#Weather Registry / Weather Tweaks / mrov
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is this using CompanyWeathers?
โ
i sincerely don't know what could've went wrong lol
that's the third time i see this picture
and i don't know
maybe i should install galetry too 
๐ฅบ
is there anything that can be done about these long weathers that go into the 2nd line?
i wish i could edit these weather names and make my own shortened names
It is indeed very bad
Mrov do something
I even added a very very long custom name for 1 extremely rare weather combo so it will be even worse
I assume you can use terminal formatter or some other mod to change the terminal font size?
i think ive seen it in the config yea
ive already looked through terminal formatter
there is no font size option
i think some of them would even fit in theory but not for the game apparently
terminalstuff can do it
those long names are a concern, i'll try to come up with a fix
you mean darmuh's?
i kinda would love to use it but ive had my issues with it tbh
ill wait till it hopefully gets updated
is it possible to have a 100% chance that 3 moons that are free of weather
I also get that weather too
Hey, could someone explain exactly was nocompanypenalties do? I had an issue playing with some friends yesterday where we didn't get ejected despite it being the last day. Someone tested my modpack and even they said they couldn't get themselves after traveling to the comopany
Frankly I have no clue what could have caused that as I'm still tryign to figure it out
You donโt get fined money when someone dies at the company.
What confusing about that
that's not true
What about it
the whole statement?
When you leave the company, if you kill a person, the company fines you credits.
you said the opposite
ah I see
He said what does the mod do? I said that it removes the fines.
Your good ๐
Why was that asked here?
hey @drowsy willow i was trying your weathers in my moon and blackout seemed to shut down some lights and not others, is there a tag or something that blackout uses to know which ones to turn off?
Use ScienceBird Tweaks. It has extra Blackout config.
Mrov made that mod and this is p much the mrov thread now
Right.
yeah it's not that, it's basically to know if I need extra config on my moon's lights and such
other than #1203871322841808906 message it should get all Light objects and disable them
if there's something else that is not working for you I'll be happy to resolve that
hmm i'll check again, maybe i tried with ScienceBird Tweaks or something
ok yeah, it was sciencebird tweaks, i forgot i had it there while testing with my modpack, works as intended. thank you 
no worries
what tf does dust clouds even do?
Its a unused weather from vanilla
You can enable again with dusted mod and science tweaks improves the weather
But what does it do?
They're just as it says, clouds of dust that moves, like a dusty wind if I'm not mistaken
Ah
Is it different from mrov's Cloudy?
kinda yeah as far as i know, dust clouds have some dusty-ish particles that move every now and then
I think clear experimentation has that effect???
yah
in gameplay? no
in visuals mrov's cloudy only sets the skybox to be the stormy one without any added effects
i thinke
its a very minor slightly brown/orangey fog effect
Unlike fog thats constant, this is a more "rolling" effect, kinda like the snowy-fog you get on Rend
Visibility fluctuates a bit
Still minor though
Its much more exaggerated and better looking with ScienceBird tweaks
Oooh okay
dust clouds isn't unused, it's just enabled outside by default on some moons
experimentation being one
if you exit the ship and then stand still you can see them appearing from underground
So Dine, Rend and Titan are using dust clouds?
nope!
they use a mask texture
basically it gives the fog a moving texture to make it look like it has heavy winds
ah
that plus ambience sounds and voilรก! you have yourself the effect
dust clouds also use a mask, but I can't say I've looked at the setup on snow moons actually
I would believe that it's always on and separate
the difference between them I believe is that Dustclouds follow the player while the snowy moons' thing is static
unless dustclouds moving is imperium being. fucked up
anyone knows why my game crashes when there are two weathers, just before the map spawns?
relevant error: ```
[19:58:40.0076168] [Error : Unity Log] ArgumentNullException: Value cannot be null.
Parameter name: key
Stack trace:
System.Collections.Generic.Dictionary2[TKey,TValue].FindEntry (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_0008) System.Collections.Generic.Dictionary2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
DunGenPlus.API.GetDunGenExtender (DunGen.Graph.DungeonFlow dungeonFlow) (at D:/Previous Computer/Desktop/LethalCompany Modding/DunGenPlus/DunGenPlus/DunGenPlus/API.cs:93)
DunGenPlus.Patches.DungeonGeneratorPatch.GeneratePatch (DunGen.DungeonGenerator& __instance) (at D:/Previous Computer/Desktop/LethalCompany Modding/DunGenPlus/DunGenPlus/DunGenPlus/Patches/DungeonGeneratorPatch.cs:30)
(wrapper dynamic-method) DunGen.DungeonGenerator.DMDDunGen.DungeonGenerator::Generate(DunGen.DungeonGenerator)
DunGen.RuntimeDungeon.Generate () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_002C)
DunGen.RuntimeDungeon.Start () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0008)
@sonic vine
is is possible that lethal elements beta is uncompatible with this mod?
EDIT: I meant weather tweaks, not registry
it is made with this mod, so not really
just got a crash with snowfall + solar flare
with dungenplus? no clue
idk if it has to do with the weather
no not related to that now
the last logs were these, is the last one ms normal?
