#Weather Registry / Weather Tweaks / mrov
1 messages Β· Page 26 of 1
π
i did not check correctly and the update went live just now lmaoooooooo
okay i was wondering why my nuget was taking its time
oopsie π€
so... when you say "breaking change", what would be the thing to turn off to keep it from breaking an existing run?
it's breaking if your code references those
which - for people just using Registry as-is - will not change anything
no color?π
more seriously, should i be concerned about any of these changes that i dont even understand what it means
no color yet
i'll have that in the next one π₯Ί
Color hype train is real
for now, it's only your lib that has an update
wait now that I think about it, this whole system is flawed because most of the moons have a different number of possible weathers so the weights of things will be thrown off
thought this can be semi fixable if I do the weights per moon instead
(the system I made upβ’)
that's what weight downscaling is supposed to do (theoretically)
it makes the clear weather rarer so it has the same % chance of happening everywhere
hrm
does it scale the % chance per moon or just globally to try and average it out between all of the moons?
oh also- if I used the moon specific weights, would that override the weather to weather weights?
so if I have a moon weight of 200 for rain, and a rain to rain weight of 50- what gets prioritized?
I wish there was a way to set weather to weather weights per moon.
mrov sir i wanted to ask, now with this amazing beautiful astonishing update, do we need to worry about the config files? do we need to save them and regenerate or are we good?
moon weight takes priority
I wish there was a way to set weather to weather weights per moon.
that would be a MESS to make a clean configs for
soooooo i'm not thinking about adding that yet
from now on every non-weather configs that get removed will automatically be removed
so no more regenerations
would something like what Universal Radar or YesFox does be possible?
well I guess it would still be a mess regardless how it's done
could maybe have the moon specific configs be a separate file?
idunno I don't know enough to really suggest how things should be done
i will add that to my todo
but i think it's gonna be neither quick nor clean to achieve that
Is this normal? (I couldn't load into the moon. This happens commonly with the latest versions.
reloading lobby
Hey, what's your modpack code?
is that happening consistently?
idk i didnt test it more than once, i just opened up the lobby, exited, and got that error
i might've not rejoined the lobby, dont remember
WeatherRegistry 0.7.2
- fixed weather objects being destroyed when leaving the lobby (thanks: @abstract pivot , @light furnace !)
π
nice
okay so I want to change it so the weather is what makes scrap more valuable on my moons
and LQ says that the default scrap value multiplier of each moon is 0.4 (so I guess a scrap that has 100 value by default in the game is going to be worth like 40 in the game)
I'd like to know if I change the scrap value multiplier of Eclipsed weather to 1.5 for example, is that going to overwrite the scrap value multiplier of the moon (so a scrap that has 100 value by default going to be 150 on the moon) and change it to 1.5, or is it going to change the scrap's value after the 0.4 already affected it (aka if a scrap has 100 value by default, and would be worth 40 without weather, it's going to be 90)? And if it overwrites the moon's scrap value multiplier, then how does it work when there are 2 weather effects at once? Is it going to use their multiplier average?
I'd like to know if I change the scrap value multiplier of Eclipsed weather to 1.5 for example, is that going to overwrite the scrap value multiplier of the moon
yes
Registry's default multipliers are both set to 1
under the hood it's still using 0.4 as the "base" one, but it's easier to do math having 1 as the base
And if it overwrites the moon's scrap value multiplier, then how does it work when there are 2 weather effects at once? Is it going to use their multiplier average?
WeatherTweaks "calculates" the "average" it should use based on the current weather settings
0.4 is the default value of the game, so scrap worth 40 is 40
bruh
I assumed something LQ says is worth 100-250 would be like 40-100 in the game thanks to that
Yeah that's completely right
The numbers we have in editor are all multiplied by 0.4 by default

