#Weather Registry / Weather Tweaks / mrov

1 messages ยท Page 13 of 1

drowsy willow
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as always: let me know what breaks ๐Ÿ˜…

strong nova
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@drowsy willow Another question

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Previously, I remember random or unknown weather was shown

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But General Improvements showed the true weather

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If, for example, it was None/Flodded

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He immediately showed reliable information on the screen

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I remember there was an update that the screens showed unknown or also None/Flodded

dusky mesa
lofty vapor
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Hey everyone, after updating to the latest version i keep getting this error when starting a mission

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Basically the ship doors at the start never open for me, it works fine when i disable the mod though

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[Debug  :WeatherRegistry] OverrideSunAnimator called
[Error  : Unity Log] ArgumentNullException: Value cannot be null.
Parameter name: source
Stack trace:
System.Linq.Enumerable.Contains[TSource] (System.Collections.Generic.IEnumerable`1[T] source, TSource value, System.Collections.Generic.IEqualityComparer`1[T] comparer) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_000D)
System.Linq.Enumerable.Contains[TSource] (System.Collections.Generic.IEnumerable`1[T] source, TSource value) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_000A)
WeatherRegistry.Patches.SunAnimator.OverrideSunAnimator (LevelWeatherType weatherType) (at ./Patches/SunAnimator.cs:98)
WeatherRegistry.OpeningDoorsSequencePatch.SetWeatherEffects () (at ./Patches/OpeningDoorsSequence.cs:81)
(wrapper dynamic-method) StartOfRound+<openingDoorsSequence>d__265.DMD<StartOfRound+<openingDoorsSequence>d__265::MoveNext>(StartOfRound/<openingDoorsSequence>d__265)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
magic kindle
lofty vapor
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Yep exactly whats happening with my friend

lofty vapor
magic kindle
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Sweet, I will try that

drowsy willow
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oh god

drowsy willow
lofty vapor
drowsy willow
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alrighty, I'll check it ASAP

lofty vapor
drowsy willow
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i want to compare it with the stuff i've found

drowsy willow
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okay, so the thing is

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this is the first error that starts the chain reaction

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somehow in your modpack there are 2 levels named "112 Aquatis"

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and i'm trying to figure out how ๐Ÿ˜…

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TOLIAN MOONS BUNDLE

magic kindle
drowsy willow
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just remove sfDesat's Aquatis and it should work normally

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waaah

lofty vapor
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Thanks for working it out so quickly โค๏ธ

drowsy willow
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no worries ๐Ÿ˜…

lofty vapor
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Just tested it, works now

drowsy willow
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amazing ๐Ÿ˜…

strong nova
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I'm not sure if this mod breaks anything, but my partner couldn't create a game or even come to me when I'm the host creating everything without any problems... @drowsy willow

nocturne lily
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@drowsy willow might be encountering an issue with weatherregistry. when loading saves (even as recent as same hour) with WR enabled, it causes the terminal to bug out and behave strangely. Doesn't happen on new saves, so i'm guessing it's to do with the feature added in 0.2.2?

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additional stack trace from the log

Parameter name: key
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <787acc3c9a4c471ba7d971300105af24>:IL_0008)
System.Collections.Generic.Dictionary`2[TKey,TValue].set_Item (TKey key, TValue value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
WeatherRegistry.Definitions.CurrentWeathers.SetWeathersFromStringDictionary (System.String serializedWeathers) (at ./Definitions/CurrentWeathers.cs:153)
WeatherRegistry.Patches.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) (at ./Patches/SetPlanetsWeather.cs:49)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetPlanetsWeather>(StartOfRound,int)
WeatherRegistry.Patches.TerminalStartPatch.Postfix (Terminal __instance) (at ./Startup.cs:322)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?2140091534(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?1801601100(Terminal)```
eager field
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related to the above see this discussion - #1180739684654121091 message

drowsy willow
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OH NO

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holy shit I've made a wrong assumption

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fix coming asap

ancient depot
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I'm surprised I never ran into this yesterday

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๐Ÿ˜…

drowsy willow
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WeatherRegistry 0.2.3

  • fixed an issue with Registry trying to set weather on a non-existing level (thanks: @nocturne lily , @eager field !)
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the update is available on thunderstore ๐Ÿ˜‡

ancient depot
drowsy willow
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it's not like i'm not trying ๐Ÿ˜ญ

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it just breaks lol

ancient depot
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I know lol

drowsy willow
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it's time to destroy Tweaks today

ancient depot
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Speaking of that

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I was gonna say nothing can beat all the times the Tweaks have exploded from updates

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XD

drowsy willow
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๐Ÿคญ

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the bane of my existence

drowsy willow
strong nova
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I need to check it again with my partner, a little later Iโ€™ll post all the logs and videos

drowsy willow
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alrighty, no rush

ornate cosmos
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hey @drowsy willow, should I expect to see any ill effects if I emulate TimeOfDay.SetWeatherEffects() in OpenBodyCams from the perspective of a body cam's target? I'm looking to make things like the dust clouds appear when view the non-local player

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normally I'd just set the positions of the effects directly and then call SetWeatherEffects() but since it starts a coroutine for fading the effects out when the player's in the ship, I kinda have to rewrite it in my own code instead

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specifically I'm wondering if that's a method that you hook to do some other stuff that I would then want to account for in my implementation

drowsy willow
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hmm, that's an interesting question

ornate cosmos
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basically what I was thinking of doing was saving a position and fade iteration for each weather effect, then lerping that position according to the logic in there and setting it pre-camera render

drowsy willow
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i'm not hooking anything to SetWeatherEffects

ornate cosmos
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ah, okay, that's good to know then

drowsy willow
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if anything breaks / doesn't work as expected, let me know

ornate cosmos
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do you mean with regard to compat with weather mods? or just in general?

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because I think for vanilla weathers it should work fine...hopefully

drowsy willow
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honestly, both ๐Ÿ˜…

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because - to be completely honest - i really don't know how much i'm changing in the game

ornate cosmos
drowsy willow
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so something slightly unrelated might be my fault ๐Ÿคญ

ornate cosmos
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oh I see

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eh, if you're not hooking this method then there's not a lot that could be broken that isn't my fault

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since I'm changing stuff right before my cameras render, nothing can really interfere except for HDRP stupidity

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well, except particle systems might be a problem now that I think about it..

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oh boy

drowsy willow
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good luck on your quest ๐Ÿซก

drowsy willow
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weathertweaks is the most cursed shit ever created

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i'm honestly considering remaking it from the ground up

ancient depot
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WeatherTweaks 2:Electric Boogalooo

drowsy willow
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i hope it's gonna work

wicked latch
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Remakes are in fashion, I see.

old stirrup
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How are the multipliers handled if only half of a day is a weather.
Does it only apply half the multiplier or full?

abstract pivot
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It kills you

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Game over

strong nova
harsh flicker
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Did the softlock ever get fixed in the newer WeatherRegistry? and the JLL compat?

