#Weather Registry / Weather Tweaks / mrov
1 messages Β· Page 17 of 1
I'll send logs if it happens again. Also, can someone explain how Eclipsed > None even works?
Like from what I know eclipsed spawns a set number of enemies at the beginning of the round and after a tiny bit will spawn a bit more then it stops and that's it
It sounds like Eclipsed and Eclipsed > None are the exact same thing
Like actually? Mrov please help
Yeah it's kinda useless tbch, by the time it transitions to none all the outside enemies will have already spawned anyway so there's not really a functional difference to vanilla eclipsed.
Y'know, looking at these transitioning weathers, they all don't make sense
Almost no weather affects a player at the start of the round
It's always latter
So going from stormy to rainy
is rly the same as rainy
Aesthetically for like immersion and it just being cool, transitioning weathers is neat
But yeah functionality / mechanically wise, i much much prefer combined weathers
stormy > rainy will still mess up players bringing things like shovels into the facility
True. Also, I think that config error is doing it outside of a game. I just configured some of the combined weathers and I don't recall opening the game but it's still doing it. The default is different now for some reason
Here is my latest log regardless though
that isn't possible
maybe I set the value and ran the game. Could be that the generate special config thing is still enabled
I have both WeatherRegistry and WeatherTweaks, the WR config is generating, but for some reason there's no WT config file anywhere. Any reason this might be occurring?
I want WT to fix any Weather desyncs, but maybe that's not necessary with WR? Or is it just cos I'm not using the Beta
@drowsy willow Is this how it should be?
How did you get weather to work on gordion lol
@drowsy willow Btw I think the Blacklist doesn't work for WeatherTweaks weathers, I set up a blacklist for Blackout and it didn't work lol
WR prevents desync π
that is interesting - what's showing up in your logs?
the what π³
what's your modpack code/log from that session?
0193f6c8-4b45-767b-a6d4-b172ff32f955
I definitely saw Blackout on Ultimatum despite blacklisting it XD
thanks, I'll check them when I can π
I remember Glitch having similar issues yesterday - turned out to be a false alarm
so I wonder
This is not WeatherTweaks
I was without him...
I just noticed and posted xD
Maybe it's cus no spaces?
But that wouldn't really make sense
Actually
It might be that
I got Blizzard on Ichor earlier and Voxx has that moon Blacklisted
It's either that or WeatherTweaks overriding something
lol
I might've fucked something up in Tweaks, will check ASAP
I know, it can be configured to work like that π€
Buggy tweaks
How buggy is BetaWeatherTweaksBeta. I want to add it to my modpack but I dont know how many bugs are in it.
I've noticed sometimes the weather is desynced between what we thought it was going to be and what it actually was - with no reasoning clear by other event/effects e.g. BrutalCompanyMinus; and that's from just WeatherRegistry. So do you think any fuckup has bled to WR too? I only need WR/WT for that purpose and WR is already a dependancy for LethalElements so I was just going to stick to WR
- The issue that was found above (targeting wrong field in Registry, will fix)
- Special weathers' scrap multipliers sometimes combine with themselves, creating mad combos - I'm trying to resolve why it's happening
other than that it should be good
oh dear
Merry Christmas, I guess π
I think it's the Tweaks pulling shenanigans
Tweaks be tweakin'
tweaks uses lists from registry, so the issue is upstream
fuckity
Whats wrong with weather registry
nothing I know of now
really shouldn't be, it's designed to handle every possible case
Fun
Wait, I've just realized - which version of WeatherTweaks are you using?
but what if i create a weather called Meteor Shower and one called MEteorSHOWER because my mods are freaky
WR 0.3.11 and WT 0.5.11
cause you want to be using this: https://thunderstore.io/c/lethal-company/p/mrov/BetaWeatherTweaksBeta/
OH DEAR THE OLD TWEAKS FUCKING IT UP
the day has come
Yeah that's what I was asking before, you might have missed it. I was using OG WeatherTweaks lol
π€π€π€
freaaaaky
please don't
I have to kill it then
Finally time to deprecate the og Tweaks
it's literally non-functional because of registry changes
hehehe
time to tweak it
When you mean special weathers scrap multipliers sometimes combine do you mean when weathers combine it combines the scrap multipliers.
So does that mean having WR is kinda pointless, even though it's a dependency of voxx's LethalElements? If all the issues are branching off that?
yes and no
like if its eclipsed then stormy they combine
I'm guessing LEbeta only utilises your WTbeta?
No just don't use that version of WeatherTweaks
As he said
Use the Beta one
what I'm saying is: don't use older Tweaks version because it was hacked together to barely work with WeatherRegistry
Oh right nvm I can see the new version of LE still uses WR, sweet as
Gotcha, thanks guys sorry for making circles
it has its own weather weights, it's own algorithm for weathers, its own sync, everything is in-house and fucked
and by design Tweaks are an add-on for registry, not the other way around
@ancient depot enable logging the startup things in your config (because I can't find the "random weathers" table π₯²)
π€ I have this on, what else needs enabled?
