#Weather Registry / Weather Tweaks / mrov
1 messages Β· Page 28 of 1
thats actually a pretty cool weather, why no one has made it in lethal yet
What would that even be
rainy to cloudy to rainy
33% Rain Chance
i found an issue about progressing weathers, the transitioning messages seams to show the incorect next weather, but i have the patch from SBT i think thats the problem
This is REALLY bad... Must be some issue that arose with the last Weather Tweaks update
just blacklist Company
I did 
filtering option is "True"
read the description to Filtering option
False is blacklist
True is whitelist
Since it's true, the weather's gotta be only on the company, rend, embrion & titan
the default value is... true tho, which shouldnt be the case
Good, I am at least not crazy yet X3
I can not remember ever touching that value as well
ah i think i know what happened
you enabled special weather configs in WeatherTweaks
which unlocks all configs for weathertweaks weathers
and thus, all values are set with weird defaults
thats why i made overrided the weather configs in my toolkit mod, to prevent this kind of thing to happen
if you enable special weather configs in weathertweaks you will have to configure everything from their default weird values, which is mid and annoying to do
i would suggested just using my toolkit instead, and create your combos in, it's so much easier
I just fixed it rn
I do plan to do so, good to know that I won't have to bother with this then ^-^'
yeah its easy to fix for you, but imagine a random someone that dont understand whats going on, this specific config might make them think that the mod is broken
that is another mrov random stuff
Well, I had to have this pointed out myself so yeah is bad enough ^-^'
Only reason I did not use your weather toolkit as of now is because it WILL be a time sink for me most likely as I have to go through all the new (awesome) posibilities and such
-# I do look forward to it, but it will take its while X3
yeah, well, if you want to configure everything i guess that will take time lmao
but if you just want to play without thinking, there is none to configure
I am primarily working on a modpack sooooo, yeah, I tend to want to put my hands on everything X3
yeah ok understandable
what's your modpack code?
Me
ahh sorry I just left the house
it's my public one, though the one on TS is still on v72
Im currently updating it
I'll send the code when I get back home
I'm disabling all combined weathers dw
I only use weather tweaks for the uncertain weather mechanics
and also I'll be making pack exclusive combos later on which is why I have CWTK
There is a config I made to remove every predefined weathers, you should use it
Lmao
F I guess
And btw idk why the weathers are not being disabled with the WT config but mine will absolutely work with no problem since it will skip the registering directly
hmm ok I'll try
Its not a combined weather :0
you get what I mean
i have 2 possible options why it doesn't work, the fixes depend on the stuff that monty uses/has set up
the code is so fucking messy i hope it's gonna be easy to locate
oh motherfucker it's the non-weight algorithms
of course
the code is so bad
oooh yeah I do use those
WeatherRegistry Vanilla weather selection algorithm still doesnt have clear weather on all moons on the first day of the savefile
Im using Registry from Weather selection algorithm and its working
oh it's not really supposed to have all clear
Is there any way to config weatherregistry match vanilla behavior?
i didn't see "all"
vanilla doesn't do that tho
the all clear
v70+ all moons are clear on first day
probably because the first seed is always 0 and GI and butteryfixes have random seed on the first day
having the option to make first day weather always clear on all moons as a toggle as pictured below is what i'd suggest
yeah, that would make the most sense
do you have buttery fixes with this on?
since the weather algorithm it's the same, having the first day generate with a random seed would make moons having weathers the first day
I only installed WeatherRegistry
I remember having the issue when playing w wesley's moons and weathers so i double checked with just that mod on
It could be that the seed that vanilla uses for first day weather just happens to have clear weather for every moon. In any case, I think it would not be a bad idea to have an option for all clear on first day with WeatherRegistry
No more waiting for clear on a moon you wanna play
i've checked
and that specific seed that vanilla uses for those calculations (35) literally picks 0 moons to apply the weather to
that is crazy
i'm gonna check if it's something more serious in my code cause that error should never happen
Also, why does the terminal display (None) after moons with clear weather? I don't think it needs to display anything there like how vanilla does it.
Could you send me a picture?
oh what the hell
i think i got both of those fixed
could you check if it fixes your issues, @dry hedge ?
Installed AutoHookGenPatcher and it works now
I see no config option for first day clear yet
because i've matched my algorithm settings to the game's
so it should just work when selecting vanilla
ah i see
i guess that'll mean there will be weathers if i install more moons or new weathers?
i've quickly checked with a few standalones and that was not the case
although you can test if that is true
installed wesleys moons and theres some weather
hmmmmmmmmmm
aight
i'm gonna add the checkbox on top of the algorithm selection
give me a second
this should work
lmfao I do think it should say something here though
i think in vanilla it says clear
oh i see what i did mb

