#Weather Registry / Weather Tweaks / mrov
31372 messages · Page 32 of 32 (latest)
🥹
I do have some plans for it
but given my current situation and lack of free time
it's gonna be a while before I can fix the old ones 💀
Mrov have you considered evaporating the people you don’t like with your weather powers
wait wtf is superfoggy
is that a new mrov weather?
it says superfoggy on the screen but foggy on the radar
im so confused!!
it's a thing in mrovweathers
it never showed up as SuperFoggy to me until I played on people's v81 packs
but it's basically the same as foggy but it applies fog properly to the whole outside
cuz some moons have foggy cut off at a certain point (foggy titan)
I think that was his reasoning
I decided to just turn it off since I like other people's foggy settings better 🥺 but I think it's a good weather
oh thats cool
i mean its not really used in enough moons
still kinda cool
but should still say superfoggy instead of foggy
its kinda weird
ok yeah seems to be sciencebirdtweaks causing the blackout issue
now its not having the proper lighting
it has vanilla
how do you disable it?
i thought it was another weather, not a replacement
if you look up mrovweathers on your config folder the only config is one that disables it
it's a blacklist
but you can just put in All if you don't want it anywhere
its what i dids
ooh oki
thought it did? it shows up as superfoggy when you route to a moon don't it?
yeah i like the idea, not the execution bleh
oh ig it's only on the radar, right
yes, not in the terminal
yes
yeah I suppose smth about the radar screen changed and so it broke the patch that made it rename it there?
I wish it was more obvious that this is a thing tbh cuz the config doesn't even say what the foggy override is
i wish it was a weather
nor does it say it on the mod page
that'd probably be better yeah lol
like a weather that makes it foggy on the entire moon, and it also makes it the strongest fog
noted
Hi, I got a strange error using the terminal today! Any idea what may be causing this?
unfortunately i do: #1213797469192855553 message
the eta for the fix is soon-ish, for the time being disable Simulate node in TF config
hey is it normal for the terminal "moons" command to show one weather, then the main ship monitor/actual weather is actually something different?
Like I'm looking at the terminal and it shows Vow as "Foggy", so I type in Vow and route there, then the main monitor says Stormy, and when I land it's actually Stormy. What is making the terminal show the wrong weathers? I have registry and tweaks, here is my modpack code: 019e43a6-9c1d-b2cb-3df3-b7b9135c130c
I'm using uncertain weathers option but I thought this just made it so sometimes it says "Uncertain?" or the other options, not actually just showing the wrong weather
also what does this setting do? I have meltdown, should I leave this enabled?
why would you not want to have that enabled hehe
patches the price of the apparatus i think
to work with meltdown
hey, that shouldn't happen - I'll check your code later
Appreciate it! Would love to figure out what's causing it, it's driving me bananas lol
Oh also it doesn't happen every time, it seems random and I think it only starts happening after a couple quotas. Maybe something with the difficulty multipler?
Can't look at your pack atm, but does your pack contain GeneralImprovments?
yes it does
im not using any of the better monitors it has
I had a similar issue where the terminal would display a different weather or no weather when the ship's main screen would tell me the actual weather on the moon.
Changing the ShowHiddenMoonsInCatalog from AfterDiscovery to Never under the Terminal section of GI's config was the odd fix for me.
I dunno how or why it worked, but it did. When i flipped it back from Never to AfterDiscovery, the incorrect weather display issue returned.
Went through the whole process of turning stuff off/on to narrow it down and it was GI for me. So I played with a bunch of its configs and found that to be the one causing my issue.
Does this not prevent moons from appearing when they should?
It didn't cause any issue for me, granted I also use LMU to hide Experimentation in the terminal and shuffle three different moons to be visible/available each day. No issues on my end, but I dunno if that would affect anything specific in your pack.
All I know is that after I set it to Never, weather in the terminal was once again accurate. Wouldn't hurt to try out.
I'll test it out, thanks
@teal plaza unfortunately this did not fix it
here's a visual example, this is the terminal:
but here is the main monitor
I messed with some stuff so here is the current code where this is happening: 019e481f-4dab-ec0a-b0dc-f83218b54cfd
okay apparently it's dawnlib??
