#Weather Registry / Weather Tweaks / mrov
1 messages Β· Page 15 of 1
in terminal and on the screen
are the combined weathers and progressing weathers supposed to be part of the experimental version released yesterday?
they weren't there in the sesh i had yesterday. just the normal weathers
Still not seeing any unfortunately. I do see the 50/50 uncertain ones but that's always just one of them.
you're talking about the console? π
I mean that one
damn
okay, i've just confirmed it - those weather weren't actually created lmao
amazing
WeatherTweaksExperimental 0.23.1
- fixed an issue where special weathers weren't properly registered

So does this fix the combined weathers?
I've noticed no difference to the previous version so far π€
Tried regenerating the configs too
Ok I took a look at the logs and think I know why they don't appear.
The changing and combined weathers do exist, but they all have a weight of 0.
Tried inserting some of them manually into the WeatherRegistry config, doesn't seem to work. Weights remain at 0 according to the console.
I'll push a patch tomorrow, that's very weird
Glad to see the return of WeatherTweaks is going about how we both said it would Mrov
XD
it's going far better than my expectations tbh
I'm happy enough to just have uncertain weathers back tbh π
True :3 mine too but we both did expect it to break at least lol
are the combined weathers supposed to show up in registry?
So the experimental weather thing. Can I combine all weathers included modded into one amalgamation?
can't speak for mrov but at the moment it looks like no, unless that's what the ">Madness>" one is
the options atm look more like combining 2 or 3, or transitioning from one into another
the weather selections in this log should be all of them available right now
I'm trying like everyone I can do and not finding anything about combined weathers in the config
i'm not getting them either, its either not implemented yet or isn't supposed to show in registry
The screenshot doesn't show all of them because not all of them get called for every moon it seems. But there are all double and triple combinations and all combinations for one weather changing to the other.
oh gotcha
i guess cus if it showed all of them it would be an unreasonable amount of logspam
I mean there already is because it makes that list for every moon whenever you enter orbit. I'm assuming some are exclusive to some moons or it's just random.
Not every moon can have every weather, and weathertweaks picks which combined weathers will show up based on the moon's possible weathers
for example: titan will never have a flooded weather
I see.
So is this purely based on vanilla values or does it draw from the weights specified in WeatherRegistry?
it checks if every weather type it wants to enable is defined in randomWeathers, but it uses WeatherRegistry weights in the selection afterwards
at least it's supposed to
special weathers use this for determining their weight - do you think that the normal "default weight" slider would be better for it?
Is it intended that Tweaks is logging the currently orbited moon's weather multiple times a second?
could you send me your log?
oh, that
Just wanna say that is definitely not happening for me.
Forgive me if I'm getting it all wrong, but earlier you posted a picture of the stacking weathers showing up in something like registry, is that how it's gonna be controlled? Or will there be some other way to configure it? Thinking about it cus I'd like to set certain combinations more/less likely for individual moons
yeah, all weathers created by weathertweaks are controlled from Registry config
Thinking about it cus I'd like to set certain combinations more/less likely for individual moons
i have not thought of that - let me check how messy it's gonna be in Registry
let's call it a test
it's everything, switching between each other frequently π€
alright, it's not bad
π€
dunno the context so might not be relevant but is > config friendly?
i'll check that right now
Within quotations it should be fine right?
would you look at that
alrighty, i'll change "weight modifier" to a normal "default weight" and i'll add level weights to special weathers
lmao the weight modifier wasn't actually used
that's why everything was 0
fuuuuck
that's better
π π π
This is gonna take a long time to tweak everything to my liking but I can't wait
this is better
maybe
WeatherTweaksExperimental 0.23.2
- made sure WeatherTweaks weathers are registered before Registry initialization
- changed configs:
WeatherTweaksWeatherusesDefaultWeightinstead ofWeightModify - changed some logs
i hope that the weathers will register properly and you can play on them π
Works π
One other thing though, no weather to weather weighs for the special ones? π
Alright haha, not an oversight then π
i don't think that adding all possible config entries is necessary, but on the other hand i know that there are people who like configuring things to a crazy degree
Idk how much work that part is, I'm asking mainly because I use that feature a lot for my pack.
and every special weather having 8 config entries would make a big file π
I'm trying to get a somewhat realistic weather progression across days, i.e. Cloudy is more likely to result in rainy/stormy the next day, etc.
i'll tinker with it to find a nice solution
I don't think X > Y configs are as necessary, the combined ones are nice
Could always make a second config file that only generates if a box is ticked in the main one
And don't the base weathers have a thing on the bottom of their tab for how likely they are to move into another one? Or is that something else
they do, but this is about special weathers
Wait, do you reckon I can add special weathers to the existing vanilla weather to weather weights?
Is there a way to have the transition ones marked as the 2nd weather when calculating that?
no, they are separate ones π
ah, rip
what do you mean by that?
If you have weather like None > Rainy, then when it calculates the chances for what weather comes next, it uses the weights assigned under Rainy
omg the uncertainty even interacts with the special weathers
i'm pretty sure that shouldn't happen π³
π
hmmm
i don't think so
it's even better though, assuming it works like it says on the tin
because None>Rainy and Rainy are two separate weather conditions, defined separately and with separate configs
their weight settings won't mix
And I'm guessing there's no way to manually change the weather state before it calculates the weights
Like you can't tell the game it was actually Rainy all along right before it calculates
i'm trying to think of a way to achieve that
@drowsy willow do you have "recommended" scrap amount multipliers for vanilla weathers in mind?
other than defining default weather-weather weights? i don't think it's easily doable
i've had them somewhere, let me check
I imagine trying to change them forcefully outside of when they're supposed to change naturally will break something horribly
crazy how your reward for adding more config features is requests for more config features
that's how it goes π
Forbidden fruit.
yeah, exactly
That's just the obsessive in me talking. What we have with this already is incredible in it's own right so I can't complain π
that's value multipliers, i'm using the same amount multipliers as MeteoMultiplier did
Hm, okay. Different question though. How are vanilla weathers sorted by severity in WR? For example when it comes to colouring them on monitor? Same as on that table?
those colors are predefined
Okay, thanks!
no worries π
What's Cloudy? A weaker fog?
clear weather with darker skybox
So like eclipsed without a moon covering the sun, without the music and without increased monster spawns?
something like that, yeah π€
no it's just the cloudy skybox from stormy/rainy/flooded
Just got this error when when trying to route to Assurance.
Ship never "arrives" and the lever can't be pulled, but I can still use the terminal to select other planets so nothing game breaking.
Here's more context for the log, the error message happens instead of the usual "Getting display weather string for planet" message. I was trying to route to Assurance inbetween Experimentation and Vow as seen here.
