#Weather Registry / Weather Tweaks / mrov
1 messages · Page 14 of 1
i know you aren't 🥲
i have some great ideas for future versions of WeatherTweaks
but it needs a complete rewrite 😢
but look on the bright side, rewrite means you can account for those new ideas!
oh yeah, big time
gotta get your hands dirty sometime yknow
they are dirty from the first day I've worked on tweaks
I have sinned and it's my purgatory
a truly sisyphean task
Forgot to say but false alarm, from testing it more the weathers stayed the same
that's great news 😇
can you fix this
real question is how fucked are mods that already use registry when its rewritten lol
my plan is to have 0 immediate errors
will see how it goes
Any chance weather registry will work with apparatuses? In the future. With meltdown it works but I have tried it with a few other mods that affect app prices and registry doesn't effect them ;-;
it's a planned feature 😇
?
mine in the config is set to 200, and i have definitely had apparatus worth more than that on other weathers
do you have meltdown?
meltdown has built in support with weatherregistry
Damm
Yeah. So much of my problems would be solved if meltdown had a blacklist.
maybe get meltdown and then get a mod that lets you change the chance to 0?

workaround i suppose
Well yeah but I want custom apparatuses to have unique prices higher than their normal
Not only that, seems if I have any mod that messes with app prices other than meltdown, apps price won't change
they don't get the multiplier
do you have a log from that session?
because that warning will pop up a few times every round
Weather Tweaks prevents weather desync, so if I have a mod which has a tendency to cause weather desync will that be fixed?
let me get it again
oh and my terminal's scroll stopped working
great
so after landing on a moon and going to orbit, weathermanager still hasnt been set up
and its not showing the current weather + colored text
along with the fact that my terminal's scroll doesn't wanna work anymore
Yeah, exactly
WeatherRegistry also syncs weather on its own, so I'd recommend just getting that if all you care about is fixing the desyncs
is fog intensity something it also tries to sync?
Additions like weather uncertainty are a nice feature and I’m way too obsessive with mods like LLL for editing moons. Kinda have to otherwise my group would never go to Dine
would be sick
managed to fix it by deleting the config
thanks for the time though
I've removed that part because it was busted as hell
Alrighty
not that again 😥
removed fog intensity or fog intensity sync?
WeatherTweaks does not touch anything fog-related
it didn't sync sync the fog stuff, but it synced active effects
and changed fog parameters
it's something i want to include in Registry, but I'm working on a new project 😅
oopsie
alrighty 🤭 😇
Weather seems to change when you restart the entire game
yeah that bothers me a lot, hopefully that can be fixed
hey, i'm not sure why it happens, i'll try to resolve it
Pretty sure this also happens in Vanilla
Nah I'm pretty sure it does, it just has less of a chance of happening due to how Vanilla handles Weathers
not exactly
Regardless, it should be acknowledged because it can either give me an unfair advantage or make shit worse
vanilla weathers are calculated from saved seeds
Ah
all possible weathers are predefined
so when the input parameters are the same (always), the output is also always the same
with Registry it's a bit different
So WR just doesn't save something when it comes to game reboots
i'll try locating what is the cause of that
Cus lobby reloads are fine
because it's saved to a file after selecting weathers
Yeah if it saves it for lobby reloads, it's probably just a matter of making it remembering that on game relaunch as well
Hmmmm
I wonder if on game exit it's deleting the file
and recreating it on boot
Or it just recreates it on boot which overrides it
let's see: does your saved game remove itself on exiting game?
I mean is it writing it to the game's save file directly?
yes
I was suspecting you had it saving to like a txt file or something
Got it
Idk then
OH WAIT
Maybe it's a compat thing
It could be cus of this in ButteryFixes
If it's randomly changing it on game relaunch
@raw bloom Can you test if it repros if you disable that option in ButteryFixes
if the weathers were picked by Registry, it should be saved to a file
i'll push some added logging in an update rq
resolving other issues rn
Yeah but if the seed is being changed on game relaunch
It would also change the weather
Cus the saved seed is now different
well, no
Now it's not doing anything
what do you mean
Rend went from solar flare, to none, and is now stuck on stormy
/w Buttery's config option remaining on, it's now not wanting to switch weathers
no shit
I think ButteryFixes' option saves the selected seed until game relaunch
Potentially
I mean I'm just saying it as I understand it you can always just correct me if I'm wrong lol, this game is very confusing at times
try replacing thunderstore version with that and let me know what happens
Registry's algorithm doesn't use seed for anything https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/408458bc81287743417bc3eba3805a731e27c0ad/WeatherRegistry/WeatherCalculation.cs#L22-L87
Ah that makes a ton of sense
so nothing seed-related is causing the issue
modpack code?
