by LQ presets whereas base LLL does not (only sometimes it seems).
If you ever want to show the risk levels as calculated by LLL it would be great if that could be an option (opt-out or opt-in idc) for LQ users.
oh, interesting
so even if LQ doesn't have its risk level set, it's still showing something from LQ?
Because from my testing it was only applying LQ stuff when it was explicitly set to be replaced
No, when it's set to override the risk level in LQ it shows that in TerminalFormatter.
I'm actually not sure what the behaviour with TerminalFormatter but without any LQ overrides is.
Ig it should show the calculated one from LLL unless the moon dev overrides it with its own. (just like base LLL)
However without TerminalFormatter (base LLL) it shows a mix of the calculated values and the ones overriden by by LQ. ||Maybe it's only showing the override from LQ for moons where the moon dev had it set to override the risk (+ vanilla moons) but I'm really not sure..||
I have to avoid TerminalFormatter rn as I use SelenesChoice and since I override every single risk level with LQ it's something I immediately noticed and thought I'd let you know
Well, sadly how LLL displays stuff is not in my control
AFAIK I'm displaying LQ values wherever set up, using LLL ones as the deafults
ππ
sure. I guess what I'm saying is: I want to thank you for making TerminalFormatter work very well with LQ! xD
so, its been a while since ive noticed but special weathers never show up since like v50
what mod could be to blame here?
π i'll check it rq
whoops just noticed thats a screenshot with terminalformatter which i didnt add to the pack yet
by special weathers you mean the beta version ones (combined/changing) or the uncertain ones (like unknown, eclipsed/flooded)?
unknowns, duals, and "certains?"
wait theres a beta version? should i have been using that one?
it's a beta for a reason π - there's lots of new stuff in there
but i'm really surprised that the uncertain weathers don't show up for you
additionally, just a feel though, but lately our runs have been reeeally cloudy
like, most of the times almost all moons had some kind of weather
Good start indeed.
i just imported the modpack π

huh
a lot of mods for v49 it seems
ah yes
i clicked the button π₯²
we do it the wrong way and just assume everyone will use updated mods, and that will download rest of dependencies
im sorry π
no worries π
i should add those some day
the "yolo" method of updating π€
oh no
Nice.
so thats why things are so cloudy
are uncertains just being parsed as regular weathers?
no
oh
i'm selecting all the weathers and adding the "display types" on top
so the actual weather is the same, but the display string can be anything
and i've fumbled the LLL patch (it seems)
this is after 1st day, on a new save
i have 4 weathertweaks versions on my pc
and every one of them has conflicting changes
this is a nightmare π
Alright, i've found something interesting
why would that happen?
OH WAIT NEVERMIND
do i really not patch LLL whatsoever?
YUP, I DIDN'T
oh my god
i've uploaded a fix, it should work normally now
Hey just to understand those configs, the more of these 3 configs at 1a> are set to true, the higher the percentage is that the a shown weather could be a false prediction?
The chances will be the same, the possible type of replacement will be different
So if you have 10 moons and 2 types of uncertainty: let's assume that 2 moons will have uncertain weather in the next round - that's a separate calculation from picking which type of uncertainty will be picked
Alight I understand thanks :)
Another question beside. The chance that in a round the weather changes, is it random at what point/time it happens, or does it happen at a fixed time of day likely?
it's all predefined (as of now)
I'll send you the values when I'm back at my PC
There's a fixed point in the day cycle and a chance for it to change at that point
Alrighty thanks for the infos nice to know!
[planetTime] is my new favorite weather
π³

Oh, you're trying to use ShowMoonPriceLLL and TerminalFormatter at the same time?
i am pretty sure that could be it
big whoops thanks
no worries π
i get this error during startup
Time to use BetaTweaks
i'll see what happened
I wanted to post it in the proper thread sorry
c;
How'd you end up doing this? lol
π₯²
First world problems.
the special types are not commited to git (cause they're temporary)
and so they're not in the "beta" version directory
I like the passive-agressiveness.
He brought it back
Haha that's just the relationship me and Mrov have, we mess with each other XD
π
He knows I love him though
can we stop doing that then π
like for real: i know that my mods break (it's the way it is, honestly) - one message in my thread is really enough π
π₯Ί
Weather Tweaks
what's your modpack code?
018f7198-bc00-9238-80cc-d847f5394038
i found the issue and pushed a fix for it π
what a champ, thanks!
