#Weather Registry / Weather Tweaks / mrov
1 messages ยท Page 13 of 1
@drowsy willow Another question
Previously, I remember random or unknown weather was shown
But General Improvements showed the true weather
If, for example, it was None/Flodded
He immediately showed reliable information on the screen
I remember there was an update that the screens showed unknown or also None/Flodded
Thats from betawethertweaks settings.
Hey everyone, after updating to the latest version i keep getting this error when starting a mission
Basically the ship doors at the start never open for me, it works fine when i disable the mod though
[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)```
I noticed this too but clients could leave. Host still showed a closed door.
Yep exactly whats happening with my friend
FYI 0.1.25 still works if you downgrade to that version
Sweet, I will try that
oh god
What's your modpack code? Is it only happening on host?
0192b5d0-25e2-4c2b-300b-dfc4fe7a674c it's only happening to the host
alrighty, I'll check it ASAP
No worries and thanks alot ^^
do you - by any chance - have a full log from that session?
i want to compare it with the stuff i've found
okay, so the thing is
this is the first error that starts the chain reaction
somehow in your modpack there are 2 levels named "112 Aquatis"
and i'm trying to figure out how ๐
TOLIAN MOONS BUNDLE
NAUR
Oh wow i didn't know tolian's included sfdesat's stuff now ๐ญ
Thanks for working it out so quickly โค๏ธ
no worries ๐
Just tested it, works now
amazing ๐
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
@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?
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)```
related to the above see this discussion - #1180739684654121091 message
WeatherRegistry 0.2.3
- fixed an issue with Registry trying to set weather on a non-existing level (thanks: @nocturne lily , @eager field !)
the update is available on thunderstore ๐
No more breaking your mods Mrov

I know lol
it's time to destroy Tweaks today
Speaking of that
I was gonna say nothing can beat all the times the Tweaks have exploded from updates
XD
do you have a full log from that session? what's your modpack code?
Unfortunately no
I need to check it again with my partner, a little later Iโll post all the logs and videos
alrighty, no rush
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
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
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
hmm, that's an interesting question
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
i'm not hooking anything to SetWeatherEffects
ah, okay, that's good to know then
if anything breaks / doesn't work as expected, let me know
do you mean with regard to compat with weather mods? or just in general?
because I think for vanilla weathers it should work fine...hopefully
honestly, both ๐
because - to be completely honest - i really don't know how much i'm changing in the game

so something slightly unrelated might be my fault ๐คญ
oh I see
eh, if you're not hooking this method then there's not a lot that could be broken that isn't my fault
since I'm changing stuff right before my cameras render, nothing can really interfere except for HDRP stupidity
well, except particle systems might be a problem now that I think about it..
oh boy
good luck on your quest ๐ซก
weathertweaks is the most cursed shit ever created
i'm honestly considering remaking it from the ground up
WeatherTweaks 2:Electric Boogalooo
Hm yes.
Remakes are in fashion, I see.
How are the multipliers handled if only half of a day is a weather.
Does it only apply half the multiplier or full?
I would test it
In progressing weathers?
Did the softlock ever get fixed in the newer WeatherRegistry? and the JLL compat?
i didnt bother updating it since it broke
oh, the missing fog and everything?
do you add custom weather effects to WeatherEffect[] TimeOfDay.effects? and if so, when would I reasonably expect them all to be present?
ah, that seems fine
looks like I can also expect some effects to be null then too?
everything above the highestIndex will be null
that part is straight-up copied from LethalLib
it just works(tm)
the array entry should never be null, but the effect's effectObject and effectPermamentObject can be null (if that's what you mean)
oh, no, I meant some indices could be null
they shouldn't ๐
the way it's set up - it should be
gotcha
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
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
perhaps I may be able to save the whole state by saving the particles and ParticleSystem.time 
I wonder if you foresee any modded weathers being affected negatively by their active state being toggled every frame?
