#Weather Registry / Weather Tweaks / mrov
1 messages · Page 9 of 1
i haven't received any reports that it doesn't
sounds good thank you
if anything breaks - let me know 😇
[18:54:47.4669995] [Error : Unity Log] InvalidOperationException: Sequence contains no matching element
Stack trace:
System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_00011)
WeatherTweaks.Definitions.Types+ProgressingWeatherEntry.GetWeatherType () (at <9f719a22fad0494fbb27ba521873228e>:IL_00018)
WeatherTweaks.ChangeMidDay.RunProgressingEntryActions (System.Single normalizedTimeOfDay) (at <9f719a22fad0494fbb27ba521873228e>:IL_00120)
WeatherTweaks.ChangeMidDay.MoveTimeOfDayPatch (TimeOfDay __instance) (at <9f719a22fad0494fbb27ba521873228e>:IL_0005a)
TimeOfDay.MoveTimeOfDay () (at <5d9e37d270a145d8b8da189629d118bc>:IL_00123)
TimeOfDay.Update () (at <5d9e37d270a145d8b8da189629d118bc>:IL_00102)
WeatherTweaks v0.20.6
fixing that rn
what version of mrovlib are you using?
0.1.0
oh
alrighty
Holy hell
huh
I was wondering why you weren't using sum.
Hm yes, 6 weather.
This would only happen if you have Registry disabled lol
I've never seen this issue XD
Idk lol
It's weird you keep having it happen
you should check the logs
Yeah, I imagine something from WeatherRegistry isn't working correctly
Logs are useful in that case cus it's probably a mod shared across the packs that creates a conflict
nonono
because it uses Registry layout of that screen
What causes it then? I've never seen the weathers show up as numbers like this with only WeatherRegisty and No Tweaks
your guess is as good as mine
definitely not disabling Registry, since - for almost a month - only Registry uses that screen layout (weather in second line, colored)
If you have logs from that session it would be great 😅
🥲
If you encounter that again, let me know!
👍
small question
do weather multipliers stack when combined?
does it change when the weather change in mid day?
you cant change the multipliers midday cuz... that'd be removing or adding scrap midday, he probably takes the average multiplier of the two weathers and uses that
right now no, I've disabled that part when moving the base to Registry - I'll let you know when it comes back 🥲
the way it worked:
- for combined weathers it was an average of all weather multipliers
- for progressing it was a weighted average - depending on the % chance happening and time of day of the switch
Kk!
Hello, thanks for the wonderful mod! But I have a question, why is the weather not shown to the right of the names of the planets, or should it be like this? Is it possible to somehow bring it back.
Hey, that shouldn't happen - what's your modpack code?
it's strange, even on an empty profile, this happens
i have git my modpack, that enough7 https://github.com/demosche/lethal-company-modded
or best choice is code
😳 oh, you're doing that
yee
I would check if all mods you're using allow for re-distribution that way
compatibility7
thanks
cause all mods that are not open-source by definition don't allow for third-party redistribution
and you could get into trouble because of that 😓
big thanks for figuring out why it's not working
i'm now testing features in config what can conflict
yeepi
somehow all this options breaking weather in front moon
thank you very much
God bless you
and your time
no worries 😅
i swear there was a mod just like this, like exactly like it but you could change stuff like
If rainy, increase chance of stormy, foggy, flooded, ect by certain amount and it was configurable, either that or im checking the wrong configs 🤔
though, none of the stuff appears on my configs, like the "all unknown" settings
im dumb
i was in the wrong configs.
"Maybe im in the wrong spot" Yes, yes I was.
huh, when you rejoin a server when previously in it before you dont have the weird leaf saying youre new to the server
i like this mod alot, love making it all unknown :)
I might misunderstand you a little bit, but the weather>weather weights you can define in the Registry config should do exactly that
ye, found it ty 👍
no worries 😇
What takes precedence for weather to weather weights? BetaTweaks or Registry?
Tweaks, but (if I finish it today) it's gonna be registry only
i'm not gonna do it today, sadly
but moving all the weights to Registry is a planned feature
for simplicity
Is uncertain weather also going to be part of registry at some point?
I don't think so
My idea is: everything that is vanilla-ish and related to the weathers themselves is gonna be a Registry feature
Everything else will be in Tweaks
Nice😁 I was wondering what the difference between tweaks and registry was going to be
It's just that separating it that way makes Registry a nice, extensible base to make other mods with
I wanted Weathertweaks to be a nice, simple mod for doing one thing
And here we are
🤭
I assume all the uncertain mechanics work with registry weathers right? I remember seeing someone with meteor showers in a game but idk if that was before or after it was using registry
yo i just found out it is actually modded compatible??? YOOOOO
@drowsy willow Was anything with Titan changed in V56? It seems like it's darker than it was on V50 and before
I have not yet played on v56
don't know tbh
Maybe zeekers fixed the bug with disappearing stuff on entrance
Nah I think maybe the blizzard distance stuff got changed
hey mrov how do weather weights from weather registry interact with weights from weather tweaks beta?
I added weathers from code rebirth and copied all weather weight values from stormy to windy and from eclipsed to meteorShower and still for some reason I am seeing windy and meteor shower much more often than other weathers
#1203871322841808906 message
if there are weights defined in Tweaks, it's gonna use those
which is a pain to manage
i'm trying to fix that asap
so if i delete the weights from tweaks it should hopefully not blow itself up?
well, it's expecting some values
so i assume it's either gonna blow up or use 0 weight everywhere
😭
😭 I'll try copying then
The reason u see so much metoer shower and tornado is probably because its possible on every single moon lol
Or smthn
that, but also
tweaks' weights are defined much lower than Registry's default 100
and Tweaks overrides the whole weight resolving of Registry altogether
so it's returning very small values
just quickly tell me are the weather-to-weather weights in registry working as going from written to currently configured or the opposite?
