#Weather Registry / Weather Tweaks / mrov
1 messages ยท Page 7 of 1
yeah cuz user and author ofc have different reply functions
๐
you cant use .reply, you gotta use .message.channel.send or .reply or .followUp or some other bs
PLEASE DON'T REMIND ME
i forgot about that
and got a whiplash from reading that
i wrote a whole ass bot with it and somehow survived lol
this is the nesting i'm not afraid of doing
imagine having 4 as a tab space ๐ฅด
8 looks nice
like a chart almost
lol
interaction.interaction.followUp
what the fuck
Understand how TypeScript uses JavaScript knowledge to reduce the amount of type syntax in your projects.
raw-dogging the untyped mess
mad respects
๐ซก
what does it actually mean that the uhh JavaScript doesn't have types or something like that?
all types are inferred AND they can change at any point
so that's a valid js code:
let number = 50;
number = false:
console.log(number) // false
shit is crazy
what the fuck
yeah
you can do typed stuff in typescript
huh, I do not wish to write JavaScript at all anymore LOL
if you dont specify types you're pretty doomed
plus errors are always silent
so the compile step would not let you through
no one ever does lol
but for some people/scenarios using TS is a "unnecessary step"
When you see 9 "vars"
and they push through that raaaaw
well for me it was always "let"
what is var then? Can you access it from another function if some fuction has some var or what?
a lot of this code is just gibberish to hope it works
Var is not specifying type.
"var" is just the old "let"
you're recommended to use let nowadays for js
but a lot of people just dont care
and havent switched
2009 holy hell
for a battle system lol
just purely for pressing buttons
no actual battle logic
also every discord.js update breaks te last
still on discord.js 12
cannot be bothered to update
damn, javascript is really cursed
ye
documentation is pretty bad too
like i usually just guess whenever i have to do deferUpdate, reply, followUp, message.channel.send, or any other stupid shit lol
it kinda taught me about async and awaits
but afaik javascript async and awaits arent really async and awaits
it's not intuitive to grasp at all
but it's neccessary to know and use
You don't even put a hash ID on the network object, lol.
do i have to ๐ณ
do what i did, use a random number generator
i WILL do that ๐
[09:28:22.3168618] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkObject.SynchronizeNetworkBehaviours[T] (Unity.Netcode.BufferSerializer`1[T]& serializer, System.UInt64 targetClientId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0151)
Unity.Netcode.NetworkObject.AddSceneObject (Unity.Netcode.NetworkObject+SceneObject& sceneObject, Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkManager networkManager) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0093)
Unity.Netcode.SceneEventData.SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager networkManager) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0111)
Unity.Netcode.NetworkSceneManager.ClientLoadedSynchronization (System.UInt32 sceneEventId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_01A5)
Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0012)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <e27997765c1848b09d8073e5d642717a>:IL_000F)
๐ฅบ
it's not working in multiplayer ๐คญ
turns out i don't know how to
becuase all properties of NetworkObject (related to ID and hashes) are private/readonly ๐ค
okay, so (from what i can find) i'm joining as the second player, i get the error above and a black screen
the networkbehaviour is not showing up in unityexplorer as well
actually this might be the ID issue
***how to set it ๐ญ ***
whats fucked
okay, so i've created a NetworkVariable as a field in NetworkBehaviour:
and everything is working normally on host, but the object is not spawning/showing up for client
and i'm getting black screen
with these errrors:
[10:19:59.5790499] [Error : Unity Log] [Netcode] NetworkBehaviour index 1 was out of bounds for BreakerBoxSpawn(Clone). NetworkBehaviours must be the same, and in the same order, between server and client.
[10:19:59.5820502] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkObject.SynchronizeNetworkBehaviours[T] (Unity.Netcode.BufferSerializer`1[T]& serializer, System.UInt64 targetClientId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0151)
Unity.Netcode.NetworkObject.AddSceneObject (Unity.Netcode.NetworkObject+SceneObject& sceneObject, Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkManager networkManager) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0093)
Unity.Netcode.SceneEventData.SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager networkManager) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0111)
Unity.Netcode.NetworkSceneManager.ClientLoadedSynchronization (System.UInt32 sceneEventId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_01A5)
Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0012)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <e27997765c1848b09d8073e5d642717a>:IL_000F)
[10:19:59.5820502] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkObject.SynchronizeNetworkBehaviours[T] (Unity.Netcode.BufferSerializer`1[T]& serializer, System.UInt64 targetClientId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0151)
and my suspicion is that because i'm not setting the ID it's messed up on client
no
why is breakerbox complaining
is that the first networkobject in the prefab list in vanilla?
could be
that's the log on host:
[10:18:22.7585482] [Info :LethalLevelLoader] Registering Bundle Content!