oh lord
i'm not sure about modded ones, i'm gonna be honest
there are some weathers (like Stormy) which run lots of stuff in their OnEnable methods
but that would be the permanent object right?
well, not exactly
for example Flooded: effectObject is the postprocessing, rain SFX and particles (and something else i'm forgetting rn); effectPermamentObject is the rising water
so toggling the effectObject back and forth would (i think) trigger the sound and particles
in case of Stormy the StormyWeather class is part of permament object
so above doesn't apply
hmm, the audio could be a problem
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
good job Unity
๐ญ
For people who stopped using WeatherTweaks: what was your biggest issue with it?
-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.
^
Well, when I was the host and the guys and I wanted to reload the save, sometimes except the host, no one could connect and the players couldnโt even create their own sessions. I had to restart. After turning off Weather, this problem stopped happening... And I still havenโt sent a report because we canโt get together again...
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
it gets a lil complicated, so being able to set the value for each weather combo would help greatly
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
hmm, I see
so a similar setting as Registry - instead of just multiplying existing values, an option to tweak it manually?
Yes
i mean a dirty quick thing for automatically mixing values is probably fine for most people who dont wanna mess with so many configs
but yeah, when you get down to the balance of it not all combined weathers are made equal 
Same thing kinda goes for setting the weights but....
nah
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
its really just the scrap value multipliers
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
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
Sure
0192c4e6-f84a-8f58-8f92-50f543b040a2
No errors in the log from what i could see
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
it does break the store tho too, since theres quite a few things in there
dw about that

lmao
we move it upstairs
upon first loading
or just store it if we dont have a tv mod in the pack (like atm)
i downgraded back to 0.1.25 and it works fine
so its something in the newer version
its annoying cuz i need to keep switching configs because between updates is when the weather weighting gets completely inverted

give me a moment, i'll figure it out
no worries, its all good
it's some sort of incompat
but i'm not sure what's happening
i'm starting disabling everything one-by-one
yes
i'm using weighted average (see the code here: https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/027a6166645265a284ffecce5c07f10b344aacb0/WeatherTweaks/Definitions/ProgressingWeather.cs#L98-L122)
it's going great
The mods are kinda sorted into categories
Binary search does not exist in yhis man's volcabulary
Should go:
Libraries/APIs, Bug Fixes, Basic core mechanics and tweaks/fixes, Moons, Interiors, new mechanics, vanilla enemy modifications, hazards, new enemies, scraps, TV and cosmetic, then clientside stuff
do not try to binarize me ๐ญ
if that would make stuff easier
Where does coderebirth go here 
it, alongside lethalthings is just below interiors but before mechanics
Since it includes alot of those
office is also at the bottom of interiors cuz it adds 2 enemies etc.
why does the terminal not have scrollbar ๐ญ
this issue also first happened all the way back when registry got its first update that changed alot of stuff, 0.2.0
that, along with not being able to leave the ship etc.
imma be fully honest
if somehow Registry causes that much issues in the terminal
i'd be very surprised lol
let me try disabling it
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
that is wild
so something in here is responsible for that: https://github.com/AndreyMrovol/LethalWeatherRegistry/compare/v0.1.25...main
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 
pain
could maybe try disabling terminal formatter?
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
disabling registry brings back the scrollbar
what's even funnier
disabling registry made all sounds different
so i have a suspect
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
lethalresonance changes all the sounds but
it doesnt do anything with terminal outside that, idk how that would break the scrollbar
i really don't want to touch terminalformatter's code ๐คฎ
but i'll do what has to be done
that is fucking absurd
why would that happen
what's even worse: on my normal profile Registry+TerminalFormatter combo works normally
what the fuck is going on lol
somehow it never reaches that part of the code
why does Registry impact this
oh waaaaait
registry completely shits the bed
but why?
what the fuck
OH MY FUCKING GOD
I CANNOT BELIEVE
NO NO NO NO NO
@harsh flicker
could you try resetting the WeatherRegistry config for me?
and check if that fixes the issue
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
what's your modpack code?