Like if I configure a value of Stormy@200 for the None weather will it go if last weather was none then Stormy has a 200 weight or if last weather was stormy then none will have 200 weight
i've made the name as unintuitive as possible 😭
Weather-to-weather weight: the weight of the weather based on the previous weather
so if you define Stormy@200 in None, it's checking if None was there previous day, and if true using Stormy weight
Weight of weight of weight of weight...
i am a man of many words
aighty I'll get fixing the config
thx a lot
no worries
i'll try to get the weights out of Tweaks as soon as possible
cause i'm having two systems working the exact same way separately from one another 😭
actually wait I am literally double stupid
I am comparing the values now and literally the only thing I have to do is double everything in weather tweaks 😭
i think that i was doing x4 to everything for Registry's defaults (to have 100 as a sensible middle-point)
instead of Tweaks's 25
it's coming
wait did i get it in wrong order
fucking hell
🤭
there is hope
Uh so this is my first time using this mod (Weather Registry at least)
My aim is to blacklist certain weathers from a specific moon, how would I go about doing this efficiently for Weather Registry or do I need to get Weather Tweaks and go thru there?
In Registry config go to weather -> Level filter and input level names you want to blacklist the weather from
so - for example - I don't want Eclipsed weather to happen on Experimentation: in Eclipsed config i've set Filtering option to false (a blacklist), then in Level filter i've added Experimentation
and that's it
Gotcha, thank you for the response
no worries 😇
WeatherTweaksBeta 0.20.8
- removed all weight-related config entries, as they are now handled by WeatherRegistry
- added new config entries:
LogWeatherSelectionandLogWeatherVariables - added first-day algorithm options:
FirstDaySpecial(a toggle for current first-day algorithm) andFirstDayRandomSeed(for randomizing the first day seed) - moved bunch of stuff to use MrovLib
- added full compatibility with v55
I will test this, maybe Invisible Infernis Tornados will be fixed
Lmfao
new update will work with old version v50 ?
it should, but I'm not giving any guarantees
well, some mods updated to v56, but still works on v50
this should be one of them
TerminalFormatter will 100% not work on v50, but registry should
update is working successfully on v50
yippee 🎉
😇
where lll at
also readme says it dont work for v55
ik it does tho lol
might be some good information though
I've not updated that for some time, oopsie
How did you manage to make a mod that changes the first day weathers and is incompatible with the other mod you made that modifies the weather and both has the same system created by you 😭
WeatherTweaks also changes the first day weathers.
First Day Weathers is just a mod that's seperated basically
Didn't WeatherTweaks changed the first day by seed?
Or did he change that
Don't tell me that First Day Weather also change by seed 😔
FirstDayWeathers is setting the weathers from config, there's no randomness/weights/whatever
and because of that it's not gonna work with each other
I will make it work some day, but I've kinda rushed to finish it today 😅
basically - in my mind - you pick one or the other
but the issue is it's not gonna work with the entirety of weathertweaks, which is a problem
that I will address soon
😅
speaking of first day seed..... wer is radom first day seed mrov :c
😇
ooooh NEAT
On the weather registry config file, what is the correct way of formatting multiple weights values?
Some default values are "Eclipsed@200;Stormy@80;" and some others default values have spaces like "None@300; Rainy@40; Stormy@16; Flooded@20; Foggy@60; Eclipsed@10"
Does spaces matter here or not?
Both are correct
I prefer using spaces, because it's visually clearer what's happening
I stopped using spaces since mods tend to ignore them or they end up not working lol
which is very funny
cause it's so easy to handle them
Lmao @fathom crow ignoring them for his ProtectYourTools mod and making you just type in the first word for each item
I'm not ignoring them.
If the internal name doesn't have a space, it won't recognize the item.
My mod seems currently broken though
Is it not working as a whole?

The prevention works perfectly fine.
Updating the metal objects list does not work correctly
Oooh, i need to handle that as well
For example for Meteor Shower
so you could type it without the space in the middle
Ah well GI updated so I can use ToolsDoNotAttractLightning til you update it
Yee
WeatherRegistry
0.1.14
- improved resolving planet and weather names that have spaces in them
0.1.13
- fixed
SetupFinishedevent firing correctly
Thanks for the answer!
What do you think of the possibility to "hide" the changing weathers notice on terminal? Like as display in-game it would say "None" but in reality the weather would be None > Foggy, per example?
I think it'd become a problem with some people reporting false bugs potentially or if something breaks it'll be really hard to notice
Well it could be disabled by default but I got you yeah
this is weird, I cant find the mod gale mod manager
when I search for it on google,a nd install with mod manager, it says gale cant find the mod
nvm just had to restart it
i hope this mod fixes my issue, where weather is displayed on monitor, like flooded for example, but on the terminal it does not, and the weather does not appear
btw I am using code rebirth
addtionally 1 time, it said there was a meteor shower on the screen, but the terminal does not, when I landed, the red sky was there, but there were no meterors lol
looks like the mod fixed the issue
It's planned
Alrighty 😅
Awesome then! (: Keep up the good work Mrov, love your mods and love your ideas ✌️
WeatherRegistry 0.1.15
- fixed
StartOfRound.OnDisablepatch not firing correctly
you're evil
wait until you see the other triple weather
Imagine having Meteor Shower + Windy + Eclipsed .-.
@drowsy willow, I think you should make a hell config option that just makes every planet have the worst weather combinations :3
don't give me devilish ideas 🤭
dont forget the dust clouds 😄
god that would be horrible
yeeeees
I thought impossible weather was the newest “hell” version
||opposite||
What's up with cloudy btw? The one time I tried it out it just seemed like foggy to me
Do i need mod to multiply scrap value based on weather, or weather tweaks already do that?
Registry does it now
Meteo is no longer needed
Oh yo i didnt k ow that cool no wonder why scrap vslue was so absurdly high lmao
Default should be 1 for value on all weathers, you may have another mod doing that
😳🤭
isn't beta weather tweak supposed to have configs? Cuz they're not regenerating for me for some reason
The stable one does
Beta doesn't, N AC doesn't seem to be the issue surprisingly
It uses the same GUID and config name (WeatherTweaks.cfg)
Also there's no weights in beta config
Yeah it's not there
Or it doesn't generate I guess
I'm using the stable one for now until I figure out which mod is causing it to not work
this is interesting
I've got a question, does the double weathers comes with additional scrap and loot values?