it's pain
wait so does that mean if I change the multiplier to 0.8 in the weather config is it going to ultimately make scrap worth less than if I leave it 1 or make it worth more
Depends on if the default mrov set is 0.4 or 1
Just check the default value and multiply that by whatever Multiplier you want
all config values are multiplied by 0.4 to match vanilla
So your default is 1
0.8 is less than 1
okay I see I think I get it now then
yes
thank you
cause it's easier to operate than calculating decimals
0.4 vanilla=1 mrov 0.6=1.5
@drowsy willow is that ok if i do this every frame ?
what are you doing
i mean
it's gonna be a bit expensive to do that every frame
why not WeatherManager.CurrentEffectTypes.Contains(<your type>? π
i guess yeah, but i still need to know that every frame
do you need to check that for a specific effect or for all present?
you can check when weather changes
does that result change every frame? if not then you dont
I need that info for a patch that applies every frame
mrov does have an event for that
you definitely dont need to be redoing that every frame
if you need to check one effect for enabling, use Weather.Effect.EffectActive
yeah it does depend what you're trying to do
if you need to check all of them, it's gonna be faster to add listener to EventManager.WeatherChanged(SelectableLevel level, Weather weather)
Yeah basically, im just checking if 1 weather is active at any time for a patch in TimeOfDay.Update, how do i access that specific weather with Weather.Effect.EffectActive ?
yeah but you can cache that result
to get a specific Weather object use ConfigHelper.ResolveStringToWeather(string name)
and then get it's Effect
and field EffectActive π
that's also true
you mean, just like mrov said basically, with a listener
yeah
is that fast?
don't put that into Update lol
resolve the string early, cache the result, perform property check in Update
cachedResult;
void ThingThatRunsWhenWeatherChanges
cachedResult = newestValue;
void UpdatePatch
if (cachedResult)
doThing
something rather
ah yeah ok
since the Weathers don't get replaced/removed until you leave the lobby
okkk
you can resolve it once everything is initialized
and just check for changes of that
π
exactly like this
in particular btw the thing that you ideally wanna avoid in update here is making new strings since at such a constant rate the memory allocation of constantly messing with strings can add up
yeeeah
Thats what i was wondering, i rarely do patch in update but for this one its the first time im checking something with string allocation etc and since this will run each frame i wanted a better solution, but i think the cached version will do just fine
oh, absolutely
when it doubt
do thing less
reference and store everything before that, only perform the check in update
Yep thanksπ€
mayhaps
update? big update adding 20 new weathers pog?
can we have wildfires that burn all loot bugs outside
noooooo i'm not updating this mod for now π
you forgot to put the new Weather 6 weather you've been working on up there. Smh always so forgetful
Jokinggg
i will not spoil my plans
How are u still needing to update orbit recharge
I forgot the ship charger existed until I saw that mod in the ss lowkey
I've never used flashlights
It's just occured to me that if I can light up corridors I may get lost less often
Maybe I will consider flashlights
Landed on the moon with any weather on it, got back to orbit and I can't pull the lever.
Landing on the moon without any weather and going back to orbit doesn't have that issue.
I have Hybrid chosen in cfg.
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
WeatherRegistry.Algorithms.HybridWeatherSelection.SelectWeathers (System.Int32 connectedPlayersOnServer, StartOfRound startOfRound) (at ./Algorithms/HybridAlgorithm.cs:65)
WeatherRegistry.Patches.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) (at ./Patches/SetPlanetsWeather.cs:61)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetPlanetsWeather>(StartOfRound,int)
(wrapper dynamic-method) TimeOfDay.DMD<TimeOfDay::OnDayChanged>(TimeOfDay)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::PassTimeToNextDay>(StartOfRound,int)
(wrapper dynamic-method) StartOfRound+<EndOfGame>d__285.DMD<StartOfRound+<EndOfGame>d__285::MoveNext>(StartOfRound/<EndOfGame>d__285)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
vanilla moons with modded weathers are working
yeah
thanks for the find - i'll try to get it fixed asap
I found an issue but im not sure if it's from WR or Imperium, but now changing the weather while already landed on a moon with the Imperium menu change the weather of the actual moon, even if the moon you wanted to change the weather from is another moon different from the actual one, I do this only on a few occasions so idk which version of which mod has caused this issue, but this was working well in the past that I know for certain
it should be fixed in the latest version
oH yeah i don"t think i have the latest version on my dev environment, my bad 
no worries π€
I have a question
I dont have an answer π
If a remove a weather myself with code, so it's no longer active on the moon (entering and exiting the facility does not respawn it since it's gone)
Then if a certain someone provoke a time shift effect (time is going back by several hours), is it normal that the weather is coming back ?
cause apparently it is possible but im surprised its real
Thanks my xuxu
wait what
π³
idk
WeatherRegistry 0.7.3
- fixed an issue with
HybridAlgorithmusing an empty list of levels (thanks, @nimble ruin !)
does this include the weather effect fixes
which ones
the ones where you dont recreate the weather effect if it already exists
did you test it further?
cause i'm still waiting for those results to push the update
π
ight ill test with the latest zip you gave me ig and let you know what else might be missing, assuming you implemented the changes i mentioned
inside that if statement you need to do:
entry.Value.Effect.name = entry.Value.Name
oh and ofc you need to run this code
but other than that its all good and fine
alrighty, pushing the change
thanksies
also it would be nice if you did Assembly.GetCallingAssembly and put that into an internal or public field inside of Weather so we know which mod registered what weathers, though i know the impl might be a little more complicated if it's coming from an editor registeration
yeah, i don't think it's gonna work with the editor components
technically you could have em fill in a field for ModName but yeah
i'll think about it
oh the update didn't go through fuck
once again i've tried pushing the thing that works locally but doesn't on the server
oopsie
colors ? π₯Ί
i remember you π₯Ί
my plans right now is to:
- finish my project
- work on terminalformatter fixes
- registry update (and colors)
Ye no problem take your time π