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i didnt bother updating it since it broke

drowsy willow
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oh, the missing fog and everything?

harsh flicker
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no, like being locked in the ship

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unable to land to go into the moon

drowsy willow
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i didn't have any reports after last updates

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so it should be good ๐Ÿฅฒ

ornate cosmos
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do you add custom weather effects to WeatherEffect[] TimeOfDay.effects? and if so, when would I reasonably expect them all to be present?

ornate cosmos
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ah, that seems fine

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looks like I can also expect some effects to be null then too?

drowsy willow
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everything above the highestIndex will be null

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that part is straight-up copied from LethalLib

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it just works(tm)

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the array entry should never be null, but the effect's effectObject and effectPermamentObject can be null (if that's what you mean)

ornate cosmos
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oh, no, I meant some indices could be null

drowsy willow
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they shouldn't ๐Ÿ˜…

ornate cosmos
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I guess the real question is whether every enum value is contiguous

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I see

drowsy willow
ornate cosmos
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gotcha

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I'm trying to consider whether to try to save the particle positions with ParticleSystem.GetParticles() or just get components in the effectObject to patch TimeOfDay to disable those instead of deactivating the whole object

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getting components may be more prone to mod compatibility issues which is why I'm afraid of going that route, but particle systems also have a sort of playback state so even if I save the particles it might restart playback

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perhaps I may be able to save the whole state by saving the particles and ParticleSystem.time Hmm

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I wonder if you foresee any modded weathers being affected negatively by their active state being toggled every frame?

drowsy willow
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oh lord

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i'm not sure about modded ones, i'm gonna be honest

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there are some weathers (like Stormy) which run lots of stuff in their OnEnable methods

ornate cosmos
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but that would be the permanent object right?

drowsy willow
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well, not exactly

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for example Flooded: effectObject is the postprocessing, rain SFX and particles (and something else i'm forgetting rn); effectPermamentObject is the rising water

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so toggling the effectObject back and forth would (i think) trigger the sound and particles

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in case of Stormy the StormyWeather class is part of permament object

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so above doesn't apply

ornate cosmos
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hmm, the audio could be a problem

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huh, apparently the Sub-emitters may not use stop actions. The Stop action will not be executed. warning prints every time the rain turns off, fun

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good job Unity

drowsy willow
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๐Ÿ˜ญ

drowsy willow
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For people who stopped using WeatherTweaks: what was your biggest issue with it?

harsh flicker
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-Registry had the functionality for scrap multipliers and was needed for custom weathers, making tweaks redundant
-The difficulty scaling of weather as well as uncertain weather, whilst cool, for me personally is overshadowed by being able to actually set custom weights yourself, it means i have customised each moon to kinda have its own climate
-For the Beta, whilst cool, its the lack of customisation for how weather scrap values are calculated for combined weather and such. From what i could tell, the .45 multiplier on the 2 weathers values before they're added together meant you get less for a combined weather than each of them single, which doesnt make much sense balance wise.

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^

strong nova
harsh flicker
# harsh flicker -Registry had the functionality for scrap multipliers and was needed for custom ...

Another thing to add on as well- Really for combined weathers, there needs to be a config to set scrap value multipliers PER each combination of weather, just mixing the values of 2 or increasing that multiplier thing of x0.45 for each doesnt fix the issue

Like, for example, Rainy is a pretty pathetic weather, it doesnt cause much issue so the multiplier is lower than other weathers like flooded for example.
However, Rainy + Flooded?? or Rainy + Foggy? That is now much worse because the lack of visibilty is gonna combo with the quicksand, making it much deadlier. Anytime you slip down a cliff its a leap of faith if you cant see if there is quicksand down there. So the value would definitely be higher than Flooded/Foggy alone, possibly more than just simply "adding" rainy to it.
Compare that to....say...Rainy + Stormy. Rainy has little impact on stormy, so it doesnt make sense that would scale much higher than whatever stormy's value is.

Same with like Eclipsed+Windy. From what i know the tornado doesnt really kill outside enemies, so that would be AWFUL. Whereas Eclipsed+MeteorShower? I think the meteors kill most outside enemies besides worms and robots, so depending on how long the meteors last in the CodeRebirth config, the fact its eclipsed could have no effect since they all die to meteor anyways

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it gets a lil complicated, so being able to set the value for each weather combo would help greatly

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it could be alot of entries ofc depending on how many weathers you have. But like, LLL generates an entry for every moon/interior, stuff like FairAI and Mirage do for each entity it detects in your pack etc.
So for the sake of being able to balance it well i think its worth it

drowsy willow
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hmm, I see

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so a similar setting as Registry - instead of just multiplying existing values, an option to tweak it manually?

harsh flicker
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Yes

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i mean a dirty quick thing for automatically mixing values is probably fine for most people who dont wanna mess with so many configs

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but yeah, when you get down to the balance of it not all combined weathers are made equal Cri2

drowsy willow
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that's absolutely fair

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I'll try to put something together

harsh flicker
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Same thing kinda goes for setting the weights but....

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nah

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thats alot of configs
And using the existing weights of the standalone weathers to decide on the chance for the associated combined weathers makes sense

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its really just the scrap value multipliers

harsh flicker
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i am now getting an issue after updating WeatherRegistry from 0.1.25 to 0.2.3 where i am unable to scroll in the terminal
I have TerminalFormatter as well

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Luckily i dont have many moons, so typing anything causes it to scroll to the bottom so i can see them all from the 2 pages

drowsy willow
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oh, that is interesting

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could you send me your modpack code?

harsh flicker
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i did try disabling routeRandom since that mod is old and it does make 1 small error show in the log, but that didnt fix it

harsh flicker
drowsy willow
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i'm checking it out right now

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๐Ÿ˜ณ

harsh flicker
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dw about that

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lmao

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we move it upstairs

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upon first loading

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or just store it if we dont have a tv mod in the pack (like atm)

drowsy willow
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btw, maybe you'll know

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which mod changes this text?

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wait is it LECore?

harsh flicker
drowsy willow
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hmm

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so Registry is not working correctly

harsh flicker
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i downgraded back to 0.1.25 and it works fine

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so its something in the newer version

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its annoying cuz i need to keep switching configs because between updates is when the weather weighting gets completely inverted

drowsy willow
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give me a moment, i'll figure it out

harsh flicker
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no worries, its all good

drowsy willow
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it's some sort of incompat

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but i'm not sure what's happening

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i'm starting disabling everything one-by-one

old stirrup
drowsy willow
harsh flicker
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The mods are kinda sorted into categories

abstract pivot
harsh flicker
drowsy willow
harsh flicker
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if that would make stuff easier

abstract pivot
harsh flicker
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it, alongside lethalthings is just below interiors but before mechanics
Since it includes alot of those

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office is also at the bottom of interiors cuz it adds 2 enemies etc.

drowsy willow
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why does the terminal not have scrollbar ๐Ÿ˜ญ

harsh flicker
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this issue also first happened all the way back when registry got its first update that changed alot of stuff, 0.2.0

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that, along with not being able to leave the ship etc.

drowsy willow
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imma be fully honest

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if somehow Registry causes that much issues in the terminal

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i'd be very surprised lol

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let me try disabling it

harsh flicker
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it only occurs from registry tho
Registry was preventing player from leaving the ship a couple updates ago
Rolling back to 0.1.25 fixes it and you can scroll again

drowsy willow
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that is wild

harsh flicker
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ofc it can be a conflict with any number of other mods
But it only happens between these updates
And....with no error in the log Cri2

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pain

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could maybe try disabling terminal formatter?

drowsy willow
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OKAY, IT STARTED WORKING

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i don't like that

harsh flicker
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terminal conflict fix is ALSO a new addition in my pack
I didnt have that back when these issues happened before though, so i wouldnt blame it personally

drowsy willow
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disabling registry brings back the scrollbar

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what's even funnier

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disabling registry made all sounds different

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so i have a suspect

harsh flicker
drowsy willow
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my thoughts exactly

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i'm fucking baffled

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how

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why

harsh flicker
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if i was to throw crap out there, i would say possibly one of the mods that messes with terminal too like TooManyEmotes adding a section or something like that
Tho the sound changing between registry on/off in the updates is super weird

drowsy willow
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disabled soundapi: it's not that

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disabled formatter: it's that

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HMMMMMMMM

harsh flicker
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lethalresonance changes all the sounds but

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it doesnt do anything with terminal outside that, idk how that would break the scrollbar

drowsy willow
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i really don't want to touch terminalformatter's code ๐Ÿคฎ

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but i'll do what has to be done

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that is fucking absurd

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why would that happen

harsh flicker
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this stuff is what puts me off trying my hand at modding more

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all i see is pain

drowsy willow
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what's even worse: on my normal profile Registry+TerminalFormatter combo works normally

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what the fuck is going on lol

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somehow it never reaches that part of the code

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why does Registry impact this

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oh waaaaait

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registry completely shits the bed

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but why?