I disabled mods one by one and disabling dawnlib fixes it
enabling "vanilla compatibility" in dawnlib settings seems to have fixed the issue
Ah, unforunate indeed, but it looks like you narrowed it down to dawnlib.
NO idea how dawnlib could possibly be affecting this lol
I also have a wierd dawnlib terminal thing. When it's enabled, Asteroid-13 and Fission-C get cut down to just Asteroid and Fission
What category is that under in dawnlib? Under compatability, I only have Extend Lethal Config support, and Allow LLL to override vanilla moons locked/hidden.
Ah, I don't have that. Likely b/c I'm on v0.8.16 of dawnlib and cannot go higher
Yup, checked the changelog, it's a v0.9.3 addition which isn't compatible with v73 afaik.
are you able to check if going down to 0.9.20 fixes this issue?
i actually did try this first because i saw the recent update mentioned weathers but it still happens with 0.9.20
does the / mean it could be either of them or both?
also do you know if this ended up being accurate?
either
50 / 50 chance
it was not accurate.
also yeah sorry that's the "50/50 uncertain weathers" option in weather tweaks
hmmm, i have no idea then if its getting reproduced even before the current latest version lol
yeah well turning on "vanilla compatability mode" fixes it at least, still don't know what causes it in the first place though lol
vanilla compatibility, as the name states, is not really an option when you have mods like coderebirth etc installed, it'll just invalidate those mods and will likely break things more
so i do wanna see if i can figure it out lol
oh really? I'm using coderebirth rn with it and it seems to be working
I would personally expect a lot to break lol
hmm alright, hope a fix can be found then, thank you. something with dawnlib. heres the code with vanilla mode on. weathers works but as you said code rebirth likely doesnt: 019e4928-1112-4663-734e-fb76f0d88319
Am I gonna be able to enter a new save and immediately see the issue?
with coderebirth yeah, seems like you cant go to oxyde with the vanilla compatability on
if you turn vanilla compatability off then you'll instantly see the weathers dont show correctly
I tested the coderebirth mobs and they work with vanilla compatability off, spawned in a guardsman and its AI seems to work no problem. but yeah doesnt seem like going to oxyde is possible
oh it is affecting the moon catalogue since it replaces the vanilla one with their own
I'll have a solution ready soon
hopefully
i thought thats what it was, and i do still kinda think that, but at the same time, vanilla compatibility wouldnt turn off the terminal screen, probably?
ty this issue is really irking me lol
Honestly I have no idea what the issue is, I haven't checked the modpack yet
that's what I'm guessing that could be an issue
yeah i havent had the chance to cheeck it out either sadly
@abstract pivot checked it once more just to be sure. Dawnlib vanilla compatibility OFF = code rebirth works, but the weathers are jumbled. vanilla compatibility ON = code rebirth is broken (cant route to oxyde), but the weathers are correct. Ideally I want vanilla compatability OFF for dawnlib so once theres a fix for the weathers it should be good to go @drowsy willow ❤️
yeah i tested it by disabling literally every other mod except dawnlib and weather tweaks/registry and the dependencies
i tested it again with code rebirth installed with this code: 019e4baa-743f-7505-64d1-cabd2548df78 this is with vanilla compatability on for dawnlib so the weathers work
interesting
Can you try messing with the LLL terminal config
There should be a config that disables me from messing with the terminal moons entry
these?
No, in the dawnlib config itself
Yeah that
Yeah
kk I'll give it a shot
Ideally you don't turn vanilla compat off unless you explicitly are trying to run client sided parts of dawnlib lol
honestly rn i'm intrigued
Like achievements for example
I'm also curious
Idk what vanilla compat bool could be blocking to mess with the terminal
Presumably it's something related to the networker scripts doing something
huh
do you have any other mods that impact the terminal? (GeneralImprovements/TerminalFormatter/ others?)
yes I have generalimprovements but even with it disabled this was happening
hmm
could you check if installing https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/ changes something?
sure thing, I'll give that a try
Can you also try 0.9.20 just to be sure
Yeah I tried that already and it was still broken, unless you mean you want me to try again with terminal formatter?
