#Weather Registry / Weather Tweaks / mrov
1 messages · Page 21 of 1
MoreBrutalLethalCompanyPlus has both and dev told me to change things in Weather Registry so are u sure?
i have no idea what that mod does, sadly i'm not able to tell you what's gonna get used
oh it'a modpack
i think this modpack will perish the second lethal company updates again
It's modpack. It's pretty popular (1k discord members) so I think that dev may know some things
some of the mods iv used probs wont ever been updated past their current version
so
probs gonna deprecate by the next update
if you have CC, it's gonna use whatever you have in their config
which might help me debloat but its still gonna be sad
for everything else Registry config will be used
🥲
Whyyy it's all do complicated
It's not your fault
everyone wants to be the person calling out shots
i think i spoke with them once and they scared me
spooky person
i've peeked at CC code like 3 times
more devs need to be like
i am not touching that
exactly why i will never make my own LC mod
unity is a hell
a circle of hell
Yeah it's huge problem in modding. Especially bcs there's too much fucking mods that make the same thing
when i made Registry my goal was to unify all existing weather-config mods into one
so it's simpler to use
bruh
I hate that I download mod that do something and this also make 100 other things that my other mods do 😭
oh yeah, that's another problem
no separation of features whatsoever
one mod has to do fucking everything
thats why i like it when theres feature toggles
buttery rebalance has that kind of thing
its very nice
more mods should do that 😝
i'm a little guilty with that in Registry, but - honestly - I consider all added features essential and non-intrusive to the point that I feel comfortable with the amount of features and default settings
here you go, fresh from your modpack logs
god i should clean those logs up they're fucking ugly as hell
Imo you should make more features for dynamic weather (changing weather). It's a great thing. I wish it could has more customization
i've made it with the idea that someone would make an addon mod/configurations for allowing custom stuff added
since that was how i designed it
seems like i'm gonna do it myself 🤭
yay‼️
If I want to keep weather registry what mod LLL like should I use?
bcs sadly CC isn't possibible to use
LLL-like?
i don't think there's a viable alternative
unless you mean for configs
I need mod to modify monster/scrap spawn rates and weights of interiors
Okay, I will give it a try
do i only do this on the host's end?
also whats the point of checking if it exists if the read has a default value?
also if i write to savefile, and the players get fired, do i have to do the resetting?
sorry for the questions lol i just bookmarked your post for the future
which is now
there is a difference between reading a bool with a default value of false and checking if the bool even exists 😅
oh, true lol
and depends on what and where you're storing stuff
oh, yeah i guess you can save to the save file and also save on the general data?
yeah you can even make your own General data file if you so want
the currentSaveFileName is but a string
oh, interesting
so if i write to a string file or whatever that doesnt exist, it creates the file? or do i gotta create the file too
yeah it creates the new file
but does not overwrite it if it exists and appends/updates it
you also have ES3.DeleteFile(GameNetworkManager.Instance.currentSaveFileName); if you so want
hell yeah, imma corrupt everyone's files
lol
but yeah, i guess the last thing is whether LC resets the save file after getting fired
okay noice, means i dont gotta do jack to reset stuff myself
good to know
tankss
you should still clear your stuff in GameNetworkManager.ResetSavedGameValues to be safe
there are a couple of mods that will prevent the deletion. LobbyControl included if you turn off autosave
damn
as a note for you: please be aware that, even if you are a client, currentSaveFileName will still point to the last selected saveFile. so if you use it as a client you'll be reading/writing to a savefile that has nothing to do with the server you're connected with and potentially overwriting one of the client saves 😅
WeatherRegistry 0.4.3
- changed default level filter to include all company levels
- fixed duplicates breaking the game when resolving levels/weathers (thanks, @latent sleet !)
I don't know if it's possible I missed it if this changed, but are weathers instantiated at game load yet? or do they still have to be in HideAndDontSave?
they don't have to be there specifically, but they have to be instantiated before game starts
and not in scenes that get unloaded
right
I forget what other option there is to make things stay like that, but regardless of the method, them surviving game exit is tricky for me iirc
it's been so long that I forget what all the issues I was going to run into with OpenBodyCams were
why before game starts
idk, that's how registry is
probably to streamline all of that weather assignment business
i don't think they have to be
dunno, I have no intricate knowledge about this part, so better to wait for mrov 
you'll be the first person to know when that changes 🥺
I'm gonna figure it out before zaggy
you'll not remember that for long
Remember what
WeatherTweaks 1.1.0
dementia much?
Who
how do i set progressing weathers?
in what sense? 😅
cant but that sounds kinda baller
it's not possible yet
awww
it's because it's gonna be a fucking nightmare to do that in the configs 🥺

Are the progressing weathers ever going to transition smoothly
that's a great question
😭
he'd have to make a custom fade in/out animation for every single one 

MrovWeathers

I just dont use progressive weathers for that reason tbh it feels kinda awkward to me
but im more than fine with just uncertain/combined
just kinda changing the "opacity" of the effects as they show up could work but idk if that's a thing he can even do
yeah i'm think about disabling them too which is kind of a shame cause I think it's a cool concept
it's fine when the wheather changes while you're inside the facility but the entire sky just turning orange out of nowhere is indeed very awkward
When I use weather registry with LLL and try to pull up the moons list in the terminal I get this error and only vanilla moons show up, is there a known incompatibility that causes this?
Weirdly everything seems to still work, just not the moon display screen
Is it even possible for Gordion (company moon) to even have weathers even if you enable them?
I tried enabling the rainy weather type and increased it's weight to 500 but nothing changed
would be pretty cool if it were possible
Last time I tried it with the blackout weather, it worked
Did you also remove it from the blacklist when you added the increased weight?
(Btw, if you want rainy Gordion, Chameleon offers that and you can either choose to make it always or randomly rain)
I disabled chameleon's rainy gordion and then removed the rainy weather type from the blacklist and gave gordion a level weight of 500
I also tried using Lethal element's snowy weather too but got nothing
should I also be unblacklisting the none weather type?
False alarm just had an issue when I had the Terminal >Moons PreviewInfo Default = All in LLL's config, setting it to vanilla fixed it
btw if nothing in the weights for vanilla weather is touched, does it essentially just use the vanilla weather behavior for selectioning moon weathers?