0192c538-6e7d-3ff5-2748-87571c8ffcc9
Any updates on this? Sorry for the ping but it's been a few days and it's still happening on the latest version
oh my
haven't checked yet, sorry ๐ญ
let me write everything down
i'll check what's going on today, sorry for leaving you waiting
this mrov
Your good man! I appreciate you taking a look into this, figure there was no harm in reaching out again y'know?
ooh
I've got good news and bad news
the audio is a problem
I hadn't intended to ship anything wrt to weather yet, not sure exactly how the code ended up shipping if indeed it did
I can't check at the moment though
alrighty, just letting yoy know ๐
heblo it's me again I might of exploded WR
damn it
actually isnt weathertweaks
err
maybe you might know what this is then?
there is a very big audio bug xD
i saw "audio" in here and thought oh no stuffs happened
open body cams bug
FUCK it was either that or WR
i was just about to test it
ty hun <3
(looks like I was late to the party bc it got fixed real quick x.x)
Sure, i can try updating it and resetting in a bit, just need to send some logs from other issues i had yesterday for other things before i do that tho
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
i think the error is something to ignore, it really should just be a warning
so i'd check for other things that would be erroring
it was rather explicitly an error relating to the sun animator patch and the intro door opening
do u have the logs?
if that error locks the game, it's 100% not Registry's fault
as in: something else broke earlier and that's the last error that shows up
also it should be a warning
send me the logs
and you can block it by typing all
as least you should be able to
๐ค
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.
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.)
i don't have it ๐ but it did happen after adding shipwindows and 2 story ship to the pack
setting the sun animator blacklist to all fixed it
oh no
I feel like the sun animator patch should automatically be disabled unless WeatherTweaks is present anyways as it has no benefit without it
It's kind of a questionable thing to include in WeatherRegistry lol
alright, can you think of a better way to insert custom sun animator clips for modded weathers?
because - frankly - that patch is in Registry since day 1
and if any errors pop up now, it's not my fault
No no lol I can't I'm just saying surprisingly I've never seen anyone make use of the feature outside of WeatherTweaks so I set the blacklist to All a while ago
Not saying noone will it's just noone has yet
Doesn't it still use it when the 2 mods are paired together for the progressive weathers?
it changes which clip is used, sometimes
so I'd say no
as in: all features are in Registry only
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
i'm so so sorry it took me so long
remove Celest by sfDesat
Oh I only disabled it cus nothing used it and it caused the sun animator on Artifice Blizzard to have desert visuals when getting Solar Flare lol
interesting
Yeah and you were busy and inactive at the time
I wasn't gonna bug you about such a niche issue
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)``
can you send me your full log?
No worries on taking your time, life and many other things come first y'know?
Sure thing, one moment
Aha! Everything works now, thank you so much!
no worries ๐
this will be a nice improvement
actually i should be able to display which mod those come from
this comes after LLL throws 4 errors and Registry throws as well
just so you don't miss it
well
The last can be an error just fine.
technically yes
but i like the color ๐คญ
WeatherRegistry 0.2.4
- fixed wrong name of the
TimeOfDaylogger - added try-catch to
SunAnimatorto (hopefully) prevent soft-locking the game during landing (thanks: @brave cypress , @worldly sleet )
let me know if it solves your issues ๐
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!
Please do ๐
@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
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
morv is in trouble 
that's a good point
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. 
If you could pass me the log from that session I would be grateful
Will do!
I'll check if any warnings pop up
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
i do exactly the same thing i did with lethallib except i dont patch the effect turning off
so am i doin smthn wrong here lol
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
oh lol
Strangely enough the date it displays at the beginning of the log is incorrect, but this is for sure today's log lmao.
Sizeable modpack so theres bound to be some errors, and a few warnings. Like I said, I get the feeling that the grabInvalidated error is caused by a connection issue, but I could be wrong. I'm definitely not knowledgeable on this topic.