How does weather changing work in the beta version?
Like is there a set time interval? Can weather change more than once?
actually idk if this is the place to talk about the beta version
yes and yes
those are the weathers defined in beta version
there's a set point in time to change, and a chance for it to actually happen
I wonder if GI's weather cam updates with the change...
this is really incredible I fucking love it, I've always wanted something like this in the game before
you mean the weather monitor?
because it should be displaying weathertweaks weather normally
I had an eclipsed/stormy change into none and the weather monitor didn't change
and also the stormy aspect wasn't there either, unless it was and there wasn't supposed to be rain? didn't have any conductive items to see if lightning still applied
it's my mistake π
version 0.14.8 should have it fixed
you mean on the ship?
no like, when I landed onto the moon the weather was eclipsed/stormy, but when landing I only saw the eclipsed part
I'll test it again tho since it mightve been cuz it was a modded moon
ooooh, right
when the weathers are divided by / (like Eclipsed/Stormy) it's a 50/50 chance between them
it's the uncertain weather mechanic
Ohhh that's what that meant!? Ahh alright I didn't know π
no worries π
have desync issues with the beta branch been reported ever? I assume so i'm just wondering cuz I had some today
Do you have logs?
It's really weird if it happened
I should have logs, hopefully
I'll check in a bit
I was the host though, so it wasn't on my side
Thing is my buddy didn't see any lightning at all during a Stormy run
that's interesting
if you could get the logs from them as well it would be perfect π₯Ί
here it is
(only mine, my buddy's at work rn and won't be able to send the logs for like 7 more hours)
also dependency string
Evaisa-HookGenPatcher-0.0.5
BepInEx-BepInExPack-5.4.2100
Evaisa-LethalLib-0.15.1
Evaisa-FixPluginTypesSerialization-1.1.1
Rune580-LethalCompany_InputUtils-0.7.4
Sigurd-CSync-5.0.0
malco-Lategame_Upgrades-3.6.5
BMX-LobbyCompatibility-1.1.0
loaforc-FacilityMeltdown-2.6.10
Entity378-SellBodiesFixed-1.8.7
BaronDrakula-MoreCounterplay-1.2.1
AudioKnight-StarlancerAIFix-3.6.0
AudioKnight-StarlancerEnemyEscape-2.4.0
doggosuki-Huntdown-1.4.1
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-2.1.7
Hardy-LCMaxSoundsFix-1.1.0
MrHydralisk-EnhancedRadarBooster-1.7.1
Garf-MissileTurrets-1.3.3
MrHydralisk-EnhancedLockpicker-1.1.4
loaforc-loaforcsSoundAPI-1.0.12
LethalResonance-LETHALRESONANCE-4.3.3
notnotnotswipez-MoreCompany-1.9.1
NotAtomicBomb-TerminalApi-1.5.4
mrov-MrovLib-0.0.9
mrov-BetaWeatherTweaksBeta-0.14.8
AMRV-ConfigurableCompany-3.4.0
AMRV-LethalCompanyVariables-2.3.2
linkoid-DissonanceLagFix-1.0.0
TestAccount666-AnnounceMoonAndWeatherChange-2.0.3
299792458-ScanForEnemies-1.2.1
LCOS-Inverse_Coilhead-0.1.0
coderCleric-Poltergeist-1.0.2
veri-ShipWindows-2.0.6
Confusified-InsanityDisplay-1.1.4
Treyotech-Treys_Health_Text-1.3.1
CTNOriginals-CrossHair-1.1.2
TheFluff-EverythingCanDie-1.2.18
Laventin-StarshipDeliveryMod-1.1.0
WhiteSpike-Interactive_Terminal_API-1.1.0
GMODS-StorePrices-1.1.1
TestAccount666-DogSoundFix-1.1.1
Piggy-ShowCapacity-1.0.9
Hexnet111-SuitSaver-1.2.0
BatTeam-LethalFashion-1.0.7
ButteryStancakes-ClassicSuitRestoration-2.0.1
BananaPuncher714-LethalQuantities-1.2.9
Zaggy1024-PathfindingLagFix-1.2.1
TestAccount666-PoisonPuffer-1.1.0
AinaVT-LethalConfig-1.4.2
AntlerShed-EnemySkinRegistry-1.2.0
AntlerShed-EnemySkinKit-1.0.5
DistinctBlaze-ColorfulEnemyVarietyWIP-0.5.2
TestAccount666-RandomSlimeColor-1.0.1
Rocksnotch-CupboardFix-1.1.0
alright,I'll take a look
disregard the last big chunk of log, we for some reason got stuck unable to launch on embrion with almost everyone dead LMAO
Hey so I got a question about the config
Are these entries still broken or have they been retired and are just leftovers from previous update?
