#Weather Registry / Weather Tweaks / mrov
1 messages · Page 22 of 1
i've literally never believed you in my life
😳

Tbf though with semantic versioning, breaking changes shouldnt happen anyways on minor versions
Ive noticed a lot of folks seem to not
Im not a great example either with immersive ship sfx, next update will change dependencies but its still not a "major/release" worthy state
so i cant really go from 0.3.1 to 1.0 with that lol
i sometimes do crazy stuff between "patch" versions because i don't care hehe
Kinda wish TS supported extended semver, and not just static X.Y.Z
so i could do suffixes...
-fixed
-reallyfixed
-fixed-2
-notanupdatelmao
update commits:
add new text file
revert "add new text file"
update version number
i try my best, but i dont make API's typically
revert commits are the best ones
🤭
Agreed
they're up there with commits like "oops" and "its 3am and i didnt test this before push to prod, good luck"
commit messages are the best way to let the bubbling feelings out of your system lol
oh dear
amazing
oh lord
i have plenty of those
not true
i dont have much to show with LC sadly other than
it works with normal + custom weathers but not with ones from tweaks
also yeah the "normal" weathers, including modded ones, do show up in imperium
even some of the tweaks combo ones do work, they just render improperly in the menu. Seems inconsistent though.
😳 there is no way
i mean if you meant the map screen
the moon control UI panel
Yeah in there
the "current weather" dropdowns
are not updating after picking weathers
unless i'm stupid
I noticed it sometimes doesnt work when on-surface mainly with combo weathers, but it def. works in orbit
i think it works
i'll check it right now
the only one iirc that didnt work properly was blackout
lighting was all kinds of messed up last time i tried (but that was a month ago, chance it might have been fixed since by you)
what do you mean on surface 😳
like changing weather when landed?
oh dear
i have no idea how it's handled
registry has things to sync it and whatnot
I never tried changing weathers in MP as i disable imperium when we play seriously - i only use it in singleplayer to mess around or when im practicing cruiser jumps n whatnot
what i can say is, for majority of the weathers it does work, theres just some weird edge cases where it seemingly doesnt
Oh yeah the UI doesnt update i think, but if you select a different weather it will apply for that given moon
i am not tweaking
oh, absolutely
Ive grown used to it being "just imperium things"
same with the notification configs randomly not working, or the cruiser purchase being busted. Even more reason not to use it for actual sessions.
consequences of debug powers i guess
weather 6
weather 7
whatever that one that was accidnetly added by zeekers ahah
It could be a combination of all weathers. modded included
HAHA,
It wouldn't have to be a combination, just could be a unique type of weather that is glitchy and otherwordly
N̴͉̈Ö̴́̔Ô̴͋Ō̶̝O̸̒͂Ö̵́̒O̷̅OOOOOOOOO
as in a new mod entirely, or weather? lol
i had some ideas for more mrov weathers so like, hmu if you want any lol
I didn't get a code or log from them, but they're on a fresh install of the Easyidle's Enhanced Party Edition Addon modpack
yeah I was having an issue like that in a recent session as well, unsure if that's weather registry related or not tho
, but would make sense
I've had uncertain weathers disabled the whole time I've been using mrov, so if it is indeed a weathertweaks issue I dont think uncertain weathers is the cause
its training people to learn eclipsed doesnt mean its unplayable, clearly mrov is just a genius subliminal messenger
might've had the opposite effect in my session when 3 people got instant killed by giants lol
erm, skill issue
Sorry for the delay, it is a a busy afternoon for me. As the Dusted Mod shows, moons can have their defined vanilla weather lists be modified, so I am surprised this mod does not do a similar thing when its whole idea is letting people customize weathers.
I hope I am not coming off as confrontational, I just like to ask about things I do not know
I use and like this mod already, this just seems like a cool next step
it's possible, it's just not gonna be an option in base Registry
I talked with mrov about it when he helped me with Dusted
The thing is, forcing weather onto moons goes against the wishes of the moon authors
Its why i am conflicted about making a weather injector config mod
here's a clientside log for ya covering 3 days (apologies for weird formatting). the first day was actually eclipsed, but the next two weren't, though still appeared to be as shown in this screenshot from the run (and demonstrated by the immediate enemy spawns). couldn't find anything obviously going wrong with weather registry tho, it seemed to be correctly determining that the weather was not eclipsed. we also switched moons after that first eclipsed day, if that might be impacting anything
only slight oddity I could find was the eclipse sun animator being referenced on both of the non-eclipsed days
Fair enough
I would be fine with just injecting the vanilla moons. I personally think modifying other peoples’ moons is fine because it is in the spirit of it all (other mods are no different than vanilla), but I can respect your perspective. I think about how Diversity and FacilityMeltdown has a bunch of mods changing their properties
Vanilla sure yeah
Modded moons is just more of a pain
Weathers are slightly different to scrap and (most) enemies imo for this though
Moons/interiors should be designed to naturally support standard scraps/enemies that are put on them. Balance is questionable but generally they should work fine if the scrap/enemy is coded fine
For weather though... there could be a lot more issues because it isnt tested
Chances are if the vanilla weather was gonna work fine on the moon they probably would have included it already-
Them purposefully not including it probably means theres gonna be issues with the weather included on that moon (I am looking at you Flooded)
Then the knock-on effect of that is people sending bug reports and whining to moon authors about Weather not working that they never intended to have there 
I can only speak for myself, but I accept responsibility for playing with moon’s properties. If stuff breaks because I pushed them beyond their intended boundaries it is on me, but I would like the option to experiment. I get what you mean though
I agree
Thing is though that alot of people that play modded....dont actually touch much configs or understand how stuff is setup in a pack?
