#Weather Registry / Weather Tweaks / mrov
1 messages ยท Page 11 of 1
damn we bouta hit 10,000 messages herep
Legitimately, tho, I did a search for warnings from weather registry and I got 352 hits in my log and I felt like maybe 1 or 2 of them was appropriate. Please use Debug, Info or Trace for spam that isn't actually an issue, this makes it harder to figure out what may be a problem for users in help and support because I see WeatherTweaks spitting out warnings so often I just start ignoring all its logs
I beg of you, mrov, https://github.com/AndreyMrovol/LethalWeatherRegistry/pull/7
holy shit I've been noticed
but in a bad kind ๐ญ
I'll get it done as soon as I can ๐ซก
I also wanted to ask about this ๐
will fix
Ye, no problem, but I assume I need to fix this in my mod as well, cause I was using your template. What's the correct way?
I'll send you the snippet later ๐ซก
Not sure how this is happening, but I'm getting mixed weathers on the nonbeta version of WeatherTweaks
I don't believe it was mentioned in a patch anywhere??? right? It breaks and won't properly load every time I try a double weather moon
i've checked, that's not the case
@ebon compass make sure you don't have both beta and non-beta installed at the same time
i have no idea what else could cause that ๐
Hey I'm getting weather desync between employees with this mod enabled, which I mainly added to prevent that. Is there a possible incompatibility I'm missing? I have logs and modlists from host and clients.
Is it just first day weather desynced?
Possibly, I didn't test that far, but that's mostly because I couldn't get the ship to land either
Ah did u have surfaced downloaded
Nope
This is what I've got
I also have this from the non-host's side when I try to pull the lever
Was registry and tweaks, not beta & nonbeta
It stopped after disabling the uncertain/unknown weathers
Desolation ^^^
I've never had any problems, but I use Registry and BetaTweaks together, if you use StableTweaks there will be issues cus StableTweaks still also messes with weights
@drowsy willow never fixed it so I recommend removing normal WeatherTweaks and just migrating to BetaWeatherTweaksBeta
beta works but stable doesn't? x.x
Yeah because Registry and Stable both mess with weights atm, Mrov still needs to update the stable version to not do that
So you'll run into bugs
okie
is beta consistent enough to run in a serious pack? It has the lesser fog so I've been wanting to use it since forver but never been fully sure.
Yeah it is, the main weather I recommend disabling is None>Stormy I also disabled None>Foggy and Foggy>None personally cus they were too common
None>Stormy just has rapid lightning when Stormy weather kicks in
it's
bad
XD
Thank god AsyncLoggersFilter dropped, time for me to disable warning logging for WeatherRegistry
waaah
Matty was goated for releasing this
LOL
I do hope Mrov fixes that soon though sheeesh
https://thunderstore.io/c/lethal-company/p/mattymatty/AsyncLoggers_Filter/ Definitely recommend it, it's essential for adjusting the logging of mods that just flood the logs lol, I disabled SkinnedRendererPatch from debug logging for example cus it just flooded so much
I might add a resource for when to use each log level
Yeah that will probably help ^^
oh, THAT ๐ณ
will fix as soon as i can
also PLEASE stop spreading misinformation cause you don't know what you're talking about
Tweaks completely overrides everything Registry does, so it's not "both use the weights"
i have no idea why it was erroring for them, i'll check when i come back to it
If you could send me your modpack code, I'll check what's happening later
Already uninstalled it for the beta, but I'll try to recrate it. Shouldn't be too hard I think.
that is concerning
are you using a mod to change possible weathers?
because that only happens when the weather is not defined for a given moon
I don't believe so
The mods altering weather are OopsAllFlooded, CodeRebirth, Registry, Arcadia, L-Elements, and Beta/Weather Tweaks
to be fair, if I'm encountering this glitch and literally nobody else has it's probably niche enough to ignore until someone else manages to reproduce it if I can't.
nvm, got it
Desolation again
01914617-32d0-c3c3-eb69-c313c5bbc329
OopsAllFlooded does what?
flood inside dungeon
i'll try to test it later this week
Flooded applies underwater layer to interiors during flooded weathers with a 5% chance occuring during rainy/stormy weather as well.
It's for people who like suffering ^.^
okay, just so i'm sure what's the issue
when you try to land on uncertain weather it crashes?
Every time I tried landing on combined weather planets it wouldn't properly load and I'd get stuck in the ship
but more so than that, I don't think combined weathers should exist in base weather tweaks, right?
combined as in Rainy+Stormy or Rainy/Stormy ?
they don't, yeah
oooooh, alrighty - that's uncertain weather: it's gonna be either one of them
x.x I am chronically stupid
Eclipsed OR MeteorShower
okay, that makes more sense
hey, it's not your fault
no worries
the thing is: this is purely visual on terminal and ship screen
so i have no idea why it would crash ๐ค
I always thought uncertain meant X weather had a chance to not be that weather and the terminal was lying
there are 3 types in Tweaks: https://github.com/AndreyMrovol/LethalWeatherTweaks/wiki/UncertainWeathers
i didn't include "wrong weather" type for obvious reasons
but it's easily doable in the future hehe
LGU and CC, but Iโm not using CCโs weather settings
Ummmm
Would this be a problem
And this, pretty much anything that affects the seed?
could be
Turning off all other seed-changing configs seems to have fixed it
alrighty ๐ซก
Can confirm that with my current modpack that only normal WT fixed the desync
did the new update break anything with my mod? ๐
i have no idea why
my guess is something else is not working correctly (like Csync throwing a bazillion errors)
Mi6kscare
he's back ๐ณ
so should i disable WeatherRegistry for now ?
why?
Why? WeatherRegistry works just fine
If you use CodeRebirth disable it's weathers in CodeRebirth's config
i was reading this #help-and-troubleshooting message
Yeah there's something wrong with their pack, WR is fine
alright thanks
hmm
is there any way to completely disable patching the sun animator? i'm seeing the reddish sun on rend instead of the regular blue sun, and everything is alot brighter
The sun animator is only patched when paired with WeatherTweaks
At least it should be
If it's still patching it and you're not using WeatherTweaksBeta
i'm using regular weathertweaks
Under SunAnimator blacklist
try
All;Company;
It will fill the list with all moons
Regular WeatherTweaks has compat issues currently with WeatherRegistry
why does it have compat issues with what it requires???