oh dear
you see this is why mrov is awesome
that was my skill issue
sorry for that
i'm pushing the update to add those log thingies
so it's gonna be easier to debug what's happening
WeatherRegistry 0.2.8
- added logs for loading weathers from save
will be available in your mod manager in ~45 minutes
🤭
mrov being a w
he's the most qualified. sure, kinks come of it, but i'd like to see someone else try and do what he does
thanks for regulating our weather, morv 
wrov
@drowsy willow Got a bug
Monitor said Eclipsed
Landed
and weather was clear
LMFAO
Blame the weather being uncertain
Liar
Mrov the weather wizard
someone's gotta make a version of the logs sticker but with just this LMAO
This is great
i cant
I’m crying
(Laughing)
I sadly went to bed cus I was feeling like shit but I'll try to repro it
so,umm
i found out why
i have no idea why this would be the case
but i'll add some logs to at least let you know when it happens
WeatherRegistry 0.2.9
- added default weight and level weight logs to startup
you can ignore that, that's something i have for my mod to handle registering items, enemies, weathers, unlockables etc
the important bits you need are the ones highlighted
noo, you can just do it in plugin
my thing is a bit fancy, the only code you need to care about is the function i sent lol
I just didn't understand how it works
you can ignore this part, it's just basically me grabbing an asset from the assetbundle
Also it just spawns your prefab with weather 'stuff'?
the rest of this is stuff you do
when a weather is active in a moon, the prefab is set to active
thats how vanilla works too
your script's logic just needs to be "onenable" and "ondisable"
yeah, basically there's 2 gameobjects, effectObject and effectPermanentObject
effectObject disables itself when you're inside the facility
effectPermanentObject keeps going
you can have each of em null if you want
depends if the filtering is exclude or include
i always just have it set to exclude and gordion
im gonna let you think about that for a second
Also can WeatherRegistry find modded moons?
incase its not hitting, yes, you can, using the filter to be include and putting your moon name, lol
Can you tell me where vanilla game stores weathers?
timeandsystem in sample scene iirc
just look up foggy in samplescene and you'll find it
How far ahead is weather registry working with apparatuses planned? They only scale when it's with facility meltdown and weather reg installed.
And if it is soon, could that be for all modded apps
n-no? i dont think so?
next release
Because I was looking at the rain particle container
and uh I can't find any scripts that moves it with player
I guess TimeOfDay controls it
I saw some values to lerp positions in the weathers list
I'll send you the code when I'm back home 😅
I’ve got it working
But my weather objects can be visible at the first scenes lmao
mrov you told me to let you know if i have any issues with weather registry
well ive got a bone to pick with you
:3
so basically i wanna patch into SetMapScreenInfoToCurrentLevel, so i can redirect the planets name on the monitor with this
problem is, you're already doing that, and you have it set to a priority of last, so idk how I can do it in a way that works with this:
https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/main/WeatherRegistry/Patches/SetMapScreenInfoToCurrentLevel.cs
ah, it is in vanilla, but with weatherregistry it changes the name back to reDine
i think because it just overrides the whole method
Which method?
In theory the code where we change the stuff in the TerminalNode's should be preventing this from happening
because the terminal should be sending to your level and not the original
extendedLevel.RouteNode.displayPlanetInfo = referenceToMyNewDine.RouteNode.displayPlanetInfo;
this line
here let me comment that out and show you
the patch i just made i mean
oh huh no i guess not
it still says reDine here
if i do this though it doesn't (obv)
I'll move this to #dev-moons
yeah i went a bit off topic sorry abt that
btw mrov nitpicky but should use .SetText() rather than text =
wait why's that?
seems like maybe that's only beneficial when interpolating floats or using a cached stringbuilder?
Allocation related iirc, it’s mainly practical in update loops but figured mentioning since he’s already using a stringbuilder there
alrighty, will adjust to that
mrov please help me 😭 im suffering https://pastebin.com/jxsrM2EX
im having weather desync issues when changing my moons weather (i did actually end up having to do this) and its still not working sometimes and it doesn't change at all if weathertweaks is installed
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
wgt di tiou have a zeekers role
good question
You've seen nothing👀
hmmm
weathertweaks is CURSED
becuase it's using its own separate weather picking and syncing system
i really need to rework it
this is the day

Can you tell me why that happens?
how are you registering your weather objects?
Let me see
what
@abstract pivot Can you tell me why that happens?

you a lie
i would have no idea whyh ur image aint imaging
if you have unityexplorer installed you can check if the effect is enabled at that point in time
because it shouldn't be, but it somehow is
oh yeah
you need to have the gameobject disabled
in ur unity project
lol
forgot about that part
Really?
