#Weather Registry / Weather Tweaks / mrov
1 messages · Page 18 of 1
,oh i missed that 😭
happens too much...
how did you manage to make a planet always be a certain weather (i might be a little stupid...)
Go into weather registry config, Add the moon you want to be certain weather to the blacklist of every other weather in the config
None also has a config so you can easily blacklist a moon from not having a weather
alr thx
I just made the chance for blackout 50000 and all other weathers 1 for detritus
i see now :TulipSmile:
what does the cloudy weather do?
Just makes the moon a bit darker.
It requires configuring the weather to weather weights, but personally I like to make it so that Cloudy is more likely to cause the weather to be Rainy, Stormy or Flooded the next day.
Doesn't this go for the exterior as well?
@drowsy willow can there be somewhere in the configs available for shortened combined weathers in the terminal?
It can get a bit messy with combined/progressive weathers creating ugly new lines in the terminal, I'm using your TerminalFormatter but even then "UseShortenedWeathers=TRUE" doesn't do anything
oh, does it not shorten it? 😧
How should it shorten it? I see no visual difference making it true/false
I'll check that
that's how it should look: https://github.com/AndreyMrovol/LethalTerminalFormatter/blob/main/TerminalFormatter%2FSettings.cs#L20-L30
all occurrences of those strings should be replaced
Right, when I tried it didn't work, hang on I'll try it again
If I can put 2c in, I'd love if it only shortens the ones involved in progressive/additive weather! Not just a normal Rainy weather for example being reprinted as Rny
Unless that's already how it works?
that is how it should work
if the string is too long to display in-line, it should make it shorter
You're using MoonUnlocks, correct?
that might be it, yeah
I honestly can't remember what I've done to make it compatible with Terminalformatter
Perhaps is it possible to get a cfg override where I can just shorten it irrespective of if the string is too long?
This could be done, I'll look into it
I'll check when I'm back from work and let you know
Oh, yours works with LethalMoonUnlocks?
i remember working on the compat patches
but can't remember if I did it
I think that I've decided it's too much work and would require changes in how LLL handles those things
and then didn't work on it further lol
I really should change that 🤭
Fair enough tbh!
I feel this would be easier 🥲
iirc I've made it work on "my" moon list only, I can change that to work always
I'll let you know how it goes
Wdym by "your"? As in the one/ones you use in your modpack/packs/games
terminalformatter's
is cloudy staying in weathertweaks
Not sure if you remember but the bug from a bit ago happened again
I don’t think it’s related to weather registry anymore
But
Still confuses me why it appeared after updating registry and beta weather tweaks
And it doesn’t seem to happen with registry disabled
So many registry is a catalyst that breaks another older mod in my pack that I can’t seem to pinpoint
Something to do with the player camera so many poltergeist or open bodycams related
Could be incompatible with registry
Annoying tracking down what causes bugs or incompatibilities
that's very weird
So, i set the weather level weight rly high for combined weathers for testing, but they dont show up despite both weathers definitely working for that moon, at least on the first day
How does the weight thing work?
i can show how i have it
on the first day
that's how it works
Ah i see i see
i will check on the 2nd then
Do you never get silly weathers day one?
Went to Offense Cloudy, which i set to be x0.5 scrap amount and 2x scrap value
The only thing affected by the scrap value seems to be the apparatus (set to 200 in the meltdown config)
everything else seems to be normal or even less value
And it is spawning the same amount as usual for the moon
14-18 items
if the scrap amount is 0.5x then it should be between 7 and 9 items
(of doubled value)
It also seems scrap value multipliers arent being applied
This was second thing was on meteor shower, which is set to be 1.5x scrap value
Big Bolts are between 50-80 (x0.4 is 20-32)
So with x1.5 it couldnt be as low as 25
wait
it then disabled itself??
Did you turn on the toggle for applying mulyipliers?
Cause there's a seperate one for scrap and apparatus
i just saw its disabled
Why
The default is true and i never disabled before 
nvm
Yeah same again with it enabled
Offense cloudy
its not a mineshaft so, the scrap count should def be halved
and the value is...decreased?
Cirno Deka is between 155-195 (62-78)
are you using central config
?
it shouldn't change my configs now
but check it to be sure
what the hell
Why would it change the config aaaa
Well, i reloaded Gale to make sure its refreshed
config hasnt been changed, multipliers are still on
But in my session its still not being applied
Apparatus value is, but not the proper cloudy stuff
so, umm
Oh
fun
cus it's super invasive and tries to handle everything by itself
i only used it before to change dayspeed, but things like the loadstone "safeguards" and disabling parts of weatherreg were big points of contention for me
once whitespike's dayspeed patcher was published i dropped it entirely
yeah i only added it because i was told LLL interior size modification doesnt work
LQ is non invasive idk if you've tried it yet
LQ causes interior desync if you mess with interiors in it
Fr? How so?
Anytime you add/remove interiors or try to change the multipliers you consistently get desync
at least for me, in all times i have tried it
and yes, thats with identical configs
so LLL is the only option then thats no invasive
But it just doesnt seem to work
i mentioned before and Voxx told me it did, just different to how the config describes
so i will need to read back over that and see
Doesn't it just pick a number in the range and multiply against the moon size?