fixed
WeatherRegistry 0.7.5
- updated for v73
- fixed the selection algorithms using wrong seed (thanks, @dry hedge!)
- fixed clear weather showing up in the vanilla terminal
The mod was not updated to v73? π±
hi mrov can we get the beanielib update
download mrovlib
will do bestie
and mrovlib2
the sequel
now with more mrov
if mrovlib2 is so good where's mrovlib3
morrov
and 20% more alcohol
twomrovs
BeanieLib sex update π₯
it was so good they made a trilogy
jorking to a minors work
lowk trying to think of a "how can I relate this to half life 3 not existing"
somehow i have heard of that before
where itolib sex update huh
more like when

MQLCTP coito update
#freebeanie
#$4.99beanie

10% mrov lib update
sawblade
i've seen enough
collect my registry's
survive my weathers
i am not making more registries
just 1 more
please don't make me π
justt oneeeee more
event registry
"Just 1 more" -> "Lifelong Registry addiction"
mrov registry, registers how many times mrov loads into a map
one more registry
just one more
and youll hit the
uh
diamond
one more registry
make it do everything this time
and then leave the community and leave it unmaintained
π
i want to watch the world burn
what do you want from me
eternal friendship
Will the weathers be split into individual downloads? 
no
we should actually bundle everything in a single mod
every single mod?
true
yes
keslericnie moons
Expanded Universe
please
how much youre offering
1 dollar
LMAO
type of shit uhmm uhm that-one-guy-who-ran-a-pack-with-every-moon-mod-installed would run
it could be us
lets do it bestie
actually no i lied when can we wonderman
what about the weathersync issue?
you just missed him he left to get tea or something idk i wasnt paying attention
we need to keep his chains tighter next time
he got free way too easily
pack died to v73
fucking shit
i need some of its main mods back before I resume work on it
oh my lord i forgorrrrrrrrrrrrrrrrrrr
give me a sec
I have the networked no fall damage done
which ones
daily quota's one of em
i don't remember the rest off the top of my head
doesnt it still work
π
what was the issue chief
was this not the massive rework you were working on?
oh the rework is gonna take me a while
π
i need to actually plan stuff
and that's boring and bullshit
ah ok
so i'm waiting for the moment of clarity to plan things lol
then idk what you did, but last time you said you fixed it but it was part of the rework so idk whats going on
what kind of clarity...
was told it wasn't updated for v73 in the thread
yeah it wasnt updated but as far as i know (played 1 day of a quota in solo) it works
when meds wear off
oh was it
shit
fuck
ummmmmmmmmmmm
lmao
let me take a look in the dms
might check it out then
I just haven't really been working on wonderman cuz I sorta hit a wall with my intended progression system for that pack
I could resume it soon tho, sounds like it'd be fun
take a look here #1362461184468455424 message 
then here https://discord.com/channels/@me/1304554317944197243/1430890937034342483 you said it wasn't fixed yet in the reworked version
it's illegal for you to go there π΅οΈ
let me inn...
π€ π€
i will trade you green weather if you let me in...
Just go make other colors π₯Έ
but i dont wannaaaaa
damn
make a rainbow weather
that selects colors randomly
and then we will let you out
true
Transgender weather - your gender and voice switch places for a whole day

And we will let you out... I guess
π³
oh did i not fix it yet
fuck
i don't really recall anything about it π
i'll get it done asap
This is uh a pretty bad joke I'm ngl
kiszona weather

Kiszona weather sounds fire
Duh nuh
stupid!!
Your mom
π well, its ok dw, but please i really need that fixed so dont forget it next time (maybe you want me to make a github issue so you dont forget?)
wtf
-# 
Okay I stopped
Its time to go back to being nice
@ancient depot you smell good

to go back you'd have to be good in the first place
beGood
what the fuck
Okay mrov, you DONT smell good, happy?
come and smell me

