#Weather Registry / Weather Tweaks / mrov
1 messages · Page 29 of 1
I found the cause
This is on the "Old" facility meltdown for v72 and whatnot
This is in the experimental 😭
it always returns 1
Boy
I am being trolled

All this means is that when experimental was made ages ago, bongo didn't know the code to get WR's multiplier, hence why it was just 1f
Though ig currently the normal version is broken, and will likely stay broken for a while
Your best bet is someone doing a patch to experimental
It probably won't be bongo, they're not available
Tell them* I said hi. 
wait is experimental older than the normal one?
that i didn't notice
lol
oh okay
This facility is melting down
I noticed that the experimental one can't apply the red lights on modded interiors
#help-and-troubleshooting message was told to ask here, but does anybody know what could be causing the issue here? having problems with weather to weather weights
Hey, could you send me your code? I'll check if it's config issue or something bigger 😇
019b76c7-efb3-96df-4834-123668265ca3 here you go ^^
you've put the values in reverse order
for w2w weights you define the weight when the specified weather was present the previous day
so in your example it's none>heatwave --> heatwave, which means you need to set up none>heatwave@100 in heatwave's config 😅
no worries 😅
so does this mean this is wrong too? like if i wanted cloudy to have a 250 weight after clear, id have to add None@250 in the "cloudy" config?
when you enter a lobby there's a whole table of weights printed to the console - you can verify if the configs are correct that way 😅
this one
does this mod let you have every vanilla weather at once (cuz that would be swag I think)
btw I wonder what happens if like titan has the flooded weather
Yes
new ironman challenge coming up:
The end of the world
You you have so much to learn hehe
very
can you even afford a jetpack without a discount when doing Ironman challangee
or is it to expensive
Idk
actually cruiser would work fine mostly ig
does this mod let you have like floodded titan or whatever
cuz ik a while ago it fodnt6
You can add it if you want yeah
No
WeatherReg only lets you remove vanilla weathers from a moon in that sense
What weathers are allowed to be on a moon are decided by the moon dev itself, or in the case of vanilla moons, are just hard-coded into it
Modded weathers are different though, you can add them to any moon you want
WeatherTweaks adds combined weathers, but they only work on the moon if the moon supports every single weather that is a part of that combination iirc
Mid 💔
Is there a mod that let's me have every weather on a moon at once
moon makers decide what weathers are allowed on their moons, because they wouldn't have the proper configuration most of those would be just broken and unplayable
not really, no
theoretically it's not hard to enable that, but I'm not really interested in maintaining that config mess that would allow it to happen
I can help if someone's interested in doing that, but I won't be having that as a base feature in Registry anytime soon
Doesnt it have one??
Weather tweaks
I think it doesnt have foggy
....okay we will, just for the sakes of not embarrassing myself further, pretend i didnt completely forget that i showed up here weeks ago and forgot to check back on the same day
im good, has calm christmas with family, calmer new years eve, and the calmest birthday yesterday
how goes the lethaling?
Morv bought McDonalds
guh
excuse me what
what do you mean + Mrov
new entity? if you dont glaze the blackout weather in chat you die?
Don't tweak his weathers
too late
something like that
but worse
pretty well actually
everything is going nice
i'm working on new Registry release and the todo list never ends
🥲
Honestly you're a real one for keeping up the good work
Ive been getting "distracted" with working on other game(dev) related projects
oh me too
sharping on my C till i RuntimeBinderException
basically im working with a bunch of people to keep an ancient (and more beloved) version of a game alive that fell off a cliff over many years and eventually got shut down alongside its studio like a year ago - if the name rings a bell, its a game called robocraft, used to be super popular back in 2014-2016
funnily enough its where the style and the main thing of my pfp comes from
but yeah, been doing stuff for that and its nice - small playerbase but honestly just cool to be able to experience nostalgia again
having to work in ancient unity versions (4.5) is a challenge
.NET framework 3.5
bringing the most advanced features to the table (486 code warnings in the primary repo)
but its honestly kinda fun
im pretty good at reverse engineering and working in funky codebases
Blehhh
Hmm what do they say? Like the default values? I dont remember if level weights was the weights for the moons
default value is blank
level weights allow you to select specific weather-level combo to have a different weight than the default ones (higher and lower)
is there a way to make weather weights higher for different moons?
ill tell u if i can figure out how to get the first part to work
alrighty
uh do yk how combined weather toolkit works or would i have to ask someone else
i know a little bit
if i do it correctly will it show up in weather tweaks config?