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what the fuck

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OH MY FUCKING GOD

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I CANNOT BELIEVE

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NO NO NO NO NO

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@harsh flicker

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could you try resetting the WeatherRegistry config for me?

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and check if that fixes the issue

ornate mauve
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I was going to put here, that everytime I try to run a pack with weatherregistry on, it completely won't fully land the ship or open the doors, but it seems like you guys might have figured it out already

ornate mauve
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0192c538-6e7d-3ff5-2748-87571c8ffcc9

loud obsidian
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Any updates on this? Sorry for the ping but it's been a few days and it's still happening on the latest version

drowsy willow
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oh my

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haven't checked yet, sorry ๐Ÿ˜ญ

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let me write everything down

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i'll check what's going on today, sorry for leaving you waiting

abstract pivot
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this mrov

loud obsidian
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Your good man! I appreciate you taking a look into this, figure there was no harm in reaching out again y'know?

ancient depot
drowsy willow
ancient depot
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OpenBodyCams

drowsy willow
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ooh

drowsy willow
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the audio is a problem

ornate cosmos
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I hadn't intended to ship anything wrt to weather yet, not sure exactly how the code ended up shipping if indeed it did

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I can't check at the moment though

drowsy willow
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alrighty, just letting yoy know ๐Ÿ˜”

ionic pollen
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heblo it's me again I might of exploded WR

drowsy willow
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oh no

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surprise me ๐Ÿคญ

ionic pollen
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damn it

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actually isnt weathertweaks

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err

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maybe you might know what this is then?

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there is a very big audio bug xD

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i saw "audio" in here and thought oh no stuffs happened

novel relic
ionic pollen
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i was just about to test it

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ty hun <3

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(looks like I was late to the party bc it got fixed real quick x.x)

drowsy willow
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no worries ๐Ÿ˜…

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better safe than sorry

harsh flicker
worldly sleet
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is there any way to completely turn off the sun animator override? i'm getting an error relating to it, and the ship doors have just gotten stuck closed at the company. they never opened when we landed

abstract pivot
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i think the error is something to ignore, it really should just be a warning

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so i'd check for other things that would be erroring

worldly sleet
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it was rather explicitly an error relating to the sun animator patch and the intro door opening

abstract pivot
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do u have the logs?

drowsy willow
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if that error locks the game, it's 100% not Registry's fault

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as in: something else broke earlier and that's the last error that shows up

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also it should be a warning

drowsy willow
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and you can block it by typing all

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as least you should be able to

drowsy willow
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๐Ÿค”

brave cypress
# drowsy willow What's your modpack code? Is it only happening on host?

Now, I've been having a similar issue so I guess I'll toss this in here just in case while I'm troubleshooting lmao.

Recently running a medium sized modlist, perhaps it has to do with one of the moons I'm using called Cesspool? Should be a moon with only flooding, but this time it happened to spawn with a Solar Flare from LethalElements. Wonder if that could've caused the infinite landing bug for me. I'll keep looking into it.

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I'm relatively sure that bug can also happen with planets that are supposed to have only one weather being given another. I'll keep testing with my buds.

(I'll try to grab a full log next time it happens.)

worldly sleet
worldly sleet
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setting the sun animator blacklist to all fixed it

ancient depot
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I feel like the sun animator patch should automatically be disabled unless WeatherTweaks is present anyways as it has no benefit without it

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It's kind of a questionable thing to include in WeatherRegistry lol

drowsy willow
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alright, can you think of a better way to insert custom sun animator clips for modded weathers?

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because - frankly - that patch is in Registry since day 1

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and if any errors pop up now, it's not my fault

ancient depot
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Not saying noone will it's just noone has yet

drowsy willow
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WeatherTweaks doesn't use that since July

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so I'm not sure I understand your point

ancient depot
drowsy willow
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it changes which clip is used, sometimes

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so I'd say no

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as in: all features are in Registry only

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blocking the problem, not reporting anything (logs, modpack codes, pictures, anything) is a solution, but I'd rather solve the underlying issue and come out with a better working product

drowsy willow
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remove Celest by sfDesat

ancient depot
ancient depot
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Yeah and you were busy and inactive at the time

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I wasn't gonna bug you about such a niche issue

drowsy willow
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hmm

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i'll mark it somewhere

loud obsidian
# drowsy willow i'm so so sorry it took me so long

Hmm, it's still happening

Parameter name: source
Stack trace:
System.Linq.Enumerable.Contains[TSource] (System.Collections.Generic.IEnumerable`1[T] source, TSource value, System.Collections.Generic.IEqualityComparer1[T] comparer) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_000D)
System.Linq.Enumerable.Contains[TSource] (System.Collections.Generic.IEnumerable`1[T] source, TSource value) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_000A)
WeatherRegistry.Patches.SunAnimator.OverrideSunAnimator (LevelWeatherType weatherType) (at ./Patches/SunAnimator.cs:98)
WeatherRegistry.OpeningDoorsSequencePatch.SetWeatherEffects () (at ./Patches/OpeningDoorsSequence.cs:81)
(wrapper dynamic-method) StartOfRound+<openingDoorsSequence>d__265.DMD<StartOfRound+<openingDoorsSequence>d__265::MoveNext>(StartOfRound/<openingDoorsSequence>d__265)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)``
drowsy willow
#

can you send me your full log?

loud obsidian
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No worries on taking your time, life and many other things come first y'know?

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Sure thing, one moment

drowsy willow
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remove Orion as well

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because both of those are included in Tolian's moonpack

loud obsidian
#

Aha! Everything works now, thank you so much!

drowsy willow
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no worries ๐Ÿ˜…

drowsy willow
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this will be a nice improvement

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actually i should be able to display which mod those come from

wicked latch
#

Fatal?

drowsy willow
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this comes after LLL throws 4 errors and Registry throws as well

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just so you don't miss it

wicked latch
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But like

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Fatal should be warnings, no?

drowsy willow
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well

wicked latch
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The last can be an error just fine.

drowsy willow
#

technically yes

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but i like the color ๐Ÿคญ

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WeatherRegistry 0.2.4

  • fixed wrong name of the TimeOfDay logger
  • added try-catch to SunAnimator to (hopefully) prevent soft-locking the game during landing (thanks: @brave cypress , @worldly sleet )
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let me know if it solves your issues ๐Ÿ˜…

brave cypress
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I'll run some tests as soon as I'm able, lmao, thanks for the quick update!