They just play a pack their friend or someone else made and dont bother to check all the stuff out
Because of this, they may then wrongly assume a moon is poorly designed or setup cuz of some goofy weather someone put on it that broke it or messed it up
At least with adding enemies/scraps/traps most people know its down to the modpack maker more
but weather? nah they'd proly assume its the moon dev fault for "allowing" it when they didnt lol
and then maybe consider not using the moon in their own pack / recommending it as a result
Byeah i might do a thing for adding vanilla weather to vanilla moons tho
Flooded Titan 💥
I will settle for that
getting a weather that's disabled on a moon rn
oh what the fuck?
Reasonable reaction
So eclipsed weather is just broken rn?
both combined and progressing types have a check for being disabled
i literally don't know what the fuck happened lol
could you send me your modpack code?
I could be wrong but when trying to route to a moon with unknown or uncertain weather it will display the real weather in the little confirmation pop up.
I haven’t played a proper save with weather tweaks in a week since I’ve been busy with something else so it might’ve been fixed.
Or maybe I’m a little stupid and it’s something I’m doing.
I’m inclined to believe the last since that’s usually what happens
oh no 💀
LOL
I felt that
I don’t actually know
It’s in my quite large™ modpack so it could be some incompatibility.
could you send me a modpack code?
Tomorrow or sometime soon I’ll try in a modpack with just weather tweaks and registry
i'll try to fix both issues tomorrow 🥺
And see if it still happens
I can’t right now I’m afraid but I’ll send a message in this thread if it is a WT/WR issue tomorrow
Could this perhaps be related to lethal element weathers not combining with other weather types? 
I feel bad bringing it up when there’s clearly other issues going on
don't worry about it
😅
😳
Try with the 50/50 weather
I remember it being on that in particular
It was none/tornado and ur said it was currently tornado
01956dae-be0d-2415-de4a-3dc4a6ab8e2b
after this happened i set that weathers default weight to 0, it was at 100 when i reported it
thanks, i'll check it later
Weird
lmao
i hate it so much
okay, that is bizzare
i think i know what's fucked
i must've made my transpiler wrong
and didn't catch those checks
i'll do that tomorrow, thanks for the report
So the weathers are being calculated right, they just are not displaying right?
I am trying to understand for myself
that second issue is the uncertain weathers not displaying correctly in the terminal if the true weather is clear
first issue is combined/progressing weathers Enabled config not working correctly
I see, thanks
I experience a ton of lag whenever there are multiple weather events
Like I can heavy eclipse/heatwave and ill be fine, but like heatwave+blackout rlly lags it to hell
How do you get heatwave + blackout to appear?
i dont think it was exactly that, it was an example
just the super big ones are weird
theyre very laggy idk why
i run a smooth FPS always
this is the only time its ever slow
what name for a moon does weather registry use? is it the LLL name or just the moons name in game
all of them
the numberless name (from LLL), the scene name, level name, planet name
you can input anything and it'll work
and it's case-insensitive
ok
sector 0 is the only one thats iffy to me because it includes a - character
but if it supports any name then no worry
also is every moon forced to have a weight for None weather? i tried setting the weight to 0/blacklisting it in weather reg config for some moons, and it still shows up
Just put it in as Sector0
i had it as that
If that doesn't work try Sector lol
clear weather has to be on every moon
because if a moon maker leaves an empty list of possible weathers, what should happen?
Sector0 or Sector should work
or even sector-0 tbh
Doesn't registry nuke the - though?
every level has 5 possible name matches
- numberless name
- "alphanumeric name"
- level name
- moon name
- scene name
I'm exclusively using one format of entries across my mod to nudge people into using them 🤭
so yeah, in some sense it's "nuking" it, but both of them should work (if you're into it)
ok
so using name Sector0, and then to get around None having to be included i set its weight as 1
i think you could set the weight as 0, but if -as you've said- it's causing issues then I'll investigate that further
Registry has a safeguard built-in to pick weathers when none of them are possible and if the sum of weights is 0 or negative
lol
transpilers are my nemesis
tenk u
do you know any actual good documentation for those
i dont remember well but google didnt help much iirc
hey where do the configs for the waether go now? its not in the weather registry config anymore
like for weights and stuff
WHAT
no
there's no way
it has to be there
have you started a lobby?
yup, no dice
what's your modpack code
01957106-df1f-dfb8-a6e9-302fcf5fac32
everything is showing up correctly 😳
yes
lemme try again
it seems to work for me when i rolled back to 0.5.2
is it not working on latest?
wtf
Try the latest version, delete weather registry's config, go make a save file. Leave the game. You should have a full weather registry config
Could be the version but that's what I do when configs are acting iffy for me
well started but did make it past a day to save!
the configs are created when you start a lobby, not save a save
cause it's tied to the terminal functions starting
should i make a new save file maybe>
nevermind it worked this time
what the hell lol
false alarm
i hate transpilers
D:
post code teehee
the public shaming
so the thing i want to do is to replace this local variable with a call to my method
which corresponds to this IL code
and i'm doing this to replace the instructions
wait i'm stupid??/
it's not a local variable 0 (ldloc_0)
it should use ldarg_2
lmao it's working
kill me
thanks for being my rubber ducky, zaggy
Are the mixed weathers supposed to be insanely laggy
Like I can’t imagine im the only one with this
how bad is it for you
I always run insanely smooth fps with my 285 mods
And im only ever laggy with multiple weathers, even the vanilla
i have a suspicion
could you send me your modpack code?