Though so many interiors being listed as 1 1 by default seems odd
I take it this means players go through walls and all that good stuff
Yep
Just wanna make sure I know what to look for when testing
or fall through map
Alr thanks for letting me know
I remember having desync in vanilla, seeing clients walk through walls and then getting yo witness them react to a spider climbing through the floor(stairs on my screen) was rather funny
Might have been caused by some weirdness with loadstone, I forget lmao
#1185408109414449202 message @drowsy willow
I'm already confused with this darkness, but there's a problem
By the way, I want to thank you for the additional performance on planets where the power is off!
- FPS
And now it’s everywhere, if you’ve flown to the planet at least once with BlackOut
i fucking knew there was something wrong with the lights
i pointed it out to someone yesterday and they said its normal
Well, it’s even cool, you always know where the ship is, even at night xD
such bright lights
Oh, and there's another problem!
No delivery lights visible
I'm not sure if it's because of the weather, but suddenly
But he should only change the light in a complex
weird
That terminal sound was so squomculious
thanks for pointing those out, i'll get a fix ready!
don't you like it?(
I do
I can make it quieter so it doesn't hit my ears too much :с
It's really nice sound design
do you have a log from that session?
I'll create it now
https://drive.google.com/file/d/10F3UAfZYjjogWxc3JBRL2iHXyWoH3vd7/view?usp=drive_link
It’s strange, on Ass the light from the delivery was visible, maybe because RebalancedMoonsBeta did not change this moon, but Offense did, so there were problems with display @drowsy willow
What's the weather like Cloudy?
Dimmer skybox mostly?
This is so strange, on the Exp map there are trailers, some kind of flashlights that don’t emit anything :с
@drowsy willow
The delivery glow does not work on all rebalance cards
March accidentally checked
@drowsy willow it seems like savescumming during weather with particle effects, and then loading back in the same moon, doesnt have the particles play until you enter the facility and exit again
oh the eclipsed weather is also not playing its ambience lol
doing what?
oh, save reloading
will check
I can't seem to remove uncertain weather? At most the terminal will show the weather of 2 moons, but you can just see the weather on the map screen anyways. Clear weather is on. Probably a skill issue.
hmmm
could you send me a screenshot of what you mean?
So, i will try removing CC and seeing if that fixes this other issue
But from when i tested yesterday, the additional weathers being set on moons like Blackout worked perfectly fine
But the combined weathers did not
For example, with this set for Blackout, it was always Blackout on Solace as expected:
But with this for Eclipsed + Flooded, it never appeared on Adamance
Actually, where has all the scrap value config gone for it

weathertweaks config
that is interesting
did i fuck it up 😳
Lemme try with this on again
i wonder why 😭
my half-assed bullshit has caught up to me
Oopsies
not on my PC right now, but every “uncertain weather” feature was set to false in the config. I’ll check if it’s still a problem without other mods installed.
okie 👍
Hey, i can't reproduce your issue - what's your modpack code?
Dumb question
Would TerminalFormatter ever be able to change the text colour of the moons in the list on the terminal based on the weather they have? Sorta like how it does on the main monitor?
Might be a lil easier on the eyes when trying to spot a certain weather, especially with there being many
actually, now with the snowfall/blizzard, if there is alot of weathers it would look like a rainbow lmao
that is an amazing fucking idea
holy shit why didn't i think of that before
it's a good idea, but should be configurable imo
it all being the same color kinda lends itself to that 70s/80s technology aesthetic
makes sense
- cuz of preference and 2) accessibility and compat with like colourblind stuff etc.
This is true
it would be neat if just the weather would change colour next to the moon rather than the entire line
Eitherway would be cool
In fact, come to think of it, the moons changing colour depending on other variables would be cool too
Like comparing the route price to how many credits you have
Green if free / relatively cheap
Yellow if it would leave a dent in your pocket
Red if you cant afford it
Or doing it based on whatever the danger level is set to
All of those would be rly cool
i'll test this with the weathers
i just woke up and for some reason didnt have a ping for this reply
ill get it in a moment
the normal/clear could be default color to help keep that originality a lil bit idk
0194194e-81b1-ad3c-8d53-29a375deafd8
One day we will have the 16 color terminal display
And that will be the day people use their own terminal themes in game :p
the terminal can already show all colors 😳
Hey mrov
Hey Kite 😅
I have a question about weather registry
sure, what's up?
I can set other levels to my weathers via config, right?
yeah
Oh okay
Lol
I wanted to see blood moon on march
and radiation on experimentation

You can do that using Weather.Config.LevelFilters
There is also exclude filters too?
Or they do that automatically for moons not in that list?
you can set FilteringOption to Inlcude(true) or Exclude(false)
so if you set it to Include (a whitelist), only levels that are listed are gonna have that weather
oh btw mrov i cant remember if i said anything about this
the last time i had weatherregistry in my mod pack, i was not making the settings match to vanilla properly and i thought it was just bad some how
if i said stuff i apologize for that
Got it, thanks ☺️
for Exclude the weather will not appear on listed moons
so for that example you'd have to do it like this:
in your weather declaration
Ah I see
the only reason i have weatherregistry at all is cause coderebirth has it as a dependency and i also only have coderebirth for the snow globe 
there's also option to use LLL tags (using $ at the beginning)
and a way to do sort of intersection (using ! at the beginning)
don't worry, you're good
there was a long time when the defaults were horrible
because i was using my own system wrong
🤭 🤭
thats funny
wouldnt have even been an issue for me if i didnt upload my mod pack publically..