[10:18:22.8139651] [Error : Unity Log] NetworkPrefab (BreakerBoxSpawn) has a duplicate GlobalObjectIdHash source entry value of: 0!
[10:18:22.8139651] [Error : Unity Log] NetworkPrefab (BreakerBoxSpawn) has a duplicate GlobalObjectIdHash source entry value of: 0!
[10:18:22.8139651] [Error : Unity Log] NetworkPrefab (BreakerBoxSpawn) has a duplicate GlobalObjectIdHash source entry value of: 0!
[10:18:22.8139651] [Error : Unity Log] NetworkPrefab (BreakerBoxSpawn) has a duplicate GlobalObjectIdHash source entry value of: 0!
[10:18:22.8139651] [Error : Unity Log] NetworkPrefab (BreakerBoxSpawn) has a duplicate GlobalObjectIdHash source entry value of: 0!
[10:18:22.8139651] [Error : Unity Log] NetworkPrefab (BreakerBoxSpawn) has a duplicate GlobalObjectIdHash source entry value of: 0!
[10:18:22.8139651] [Error : Unity Log] NetworkPrefab (BreakerBoxSpawn) has a duplicate GlobalObjectIdHash source entry value of: 0!
[10:18:22.8139651] [Error : Unity Log] NetworkPrefab (RadioA) has a duplicate GlobalObjectIdHash source entry value of: 0!
[10:18:22.8139651] [Error : Unity Log] NetworkPrefab (RadioB) has a duplicate GlobalObjectIdHash source entry value of: 0!
[10:18:22.8149658] [Info :LethalLevelLoader] Skipped Registering 754 NetworkObjects As They Were Already Registered.
your not adding it to the list
your telling the client to spawn something they dont know about
oh
should be this unless im tripping been a minute https://github.com/IAmBatby/LethalLevelLoader/blob/51f9af254c38f926f808f1714bb6dc52bb5f66dc/LethalLevelLoader/Patches/LethalLevelLoaderNetworkManager.cs#L180
remember .Spawn doesn't tell the clients to instansiate the relevant instance in which your calling spawn on it's telling clients to spawn the prefab with the identical id in the prefab list
hopefully its that
OOOOOOH
i did not notice that
it was not that >.<
[11:04:02.5739456] [Warning:WeatherAPI] WeatherSync initialized in GameNetworkManager.Start
[11:04:02.5739456] [Error : Unity Log] NetworkPrefab (WeatherAPISyncInit) has a duplicate GlobalObjectIdHash source entry value of: 0!
@manic cobalt how did you get this to work? https://github.com/IAmBatby/LethalLevelLoader/blob/51f9af254c38f926f808f1714bb6dc52bb5f66dc/LethalLevelLoader/Tools/PrefabHelper.cs#L38-L50
extremely stolen from eva
because IdHash is a private property
oh i have one of those cursed publicised netcode dlls
oh, it's that one
i have it somewhere
wait a moment
i have it publicized already
AYOOOOOOOOOOO
I GOT IT WORKING
๐ ๐ ๐ ๐ ๐ ๐
but the value isn't synced LMAO
Damn, you're having too much fun.
turns out i've set up the change listener AFTER the value was synced for the first time lolololol
holy fucking shit it's working
oh my god i did it ๐
oh my lord i broke terminal
WAIT WHAT
From one disaster to another.
until the host interacts with the terminal it's not working for any client
how
how
how
Idk
I would have to look how you set it up.
Also remember that language thing I was doing?
yeah
It has arrays now.
It was a pain to compile because they haven't taught us alot on parsing side.
But yeah, it's at least functional.
that's great ๐
let
a = newarray ref double[10]
in
(
a[0] => new 1.0;
println !(a[0])
)

๐ oh my
But yeah, whenever you want to commit to the git, I will take a look at it.
i've pushed all my local stuff to github
like right now ๐
i will be honest
this might be a "me" issue
cause i've started the save and THEN joined the lobby
i'll test it properly now
Lol
with a video
Meanwhile I'm gonna figure out how to properly compile a string array.
Figured it out (operand was wrong to specify the type)
a client cannot route to a moon until host does it
which is interesting ๐
the sound is missing, how nice
all purchases do the ding sound
but no money is taken and nothing happens
lol
did i break vanilla rpcs?
