#Weather Registry / Weather Tweaks / mrov

31372 messages · Page 32 of 32 (latest)

rare sun
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i could try without sciencebird tweaks!

drowsy willow
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🥹

gritty lily
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bird

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btw mrov do you ever plan to add more weathers to your mod?

drowsy willow
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I do have some plans for it

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but given my current situation and lack of free time

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it's gonna be a while before I can fix the old ones 💀

idle light
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Mrov have you considered evaporating the people you don’t like with your weather powers

rare sun
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wait wtf is superfoggy

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is that a new mrov weather?

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it says superfoggy on the screen but foggy on the radar

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im so confused!!

slow maple
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it's a thing in mrovweathers

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it never showed up as SuperFoggy to me until I played on people's v81 packs

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but it's basically the same as foggy but it applies fog properly to the whole outside

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cuz some moons have foggy cut off at a certain point (foggy titan)

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I think that was his reasoning

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I decided to just turn it off since I like other people's foggy settings better 🥺 but I think it's a good weather

rare sun
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oh thats cool

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i mean its not really used in enough moons

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still kinda cool

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but should still say superfoggy instead of foggy

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its kinda weird

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ok yeah seems to be sciencebirdtweaks causing the blackout issue

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now its not having the proper lighting

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it has vanilla

rare sun
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i thought it was another weather, not a replacement

slow maple
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it's a blacklist

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but you can just put in All if you don't want it anywhere

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its what i dids

rare sun
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ooh oki

slow maple
rare sun
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yeah i like the idea, not the execution bleh

slow maple
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oh ig it's only on the radar, right

rare sun
slow maple
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yeah I suppose smth about the radar screen changed and so it broke the patch that made it rename it there?

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I wish it was more obvious that this is a thing tbh cuz the config doesn't even say what the foggy override is

rare sun
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i wish it was a weather

slow maple
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nor does it say it on the mod page

slow maple
rare sun
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like a weather that makes it foggy on the entire moon, and it also makes it the strongest fog

runic yoke
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Hi, I got a strange error using the terminal today! Any idea what may be causing this?

drowsy willow
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the eta for the fix is soon-ish, for the time being disable Simulate node in TF config

hollow ore
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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

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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

hollow ore
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also what does this setting do? I have meltdown, should I leave this enabled?

rare sun
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why would you not want to have that enabled hehe

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patches the price of the apparatus i think

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to work with meltdown

drowsy willow
hollow ore
hollow ore
teal plaza
hollow ore
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im not using any of the better monitors it has

teal plaza
# hollow ore yes it does

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.

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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.

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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.

hollow ore
teal plaza
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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.

hollow ore
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@teal plaza unfortunately this did not fix it

hollow ore
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but here is the main monitor

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I messed with some stuff so here is the current code where this is happening: 019e481f-4dab-ec0a-b0dc-f83218b54cfd

hollow ore
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okay apparently it's dawnlib??

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I disabled mods one by one and disabling dawnlib fixes it

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enabling "vanilla compatibility" in dawnlib settings seems to have fixed the issue

teal plaza
hollow ore
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NO idea how dawnlib could possibly be affecting this lol

teal plaza
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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

teal plaza
hollow ore
teal plaza
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Ah, I don't have that. Likely b/c I'm on v0.8.16 of dawnlib and cannot go higher

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Yup, checked the changelog, it's a v0.9.3 addition which isn't compatible with v73 afaik.

abstract pivot
hollow ore
abstract pivot
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huh

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maybe this was always an issue then

abstract pivot
# hollow ore

does the / mean it could be either of them or both?

abstract pivot
rare sun
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50 / 50 chance

hollow ore
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also yeah sorry that's the "50/50 uncertain weathers" option in weather tweaks

abstract pivot
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hmmm, i have no idea then if its getting reproduced even before the current latest version lol

hollow ore
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yeah well turning on "vanilla compatability mode" fixes it at least, still don't know what causes it in the first place though lol

abstract pivot
hollow ore
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oh really? I'm using coderebirth rn with it and it seems to be working

abstract pivot
hollow ore
abstract pivot
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Am I gonna be able to enter a new save and immediately see the issue?