Dw, I will
the way me and you have it setup is that we instantiate the effect object
and that's kind of how mrov makes us do it until he reworks it
so you have to instantiate it while its disabled when u load the prefab so it doesnt do its onenable effect and stuff

Also can you tell me If my weather only spawns on Zeranos?
Like
Am I doin it right?
Or it somehow has the default parameters for all the moons?
So I have to exclude it?
Include is right
but i dont know if thats the name weather registry uses for your moon
it might just be Zeranos
@drowsy willow can you confirm how you check for moons?

Use just Zeranos and Registry should resolve it
If you have any doubts, check what Registry prints out during lobby load
And check the Weather object with UnityExplorer
Will your weather only be on Zeranos? 😭
Yes chill guy
Using registry will we be allowed to move it to other moons?
if the config option won't be disabled, yes
are you sure you're using the latest version of Registry .dll in your project?
because you should be using Configuration instead of Config 😅
it's probably copy pasted code from what's in my mod
and i asked u what to change the variables to
and u never responded lol
wdym?
@drowsy willow I'm using BrutalCompanyMinus alongside WeatherRegistry (no WeatherTweaks) and I have the scrap amount/value modifiers applied through WR, however the xModifiers don't show up in the tooltip. I'm wondering would WR handle these values separately from BCM or should it show as the scrap value/amount in the tooltip?
Hey @coarse kiln, as far as I know BCM doesn't check Registry's values - it uses their own ones
so you'd need to disable using scrap multipliers in Registry for the displayed values to be accurate
I do want to use the scrap multipliers from WeatherRegistry though, or is that Boolean purely for the way printing/broadcasting is handled?
that setting completely disables Registry's scrap multipliers
sadly it's made in a way that replaces other mod's settings, not multiplies them
That's fine! That's not my issue, the issue is with what's labelled on screen. I set the eclipsed multipliers to 75 lol and BCM says scrap value/amount x1.4
When a scan shows 847 items totalling a value of 537327 hahaha
Why isn't BCM reading the right values 😭
AFAIK BCM uses their own values for scrap multipliers, not related to Registry in any way
🥲
One last thing before I stop pestering you, is 1.75 for the scrap multipliers in the config equal to 175%?
correct
yes, 1 == 100% of vanilla values
Ok thankyou!! 😁😁
1 new weather per game tick
🤫
i assume it'll be moved to stable when it's.... y'know.... stable
it will eventually be in stable
cause right now there are 3 versions of weathertweaks
which is at least 2 too much 🤭
r we talking about the multiple weather thing?
yes
kisses you on the forehead gayly
@drowsy willow
For clarification this was after we turned off CodeRebirth MeteorShowers I think WR breaks if you disable a weather on a save that had it enabled before
full log?
Assuming I just need to have a save with MeteorShower on and then disable it after it's saved it should be easy to repro lol
Cus we had it break twice, error threw when going back into orbit
The beloved 6
the update will go live later today, i have a few things to add for Tweaks to work as well
Yeah you need to rewrite it at some point you've said that yourself
you've learned a lot since you made it
this is the moment
None > Stormy will no longer have ultra explosive lightning
I am genuinely happy to see you working on it again though, the Tweaks have needed some love
I stopped using it a while ago cus of the performance problems but I do miss it
oh dear, is that still a thing?

lol
Oh nice, combined weather will just appear in Reg like that?
that's the plan, yeah
I imagine a lot of configs, but worth it to have that amount of customisation
I look forward to when its implemented!
amazing
My only concern is, just how many config entries is that? Especially if you include modded weather too
well, every weather has its own category
and I'm gonna hide all the unused ones (filtering, weights)
so it's gonna be manageable
I think
Ah wait so, if say...i dont enable stormy+flooded, I won't see the entry for it?
But just how many combos are there still
Like is it limited to 2-3 weathers at a time?
Like, unless i am being dense, if you have say ... 12 different weathers, and up to 3 at once, thats 220 combinations right?
https://www.calculatorsoup.com/calculators/discretemathematics/combinations.php

Is my understanding / math wrong
I mean sure its probably less, like, you can exclude clear
Also weathers like cloudy + flooded would be very pointless
But for actual weathers its still alot right
Well....
Now that i think on it, FairAI has 4 bool config entries for each entity it detects in the game
So i mean....the size would probably end up similar
I guess it would be manageable
Still thats probably gonna be the heftiest config i have ever seen
Getting one of these for every moon in the logoutput, would this be WeatherRegistry's fault? [13:57:49.3989802] [Warning:LethalLevelLoader] Client Had Differing Current Weather Value For ExtendedLevel: Experimentation, Syncing!
could you send me the whole log?
Its not really a bad thing!! 