I would imagine the logs would say something
[11:44:37.3778958] [Info : Unity Log] Parsed word: vow
[11:44:37.3778958] [Debug : MrovLib] IsModPresent called, GUID: imabatby.lethallevelloader, Enabled: True, Version: 1.2.0.0
[11:44:37.3778958] [Debug : MrovLib] Checking version 1.2.0.4 against 1.2.0.0
[11:44:37.3778958] [Debug : MrovLib] Returning True (True)
[11:44:37.3778958] [Warning:TerminalFormatter] TerminalFormatter.Route
[11:44:37.3778958] [Info : Unity Log] noun keyword: vow ; verb keyword: route ; result null? : False
[11:44:37.3778958] [Warning:TerminalFormatter] 56 Vow
[11:44:37.3778958] [Info : Unity Log] result: 56route
[11:44:37.3778958] [Debug : MrovLib] IsModPresent called, GUID: imabatby.lethallevelloader, Enabled: True, Version: 1.2.0.0
[11:44:37.3778958] [Debug : MrovLib] Checking version 1.2.0.4 against 1.2.0.0
[11:44:37.3778958] [Debug : MrovLib] Returning True (True)
[11:44:37.3788964] [Debug :TerminalFormatter] 56route
[11:44:37.3788964] [Warning:TerminalFormatter] Possible nodes count: 2
[11:44:37.3788964] [Warning:TerminalFormatter] Resolved Item: 56 Vow
[11:44:37.3788964] [Warning:TerminalFormatter] Found node: Route
[11:44:37.3788964] [Info :TerminalFormatter] Creating route table
[11:44:37.3788964] [Debug :TerminalFormatter] Node RouteAfter is not valid
[11:44:37.3788964] [Message:TerminalFormatter] New display text: (terminalformatter spam removed)
[11:44:37.3798980] [Debug :TerminalFormatter] First use: False
[11:44:37.9908964] [Debug :TerminalFormatter] Checking if route GeneralError is locked
[11:44:37.9908964] [Debug :TerminalFormatter] GeneralError
it just goes to "GeneralError" node
lol
Even when it says it's routing?
Lol
Because I saw a couple of "errors occured"
And I assume that's what the GeneralError is.
Yeah, you have a couple of these.
so the "Success" is displayed, but not logged
which means it's not actually there
huh
Fake success.
So there's no changing level log after that
The nodes still have the buyReroute set, right?
[11:44:45.2355613] [Debug :TerminalFormatter] Level is null

Is this something to worry about?
I'm pretty certain it's checking if the current node is a before or after route node
because it has everything indexed
so if it's not a before node there's no correlated level
I think
.1 is client
Oki
It's calling the ChangeLevelServerRpc, that's for sure.
Debug.Log($"Changing level server rpc {levelID}");
if (!travellingToNewLevel && inShipPhase && newGroupCreditsAmount <= UnityEngine.Object.FindObjectOfType<Terminal>().groupCredits && !isChallengeFile)
{
UnityEngine.Object.FindObjectOfType<Terminal>().groupCredits = newGroupCreditsAmount;
travellingToNewLevel = true;
ChangeLevelClientRpc(levelID, newGroupCreditsAmount);
}
else
{
CancelChangeLevelClientRpc(UnityEngine.Object.FindObjectOfType<Terminal>().groupCredits);
}
We can see the log just fine.
However, we don't see the logs of these
public void ChangeLevel(int levelID)
{
Debug.Log($"level id: {levelID}");
Debug.Log("Changing level");
currentLevel = levels[levelID];
currentLevelID = levelID;
TimeOfDay.Instance.currentLevel = currentLevel;
RoundManager.Instance.currentLevel = levels[levelID];
SoundManager.Instance.ResetSoundType();
}
On some.
Meaning that it's going to the else branch.
[11:44:07.2811773] [Info : Unity Log] Changing level server rpc 13
[11:44:09.5511777] [Info : Unity Log] Setting animation on client
[11:44:11.4703504] [Info : Unity Log] Setting animation on client
[11:44:14.4606194] [Info : Unity Log] Changing level server rpc 5
Like yeah, these seem to be when you tried to go to Atlas and Adamance.