hollow ore
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with coderebirth yeah, seems like you cant go to oxyde with the vanilla compatability on

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if you turn vanilla compatability off then you'll instantly see the weathers dont show correctly

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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

drowsy willow
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I'll have a solution ready soon

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hopefully

abstract pivot
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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?

hollow ore
drowsy willow
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that's what I'm guessing that could be an issue

abstract pivot
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yeah i havent had the chance to cheeck it out either sadly

hollow ore
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@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 ❤️

drowsy willow
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huh

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that's really weird tho, because iirc it's the first report of that incompat

hollow ore
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yeah i tested it by disabling literally every other mod except dawnlib and weather tweaks/registry and the dependencies

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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

drowsy willow
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interesting

abstract pivot
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There should be a config that disables me from messing with the terminal moons entry

hollow ore
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these?

abstract pivot
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No, in the dawnlib config itself

hollow ore
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this one?

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only other terminal thing in dawnlib seems to be this

abstract pivot
hollow ore
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ok so turn vanilla compat off and turn allow LLL override on?

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and see if it works?

abstract pivot
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Yeah

hollow ore
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kk I'll give it a shot

abstract pivot
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Ideally you don't turn vanilla compat off unless you explicitly are trying to run client sided parts of dawnlib lol

drowsy willow
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honestly rn i'm intrigued

abstract pivot
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Like achievements for example

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I'm also curious

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Idk what vanilla compat bool could be blocking to mess with the terminal

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Presumably it's something related to the networker scripts doing something

hollow ore
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vanilla compat OFF and LLL override ON still has the issue

drowsy willow
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huh

hollow ore
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only with vanilla compat ON is it fixed, but then coderebirth is broken

drowsy willow
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do you have any other mods that impact the terminal? (GeneralImprovements/TerminalFormatter/ others?)

hollow ore
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yes I have generalimprovements but even with it disabled this was happening

drowsy willow
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hmm

hollow ore
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sure thing, I'll give that a try

abstract pivot
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Can you also try 0.9.20 just to be sure

hollow ore
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Yeah I tried that already and it was still broken, unless you mean you want me to try again with terminal formatter?

abstract pivot
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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

drowsy willow
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i have not been up to date with it

abstract pivot
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Ehh the syncing thing shouldn't cause issues

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It uses WR if WR is installed

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It just literally checks and sends a couple rpc's to new clients what weather they need to have depending on the hosts weathers

drowsy willow
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alrighty, that shouldn't interfere at all

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hmm

hollow ore
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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:

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no text in the yellow box

drowsy willow
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oh my fucking god 😆

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this is insanity

hollow ore
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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

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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

drowsy willow
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alrighty, so the issue with uncertain weathers not showing up must've been something to do with either:

  1. DawnLib not pulling that data from WeatherTweaks (understandable)
  2. WeatherRegistry's patch that should change weather names in the terminal not working (which I don't know how it interacts with Dawn)
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sooooooooooo ummmmmmmmm

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yeah

hollow ore
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well as far as I can tell terminal formatter fixed the issue, unless theres unforseen issues i cant notice right off the bat

drowsy willow
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that's mainly because it both overrides Dawn in displaying the moon catalogue AND pulls uncertain data directly from Tweaks

hollow ore
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I'll take a bandaid fix at this point hahaha im going nuts trying to figure this out

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i am worried that the yellow box not having text is a sign that there is more that is broken

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but I'll need tto actually do some runs to figure that out

drowsy willow
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keep us posted if something breaks horribly

hollow ore
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oxyde shows its weathers underneath instead of to the side like every other moon

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and when typing in "oxyde" it instantly shows this

drowsy willow
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oh that's because it's toooooo long 😭

hollow ore
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but i still need to type confirm to go

drowsy willow
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yeah, that's more of a me issue

hollow ore
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other moons with a bunch of weathers look fine

drowsy willow
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you can disable route nodes in the config if the issue persists

hollow ore
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any fix for the oxyde weathers being weird? its a minor issue at this point but im trying to polish