(Just noticed all the vanilla weights get set to 100 by the config)
If you want to use vanilla's algorithm, there's an option for that in the Registry config
It's different than the weighted system
yes (only for modded ones) - they have to be defined in a whitelist (AFAIK)
by using Company name
Ah so then the vanilla algo still applies to the modded weathers then? Sorry I was unclear on that, thought if I picked vanilla there'd be no algo for the modded weathers.
Darnn- so whitelisting vanilla weathers won’t work? Would it be possible to make it work in the future?
well, it's an intentional limitation of Registry - I've decided that the moon makers should have the final say on which weathers should be on their moons
so it's not possible to add a vanilla weather condition when it's not defined by the moon maker
modded doesn't have those requirements (as of now), so you can add anything anywhere
but - honestly - I could make an exception for Company moons
when you select that, yes
If they do get added for company moons will things like mud/quicksand still spawn?
I have no idea
Probably not since those are based off AI Nodes right
I don't think mud can be spawned on the surface that the company building uses
I've seen it with other moons that have the ground surface and a hard concrete surface
there is one way to check it 🤭
Weather desyncs causing Foggy and Flooded on Bozoros 💀
Actually I just remembered vanilla fog was another thing I was disabling with my weather script, but specifically because it's not supposed to show up, and since it's not available as a weather I can't adjust its variables and shows up as dense as it can get
Ideally there wouldn't be desyncs, but it would be neat to be able to adjust weather variables in case it happens lol
Flooded's also pretty bad, it just starts and stays at neck level
is that a thing 💀 💀 💀
I've seen streamers/youtubers playing on foggy/flooded Bozoros 
Probably some other mod messing with it though, I haven't experienced weather desyncs myself at all
https://youtu.be/Jrm2jQXUPcU?t=628 (Fairly old example but one I had on hand)
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Saw a recent stream from them where some had Stormy, others Rainy, one of them Flooded, it's wacky
I guess I could also just set them to a reasonable value upon landing (in case it happens), instead of what I was doing before (disabling fog volume and flooded water) 
oh what the fuck?
it even says Stormy on the side
HOW
and yeah, that's the default value (0,0)
fucking hell how
That's a pretty old video but this was 5 days ago:
https://www.twitch.tv/videos/2382302558?t=1h28m0s (Rainy, but it's clear on the side / doesn't show up)
https://www.twitch.tv/videos/2381993369?t=7h21m55s (Clear)
Same round 💀
I think someone else had flooded too
They're not using WeatherRegistry
but the video you sent earlier does
fuck
i have no idea how that could happen
@daring pivot if you ever see that issue again, let me know 🥺
Actually it's probably just this: https://thunderstore.io/c/lethal-company/p/Ozzymods/DisableStormyWeather/source (uses UnityEngine.Random 💀)
AHAHAHAHAHAHHAH
They shouldn't be playing with that lmao
imagine having incompatible mods
know what?
And it doesn't sync that random value?
yeah i could see that causing desyncs LMAO
that it ignores randomWeathers
idk what randomWeathers is but this is a year old
AND it's a different one for every client
idk what you're expecting
i legit spent 3 hours looking up in the older versions of Registry what could be causing that shit
Yeah I didn't think it'd be Registry's fault LOL
also i already told max about it, kinda funny since i apparently accidently got rid of that mod from his modpack a while ago
well, it was an older version and i thought something in effect-enabling didn't work correctly
glad to be wrong
i mean
i do remember some people having an issue with registry like 6+ months ago where rain particles didn't get disabled inside the interior
don't remember specifically how long
but this being over a year old seems like a different mod causing issues
Indoor weather can also be the moon's fault iirc
Like with misconfigured AudioReverbPresets (because weather's definitely an audio thing
)
the mod is a year old, moons back then were probably partially fucked for some
that was almost a year ago!
because of the fucking tweaks
i was checking the wrong thing when the player was using facility entrance, so it was never disabling the effects 💀
🤭
i remember registry turned off the post processing in the moon
when 😳
Registry stole my lunch and poisoned the local water supply 
so last week? 🤭
yes hence my last message
still played implies regularly
the timeframe of it being released doesn't match up with when i remember the rain complaints
march 22 last year
oh there's no way in hell
weathertweaks was not a thing at that point in time
so it must've been some vanilla shit
🤭
oh it was
holy shit i broke so much back then
Damn that weathertweaks. It ruined weathertweaks.
Real
I still remember the first Beta
Lol
those were the days 🥹
good
i'd do the same
WeatherRegistry 0.5.0
- changed the saved data type
- this will prevent combined/progressing weathers from being re-applied incorrectly after a lobby reload
- changed the default value of
PlanetVideostotrue - fixed an issue with WeatherRegistry incorrectly restoring weathers after a lobby reload (thanks,
coollkkps!) - fixed some optimization issues in WeatherManager (thanks, @ornate cosmos !)
the first day after loading an old save will cause funny stuff 🤭
WeatherRegistry 0.5.1
- fixed an oopsie
Oh no
What is gonna happen to my save Mrov?
nothing
Okay lol
all weathers will be gone
latest update is causing some problems for me, idk what exactly is happening but none of the monitors from generalimprovements work
hmm
that's interesting
could you check if disabling LethalElements fixes it?
@latent sleet i'm gonna ping you here and show you this rq
it's my fault - the GetCurrentWeather thing is missing IsSetupFinished check and throws stuff - I'll fix that tomorrow
yeah that fixes it
i'm sorry for breaking that 😭
is downgrading fine too? i don't know how to live without my snowfall :(
that's fine thanks for helping
0.4.3 should still work fine
whats the issetupfield? i also do getcurrentweather iirc
speaking of that method, did you or voxx test the cost of it before and after your changes to see the improvement?
I do wonder though, why use a dictionary when your weather types that are used for lookup are presumably just sequential integer enum values?
it doesn't need a dictionary as the kvps aren't sparse
the list of weathers is unordered now as well
dunno if that matters but maybe someone will wish they were in the future and have to sort them
i didn't cause now i just cache it once and reuse the result
ah gotcha
yeah
completely broke everything for me
made me start on day 0 right away sending me to the company
disabled all 8 terminals on mod
ripped apart darmuhs terminal too
and made my quota 7 days
they're created (and added) in order, so it should stay the same
because @latent sleet checks (and caches?) "current weathers" before Registry starts initializing - the current Registry version breaks, I'm gonna fix this ASAP
i was doing this since the beginning of february tho 
Seems like WeatherRegistry/WeatherTweaks is causing some kind of glitch with loading in?