or how does that work
all weathers create their weight configs in weather registry config
for combined/progressing ones you might need to check the option in tweaks config
what option is that
this one
okay thanks
uh also pretty much im trying to have every vanilla weather that can possibly be on each moon always be on each moon
so like titan would have eclipsed + stormy + foggy and experimentation would have every vanilla weather
(eclipsed + stormy + foggy + rainy + flooded)
yeah its not showing up in weather registry config
do yknow the difference between : and , when doing the config creator in combinedweathertoolkit?
cuz idk if : or , seperates them
i don't know tbh
try asking about it here: https://discord.com/channels/1168655651455639582/1432472876237455572
You have to open a save for them to generate
okay i got it working
so uh how do i edit which moons have a higher chance to get which weather
So just to add some more info on that
This config option is only needed when one's wants to configure default weather tweaks weathers entries
Weathers generated by the toolkit don't need this option cause it's always configurable (that's the goal of the toolkit)
oh that's good to know!
how can i make experimentation have a higher chance of being eclipsed than rend
in level weights write exp@ and your weight, and then rend@ with a lower weight
so like exp@200 or exp@ 200
its peak...
does that work?
i mean using incomplete moon names
i dont think so
i just played it safe and did the full moon names
also: both should work
depends on your *✨ style preferences✨ *
it still took me an hour of messing around to get it to all work
i admire the effort
most of it was tryna actually get the weather to apply
for some reason u cant set none weather weight (or maybe any) to 0 so
that might've been a thing i've hardcoded, let me check
just gotta hope it doesnt roll that 1/10000 chance to be clear weather

it spat out a ton of errors and made the moon have no weather
i didnt check it out but idk what would have happened if i landed
if you ever get those errors again lmk
it worked this time
thats really weird
gah damn
maybe when it w as when i filtered it from every moon
idk
ill try a couple more things
okay yeah i have no clue why that happened
cuz it isnt happening anymore
oh well
idrc 🤷♂️
fair enough
ik i had to change some other stuff to make it work so it was prob just the fact that there wasnt a possible weather for any of the moons lol
i couldnt rly tell what happened either cuz idk what any of it meant lol
now im having a hard time not just immediatly dying on all the moons 🥲
Both does work yes
I have literally a mix cuz I was lazy to transfer onto spaces
yikes
I think (I havent seen blackout and blizzard for ages)
and also the fact that i litteraly cant hear any enemies outside
oh nah, it was just me explaining fast because lazy :3
@drowsy willow hi
@drowsy willow can we make out sloppy style
oh my god let me work
work my shaft gaywad
prawn tuah
today we mourn the loss of generling #2 and ford focus </3
no we dont
you are an enemy of christ
i got 130 on experimentation 🤑 (i would have gotten like 200 but i fell of the pipe before dropping everything down and was not able to get back to main becsuse of the flood)
@drowsy willow hello
@drowsy willow cześć 
you guys got any tips to help me survive all (possible) vanilla weathers on every moon?
Know how they work
There isnt any tips because nobody is actively playing with them
Actually you would be helping us xD
well uh do yk how to deal with giants when you can barely hear them (and cant hear the fear noise when they first spot you)
that is like the only really big problem ive run into
the audio from all the rain itself is so disorianting even when playing with a mod that removes ALL fog im still being consistantly supprised when a giant starts chasing me because I just never noticed them
he he he
3 seperate rain sound effects 
to counter im learing how to manipulate the giants ai so that i can make them go somewhere thats not in the way of me
don't ping me thanks
ok
ok
people, let the man breathe ffs
It's alright morv I shall ping myself @daring pivot
@daring pivot get back to work 
I just opened Unity 
too late
Would it be possible to add a general config option to ignore that skip?
Pleaaaase
I feel that would be much easier for the foreseable future rather than making a whole separate fork of FacilityMeltdown to workaround the issue whilst Bongo is absent
Unless there is complications i am unaware of with WeatherReg applying the multiplier before/after Meltdown sets the Apparatus value-
And ig, whilst we're there, i think an option for the Scrap value multiplier to apply to Beehives and Sapsucker Eggs could also be cool
The skip happening isn’t on WR’s end it’s on that version of Meltdown
It wouldn’t make sense for Mrov to add a config option to override that code, it would make more sense for a seperate patch mod for it to be created
thats, false?
