#Code Rebirth [V§O∆X∆O§]
1 messages · Page 2 of 1
ig i could mess with the texture itself and add emission
but meteors look a lot better rn
well, before I saw that message I didnt
when I sent the image, my wifi was too shit to load the message
lol
I'm running on like, 2 bars of data lmo
Hmm, should I try this mod?
What do you think Xu? 🤔
its alright
better than biodiversity :3?
Well, this one is out at least 🙃
We can now do internal betas, so it will be released at any time. (?)
It just can't be.
Bongo has a matching icon with our main enemy
If you can't beat the enemy, make a matching icon with the enemy.
— Bongo, probably.
Btw, Xu, I wanted to ask if there may be performance problems for not very powerful computers.
Computers powerful enough to play Lethal Company with mods, but not for those who demand more. ✌️
of course it'll be out, I'm only joking 🙂
:3
I know, I know, haha.
let me know if you notice an fps drop on the meteor shower weather
cuz there are a decent number of particles during then
and ill either find a way to reduce it or just direct u to the config to disable it from vanilla moons lol
(it cant be found in modded moons rn)
I'm sure I don't have problems, I'll find it funny when my girlfriend suffers performance problems if it happens.
but i didnt notice a performance decrease on my end
but im usually a stable 100 fps
and i also only tested with my mod lol
buy her a proper pc fr
I have 40fps~60fps.
I bought her that laptop, haha.
oh lol
Although she is fine with that laptop and gets angry when I spend on those things. 😩
It took me too long to convince her to buy things from her.
i think u can make some them shrink and disappear midair instead of all of them crashing the land?
hmm
like more effects...
maybe yeah
got it thank you!
This mod looks really cool! I can't test it out yet so I'm curious is there a config for disabling features?
ya
aside from that and lighter meteor trail, u could also make config to lower the meteor shower intensity or something to help more with potat pc. at least the same rate as stormy ? cuz somehow i find the rate is more often with meteor
uhh i added some configs so yes i think so
both is deathly but getting blasted while still alive brings me ptsd from the eggs lol
ah the intensity? yeah i can try and lower that a bit or make it a config option
eventually itll be smthn decided per moon creator
👀 oh permoon ? interesting
Can you add compatibility with general improvements fancy weather monitor?
For context it plays a little animation for the current weather
uhh
can u show exampl?
im pretty sure they'd add compatibility with me
not the other way around
I've contacted the general improvements dev
ColliderIdentifier is what you use for the flames on the crater?
yesh
i dont know if theres a way i can make particles detect a player's ontriggerenter tbh
otherwise i would've done it like that
right now its just a box collider that's not even adjusted for the new size lol
I'm just wondering why you aren't destroying it after the set time.
oh, i mean, i disable it, but yeah i could destroy it
Unless you plan to reburst the flames after, lol.
nah it's just something that's gone over my head lol
cuz it'd disappear eventually since its parented to the crater
Yeah when you clear everything.
Just wondering.
Also I don't know what happened but the Meteor shard brings errors.
And I'm too lazy to put all the assemblies in the editor right now to look how it's setup in Unity, lol.
does this mod only work with betaweathertweaks or the normal one as well?
both i think
uhhhhhhhh
do u have the error?
imma check it too lol
fork
odd
its there on unity
ugh it must be the way i load the asset bundle
:annoyedruby:
XD awww~
Hm
oh i forgot about that placeholder
I assume you built the bundle just now?
nope
Odd.
havent had a chance to, i need to fix some code from the new item solid added in
Wait, with the main branch?
yeah this is main branch
What asset bundle am I supposed to use?
theres only one?
So the one named everywhere in the code, yeah?
the one in the CodeRebirth directory in the CodeRebirthUnityProject folders
Yeah.
zeekers really went all out, putting OutsideAINodes in the trees
I have no idea then, I'm only changing the csproj/.user files to allow me to copy them to a directory.
show my manticoils some love
odd, this isnt even in the unity editor this is ingame?
It's ingame, yeah.
maybe i am tripping, i can just load up teh actual mod
I don't bother testing in the editor as it's a different enviroment.
Hm
by normal i mean thethunderstore version
I will try it later.
Now I need to make a mockup version of Tor.
@lusty mauve do you know why the item would do this when being put into the ship?
lmao, have fun
no clue
maybe i gotta turn off the particle system by default
could be causing it...
it also has an inherent light source
@cursive thistle would u be interested in making the icons for my scrap btw :3
i do have some free time
i should make the csproj.user.template
Sure, when I have free time. I have a lot of projects to complete before the end of my semestry but I could probably have time for this this weekend
bet, let me know whenever and ill send u stuff that needs to get made into icons uwu
whoops, wrong place
it works now atleast, lol
@hybrid flume you know why this owuldnt work?