More specifically this seems to be happening
Disabling WeatherRegistry fixed it for me and another person
oh maybe I was looking at outdated code, but it looked like you were creating them from the dictionary's values collection
you could just use a single list with the correct order and index it by (int)vanillaWeatherType
I'm not sure I see the point in a dictionary when the values aren't sparse
that's fair
I'm doing it like that because Clear weather has value of -1
and that's not gonna work in an array
so I can either add Clear as the last value or have it completely separate from the list altogether
it's pain
you were hitting this else condition
which i removed today 🤭
FUCK
how in the fuck have I broken everything this badly 💀
01952ad6-149b-ffbf-b21d-8ccafe2c45a4
Main things of note was that it was preventing someone else from joining me
would it be possible for you to get their log and send it here as well?
I'll check that when I'm back from work
Might be easier to have matching logs so here's from our most recent attempt
01952b78-e1d2-11e6-6c99-b5b1249124c9
This log is from @hollow yoke. I'll get mine later.
v0.5.0 and beyond breaks multiplayer, and prevents players from joining
No
Discord automatically hides subscribed threads after a while until activity in them arises again
for some reason
i did cause i didnt get notifications for it since i didnt mute it
this is the wrong one btw
you were meant to send player-prev
😭
I did
Me when I lie award
Whatever
Thanks, I'll let you know what's happening as soon as I can
for now: revert Registry to v0.4.x 🥲
managing weather aint an easy task, man. thanks for doing the best you can with it. no one else is better qualified 
i could do it better
but then who'd be coding for Rebirth?
True, mrov wouldn't be able to, he'd make CodeTweaks probably
CodeRegistry
there's no great mod without great bugs once in awhile
good luck figuring out the issue
TweaksRebirth 💀
HOW DID I BREAK IT SO BADLY 💀
WeatherRegistry 0.5.2
- fixed a MASSIVE OOPSIE #23 - thank you to everyone who reported this issue!
i think i've catched all three of the issues that were sent to me - let me know if anything else happens
obligatory ping: @sinful shale, @paper rampart, @real hemlock, @ancient depot, @raw bloom
I will test to see if this fixes the horrendous lag spikes I was getting with the new LethalElements update since you pushed an optimization change in there once it's available, otherwise I assume it's on Voxx to fix it
the new update for LethalElementsBeta has caused me such a horrible lag spike everytime the ship fully lands and everytime I go back into orbit
the "optimization change" on my end would be nowhere near as impactful (i think)
Yeah it's probably an issue on Voxx's end then
also please check that it's really LE and not registry's/tweaks' shenanigans 🥺
cause i MIGHT'VE broken more than i think! 🙃
Well I was using 0.4.3
which worked fine with the previous version of the LEBeta
It was the new big update that had tons of issues
oh 💀
i have no idea tbh
i'm gonna get some "deserved" sleep now lol
i can barely keep my eyes open 😅
oh huh, that's funky, but that could just be a special case, or the list indices could be weather type + 1
doesn't seem so bad to do so
I will say the changes you had Mrov do for 0.5.X definitely helped, with 0.4.3 and the latest version of LethalElements I kept getting a nasty lag spike every time the ship would land and when I would go back into orbit, 0.5.2 completely solved that
huh
idk if that would necessarily be attributed to what I suggested to mrov
maybe mrov would have some idea of what that would be, I forget if there was anything that would cause stutters that I mentioned
WeatherToWeather weights = None@200; Cloudy@250
If I want it to not affect weights should I just left it empty?
if you want to just use the defaults, leave it empty
ok thx
I've thought about this again and wondered if it would be a possibility to check whether all players are inside the interior to change the weather
What if one player stays outside during the entire day?
i was gonna say why would they do that but then i remembered some people are boring and like to stay on the ship for terminal duty
i guess it could just be a config option or something
didn't think that far ahead
Well one player staying in the ship when it's getting late is a pretty safe play
yeah i know i was only joking lol
maybe the ship door closing while the weather transitions
no
this is the best option I can currently pull off
understandable
Question regarding the weights:
Lets say last day there was an eclipse on vow, which weight will be the next.
For simplication, let say none and rain are the only other weather.
- None, default weight 500, level weight vow: 200
- Rain: Default weight 100, level weight vow 50
weather to weather weight from eclips is none 100, rain 20, eclips 1
how are the weight interactin with each other? Does a specific weight gets picked? or are all weights summed up?
so in your example the weights used would be:
- None: 200
- Rainy: 50
- Eclipsed: 1
Oh, i see, thx alot
No worries
oh, another thing i noticed, is there a way to get the Dustcloud weather to work?
Even when I increase the weight to 10000 it doesnt show up
It's because Registry doesn't allow adding vanilla weathers via configs - use https://thunderstore.io/c/lethal-company/p/ZetaArcade/Dusted/ for adding DustClouds
It's because Registry doesn't allow adding vanilla weathers via configs
wdym?
so I cant add for example flooded to custom moons?
if the moon doesn't have that as a weather - no
damn i cant make impossible mode rend
what would that look like?
flooded rend is impossible without cruiser or jetpack
thx
What about modded weathers? I take it you can add that to any moon.
Well I’d assume otherwise downloading a new weather mod and going to a custom moon just would not work half the time.
the issue with vanilla weathers is that they're using weather variables - without the moon maker defining those (and testing on their moon) it would cause issues
moreover what if the moon maker doesn't want a certain weather on their moon? (for example flooded or eclipsed)
that's something that (in my opinion) is not mine to decide
and using the tools that are built into Registry moon makers will have the ability to block certain modded weathers from showing up on their moons
that's something that (at least now) doesn't impact modded weathers that much (since they're using configs and not hardcoded values), but my aim is to provide similar level of control for them
i dont think a moon exists that cant be eclipsed, im pretty sure every creator has come to an agreement eclipsed should be a weather every moon can have
that was an example 🥺
🤭
Are there addons for other weathers?
not that I know of
So if the moon hasn't choosen weather it will randomize again?