Either way the softlock doesn't seem all too common, but I've got some buddies running logs with me when we play to screen for it next time [if] it happens. I'll lyk!

ornate cosmos
#

@drowsy willow erm... is there a reason why weathers are registered with object instances that you assign to WeatherEffect.effectObject and WeatherEffect.effectPermanentObject? I really feel like you should be taking in prefabs and then instantiating those onto TimeAndWeather yourself, so that people are actually doing things the way Zeekers does

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not sure CodeRebirth was set up, but it seems like it caused @latent sleet to have to set things up in a very roundabout way which is now causing problems for me trying to control how the effects are activated/deactivated

#

having an object that lives in the menu just to be assigned at game load so that it can be activated/deactivated at ship landing/takeoff seems like a footgun to me

ancient depot
#

morv is in trouble peepoGiggles

brave cypress
# drowsy willow Please do ๐Ÿ˜Š

Alright! We've been to the same moons we WERE getting the softlock on for a fair bit now, and haven't gotten softlocked yet. Seems like it may be fixed.

I did notice after updating WeatherRegistry, MrovLib, and installing Autoscroll that I began to get the error grabInvalidated: False spammed every time I picked up an item, but to be honest, it seems more like a network/connection issue since my internet was being slow.

Apologies for posting this in the middle of the other discussion going on. agony

drowsy willow
brave cypress
#

Will do!

drowsy willow
#

I'll check if any warnings pop up

ornate cosmos
# drowsy willow that's a good point

I guess it's probably a good thing there's only two mods at the moment that use the registry that I could find, not sure if this change can be made without breaking them given how screwy it made at least voxx's setup

abstract pivot
#

so am i doin smthn wrong here lol

ornate cosmos
#

well, not with how WeatherRegistry works at the moment

#

it just doesn't really make sense to me how either registry worked

#

you should just be able to pass your prefab directly and have the registry instantiate that when SampleSceneRelay loads

#

that would match the vanilla system the closest

abstract pivot
#

oh lol

brave cypress
ornate cosmos
#

(reason being that all the vanilla weathers are specifically self contained and are children of TimeAndWeather)

#

(and they live in SampleSceneRelay obviously)

drowsy willow
#

alrighty, I agree - instantiating them when first scene is loaded and just destroying them after going to the menu is a better solution

#

and I'll work on changing that

#

holy fuck I did not realize how bad it was ๐Ÿคญ

abstract pivot
#

for the sake of argument i disagree

#

now we fight

#

to the death

drowsy willow
#

kill me

abstract pivot
#

gladly

drowsy willow
#

๐Ÿ˜Š

drowsy willow
#

morv me to death

brave cypress
#

Alright interesting! We just got the softlock bug on the modded moon Submersion, again we happen to have the Solar Flare weather from Lethal Elements. Restarted, no softlock, but we still have Solar Flare, so it's not the Solar Flare itself doing it.

#

Given that my buddy is the host, I'm having him send me his full log now.

ornate cosmos
#

especially since it'll encourage anyone else making weathers to do it the right way from the start

#

honestly might be good to make a breaking change now to rename those fields so it's absolutely clear they should be prefabs, but that's up to you

#

since it may still work for existing weather mods to instantiate what they pass regardless, but seems better to just break em and bump the major version

abstract pivot
#

thanks zaggy

#

i appreciate your eagerness to allow the developers some time to prepare accordingly

#

oh wait-

latent sleet
#

me, when half of my source code is in a state of transition and i will have to release a working version D:

ornate cosmos
#

well tbf, mrov can just keep this on a branch until yall are ready

#

it would be handy for me to be able to test that with that too, but I'm not in a particular rush since I can at least test with vanilla

#

obviously it would be ideal if everything continued to work after the change, but in the case of an API it seems more important to make sure that best practices are fairly obvious asap

#

it could potentially use some obsolete fields to allow the old way to still work, too, actually Hmm

#

not sure if that would cause code spaghett

brave cypress
#

@drowsy willow Just so you know, I reverted both the updated mods back to their previous version, and deleted AutoScroll again, still getting the grabInvalidated error; so like I said it's nothing to do with these mods. Likely just my internet screwing up, so the only thing to look into is the softlock still!

ornate cosmos
#

@drowsy willow might also be nice to have API in WeatherRegistry (if there isn't already, I couldn't find anything) to query whether a particular weather is active, that way we have a standardized way to get that information in non-vanilla that you can patch in your multi-weather branch of WeatherTweaks

#

active as in should be enabled when on the surface, not the effectEnabled flag

drowsy willow
#

ooh, so not only if the effect is enabled, but if it's actually enabled? ๐Ÿ˜…

ornate cosmos
#

as in not affected by reverb triggers

#

like this code from AudioReverbTrigger:

        if (enableCurrentLevelWeather && TimeOfDay.Instance.currentLevelWeather != LevelWeatherType.None)
        {
            TimeOfDay.Instance.effects[(int)TimeOfDay.Instance.currentLevelWeather].effectEnabled = true;
        }
#

so for vanilla it would be TimeOfDay.Instance.currentLevelWeather == (LevelWeatherType)weatherIndex I assume

#

point being that this falls apart if you're patching the game to enable multiple weathers

#

(it's kinda funny to me that vanilla doesn't store a flag for this, or at least have one method that determines which weather is active)

#

oh interesting, that's not even all you need to check

#

experimentation turns on the dust storms when you exit the ship, regardless of the current weather it seem like

#

that complicates things

drowsy willow
#

oh yeah, that

#

๐Ÿ˜ญ

ornate cosmos
#

I guess all I'd really ask of you is the current level weathers rather than also triggered environmental ones

#

since I assume you patch the lines I posted above so that you can activate multiple current weathers

#

I'll figure out the trigger ones (hackily)

drowsy willow
#

I'll add a method to return is the effect is active

ornate cosmos
#

do ImprovedWeatherEffects exist for all weathers?

#

having it be a class member complicates soft compat as well

drowsy willow
#

I'm creating them for vanilla ones, so yes

ornate cosmos
#

I was thinking more along the lines of static bool IsWeatherActive(int index)

drowsy willow
#

every Weather has an ImprovedWeatherEffect

ornate cosmos
#

I see

ornate cosmos
#

thanks!

#

obviously also wouldn't hurt to have that in ImprovedWeatherEffect, but the simpler static method is much more convenient for my needs in particular

drowsy willow
#

sure thing, I'll get back to you later ๐Ÿ˜…

eager field
#

figure a "get weather" command would be pretty neat for terminal stuff lol

#

something like WeatherManager.GetCurrentWeatherOverride(StartOfRound.Instance.currentLevel, out WeatherEffectOverride weatherEffectOverride); ?