People like me that want to config and custom balance everything will enjoy it
Those who dont care for it can likely just ignore it
well, I also don't want to clutter it with unnecessary options 😅
at least I hope I can manage that
I would maybe advise keeping it to 3 weathers stacking at once
And then maybe have 1 or 2 thats just like, every single vanilla weather and every single vanilla+modded weather for the funnies
I know it probably supports 4 or more but i think thats excessive in most cases
A scuffed way of doing it could be adding like some blank "custom weathers", where someone can just list off the names of the weathers they want added
Make your own nonsense weather 
hmmm, that's an interesting idea
it would be a bit messy to define and handle
but you would be able to do whatever you want
hmmmm
As someone who’s probably spent more time in the LLL confit than the actual game I can completely confirm it’s a good thing.
REAL
Stormy + flooded + eclipsed flip you. Go.
gorgle
so how's the mod going so far?
rainy. foggy. stormy. flooded. eclipsed. dust clouds. heatwave. solar flare. meteor shower. windy. snowy (unreleased). cloudy (in beta). when day breaks (unreleased).
if it werent a guaranteed lagfest, id kill for the ultimate weather condition (a combination of all of the above)
let's just say that i won't forgive myself for starting this anytime soon
oh noo 🤭
that would be fun
imagining combining other weathers with something like kite's bloodmoon, sounds very scary
combo weathers with a moon randomizer is one of my fav parts of this game, thank you for your past + present work on this so far 
🥹
that would be the coolest thing. I'd set it to have a super low chance tho
and there's 2 things i need your feedback on:
- should any other options be added to special weather sections?
- should those config entries be in Registry's or Tweaks's config file?
🫂
Registry's
like weather mult. for combined weathers?
for example
because normal weathers have multiplier sliders
should special weathers just have a combo of those or a separate slider?
ah yes
There any chance if we could name our weathers? I don't know if you are implementing ways where we could combine weathers, but if we could, could there be a way to name them?
I personally think a combo, but maybe make that combo the default and then optionally slider
It's raining mrov's!!
i've got the craziest idea
ahh yes the Staipsed weather
I mean yeah, that is indeed one.
okay, the rework is taking a bit longer than expected
but - honestly - nothing works like i want to 🤭
i'll try to have that finished this week, but no promises
take your time, better delayed than rushed.
yooo nice
also you left vc so abruptly earlier mrov lol
glad you figured it out though
sorry for that 🥲
i have made tremendous progress
i really hope to have it done today, but we'll see
everything is synced through WeatherRegistry only
it took me a while to pull off 😅
lmao stormy+rainy particles look so funny together
I knew the angle was different but that's so extreme
yeah 😭
maybe you'll have to tweak that weather combo 🤪
also is this gonna include instantiating modded weather effects?
yee that woukld make sense
no 😦
i've got a secret solution for that
wait the solution is another project? 
i've said too much already 🤫
I shall have to trust the plan
Haven't you been working on that forever? 6+ months, if not more?
yeah, i am 😅
Crazy.
the issue (and why i'm doing this) right now is: I'm managing 3 weather mods (WeatherRegistry, WeatherTweaks (and beta))
and they all do similar stuff in different ways
which is impossible to work on
i'm reworking how the Tweaks work to unify all the stuff i'm doing
so: Registry as the actual manager of everything (weather types, effects, when they're enabled, what's synced) and Tweaks only influencing how Registry works, not any game methods
so instead of 3 versions i'll only have 2
and they're gonna do different things, so there's no feature overlap
MrovLib 0.2.9
- added
LevelHelper StringResolvernow resets after disabling lobby, not during startup (silly)
not that bad
WeatherRegistry 0.3.0
- Apparatice will now use WeatherRegistry's scrap value multiplier
- added default weight and level weight logs to startup
- added a check to loading weathers from save in case mod list was changed between lobby reloads (thanks, @ancient depot!)
- added
LevelWeatherTypesproperty toWeatherManager - added
GetCurrentLevelWeathermethod toWeatherManager - added null checks for
Weather.Effect - added an option to change which weather selection algorithm is used
- used algorithm will be logged in the console
- added
BooleanConfigHandlertype and changedWeatherConfigto use it - changed
screenLevelDescriptionto use.SetText()(thanks, @manic cobalt !) - changed the transpilers of vanilla methods so only WeatherRegistry enables weather effects
- changed how disabled
ConfigHandlerbehaves- before it would create a dummy config entry with a description that it's disabled
- now it will not create the config entry at all
- fixed an error introduced in 0.2 with
Weatherproperties not being used for default config values (sorry, @latent sleet !) - Weathers registered by WeatherTweaks will no longer be removed from the registered weathers list
- marked some properties as virtual
as always with my big releases: let me know when something breaks 😅
How is this progress where is goku
here
How hard would it be to make snow particles replace rain particles on snow moons?