Oh I see
Startup
LOL
Why is that off
0193f6dc-ecf6-1721-69fc-c4c01e7b3dcb There it should be on now
Let me try and see what I get from a fresh save log
if you could - enable it, start the lobby and search for "default weights" in the log - the "random weathers" should be right above it
the tables
Yeah it's showing Blackout can be on there despite me blacklisting it
It's the lack of a space for sure
Cus
Stormy isn't a possible weather
and I set it up like this
Registry just is saying the lack of space is ignored ig
are you super-sure that it's not set to whitelist?
Certain
yw 
Hi I'm not sure if I fucked something up with lethal itself but I'm running a fresh save of lethal with the recenty updated weathertweaks and weather registry, and it seems the uncertaincy system is broken. Its always accurate and doesn't seem to register the fact that I set it to always be uncertain. I'm not sure what to provide off the rip but I am willing to help with whatever I can send.
This is a fresh save and modpack of lethal, i doubt this is a mod conflict unless bettersaves is somehow messing with it.
I noticed that an update of I think weather-registry seemed to mess this up but I cant revert the change to find out.
If you do get back to me. Ping me if that is ok.
Bettersave I was always afraid
what about lategame and other mods - that tried to save something
Yeah, that combined/transitioning weather default value change thing happened again
Weird even with the spaces it won't Blacklist Blackout
Lmao
let's go
LostEnemyFix worked as it should, or maybe the company deleted it right away xD
A tornado seems to be considered a monster object
@drowsy willow I fixed it
it should be fine, its a fresh save. i dont see how thatd fuck it up, at least for this. other stuff im not certain on
Your bool toggle is flip flopped
Setting it to True currently makes it work as a Blacklist
False is Whitelist
So you just have to fix that, I have no idea why the All; option worked fine for Stormy though lol
Well nvm it's more broken than I thought
This is after changing the filtering to true
for those 3 weathers
LOL
Yeah it seems to just be ignoring manually entered moon names atm
Idk why
hi?
did i do something
:V
mrov did i break your stuff
i use weathertweaksbeta and it works fine on my moons for my group
Not sure, there were a couple errors in this log but it's not related to WeatherTweaks/Registry
OH
this error
yes
let me explain
on scene load i check for fog volumes, but i forgot to check if the player isnt in game
you can ignore this error, it means nothing
ill have it fixed next patch
Wasn't the cause of the black screen they were getting at least, lol
nah, its just the game getting a little annoyed cuz im asking for something that doesnt exist yet
def wouldnt do that
I just want an option for Rebalanced Moons to not replace the core design of some moons, I'm all for the QOL stuff but I really don't wanna rework Titan to have 3 fire exits and stuff like that
I kinda respect the Vanilla design decisions lol
I think at this point you could accomplish such a thing with a config mod like centralconfig or something
But I get the balancing is whack and fixing Adamance and stuff is cool
True but you put in the effort to bug fix some moons
idk maybe at some point i could like
use JLL to make some stuff in the scene configurable
no promises though, not sure
to be honest config isnt something im terribly concerned about atm; i make my stuff for myself
and its in beta
Ye
Wouldn't beta mean it's being playtested privately
or no
Wouldn't it be alpha
I think it could be cool once it's finished to make a version with only the QOL stuff but not the things that completely redesign moons ^^
Idfk bro i had minecraft beta when i was 11 and that shit sure as hell wasnt private
I can call it omega if i fuckin want to lmao
point is- its unfinished
RebalancedMoonsSigma
sigma
sigma ligma
WeatherSigma
Whatβs windy from?
Oh wait
Is that the code rebirth tornado weather
Alpha and beta just mean early, very much in-development builds I'm pretty sure. Primitive, if you will 
oh yeah, it is
what the fuck have i found
mrov how are u fucking up that bad
what even was str????
the config entry value
π
so when it couldn't get any placeholder, it would return an empty array
fuuuuuuuun
and u didnt think to add any logging?
okay nice
MrovLib 0.2.13
- fixed a skill issue in resolving config entries
i honestly thought i've fucked this more severely lol
@ancient depot it's fixed
Yay
@drowsy willow
After looking at stuff I think i know why people notice Weather Registry Weather multiplier making stuff feel higher than normal.
Vanilla value multiplier is suppose to be .4 where yours sets it to 1.0 making none weather values far higher than it should be.
Nah he changed it on purpose to make it easier
That's not it
Registry's 1 is equal to vanilla's 0.4
Ah gotcha never mind then.
Anyone know a fix for this mod ignoring moon lists?