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its the only moon where the weathers are appearing under it like that

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even when other moons have like Flooded + Stormy + Eclipsed/Foggy or something

drowsy willow
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other than that? nothing for now 😭

hollow ore
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well I appreciate it anyway, at least this way I can use code rebirth and the weathers at the same time

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a few visual issues arent a big deal

abstract pivot
hollow ore
abstract pivot
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Ig you can check your WR config, maybe you have a super old config

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Idk if WR config resets, probably doesn

drowsy willow
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it doesn't, yeah

abstract pivot
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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

drowsy willow
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oh 💀

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that's the first i'm hearing of it

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jesus

abstract pivot
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Yeah I thought Company moons don't get weather, which they didn't at first

hollow ore
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i manually added oxyde to the blacklist for tornado/meteor showers in WR

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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?

drowsy willow
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not for now, sadly

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but it is a feature that is planned

hollow ore
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no worries, thank you!

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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?

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i found that disabling the moons node makes the weathers wrap nicer but now they all show their difficulty for some reason

drowsy willow
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that would be the LLL showing up

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i think

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try using preview weathers

hollow ore
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i dont have any difficulty settings here. what is preview weathers?

drowsy willow
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a terminal command 😅

hollow ore
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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

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ok yeah changing that "Last used preview" to weather fixed it

drowsy willow
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nice

hollow ore
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i find it interesting that even after disabling the "moons" node that terminal formatter still fixes the weather issue lol

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i figured that the moons terminal page would go back to being wrong after i disabled the node but seems good

hollow ore
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@drowsy willow hey sorry to bother again, but what does the "difficulty string length" setting do?

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I read the ? Description next to it but I don't really understand.

drowsy willow
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these are all the options that LLL can set as being "difficulty" for a moon

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and there is a bunch of moons that set their own text, you can change it via Lunarconfig or other mods

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and so that setting is there for allowing lenghts longer than 4 to be displayed

brave umbra
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@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?

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they are taken from this class

drowsy willow
drowsy willow
brave umbra
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I'm talking about modded ones that I'm making

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not the vanilla ones

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I see there's a way to set the weight of my weathers on specific moons, but not the weather variables

abstract pivot
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@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

drowsy willow
drowsy willow
lost oar
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was this from previous version merged into another mod or removed?

drowsy willow
coral ocean
drowsy willow
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that's from WeatherTweaks before Registry was a thing

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so around 2 years old

lost oar
vital owl
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@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)

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Nvm

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It was LLL

vital owl
idle light
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…do you have two moons with the same name?

brave umbra
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@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

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oh there's also this earlier in the log

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resetting save apparently brought about eclipse weather but still that log and crash

drowsy willow
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holy that means that something earlier in the log absolutely broke

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could you send me the entire log file?

brave umbra
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I didn’t find anything significant or I would have sent that as a screenshot, but sure

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hm actually I might have found it

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I missed a whole exception relating to netcode stuff with my own code, that's probably it 💥

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fun fact! only the server can spawn network objects stare

drowsy willow
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oh yeah

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oopsie

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did disabling/removing that fixed the issue?

brave umbra
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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

brave umbra
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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?

drowsy willow
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by "permament weather effect" you mean... ?

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I'm asking because a weather effect is controlled by OnEnable/OnDisable, and it's spawned during lobby load

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which is handled automatically by Registry

abstract pivot
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Yeah don't try to spawn the effect yourself

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Weather effects in vanilla and WR always exist the whole time

drowsy willow
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the lack of response makes me worried

brave umbra
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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

drowsy willow
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it's all handled automatically

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so i'm curious about your idea

brave umbra
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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

drowsy willow
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oh

brave umbra
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I am also an idiot when it comes to networking stuff so tell me if this plan is majorly flawed

drowsy willow
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did you get any warnings/errors? did you check with just Registry installed?