TerminalFormatter needs fixes?
it's more of a cleanup than fixes, but yeah
I found a bug when using Weather Tweaks
The weather was None > Stormy and when the weather changed there was no rain, there was just thunder bolts
Entering and exiting the facility did not fix the issue
However, i dont have my logs enabled rn so maybe its something more complex i cant tell
No, its not that sorry
Entering and exiting the facility did fix the issue but when someone was already outside it was not rendered correctly
i also found other issues related to "weather being destroyed but not really", ill take a look more into that and send you a detailed report
Ok i wasnt able to reproduce this #1203871322841808906 message in my test profile so its most likely a mod conflicting issue, but i will not share my profile in which it happened since its 150 mods so its better not to dig this one, I'll see if it happens again next time im playing with friends
But this i know how to reproduce 100%
So, the weather is Majora initially, the crew land on a moon
Everything is fine for now
Then the crash sequence begins and someone plays Oath to order, the animation happens, Majora is destroyed and removed from the moon
This code is used to remove the weather :
Then in my hope of testing stuff, I go inside and outside the facility, still nothing breaks the weather is None since Majora is no more, ok nice
Then I play Song of storms, which is supposed to add Stormy as a combined weather to the moon, this works but Majora is also spawning back... which is not expected
btw Majora explodes instant so I die 5s later but yeah
in this case, Stormy was added as a combined weather effect with this code :
So either EffectEnabled = false did not work as expected and there is some cache that still exists that store the weather in memory
Or AddWeatherEffect() is doing something wrong
Or something else but i cant tell whats going on besides these 2
Im using the latest WR and WT version this time so i know its not a me problem lol
This issue #1203871322841808906 message that i reported last time, experienced by @viral tree as they said to me, is very likely the same problem as the one i just reported
||looks like there is very few people that actively do insane weather manipulation like that, no wonder no one noticed this issue before π ||
that is indeed crazy
i'll get back to you when i'll work on fixing this, thank you for the report π
What did I do? 
The Majora respawn when you played Song of time
oh 
It looks like the command "lobby load" from lobby control isn't compatible with your mod
not again π
π
so from my understanding, WeatherTweak's weather combinations seem to work, but the whitelist and blacklist in WeatherRegistry does not work, e.g. experimentation has rain, stormy and flooded. Blacklist experimentation under rainy + stormy + flooded, the triple weather still appears. but if you blacklist rainy or stormy or flooded on experimentation, rainy + stormy + flooded no longer appears on experimentation
i think I need more context to this
uh idk if there was anything more really, everytime i load into a save with my test profile it just errors like that
weird
does this happen without dawnlib present?
oh what the hell why is the weather name an empty string
I can change it to TryAdd, but why is it happening now
Dunno, I'll have to test later without anything other than WR but I might have an idea thinking of it now
Which would mean it's something in my dev version of cr
I'll let you know if it is
okie
I was changing my impl for weather registration and I think I had multiple weathers with the same name, which was an empty name
that would trigger it, yeah
I would probably purposefully throw if your register method sees a weather with an empty name
honestly fair
heeeeeeeeeeeey
something is uh
wrong
with WeatherRegistry
I think its Registry
but its somehow messing with the ability to land on moons
especially with TerminalFormatter enabled
you have an old version of mrovlib downloaded
for what
nah im joking its just that im going to devs and asking them questions about their mods hehe
idk if you mind
sure
really?? :0
give me a second, i'll send an answer π
WeatherRegistry was my attempt to:
- consolidate all weather-related mods that were out at the time:
- WeatherTweaks for weather weights and changing selection algorithm
- MeteoMultiplier/WeatherMultipliers for changing scrap rates
and probably others I'm forgetting right now
-
Add a way for modders to add their own weather types - this came out a few months after LLL was supposed to introduce weather creation; at some point I've decided to try doing it myself
-
I wanted to divide WeatherTweaks into a few manageable chunks, which (at that point) was really needed
and - looking at it now - I feel that I could do the same thing again: divide WR into a few distinct chunks that each does their own thing
there's still a lot in my backlog/todo list regarding the development
and creating WR was an attempt to unify the modding scene to use one coordinated standard, which did not happen
and - in all honesty - my lack of experience regarding Unity, modding and everything is obvious in retrospect
but I've tried (and still am) to create the most useful tool for that specific purpose
i've been seeing that in the modding scene
like wanting to unify everything into 1 mod
its really cool, tho makes development way more crazy, and sometimes having everything be in one place can be hard, specially when the dev doesnt wanna keep supporting or smth similar