I want to use the Lethal Elements mod with this to make certain planets have heatwaves and blizzards, but it seems to always ignore my list and sprinkle them to every moon no matter if I treat it as a whitelist or black list. I've even tried putting weather weight down but it continues to be random.
This is especially annoying cause it means Gordion can get some weird weathers sometimes.
It should've been fixed in the latest update of mrov lib
did latest mrovlib update fix that?
WeatherRegistry 0.3.12
- bumped MrovLib to fix string resolving issues
- publicized config entries in
RegistryWeatherConfig - added an example class
WeatherModExtendedConfigto showcase extendingRegistryWeatherConfigfor mod developers
Hey, sorry for getting back to you so late - which version of WeatherTweaks are you using? (you should be using this one: https://thunderstore.io/c/lethal-company/p/mrov/BetaWeatherTweaksBeta/)
dw dw. it was the latest version of the stable branch. i was not using the beta branch
oh
i'm gonna be honest with you - the "stable" branch is super outdated
and i think it reached the point of no return
i'll try to have it fixed asap
oh if its super outdated then dw. i wasnt aware it was outdated
π₯Ί
the plan is to put the current "beta" in its place, since i've worked hard to make it work nicely with WeatherRegistry
but i have no idea how far off I am from that π
combinedweather config value fix update?
I'm asking if the last update was that. It's fine if not, just idk what publicized config entries mean lol
Playing with black monitors turns this into a potential trap :p
been wondering how do you get multiple weathers like that
BetaWeatherTweaksBeta
ok :TulipSmile:
This one being Eclipsed that transitions to Foggy... or just Blackout, 50/50
are weather registry config alterations fixed in the latest version?
also is this the correct format or does it need spaces/a semi colon at the end?
had an issue with every time I altered vanilla weather to weather weights/level filters it would completely break weathers and the game as a whole post first day
i think thats already known
but I wanna be sure its fixed
before I start editing them again
doesn't need spaces, doesn't need semicolons - the defaults have them to be more readable
the fucking what π³
wait I did remember last night, the first day didn't even pop up on the monitor. Like even routing to a diff moon the monitor was blank
Though the only weird mod was a fnaf suit mod. But yeah, first day did have a weird visual glitch when in multiplayer
no no no no no
It's because they updated my mod most likely, when a new weather is added then on an old saves every weather reverts to none
it shouldn't tho
I saw it yesterday while testing, but exactly once
my issue was
after the first day
id route to offense
no matter what, it was always rainy
even after save changes
there are 3 cases the weathers have to be purposefully changed:
the weather was bugged causing a softlock
and you couldnt take off
and the weather was also bugged visually
essentially rainy without the clouds
a sunny rainy
if you'll have this happen again, let me know
with logs and stuff π₯Ί
and it only fixed itself after resetting my level weights and weather to weather weights to default
well on the assumption its not fixed I can recreate it now
and get you a log
So idk what's happening to everyone here, but I'm on the latest version and test quite heavily and the config works as intended π€·ββοΈ
I was just under the impression it was already known cause it was a bug I could consistently recreate
Besides this reversal one time
took me a hot min to track down tho
weather-weather stuff is even more baffling since it wasn't touched for a longggg time
one issue was the combined/transition weathers values where iffy I'm pretty sure
i LOVE mod pack trial and error bug fixing
like the multipliers
But I don't have weather tweaks in the test pack also
weathermultipliers is weathertweaks?
Ohh i see what you mean
Well it seemed to be only when I changed the values that it became an issue
idk what happens if you don't touch them
WeatherWeight Sheet v0.1.3
- Added Toxic Smog from LethalElementsBeta
Blank:
My Values:
alr whatever it was it seems to be not happening at all in the latest version of weather registry
just spent the past 30 mins tryna recreate it
it happened consistently every time before but somehow fixed itself since then
since it was related to configs I might've just did a typo that caused it
it wouldn't cause that much of a chain reaction tho
would if I duplicated an entry to do with the none weather
maybe
I can see that causing issues
if anything happens again - let me know!
will do π«‘
So, whats the current situation with BetaWeatherTweaksBeta?
Does it still have the scrap value multiplier issue for combined weathers?
Was thinking of adding it to my main pack
I think the solution was found but it's being/will be worked on
I would just keep combined weathers disabled until they are finished
unless you want weird values for now
fix is coming out as soon as i fix other things π
i'm trying my hardest to completely replace "stable" today, but i'm not sure i'll manage
π π
beta is now the norm
lol
WeatherTweaks (beta) 0.24.6
- fixed an issue where WeatherTweaks would override WeatherRegistry's configured scrap multipliers (thanks, @lapis fractal !)