Try turning off freezing water
i love how diversity breaks randomness and on each new file there are the same weathers and the same things happen
so i can do the same steps i did on a new save file to see if i fixed it
nah you're indeed correct, they follow the player
i tested it a lot, seems to not crash now
Can you turn lights back on with breaker box during blackout?
oh is that what happens?
does it impact Lethal elements only or Registry as well?
I don't remember
What i know is that if I route and land on the same moons the weather ends up with the same random generation
And it also breaks a mod I have on my modpack to randomly discover moons
#1264314686170730688 message
Right now I am unsure if it affects weather because on two save files I got them identical but on other it was different
I do know tho that the first weather is always the same
Oh yeah, those errors
First versions of Diversity messed up with Unity randomness heavily
I don't know if it's that (and if diversity still does that)
And how it affects mod like mine since I'm not calling Unity's random
Still does yeah
Well
I think rn it's fucking up the games own random seed?
I saw someone post code where it resets the random map seed to whatever diversity wanted
Which was always the same someone said
lmao
I could never get the Dusted mod to work for me.
You wont believe the code
it changes randomness seed 3 times on a section where it plays voice lines
It's broken right now either way.
I've heard that it still does, but not that much
this is fun
Make sure you follow the setup instructions on the mod page
You need to first load the game with it to generate the config, then add the moons to the Dusted config
Then make sure everything is fine in WR for it
Also, Dust Clouds does not show up on the first day, only following weather calculations after day 1 actually have it appear
yeah, I did it :,]
I've set up everything on both Dust Config and WR
but still nothing on the 2nd/3rd/4th day
Strange, it still works for me in v70+
Oh
I wonder if its that "Dust space clouds" setting in ScienceBirdTweaks, since i have that turned off
I leave it as DustClouds
Registry itself modifies that text for a few months now
oh hm, then idk
I'll try it once more
For me it appears on the first day. But maybe its because of random seed from buttery fixes
Could be that yeah
On my first day, there is no weather (except night shift on oxyde and some other lil things), but thats probably because i set all weather weights to 0 and then i exclusively do everything through weather to weather weights
how does this work? since there is no time in the company
or it really works but after a set time?
I set the weather weight to the same from weather to weather weights i use on none
mrov's debug logs are exclusively for lowering your fps by 10 ๐ฅ
oh what the fuck
๐คญ ๐คญ ๐คญ
there will be some changes to that in the next release
is there a difference between Gordion and Company in the level filter setting?
Company targets all company moons (vanilla and modded), so: Gordion, Galetry
ohh ok
Here is my config:
Dusted
- DustClouds
Dust clouds levels:
Experimentation,Assurance,Incalescence,Attenuation,Affliction,Offense,Retinue,Quasara,Valunarion,Sierra,Ichor,Desperation,Haul,Calamitous,Symbiosis,Artifice,Veld,Wither,Infernis,Hyve,Fission-C,Etern,Empra
Weather Registry
- Vanilla Weather: DustClouds
Default weight: 60
Scrap amount multiplier: 1.2
Scrap value multiplier: 1.1
Filtering option: True
**Level filter: **
Experimentation,Assurance,Incalescence,Attenuation,Affliction,Offense,Retinue,Quasara,Valunarion,Sierra,Ichor,Desperation,Haul,Calamitous,Symbiosis,Artifice,Veld,Wither,Infernis,Hyve,Fission-C,Etern,Empra
Level weights:
MoonName@50;
Weather to weather weights:
None@160; Rainy@110; Stormy@10; Flooded@120; Foggy@20; Eclipsed@80;
It doesn't work
am I doing something wrong?
Hmmmmm
Only difference i can see, is that in the WR config, i have filtering option disabled, and i instead put the moon names of moons i don't want it to spawn on, such as Rend, Dine etc.
Also wait, you aren't using semicolons for the Dusted config
The Dusted config desc does say to use semicolons, its that
Thats the same format WR uses for it's config

yeah
I used that format so its consistent with WR
You could just copy + paste the moons names between them if you wanted
Do those filters work for you? they should be using ; instead of , ๐ฅบ
I'll be checking that on my test
Thanks for pointing that out
how do these weathers even make it onto the company building
i didnt add that into the CompanyWeathers list
from what i know no
just disable them in the WeatherRegistry config
i mean, disable them for the company building
Here is my new config. Still not working...
Dusted
- DustClouds
Dust clouds levels:
Experimentation;Incalescence;Assurance;Phaedra;Offense;Desperation;Calamitous;Terra;Veld;Symbiosis;Pelagia;Kuromori;Wither;Berunah;Hyve;Infernis;Fission-C;Etern;Empra
Weather Registry
- Vanilla Weather: DustClouds
Default weight: 60
Scrap amount multiplier: 1.2
Scrap value multiplier: 1.1
Filtering option: True
**Level filter: **
Experimentation;Incalescence;Assurance;Phaedra;Offense;Desperation;Calamitous;Terra;Veld;Symbiosis;Pelagia;Kuromori;Wither;Berunah;Hyve;Infernis;Fission-C;Etern;Empra
Level weights:
MoonName@50;
Weather to weather weights:
None@160; Rainy@110; Stormy@10; Flooded@120; Foggy@20; Eclipsed@80;
changed the " , " to " ; " on both sides... Still nothing
I'll try not adding a Filtering option
Finally
Maybe its because you didnt put a ; at the end of the level filter
it shouldn't matter
I see i see
Random thought
How do you feel about the scrap value multiplier being included in the weather name? Or on the monitors? (E.g. Stormy [x1.3]
I guess the issue is scrap amount multiplier too
I could make it an opt-in option, sure
Ooo nice nice
how's that?