Because you already committed to the repo.
(if you're asking why it's not disappearing)
Remove it from the repo, commit gitignore and put back in should work.
okie
remove it from the repo by deleting then committing or is there an option in the github repo itself to remove files lol
Remove it from the repo like any file, yeah.
I'm saying to remove it so that incase it fails, you can put it back in, lol.
ah lol
ia lso finally wrote this for the readme
so productive today fr
im stupid af~
i even double checked
and i STILL deleted the .csproj
lol
Nice.
imma just delete csproh.user too recommit it lmao
never trust me to do this ever again
i achieved nothing but like 5 commits

i even deleted my own csproj lmao
Where's the fifth?
its coming in a sec
wait the .template is working the same way as a normal csproj.user?
or is it just highlighted cuz its trynna be cute
lol
After deleting .template, yeah.

wait no
idfk
i changed .template
by removing .template
and it wanted me to commit
removing the .template
lmao
You didn't put the .csproj back btw.
It's in your recycle bin.
Bruhh.
Reverted the commit.
oh damn nice
like it wants me to commit the renaming of it
cuz its "deleted"
do i "stash" changes? (im guessing here)
Uhh.
The template?
You commit the file then add to the gitignore
Thus if you need to change the template, you can and us deleting the extension shouldn't complain.
Haha
When you want to make it look like you're doing alot.
Oh the DoAIInterval? Nope
I feel like changing speed makes more sense when changing state.
If u mean the spam of it being used then yeah nope
I completely agree
I was just used to it like this lol
Because the vanilla enemies do it too but it's just annoying, lol.
Maybe if you're making them slowly faster on a given state.
Like the thumper, I get that on Update.
Has enemy/item weight config for moons been added yet?
Didnt follow the updates of this mod that much
Rock jumpscare.
It's intentional -to some extent
i appreciate not getting instakilled when it does do this
It picks a target in the navmesh nearby an outsideainode
I wanted to make it explode when hitting terrain
But trees and terrain are on the same layer
So I really don't know how to exclude the meteor from hitting trees
You would probably have to use something else to distinguish trees from terrains.
I wish I came up with that conclusion earlier
I tried a few things
Tags, custom moon creators aren't consistent
Layers, zeekers fucked em
Names, not consistent on custom moons
Oh wait I could probably check for navmesh maybe
Whoopsie... you think I should make it safe?
I don't know how that would work if zeeker decided to make some enemy that does the same thing as the spider on trees when climbing walls.
The walls have navmesh???
I don't know, I haven't checked properly how the spider stays on the wall.
Also I think trees might have navmesh for manticoils
Dunno tbh
There are floating outsideainodes for manticoils that I need to start filtering out
when i was playing on the prior version, the meteors only ever hit the front door to the ship a single time (maybe because luck)
maybe something like that? dangerously close but no direct hits
i don't know how meteor impact position is determined, or if its random
or just doing something like a "lightning strike" event if it hits the ship
the ship rattles, meteor shatters, knock out power (damage anyone inside by 10-20?)
Hmmm yeah I could try that
Guess I'm not getting in now.
Atleast for another 10 seconds:3
I doubt I managed to break it by changing some variables, lol.
Snow globe at least works, lmfao.
Nice butterfly btw.
Yeah, I have no idea what's happening.
Prolly the bundle went "Aaaaa" when it saw different things.
Tyty, I'll put the scannode down when I'm not lazy
Meanwhile I put some things in the branch. I guess you can go check if it breaks anything when you have time, lol.
Okaiii
Those meteors fucking love you
LOL
I have a question, how do these "crystals" actually work?
nvm, figured it out. I was probably just unlucky and hadn't seen one yet.
Is there a way to make the weather appear more? I feel like BetaWeatherTweaks makes it very uncommon
strange because weather tweaks makes more appear for me
are you just checking on the first day or in general?
In general
strange, may wanna check the tweaks configs
I generally have more weather with tweaks
huh, may wanna ask xu for spawn rate tweaking
seems the weather tweaks stuff is more common
you could also try turning down the tweaks stuff
I really don't wanna go to tweaks N edit EVERYTHING thooooo
so yeah asking for xu to add spawn tweaking for it may be best
At some point mrov will have an API for custom weathers. Then you'd be able to tweak all weather within weather tweaks, even custom ones. Just give it time. I don't think there's a real reason for Xu to do it when weathertweaks will be the mod to handle custom weather
They'll probably end up adding it through weathertweaks rather than LL, since LL is going the way of the dodo
Do the passive entities take up moon power?
I think daytime power is a thing right?