You're better off just not using WeatherTweaks if you don't want the stuff from WeatherTweaksBeta
Mrov forgot to remove the weight stuff from it
Lol
before his break
i'll just use weathertweaksbeta and disable things
So the weight stuff from StableTweaks and Registry conflict
Yeah you can do that
I feel like WeatherTweaks isn't as essential as it used to be though
You can really go without it nowadays
Btw if you use ArtificeBlizzard, add Artifice as a blacklist for the sun animator
so the weathers from LethalElements work, I removed Heatwave from Artifice
the what ๐ณ
Heatwave effect from the Heatwave weather in LethalElements
also: could you send me your modpack code? I'll try to get back to it when I'm back
uhhh is this known?
it happens always on game startup
I genuinely don't know if it's weather tweaks, lgu or lethal performance
Nice.
Ah.
Because I moved Probe from LGU.

@drowsy willow No hard feelings, lol.
oh no
is it removed or in a different class? ๐ฅบ
Uhh.
thank you
You're welcome
not
I would use that mod if aerona didnt exist
Aerona causes performance issues according to PepsiMan and it's not been updated so
I'll stick to ArtificeBlizzard lol
Causes like on other moons or on itself becsuse It ran fine enough when I tired it
Like it wasnt great but not worse than other moons
He said it made his whole game hitch in general
So I'm refusing to touch it
Ill look into that thank you
Im ok with a somewhat laggy moon but effects the whole game
WeatherTweaksBeta 0.22.0
- removed foggy patch
- removed LGU's probe integration
I'll address those issues properly when I have the time to do so
this should be fixed now
Does this mean fog will have the vanilla size all the time now?
yes, weathertweaks no longer modifies the fog whatsoever
Wooo no more derpy fog
I'm still waiting for compat with JLL
๐ฆ
i'm still working on finishing college
๐ฅบ
Should I ditch the probe then
Also good luck in collage
Im going back soon too
i think progressing weathers doesn't work ๐
What was exactly wrong with the fog if you don't mind me asking? The primary reason I used Weather Tweaks was for its foggy patch.
I know Solar Flare, maybe??? seemed a bit foggy when it shouldn't have been? But that's about the extent I found odd
Something is heavily messed up when you're on a moon that does its own foggy patches
Also I've fucked up the patch removal on defined moons (the config entries)
and I'm planning to rework it soon-ish
got it ๐
what's your modpack code?
oh lemme open thunderstore real quick
019176f1-4d27-fbe9-d38c-587d5da96cd2
there might not be config because i redownloaded it cus' i had to remove it for playtrough with friends today
but before when i tested i turned off in config every multi weather option but i didn't touched weather progression
I'll check what's going on when I have a moment, thanks ๐
sure ty!
they don't show up on the first day, ever (if that's your issue) ๐ฅบ
no no it's just i went on moon that said (NONE > STORMY) and stayed there till auto pilot take off but storm never came
and earlier i went on none > foggy but still no results
hmm
do you have a log from that session (by any chance)?
because the weather change has a % chance to happen
i don't think so sorry
I'm not trying to push this into "oh, it's bad RNG" because something might genuinely be broken
no no it could've be bad rng since i only tried it twice
but yeah, the mid-day switch is a random roll
I'll try again on my next playtrough with friends
alrighty, if it happens again let me know (and send your log) ๐ ๐
upon further testing yes my performanc improved upon its removal
thank you for the heads up
Is there a problem with setting the weights by moons rn? I gave experimentation 500 for none and flooded and it seems to have completely ignored that:
have you set it in WeatherTweaks or WeatherRegistry?
cause those logs are from Tweaks
WR syncs weathers itself
and becuase i've been ~~lazy ~~ busy the weight stuff is all over the place
beta uses Registry settings, but normal Tweaks uses its own
the mess is so bad that i'll spend some time cleaning it ๐
i'm sincerely sorry for the confusion
No its all good, just maybe add this one to the readme
๐ BetaWT seems to be working with WR correctly
๐
A suggestion I had for BetaWT, maybe a configuration for when the secondary weather will occur? Like specific times, I've only waited it out once to see what happened so it may be random already but I don't know for certain.
As well as an option to disable the weather notification popup so you don't know whats happening until you come outside
Just my two cents
honestly, it's a cool idea
As well as an option to disable the weather notification popup so you don't know whats happening until you come outside
i've said like 50 years ago i'm gonna do it and consistently forgot to do it ๐ณ
but i will
Sure sureeee
Another idea I had for stormy weather, an option for cooldowns between ambient lightning strikes (ones that aren't targeting your 3 keys you are holding)
as for the progressing weathers: my idea was for them to be predefined: which weathers will turn into which, when, what's the chance and everything else
@drowsy willow hey I found an issue with WeatherRegistry where it conflicts with Lethal Quantities in terms of scrap value multipliers.
If LQ has a scrap value multiplier of something custom that isn't 0.4, simply having WeatherRegistry enabled will override that and force it back down to the vanilla 0.4 value
which works, but lacks the unpredictability and being interesting after some time
even if the scrap value multiplier for a specific weather is literally just 1.0 (such as for None weather) it doesn't matter, it still somehow overwrites Lethal Quantities scrap value multiplier and forces it back to the vanilla 0.4 value
Progressive weathers are the
Weather1>Weather2
Right?
well, it's intentional
not like i specifically made it to override LQ, but i've made Registry to only use its own multipliers
which is something i'm planning to include compatibilities for
sorry for that
yeah
well ideally, you'd want WeatherRegistry to only be making its scrap value changes last, so that any other scrap value changes being done first through something like LQ are considered first and then WR multiplier is slapped on top of that number
well, yes and no
i'm running my patch as the last one, but - because my intention was to integrate things that MeteoMultiplier did - there was an issue when you had the two installed at the same time
Level Weights is chances for each specific moon
Whereas weather weights are for progressive weathers?
Confused on what Weather Weights do when there is a default weight already, or is it chances on it turning into something else upon a new day
the values would skyrocket pretty fast
so i've made a decision to replace the values, not to multiply them
weather weights are used when the weather on the previous day was the defined one
so if you put Foggy@200 in Rainy config: Rainy weather will have 200 weight if the previous weather was Foggy
it has no connection to progressing ones
So if you just got off an eclipsed planet for example
this is what the next weathers could be?
which weathers could be is defined by a moon creator
Until I change them 
and - because i've made the configs wrong way around - you're defining the weather weight based on the previous weather
i mean
๐คท
i've tried fighting this, but it's pointless ๐
Right so when you get off of a moon with eclipsed, assuming all the weathers are on the table and possible it 100% has to be one of the defined ones?
)For example.