0.9.21 has code to sync current weather from host to new clients
But if its not that then i have no idea lol
oh
i have not been up to date with it
Ehh the syncing thing shouldn't cause issues
It uses WR if WR is installed
It just literally checks and sends a couple rpc's to new clients what weather they need to have depending on the hosts weathers
ok installing terminal formatter fixed the weathers not showing correctly on the terminal, however now when landing on Oxyde it shows this when the ship gets grabbed by the magnet:
no text in the yellow box
i mean this is the best its been so far, i can stand not having the yellow box text, but if theres a simple fix for the yellow box not having text that'd be great lol
i understand this is now more of a code rebirth problem than anything though so i can move to the other thread if need be
alrighty, so the issue with uncertain weathers not showing up must've been something to do with either:
- DawnLib not pulling that data from WeatherTweaks (understandable)
- WeatherRegistry's patch that should change weather names in the terminal not working (which I don't know how it interacts with Dawn)
sooooooooooo ummmmmmmmm
yeah
well as far as I can tell terminal formatter fixed the issue, unless theres unforseen issues i cant notice right off the bat
that's mainly because it both overrides Dawn in displaying the moon catalogue AND pulls uncertain data directly from Tweaks
I'll take a bandaid fix at this point hahaha im going nuts trying to figure this out
i am worried that the yellow box not having text is a sign that there is more that is broken
but I'll need tto actually do some runs to figure that out
keep us posted if something breaks horribly
oxyde shows its weathers underneath instead of to the side like every other moon
and when typing in "oxyde" it instantly shows this
oh that's because it's toooooo long 😭
but i still need to type confirm to go
oh no
yeah, that's more of a me issue
other moons with a bunch of weathers look fine
you can disable route nodes in the config if the issue persists
any fix for the oxyde weathers being weird? its a minor issue at this point but im trying to polish
its the only moon where the weathers are appearing under it like that
even when other moons have like Flooded + Stormy + Eclipsed/Foggy or something
other than that? nothing for now 😭
well I appreciate it anyway, at least this way I can use code rebirth and the weathers at the same time
a few visual issues arent a big deal
Bruh I have tornado and meteor shower disabled on oxyde though
ah then something is broken there too it seems XD
Ig you can check your WR config, maybe you have a super old config
Idk if WR config resets, probably doesn
it doesn't, yeah
I had to make WR a soft dependency because of the number of people who suddenly started getting weather on my Company moon and it just ruining the moon lol
Yeah I thought Company moons don't get weather, which they didn't at first
i manually added oxyde to the blacklist for tornado/meteor showers in WR
one more question @drowsy willow before I installed terminal formatter, oxyde/company/galetry were all showing on the top of the moons list. now oxyde and galetry are down near the bottom. is there anything I can do to bring them back to tthe top next to company?
no worries, thank you!
after turning off the "Moons" node in terminal formatter, the weathers are still the same, but now it shows the difficulty of the moons next to them, like (A), (B), (D), etc. Any idea why that is?
i found that disabling the moons node makes the weathers wrap nicer but now they all show their difficulty for some reason
i dont have any difficulty settings here. what is preview weathers?
a terminal command 😅
I think maybe it was this? Last used preview was "All" but I just changed it to "Weather". I'll launch and try the terminal command
ok yeah changing that "Last used preview" to weather fixed it
nice
i find it interesting that even after disabling the "moons" node that terminal formatter still fixes the weather issue lol
i figured that the moons terminal page would go back to being wrong after i disabled the node but seems good
@drowsy willow hey sorry to bother again, but what does the "difficulty string length" setting do?
I read the ? Description next to it but I don't really understand.
these are all the options that LLL can set as being "difficulty" for a moon
and there is a bunch of moons that set their own text, you can change it via Lunarconfig or other mods
and so that setting is there for allowing lenghts longer than 4 to be displayed
@drowsy willow as I understand it, these variables are able to be set for a specific type of weather on a per-moon basis. is there any way to assign these values with weather registry?
they are taken from this class
hey, no. For that you'll need https://thunderstore.io/c/lethal-company/p/ZetaArcade/WeatherInjector/
if you need more info on how vanilla ones work: https://lethal.mrov.dev/weatherregistry/vanillaweathervariables/#vanilla-weathers---overwiew
A reference page for vanilla weather variables in Lethal Company, explaining how they work and their effects on gameplay.