Or was all power global
I Forgot
Daytime yeah, that's why I was asking
I though i knew but I havent touched spawns in a while
Daytime and nighttime have separate power. How much power the enemy takes up is up to the mod creator.
Ok I was right
Its been a while XD
Dont really mess with power
Not really sure why, but I feel like it'd be cool if Meteorite lingered. Like the proceeding day would leave meteorites around, of lower value, like beehives.
Watch Oh. and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
fun.
Unfortunately they can't spawn in modded moons yet
Lethallib doesnt support that
And I've been asking for an update (it's super easy apparently) for a few days
Also weather doesn't have spawn rates
That's an mrov exclusive
I think
Right @lapis flax?
Cuz LL doesn't offer spawn eates
Rates
Nah its all good, I wish it had spawn rates lol
I bet itll be part of weather api
If its already in tweaks
100% yeah
Picking weather
Plan to add any other weather types?
yh
i was gonna work on that today but i came up with a really good mod idea
so im making that mod instead
shouldnt take me too long
maybe an hour
Damn it's crazy how many mods you've been making. You and Wesley have insane free time lol
What's the new weather type going to be?
probably a tornado
yippee

also, I know you have probably been asked this a million times, but is there plans to get this to work on custom moons?
yes, there are plans
alright cool, because me and my friends don't really go to default moons too often, so having this implemented on custom moons would be awesome
@analog crystal blz
Wait this doesnt work on custom moons?
nope
Bruh I have vanilla moons set to be hidden lol
Is it only for the weather or other things too?
only weather
okay, I'll do it today 
Thanks babe
are you talking about injecting lethallib weathers into all levels?
yeah, and it's literally just that LethalLib registers the weathers slightly before LLL registers its moons, so they don't get added. But what I hate about doing this is that I need to copypasta some code, and making sure the other fixes I did for enemies and items are there for weathers
well
i'm doing kinda the same thing rn
i'm replacing all LethalLib registering stuff to just call my mod instead
which is very fun to do
oh, so I'll probably break your mod while I'm at it? lol
What stuff do you replace so I can avoid breaking it?
well
i'm disabling LL's TimeOfDay and StartOfRound awake patches (for weathers) and reimplementing them inside my mod
since there's some enum shenanigans and changing SelectableLevels' randomWeathers it's important not to do the same stuff multiple times 🥺
and i want to have it out ASAP since i'm really gonna be gone for the near future
huh
basically, what's the difference between LL's and your versions for those patches?
well
i'm trying to figure that out right now 😂
first thing: i'm doing it later (on Terminal.Start)
I see, so if you are doing patches in game methods instead of LL methods, then nothing should break
should
lol
what i'm doing is the de facto replacement of LL stuff, so i hope
Hey, I tried it in multiplayer but people had desync with weather :/ Like I had Eclipsed but my friend had Meteor Shower. Is there any way to fix it ? Like it's a conflict with another mods ?
Mmmm, probably by just downloading weather tweaks and using it with your modpack
Oh thanks ! Didn't know this mod existed !
That type of desync is probably from someone having a different number of moons etc
Not possible, we use the same modpack every time. But I'm going to try with Mina's solution tonight to see if it's good
(Also just finished my current commissions so i'm currently open on kofi)
If I make the sounds of the next giant, will you give me a discount?
yeah ofc
Yeah it do be odd
meteawah?
really funny lmao
also that music's good, is that part of the mod?
is custom story logs needed for this?
No loo
damn, uninstalling
Not at this instant, but it's probably the least bloated dependency you'll find around, shy?
Why*
You one of those people that can't handle a mod number going up?
yeah but i heard there's some errors w it or whatever
- having a useless dependency doesn't do anything for me lmao
good to know though
Yeah if u dont know how to use it you'll probably get an error lol
But like I aint that
You can try removing it, my mod may or may not load idk
Prolly wont
It is put in as a dependency cuz im using it later
@candid hinge looks clear to me
The continual storms beg to differ 😉
there are none smh
or atleast, there shouldnt be since it's saying its clear lol
Yeah, i noticed somethin today while testing for a polished update to my pack
The blacklist from CodeReborn for meteors actually acts like a whitelist
But... not always
Dunno how or why that happens xd
At least i got neat footage from testing the pack comlatibility with a friend, trying to sell stuff while dodging those was... mmm, quite an experience
Yeah
On first quota it worked
On second we got meteors on gordion, rend and rend again
It may be because i wrote down rend, dine and titan on list too.
hmmm for vanilla u need "Level" at the end
Yeah, i did that
Gimme a sec
Settings file was created by plugin CodeRebirth v0.0.3
Plugin GUID: CodeRebirth
[Enemy Options]
SpawnWeight of the CutieFly in moons
Setting type: String
Default value: Modded:50,Vanilla:50
CutieFly Enemy | Spawn Weights = Modded:10,Vanilla:10
SpawnWeight of the SnailCat in moons
Setting type: String
Default value: Modded:50,Vanilla:50
SnailCat Enemy | Spawn Weights = Modded:50,Vanilla:50
[Scrap Options]
SpawnWeight of the axe in moons
Setting type: String
Default value: Modded:50,Vanilla:50
Epic Axe Scrap | Spawn Weights = Modded:20,Vanilla:0
Enables/Disables the Epic Axe from showing up in the Factory
Setting type: Boolean
Default value: true
Epic Axe Scrap | Enabled = true
Overall Abundance of Money in the level.