🥲
MrovWeathers 0.0.2
- fixed README not including
Cloudyweather - fixed an issue where floodlight brightness wasn't reverted after
Blackoutweather (thanks, @strong nova !) - fixed an issue where the dropship would have its lights turned off (thanks, @strong nova !)
yo mrov one question
do you think #1243219877293199440 new weathers work on the other moons?
so like what about a EnLighten weather. Sounds opposite to blackout and could be some like peaceful bright calm weather
so the lighting is so beautiful it enlightens the player 🙏
i have not checked that 😅
i see..............
i tested them briefly on Experimentation, they both worked visually at least
idk what they're supposed to do gameplay wise though, I didn't notice anything
ig radiation does something to the interior
did you check what it does?
I went inside and didn't notice anything
maybe it's specific to just Kite's new moon interior, or I got unlucky
Blood Moon is red fog both outside and inside
Radiation was green-ish fog just outside for me
Think you can make it a public string like the one you have for current weathers so I can plop it in my stuff?
WeatherRegistry.Weather.Color 🤭
that's gonna be the thing used
WeatherRegistry 0.3.14
- redone apparatus patch
- fixed SunAnimator not resetting correctly between moons (thanks, @latent sleet !)
blood moon seems to be only visual, radiation is similiar to my toxic smog (except radiation zones damage you once for 25 points and it doesn't touch the interior).
also blood moon will break on some custom moons cause it assumes everyone uses vanilla sun.
gotcha
MrovWeathers 0.0.3
- fixed README not being updated 😶
you know the update goes hard when the commits look like this
WeatherTweaksBeta 0.25.1
- fixed special weathers not using level weights (thanks, @harsh flicker !)
looking into that right now
yup, i see what you meant
fixing that right now
cool
Hell ya
WeatherRegistry 0.3.15
- added a check to
LungProppatch to check if scrap multipliers are active - fixed an issue with
EntranceTeleportPatchnot resetting after lobby reload (thanks, @hollow yoke !)
:3
Great job, everything sparkles :3
@drowsy willow
I couldn’t get WeatherTweaks to show all the weathers accurately 
Not a big deal though since the uncertainty seems like a big feature of the mod in contrast to WeatherRegistry.
Speaking of, where can I see the scrap multipliers?
Error
not that, the Amount is higher there
Value simply
Even when I disable weather weights in the config, it doesn’t seem to use the vanilla algorithm.
What's the vanilla algorithm?
It uses a curve instead of a weighted system, I can tell cause it goes from every moon having weather to like 2 moons having it.
I noticed that if the fire exit doesn't have a teleport it says "entrance blocked" and enables weather object 🙂
I think i should just
remove fire exits from my moon lol
oh that's interesting
I'll check - probably my patch is not correct 😓
Still you don't have to fix that
I completely forgot to ask - which version of WeatherTweaks?
This time I was testing with betaweathertweaksbeta, but last time the issue happened with both iirc.
okay, it only seems to happen with the beta version.
I got a warning that my save file wouldn’t be compatible with version 60, and the only difference was installing the beta? Idk if that helps.
what's your modpack code? 😅
thanks, i'll check it rq
so - if i understand correctly - you want to disable the uncertainty and it's not working?
it's not generating altogether
it's weird that it sometimes show up tho
unless you mean this:
the weathers not showing up in the terminal
the weather won’t show in the terminal, but will on the map screen
it's generalimprovements doing this
GI assumes that WeatherTweaks wants to remove all weathers from terminal always, so when it's active it disables displaying the weather
well thanks for figuring that out for me
it's messing my stuff up for the longest time
i'll engage in some shameless self-promotion: https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/
(B)
you can fix that by setting this:
to Never
or/and using preview all in-game
and i have a different mod that shows all the moons without interfering with your mod 
now i’ll try using the weight system because half the moons are eclipsed
thanks again
yeah, i wasn’t sure what was affecting the terminal
blackouts make the exteriors pitch black but i’m pretty sure that’s another mod conflict
Do other light sources still work like flashlight or cruiser headlights
The item dropship lit up the place pretty well
Then it's probably working as intended
that's intended behaviour
ZAMN
blackout looks really sick on bozoros if you havent seen it there btw
probably the best moon to experience it
Hello! The default vanilla scrap multiplier for both amount and value are 0.4, right?
I'm really confused at the scrap amount and scrap values multipliers here
Nevermind, found the answer with a little searching lol
in registry it's 1 and 1
😅
Yeah I figured that. The feature's really cool!
README UPDAAAATE
so proud of you
I assume this is caused by WeatherRegistry, but I'm not sure.
Rain particles remain in the ship.
01942109-9f93-3b8b-0a62-134ab602d17b
immersive visor issue im pretty sure
not sure how weather registry would cause that
Immersive Visor... doesn't affect anything aside from overlays, or at least it shouldn't
well the issue is it not fading out, so i dont think weather registry would stop it from doing so, but idk.
Did weather registry fix it's apparatus issue? I am still having apparatuses show up as 240 no matter what multiplier I'm setting 😅
I think the meltdown dev is working on a fix on their end
not yet, it's gonna be fixed in their next update (from what i've heard)
yeah, "from what i've heard", totally not like youre the dev.... 
oh wait
nvm i read this wrong
fuck
🤭 i was talking about facility meltdown 😅
Wym? Mrov is the author of every mod!