true
but, on the other hand, what these mods have acomplish are astonishingly cool
having 2 more specialized things is better than 1 general one
without you, there would be no weather mods
that also depends on # of people working on it
maybe someone else would have done it
at some point someone insane enough would've made it
but it doesnt help seeing it that way, when it already is there
we already have that mad man hehe
and i've seen quite a bunch of people saying that this mod "does too much"
which is true
but i don't see the point in separating it right now
its hard for me to understand the issue in have too much
I agree that it could be split up into:
- adding modding weathers
- weather multipliers control
- weather selection control
100% I would've added weather's into my api if mrov hadn't
and i'm planning on adding something to push it into that direction
but i'm not known for working fast π
woooow Xu is sooo coooooooool
And I might still in a way that's compatible, I hate the editing of enums and stuff that's just an icky implementation, which I know comes from LL π
I know
xu really wants to make a monopoly
I'd do moons and interiors too but no point while LLL exists just fine
all mods will be coderebirth, this is not a joke anymore
Not really
honestly without that specific enum hack i wouldn't have known how to do this
and the implementation would be even worse than that π
I just don't like the current options available in modding, which is why anyone creates apis or libs
people also have issue with bloat, having their number of mods go up
so idk
its hard to appeal for everyone
the "mod count too high" issue is a self-perception issue
it's not your responsibility as a modder to care about that
what is it?
the number of mods?
yes
Yeah
yeah i completely agree
im just kinda confused
i thought you had an issue with lethallib adding monomod whatever as a dependency Xu haha
Yeah because it's a pointless dependency
LethalLib doesn't use mono detour
let's not open that can of worms π
Lol
i mean yeah im sorry
All I'm gonna say is that whole thing is just a way for the dev to get free downloads
which doesn't convert into anything fungible lol
Yeah not like thunderstore pays us π
ok back on topic, yeah Xu is cool and would have made it herself
but that doesnt mean you already did it mrov!
at some point i've just decided to try it
this mod is amazing and maybe its not perfect
but has let people create some amazing things
i remember talking about implementing weathers with Batby in (i think) February April of 2024
LEB is amazing, LegendWeather is amazing, and all of them are possible because of this mod
ok another question
what would you say was the hardest thing to make in weather registry?
to code, or to get it working, or whatever you felt was the hardest
What line of code was the toughest?
What really took it out of you to write? Which one?
Xu just talking to talk is amazing
I would say either creating custom synchronization handler or editor support
I definitely remember how badly the first few versions of Registry worked
in all fairness
i have no recollection of my work before the latest update π
haha thats fair
im so glad you made this, ty!
also
didnt know weathertweaks came before registry!
oh, tweaks is old as fuck
the og
my initial idea for tweaks was so simple
i was so innocent back then
wooow, i think i stopped playing like around that time haha
Here's a real question, why bigger ship exist? The ideas fine but was wider ship too big for you?
yes
i also had that question, tho i can kinda understand it hehe
at some point i've been discussing with @hidden pelican and @slow maple the modded ship options and decided that making the ship ~20% wider and ~5% longer would hit the sweet spot
i honestly really like your big ship
aaaand that was the catalyst
and my last month of working
my biggest issue was that it was not realistic to the world of lethal company
it was just too big
a company trying to get as much money to the contained monster wouldn't have built a flying two-story machine
I imagine that's for like some bigger groups of lethal company though, cuz seeing lunxara have a lobby of 11 people on just a slightly bigger ship is goofy
I do think Wider ship is too big, I like it but it has compat issues with tons of moons cus moon devs balance around the Vanilla ship
Speak of thr devil
I do think 2 Story Ship however will be great when it gets compat with Bigger Ship
cus I do miss the 2nd floor
i was aiming for a perfect size for 6-8 people playing
Just... bigger 2 story ship??
Makes sense
Mel plans to add compat to have all 3 together even
π
which idk how she plans to do that
ummm
I mean I don't really see the point
but I believe in her
please dont
Me when I have 3 mods touching the same thing and I gotta dig around patching false random methods everywhere
what i like about your ship is that is comfy enough to have more than the normal amount of people, while also not feeling goofy when people with smaller amounts, or alone
They wrote gullible on the
the wider ship
i wanted to make something that felt and played like something straight out of vanilla
and at least for me you nailed it perfectly hehehe
cause i do like the feel and simplicity of it
oh dear
that might've been the biggest mistake i ever made
XD
I had to do goofy shit to support combined + transition weathers for Bozo
its so cool i love it