Check the message linked
WeatherRegistry/Patches/LungProp
he even clearly says it there, "if meltdown is present, registry completely skips changing apparatus value"
Ah
I thought I remembered him saying Meltdown did it but I think that patch exists cus Meltdown normally changes the Apparatus value itself
I mean - meltdown hasn't been (and probably won't be) updated for a very long time, so I could do that
Glad to see this morv, cus yeah your patch was more intended for the normal version of Meltdown lol so this will be good due to people having to use an older version of it rn
Also what are you testing here?
I've added an option to hide Weather:None on the screen
i know that someone asked for it a while ago
Ahhhhh more Vanilla behavior neat
Honestly I only learned yesterday that you can see the Weather before landing but it's at the bottom of the monitor
lol
yeah, that suckssssss
Yeah lol
i'm adding a bunch of stuff from my various todo lists lol
for example live-reloading the configs without needing to restart the lobby
And what are your thoughts on a config for weather multipliers applying to Beehives / Sapsucker eggs?
Definitely not as important imo but would be cool
oh i forgot about that part lol
yeah, i'll make it happen
Awesome, nice nice
oh that's not right
he he he
i think i did an oopsie
What weather has x6 😭
the one i'm testing this with 😳
Cloudy 2
rainy 4
Stormy 6
not the 6
Only 7
we all remember the 6 fiasco
OHHH ITS THE JORKNITS WEATHER
NO ITS NOT
I need to learn how to use unity
I have a weather idea but I have zero clue how to register/code/insert it
you can register it either through unity or through code
if you need any help with that hmu
i feel so proud of myself rn :D (all i did was load experimentation into the editor)
@harsh flicker
hell yeah
i'm not sure if i should be making those opt-in or opt-out
i would say opt-in?
You dont wanna like, accidentally messup the balance for some people's packs ig
I know i want it, but some others might not
if they dont check updates they might be surprised to see beehives n such worth way more than usual
to be completely honest
i was thinking of making all those "special" scrap toggleable
so there would be a toggle for apparatus, bees and eggs
Makes sense yeah
and i think it would make sense for the defaults to all be set to true
ig one thing to double check is that your apparatus patch applies to interiors with funky apparatus names, like Wesleys and such
if it derives from vanilla's LungProp it will work
I can show you later, if you're using DawnLib at all then it's basically the same way as registering anything else in there
WR is required as a dependency when you do it since it uses WR to register
MROVVVV LET US TURN OFF THE NOTIFICATION WHEN WEATHER SWITCHES MID DAY AND MY LIFE IS YOURS
For some reason, weatherregistry breaks eclipsed artificeblizzard
without weatherregistry
oh hmmmm
it might be taking the wrong skybox
OH WAIT it's different
huh
I'll add a check for that
Sometimes rain particles in Vow Moon pass through the ship; Idk if this is bc of Weather Registry.
And Titan yesterday, the first Stormy didn't have rain particles. Sciencebirdtweaks/nichetweaks has a fix to remove the GI lightning warning when you go inside the interior, and I noticed that the GI warning was always being removed. The Second stormy weather was working normally both particles and GI warning.
that is weird
@drowsy willow Not to rush, but when do you think WeatherReg will get the Meltdown patch + Terminal Colours + Beehive/Egg value thing?
Reason is because i will likely wait until that update hits before publishing an update to my modpack
my goal is the 25th
obviously i'm not promising, and i won't release it undercooked
but i have an ever-growing list of bugs and features to mess with 😭
that's the current state of things
my todolist is:
- multiplication weights
- fix events
- fix controllers
- component for disabling objects based on weather
- readme
- changelog
on top of that i've made a terminal command system which "works"
i'm hoping to finish LevelWeatherMatching component today
aaaaaand that might be it
there is a lot
test what i sent youuuuuuuuuuu
Hu? You said you needed to recompile
can i suggest a uhmmmmm
add "scrap multiplier" or smth like that to this readme, so it can appear as an option when searching for that
this is not a readme, but a json 🤯
descpritoon
what kind of file is it
readme.txt
txt?
secretly if you add a DONTREADME.txt it kills anyone who downloads yourmod
but it has does features like
this
that common txt doesnt have
unless that doesnt come from the file but the thing reading it idk
check code squee birth for all you can do
you can download it manually and read its txt
for examples
i could, yeah
readmes tend to be .md
ty
I needs it…
scary bean
the fwog dude
evil bocksy boo
Ok so if you want it to be like vanilla behavior when you're using custom weathers
Do you have to set the chance of none to the sum of all other weathers??
And then just turn on scale down clear weather in weather tweaks?