Such a talented individual

mrov when is that LE fix coming? 
Let's hope you don't meet the nefarious giant
What map even is that
Kast
epicly epic
I told myself I was good enough to test without imperium and a toil-masked got my ass from down the street 
Is this the new blackout?
so that's just with the inside lights disabled?
Question
Do players still emit a faint light during a blackout
I was just asking since Blackout is a really harsh weather, and just wanted to confirm before I give it its weight
there's a possibility I've fucked this up - I'll check tomorrow and fix if necessary
The Offense thingie
Wait, Chameleon gives the Manor's main door a light source?
I haven't played vanilla in so long, I thought that was a vanilla feature ;w;
What main entrance light thing
.
@drowsy willow @raw bloom @little sedge v62 added lights to the entrance door
it's been in vanilla for months at this point
I KNEW IT
Crazy? I was c
could this be Registry? Can't replicate it after we stopped playing so not sure what to look for
have to go though so here's a log from the session
whats wrong here exactly
Flooded starting super high on Artifice at 8am
oh wait yeah i read it as 8 PM
Is artifice one of those reverse flooded planets?
Like adamance?
Actually yes, Artifice can be either reverse flooding or normal flooding.
It's a 50/50 iirc
There's reverse flooding?
.
I'm not sure what's the reason tbh
Will check
how does the scrap scaling work with beta's progressive weather
this creates the default values (which you can change in the config)
ahahaha im no modder i have no idea waht this means 🥲
just wanted to know if the scrap would generate with the first weather in mind or how
it's a weighted average of all possible weathers with their chance of happening and how late they can show up as variables
oh im surprised he ended up making this a setting
anyways
the reason is because videos are super buggy in their vanilla implementation, are inconsistent, and it makes the text on the screen harder to read
Yeah was added sometime back
Its only on some moons iirc
oh
hmm would be a good idea for a mod, add it to all moons since i heard only some moons hae them
and add them to the othe rmonitor or something
funny you mention that
have openbodycams in mind so it overrides that monitor
i was actually planning on doing so
awesome
rebalanced moons already adds a new video for offense
i might migrate it to said new mod later
mrov had the idea of the video playing on the 2nd monitor
aw its not here
yea thats my idea
yknow i never noticed videos as a thing that existed til i played abyss
the masked spazzing out on the cam was too freaky not to notice it was cool
i've had the idea of it playing on the main screen as a cutscene and then transitioning to the text
it's pointless tho since the reasons above
not pointless if someone is willing to rewrite it :p
doing that actually partially solves another issue i was having
and that is: other mods that want to override the ship screen can now do so
i know how much issues i've had with malfunctions back in the tweak days
i'll make that pr someday, i swear
im just saying cuz like
i really like the vibe of the shitty low framerate low res video previews lol, i think it would be cool if they existed up until the t3 moons
and then i had the idea of like t3 moons being a blurry photo or something
oh
or just nothing
that's a great idea tbh
I quite like the vids too, but sucks that they are so buggy
Shoutout to the 2 vanilla moons that actually have them
They have charm imo
the laser on turrets do not show up on blackout
I do hope that im not asking a dumb question when i bring this up.. but as someone who's been trying to implement "BetaWeatherTweaksBeta"s configurable "unknown Weathers" i find myself constantly running into this whenever i try to start a new save (or any save).. Ive as soon as i remove the unknown configs and turn them off, it works again.. I've even gone as far as to only turn on the bare minimum of mods needed to run "BetaWeatherTweaksBeta" so i dont think its a mod conflict..
Anyone know how to fix this?
are the warnings causing any problems?
because the warnings would be an mrov issue lol
though i guess it depends on how you're implementing the unknown weathers?
yeah, whenever i try to open a save, after a few seconds i get stuck on an infinite loading screen, my LC refusing to work with Task Manager saying it's stopped responding
I thought it set it up properly
congratz btw @abstract pivot on being COntest Winner 👍🏼
Willkommen
oh dear.. i'd certainlky not of pinged them directly. especially since its a Beta issue. i'd prob of just let them come and see it on their own time and respond if they were to so choose to.
bloody typos..
those warnings have 0 impact on the symptoms you're describing
so, umm
I'll investigate
could you send me your log file and modpack code?
OOPSIE
will fix
sorry for that 🤭🤭
Certainly (however i also have some logs not being made for other things as i turned them off in hopes it'd help loading times) xD
Did i at the very l;east leave the mod configs in the correct order? lol
Also, it confuses/concerns me that even with the bare minimum mods needed for weather tweaks beta to work, it still borked.
i also dont know how to get a log file >.>;;
thanks
also you should see if the landmines do it as well
I thought this was intentional TBH
its kinda cool
I would honestly consider keeping it tbh, it makes turrets feel really scary when you hear the beep lol
Very unfair though
maybe during the blackout there could be extra reverb outside?
it could add to the spooky empty feel
I wanted to do something with removing all ambience sounds and/or music on moons for blackout
that could also work
I'll save that for later
WeatherTweaksBeta 0.25.2
- fixed an issue where the game would try to generate uncertain weather on Gordion (thanks, @magic lynx !)
@drowsy willow Btw I've noticed there is a small bug with WeatherRegistry, I disabled every weather except Blizzard on Pinnacle but sometimes it still ends up being None. Not too sure why and I don't consider it as a major bug or anything but figured it was worth mentioning
isn't none required to be active if there's no other allowed choices for weather
that's interesting
If it happens again, send me a log of that session
go to rend
anyone know how i can get weather to generate on gordion?
simply removing it from the blacklist doesnt work
I just wanted to go to Assurance Blackout :с
But apparently something else is broken...
Isn't it's about one scrap?
Didn't understand
There's one scrap which is min price is lower than max price. Are you using custom scraps mods?
All minimum and maximum price configs
configured separately in mods
never had a problem with this before
Then you are setting the wrong price
try without tweaks/registry
??
just in case its not here
For example If you want scrap price to be uh
10 or something
Scrap amount multiplier = always costs 1
You have to set min value to 20 and max to the 40 or something
only Scrap value multiplier used a different value
I have no idea what mod this could be in
some items are no more expensive than 19 by default
and what will I do?
That's why I'm asking If you have any mods that adds scraps
and perhaps there is not even a config to edit this
There is
5-6
One of them isn't set up correctly
then the question is
everything loaded fine before
?
the config was the same
Yeah because that scrap that throws this error isn't spawned before
And It spawned now and you see this on ur log
Maybe it just have a low chance to spawn?
is there a name for this piece?
maybe, no idea
I reloaded the lobby 2 times and launched this planet with weather
and now it's loaded
the question is, what kind of item is this, I would blacklist it
I checked
No mod scrap values
so that the item is cheaper than 20 credits
the minimum is 30
so most likely something was done wrong by the Registry or LLL when creating the price tag
On the weather Blackout
Although this may not be related at all. Has anyone had this problem somewhere? I just haven’t visited my build for a long time, I decided to check it out and here is this :с
Yay! I'm useful!~
Thanks again~
What type of weather? Rain which is lore-friendly? If so, you want https://thunderstore.io/c/lethal-company/p/ButteryStancakes/Chameleon/
At least, that's how I do it
i want to get more than just rain to generate
Ah, then I can't help you. I'd love to but I don't know how to set that up (though I dunno why you'd want to setup dangerous weather's on a safe planet)
Have you tried to add Gordion to a whitelist?
whitelist doesnt work
could you send me your modpack code? I'll check that later
Hey mrov I have a small request regarding this option in weather registry.
You know how the vanilla weather algorithm works. It picks a number of moons with weathers, does some multiplication and clamping and then picks these moons and assigns them weathers based on what is available in their weather lists.
Would it be possible to seperate the none weather from this option?
I want the vanilla algorithm to pick which moons have weathers, while having the weight system pick which weather actually appears on them if they are picked
01943ca2-4e99-9167-ef65-67838d554c73
its a very huge modpack
537 downloaded mods later...
do you have a readme somewhere that breaks down how to modify the cfg for registry? i've been using a mod called weatherbonuses to handle scrap/value increases but i don't think it handles modded weather types like the ones from voxx's lethalelements
since weatherregistry doesn't fully show up in lethalconfig, i have to mess with it in thunderstore's ui and its just very overwhelming to try and tweak stuff since idrk what im doing tbh
also, does this mod play nicely with lethalquantities? i've modified a lot of different moons loot tables and spawn rates for loot to rebalance since i have a pretty big modpack
Hey, as far as I know it should be working nicely together
For the config:
Default weightis the "base" weight for the weather-picking algorithmWeatherToWeather weightsset weather's weights based on the weather that was on that moon the previous day (overrides default one)LevelWeightsset weather's weights for a given moon (overrides default and weathertoweather weights)Scrap amount multipliersets the multiplier for amount of scrap spawned (default1)Scrap value multipliersets the multiplier for value of scrap spawned (default1)Level filteris a list of levels to filterFiltering optionchanges if the filter is a whitelist or a blacklist
ok so the big thing that i don't really understand is what the values for different weights actually mean? is there a formula where they all get plugged into? what does default weight of 100 actually translate to in your odds of a specific weather type. is that just a base percentage? (i.e. 100 = .1 or 10%, 200 =.2 or 20%, and so on)
if you have the weights
2
2
both of those are 50% (half of the combined weights)
the % is relative to the sum of all used weights
ah i see
its pretty much the same as the item spawn chance logic
ok thanks, got it now
whats the difference between "Vanilla Weather:" vs "Weather:"
wtf
maybe remake ur config, i think mrov screwed up a previous update and made the config stuff named differently
how do i regenerate it?
delete it then re-open the game (believe have to go into a save for this mod too)
What does “generate special weather entries” mean?
Allows specifying the variables for combined/changing weathers
So disabling it prevents those from happening
Just has them stay on their defaults, which are kinda derived from the component weathers?
oh, that
Regenerate your config and it should be good, it was changed some months ago
that's interesting
could you send me your modpack code?
Would there be a reason for weathers not applying their weights until after the first day? I have 2 moons set with probability for None extremely small in comparison to the other weathers (e.g. None@1 while everything else is 900), and it still sets them as None at the beginning of a new save. Is it supposed to do that?
Check the First Day subsection in the config maybe
in tweaks?
would that just make it use the normal registry algorithm for first day?
Yeah, first day weathers don't use weather-weather weights since there are no previous weathers
if that's what you're referring to
if you're using tweaks, it uses a different algorithm on first day
so disable that
I think at this point you need to deprecate the normal version 😂
Here it is:
0194431b-f1d0-2e70-8cf2-3420c2f6d571
I'm gonna attach the import file too bc for some reason thunderstore can get wacky and give an inaccurate modlist from codes. Quite a beefy modpack btw.
any updates on this?
I'll check when I'm back from work
yes
I was able to get the weathers in Registry having LEBeta be on 1.2.66
ok theyre there now
idk why that would matter tho since all 1.2.66 did was mess with terramesh
LEBeta 1.2.65 was built for TerraMesh 1.1.0, you were on TerraMesh 1.1.1
I'm honestly more surprised the pack doesn't explode in other ways considering there's 29 other mods that haven't been updated, with some even being months+ old
i don't update certain things bc they dont have compatability with mods that receive extremely frequent updates. there was no real reason for me to update this mod until i swapped lethalelementsbeta in replace of the old version. it caused extra issues and messed with things that i already tweaked in the config. another example is suitsterminal, i tried updating it once and it stopped functioning altogether even though i had the corresponding library/dependencies updated for it.
mirage did a huge update and i was content to leave everything as it was bc it worked in my playtesting and i didn't want to have to redo all the cfg settings for it
i'm very cautious about updating and immediately playtesting things bc the pack was made when most of those mods were on the most recent versions.
your stuff will break faster by not updating
if i've playtested it and refrain from tweaking the pack any more, how will that break things? i get what you mean in reference to main updates, but its not like zeekers is adding anything massive atm anyways
the only time i've encountered issues with a pack is when i've left it for a long time, and updated everything. it always creates tons of issues and makes it impossible to tell what mods are causing what issues when i load into the game
because updates include fixes and updates and mods include assumptions about what is and isn't broken
im obviously not mrov so in the context of this thread it doesn't matter but personally if someone asked about a problem with LLL and they had a big modpack with half the mods not updated i'd just have to disregard them
haven't had any issues with LLL, but i probably wont update it bc it would probably mess with lethalquantities and it took me forever to tweak all of the moons for this pack
in its current state, LLL and LQ work pretty well together in my pack and i would hate to have to redo everything/outright have LQ not work with certain moons anymore
nah youll be updating it 😄
why?
zeeker's update?
no
bc if i dont update anything else why would it matter?
because you'll want the new stuff
what new stuff
secret for now 😄
bruh
im not trying to create more problems, the pack works as it is rn
if somebody created the coolest interior that actually plays well and it just doesnt mesh with the pack, then oh well
dw you will ❤️
not even a crumb 💔
Mood: secret :3
just saying that every time i've updated a pack its just created more issues
whats the secret batby
thats just how modding be tbh
is it a billion dollars
I do keep my stuff updated, but I also always read all the patchnotes to ensure nothing config wise needs changing or explodes, I just prefer having to do maintence over the occasional rebuild + I like new features
any debugging tips? its just difficult to pinpoint certain issues without really knowing what all goes into creating mods. i try reading the console logs but a lot of the error codes that get thrown arent necessarily a big deal
no errors are usually a pretty big deal unless the developer has explicitly told you otherwise and is hopefully planning on changing it
i mean that a lot of the error codes dont seem to relate to an issue that is blatantly obvious on the screen at runtime, so its just filler that doesnt tell me whats really happening
imagine a typical error is a car swerving on the freeway and crashing into a wall
the details about what happened to that car specifically might not include other cars who we're affected by said crash
issue that occurs whenever i type the letter "c" into the terminal or text chat. the emote wheel keybind is c, so it throws this error. yet it has no meaningful impact on my sessions. i can still use the terminal, i can type c as many times as i want, and the emote wheel doesnt softlock or break once i exit the terminal. this is the kind of stuff im talking about
Oh so that's why that happens, huh
mrapi causes uba to spam stacktraces several times a second when in use so I had to filter that out
it seems to just happen anytime i press "c" now that im looking at it
as literally the only person who hates toomanyemotes on the planet, i see this as an absolute win
is that the other emote wheel that has currency?
i dont mind either or tbh but i like lethalemotesapi a lot more
which one is toomanyemotes?
the popular one
i dont use it
lethalemotesapi is just better tbh
if toomanyemotes is the one that im thinking it is
i will say
not a bad mod but ye
Customemotesapi can use emotes from pretty much any emote mod so we've got plenty
Friends made me turn off making emote audio alert monsters though :/
Lawn chair emote? Is in dragostea din tei?
idk about the lawn chair emote
i love the emotes bc it adds a layer of goofiness that keeps the game lighthearted. i like to add moons/interiors that feel like they fit into the vibe of vanilla somewhat and so i tend to rely on goofy skins and emotes for a bit of the funny
some of the emotes can be too much tho lol
If there was a mismatch of versions with TerraMesh, the weather mod wouldn't load at all, because there was a small but significant change in the latest version that would not allow it to work properly. So this is not mrov's doing.
But there should've been an error in the log 
well i haven't tested my config changes yet to see if it has the intended behavior but they did get detected after i updated lethalelements and relaunched the game.
so im gonna apply some more tweaks tomorrow and see if anything wonky happens. the weathers themselves work fine, but stuff like scrap value multiplier i am a bit worried about
(there was)
LethalEmotesApi with the TooManyEmotes menu would be the de facto best emote mod
And just fyi, you can go into the keybinds menu and just turn off that keybind if it's annoying
Sorry just woke up so maybe ignore this. I misread what was happening. Yeah if it's not breaking then that's good but it's not supposed to attempt to emote during a terminal anyway. No clue what that error is either, never seen it look like that before. Could be some mod forcing an error where it doesn't normally exist?
or change the keybind to one you dont type in the terminal
Ah yes
Uhh
Literally any letter
Also tbf, I've never seen it attempt to play an emote while typing as we disabled that
So not sure why it's trying on their end
are you telling me you type the `/~ key in the terminal for example
Oh it was a serious suggestion
Sorry I thought we were having a bit so I was joking around
I was saying that its not a big deal. Its just something that crowds the console log a lot of the time even though the game runs perfectly normal. I only brought it up as a point to what batby was saying about error messages
@drowsy willow why is eclipsed set to 1 multipler value and none is set to 1 also.
shouldn't eclipsed be higher by default?
but I thought that eclipsed gives more loot
no it doesnt
that was never a thing in vanilla
Sorry to say but it's just a mandela effect convincing us weathers ever had any effect besides difficulty
I'm glad I'm not alone on this one haha, I think it has too many emotes (topical) but it just takes away from the simplicity of lethal's OG emotes imo
That's why I still have an old emote mod in my modpack; hasn't broken anything so far 🤞
is this correct syntax for this cfg option? not sure if this is more of a question for voxx or mrov but mainly concerned about how i've listed the different weather names. e.g. should it be like it is written here or should double-words be written as "Toxic Smog@", "Solar Flare@", etc.
those should be correctly resolved
Registry removes all spaces and makes strings lowercase for comparisons
as all mods should
alr cool thank u
If something won't be right, let me know
also what does dustclouds even do? ik it doesnt show up in vanilla but is it actually something worth having enabled?
so its just a less obstructive foggy?
Significantly less obstructive imho
[02:49:52.1021381] [Error :LethalLevelLoader] Removed: 10 SpawnableItemWithRarities From CurrentLevel: Offense Due To Invalid Properties To Prevent Errors.
[02:49:52.1031417] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherRegistry.Patches.SpawnScrapInLevelPatches.ChangeMultipliers (RoundManager __instance) (at ./Patches/SpawnScrapInLevel.cs:24)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnScrapInLevel(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0009)
RoundManager+<LoadNewLevelWait>d__131.MoveNext () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_030D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Does anyone recognize this error?
so is there a way to enable it with weatherregistry? or should i just use something like
Yeah, you can enable it in WeatherRegistry! Settings for it are in mrov.WeatherRegistry.cfg under Vanilla Weather: DustClouds
i dont see a toggle option.
i modified it's weights, scrap multipliers, and moon blacklists, but those are the only options i saw
Change your level filter to just be Gordion;
Level filter by default (false) is a blacklist, so you've disabled it on all those moons
For reference if you want all weathers to be enabled for all moons at whatever weight set in "default weight", set
- Level filter: Gordion;
- Level weights: MoonName@50;
- Weather to weather weights: WeatherName@50;
the weather tweaker
the weather tweaking
@drowsy willow dopadream tweaks when
you're gonna regret the day
the tweaks of weather
Weather that happens or not is yet to be seen
For now it remains as a dope dream
Oh shit it rhymed 🔥
Or close enough
that isn't all the moons in the pack. those are the moons that i specifically wouldn't like the dustclouds to appear on
Experimentation
Embrion
Verdance
Assurance
Offense
Orion
Kast
Artifice
Ganimedes
StarlancerZero
those are the moons it should appear on, given my blacklist
do the dust clouds look orange on all moons
The "WeatherRegistry" mode included in the "CodeRebirth" mode outputs the corresponding log and stops progressing, do you happen to know a solution?
inb4 all issues get fixed, then we get number weathers again
how in the world
Can you send me your whole log?
And the modpack code
Oh right then yeah you should be fine, it should work?
nope its not showing up
i was able to get them to show up with dusted mod, but i cant tell if its really working as intended since its so subtle
No clue either
Its a very subtle weather regardless and proly does nothing on alot of custom moons or moons it wasnt designed for anyways
I could try comparing side by side with some moons and see how noticeable it is
I mostly just wanted it to see what'd happen, and for my weather to weather weights
That's strange, I'm sorry
I've definitely seen DustClouds on my moons before
I have only ever seen it on Seichi and Arcadia, custom moons that explicitly add it
I do recall a long ass time ago seeing Dust Clouds on other moons like Atlas Abyss and Assurance, but that was ages ago and i have no clue what mod allowed that
Probably LEC or something
those weathers were just defined there
it's not a mod that allows them, DustClouds is a defined weather type in vanilla
so you can just add it to your level
from what im seeing, dustclouds is just really weak fog?
it's a moving fog if you can call it that
Ye
Just for it to show up on Assurance requires a mod to be messing with it
i have no idea what did that tbh
Was a very long time ago
Again i would assume LEC or some other mod messing with random stuff

the mrov
hello
so I was fucking around with imperium and I found that blackout actually goes hard on gordion
is there a way to get it to naturally spawn there? I couldnt figure it out with the config
you should be able to add Gordion to whitelist (or to remove it from blacklist)
I tried that with a few weathers but nothin spawned
didnt work with me either
It does go quite hard
honestly I was thinking about making a separate config thingy for company weathers
and this might be the moment
anything to make weathers on gordion work
real
gordion is the same thing every time quite stale
so like stormy or snowy or blizzard or blackout just sound like funny small changes
maybe not stormy that sounds like ass
when testing weather I ddi notice there is only a small particle box right around the ship
so weathers that make stuff like rainy and snowy only make stuff in that small area
so really only blackout works well atm
Chameleon by butterstancakes has a cfg option to make gordion have stormy audio and rain. Obviously no hazards like lightning but its kinda cool to have those subtle changes. Sometimes its just raining, or full-on stormin, or just the vanilla ambience.
I'll see what I can whip up
Why though
actually
could you send me your modpack code?
I'll test why
0194572e-325b-f7be-5ce9-1f015060e17a
thanks, I'll take care of this tomorrow
the changelog is up to date on both places tho
so i have no idea why it's not displaying correctly 😅
what do you mean nuh-uh
Contribute to AndreyMrovol/LethalMrovLib development by creating an account on GitHub.
those are the changes from v0.2.13
so all those released this week
ok, so
it's correctly added to Gordion
guh
I just had the worst rng imaginable then???
I landed and went back up 1000 times
IT'S FUCKING WEATHERTWEAKS
AGAIN
AAAAAAAAARGH
🙂
fuck
i got it fixed
yippee
Was it set to force none on company?
yes
Oof
WeatherTweaksBeta 0.25.3
- fixed
Clearweather being forced on company moon (thanks, @gritty lily!)
Company meteor shower 
xu getting flashbacks
OH NO
i remember that
company blizzard lowkey fire
can go hide out in the casino while the storm is raging outside
cozy
blackout is the best weather from what I tested
on the company
That wasn't from weather happening in company, that was it from NOT disabling post moon unload lol
It takes about 2 hours consistently
I'm pretty positive
Should be good in 20 mins
Nah
I've seen it take 30m to an hour
it seems to be inconsistent
it might refresh on a timer or something idk
Really? It's always been 2 for me
im not misreading right
we're talking about mod updates showing on mod managers
like gale
When I push updates for my mods
I've never had it take over an hour
definitely not 2
Time to reach the api/local cdn and then the mod manager's refresh schedule
I assume ts has a cdn at least
Yall getting updates sooner than me then
probably placebo but i feel like there's some sort of priority system on mods with a lot of downloads 
i'm also curious why 🤔
How exactly do you make weather spawn on the company building?
Imperium forced, I guess? Normally the game just hardcodes it to clear.
using weatherregistry, remove gordion from weather blacklists
for some reason the day one weather seed isn't working im dum I think
now it's not making a new config file for some reason
There are many mods...
01945827-7de9-b9d5-9b3d-00180eee549c
ya I have no clue what's going on it won't make a config file for weather tweaks
No tweaking allowed 
ig so 😭
i cant find weather tweaks config
wauhijdsowasd
they kidnapped it
anyway heres my weather changes
cloudy > high to rain
rain > high to cloudy / rainy again / stormy / flooded
flooded > high to rainy
stormy > i lowkey forgot to change anything on it
also what the hell happened to my menu its cursed 😭
@drowsy willow I think I realized why Blacklisting none on Pinancle doesn't work, it doesn't show up under Possible Weathers
🤔
i'm not sure if you can blacklist None
I guess not lol
none is always added as a possible weather condition
to be honest that could be a neat Tweaks feature to override it
Yeah it could be
This weather reroll thing is getting pretty bad; it was clear before, but now it's cloudy... a weather I've blacklisted from spawning on Titan
019462d3-bede-e297-c4ca-d318e3cb3c29
If you're using rebalanced moons the i is different
It still rerolled nonetheless tho
one will be vanilla, one will be the RebalancedMoons one
I think that might be a Central Config bug, I've done save reloads and weathers never change
but I also stopped using CC
I'm not certain it's that, but I know CC throws errors when backing out to the main menu
oh, that could be it actually
I've not tested how it's handled
try using those names for Rebalanced moons moons:
readamancesceneredinesceneremarchscenereoffensesceneretitanscene
those are the unique names i could find
i'll check why
I'll use the ones you sent then for now, thanks
OH THE i
Yep
@little sedge Why is the i different anyways?
not to mess with vanilla levels i assume
Probably
Yea, that's why
any ideas why a config file for weather tweaks isn't being made?
which version of Tweaks are you using?
v0.5.11
oh fuck
try using this one: https://thunderstore.io/c/lethal-company/p/mrov/BetaWeatherTweaksBeta/
I just wanted to change the first day seed but on the beta it doesn't seem to be working correctly unless i am understanding it wrong
ill try again
it seems like no matter what i always have weather on the first day
so you want to change it so there's no weather on the first day?
yes but I might just be too dumb lol
i'm not sure it's possible using the seed changing
ah ok I thought I could with the other weather tweaks but im not sure because I couldn't get the config file to create
yeah, the mrov update schedule really fucked it up
that's ok
these are the scene names (if it wasnt obvious)
i need to reiterate
i do not reroute the player to a custom level or whatever
so ergo it still uses the weather from the vanilla levels
adding my scenes to a blacklist (or level name, whatever) will do absolutely nothing
hmmm
my code reads the scene data and stats from my custom levels
so - if i'm understanding it correctly - it's the same ExtendedLevel, but a different SelectableLevel?
and then applies it to the vanilla levels
nah
its still the same selectable too
i literally just update all the stats
look
input is the vanilla level and output is my custom one
mhmmmmm
oh dear