Fully aware that this could just be a mod conflict, let me know if you want me to send my code. I'll try reproducing it without other mods as well.
Thanks, I'll check it when I'm back home
do the combined weathers pool the value modifiers from their respective weathers? i landed on offense with rainy+stormy+flooded, and each item was near or over 200 value
was kinda surprised to get a 5.7k value offense but if they do pool modifiers i'll just rebalance the base weathers' values
Oh are they multiplicative instead of additive? Hmmm
i'm not sure
Yeah I noticed rather high scrap values as well, come to think of it.
Scrap*1.4*1.4*1.2 for example is very different from scrap*(1+.4+.4+.2)... not sure what your values are though to guess which variety
foreach (Weather weather in this.Weathers)
{
Data.valueMultiplier += weather.ScrapValueMultiplier * 0.45f;
Data.spawnMultiplier += weather.ScrapAmountMultiplier * 0.45f;
}
it's additive: (scrap value multiplier * 0.45) for every weather type present
there should be something like this in your log - check what's being printed there
Should the *.45 not be being applied after they're all added together? Having difficulty visualizing the math
so it'll take some adjusting for the scrap values
my current setups for eclipse + rain + storm yields a 1.55x modifier for value
Oh nvm they're equal regardless of order
Working on a little sheet thing to more easily calculate weights for the config
So, so real
I kinda did the same with a spreadsheet, made charts to show the weather --> weather chances more easily for people
So they can then (within reason) predict what the next weather will be
and i dont even have combined weathers yet π
Yeah, the problem right now is the fact that the special weathers don't support weather 2 weather weights, so whatever their default weight is is always added to the pool. My goal is to boil them down, put them side by side with the w2w weights you can control, and hopefully provide somewhat of an idea of the chances you'll encounter any given weather, be it individual or part of a special.
Damm
Hey, no rush lol. I'm happy to work around whatever works best for the mod π
And I think by going quite high with the W2W weights I'll be able to get more or less what I'm looking for.
What is Madness supposed to be?
I haven't seen that one yet
Progressing weather from Eclipsed > Stormy > Rainy I think
don't remember if that was the order or if by some magic it's always different
It's from the Experimental or Beta version?
Experimental
Is it not just stacking every weather possible?
nope, it's progressing
Is there any way to get DustClouds to spawn on vanilla moons?
I've set the weight very high and whitelisted it along with some modded moons like Arcadia and Seichi
Rn they are always DustClouds as a result, but the vanilla ones aren't
Iirc its not a weather but its an effect that experimentation uses
experimentation is able to activate it by using reverb triggers iirc
You can't set them through the Registry config, that's by design
if you want to add them to the random weathers pool, you can call WeatherController.AddRandomWeather (https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/main/WeatherRegistry%2FWeatherController.cs#L78-L90)
I feel like I've seen them pop up on vanilla moons, I'd have to confirm though π€
Like, as a condition on the terminal not just as the normal experimentation visual
I often see DustClouds as a weather on some moons like Olympus yeah
Registry won't add vanilla weathers to randomWeathers
could be tbh
depends on what the moon creator picked as "possible" weathers
yeah there's a few modded moons that have Dust Clouds as a possible weather
Canβt you set dustclouds to spawn in weathertweaks?
no
Sounds like a rather simple mod, i could have a go at it sometime maybe
I am just struggling for time atm cuz all the bingo stuff

Whenever you get the weighting issue fixed with Experimental I would love to test it for you btw, been waiting cus I've been seeing the bug reports but I do miss the tweaks lol
WeatherRegistry 0.3.5
- added compatibility for JLL's
WeatherOverride(thanks, @queen crystal !) - WeatherRegistry will now disable weather effects during weather registration (thanks, @arctic grotto !)
- fixed Registry destroying WeatherTweaks special weathers during lobby reload
- changed some file names
so it works with WeatherProbe again??????????????????questionmark?????????
naurrrrr π¦
fair. at least it's only one pack im holding the mod back on
my other pack doesnt probe
π₯Ί
does it allow an update of the weather while the ship has landed?
as in changing the weather effects?
WeatherTweaksExperimental 0.24.0
Please re-generate your configs!
- changed config entry names
- added an option to generate all hidden config entries for special weathers (thanks, @gray thicket !)
- updated how picked weathers are displayed
- re-introduced foggy patch ||with a twist||
last time i asked this #1203871322841808906 message
hmmmmm?
WeatherController.SetWeatherEffects(LevelWeatherType weatherType) should do the trick
i'm not checking if the ship has landed tho, so if you really have to do it during landing, it would look like this:
WeatherRegistry.EventManager.ShipLanding.AddListener(args => WeatherRegistry.WeatherController.SetWeatherEffects(LevelWeatherType.None));
with you replacing None with the desired weather type
You are simply the best.
Oh ok so this properly change the weather of the actual moon while players are still on that moon?
when this is called on host it will synchronize which weather effects everyone sees
if you want to change all the currentWeather fields, call WeatherController.ChangeCurrentWeather()
Ok, thanks im gonna test this tomorrow
i'm not sure what you mean by weighting issue, but i'm pretty sure it's fixed now π€
Where they were all being set to 0, saw you talk about it the other day
XD
fixed
default weights are no longer 0
and if you really want to, you can set them manually
i say the same, but then disaster falls right after
this is not good, this change the weather to every moon every time the ship is landing
but i have an idea to make it work, let me try that
no it's not working
You didnt add the checks you were talking about there? #1203871322841808906 message
okay, I'm sure I've misunderstood you yesterday
what exactly are you trying to achieve?
ok lol
so
basically, i have ocarina's song of storms, when you play it outside the weather will change to stormy. This works in vanilla but when WeatherRegistery is installed, going in and out of the facility will reset the weather to the original weather. You said it was because with WeatherRegistery changing any vanilla fields will not do anything, and you have a patch for when you enter/exit the facility to properly set the active weather effects.