#

or would this not give me what im looking for

ornate cosmos
#

looks like those only exist if someone is changing the weather of a level from what I can tell

eager field
#

i'll go back to lurking now lol

abstract pivot
#

There's a GetCurrentWeather method I use

#

Or well, I give it the current selectableLevel I'm on and it returns the weather and I take it as the current weather

abstract pivot
eager field
abstract pivot
#

ill find it rq

eager field
#

I should learn to scroll up

#

you're using a method that is only a few lines above what I linked KEKW

#

thank you for the reference tho ๐Ÿซก

abstract pivot
#

lol

#

stopid

ornate cosmos
ornate cosmos
abstract pivot
ornate cosmos
#

I think I'm gonna actually have to rely on a collider on the body can itself to track those though, which may mean I'll have to fiddle with the size

abstract pivot
#

what're u doin?

ornate cosmos
abstract pivot
#

probably not lol

ornate cosmos
#

it's extremely tricky because I'll probably have to duplicate the weather effects that are toggled when the player enters and exits the interior

#

i.e. for rainy, the rain particle emitter follows the local player or spectated player, and so if the body cam target is too far away then the rain won't show up I believe

abstract pivot
#

ic

ornate cosmos
#

and the rolling dust clouds also follow the local player and are hidden and shown when leaving the ship like we were talking about, so those just straight up don't appear on the body cam

abstract pivot
#

well its not hidden when u enter the ship i think

ornate cosmos
#

those don't need a clone of the effects, but to handle particle emitters I do and I think trying to check for that might be tricky, so I'll have to see if I end up being able to optimize for that

abstract pivot
#

actually i dont know what the fog exclusion zone does

#

it could be hiding

#

lol

ornate cosmos
#

nah the dust does get its effectEnabled set to false in the ship

#

it does slide down into the ground first so it's less noticeable though

abstract pivot
#

amazing

#

i just kinda assumed fog doesnt folow into fog exclusion zone lol

ornate cosmos
#

I guess I didn't know there's a fog exclusion zone in the ship, but that does make sense

#

not sure why it has that set up then, maybe it's just from before zeekers figured out how to remove fog

#

it's actually somewhat visible when that fog disappears and reappears too, I found that if I look the right way I can see a line at the top of the fog volume it uses as it passes the camera

drowsy willow
#

if that's what you're talking about

ornate cosmos
#

not sure what you're referring to, but I have checked with UnityExplorer and seen the dust clouds enabling and disabling at the door

#

all fog volumes are cuboids

#

not sure if there's something else that follows the dust cloud volume into the ground, but I would assume not

wicked latch
#

Why does registry need auto scroll, lol?

drowsy willow
#

it's called trolling ๐Ÿคญ

wicked latch
#

You just want to ruin my precious terminal applications.

drowsy willow
#

MASS ADOPTION

drowsy willow
#

morvin' all over the ship

abstract pivot
#

my heart was scrolled away

drowsy willow
#

๐Ÿฅฒ

wicked latch
#

At least it's not forcing to read about oblivious storage.

drowsy willow
#

i have cooked

#

a bit

abstract pivot
drowsy willow
#

i love commiting breaking changes and war crimes

queen crystal
drowsy willow
#

i have

#

and i'm a little bit on the fence

#

cause i'd LOVE to improve some things in Registry

#

and, well

#

i've redone the whole thing by now

#

but all mods break because of that ๐Ÿคญ

azure dirge
#

registry has everything it needs as a weather fiddling hub rn (at least until next weather type mod/update releases). i say just fix what needs fixing and nothing more

drowsy willow
#

but

#

but

#

๐Ÿฅบ

#

alrighty

#

will see how far i can go

#

and then i'll start merging

azure dirge
#

nothing wrong with being ambitious my guy. just remember that lots of people need weather registry for mod weathers

drowsy willow
#

i get it ๐Ÿ˜…

azure dirge
#

thanks for making something incredible as well as maintaining it

ancient depot
#

breaking changes and warcrimes are for WeatherTweaks

drowsy willow
#

things i want to fix/do:

  • change how weathers are defined/registered (as per #1203871322841808906 message)
  • change how weather configs work internally
  • add a way for weather/moon makers to explicitly define weather-level relations
  • add a way for overriding weather effects (parity with JLL)
  • add a way for changing fog parameters (parity with older WeatherTweaks/LLL)
#

and well

#

i've went and changed everything lmao

ancient depot
#

Can't wait for the rewrite of WeatherRegistry to explode Lethal Company

#

lmao

#

Genuinely I hope it turns out well

#

as much as I make jokes and give you shit

#

XD

drowsy willow
#

that's a great start

wispy swallow
#

ah I hate when my moon is flouced awful experience

queen crystal
drowsy willow
abstract pivot
drowsy willow
bleak quarry
azure dirge
drowsy willow
#

i wasted 2 hours searching why colors didn't apply

#

i am having a fun time

eager field
#

๐Ÿ’€

drowsy willow
#

finally

wispy swallow
#

Fcggy

drowsy willow
#

my game crashed after pulling the lever

wispy swallow
#

oh dear

drowsy willow
#

you cannot make that up

#

this is amazing

drowsy willow
bleak quarry
#

Wait whats going on is weather registry being remade or smth

azure dirge
#

4' Experimertaion confirmed

drowsy willow
#

and it's going fantastically

bleak quarry
drowsy willow
#

join me on my journey towards madness

bleak quarry
drowsy willow
#

it just crashes ahhahahahahahahahhahhahahahahahahahahaha

#

fuuuuuuuuck that

#

and now it didn't crash

#

which is even worse

bleak quarry
#

Oh no

eager field
#

hell ya

slow maple
#

any current issues with weather registry/mrov lib?

#

haven't played in a few weeks and like 50 mods updated

ornate cosmos
# queen crystal have you considered not doing that?

imo it's better to break an arguably incorrect API now rather than letting more people build mods off it

I'll have to confirm this, but I suspect that my weather support in OpenBodyCams will be totally incompatible with all existing custom weathers

ornate cosmos
queen crystal
ornate cosmos
#

ah I see, I wondered but wasn't sure lol

drowsy willow
#

and that's it

drowsy willow
#

WeatherRegistry 0.2.5

  • changed how configs are handled internally - old properties are marked as obsolete to give you time to migrate (obligatory ping for @abstract pivot, @latent sleet)
  • fixed an issue with loading saved weathers after changing the moon list (thanks: @buoyant helm , @eager field )
  • added EffectActive property to ImprovedWeatherEffect (thanks, @ornate cosmos )
#

i PRAY it's not gonna break anything

#

i've tested with both weather mods

ornate cosmos
#

oh my, time to test with weathertweaks

#

I'm assuming effect object changes are still on a little ol branch?

drowsy willow
#

god-forsaken weathertweaks

drowsy willow
#

yeah

ornate cosmos
#

oh? what's god-forsaken about it?

drowsy willow
#

i hate how hacky everything is ๐Ÿ˜…

#

i'll work on it, someday

#

surely

ornate cosmos
#

is it not by necessity? it wouldn't have surprised me tbh

drowsy willow
#

it kinda is

#

when changing stuff in the game

#

but i've made it so badly on my side

#

it's already after 3 reworks

#

and it's still awful

ornate cosmos
#

vanilla code definitely isn't designed for multiple weathers at once so I imagine it's a lot of patching (hopefully not prefix cancels?)

ornate cosmos
drowsy willow
#

but i need to keep track of multiple things at once

#

where - in vanilla - it's as simple as calling one method in the effects array

#

i would LOVE to find a way so i don't have to do another layer of abstraction over Registry's Weather, but i'm a bit stuck for now

#

because everything is designed around using only one weather effect at the same time

ornate cosmos
#

huh,I wouldn't have thought it would matter there

#

oh also I hate to say this but the EffectActive property isn't exactly what I was requesting

#

what I was going for is a standard way to determine if a weather is "current"

drowsy willow
#

what did you had in mind ๐Ÿฅบ

ornate cosmos
#

since I can't just check i == TimeOfDay.Instance.currentLevelWeather or whatever it was called

#

I mean, not with tweaks making multiple current weathers

ornate cosmos
drowsy willow
#

so they have their own LevelWeatherType and could be compared

ornate cosmos
#

I'm mainly interested in a method that indicates what weathers should be turned on when a reverb trigger that activates the current weather is hit, since I'm copying that logic in OpenBodyCams

drowsy willow
#

because right now it's a dirty hack ๐Ÿคญ

ornate cosmos
#

wait why do you need to? you can cast an arbitrary number to an enum

#

the underlying value type is all that matters for comparison

#

enum == enum is int == int in IL

#

essentially anyway

drowsy willow
#

and to prevent duplicating values

ornate cosmos
#

huh okay maybe I'm not understanding what a special weather is then

drowsy willow
#

๐Ÿ˜…

ornate cosmos
#

oh? I thought combined weathers were just enabling multiple weather types at once

#

is that not possible??