I'll test it without my mod
I hope I get the same result ๐
THANK GOD it's a vanilla bug
i got so scared
inb4 your credit amount is too big it overflowed.
i've just never noticed the issue before lololol
๐
let
a = newarray int -> int[10]
in
(
a[1-1] => (fun x : int -> x+x end);
println a[0](1);
println a[0](2);
a[2-1] => (fun x : int -> 2*x-x end);
println a[1](1);
println a[1](2);
println a[1](3);
println a[0](1)
)
Very fun.
spotify is not working and i cannot focus lol
i love it
hm?
oh what lol
found the issue
noice
ye
as usual
i've set "setup finished" bool before any actual changes lololol
lol
how about that ๐
Clearly distinguishable.
the way i've got the system set up
it should be extensible by other mods
(like weathertweaks)
so it can change the colors for its uncertain stuff and the symbols used (like Eclipsed/FLooded will use three different colors - for eclipsed, / and flooded)
๐
Blue really doesn't fit for that weather type
At all
It should probably be Red tbf
nah, light porble. meteorites are a fine reward
well
that's the default color of LethalLib weathers (since they can't register color with my mod)
and red/orange/yellow/green is a "danger level" so to call it
but I'm open to suggestions
Meteor Shower is probably more dangerous than Eclipsed
Which is why I said
Red
lol
Plus
it also makes the sky turn Red
XD
when it's gonna use my stuff Xu will have the option to choose whichever colour she wants
and from the stuff I've seen already it's probably gonna be dark red
i always forget xu is colorblind
well
sorry* colourblind
also quick question does code rebirth work with wt now
havent played lc for a while
yesyesyes
ty!!!!
both weather tweaks
and in the (hopefully near) future it's gonna be even more powerful
@drowsy willow
There is a lot of on break happening in here. ๐
I'm excited about my mental gymnastics I'm gonna pull to justify postponing work on my diploma lololol
๐๐
I cannot control myself
Like a child in a confectionery shop
more, more, more
more modding, we have time
People are making weathers so Mrov is back in the driving seat? lol
cant wait for wt to be able to pull weather data from the irl location and update ingame weather accordingly
are they ๐ณ
I can picture you doing your thing and then you saw.
๐ ๐ ๐ ๐
LOL
That would be funny
unrelated but does anyone remember that one weather mod
reallllllyyyyyy old one
back from like v40 days
the TF2 one?
or the weather combo one
nah, there was one other that added a new weather that was related to snow i think
im gonna try to look it up
Whimsical
thtats the tf2 one
There shouldn't be any other one
Afaik no one else is working on making weather's either
So really mrov is exclusively working for me
i hope it isnt deprecated cause i vividly remember it
WITH you ๐ฅบ
Yeah buddy let's go with that
lmao
Interesting
never checked it out
tho
judging by the description it seems like it would make you freeze to death or smth
Of course there's no github
Lol the mod is a bunch of patches
Interesting
It was kind of a mini weather tweaks
Eh barely any weather sync from whay I can tell
Its a bit of terminal stuff
And it forced itself onto some moons
It also gave players some status conditions
Definitely something useful for reference
I just realized i now have two weather-syncing mods
which use different datasets
oh no
Lol
Abandon one of em, simple
Also does base game have weights for weather's?
Or is that u being quirky
Cuz its not an LL feature and ill probably add a patch for it if it's base game
It's all random lmaoooo
what do you mean by that ๐
because that's exactly the thing I'm doing
the weight stuff is my feature
(and I think two other mods use it)
I'll just add you to my repo so you can play with it yourself
i've reread your message:
- no, weights are not basegame
- yes, i'm working on that feature being controlled by other mods
- yes, it will be a part of weather definition
- maybe there will be configs for that
if you want to take a look at how it's gonna be done: https://github.com/AndreyMrovol/LethalWeatherAPI/blob/main/WeatherAPI/WeatherCalculation.cs
Okayy
i'm gonna have this in every weather object
If its simple enough of an addition, I might be able to replicate it as a bandaid, but I doubt it lol
so you will be able to explicitly define weights to/from other weathers in calculations
oh my dear
it's really not
I'm guessing a lot of stuff is interconnected for it
i mean
Lol
it's not difficult, but you need to replace weather picking system + sync it yourself
Nah id win
and i've already got that ๐ฅฒ
Who needs 2 mods than sync weather
We need 3
I'll add it to giant specimens
Make it 4
๐
Fuck it
๐
well
Mrovs nuts are gonna feel like they've been kicked after I sync westher with it
Lol
I wont bother coming a mile near any weather stuff
I'm not stupid enough to override base game methods
yo what mod is the one that adds the meteor rain i forgot
Modded weather mods (not me):
- https://discord.com/channels/1168655651455639582/1268919667347427390 (
Heatvawe/Solar Flare) - https://discord.com/channels/1168655651455639582/1241786100201160784 (
Meteor Shower/Tornadoes) - https://discord.com/channels/1168655651455639582/1203871322841808906 (
Blackout) (me ๐)
thx
npnp
my current plan in terms of API features:
- make the sunAnimator clips work
- configure the weight defaults for vanilla weathers
- probably like 2-3 other things i don't remember rn
yo and the mod adds whatever the hell this is nice
Yep
I imagine the api has everything at a default weight of 1? Just like vanilla?