Im searching a way to make a weather change properly work with WeatherRegistery when the ship has already landed, so a way to change the current weather and having it saved in weather registery currentweathers fields so its not reseted every time a player enter/exit the facility
alrighty
if you want to do it after you've landed, just use this
if you want to do it before you started landing, the best bet would be to change the weather type altogether
I'll add the checks I've been talking about today, maybe it's gonna make it easier π
ok trying it
this should enable the weather effect when you're outside, and shouldn't start the rain when you're inside
ok i think it's working, i need to do more test but it looks fine
if you're using unityexplorer, check what's showing up in WeatherManager.CurrentEffectTypes
if it's there, it's enabled
ok
when changing the weather outside it's perfect but rain does spawn inside for people that are already inside the facility
fuck
SetWeatherEffects is synced?
will fix that today
oh ok, this means i need to change something so just the host use this, one moment
If you want just one client to have different effects, call this: https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/main/WeatherRegistry%2FWeatherEffectController.cs#L86-L90
having only one client have different effects is not what i want to do buuuuut this can be fun to use to troll people lol
you'd have to RPC that yourself so it's called on host, yeah
yeah ez, im trying it now
yeah ok same thing, working but create rain for people already in the facility
I'll fix that later today
OOPSIE
lol ok thanks
you know what, i think im gonna troll emergency dice users with this
ah @drowsy willow
when the weather is flooded, and the weather is changed to something else with SetWeatherEffects all players that were deep in water, or walking on low level water, will be stuck infinitely in water even if the water is visually gone
you need to call this
if (originalWeather == LevelWeatherType.Flooded)
{
var player = GameNetworkManager.Instance.localPlayerController;
player.isUnderwater = false;
player.sourcesCausingSinking = Mathf.Clamp(player.sourcesCausingSinking - 1, 0, 100);
player.isMovementHindered = Mathf.Clamp(player.isMovementHindered - 1, 0, 100);
player.hinderedMultiplier = 1f;
}
i love lethal company
will add that, thanks π
how did I not find this sooner π₯²
lmao probably because you never tried to change the weather while the ship was already landed
weathertweaks has progressing weathers since April π
buuut I might've never tried that combo
ah yes π
maybeβ’οΈ
π€
WeatherRegistry 0.3.6
- redone patch for LobbyControl's
lobby clearcommand (fixes #11) - renamed
WeatherManager.currentWeatherstoWeatherManager.CurrentWeathers(again) in a backwards-compatible way - added a check to
WeatherController.ChangeWeatherto prevent setting weather effects while in orbit - fixed an issue with
SunAnimatornot changing animator clip for clear weather (thanks, @thorny salmon!) - fixed an issue with setting new weather effects while inside a dungeon (thanks, @thorny salmon!)
Can we name the combined weathers?
Like I'd like to name the combination of all weathers something like Calamity/Catastrophic. That or Incursion
But like if there is, that would be option so we can name them
there's no option to do that
and i'm not sure if i'll be adding that
π₯Ί
Perhaps down the line would be cool if there's a practical way to implement
Hello chat
other than making that custom weather combo yourself (which you can name yourself) i don't see a reason or a way to include that functionality
because i'm not gonna clutter every single config in existence for options that 2 people use
internal class CombinedWhatever : WeatherTweaks.Definitions.Types.CombinedWeatherType
{
public CombinedWhatever ()
: base("Whatever name you want", [LevelWeatherType.Stormy, LevelWeatherType.Rainy, LevelWeatherType.Flooded]) { }
}
that's how you can make it yourself
I did say if practical, personally not a big deal to me lol
But ty for the info
no worries
i'm all for adding more customization to the final experience
but i have to draw the line somewhere before it's gonna get impractical to handle
Yeah np I get that
Thank you, Iβll do that when Iβm home, no idea when Iβm leaving
Oh dear LGU's Midas Touch multiplies against the weather... I might need to debuff that
So for some reason the Weather Registry's scrap multiplier is causing the Apparatus spawn on the flesh interior to break.
which version of CentralConfig are you using?
It appears to be v0.15.6
Will do! Thank you so much
no worries π
delivering gargantuan apparatus
from what I saw flesh interior app looks normal
like is it's app unique?
Haven't been there in awhile
It's a regular Apparatus, just a unique machine it's connected to. I was investigating a bug report I was given that was apparently before the v0.15.7 update that fixed it
Hey all, I have been having fun with this mod but have been having a problem with trying to do all of what I want with it. I want to use the weighted system to make moons experience weather types they would not in vanilla (Rainy on Rend, Flooded on Titan, etc.) but this does not work, even when I set the appropriate configs to allow for it. Is this a limitation of this mod or am I missing something?
Yeah. Moons are hard coded to only have certain weathers available. There isn't a way to force a weather there thats not there normally without some other kind of mod
All the weather weights does is let you choose how much of each weather appears, out of the ones that can
Ofc modded weathers are the exception, they can be added to any moon i am sure
You'd need another mod to make Flooded Titan playable even if you could add it with this lol
Yeah, that's by design - you can't add vanilla weather to a moon that don't have it defined (such as flooded Titan)
I just found it odd since Imperium lets me change any moon to whatever weather I want, though I guess that is different
if you want to create new randomWeather for levels that don't have them defined, use WeatherController.AddRandomWeather: https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/main/WeatherRegistry%2FWeatherController.cs#L88-L100
WeatherTweaksExperimental 0.24.1
- added ||Blackout|| weather
- ||disables all lights on the planet and in the dungeon||
- ||makes the floodlight work like real ones||
||floodlight||?
That sounds really cool, i have been trying to think of concepts of other weathers that could be done, i never thought of that one
So ||actual Eclipse?||
||the ones on top of the ship|| π
it doesn't spawn more monsters (compared to Eclipsed), but it removes ||all lights||
i have a few ideas in terms of tweaking and balance, but some feedback on the current state would be appreciated π
i feel like this being a weather event (like the vanilla meteor shower) would be the best application
didn't bother today tho
The implication could be its an EMP or something like that
Or previous weather has damaged the power source nearby
when combined with something like weather to weather weights, where this could follow immediately after Stormy or something, it actually makes alot of sense
at least to me-
Or a Solar Flare.
I know Solar Flare already exists in another mod. But a blackout version of it makes sense for an event.
Can I put special weather weights into the W2W weight config like all others?
whats a vanilla meteor shower
Super rare thing that can happen at any time and basically fucks your day by making the outside unsurvivable
that's a bit of an exaggeration but it's tough
even better with the real meteor shower provided by CR
New v64 update in Lethal Company: Meteor Shower
#lethalcompany #funnygameplay #gaming
π
i hate that new icon
π
u cnat please everyone
YOOOO this sounds sick. I was playing around with weathers yesterday
I'll try it out and give some feedback since I'm a chill guy
Interesting the new weather
Was about to say looks brighter for me but it was because I was on a small moon
I like the new weather. honestly I wish the color in the sky and the SUPER dim lights in the interiors where almost black (could just be modded interiors) instead of just a simple light removal. That way we are forced to use flashlights inside and outside would give a different feel rather then just dark outside
Idk I only tried one moon with it, and it was a small moon with a modded interior. I'll continue to try it out
the moment i figure out how to actually use Unity (saving and loading bundles) i'll make the sky pitch-black
aand from my small playsession: i'll definitely reduce floodlight's range
THANK YOU!!! honestly cool weather and the black letters for the name is a chef's kiss.