I'm talking about randomWeathers: moon maker has to decide which weather types are possible
if the weather is not there, it's not possible to pick it
Okay I understand
wasn't able to test it til earlier today but stormy > rainy no longer loses its rain effects when landing, thanks for the fix
yippee! 🥹
Dont really know where to send this since I could not find a thread for your lib, but I'm getting this error and I'm pretty sure its your mod.
[05:22:11.7989521] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
MrovLib.ContentType.BuyableItem.get_PercentOff () (at ./ContentType/BuyableItem.cs:9)
MrovLib.ContentType.BuyableItem.get_Discount () (at ./ContentType/BuyableItem.cs:12)
TerminalFormatter.Nodes.Store.GetNodeText (TerminalNode node, Terminal terminal) (at ./Nodes/Store.cs:66)
TerminalFormatter.TerminalPatches.LoadNewTerminalFormatterNode (Terminal __instance, TerminalNode node) (at ./TerminalPatches/ReplaceText.cs:59)
(wrapper dynamic-method) Terminal.DMDTerminal::LoadNewNode(Terminal,TerminalNode)
(wrapper dynamic-method) Terminal.DMDTerminal::OnSubmit(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049) TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E) TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B) TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
When I type store it wont work.
I think that it might be https://thunderstore.io/c/lethal-company/p/mrov/AutoScroll/
Nevermind, its not that
I got this when I was using unity debugger
[05:33:23.5249965] [Error :UnityDebuggerAssistant]
--- Exception Handler ---
Exception Caught: System.IndexOutOfRangeException
Assembly: MrovLib
Plugin Info
GUID: MrovLib
NAME/VER: [email protected]
LOCATION: \plugins\mrov-MrovLib\MrovLib.dll
Message: Index was outside the bounds of the array.
Source: MrovLib
--- Begin Frames ---
--FRAME 1:
In Assembly: MrovLib
Source: ./ContentType/BuyableItem.cs:9,10
Target Method: BuyableItem.get_PercentOff
--FRAME 2:
In Assembly: MrovLib
Source: ./ContentType/BuyableItem.cs:12,26
Target Method: BuyableItem.get_Discount
--FRAME 3:
In Assembly: TerminalFormatter
Source: ./Nodes/Store.cs:66,9
Target Method: Store.GetNodeText
--FRAME 4:
In Assembly: TerminalFormatter
Source: ./TerminalPatches/ReplaceText.cs:59,11
Target Method: TerminalPatches.LoadNewTerminalFormatterNode
--FRAME 5:
In Assembly: UnityEngine.CoreModule
Target Method: InvokableCall.Invoke
--FRAME 6:
In Assembly: UnityEngine.CoreModule
Target Method: UnityEvent`1.Invoke
--FRAME 7:
In Assembly: Unity.TextMeshPro
Target Method: TMP_InputField.SendOnEndEdit
--FRAME 8:
In Assembly: Unity.TextMeshPro
Target Method: TMP_InputField.ReleaseSelection
--FRAME 9:
In Assembly: Unity.TextMeshPro
Target Method: TMP_InputField.DeactivateInputField
--FRAME 10:
In Assembly: Unity.TextMeshPro
Target Method: TMP_InputField.OnUpdateSelected
--FRAME 11:
In Assembly: UnityEngine.UI
Target Method: ExecuteEvents.Execute
--FRAME 12:
In Assembly: UnityEngine.UI
Target Method: ExecuteEvents.Execute
--- End Frames ---
--- End Exception Handler ---
#1213797469192855553
It’s a cool concept for a moon but doesn’t support weather sadly
sierra can't be eclipsed
weathers work on it now i spoke to the creator he added weathers
Hey why do some levels in the whitelist/blacklist have a dollar sign in front in the config?
where are you seeing this?
Those are LLL tags
So I can check in my lll config to see if any of my modded moons need them? Or can is disregard that
This function searches for all levels matching the provided tag, so for example if you put $Tundra it's gonna match all levels having that tag
did I not tell y'all that this is a thing 💀
whenever you did i mustve not been paying attention
I think you've said it here before when talking with voxx but it went unnoticed by everyone else
I dont remember being told this
we need another mrov weather. Blackout was an awesome idea
unless it was voxx that made it. idk who did
It was me
soon
could be 🤭 🤭
hurricane? (flooded + rainy + wind mechanic like blizzard)
i cant tell if this is sarcastic 
my floridian friend tells me that's what a hurricane would be like in lc, idk what you mean by sarcastic
THE FOG
hurricane was something i released by accident a few CR updates ago and it goes exactly how u described it lol

🤭
[HarmonyPatch(typeof(StartOfRound), "Awake")] // StartOfRound
[HarmonyPrefix]
[HarmonyPriority(Priority.First)]
internal static void StartOfRoundAwakePrefix(RoundManager __instance) // Meanwhile we got RoundManager lol?
Mrov..? 
LOL
does the max scrap multipler increases the LLL max scarp settings or is the LLL max still the limit?
no clue
ok, thanks anyway
Any way to make a different combination of weathers with Weather Registry?
do you mean combined/progressing ones?
that's not how foggy asteroid looks normally
Oh
I hate it
But also when the weather switches there's about 10 seconds of the weather being set to "none" essentially before switching weathers
Are the weathers supposed to fade in/out or do they just suddenly change?
its just a sudden change, a transition would require more effort, and that isnt really necessary
[Moon]@[Weight];
I swear I gotta be the only person who edits config files manually instead of using thunderstore
I mean there are people who do everything through command line.
Why put yourself through that pain when you can use r2modman or gales built in configs
the files make more sense to me (trust)
Don’t know how that’s even physically possible but if it works for you then it works for you ¯_(ツ)_/¯
what is happening there 💀
no
do you have any example of weathers switching to none during the transition?
In case anybody has any info on this: I've been having an extremely hard to reproduce issue (for me at least) on my moon where light from the sun suddenly disappears at a random time of day (unrelated to blackout weather as far as I can tell). I don't know for certain if it's related to WeatherTweaks/WeatherRegistry, but the only 3 times I've seen it recreated it's been with those installed.
My only guess (if it is related to these mods) is something to do with the sun animator override. My moon does use a non-standard custom sun animation which places the sun texture much farther away than usual to avoid clipping into terrain, but other than this I don't do anything else unusual with the sun or lighting.
That's true. It's better especially with bigger configs.
did you see if adding your moon to this config in weatherregistry helps at all
I'm pretty sure that config option doesn't do anything at the moment (disabled a while ago), but since I couldnt get the issue to happen after like 20 tests it'd be hard to know if it would work anyways 😭
Could you send me your modpack code? What moon/weather does that happen on? 🥲
fuck i forgot to remove that
the pack I experienced it with is 01953c75-44cd-8899-c166-c1d80404e3ca (though be aware I've been unable to easily replicate it using this pack), the moon is Wither, and here's two clips of it happening (unfortunately I've found no console logs associated with it)
apologies for bothering you with it as it's probably something I need to fix on my end, I just have no idea where to even start 😢
This is what I told you about in DMs, btw. It's not unique to a moon it can happen anywhere both on client and host on any weather (I think)
oh really? I assumed it was specific to my moon since I hadn't seen it reported on elsewhere. I've only experienced it on Wither, but I guess I haven't been using mrov's weather for very long either. it's also possible something about Wither makes it more likely
We had this happen on Solace and Retinue
||wither my beloved (I haven't played it yet but it looks so fucking cool)||
In my case it was way worse, because we literally couldn't see anything
like blackout weather?
And we had to guide each other with voice
No worse
wow
The entire screen was pitch black
No lights even inside the ship
But it was on that version that bugged out recently so maybe it's something unrelated
seems like it may be a different issue than mine then, or maybe a different variant of it? idk 
I could only see the texture of the sun in the sky lol
part of my issue is the skybox disappearing as well, yeah
I do use a custom skybox texture and global volume so I wonder if that could also be related...
Yeah yours looks a bit more manageable lol, still weird
managed to finally get to the root of my problem after enough debugging, seems to be just some interior transition code I had lying around that was accidentally affecting some players outside when it should've only been affecting them inside. unsure how related to mrov it was, but regardless it's all on my end and I have a fix in the works 👍
alrighty, that's great to know 😇
If you set a weather-to-weather weight and an LLL tag-based weight, which one takes priority? Like if its raining on a Desert moon and Deserts have Heatwave set to 180, but rain-to-heatwave is set to 10
level weights always have higher priority
so the desert weight will be used
if in doubt, Registry's debug logs will always show what's used
Gotcha
It'd be nice to have level-based tags be multipliers rather than weights, which could multiply based on the final existing values
Maybe one multiplier for None and another for the rest
honestly i would be down to make it work, but not as a part of Registry
cause i want a system that's basic and configurable
are company (vanilla) weathers still a possibility/something you want to do? 
you can already add modded weathers to the company
afaik its just the vanilla weathers that don't because registry doesn't try to override whether a vanilla weather is allowed on a moon
yeah I just wanted to have the ability to use vanilla weathers on gordion (since modded weathers already can)
which in particular?
mainly rainy, foggy, and maybe thunder(? if lightning doesn't strike)
I know chameleon has a pseudo-rainy weather thing but it would be nice to have more than just rainy weather.
and for the terminal to display the proper weather on gordion
flooding could be interesting if it stops right before the counter
there might be another mod that allows vanilla weathers on gordion, but i'm not sure
I'll cook up a solution
I don't know if it's been asked but do you think eventually we could get a custom text color for DustClouds? Maybe like a pale brown or something. I know it's a hassle to even use since you have to install this one mod and manually set it to each moon but just a qol suggestion.
tyty
being able to edit the text colors would be nice but I would understand not wanting to do/have something like that
Idk it might be useful to custom moon creators. When I tested out Wither earlier today it had dust clouds as a naturally occurring weather, so I don't think this is a pointless suggestion. Just low on the list of priorities
so what would be the ideal colour for it? brown? different shade of green/yellow?
I can change that today
brown would be good imo
Yeah, I think a very pale slight brown would be decent. Matches the color of the dustclouds that on experi and differientate it from the other vanilla weathers
: D
What the hell even is dust clouds?? I know its a weather and it produces dust clouds but I genuinely never notice it when its active
you know the rolling fog clouds that are on Experimentation?
it's that
Ok i had a feeling it was that but I didnt want to sound confidently incorrect when saying "it feels like zeekers made dustclouds integrated into most maps"
It was probably removed due to it doing fuckall tbh
yeah, it doesn't feel like a separate weather
I think central config will allow me to reduce enemy power count by 1 with maps that have it. That way I can give it a purpose
Since it's on experimentation, which is like the easist moon i think
It pretty much doesn't do anything aside from visuals yea. And on experimentation it's activated by triggers instead of the weather manager which makes it even stranger
i feel like that breaks the line you've kept with messing with vanilla weathers, and honestly i say it might be a good idea to screw that line
(especially since it's already broken via the weather controller which is accessible for devs but not users lol)
that is exactly the point
users shouldn't have access to everything and it's by design
my third @faint sinew ping to change that since it's a month after release 🥺 🙏
but isnt galetry meant to just be none weather, like gordion?
technically gordion has no vanilla weathers, but it's not locked/overwritten to only have none as a possible one
galetry has an override set up so no other weahters can show up (which is something i've recommended to wesley before release)
yeah but fundamentally that technicality doesnt matter, the intention was kinda clear with it
and that's why i decided not to have that config option in base Registry
then the random weather thing is just a code thing?
ic
literally using the thing i've built half a year ago 😅
lol
also im using this to destroy weather, so speak your complaint if you have a better way to disable weather on a moon mid moon
my intention is to have clear boundaries with standalone Registry and allow add-on mods to do as much as possible
with this one i'm on the fence, but i think that's not crossing the boundaries i've set up
i'll deliberate on that tho
that's fine then, it seemed like you were breaking the line you had and i wasnt really sure where u were going with things
you've had your moments where the API just deviates from vanilla behaviour (which it shouldnt as an API), but it's (probably cough) fine now i think
there are some vanilla-behaviour things that are worth changing tho
if it affects gameplay then definitely not
but i agree with keeping as much as possible intact gameplay-wise
i dont care what u change outside of that
fair
also
if im using add weather effect
and remove weather effect
can you add something like a TryAddWeatherEffect(string name); or something like that so i'd add to a level for example, blizzard from v0xx? (assuming theres not a better way to do it which there might be lol)
i'm surprised i haven't added something like that tbh
your best bet (for now) is to check for that condition
oh wait that's weathertype wrrr
yah
do i start doing crazy shit or nah
when havent u
Oh shit is it morvin' time?