Yes holdon
Don’t have the code on me rn im in the car
This has the issue though
my friends testing have the same thing and they’ve got nuts computers
which weather do you remember causing the biggest issues? was this happening on all levels?
hey, i think i fixed your issue - could you check if it's happening on this build?
https://github.com/AndreyMrovol/LethalWeatherRegistry/actions/runs/13727644710/artifacts/2713091964
@paper rampart i've booted it up and it's stuttering every 2-3 seconds, is that what you were talking about?
Heatwave mixes, eclipsed+foggy I believe, and some small others
It makes it like 3 fps even inside
Once I get inside the factory it’s the same
When I leave the planet it’s back to a crisp smooth rate
I'll check that properly later
I can send a clip and recreate it later
I know it’s very vague and stuff I just gotta get home
if you could 😇
It just stood out because im literally always on smooth fps
And it would be hella disappointing if I can’t have like heatwave/foggy yk
I’ll get back to you in a few hours
no worries
yo
if I want this to appear at all
do I need to put Blackout + Snowfall into the "None"s weathertoweather weights
so I could remove everything from none's weathertoweather and it'll use this
alrighty
i tweaked a bunch of shit
added actual values to them and moon limitations
now the eclipsed+rainy+stormy works
ill try more
Watch Glitch.. and millions of other Lethal Company videos captured using Medal.
found a visual bug
oof
it kept spazzing out
Had it happen a 2nd time on March
this time it was only snowfall
Watch Glitch.. and millions of other Lethal Company videos captured using Medal.
is this why those weather forecast notications pop up
the "changing weather to.."
no
that just lets you set things like weather-to-weather weights for anything WeatherTweaks adds
basically makes the full config instead of a trimmed down one
and weather tweaks adds the whole rainy > snowfall stuff
and eclipsed + flooded, etc
so I want this enabled?
if you want to customize any of them yeah
alright thank you
also
this is just a feature of progressing weathers
alright
the issue might be the discount alert mod
its only glitching where it appears
it was discount alert
what are discount alerts
what in the everloving fuck
little mod that pops up and shows u the discounts
its bugging my screen out with tweaks on idk why
that is bizarre wtf
doesnt discount alerts just use base game's method for alerts? why would it cause this
idk
I disabled it and it works now
when I re-enable it, it happens again
ill mess around and try to fix it
clearly its a secret way to make the game harder
the unintended difficulty tweak
@drowsy willow I'm having a issue with the weathers, the first day everything was clear except for one moon but on the second day it looked like this.
It might have to do with the weather to weather weights which @ebon current made for me and said that it might be a issue with the mod, he can explain a little more. Here is the code 01957463-a3e4-ea14-45e5-b6fbe019d176
I mean weathers are configured to have lots of custom weights, default weights, and weights for moons / tags
If you have the log, that's very helpful for this mod in particular as it has extensive logging
First day by default is always less harsh (just like vanilla), thats a setting iirc in registry weathertweaks
lmao
ahahahhaha I forgot 🤭 🤭 🤭
Yeah but every single moon had a weather
Ive had that happen many times, unsure if you could call it a bug
Cloudy is such a non-issue weather it might aswell be "None 2"
its probably just some bad luck. I rarely get no weather at all, though i dont really tweak the weights.
total weights on a single moon is over a thousand - of course clear weather is not gonna be that common
Im actually curious, how exactly does the Clean weather weight downscale option work?
Because im not entirely sure i understand what its used for:
If you keep adding more weather possibilities, shouldnt you need to scale up the amount of clear weather to keep the clean percentage the same, because all the new weather add more and more weights? Why would you need to downscale? Or is there some kind of system in vanilla that needs "fixing", hence calling it downscale instead of upscale?
i feel like this is just a case of not understanding how the weight system works
but maybe i missed something
My first iteration of weights assumed that every moon can have every weather possible
So for the moons where that's not the case it's downscaling the clear weather weight to keep the same % chance
thing is: i haven't changed the system since modded weathers started to be a thing, so you might actually be right in saying that it's not working as intended
Also, i gotta ask, re: your "difficulty multiplier"
Im not sure i quite understand how it works
The numbers seem kinda wack (or i guess the better phrasing would be that the variables are an "arbitrary black box") especially for quotas done & player count - its hard to really parse how it would actually affect stuff in a proper session. Especially when you do high quota stuff.
An explainer on how exactly those multipliers work with eachother and how they affect the generation of weather would be pretty useful, because right now its pretty hard for me to balance my friends' pack for higher quota runs
So if im understanding this right
any non-clear weather weight just gets multiplied by this final multiplier
what happens if all weathers aren't possible on that moon?
it's gonna be clear
idk if this is intended but it is funny to see
Blackout
depends where you need it
When you're directly interacting with Registry it's gonna use the config variants (lowercase, no spaces)
In JLL it is case-sensitive (so Blackout)
In GetCurrentLevelWeather
Or whatever the best way to get name of levels weather
blackout should work
i think because of how .ToString() works i got blackout (LevelWeather) or something like that lol
Hey question, the weather/weather is a 50/50?? I guess it is that but i always get the first option
There's a Name field 😭
a man who thinks all the time has nothing to think about except thoughts
yes it is
it's 50/50 if the first or second is the correct one
So is this a bug or that's just how it works
not a bug, just means you're either getting the Eclipsed > Foggy progressing weather, or the normal Foggy weather
OH YEAH i didn't see it like that im so dumb thank you
the best way to interpret it is that the / is absolute, and whatever is on either side of it is the name of the weather in full
Ok thanksss
Another thing is i don't know if it is another mod but when i get rainy + another weather it doesn't spawn puddles in the map
@drowsy willow it seems like this check doesn't cover all the situations after all?