Unless i am misunderstand how vanilla weather works, just giving them all the same weight would result in it being even chances for each weather just like in vanilla
And just dont use any level weights or weather-to-weather weights
I think thats just a mod thing
you would want it off to be more like vanilla
Unless, i guess, you have so many weathers that the odds of clear are much lower, in which case yeah thats 1 solution
But id' argue the better is just to give clear a bigger weight
Like clear is a 1/6 i assume in vanilla
So just balance it so the combined weights of the other weathers add up to 5/6, with clear being the remaining 1/6
E.g. if you have 10 weathers (not including clear), Clear could be 200 whilst the others are 100 each
That might be what "Scale down clear weather" does, but it doesnt specify the % in the config description
also weird wording because surely it would be scale up since it gives it more weight to counter more weathers existing
Isnt there a button to make it vanilla behaviour?
change weather selection algorithm to Vanilla (this disables the entirety of weight system)
if you want to have the best from both worlds (so vanilla picking which moons get weather and weights deciding which one) then select Hybrid mode
Oh I've wondered about this too! But I think it's "scale down" because the weight for "none" is supposed to be based on a moon that has every weather, and then if you have that option enabled, it will be reduced to account for how many weathers a moon actually has
exactly
is this the time
bwah
weather 2
WeatherRegistry 0.8.0 (RC-1)
WeatherDefinitionnow usesTMP_ColorGradientinstead of simpleColorfor weather colors- added
AssetBundleManagerfor improved asset bundle loading - added
HostTerminalCommandsmodule for host-specific terminal commands - restructured codebase with better organization:
- moved
ImprovedWeatherEffecttoDefinitionsnamespace - moved
StartuptoManagers/ - renamed
WeatherOverrideManager.cstoOverridesManager.cs - moved
ConfigHandler.cstoUtils/ - moved
WeightHandler.cstoUtils/ - moved
CurrentWeathers.cstoModules/ - moved
WeatherCalculation.cstoModules/
- moved
- removed
Weather.WeatherVariables - added
Weather.ShortenedNameproperty for easier weather name display - fixed an issue with
FacilityMeltdowncausing scrap multipliers to be applied twice (thanks,zetaarcade!) - added a hot-reloading mechanism for configs: all changed settings will be applied after completing the current day
- added a config option to hide
Weather: Nonefrom the ship's map screen (fix for #32) - added a config option for
GiantKiwiandLocustBeesto use scrap multipliers - added bundle blacklist as a config option to prevent loading specific asset bundles
- added
ImprovedRandomWeathersfor moon creators
all corresponding updates should be live on thunderstore
yup, weather 2 :]
speaking about the goat:
WAIT MROV
did you add the (weather multiplier) thingy to the json?
so people can find this mod instead of weird 5+ years weathermultiplier mod that breaks the entire game
things that are not finished:
- forecast module rework
- dawnlib tag support
- readme and wiki for setting up the thing
- csv config export
and probably a bunch of things as well
oh that
i added it now
yay!!
well, a bunch of reasons:
- it's gonna break a bunch of shit
- there's still a lot of missing features
- i need feedback
my goal is to have a full release in a week mayhaps
to finish what's left and broken
even cwt?
LethalElements and Legend weathers might need a recompile
oof
amazing
why only those 2? what about webley and MROV weathers hehe
(what about the other weather mods)
oh i forgot about mrov weathers
oh hi paco 😇
lmaooo that's exactly what i named them
May need to do a bit of testing with LethalElements 
Well shit

kiszony weathers
the horses are not real
curse of trite
one kiszillion turrets spawn outside
nooooo my hose :c
lone listeners*
both
mrov is a fraud!??!?!
yes
Most definitely
Broo you did a bunch of breaking changes? That's like, the one thing you're not supposed to do as a maintained API 😭
we are so cooked...
i wont be able to update coderebirth if thats broken for quite a while, so thats uh, yeah
i mean
it is the experimental version
nothing has broken yet unless you change to the experimental
he said he wants to push to main in like a week if i didnt misread
i did mean it??
cheese, if everythings fine it just means "if the current stuff i added and moved still works as intended"
but if there's backwards compat where i dont need to update coderebirth that'd be nice
hey, I've done an experimental version so everyone can test their stuff lol
there's no rush in anything
I'm aiming for next week, but I don't have to
umm yes and no
at some point you do have to move forward and break some stuff
and all the stuff in here is a collection of things I've wanted to/had to improve over the last year
I'd rather do everything in one blow then doing 10 incremental updates that break stuff
you know what, fuck it; I'll test it for you

Cro
i wonder why
i ponder for what purpose
chciken.. pie…
WHAT
drimstick… fry…
can we ban him please
imgonna… die..
he took it too far
i've pushed a small update cause my initialization did a massive stinky
it's 3am and i'm fucking angry
sorry for improving my stuff, have a good night
me facing the person who ruined my life
nobody cares anyway
and a nice and clear weather!
omG
wut
beta state cro....