This is what eclipse should look like tbh
huh
What donβt you know
kinda looks like how some custom moons had no light sources when the game updated to v60
It's not too bad, this is how I'm loading some assets/prefabs for Bozoros:
Can do any Unity object pretty much
oh, and the path has to match the one in editor?
what do i know π
There's probably a way to do it relative actually, but I just have the full path there
Hmm, you know what I just noticed the inconsistency of having Path.Combine() for the bundle itself, but not using it for the actual asset paths lol
Whatever floats your boat but in my experience a really nice reliable workflow is to create a manifest esque thing out of a ScriptableObject and store your references there. that way your not reliant on hardcoded pathing.
eg.
public class BozorosAssetManifest : ScriptableObject
[field: SerializeField] private GameObject GrabbableBalloon {get; private set; }
public static class BozorosAssetLoader
private static void LoadAssets()
AssetBundle myBundle = AssetBundle.LoadFromFile(etc.);
BozorosAssetManifest manifest = myBundle?.LoadAsset<BozorosAssetManifest>().First();
GameObject balloonPrefab = manifest?.GrabbableBalloon;
oooooh, that's clever
so by loading your entire asset into a "manifest" class you only reference those paths once, correct?
since everything else is a property of that
don't even need to hardcode the path to the manifest because you can work under the assumption at least 1 of them exists and you only care about that one so you can just load it up by type. singleton esque
because it's a scriptableobject and it's gonna be instantiated somewhere, right
that's clever
In Bozoros's case you can even skip a step by storing it in the lethalbundle and requesting a callback for it π
I tried that actually, couldn't figure out the whole streaming asset thing...
It's just an asset that exists in the bundle like anything else. You can get all of a given asset type from a bundle via the generic function
eg. you'd make the scriptableobject in editor
Oh... that's WeatherRegistry resetting the weather upon reloading the game again
I'll send a log whenever I encounter it once more, 0193ade9-0dbc-d124-bb4f-b6951ded5d3c
resetting in what sense?
i know that after firing sequence the weathers are loaded from a save file instead of being rolled
is that it?
Vow was clear last time I checked my save file, but now it's stormy
I guess it just depends on organization preference, I have custom enemy skins' component references in the same class as the skins themselves, so as to call something like ClownGiant.ClownHair, though I'm also handling skins purely from code
oh god
nooo π¦
Probably did it wrong actually... now that I think about it I'm not sure if I registered a callback
if you ever get that again, send me the logs - i have no clue why that woud happen π
π
Randomized seed on lobby start maybe?
I wonder if it's that
That config setting of ButteryFixes' fucking /w WeatherRegistry
Ohhh Mrovvvvv
Where are the stormy particles?~
it shouldn't do that on a saved game though, its supposed to read weathers from the save file
@manic cobalt Ah, found how I was trying to do it from an older commit
Yeah LoadAsset() threw an error due to it being a "streaming" AssetBundle or something... if I recall correctly
I think this is one of those things where it's just something no one ever reported to me lmao
You may be the first moon user to try and use it
the extendedmod callback should work
it's failing because you can't call that on the scene bundle that might be getting passed in through the lethalbundle callback
Also I am using the ExtendedMod callback to add an event to toggle a thing lol
Ohh, so it should be fine if I just switch to the ExtendedMod lethalbundle?
Yeah if I'm not a fuckwit the ExtendedMod callback would just be the bundle that contains your ExtendedMod (or ExtendedLevel)
which is not the streaming one
I'll get back to you tomorrow (cause I really need to sleep π) - I've tried to create a sun animator clip, bundle it and load it into my mod, but I'm still in the process of going through the tutorials π
ya feel free to bother me slightly busy but will do my best to respond
after 10 months of trying I've managed to run the LC patcher without any errors π
I definitely will, thanks a lot π
Ok so some thoughts and probably far too wishful ideas on the ||Blackout||:
||1. Tying it to the actual facility power (if somehow possible) would be nice. For example, in vanilla, turning off the power via breaker or apparatus opens all secure doors. Currently, the breaker box hums but doesn't do anything, and secure doors are still active and controllable via the terminal. This would also be friendly to mods like BlackoutHazards.||
||2. Apparatus currently still glows but doesn't give off any light, which feels weird. I think it'd make sense to either have it emit light or disable the glow entirely. Or perhaps even disable the apparatus as a mechanic entirely and have it just be a worthless casing?||
||3. Nighttime enemies should definitely spawn at this light level in my opinion.||
||4. I know lore isn't in the scope of this mod, but maybe it would make more sense to disable the sun completely instead of eclipsing it. That way, perhaps the event could be explained as some kind of hazardous ash cloud that covers the sky and interferes with electronics (would also feel more like actual "weather" this way).||
I hope the breaker box doesn't work in the blackout, didn't think to check
It's weirdly broken right now
Still hums, but the switches don't do anything.
That's good!
I prefer that actually
it would kinda defeat the blackout purpose
if it did work
I do too, but I think the facility power is still technically "on", as evidenced by the doors.
Do flashlights still work at least?
They work, yeah.
What moon is this??
Quasara, made by PowerFull
Awesome! Thank you!
Rainy breaks in spectate, too
I'm also wondering if WeatherReg is also the mod causing the int to flash
Who's flickering the lights..
I've seen the former, couldn't reproduce it though. Never seen that interior flashing though.
Ghost
Huh, the ||blackout|| doesn't seem to be that effective on Bozoros due to textures being emissive lol (I set it to be "Eclipsed" intentionally, could have something to do with it)
Might do a thing to turn off the christmas lights and stuff when it picks that weather lol
Once I figure out compatibility...
wait thats actually fire
||i loved total darkness from diversity, but my friends hated that it's always on, so this is a nice compromise where it only sometimes happens, and you can avoid the planet if you choose to||
||Just noticed I was supposed to spoiler stuff related to the blackout weather... I'm also unable to retroactively spoiler images||
Holy moly, is this a vanilla moon?
nope
Looks fire. May I know the source?
.
Hey, thanks for your feedback!
- it's by design - the "power" is on, but all lights are off and the breaker box is non-functional
- that's something i've encountered as well - some lights still have the emmisive texture when they're off, making them slightly dim - I'll try to make an exception for the apparatus
- Oh, definitely
- It's planned
WeatherRegistry 0.3.7
- fixed WeatherRegistry using saved weathers after getting fired (thanks, @ancient depot !)