(reason being that all the vanilla weathers are specifically self contained and are children of TimeAndWeather)
(and they live in SampleSceneRelay obviously)
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 ๐คญ
kill me
gladly
๐
morv me to death
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.
thanks! it should hopefully make things easier on my end too
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
thanks zaggy
i appreciate your eagerness to allow the developers some time to prepare accordingly
oh wait-
me, when half of my source code is in a state of transition and i will have to release a working version D:
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 
not sure if that would cause code spaghett
@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!
@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
ooh, so not only if the effect is enabled, but if it's actually enabled? ๐
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
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)
I'll add a method to return is the effect is active
do ImprovedWeatherEffects exist for all weathers?
having it be a class member complicates soft compat as well
I'm creating them for vanilla ones, so yes
I was thinking more along the lines of static bool IsWeatherActive(int index)
every Weather has an ImprovedWeatherEffect
I see
oh, sure
I can do that
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
sure thing, I'll get back to you later ๐
this got me thinking, would this be something I could run to get the currently active weather? https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/5f48dc02115a44c5a7d6bd89571e6dbff9de11cc/WeatherRegistry/WeatherManager.cs#L152
figure a "get weather" command would be pretty neat for terminal stuff 
something like WeatherManager.GetCurrentWeatherOverride(StartOfRound.Instance.currentLevel, out WeatherEffectOverride weatherEffectOverride); ?
or would this not give me what im looking for
looks like those only exist if someone is changing the weather of a level from what I can tell
oh dang, I was hoping it'd be something like Batby's GetExtendedLevel https://github.com/IAmBatby/LethalLevelLoader/blob/7c80b3f488c50794ba5e3737dfdbb8030657e64e/LethalLevelLoader/Patches/LevelManager.cs#L107
i'll go back to lurking now lol
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
Its all audioreverbtriggers so you can technically dodge them, but experimentation has like 4 different spots to enable them lol
that would prob be what i'm interested in
I should learn to scroll up
you're using a method that is only a few lines above what I linked 
thank you for the reference tho ๐ซก
is that a vanilla method?
yee, I managed to dodge the one for entering the ship before, idk why they aren't just sized to block every path lol
nah weatherregistry method
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
what're u doin?
ah gotcha, hopefully that function still works for your use case in the presence of multiple weathers
probably not lol
I'm trying to make weathers always visible as they should be on body cams
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
ic
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
well its not hidden when u enter the ship i think
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
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
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
the rectangular fog is something different than dustclouds
if that's what you're talking about
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
oh dear lord
Why does registry need auto scroll, lol?
it's called trolling ๐คญ
MASS ADOPTION
the scrolling is only for ship screen, don't worry
morvin' all over the ship
๐ฅฒ
At least it's not forcing to read about oblivious storage.
Average coderebirth commit
i love commiting breaking changes and war crimes
have you considered not doing that?
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 ๐คญ
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
but
but
๐ฅบ
alrighty
will see how far i can go
and then i'll start merging
nothing wrong with being ambitious my guy. just remember that lots of people need weather registry for mod weathers
i get it ๐
thanks for making something incredible as well as maintaining it
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
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
ah I hate when my moon is flouced awful experience
The last two are basically require the same thing
oh yeah, i could use that to change the fog
flouced isnt a vanilla weather, ur mod is broken and bad
nooo ๐ญ


๐
Fcggy
my game crashed after pulling the lever
oh dear
without any log whatsoever lol
Wait whats going on is weather registry being remade or smth
4' Experimertaion confirmed
i'm trying to rework a few things
and it's going fantastically
Oh no
join me on my journey towards madness

it just crashes ahhahahahahahahahhahhahahahahahahahahaha
fuuuuuuuuck that
and now it didn't crash
which is even worse
Oh no
hell ya
any current issues with weather registry/mrov lib?