Beta v0.14.10
leftovers
.<
the config will change a bunch before the "final" release version π₯²
is this similar to the beta version of your mod?
I think he does more on his mod
kinda wish he updated the ShotgunFix mod instead
I mean - I'm fully biased, but my mod does more
who π₯Ί
When using the Malfuction mod, the info is only hidden to the host, clients can still see the moon name and weather
I'm not sure if the problem is from you, but since you made a patch for Malfuction I thought it could be WeatherTweaks
interesting, I'll see
Not only that but clients just don't see the warning messages either, although I never would've assumed the cause potentially being from weathertweaks
Oh really ? I didn't know that
Can they even see the lever's particles?
I also think it just doesn't apply to clients on some? Like the restricted lever pull before a certain time where the lever would jam, but that'd only work for the host as a client can still just pull the lever just fine
haven't checked for that yet...
I only use the navigation malfunction so idk about the others
I only ever had 3 of em happen, routing, door, and lever jam
still yet to see the madness of a full ship power outage lmao
hmmm, seems like I've done a big oopsie with that
oh thats what it was
btw @drowsy willow I think you talked with Xu about mod compatibility with modded weathers (and not doing it for LL) , and I looked into it and the only thing that seems to stop it from working is your hardcoded config files, which cause your dictionary look ups to error because the key for the custom weather doesn't exist. I was able to make the meteor shower weather from Code:Rebirth working just by adding it to the config weights.
Maybe you could look into generating part of the config dynamically? Or at least checking whether or not your config weights contain the weather or not, and not crashing when a modded weather exists and maybe including it with some weights anyways
well, i'm planning to do a full "weather API" with ability to load custom weathers into WeatherTweaks
and my plan is to include compatibility with LethalLib at that point
because I've got 90% of the system ready right now
and I'd really love not to work at 3 versions of my mod separately π₯²
for now: I'm not touching stableTweaks, I'm not changing beta, I'm working on API stuff that will - ultimately - replace Beta (and stable in the long run)
because at that point I'll load all custom content into one unified system
and the configs will be dynamic and so on
so yes, I'm working on that
but probably not in the way everyone desires
I see, so basically Weather Tweaks will be completely just replaced by the new API?
basically yeah
yeah that's completely understandable
how fast do you think you can get the API out btw? Cus Xu was a bit worried it'd take a long while
I've commited some changes already, but there's like 2x this on my PC rn
Look at you taking after me calling it StableTweaks I'm so proud of you
I'll tinker with it tomorrow for a bit, I've got my issues figured out
I just have a lot of things in my life right now, so I'm not making any promises
Because I really don't have the time to work on it to the level I want to π₯²
(and my 3 branches started to go different ways completely lol)
Okay! But yeah, I can give Xu my patches for Weather Tweaks to make it compatible meanwhile lol
alrighty
π
btw how are you achieving this? maybe it's something I've overlooked in my (future) implementation
Hey it was bound to happen one of these days you've been around me enough to start taking up things after me XD
because my plan is to have a weather-level "default" weight and a config option to override it
and right now I'm using LevelWeatherType to reference the vanilla stuff (unfortunately)
I basically just went over all the weathers in all levels and added the weather to all the weights if it didn't exist, in a very lazy way, so basically:
if (!WeatherTweaks.ConfigManager.Weights.ContainsKey(weather.weatherType))
{
WeatherTweaks.ConfigManager.Weights.Add(weather.weatherType, WeatherTweaks.ConfigManager.NoneWeights);
WeatherTweaks.ConfigManager.NoneWeights.Add(weather.weatherType, 50);
WeatherTweaks.ConfigManager.RainyWeights.Add(weather.weatherType, 50);
WeatherTweaks.ConfigManager.StormyWeights.Add(weather.weatherType, 50);
WeatherTweaks.ConfigManager.FloodedWeights.Add(weather.weatherType, 50);
WeatherTweaks.ConfigManager.FoggyWeights.Add(weather.weatherType, 50);
WeatherTweaks.ConfigManager.EclipsedWeights.Add(weather.weatherType, 50);
Plugin.Logger.LogInfo("Added modded weather to weather tweaks");
}
lol, ye it's super simple
the bigger issue for me is: I didn't want to release this stuff in the period of time when I'm not exactly around to fix the big issues immediately (see LLL right now)
but honestly
fuck it
oh, so you're gonna do it now anyways?