WeatherTweaksBeta 0.24.2
- changes to Blackout:
- fixed errors during game startup
- apparatus lights won't be disabled anymore
- fixed breaker box being non-functional and throwing errors
- i was trying to destroy the breakerbox object, which caused errors
- now the breaker box will be inactive
- reduced the range of floodlights
- (hopefully) fixed all issues with progressing weathers changing during the landing
WeatherTweaksExperimental 10.0.0
- deprecated: switch to
Betabranch for the lastest version
hey, this should be fixed in latest version
@wicked latch π₯Ί https://github.com/WhiteSpike/Weather-Probe/pull/1
also obligatory mention for @azure dirge
π yippee π
Hey, I don't know how to get the Madness weather to happen? Could you help?
I set it to like 100000 weight but didn't pop up on my first try. If you do happen to respond, I'm going to quickly try it again
BetaWeatherTweaksBeta
Is it named like that so that people surely don't miss the fact that it's beta?
Maybe it's a work in progress of a beta lol
Mrov... I'm sorry
π
When you exit out of a rainy lobby, the effect remains despite the rain itself not being there
Can someone help me out with the vanilla weathers? In weather regirstry, all weathers seem to have weights and has a low chance to become a different weather. Like from none to eclisped is pretty low. But on weathertweaks it has the same thing but different. Can someone explain the differences
gonna keep askin this. newest update fix the probe compatibility? π
#1203871322841808906 message
how π
oh dear
Which version of WeatherTweaks are you using?
so... that a yes?
also i didnt get a ping :c
if weather probe updated (I didn't check yet), it's gonna work
sadge
onto pestering spike π
I might be dumb - you're talking about the droplets on your helmet or is the effect still active?
I'm using the latest version.
latest of "stable" (https://thunderstore.io/c/lethal-company/p/mrov/WeatherTweaks) or "beta" (https://thunderstore.io/c/lethal-company/p/mrov/BetaWeatherTweaksBeta )?
Droplets, yeah
Beta
alright, will add a check for that in next release
Swag
and you have weather-weather weights in your WeatherTweaks config?
Well I'm checking real quick. Just realized there is beta and stable. Give me a quick sec.
Okay so I have WeatherTweaks Experimental
oh wait
it's deprecated?
Is there a new one that has the blackout?
OHMYGOSH this is confusing
Okay take a breather
I have betaweathertweaksbeta
i have switched some things today
yes
Which am I supposed to have?
The one that's not deprecated lol
the story is as follows: I've made WeatherTweaks a long time ago, developed a fuckton of features inside it and everything was going great
then I thought about making it support modded weathers (and to load them, since LethalLib had severe limitations)
so I've split many features into WeatherRegistry, but didn't update the "stable" Tweaks version to support it
made beta with combined/progressing weathers and many more crazy things
stopped developing that and it broke completely
so I've made another version that was a rewrite of old stuff, made completely on the foundation that is WeatherRegistry
and now I'm going to merge all of those versions into one, because maintaining that hot mess was impossible for me
experimental is gone since all features are on par with beta, more optimized and work without any major issues
Remove WeatherTweaksExperimental
Get BetaWeatherTweaksBeta
now I'm gonna merge some things added into Stable in the meantime into Beta, optimize more things and whatever
and then merge that into normal WeatherTweaks
it's a hot garbage mess
but I'm commited to fixing it
Okay I figured everything out
Only registry has the weather to weather thing now
But if you would, how do I get the madness weather to function?
so @lapis fractal: remove Experimental (since all it does rn is install Beta) and everything is gonna work the same moving forward
Thank you, I got it. But what about this madness weather?
It says spawn weight of 3 but when bringing it up, I still haven't seen it
what I mean is: if you check your log for weather picking, does it show up anywhere?
Though it's weird cause it's not Madness it's >Madness>
because - sadly - all the weathers that are a part of it (which iirc is all of them) have to be defined by a moon maker to be possible there
so I'm 100% confident it's gonna show up on Experimentation
and I think that's it
I'll have to double-check tho
yes
... Experimentation was the moon I tested it on lmao
it didn't show up
i did show up in the log
weirddd
the place in the config underneath it where I can type stuff is empty
I mean maybe it will show up, I just know i brought the slider up so it would be more common and I still didn't see it
I'llkeep trying though
as I've said: it won't show up on every moon because not every moon can have all the weathers
but keep me posted if something shows up
For sure! π«‘
https://www.twitch.tv/lunxara/clip/SteamyInterestingTardigradeGingerPower-2ShmHGdy2DOtSSmL @drowsy willow hours later my mimic brought this back up π Funny as fuck
Watch Lunxara's clip titled "Mrov said he desperately needs to take a sh*t - Mimic"
Do you know how the weather weights work for other weathers? The combined weathers don't have a weather to weather weight
Do they add there weight to any normal weather to weather or just replace the entire chance for let's say a 3% to be this combined weather
I think weather to weather weight overrides default weight. No idea how it interacts with moon specific weights though.
Also you can enable them in the WeatherTweaks (not Registry) config Set this to true, launch the game and start a lobby once and they will generate.
does that enable weather to weather for the special weathers only?
or does it also make vanilla weather to weather appear in tweaks?
They don't appear for you?
it makes all "missing" config entries appear in Registry config
i.e. weather-weather weights for special weathers
ohh okok. Which do you personally recommend? Weather to weather for special weathers or just their weights?
LMAOO when
And do those weights add to weather to weather or just override it with a chance to spawn
Are the individual weather weight configs supposed to appear in the Tweaks config? They've all only ever appeared in the Registry config for me O_o
as they should
it's one or the other
so override
What about level weights?
all weather-related config entries should appear in Registry config
so eclisped flooded has 10. That mean there is a 10% chance for the weather to spawn or does that mean that it would be added to a weather to weather? Example None@200, Flooded@200, Flooded+Eclipsed@10
trying to understand it lol
Just out of nowhere it brought it up like 2-3 hours after you left XD
It depends how much you want to customize. If you want full control over which weather has which likelihood to appear after which other weather, use weather to weather weights. If you don't really care to customize that much (aka if you're not crazy), the default weights will work just fine.
that weather will have 10 entries in a pool of weathers that can be picked from
Essentially, the more weight, the more likely it gets picked, but it's not a percentage.
I'm not sure if I understand what you're trying to get
exactly
Okay, I'll try to simplify what I'm asking lol
So weather to weather
None's is None@160; Rainy@100; Stormy@70; Flooded@20; Foggy@40; Eclipsed@10;
Let's say Eclisped+Flooded is 10
is that ten added to the list from above?
Default weight?
yeah, Eclipsed+Flooded with weight 10 would be added to that pool
Thank you! I understand it now
if you're unsure, there's plenty of stuff in the logs that should make it even more clear
that give you feedback in real time
But remember, if you add Eclipsed+Flooded@0; to the W2W list, it would override the default weight so the 10 would not count anymore.