that's how everything is rn
the default weights will be the same as weathertweaks defaults
50 makes more sense cuz then a weight of 2 isn't just double lol
Should probably be 100 since u don't do floats
umm
yeah alot more adustable than having to put 1.05
per-level weight adjustments
i thought thats what you were adding
floats? why would that be better ๐ญ
because LLL config doesnt have weather configs
Why would 100 be better over 50? Cuz then if I wanted to make smthn 1% more like I'd add 1 weight?
You're doing integer weights so I can't do 50.5
Etc
so - if i understand it correctly - you want your weights to be relative to others?
99/100 is more specific than 49/50
Nono the default value
Yeah
100 is about as low as u can go while being as specific as you'll ever need
A better example would be if the default weight was 1
so the percentages will go nicely ๐ค
i see your point
Exactly
All you'd do is either change the data type to float or change the int default to 100
im lost already from reading this
i thought it was gonna be like 100 as a base and 101 as a 1% increase
that's their suggestion, yes
i mean
sure
why not
i want to avoid floats because the way i'm randomising this shit is very scuffed
Woulda been the second stupidest stubborn thing thing stood for, not changing a 50 default to 100 default
Or smthn
Then don't use floats, just up the default int
No other weight system uses floats for the same reason I imagine
yee
the numbers are just nicely comparable and so on
so no 100.001 to get the smallest increase
that's weathertweaks defaults
and i'm sorry for creating this clusterfuck ๐ญ
i thought i knew better
im gonna pretend like ik what this means ๐
i want to have a system that will have a 100 as a nice point inside all this mess
so will it be weight per moon or not..
because that's why it's 50 now ๐คญ
as i said: i will consider it
because the idea is nice
yeah i havent seen it done yet
but i don't know yet how i'm gonna do it ๐
probably would have to get the list of moons or something
maybe integrate with LLL
which is easier said than done for sure
don't worry, that's already done
k
to be honest
nobody in their right mind touch the weather system in LC
because it's really bad
unsynced spider web of a implicit connections
yeah i remember idk if it was malfunctions or LLL but one of the mods we had like a month ago made everyone see different weathers so someone would die to stormy and someone would die to rainy
those mods are much more stable now though
Just use a seed
Dumbass
LMAO so true
that was me 6 months ago
i was SO SURPRISED when the results were different XDDD
Should i use this or beta weather tweaks if i want dynamic/multi weather on any moon?
beta
๐
Is it becoming eclipsed over time or signifying the next day will be eclipsed?
this is changing the sun animation clips for custom weathers
oh i see
hmmmm, i've got a problem, with coderebirth mod, the company is always at meteor shower, and its since i've installed weather tweaks :c
can i see ur config?
and if its only with weather tweaks
cuz if it works with code rebirth alone, then yeah maybe weather tweaks is doing something im not sure, cuz company would only have meteor shower so it'd be guaranteed there if my mod's config wasnt working
@drowsy willow bump
I'll look into it later, im at work
but i only changed in weather tweaks the config that hide weathers from terminal
That all i remember
and did you unblacklist the company from the meteors?
yay!!! great job!
the settings or my mod configs ?
CodeRebirth config
alright
on the blacklist there "CompanyBuildingLevel,ooblterralevel,atlanticalevel,cosmocoslevel,desolationlevel"
so it shouldn't be happening, interesting
but now that i think about it , atlantica still had meteor shower
which version of the mod are you using?
hmm, alright
it also happened with whimsical btw
could you start a new save, play for 3 days (just land and start the ship) and send the game log after that?