Previous Weather: Foggy
Foggy Weather weights: Eclipsed@10, Rainy@10
There is a 50/50 between those two weathers and no others are possible?
no
Change is inevitable, DustStorms WILL happen on rend
setting the weights does not modify possible weathers
i've made my own system the wrong way around
and now i suffer the consequences
in your example: if you want to set Eclipsed and Rainy weights to 10 ***after *** Foggy happens, you have to put Foggy@10; in Eclipsed and Rainy configs
that's how bad i made this
whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat
the fucking cherry on top: i thought about my own config system wrong with the provided defaults
and - i suspect - that's why they are so shit
i'm so so sorry ๐ฆ
Okay so
)For example.
Previous Weather: SolarFlare
Rainy: SolarFlare@10
Eclipsed: SolarFlare@10
That makes rainy and eclipsed have a 50/50 after Solarflare?
That makes Rainy and Eclipsed use 10 weight after Solarflare
but if the moon can have a different weather, it's gonna use other provided weights (as per https://cdn.discordapp.com/attachments/1203871322841808906/1268132320855068752/image.png?ex=66c850c2&is=66c6ff42&hm=32736d5d4046785de970fe66225a417be2d35638b0354bad88004a22be3d849e&)
so if a moon can have Rainy, Eclipsed and Solarflare the weights would be:
- Rainy: 10
- Eclipsed: 10
- Solarflare: default weight (100)
of course: more weathers = more weights in the pool
So you mean to modify all weathers how I want them, I have to go to EVERY weather and modify their weights or else defaults will take over unspecified weights?
๐ฅบ
that was the idea behind it: every weather has a base weight which you can augment based on previous weathers or specific levels
)E.g
Assume all unspecified has weight of 100
Moon: Vow
Possible Weathers: Rainy, Stormy
Previous Weather: Rainy
Stormy: Rainy@300
There is a 1:3 odds for it to become stormy instead of stay rainy? as the default 100 from stormy is technically there?
yes
God help my soul
and if I chanmge the default weight of stormy to 300 its a 50/50?
i think that the way you want to have it could be achieved by setting every default to 0 and only using weather-weather weights
cause the weathers with 0 won't be used
but if the whole pool will be 0 it's gonna throw up
Can confirm
Liquidation momen
if there's only one possible weather and the sum is 0, it's gonna pick that one
if there's more, no.
oopsie ๐ณ
okay so make all defaults 0 and then modify all weather-->weather (especially none-->weather)
simplify it?
or can I make none have a default of 100 and base everything off of that to get around the pool=0 sickness
like
Default none 100
stormy: none@100
none: stormy@100
i think so? i'm not exactly sure ๐
when the weathers are picked the picking process is printed in the logs
the weights and where they come from
so you'll be able to debug what's going on
You think I know what console means??? I have tested and fiddled with so many settings and menus and If I see another one I may just atomize it
Thanks, I'll meddle with it
| Gordion | []
If I could just-
| Gordion | ["Rainy"]
So wait what does happen if I use CC to modify the possible weathers while using WR?
i have absolutely no idea
what i mean is: from WR's viewpoint it's not possible
i have honestly no idea
i mean - it's not possible yet
but i don't have the time to work on it ๐ญ
I'm guessing it probably won't explode, but it might break something else
Does WT override its base mods config?
normal weathertweaks yes, beta no
whoops, meant WeatherRegistry
How do the combined mechanics work when it comes to scrap multipliers? Also what is madness?
I think I heard someone say that WR just takes in the custom weather mod's configs as defaults, so yes?
@mrov
If you get a moment, could you let me know if this looks alright?
Every Default is 10 Except for none which is 100
`None: Meteor Shower@100;@Eclipsed@100;Flooded@100;Heatwave@100;Stormy@100
Cloudy: Rainy@100;Stormy@100;Foggy@100;Eclipsed@100;Flooded@100;Solar Flare@50
Rainy: - Stormy@150;Cloudy@100;Foggy@100;Eclipsed@100
Foggy: - Cloudy@200;Rainy@150;Stormy@100;Eclipsed@50;Solar Flare@50
Solar Flare: - None@150;Heatwave@100;Cloudy@50;Foggy@50
Stormy: - Rainy@100;Cloudy@100;None@50;Foggy@50;Flooded@50
Heatwave: - Solar Flare@200;Cloudy@100;Eclipsed@100;Meteor Shower@150;None@1
Flooded: - Cloudy@200;Rainy@200;Stormy@250;Eclipsed@100;Flooded@50;None@1
Eclipsed: - Cloudy@50;Rainy@50;Foggy@50;Solar Flare@300;Stormy@150;Heatwave@200;None@1
Meteor Shower: - Heatwave@300;Eclipsed@300;Solar Flare@300;Cloudy@50;Rainy@50;Foggy@50;None@1`
Yes, everything a mod sets as default is the config default, but WR config always takes precedence
Looks alright
Howdy! I did a lil search and I dont think it was confirmed so I'll double check; with the current update to BWT, does whitespikes weather probe not work with it?
It should I think
It just doesn't change the main monitor's text visually
Don't take my word
Taking it as gospel my friend
any way to fix the random weather being spoiled by general improvements?
you'd probably just have to remove the weather monitor or ask the dev of general improvements to add compatiblity
i mean there's compatibility in the beta version of weather tweaks but i was wondering if there was an option to turn it on i was missing in the current version
but im just gonna add the beta of weathertweaks to my pack as long as it plays nice with the other mods
yes, it doesn't
can anyone give me help with the last 3 options for configging weather, im confused
Filter blocks the weather from appearing on entered moons, level weights are the chances of that weather being picked on that moon, and the weather weights are the chances of the weather being picked after that weather was the previous one
Actually the weather to weather weights are weird. Using Flooded as an example, Flooded would have a 160 weight AFTER None. Mrov messed up his config and didn't know it for a bit๐
I thought that was what I said
oh ok so if i did Experimentation@50; only on flooded config, only flooded would appear for exp and no other moons?
I thought you were saying None would have a weight of 160 after flooded, which is how most assume it would work
Assuming the rest of the defaults are 0, ye
No it would have a weight of 50 on experimentation
alr i get it now, ty for help guys :)
If you have more questions just ask here. Plenty of people will help out
seems that combo weathers are not displaying on the moons screen'
this also could be a terminal formatter issue
how ya got all those screens ? 
Anyone else no see combo/uncertain weathers not show up on the moons screen?
they exist but arent displayed
oh no
what's your modpack code? i'll try to debug this when i get the chance
lemme test if it happens on a fresh profile
if it does than its on my end
ok looks like its on my end. on a test profile with little on it nothing happens
ill test for conflicts tommorow then report back
alrighty, thanks for taking the time ๐ซก ๐ฅบ
Any idea why WeatherRegistry would be completely ignoring custom weather weights for USC Vortex? Been trying to customize Eclipsed and Solar Flare and it just won't, I've tried USC Vortex@9999;, USCVortex@9999;, USC@9999;, and it's just always None despite having Solar Flare and Eclipsed at 9999
Also tried 069 USC Vortex@9999;
Underscore?
USC_Vortex might do the trick (?)
That's interesting, I'll check what's happening
fuck, i've disabled those logs ๐ฅ
WeatherRegistry is fighting the system
๐
alright, i've set Eclipsed to have level weight: USCVortex@10000; and it's working correctly:
oh wait a moment
it's 100% Registry's fault, but why?
oh no
oh no
nevermind, it's not my issue
@pine thunder
WeatherRegistry 0.1.22
- changed how override weathers are logged
Am confuse
??? But I don't, I can double check but it rolls Eclipsed pretty regularly in vanilla
Okay wtf, yeah, you're right, that doesn't make any sense cuz it worked fine without WeatherRegistry when I was testing in development x_x Whatever, I'll post a hotfix
that's interesting, maybe i'm doing something differently than vanilla? ๐ค
i know about that ๐ง
me
vs vanilla
it's the same
if(overrideWeather){
weather = overrideWeatherType;
}
no worries ๐
btw @drowsy willow I think the values I've settled on feel pretty vanilla, though also blended with common sense weather progression (rainy is likely to turn to stormy/flooded), did you still want those numbers for new config defaults?
i would like those numbers personally
yes please ๐
Eclipsed:
default weight - 15
WtW weights - None@20;Rainy@20;Stormy@30;Flooded@20;Foggy@20;Eclipsed@10;Windy@10;Meteor Shower@10
Flooded:
default weight - 60
WtW weights - None@20;Rainy@70;Stormy@90;Flooded@10;Foggy@30;Eclipsed@20;Windy@50;Meteor Shower@20
Foggy:
default weight - 80
WtW weights - None@60;Rainy@50;Stormy@30;Flooded@30;Foggy@10;Eclipsed@15;Windy@20;Meteor Shower@15
Meteor Shower:
default weight - 10
WtW weights -
None@8;Rainy@8;Stormy@8;Flooded@8;Foggy@8;Eclipsed@8;Windy@8;Meteor Shower@5
None:
default weight - 250
WtW weights - None@160;Rainy@100;Stormy@120;Flooded@120;Foggy@100;Eclipsed@200;Windy@160;Meteor Shower@200
Rainy:
default weight - 80
WtW weights - None@70;Rainy@20;Stormy@40;Flooded@40;Foggy@30;Eclipsed@20;Windy@40;Meteor Shower@20
Stormy:
default weight - 50
WtW weights - None@40;Rainy@80;Stormy@10;Flooded@60;Foggy@30;Eclipsed@20;Windy@60;Meteor Shower@15
Windy:
default weight - 30
WtW weights - None@40;Rainy@60;Stormy@80;Flooded@40;Foggy@30;Eclipsed@10;Windy@20;Meteor Shower@10
I can't prove it though, but I swear there's something fucky-wucky going on with the math somehow because I get 2 of the same weather more often than it feels like the math should allow, including Eclipsed, and 2 eclipsed in a row according to this math should be stupid-rare, yet I've come across it like 6 times in a row in the past 10 play sessions
I cannot wait for you to switch the config back to how we all thought it worked๐๐
i'm sure i fucked up something easy in my code
i'll definitely get a closer look what's going on
what's wtw?
weather to weather
thx!
this feels like a bit of an excessive amount of weather
Did you increase the weights of the clear weather? I believe by default everything has 100 weight so it gets diluted with additional effects
i haven't configured registry at all, i will probably go do that
@drowsy willow I just got really weird behavior where resetting the lobby 4 times in a row picked Rainy weather, and only went to None on the 5th reset, but the default weights result in that being astonishingly unlikely to happen, and my overall fps for some reason dragged way down in the process, even while in orbit and not landed on any moon it was laggy as hell and I had to restart the whole game to clear it up.
Not sure if WeatherRegistry would be responsible for that second part, but I am now virtually positive there's some sort of hidden snake in the garden of WeatherRegistry math
hmm, that's really interesting
could you check what's getting picked in your logs?
enable debug logs in BepInEx.cfg
and debugging logs in Registry:
it should print you something like this
hey here, i know i can find some answer above, but i can still ask for it. I asked about people opinion on weather difficulty ranking and bonus point for settings [here](#modding-general message) in #modding-general
I FOUND IT
I found the conflict
blocks weather tweaks beta's weather effects from being listed on the moons screen
not for me it doesn't, check what tags in that mod's conflict are allowed to be displayed next to a moon
Strange cause when I turn it off it fixes it, keep in mind im only talking combo weather etc. Regular weathers are fine
Betaweathertweaks ads combo weather, uncertain weather and proggressive weathers
Thats my issue
With unlocks they areny displayed on the moon menu
Idk why but Acidir moon from wesley's moons is always eclipsed with WR installed
Yeah
I uh
Left the weather override enabled.. on eclipsed
so that's why I never land on acidir...
Eclipsed Acidir is what trained me to tolerate Eclipsed betterer
oopsie ๐ฅบ
that's really interesting, thanks for the find!
small update, it doesnt happen when its just those 2 but on my main pack if I disable that mod it fixes it
so maybe a 3 way conflict or some shit
those are a PAIN
god damn
something together is breaking BetterEXP's mod on my modpack, because I've tried every branch of my modpack (~50 each) and none of them have broken it on their own
3-way conflicts are SO PAINFUL
Threesome conflicts??? Holy
I feel like I just walked in on something I shouldn't have....
๐คญ
hey, guess what's tomorrow
Saturday? 
1/09 :]
Tomorrow is 8/31 for me
oh, ye
no issues :]
You're not returning on the 1st? ๐ฆ
He got too freaky with his wife and now have to raise the child
and turns out it's more time consuming than i've expected ๐
He'll be done when the child's 18
so, umm
i have to finish my bachelor's and then i'll have all the time in the world ๐ฅบ
That is oddly specific but is Mrov even married?
lol
lmao
You'd need to be divorced for that one buddy
We're gonna be 26 this year and we're not married, age doesn't mean anything XD
DAYM
the marriage was annulled, so we're gucci
Lucky
Yeah I say that cus that's how old the body will be lol, our alter ages all differ
Isn't there that baddie on twitter always talking about you
can you not do that
@drowsy willow Just got Rainy 3 times in a row, which is weird math, here's the log I actually remembered to get this time in case it looks weird to you
[02:12:07.4743551] [Message:WeatherRegistry] 46 Infernis
[02:12:07.4743551] [Debug :WeatherRegistry] previousDayWeather: None
[02:12:07.4743551] [Debug :WeatherRegistry] Possible weathers: None; Foggy; Eclipsed; Rainy; Meteor Shower
[02:12:07.4743551] [Debug :WeatherRegistry] None has weather>weather weight 160
[02:12:07.4743551] [Debug :WeatherRegistry] Foggy has weather>weather weight 60
[02:12:07.4743551] [Debug :WeatherRegistry] Eclipsed has weather>weather weight 20
[02:12:07.4743551] [Debug :WeatherRegistry] Rainy has weather>weather weight 70
[02:12:07.4743551] [Debug :WeatherRegistry] Meteor Shower has weather>weather weight 8
[02:12:07.4743551] [Warning: MrovLib] Picked Rainy (WeatherRegistry.Weather) with a roll of 179 out of 318
[02:12:07.4743551] [Message:WeatherRegistry] Selected weather: Rainy
[02:12:07.4743551] [Message:WeatherRegistry] Chance for that was 70 / 318 (22.01258%)
[02:24:23.1365354] [Message:WeatherRegistry] 46 Infernis
[02:24:23.1365354] [Debug :WeatherRegistry] previousDayWeather: Rainy
[02:24:23.1365354] [Debug :WeatherRegistry] Possible weathers: None; Foggy; Eclipsed; Rainy; Meteor Shower
[02:24:23.1365354] [Debug :WeatherRegistry] None has weather>weather weight 100
[02:24:23.1365354] [Debug :WeatherRegistry] Foggy has weather>weather weight 50
[02:24:23.1365354] [Debug :WeatherRegistry] Eclipsed has weather>weather weight 20
[02:24:23.1365354] [Debug :WeatherRegistry] Rainy has weather>weather weight 20
[02:24:23.1365354] [Debug :WeatherRegistry] Meteor Shower has weather>weather weight 8
[02:24:23.1365354] [Warning: MrovLib] Picked Rainy (WeatherRegistry.Weather) with a roll of 173 out of 198
[02:24:23.1365354] [Message:WeatherRegistry] Selected weather: Rainy
[02:24:23.1365354] [Message:WeatherRegistry] Chance for that was 20 / 198 (10.10101%)
[02:24:50.6509230] [Message:WeatherRegistry] 46 Infernis
[02:24:50.6509230] [Debug :WeatherRegistry] previousDayWeather: Rainy
[02:24:50.6509230] [Debug :WeatherRegistry] Possible weathers: None; Foggy; Eclipsed; Rainy; Meteor Shower
[02:24:50.6509230] [Debug :WeatherRegistry] None has default weight 250
[02:24:50.6509230] [Debug :WeatherRegistry] Foggy has default weight 80
[02:24:50.6509230] [Debug :WeatherRegistry] Eclipsed has default weight 15
[02:24:50.6509230] [Debug :WeatherRegistry] Rainy has default weight 80
[02:24:50.6509230] [Debug :WeatherRegistry] Meteor Shower has default weight 10
[02:24:50.6509230] [Warning: MrovLib] Picked Rainy (WeatherRegistry.Weather) with a roll of 331 out of 435
[02:24:50.6509230] [Message:WeatherRegistry] Selected weather: Rainy
[02:24:50.6509230] [Message:WeatherRegistry] Chance for that was 80 / 435 (18.3908%)
[02:37:41.4408885] [Message:WeatherRegistry] 46 Infernis
[02:37:41.4408885] [Debug :WeatherRegistry] previousDayWeather: Rainy
[02:37:41.4408885] [Debug :WeatherRegistry] Possible weathers: None; Foggy; Eclipsed; Rainy; Meteor Shower
[02:37:41.4408885] [Debug :WeatherRegistry] None has weather>weather weight 100
[02:37:41.4408885] [Debug :WeatherRegistry] Foggy has weather>weather weight 50
[02:37:41.4408885] [Debug :WeatherRegistry] Eclipsed has weather>weather weight 20
[02:37:41.4408885] [Debug :WeatherRegistry] Rainy has weather>weather weight 20
[02:37:41.4408885] [Debug :WeatherRegistry] Meteor Shower has weather>weather weight 8
[02:37:41.4408885] [Warning: MrovLib] Picked Eclipsed (WeatherRegistry.Weather) with a roll of 162 out of 198
[02:37:41.4408885] [Message:WeatherRegistry] Selected weather: Eclipsed
[02:37:41.4408885] [Message:WeatherRegistry] Chance for that was 20 / 198 (10.10101%)
this does look like a bad RNG
Gone till done just sounds so weird everytime I look at it XD
oh wait, i see it
Rainy is the previous weather in both cases
why is it using defaults that one time?
oooh, it's after lobby load
I'm not sure how this happens. I'm reading the currentWeather from SelectableLevel when LLL loads the moons node (and fires the event I'm subscribed to), but I could mask the issue on my side by getting the weather name directly from you.
You have a public CurrentWeathers dict in your Variables class but the class is internal. Can't access it.
Nvm just found that dict doesn't give me the uncertain weathers.
I have a version working in the profile @kind crane sent me using some dodgy reflection and a simple postfix to your GetPlanetCurrentWeather to grab the proper names. If you don't wanna touch any of that I can release it like that but I'm not 100% sure if that solves it for every use case. Are there people using WR without any WT where it would still change the display name..?
honestly i don't know either
i haven't worked on that in almost a month, so i'm not entirely sure what could be the issue
when i'm back to it I'll surely get in touch with you to fix the underlying issues
6๏ธโฃ
WeatherRegistry 0.1.23
- fixed an issue with
6weather on Experimentation (thanks: @latent sleet , @dreamy oracle !)
yw
bepinex's nuget died, i'll push the update when it's back ๐ณ
update is live
rip 6 ๐
6
six
very hated number in the weather community
@drowsy willow How did you break the new weather event with your WeatherRegistry update?
lol
It's not actually a weather, it's just that zeekerss probably intended it to be a weather first, and never got rid of the added weather "6" on experimentation which doesn't have a proper enum value like the other weather's
7 was better
too bad it 8 9
was excited for that one
crazy
Do some moons have a hard no-allow list for certain weathers? Only level itโs filtering by default is gordion but does that mean Titan could get flooded now?
Iโd really like to get March where itโs often raining like the description says
every moon has a list of selectable random weathers. WeatherRegistry can't add them, only remove them
Iโll leave that alone then
this is easily doable
I wish I could do weightโs on a moon by moon basis but Ik that would be a pain to code and no one would use it
that's already a feature
but you just can't use it to add weathers to a moon
since march already rains what you're asking is possible
It does?
I thought March couldnโt ge the rainy weather conditions
Condition* singular
i'm fairly certain it does, unless im mistaken
oh i guess i was confusing it with stormy
By weights on a moon by moon basis I mean configure the weather to weather weights separately for each moon
Thatโs doable? Really?
I didnโt see a config file for each moon separately
i dont think weather to weather per moon exists, it's just weather to weather or per moon
I thought so
Making weather patterns for individual moons would add to immersion greatly but I donโt think itโs a highly requested feature
it's something i'm planning, but it's not a priority right now ๐
yes
.> I'm getting weathers on moons they shouldn't be on then... like ALOT
to the point I feel like I did something wrong
I'm going to rewrite it for a whitelist, this is my code (0191ce4b-bb9f-d875-7d9c-b79f5f51aa80) but it's a 200 pack so dunno who can run it and who can't
importing, will check
hmm
everything is parsed correctly
and the weather is not on any moons that are defined:
interesting
I've gotten heatwaves on polarus, triskelion, and dine off the top of my head
Although there are other weather issues, but they're just the ones I can remember most clearly
it's supposed to be false ๐
yeah because the default is true
๐ฅฒ
^^ I feel like I saw other weathers in places they shouldn't be, but I might've just been delusional.
Lethal Quantities, Skin Registry, Weather Registry, and LLL are breaking me
๐ฅบ
self inflicted, you're fine
I'm trying to basically remake the entire game from scrap tables and weathers to enemy spawns and combat. To do that I basically need to configure virtually every variable under the sun and it's taken months. I'm grateful for the opportunity.
My sanity on the other hand has a few words
I'm properly delusional ๐ I just glanced over heatwave being default true x.x for some reason
The fact I rechecked that 6 times and still didn't see it is concerning
๐ง
yeah, no wonder ๐ญ
don't worry, i haven't made it clear enough
option that only maps true and false instead of replacing them is bound to cause issues like this ๐
I think it's fine honestly, atleast for me. I could recognize what it meant, but the amount of times I'm glancing over minute issues like this is growing increasingly common.
I've been testing some mods and added this one in. Everything working fine. But I noticed something on a stormy moon. I wanted to test the lightning zapping loot effect, but it never happened
I have some modded scrap and vanilla scrap on the ground, and vanilla scrap in my hand
Does this mod affect the chances of lightning striking scrap? It was striking randomly around the map, but never me or my loot
No
It's a vanilla bug right now in V64
gotcha, thanks for letting me know. I imagine this is a bug across all scrap/moons, then?
The new update for ButteryFixes patches it
just landed on march and had both the terminal and GI say it was clear but when landed it was rainy, not sure if its related to weather tweaks but its the only thing I could think of rn, looked through the logs and I can't find any errors either ๐ญ
anyone else having this or maybe its just a one off
do you have this mod?
https://thunderstore.io/c/lethal-company/p/ButteryStancakes/Chameleon/
@royal gyro ^
ohhhhhh
didn't even notice that in the changelog LOL
oops ๐ญ
XD
hey, love this mod, I can finally customize what weather should be in a moon.
I have a question though, is the company building is able to have a weather? I tried using the mod to add the weather but the company building is always clear
it's not really about your mod, it's the company building itself
Woah what is this
If you specifically define modded weather to be on Gordion, it can be added
In case of vanilla weathers, no
i wonder what an eclipsed gordion would imply
That means it's gonna have a lot of monsters, that's the concept I want to go to but don't know if enemy can spawn and weather can occur
no enemies can spawn on gordion, it doesn't have any spawns and doesn't even have a navmesh
Right, that's why it's just a concept. That means I can't do any goofy shit in company building๐ญ
Good to know tho
there's a mod to add a navmesh to the company and you can add enemies in LLL, but it doesn't have time so no spawns
I think this is the only weather mod I have installed, is there a reason that the console doesn't show the weather even though the moon has weather?
Ah, changing this to false fixed it, not sure what the issue was
preview weather, or preview all
Mmh isn't fog suposed to be less dense on the Beta branch, we've had some seriously hardcore fog where we couldn't even see at our feet, not sure if it's intended?
Also noticed that weather transitions from Fog, like Foggy > None, Foggy > Rain etc, were giving us some really dense fog
that was removed afaik
thx for letting me know if it is the case
Is there a reason of why modded weather are always more frequent than vanilla?
Here I had all modded weathers with a weight of 70 and still got no vanilla weathers
I actually rarely get more than one vanilla weather at the same time
weather registry sets the default weights of all modded weathers to like 100
Yeah and I put them at 70
in Registry
that's still a decent bit
I'll try at 50 ig
yeah, it's temporarily removed until i can fix the bugs
hmm
check the logs for which weathers were picked
this?
it should be something like this
I love it when Discord doesn't want to send me to the replied message
#1203871322841808906 message
Is that supposed to appear when loading into a save?
[00:50:29.6620908] [Warning:WeatherRegistry] Weather selection is disabled.
Is this normal?
you should have this enabled
oh wait
are you using weathertweaks?
Yes
๐ค
Not the beta one tho
oh
Should I be using the beta one instead?
i honestly can't remember right now
but i think that the normal Tweaks uses its own weights instead of Registry ones
I'll try the beta one
Well I have a good news and a bad news
good news is, the weather selection is working correctly with the beta one
the bad news is
7
the sequel to 6..... its finally real 
oh my fucking god
Using the lobby clear command from LobbyControl causes this
ooooooooooooh
alright
thanks for figuring that out, i'll try to have it fixed
that 9 tho
I don't know what happened but a new weather just appeared in my game?
"Cloudy"
Never seen that before and it just got added to the config too
part of beta registry iirc
and does scrap multiplication stuff
yes
Person who made meteor shower must feel under the weather after v64
What does Solar flare weather do? I know it's not a part of Weather tweaks but another mod, i'm just curious abt the effect
makes everything using electricity have a malfunction
(walkie,radar,metal doors, teleporter etc..)
battery drains quicker too
Very interesting, how often does it occur during the day?
It's during the whole day
Ah right I see, alr thanks for the informations then
Hi! I am using WeatherRegisty, I like the two new weathers. But I feel like odds of moons having a weather effect on them have been increased. Is there a way of making it so that I have vanilla odds of getting a weather effect on a moon but to still have solar flare and heatwave still in the mix?
How do I get this config panel?