what is (LevelWeatherType)(-2) lmao
that would be a thing that Registry returns when there's nothing it can resolve to
since returning None is not necesarily a fail condition
and LevelWeatherType is not nullable
what does it return?
would that be something that works for you?
why is there a success bool? why not just return weather
FirstOrDefault will give me a null if it fails no?
yes
huh
ConfigHelper.ResolveStringToWeather(weatherName);
would be the equivalent
LMAO
god i'm cooked
i'm sorry for getting drunk lmao
WeatherRegistry 0.5.3
- changed the default
DustCloudscolor to brown - fixed an issue with
AddRandomWeathers
Small niche but an option for DustClouds to show up as Dust Clouds without ScienceBirdTweaks would be a nice 
oh like a name change?
Yeah
hmm
The space between it looks nicer
sure
Company weather?
Template mod?

😟
i remember when u forced company to be None and argued with me for like an hour about it lol
i do remember that as well
i feel like the current options are the ideal outcome tbh
Eclipsed gordion lol
please don't
would be a good gimmick for ghost girl to occasionally spawn
(it wouldnt even work)
theres a mod to give gordion navmesh
even if gordion had navmesh im like fairly sure it wouldnt work
u still need a time cycle afaik
eclipsed forces before-time-starts spawns tho, doesn't it?
then ig the first wave might spawn
would that mean the entire power level of the moon spawns right away
since it doesnt have a spawn curve
i'm sorry for making this happen 💀
oh I'm setting it up as 0/0 😆
lol
oh lol then eclipsed does nothing no?
this does need time yeah
pretty sky animator (assuming zeekerss applies it dyamically)
rainy quicksand stuff might not work depending on the ground tag
idk the ground tag on gordion
What weathers did you give Gordion?
(It probably doesn't, but does CompanyWeathers also apply to Galetry?)
i think companyweathers just makes it so vanilla weathers can be assigned to the company
i don't think it adds any weight to them? just unlocks them
Ya, what I was asking
specific weathers, probably includes at least rainy, foggy, stormy, maybe flooded and eclipsed
hmm, this method signature seems kinda counterproductive, how are you meant to use this in a way that is actually convenient? i.e. what's the difference between
var weather = GetWeather("Clear");
if (weather != null) {
weather.[...]
}
and
var (weatherExists, weather) = TryGetWeather("Clear");
if (weatherExists) {
weather.[...]
}
it feels like this should follow the convention that dictionary uses, like:
if (TryGetWeather("Clear", out var weather)) {
weather.[...]
}
I'm pretty sure [Debug :WeatherTweaks] Chance for that was 370 / 445 (83.14606%) is adding the weights of weathers that shouldn't be possible so the actaul chance for whatever weather happening is off? I think? (in the logs)
Wait so if I’m understanding correctly this lets gordion and galetry have vanilla weathers?
This is actually peak. Weathers like foggy and eclipse would work great as a rare weather condition. I already have gordion set to rarely have solar flares and it makes visiting the company building varied each time
||foggy + rainy||
Especially with chameleons stormy gordion
Does quicksand generate?
ideally you would disable stormy gordion from chameleon and just use company weather
no mud/quicksand spawns
Chameleons stormy weather doesn’t cause lightning
dust clouds kinda just sit on top of the water
I'm pretty sure chameleon's stormy weather is just the rainy weather but forced onto gordion
It’s stormy weather without lighting
Rain and stormy weather have different strengths
I might switch to having rainy weather and stormy gordion disabled so it works with Immersive Visor and shows up on the monitor before landing.
the only difference I know of (visually) is the angle of the rain
and how fast it moves
Does stormy not have more rainfall?
it might but I'm not sure
Couldve sworn it does
¯_(ツ)_/¯
Might be worth swapping over to rainy anyway for immersive visor support. Even if the rain does look slightly worse.
stormy has more rain drops yes
Has anyone had any issues with the weather spawning on some custom moons being like a dark square? Hard to explain
that would be weird - could you send me a whole log with that example?
and enable debug logging first to check it for sure
does anyone know if it's possible to just put like All:100 or Custom:100 on that dustcloud weather mod. The one that adds it back
@drowsy willow For some reason my rich presence is acting weird. I'm using the beta.
There is like a black half circle
looks like a discord issue
That seems a lil dangerous. i dont wanna go to the company building only to be ripped into the ocean by a Tornado xD
from what i understand CompanyWeathers is only for adding vanilla weathers to the company
modded weathers could be put there regardless
that's how discord looks like after their UI change 😭
lethal company looking a bit block-y
true
my eyes went blurry counting this
the total of all weights used is 265, selected weather is None with weight 171
so everything checks out
but i see where the confusion could come from (since every weight is listed twice)
yeah it gets very confusing lmao
oh also
at line 4066 it shows duplicate weathers
not sure if that would cause any issues
this?
yeah
it does that when both the CompanyWeathers and WeatherRegistry apply the same custom weathers
Setting up the weather weights in the way I thought would make the most sense has been painful.
Basically I've normalized (as best as I could with just integers) all of the weather weights for each specific moons so that all of the weathers theoretically have the same weights even if the number of weathers on whatever moon isn't the same
Hmm not that I can think of
I can't even think of a good way to have it done automatically
to make all weathers have equal chance?
forgot to respond earlier - if you set both to 0 it's not gonna have any effect
cause that's the multiplier added per quota/player
What do you mean
It looks fine except for a weird half grey circle
they've changed their rich presence UI about a year ago and that's how it looks since then
it sometimes misaligns icon so it looks like that
Is there a way to fix it?
not that i know of
Hmm idunno how to explain what I’m thinking about through text so I’ll just make a little diagram or whatever whenever I have time to make it
unsure if this is more an issue with Dusted or not, but the changing weather message shows an incorrect weather on clientside (host perspective is on the left, the true weather change is to blackout). I'm assuming it's related to Dusted since the incorrect weather being shown is DustClouds
now unsure about the relation to dusted, because I remembered that I think I had this happen without dusted installed? will let you know when I get a chance to test thoroughly
might have them archived, will send em when I find em or just send some when I recreate it 🫡
thank you 🙏
It isn’t a dusted issue
I had this with a client in my lobby
can confirm this happened to a client i hosted just yesterday, not using dusted
btw, how do scrap value/amount multipliers work on progressing weathers? does it just use the first one?