ye but I think this hits a good spot between the two current options
Unless you're talkin about something else and I'm dummy
i don't run lobbies of 11 but I do run lobbies of like, 6
tbf, Lunxara is like the only one that plays with more than 6 people xd
sorry you had to go through this
i was gon say that when it was first mentioned but I didn't wanna come off weird teehee
creating those mechanics were soooooooo painful
i mean
from march '24 to january this year
π
oh wow
also all 3 together doesn't even make sense. like. how do you do wider + bigger
just ignore bigger's model changes or smth?
i was thinking on like maybe first 2 floors being fumo, and then 3rd mrov or smth like that
i feel like my work is complete
other than adding compat for a few requested mods (and maybe catwalk lights) I'm done with it unless issues arise

with the ship?
yes
this is the first mod i'm truly proud of and i can consider complete
yeah 100% deserved too
i am so sorry paco
this was not meant to go that way
watch me break this
π
I'd kinda argue the opposite
Codewise there's a good chunk
But the moon's a circle
Actually wait yeah I have to do it like that because it gives an array of a single weather with ' > ', instead of every weather it goes through π
thats the thing
it has code
that in itself is more than 99% of moons hehehfebskfgbirhbf
Yeah but if I'm just skipping all the code by walking for a moon straight line from ship to door it's not really impressive
so you think the moon should make players do smth so the code doesnt feel unecessary?
I mean ye if stripping it down to solely from a gameplay design point it do be quite simple
Yes
I do like driving Cruiser on it but it was designed even before the Crusier existed so it was not intentional 
idk, even if the gameplay is straight line, all the things the moon has makes me wanna take that line differently idk
the balloons are so cool
and the weather effect
first time i played and it got late my jaw dropped
the animation is so coooool
i usually NEVER explore moons because i dont feel like its worth it, but bozoros had so many things it literally made me wanna explore the entire moon
i love itttt
so sillyyy
I do love it from a visual design point, it be why I revived it + expanded on stuff 
yesss
Without a reason to really explore it for that stuff I never really tried to
fair
everyone sees it different
for me, the moon invites me to try new things
doesnt force me, it calls me hehehe
same with all my friends
but i can see that if you ignore everything but the core gameplay, it can be a bit underwhleming
WAIT

ok yeah
thanks for bringing me down the memory lane
idk i would love to do more but my anxiety kills me
Pretty sure that's everyone here 
We be a little anxious
truth nuke
i just i would love to ask more devs and more questions but i fear they will find me annoying hehe
im like
ragatha

don't worry about it
hehe ty
i saw what you deleted

also another question mrov
the same, but for terminalformatter, why did you make it?
I despised how vanilla terminal looked
so I've made it cleaner
and then the bloat happened
π€ π€
The bloatβ’
THE BLOAT β‘

mrov is german???? :0
||Idk I made it up
||
Mrov a femboy so take a guess
usa?

Poland
so Kiszony a femboy too? :0
mrov smokes 8 packs of cigarettes a day idk if that's femboy behavior
Yeah it is

thats it
im creating a dark fountain
This is prolly why there is some lag and overhead with Wider + 2 Story that doesn't exist with the Vanilla Ship and Bigger Ship thinking about it, cus I got lag on Bozo with 2 Story Wider but since swapping ships I don't anymore
It's alright I can fix that, I shall add more lag in the next patch 
No
If you do you're fired

π₯ π€―
I think it does "too much" for the right reasons
It's all weather related so
do it 
You still have some splainin' to do