I'll see what weathertweaks is exactly doing
how do you exactly see the logs, its the black window that is opened behind the game right ?
yeah, it's the console thingy
if you don't have it enabled okay, nevermind
well well well
after you're done with that, go into modmanager options (as shown) and paste the output here ๐
[Debug :WeatherTweaks] -------------
[Debug :WeatherTweaks] 71 Gordion
[Debug :WeatherTweaks] previousDayWeather: None
[Debug :WeatherTweaks] possibleWeathers: ["Meteor Shower"]
[Debug :WeatherTweaks] Meteor Shower has weight 25
[Debug :WeatherTweaks] Scaling down clear weather weight from 80 to 10 : (80 * 25 / 200) == 10
[Debug :WeatherTweaks] None has weight 9
[Debug :WeatherTweaks] Selected weather: Meteor Shower
[Debug :WeatherTweaks] Chance for that was 25 / 34 (73,52941%)
[Debug :WeatherTweaks] -------------
hmmmmm
so - it seems like - the CodeRebirth config isn't applied correctly
hey @abstract pivot
the weather is breaking
๐ญ
here's the config
sendin
018fdff4-6eb4-fdd8-bbbf-2cd64f86a459
so that means that when tornadoes are gonna be released , its going to be the same stuff to do xD
imagine playing casino or stuff and then getting an ef5 tornado at your face xD
because the issue could be in 3 places:
- lethallib didn't correctly register/remove the weather from levels
- coderebirth didn't correctly parse config
- weathertweaks pulled data from some weird place
it's a question of: what's the issue
oof
this is the time when i wished i could understand coding and stuffs
there is legit a list of mods i wished i could make
i tried
i even tried mapping because welsey senpai motivated me to do so, but.... unity has changed so much i couldnt even do anything
and there is not enough tutorials to explain in details
and im no big brain above that
๐
coderebirth didn't correctly parse config
it's this one
sadly
i've changed your config to just CompanyBuildingLevel and it's working
so we cannot put more planet exclusions ?
i'd wait for xu's response - they know the best how their config works
nisu
oi
What do these do?
how much the weather shows up ig
Scale down clear weather's weight based on planet's available random weathers to match it's % chance
oh
that's the description lol
basically not all weathers can happen on a given planet
this lessens the chance of clear weather proportionally
and the difficulty multiplier does the same
I love combined weathers, stormy and flooded go so well together
foggy and rainy is evil
I've only got that combination ONCE tho and it makes me sad since it's such a unique challenge ๐ญ
So you're ready to put out fires, I see.
i feared this day
and it came
FUN
i've been doing so much with the hoverboard, it's a struggle getting it to sync lmao
@drowsy willow I couldnโt find the thread for your new mod but I was curious what it does.
woah!
Should I regen the config file for this update?
yeah
there aren't any breaking changes, but there's gonna be some orphaned entries
oof
Stupid question, what does Sun animator actually do?
it's my patch for adding new animation clips (for custom weathers) so they can change how the sun (and sky) look ๐
and in betatweaks it was for allowing me to change the sky to and from eclipse/cloudy/normal
[21:33:57.1875701] [Warning: Unity Log] [Netcode] NetworkConfig mismatch. The configuration between the server and client does not match
yummy
this is only happening online, joining the lobby on lan works without issues
fuuuuun
inb4 config.
do you have any idea what could be causing that?
i feel like i'm out of options ๐ญ
You probably missed to register a prefab.
Different things are executed between online and lan?
I know you just said this but I wanted to ask if this was okay to use for a mod that i am working on as a dependency? I wanted to use it to change the weather and so if I am allowed. Do you have a method that sets the weather or would I have to make one using your mod as the base?
You can use WeatherRegistry, it's gonna do exactly what you want
(although it's not exactly working right now ๐ญ )
Oh lol but I mean as long as it works a lil better than the original it should be fine
i've fumbled something severely
Eh?
i'll let you know when i'll get it working
Ok cool I mean I am doin this for fun so I dont mind a wait. Good luck mate
should be working now
๐
please let me know if anything breaks ๐ฅบ ๐
(with logs of course ๐ )
Should everything be good to update Beta Weather Tweaks now that you've updated Registry?
Thank you for the hard work
yeah
keyword "should"
I can give it a test in my pack, see if it breaks
I've tested it yesterday and it was on par with previous beta build
all major components are working
should ๐
Crossing fingers lol
Any new features for weather tweaks now? You got your own multipliers yet?
Nothing seems wrong in game, but I did get this
Happens every time I go outside from inside
Junic throws this error when landing. Nothing seems wrong in game tho
What would be a reason you'd want to blacklist a moon for the SunAnimator? If it has it's own sun or something?
Oh is that what's making the sun in Tolian's moon Sanguine so damn bright?
No, it's supposed to be a giant sun
Ohh
it needs to learn personal space ๐ /j
so wait did Beta features now go into the Stable version?