bad decisions speedrun 100%
lol
I'm after 12-hour shift and have to be up in 7 hours
it's literally whatever
god, forgive me for what i'm doing right now
it's so shit it shouldn't be allowed to exist
is lethallib really editing vanilla weather enum
oh no
hmm
honestly i cannot be fucking bothered to do it properly
it's working
@abstract pivot
0.14.11
- fixed LethalLib weathers causing dictionary errors
have fun
if anything breaks, write it here and i'll get to it when i'm back
thanks for using my mods and see you someday
and no, this update is not the weather api
Holy shit @drowsy willow You actually fixed it? I thought you weren't gonna bother
You mad lad
Nice! π₯
@drowsy willow btw I think TS is having issues your mod update still isn't showing up lol
Sorry if im dumb but do I need both main and beta for all the features?
Just Beta
im guessing having both breaks stuff lol
It's just redundant
Beta has the features of the stable release and more lol
And yeah things may break dunno but don't use both
XD
thats prob why I havent been seing the new features lol
strange, seems Im still not getting them
does the new stuff not happen on the first day?
cause I cant get them to appear
they used to
No it doesn't
No it doesnt like what I ask was true or false, its a little unclear XD
having both will load one of them, which makes it redundant π₯Ί
and no, combined/progressing weathers are not showing up on first day, it's designed to be like that
yeah lol, didnt know, with how the description was worded it made it sound like beta only had the wip stuff
yeah at first I thought the mod wasnt working lol
it's like that because the special stuff can get a bit overwhelming really fast
and it's not ideal on first day π
fair, I was just used to the old version
where it poped up from the start
understandable
coming back to that: I got 95% features ready, but had a little breakdown when i couldn't debug some things yesterday
so I will come back to that, but I'll have to mess with LethalLib big time
fun
You got this bud
No breakdowns we need our Mrov in good mental condition
Take breaks when you need it, focus on your mental
I have so much stuff right now I seriously need to take time off
then do it
just curious, how would meteo multiplier work with beta
if weathers are combined, then the proper multipliers are applied
[scrap value] x [weather 1] x [weather 2] and so on
dunno how it works with transitional weather but im guessing it only applies the 1st weather's multiplier
50/50's multiplier is the resulting weather's
same with Unknown
[weather]?'s as well
combined uses sum of all weather's, progressing weighted average
I explained it here once, I'll try to get the link later (cause it's a bit of scrolling)
thats pretty much all I need to know, just wanted to know if it even worked lol
it's fully compatible
I'm excited to see the beta features, I'd like to use it now but idk how stable it would be </3
combined weathers and weather changing just sounds super fun
It's pretty stable, just make sure to disable None > Stormy
π
I also gotta figure out what those configs even mean lmao, like is this for changing none into stormy? or stormy into none?
Under changing mechanics in the config
you'll see an option called
None > Stormy
set it to false
Yeah uninstall the normal one
alr
Sorry, I'm out of the loop, what's wrong with that combo?
The transpiler is currently broken so when it changes to Stormy weather lightning basically strikes constantly lol
wrath of zeus π
Aaah, so that's what it was π
any config recommendations or are defaults good?
I need to make it
but yeah
Hey, there is this new mod called CodeRebirth, which adds one new Weathertype. Are there any problems with Custom Weathers and the Stable Weather Tweaks? Also I just think this new Meteorite Shower Weather is a pretty cool idea and would love to use changing weather and that mod together in the future once the BetaWeatherTweaks Mod is done
use beta weather tweaks
it's pretty stable afaik
Mrov updated WeatherTweaks stable for LL Weather support
They should both work now
oh lol
Yeah I heard itβs stable and right now Iβm using it. I just said itβs not βdoneβ
Cool!