I just found a massive issue
LegendWeathers crash with NRE on WeatherDefinition during the mod initial loading phase (this happens with the current release of the mod) when LegendWeathers is installed alongside WeatherRegistery (and their dependencies) with no additional mods installed
But when LethalLevelLoader is also installed, then the crash is fixed
this is still a thing btw but i know you were working on BiggerShip during the last days #1203871322841808906 message
@drowsy willow
send a log zigzag 
Uh...
Wild
Wait no it's not LethalLevelLoader it's FixPluginTypesSerialization
10 mods: 0199a079-4bc1-4a5e-b3f9-767adc89da61 (disable FixPluginTypesSerialization to see the issue)
logs
Im getting scared of that mod
dont tell me it's a me issue please?? because i dont understand whats happening
oh FixPluginTypesSerialization is definitely a mod that a lot of other code-based mods need, does mrov not depend on it?
No
Scary
anytime you use [Serializable] on a class you need that mod so it actually shows up in editor otherwise all the values are null
so mrov should probably have it as a dependency on thunderstore if he does do [Serializable] on some classes
so this ?
ah yes
then yeah both of those i think
ScriptableObjects and Monobehaviours dont need that serializable thing but pure classes like that do
ok pfiew so it really is a mrov issue, glad its not my fault
also happy its an easy fix @drowsy willow
holy moly but then this means i need that also for the SSS
probably yeah lol
oh boy oh boy
Back to work
cmon dont say that
I also found out that enemyskinregistry needs it too
But doesnt have it as a dependency
LMAOOO REALLY?
I wouldn't have found this
i found something else, but not sure where its coming from tbh
looks like a weather is being registered but there is an issue with it idk
i've been seeing that error too
wesley just updated his mod, it could be that
stormy thing is his yeah
yep
@faint sinew wesleeeeeeeeyyyyyyyy
did you add a stormy variant with stormy script 
if only it would have debug logs π
uh
maybe
teehee
(I got rid of it)
okie π€
That probably was asked before but since there is small but steady grow of weather mods, any chance for toggleable option like:
At the start of session/quota, all weathers weights set to 0/new list is created. List populates with X weathers and their weight restored, or set to 1, whatever, and rest gets disabled until new session/quota.
Similarly like "Selenes Choice" does that for moons or "CycleRandomizer" for interiors. I feel like that would make each run even more unique without the need to disable/enable specifics manually.
Glad to see you find it interesting π
is it?
Yes
that's amazing π€
dang
Also Terminal Stuff can be fixed for now by disabling it's networking
thats good
I doubt it'll work for long if its not been updated
is the LLL fix gonna be uploaded as separate like how LLL Fixed V50 was
its already in need of update so itll just have to last until darmuh can upload
I meant WR
LLL is only the root of the equation. several other variables will need to be solved for as well. namely, moons and interiors
of course, im just parroting the obvious
oh nvm
someone gotta come out with smth like LLL Fix if batby doesn't have time to update within this next week
@daring pivot Has dmed Batby to find out if Batby wants to upload it or if he should upload it as a fork
please not again

wow paquito my savior
Paco fixing every mod
I mean ideally it shouldn't be uploaded as a separate thing, it's also got da fixes in my pull requests 
True goat of lc modding
i don't think batby will approve of a separate upload, although if it's with his permission maybe he won't care
he should just update it...........
I mean ye I wouldn't just yoink it and repackage it (AdvancedLevelLoader π)
less headaches
I do respect da original work 
that being said it is permissively licensed
Ye
so if nothing comes out of this then it could be uploaded as a fork as a last resort
yeah
ideally just having batby push it to main would be better though
let's hope batby accepts
not as many dependency string issues
Seichi is broken though, any moon with networked objects is gonna need an update
Paco our saivour only nerfed by its internet
Every moon with custom scripts that use networking* mainly 
SeichiAdditions dll does networking stuff for the marriage mechanic
LMAO
So basically every wesleys moon...
some moons i'm thinking of will probably be ok
Oh maybe the radar contours actually?
The sprites prolly need redone on the new Unity build
JLL do be recompiled already, there's only a couple dlls included in Wesley's bundle iirc but I don't remember if they use networking
lunar lights will probably be fine cus i think it uses jll which already got updated?
wither will probably need a recomp
zeranos is probably mega screwed
They do 
Journeys cannot be completed lmao
Appies ||or seeds|| won't be accepted 
advanced loader π
i've managed to update my setup
it compiled and (hopefully) will work without issues
Good news is though bundles don't need to be rebuilt, recompiling dlls should be enough

paco you are a motherfucking hero
Is paco god?
Okay so I located what was crashing the game when landing the ship
It's either LethalSponge or TME
disabled those both and it stopped
tme?
TooManyEmotes
I suspect it might be TME more likely
cus there is a huge lag spike when you emote too
before even landing
but idk
reenable 1, test, disable the 1 and reenable the other, test
Not all WR is fine, some things are not working
WeatherDefinition class is dead until FixPluginTypeSerialization is updated
fpts 1.1.4 was pushed earlier but idk if anyone checked that it worked
dang
oh i just saw the update from 3 hours ago, i was speaking about the last one
Maybe the last update is fine yeah
yea i know 1.1.3 wasnt working i didnt know abt 1.1.4 though
there is no changelog π
yea
if you could check that I'd be super grateful π
praying that it works π₯Ί π₯Ί π₯Ί
I'll check later, I'm gonna sleep now π΄
Ok, the last version is working just fine
@drowsy willow don't forget to add FPTS to the dependencies on the mod's manifest file next time you update this mod
already done
that'll go up with a lot of breaking changes
wish me luck
Lmao good luck my friend
Have you had some time to check this btw ? #1203871322841808906 message
let's pretend that didn't happen and check on new version π€
What're u doing thats causing breaking changes lol
replacing TimeOfDay.effects with scriptableobjects
fuck it i'm biting the bullet
yummy bullet
Hmm I see
Isn't it the enum you gotta replace though?
but i don't know to what extent
Or well, I assumed you'd be wanting to replace that
yes and no
the enum is (unfortunately) used in a few places in vanilla
which i'm not replacing with dynamic search/magic numbers
cause that's stupid
soooooo the enum stays and is being modified in the same way?
but not actually used?
something like that
Have u started work on it? I'd love to talk about it and discuss a bit, I don't know how much better things would be if a serializable class was replaced with SO's (atleast that's what I'm understanding is happening)
i've started a moment ago, we can hop in dms or on call if you want
since i know you also wanted to do that at some point
Ah I'm in class rn but I'd be down to talk about it anytime cuz we're not really doing anything in class lol
I've also wanted to mess with weather registration at some point yeah
sure, i'll send you what i have
Bet
I'll take a look, I can't do the weather stuff i would maybe do rn since you're actually still active and alive but I've been working on moons and interiors
So let me know if there's anything on that end you'd like to see as well
okie!