#

they're separate effect objects after all

drowsy willow
#

the way everything works now, they're only tracked (and synced) by WeatherTweaks, everything else is a dirty patch on top of vanilla methods

ornate cosmos
#

then why would the combined ones be separate enum values?

#

for syncing?

drowsy willow
#

buuut level has to have a currentWeather, something has to enable multiple effects and so on

ornate cosmos
#

feels like maybe this should be managed by registry if that's the case

drowsy willow
drowsy willow
#

and that's where i'm stuck for the past 3 weeks ๐Ÿ˜†

ornate cosmos
drowsy willow
#

that's what i'm doing

#

and i want to make the system more elegant and consistent

ornate cosmos
#

right okay I guess we kinda have the same idea then, maybe lol

drowsy willow
#

i've shot myself in the foot with WeatherTweaks, since there are currently two versions

#

which don't share majority of the codebase

#

and in the meantime i've pulled features from Tweaks into Registry (mainly the weight-setting)

ornate cosmos
#

kill them both megalul

drowsy willow
#

and everything is soooo screwed

#

๐Ÿคญ

drowsy willow
ornate cosmos
#

I feel like either it's a matter of adding standardized methods to registry that you can patch or just making registry handle having multiple weathers at once and just make a mod that sets up defaults

#

as long as tweaks is too separate anyone else trying to interact with the weather "system" will have no source of truth

drowsy willow
#

yeah, i agree

ornate cosmos
#

but whatever you do to the reverb triggers, please do it with a transpiler DORIME

#

idk if you do already but that's a lot of code to copy and cancel lmao

drowsy willow
#

right now WeatherTweaks uses WeatherType, which is an abstraction over vanilla's things (made waaaay before Registry)

#

and ideally i'd want to just use Registry's data types

#

extending them where needed in Tweaks

drowsy willow
#

which is causing at least one funny issue

ornate cosmos
#

oh then how do you enable the weathers at the right time?

#

checking flags in an update function?

drowsy willow
#

vanilla disables all effects when going inside

#

so i reenable them when going outside

#

๐Ÿคญ

#

it's a solution, but probably not the most ideal one

ornate cosmos
#

ah... I see...

#

I think the ideal one is to hook into AudioReverbTrigger.ChangeReverbTruggerForPlayer or whatever the heck it was called

#

that one is where the weather state is updated, so it should catch every scenario where you want to do this afaik

drowsy willow
#

ooooooh

#

i see

ornate cosmos
#

yurp

#

and the disableAllWeather too

#

you could probably just transpiler hook into the enableCurrentLevelWeather part

#

unfortunately I don't think you can abuse the weatherEffect field too easily since you would have to clone all reverb triggers that have that and enableCurrentLevelWeather enabled

#

but that would technically also work

drowsy willow
#

alrighty, i'll give it a shot ๐Ÿ˜‡

#

this is synced with host, so it should be available on all clients

ornate cosmos
#

oh but that's in tweaks still saususge

drowsy willow
#

for now

ornate cosmos
#

I could make a soft dep on that obviously, but if it's likely to change there's not much good in doing that

drowsy willow
#

god-forsaken tweaks

ornate cosmos
#

also does it allow me to associate back to the vanilla effects array easily? that would be the most convenient way to make it work as a soft dependency whenever it's actually stable

drowsy willow
#

i'll add a reference to LevelWeatherType in the ImprovedWeatherEffect

ornate cosmos
#

at least as long as I don't need to implement any special behavior to duplicate how the effects you add work

drowsy willow
#

so you're gonna have the array index, basically

ornate cosmos
#

perfect

#

no rush on that though, since as I said I'd prefer to with with registry rather than tweaks for this, so that anything else that changes about how the current weathers are determined can be accounted for automatically

drowsy willow
#

i'd need to check if that's viable

ornate cosmos
#

EffectActive isn't right is it?

drowsy willow
#

OH RIGHT, i meant EffectEnabled ๐Ÿ˜…

ornate cosmos
#

well that doesn't work either

#

I don't want the current state, I want whether it would be enabled by enableCurrentLevelWeather

#

or your entrance teleport hook I guess ..

drowsy willow
#

hmmm

#

so - if i'm understanding this correctly - you want to have a list of effects to activate, rather than the "active" ones?

ornate cosmos
#

yes

#

lemme send a link, sec

#

TwoThree links actually

Commit that adds the feature fixing the perspective of weathers in body cams
https://github.com/Zaggy1024/LC_OpenBodyCams/commit/91caa1aeef2f659bb31bdb67ef9dabf33784eb58

Method that mimicks ChangeAudioReverbForPlayer():
https://github.com/Zaggy1024/LC_OpenBodyCams/blob/master/OpenBodyCams/BodyCamComponent.cs#L1203-L1236

And the specific lines in that method where I need to account for multiple weathers:
https://github.com/Zaggy1024/LC_OpenBodyCams/blob/master/OpenBodyCams/BodyCamComponent.cs#L1231-L1233

#

hopefully that'll help make it clear why I need this

#

I clone the weather effects for each body cam so that they can follow the cam's target, then keep the state updated to what that player would be seeing, and hide the vanilla ones and show the cloned ones before rendering the cam

drowsy willow
#

oh my

#

that's a lot ๐Ÿ˜…

ornate cosmos
#

yeah it was an adventure figuring out the best way to do this

#

works great for vanilla weathers though

drowsy willow
#

hmm

ornate cosmos
#

hopefully once the effectObject instances you register can be properly controlled by the vanilla code, my code will begin to work for more of these modded weathers too

drowsy willow
#

so you're keeping references to all effects using WeatherEffectComponents array and - same as vanilla - using LevelWeatherType references as array index?

ornate cosmos
#

right

#

or that sounds right

#

LevelWeatherType isn't a reference type nerdge

drowsy willow
#

i meant it as an effects array index ๐Ÿค“

#

but yeah, i know ๐Ÿ˜…

#

so if i understand everything correctly, something like a list of all LevelWeatherTypes where effect will be enabled would be enough

#

so something like this?

ornate cosmos
drowsy willow
#

this checks all registered weathers (and effects) for being enabled, and returns a list of LevelWeatherTypes to the corresponding indexes

#

and - if i correctly remember how WeatherTweaks work - it should cover both cases

ornate cosmos
# drowsy willow

isn't EffectEnabled still wrong here? or is that a different impl from the one I saw in the last Registry update?