Done
If you want full smell review, please share your toes

you are not licking the cheese off of my toes
nasty
This one's gonna be scheduled as well
To yesterday
Aww hell nah I was about to review the smell
Not to discover a new chemical substance or cheese variant

what
@drowsy willow hi so registry selection system cant select vanilla weathers after updating
this weather has 8 weight and is on multiple other moons not in this screenshot
the only vanilla "weather" it can be is none
oh
wait
i think this is not your fault
and gale had a stroke
let me know when you find out more π₯Ί
ok so basically
i had this happen before
i updated a mod
i believe it was colorfulenemyvariety
and then a moment later
the update disappeared from my gale client
and caused this
this exact same thing
Howd you get blood moon if WR was gone though
great question
that's a good question lol
huh
was lucky i took a screenshot that had my gale client on it
reboot and check again? π₯Ί
doesnt fix
my theory is maybe the fetch mods button causes this
some how
i dont usually use it
crazy
I think the new update killed the bepinex chainloader
Like srsly its broken. All i know is that the mods that are having problems with it are LethalLevelLoader, WeatherRegistries, mrovlib, Dawnlib, and autoscroll
And weather registries was updated the latest, and the modpack worked before this
The modpack is Definitive Rebalance if u wanna check the logs and whatnot.
Also im not upset or anything. I genuinely respect all the work u mod devs put into your work. Im just letting u know that a bug hass occurred. If u want to take ur time and fix it ltr, i can not stop u.
@drowsy willow if u can get around to it at some point, id be very grateful. But again, no pressure nor obligation.
Hey, downgrade the latest update of LethalLevelLoaderUpdated for now, I'll have this fixed tomorrow
afaik the mod that kinda broke the chainloader was LLLU with their dependencies
Ah, so how do i fix that issue?
Downgrade LLLU to 1.5.1
Fuuuuuuck
this
Will it be possible that i can wait for it to be fixed in an update? Or is it impossible?
until LLLU gets updated or WR gets updated.
It's not that it's Broken it's more sort of an incompat with how the chainloader run with both mods
I think mrov needs to update his lib from what I saw
Mrov just confirmed that it will be fixed tomorrow
Ok, thx
Bc my issue is that it broke my modpack. I spent like 30 hrs on that mf in the configs and +10hrs testing all the mods.
It broke my modpack too
just downgrading the LLLU fixed it
I feel your pain
Yea, thx for the info. Bc a streamer friend of mine was gonna try out the modpack at some point
I was quite worried
If I may suggest, you could probably change "none" to "mild" on the weather display. I know it probably wasn't the intention, but it doesn't particularly make sense for there to be absolutely no weather on a moon. The terminal always says "it is currently mild weather on this moon" when selecting a moon with "no weather" anyway.
that was already fixed in the last update #1203871322841808906 message
you might be confusing the ship screen with the terminal? I literally just played lc using the mod and the ship screen read "weather: none"
oh you mean this. i agree it should say mild instead
does the radar screen usually display a weather if there is no defined weather in vanilla?
it does not
ye it probably should just not show the weather when you roll none
either that or change it to mild, yeah
well since this mod changes the weather to be displayed at the top, to me it makes sense to always have it there and display the weather even if its mild. I can see having the weather display be removed on clear weather be confusing for people
true true
i'll save that for later to change
i've saved both, thanks
i've updated mrovlib to fix that issue
pacoito also updated LLLU lmao, the double update
but yeah this should avoid future issues on both ends ig