is that.....
sx5 (scrap x5), and then..... `x1.4?
isn't lethal's font supposed to change the $ into โฎ
i have done a small thing called LYING
i had to angle myself to make it look that clear
which is kinda telling me that's not a great idea
will play with that tho
i don't think it's gonna look good
and there would be less space for descriptions etc
any chance for having better name placement for long combined weathers? or something else i dont really know what could be done
how about this?
the text gets smaller the longer the text is
๐คซ
oooooo i think its really good ๐
also, is this possible to have colors on the names based on certain words?
For example Majora Moon + Eclipsed is the correct colors of purple and red
But Eclipsed Majora which is a sick custom name is blue, maybe it could be updated to detect the weathers names (or part of the weather names) in there to set the correct colors on words?
no problem if no
you can do this on your end
unless you mean setting each word to different color
this will change the color of the entire text
then it's not possible yet
i want different colors yeah
and no need to have it open for people to configure, if you detect something like Majora which is close to Majora Moon you make it purple
very cool ๐
I would honestly prefer it to be a bit vague somehow. Like you should know that you'll get more+valuable scrap than a lower tier weather relatively, but not explicitly know how much. How about just "Scrap:" Normal / More / Lots (calculated value * count into tiers). What say?
thanks, I'll go through it
Just a heads up that your fix only works for the host, clients can still scan the value lol
good to know after 2 months
Just a heads up, mrov died 3 years ago
wake up
god i wish
amen
host
client
what exactly did you do that the results are different?
was it after landing somewhere? after someone late-joined?
i need more details chief
also you're the first person to report this happening, so it's likely some mod conflict
lol
if someone has in butteryfixes that it show's the price it'll show it so beware of that (i think it had that option in it's config)
oof ๐
you don't want to test the random user's 299 mods modpack ?? why
๐ฅธ
๐
morv remembers the time i gave him my modpack. 
pepsipack legend
Is there a way to change what weathers are enabled/disabled on a moon in weather registry via my own mod?
yes
WeatherController has some methods iirc to force weather on moons
or add ig
I just want to change what's possible, not force
Oh then idk you'd have to check where WR stores its values
Do you want a code way or an editor way to do this?
Code way
In WeatherController there's Set/Add/RemoveRandomWeather methods
the issue might be that doing that will not affect rolled weathers immediately
I'll see and let you know for sure
Alright, thanks!
those are the methods to force weathers on the moon no...?
to change the random weathers on the moon, not the current weather
for that it's ChangeWeather/ChangeCurrentWeather
ic yeah i use ChangeWeather, i guess i misremembered
no worries
Honestly I shouldn't have any mod making it show up for clients but my best guess is an AdditionalNetworking bug since I had the option in all mods setup to not show the value
And AN throws some errors when clients join the lobby so it might just not fire off some of the patches
if you find (or not) what the cause is let me know
How do I get the random weathers a moon can have? (Like what I can set with SetRandomWeather)
thank you for the company moon penalty update thing
That's in SelectableLevel.randomWeathers
It's an array of weather type-weather variables objects
Seems that the Forecast command ignores Weather to weather weights, it only uses the default weights
I do all my weather through that so-
You gave night shift a weight on anything other than oxyde?
oh, that's not good
will check
no, thats just the default weight
thats what i mean
I think forecast just doesn't take that into account then yea
it ignores the blacklist
and it only accounts for default weights, not weather to weather weights
oh yeah, I'm pretty sure I didn't take that into account when making v1 of forecast
cause I just wanted to release it lol
How should I modify the scrap value and amount multipliers in my own mod while still being compatible with weather registry? Should I just force dependency on weather registry and multiply these values after even though I don't need the mod?
[HarmonyPatch("SpawnScrapInLevel")]
[HarmonyAfter(["com.github.fredolx.meteomultiplier", "DarthLilo.WeatherBonuses"])]
[HarmonyPriority(Priority.Last)]
[HarmonyPrefix]
private static void ChangeMultipliers(RoundManager __instance)
{
if (!Settings.ScrapMultipliers)
{
Plugin.logger.LogInfo("Skipped using WeatherRegistry's scrap multipliers.");
return;
}
Settings.IsGameStarted = true;
Weather currentWeather = WeatherManager.GetCurrentWeather(__instance.currentLevel);
// why would the default vanilla value be 0.4? no fucking clue
// but a layer of abstraction is very much welcome
__instance.scrapValueMultiplier = currentWeather.ScrapValueMultiplier * 0.4f;
__instance.scrapAmountMultiplier = currentWeather.ScrapAmountMultiplier;
}
I personally wouldn't depend for this feature since you can do it without depending but see what mrov has to say
Well if I try to set the values my mod is incompatible with weather registry as one will override the other
So for now the best option is try to run right after this patch and multiply my values by the ones registry sets
i am not sure I understand the question - you want to set those values yourself without being overridden by Registry?
if so, the answer is right there
get real
noo I want to be imaginary
you can be transparent, but it kills performance
man the irl weather rn is making me wanna tweak my registry
yea i would rather have like snowfall
call me normie but I would like to have cloudy weather and none on 50% 
fuck the rain and fuck the snow (sort of)
real life weather registry when
that is beautiful
oh hell yeah this time instead of a million logs blocking out errors is one BIG log blocking out all the errors
if someone can't scroll then everything is blocking the errors
yeah cuz i love combing 10mb logs with only WR in them
Very nice, I wonder if moving the previous day weather to the same line as the "picking weather" message would also work
Unless its possible for something to break between those lines or something idk
Still very swag
Could you fix your weatherregistry screen overriding malfunction navigation screen from malfunctions mod?