Setting type: Int32
Default value: 10
Money Scrap | Abundance = 0
Average value of Money in the level. (so 5 and 25 are lower and upper limits here)
Setting type: Int32
Default value: 15
Money Scrap | Average Value = 15
[Shop Options]
Enables/Disables the Wallet from showing up in shop
Setting type: Boolean
Default value: true
Wallet Item | Enabled = false
Cost of Wallet
Setting type: Int32
Default value: 250
Wallet Item | Cost = 250
[Weather Options]
List of moons TO REMOVE the Meteor Shower Weather from (Vanilla moons need Level at the end of their name, but modded do not) (Remove CompanyBuildingLevel at your own risk).
Setting type: String
Default value: CompanyBuildingLevel
Meteor Shower | Blacklist = CompanyBuildingLevel,MarchLevel,VowLevel,SecretLabsLevel,ExperimentationLevel,DineLevel
Default Volume of Meteors (between 0 and 1).
Setting type: Single
Default value: 0.5
Meteors | Default Volume = 0.5
Sorry im on phone i dont have cfg file, just this xd
lol thats fine
but that's weird, that shoulda worked
hmm
maybe its because its multiple entries? i'll have to try that
Mmmaybe
I mean i could leave it on default, but i wanted to add more of a progression and stuff, and yeh
that's fair
OH WAIT
I think i know
Maybe its because it needs space between ","?
That would make sense ngl xd
I'm looking into it now
did u try modifying it midgame?
cuz that wouldnt work i believe
Nope
Im starting the game, then i close it and make changes after that
Oh, also, while we are on this topic, i had an awesome idea for this config actually
A way to change how often or how fast the meteors can fall would be so great xd
Brb
i can try adding that, it'd just be not osmething i control
it'd be up to the moon creators
Understandable
If you are noticing errors with it, plz let me know, and ill work on fixing them 🙏
cant wait for logs on Orion and Aquatis.
those two were i think one of if not the first modded moons, and i would love for the custom logs to be added there aswell xd
@wise stag What does the part with Random.Range in Duck do?
Its supposedly to be a 10% chance to restart giving the quest, prolly won't be part of code Rebirth as the duck itself but just making a base quest enemy
You will probably have to put the whole reset on a clientRPC.
Otherwise right now it will only reset the Started and TimedOut things on host.
Clients will only see the state change.
And I have feeling the grape spawn will spawn more than one.
really?
hmm
it is on a host check though
(which isnt needed
afaik only the host runs the enemy code)
but im not 100% sure
Pretty sure all clients do.
Otherwise couldn't really explain seeing the same enemy in two different places for two clients.
I had that a couple times, yeah.
huh, interesting
Dog was inside the ship and went through two of my mates and killed me.
For them, the dog was outside the whole time.
lmao
yeah weird
does being owned by the host not mean that the code only runs on the host side?
Usually owned means it got a target.
Reset?
this ye
Well
If the code is ran by one person, it's fine.
But if it's ran by all.
Ah, you mean quest.
Not grape.
Erghg.
:3
oh lol i didnt put the spawning scrap under an IsHost check
and yeah i should client rpc the reset with the IsHost check
also
hmm should i be client rpc'ing the result of a coroutine
or just leaving it be and not putting any checks against clients etc
Which coroutine specifically?
e.g. should i be client rpc'ing the questTimedOut = true;
possibly that too, it's a coroutine start inside a coroutine start
I feel like I should be setting the enemy up to be a host only enemy with client rpc's lol
You would have to check if everyone's running that or not.
alright, ill make sure only the host really runs most of the code and just client rpc the relevant stuff
I dont have to client rpc anything with network variables right?
those are auto sent to clients or smthn?
Network Variables are updated through ticks.
On each tick, if there was a change, sends the relevant change to the clients.
I think it depends on NetworkManager.NetworkTickSystem settings.
According to docs anyways.
LocalTime and ServerTime
lol, should be fine then
Meanwhile, I made more refactoring.
Snail and fly seems to work fine.