If I'm understanding it correctly, I don't think I'll need to add it to a list. I'm going to configure it all rn and see what I can manage up
Correct.
Good luck!
[Debug :WeatherTweaks] -------------
[Debug :WeatherTweaks] 41 Experimentation
[Debug :WeatherTweaks] previousDayWeather: Foggy
[Debug :WeatherRegistry] Possible weathers: None; Rainy; Stormy; Foggy; Flooded; Eclipsed; Solar Flare; Heatwave; Cloudy; Blackout
[Debug :WeatherRegistry] None has weather>weather weight 200
[Debug :WeatherRegistry] DustClouds has default weight 100
[Debug :WeatherRegistry] Rainy has weather>weather weight 60
[Debug :WeatherRegistry] Stormy has weather>weather weight 50
[Debug :WeatherRegistry] Foggy has weather>weather weight 30
[Debug :WeatherRegistry] Flooded has weather>weather weight 10
[Debug :WeatherRegistry] Eclipsed has weather>weather weight 20
[Debug :WeatherRegistry] Solar Flare has default weight 100
[Debug :WeatherRegistry] Heatwave has default weight 100
[Debug :WeatherRegistry] Cloudy has default weight 25
[Debug :WeatherRegistry] Blackout has default weight 25
[Debug :WeatherRegistry] None has weather>weather weight 200
[Debug :WeatherRegistry] None has weather>weather weight 200
[Debug :WeatherTweaks] Scaling down clear weather weight from 200 to 172 : (200 * 620 / 720) == 172
[Debug :WeatherTweaks] None has weight 172
[Debug :WeatherTweaks] Rainy has weight 60
[Debug :WeatherTweaks] Stormy has weight 50
[Debug :WeatherTweaks] Foggy has weight 30
[Debug :WeatherTweaks] Flooded has weight 10
[Debug :WeatherTweaks] Eclipsed has weight 20
[Debug :WeatherTweaks] Solar Flare has weight 100
[Debug :WeatherTweaks] Heatwave has weight 100
[Debug :WeatherTweaks] Cloudy has weight 25
[Debug :WeatherTweaks] Blackout has weight 25
[Debug :WeatherTweaks] Eclipsed + Flooded has weight 10
[Debug :WeatherTweaks] Foggy + Rainy has weight 10
[Debug :WeatherTweaks] Stormy + Flooded has weight 10
[Debug :WeatherTweaks] Stormy + Rainy has weight 10
[Debug :WeatherTweaks] Eclipsed + Rainy has weight 10
[Debug :WeatherTweaks] Foggy + Flooded has weight 10
[Debug :WeatherTweaks] Foggy + Eclipsed has weight 10
[Debug :WeatherTweaks] Stormy + Rainy + Eclipsed has weight 6
[Debug :WeatherTweaks] Stormy + Rainy + Flooded has weight 6
[Debug :WeatherTweaks] None > Foggy has weight 15
[Debug :WeatherTweaks] None > Stormy has weight 15
[Debug :WeatherTweaks] Eclipsed > Foggy has weight 15
[Debug :WeatherTweaks] Foggy > None has weight 30
[Debug :WeatherTweaks] Eclipsed > None has weight 30
[Debug :WeatherTweaks] Stormy > Rainy has weight 30
[Debug :WeatherTweaks] Rainy > Eclipsed has weight 30
[Debug :WeatherTweaks] >Madness> has weight 3
[Warning: MrovLib] Picked Stormy + Rainy + Eclipsed (WeatherTweaks.CombinedStormyRainyEclipsed) with a roll of 831 out of 842
[Debug :WeatherTweaks] Selected weather: Stormy + Rainy + Eclipsed
[Debug :WeatherTweaks] Chance for that was 6 / 842 (0,7125891%)
so in that example you can easily tell: which weathers are applicable, what are the actually used weights and the final % chance of that happening
why was the weather weight scaled down in the second log?
weathertweaks (tm)
that was made with my first version of weather-weather stuff
let me check if i can find the messages from back then
What does this mean?
found it: #1203871322841808906 message
So what it does is it scales weather down if on a moon that can't run a specific weather?
π
let me check the code rq
Trying to make it to where all the weathers have an equal chance on all moons. But if these modded weathers are being added, then I need to raise the vanilla weather to weather values so they are still the same chance to be chosen even with modded weathers
if (ConfigManager.ScaleDownClearWeather.Value && weatherType.VanillaWeatherType == LevelWeatherType.None)
{
int clearWeatherWeight = NoneWeather.GetWeight(level);
int fullWeightSum = weatherTypeWeights.Sum;
// proportion from clearWeatherWeight / fullWeightsSum
double noWeatherFinalWeight = clearWeatherWeight * Math.Max(possibleWeathersWeightSum, 1) / Math.Max(fullWeightSum, 1);
weatherWeight = Convert.ToInt32(noWeatherFinalWeight);
Logger.LogDebug(
$"Scaling down clear weather weight from {clearWeatherWeight} to {weatherWeight} : ({clearWeatherWeight} * {possibleWeathersWeightSum} / {fullWeightSum}) == {weatherWeight}"
);
}
π
fuck
What did you do wrong?
what i was meant to do is to get every weather's default weight and do a proportion based on that
what i'm doing is getting current planet's weathers and doing a proportion on that
So I think I understand it, so if a moon doesn't have let's say flooded, it reduces clear chance. But why wouldn't it do that for all weathers on that moon so all weathers have the same chance?
so it's bound to be wrong, but only by the sum of special weathers
because the point of weighted system is so all weathers don't have the same chance
I didn't mean same chance
I'll try to give a example
None@200,Flooded@200,Rainy@200,Blackout@40
640 in total
so let's say the chance to choose rainy on a moon would be
200/640
31.25% chance
But let's say I got to a moon that doens't have flooded
And I get rainy
that would be
45.45%
Wait, hold on
yeah, all the other weight percentages would increase but they would still have the same chance
Included none
So why decrease none if a weather isn't present?
Idk, I'm trying to make sense lol
to make it more difficult
So I need that none feature off if I want the same chance on all moons, right?
yes
my idea was to keep the same % chance of None happening, no matter how many weathers can be there
so for example on Experimentation: every single weather condition can happen there
so the sum of default weights would be 600 (6* default 100 on new config)
and the % chance of none is 1/6 == 16.6(6)%
but on a moon like Titan, where there's no Flooded or Rainy weather the sum is 400
so % chance for None is 1/4 == 25%
and that's what the system is intended to do
but doesn't work right now lmao
to reduce the 25% back to a 16%?
but to keep it normal, I need the feature off?
of course every user's config is different and there are weather-weather and level weights
so it's still a matter of figuring it out π
if you don't want it changing None weight - yes
π«‘
Yeah I have that feature off as well, cuz in my experience, unless your weight for none is absurdly high, you're just gonna have weather spam on every moon after a few ingame days.