https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/b743652a4acc3752077385252dce1dbaf8281fb5/WeatherTweaks/ChangeMidDay.cs#L119
I haven't tried using it alone, i'm using it with other mods to see if they work together and noticed that everytime it says rainy + something it just works the other weather, not rainy
I tried vanilla and modded moons
Looks like neither work
Oh shit that check is only for progressing weathers
not combined
OOPSIEEEE
And one last thing, when i get the rainy > other weather and changes to the other weather the puddles stay there
Is that intended?
let's say yes
it's the same case with eclipsed>something - monsters spawned during the raised spawn cap stay there
Ok, so i guess if it is flooded>something the water stays there
Or that works differently? I haven't had that combination yet
oh shit you're right
that's how it should work
I don't think I've allowed flooded -anything combo
yet
blackout flooded would be actually horrible
blackout+flooded+eclipsed
...stupid question since it only just occured to me
isnt a blackout technically the same as an eclipse, except uh, its a total solar eclipse so theres just no sunlight?
and by that logic, shouldnt blackout technically have eclipse spawning? 
no it's not 😅
So what is a blackout then?

The space nerd in me is screaming at this revelation
Literally unplayable, have to disable replace blackouts with blackout+eclipsed now because they make no sense /s
Wait what is blackout? Is that another mod? I haven't seen that
Its part of Mrov Weathers
Adds cloudy (basically "none" but its overall darker and overcast) & blackout (no sunlight, super dark everything) as new weather conditions
Blackout actually makes flashlights worth having
Oh that's epic
and it also adds a nice bit of "risk vs reward" when you have it as a progressing weather with Weather Tweaks, so you have to decide "okay do i save inventory space and hope it doesnt turn to blackout too quickly, or do i bring a light to be safe?"
Aree there any other mods that add new weather?, i know lethalelements and coderebirth though code rebirth adds so many thing that i don't like i just prefer not using it
Instant download, i really like how that sounds
I guess there's Dusted which allows the "unused" Dust Clouds weather from vanilla to appear on other moons
Mmm but can't the modders add their own dust clouds? I don't want it to be incompatible
I did recently find another mod that adds a new weather called "Echo Curse" which increases hearing distance of sound enemies and adds spooky reverb and higher enemy spawns
Never tested that one though so no idea how well it works
Sounds fun i might check it out thanks
the icon kinda cracked
Icon is peak
I saw that but I wish there was like a visual cue. Atm it's just that, no visual to show a new weather. It's neat but it needs a visual
I think it just adds support, but you still need to manually define modded moons for the weather. But it adds it to the vanilla ones that support it if i understand it correctly.
Description claims its cloudy and adds reverb to audio
so i guess its more noticeable in MP
Ooh well that sounds better
Cloudy is vanilla though, I wish they'd add a super slight like yellow sky or just something y'know. Not dissing the mod, just a recommendation to the weather
Cloudy isnt vanilla though, unless you mean it looks vanilla which yeah it kinda does but i guess thats the point?
anyhow, i will say just Dusted + Lethal Elements + Mrov's weathers + weather tweaks is already a really spicy combo
Oh yeah, I use central config to make dusted means slightly easier. Considering it only appears on experiemtnation and that moon is the easiest, moons that have dust clouds are easier ever so slighty
I would really like to have the tornado weather as a standalone mod, i really like it but having to disable a billion trillion things just to have that is a bit meh, the meteor shower is good too but i prefer it more how it works in vanilla
on my modpack at least
Talking bout code rebirth
I think it's a little safe to say Cloudy is literally just Stormy/Rainy without the storm or rain parts
So the dust clouds that appear in experimentation just appear in experimentation
And that mod makes it appear in other moons
In base game, it's that visual effect on experimetnation only. But with mods, you can make it a weather that appears on other moons
Weather Registry + Dusted + Central Config and you have a new weather that does something
name that weather!!
And how does the foggy interior works?, i really hate when the weather is clear but i go to the interior and i can't see 1nanometer away
That's jsut a very rare event where the inside will be foggy
That's vanilla
(the answer is Rainy (Same as Clear I think) -> Stormy -> Cloudy)
:0
:0
Yeah i know but then it isn't a weather, is more like the meteor shower
Interior Fog is a separate vanilla thing
Can't be adjusted with a mod or something
When the interior is foggy it's an event, just like the meteor shower
RNGconfig something
2% chance on any landing and 20% chance if it happens to be an infestation iirc
It's a mod
What is an infestation iirc
Hoarding Bug and Nutcracker infestation
Bumps up their weight to the max and increases the inside power
Oooh ok
I knew the hoarding infestation but i didn't knew that nutcracker infestation was a thing
it's more rare
Maybe i have a mod that is changing the percentages cause no way is 2%
I might be wrong
Maybe some of the Wesley's moons change that
1.5% chance for overall infestation iirc, and then another percentage roll based on wether the moon has nutcrackers as possible enemy or not to determine if its that or hoarding bugs.
Is that the percentage for infestation or for foggy interior?
Infestation
And what is for foggy
🤷♂️

I would use RNGConfigurator to adjust the values if you think they're too much.
Ive had them happen so rarely i never really bothered
(hell i installed MeteorShowerChance to make the chance of meteor showers go up the longer it has been since the last one)
They happen too regular for me, like i said maybe wesleys moons changes someging in them, i'll look into that
Imagine eclipsed + stormy + blizzard and meteorshower
Funny situation
Eclormzzower
With the added foggy interior and dust clouds
#1203871322841808906 message
- changed the DustClouds weather name to Dust Clouds
Sorry 'bout the ping mrov, but uhhh i noticed this in-game just now - the dust clouds name fix seems to not apply to Uncertain weathers, probably need to apply em for those aswell.