- changed Blackout's display color to be more visible
fixed now π€
Nice!
seems to be a bug with weather scrap multipliers and facility meltdowns apparatus value override
when you take out the apparatus it reapplies the scrap multiplier
It seemed like it simply always displays 240 until yoinked and then applies the weather for me?
for me it displays correctly depending on the weather
Oh wait I have pizzaprobability actually
lets say the apparatus is worth 200
and theres a weather with a multiplier of 2
the apparatus while plugged in would display 400
when you take out the apparatus
the scrap multiplier would reapply
and become 800
OH
may I add this is host sided
clients won't see the reapplied value
but the host can
its not a ghost value also, regardless of who sells it, it sells the amount the host sees
its not a game breaking bug
but a little op depending on the scrap multipliers
I have a scrap value multiplier of 3.2 on the meteor weather from code rebirth
which makes app worth 768
and obvs with the reapply
that would explain why
it becomes 2457
which is kinda cracked
I mean 700 is also a LOT for apparatus
but 2.4k is even crazier
lucky I dont have rollover enabled
the multipler is high because the weather weight is like
5
Yay the scrap multipliers are fixed π
Launching rn
If the apparatus from facility meltdown scales properly with everything else I'll be so happy
Planning to finally play this pack with friends tmr
I didn't read above 
@drowsy willow How do these two things interact?
Let's say if I have None to Eclipsed at a weight of 50, but a level weight for Eclipsed at 100, what would happen? Does one override the other? Do they get added up?
The multipliers are not multiplying
Does it not take floats?
Well... interesting logs. Tried disabling Tweaks and got the same results
Modlist
@drowsy willow
No, it doesn't seem like it did.
I have 0.2.13 of MrovLib and 0.3.12 of Weather Registry and it continues to just spread the weathers out to everything randomly.
send me your modpack code
Level weights have higher priority
Gotcha, thanks!
Uh, about that. I don't use the launchers. Mine is all manual install.
hmmm, alrighty
I can send logs though and how my config is set up?
a zip of your bepinex folder?
Yeah I can do that.
what do you mean by that? π
are the scrap multipliers not working?
oh, didn't read this properly
I've got reports of it applying two times
I should also specify further since I probably didn't previously (whoops)
My situation rn is that, yeah, setting the scrap value multipliers in the config don't seem to have an effect in general π€ It seems to only apply to the apparatus with facilitymeltdown's integration turned on iirc
My issue in the previous version was that while the scrap value was increasing, if I were to land on a moon with combined weathers, the apparatus value specifically would turn out to be less than it would have been on a vanilla weather (I used a 1.4 multiplier value for each)
Maybe I just don't understand how the math works when combined weathers use the multiplier?
This was kinda complicated so I hope I did not word this poorly
- I'll check what's happening with facilitymeltdown and Registry interacting
- When it comes to weathertweaks, until today the default scrap multipliers would completely override the config values, which I've fixed - still, I'm not sure why it's not working on the apparatus π₯²
Quick question, is lightning supposed to strike when you're flying in on the ship? It happens when the windy weather effect is on a moon and either myself or my friends die every time.
the WHAT
yeah
what's the tornado color?
Not too sure, we died to quickly to see it
if I can recreate it later I'll update but it just constantly happens
I want to say it happens with almost every weather effect
no unfortunatelyt
it happened during a metor shower too
Mannn, well I believe in you. I appreciate your consideration of the issue and honest work π
what's your modpack code?
if that's true it's insane that it happens tbh
0193ff68-0e41-cd24-0c25-2fc52a8b2502
thanks, will check
everytime I take off from modded weather i get a null
and get stuck in ship in motion
log?
gonna ask in lethal elements too
I think its something related to registry, lethal elements, and central config weather configurations
3 variable bug
0193ff7f-1e24-a3c4-6cdf-2ba661ffdfb5
heres the code too
thanks, i'll check it
tysm
These types of lights are still on during Blackout (screenshot from Offense, but they're used elsewhere too like custom moons)
yeah, i'm only disabling light sources, not replacing the emmisive textures π
my game crashed when taking off
what the fuck is going on
π
it was my mistake during import
@gleaming temple i cannot replicate your issue (sadly) - when it happens again please send me the log from that session
because i have no idea how that could happen π
it worked for me π
oh dear
i've landed on Toxic Smog and Meteor Shower and were able to start the ship without issues
try solar flare or heat wave
then it seems to happen randomly
wait
try a moon like
embrion or detritus
they're hidden moons on the starter constellation
those are the moons I had it on
okie
Thanks for trying to figure it out! I'll let you know if it happens again π
Oh that might be because
You tried just the first day
I know it can happen second day taking off
Iv never had it first day
Iβm just tryna tell the difference between
Random variables that were just coincidences
Or
Actual causes
Fucking sucks
After dying maybe?