Duck I'm not that sure since I couldn't manage to spawn it (even with breaking stuff, lol)
oh yeah duck doesnt even have anything in terms of models etc in files lol
was just writing code for it today
do you know what the duck is based off of out of curiousity
Something about Duck Song?
yeah pretty much lol
The grape kinda gave it away, lol.
the glue scrap woulda been a giveaway too if i wrote the code for that loool
making host only code is weird lol, idk if im being stupid but is just having a if (!IsHost) return; at the start of update and DoAIInterval weird lmao
I would probably just make it spawnable first and see what happens.
true, might not be able to today since I'mma take a break soon but I'll see if i can get it a bit setup
Btw changed it lel
Yippie, 8 conflicts.
Lmaoo
Okie
Lmao
I removed the network variable and the issue went away, lol.
And you need to calm down a bit with the chase thing.
Because right now it can push you out of bounds.
LOL
Maybe I should make the box collider smaller or get rid of it lol
The spawning item works (hm yes meteorite) and completing the quest works.
For host anyways.
It already has animations or..?
wesley moons]
bleeh
Yeah just not put in
They're in the Unity project just I havent put em into the code
Did u see all the comments I put lol
A lot of these things I just have to test with cuz I have no clue what actually already gets sync'd
Seem pretty normal to me.
Compared to what I have seen anyways.
Okie
How do weathermultiplier mods react to the meteor shower event? does it glitch the game or does it just not multiply?
Did you figure out the blacklist? I am trying to turn it off on certain moons also, and the blacklist doesn't seem to work.
@wise stag Does the momey count as a spawnable scrap?
Like take up spaces of other scrap as it spawns? Or does it have its own thing?
Coin doesn't affect normal-level scrap spawn rates and is not included in the pool normally.
Whoops-
My bad
But thx for answer
The thing ie tho, we've been getting really low regulsr scrap spawns because the facility is loaded with money
It'll work in a couple days just don't use it for now and it'll block it off company building atleast
That's impossible soz
Okay! Thank you
What's soz?
"Sorry"
So in march, we got a bad (as in very small map) office seed, very little, and there was only like 7 scraps and 15 money (the scan said 15 scrap), but once we took out the money abondance, suddenly it became so much more scrap again
It's ight
Nice.
- TestAccount666 was here
i can hear the meteors while spectating a person thats inside
uhhhhhhh
do dead people follow alive people rules for inside and outside?
i imagine not
ig if you're dead ill just... put the volume for everything at like 5%
based
this was with ur refactor >:3
oh wait
unless that was from the log
then i have no clue
yeah actually
That's from the log, yes.
You just pointed the finger without giving a care for context, lmfao.
i thought u were testing the new code out lmfao
and then i read the error more and was like "wait KillThemAll wasnt part of the refactor"
you'd need to find the thread for KillThemAll and point the blame there
I wouldnt know what I'd need to change to make that mod compatible with my enemies lol
Just make them killable, duh.
maybe
yeah i have actually and the developer where like "no the mod is done"
maybe there is something in the config i can change
LOL
which thread is it?
yeah no worries thanks for looking into it
does this support weather tweaks
Y
- Aurora Borealis - Sky is set to midnight dark for the entirety of the day. The northern lights bob and weave in the sky, casting a slow color changing lighting onto the map. These light patterns however come at a cost. Every enemy that spawns outdoors will become agro'd at seemingly nothing if given nothing to attack, or the nearest target whether friend or foe.
Steamed Hams not included
got this idea from Sly 2: Band of Thieves
doubt it'd be even remotely easy, but thought id pitch anyways
Because I want to use it
So, the snail cats are mere decoration? They spawn but don't do anything, can I disable them?
You can if you set their weight to 0, they're ambient enemies but yeah they kind of stand out of place a bit too much lol
I like the concept of the two ambient enemies but for now i think they are a bit too rought, @wise stag are you gonna rework them in the future?
The Cutieflies don't really need any changes
lol
About the appearence the ai Is already cool
No, y for yes
I'm legally blind.
yeah it's super weird whats causing that
if you crouch next to a slated crater, which the craters are decals now
you'll get this really weird view
IF the decal happens to hit ur Sight thing
it's applying itself like a weird filter
im keeping this ingame
it's a weird interaction with decals i think
yeah that
😂😂
is it a texture shader or what do you mean by decal?
can you add a texture to volumetric fog?
i'm pretty sure i've seen the option to do that somewhere in the game
yeah that was my idea too
im pretty sure you can
yup you need 3d texture for it tho
but you can turn this thing in to a 3d texture too imo
uhhh you'd have to look it up
a decal is like a png you apply
through a projector
yeah
thats what i thought
im pretty sure i've seen a vid about turning a 2d thing in to a 3d
i'll look into it tomorrow
Git please, you're smarter than this.