^ hate discord image galleries so much smh...
also my registry config has double dust cloud entries now somehow?
Unsure if this is because ive started running Dusted or if this is from the recent update to Registry.
also also every Uncertain & progressing (didnt check combined) weather gets converted to lowercase when trying to route.
I think this is technically vanilla, but it feels weird in the context of modded weathers - i think maybe having it say It is currently [Blackout?] on this moon with the weather in its actual spelling inside brackets would be better for consistency.
recent registry update orphaned the bottom entry. you can delete it
fuck
I have an idea to fix that, but it's gonna fuck up everything once again
configs, the personal hell to every modder
I'm not sure why the DustClouds there are not separated, but I'll check
that's a nice idea
Hey wait
Would that have broken Dusted? 
it shouldn't
because the underlying LevelWeatherType is still the same and the string used in the resolver is still the same (dustclouds)
yeah, it went under my radar in Tweaks - I'll try to have a fix ready later today
I see i see
Yeah it seemed fine earlier
holy shit
awesome, glad to have contributed to finding this lol
damn i've never been pinged that many times in my life

gif courtesy of dragon ball enthusiast @slow maple
draggin bowl
getting popular 🤭
Pfft i wish
(actually i dont, my claim to fame will always be space engineers)
I think this is technically vanilla, but it feels weird in the context of modded weathers - i think maybe having it say It is currently [Blackout?] on this moon with the weather in its actual spelling inside brackets would be better for consistency.
Btw i realised, since "None" actually shows as "It is currently mild weather" in the route screen, would it be possible to just have custom defined text for that?
obviously i guess itd be a challenge to write that out with some modded weathers like a solar flare or blackout but still worth asking
it would be possible to change that, yeah
do you mean the clear weather text or making that for every weather?
the latter, hence complexity/challenging
since its hard to phrase out some weathers, especially combinations
"This moon is currently experiencing severe flooding, a solar flare, severe fog, a total solar blackout and a blizzard"
i can make an additional field in weather definition for weather devs to add those
How would it work for combining?
and that would be it essentially
don't make me make them 😭
i could combine them dynamically (it's flooded AND eclipsed and whatever)
I did consider another alternative
kinda going back to the "showing in brackets"
I have no idea if thisll fuck with other mods, but showing a weather report on the route dialog
a weather report?
that shows what the weather does
mmmmm
let me uhhh draw something up in paint
I think I get what you mean
something like "Eclipsed increases mob spawns during the day"?
I was thinking writing it more along like a Company PSA
i might need a visual help after all 😅
took a bit longer than i wanted, but as an example.
Such detail sadly doesn't work when you have more than 3 weathers at once though unless you want people scrolling :(
Also not sure how it would handle progressing weathers, soo uuuhhhh
😅
I really do like the idea of actually having proper weather descriptions somehow/somewhere though
i know the info command is intended for moons & items, but maybe weathers for it would be cool too so people could look up weather effects in-game?
i've been planning to make a simulate-like thing for weather weights
and i think that would be a nice place to also display that information
Forecast command (as the name for it)?
probably the same way, just listing all of them 😅
could be as a name, but i don't have a great idea for the actual "forecast" mechanic
you're talking to the right person for ideas

uhhhh ok on a quickly different note
i was just tryna look in my log file real quick to look at the weather weights
[21:50:24.0940488] [Debug :WeatherTweaks] Getting full weather type for Foggy > None
why is this getting spammed ad infinitum now, every like 3-6 seconds
wait i think i might know why
yeah okay i think this is imperium doing dumb stuff again lmfao, foggy > none was the weather of a moon i overwrote the weather of while in orbit to try and check smth
you might want to consider putting it in trace if its not something a user needs to worry about
true
In general this is probably not a bad idea given trace iirc isnt enabled by default?
as is debug 😳
wait wdym the wrong logger
i've said too much
and the impact of that is?
it's hidden behind debug mode 🤭
AHA
ohhhhhh
so i guess this is kinda true then
🙄 sure
🤭
anyways coming back to the forecast thing
You could do an actual forecast by just using your weight system
holy fucking shit you're right
- take the weather in orbit for current day (lets call this monday), show this as "Today: Stormy"
- get weather2weather weights to get the most likely weather(s) for next day aka tuesday
lets say cloudy 75% and rainy 25% for simplicity
- only display the most likely weather in this case - so, "Tomorrow: Cloudy, 75%"
- get weather2weather weights again from tue to wed but take into account both possible weathers from tuesday and get the combined percentages
you are essentially combining the probabilities
which, interestingly enough, would be a fairly accurate forecast
since it takes into account the probabilities from before
you could also do it way simpler and only take the w2w weights of the deemed-most-likely weather
Today: Stormy
Tomorrow: Cloudy, 75% (based on chance from Stormy)
Overmorrow: Rainy, 60% (based on chance from Cloudy)
so i should display every possible permuation for the next day?
What im suggesting here COULD fit on the route page
alternatively if you do "forecast <moon>" as its own page
you could show the 3 most likely and their percentages, for the next 3 days
Although again, combined weathers are gonna be a biiiiiiiitch
Something special for individual weathers and the more... special combined weathers, something more general for 1+2 combined stuff
I wish we could just combine weathers fr. Have lot config slots for ungodly weather combinations
That would probably be hard to make though
we already do
I meant like personally pick and choose
Like I could throw a blackout with a winter, a flooded, and a eclispe
Like pick and choose instead of the predetermined ones
idk how the combined weathers are made but i imagine allowing combinations of things that aren't supposed to work with each other would be a real easy way to break the game
well ofc but no way to find out unless I'm givin that power 😈 😂
we'll see
I'll name the weather combination WEATHER 7!!!! mwahaashahah
you wouldn't dare
Ironman players drooling rn
the thing is
i don't know yet how it's gonna by synced between players
we'll see
i'm seriously contemplating doing this for the config categories
LMAO
this is going very well
wheyyy
I love learning about the forest keeper when trying to find out if im gonna get struck by lightning tomorrow!
no no no no no dont tell me thats vanilla
coulda been worse
admittedly up until a year ago my own discord bot was also using like 40 chained if conditions for role assignment (code that i wrote back in high school lol)
Layered if statements 
seeing this cursed stuff makes me baffled how the game runs as well as it does
cause the spaghetti is everywhere
isnt this why we have so many optimisation mods?