will check
Thatβs the only thing I can think of
I thought this was able to be consistently recreated is the thing
I got it like
A lot
Enough to get a log a fair few times
normal weathertweaks doesn't seem to work anymore, it gives this error
you can revert WeatherRegistry to 0.3.10 and it should still work
i see just reverted it back to 0.3.10 and it works again
the issue is: i haven't worked on the "stable" version for almost half a year
and it needs a complete re-do to fully integrate with Registry
long story
so right now i'm going to merge the "beta" branch into stable and go from there
i just want it to be on par with the features provided
Whatever it is, itβs driving me insane
Iβd say itβs localised entirely to my install of the modpack
But itβs happened to other people who have downloaded it
Cause I keep getting bug reports of the same issue
FacilityMeltdown checks WeatherRegistry's scrap multiplier, so both them and me apply the same multiplier to the value - I'll fix that
thanks for the report π
that is madness
i sincerely don't know why that's happening
No prob! Glad i can help
Itβs okay dw, Ty for the help cause essentially weβve just been whittling down possibilities
So it has been a help
Iβll get to the bottom of it at some point
Itβs definitely something to do with registry and central config throigh
I feel like it has to be in some way
Or rather not registry specifically
But
Central config and weather related as a whole
Iβm wondering if itβs my injection values and multipliers for central config
Though Iβm not sure
Yes definitely
cause i'd really love to narrow that shit down as well
i've checked it and couldn't find any Registry/CC errrors in there
which is even more concerning
It's very obvious that this is from CC
oh
Yeah and then I tried disabling CC
have you checked if disabling CC (or LethalThings for that matter) fixes it?
madness
Reminds me of stack traces from modded Minecraft
Where essentially things listed in the stack trace might not necessarily be the cause
Obviously silly of my to compare Unity to Java
But Iβm wondering if I can apply similar logic
Cause it does the same thing where I disable the aforementioned mods, it lists new mods that could be the issue
Mods I havenβt had an issue with for a while, such as furniture lock, and it just leads into a domino effect or string trail of a ton of mods to disable that wonβt inherently fix anything
Essentially central config and lethal things, according to the stack trace, started suddenly acting up and causing issues out of the blue
Mods have updated but those are two which havenβt been updated in a while
Since this bug started 3 - 4 days ago
And lethal things hasnβt been updated in 5 months
And CC in 2 weeks
So I feel like the chance of this having been caused from a config change I made, and not a mod being updated/added and causing an issue makes more sense
I might just be coping tho and trying to make sense of a bug that is completely random and sporadic
Probably should start looking towards other possible causes, like dungeons
I know iv had a similar bug caused by dungeon size being too large, or a dungeon being incompatible with a certain weather, such a solar flare
Only thing is if that were the case idk why the bug suddenly appeared now
Since I havenβt changed any of that for a hot minute
Still worth me looking at
I LOVE troubleshooting
π boy
so is the combined weather thing fixed? Sorry for asking a second time, I haven't kept track of the updates. Well, actually I'll go look rq
It says it's fixed in the changelog. And I got a thanks!? That's awesome!!!
talking about the whole none weather chance decreasing when a weather can't be on a moon, has that been fixed or not? i can't remember if it was
@drowsy willow two things
-
Did you add the blackout weather (if so what is it0
-
I'm using the beta version of weather tweaks but its not combining/progressing weather
Blackout weather is a weather that makes the outside pitch black. You have to have a flashlight at all times pretty much. not only that, the interior lights cannot be turned on
The lights on the ship are brighter to compensate but you can't just scan your way outside, only a flashlight is bright enough to even see
what about the weather
I'm using the beta and its not combining or progressing
nvm I see progressing
but not combining
you dont' see the combined weather options? They are scattered aroundn the progressing weathers
@drowsy willow I need help
Lately, sometimes 2 players on Artifice and other maps
they just can't load
and sometimes everything is fine, we already suspected many mods
but I still donβt understand
these are the logs of the client he is playing with
Without it, if you run it solo, everything is fine
it's spammy all the time when there's an error
what is ravenfogremover?
#thunderstore-moderation message lol
yes, it turns out this function is from HD
but I don't have this mod!
At first I thought it was LLL
but I guess I'm wrong
I just want to figure out why the client is spamming this error at the moment when the ship cannot load onto the moon
and everything works fine, the only thing that helps is a complete reboot of the host, without subsequent lobby reboots when everyone dies
After all, does this happen - frequent reboots of saving leads to some kind of problem in the future or is it just a myth?
perhaps the player did not report in the report that he was using some kind of mod
what caused such problems
and I started panicking in all the chats to understand how to solve the problem...
lmaooooooo
but now there are no problems and I'm happy :3
I donβt get it
Weather listings without LLL I assume? (that might be terminalformatter that I'm thinking of...)
yes π
WeatherRegistry 0.3.13
- fixed a compatibility issue with
FacilityMeltdownwhere the scrap multiplier would be applied twice - added a
WeatherManager.WeatherDisplayOverridemethod to override displayed weather condition
WeatherTweaksBeta 0.24.7
- moved
TextPostProcesspatch toWeatherRegistry
this leaves me with two fixes i have to do before merging beta into stable
yippee
π π―
I fw blackout heavy
what does it do
yeah like that
whats the mod? i need excuses to edit my modpack even more...