#

I guess I should just check the tweaks code, hold on

#

this is all on the beta branch I assume

drowsy willow
#

EffectEnabled returns whether the effect is enabled, not active atm

drowsy willow
#

that git repo is a cementary

ornate cosmos
#

I don't want an empty array when I'm in the interior

drowsy willow
#

well, that's what i'm trying to figure out ๐Ÿ˜…

#

it shouldn't return empty arrays

#

actually let me check

ornate cosmos
#

not a fan of allocating for this though tbh

#

feels like this should be cached somewhere

#

I'm also a little concerned about the number of wrappers going on here, hopefully there's not too much behavior here that I can't easily account for without reaching into internals

#

I'll try not to worry about that for now though, I got too much else to work on lol

drowsy willow
#

as i've said: there's so much going wrong there

#

this needs a ground-up rewrite tbh

ornate cosmos
#

yee

#

if that's the plan then don't worry so much about the API, I can leave this feature as experimental for as long as it takes

#

or potentially make a whitelist

drowsy willow
#

works on normal weathers

#

will check combined ones rq

#

this method should be working without depending on Tweaks

#

๐Ÿ˜Š

drowsy willow
#

i'll push that to next Registry release, and i'll work my way through improving Tweaks

#

WeatherRegistry 0.2.6

  • added CurrentEffectTypes property to WeatherManager (thanks, @ornate cosmos !)
ornate cosmos
#

nice! I'll have to give this a spin soon

#

couldn't hurt to return empty when the weather is none, but I can account for both possibilities in my code so you can change it if you prefer

drowsy willow
slow maple
#

saw, heehee

ancient depot
#

I saw the 0.2.5 changelog

#

Oh I see they should still work they just need to migrate to the new methods

drowsy willow
ancient depot
#

Proud of you

#

Usually you'd push an update and it would break compat so I'm glad to see this

#

lol

#

He's learning

drowsy willow
#

๐Ÿคญ๐Ÿคญ

wicked latch
#

Breaking is more fun.
Because it actually shows wether people are using it or not.

drowsy willow
#

like for example

#

weathertweaks being BROKEN for 2 weeks straight

azure dirge
#

never forget when you left your fast forward in the code yoiled

drowsy willow
#

oh, weathertweaks

#

my beloved

#

๐Ÿคญ๐Ÿคญ๐Ÿคญ๐Ÿคญ

worldly sleet
drowsy willow
#

๐Ÿคญ

eager field
drowsy willow
#

definitely ๐Ÿฅบ

#

For people using scrap value/amount multipliers in other mods: What makes their system better for you compared to Registry?

abstract pivot
#

is anyone else barely able to land on a moon?

#

with weather registry

harsh flicker
#

That's what happened to be before when first updating to the "new" version that redid stuff
I have no idea about the newest new version
But i am gonna have to update it all soon cuz of like CodeRebirth and all of that targetting the latest version i assume

abstract pivot
#

i havent had to update anything i do for a while now

#

so you're good on taht front for a bit

harsh flicker
#

So CodeRebirth works fine with either version? Sweet

#

Idk if that can be said for BodyCams and all the other stuff tho

ornate cosmos
#

OpenBodyCams will be fine with any version, especially if you don't enable the upcoming weather feature

#

which will be off by default for now

harsh flicker
#

Wonderful

harsh flicker
#

Either that, or it doesnt like that my default weights for all weathers are 0 because i use the weather-to-weather weights instead
Perhaps i just need to now make sure at least clear has a positive weight or something

harsh flicker
#

anywho, making sure clear has a weight set seems to have fixed it

#

maybe a failsafe where if all the weather weights are 0 it just internally says Clear has a default weight of 1 to prevent the error and breaking the terminal would be good

drowsy willow
#

it's something related to category names, so copying the entire config breaks it, but all individual values would be fine

#

it's madness

harsh flicker
#

Ngl its kinda consistent with some larger mods honestly
Like i remember LLL breaking the config everytime you added/removed a new moon interior and having to redo it all

#

it just is what it is

drowsy willow
#

that was so painful

#

eeeurgh

#

I would figure out why it happens

#

but - to be honest - I'm not too inclined on checking backwards compat with a version from 2 weeks ago ๐Ÿ˜ญ

harsh flicker
#

yeah its fine
As long as people remake their config, it works fine in the newest

ancient depot
#

I think I'm gonna be removing WeatherRegistry and parting ways with it after tonight I have just been getting really bad lag in longer play sessions ever since updating it

ancient depot
#

Glitch thinks it might be that Lethal Elements that's breaking

abstract pivot
#

not sure what weather registry could possibly do lol

drowsy willow
#

if you think that's the cause

#

lmao

wicked latch
harsh flicker
#

I am going to remove WeatherRegistry because it ruined my relationship, made my parents divorce and made my milk go off
Dont ask how tho

abstract pivot
#

me asking how

harsh flicker
#

I have no log or code

thick acorn
#

drop the code for your parents' marriage

harsh flicker
#

Home address

#

Dox myself

#

๐Ÿ’”

drowsy willow
harsh flicker
#

Me when i ask a LC modder for some guidance and support on my troubles in life (i didn't provide a code, log, modlist or make sure i reset my config)

#

Also i played for a while with WeatherReg yesterday, no issues at all

drowsy willow
thick acorn
#

been playing with weatherregistry for months and no issues

harsh flicker
#

I had issues day 1 of it being updated before, and because i didnt reset my config properly basically
Other than thats its been fine

#

Those day 1 issues were patched soon after

slow maple
#

I haven't played with it since the update since I heard there were issues but I know they were taken care of so I'll probs re-add it or smth :3

slow maple
#

only performance issues I remember ever having on my packs recently seem to be from the client's side and it was only one of my buddies

drowsy willow
slow maple
#

but that's unrelated to WR since I uninstalled it pff

drowsy willow
#

but i try to have everything working correctly in 2-3 days

slow maple
drowsy willow
#

cause, well

slow maple
#

installing malware on my computer

drowsy willow
#

it's useful only when it works hehe

slow maple
#

classic mrov!

ancient depot
#

@drowsy willow the update is definitely way laggier than 0.2.4

#

I did testing

#

Gonna try just resetting the config, and then never letting WR handle scrap stuff again

#

FFS

lapis fractal
#

Meteomultipier multiplied apparatus value with meltdown but with weatherregistry it doesn't. Can someone maybe look into that

ancient depot
#

I genuinely have no idea why 0.2.4 runs so much better than 0.2.6

lapis fractal
#

please give apparatuses multipliers through that way if possible. ๐Ÿ™

lapis fractal
drowsy willow
ancient depot
#

But 0.2.6 is laggier

#

I was more so gonna do that incase I had to regen the config again

#

Btw 0.2.6 also doesn't appear to be registering defaults properly anymore like 0.2.4 did

#

for the config

drowsy willow
drowsy willow
#

it was changed how the defaults are handled behind the scenes, but how are they "not properly registered"

ancient depot
drowsy willow
#

oh

ancient depot
#

Heatwave seems to generate that Filtering Option is set to true but not generate the default Level Filters, custom weathers with set default scrap amount and value settings just default to 1

drowsy willow
#

if you could send me your modpack code and the log from the offending session, I'd be grateful

ancient depot
#

You could just try generating a fresh config on 0.2.4 then 0.2.6 and you'll see what I mean

#

0193000d-10cf-2152-24b1-22512829986a

eager field
drowsy willow
#

lol that's nice

drowsy willow
ancient depot
#

I'm still trying to figure out wtf is making that interior perform like shit though

#

Since Nikki can't repro it in their own testing environment of 150 or so mods

drowsy willow
#

mhm, so - if I'm getting it right - in your 200+ mod pack downgrading Registry (and Registry only) caused such performance benefits?