Careful
That is a very scary tightrope to walk on

Might need to be
This is a funny prank actually
Did you remove the netcode patching step from your plugin's Awake()?

I find it is only needed for NetworkVariables specifically for some reason
i never had it
i'm pretty sure π
Surprised you don't use RPCs for Registry actually, but yeah I dunno if anything else fixes that issue 
It just stops happening with the netcode patching step present for some reason
DawnLib doesn't use any rpc's for any registering anywhere either, nor does LL
there are cameras 
Rpc's for registering is just flawed
Ignoring late joiners and stuff, if you register something on host you should be identically registering it on client etc so never needed to rpc anything
:p
Hmm fair
maybe to sync the order or something like that
I guess I meant for like weather multipliers
But value is probably synced at start of round or something
Oh stuff like that, honestly zeekerss probably only takes the hosts' value for that already
that only needs to be set up on host
since the spawns are networked
@daring pivot do you have any idea what else could be causing that?
it did not happen on old network-patch version
and the old code works on new unity version lmao
π
fun
Maybe try regenerating your FPTS config?
what is that
This guy
Your error is relating to serialization
Do you not have this installed?
i just need to completely rewrite my networking from using NetworkVariables to NetworkLists
or find another way to serialize everything
since unity doesn't want to
π
you can't
you're bond to this game forever to the last person in LC modding 
Probably also happens with NetworkLists π
Could try adding the netcode patching to your Plugin's Awake() even if theoretically it's not needed and shouldn't be doing anything π
private static void NetcodePatcher()
{
Type[] types;
try
{
types = Assembly.GetExecutingAssembly().GetTypes();
}
catch (ReflectionTypeLoadException e)
{
types = [.. e.Types.Where(type => type != null)];
}
foreach (Type type in types)
{
foreach (MethodInfo method in type.GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static))
{
if (method.GetCustomAttributes(typeof(RuntimeInitializeOnLoadMethodAttribute), false).Length > 0)
{
_ = method.Invoke(null, null);
}
}
}
}
This specifically
I'm working on a v73 version
Ahhhhh
which uses new patcher and does this
Patching in public restrooms prank
I'll check that later
this did it
almost
Aktywuj system Windows
nie
Aktywuj system Windows
nie ma szans
never
Windows 10 will be my final windows distro
Come join Linux :3
all hail windows 11 
Windows 11* is ok i guess
-# *windows 11 with recall, wifi sense, telemetry, ..., gamebar disabled
@drowsy willow Is weather tweaks and weather registry v73 compatible.
I tested combined weathers while working on something, tweaks seems to be fine on v73

yeah the mods may have some small issues but the general behavior is working
from what I've tested (and heard) there weren't any game breaking issues on v73
What could that something be π 
The only bug I've found in WR is typing "Gordion" and breaking the terminal
Aside from that, everything is working fine
oh for the forecast
or simulate
Are the weather mods incompatible with any other mods by any chance?
Or any terminal mods specifically?