Maybe I worded it poorly. English isnβt my native language btw
No worries, I'd recommend using Beta version (it has more features and requires testing π ), and right now both Beta and Stable versions will work with CodeRebirth weather
hey! remember me?
seems like Weather Tweaks' weathers dont appear on the list on my modpack after all
did a session yesterday and not once we saw 50/50's or uncertains
they dont appear on teh first day
oh
ALL session
strange
use weather tweaks beta
im about to start a new session rn so ill pay extra attention for the next days
do you have base tweaks or beta
base, could try beta thouhg
beta is not the more supported ver from what ive seen
and also mrov wants some more testing on it
Do you - by any chance - have a log from that session? π₯Ί
everything should be printed there
it was a long session good luck
yippee!
hmmmmm
if (!ConfigManager.UncertainWeatherEnabled.Value || !ConfigManager.MapScreenPatch.Value || !ConfigManager.TerminalForcePatch.Value)
{
Plugin.logger.LogInfo("Uncertain weathers are disabled.");
return uncertainWeathers;
}
what's your config for weathertweaks?
well it does say they're disabled
im not sure about that chief
.<
so the condition for uncertain weather generation fails
the what
and that's why there's none π
you should probably say that that disables uncertain etc lol
well
a few updates ago i've changed how that config entry works
and (i think) it should've been changed automatically to the new default π€
yeah
so it's my oopsie with not communicating that properly π
do you have the thing that change's people's configs?
im not sure i understand what that setting does but i will trust you for it to be on true
this is disabling removing weathers from the vanilla terminal
in case the weathers are not displayed by LLL/TerminalFormatter (for which i have explicit compatibility)
so the terminal and ship screen always display the same weather
because if some mod only displays level's weather and i'm displaying the uncertain one
there's gonna be a mismatch
welp glad things are finally working many thanks
no worries, i'll change the readme to make it more clear with the next update π₯Ί
new version of LL is out now btw, meaning your changes are there now
does this mean we need to add "Level" at the end of the v50 moon names now or is this unrelated?
unrelated, it's just that the LevelTypes enum which is used for the vanilla levels by LethalLib was missing the 3 new moons
So now you can use for example Levels.LevelTypes.ArtificeLevel instead of pretending Aritifice is a modded moon lol
actually yeah nvm, you need to add "Level" at the end of the moon name now
if you added your enemy or item to specifically these levels with the dictionaries for custom levels
yo whats madness mode
yes
thats doesnt answe my question
||all weathers (padding)||
thank you π₯Ί π
Don't mind my instant join. 
Compared to my mess, it's better.
Try reading my store initialization. You will probably read it four times and still miss something.
i'm trying to add new features and mark/comment the current sections
because i've lost myself 3 times today
you convinced me
okay, i see it
it's a lot
You can easily get lost in there.
You're busy checking one screen then you look away and you completely forget what point you were.
π₯Ί
Now imagine my pain of making a generic screen where you can define whatever input and output you want to put on the screen.

oh god
π
the thing that's most frustrating to me is unity editor
i want to have a support for displaying/creating all stuff there
but i'd need to have a way of auto-detecting and importing the bundles with my stuff in them
and i cannot add any dependencies, which is fun
How would that look tho?
(also ffs you unity editor users)
Like you would show each Weather Type asset?
something akin to that
i like how LLL does it, but i have no idea how to achieve that
so a weather creator will be able to hook their things directly there
but i don't know how to make it work (yet), so i'm still more inclined to do things the code way
well, that's how LethalLib does it to this day at least
Yeah lethallib never did anything unity side
You would prolly need your dll in the editor and you would have like a script table object and build into a bundle.
The API would read each bundle and see if there's any weather related stuff.
That or build a separate bundle specific for the API.
Then you would only need to find for that specific bundle format.
i'm more inclined to go that direction
but that's so much unnecessary stuff to do π
π€
you're tempting me to do a dependency on my own library now hehe
ayoooooo
the way i've redone things is simplifying my code so much lmao
Lol
Maybe I'm just ignorant but I cant imagine it being too hard pulling specific things from an asset bundle
i'm certain it's not difficult, i just haven't done this before, so i have no way of knowing
Feel free to reference CR, should be similar in concept
for me the editor stuff will be a nice addition after i'm done with the main stuff
after all, it took me 3 months to have a working LC setup in unity editor
(or to even start an editor)
(You'd look for the asset bundle loader file in utils)
alrighty π₯Ί
also the name weatherapi is not sitting right with me
π€
and i've already claimed weathertweaks, so i'm lost π
so after extensive copy-pasting i've got the results
this is weathertweaks logic:
and that's new weatherstuff logic:
this feels like a small win
Doesn't look like a small win to me lol
WethalWeatherWib
When I get home I will take a look at what you have.
This assuming trains are working properly today.
π€
Yesterday was bus strike.
Today is train malfunction.
At least tomorrow is holiday.

Yesterday was a day that's for sure
Who is? WhiteSpike?
yeah
Shouldn't be too bad
Probably
so - to confirm my understanding - serverRPC is sent to server, and client one to client, right?
the name corresponds with receiver, not sender
Non host (i think) Clients call server rpc and only host runs code inside server rpc
Host calls client rpc and ALL clients run code inside client rpc
So usually the way to go is just making a server rpc which has a client rpc inside it which has the actual code u want everyone to run
alrighty
i'll see what i can do rq
oh wait
networkvariables are a unity thing
i forgot to include None as a weather to be selected π€
fun
Server Rpc is called by clients and executed by server.
ClientRpc is called by server and executed by clients.
An exception is a client that is also a server (a host) which can do both.
alright, fixed (kinda)
opens project
references missing
proceeds to copy paste
oh, the libs?
π³
i've been found out
i got some errors on netstandard
and was too lazy to fix them π

Me
π€
okay, i've fucked up the whole thing thinking i've done it
lol
Built (with spit and duct tape)
Ive seen mods built with worse
I just love it when they prefix patch false a bunch of ingame methods
OOOOOOOOH I SEE IT
i need to call a relevant function from clientrpc, not inside it
because clientRPC is run on host as well
and the same with serverrpc
my god
Host can run server rpc code yeah
Usually the way I do it is make a host check, then client rpc something I want sync'd
if i call serverRPC the code inside is being ran as well
oioioi
i've fumbled it hard
Lol
Nice extension method?
π₯Ί
where are you lol
Lemme guess, he uses {} with the namespace?
At the startup
Also your tabs are spaces, wtf?
wait what
Ah one of those people who changes their settings for tab
4 is too much π
Welp
look how wide it's going >.<
Me typing resets the tab spaces, lol.
i'll quickly push my current changes
so my thinking was
None is not really a weather type per se
so it should be a separate thing
this is the majority of code using it
it's tagged separately because there's no corresponding weather effect in the effects array
i know i have bad things in them
Well
i'm trying to fix them right now
Besides the name of the function not having the proper postfix name.
I don't see this being netcode patched.
OH is that why
- you tried calling RPCs on non-NetworkBehaviours.
hmmmmmm alright
You're going to need to spawn a gameobject so that you can call RPCs from it.
okay
so there should be something like WeatherSyncManager that is a ScriptableObject
which will have those RPCs inside it
?
Not Scriptable, NetworkBehaviour.
OH
You will need a prefab with that component and spawn it.
And this prefab needs to be registered to the NetworkManager.
so something like this?
that's not the one, wait
Because that gets called everytime a spawn happens and makes those unnecessary checks past the first spawn.
alright, i'm kinda lost
Lol.
if (weather.Type == WeatherType.Modded) { }
Anything that this was supposed to do?
Yeah and spawn it.
(Only host can spawn stuff btw)
I guess yeah.
You will need a prefab.
Because you need to register it in the NetworkManager.
I'm not sure if making an empty gameobject works though.
You can try, no guarantees though.
Alrighty.
i cannot remember lol
Nice.
This is after that supposedly.
I will just put a blank switch and you figure out what you need.
What is levelWeatherVariables supposed to do?
Is it the same thing as the uhh level.WeatherVariables thing?
Right now it's being useless thus the question. Lol
well
i've added it to weathertweaks for something
copied it here
and it's there
lol
i think that my intention was to have easier access to variables on a per-level basis
because in weathertweaks i've started doing even more cursed stuff
but i'm not entirely sure right now
π
string sunAnimatorBool 
that's how it's named in vanilla π
Oh.
π€ we do a lil' bit of trolling here
what's even funnier is i really got those errors twice
I guess null.SetPlanetWeathers is possible.
You would think an exception would be thrown first.
it's because of this
this is called before all classes finish initializing
so its local reference to StartOfRound instance is valid
but calling StartOfRound.Instance is not there yet
i wish i was joking
it took me so long to figure it out
Oh dear.
Gotta love properties.
Gonna have to go get some food.
I put the stuff I got in a branch.
Does it work?
Roll a die and find out.
did you change any versions and stuff in csproj?

Uhh
It has latest LethalLib I guess.
Otherwise not really
Because I just made it use csproj.user file
huh
i can see why
how did you fix that?
oh wait, wrong harmony version
huh i'm dumb
Noice
alright, i'm completely lost
[17:54:51.2241129] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkVariable`1[T].set_Value (T value) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
WeatherAPI.WeatherSync.set_Weather (System.String value) (at <a19d2544a974457598c288b56cc7209c>:IL_000C)
WeatherAPI.WeatherSync.SetNew (System.String weathers) (at <a19d2544a974457598c288b56cc7209c>:IL_0055)
WeatherAPI.Patches.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) (at <a19d2544a974457598c288b56cc7209c>:IL_00FD)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetPlanetsWeather>(StartOfRound,int)
WeatherAPI.Patches.TerminalStartPatch.Postfix (Terminal __instance) (at <a19d2544a974457598c288b56cc7209c>:IL_09AC)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?-1570686956(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <7fedbde26c084fb2af96612740f0c4ca>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?267693116(Terminal)
why does the setter not work correctly? π
Did you check if the value you set it to was already null? π€

[17:54:51.2151128] [Debug :WeatherAPI] Instance: WeatherSync (WeatherAPI.WeatherSync)
[17:54:51.2151128] [Debug :WeatherAPI] Weathers: System.Collections.Generic.Dictionary`2[System.String,LevelWeatherType]
[17:54:51.2151128] [Debug :WeatherAPI] WeatherSync: Unity.Netcode.NetworkVariable`1[Unity.Collections.FixedString512Bytes]
[17:54:51.2151128] [Debug :WeatherAPI] WeathersSynced: a default value
[17:54:51.2211129] [Info :WeatherAPI] Setting new weathers: {"41 Experimentation":6,"220 Assurance":2,"56 Vow":6,"71 Gordion":6,"61 March":6,"20 Adamance":4,"85 Rend":-1,"7 Dine":1,"21 Offense":-1,"8 Titan":-1,"68 Artifice":-1,"44 Liquidation":-1,"5 Embrion":-1,"Atlas Abyss":5,"2 Ganimedes":6,"59 Affliction":3,"127 Eve-M":1,"71 Sector-0":5,"290 Summit":5,"813 Penumbra":5,"Secret Labs":5,"43 Orion":6,"28 Celest":5,"42 Auralis":2,"74 Solace":-1,"27 Triskelion":-1,"9 Celestria":-1,"93 Harloth":6}
[17:54:51.2221126] [Info :WeatherAPI] Current weathers: a default value (is null? False) (is empty? False
[17:54:51.2241129] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkVariable`1[T].set_Value (T value) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
... and it's the same error as above
and i'm setting it up using
public NetworkVariable<FixedString512Bytes> WeathersSynced = new NetworkVariable<FixedString512Bytes>("a default value");
public string Weather
{
get => WeathersSynced.Value.ToString();
set => WeathersSynced.Value = new FixedString512Bytes(value);
}
so it's not null at any point π€
is your thing a NetworkBehavior? Are you using UnityNetcodePatcher?
Are you using UnityNetcodePatcher?
oh
ye
just added it, will check rq
lol ye it should fix your problem :3c
i hope π₯Ί
that error is gone, which is a progress
but i've fucked something else
π
lol
uhh, is that the wrong way around?
also I saw some discussion about the amount of spaces, and two spaces isn't enough :3c
And if 4 spaces is too much, then you nest too much :3c
Though 8 spaces is insane, I don't like it
if you're not doing 16, you're not really coding
the IsServer check meant i wasn't receiving updates π
two is absolutely enough π
π³
i fixed it! π
finally some peace
π₯
all of us cooking rn frfr
i finished two commissions today
pretty happy with myself
awesome π₯
also, are you an always nester or something? :3c
π³
well
as much as i don't want to admit it
i come from the lands of javascipt
and i've commited some crimes there
π€
i miss javascript
uhh, what?????
i totally understand that
it's honestly horrible
the other options are
meh
or non existent
the other option (one i did before) was a spiderweb of else-ifs
i just like having 2 as a tab width π
the way i was forced to do some interaction stuff lol
like it just makes no damn sense