LOL
Yeah when I first wrote that class I wasn't 100% what counted as components in Unity so I messed with it a bit until I realised monobehaviour counted
Network behaviour inherited classes also count I think? Dunno though
NetworkBehaviour is a MonoBehaviour so it should work, yes.
Ahhh gotcha
This didn't work?
I was wondering because it's a RPC and I have no idea how it would work in a extension method.
It was unused
Ah.
I havent tested multiplayer yet
But the switching for local client stuff
Is the only stuff I'm worried about
I mean considering you're making the host do the code, I don't know if local client change will get you so far, lol.
Yeah I figured, I'll probably just default to EnemyAI's client rpc for it lol
Also I think I could probably repurpose the duck class into a generic quest enemy class
Since the duck itself won't be in CR but it's own mod, was just messing around cuz I had all the tools I needed in CR
That sounds fair, yes.
You can then make it a dependency on CR if you ever decide to include it back.
Truee
Also why these boolean equals?
Like creatureSFX.isPlaying == false
My first time using WaitUntil so was real basic with it lol, didn't even register it as a bool
At least it's not checking string equals on primitive types, lol.
Because I have seen a couple of those.
:p I forget about enums sometimes
Watch Chaos and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Watch Okay. and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
i swear Assurance is the worst
I love ass
I like how the panic was over when found a key.
Hmm same
Didn’t look
Does this add new weathers to the enum?
If so it should be compatible with my mod
Wdym compatible with ur mod
I'm not sure what you could "compatible"ise here
Also please don't touch weathers
Very fragile things, much more different than ur usual monsters interiors etc
Do you add weathers?
Yes
Then it should be compatible
I dont think you understood what I said earlier but ok
Try not to get any desync blame pushed onto me, weather tweaks, or that sort
My mod is synced
Just letting @lapis flax know as well incase he gets false reports
Syncing isn't everything
Well it’s my everything
You don't know the first thing about weathers so im not sure what compatibility you expect
I could help you but you could also just tell me what yoy think your mod does
I don’t understand why you would say such a thing? I’m very familiar with all the code
Then like I've been asking, what makes your mod compatible with weathers
I'm also familiar with the code, given I've written and looked through it
Every moon has an array of possible weathers
Uhuh you've got thay right so far
It’s the enum and the variables
Anything else?
The array itself contains the enum of possible weathers
Mhm
I turn that into string
None,Rainy,Stormy,Flooded,Eclipsed
And assign that as the specific moons default
Okay so, first things first, I apologise for saying you don't know anything, you know a bit but there's a few things I have to point out.
I'm assuming your mod allows you to change weather variables?
It doesn’t no
Ah okay that makes things simpler
I accept your apology, don't worry.
So for vanilla, they're very important, u shouldn't try and mess with what weathers a moon has without having very specific weather variables made for that moon specifically
For custom weather's, I don't use em, which is why there wouldn't be compatibility really, since I do things on my own side cuz zeekers system sucks
There's a reason they're set by moon creators, they need to be very specific values so they don't break the game
Every moon is created and set differently and vanilla has weird code for each of those values so it's reasonable that each moon has different values
If you can touch those values for each and every moon, then it's either that that's a fuckton of customisability, or the user would just break something
I later get the string from the config, and a method ”cleans“ it avd I compare the entries that are comma separated to the weather types and if it exists there, that is added to the array. Another method then sets the weather of that one planet to it
Afterwards the normal method that runs to shuffle all weather works as normal
Wait wait, if my weather isn't in the enum you would get rid of it?
It should be in the enum, but I haven't read LL's complete implementation, so colour me a little worried
That’s where the weather types are stored yeah?
Written?
An enum is just a list of constants.
Yeah, and LL has its own enums
Knowing that weather tweaks at first broke with my weather, ur mod might also be breaking with it
Also, there's already a weather api being made for what you're doing
So I'd recommend leaving it to the weather api unless you want to stretch yourself super thin
and a lot more
@lapis flax can scold and correct all that I've said here when he gets time later
But also, please do not touch anything weather related if you're not 100% sure it's custom compatible
Idk what weather tweaks does
Weather tweaks helps a lot with weather desyncs, adds more to weathers, and a lot of other stuff
There's a lot to weather's, and they're really not well made in base vanilla
So super easy to break
I can check when I can but who knows when that is
Then don't add a weather implementation, you'd be doing exactly what I said, stretching yourself thin
Plus, I have my own configs, I don't need another mod to override and mess em up
I don’t have weather implementation silly
I just let people set it
So they can change what weather happens on given moon, yeah?