I've disabled Asteroid13 by default because it's eclipsed animation is not working with my patch as it currently is
Sounds good๐ just wanted to be sure if I needed to blacklist any other moons
I've implemented multipliers into weather registry, but I need to add their config entries to be change-able
and this will streamline my process with weathertweaks and it's custom things as well
Oh, so what happens if you use this and Mateo? Super multiplied scrap?๐
Did this break anything?
I didn't notice anything wrong
Right now all deafults are set to 1, so either it's gonna use MeteoMultiplier values or vanilla
I don't remember how I've set it up, I'll check rq
I'll see what I've messed up
Nothing seemed to be broken at least
Your comment๐คฃ๐คฃ
I'm excited to switch to yours when it's ready, I assume it'll support modded weathers
oh yeah, big time
It's quite the magical numberโจ๐
I still don't understand why he did that for scrap
๐คท
there are some questions that will be unanswered forever
"oh, during testing there was too much scrap so instead of changing the algorithm I've changed the base multiplier"
probably
you have no idea how much relief I have that it's out
it still has many things to add/change
but in some ways
I'm free
Yeah I assume it was a quick and dirty way to nerf scrap values across the board. Still such a stupid way of doing it๐
Yeah I'm excited for what people can cook up using your api๐
it's just a better version of LethalLib (right now)
but I hope that there will be people adding new weathers to the game and improving the library as well
๐คญ๐คญ๐คญ
You still going to redo the vanilla weathers?
what do you mean?
he might, but it wont be a part of weather registry, or should i say, it shouldnt
๐คญ
for example my improved foggy is gonna be a weathertweaks exclusive
yeah, keeping the api as an api
I thought you were going to reimplement them in a better way. That way they could be added places without setup
none of that lethal expansion BS
but some vanilla fixes and integrating everything to use my system will happen
that's not really possible to automatically get those values
well
I was just curious is all๐ sounded interesting
not planned
the math needed is impossible without manually doing it lol
Like it could be cool to have the rend and dine blizzard effects as actual weather, and to be able to put it on other moons
oh, that
hmm
I mean
yeah, it would be cool
I'm not planning to do that
if someone wants to do that, feel free
those are just local volumetric fogs afaik
anyone can add those
u dont need a weather api lol
are they?
should be
those moving ones
what they want is to add them to any moon
Well if you wanted it to be clear some days, and snowy other days you'd want it as a weather
Imagine a rare clear rend or dine๐
then you'd just add a local volumetric fog with the needed texture and colour, but idk, i dont feel like a snowy red infernis would look good
you'd also have to remove the moon's own local volumetric fog
and im pretty sure there's no consistency in naming
I'd mainly want it so I could have the option to have it clear very rarely
what about matching it with LLL tags ๐
because that will be a feature
the first sentence or second sentence?
second
tags are added by the authors though?
Any chance for just setting weather weights per moon?๐ฅบ
oh my god
yeah, I know
you could set up your weather to only be on volcanic tag or something
that's what I mean
oh thats what u mean lol
๐
planned
but painful
also, keep ur sass elsewhere :p
matching with tags is fine yeah, it just relies on the moon author also doing those tags
well, that's outside my control
ill probably stick to just having a blacklist rather than a whitelist
so not my problem
never said it was
this
On the topic of clear rend or dine, can that be something I can do in the future?๐ฅบ (I know this is a lot bigger of a ask)
sure ๐
Like an actual clear? No snowy fog effect
mrov in a couple weeks in xu foundation vc: "this fucking thing where is this fog coming from???"
you would have to remove those fog effects from the planets
and I think that's it
As in I'd have to make a mod to do that?๐
hehehe
WeatherRegistry will NOT be adding content itself so probably yes
Honestly hard debating making the snow effect into a weather and removing it from the map as it is now. Xu I may require your assistance ๐
It's the LL adding a weather part I am lost on
uhh, welcome to voice mail
Also not so sure on how I'd rebundle rend and dine and it have no issues๐
considering i didnt rebundle every single moon in the game, you'll probably be fine
I might give it a go๐ not quite sure I know what I'm doing but you gotta learn somehow๐๐
you could make a weather effect that just disables the fog stuff when it's enabled
and that's it
shouldn't be hard if its for rend and dine only
That's not a bad idea actually, would be a lot simpler
?????
prepare for tomorrow
you have no blacklist???
What's tomorrow?๐
I'll just make a list and you select if it's "allow" or "deny" list
cause simpler
and more permissive
๐คญ
me at home with time to work on my mod hehe
Wait, doesn't this mean I could do this entirely via code? I wouldn't need to do anything in editor?