I'll see
I roughly know what the issue is, but:
- I don't know how easy the fix is gonna be
- Malfunctions are getting a rewrite/v2 soon and I don't want to spend my time and effort fixing someone's mod when it's pending a rework
oh what the hell ๐
its a very rare edgecase at least
should be simple to fix too, disable the progressing weather code when taking off the ship?
Omg this made me think, imagine if there could be ambient weathers while in ship
Would be a really niche thing but would go hard haha
how the heck would there be weather in space?
less-so "weathers" , moreso "events"
Ye
More like with shipwindows or smth like that
And not like
Rainy
More like, meteors passing through or smth like that
Tho as events they would work better
I could understand something like hearing/seeing the ship "flying" through an astroid field and hitting a bunch of things
Or maybe if the moon has a weather you can see it from space, like a preview
Or shooting stars!!
Or idk
More things
Maybe a supernova explosion in the distance
Hehehsjskshdje
Idk im sorry
hehe
it would be cool
unfortunately that's far outside of my abilities ๐
I mean do you think it would require heavy coding?? Or just with a few models and 1 line of code it could be implemented
Few models and a bit of code
i feel like this could be a addition for celestial tint
Ye would go extremely hard
Hyper HD weather visual previews
you could make it super cheap and add a layer of cloud.png over the celestial tint planets to create like a cloudy effect for rainy and snowfall and darker clouds for stormy and blizzard and make the sun eclipsed when its eclipsed
i dont think its actualy too difficult
Thing is, celestial tint planets are actually Volumes
You can't just add things "like that"
seeing majora moon hover over the moon in orbit would look kinda sick
When i thought about weather previews the first idea that came to mind was majora haha
i think this is the final layout i'll go with
im gonna make a moon with a name so long it fucks up your organisation
pneumonoultramicroscopicsilicovolcanoconiosis as a moon would be funny, and it slowly infects your lungs with sulfur and you die
Any ideas if this could be your mod?
MeteorShowers.MeteorUpdate (Meteor meteor) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_01C6)
MeteorShowers.Update () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0034)
this error was spam during the meteor event
hmmmmmmmm
blame xu 
?
don't worry about it
oh it was event, not code rebirth
my bad
I didn't played with the meteor event for months
i wasn't using any mods to increase meteor event
could you send me the whole log? That's too little info to know anything
01987561-3ce7-d06b-b318-c499e776d100 modpack has 74 mods
idk if its going to be usefull since i just let warning, error and fatal
Many things didn't make any sounds during the event
yeah, unfortunately there's not much info
I'm not interacting with the meteors in any way in Registry
soooo
i don't know why
Vanilla error
They also kill audio
I personally disabled them with RNGConfigurator
@drowsy willow
Ah
i died for a barber bc of that
yeah
no way!
Yeah it's a vanilla error with meteor shower but it usually only occurs on custom moons
lol
it was custom embrion
Yeah it usually won't show up in pure vanilla and I've no idea why it spams on custom moons
Is there a way that I can use WeatherRegistry to find out what the current weather on a moon is like I can do with finding the current level and interior in LLL?
WeatherManager.GetCurrentLevelWeather() 
Thanks!
WeatherRegistry 0.7.0
Please re-generate your configs!
New features:
WeatherDefinition: a component for Unity Editor to create new weathers without writing code that's on par with code-based weather creationEffectOverride: a component for Unity Editor to create new weather effect overrides- Configurable logging levels:
Basic,DebugandDeveloper ConfigHelperis now exposedShowWeatherMultipliersconfig option to show weather multipliers on the screen- Weather name will now be scaled down to fit the screen
Breaking changes:
Weather.LevelWeathersis now obsoleteWeatherManager.LevelWeathersis now obsoleteWeather.AnimationClipis now obsoleteWeatherManager.WeatherEffectOverridesis moved toWeatherOverrideManager.WeatherEffectOverrides- removed
|Debuggingconfig options
Fixes:
- fixed an issue with
SelectableLevel.OverrideWeathernot being applied correctly in vanilla algorithm - fixed an issue with Malfunctions
NavigationMalfunctionnot working correctly when active Weather.toString()now returns the weather name instead of serialized weather
Special thanks to @idle light and @haughty ingot for extensively testing this release ๐
OAHUIHGOUGHOU
OGUYHh
OUGHHH
OGU HHHHH
OUGHGHHHHH
GOUAHSHGOGUHGOUGHOGUHGOUGH
OGUHGHOGUGHUOGHUOGHG
CAN I DO IT
CAN I DO IT
CAN I DO IT
CAN I DO IT
@drowsy willow
CAN I DO IT
OK BUT DOES THAT MEAN I CAN
YES YOU CAN

DEAR GOD
WHAT DID YOU DO @drowsy willow
HEY MAN
i freed myself
Generic weathers!!
now i can rest peacefully
good work mrov we love it
i hope y'all will make something amazing with it ๐
oh i absolutely did
holy shit is it out already?