W update mrov, i know that you tried your best to have all backwards compatibility ready
can't wait to test the improvements (i'm going to use that sweet gradient)
Yeah thank you mrov for allowing us to continue to do stupid bullshit
Weathers is one of the things that the game really needs more touch ups in
So I'm really thankful you work on this project for the entire community to use
And think of the community for
W
For weatherregistry
Oh no I was using some of these things that were moved, I guess I'll need to update everything
Godspeed zig
[Obsolete(“this shit gon”]
Meant to reply to this
Wonderful
oh wait, you said
fixed an issue with FacilityMeltdown causing scrap multipliers to be applied twice
I thought the issue was though that no weather multipliers were applied at all to Ap in FacilityMeltdown (Experimental)?
is it safe to update mrovlib to 0.4 without experimental mods? 🥺
Evil WeatherRegistry be like: "Planet videos? Why would I remove those?"

oh I wrote the wrong thing
it was the error you've sent me
it's fixed
oh nice nice
Does Embrion only have eclipsed and foggy weathers?
yup
oh i've done a bad thing
Evil mrov
Yes
I updated it and things worked fine
If I plan to test the new WeatherRegistry/Tweaks, should I remove/disable the old ones?
oki
Me imagino que si
Im guessing yeah blehhh
yes
Has anyone tested experimental + Legend weathers and/or Combined weathers toolkit yet ?
I think it will have issues but this needs to be confirmed
Ill also run some tests myself hopefully before experimental becomes stable
I prolly won't be testing experimental WR of morv's
good for you or sorry it happened
I mean maybe if I'll get bored with lethal modpack experimenting
@drowsy willow hi
@drowsy willow cześć
RIP kenji :prayge:
-# (fuck my nitro's gone)
is this fine?
says right after loading WR
(not experimental btw)
waw
ok so it was because it was missing the hookgenpatcher
interesting that it doesnt come with it
as a dep
why do you not have autohookgenpatcher already
testing kenji weather
oh
this is everything it downloaded
yay!
the experimental does wawawa 😭
i know it for the longest time 💔
@viral tree hi
Seems like this isn't compatible with Wesley's Moons anymore despite being a dependency
Elaborate?
Tru
[07:00:25.1088060] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherRegistry.Patches.SpawnScrapInLevelPatches.ChangeMultipliers (RoundManager __instance) (at ./Patches/SpawnScrapInLevel.cs:26)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnScrapInLevel>(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::SpawnScrapInLevel>?407503892(RoundManager)
Dawn.ItemRegistrationHandler.UpdateItemWeights (On.RoundManager+orig_SpawnScrapInLevel orig, RoundManager self) (at ./src/API/Items/.ItemRegistrationHandler.cs:108)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::SpawnScrapInLevel>?452326196(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GeneratedFloorPostProcessing>(RoundManager)
RoundManager+<LoadNewLevelWait>d__133.MoveNext () (at <83220f1fc337491eba19b3618ec61339>:IL_030D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
When I downgrade to the older version of the mod it works fine
This error is thrown when attempting to land, doors never open.
Got it, not the issue
I disabled all of the bug fix mods I had as well as other APIs so it's just Wesley's and Weather Tweaks and it looks like it's a compound incompatibility so something that changed in Weather Tweaks broke compatibility with a bug fix mod that causes a conflict with Wesley's since without the Bug fix Wesley's works fine and without Wesleys then Weather Tweaks works fine.
Gunna narrow down
Older version as in, from experimental to stable?
Or downgrade to which
Oh yeah don't expect Experimental to work with almost everything 
Actually no, I actually had the same issue on Stable; 1sec I had an even earlier version of stable before
Oh
I upgraded to Experimental in hopes of fixing it
1sec
Let me find the version
I THINK I was on 1.1.6 because I hadn't opened up the pack to work on it in awhile since I've been abit busy recently
No that's too far back
So I was on 1.1.7; I think the bug fix mod whatever one it was must've updated
and broken compatibility
in an esoteric way
that only appears when Wesley's AND Weather Tweaks are installed together
I still intend to narrow it down
Doing the old "disable everything and enable in chunks" thing; I'll report back in abit
Found it, it's embarrassing. My mod did it. Fixing. Ignore me.