Has anyone's friend been able to import a profile after registry updated?
if you mean replacing the entire object, you could use https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/main/WeatherRegistry%2FDefinitions%2FWeatherEffectOverride.cs
if you mean just the particles, check the game object of rainy/stormy weather (look for RainParticleContainer iirc)
So I would be able to change the weather particle effect on my custom moon like gorgonzola does with the cheese rain
exactly
I'm gonna be completely honest with you - I have no idea if my implementation of effect overrides is fully working right now, but if you encounter any issues hit me up
😳
that is probably not my fault, but I don't like the timing on that 🤭
If you want a codeless implementation Gorgonzola currently uses JLL's weather override system. But I plan on making a much better system in the future if all goes to plan. Otherwise for now you can experiment with mrov's new toys.
Nice, thanks!
Profile code: 0193742d-b6f5-326d-d379-a381cada206d
Couldn't start Artifice
oh wait
nvm
old version
do I need to reset my config after this update mrovy @drowsy willow
no need to, dear sir
how do you get that console on the bottom left pls
omg yay apparatice multipliers
finally
I'm so glad
I have been waiting for apparatice multipliers ever since I was born
lol
@drowsy willow Small issue with the latest version of WeatherRegistery : there is no rain during stormy weather
This does not happen with 0.2.9

also, does this "changed the transpilers of vanilla methods so only WeatherRegistry enables weather effects" means that no other mods can change the weather?
dear god
noooo
it means that vanilla doesn't enable effects on its own
which is not working lol
fun
ah ok lol
have you experienced thunder with no sormy ? yaaaayyyy it's an anomaly
good feature lol
Once again we blame Zeekerss for how scuffed the vanilla stuff is
as usual
oh jeez, I didn't realize I had to look at two different weather-manipulating mods for the OpenBodyCams weather support
will have to look at gorgonzola later I guess
dry storm
Actually speaking of this @thorny salmon, do you have any other mods that might touch Rainy and Stormy weather that could just be causing issues? I know Chameleon touches them
I wanna be sure this is 100% a vanilla issue for poor Mrov's sake lol
I have chameleon yes but disabling it does not solve the issue
Pretty sure it's just WeatherRegister latest version
also I'm pretty sure chameleon just adds visuals for stormy and rainy on gordion and march
Don't think it actually messes w the weather
year...
so... any idea why using the Weather Probe from WhiteSpike is no longer doing anything as of 0.3.0? worked fine in 0.2.9.
i also let Spike know in case it's a matter of keeping up
Cus Mrov did a huge overhaul
I'm back from work, will address this issue ASAP
Btw did you forget abt the TerminalFormatter & RestoreMapper thing, or is that held off until further notice
I'll come to overhauling TerminalFormatter soon-ish
have to finish my secret project first 🤭
that's interesting
that's an obs overlay, it's still two windows for me 😭
let me know how that works
when weathers come back 🥲
when stormy is fixed too i hope <:)
the mrov mark of stability
im busy rn so i cant check unfortunately
is it possible for me to release an update that works without issues 😆
good damn
I plan to have a fix ready in about an hour
OH MY FUCKING GOD I SEE THE ISSUE
so, umm
when host changes which effects should be active
it's not actually being received by clients whatsoever
for which issue?
weather effects not applying
ah
the weather probe is more interesting
because - as far as I know - nothing actually sent any data to WeatherRegistry
will check for sure tho
thanks, friend ^u^
WeatherRegistry 0.3.1
- fixed weather effects not enabling properly (#10) (thanks: @thorny salmon , @raw bloom !)
i'll check what's going on with the weatherprobe later today, i'm exhausted after work 🥺
i am honestly surprised i broke that little lol
i'll just keep on 0.2.9 til a fix is discovered.
thanks for helping maintain the weather
what's surprising to me is that it worked
because - as far as i've checked - it has it's own weather-syncing stuff
which wouldn't play nicely with Registry AFAIK
hmm
will investigate when i can think properly 🤭
thanks a lot for reporting the issues 🫡
it prevents weatherregistry modifying the sun animator, I believe
atleast thats how I always understood it
Famous last words? 
heyo, terminal formatter has an incompat with https://thunderstore.io/c/lethal-company/p/SmoothReserve/SmoothReserves_Decor/, when using -1 to disable a shop item it breaks the shop and moon menus
Why did you post it here and not in TF thread?