Its google sheets
google sheets, inspired by NotSoLethalCompany. it's really handy to do mod config
Looks like itโs how you give the moons their own weather weight tables
https://docs.google.com/spreadsheets/d/1hiyO8r6nWU11XYIQBTdj31V7WQa19vxWGGEXCPtsPto/edit?usp=sharing if you want to take a look, it's not finished yet
Love what you modders have done for the game
so true
6 is unmanagable. The enjoyment from playing on it is comparable to smearing your 6s with 6 and letting your 6 lick it off. Due to the 6 nerf the most profitable moon is 7 where the main and fire exit are seperated by a yoctometer so playing with 6 people is pointless. The second most profitable moon is Rend with about 6 nutcrackers spawning per day. Killing nutcrackers in a Mineshaft is like throwing a 90 side coin where 6 sides are tails and hoping it lands on 6s because of the assets in the interior. You cant loot the cavern system unless you have a 6 year experience of 6 exploring. You need to have photographic memory like a Detroit Become 6 android to remember how to return from that 6. Thanks for the cruiser tho at least I can easily bring back the 6 items I was able to find. Deleting 5 foxes good tho. Thats 6.
missing Seichi 

I've already tried that long time ago and have an issue so I'm not including that for now, but definitely adding Seichi to my modpack in the future
The moon looks amazing
what would be the issue? ๐ฎ
I don't remember ๐ซ
Well, if you figure it out, let me know and I'll fix it :p
Probably already being fixed tho, I just forgot to add it back
Might add it later tonight
Maybe so, I recommend using Toystore and Scarlet Devil Mansion (SDM also has something special going for it on Seichi)
Just realized I'm talking to the man himself ๐ณ
Sorry for getting back to you late, but I just tried "preview weather" in the terminal and got "[There was no action supplied with the word.]"
Is there a way to disable the scrap value config? Or will it not mess with lethal quantities
set everything to 1
When I do that it seems to set them to vanilla settings, 0.4 for value and 1 amount
registry overrides every other mod, i'll fix that in next release - sorry!
Truly a mrov moment of all time
That would be awesome, thank you
WeatherRegistry 0.1.24
- changed how scrap multipliers are applied: they are not replacing other mod values' anymore
so right now setting both of them to 1 won't replace what you've got set up in other mods
King type shi
Yoooooooooo
I wasnโt expecting it that fast! Thank you!
Question: if I set it to something other than one, will it adjust the value set by LQ? Or will it override like before?
Is this why I'm getting super low values on scrap items now?
I'll check if re-installing the new version fixes things, it might have something to do with the configs staying the same from the previous version brb
how did it become worse--
Experimentation
Here are some other moons for reference
I don't have any other mods that affect scrap value, to my knowledge, so Meteo is right now the only culprit on my mind
Huh.
Nevermind.
It's not Meteo...
I disabled it and still had messed up scrap spawns
Sorry
But man that's weird, there's literally no other mod that should be affecting scrap value!
Yeah it's probably WR's new update
Seems you were right
Disabling Weather Registry brought scrap values back to reasonable levels
Hope it gets fixed soon :<
fuuuuuuuuuuuuuuuuuuck
WeatherRegistry 0.1.25
- reverted 0.1.24 changes
i'm not touching shit till i can focus on the solution
sorry for that y'all

Ok thank you for trying
If itโs easier, would a config setting to disable it impacting the scrap all together be possible? Like to just shut that whole part of the mod off?
i'll add something like that
So this version is effectively the same as 0.1.24 right? since that version also messes with the scrap values?
ahhhh i see
Thank you!
what particular mod is dust clouds from?
It's an unused vanilla weather
The only moons I've seen that uses it are Atlas Abyss and one of Tolian's
a lighter fog with particles
You really need to not push updates unless you have the time to test them ^^ it's a shame you're always so busy now but yeah
Don't pressure yourself
Quality over quantity I think
so a question for you, @faint sinew . any idea why custom apparatuses would disappear when you reload a save with one that's supposed to be on the ship?
Would be because that apparatus' network object is not setup right usually
i just realized i posted in the wrong thread. fuck
sorry, mrov >n<
Yeah
I keep forgetting to fix it lmao
do you have an example of how they should be setup? 
I thought mine was based off the actual vanilla one
Ping
lmao will in a sec
restoring a backup rn
PSA: make regular backups folks, Unity has killed projects for less
Jfc
Follow these settings
backup has been restored, lemme check now >:)
(/s I think)
Here is mine 
Shiii those are ur settings already?
yeah haha
Hmm
Usually the reason something going into vector3.zero when you reload a save
Is because of the active scene synchronisation thing
*the auto object parent I mean
Are u maybe spawning it wrong?
I just spawn it via sync spawn object
like from the vanilla tile but with my object instead haha
Hmmmmmmmmmmm
What does vanilla apparatus look like
I cant decomp the game rn so idk how the spawn synced object function looks like
You can send screenshots if you'd like tho
I can find it in a sec 
there is a spawn sync object component that spawns the apparatus
which I just copied for my interior too and I made my own copies
but it sounds like this happens to all custom apparatus
Here's what I need u to do
Open up a new mod profile
Devtools and ur interior
Spawn your apparatus
Pick it back up
Make sure the game saves
Leave the game, reload the save, and it SHOULD stay there
I will try to do this when I can T.T
Currently finalizing the Tripmines and bugfix the new tiles

does foggy patch even work anymore LMAO
genuine question, cuz from my experience it might only work on the host?
No he removed it
You can use the BetterFog mod if you want
It had too many problems
why is it even in the mod page anymore then ๐ญ
and Mrov was too busy to work on it
will try
He prolly forgot to update it
Do you know if there's a way to setup different fog presets for specific moons? Asking you cause I know you play a lot with mods
like having a more yellow-ish fog on assurance/offense, and other colors for other moons
seems like you can, yeah
I tried figuring it out but can't manage to, also I can't manage to have a customized fog density, not sure why maybe we've got another mod touching fog
maybe
density is the bottom slider on the escape menu
weirdly enough, density's value is inverted, so a lower value will result in more density
I was more looking at the config files and modifying values for individual moons, which seems to change nothing to me
Cause there are moons where fog is almost like too thin you can see clearly which is not what i'd want but, yeah
we can talk about it here #1280288943857733632
but it seems like it's a multiplier that's added on top of your preset
I'll be alright stopping here though, i'll have to see with my friends if they'd rather keep the fog that way or make it less dense
yeah I do not have the energy to configure fog thaaat much, it's annoying to play with uper dense fog but it's also annoying to have to adjust so many things, esp since I don't know what the vanilla fog values are for reference
that's what I figured yeah
Should i be running WeatherTweaks with WeatherRegistry? I see that WeatherRegistry makes Meteo redundant, but what about between these 2 mods? Like will the weather weighting on Registry overwrite the one in Tweaks?