hopefully this works for my modpack xD
it was perfectly fine yesterfay
updated things today and now the chainloader is fucked XD
this what ive been getting π
[Debug : BepInEx] Skipping loading C:\Users\lloyd\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\Acalians Company\BepInEx\plugins\qwbarch-OpusDotNet\opus.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[Info : BepInEx] 151 plugins to load
[Warning: BepInEx] Skipping [LethalLevelLoader 1.4.11] because a newer version exists (LethalLevelLoader 1.5.3)
[Fatal : BepInEx] Error occurred starting the game
[Fatal : BepInEx] System.Exception: Cyclic Dependency:
- com.github.teamxiaolan.dawnlib
- imabatby.lethallevelloader
- MrovLib
- mrov.WeatherRegistry
- CodeRebirth
at BepInEx.Utility.TopologicalSort[TNode] (System.Collections.Generic.IEnumerable`1[T] nodes, System.Func`2[T,TResult] dependencySelector) [0x0009e] in <cebe69d7792f4abca78b685257766c60>:0
at (wrapper dynamic-method) BepInEx.Bootstrap.Chainloader.DMD<BepInEx.Bootstrap.Chainloader::Start>()
[Message: BepInEx] Chainloader startup complete```
Alr thx
The update for mrovlib and LLLU will fix this
yeah, that's what the fix is for π
o.o
[19:19:33.4558362] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: WeatherTweaks.Compatibility.LLL.Init () (at ./Compatibility/LethalLevelLoader.cs:14) WeatherTweaks.Plugin.Awake () (at ./Plugin.cs:57) UnityEngine.GameObject:AddComponent(Type) BepInEx.Bootstrap.Chainloader:Start() DMD<>?-1243694212:Trampoline<BepInEx.Bootstrap.Chainloader::Start>?1780967648() AsyncLoggers.Patches.ChainloaderPatch:DetourStart(Action) (at ./Preloader/src/Patches/ChainloaderPatch.cs:42) DMD<>?1362849908:Hook<BepInEx.Bootstrap.Chainloader::Start>?-634340388() UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
latest versions.
sorry :,]
fun!
so the issue wasn't me!
@obsidian schooner @violet gate does it happen on mrovlib 0.3.6?
testing rn
not happening on mrovlib 0.3.6
i will kill someone
wait.. so does 0.3.7 fix the soft dependency issue but introduce a NullReferenceException ?
honestly i don't really know why
and i'm not finding out today
downgrade mrovlib and it's gonna work π₯²
hahaha i dont even know what the NullReferenceException even does
it means it's trying to reference a value, which is unexpectedly null
oh no i know that, i mean what the effect of the error is going to be in game
that's the fun part
it can do anything
Isn't it expectantly null?
isnt that just Lethal Company anyway? XD
Yeah this seems like a normal problem to me, mrovlib doesn't immediately create LLL compat class (which is right), and WT expects that it does
You load up that class when main menu loads
Oh boy WT needs some cleaning on the soft dependency side of things
But
As long as you get rid of this if condition you're fine @drowsy willow
I dont think there's any point to it
You already checked if the chain loader contained LLL
So no point in making WT check it since WT already checked it and soft depends on LLL
This is a bit of a dirty fix since WT still needs to fix its soft dependencies but it should make things work fine
that patch runs before MrovLib registers the compatibilities, but after checking if LLL is in there lmao
i hate it so much
WeatherTweaks 1.1.7
- fixed an error with soft-compatibility with LLL
@drowsy willow @sage thorn I think the WR update broke the rotating light and made it holy
seems just fine on my end
lol
It thought the moon was Blackout for some reason is why
lmao
question: does None@100; Rainy@60; Stormy@40; Flooded@30; Foggy@50; Eclipsed@20; these type of values that are default in weatherregistry, are these values ripped from the game or just something you made? I'm just curious
something he made I think, if I recall correctly basegame has equal chances for every weather
Those are values carried from the beginning of Tweaks, around early 2024
We've tested them with a few people to see what feels right
aaand they're still there
so yeah, that's something that comes from me, not the game
it's a bit more complicated than that, but yes
aurr sorry sorry
no need to be π₯Ί
Hey so I got back to Lethal mods after like 2 years and I've wondered how the multiplication for the weather works. I just jumped into a new safe and all weather events show x1 multiplicator. Do I need WeatherTweaks besides WeatherRegistry to make it work? Or is the multiplier only a thing in multiplayer
the multiplier doesnt come as default
at least for vanilla weathers
you gotta add them yourself in the config
aight, i see, thank you ^^
modded weathers come with what the dev intended to have, but vanilla ones are left for the user to choose hehe
Makes sense π How would you rate the difficulties for the weathers Earthquake, Forsaken, Hallowed and Hurricane? or do you have a preset for balanced multipliers?
Deadly, DEATH, Terrifying, NoCowsSadge
idk if those come with multipliers by default or not
also i know hurricane is kinda buggy with weather registry? idk if it got fixed
forsaken definitely the hardest i would say
hurricane is pretty easy
hallowed is like rainy
and earthquake i havent tried
alright, thank you ^^
I have a question about this if you don't mind π If this is same as vanilla, wouldn't that mean no matter what value I put None as, it will use the vanilla algorithm to determine which moons have weather, and the moons that don't get chosen default to none/clear? Does none/clear have any usage with this hybrid option?
yeah, the clear weather won't use weights in that scenario
What about if I moon has certain weathers that don't appear on a moon's pool and that one option that reduces the chances of all weathers so none has the same chance as if all weathers could spawn on that moon?
the Scale down clear weather option.
oh that's a good question
i'm pretty sure the hybrid algorithm overrides that behavior
because that is a part of WeatherTweaks and it's separate weather-picking
ahhh okokay. Thank you for your quick answers! Finally came back to Lethal and found a bunch of new weather mods so I'm trying to balance it out on my modpack.
Hybrid option is awesome
when in doubt, enable debug logging and the weather selection will be more descriptive in the logs π
I'd say it's kinda wierd to tell someone about it, but because of that combine weather mod, the one where you can essentially combine anything, I finally made a Weather: 7 weather. Blue + Blood Moon + (Possible eclipse) envisions the perfect glitch weather
It's so cool
Ik, I always imagined it as a blue eclipsed. but blue darkens the blood moon so much, it's like a hole in the sky, looks sick
I love nodding to glitches, removed stuff, and enemies in the files. (Though probably stupid) I have lasso moon with a ridiculously low spawn chance on everymoon. You'll never see him, but your dead if you do lolll
I hate ranting about LC, I sound nerdy ;-;
yeah... i actually asked generic why it was like that and they said they had no idea πΏ
Haha, yeah blue weather really does Blueify everything to the extreme XD. Tried Orange and Blue together to see what happens but it didn't do anything unique. If it did I think it would've just been brown lol
One must have overriden the visual of the other, thats expected when mixing some weathers togethers
ahh okok. I have a question about the registry again lol. So if I recall, vanilla algorithm uses like 1-8 and a value between 0 - 1 or something to choose how many moons have a weather or not. But if it goes above 8, all moons have weathers. Does this 0-8 moon amount scale dependent on the moon amount in a modpack?
vanilla uses level seed to determine if a moon will have weather, and (if true) it will determine which weather it will have
https://static.wikia.nocookie.net/lethalcompanyzeekerss/images/5/50/Moons_weather_curve.png/revision/latest?cb=20240116110206
Then what is this chart? I'm just trying to figure it all out
oh yeah, that
it's picking value between (0,1) and multiplying the result by the amount of moons installed
morv when are you making a moon so i can make a sprite of it please thx
So this is the how the hybrid does it? It picks a value between 0 and 1 and multiplies the result by the amount of moons? Does it use the extra multiplication if there are 2 or more players + every 3rd day?
you'll know first
Hybrid uses that vanilla function to pick amount of moons that will have weather, and then uses weights to pick them
and yes, it used those conditions as well (same as vanilla)
morv
morv
morv
more morv
morv
morv
mrov
Execute Dr minecraft
Finally
close task manager
"dr Minecraft you have to stop. You smoke too tough. Your swag too different. Your bitch is too bad. they'll kill you" - Obi-Wan Kenobi
Yes
Your family, your house, your PC, even your balls (if you have two) becomes blue
blue