It doesn't look like 0.3.0 completely fixed modded weather default values :p (Heatwave still got it's Filtering option set to false)
@drowsy willow It seems like Eclipsed music no longer plays when a moon is Eclipsed
Can hear the music on my end
Maybe Gorgonzola is just borked then
@pine thunder
That or LR's compat is busted now in some way
full log please
wdym custom suns?
like moon creator making custom skybox?
will check, thanks
what in the god's name you're talking about
there's no music because probably the effect doesn't get enabled => the problem is still here
I found two more issues, will push a fix shortly
WeatherRegistry 0.3.2
- weather effects are now correctly synced between clients
- weather effects are now correctly re-enabled when leaving dungeon
and i hope that's all the issues covered
let me know if 0.3.2 fixes that
forgot to mention it in changelog

Ahhhh yeah that would be why music vanished
I went inside the interior and left
I got confused cus Endox said they were working for him lol
@drowsy willow game froze when I got error near the end
Same here
was 0.3.0 the last working version
before your break
just wanna downgrade for my game
or was it 0.2.9
strange
new version has been pumping out errors for me
I'm pulling BetterSprayPaint though
that threw constant NRE's earlier and has been our culprit of lag for a hot minute now, a workaround if you have a save you're playing with the mod is to stick spray cans in the ShipInventory
any other lag culprits I should know about as of late
atm things have been pretty smooth for me tho
EnemyEscape threw errors for us once but I'm not sure on what moon I need to locate that
I'm thinking it was Winter Lodge
ive pretty much ditched enemy escape tbh
its good
but modded enemies dont play nice with it haha
and taking the time to cfg it isnt really worth it for like 3 enemies I like to have for it
so I just tossed it
btw you ever see this error?
Nope
shiiiiit, maybe its due to the fact I got a new internet box today
old one died on us
despite that seemingly game breaking stuff, it did get fixed 🎊
the silver lining 😅
@restive pilot @kind crane could you send me your modpack codes? I'd like to investigate your issues 😅
I apologize in advance if this is something that gets asked a lot, but is there any shot WeatherTweaks will be updated for the v60s some time?
if - IF - I manage to get everything fixed and tested it's gonna be available tomorrow
since I'm trying to unify the codebase with WeatherRegistry and it's going great 😅
Oh sure
Mine might be easier to use
01937ad9-e1bb-7649-05cd-e4b155e6e915
01937dfe-3438-59a8-cfb2-ec7d1f24f1ec
hmmm
i can't replicate it
but I think I know what the issue is
will push a quick fix
WeatherRegistry 0.3.3
- (hopefully) fixed all issues with
IndexOutOfRangeExceptionwhen accessingTimeOfDay.effectsarray #11 (thanks: @restive pilot , @kind crane ,CoolLKKPS!)
Np!
@drowsy willow I think this latest update broke something. I'm getting multiple weathers at once (usually eclipsed + stormy + rainy) when landing on a moon with any weather condition.
Does not happen when reverting to 0.3.2.
Upon closer investigation, it seems not all of the weather effects occur fully though. I get both straight and angled rain from rainy and stormy, but I don't get quicksand or lightning. I get mobs spawning from eclipsed but no eclipse visual on the sun. Whatever other weather is actually supposed to be present on the given moon is still there. Issue doesn't occur on clear moons.
Here's me having routed to foggy experimentation for example.
Here's the log from that session if by chance it helps
Weird
Same and the weather was suppose to be none.
@drowsy willow The bug came back where weathers don't save on game reboot
had both Makron and Derelict as clear
they changed to Rainy and Stormy
I haven't had any issues which is strange, and none of you have WeatherTweaks paired with it?
I wonder if it's only affecting Vanilla Moons
Nope its every vanilla and modded moon thats clear weather.
Weird it's been fine for me 
Actually just reprod it
It seems to be rng @dusky mesa
We got 2 clear days without it
3rd day it happened
Going inside the interior and going back out also fixes it
Weird
as
fuck
01937f63-ed69-f76d-89c8-d7b8e076f5a0
Weather resets upon restarting again
Not only that, when it was stormy, the eclipsed music was playing
I don't have a log for that one though, as I restarted to turn on my logs to see if I could replicate the stormy + eclipsed music combo
I'll send that glitch's logs if I'm able to replicate it
Weird
At this point if 0.3.2 had no issues for you downgrade it to that, otherwise downgrade to 0.2.9
Mrov likely won't be available til later
I'm on v0.3.3?..
Re-read what I said
if the previous version was fine
Downgrade it to that version.
If you got the errors some people got
0.2.9
You worded it weirdly, but now I understand
Raining Foggy with Eclipsed ambience?
Known problem we've been reporting the issue
Any weather right now has a rng chance to just go Rainy + Stormy + Eclipsed
downgrade to previous build
were the combined weathers added to regular weather registry? how do i disable them?