Isn't this game mostly single core too
oh hush you just touch too many of the very much older things like terminal and weather
true
"if it works, fuck it"
💀
tis about time to get the driftwood working better
yeah man terminal code is super easy to work with
"Foreshadowing is a literary device-
i'm getting a fucking aneurysm
what do words mean anymore
WHY ARE THEY DIFFERENT TYPES
oh my fucking god
you didnt know?
He did not know
yeah special nodes and terminal nodes
albeit i dont know what they're populated by
i hate this so much
special nodes are ones like route, right?
not necessairly
you're thinking about verbs
the page for route*
i'll check in a moment
I assumed it would be special because its a conf-deny prompt
that's because those options are defined as the only correct inputs in TerminalNode.terminalOptions
i'm gonna say yes
wait but why would you use forecast rainy
I'm also confused
i thought it was forecast moonName
You'd want to forecast "moon name"
since you're getting the forecast for a specific moon, such as titan
where youd be spending the next 3 days
i'm doing the forecast two ways:
- when you type weather name, it's gonna show the default weights
- when you do moon name, it's gonna show w2w/level weights and prediction for next day
ohhh
when you do moon name, it's gonna show w2w/level weights and prediction for next day
Do you think its possible to do today, next day & day after that? Kinda like what i suggested last night with the compounded probabilities.
Cause default deadline is 3 days, would make sense to get the 3 day forecast
i'll see how clearly i can convey that information
You got an entire page to show it
hear me out
I know terminal cant display icons without hackery
i'm focused on doing a table similar to this one:
but like that kind of table style
You should be able to do 3 rows with that
show the day on the left (Today, Tomorrow, Overmorrow), and the 3 possibilities on the right?
worst case i'll make the font a bit smaller
ill try smth aswell
hardcore ironman reference
what do you MEAN 😭
🤭
i think i did it
now displaying the info
Smth like that could work. Obviously percentages are wack and wrong but the general gist should be there. If the weather is longer, maybe have it cut off with ... or move the percentage back to make space
that is a great concept
its an ancient term
although i'll probably add weights and percentages next to each other
Id make it a setting like in LLL's simulate command
percentages are more immersive in-game, weights are more useful for developers
sure, it can be an opt-out thing
Im swiss so im used to saying "übermorgen" (german). The fact that english doesnt really use this term anymore is actually insane. Its so useful.
it's called "a day after tomorrow" and it's too long to use 🤭
it's just easier to say "friday"
ayyyyyyyyyyyyyy
now the table
here comes lethal company without weekdays
if you use openmonitors you can see the current day number
it's gonna be "Day 0 (Today)"/"Day 1 (Tomorrow)"/"Day 2"
fuck this
"Today", "1 Day", "2 Days"
double loot wednesday 🔥
lmao
whenever i get around to messing with game events
and it would be funny for the company to use it given their years are completely out of wack
add an event where the game becomes omega evil mode and it spawns the cap of every monster for all 3 power levels
😳
🤭
thing with the in-game events is
it's not standardized in any way
so to make that i'd have to re-do all vanilla shit
and if more than 1 mod adds events it gets absolutely insane
🙂
implying you would do that....?
looks at brutal company
implying that if i ever get insane enough to do that i'd do it that way
implying you are sane at all?
crazy? i was crazy once
source: me maintaining a weather station mod in zomboid...
i salute you, dear sir
you play pz?
i just realized doing forecast weathername is pointless
people arent gonna know the weather names if they're new
will see
forecast moon could have potential to be absolutely goated though
especially with paid moons like titan or artifice where you gotta make a conscious choice of "do i wanna risk 3 days here to maximise the credits spent"
having the option to at least see what the weather for those next 3 days there could be can be a gamechanger
kinda ruins the purpose of weather imo
people already refuse to even fathom attempting to play moons with weather, even though its not always a death sentence, especially for stormy
stormy is genuinely overfeared
but thats not my point
it can give people false hope if it says 70% clear
but statistically it will be 70% clear
do agree though that people fear weather way too much, other than eclipsed
no, even eclipsed is
the first 3 moons and march are perfectly managable eclipsed for a casual player
Eclipsed is just annoying to deal with
id argue its even more fun when they are
as is flooded
as is foggy
as is rainy
tbh
rend eclipsed is profitable
rainy and foggy are non issues honestly, and flooded is manageable
adamance, titan, and artifice are not really good choices to try eclipsed, but the latter 2 can force it
offense, dine, and embrion are evil
its still four monsters every 2 hours
if power is open at least
i acknowledge embrions max indoor is 8, but its still evil it will be filled entirely at 9 AM
Oh yeah eclipsed embrion is ass, i moreso meant embrion in general
anyways imo flooded is worse than eclipsed
because it hinders efficiency and blocks deliveries even being possible often
the only flood i dont mind is vow
When we get flooded we usually try to ignore 2 handeds
i had a flooded artifice with a large axle SID
flooded is either not impactful at all, annoying or downright impossible to play on
there's nothing in-between
we had no cruiser
tbh cruiser on rend is mid
For some inexplicable reason ive mastered both cruiser jumps on offense
shoutout to dwayne "the rock next to the gantry" johnson
for being a good landing pad
as much as people like to crap on offense its actually a goated free moon with cruiser
even with weathers
eject button strat on offense goes hard
you're one of the folks who eject onto the thing for fire exit?