because its blue
Tell me when green drops.
also i heard theres an orange and evil blue weather what do those do
i was actually planning to do that lol
To me too
if ONLY someone teached me how!
can tyou just
Oh
can you make it so this image sometimes appears during blue weather
every time you drop your scrap this happens
(get it)
It kinda reminded me of that one mod that flashes a God in heaven image when you're on verge of dying
((the drop button is binded to the G key))
And bell tolls
G
G
And if i have one?
And if i dont have
this implies that if you have only one it will not become blue
That subject was answered in the message above
oh mb twin
Idk man i swear this server made me gay
what the hell π
I would have never said that before this
-# of course its a joke xD
weak
SLEEP
I'm in bed
Gnight mr π« boy
modpack code? π₯Ί
set their weight to 0
problem solved
go back to bed morv
Still bad if the disabling of weathers does not work ^-^'
Have an example of my own now as well
-# (The filter was initially empty, I now put in the Company and I will set the default weight to 0)
which weather algorithm are you using?
Registry
I put all moons in the blacklist for all disabled weathers and also set their weights to 0. Would be very surprised if this occurs again because at this point it just can't be possible X3
But by the way, for EOTW weather, how can i make it work ? if i remember correctly, it was because of some weather blacklist/whitelist, that make it never appear sort of ?
what's your modpack code?
General question though, should disabled weathers not appear at all in Imperium? I could always choose any of the weathers, even if disabled, using it
Just a sec
that's the thing - right now the disabling only prevents it from being picked
which doesn't even work consistently
sooo I need to redo it
019ab100-225e-482d-b144-bc00f15f5c79
Only change in here since the error is now that all the disabled conditions also have a weight of 0 and a blacklist featuring all moons
iirc it's because not every moon can have all possible weathers happening
you'd have to ask Ziggy how to (force) enable it (and if it's even possible) since I don't remember π₯²
oki doki
@drowsy willow One thing worth noting though is that I can not remember seeing this problem before I installed Combined Weathers Toolkit. Before that, from all I remember, it seemed to be fixed when I fixed the blacklist configs
shouldnt it be if its disabled it doesnt load? that's kind of why i had it in dawnlib and told you about it lol
well, that's planned
but it requires a big change in loading behavior
soooo it's gonna be added soonish
wait wtf is Gravit
Gravitational Freeze
Its from #1432472876237455572
shoulda figured lol
ok so i have a weird problem with this mod, the first time i create a lobby it all works fine, but if i try to make the lobby again it gets stuck on loading the random seed forever and doesnt load the moon, i was disabling mods until i found the problem and it was this mod that was giving me the problem. I dont know why it could be happening at all.
ok the code is: 019ab273-3b9c-211b-720a-fd8225050bef
and i dont know how to see the logs xd
is it this:
is that the log when your error happened?
Got a question or two! How does the weighting work between Level weights and WeatherToWeather weights? Does one take priority over the other?
Example scenario: The WeatherToWeather weights under Flooding has the weight for Stormy set to 100 if the weather was just Flooding. The Level weights for Stormy sets Experimentation at a set weight of 50. The player just left Experimentation, which had Flooding as the weather. Will the next dice roll put Stormy at a weight of 100 or 50?
Second question: how does the weighting system work on first day? Just the default weights? Default with Level weights taking priority? Something else?
I assume w2w takes over moon weights as it also has priority over default weights
Level overrides w2w
for the second question: on the first day weather-to-weather weights are ignored, so it's gonna try to use:
- level weights
- defaults
Thank you!
no worries π
if you want to check which weights are used in your modpack, change the logging type of Registry to debug