Idk, I think it was Forecast? It showed the weather probabilities even through I'm using the Vanilla system
And that ends up replacing ButteryFixes option that should route Gordion to the Company for some reason
@drowsy willow
https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/main/WeatherRegistry/WeatherRegistry.csproj
https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/main/WeatherTweaks/WeatherTweaks.csproj
Both weather registry and weather tweaks use the outdated version of the netcode patcher, so wouldn't something break?
not that I know of
What do you use the netcode for, like what networking events
there is literally 0 rpc in WeatherRegistery https://github.com/search?q=repo%3AAndreyMrovol%2FLethalWeatherRegistry+rpc&type=code
so the mod is 100% compatible with v73 have no fear my friend
ight
for fun
Why is there a netcode patch in the .csproj though?
idk
mrov are you compatible with me or do i have to downgrade
not sure
I might upgrade to match versions
Can we have weather registry use fish utilities
fish utilities?
Fish utilities best utilities
Me needs helps
I know 110% it has to do with the weather
weather mods
or something
them conflicting with another mod or type of mod
wait a fuckin minute is it General Improvements?
Are you using the fixed version of Lethal Level Loader?
No
My Ultra Modded Modpack is still on v72
everything in here is v72
oh
Majority do be updated now
I ran a stable session today on V73 and the performance uplift is insane
You could just test to see which mods specifically break
A majority have been updated. If you want to see, I have a list of about 250 mods in my modpack and are keeping track of which are updated. A lot of them are popular mods so some might be in your pack.
https://docs.google.com/spreadsheets/d/1bjN1ScQWVOpipXsxFGFAItPgpL3MHXpnrzy3SmFf_48/edit?usp=sharing
Im just gonna keep it at v72 just incase
cuz I really don't wanna remove like
half the modpack
or 75% of it
I worked so hard on this modpack
configs, mods I find interest in and also a lot of getting it to work somehow
Anyways
Uuuuuh
thiiiis
I feel like
its GeneralImprovements because of it saying something about the mod
then directly after it says "GetWeatherRegistryWeatherName"
GI needs to update this call, method with that name doesn't exist anymore in WR: https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/blob/master/Utilities/OtherModHelper.cs#L46

Yeah
Gotcha
It's trying to run a thing from WR that doesn't exist anymore
Hmmm
Or uhhh I guess it exists but doesn't match signature maybe?
GI's already v73
But yeah nevermind this does exist, hmmm
I thought it got like removed in later versions of WR or somethin
god damnit
Okay so yeah
imma disable generalimprovements then
a perfect opportunity to promote my own mod: https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/
CRAZY
Shameless promotion is so real
I wish I could share my content here
but im not classified as a content creator out in these here parts

yet

Genuinely tho
that would be so fucking cool
If I could actually get this
or like
there is a way to get it
it would definetely motivate my ass to make more lethal videos
I have been meaning to anyways
Actually now I do wonder what it takes to get Content Creator role
tho Im not going to ask about it cuz uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuh I honestly don't know why but I won't hardy har har
there is no way you went to find this-
there might be a way
sure π€
Have 750 followers/subscribers on your platform - 1.66K Subscribers
Have at least 1 video that is 15-20 minutes in length or a 1 hour live stream involving Lethal Company - All 11 of my Lethal Videos are well above 20 (4 of them being over an hour long)
YouTube or Twitch account must be connected to your discord account - It is!!!
Funnily enough
welp, guess i'll have to finish editing my video then hehehe
my Fedoraversary day is actually just lethal!!
with it being
4 HOURS!!!
LETS FUCKING GO
see that mrov???
I just fucking power moved
apply apply!
nice π
so I can't dm the bot-
Maybe try later then, bot is prolly down rn
OF ALL TIME-
eh its alright
use /new
where should I use it?
I'll do it in general
and the modmail app should pop up
yippee π
This means
I gotta step up my A-Game with my Ultra Modded Lethal vids
along with plenty more
it'll be hard to play with others on different downgraded versions of my ultra modded modpack cuz lethal isn't mainstream anymore and not a lot of people play it anymore

it's gonna be difficult for now
Damn right it will be
this 750 follower req cant be for real
but I'll find the right souls to enjoy my favorite game with
lunx did not have that many when she got it

Maybe it was different then?
Probably different i would guess yeah
wish i got in on that whenever it was that low

I can't believe i didn't get in on this sooner honestly
You could still apply to junior i guess
I love Lethal to death
Junior is kinda cool bc it helps make you more well known
Turtle has it
I think you could apply to that too
who Wawa?
Yeah wawawawawa
wawawawawawa
Imagine this but with Wawa
i probably should but i need to get my stuff together and stream consistently
Also do you stream lethal??
ya
Both times i saw you streaming it was 2 different games hehe
Oki
i only do it on friday typically
but my modpack got giga fucked
so im not able to do it for a bit
Sad
If I do actually end up getting it
Im gonna stream Ultra Modded Lethal
in celebration
Actually!!
Better idea!!
Send it on #community-creations
Modded Lethal Company
||With viewers||
Whenever you stream it
playing with viewers is really risky in games with prox chat
True
stopped doing that when someone joined and spammed racial slurs
The classic party pooper:




