#Weather Registry / Weather Tweaks / mrov
1 messages Β· Page 12 of 1
Current issues:
The features I suggested π₯Ί
i remember π
Ability to disable scrap amount and value modifiers on the weathers? Messes with lethal quantities
The weather to weather weights in the config being unintuitive and a bit backwards if you ask me
Yeah It feels like they don't do anything
Well weather weights configuration feels a bit confusing at first but that's it, also fog patch? π₯Ί
Also what do you mean? They are completely functional to me, like 100%
I didnt find weather weight unintuitive though but that's me
I mean even mrov said he thought it worked differently. Like None@160 in Stormy is not 160 weight for None after Stormy, it's 160 weight for Stormy after None. So the configs are currently backwards and it makes it kinda difficult to see all the weather's following a specific weather (unless you spreedsheet it all yourself)
Ah right I see what you mean yes that's what I figured out, I thought I had it backwards first ohh okay well that means i'm not that dumb I guess
But even that way, it works the way I set it up, for me
Yeah the way it's laid out currently is not intuitive at all, it could also use a real description in the config entry
like I got the right amounts of weathers and balance but I get it
yeah that was the most confusing
Also the defaults are currently "incorrect" because mrov also thought it worked the intuitive way
Am I the only one who saw the config and just knew what weather to weather meant
Like why would None@160 on the stormy category mean stormy to none
probably. i was baffled so i left it alone
Nope, same
Because typically when you do thing:weight it's the thing that you are setting the weight for
It's just different compared to every other config and doesn't even explain that
That explains alot
I thought the same, and was confused why it wasn't working the way I thought it would lol. I figured it out after some trial and error though.
Yeah a bit fuzzy and couple tries and you got it working
i'm gonna be honest
i have not investigated if i made my own system wrong
time to fix my mistakes
Well I turned up flooded and turned down eclipsed but I still get a lot of combos with eclipsed in them
Did you tweak the difficulty multiplier too?
I had to change it personally
Is that in the same weatherregistry config file?
difficulty multiplier is a WeatherTweaks feature
i've thought of my own system wrong
fuck π
i've tried to debug what's going on
the table is actually in reverse
so the columns are "from" and the rows are "to"
π₯²
that will be changed
Wait so the way how we was trying to use the config was right?
Since it was reversed
^
#1203871322841808906 message
so you defined weights for the weather based on previous weather
and I'll change it to define it for the next weather
oh god, I've made it so badly
Pain
Yeah i thought that would be a list of weathers to go from based on whatever the current is
So 300 for clear
Thats how I was using it
This explains the endless meteor showers and eclipseds on moons without other weathers
They had like 300 clear

So in that case, i dont need to change my config then if the next update is gonna swap it around?
So Rainy@300 on the None config will now mean a weight for 300 to Rainy from Clear?
new update will create new config entries
I'm not planning to move those automatically
but I'll make something to convert those easier
no? π₯Ί
Ah I missed the "previous day weather"
So how does it work now qs you intend? If I were to go into None section of ur config, and add MeteorShower@150, it's 150 for meteor shower after none?
yeah
Sick
if you want to test the build: https://github.com/AndreyMrovol/LethalWeatherRegistry/actions/runs/11168985536
and download curseforge-build artifact
other planned/promised features will come in the following days π
Bro I don't play the game wdym test
and now the deafults I've added make sense π
fair enough π
Sick
Just don't forget to add my vanilla weathers feature
, now I go sleep
Are you also planning on adding a way to disable the weather scrap modifiers? And if so is that present in that test build?
I remember, will do that!
I'm planning to, it's not in yet
Cool as hell, thank you!!
Fair enough
For now i might as well redo it then 
forgor what π₯Ί
well ig first i should ask what would happen if u set the first to false
is it equal chance between all weathers?
it's gonna use vanilla algorithm to pick weathers
and Registry's sync to sync those
yeah see dats half the problem, the reason people think registry messes up weathers and makes em dominant is because vanilla doesnt have as many weathers as someone who has my mod on
like if zeekerss makes MORE weathers, you wouldnt see "none" as often
but people coulda just mimicked that by giving everything the same weight lol
i get what you mean, but that's not exactly how vanilla picks it
the solution we came up with was to change the weights on your end to reflect "vanilla" weights
is it not?
i thoughgt it was just random between all weathers
vanilla picks the # of moons to set weather to, and then picks random one
so the chances are equal, but for the moons that are "picked" to have weather
that's one of the reasons weight system is hard to setup to "mimic" the vanilla feel
ooooh
let me get the code snippet for ya
yeah please
StartOfRound.cs
public void SetPlanetsWeather(int connectedPlayersOnServer = 0)
{
for (int i = 0; i < this.levels.Length; i++)
{
this.levels[i].currentWeather = LevelWeatherType.None;
if (this.levels[i].overrideWeather)
{
this.levels[i].currentWeather = this.levels[i].overrideWeatherType;
}
}
Random random = new Random(this.randomMapSeed + 31);
List<SelectableLevel> list = this.levels.ToList<SelectableLevel>();
float num = 1f;
if (connectedPlayersOnServer + 1 > 1 && this.daysPlayersSurvivedInARow > 2 && this.daysPlayersSurvivedInARow % 3 == 0)
{
num = (float)random.Next(15, 25) / 10f;
}
float num2 = Mathf.Clamp(this.planetsWeatherRandomCurve.Evaluate((float)random.NextDouble()) * num, 0f, 1f);
Debug.Log(string.Format("Weather chance: {0}; {1}", num2, num));
int num3 = Mathf.Clamp((int)(num2 * ((float)this.levels.Length - 2f)), 0, this.levels.Length);
for (int j = 0; j < num3; j++)
{
SelectableLevel selectableLevel = list[random.Next(0, list.Count)];
if (selectableLevel.randomWeathers != null && selectableLevel.randomWeathers.Length != 0)
{
selectableLevel.currentWeather = selectableLevel.randomWeathers[random.Next(0, selectableLevel.randomWeathers.Length)].weatherType;
}
list.Remove(selectableLevel);
}
}
what i thought was happening was this:
none: 100 weight
stormy: 100 weight
eclipsed: 100 weight
vanilla^
none: 100 weight
stormy: 100 weight
eclipsed: 100 weight
meteorshower: 100 weight
custom^
Therefore less chance of getting none
my solution was to mimic vanilla by doing this:
none: 100 * something depending on the number of custom weathers for weight
stormy: 100
etc
but if the selection is different then ig that wouldent work
jesus i cant even begin to read this algorithm
i mean it clearly appealed to people so he MUST be doing something right π
for (int j = 0; j < num3; j++)
{
SelectableLevel selectableLevel = list[random.Next(0, list.Count)];
if (selectableLevel.randomWeathers != null && selectableLevel.randomWeathers.Length != 0)
{
selectableLevel.currentWeather = selectableLevel.randomWeathers[random.Next(0, selectableLevel.randomWeathers.Length)].weatherType;
}
list.Remove(selectableLevel);
}
and
float num = 1f;
if (connectedPlayersOnServer + 1 > 1 && this.daysPlayersSurvivedInARow > 2 && this.daysPlayersSurvivedInARow % 3 == 0)
{
num = (float)random.Next(15, 25) / 10f;
}
i don't agree - i think that because that's how vanilla works, anything that works differently can be felt
could be that yeah
not necessarily that it's the "right" way, but the way Registry works right now is just worse
so you can clearly point that out
honestly
i could do it
so the weight of None scales with the amount of weathers?
yep

Oh shit just noticed the name change
Are you finally back bud?
Psh you were gone for months and were missed
he was?
potato potata
π€
Congratulations for reaching your Quota, just keep up the good work don't keep expecting me to keep congratulating you lot.
π
Yw XD I couldn't resist lol
β¨WHIMSICALβ¨
3 multipliers? wut
if you want to check the test version with a toggle for scrap settings: https://github.com/AndreyMrovol/LethalWeatherRegistry/actions/runs/11221136983/artifacts/2025376406
π
lol curseforge build
so... after i died and reentered a save file, some things were out of place. nothing out of the normal, just became annoying to deal with. so i made a new save file and started ordering gear again. the problem? typing in one modded item to order pulls up the price and delivery for a different one. after several trial and error typings, i learned that i am unable to access certain items that i need for my sessions
i think it's a terminal formatter thing?
Think it's an issue with current LLL release.
Is it being addressed? Not sure, the relevant code for items has been changed.
Because rejoining a lobby in the same session does not refresh the terminal nodes (what you see after typing something for the terminal) and the buyable items list correctly, leading to other added items to take the place of the missing items.

Essentialy the first ever game lobby boot will work as intended. Any other game lobby boot after will not.
I dont think this is a zeekerss issue
ye i know. i just like bein a little shit
if it's lll, yer fine, boyo.
Yes exactly this, I remember Xu's stupid Hoverboard replacing Jetpacks
People got very annoyed with the Hoverboard doing that
Unfortunately LLL has a list of issues and bugs that Batby seems uninterested in fixing, like the bug with changing day speed and interior size changes not applying, which leads to having to use mods like CentralConfig and that has it's own problems if you toggle certain settings, it's come a long way though and Lass handles issues better than she used to which I'm glad to see
And I say seems uninterested cus they've given no official statement and I don't wanna assume anything or speak for them on their behalf
Rude
Barely anyone else ever had this problem
Batby is busy/has his own concerns and life, not uninterested
There is no bug with changing day speed, it's not really a setting you're meant to change to begin with because vanilla doesn't do anything related to it
It wasn't meant to come off as rude though I knew it was gonna sound that way π more so meant to come off jokingly
Cus it was an annoying problem
Yeah I figured he has reasons I just didn't know them so I said uninterested since it was the best wording for it
Fair
So I would have to manually install this right?
yeah, import it manually
I remember this convo from a while ago but i stopped playing since then and only more recently started playing
How does WeatherTweaksBeta work with Registry? Would it add a bunch of combined weathers to the list of weathers for me to be able to set the scrap values + weighting individually?
i don't remember exactly, but from what I can remember:
weathertweaks' weather combos use the weight of the "base" weather in the combo
so there's not an option to adjust it right now
but I'm in the middle of a rework for both mods, so there will be an option for that
The return of WeatherTweaks eh?
Can't wait to find all the bugs again

Time speed bug was definitely the funniest
How is it calculated? And how does that work with the whole weather weight thing where you set the weight of the following weather based on the current one? Does it like....add both weights from whatever the current combined one is?
Like if its Stormy-Flooded does it take the list of weather weights to followup from Stormy and Flooded and combine them?
And also how does scrap value work with combined
- combined weather multipliers: https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/027a6166645265a284ffecce5c07f10b344aacb0/WeatherTweaks/Definitions/CombinedWeather.cs#L59-L71
- progressing weather multipliers: https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/027a6166645265a284ffecce5c07f10b344aacb0/WeatherTweaks/Definitions/ProgressingWeather.cs#L98-L123
- calculating weights of progressing/combined weathers: https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/027a6166645265a284ffecce5c07f10b344aacb0/WeatherTweaks/Variables.cs#L364-L393
Has anyone been able to test Turning off the scrap multipliers yet? Sorry Iβve been busy otherwise I would have tested myself!
How come the ScrapValueMultiplier for each weather in combined is multiplied by 0.45f? That bit confuses me because i thought the default scrap value multiplier is 0.4, so i am not sure where the 0.45 comes from
every weather's multiplier is multiplied by 0.45, and the final multiplier is the sum of all
Wait but, why 0.45
shouldnt it just be 0.4 like vanilla?
or
is it just a random number that kinda felt right for balancing?
No relation to the 0.4 default scrap multiplier at all, just coincidence
Not sure if it's intended but in changing weather containing "Foggy" eg. Foggy > None Foggy > Rainy etc. the fog is always the heavy fog and not like vanilla Foggy weather where it's randomly picking between light fog and heavy fog
exactly that
I'll check it out
Thank ya love ya π«‘
just wondering again when the scrap multipliers can be disabled so I can enable the mod without overriding some other multiplier sources
the option for that is in the auto-builds, it will be in the next release
so probably after weekend
Cool
not sure if this is due to registry/tweaks, but maybe it will be useful to reproduce the error. if you use the lobby control mod and type "lobby clear" command to restart the lobby, these weathers will start to appear afterwards :S
I prefer 7, tbh 
oh yeah, that
I know about it, will try to get a fix ready π
so i've checked, and, ummmm
it might be hard to fix π€
lock in!!

weathertweaks eww
how's that?
Bad
π₯²
so is that a weatherregistry update or mrovlib?
bc i dont see any changelog details for mrovlib on thunderstore but i do have a new update available for it
Registry update is coming tomorrow
Lib had to be updated first
what will the registry update tweak? i havent been keeping posting in here
just weather config stuff?
It's a huge update from what mrov has said
Likely code cleanup among other fixes such as no longer overriding stuff if the scrap values are set to 1
He didn't spoil anything, just said it's a huge update he's been working on since the 3rd of October
Wait
So since its x0.45 on each weather....yet only 2 are combined at a time...
That means the multiplier will always be less than the weather on its own???
So if eclipsed is 1.5x scrap value
And flooded is 1.4x scrap value
Then for Eclipsed-Flooded, the value is gonna be (1.5 * 0.45) + (1.4 * 0.45)
So.... its... 1.305x Scrap value??? For Eclipsed-Flooded, which is more dangerous then either of them alone. You'd get more scrap value just going to Flooded than Eclipsed-Flooded?
How is this changed in the new version?
I'm not touching weathertweaks for now π π₯²
but I'll definitely check what's happening with the multipliers
if you have some free time today you should play later

I'm starting my 5-day working streak π
and yeah admittedly WeatherTweaks doesn't feel as essential as it used to, don't force yourself to work on it until you feel ready I know you hate it's code lol
Mrov doing life stuff
it's so surreal π
WeatherRegistry 0.2.0
Please re-generate your configs!
- merged #7: refactor: modify many LogWarnings -> LogDebugs (thanks, @storm pagoda !)
- fixed
WeatherControllernot syncing weather changes correctly (thanks, @dreamy oracle !) - fixed an issue with LobbyControl's
lobby clearcommand spawning weather6 - changed how weather->weather weights are defined to be more intuitive:
- previously setting
None@200in Rainy meant that if None was the previous weather, Rainy is set to 200 weight - now setting
None@200in Rainy means that if Rainy was the previous weather, None is set to 200 weight - updated the config entry description to reflect the change
- previously setting
- added a toggle for using Registry's scrap multipliers
- added a toggle between Registry's weighted weather selection and a vanilla algorithm
- added
WeatherSelectionAlgorithmclass for allowing custom weather selection algorithms in the future - added
CurrentWeathersclass for easier management of selected weathers (this is a breaking change forWeatherManager.CurrentWeathers!) (obligatory ping for @queen crystal) - added methods allowing to modify randomWeathers to
WeatherController:SetRandomWeathers,AddRandomWeather,RemoveRandomWeather - added
Enabledproperty toConfigHandler: weather developers can now opt-out of the Registry config entries from being used (thanks, @abstract pivot !) - added
WeatherEffectOverrideclass for defining weather effect overrides
as always: let me know when anything breaks π
Oh no you're making Jacob update JLL
Bad Mrov
XD
Hope he updates it before I stream today lol
i've let him know what's gonna break, sorry for rushing it π₯²
Lmao dw about it I just am like "Oh no how dare you break compat" 
If it's a good change in the long run though then goodge
this is change o'clock
Wait that's not just a breaking change for jacob
Brother I also use your mod
are you checking that field?