Agree
It's like FullDarkness from Diverity
I combined both and it makes everything 10x more immersive
It's like landing during the night
Whatβs the moon damn
The greenish yellow hue with blackout goes so hard
Ohhh that makes sense
Looks peak from what I can see
Well
Kind of ironic cause itβs blackout but
Still
PREACH π
Imma test when I'm on
Well, I guess the double multiplier wasn't the issue after all? Not sure what's going on here
01940914-d1ce-e299-8486-fa45ce73fca5
There's my testing profile
Maybe imperium is messing with it
W/out Imperium the price doesn't even go up π what the sigma
I'll troubleshoot mor elater
It might just be a meltdown issue I'm not sure
I'll check later
got this error in a session last night that i'm not sure if it's important or not, thought you'd like to look at it
019405b8-b9fc-717f-6270-4ba9417ed4b0
this is one of 2 mods i suspect could be causing lag when entering the facility, but i want to make sure before i do anything
thanks, I'll check
That's the same error I've told you about before Mrov and idk what causes it
It progresses late in the day
It will change to Stormy
ok it's not this mod causing lag when entering facility
still not sure abt that error but i know that this mod isn't lagging with that code
ah ok
sooo is this a me thing or is flooded busted atm
still plays the audio inside and everything
what are the differences between betaweathertweaksbeta and regular weathertweaks other than regular weathertweaks being broken
regular weathertweaks doesn't have good integration with registry
that counts as regular weathertweaks being broken
gonna scare my friends with blackout...ahahha
have you set flooded forcefully (imperium or something) or did that happen normally?
yes
I mean I have imperium but thatβs just how it was when I installed weather tweaks
Integrity isnβt supposed to be flooded usually is probably the issue
But I didnβt set it there myself
that error happens when the current weather is not in random weathers (and Tweaks can't get weather variables for it)
I mean I had assumed
I'll fix that to pass "default" values for a given weather and show warnings
Aight
Hey, i'm trying to troubleshoot your issue - what exactly is the problem you've experienced?
because - as far as i can see - it ran correctly π
I've landed on Foggy and took apparatus out:
- your base value (in Meltdown) is configured to
240 - foggy's value multiplier is
2
so it works correctly
i'll check without imperium
without imperium:
- stormy's multiplier is set to
2
that is interesting what the fuck
[12:48:30.5216178] [Debug :WeatherRegistry] Landing at March with weather {"Name":"Foggy","VanillaWeatherType":3,"Type":1}
[12:48:30.5216178] [Debug :WeatherTweaks] DisableFogExclusionZones called
is it possible to disable the fog in ship?
As in make it so weather tweaks DOESN'T call the function to disable the exclusion zones?
that is planned for the next release π₯Ί
Yippie!
Thanks a lot mrov
without FacilityMeltdown:
rainy multiplier is set to 2:
that is interesting
Facility meltdown has a really weird way of handling the apparatus value
it's not overly complicated
but why doesn't it work when there's no imperium installed π
I've noticed recently that Gordion is showing uncertain weathers sometimes. Not a big deal since the true weather is always clear, but it does feel a bit odd.
LOL
will fix
π
ae
i remember when my gordian said it was heatwave turns out it actually was heatwave
π³
that could happen π³
it has never happened again...
it's possible that it was the moment I've fucked up my config resolving pretty badly
π₯²
Time to put meteor shower at the company
So the gamblers can just die randomly at anytime for taking too long
but... we could have TWO gold bars!
My gambling addict friend did spawn a tornado there once, tho that was from LethalPresents
https://medal.tv/games/lethal-company/clips/j7HWXlNY7gj_T_Dt1?invite=cr-MSxyVVYsNDg4NTQ5Nyw
Watch must... reach... gambling.... and millions of other Lethal Company videos captured using Medal.
OH NO
Like a dog on a leash
"must, gamble"
NO...