Don’t say mess, my mod only cleans and corrects. If anyone wants to use your config, they will use it
"Cleans and corrects", I'm sorry that just sounds like a cleaner way of describing what I said
I cant wait for my weather to be clean and corrected out of the moon list
If you're offended by my use of the word "mess", then consider you're messing with something you haven't looked into and potentially causing problems that i have no way to fix
You always can fix it
I am just an advisor. 😄
Feel free to give your advice on this one, I'm a bit too busy cooking to fix other mods breaking my custom weather
For sure. I will scroll up and read. Just commenting on this because I see it now.
As far as I am aware, all Central Config does is list the default weathers and provide the opportunity to add weathers to moons. I looked at the Central Config file and I had seen Meteor Shower listed.
So you can add Flooded to Rend.
Which would make it basically useless to ever go to Rend when it's flooded.
Lmao
As long as its not just removing and messing with custom weather's because she doesn't have the time to look into how the api adds the weather its fine
You saying that your mod "cleans and corrects" is a worrying statement, I had to make sure my mod wasn't being cleaned in the process
Don't really understand the whole thing of users setting moon's weathers.
That isn't a thing you can just change and expect it to work.
Well it works
Well, it makes Rend useless when it's flooded.
It "works", but it really doesnt
Then remove it?
Why should I? I configured so.
You said I had the choice of making Rend flooded.
Then don’t complain about Rend being when you can just remove it
So I would expect it to be working as expected.
I agree people that configure it to be like that do so at their own risk
If a user wants too why not?
They shouldn't expect support
The mod feigns existing as the support is the problem
Why would I expect flooded rend to be broken
If I'm setting it in this mods config and adding it
The normal user would expect a challenging addition to rend
Not a completely unplayable rend
And that’s a problem because?
Fair enough, it sounds like it all just comes down to the perception of what the mod deems as supported
@hybrid flume @wise stag
Forgive me if I am misinturpeting your messages however you both seem rather upset and at least in xu's case condescending. This conversation could be handled much better. Maybe there needs to be a cooling off period?
I'm only upset on giving a choice to users and expecting them to fix it when using the choice.
I'm not upset at how she wants to make her mod, always supported lass in whatever mod stuff she was doing, but I wasn't gonna tolerate my custom weather having a chance of being broken because of her mods existence and her not having the time to look into it and only adding weather implementation because its another thing that isn't a constant in the game
I might be sounding a little condescending, but I was told to fix any problems that may occur from her mod on my end
And it’s not a problem, even saying “Flooded Rend is unplayable” isn’t exactly true when mods like late game upgrades exists, maybe the player wants to use diving gear? It’s the only way to play wesleys atlantica and from the looks of it, hadal
Uhh have u been to Wesley's atlantica?
I haven’t had time to play the game but from what I heard, it’s always flooded inside
In the case of the mod Central Config. It exposes settings to Advanced users to provide support for things that otherwise would not be available to Mod pack creators and users. Any error reports when using the mod to config a value should go to @hoary perch in her thread.
While it can be said that other mod creators may recieve improperly directed error reports and complaints I feel this has always been the case in LC modding because of how the game has been made.
I would just sujjest asking the error reporter if they are using Central Config and send them over to Impulse.
I’m rather through in debugging, I go out of my way to make sure sure that even really silly configs are safe
If Impulses mod is breaking your mod you can request that she do something to fix it. Impulse in my experience is more than open to correct mistakes should they arise.
She can be pushy and insistent but she is very driven and honest.
Do you know how many hundreds of times lethal things had been improperly blamed for errors? I aint looking for that.
And again
I'm not responsible on fixing anything your mod breaks on my end.
I do hope you can read more into weather implementation sometime
I read everything in the code
As long as this mod is vanilla friendly, it will function with no issues whatsoever
(The flooding inside on Atlantica doesn't actually act as water, and just gives you a blue-ish screen effect when submerged)
As far as I know about the game the current Weather implimentation Central Config has is incomplete. As Flood Levels are set in the moon, as well as Fog Bounding Boxes and other things. So adding weathers to a moon may not work or could lead to problems or crashes.
As expected because the moon wasn't made for them, yes.
Yeah and unless you manually set multiple values for each weather for every single moon that exists, you won't ever have a solution for this
Ic
I do not know it this is possible on the config side.
And I can’t nullify it for safety?
Nullify?
Also you both could have explained this to @hoary perch.
We did.
I've explained this
Yeah I understand the problem
No you just explained it nicely
ah so it was a matter of how the information was delivered.
Flooded sounds like the only broken one
Foggy would be broken as well
And eclipsed if animators are not for that.
Eclipsed yeah
Does lightning or rain require anything special?
Yes
Yeah exlipsed would require the sun animator.