this image brings me immense joy
isn't that already doable?
not really
i mean maybe but from what ziggy told me
the weathers would just restart, instead of get added
so something like black fog > black fog + blackout would make black fog repeat the animation, instead of going along with how it was before
so yeah
he told me he was gonna try to find a way around that but you know with all the busy stuff idk
time will tell
@drowsy willow
Additional Context, The weather effect itself is a local volumetric fog That increases in intensity controlled by the Animator, before shutting itself off after 5 and a half minutes of real time. If you need more information on the setup let me know
what is going on
did you ever wonder what happens when you remove windows boot manager?
the answer is PAIN
π
π± Meow!
π
Dont make me pull out the might HD Trite
Do it, do it, do it
Trite Remastered
||Best||
Why is this happening
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'MMHOOK_Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () (at <1071a2cb0cb3433aae80a793c277a048>:IL_0002)
System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) (at <1071a2cb0cb3433aae80a793c277a048>:IL_000C)
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0021)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0037)
System.Reflection.RuntimeMethodInfo.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
WeatherRegistry.Patches.NetcodePatcher.PatchNetcodeMethods () (at ./Patches/NetcodePatcher.cs:26)
WeatherRegistry.Plugin.Awake () (at ./Plugin.cs:46)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
DMD<>?-1928376498:TrampolineBepInEx.Bootstrap.Chainloader::Start?-973320256()
AsyncLoggers.Patches.ChainloaderPatch:DetourStart(Action) (at ./Preloader/src/Patches/ChainloaderPatch.cs:42)
DMD<>?-1673555414:HookBepInEx.Bootstrap.Chainloader::Start?94922868()
UnityEngine.InputSystem.InputSystem:.cctor()
oh shit I forgot the dependency
it's gonna be fixed in next version, sorry for that π₯²
Prolly better to use AutoHookGenPatcher nowadays
I use that and keep the og one turned off
lol
I don't need those dependencies
It's still more up to date and also is Multithreaded though so the game boots faster, the only reason I turn off the og one even though it's unnecessary is cus there's no point to have both enabled lol
But yeah it's fine to rely on either, it's just nowadays most newer mods that rely on it rely on AutoHookGen anyways
Never load up save, start game, jump off and die, quit to menu, load save and then start game at 3am
sorry, i can't reproduce it on my profile (WR, DawnLib and all their dependencies)
could you send me your profile code and explain in more detail what exactly is going on?
how are you starting the game at 3am
Niche π₯
is that an option? π³

It can be done every day at a specific hour
Unless you move to a different time zone
In which case you could do multiple
π€