(Still a multi mod incomatibility, it's for sure an odd issue)
oh
A mod
The 0s do literally nothing at all right? like I can just remove these from the default values
Defuslt weight is 6
Meaning any moon that is not in that list will have a weight of 60
Them being on 0 means they wont spawn in there
If you remove that they will spawn in there with a weight of 60
oh no
time to go back and add hella 0

pretty annoying some of these dont allow fullscreen
though I could just copy and edit in like a notepad
Yeah
theres a threshold for when it appears
the 0 values override the defaults
so removing them will change the weights used
I just got finished setting them all up
Why do you use ; instead of , anyways??
because it's much clearer visually (at least for me)
also don't forget that regional formattings might use , as a decimal point (for example Poland)
second point can be resolved through just having the string matching ignoring cultural
Hmmm at least for me its not that clearer visually, but i guess if it works for you its fine :3
i mean
I'm still using regex for that
but it is confusing for me to switch between two writing systems tbh
oh not regex, i mean something like this
oh god
no
i am not
i know about the InvariantCulture thing, but I'm not using that methinks
how are you using regex to parse your config? im curious now
I'll send you the code when I'm home cause checking that on the phone is pain
fair
well after you split, you split again via @, then int.parse?
makes sense, doesnt need to touch any invariant culture issues
i still like ; more
it just
feels nice
lol
for the regex part
i must've thought of other time i did that
This makes sense, I wish “;” could be sorted by list in Gale just like a comma would
oh
In the experimental version, did you fix the problem with rain particles sometimes passing through the ship?
Is this known?
@vital owl what's your weather setup?
oh that's something i didn't know
is this happening consistently for you?
oh yeah, it's not been updated to v73 💔
Yes, and without WR i notice this didn't happen anymore
alrighty
so the error comes from Flood object not being able to disable itself correctly, and it happens during loading from the assetbundle
why? if was fine before
all I added was the flood script in the game
hmm
that's the part that causes errors
i assume it's because of the TimeofDay.Instance call
it might be happening because the prefab/script starts enabled and it's trying to disable instantly, before the game is loaded
You may want to make your own animation instead of reusing the vanilla one
Idk how it would work with the variables tho..
try having your prefab disabled in the editor (and in assetbundle)
so it's loaded disabled
i will confirm what's starting the error on my end
ohh That's a good idea
Now It's Fixed, Tysm
yay! 😇
but what happened with LETheta? :,]
It's updated to v73
Just not for evil WeatherRegistry 
I mean, I guess that after the test, the Evil will be transfered to the normal one
It now fixed 
yay
yippee 😇
oh 🤭 🤭

I saw some guy in dawnlib thread timed out for a week, now pacoito is also timed out for a week, lol
it's been so long since i used base discord i forgot this is an addon
venc*rd
:o
its vencord
:0
what did bro do
🥀
Deserved probably
John level loader should’ve known
😮
He did nothing wrong, it was something to do with him forwarding the most recent message with an imgur link attached from #help-and-troubleshooting we're thinking imgur links are being flagged cus of the scam bots that have been showing up in the server lately
How could pacoito do this
paco is a bad person yeah
lol
$21.37
leave the pope alone or else >:c
-# (also it was 41 minutes too early to type that)
oh and hi @drowsy willow
no
I've got a crazy idea
oo Crazy Idea?
are there ever normal ideas?
i've got a glazy idea
What mod is this lil guy from? :U
I must have him!
Hahah lol
i mean which mod, silly.
lethal company
oh my... base game?? has it really been that long???
yes
Yes
Fuck you mean that long 😭
ive not played in a good while 😭
It came like 7 months ago iirc
my group disbanded and i have nobody to play with
Or more maybe?? Or less
and its been more than 7 month since i played
No.. Please. Don't bring back the Kidnapper fox!
what do you think?
new m
level weights
the crossed-out weathers are the ones that are not in the level's randomWeathers
i've pushed an update that reworked Forecast module to use Registry's commands
to use it type weather forecast <level> in the terminal
he tweaked our terminals!
Heatw
hey peeps
do you know any bugs that you want to see fixed?
cause at this point my to-do list is empty
WHAT
xd
can you fix that
sure
Less a bug and more a feature, i know zigzag was gonna look at that, but maybe its easier if you do, for the weather tweaks, instead of removing a weather, the weather would stay on and another weather would get on top of that one!