#

or was it only on Stormy or only in that interior?

ancient depot
#

Yeah it provided a decent fps boost with stormy and that interior

drowsy willow
#

both at the same time or separately?

ancient depot
#

Both at the same time

#

Likewise

#

Disabling ButteryFixes also gives a similar result

#

so there is a possibility there's an interaction there

drowsy willow
#

so the cause could be:

  • moon that you're on
  • all content mods adding to that moon
  • the interior (slaughterhouse)
  • all mods touching the weather (Stormy)
  • Registry
ancient depot
#

The config bugs you should fix though

drowsy willow
#

AFAIK buttery didn't change their weather patches from when we last talked about it (so around May-June)?

#

so I doubt it, but will investigate

drowsy willow
#

a small oopsie

#

and, well

ancient depot
#

I'm sure outdated things like LethalToolbox aren't helping, EnumUtils might also be a problem and it's required for TheGiantSpecimens I wanna find the big problem in the center of it all

#

lol

drowsy willow
#

"there might be some interaction between Registry and Buttery's" is a more valid representation of a problem than "your scrap settings are lagging the game"

ancient depot
#

I still think Slaughterhouse may just need an update to be compatible with things

drowsy willow
#

optimization might not be related to compatibility with anything

ancient depot
#

I just dunno how Nikki gets 60 fps in a 4k testing environment but in my pack I have issues with the interior so badly

#

Something is weird somewhere

#

And she can repro the performance issues in my pack too so idk

drowsy willow
#

your modpack is a bit bloated, let's be honest

#

like you've said: some older mods might cause that

#

because they've not been updated/optimized

ancient depot
#

Yeah this is why I generally keep old mods out

ornate cosmos
#

honestly I'd kinda like to see if I can get you set up with a debug build and Unity so you can profile for yourself @ancient depot

then you can just save a profile file and send it to devs to look into

#

it's fairly involved to set up but you can run the game in debug and play with people in release so nobody else has to do it

#

not sure how the performance compares in general but from my experience it's not significantly worse in debug

abstract pivot
ornate cosmos
#

right, but I think that's not free right?

abstract pivot
#

Free for first month

ornate cosmos
#

would be preferable if it is

#

ah

ancient depot
#

Maybe I can just let Xu profile my pack

ornate cosmos
#

then that could work, but I've never gotten it to work well enough

abstract pivot
#

No

ancient depot
#

lol

abstract pivot
#

Lol

abstract pivot
ornate cosmos
#

I see I see, I'll have to see if I can find that

#

I know Matty has used it as well, but I tried it once and got next to nothing out of it

abstract pivot
#

I'm always pretty mindful of my code but it did flag a couple things like me using strings instead of hashes in the animator etc

ornate cosmos
#

oh, was that a big performance hit?

#

@eager field could probably stand to pre-cache the hash for the light animators' flickers then

abstract pivot
#

Saves unity an extra step

eager field
#

unless you're referring to something different with the "hash"?

ancient depot
#

AHHHHHHH

#

@drowsy willow I located the mod causing all my issues

#

Fucking

#

LobbyImprovements

ancient depot
#

@ornate cosmos I think the issue is LobbyImprovements might be causing a run order issue that breaks CullFactory

#

That would explain why SDM was so laggy for me earlier as well

#

That is something 1A3 needs to fix

ornate cosmos
#

oh? is there some error in the logs during CullFactory startup?

#

well lemme @ you in CullFactory instead

ancient depot
drowsy willow
#

WeatherRegistry 0.2.7

  • fixed missing config defaults from previous version (thanks, @ancient depot !)
ancient depot
latent sleet
ancient depot
#

But LE was definitely way smoother before WR updated

drowsy willow
ancient depot
drowsy willow
#

yeah, i don't think so

ancient depot
#

It was fine on V66, so I wanna say the lag started on v67 or v68

drowsy willow
#

are you certain that's the case?

ancient depot
#

I mean Solar Flare is definitely laggier than it used to be

#

And I saw Exploding turtles also mention it recently

drowsy willow
#

and that's fair, this is what you see after all

ancient depot
#

I went through my pack tonight and removed so many mods causing performance problems

drowsy willow
#

my question is: how certain are you

  1. when it started
  2. what mods were updated then
  3. which mods should be affecting the game at that moment
#

because saying "yeah, it was with your 0.2.4 update", than after me disagreeing you change the timeline

#

i want to know the same information as you have, so i can address the issue

ancient depot
#

Well I noticed it most recently during the 500 follower stream, when I told you I kept getting lag every time we had Solar Flare

#

I remember it running smoothly with 0.2.4 but also 0.2.6 came out around the time v68 did so it could be coincidence and it's due to a vanilla change

ancient depot
#

Solar Flare does do a lot of checks and stuff, for voice dissonance, making the main display glitch, making lights flicker etc so it is understandable a vanilla change might not play nice

#

It also does stuff to Teleporters

drowsy willow
#

vanilla change to any of those methods would break LE, not lag it

#

at least there's a 99% chance for that

ancient depot
#

Hmmmm

drowsy willow
#

one update added new arguments to some terminal functions

#

every single mod trying to call those crashed instantly

ancient depot
#

I mean after all the other stuff I removed I could readd it and see if it still has issues, just incase any of those mods were hooking into some things it also touches, but this is something I will test when I wake up lol

drowsy willow
#

no worries

ancient depot
#

I would find it funny if it's something to do with the new vanilla fog mechanic somehow

#

Knowing the way the game is kinda put together with spit and glue

drowsy willow
#

volumetric fog is very expensive

ancient depot
#

It is yeah

drowsy willow
#

๐Ÿคท

ancient depot
#

So it's possible it's cus of that mechanic

leaden flume
#

no idea why most if not all moons have weather on the first day in my modpack

#

must be a me problem

#

nvm i found the issue

#

i had to turn on vanilla algorithm

drowsy willow
#

could you send me your modpack code?

leaden flume
#

019307a7-727f-7a38-1699-04bdf56ed90a

#

aggagart

drowsy willow
drowsy willow
#

to be sure to be sure

leaden flume
harsh flicker
#

Seems that weathers are rerolled upon reloading a save. It would be good if they was saved to the file

#

Namely when we have to reload a lobby, only to be dissapointed to see the weathers have swapped
Could also be a cheat strategy for some challenge stuff we do in teams where they could reload a lobby until they get favourable weather multiplier etc.

drowsy willow
#

"reload" as in?

#

the LobbyControl command or reloading via the menu?

harsh flicker
#

via menu

#

without the config or moons changing ofc

#

exact same profile

#

it always has done this tbh

#

just havent rly brought it up until now

drowsy willow
#

that shouldn't happen

#

have you checked your logs if that's really the case?

#

you should see something like this

#

Loading picked weathers from save: day 0, file LCSaveFile3

abstract pivot
#

It was working for me but I think yesterday I noticed the weather's changed

#

I know 100% it was working atleast a week ago because I was mad that all moons had weather and I had to disable experimentation fog each time I wanted to test smthn ingame

#

Mightve been offense fog, can't remember

drowsy willow
#

oh oh

#

OH OH

#

did i fuck something up? ๐Ÿ˜ณ

#

also: are you using weathertweaks?

abstract pivot
#

In my testing environment

#

You ask

#

If I'm using your infamous weather tweaks?

#

Are you out of ur mind?