I'm talking about modded ones that I'm making
not the vanilla ones
I see there's a way to set the weight of my weathers on specific moons, but not the weather variables
@drowsy willow i dont remember when i did this but i did remove the config to stop dawnlib from modifying the terminal
the reason that config existed was because I didn't have a simulate/filter commands and LLL did, and back then it would just make LLL's not work with my terminal stuff
anyway, this is all to say I'm adding a method called TryAppendMoonWeather and publicising another called FormatMoonEntry for update 0.9.23
feel free to patch these two methods for changing how the moons are formatted
Alrighty, thanks for the info 😇
If the weather you're making uses those values, you can set them up using ImprovedRandomWeathers component in the Unity Editor
was this from previous version merged into another mod or removed?
Oh my, that's an old version
the fuck is this??
Yeah updating configs for a new pack
Cause v80 broke everything so just atarted all over again
Noticed it got moved into weather registry
@drowsy willow Sorry for the ping but what does this mean NullReferenceException: Object reference not set to an instance of an object Stack trace: MrovLib.PlanetChecker.CheckRepeatingPlanetNames () (at ./PlanetChecker.cs:12) MrovLib.Patches.HangarShipDoorPatch.Postfix (HangarShipDoor __instance) (at ./Patches/HangarShipDoor-Start.cs:10) (wrapper dynamic-method) HangarShipDoor.DMDHangarShipDoor::Start(HangarShipDoor)
Nvm
It was LLL
Still want to know why this happend
…do you have two moons with the same name?
@drowsy willow separate issue. this is happening on second computer (client) I'm trying to use for LAN testing, but not the server computer, and it's not even using any weather effects. as far as I can tell by looking at the source code, it's not setting up the weather correctly on the client's side somehow. any ideas as to what could cause this? crashes when I try to load a level, but only on the second client, the server loads it fine
oh there's also this earlier in the log
resetting save apparently brought about eclipse weather but still that log and crash
holy that means that something earlier in the log absolutely broke
could you send me the entire log file?
I didn’t find anything significant or I would have sent that as a screenshot, but sure
hm actually I might have found it
I missed a whole exception relating to netcode stuff with my own code, that's probably it 💥
fun fact! only the server can spawn network objects 
I haven't tested it yet because I'm trying to figure out a better place to put the network spawn because of my own past stubbornness™ writing the initial registering code coming back to bite me
hm, @drowsy willow do you have any ideas on where the best place to .Spawn() a permanent weather effect that is a NetworkBehavior or should I switch it to be a temporary instead?
by "permament weather effect" you mean... ?
I'm asking because a weather effect is controlled by OnEnable/OnDisable, and it's spawned during lobby load
which is handled automatically by Registry
Yeah don't try to spawn the effect yourself
Weather effects in vanilla and WR always exist the whole time
the lack of response makes me worried
the game object spawned by the permanent weather object field is what I meant but I think I have an idea of how to handle it
it wasn't being handled in my case for some reason so my new plan is to just make it spawn/despawn a separate prefab on enable/disable if it's the server
oh
I am also an idiot when it comes to networking stuff so tell me if this plan is majorly flawed
did you get any warnings/errors? did you check with just Registry installed?
i honestly have no idea what your setup is tbf
how are you registering the weather?