if you remove Debugging section yourself there's not much changed
๐ฅบ
you don't have to re-do everything
for the sake of having useful error logs, i'll get to copy-pastin
clean and simple
Wait, I'm confused. Did something big happened?
I'm confused on what this weather update does
WeatherDefinition: a component for Unity Editor to create new weathers without writing code
mainly this
๐คญ
What does that do?
the LLL equivalent for Weathers, so to speak
@drowsy willow with that you could technically make an unique weather for a moon right??
just for that moon
yeah
siiiiiickk
i'll need to throw some weathertweaks into the mix for my moon randomizing
Was one of them tests mayhaps done in a certain circus-themed moon? 
(I just updated lmao)
i kinda tested not knowing that i was testing
Currently backing up some stuff so I cannot test at the moment 
it is done
ooooooh shit ๐คญ
i can't believe today is the day
-# THE FUCK YOU MEAN REGENERATE CONFIG
-# I HAVE 50 MOONS ON MY MODPACK THAT HAVE EVERY WEATHER ON FILTER
just remove the Debugging section
no weather configs were changed!!!
how do you remove one 
Me calma
I go sleep back 
Ts even stalks me here
What's blue ๐ญ
blue
Oki
go into the text editor
and remove this
@viral tree trite
On first glance everything seems alright 
so just this??
๐
ty!!!!!!!!!!!!!!!!!!!!
I'll recompile and upload version that uses latest WR though, just in case 
everything in the new version is backwards-compatible
Ye
unless you get some errors in your IDE i wouldn't bother
The extent of the goofy stuff here is just patching WeatherEffectData.ApplyWeatherEffects()
Which does not appear to have changed 
Method signature-wise, I have not looked at actual changes (if there's any)
Ye should be good then
"WeatherDefinition: a component for Unity Editor to create new weathers without writing code that's on par with code-based weather creation"
Is that how "Blue" was created? 
That would appear to be the case 
What have you done mrov...
i am a vessel to bring you the art i cannot make myself
config regenerated. reliable logs are an option now ๐
there should be a lot less of them now
less or not, i like having useful info in case something goes wrong
WR config reset, are any of the actual weather entries different? or can i just copy all my existing weather stuff over to the new config
Just remove the debugging section
Hey Mrov, is it difficult to add a custom moon/sun (that's already been made) to a modded weather?
are you teh creator of the modded weather?
It didn't reset for me you made me panic
lol
Ah I see you have to regen them
FUUUUUCK
No, I'm not. I'm curious on how difficult it is for the creator to do so if he/she already has the asset for the custom sun
And if they do end up deciding to do it
#1203871322841808906 message
After I just nuked it, FML luckily I have a profile backup
That section gets properly orpheaned anyways
Regening is pointless
Silly morv
Figure I should go ahead and say this is possibly for Generic. Not set in stone this will be done but it's a possibility and I'd figured I could have the information ready in case if it's decided
Yaaay! Ggs for the update, I'm happy to see that the weather definition is finally out ๐ ๐ค
(I want to resume modding weathers soooo badly ohhhh, I'll be back soon)
(dm me when you're back i got stuff for you)
๐ง Ohohhhh
yes, but it still shows up in the mod manager
When does the setup finish 
Ah weird
i believe startofround's awake
near there
It would appear not 
Terminal.Start
@drowsy willow I geniunely think I want to make a weather but have veryyyy little experience in coding at all. So if possible could you explain easily what my first step should be?
It all depends on what u wanna make, that's the first step
Depending on what it is it might not need code
I figure it won't need as much. Basically an eclipse to an eclipse. I've always imaging what a stronger eclipse would look like a seeing generic's blue weather really got me thinking of making my own Blue Eclipse.
doesn't seem like much custom code would be needed considering it'll just be recoloring and edited stats of a normal eclipse
But I am serious of making this. I just need some simple direction to start
and so this was a lie...
LethalElementsBeta are gone if you don't remove the config (or figure out how to remove that debugging stuff) 
and I'm stupid enough to figure out how to remove this dumb debug section lmao
Mrov made me a tutorial:3
Maybe can help you too
HOW
fym HOW
Its baby steps!!!!
Kiszony you are better than this!!!!
I know you can do it
I believe in you


Go to your profile, search "open profile folder", then search for the config folder, WR config click it, open it with notepad, and delete debugging section
WITH NOTEPAD????????????
Gritch
I mean tou could use domething for cool like visual but
Since you are struggling
I think notepad would be the easiest to understand!!
fixed
mrov!!!!!
sorry for bothering you
did anything happened with the
curse of embrion thing i said a while back?
i don't recall, I'll check tomorrow
ty!
ty!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tomorrow came quick!!
i can give you a few screenshots if you want hehe
to show the "issue"
if you would be so kind ๐ฅบ
my guess would be that bc now it shows the weather it messes with the text?
its like the tiniest thing ever
but its like the only way to know if there is a curse happening
that and of course... looking...
ty!
is "vanilla weather picking but if the moon gets a weather it uses the weights" still on the table
oh shit I forgot
yes it is
yay โค๏ธ
i misjudged my abilities
:0
Is it that hard???