Weirdest darn thing π
I wonder if using imperium even once on a save with registry and meltdown breaks all the math somehow... Hopefully that's not the case
i have honestly no idea why that happens
but i can do one thing to narrow it down
π€
i'll add some extra logging to meltdown to check what's happening
i am lost
nevermind, stupid
with imperium
without imperium
something is not working correctly when imperium is not present
which is weird
I tend to test certain bugs without imperium
It essentially adds a new variable to account for
And can interfere when youβre tryna fix a specific to reproduce bug
that is interesting
Typo mb
Imperium wasnβt made with every possible mod in mind
From what iv seen some of its debug tools, that are enabled or disabled by default, can overwrite things on other mods
oh, i completely get that, i'm not asking in general
i want to find the specific thing that interacts π
And lock certain aspects in place that could either create a bug, or avoid a normally common bug
OHH
Mbmb
Itβs probably something to do with the teleport tool and how it registers scrap
The only thing I could think of that could affect the override of the app value
Or something to do how it handles weather
I know imperium is like
Super weird
And inconsistent
When displaying weathers in the menu for it
Since theyβre usually wrong
Until you set it yourself
Might just have to poke around in imperium until you see something that clicks
Iβm not an expert I barely use it
only thing that touches scrap values is when you spawn items via imperium
which is not the case here
one more idea
i think i found it
that's registry+meltdown
somehow it got 1 as the weather multiplier (it should be 2)
Ahhhh interesting
Is this why combined weathers have weirder outcomes I'm betting?
y'know what if we pull the app, and outside weather goes crazy or something
nah that's a bad idea mb
π
AFAIK it's unrelated
Apparatus pull introduces a cool new weather that spawns a new enemy: The creature. From the creature feature. Featuring: The creature.
or a super windy, super rainy, unique lightining/thunder fusion weather
like it's screwing with the atmosphere or something
May I know how that math works actually? I've been assuming it adds the multipliers from the two specific weathers together, then uses that as the scrap value multiplier
When Lightning hits the apparatus it causes a nuclear explosion 
for combined ones?
let me get that
Yeye
for the 0.45 thing, wouldn't that make it less value and less amoutn
shouldn't it be 0.35 instead?
those values are from the feedback i got at that time
i'm not saying it's good, but that's how it is right now
Wait
Its starting to make sense now π
So I thought it just combined both multipliers, I didn't realize it was also multiplying 0.45 for both if I'm reading that right
yes
scrap multipliers for combined weathers are calculated like that
not to be super scuffed
I mean I think combined is still making scrap more valuable than single weather anyway, but I think that's why I'm seeing the weird interaction with the meltdown apparatus override. I'm assuming it's only an issue though because of whatever is going on here
oh, i see where you'd get that
I guess I'm outta luck
those two are completely unrelated tho
Damn
alright
this is super weird
when there's no imperium, FM doesn't see WeatherRegistry as "enabled"
What the freak
this is super weird
i'll try a simple switcheroo
oh my fucking god
it's a 100% meltdown issue
there are two possible fixes:
- going around the stuff that's happening in FM and making patches work from my side
- fixing FM
there's also 3. ignore the issue completely, but that's for another occasion
went with (2): https://github.com/LoafOrc/FacilityMeltdown/pull/55
What's going on in FM?
this: #1203871322841808906 message
I just read your link my bad
Thank you for troubleshooting I really appreciate everything you do
no worries
i think there's a way to make it fixed on my side, but that depends on if/when it's gonna be fixed in Meltdown
is this only with combined weathers
the whole app thing
this is always
this: #1203871322841808906 message
I use pizzaprobability for multipliers and app price so I don't think this issue has happened to me
alright
Is this more of a random chance thing or is it a predictable/consistent variable?
I'm prob gonna stick with registry anyway just curious
you can set it as a chance but you can set it as diff chances for diff moons. You can also make an safe (no meltdown) cheaper than one that would be unsafe. I use the mod specifically for cosmocos since it has a pretty beefy unique app
I see, that's cool
teehee so this is wrong :3
meltdown handles soft dependencies using this #1216761387343151134 message
ill have to look at somepoint what exactly is going wrong, im planning to update meltdown somewhat soon
ahh i think its an oversight with bepinex where it only checks bepindependency and no inherited classes
yeah im like 95% sure its a bepinex bug lmao
i dont know why it handles dependencies like this at all
well, i found a solution rather than the solution π
hope you'll find a way to resolve it π
ill probably just use your pr for now
π
WeatherTweaksBeta 0.25.0
- moved weathers to MrovWeathers
- fixed an error when there's no
randomWeatherfound for a given level-weather pair (thanks, @idle light !) - fixed a bug where uncertain weathers would appear on Gordion (thanks, @gray thicket !)
- fixed ship fog (thanks, @bright viper !)

i figured that it might be an intended experience for many
tweaks will download the additional weathers as a dependency, since that's my intended experience for it
but - as many features inside - it's fully optional
Mrov do you intend on making more weathers
Rn you have tech have cloudy and blackout
As stupid as it sounds I actually like cloudy
itβs simple but itβs nice for variation
oh, absolutely
Do you got any ideas yet?