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i honestly have no idea what your setup is tbf

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how are you registering the weather?

brave umbra
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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

drowsy willow
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don't take it as rude or personal, but: probably, yeah

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iirc Dawn has its way to register stuff using code, but i haven't used that yet

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and, well

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Registry also has a way to do that

brave umbra
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I searched through its entire codebase

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it has weather stuff, but as far as I can tell, it just reads it through a registered asset bundle

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unlike all the other ways which you can register it with code instead

drowsy willow
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hmm

brave umbra
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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

drowsy willow
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oh god

brave umbra
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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

abstract pivot
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It's WR, like you concluded

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I'm not sure why you never asked, but it's in the weather SO

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Since its a soft dependency

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It wouldn't be a registration issue either, my weather's work fine

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One thing, does WR even support networkbehaviour prefab weathers?

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Wouldn't work for me back when I relied directly on WR, dunno if that's changed

daring pivot
drowsy willow
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i am not sure if I added the built-in network prefabs registration tbh

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i don't think i did

daring pivot
brave umbra
abstract pivot
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Assuming that is the issue

drowsy willow
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so that means you're only missing the netcode patcher + registering the prefab

abstract pivot
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Not necessarily missing the netcode patcher

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If you're loading your assetbundles manually through dawnlib's assetbundleloader though it'll auto register the network prefabs it needs to

drowsy willow
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oh bruh it's that simple

abstract pivot
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Registering network prefabs? Yeah

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Its never been anything difficult

daring pivot
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-# I dunno how, clearly must be illegal beevil

drowsy willow
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wait a fucking second i have the code for it

drowsy willow
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i'm just not fucking using it????

daring pivot
drowsy willow
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god damn it

brave umbra
abstract pivot
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You sure Wesley's are network behaviours paco?

daring pivot
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Ye

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The prefab has a spawner that spawns the actual networked stuff

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Is what I meant

abstract pivot
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Oh then they're not network behaviours

daring pivot
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The weather objects no, not themselves

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But the stuff they spawn be

drowsy willow
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oh isn't that jll stuff?

daring pivot
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Ye

abstract pivot
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Yeah the weather objects is the stuff we're interested in lol

daring pivot
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Or actually I think Wesley handles it himself lol

abstract pivot
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But yeah @brave umbra just run the function I sent earlier

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But honestly I don't recommend having your weather itself be a networkbehaviour

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Mostly because I don't think it'll actually work

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Pretty sure a lot will break

abstract pivot
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You're not meant to disable network behaviours, and weathers inherently work on the OnEnable and OnDisable

brave umbra
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what if I spawn/despawn a network behavior on enable/disable

abstract pivot
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Ye

daring pivot
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That works ye

abstract pivot
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That'd work

brave umbra
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yea that's what I was going to pivot to

abstract pivot
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Ofc don't forget to register the prefab that has said network behaviour

brave umbra
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yea

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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

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storms and meteor showers are technically other network behavior weathers I think

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nvm stormy weather isn't a network behavior

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incheresting

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I wonder if I could use that instead

drowsy willow
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oh, probably, yeah

hearty moss
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Has it been considered to make like, a power scale per moon setting? Yk, for customization

drowsy willow
lost oar
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any way to gurantee first day has clear weather on all moons

robust dirge
lost oar
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thx

hearty moss
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For people looking for something harder

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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)

drowsy willow
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hmm that is a nice idea

hearty moss
gritty lily
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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

hearty moss
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Plus, more monsters would be funny

rare sun
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Default dont even add multiplier to vanilla weathers

idle light
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End of the world with 1000 interior power

gritty lily
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Orang with 100000 power

robust dirge
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Blue but only outside gunkfih

drowsy willow
gritty lily
hearty moss
gritty lily
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I mean true new weather that rains gunkfish goo

idle light
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I did have that in my notes but deemed it too annoying

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Trust me that slippery sound got

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Really tiring

abstract pivot
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is there any reason WR waits as long as it does to register its weathers?

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it waits till after vanilla runs its logic for deciding weather on moons