Does anyone know what this max multiplier setting is?
it's a cap on the sum of GameLengthMultiplier and GamePlayersMultiplier
Also if this is all you're trying to do, you don't need to bother with weather to weather weights. Just make them blank and give everything the same default weight.
so it doesn't get absurd
so I shouldn't mess with the max multiplier thing?
I think I got it π€
depends if you want to use it tbh
but what does it do gameplay wise?
because this is another thing that makes None weather happen less
if (difficulty != 0 && weatherType.VanillaWeatherType == LevelWeatherType.None)
{
weatherWeight = (int)(weatherWeight * (1 - difficulty));
}
if you set the max difficulty above 1, None weather could have negative weight (lol)
what do i set it to say nothing changes and the none weather will be the same?
0
so is the max multiplier just meaning none weather chance gets reduced depending on palyer count?
and on how many quotas you've done, yes
Is this in base game?
for every player/every completed quota that number (so for example 0.05 in GameLengthMultiplier) gets added to the final "difficulty"
and it's (1 - difficulty) * weight of None as the new None weight π
no π€
I dont' know if I need this on or not. Agh my head
I see what it is doing
but I don't know how that would play out
I think I'll have it off, to match base game
Uh wait a second
Does your special weathers not have scrap multipliers?
Does this look at all comprehensible to you guys?
thanks lol π
it's a beast, but should be done soon
will auto generate config entries to copy and paste too
do you use dustclouds?
I thought dustclouds was just a foggy weather that is unused
dustclouds is used
its just never displayed as a weather
It's the dust/wind effect that's always on experimentation, but some modded moons use it as an actual weather.
I can put the dustclouds on let's say offense and it'll work?
no
I think it's disabled on all vanilla moons
only moon I know that uses it is Seichi
Also just real quick @drowsy willow, Madness always starts with Eclipsed, correct? Or have I just been getting astronomically unlucky?
yes
progressing weathers have a "starting weather" - that's the one active during the landing
and from there it's taken away by a list of possible change-times
Is the hell weather supported? Like does it's name show up?
It's an old mod but worked last time I checked
that's a great question
π€³
Oh I remember that
no, it's not supported
rip
rip
I thought if it worked maybe I'd add it to the sheet
the way it worked was: when landing on moon with hell weather, it picked randomly which effects to enable
Oh I thought it was all of them at once
and it was custom-added to the game
i think it was made before LethalLib had a way to add weathers to the game
but i don't think it would tell you if the moon had hell weather
so it's very hacky
You just had to find out when you land
yeeeeah
That reminds me, actually
@drowsy willow you have this in the BetaWeatherTweaks readme, but as far as I can tell there's no feature in the config like that. Leftover from a prior/planned version?
Would be cool to have the option to prevent some weathers from showing up in the forecast at all
ohhhh, gotcha
I wish it had bright red HELL
On the screen
That would be cool
OH, that's a great idea tbh
I thought it meant you could pick like one weather to not be shown
what would be shown instead of it?
if only one weather wouldn't show up there's no element of surprise
and if the weather it's showing is just wrong, people will assume it's an error on mod's part
True true, could just tie it to Unknown I guess
Actually, hmm
I guess the most realisticly useful option would be to have a setting for selected weathers to always show up uncertain when it gets rolled (Unknown, 50/50, whatever is enabled)
i see
What happens if dustclouds is chosen? Will it default to none or is dustclouds not put into the weight list of most moons?
if dustclouds is not in randomWeathers (defined by a moon maker) it's not gonna be in the pool
oh okok, thank you again
it's clear weather with darker skybox, yeah
Doesn't do anything on it's own, but I like using it as a stepping stone for higher rainy/stormy/flooded weights.
The combined weathers don't appear on the first day for some reason
that's intentional
you can disable that in tweaks config
Aight, full W2W sheet is done. Do you reckon it's alright if I just post it here as a file for whoever is obsessed enough to want to use it?
Lil idea: chance for every weather to be the same on all moons
Yes and make the chance configurable so I can torture my friends
Madness on all moons
living up to it's name
Tbh weather tweaks fits less as a name now
its more of a Weather Overhaul
Was just gonna say lmao
also an option to hide certain weathers while still having them be active would be awesome
like not knowing the weather is gonna change from none-meteor shower
you go there thinking its safe
but get caught by a sudden change in forcast
Yeah we were discussing something like that earlier. Mrov made the point that that's essentially what [Unknown] does having the condition completely invisible is more likely to just confuse people into thinking it's a bug. Can't deny it might be fun as an opt in thing though.
or even better, have each weather forecast have only a certain percentage of being accurate
like real life
ohhh
you're cooking with that one tbh
like instead of 50/50 have an actual calculable chance between two or more weathers
idk how feasible that is though in the current scope of the mod
like imagine all the other moons are swamped and you only have one clear moon but its only has 20% accuracy, so when landing its actually MADNESS
or more like it suddenly shifts to it mid day
I was wondering what is so unique about Madness? In all honesty, it just feels like one of the changing weather presets but with a unique name
I'd love to have all vanilla weathers combined as madness
That's what I thought it was but never tried it yet lol
Or madness could be all vanilla weathers changing so it could be like Rainy -> Foggy -> Flooded -> Stormy -> Eclipsed
Idk, I'd love for madness to be unique but I'd also love if I could have a weather that be all vanilla combined at the same time. Just a suggestion
π
that's a nice idea
Uh you sure the Hell weather isn't supported?
It literally has custom blue text
and works fine
so far
lol
When day breaks? What exactly is this and do you know if it's about done?
I've never heard of it
looks pretty cool as a weather
has it's development just started?
Its just a reference, I donβt know
OH NO NO NO NO...
The sun turning anyone who witnesses it into abominations out to convert the rest is outta our pay grade to deal with
Almost certainly a reference to https://scp-wiki.wikidot.com/shaggydredlocks-proposal, not sure how you'd actually work it into a weather though
#1268919667347427390 message
Oh that works, would be interesting if it ended in turning into a Masked if they wanted to follow the nickname, but it'll probably be interesting to deal with even as just a DoT... hmm cruiser seats have no shade
Surprised nobodies done inverse rain yet, since it seems like such a common anomalous weather
||BAD SUN voices of the void.....||
oops forgot to spoil it
yop
Bad Sun
When Day Breaks doesnβt have its sun censored
Alright, I'm just gonna go ahead and post this in case anyone else wants to use it.