it's a bit cursed
the rest of the project uses DawnLib to register its other content, but it also has two weather effects, and one of them has network rpc stuff that needs to happen, which is the problem child at the moment because as far as I can tell it's not being registered as a network prefab
anyway the remark about DawnLib is important because I fucking hate Unity and would rather have the ability to register stuff with code than automatically through asset bundles, and I wanted my weathers to be registered with DawnLib since that's what the rest of the project uses. DawnLib of course uses WeatherRegistry internally and that's completely fine. but DawnLib also doesn't have a RegisterWeather() like it does for every other type of thing you can register with it (items, enemies, map objects, terminal commands, dungeon types, moons, story logs, etc) so I patched together my own version of its registry code that's identical (with some slight differences) to how DawnLib internally registers weathers it reads from asset bundles
in a nutshell, all of my problems are caused because I am stubborn and refuse to take the probably easier solution
don't take it as rude or personal, but: probably, yeah
iirc Dawn has its way to register stuff using code, but i haven't used that yet
and, well
Registry also has a way to do that
it does not have a RegisterWeather or anything similar in this https://github.com/TeamXiaolan/DawnLib/blob/main/DawnLib/src/API/DawnLib.cs
I searched through its entire codebase
it has weather stuff, but as far as I can tell, it just reads it through a registered asset bundle
unlike all the other ways which you can register it with code instead
hmm
there is also the possibility that I missed something but the documentation only (and barely) exists for the asset bundle and I spent half a day searching
oh god
I could set it up to register from the asset bundle but I'm not sure if dawn lib will attempt to register the other Items and stuff even though they aren't marked with a dawn scriptable object
It's WR, like you concluded
I'm not sure why you never asked, but it's in the weather SO
Since its a soft dependency
It wouldn't be a registration issue either, my weather's work fine
One thing, does WR even support networkbehaviour prefab weathers?
Wouldn't work for me back when I relied directly on WR, dunno if that's changed
Wesley's networked weathers spawn and despawn stuff, but it ain't a thing inherent in the weather system
i am not sure if I added the built-in network prefabs registration tbh
i don't think i did
Kinda like SpawnableOutsideObjects
yeah that was the problem I was running into which is why I went with my own stupid solution
Just run the function to register your network prefab then
Assuming that is the issue
Icic
so that means you're only missing the netcode patcher + registering the prefab
Not necessarily missing the netcode patcher
https://github.com/TeamXiaolan/DawnLib/blob/main/DawnLib/src/API/DawnLib.cs#L61
But the registering prefab part yes if you're not calling this
If you're loading your assetbundles manually through dawnlib's assetbundleloader though it'll auto register the network prefabs it needs to
oh bruh it's that simple
Can even do it mid-lobby 
-# I dunno how, clearly must be illegal 
wait a fucking second i have the code for it
Yep
i'm just not fucking using it????

god damn it

You sure Wesley's are network behaviours paco?
Ye
The prefab has a spawner that spawns the actual networked stuff
Is what I meant
oh isn't that jll stuff?
Ye
Yeah the weather objects is the stuff we're interested in lol
Or actually I think Wesley handles it himself lol
But yeah @brave umbra just run the function I sent earlier
But honestly I don't recommend having your weather itself be a networkbehaviour
Mostly because I don't think it'll actually work
Pretty sure a lot will break
You're not meant to disable network behaviours, and weathers inherently work on the OnEnable and OnDisable
what if I spawn/despawn a network behavior on enable/disable
Ye
That works ye
That'd work
yea that's what I was going to pivot to
Ofc don't forget to register the prefab that has said network behaviour
yea
there needs to be a network behavior involved anyway since it spawns stuff throughout the level as time progresses and that needs to sync between clients
storms and meteor showers are technically other network behavior weathers I think
nvm stormy weather isn't a network behavior
incheresting
I wonder if I could use that instead
oh, probably, yeah
Has it been considered to make like, a power scale per moon setting? Yk, for customization
Hey, I'm not sure I understand what you mean - could you explain that a little more? You want a "power scale" per moon? How would that work? 🥺
any way to gurantee first day has clear weather on all moons
thx
Like the max power level (max monsters per moon thingy) could be scaled up with weathers
For people looking for something harder
For example, Artifice has a max indoor power cap of 13. If I had a power scale of 1.1x when its rainy, it would be 14,3 (or rounded to 14)
hmm that is a nice idea
Yeah. The current multipliers make us make a bit too much money, so we thought bringing up the monsters with it would balance it out 🤤
ngl just lower the multipliers
making shit like rainy have more monsters is weird thats not the point of rainy
I make rainy 1.03x value multi
Already halfed the default
Plus, more monsters would be funny
Default dont even add multiplier to vanilla weathers
Orang with 100000 power
Blue but only outside gunkfih
tempting
outside gunkfish weather
Everything is just slippery 😭
I mean true new weather that rains gunkfish goo