i just bring the whole cruiser up there
i dont like using boost
60% of the time, it works every time.
feels pretty icky
it takes a lot of practice
If i dont feel comfortable with it i dont boost either
the worst incident so far was me getting struck by lightning while we were airborne in the cruiser
lol
I died so i couldnt stop the velocity from the forward boost
which took all 3 of my friends with me who were in the back
because the flew face first into that scaffold thing
and the cruiser blew up
I wish i had footage of that, it was such an LC moment
brooo
there was one time lightning instantly struck the ship the moment stormy rend loaded
unfortunately i cant upload a clip of this due to someones voice being in it
"Aktywuj system Windows"
"Przejdź do ustawień" 
Ewww brother 
to nie tak 😭
Nah if it's to windows 11
You're based for leaving that lol
same
Good
it showed up yesterday
so it's laziness
you'd be happy to know that a certain team has figured out how to get ESU without shilling for m$
iirc it was much longer than yesterday weather-guy 
so thatll be something im looking forward to
since i cant use win11
too many incompatibilities with some niche stuff i got
(its also a bad OS thats bloated with garbage nobody wants, and im not in the mood to do a clean reinstall)
same
so true

the names are too loooooong tho
is it that bad?
maybe keep top-k results for gameplay purposes
it's sorted by weight, not by name
to keep some semblance of unknown
Yeah thats what im asking, why are they so high weight
lmfao
Then maybe make shortcuts of them for example "St + Ra + Fl + Ecl" or idk
oh my lord i think i made a mistake
those are not w2w weights
😳
Readable if you have more than 70 IQ
i have a similar system in TerminalFormatter
and i'll move it to here
that's better lmaoooooo
Oooo 
Cool
Oh NICE you did the forecast command!!
Not quite the forecast you might be thinking of - that there is the likelihood of certain weathers occuring the next day if its currently foggy
other part of the command will eventually include a real forecast tho
oh i see, so its the most likely proceeding weathers
yes those are the actual weights there
wait so, no i think it is what i am thinking of
Its the same as looking at the config file
If its Foggy, its then 23% for flooded or 23% as Eclipsed
Yeah
yes
an actual moon forecast is being considered though aswell where it shows the most likely weathers (for today & the next day or two)
Though the config file can be annoying for people to look into, and doesnt factor in the constant moon weather weights, nor if the moon doesn't support that next weather, you'd have to manually omit those weather to weather weights by checking what weathers that moon supports if you was gonna try and figure it out yourself
So this one is much more useful for that
I want to have both displaying the configs (so the same stuff it's shown in the starting logs) and "predicting" the weather for current quota
I wanted to follow up on this idea as I'm having a chat with someone about configuring a modpack, and the main crux of the issue with what we want to do just boils down to this feature not existing. No obligation to add or make a mod for it obviously, but I'd like to explain more in depth why itd be helpful, how it can be simple, and how it could operate
Essentially, I think having a configurable tag-based Multiplier field would help a lot for bringing the mod's weather system close to realism while allowing for configuration that's otherwise not possible.
Say you have two moons which have a similar list of weathers but quite drastic environment (a marsh and a canyon for example). You want rain systems to happen on both (maybe at similar frequency, maybe not), but be much more likely to persist into multi-day storms on marshes.
To keep the weather-to-weather system, you don't want to directly override Rain into the marsh, otherwise rain will get spammed constantly regardless of what's happening on the moon. Instead, there could be a Multiplier field in Rain. You may set this to 1.5x for marsh, and 0.8x for deserts.
In situations where rain could be expected (say its cloudy on both moons), rain would be much more likely to develop in the marsh. Once there, it'd be more likely to stick around (rain -> rain), and more likely to dry up in the desert.
This would be applied to all weights after everything else has been set (maybe before the overrides for tag / moon weights). Immediately after the multiplication, weights would be checked like normal. I have no idea what the code looks like, but I feel this would be pretty easy as its just a multiplication rather than an override of specific values you already target with the tag / moon overrides.
This field would go right above or below the current tag / moon overrides. I feel like it's helpful enough that it could even replace those, though they both have their use cases.
Since it'd be just two fields (one for tags and one for moons) and targeted just with a weight for each, I think it also wouldn't be very complex for the user to configure.
I personally think just scaling that down to a moon based multiplier would make more sense than tag based
You could always manually do that multiplier for each moon within a certain tag afterall
Like, for example, inside of the Rainy config being able to have a moon multiplier field, and then do something like [email protected], [email protected] for a x0.5 multiplier on the weight of Rainy on Assurance and 1.5x for Rainy on Vow would be fine no?
Its simple, and you could get the same functionality out of it. Though ig making the field support tags wouldnt do any harm, i think moons should be the priority though
I do think it'd be good to have it work for moons, I suggested Tag & Moon as the weight override already has a field for each
IMO tags are more important, because assuming moons are tagged well, most moons you want certain properties on will have the same tag. Most of those red rocky tall moons are Canyon for example. But if we could only pick one, I'd say youre right that Moons makes more sense as you can set everything up that way
When making a modpack with 60-80 moons it can become a pain to configure every one, or even just a subset with properties you want to target
If it were only the vanilla moon list tags would be complete overkill
Hmm, true
i forgot there is modpacks with that many moons, tags would be more ideal for large modpacks
@drowsy willow How do I change the weights so that the Weather is chosen in a more vanilla style
Trying to convince my friends to get a modpack but they dont like how weather registry gives all moons weather conditions
this might do it for ya, in the registry config. You want to try and set that to false.