Weather Registry only overrides weather tweaks beta for the moment
Alright, so in that case since i still have WeatherTweaks (Not beta) there no point specifying the weights for the weathers in Registry?
Weather Registry's weights system wont work yeah
Idk how something changed but looks like WT Beta also disable Registry's weather selection now
I stopped using WeatherTweaks a while ago
It also causes some issues with VoxxWeathers that Autumnis Discovered
It's a shame I miss WeatherTweaks but until mrov returns to update it I just can't use it
The only reason I had it in my pack was because it fixed weather desyncs
Does that still happen without WT?
Nope
I think Registry also fixes that
What do you set your None weather weight to?
I tried 260 and im getting max 3 none if any at all
I left all the default weather weights alone and it works fine for me, custom weathers like from VoxxWeathers and CodeRebirth I would lower the weights to around 50 though
Otherwise they're a bit too common
Wait so WeatherRegistry lets you set the spawn rates for weather AND it fixes the weather desync?
So then what use does WeatherTweaks have?
i thought it was the default weather of expermientation?
The dustcloud fog object is always there yeah, but not added by a weather in that case (if I understood correctly)
its smth thats hard coded into the game if the weather on experminentation is clear from what i understand so ig
dust clouds r just weird lol
the dust cloud effect is always present on experimentation, activated by reverbtriggers
does this mod currently break meter showers? i haven't see any config options to adjust the spawn weights and i tried using another mod to tweak it and even at 100% chance i was unable to get them to spawn
Weather tweaks is a child that mrov wishes to deprecate everyday lol
made 50% for all moons to have no weather till I was finally satisfied ๐ญ
I see, so i dont need it in the pack then? I can remove meteo+tweaks and just have registry?
bump
not seeing any options to configure it
and i dont think its lethalelements thats conflicting with it
meteor showers aren't a weather, they're a random event
yeah but i cant get them to spawn when i have the event chance set to 100% while weatherregistry is enabled
i landed on vow just now and nothing happened
nevermind, they seem delayed
are they supposed to happen at random times throughout the day or is the intended behavior that the weather ping should happen as you land?
they choose a random time of day to start after they roll the chance to see if they happen at all
ah
Just to make sure i am understanding how weather is set on each moon correctly in Registry:
-First, the weights of all weather is 0
-Then weights for that moon specifically is added
-Then weights are added based on what the last weather was
-Then finally the base weight is just added
So then, if i am thinking correctly, i could for example set the base weight of stormy to 0, and then set the weight for rainy-->stormy pretty high, and give no other weights to turn to stormy, and then it creates a situation where it will never be stormy immediately on a moon, but rather it needs to be Rainy first to cycle into it?
I think so ye
nothing gets added, it's one or the other
oh wait what
are you planning on making it additive?
and how does it know which one to choose?
default is only used if there's no level or weather-weather weight in config (I assume)
So.... effectively level-based weight is kinda pointless, since its just gonna be overwritten by the weather-to-weather weights most of the time
no, the exact opposite
it goes top-to-bottom
if it has level weight, it uses it
if there's both level and weather weight present, level one is picked
no
i'm gonna say this
i'm planning on reworking my current else-if system so a custom algorithm could be inserted
When are u gonna git gud
probably in 20 years
AH, so if level weight is present then it overides the weather to weather weight?
That does sound a bit better ig
Means you can have a consistent weight for something on a moon
yes, exactly ๐
if (1) is present, nothing else is considered
if (2) and (3) is present, only (2) is considered
if there's no (1) or (2), the default (3) is picked
By not present, u mean 0?
0 means it has value, so it's present
by "not present" i mean undefined
oh shit, i've said it
So how do u get undefined
From a config value
I forgor how ur configs look like tbh so I could be yapping
But I thought each weather had a category
And the most u can do is set weight to 0
level and weather-weather weights have to be explicitly defined
so if you want to not define them
you just don't
Okie
I just want you to make a config that calculates its own weights depending on the number of custom weather's for vanilla style stuff
Oh yeah those
and like fucking 10 more entries on my list
Lol
But yeah we've talked about this one and I think u liked my solution
oh shit
that one i don't remember ๐
i'll go back through the messages tho
to be brutally honest, i haven't worked on LC mods for 2 months
so i don't remember shit
That's fine
For a tldr
It was just overriding the users values and doing ur own math
And increasing the value of none
On all moons
Depending on the number of weathers
oh, similar to what weathertweaks does
So that it follows vanilla style of how much none pops up
but in a good way?
Lol idk I don't look at mods like that
weathertweaks could scale down Clear weather popping up proportionally to the amount of possible weathers
so the weights you've put in were for a "all-weathers-possible" scenario
Oh yeah so the exact opposite
and on moons where only some weathers could be present value of None was dialed down to keep it proportional
and hard, i guess?
Sus
๐ ๐คญ
Anyway I'm trying to think of the implementation for that rn
Cuz I forgot
That each moon sets its own weathers
I'VE MISSED THAT SHIT SO MUCH ahahhahaha
if you want to see the tweaky-tweaky-tweaks and how it does its magic: https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/cb7ca12fac8ea933952955eb40f3584f27396b26/WeatherTweaks/Variables.cs#L73-L95
for the implementation
this is /old/ tweaks, so it's not using Registry weights
and it's stupid, dumb and stinky
Lol
I'm aware
And I won't really look at it
Don't wanna get plagued with bad ideas
thanks ๐

Just curious, are you still gone or are you back?
Does WeatherReg not effect the Apparatus? I'm trying to set up FacilityMeltdown and the base price I have for it is 300, and no matter what the weather is it's 300. Other scrap appears to be increased like normal, it's always just Keys and the Apparatus that are never increased and stay at 3 and 300.
FacilityMeltdown's config claims to have integration with WeatherReg's value increase, and I have it set to True, so I have no idea why it's not doing anything
Note that with FacilityMeltdown's value change off, WeatherReg still doesn't seem to effect it
Can confirm - in a separate r2modman profile with only WeatherReg and DevTools in it, 2 scrap items (Toilet Paper and Egg Beater) were higher value than their vanilla max due to the weather, but the Apparatus was still the vanilla 80. Is there not any way to have the Apparatus value be increased, or is this a bug?
not yet
for the current weather multipliers
It did before i am sure, i suppose its not been added to Reg yet
Have you fixed that one issue with weathers changing on save reload yet?