If so I will most definitely be giving it a shot whenever I get up tomorrow. Tho without a weight system it might be a bit op๐
oh yeah, big time
weight as in selection to be that weather?
I'll give it a shot tomorrow then๐
Yeah. I'd assume clear should be pretty rare
I think I know the way to achieve that
because - in my foolishness - I've assumed that you want to remove the fog on clear weather and add "cloudy" as a new default with big weight
Also would naming the weather "clear" be okay?
as far as I'm concerned you can do anything
Well the normal "snowy" weather would be cool to have labeled but that I'm not sure how I'd do๐
Oh the name clear wouldn't cause some internal issue?
oh, you want to remove the snow as well?
it shouldn't
although I like being proven wrong
No, I meant like labeling what would be considered "none" to "snowy"
that was my idea as well
so you make a new weather condition that has everything like the normal "clear" weather has right now
and you remove the fog and everything on the vanilla clear
and make it rarer
The more we talk about this the more I think it should just be part of weather tweaks๐
if you want to contribute, feel free ๐
I'm still a bit of a noob at this stuff๐คฃ but I'll give it a shot๐
I'll be dming you questions whenever I get up, remember you asked for this๐
I've got a pretty good idea how to implement it
but sadly I'm going to work today
so I'll happily help you out tomorrow ๐
its a weather api
currently made only for me
that's a feature i would say
ZEUS' CURSE ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ ๐ฉ๏ธ
now is โ
could I still grab logs even during the session?
still playing rn LOL
sending them in moment
can you send me your logs?
oh
huh
interestinggggggg
did i fuck something up?
OOOOOH
so, umm
that weather got selected despite it not being possible in randomWeathers
which is 100% my oopsie, but how?
๐ โก
I just came here to post about this
holy fuck
My stupid ass: Hey stormy > rainy, this should be easy
thank god for the lightning rod
i've already got the fix
but i need to fix one more thing ๐ฅบ
i'll let y'all know when it's out
alright, i've just uploaded a fix for that issue @rancid gull @plucky holly @lofty silo
once again, sorry for that ๐ฅบ
it should be available in r2 in about 40 minutes
got a sneak peak into the new weathers ๐ญ
LOL
it was funny :)
๐คญ
oh nonono
what's your modpack code? are you a host?
yeah, im testing it by myself
also one sec
018fff05-fd68-ecd9-d628-78cd6e90be5b
i hope you like the name lol
alright, what are the steps to reproduce it?
if you wanna check the configs too
modded hell ๐คญ

what??????????????
hehehe
vow
i see
should i try modded
the worst bugs are the irreproducible ones
did you reload the lobby in the meantime? ๐ค
yeah??
alrighty, let me try that
hold on one second let me hop in
ill use the old lobby that made that error just in case
yup, same error
now ill make a new lobby
@hybrid crescent is this the same thing you're seeing? or am i confusing stuff
those two are different
i hate this game ๐
cooked
this is the time never starts and ship doors dont open error
well, it was a weatherregistry error after all
oh that's crazy
hold on i got the wrong log in the last one oops
can you try making a lobby on a new save after starting the game?
so it's gonna be the first lobby created
on it
mhmmmmmm
also i just realized i didnt get the 60 starting credits
i see what's happening
and nor did i see the colored weather text :[
Is weatherregistry actually required for beta weather tweaks to work now?
Aah but it's also the culprit for my issue from earlier?
but I LOVE weather tweaks
huh so it might've been the error i've got before
I think it wasn't the only moon that had this issue with weather tweaks
if the error happens again, send me the whole .log file
it might not be moon-dependant, honestly
SO NOW IT WORKS??
๐
Dude.
personally had this on junic BUT
everything worked for clients
doors opened time started etc
okay i tried on vow and it worked
Had it on Celetria and SOMETIMES on Harloth
let me try on any other modded moon
but no monsters and ship didnt leave
you just know its gonna be a pain to debug if the word sometimes is present
so all i had to do was make a new lobby ig
that's the nature of modding
i legit thought it was ship windows, got rid of it and played like 4 more quotas
HUH
tbh im not really a big fan of the new updates of ship windows
i might have or might have not created a new save in the process
honestly
i knew i was gonna get into this mess again
when i release a new version
but holy shit
the errors are quirky ๐
OH MY LORRRRD
there were no sunanimator clips
LMAO
skipping sounds like a bad thing
okay, so i've got your issue sorted