I found that cloudy is also goated for if you're doing weather to weather weights
Can make it so, e.g., chance for clear --> rainy is rly low
But make the chance for clear --> cloudy much much higher, and then cloudy --> rainy
So then its like a thing you can forecast
i have no idea when or how, but there are some ideas i've had
Alright 
well, one of them would work a lot better as a level, but time will tell π€
I should totally grab that old list I wrote for code rebirth and see if there are any weathers I thought of that havenβt been done yet
Because 3 of the ideas I had in like February have been done already
Vox poached snowstorm and the one with the batteries
And xu did windy
orbital bombardment is technically describing meteor shower from CR
not yet
i've got an idea on how that could work in LC
not skilled enough to do that yet
π
Dude what the fuck
The only thing that hasnβt been done from the concept list I wrote is hurricane
what do you think
Iβm ngl I was gonna build that into corrosion
cus i also have an idea of it but it might be the same as yours
But the main issue I can see with that is that most moons just
Donβt have the cover
Is it possible to mess with gravity through a weather?
fuck i should do that
very true
ngl most weathers could work as events
imagine a tsunami event in an ocean moon
interstellar style
prolonged exposure fucks with the suit causing some effects
inb4 "Gravitational Flux"
didn't think that through yet
Seriously though what the fuck man
can i add on to that?
it damages scrap
making them lose value
oh, absolutely
ahhhh, i was thinking of it very slowly reducing your health to 20 when not inside/under cover
that would work better if it was some kind of chemical that you breathe
since you leave the area -> you can regen
windy could also be loud as hell
and push you around
if you jump, you get sent flying lol
unless you mean permament, then we're thinking about the same thing π
Oh yeah we have tornados but that windy isn't around afaik?
CR's windy is a mix between the two
honestly both should be its own thing
like snowfall and blizzard
yeah i was thinking of a just gradual decrement to 20 since 20 is where you recover to after critical
and obviously if you have mods that regen health it can go back up but if you're outside it goes down again
the rate of decay is the hardest part to think of
Dude
Iβm so
Upset
That nobody who has ever done a tornado effect
Actually flings the player
I KNOW????????????????
Like it would be so cool if it just acts like tulip snakes when you get closer
weathers and events have such a potential
I also thought of that, but instead of it being an acid rain, i thought of it being a Locust swarm
So it reduces visibility and reduces scrap value of scraps exposed to the swarm outside, as well as proly damage overtime
Also ties into Roaming Locusts a lil, feels quite vanilla friendly
infestation weather/event....
cool
mrov have you ever considered doing events before
i have an early implementation of WeatherEvent in Registry, but that shit requires so much changes in the game
would that be like CR tornado but with flooded/rainy effects as well
the chance is 6/1000 iirc
which is why i downloaded that one mod that makes that chance exponential
Yeah but at the same time I heavily dislike CR windy π
so we actually have a chance to see it once every playthrough lol
Blackout would work super well as an event
the later, the better
Well that seems a little absurd
"we have a quota to meet!"
no you dont
The Fog is coming
0.6%
when i first used CR i thought windy was gonna be more like how current CR's fan works, that it pushes players around slightly in bursts
using maybe the same speed as the vacuum effect from the fan
that would work better, yeah
remember that CR was a precursor to making custom weathers, so it went super ambitious on those first weathers π
am i the only one who thinks that CR's tornado is a little too fast?
the primary thing about it i don't like is how jittery it makes players move
the code for dragging isn't really smooth
Hey Iβve got a question
Would it be possible to have harmless weathers spawn at the company building
Like a light fog
Or rainy
Or smth
chameleon already makes company building have harmless rain
it's possible, yeah
like chameleon's stormy in gorgion?
oh lol
β¦I donβt run chameleon so I didnβt know that It had that
Chameleon has that, so check if that suits your needs π
it technically isn't counted as a weather, game still marks it as clear
so if i had to guess it uses triggers to spawn the effects like how experimentation spawns dust clouds
it can be set random, never, or always
Autocorrect blehhhhh
WeatherRegistry needs an explicit declaration in weather filters to spawn them at company
just rain, no puddles, no lightning
chameleon does visual stuff to the weather effects there
yes which is why i think it uses the triggers like experimentation
it spawns the visuals for rain without the hazards
I thought I remembered pooled water, just no quicksand silliness
yes just visual
tbh i'd redone Rainy to be purely visual and make quicksand spawn only in a separate weather type
Thanks for the shout! π
also wait, we still have cloudy, right?
cuz it's not in the mrovweathers description
and I forgot to make the repo public, that's now fixed
after making a proper list I've got 8 rough weather ideas and 3 refined ones (for a total of 11)
this will be fun to make π€π€
could you spoil some? π³
Aighty. Blackout is peak so I trust these will be too
Blackout is really good with Old birds because of their Flood Lights
[Haunted]
holy fucking shit that looks amazing
indeed
in my modpack I made that moon always have blackout
is that detritus
or was that embrion can't tell if that was main or fire..