(The 3AM thing's probably just a joke though lmao)
"Never do X at 3AM"
Thats when i bite π
the devilish cheese
sorry the 3am part was a joke to those 2017 youtube videos - the game started normally, but the process is what i did. I quit the game before the ship fully landed and i was dead still. however, the described process would cause this softlock on every save until i rebooted
Ill see if i can repeat it a 2nd time time and send code when i wake up (i go back to zzz)
i lied i think im just gonna accept the 3 hour sleep lol, ill go do what i said now
019b1f70-59e3-0eee-7344-b3d520e84824
I can do consistently with this exact setup
Awww
Go to sleep now!!
While you still can
it almot 9am its time to rise and grind. I have a grauling task of doing 40 item hand rotations today
Go to sleep!!
Hehehe
Its better that you sleep enough
i am so out of touch holy
π
weather seems to be fully broken for me as well, game seems to consider weather on every moon clear when terminal says otherwise, and nearly never can land on a moon or the company, i seem to see one of these two errors usually
log
pack code: 019b32b9-f81a-d3fb-0dd8-6cc4da6c9df2
what are your steps to reproduce those issues?
open game -> go to any moon
it seems to load the moon but doors dont open and i get that error
oh no
feck
l m a o
oh that's not it fuck
((im blind))
yeah i was super confused 
especially since this pack doesnt really have any questionable mods i dont think
can i be a suspect
selene's choice in lord's year 2025
that is a choice
and what was preventing you from routing anywhere
wow
there was also an error from Surfaced (which isn't maintained anymore? i don't really know)
and that error from mrovlib which i cannot recreate locally lol
After reading, i doubt its related, but in any case i fixed a "Stuck on random seed" issue with LunarConfig relating to the interior size changes
#1390479837025538048 message
Unsure if the interior failing to load would then cause WR to throw errors instead or something
it was that
Seems alright for testing and such, would obvs need to be a config for normal play though
being able to force a weather for testing without needing Imperium is nice since Imperium isnt the most reliable
my idea was to enable this only for the host, with debugging mode enabled
and just typing "rainy" isn't gonna auto-complete that π
i'm working on that π
Ayy nice nice
i see two ways i could go with displaying it:
- display all possible weights that could be used (so default, w2w and level) next to each other
- display weights that are being used right now and their "type" (so for example
Rainy: 50 (w-2-w)orFlooded: 300 (level))
yes finally weather change mod π₯Ί
i would say the weights that are being used right now
like
If i use Forecast in game, its because i wanna know what my odds on are on following weathers for this moon (So that would be a mix of Weather-to-weather, and level weights which override them)
So not including the level weights defeats the point of it to me
okay, so would you rather see all options (and obviously the highest weight will be used) or just the one that's gonna be picked?
in terms of single weahter's weight
All the weights makes the most sense
I wouldnt want to like, literally know whats gonna occur next, the surprise of a low-weight weather showing up is cool, especially if its profitable, such as how some people configure Meteor Shower / Blood Moon etc.
Option two is better as I'd prefer to just clearly see the numbers that are in the pool right now instead of all numbers, including those that could be but are not in the pool
As a debug feature this is very welcome ^-^
thats what i thought but it just happened again after removing it
try removing surfaced - it was throwing errors as well

019b37b1-2f48-b9fa-cd47-5d99c81beff8
i've disabled Surfaced and Selene's
i can normally route, land and play
hm interesting i have both disabled but still getting the same thing
maybe it was diversity? i had it enabled
yeah i enabled it since then thinking it was selenes
okay
it happend again
BUT i noticed it happened when i went to the main menu, then went back in and tried to land again
yeah i loaded in -> landed at moon fine -> exited to main menu -> loaded in again -> landed at moon with error
okay i managed to reproduce it
found the issue
okay i have no idea how it came to be, i'll report it in LethalThings thread for them to figure it out
i'll patch it on my end not to cause errors
fixed
this is probably why
oh interesting
regardless, thank you! 
no worries
that's the thing - after lobby reload it appears twice
and I have no idea why
and I don't really care tbh
my node matcher can't find the nodes for a different id, so it failed
somthing like this?
Yeah, that seems perfect!
Only confusing part is that it says weight for next "days" instead of "day"
I do also still think the terminal text for weathers changing colour to match their monitor text color would be fire, especially for cases like this where they are all listed together, as well as on the moon page
i will try that right now
π₯
my table formatter broke lmao
Evil
new weather dropped! "NEW MODDED"
Wtf is a drizzle
don't worry
make new modded weather real it'd be so peam
What does peam even mean? Iβve heard of preem cus of Cyberpunk but never peam except from you off and on randomly lol
NEW MODDED WEATHER: deletes everything that's not modded
peak but mispelled
for funni
means the same thing
when have i ever not been
what's the new weather in the bottom right?
it's kinda cut off
Maximum bainrot omg
microsoft
mrovsoft
i would never
will do
When I am using the mod's scrap amount and value multipliers do they stack when multiple weathers are added on the same moon?
When talking about combined weathers, the scrap multipliers are either :
- defined by the dev
- or, take a default value that is created based on the multipliers of the weathers in that combined effect
The default value is something like
Weather1 multi + weather2 multi / number of total weathers (here, 2)
Or something very similar to that I think
The only easy way to change the default value to a custom one is to modify the Config entry for that specific combo
Or using Combined weather toolkit, json weather creator
And what about progressive?
Wait so a combined weather can give you less than a single weather? Omg
Oh yeah you are right, then this must be
W1 + W2 and thats it
The division it's for the weight mb
Actually I'm not even sure lol, I'll let Mrov clarify
they are not
I had that option when they were first introduced, but it was insane how much scrap there was
it's calculated based on weights of all the partial weathers
although I'm interested in feedback on how to improve those calculations
that might be the case in how I calculate this
Omg
Crazy
Couldnt it be like Wa + Wb - 1?
So for example 1.3 + 1.5 - 1 = 1.8?
And leave the (Wa + Wb) / n for progressive weathers
that would make more sense lol
:3
0.5 + 0.5 - 1 = 0 :3
But tbh it does make kinda sense
If you are going into a weather that gives less scrap multiplier it would make sense that the more the worst
But
0 would be uhm idk
Maybe if multiplier = 0 change to 0.1? Idk
There pob is a better equation for this but i forgor
Maybe Wa + Wb - (n-1)
That wouldnt fix the 0 thingy, but it would be better for when there is more than 2 combined weathers
hello i'm searching to fix an issue in my modpack, i posted a message in #modding-general hours ago(#modding-general message) and was starting to think it could be weather registry being part of the problem(before DHU made me think otherwise), and while i already got help on this issue the problem is still here.
So here is a log( of the last time i got the issue i'm talking about) and the most recent version of my modpack(v73) : 019b4d34-08c1-8245-c601-a5451fb7d759
could it be a weird config
have you messed with weather registry configs/have you tried reinstalling it?
it could be, i did change some of the weather weight and scrap value/amount multiplier
i did not tried to reinstall weather registry since i don't understand what the log is showing me :x
and the issue doesn't happen often so i was thinking about understanding as much as i can before doing something that could fix the problem without me understanding it
understandable
i dont really know what it could be since i also dont know how to read logs like an expert
and your code is like perfect so idk
i just tried what you said(reinstalling weather registry) i also deleted the config and got the problem again(that was quite fast this time x) )
Just wonderin, does it happen when generating StarlancerWarehouse specifically? 
That interior had a couple issues related to entrances iirc
Doubt it though since it's somethin with a hazard or somethin probably
the last time it was the pool rooms when it happened
Hmm
It's the same log
oh :x