Like does it adds up to one another?
is there a fake version of this mod rn? saw smth about it in #thunderstore-moderation
lmao
Yep
Someone did a reupload without Mrov's permission to add compat with Route Random in TerminalStuff from what I understand
Which idk why they'd do that
All they needed to do was make a bug report or let Mrov know about it
how did ya find out it just added compat with route random? did it just auto-install route random
do people know I have a GitHub page where they can PR?
Lmao who knows
Robyn took down the reupload though
c;
But yeah they should have just pushed a pr for you
lemme just rewrite it rq
Instead of doing that
there's been no contact attempt with me whatsoever, just so y'all know
i wrote this before checking out the situation fully (#1203871322841808906 message)
I was kind of baffled to see someone reupload one of your mods, and immediately was like "Oh hell naw, noone reuploads my homie's shit"
XD
if someone ever plans on just reuploading a mod while adding something, atleast make it different if you dont want it taken down, like name it smth stupid like a modpack for friends or smth if its just for you or your friends 💀
umm no?
like I get the reasoning behind it
Yeah which makes it worse
true
they should've just asked anyways too
but that makes it even more shitty
Yeah this would be even worse
well it just kinda shocks me when people attempt to just re-upload something with a small change then literally just name it the thing they re-uploaded
like if you gon do it atleast be smart about it
like if you commit a crime dont take off your mask and put your fingerprints on literally everything shouting your full legal name 💀
"hey, can you add <x> feature?"
"this mod doesn't work with <X> from <y> mod"
"I've made a PR which should fix compatibility with <y> mod'
and we're gucci
but no, I would rather reupload the entirety to do that 🥲
they did pr
to the wrong person ?
in that mod readme it included the link to pr to your project
or he didn't check his email for github notifications
i think im the only guy who checks my email 💀
no disrespect, but I need time to sleep during the day
im not checking my email after work
i wonder if modders in lethal company actually play or spend their time just modding 🤔
Mrov plays the game
He's played with me a few times
I can fully understand when I wouldn't respond for like a week or something
@faint sinew Also plays with me actively
testing mods for 250 hours
but 4 hours? 🥲
Recently got to play with the Goated Chad that is @analog sand too
the owner didn't merge my pr within 1 minute... I think I need to reupload it
i forgor what i was gonna say
I think it's fine to reupload the mod for hotfix
yeah like if it fixed a critical bug
i would get that
like if it was broken so you couldnt play and someone re-uploaded to fix that, sure acceptable
but if its for smth they just asked for, atleast wait for more than 4 hours 😭
alright, end of discussion
ok
i see what happened
I'll get in contact with them
I don't appreciate what happened, but 🤷
it's taken down, so no problem
possible good ending >->
holy shit that woke me up
oh it's a toggle
@drowsy willow That person reuploaded your mod again
I'd also like to know, I think it's very rude for you to keep reuploading Mrov's mod when he can just integrate the fix easily
Oh, hi! Didn't realize I was causing any issues here. My apologies, I meant no disrespect. The hotfix was intended for me and about 10 people I play with who aren't very savvy, so I thought installing via Thunderstore would be better than trying to explain which files to put where.
alrighty, i get it! 😅
I've responded to you on Github already, but i'm gonna do it here as well
Sorry about that! Lol I submitted the pull request to make things official, but as it was already late in my time zone I figured you may have been asleep already. When I posted in the other channel, I was recommended to update the icon and title and try again 😅
I don't think that your proposal is in my mod's scope (since my intention is to display the current information, after all)
but i'm gonna try to make it a separate mod today
basically (in my opinion) this behavior doesn't fit well inside the base mod
and since the "compatibility" with the RouteRandom is a simple config toggle, I feel like I can improve it and make it an addon rather than a part of the base
(same as WeatherTweaks's uncertain weathers)
No worries, I get where you're coming from
but it was not something i've expected waking up 😅
I completely understand. I originally spent a couple hours trying to figure out how to do it from the RR side, but as your method has the [HarmonyPriority(Priority.Last)] attribute in the SetMapScreenInfoToCurrentLevel::GameMethodPatch method, it seems it was just overwriting any changes I attempted from there. I can't claim to understand Lethal modding too much though, so I'm sure there are better ways to accomplish it. I tried to make it clear in my upload that the mod was only temporary until yours was updated.
hmm, would using [HarmonyAfter("mrov.WeatherRegistry")] suffice?
like so:
because - in my understanding - it should get the "bigger" priority by default
That's very possible. I may give it another (offline) try when I wake up later from RR. I never noticed an 'after' version of the attribute, just the 'priority' one. Programming is a self-taught hobby; looks like I need to learn to read docs better!
Hey - everyone starts somewhere 😅
It took me a good time to learn how to understand documentation 🤭
but - I think - I can make your life a lot easier nonetheless
i'll test one thing
internal static void ScreenUpdatePatch(SelectableLevel level, WeatherRegistry.Weather weather, string screenText)
{
// do something with the screen text
StartOfRound.Instance.screenLevelDescription.text = screenText;
}
WeatherRegistry.EventManager.MapScreenUpdated.AddListener(
(data) => SetMapScreenInfoToCurrentLevelPatch.ScreenUpdatePatch(data.level, data.weather, data.screenText)
);
so - theoretically - you would be able to listen to that event and modify the data after Registry does it with all relevant parameters passed
eclips 🌚
🥮
SCP fans be like: shit this is scary
[redacted]
huh why it's creating log source every frame?
Scp-████ is a ██████████████████████████████████████████████████████████████████████████████████████ foundation staff ████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ D-3819 ██████████████████████████████████████████████████████████████████████████████████████ among us ████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ genitals were obliterated ██████████████████████████████████████████████████████████████████████████████████████
Nice one. @drowsy willow
oh no
y es
🫡
i'll check what's happening and fix it
thank god it's the biggest problem right now
i updated mrov lib and the game infinite loaded on always clear experimentation.
Stack trace:
WeatherRegistry.Weather.get_ScrapValueMultiplier () (at <879addfa8ff4425284e59cb2c660d7ff>:IL_0000)
WeatherRegistry.Patches.SpawnScrapInLevelPatches.ChangeMultipliers (RoundManager __instance) (at <879addfa8ff4425284e59cb2c660d7ff>:IL_000C)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnScrapInLevel>(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <0b5b829887344817a21214132ea92eef>:IL_0009)
RoundManager+<LoadNewLevelWait>d__125.MoveNext () (at <0b5b829887344817a21214132ea92eef>:IL_030D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
MROV!!!!!!!!!!!!!! take yer time, bud 
WeatherRegistry 0.1.17
- updated MrovLib's ConfigHandler implementation (sorry for that!)
- changed the way ship's map screen displays planet info
this is not the day when i update README 🤭
route random + this = 
heyyyyyyyyyy... mrov. any idea why when i buy something for 0 credits, it shows the cost as 0, the total as [XXX], and it charges me [XXX] regardless?
😳
what's your modpack code?
you sure you want 207 mods?
0190bc62-e8bf-beda-f149-97c62c701776
here it is anyway
i want to replicate it exactly 🥺
you're in for a long wait then, my dude
🙃
actually... lemme check in my test pack
what did you try to buy that made it happen?
shotgun, peeper (2 different mods)
dont download the pack yet
unless you already did...
😳
so it doesnt happen in my test pack which has mrovlib and lgu
it has to be some other mod doing that
unless it is terminalformatter's issue
because LGU doesn't directly modify the item price, right?
configuring can
i mean
yeah
but - if i remember correctly - it doesn't change the underlying price, only does it on access
so maybe - MAYBE - that discrepancy is throwing it off
i shall check
i hope the remaining 16GBs on my disk is enough
https://i.gyazo.com/cabbc55309f1d657e5e0746d79aad778.png the only things that updated since i played solo last night
cancel your download. we can tinker with this later
sorry, man
don't do this to me
up to you
should i update anything in that modpack or not?
no. Absention crashes in its latest state, and Aerona hitches the game every few seconds
if you cant because my pack is too much, dont worry too much
what have you done
alrighty
if you need to delete my pack, go ahead
i'm not gonna yet
kk
if i HAD to guess, it mightve happened after i tinkered with reserved slots and enemy skin registries in the config.
afterall, i did all that in the same bootup
huh
i think i figured it out. it's a rehosting issue =-=
exit and reenter, even if it's a new file, and everything's a scam priced again
as for which mod is doing it, idk
especially since this couldve been an issue before even last night
hey mrov how do these difficulty multipliers work?
I want to adjust them not to turn everything into multi-weather hell the moment I complete the first moon
gameLength only applies each finished quota
sooooo
😳
there might be some bigger issues
aight wait I'll disable any uncertain weathers
i'm pretty sure you can check the used weights in the logs
to debug what's going on
no need for that...
I guess I overreacted due to uncertain weathers hiding half of it
Still I need to re-adjust some weights because this is still a bit excessive
Meteor shower + windy would be great
if that ever would become a thing you should make the tornados have a chance to affect the meteors
That way anyone sucked in would be obliterated
Lol it might not really be insanely hard but it's also just such a weird compatibility scenario that people would already be obliterated due to meteor count
true that. (also may I throw in an idea for the meteors having a small chance to target a player's location specifically instead of going randomly. It would be incredibly funny)
It would be super funny, I might add that
God says "fuck you" and hurls a meteor at you
someday
Lmao you need to fix the Tweaks eventually before that ever happens
can i get a quick rundown of how the weights work? difference between weather weight and level weight and how i would be able to make it so that only specific weather can happen on specific moons?
we're gonna wait for that tho
- Level weight: the weight of the weather based on specific level
- Weather-to-weather weight: the weight of the weather based on the previous weather
- Default weight: the base weight of the weather
During the weather selection process, the algorithm will try to apply the weights in the order listed above.
if you want only a certain weather to appear on a given level, you can either set the weight super high or blacklist other weathers from happening there
so if i wanted meteor showers to happen on embrion a lot but also none and eclipse i would make the level weights for meteor shower Embrion@50, and eclipse embrion25 and none embrion25?
and if i wanted floods and storms more likely after just rain i'd go to rain and make it Stormy@50 Flood@50 and like 5 for all other weathers when i go under the rain tab, im gathering
the other way around
so if you want flooded more likely after rainy go into flooded and put Rainy@50 there
iirc
and the default "base" weight for all weathers is 100
so you might want to lower that or bump up the config entries
do these need spaces after the semicolon?
No
hmm
(and it's nicer visually when it's there 🤭 )
no worries! 😇
another question, when editing weather weights for modded weathers, do i need it to say Meteor Shower (WeatherRegistry) like it says in its tab in the config?
like this?
noo, just Meteor Shower (or even MeteorShower) will work
ooh
the tab name is to show where the weather's registered
i see
so either vanilla, LethalLib or Registry
and if i wanted it to be eclipsed less likely after an eclipse and just normal likelyness for every other weather do i type it as it is in the image or leave all the other weather out of the string
you can do it like in the image (so Eclipsed@10 in eclipse settings)
oh
if you want just that type just that and other weathers will use their default
if you get me
thats very good
okay thank you
i thought so anyway
actually another question.. are these weights replacing the default weights or is the number being added? so say my none is at 300 for default, making none here 100 would total to be 400 or brought down to 100?
replacing
if level or weather weight is defined, it's gonna be used instead of default one
if you want to check which weights are used, logs should have it all nicely outlined
If u use gale mod a manger it shows what mods u will downlaod without downloading it
yup, it's my error
waaaaait something's messed up
okay, so
after lobby reload that list gets messed up
which points to a different item
hence different price AND completely different thing gets bought
because Peeper node points to item [20]
which changes from peeper to wheelbarrow after lobby reload
🤔
Eclipsed + Rainy broke again :(
No rain effect
It seems rainy effect just seems to disable itself for combined weathers in general???
i'll just make sure i buy my things on first bootup until a fix is found, my dude ^^
known issue as far as i can tell
well rip
was almost convinced it was a pack issue
Here
it's weird that registry is cancelling tweaks action
You're face to face with greatness and its strange
I thought you're gonna send me weathertweaks link lmao
Lol
"I know what's wrong"
"me too: https://thunderstore.io/c/lethal-company/p/mrov/WeatherRegistry/"
If only
I'm so tired after today lmaoooo
I'm gonna join that karaoke
it's really weird and I kinda gave up debugging it 😅
IF I'll find some time tomorrow I'll try to locate the issue
because it's somewhere where the items are registered
so in LethalLib, LGU or LLL?
will check
i still have to debug some things, expect this tomorrow 😇
WeatherRegistry 0.1.18
- added
ShipLandingevent
i forgot to bump MrovLib dependency AAAAAAAAH
fun
weather god. god of weather.
this is a curse i cannot free myself from
yet yer the best one for the job .u.
You're fixing the Tweaks
😄
What Is It?
i've added an event that you can subscribe to - it's fired during the ship landing sequence
from user's perspective it's nothing
but for devs it's very useful 🫡
I’d recommend creating an event to subscribe to for terminal disable (the method to patch is something like “OnDisable”) and then clearing any lists you created on first launch. The terminal disable method is run when you leave a lobby if I remember correctly. If you need an example on what I mean the openlib stuff I’m working on does that
shit does LLL still not have this publiclly
LLL has events?
ouch
😂 we need a wiki on what the API actually can do
Rather than like guides, just what it has would be nice lol
public class LevelEvents
{
public ExtendedEvent onLevelLoaded = new ExtendedEvent();
public ExtendedEvent onShipLand = new ExtendedEvent();
public ExtendedEvent onShipLeave = new ExtendedEvent();
public ExtendedEvent<EnemyAI> onDaytimeEnemySpawn = new ExtendedEvent<EnemyAI>();
public ExtendedEvent<EnemyAI> onNighttimeEnemySpawn = new ExtendedEvent<EnemyAI>();
public ExtendedEvent<StoryLog> onStoryLogCollected = new ExtendedEvent<StoryLog>();
public ExtendedEvent<LungProp> onApparatusTaken = new ExtendedEvent<LungProp>();
public ExtendedEvent<(EntranceTeleport, PlayerControllerB)> onPlayerEnterDungeon = new ExtendedEvent<(EntranceTeleport, PlayerControllerB)>();
public ExtendedEvent<(EntranceTeleport, PlayerControllerB)> onPlayerExitDungeon = new ExtendedEvent<(EntranceTeleport, PlayerControllerB)>();
public ExtendedEvent<bool> onPowerSwitchToggle = new ExtendedEvent<bool>();
public ExtendedEvent<DayMode> onDayModeToggle = new ExtendedEvent<DayMode>();
}
public class DungeonEvents
{
public ExtendedEvent<RoundManager> onBeforeDungeonGenerate = new ExtendedEvent<RoundManager>();
public ExtendedEvent onShipLand = new ExtendedEvent();
public ExtendedEvent onShipLeave = new ExtendedEvent();
public ExtendedEvent<List<GameObject>> onSpawnedSyncedObjects = new ExtendedEvent<List<GameObject>>();
public ExtendedEvent<List<GameObject>> onSpawnedMapObjects = new ExtendedEvent<List<GameObject>>();
public ExtendedEvent<List<GrabbableObject>> onSpawnedScrapObjects = new ExtendedEvent<List<GrabbableObject>>();
public ExtendedEvent<(EnemyVent, EnemyAI)> onEnemySpawnedFromVent = new ExtendedEvent<(EnemyVent, EnemyAI)>();
public ExtendedEvent<(EntranceTeleport, PlayerControllerB)> onPlayerEnterDungeon = new ExtendedEvent<(EntranceTeleport, PlayerControllerB)>();
public ExtendedEvent<(EntranceTeleport, PlayerControllerB)> onPlayerExitDungeon = new ExtendedEvent<(EntranceTeleport, PlayerControllerB)>();
public ExtendedEvent<bool> onPowerSwitchToggle = new ExtendedEvent<bool>();
public ExtendedEvent<LungProp> onApparatusTaken = new ExtendedEvent<LungProp>();
}
@abstract pivot
Sankyu
I'm pretty sure I'm doing that already
checked, no
but I'm resetting all lists on Terminal.Start, before initializing everything
🥺
but that issue that Pepsi man had was not related to that lol
Hell yeah!
Seems like you're having fun.
that's nice 😄
I guess it's better than the 12 hour coding per day routine.
it very much is 😅
Meanwhile I have like 8 issues opened since yesterday.
It's almost as if they knew when I couldn't fix stuff.
Do you think I can do anything when somebody has the same name as my item and disabling mine translates to removing theirs because of the keywords?
oh lord
beside tracking the terminal nodes/ids? don't think so
🥲
clearly just detect and disable their mod
Nah
Then I can't have more issues appear to know how to resolve.
I have always liked resolving issues because it helps my code reading skill.
For example VR has repeated code related to grabbing items which causes weight reducing factors to not work correctly.
(repeated because if they can use drop item code, why not use grab as well?)
i'm almost done with reworking everything for the 5th time
🙂
That’s fair (and what I had been doing for the longest)
I forget what it was exactly that was breaking for me but basically I was having the issue of needing to initialize stuff at terminal awake and clearing it first was causing issues for me
I also think it is kinda cleaner for the user experience that stuff gets cleared when you return to main menu rather than when you’re loading into another game (since loading in is already packed with lots of mods doing all kinds of stuff)
That said, I won’t pretend to know of an actual performance impact. I’ll leave those observations to @shadow bough lol
Me when removing logs when no more issues appear than an issue appears not even 15 seconds later.