Full W2W Weight sheet + config entry generator for this mod. Supports LethalElements, CodeRebirth and HellWeather.
Take note of the tabs at the bottom left. Currently you can only edit the Weights tab, but you can switch between and interact with all of them.
LethalCompany_WeatherTweaksBeta_FullWeightTableW2W_v0.1.3_Blank.xlsx
.
If you don't want to start from scratch, here is a version with my own preferences already entered. Note: this has weights for Lethal Elements but not CodeRebirth or Hell, since I don't currently use them, so you'll still have to enter those yourself.
LethalCompany_WeatherTweaksBeta_FullWeightTableW2W_v0.1.3_FFPack_Preferences.xlsx
.
Recommended to use Excel for this. Don't complain to me if some other spreadsheet editor ruins the formatting for you.
Changelogs:
v0.1.1: #1203871322841808906 message
v0.1.2: #1203871322841808906 message
v0.1.3: #1203871322841808906 message
holy shit that's amazing π₯π₯
Please tell me if there are any typos in the config entries it spits out, I tripled checked so there shouldn't be but you never know π
Also I haven't actually tested for myself if the special weather weights work like this, let's hope they do π
if you want to target Stormy + Flooded, Registry will match it even when you type stormy+flooded, same with progressing ones
Unreleased
Could you explain how you figured your sheet? Like mathematically so I can do the same for future weathers?
Lol
Sounds awesome tho
Yeah, that's what I did
it should work without issues then
Most of it is just basic Excel stuff tbh. You should be able to see the formulas for all the automatic cells in the bar near the top when you select one.
I'll definitely play with your tool when I have the chance
I was meaning to make something like that for Registry, but forgot/didn't have time/was too lazy
π€π€
Theoretically you can use it with just registry and vanilla weathers by leaving the specials empty, it'll just create a lot of entries with 0 in the config.
Thank you, I'll check it out when I get home. You should try out the hell weather. It still works pretty well
I don't think it's compatible or configurable via WeatherReg, is it?
Cuz it was made so long ago.
Yep it is for some reason. Even has a custom blue text
I figured it wouldn't work it all but it does
And WR creates a config entry for it?
Yep!
Oh, nice!
Idk how but it does
I'll definitely play around with it then and update the sheet if everything works correctly.
I promise it does. I literally played with it for hours yesterday
I promise it does. I literally played with it for hours yesterday
I'll check how it behaves
It takes a bit for all the weathers to load when you land but other than that it's awesome
that is amazing and terrifying at the same time
hi
weather effects don't appear during spectate
0193b738-8d62-cdcd-ef4e-c01ba648455f
It reappeared for some reason
I'm pretty sure it's because of reverb triggers
I'll check what's going on when I'm back
Hm.
Wonder if this is it over WR
what I meant was: it's reenabling when you pass through audio reverb triggers
I don't exactly know why it's not working when you're dead
will check tho
@drowsy willow It seems like WeatherRegistry is breaking JLL Weathers
Rosie has a custom one on Tunere and after entering and exiting the interior the weather effect is gone
oh no
yeah, I see where I made the mistake
I won't be able to fix that till Monday π
sorry for that, my oopsie
You use Gale, right, Mrov?
i use r2
Oh
Was gonna say u can run two LAN instances of Lethal Company via Gale to debug
It helped me debug my shit
Since the second instance is a client
I've been doing that the OG way - running it directly from steam folder
which is not straightforward π
its about as straight forward as doing it from like gale tbh
yeah, and for the lethal comapny one u just double click twice, it's not a big difference
@drowsy willow WeatherTweaks breaks if someone joins a lobby as a client then tries to host
yo what default weight do you use?? (incase you dont know, im refering to this screenshot)
This was discovered by Jacu btw, hosting a lobby then joining as a client is fine though so it's only broken if you join as a client then try and host
where the fuck did the Void come from
? wdym
β«
You mean the black circle? That how the font be
Theoretically the default weights shouldn't matter if you use W2W configs for everything. Only if you have First day special in WeatherTweaks.cfg set to false, then I think the first day of a game would use the default weights. In that case you can probably copy the individual weights from the none weather in my file, or make some up yourself.
Hey, @drowsy willow, maybe this should be pinned, otherwise it will be lost pretty fast D:
@drowsy willow Found another bug: When TweaksBeta is installed, ship doesn't properly occlude fog effects anymore, particularly noticeable with foggy weather but also true for the light "fog" from rainy etc.
It'd actually be kind of a neat effect if the ship monitors weren't blatantly visible through it.
At least the monitors are clear from the sound of it loo
it's by design, but I'll definitely tone down the ship fog in the future π€
π₯Ί
Ahh, gotcha. A config option to enable/disable it would be nice though.
Uh
Is this even WeatherRegistry causing this?
I reset my lobby because I didn't feel like dealing /w eclipsed Titan anymore and went to Vow, and for some reason, Vow has Titan's fog and skybox
0193bf99-118b-2558-af74-9d39dd3a5ba2
I know it's not LethalToolbox this time since I don't have it installed
Resetting upon restarting again...
did anything break horribly on v69?
when is the raining snowman weather
GI got partially borked
The monitors act weird now
Most mods are fine though
GoodItemScan also throws a few errors now I think cus Zeekerss made the vents scannable
Which is huge QOL
I won't be able to check (and fix) anything till Monday, so I hope it still works good lol
interesting
Yeah it's honestly really cool
I couldn't find a ScanNodeProperties instance in the VentEntrance object's hierarchy, don't think it's a vanilla thing
Weird maybe CodeRebirth added it then? Nothing that updated says it added it though
????????
Wondering what made vents scannable for us last night lol
I found it
@drifting sonnet why is LCGoldScrapMod making vents scannable?
π€
only reason I can think of is that another mod turns on boxcolliders of all scan nodes in the scene, I have not once encountered in any version the past months
But it makes them scannable and even lets you know if they're occupied or not
Probably GoodItemScan is adding those
@fathom crow it enables box colliders right?
You can configure it to add Box Colliders, if they're missing.
By default, it honors the nomal scan node
??
When I restart, the moon I'm orbiting always goes to eclipsed
What the fuck is going on?
0193c665-05b2-e58a-2c4b-7cd1936a5ac0
I might have disable WR if this keeps up, because this is not fun
and ofc cruiser improved shat itself
its almost tradition at this point
what happened to it
tbh im not sure myself but others have been saying
this has happened like every time zeek made a micro update haha
once it stopped multiplayer
once it crashed the game
like?
GI, good item scan
oh general improvements
which moon is that
First it was ||Detritus||, and now Submersion
I can't check that shit on my phone, one moment
Aight