here are the full logs for both players (don't mind all the other mod stuff, I was testing with a big pack to recreate 🥴), but main relevant lines seem to be:
Host:
[13:46:53.1239110] [Info :WeatherTweaks ChangeMidDay] Changing weather to Blackout at 0.66
[13:46:53.1256248] [Info :WeatherTweaks] Set progressing weather entry on server: {"DayTime":0.66,"Chance":1.0,"Weather":{"WeatherName":"blackout","WeatherType":7}}
[13:46:53.1256248] [Message:WeatherTweaks ChangeMidDay] Changing weather to Blackout at 0.66, chance 1 - is player inside? False
[13:46:56.1366926] [Warning:WeatherTweaks ChangeMidDay] Blackout Modded Blackout
Client:
[13:46:53.1744469] [Warning:WeatherTweaks] Received progressing weather entry data {"DayTime":0.66,"Chance":1.0,"Weather":{"WeatherName":"blackout","WeatherType":7}} from server, applying
[13:46:53.1744469] [Message:WeatherTweaks ChangeMidDay] Changing weather to DustClouds at 0.66, chance 1 - is player inside? False
[13:46:56.1810004] [Warning:WeatherTweaks ChangeMidDay] DustClouds Vanilla DustClouds
sounds a lot like some of the hellish server/clientrpc stuff I've had to deal with 
that it wild
Changes to weather system in Lethal Company. Contribute to AndreyMrovol/LethalWeatherTweaks development by creating an account on GitHub.
oh, I'm using a wrong thing there
for syncing
shit
I'll fix that ASAP
MrovWeathers 0.0.6
- fixed an issue with the asset bundle not loading properly
- added an option to ignore disabling certain lights (thanks, @pine thunder !)
For those who want to know, any light source with a parent object named BlackoutIgnore will be ignored when blackout turns off lights, if anyone else wants this feature
unchecked planet videos not working? I dont have Orbits mod
I noticed it when orbiting 2nd moon and so on. 1st day it does work(?)
maybe something in my pack have compat hmm
I'll have it on for now on ig
could you check if using this version of Registry fixes that issue?
nope, not as far as I could tell
. same console logs as before
hmm, let me check another solution
could you test this one + the Registry one i've sent?
got an exception only on client this time (so no message appeared at all)
[21:32:47.2159295] [Warning:WeatherTweaks] Received progressing weather entry data {"DayTime":0.66,"Chance":1.0,"Weather":{"WeatherName":"blackout","WeatherType":7}} from server, applying
[21:32:47.2159295] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherRegistry.ConfigHelper.ResolveStringToWeather (System.String str) (at ./ConfigHelper.cs:204)
WeatherRegistry.WeatherNameResolvable.get_WeatherType () (at ./WeatherResolvable.cs:30)
WeatherTweaks.Definitions.ProgressingWeatherEntry.GetWeather () (at ./Definitions/ProgressingWeather.cs:37)
WeatherTweaks.ChangeMidDay+<DoMidDayChange>d__12.MoveNext () (at ./ChangeMidDay.cs:100)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
WeatherTweaks.NetworkedConfig:ProgressingWeatherEntryReceived(String) (at ./Networking.cs:57)
LethalNetworkAPI.LethalNetworkVariable`1:ReceiveUpdate(String, Byte[]) (at ./Old/Variable/LethalNetworkVariable.cs:182)
LethalNetworkAPI.Old.Networking.NetworkHandler:HandleMessage(UInt64, String, EMessageType, Byte[]) (at ./Old/Networking/NetworkHandler.cs:107)
LethalNetworkAPI.Old.Networking.NetworkHandler:ReadMessage(UInt64, FastBufferReader) (at ./Old/Networking/NetworkHandler.cs:63)
LethalNetworkAPI.Internal.UnnamedMessageHandler:ReceiveMessage(UInt64, FastBufferReader) (at ./Internal/UnnamedMessageHandler.cs:232)
Unity.Netcode.CustomMessagingManager:InvokeUnnamedMessage(UInt64, FastBufferReader, Int32)
Unity.Netcode.UnnamedMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
dust clouds should probably be a lighter shade of brown btw 🥴
Blackout part 2
Weather:
will do
i've checked and this build should fully resolve that issue:
i hope 😭
everything good now, thanks for the hard work 🫡
yippee!
a pale-ish light brown could work tbh. that's so dark lol
something like this?
final version
If I blacklist Snowfall on Offense, will snowfall + solarflare also be banned automatically?
yes
thanks, thats great
it should because it's dynamically checking if all "partial" weathers can happen on that moon

this is such an LC fix, i love it
(also just wanna chime in here rq and say, love the mods, awesome work ^^)
😇 💖
thank you 😅
MoreWeathers and WeatherTweaks has considerably spiced up our gameplay, been a classic in our group ever since we started playing LC again around 2 months ago
that's amazing to hear 😊
Rainy + Blackout has got to be my personal favourite combination. Its just so unsettling.
🤭
and uh, we'll never live down our abysmal attempt at Stormy + Rainy + Flooded + Eclipsed...
oh dear lord
Even the terminal struggled to display it lol
I did notice in the registry that some combinations dont exist (e.g. stormy + blackout) - i assume thats intentional for some form of balancing?
that's because it's not added 😅
right now all combinations are predefined
ohhh yeah okay that makes sense
there is a plan to add those dynamically from configs, but it's something i really don't want to do 🤭
Totally understand that, some combinations are probably really unpredicable
especially with other modded weathers
What is there already is absolutely insane, especially when you factor in uncertain & unknown
which has both saved & screwed us many times
friend: "ok we're landing, its cloudy so should be fine"
mfw they didnt see the ?
the weather ends up being eclipsed
🤭 🤭 🤭
Progressing weathers are also quite fun
(though the transition from none to blackout where everything suddenly becomes pitch black is a bit jarring, but its fine for LC lol)
yeah, smoother transitions are planned, but i'm not knowledgeable enough to pull them off right now 😅
makes me regret every time i dont bring a light lol
Still, hats off, absolutely amazing set of mods you got, looking forward to seeing what you cook with it ^^
😇
thanks 😊
WeatherRegistry 0.5.4
- changed the default
DustCloudscolor to more visible brown (thanks, @sage thorn !) - changed the
DustCloudsweather name toDust Clouds - fixed an issue with
WeatherControllerworking incorrectly whenNoneweather was passed (thanks, @abstract pivot !)