Thanks!
If you are running WeatherTweaks you might also be able to dial down the difficulty in that config
which from my understanding determines the overall weathers
Hey @drowsy willow, got an inquiry for you because I need some help diagnosing an issue;
Im currently trying out Beanies Moons, and I'm running into an interesting issue: Registry seems to force the None weather onto those moons.
Theres two relevant log snippets here;
Possible weathers:
| Desperation | ["Stormy","Foggy","Eclipsed","Cloudy","Blackout","Solar Flare","Heatwave","Toxic Smog","Snowfall","Blizzard"]
| Nephrite | ["Cloudy","Blackout","Solar Flare","Toxic Smog","Snowfall","Blizzard"]
| Reign | ["Stormy","Eclipsed","Cloudy","Blackout","Solar Flare","Toxic Smog","Snowfall","Blizzard"]
| Symbiosis | ["Stormy","Foggy","Eclipsed","Cloudy","Blackout","Solar Flare","Toxic Smog","Snowfall","Blizzard"]
| Thallasic | ["Stormy","Eclipsed","Cloudy","Blackout","Solar Flare","Toxic Smog","Snowfall","Blizzard"]
| Veld | ["Cloudy","Blackout","Solar Flare","Toxic Smog","Snowfall","Blizzard"]
which shows that the moons do have some weather to choose from. Veld and Nephrite are exceptions, they're technically not meant to have weather, so only modded weathers show up for it due to what i assume to be tagging.
Anyways that there is followed shortly after by the level weights, which shows those moons have no weights for at all (all X in the table).
Then later this shows up, which is what caught my attention in the first place:
[19:25:22.3464578] [Warning:WeatherRegistry] Level with planet name 52-Desperation was not found - setting to None.
[19:25:22.3464578] [Warning:WeatherRegistry] Level with planet name 42 Nephrite was not found - setting to None.
[19:25:22.3464578] [Warning:WeatherRegistry] Level with planet name 74 Veld was not found - setting to None.
[19:25:22.3464578] [Warning:WeatherRegistry] Level with planet name 85 Reign was not found - setting to None.
[19:25:22.3464578] [Warning:WeatherRegistry] Level with planet name 93 Thallasic was not found - setting to None.
[19:25:22.3464578] [Warning:WeatherRegistry] Level with planet name 23 Symbiosis was not found - setting to None.
Any idea whats causing that? I assume its the lack of level weights, but I was under the impression that Registry would fall back to the default weights when it has no level specific weights or a blacklist that tells it to avoid certain weathers for certain moons.
For some extra context: Switching to the vanilla weather picker mode in Registry works fine and assigns random weathers properly to those moons, but im curious about my options here since not having the weight system available at all would be a bummer.
that specific logs are there because you're loading the save that didn't have those levels when the weathers were picked
could you send me the whole log?
Here or DM? need to know if i gotta quickly nuke my name from the log lol
it's a fallback mechanic to make sure that every level has a weather defined by Registry
you can DM me with them, I'll check them later
for anyone wanting a followup; the issue was solved by making a new save file.
Me and mrov discussed in dms, the gist is:
- the "setting to none" was a fallback mechanism that triggered because the moons didnt exist before (added to existing save) so it had no "previous weather data" to load for them from the save
- this fallback occured multiple times for some reason and we're kinda unsure why
- we're blaming it on weirdness with the save file, likely from being used for debugging/testing instead of gameplay conditions
- the issue wouldve resolved itself when you get game-over'ed
- can't really find out what was wrong with the save as I deleted it to test if making a new one worked, which it did - this had the same effect as getting game-over as described above.
hey there, im not really sure whats happening, but i updated weather tweaks from 0.5.2 to 1.1.2 and weather multipliers dont seem to work. i'm not sure if its something on your end or if its just mod overload (shouldnt be, 170 is a lot but none change weather i believe).
Does it happens with LethalQuantities too?
Oh then it doesn't
Nvm
It does modify scrap multiplier but doesn't depend on the weather
@drowsy willow you dont have a forum post for this mod, so ill just mention it here
also, wont be surprised if you dont want to update it
referring to lightsout, the light being disabled is client sided, and wont apply unless you are the one dropping the light producing item in the ship
it also doesnt work for the capsules from usualscrap or the mysterious crystal from the moon catalyst for some reason
I know it's busted, it's on my list, earliest ETA is early April because I'm in the process of moving out 😅
can i somehow apply the "fixed" weather behavior on an existing save?
and does the scrap multiplier conflict with lgu?
- no
- probably (not)? haven't tested, not sure
to expand on (1): Registry is setting clear weather on every moon that wasn't present when the weathers were rolled
so when you close the save, add moons and start that save again they're gonna be without any weather
and after the next day it's gonna work normally
so if i just play a day it gets fixed?
because i play with wesleys moons and i dont think there is a way to keep unlocks
the main reason why i added this mod is because the the vanilla weather system does not work with the amount of modded moons i have
there are only like 3-5 clear moons out of 30
💀
yes
the next day everything should work normally
but it still does not behave the way it would on a new save
the left image is from my old save and the right is a fresh one
1st day never has uncertain weathers and more moons are clear
yeah that is from my existing save
it seems to work normally after getting fired once
according to my tests it seems to not conflict (scrap multipliers from both mods stack)
Where are the weather multipliers located at for Weather Registry?