So things like
black fog > black fog + blackout
Could be possible :3
i will need to partially rework how i handle multiple effects in tweaks for that, but sure!
And another thing ive been noticing from a few versions right now but i always guessed it was a me issue, wouldnt hurt to ask anyways, seems like blackout weather is not properly synced, the host can see the light increase, bit clients dont
😐
Maybe a toggle the user can choose, to know if it should be removed and added, or added on top
that is not great news 😅
the light increase?
ohhhhhhhh
hmmmmm
i'll look into it, cause i'm pretty sure it's supposed to run on every client
Yeah thats why i say it might be a me issue, since ive never tested it with only that mod, its always on my modpack, thats why i never reported it before (been having this issue since v69 hehe)
since v69
💀
I will note that SoundAPI seems to be unable to replace weather sounds added via weather registry. Might want to talk to pacoito about that since he's working on updating soundapi
huh that's interesting
hey @daring pivot, i found you another mod to work on 💀
Pacoito registry
And no, this isnt a case of it not being able to because of check every frame, it just cant in general
that is surprising tbh

Not bugs but something you can add is to set what weathers are enabled and what moons they are enabled on
something like randomWeathers in SelectableLevel?
yea
The "what moons are enabled on" already exist right?
no just what weather are enabled
like the customs
But maybe a disable option to remove the weather completely from appearing would be nice
Like a check box or smth
yea
Yes thats something else hehe
So I can have BLOOD MOON ONLY!
oh it's possible
Did setting all weathers to 0 and blood moon to 1000 not worked?
Idk if it should be like a blacklist thingy like what paco added to LLL, if you can do that then i guess go for it heheh
yea so either it's vanilla Weathers or mist and acid flood
Im just thinking on vanilla weathers, idk how would thst work
okay give me a sec cause unity decided not to load fast this time
@vital owl @rare sun
Yayy
Cool
That was so easy 😭
i've done it 2 weeks ago 💀
Took longer for unity to load
Oooh oki hahahhahjei3u3ehr
i hope it works, but didn't fully test that yet
Well, thats why we are here for heheheh
i've successfully added Dawnlib tags into Registry's level resolver
oh btw @abstract pivot - what do you think - should the resolvers target the whole NamespacedKey (so lethal_company:free) or just the key part (free) ?
Just the key for tag resolving
I do the same when considering stuff like tag weights from scrap on moons etc
alrighty
So my modpack is having this bizarre issue where it softlocks after finishing the first day of a save file, with the ship not properly returning to orbit. After not being able diagnose it myself I ran the issue by Xu and she suspects it is WeatherRegistry. I unfortunately don’t have much more to say, see for yourself: 019c2749-9ef2-8fd9-57fc-1610ff6944ca
I'll check what's up
I don't see anything relevant in this specific log, which is kinda surprising
can you reproduce it consistently? what are the steps you take? 🥺
It is consistent
I cut their pack to 13 mods which included weather registry
As basically the only mod doing anything
Iirc there wasn't even LL or LLL
I deleted the pack but if you just cut anything that basically isn't required for WR in their pack you'll notice it (I did even get rid of WR dependent mods lol)
Can't reproduce in my own pack though
It might be a config thing I'm not sure, I can tell you SetPlanetsWeather never ended up fully running
DawnLibs postfixes for it never ran
So something cancelled that function
something must've went completely wrong in my patch then
and it didn't log anything, which is even worse
btw I know my WR configs are pretty weird, I was doing some testing with Zeta’s WeatherInjector mod. Changing the configs to be more normal does not fix anything
Try without WeatherInjector at all if you haven't already
Ah, well thanks
Wonder why that log did not show for me
i've just added it 😳
Ah I see
so the issue was that MrovLib tried to (correctly) throw an InvalidOperationException
but it somehow didn't get logged anywhere!!!!!!
so i've added an additional error log that prints the whole weight dictionary when it happens
and i'm gonna add a try-catch on Registry's end to also print the stacktrace in case something similar ever happens again
Cool beans
also: you're using commas (,) instead of semicolons (;), so the level lists get parsed incorrectly
🥺
Well again thanks
no worries, happy to help 😇
Can MrovLib be updated to latest when using WR 0.7.5 (Current main release)? Or is it just for the experimental version?