it's always like that lol
that's so relatable holy shit
That’s why I keep my useful debugging logs behind a config item that is disabled by default 
that's why i allow for disabling the logs and complain when they are 🤭
I still have some logs on just for my own sanity lmao
BetaWeatherTweaks 0.21.0
- fixed the issue with combined weather effects not applying correctly
- removed some leftover files
- finally unified Combined and Progressing weathers methods to not be separate and shit
Yippie!
is having the combined weathers all feature the multipliers of each weather independently a feature that’s posible? im using registry for weather multipliers and i went to a moon with rainy, stormy, and eclipsed, but it only used the multiplier for rainy
post patch foggy + rainy still broken :(((
though this time it's something different I think?
yeah stormy + rainy + flooded works normally (notice different rain directions overlapping)
almost forgot about the log
rainy + flooded should make it flood faster
and rainy + flooded
im
so dumb
i just said it again
i meant and stormy + flooded
like 25% faster
and if its stormy + rainy + flooded 50% faster
I'll check what's going on, thanks 🫡
yeah, it might be unimplemented, still 😭
forgot about it, sorry
getting an error whenever i try to re-host a lobby with weathertweaks on, an error occured popup appears and lobby isn't re-hosted
oh, actually
What's the version of Lethalnetworkapi that you have installed?
most updated one
Could you check if reverting to 2.x.x fixes it?
It does, I had the same problem
oh my fucking god
ummmm
we're screwed
so now I have two options:
- use my own syncing system (so something like WeatherRegistry)
- fork network API and roll back the version
what went wrong with lethalnetworkapi?
why did it break shit, I thought a pretty thoroughly tested it in my (albeit limited) testing 
Here's a log with a pretty minimal setup (only LLL besides WeatherTweaks and Registry), hope that helps
from what I've seen nothing related to LethalNetworkVariable changed, so it shouldn't brick things 🤔
and that's the only thing I'm using from the API
backend did change to reroute everything through the new UnnamedMessageHandler - and the ducttape holding that together seems to be the issue
had to do it to allow vanilla compatibility, but still sucks
WeatherRegistry.ImprovedWeatherEffect.set_EffectEnabled
WeatherRegistry.ImprovedWeatherEffect.DisableEffect
WeatherTweaks.GameInteraction.SetWeatherEffects
WeatherTweaks.NetworkedConfig.WeatherEffectsReceived
LethalNetworkAPI.LethalNetworkVariable`1[TData].ReceiveUpdate
LethalNetworkAPI.Old.Networking.NetworkHandler.ReceiveMessage
LethalNetworkAPI.Internal.UnnamedMessageHandler.ReceiveMessage
LethalNetworkAPI.Internal.UnnamedMessageHandler.SendMessageToClients
LethalNetworkAPI.Old.Networking.NetworkHandler.SendMessageToClients
LethalNetworkAPI.Old.Networking.NetworkHandler.UpdateVariableClientRpc
LethalNetworkAPI.LethalNetworkVariable`1[TData].OnPlayerJoin
LethalNetworkAPI.Old.Networking.NetworkHandler.OnClientConnectedCallback
Unity.Netcode.NetworkConnectionManager.InvokeOnClientConnectedCallback
does using this build fix it? (I can't replicate this issue myself so I'm sorta blindly stumbling around trying to figure out the exact root cause)
i can check in an hour, sure! But basically you need to land on any moon with a weather, then depart, exit lobby and then attempt to rehost, that is when it breaks
i'll check it as well rq
oh, actually
OH
i think i see the issue on my end as well, give me a moment
is it that the new update either fixes nulls not being sent through or causes a null to be sent through by mistake then you don't handle the null ref?
my suspicion is that things are getting initialized out of expected order and that's when null is trying to be sent/received
i'm gonna test this to confirm
whoops wrong build there
I'mma take a short-ish break for now, but just dirert hate towards me if you find something and hopefully my spidey-sense will be able to detect it (or just ping me)
i'll let you know what i found 🫡
ill dirert as much hate as u need

it's 100% my issue, sorry for bothering you
the issue was: i was not clearing the variables when lobby was getting disabled, so they kept that value
NP - though I assume my update had a hand in the issue
and on lobby start they all referenced destroyed objects
AND my stuff is initializing in wrong order anyway
i'll play with it for a while and update all stuff
ah yeah
and i was using the 3.0.0 from thunderstore, didn't check your new build 😅
oh wait huh
this is part of why I've deprecated the network vars without a replacement (until I implement a better, more fleshed out solution)
yeah, absolutely
okay, i'm just gonna say this publicly
i have no fucking clue how the mod worked till that point
because it very much shouldn't lmaooooooooo
LMAO
the issue was: i was trying to access not-initialized lists that should be behind IsSetupFinished flag
but i never set it to false lol
so new lobby got obliterated instantly
I assume my api wasn't working correctly allowing your mod to work even though it shouldn't and the update changed something somewhere that caused the issue to become prevalent
yeah, something along those lines
this is epic 😂
i'm gonna push all relevant updates soonish
thanks a lot for the help 😇
and sorry for putting the blame on you 😅
(but what help
)
showing that my mod is a swiss cheese of mistakes
and they all aligned perfectly 😆
Also the hide current planet info mod seems to display weather and only weather on the terminal. Even with weather not meant to be shown it just has the words in the upper left hand corner and idk if thats am odconflict or something but figured id point it out.
yeah, i haven't added terminal text replacement yet 😅
but it's planned for the future 😇
o7
allat and you dont have an event for opening and closing ship door 
why tf
im probably doing this the wrong way, but my enemy clips through the ship all the time, so i wanna make an event for opening and closing ship doors that looks through all the players, if they're inside, then it ignores collisisons, otherwise unignores
common occurance where they enemy's feet just stomps on the ship lol
through*
Unfortunately not, I told you the issue we ran into in my server and also had JS dm you the stack trace
I'm starting to think WeatherTweaks may need a rewrite if it keeps causing game breaking issues lol
But hopefully it doesn't come to that
will check
that's a stretch lol
Did you figure out what the problem was? 🥺
Time to throw an update every 5 mins.

me working on a huge update with like 3 changelogs added so it looks like i didnt do shit 
Really looking forward to the Tornados being fixed
🥺
That math going negative stuff goes brrr a bit too much
XD
at some point
Btw do you have any idea yet why the crit damage for the Epic Axe and Chainsaw go brrrr until they eventually can't do any damage anymore?
XD
Was pretty funny to break it today 😭
I sent you a clip in dm's though
LOL
0 hp to a Bracken
XD
dunno, must be another mod
I would guess Meleefixes but PepsiMan has the same thing happen in his pack and I believe he doesn't have that
UwU
dunno, must be another mod
It's only an issue with the weapons that do crit damage though so idk
must be the work of an enemy mod
I'm not really one to assume mods to cause bugs 😂 I'm no Lyra so your guess is as good as mine
"The shade x.x"
Maybe the drone? I've noticed when hitting the drone the damage numbers kind of go nuts lol but the same thing also happens with the Redwood giant in your own mod XD
its not the drone
I need to screenshot this one second lol
LOL
--
I've only ever seen the Redwood make it go brrrr to that extent
XD
Also it says it died but it very much did not lol, the number metrics just went nuts
@abstract pivot the enemy mods we have
If any of them stand out lmk
:3
Nice overflow.
Lmao ty
No idea what mod could potentially be making crits go brrr though tbh
I just wonder if it's a known thing and noone reports it cus they like how broken it is
XD
The Pic shows you gave health to it.
🤔
What even would cause that?
The crits are so broken I swear but Xu refuses to believe us even though we have so much proof in so many vods
@drowsy willow extremely minor nitpick, but why is WeatherManager.GetCurrentWeather internal? :3
it doesn't matter much cause i can just publicize the package but its a weird choice
and it happens with both the Axe and Chainsaw
The calculated value was too big to fit in the allocated memory so it turned into the lowest possible value.
Thus overflow.
The value displayed is similar if not the same as the minimum possible value you can store in a integer.
I know but I mean
Do you know what might even cause the crit damage to go insane to begin with?
Bad math or it started big.
Probably a math issue
It starts off doing normal damage
Then as you use it more
Gradually keeps increasing and increasing til well
You reach that situation
@abstract pivot
And how much does it increase by?
It's kind of random
Do you remember the values?
I've seen it jump from doing 4 to 16 then 16 to 32
etc
Xu said the max it's supposed to do is 2hp damage
Lol
its a prefix postfix where the damage is multiplied by two, one of her mods is probably causing my postfix to not run but i have no idea which and i dont wana debug 100+ mods
Idk what kind of mod could break a postfix for only your mod
UwU
I will say, I've only ever seen the issue happen if crits are enabled for both the axe and chainsawbasher
I think I remember Lyra disabling crits for one at one point and it didn't bug out
I think
I have memory gaps that are larger than some of our other alters so
it's very hazy
@drowsy willow , I have a small question: when weather tweaks assigns a combined weather type to a planet, which one will be set in TimeOfDay.Instance.currentLevelWeather? Is it just the first one? For example for Foggy + Rainy it will be just LevelWeatherType.Foggy? I just wanted to add compatibility for my moon lol, cuz it modifies the foggy weather.
In case it just picks one among the combined weather constituents, is there an API way to check for current weather in your mod?
or only 1 change that's a minor bug fix, but required hours upon hours of debugging and testing
me increasing the ship's collider boundary by 100x and forgetting about it for 2 months with 0 reports
lmao
don't know, will check
don't know, I'm at work
next you'll say: "don't know,"
don't know, I think it's defined in the internal weather type, but I'm planning to change it to use the one with biggest LevelWearherType value
oh shit I forgot
fuxkloodff
Yeah, it uses the first one in the list, just checked. But conveniently enough, Foggy is always on the first place when it is there, lol. But just in case to future proof this - can I somehow get the current weather (be it Progressing, Combined, etc.) ?
I checked the code and the only way seems to be by using GetCurrentWeather() after publicising the assembly, like someone said above?
That's for WeatherRegistry, I'll check what's the function for Weathertweaks
There's one in WeatherTweaks.Variables as well
yeah, that's the one
Contribute to AndreyMrovol/LethalTerminalFormatter development by creating an account on GitHub.
feel free to poach this entirely
I'm using that to bind to "normal" weathertweaks as well as beta one
at the same time
so I can display the weather condition
Nice, thank you!
and yeah, the GetCurrentWeather for getting my internal WeatherType is internal, I'll get it changed today 😅
although you can access public CurrentPlanetWeather field in Variables
actually i think I have better solution
how about that?
the patch would be completely skipped on your moon
the downside is: that would require a dependency 😦
Oh, actually I just disable "Foggy" object now and enable my own fog, lol, but thank you for this, might come in handy later too. I was modifying the original fog before, but found it's much easier and safer to just add my own since it's only for my moon. Now I only need to check for current weather to switch them, that's why I asked about getting combined weather from tweaks, since it's the only possible fail point afaik. It already works with the current implementation since (luckly) you always set current weather as Foggy if it's part of the combined one, just wanted to future-proof it 😛
alrighty, no worries 😅
actually for your use-case Variables.LevelHasWeather could be even better
cause it checks for combined/progressing weathers as well
wrong highlight lol
but the way it works is
you can pass LevelWeatherType (so in your case Foggy) and if the result is the same, the weather is present on that moon
Btw, when I register the weather, what are those effectObject and effectPermanentObject? What is the difference? Are these objects basically prefabs with my script that will populate the level with visual effects/props for the weather or something else? Also what does the Color property do - is this for the terminal?
I finally got to the point of actually implementing heatwave weather and just don't know how to connect it all together with registry 😅
Oh, nice, this is exactly what I need :3
effectObject gets disabled when player goes inside the dungeon, effectPermamentObject persists
in case of Flooded weather permament is the rising wave (cause it's still rising when you're not seeing it) and effect is the rain particles (which you don't want inside)
and i've named them (very creatively) EffectObject and WorldObject in Registry
ooh great, I was checking if the player is inside to disable my particle emitters, lol. Gonna be easier now, thanks!
and color? terminal stuff?
Oh God, I'm getting nervous that Derelict is gonna get changed to have flooded whether where the toxic sludge rises throughout the day
Though with the current map structure I don't think quite supports that unless the ship starts off at a higher point
I thought about that actually, but decided not to pursue this exactly for the reasons you've stated 😅
Btw had a ton of fun with that moon and my groups seemed to like it as well
I loved seeing them getting really nervous about the giant ring up top lols
I'm really glad to hear this
! Soon the debris will also be able to crush monsters as well
I've already implemented it, just need to test it to see if there are any potential bugs
@latent sleet if you've got any more questions, feel free to hit me up 😅
alrighty, weathertweaks update is ready to go
i'm gonna wait for the upstream LethalNetworkAPI update - to be sure
not to torment you as im about to sleep but tried to use weathertweaks or registry or i forgot to turn all weahter off
so in all your x to y weather configs i had them all at 0
got a divide by 0 gamebreaking error leaving a moon
dunno if i have a log
did I really forget that
oh nooooo
I'll check
okay, so it should throw an error when the sum of possible weights is 0
and it's not gonna pick anything
which cannot happen - I'll get it fixed
if you have one I would be very grateful 🥺
If I'm using WeatherTweaks (non beta) and WeatherRegistry which weights actually apply? WT config or WR config and in WR config which ones?
I'm seeing way too much weather early on for my liking. Especially custom weathers. I have set default weight of windy and meteor shower to 20 and 10 respectively but I feel like they're still too common.
I've also noticed that in WR config my weather weights were set to a non default value (like format hint) and I'm not sure if that's a problem or just means they are disabled? The default values appear to be exactly 2x my WT weights I think.
weathertweaks no longer controls anything weight-related, everything is done in WeatherRegistry
there is a set of weather-weather defaults set in Registry, but I could've sworn it's set up as the config entry's default value - I'll check it out
it probably is but maybe wasn't at some point so I still had old values would be my guess..?
I had this at one point. Mrov must have had no defaults when it was first added, I just refreshed the entry with Gale
thanks. So i just have to tweak the weather-weather weights to my liking ig.
It's from section weather - to weights entry weather, yes? So in Rainy section I set the weights for the weathers to be selected after a rainy day..?
What about the default weight config?
Yes your assumption is correct
The default weight is a fallback for if there isn't a weather to weather weight I believe
For the scrap value multiplier, is there a 0.4x multiplier applied on top of it?
under the hood yeah
but it's invisible for users so you can set it up easier
So the default is 1 and not 0.4
Ah ok. I changed prices with LethalQuantities to be geared around a 1x multiplier and was confused why everything was so much less
yeah, I think that's it - I've added it quite recently 😅
yeah, the game default is 0.4 because 🤷
wdym, .4 is a perfectly understandable default multiplier value
you see I cooked some'in (hopefully)?
completely untested for now so, who knows if it actually works
but I'm willing to check it out tomorrow
yeah, I made a few changes - there's now a clear offline value that it resets to, and ownership should be more apparent, as well as more customizable
yippee 😇
BetaWeatherTweaks 0.21.3
- fully updated LethalNetworkAPI to v3
- fixed an issue with the game crashing on lobby reloads (thank you, @thorny badge !)
- added
FoggyIgnoreLevelsconfig option: block foggy patch from applying on defined levels - publicized
Variables.GetCurrentWeather(thanks, @soft merlin ) - reimplemented combined and progressing weather multipliers
would it be possible to turn off all the wesley moons items that have lights in your lights out mod?
turning the lights off
oh i havent used the mod, i didnt think that would be a feature
ok
mrov youre fog adjustment thingy whatever makes the fog really weird on cambrian and temper for the host
weather
prevents me from entering lobby now :( lots of spam about netcode errors
when you can can you please update your reference from PatchedContent.SetectableLevels to PatchedContent.SelectableLevels
Yeah WeatherTweaks is very broken atm, Mrov is gonna revert the change to block foggy weather entries
It seems to be rng whether it works or errors out
I did not notice the typo lol
I'll get it done ASAP
i didnt either
tried to sneak fix it but i think your the 1 person using it
no stress on it
(i also didn't notice shoutout hamunii)
I'm gonna be at my PC in about an hour, I'll try to fix it
(i recommend getting a spell checker extension or something, iirc thats what hamunii ran through the code)
i will just never make a mistake ever again
🔥 thats the right attitude
pinky promise? 😅
It might be a weird question, but WeatherTweaks has some values associated to the weather change system, are those values similar to the vanilla weather change? I wanted to keep close as possible
I don't know how they compare 😧
the defaults in Registry are based on previous Tweaks defaults and they're fully vibe-based
okay, checked
i'm so so sorry for the errors
i do not know how i've missed it
WeatherRegistry 0.1.19
- fixed null references when resolving SelectableLevels names (thanks: @worldly sleet, @eager field, @ancient depot)
the foggy stuff is still a bit scuffed, if anything more breaks let me know
WeatherRegistry 0.1.20
- fixed an issue with
StartOfRound.OnDisablenot disabling WorldObjects (thanks, @latent sleet !)

😳
butteryfixes has a setting that randomizes the weather seed on first day, and i think this setting completely prevents it from working
just throwing that out there
LOL ITS BACK
that being said the randomize seed thing isnt working on the beta for me, its always this every first day, though somehow once i got it to say "6" instead of cloudy
LOL
ohh that being said buttery's randomizer is working again
how 😳
🥺
What do the difficulty multipliers do?
#1203871322841808906 message
||Multiply the difficulty||
What do I set to have it just be fully random then?
0 and 0
🫢
Hey Mrov thought you might find this funny
But
We went to Sector-0 earlier
and the Monitor said
Eclipsed/Cloudy
Landed
and got
Madness>
LOL
Don't have the logs from the stream anymore but I think I know what happened
I had updated WeatherRegistry and everyone else was still on the previous version
it's not that, 99%
Ah well I can send you the moment from the vod, cus I know Generic also got desynced weather on Sector
He saw Foggy once
@idle light do you still have the logs from earlier?
Lmao
Okay good lol
The game after that Generic saw Foggy, idk what it was for me cus they relanded while we did ad break
It was clear or Eclipsed
on my end
hmm
i
dont know
no logs = no proof
what even for