Oh that literally answers something i was wondering
that being: are dust clouds even an intended weather?
guess that answers my question, shoulda scrolled up lol
The name being together threw us off initially so we turned them off in the config as a precaution
that is an unused vanilla weather
guess ill reenable them now
moon creators have the option to add it to their levels, but it doesn't really do anything either way
Yeah we had assumed it was being buggy and shouldnt exist since it didnt have a proper color n whatnot back when we first saw it
But ill be re-enabling them now, should hopefully offset the sheer amount of bad weather we've been getting.
i know that Seichi uses it to turn the map snowy, but other than that it's not really used
Then again we are at like quota 8 on our 3 person run now, and i did see stuff about difficulty increase as days go up
That's cus @haughty ingot is the goat
Lol
He's the only moon dev that really went nuts with altering scenes for a moon based on weather lol

s1ckboy's greatest enemy: a healthy man
So real honestly
I mean are we sure? We know he likes h3althygirl but haven't heard much about his status on h3althyboy lol
going to vien for satisfaction
WeatherTweaks 1.1.2
- fixed an issue with progressing weathers not working correctly on clients (thanks, @sage thorn !)
one more in the chamber
Oh hang on does this perchance target a desync?
Now the fix for perma bright Apparatus' if you get an Apparatus during blackout
Idk why Blackout makes them like 2-3x brighter XD
the one where clients saw different weather during weather changes?
Yeaaaaaa
it's that, yes
I wasnt sure if my friends were yapping when they said it was stormy for them when it was rainy, but there was no lightning...
i have fucked up very badly lol
because i saw it in a changelog before and was like "im sure that got fixed"
ight i wanna see this
You pulled a morv
i was sending null objects and somehow the game didn't know what i wanted lmao
that is intentional
although i forgot i have to revert the brightness lol
Lmao
#1199836228858675330 message
if you ever get to do this, please also add a way to permanently block some weather combinations from modders side, i don't want people combining snow with some random stuff and exploding the game D;
Blizzard + Meteor Shower + Stormy + Flooded + Toxic Smog + Heatwave
I have an idea for a future function of the mod, idk how hard that would be to make but i think i would be a nice quality of live addition:
How about haveing the opetion to shortenig weather names.
So something like Snowfall + Solarflare > Flooded + Rain + Stormy + Eclipse becomes:
Snw + Sol > Fld + Rai + Sto + Ecl
- L + Ratio + Cloudy + Blackout + Eclipsed + Solar Flare
I'll think about how to do that
😳
oh no
what's the issue?
is it that it has to be configured in LLL to have any effect
no
I don't use LLL's config
You might still have Gordion in your weather's blacklist
thats probably it ngl
It is it
idk why i said LLL i use registry i should know the difference
Do I add this mod
I keep seeing you guys talk about it
Yeah it's the best moon there is around
||https://i.gyazo.com/fc47c0ecb077a11893f0cae77066f906.png|| screencapped so i can post whenever you talk smack about it again 
Banned from the next coderebirth update
😭
if (pepsiman) DontUpdate()

Gorgonzola cheese rain tho
OH TRUE
@haughty ingot Gotta also make Seichi's water poisonous during Toxic Smog 
(I just added LethalElements' ToxicFumes component to it)
Putting that on the todo list
My changelog is already so fking long 
You gotta tell me more about this later
Oh it's just this lol
Doing it through that so it doesn't complain that a script is missing when LethalElements is not found, but you could probably build it with it anyway
doesnt this still complain when u load into the moon or smthn?
i'd imagine there'd be atleast a warning
It don't, the LethalElementsCompatibility thingy checks for voxx.LethalElementsPlugin in the BepInEx chainloader, but also that script only becomes enabled during Toxic Smog specifically 
mmmmmmmmmmmm, the second part is what i imagine makes it not warn
because just checking for it in the chainloader might not be enough? soft compat stuff is weird lol
Oh the second condition?
That one's always true, I just have the null check out of principle
noh, the "enabled only during toxic smog"
Oh I can test it real quick actually
yeah i'd actually be really curious
C#/unity is wack in things like that sometimes
Although actually
I probably just need to move the AddComponent<ToxicFumes>() to the compatibility class or something
si
It's probably just complaining about the type being imported
you'd put it into a separate method that would just take a gameobject and add the component to that gameobject
and you'd then inline and unoptimise or whatever the C# stuff is called
Yeah the [MethodImpl(MethodImplOptions.NoInlining | MethodImplOptions.NoOptimization)]
sort of like what i do here
Does this mod allow for Dust Clouds to be added to any moon? The configs suggest it does but it does not seem to work for me
no
doesn't allow vanilla weathers to be added to moons iirc
there is Dusted though
Changed it to do that and it's not throwing any warnings about missing scripts 
(Double checked I wasn't goofing soft compatibility anywhere else too lol)
yippee
Yeah, I am sad about that. I wondered if this weather was an exception
I have been told changing vanilla weathers is possible
theoretically everything is possible
but there's not any option to add vanilla weathers where they aren't already defined using Registry's config
I assume you cannot just add definitions for weathers on every moon
as in?
weathers in imperium UI are not updated ever
🥺
try this: set weather on the first day, land and take off
game will pick new ones, but old ones will be in the UI
it's imperium's thingy to fix
because it has to update
What's company weather missing
it's missing the morvillion dollars dependency
You said to update the dependencies
i'm missing a morvillion dollars
What's wrong with the dependencies
it should
Because the right thing to do is to not download the latest version, but as the user you have to update yourself, u cant expect a mod to update itself everytime its APIs updates
Preach
i mean
i've been using r2 and since the dependencies always downloaded the latest version
i didn't bother unless the functionality was needed for specific versions
unbelievable
soooooooooooooooooooooo it came to bite me
literally just jealous no other explanation