Wow
If its causing you too much trouble dont bother haha
my patch for modifying that text is INSANE
so i'll have to work a bit more than expected ๐
whats this?
Ik Mapper is that unused item.
Does this new path that tells you where the main entrance is use nodes? Mapper doesnt show this.
Vanilla nodes for Mapper have the same id as shovels
iirc
typing mapper would buy shovel?
whar lol
as long as you're not doing something that i would need to prefix cancel your stuff
static class LLLCompat
{
public static bool Enabled => Chainloader.PluginInfos.ContainsKey(Plugin.ModGUID);
[MethodImpl(MethodImplOptions.NoInlining | MethodImplOptions.NoOptimization)]
public static void Init()
{
// skip LLL because for some unknown reason it chooses to just remove all scrap with 0 rarity (which is used in CRLib in some cases for dynamic weights)
// LLL, this is not your job. If you wanted to make sure people didn't register scrap with 0 weight, please check and use your own scriptable objects, don't create behaviour that isn't defined anywhere.
On.LethalLevelLoader.SafetyPatches.RoundManagerSpawnScrapInLevel_Prefix += orig => true;
}
}
like this for example
I'll be home in a few minutes, I'll show you what's happening
shovel
and mapper
they use the same fucking item index
and when MapperRestore is present, it changes Mapper's node index to one that's non-conflicting
hence my patch
@abstract pivot
this is also funny
ShipInventory was registering two items in the store, and that one was not actually used
wow why you ping me 
I DID NOT
ok then, gaslighter
what broke
mhm
What do you think about the pro flashlight
Having two nodes that are almost identical
I havent looked into it too much but I was debating getting rid of the one that does nothing (I think it does nothing)
is there more nodes on your end?
Look up pro
I saw it in the all nodes list I think
Allnodes -> all keywords
Should have two pro nodes
okay i found it
they point to the same node
i mean keyword
it's there twice
for whatever fucking reason
ic, that's fun lol
and yeah i've been having hell of a time with terminal stuff ๐ฅฒ
i think i've got shop items fully done
i sincerely wish you the best
working with terminal (and terminal mods) is my least favourite thing
it's barely HACKED together
im also making some questionable choices
just trying to get SOME consistency in there ๐ญ
oh what the hell
like sometimes the word is the full item name
and that's great
but then sometimes its just not
so im thinking of just sneakily replacing some keywords from "stun" to "stun-grenade"
so looping through every buyable item and doing:
string simplifiedItemName = buyableItem.itemName.Replace(" ", "-").ToLowerInvariant();
``` actually does give it
just a lil thing to note here, calling ToLower inside the lambda will make it allocate a new string for every iteration
i coulda said meaner things
the fuck did i do in your code example
IT WAS YOUR CODFE
stoopid
i never call .ToLower() anyway, always .ToLowerInvariant()
so should i use a good ol' for loop for that kind of thing?
if you call ToLower in the loop it would have the same effect
you would have to toss the lowercase strings into a variable outside the loop iteration
it's not a big deal but it certainly can matter in cases where you're doing this often rather than just during startup
linq also allocates, so I avoid it in update functions, but it's not that egregious otherwise
this runs once on lobby start
which - i assume - won't have that much of an impact
How do the the combined weathers generate in the registry config? Do I need to wait for a weather combination to generate before it is added to the config?
I'm trying to get a weather that's blizzard + snowfall but it's not in the config and I don't think this managed to generate before it
oh for sure, I figured it was a one time thing in this case
They should generate with the rest of the weathers (after joining a lobby)
If it's not happening for you let me know
these are the only weathers that generated for me
maybe i could try relaunching the pack to see
i do have the beta weathers enabled. so maybe it broke trying to generate all the weathers at once?
oh also
none of the code rebirth weathers have combined weathers either
oh wait
do you have to manually set combined weathers?
The mod makers manual make them
Blizzard + snowfall also makes no sense since blizzard is just a worse snowfall to begin with
eclipsed is just a worse blue
so fucking true and based
blizzard's snow build up is (for some reason) a lot slower than snowfalls build up
I guess it's because blizzard has the frostbite and freezing wind mechanic so they slowed the snow build up to balance it
i think flooded is a worse everything
But I ove floode 
yes
unfortunately that's how it works currently ๐ฅฒ
unfortunate
that's ok you like v1 icebound
how does the vanilla algorithm work for weathers?
equal chance for every available weather
WR uses weights
If I use Dusted + WeatherRegistry with the vanilla algorithm it will be able to appear on any moon?
uhhmmmmmm I think so!
you would have to set it to show up on those moons I think?
I forgot how dusted works
ok, Dusted has an config to insert it into moons and works really well
I was worried about configuring all these things
it picks how many moons should have weather and then randomly picks one of the defined weathers on that moon
so yes, it should be working that way if you put All into the config
The same thing with mrovweather fog blacklist?
what does the mrovweather fog blacklist do anyway
Mrovweather changes the appearance from the fog weather
but i prefer the chameleon and butterybalance version.
how does it look different? i blacklisted titan and can't really see a difference
just another question, when I set the multiplier amount of scraps to 1,10 it's like adding 10% scrap to the map right?
but it rounds up or down?
ex: if the map is going to have 18 scraps, it increases by 10% and goes to 19,8. Then I get 19 scraps or 20 scraps?