haven't played in a few weeks and like 50 mods updated
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
yea CTD logs almost never say anything useful lmao
oh yeah no
It probably wasn't clear enough but I meant that as a joke when I sent it lol
ah I see, I wondered but wasn't sure lol
if you reload a save with different moon list it breaks, will be fixed today
and that's it
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
EffectActiveproperty toImprovedWeatherEffect(thanks, @ornate cosmos )
i PRAY it's not gonna break anything
i've tested with both weather mods
oh my, time to test with weathertweaks
I'm assuming effect object changes are still on a little ol branch?
god-forsaken weathertweaks
the instantiation changes?
yeah
oh? what's god-forsaken about it?
is it not by necessity? it wouldn't have surprised me tbh
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
vanilla code definitely isn't designed for multiple weathers at once so I imagine it's a lot of patching (hopefully not prefix cancels?)
wow uh oh
honestly? it's not that hard to pull off
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
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"
what did you had in mind ๐ฅบ
ooh
since I can't just check i == TimeOfDay.Instance.currentLevelWeather or whatever it was called
I mean, not with tweaks making multiple current weathers
uhhhh not sure, I haven't seen SelectableLevel.currentWeather yet
well, that's one of the things i wanted to solve by registering "special" weathers as weather types
so they have their own LevelWeatherType and could be compared
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
because right now it's a dirty hack ๐คญ
oh, got you
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
it's already being done by Registry, i want to have parity with that system
and to prevent duplicating values
huh okay maybe I'm not understanding what a special weather is then
i meant the combined/changing ones
๐
oh? I thought combined weathers were just enabling multiple weather types at once
is that not possible??
they're separate effect objects after all
the way everything works now, they're only tracked (and synced) by WeatherTweaks, everything else is a dirty patch on top of vanilla methods
exactly
buuut level has to have a currentWeather, something has to enable multiple effects and so on
feels like maybe this should be managed by registry if that's the case
so you can do this: #1203871322841808906 message
bingo
and that's where i'm stuck for the past 3 weeks ๐
current weather can just be whatever one you think is more important and then you patch to enable any other imo
right okay I guess we kinda have the same idea then, maybe lol
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)
kill them both 
that's so tempting ๐
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
yeah, i agree
but whatever you do to the reverb triggers, please do it with a transpiler 
idk if you do already but that's a lot of code to copy and cancel lmao
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
i'm actually not doing anything with them
which is causing at least one funny issue
oh then how do you enable the weathers at the right time?
checking flags in an update function?
vanilla disables all effects when going inside
so i reenable them when going outside
๐คญ
it's a solution, but probably not the most ideal one
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
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
alrighty, i'll give it a shot ๐
@ornate cosmos if you want to get "current effects": https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/027a6166645265a284ffecce5c07f10b344aacb0/WeatherTweaks/Variables.cs#L30
this is synced with host, so it should be available on all clients
oh but that's in tweaks still 
for now
I could make a soft dep on that obviously, but if it's likely to change there's not much good in doing that
god-forsaken tweaks
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
i'll add a reference to LevelWeatherType in the ImprovedWeatherEffect
at least as long as I don't need to implement any special behavior to duplicate how the effects you add work
so you're gonna have the array index, basically
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
EffectActive isn't right is it?
OH RIGHT, i meant EffectEnabled ๐
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 ..
hmmm
so - if i'm understanding this correctly - you want to have a list of effects to activate, rather than the "active" ones?
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
yeah it was an adventure figuring out the best way to do this
works great for vanilla weathers though
hmm
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
so you're keeping references to all effects using WeatherEffectComponents array and - same as vanilla - using LevelWeatherType references as array index?
umm
i meant it as an effects array index ๐ค
but yeah, i know ๐
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?
yeah don't take me the wrong way, I'm just tired and wary of anything that feels like it might be a misunderstanding lol
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
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
EffectEnabled returns whether the effect is enabled, not active atm
weathers-extended
that git repo is a cementary
but.... doesn't that mean this will only return any weathers if the player is outside??