I check SOMETHING for the current weather
Lemme check
Remember for the tornados uh
Warning
WeatherManager.GetCurrentWeather
Did u change that
no
Also while I'm here, do you know where the quota value is stored?
Sick
Oh nice
There's a whole quota info struct in start of round, I think
let me get that
I just need it to do some math for quota sellin
TimeOfDay.Instance.quotaVariables

Oh sick
sup

you still have the chance π€
is... startingQuota the current quota?
current quota is TimeOfDay.Instance.profitQuota
starting quota is the first one on new save
i'm pretty sure
oh lol, yeah okay ty
now i gotta find stuff like how much was already contributed and what the sales percentage is
so thats gonna be fun
have fun
done
now where do i access the terminal from 
alright ty
have fun??? brother this is 4 lines of code
π€
this doesnt even get me any of what i needed lmfao
what do you want to know then π
sell percentage for the company?
yea
just for mods like lategameupgrades that modify that shi
oh companyBuyingRate
sick
is jeb working?
nope
your big fat ass
sorry π
mod whistle
have you tried using your big fa-
jeb frew up
too many bones and oxygen tanks
to regenerate do i just delete the old one?
yes
Does this mean your back π
Buncha error spams on moons with JLL as dependency and SDM interior failing to generate with the new update, Had to revert it for now
JLL won't work with the new update, I've notified the creator
as for the interior, I'll check out what's going on
How does the WeatherToWeather weights in WeatherRegistry differ from WeatherTweaks? Does one override the other?
WeatherTweaks stable overrides Registry, TweaksBeta uses Registry weights
okay, got some things to report
First issue i had was with what i believe was from adding WeatherTweaksBeta
I added it to my profile as i was updating the mods today
Here is the old code: 01927d16-02c7-79b3-303d-0eb8ced17efe
And the new one: 01928c60-8745-5b1f-3237-cebfc5714826
I attached the list of mods i updated too
Once i loaded into moons...as you can see, all the fog and post processing was gone on clear weather, unsure about the other weathers
Whats strange is there was no errors in the log, and the issue persisted even when i disabled all the mods shown that updated, and disabled WeatherTweaksBeta, and even deleted it from the profile and deleted the config for it
All i could do was revert back to my old profile, update the mods but not add WeatherTweaksBeta, and then it was completely fine
You can likely replicate the issue by taking the old code shown above, updating the mods + adding the Beta, and then try loading into a moon
@drowsy willow your update seems to be very busted
i also verified integrity of steam files, it seems something with the beta corrupts something that persists even when the mod is removed from the profile
Heatwave for example is not syncing for clients
The second issue i have is with this profile, now with the previous issue gone: 01928c65-46c7-b843-4cf7-a9618e355924
It works fine as it is there, but if i update these 2 mods, i can then no longer open the ship doors to go onto a moon
Also no errors in the log
Oddly, i noticed that the coloured weather name on the terminal also doesnt work anymore, AND the scroll menu for the moon list in the terminal doesnt work either
This also is weird because i thought JLL was updated to work with the new WeatherRegistry update
I dont have logs, but there was no errors in them anyways, and you can replicate it by doing the same with the profile
Later today after i play with friends i could provide logs of before/after updating to compare though if you want
[Error :WeatherRegistry SunAnimator] Detected a null clip: Value cannot be null.
Only error in log after a lag explosion ^^
hmm, I have both Registry and JLL updated and I don't see that issue
Same, but only after i went back and then didnt add WeatherTweaksBeta
Something with adding that mod caused issues even when removed
hmm
I think it could be something else
i dont have any mods that mess with fog tho
So if anything its a conflict with it once its added to the profile that persists even when removed
My guess at first was Casino since it just updated with a halloween theme that might have something fog related, or maybe Chameleon or something
All in all it doesnt really matter though since he was gonna update it soon
I don't use casino, but I use chameleon
its a conflict then with something else, with no error
Which is still messed up it persists in the profile even with weathertweaksbeta removed
But yeah this is more worrying
i've had that too, but i also had it prior to the updates today with no issue
It caused a ton of problems today I recommended setting the blacklist to All;
It was happening for clients only and they couldn't see Heatwave cus of it
i mean, what imma do is just stay on the older version for now
since if i update i straight up cant leave the ship π
I've not had this
Did you make sure to regen your config?