Yes
yeah, without issues
it has a few things added that are ready for the next releases
writing docs is fucking hard 😭
i am getting flashbacks from my diploma thesis
no joke
it sucks so much to make this work
I good resource, especially for other weather-related mods
Stinks that Rainy does not get controlled by any variables, it would be cool to customize the puddle spawn rate
yeaaah 🥲
I've uploaded the final prerelase version to Thunderstore, expect a full release in the coming days
is there any major change compared to the 1st experimental version ?
i've been told of a namespace change thatll have me recompiling dawnlib on release, but other than that dunno
everything should work for you after a recompile
since there's two real breaking changes:
- moved
Events.RegistryWeatherEventtoDefinitions.RegistryWeatherEvent - changed
WeatherManager.IsSetupFinishedto be a property
and - from what i've seen - both need just a recompile
IsSetupFinished just needs a recomp really?
WeatherRegistry 0.8.0
Breaking changes:
- moved
Events.RegistryWeatherEventtoDefinitions.RegistryWeatherEvent - changed
WeatherManager.IsSetupFinishedto be a property instead of a field - removed
Weather.WeatherVariables
WeatherDefinitionnow usesTMP_ColorGradientinstead of simpleColorfor weather colors- completely reworked
AssetBundleManagerfor improved asset bundle loading - added
TerminalCommandsmodule for terminal commandsweather forecast <planet>- shows the possible weathers on the selected planet- this replaces the old
forecast <planet>functionality
- this replaces the old
weather change <weather>- changes the current weather to the selected one (only works if you're the host)
- added a hot-reloading mechanism for configs
- all changed settings will be applied after completing the current day
- added
ImprovedRandomWeathersobject for moon creators- this allows them to set a custom list of weathers that can be randomly picked for their moon instead of using the vanilla's
randomWeatherslist - removed
ModdedWeathersMatchersince it's no longer needed
- this allows them to set a custom list of weathers that can be randomly picked for their moon instead of using the vanilla's
- added
WeatherDependentObjectcomponent for moon creators (thank you, @queen crystal !)- this allows them to make objects that are enabled/disabled based on the current weather
- it's a simpler version of JWeatherObject
- added bundle blacklist as a config option to prevent loading specific asset bundles
- added a config option to hide
Weather: Nonefrom the ship's map screen (fix for #32) - added
Weather.ShortenedNameproperty for easier weather name display - added value multiplier option for
GiantKiwi(Big Bird) - added value multiplier option for
LocustBees(Locust Bees) - fixed an issue with
FacilityMeltdowncausing scrap multipliers to be applied twice (thanks, @harsh flicker !)
The age of weather is upon mankind
lol it wasnt even the namespace change that caused dawnlib to break
did you not keep Color as an obsolete field?
im curious, wont that make everyone have a null TerminalColorGradient unless they updated?
i did
now it shows up for me too 🙄
not sure why it errored then, that was my only error i had
oh, weird
hmm it errored on deploying to thunderstore too
💀
i dont think this is weather registry
lmao
i've been testing with DawnLib + CR for the whole time, and until the event namespace change nothing errored 😳
eh, unity and its weird quirks ig
fair
ill have to manually upload dawnlib onto thunderstore, since i assume bad gateway is just... "fuck you, not this time"
im looking into it but i think you did sommething bad
@drowsy willow
this was on none weather
should I be scared?
that is crazy
WeatherRegistry
look inside
TerminalCommands
🤭
so, I no longer need the beta version?
Congrats on the update mrov!!!
I wonder, im guessing not but, is blackout desync and combined progressive weathers a thing now? Or did this have nothing to do?
I'm back on Lethal after a while and man have I missed this mod, SO GOOD
oh no, not yet 🥲
yes
Looks like it breaks this one from butteryfixes
oh, that's possible
So its the opposite
my patch runs before ButteryFixes, so it's instantly reversed lol
i'm trying to have it run after Buttery
None of the weathers are colored for me btw
lol
They're all just the basic blue
Omg my pack is sooooo broken after tweaks/registry/dawn updates, nouuu
Mine is fine just colors not working I might just need to regen my config
Yeah, something is preventing an entire slew of mods from loading correctly. It was working flawlessly yesterday, not today lol.
I am having no issues with that lol
oh do you have ~~dawnlib ~~ coderebirth enabled?
I do
i'll be sending a patch to fix those issues in a short bit
Okay even after a config reset colored weathers don't work
is it the first weather loaded (start of the lobby) or all of them?
That I uh I can check rq
cause the first one for some fucking reason doesn't color