I don't want an empty array when I'm in the interior
well, that's what i'm trying to figure out ๐
it shouldn't return empty arrays
actually let me check
well, if this is how you determine which weathers to enable:
https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/weathers-extended/WeatherTweaks/Patches/EntranceTeleport.cs#L38-L42
then wouldn't it be
var weather = Variables.GetCurrentWeather();
if (weather is CombinedWeather combined)
return combined.Weathers.Select(subWeather => subWeather.VanillaWeatherType);
return weather.VanillaWeatherType;
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
as i've said: there's so much going wrong there
this needs a ground-up rewrite tbh
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
works on normal weathers
will check combined ones rq
great news
this method should be working without depending on Tweaks
๐
alrighty, no worries
i'll push that to next Registry release, and i'll work my way through improving Tweaks
WeatherRegistry 0.2.6
- added
CurrentEffectTypesproperty toWeatherManager(thanks, @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
thanks babe <3
fixed already, check it out ๐คญ
saw, heehee
I'm guessing I shouldn't update until CodeRebirth and LethalElements update?
I saw the 0.2.5 changelog
Oh I see they should still work they just need to migrate to the new methods
We're in a transition period
Yeah good
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
๐คญ๐คญ
Breaking is more fun.
Because it actually shows wether people are using it or not.
oh, true that
like for example
weathertweaks being BROKEN for 2 weeks straight
never forget when you left your fast forward in the code 
i gotta make my mods more buggy
definitely more disappointing to find an issue on your own and wonder how no one has reported it to you ๐
definitely ๐ฅบ
For people using scrap value/amount multipliers in other mods: What makes their system better for you compared to Registry?
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
i havent had to update anything i do for a while now
so you're good on taht front for a bit

So CodeRebirth works fine with either version? Sweet
Idk if that can be said for BodyCams and all the other stuff tho
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
Wonderful
So after updating to the latest and deleting the config, it loads fine and the terminal doesnt seem bugged
But open copying + pasting the values i backed up for the config and relaunching, it breaks terminal again, so i am assuming i made a typo in there or something
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
After copying all the values back in...it works now
So either its a weird bug, or as i said, its because i set all the weights to 0
Which is odd cuz in older versions a weight of 0 for all weather was fine, so long as you then set weights for the weather-to-weather chances
Day 1 would be clear on all moons, then it would diverge from there based on the weights
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
it's something related to category names, so copying the entire config breaks it, but all individual values would be fine
it's madness
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
DON'T REMIND ME
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 ๐ญ
yeah its fine
As long as people remake their config, it works fine in the newest
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
Glitch thinks it might be that Lethal Elements that's breaking
not sure what weather registry could possibly do lol
i'm not sure how to respond to that
if you think that's the cause
lmao
You don't, lol.
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
me asking how
I have no log or code
drop the code for your parents' marriage
this is my new go-to quote
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
that's nice to hear ๐
been playing with weatherregistry for months and no issues
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
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
I do recall that yah
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
my update cycle does cause that very often ๐คญ
but that's unrelated to WR since I uninstalled it pff
but i try to have everything working correctly in 2-3 days
oh mrovy you silly goose!
cause, well
installing malware on my computer
it's useful only when it works hehe
classic mrov!
@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
Meteomultipier multiplied apparatus value with meltdown but with weatherregistry it doesn't. Can someone maybe look into that
I genuinely have no idea why 0.2.4 runs so much better than 0.2.6
please give apparatuses multipliers through that way if possible. ๐
will do
it's planned
It is!?? I didn't think I'd get this far ๐ญ
how could Registry's scrap settings be "way laggier" when it's exactly the same for the last few updates?