how does this look?
nitpicking af but you could just do Chance as the header, % is redundant
w2w could also be transition or if too long shift but it's probably fine
oh yeah that makes more sense π
i'll see what i can cook up π€
I've never questioned myself on this before but is it pronounced
em β’ row β’ v
or
em β’ rah β’ v ?
π€
Maybe there's not even an "e" sound there at all
emβ’roβ’v
that's what most people go with π
although the original pronunciation is mroβ’v
(in polish)
I see...
I've been saying em-rah-v in my head this whole time ngl
This is good to know
morv
stiβ’nkβ’boy
So, i am noticing Weather Multipliers arent working with the Apparatus atm, this is with FacilityMeltdownExperimental (since normal Meltdown doesnt work for v73)
Is this a known issue? Prior to v73 with the normal FacilityMeltdown, it correctly applied weather bonuses on top of whatever value you set for it in the Meltdown config (The config MeltdownExperimental uses is the exact same as the normal one)
And i recall before its something that had to be done on WeatherReg's end...?
Is WeatherReg maybe only checking for the normal meltdown mod in the profile instead of the Experimental one before trying to change the value?
(I set the weather multiplier to 10x to test)
My profile also uses LunarConfig+DawnLib, if that would affect it at all (i doubt though, the mod description states it cant modify the value of scraps like the Apparatus or Beehives)
Lmk if you need the profile code, but you should be able to replicate it with just WeatherReg + MeltdownExperimental (+DawnLib + LunarConfig if needed)
After checking, the dll for Experimental is the same name as the normal, but ofc the manifest uses a different name
Unsure if that would affect the WeatherReg compat patch or not
if meltdown is present, Registry completely skips changing apparatus value
and if the experimental version uses a different guid then i don't really know
wait what
But prior to v73, it did
It would take the value from Meltdown and apply the multiplier to it

So does that mean its now working as intended then...?
i don't know tbh
Ohhhh
If so, could we get a toggle in the config for that so that we can apply weather multipliers to Ap with Meltdown?
Still strange though, since that change was committed a while ago, and we kept WeatherReg up to date right before v73
i sincerely have no idea what's happening
meltdown wasn't updated, registry as well
ah, but Meltdown has its own patch for WeatherReg
One that might not be in Experimental properly
oh
i don't know
did you get logs from weatherregistry about detecting meltdown installed?
i need to put info logging back on, lemme check