Rainy needs the sinkholes etc to be put into the level manually
ahh crap your right
I seee, xu do you use variables?
Lightning needs the variables edited otherwise you might have broken lightning
Nope, zeekers does things weird, I don't follow his implementation
You really can't change how my weather works unless u rely on the upcoming weather api
Yeah the more we talk I think you are right.
It's very lucky lightning even works
How would the weather api add quicksand in rain or adjust the flood level aproximate to the terrain?
Weather is the one of the more fragile parts of this game like I said earlier
But how specific do the variables need to be?
I imagine very
WeatherAPI is an API similar to LLL for moon creators to add weather's like custom weathers onto their moons
so it would be a dependancy.
Moon specific.
so only moons that package/depend on the api will be able to be modified in such a way.
Like why wouldn’t fog, eclipsed, and stormy be one size fits all?
Eclipsed needs special animations and stuff your config can't provide
Foggy needs the fog to be setup properly so it doesn't just, not work, go out of bounds, or break something
The dimensions of the bounding box for fog have to be manually set by the map creator. You can see an example on Embrion when it is foggy. Keep walking to the edge of the map. You eventually walk out of the fog and see a fog wall.
Stormy might be okay, but it's still gonna be pretty moon specific with some stuff
Yeah I do not know how stormy specifically works.
Does metors use some special way to run on custom moons? or is it only base game moons?
Not sure if I explained this wrong, but I tried to at the beginning an hour ago
Custom moons and base game moons run same with meteor shower
oh interesting
I kinda made it to work everywhere like that
Which is why its not banned from anywhere ingame, except company building
hmm, maybe you should redo weather as a whole?
/srs
THAT LOOKS SO SIIICK AGHH
Give me one reason why I should rewrite my mod?
?
Would that not be something more in the scope of the Weather API
I genuinely did it by accident while testing meteors
but yeah maybe you should make your own version of the weathers that is cleaner than the zeeks code
Oh ic what u mean
Touching vanilla weather is a no no lol
It works fine
Plus my weather isn't very close to how vanilla weathers are implemented
And it'll probably be how I encourage people to be making weather's
Lol
It was bongos rewrite that mostly cleaned up a lot of it
I've learned to just do things host sidedly
Does it still have the loop for one big meteor?
I've used everything u added lol, the only stuff I gotta test is the local client functions
Also knowing you, you've probably edited the duck class to be more generic, the audio source stuff is a mess rn
Well
I did make a generic enemy class for the stuff like animations and stuff like sound and speed.

Because it was confusing seeing three of the same method with exact implementation in different places.
oh huh this mod has a few different things
Pog
And yeah that's fair
Generally when there's an animation change there's a sound change and a speed change
It's a general content mod with a lot more unreleased features
rn has passive creatures, items and the weather
also xu that cat is fucking HUGE
i did not expect it to be that big 😭
it was really funny when i got jumpscared by it
That cat was a bit of an afterthought LOL
I didnt even apply the materials right
I got too lazy
If u notice the tail
It's the wrong colour
oh ok so I shouldn't have it be inside maybe
i still think the shell piece should be fixed, snail shells are somewhat mirrored im p sure
NO
not at all, terrible idea
Lol I actually recommended starlancer to have the cat be able to go inside
it'll just eat up inside spawn rates like it does daytime ones
Oh yeah that would happen
if you keep the 50 rarity that is
esp on moons that force daytime spawns like eyeless dogs
idk what the spawn count is
The power level is 0 but yeah
I played on sierra and one round I just had 15 cats outside just chilling
LOOOL
ok so it doesn't steal spots but most likely all of the max count will spawn
DID YOU SET A MAX SPAWN ATLEAST???
Yeah probably
😭
Well...
Heh
I can lower thay, didn't think much about putting em outside of daytime
They cute though so not anything bad
i think 10 for butterflies its fine but when it's that big i'd say like, 3 or 4 is enough lmao
Here, for ur troubles
If anything, they're your fanclub for making it back alive
monty money when
yeah that is a good reason why max count and power level are nice to config
Get a fan to make em
You don't have a unique pfp
a bio buck if you will
Its literally a jojo character
fine then
Idm 99% of configs
it's THE coolest one
anyway look i have a pfp now
Was that a rejected monster drawing u didn't finish?
ye i changed it up
nah my old one was iconic
You had one before the jojo one?
I like yours bc its just a silly little creature
moons have a max count?
I was referring to that
They have a power level
power level
Thank 
enemies have an individual max
Uhhhhhh
jackbox funny
And technically a max count because u can't just spawn an unlimited number until u hit power level max
wait I misinterpreted something move along
I always assumed it was AI
listen it was a really funny jackbox bit