Chameleon only changes Embrion and Forest Moons fog and butterybalance reduces overall density
yeah but works a lil different
Each map has a minimum and maximum number of scraps, afaik that 1.10 adds a 10% to both minimum and maximum. Then, randomly, when you drop to the map it selects a round number between the minimum number and maximum
If it affects the scrap that is spawned, tends to round up
It seems that the planet video toggle for the main screen doesn't work, I have that disabled and the video still can be seen
are you using Orbits?
Nope
0198be2e-2825-5b42-94c9-284857c19756
so, what was the issue?
i don't know yet ๐ญ
oof :,]
Are you using my modpack?
Or is another profile?
it's your modpack + unityexplorer
go to some generic moons and start changing moons
okie
It appeared to me the Icebound video when going on Collateral
okay, i cannot replicate this on my end
i'll add some additional logging to that patch and in the next release it's gonna show what's happening
๐
I also have an issue! The update broke my modpack due to the recent update of mrovlib or something. The first player log is with 0.3.3 the second one is with mrovlib 0.3.2
My modpack has 193 mods. I have no idea how such a small update could possibly cause an incompatibility with something.
I call it "The green fog of death" (A black screen with the tzp green smoke around the screen)
It was fine on 0.3.2
once updated it completely breaks
either I'm not looking in the right places or it's the mod that just updated that might be conflicting with something or breaking something with it's new update.
I can check to see what the other mod that MIGHT be conflicting with it COULD be.
i will check the log shortly
never mind! It's nothing to do with mrovlib + lethal moon unlocks. (I still don't know what it could be.)
either way, nothin big. I'll just be sticking on 0.3.2 for a while or somethin
could you send me your modpack code?
Aye aye!
||0198bf1d-ead7-ba99-ba9f-2b6d27beb1a9||
oh no
i loaded normally
whoops..
mrovlib killed my sister
mrovlib saved me from a building caught on fire
okay
i think i see what's going on
fucking thing
why
moonunlocks dies because of tweaks
fuck i just need to recompile every mod ๐
Same issue here 
fucky eah.... mrovlib
it seems the update to mrovlib makes the terminal permanently never turn on when you interact with it. you just get locked looking at it forever
no that was last version
also
i assumed this just now released update fixed it
so i said nothing
which one do you have ๐ฅบ
0.3.4 shouldn't have that issue
ah
i'm gonna recheck this just to be sure
okay, it does work normally
i've changed a few references in mrovlib and all mods compiled for previous versions couldn't access them
so even tho everything (in terms of output) is the same, every mod needs recompiling
which i'm not gonna do today
so i've re-added the mess i tried getting rid of lol
Small issue
Seems that the new weather multipliers that showup on the terminal...actually spoil what weather it is if you have WeatherTweaks uncertain weathers on lol
Like it will say Rainy/Eclipsed
But then 1.5x value so then i know it is Eclipsed
(Not those exact values but you get what i mean)

Uh, idk what the solution there is really
Probably just...make the weather multipliers "???"
Another small thing, uncertain weathers for the "fake weathers" seems to pick weathers that cant occur
Like
For my pack, i do it all with weather to weather weights
The default weight for everything is 0
I dont add any weights for progressing weathers, only combined weathers
So progressing weathers never occur
But, with Uncertain weather on, i will get stuff like Rainy/Stormy>Foggy
I know Stormy>Foggy cant occur, so its just Rainy then
Basically, the Uncertain weather should pick from actual possible weathers for that moon to occur after the last weather, like, choose a weather from the list of all the weights, the same method for how you literally choose the next weather, if that makes sense
In fact...i dont even have progressing enabled at all, not just a weight of 0
So they defo shouldnt appear in Uncertain weather, imo
oh what the hell
the multipliers displaying will be fixed because that's just me not updating Tweaks to account for that option
the enabling/disabling weathers is weird, i'll check what's going on
oh my
is it intended for the weather weights to just appear on the terminal screen when you just search "gordion"?
I love the combined weathers
Gordion is not a planet name of any routing node, so typing that triggers either Simulate or Forecast
Oh interesting
I swear butteryfixes made it so you can type Gordon and route to the company
one of those mods yea
Assurance flooded might be the worst weather moon combo ever
at 8 AM the water is already so high that you can't get anywhere without dying
btw, ButteryFixes has an option that routes the ship to the company if you type "Gordion"
but it doesn't work when you have Weather Registry

@drowsy willow is your mrovlib stable atm? ๐ฅบ
yes

@drowsy willow is your mrov stable atm? ๐ฅบ
Maybe you should ask grok
to anyone wondering, im making mr mrov work really hard rn just to have a color update ๐ 
HOW ITS LITERALLY ONE FIELD
JUST MAKE THE COLOUR FIELD PRIVATE SO IT SAVES ITS CURRENT VALUE, AND ADD THE GRADIENT SO THAT COMES WITH TMP, AND IF THAT IS NULL, USE THE COLOUR, IF NOT, USE IT
TMP literally does EVERYTHING for you ๐ญ
neeeeerd
mrov said it was working but not displaying correctly in game, relax
I'm relaxed I was just too lazy to turn off caps after turning it on
ah lmao
But I did fr believe mrov just... didn't know about gradients for a bit
chill xu we know you're punching holes in your monitor as we speak
I'm breaking this thread
we respect that, no need to lie
In half
Right now
is this what the younguns call rage baiting

alrighty, how do i make it accept both colors and gradients at the same time?
because those two types don't overlap
hence the required rework
The SO supports that
It allows you to do either 1
2
Or 4
oh, this?
And u just feed the SO into the field and it auto changes the TMP's colour to the SO's settings
Ye
still - i'm using Unity.Color instead of this
Ye
so i'll have to tweak everything a bit
Nah think about it for a bit
Make your colour variable private
Expose a new variable
Which is the SO
i know, i have to make it backwards-compatible ๐
Ye that'd be for backwards compatibility, super easy so far
Is there a difference between UnityEngine.Color and that SO's colors?
I wouldn't think so
i'll have to do a bit of fuckery to get those colors (cause it does this)
but the underlying types are the same
Why get these colours
You can feed the SO into the TMP itself
You do no parsing yourself
It does it all
It's pretty convenient
I'm assuming the text on the terminal is TMP
aaaaaaaaaaaaaaaaahhhh
If not fair enough, but I don't know what else it'd be
i get it now
Don't worry, I wrote an entire lib for this
And found out
I can just drag the SO
I've been here
okie, will try to make it work
WeatherRegistry 0.7.1
- added a check to remove orphaned config entries - this will not touch any of the weather configs!
- added
HybridAlgorithmas a possible option - vanilla picking of moons, weighted picking of weathers (thanks, @gray kayak !) - added ModdedWeathersMatcher to allow moon creators to set default weights for their moons
- changed how the text is formatted during the landing sequence (thanks, @rare sun !)
- changed
WeatherAlgorithmselection to use an enum - fixed
AssetBundleLoadernot logging loaded weathers correctly - fixed
AssetBundleLoaderonly loading the last-loaded bundles - fixed an issue with LethalLib weathers not using their defined levels (thanks, @coral moss !)
- fixed an issue with
Imperiumchanging local weather effects when selecting another moon - fixed an issue with Registry removing Clear weather when vanilla algorithm is used
- removed all unused
SunAnimatorreferences and patches - removed
WeatherMatcher(breaking change) - removed
WeatherManager.LevelWeathers(breaking change)
this update took me TOO LONG
im sorryyyyyyyyy, cant believe changing that tiny bit of text would have been so hard haha
oh, that was the easiest part
i underestimated how code works
fuck how do i display the number of stuff
Does the hybrid algorithm allow for combined weathers for the vanilla algorithm now?
did i get the early weathereffect reference 
okay noice
oh dear
i believe not
because they're not actually inserted into game's randomWeathers, but rather handled by WeatherTweaks only in its own weather selections
i know it's hacky and bad
fixing multiple stupid issues that come from it is on my radar
Darnnn, though thankfully I kinda have a working โvanilla-esqueโ algorithm. Basically I have it so the None weather type has a weight of all of the other weather weights combined, then times by 1.6 which results in a number like ~1300
And then the none to none weight wait is 60% of the default none weight, then divided by 2
The rest of the other weathers have a weather to none weight of 60% of the base none weight
It works surprisingly well lmfao
The first day is usually rather chill and then the rest of the days start to get more crazy
oh dear ๐
i would not expect that to work ๐คญ
forgot to reply directly: that change was just this:
because the curse of embrion text was always there, the whole text was usually too long to make it visible lol
ohh oki, i thought it was harder to do since you said it was taking you more than you thought haha
but, really really thank you
its like the most unnecesary fix ever
the whole update took me a long time
also the thing with the weather so moon devs can choose their own weights its amazing
wow!!!
no worries ๐
lol no
i am not gonna bring that curse to the world
although it's theoretically already possible to do it
wa
@ancient depot might remember the interior rain i've been causing for a month straight lmao
XD
question, If I'm making a weather that is just a tweaked vanilla weather, would I be able to start off that weather and tweak it or would I need to go about it differently?
i think both approaches would work
that also depends on what and how you're tweaking stuff
different audio, different color eclipse-like color, heightened values for what that weather does
Probably too vague I'm sorry, I plan on doing it once I get to the weather section of my modpack
not experienced in the slightest but I'm a quick learner so I'm not too worried about it. Especially if it's game related.
i'm not and i think it would be easier to do it in code - copy the vanilla effect, replace whatever's needed, register as new
I mean there is a chance it'll include some custom code. I was thinking about it and probably will not only be a tweaked. But it will mainly be an tweaked eclispe tbh
alrighty!
if you need help in anything Registry-related, let me know ๐
with Unity/the game itself you'll have better chances/answers in https://discord.com/channels/1168655651455639582/1168656318345777313 ๐
I defintely will need help I'm sure but atm we all good since I'm stuck at the 39 suits for my modpack. I'll figure it out when it comes up. I thank you for the direction!
no worries ๐