No it's a bug
Probably from when he was testing WeatherTweaks' upcoming update
You have to roll the mod back
A lot of bugs were happening tbh, I wanna guess he accidentally uploaded a test version of the mod
what in the god's name has happened
fucking hell
will check tomorrow, sorry for that
Ghost in your mod
got this as well, moon said solar flare and when i landed it was rainy, stormy, and eclipsed at the same time
only thing is there was no lightning or mud puddles, and enemies weren't spawning early
also going inside and coming back out removed those effects, but also got rid of the environment noise
so there was no sound outside
Wtf 😭
oh cool
Did you also fix the returning issue of it not saving weather on game reboot?
Oh I see the mod basically wasn't working and just caused an explosion
Lol
fun
I have no idea what is the cause for that yet, will investigate tomorrow
I just didn't want the mod to completely break atm
Might have all been cus you accidentally disabled that one feature that made the mod work
lol
have fun then
nothing got changed
Weirdddd
So maybe it broke before that and we just didn't notice 🤔
Ye you got this 
@drowsy willow Well I just did a test and it is fixed with 0.3.4, I made a new save, Experimentation said Rainy. Completely rebooted the game and it still says Rainy
LOL
So 0.3.3 was just borked
The problem with it changing weathers before might have just been cus of the Rainy + Stormy + Eclipsed stuff going on
I mean it makes sense if nothing relating to it was changed as you said, and it doesn't surprise me that one thing breaking with the mod could have broken other functions
assuming nothing else is completely broken - I'll try to finish the weathertweaks update today
Ooh
The return of WeatherTweaks
I just hope it's not like when you first had us use the beta and we make it explode and you start crying again I genuinely feel really bad about that lol
Random question, do all players need to have the same config for this mod or just the host?
If you’re all using a mod manager and someone’s sharing a mod code then everyone has the same config anyway.
Can someone tell me why my weather started not working? I get these log messages after random map seed screen:
Weather 1:
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '<null>') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '<null>') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '<null>') is missing!
[Error : Unity Log] The file 'none' is corrupted! Remove it and launch unity again!
[Position out of bounds!]```
Weather2:
```[Warning: Unity Log] The referenced script on this Behaviour (Game Object '<null>') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '<null>') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '<null>') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '<null>') is missing!
[Error : Unity Log] The file 'none' is corrupted! Remove it and launch unity again!
[Position out of bounds!]```
Other vanilla weathers works fine
🤔
I tried to update WeatherRegistry and now I can't even launch any moon
Omg, nvm. I just noticed that mrovlib is a dependecy for WeatherRegistry so I had to update it too 🤦♂️
I still get that error tho
hmm, that's really weird
have you tried recompiling your asset bundle/mod completely?
- for weather selection only host's config is used
- for scrap multipliers only host's is used
- for logging levels it's client-sided
- sun animator is client-sided
and I think that's it
everything "important" is only selected in one place and the results are synced between everyone
yea, and I think that problem is from my moon
well, i was right
🥲
@gray thicket @dusky mesa @raw bloom @obsidian schooner sorry for the ping, want to make sure that everything is working again - have v0.3.4 fixed that issue for y'all?
Haven't tested much but so far it seems fixed, yeah.
Did some tests, everything seems fine
omg finally everything's fixed, weather is back to normal
... until someone is playing ||ocarina's song of storms 😂 ||
@drowsy willow in 0.3.2 you added this in changelog weather effects are now correctly re-enabled when leaving dungeon, how are you making this?
because yes its working but
now when something else is changing weather (imperium change weather feature for example), the new weather is replaced by the old one when leaving the dungeon
if you change weather using Imperium after landing, it's not going to work that way
because Registry doesn't work that way yet
copied directly from weathertweaks
what do you mean does not work that way yet? you planning to add something to properly change the weather based on a weather change after landing?
Imperium currently calls WeatherRegistry.WeatherController.ChangeWeather(level, weather);
and i'm planning to include a check if the ship is already landed
to change the current weather effects
because it's synced by Registry already
ok ok
cause i will probably also need to do that for song of storms
right now its working in vanilla and weather is synced, but with weatherregistery it's the same issue as with imperium
but i dont understand that, lets imagine that im already changing the current weather effects, and everything is synced, how does weatherregistery keeps loading up the old weather ? Does it save the current weather before landing in a personnal list or similar ? cause otherwise i can change the current weather and current weather effect so registery is supposed to see that change no ?