Yes, i deleted it so it could make a new one
Are you using CentralConfig? I saw it error spamming every frame after updating
LQ
Wouldn't know anything about LQ unfortunately lol that mod always felt overcomplicated to me
But you could check your log for errors
i mean for now its fine, i'm not in a rush to update JLL and Registry, there isnt much noticeable difference for me
I can try updating them again later and providing logs
That's a normal error
Shouldn't br labelled an error tbh
oh no
do you have full log from that?
i do not, but as i said when i have time later i could redownload that old profile, update the mods + add weatherbeta and probably replicate it since it happened everytime i tried to land
i have to do it to a new profile because once its done, it kinda breaks it even when the mod is turned off or removed
I don't use WeatherTweaks so it could be an issue with that tbh
Btw @abstract pivot since we're here clients are seeing 2 tornados instead of 1 whenever we get Windy weather
I had a blue one earlier and clients saw a red and blue one inside of each other
I changed nothing about tornados
i feel danger
Tornado is also invis for me and my clients, i can send log at end of session
But we are playing on the latest CodeRebirth but still using the older WeatherRegistry
send the logs, please π
oh my lord, I've broken some things
not great
fully expected
This is mid session tho
good luck mrov π¬
@abstract pivot MeteorShower is causing very poor fps
@drowsy willow I think your WeatherRegistry update is very broken
Sorry to say
It was stable before lol
Nice.
Well we've had some issues today, but idk if it's you or JLL or both
but dying on Gorgonzola causes bad lag
Meteor Shower causes bad lag
Sounds like either error spam or you had no idea what you were doing in Update functions, mrov. Lol.
Tornados duplicate for clients
well, the thing is
i'm not doing anything in updates
So no heavy calculations between frames?
no, sir

We will have to look at logs and see then
this is older Registry?
Yes
alrighty
okay, umm
i've installed latest TweaksBeta
and nothing works
lol
waaait
nevermind
it's not that
oh, you know what's funny?
What is?
Here mrov, the log of today
Damn, 67 MBs.
Yes EnemySkinKit's update is fucking broken and um well just to say made the fox error every frame
Nice void?
How did you even manage to rotate the moon's scene?
Also @faint sinew please update Grand Armory to fix the dungen errors
i did not touch ANYTHING
i loaded a new save and landed
HMMMMMMM
Are you sure you don't have some mod that does that?
i'm not
yea
I thought there was a mod that makes the ship and dropships spawn at random areas
I know about the dropship one.
i'm in a different place lol
Bruh
Mrov can't even debug its own mod.

i do not understand what letters mean at this time of day
ok
and i've lost my glasses somewhere
Change timezone
holy fuck it's bad π
Magically reads what the dungen errors are
okay, so something weathertweaks does is fucking everything up
and i've got a suspect
vErY fuNnY
HuEuHuE
But is it supposed to put a weather though?
Because the prompt said clear.
Unless I am misunderstanding the whole thing, lol.
this is the displayed name of None weather
yeah
let me get that part
OOOOOH i think i see it
i don't
oh my
this is FUCKED UP
Thats ProblematicPilotry
thats in the pack
alrighty
i've checked one suspicion in Tweaks, it's not it
okay, it's specifically clear weather
fuuuuck π
is the sunAnimator fucking everything up? really?
SunAnimator patch my beloathed
it's not
what the fuck is causing that to happen π
the missing fog
Heres the thing, the issue didnt happen anymore if i just rolled back to an older version, updated, but never added WeathetTweaksBeta
But once added it broke permanentely π
i mean in all fairness the pack has crap like LEC in it still
(Shenron needs to update his mod to LL instead)
So i am not surprised if there is just some obscure wack rly random stuff that happens in it
Tho i suppose figuring it out is still worthwhile since it kinda permanently breaks the profile even with beta tweaks removed n all
something in the pack is interfering
but why does removing Tweaks fix it?
π
no clue
simply do not use weathertweaks π
that's not a bad advice
i do not know which demon took over me when working on weathertweaks
but i HATE what came out of it
i give up for today
i can barely focus
i hate bugs like that π
but i'll fix it earliest i can
damn you, weathertweaks
do not tempt me
I lost my settings randomly.
I put a ton of effort into customizing what weathers can happen on what moons in my wesleysmoons modpack and at some point my settings were defaulted.
I don't know when or what did it. Is this your first time hearing about something like this?
If you updated then its the new config
Just grab the file from an older version of the pack
Shucks, alright.
So it's gonna do that every update? I think I'd be better off saving my settings in a text doc.
Thanks for letting me know π«Ά
I can't imagine every update
Hey I was just wondering if you happened to know which is correct for referring to Fission-C and Asteroid-13 of Wesley's Moons in the config: Fission & Asteroid or Fission-C & Asteroid-13?
Always backup especially config files and most importantly the ones that takes time
Even though saying this now is not super helpful ikr
I cried (inside) couple times cause of updates changing/replacing config files from various mods
I noticed that my config settings hadn't been working a day or two ago and basically ignored it because I assumed it was some mod conflict or something and I didn't feel like I had time to fix it. Glad to know it was a pretty simple (tedious) fix.
@drowsy willow lol https://www.twitch.tv/lunxara/clip/IgnorantSolidAnteaterCmonBruh-7A2yR4Lkdes3OKf9?aaa
This was way before you popped in when Gorgonzola kept exploding
XD
@drowsy willow I do hope you can figure out why Weathers don't sync properly for clients with the latest update, like heatwave's visuals not working and them seeing double tornadoes and such
you can do them without hyphens
so FissionC and Asteroid13?
yeah
you can even do fissionc and asteroid13
and even (I'd have to check it for sure) asteroid
Where's the weather desync fix Mrov?

Jacob fixed the Gorgonzola fps murders
Lol
which weather?
there should be no desyncs in picked weathers
He did? That's amazing
Heatwave
Clients can't see the visuals
Windy
Clients see 2 Tornados inside of each other
Bug with the Registry update
Unsure if any other weathers are affected
It's not desynced as in they don't get the same weather
it's desynced as in things are very wonky for them
Windy could still technically be a CodeRebirth bug but Heatwave not working is 100% WR
that is really interesting
which it shouldn't happen
because at the point of null reference
nothing is set
so literally nothing happens
I have to change it to a warning
God help us
that's really interesting
Yeah dunno what was causing it, especially since clients didn't get errors
I'll have to test it on multiple clients
Something just doesn't sync properly ig
You had it stable, you updated it and something broke
Hehe
But it's okay
Tbf
It's not as broken as your WeatherTweaks updates
Those were a dumpster fire in comparison
XD
nothing is π
WeatherTweaks was what started this trend
Lmfao
I did? That's amazing
At least in my lan tests the latest update fixed it yes
I threw 2 clients into the lake
fps didn't die
I guess only time will tell if it's fixed in Multiplayer but as far as lan goes
It's fixed there
Okay well that's good news but I wasn't expecting that. The damage trigger patches i did were for code that was added like 2 updates ago so if that fixed it then this has been a thing for a while and either nobody noticed or nobody reported it lmao
Nah the issue definitely started with 1.7.0, so it could be it's a WeatherRegistry issue in Online mode if it still happens, idk cus it seems like whatever was erroring had a try/catch
CodeRebirth also still appears to be likely, cus it messes with Kinematic body stuff and is the only mod to do so
is there a reliable way to get a moon to always be one particular weather? i tried blacklisting the moon from using 'none' weather and giving the moon 300 spawn weight for the particular weather i wanted it to always have and the weather is still clear almost every time i look
as I've said before: nothing is set at that point in time
No no this is different
We're talking about the cheese lake lag issue
it's weird because it works for Atlantica always being Flooded but I can't get Asteroid-13 to always be Solar Flare or Desolation to always be Eclipsed.
hmmm, that's interesting
what's showing up in your logs?
no clue i never check them don't know where they are & really don't want to know
what's your best shot in the dark guess
I'm asking because your log file will show the exact percentage chance of that weather happening
fuck. that's so useful.
and because they exist I'm not planning to guess π
LMAO
well on second thought i think it's only moons that are supposed to be weather-locked to weathers from LethalElements that are doing it im pretty sure i misremembered the eclipsed thing
something like this: #1203871322841808906 message
i probably shouldn't have asked about this at 4am can i pick this up with you another time
thank u for being active & willing to answer questions π«Ά
How many times is coderebirth gonna be randomly blamed
And how many times are the words "try/catch being the problem" gonna be said by someone who doesn't know code and doesn't even know if there is any try catches
This is an absolutely ridiculous thing to say lmao
Okay so I only mentioned CodeRebirth cus I readded it yesterday, and one of the errors I saw was regarding the kinematic body stuff I didn't say your mod was at fault I said it could be a possibility also when the game was lagging as bad as it was in the clip I sent before with no errors or anything really being logged that usually means the error is under a try/catch
Cus something should have been erroring
for it to lag that badly
There is no reason to think it could be a try catch, MRAPI was lagging for you because UDA logged an error each frame which it didn't need to log because it wasn't being used how it's supposed to be used
Yeah it's just hard to know what it could have been
Since the fps literally died and became a slide show the second 2 people died
But neither me or clients got log spam
And meteor showers performance should've ONLY improved, the whole visual updates point was for an improvement, not somehow fps decrease
Yeah Meteor Shower is better
The issue on StarlancerZero ended up being an issue with Chizra Temple and I told you I was sorry cus I didn't realize it til Pepsiman reprod the lag
I thought it was Meteor Shower cus Chizra has never lagged like that before
lol
Also the visuals for Meteor Shower are way nicer you did a really good job
Wasn't me, v0xx offered to do it
I never planned to change the visuals lol, but I'm very thankful for hik
The trail
Him*
Yeah he did good
It improved it greatly
The only thing you need to fix is the bug where it doesn't end at 12 PM like it's supposed to
It just lasts the whole day
lol
I think it's just not registering the config option
Cus there were no errors
It didn't work for me
and it also didn't for Pepsiman
π€
Cus the config says the time for it to leave says it should leave at 12PM ingame
It was for made @harsh flicker so I'd have to check later if it worked with him, but it worked in my testing
Which 12pm
Like
After 11:59am
Or after 11:59pm
Lmao that would make sense
Normalised time of day the meteor shower would end
Idk why I'd end it after 4 hours lol
12pm would be like 0.3
Yeah lol, what time does the vanilla one end again?
I was thinking of setting it to end around the same time as that
Oh then idk
I've never played with it more than checking it out when it got put into beta
Haha fair
Apparently Vanilla Meteors last 12 in-game hours
The vanilla one I might add the mod that disables it, cus it errors a lot whenever the meteors fall
Interesting
Yeah so it ends around 8pm
So for CodeRebirth that would be like
0.7?
0.6 maybe?