Yeah it wasn't that and regening the config didn't help so I restored my old one
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
I think I need an explanation for what you mean
it was changed how the defaults are handled behind the scenes, but how are they "not properly registered"
Basically it doesn't even register your Weather to weather weights for the vanilla weathers anymore
oh
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
if you could send me your modpack code and the log from the offending session, I'd be grateful
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
they added a cool new sticker to the server so you dont even have to type it ๐
lol that's nice
how many mods (other than weather mods) did you test with?
I was testing with my whole pack, trying to isolate stuff with Slaughterhouse, and I decided to downgrade WR and noticed 0.2.4 at least when getting that interior is smoother, also alleviated some lag I had with stormy weather
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
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?
Yeah it provided a decent fps boost with stormy and that interior
both at the same time or separately?
Both at the same time
Likewise
Disabling ButteryFixes also gives a similar result
so there is a possibility there's an interaction there
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
I think more likely there's some interaction potentially with ButteryFixes and WR
The config bugs you should fix though
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
I've located the error, will fix that later
a small oopsie
and, well
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
"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"
I still think Slaughterhouse may just need an update to be compatible with things
optimization might not be related to compatibility with anything
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
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
Yeah this is why I generally keep old mods out
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
I did it mattys way with dot tracer and that seemed a lot easier tbh
right, but I think that's not free right?
Free for first month
Maybe I can just let Xu profile my pack
then that could work, but I've never gotten it to work well enough
No
lol
Lol
Ah shame, I detailed it in #1284254300570390570 for slayer cuz he wanted to see how I do it, so if mrov is interested he can read through that too
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
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
oh, was that a big performance hit?
@eager field could probably stand to pre-cache the hash for the light animators' flickers then
Stuff like visual effect hashes, animator hashes, should also be caching those instead of using string name
Saves unity an extra step
yeah thats the plan in my rework. I get a list of powered lights at the start of each round
unless you're referring to something different with the "hash"?
AHHHHHHH
@drowsy willow I located the mod causing all my issues
Fucking
LobbyImprovements
@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
oh? is there some error in the logs during CullFactory startup?
well lemme @ you in CullFactory instead
No no errors, I think it just runs after it similar to when LethalFixes broke ProtectConductiveItems before without errors
WeatherRegistry 0.2.7
- fixed missing config defaults from previous version (thanks, @ancient depot !)
Btw I'm still noticing Solar Flare is laggy after 0.2.4 but I think that's more so on @latent sleet so fix
tbh idk what could be the cause cause none of mrov's changes directly impact solar flare logic, also i've tried reproducing it when I played with my group this weekend and no lags were observed ๐ค
yeah idk, it could be just some moons make it more apparent than others tbh
But LE was definitely way smoother before WR updated
nothing since 0.2.4 should affect anything during the game (check changes here: https://github.com/AndreyMrovol/LethalWeatherRegistry/compare/v0.2.4...main)
Yeah it could just be Lethal Elements being laggy is due to the recent vanilla changes then
yeah, i don't think so
It was fine on V66, so I wanna say the lag started on v67 or v68
are you certain that's the case?
I mean Solar Flare is definitely laggier than it used to be
And I saw Exploding turtles also mention it recently
and that's fair, this is what you see after all
I went through my pack tonight and removed so many mods causing performance problems
my question is: how certain are you
- when it started
- what mods were updated then
- 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
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
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
vanilla change to any of those methods would break LE, not lag it
at least there's a 99% chance for that
Hmmmm
one update added new arguments to some terminal functions
every single mod trying to call those crashed instantly
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
no worries
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
volumetric fog is very expensive
It is yeah
๐คท
So it's possible it's cus of that mechanic
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
that's interesting nonetheless
could you send me your modpack code?
yeah one sec
019307a7-727f-7a38-1699-04bdf56ed90a
aggagart
thanks, will investigate
if that happens to you in the future, your game log should have the relevant info (weights, what was the chance of that weather)
to be sure to be sure
alr thank you,,
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.
oh no
"reload" as in?
the LobbyControl command or reloading via the menu?
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
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
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