WeatherController.ChangeWeather(SelectableLevel level, Weather weather) ->
WeatherManager.currentWeathers.SetWeather(SelectableLevel level, LevelWeatherType weatherType) ->
WeatherSync.SetNewOnHost ->
UpdateLevelWeathers(WeatherSyncData[] weathers) which sets every SelectableLevel.currentWeather to the received value
EntranceTeleportPatch calls WeatherEffectController.EnableCurrentWeatherEffects(), which checks WeatherManager.CurrentEffectTypes - a list of all enabled ImprovedWeatherEffects
so changing any vanilla fields will not have any effect on what Registry does in that scenario
ok that make sense
so i need to add proper compatibility for weatherregistery, but first you need to check if the ship is already landed ok ok
could you ping me when this feature will be included?
oh, absolutely
i need to add a few checks to WeatherController
- ship being in orbit
- if ship has landed already
- if player is inside
- if player is dead
and it's gonna be amazing
Thanks
haven't tested stuff yet. I
So new version is good though?
or should I stay on an old version?
does it play well with the Song of Storms from the Ocorina? @thorny salmon ?
No, but reverting will not change anything. Right now song of storms is changing the weather to stormy but if you go inside the dungeon and then outside the weather will change back to the old one
I will be able to add weatherregistery compatibility once mrov update another thing in the mod
ahah but i didnt tell you one thing
you cant cancel super stormy 😎
this will stay until you orbit
no matter what you do
Sorry for the ping but this won't show up on r2modman for me for some reason, is the only option a manual install for this version?
give it some time 🥺
multi weather 
@drowsy willow hey, I saw a warning that I have to instantiate weather with scriptable object. I just call ScriptableObject.Instantiate func?

don't worry about it for now, i'm working on a proper solution for creating new weathers 😅
when are we finally transpiling enums out of the game
soon-ish
lets goo
can you disable weather gameObjects at start?
because I keep forgetting to disable it from prefab
yeah, i'll add a thing for that
OH WAIT
i already do 😳
but this is during lobby load
sooooo i'll add a check for that earlier 😅
I see the weather objects on Init scene
What about disabling it after registering?
that's the plan
But
since weather include OnEnable method
it will affect somehow to the game?
wait no
nvm
also my weathers don’t select for my moon or for any moon
I did include my level when registering with weights
alrighty, what's your config?
I have to see the code
I will send you when I get home
But what I do is
Include “Zeranos” moon and uh
that’s it
I don’t exclude for any other moons
i mean your WeatherRegistry.cfg file - if it's registered properly, it should show up Zeranos as default value for config entry
and i've fucked with the configs on v0.2.0 and v0.3.2
so somewhere in-between those version some config entries were not resolving correctly
and if you have a config generated back then, it could fuck up the game now
i've also changed (and marked as obsolete) a lot of things in the Weather definition
and there were a few versions where those weren't connected to anything in configs
fun
and so the "correct" way to do it is something like this:
of course you only set up what you want (need)
everything else is using the defaults
I'm still in orbit :/
👆
Do I need to reset tweaks or registry's config then? Was getting the log spam constantly after adding tweaks experimental but maybe I had a remnant config that's causing that
I mean
He said the Experimental build would likely be broken and have issues
It's Experimental for a reason
Hence reporting, and then it seemed like I was being pointed toward the config changes? (Think I read the wrong message, so if that had been directed at me I'd have no clue how definitions are involved) I must sleep
So far, no bugs or errors for me and I'm using an old config for Registry.
Out of curiosity though, are the changing/multiple combined weathers supposed to happen naturally or is it just a possible feature for other mods to make use of?
for an experimental build it seems far less broken from the base one (the monitors bug out for some reason on the base mod??) and the combined weathers aren't present anymore
haven't played alot with it so i can't say much rn
waiting for terminalformatter rewrite too, some inputs in the terminal don't work at all 🙏
Which ones? I've had no issues with it 🤔
idk i had some different stuff happening, but with it on it used to not show the store, now it stopped showing the moon page but shows the store
That's not a TerminalFormatter issue
You have some other mod breaking stuff
Cus I've been using the mod for a long time without issues, so have multiple other people you need to track down whatever it is
conflict with mods that changes stuff in the terminal i assume
i have a small amount of mods rn as i am remaking my pack and i am running into issues i haven't encountered in my previous pack
oh
oh no
i just reinstalled terminalformatter and weather tweaks experimental 😭
wait a sec
oh mrovlib didn't update mb
ok i am stumped then, the mods i thought it could have issues is gl with it's terminal changes and maybe terminalconflictfix
i got nothin in my modpack with 35 mods as of rn lol
no choice but to do the old disable everything step by step method
gonna enable the logs and see what's the actual issue
log is seeing nothing unusual
very strange
On another note, what's cloudy? Just less intense foggy or am I missing something?
Some reason it's like saying it's clear but in reality it's raining and eclipsed
Clear? or clear ?
I deleted old config file and I guess now it works fine!
Thank youu
No worries 😅
combined weathers won't show up on the first day
it's by design 😅
Oh, so they do show up naturally?
I've yet to see them, gotta keep looking I guess.
they should, yeah