Yeah but CR's starts at the beginning of the day so
If you want it to last a certain amount of time
What would a good value be?
well the earliest the vanilla meteors can stop is like
what
8pm?
so can just go off that
It's hard to math it
cus 0.5 would be 6 PM
Actually if I think about it prolly not, 0.9 would be 11pm probs
so 0.7
Time is at 8 am by the time the ship lands
Idk if that's when the normalised timer starts though lol
Unless you use something like CentralConfig which I got rid of cus it's so Volatile and exploded from JLL and WR's updates
Lmfao
Was fun seeing that error spam
Well anyway, starting 8am, ends 12am, 16 hours
0.5 would be 4pm
0.75 would be 8pm

4pm
We didnt get any in that session so i didnt get to test yesterday sadly
It's fine, lunxara just misread the config
SDM interior still breaks with 0.2.0 and I thought it was before JLL updated but I have no idea why it has something to do with this, but it somehow does...
thats weird, Im currently inside SDM and I don't see any errors .-.
Hmm, for the moons I tested it in Sanguine and Solace
A mod that was made for a Modjam in the early days of modding.
The theme was essentialy making the scary game not scary.
Intriguing
@drowsy willow That doesn't seem good. :D
(Which also spawned two tornados)
Speaking of.
What do I need to change in the weather probe to make it not break your registry? :D
Hey so Iβm curious is the mod working currently? Or is the errors because of the conflicts with another mod
Usually switching to major version means there could be bugs due to major changes.
Some say it's broken, some say it's fine.
So yeah, I would try with whatever modpack you have and see if there's any issues with latest release and if so see if going to a previous version makes it not fucky anymore.
2 tornadoes has nothing to do with that error
It's a client sided issue
Do you have WeatherTweaks?
It could be that
I'm only reporting what I got.
Do you foresee any issues with setting the weight of a specific weather to almost 10 thousand?
I'm still being lazy about my issue. I doubt the number not being big enough was the problem but I just want to try the easy stuff first.
It's capped on Registry's end to 10000 or 100000
sooo
there shouldn't be any issues π
Cool! I'll let you know if this improbably works.
#1203871322841808906 message
Also just clarifying, does the config that disables scrap multiples disable both amount and value?
yes
Registry will still print whatever multipliers are being used, but disabling scrap settings will not modify those values inside Registry in any way
in other words: Registry will print final multipliers in the log, even if it's not being set in Registry

is it normal that rn Registry is not saving my multipliers?
and the AllwaysUnknown from BetaWT not working?
@drowsy willow you definitely need to fix WeatherRegistry
well seeing all that, i'm glad i did not update the mods since mrov took a break π¬
I can confirm I had no issues with SDM so probably WeatherTweaks if you have it
@queen crystal is the latest JLL still compatible with the previous version of WeatherRegistry? Cus I'm considering maybe downgrading it til Mrov has time to iron out the client sided bugs
nope! mrov changed the code on how to access modded weathers which is why I had to update in the first place
I hope to god he fixes it soon then
Cus the WeatherRegistry update has been a bit of a mess
Hey does the black list work for others? I blacklisted a modded moon but still got solar flare. Is it because I didnβt use the proper name or is this a glitch?
what's not working?
"it's a mess" it less than helpful
The client sided desyncs that I told you about still happen
Half the time when landing on a moon it says the wrong weather for them
IE Meteor Shower for them will say Rainy
and they go "Wtf?"
Please fix it
Please
Lol
Need modge to stop exploding
XD
π
I remember you said you think you know what the problem is so hopefully it's an easy fix
lol
π³
π§π§π§
oh lord
oh no
:,]
what's your modpack code? I'll test what's going on
019293e3-c4aa-e69e-6bc5-6ba60e544b61
(188 mods)
thanks π₯Ή
I'm launching the game lol
pre-update
post-update
and even re-doing the settings, after launhing the game, it reset's to post-update
that is very weird
just to be sure: are you changing the settings in correct category (Vanilla weather: Eclipsed - 2nd screenshot)?
because the categories changed π₯²
@drowsy willow This could be a case where WeatherTweaks is maybe causing more issues, cus my config values haven't done this
how Registry config could be affected by weathertweaks?
It's a guess since I don't use the Tweaks
Yeah it was recommended to regen the config and transfer the values over
having unknown enabled, still showing up the weathers
but the multiplier works
that's a good advance
019293fa-04f4-54a9-e84f-53bf3f392594
Updated code with the WRMultiplier working
to only check the all unknown
Any reason the blacklist wouldnβt work for certain weathers?
I used just semi colon to separate
Maybe false alarm, I tried regenerating the config. Will test more soon and get back to you on that
@dusky mesa got a desync with the latest version of WeatherRegistry, it was Meteor shower and for a client was raining
Okay so I told Mrov about this
In my pack it didn't actually desync, but the client saw it say the wrong weather when landing
didn't know that, sorry
Yeah
Any time we get Meteor Shower
it says Rainy for clients
WeatherRegistry's update has been so desynced
what if we disable meteorshower?
I think it's just a general issue
With WR atm
Cus I mean if you get windy clients see 2 tornados for example
iirc that was more of a CR issue, like the invisible grey tornado
This was my bad I misunderstood and when I was told what exactly happened I had already told you Spook
Xu said it wasn't and it was cus of the current version of Registry, similar to clients being unable to see Heatwave weather atm when you get Heatwave
Sorry D:
no issues
ok so
I tested this before hand
I'm currently, with this mod, unable to get past the "You are fired" screen
At first it flagged it as ShipWindows/2StoryShip. After removing them, it said WeatherRegistry, after removing that, it worked
#help-and-troubleshooting message
A link to the log
(also hi again Mrov sorry for breaking ur stuff like in the past ><)
im going to do one last run test just to double check if it's not one particular mod.
nope. flags WR again
(another log file if it helps.)
OH
i know why
oh no π
I'll check what's happening π₯²
was it on the first day?
or later on
Was the one happened to Lunx and Glitched
WeatherRegistry 0.2.1
- fixed weather desyncs on first day (thanks: @ancient depot , @obsidian schooner !)
- (hopefully) fixed an issue with game reset soft-locking the game (thanks: @ionic pollen !)
let me know if anything breaks π₯Ί
The 0.2 update means that custom weathers will be eventually cycled out π¦
There should at least be an API or default support for modded weathers
it could not be further from the truth π₯Ί
weathertweaks will be updated soon-ish
because it's messing everything up π
Nice.
POV: Mrov being goated
It worked
Can now be fired successfully
will let you know if anything else breaks when I next play x.x since i do be busy for a bits now
Sorry, I need help; if i'm trying to set it up so for exemple Offense has more chance to get the heatwave weather than the other moons, how do I make that happen in this config?
I would imagine giving a higher weight in Offense in the Level weights entry.
Add: offense@300; in level weights
please do π
i might've accidentally added LLL's ContentTag support
π€
MrovLib 0.2.6
- added LLL's
ContentTagsupport for resolving SelectableLevels
mark the tag with $ symbol
and that's it
it works in all Registry configs
I'm sure I must have messed up somewhere on my end but everytime I take off from a moon, the game softlocks and gives me this error
Tested on a custom moon and Experimentation
I reset the config for both Weather Tweaks and Weather Registry and it's fine now
hiiiiiii generic π₯Ήπ₯Ή
as you should π€
Do you - by any chance - have the old config file?
@drowsy willow you changed the current weather array to something else?
think this is good?
I'm not really sure why your mod needs to reference this stuff anyways, I was quite surprised by how Volatile it was when WR and JLL updated tbh
so I can apply it for it
doesn't matter anyway becasue grrrrr
wait actually there is a return there hmm
ok good yeah so it can be disabled now yay
what the fuck have you done
Oh no
why not just use this? π₯Ί
I'll send you a PR later anyway π
why are you complicating it so much yourself? π₯²
I thought that was right?
thats what I am doing no?
oh I see
CurrentWeathers.Contains(level) as a method that gets it rather than accessing it from elsewhere
I think I only had the new Registry config, not weather tweaks
I would still need to access it through an instance, unless you made it a singleton
for your purpose you can just access the method in WeatherManager to get weather data on levels: #1203871322841808906 message
okie
I'm having the same error, but also for landing on a moon, doors never open and the day never starts. Resetting the config did not fix it nor did reinstalling, doesn't appear to be a conflict from the look at the log (unable to provide a screenshot or anything atm, will in a few hours)
send me your modpack code π₯Ίπ₯Ίπ₯Ί
0192aba3-1eaf-62b0-1e46-67f861f5ac16
Thanks, I'll check what's going on
No problem, no rush
i've managed to reproduce the error, i'll try to fix it π
I've got a question regarding the scrap value multipliers. As I understand, all the scrap values in LC are by default multiplied by .4, so that they're 40% of 'true' value or whatnot. Are the scrap value multipliers in the WeatherRegistry config completely replacing that value, so that a value of 1 would be 2.5x higher than vanilla, or are they an additional multiplier to the .4 value, so that a value of 1 would be equal to vanilla? Same question for the scrap amount multiplier as well, I suppose.
the defaults in Registry (1 for scrap value and 1 for scrap amount) are the equivalent of vanilla defaults (1 value and 0.4 amount)
i've made it that way so it's easier to work with (from the user perspective)
if you want to have 2.5x vanilla amount, you set the multiplier to 2.5 instead of (2.5 * 0.4 = 1)
Gotcha, I'm used to modifying it through MeteoMultiplier or LethalQuantities, both of which preserve .4 as the default value
Thank you very much
no worries π
@drowsy willow And the fact that the weather is not shown next to it in brackets, is this setting applied in the config?
i'm not sure i understand what you mean
are you talking about WeatherTweaks and the terminal setting?
well, I remember in vanilla it showed the weather to the right of the moon
yep
I thought he was hiding something
Well, I'm confused too, I just haven't played for a long time
sec
or 0192b3e2-cae3-58fb-eda1-0da6a1bad898
thanks, i'll check later what's going on π
In vanilla without mods everything is fine
I have some great news for the next update
I checked with and without the mod, with default settings, itβs what hides
yeah, i can replicate that
i'll check why this is happening
WeatherRegistry 0.2.2
- picked weathers are now saved to the savefile and will be restored on lobby reload







