#Code Rebirth [V§O∆X∆O§]
1 messages · Page 3 of 1
I guess I had to be there
Jackbox looks like AI on craxk 50% of the time
play jackbox with me tomorrow no balls
Which one
uuuh
The left one
party pack 5 or smth i forget which one i have
Ah is that the one from epic games
i have one
Cuz I'd have that too
Ah gotcha
Doesn't only one person need it?
ye
Yee
that's not because of an enum, but rather my dictionary not having your enum value as a key
completely my oversight
that's a plan actually
well
I think I can safely claim that I know more than most people how the weathers work
and what are the pain points in working with them
I have seen a couple of the code related things.
I can barely read it because of the naming conventions but yeah.
so I'm trying to make a nice wrapper that will have a clear way of interacting with those
it's a mess 😭😭
held on spit and duct tape
Hm yes.
Those two sweet if random to change the variables.

If you need anything, feel free to say it. I might have uni stuff to do but I have nothing to do in the free time besides studying so yeah.
I'll try to create a "I'd like to do that" document in my repo
I can invite you there 🫡
cause I've got working code, but it's a bad code
and I need to migrate some stuff from weathertweaks into it
and others 😓

Whatever works with ya.
So long as I making an oopsie doesn't make it explode.-

Like imagine.
I have two projects on going til 7th.
One is making an interpreter, typechecker and compiler for a particular functional language we're making.
And, well.
oh god
It's something..
🤭
Also those are all files with JVM instructions.
Generated from the compiler obviously.

😥
If you're wondering about the language..
let
a = fun x : int -> x+x end
b = fun x : bool -> x&&x end
c = fun x : ref int -> !x+!x end
d = fun x : String -> x + x end
e = fun x : ref String -> !x + !x end
in
let
f = fun x : int -> a(x) + 2.0 end
g = fun x : String -> d(x) + e(new x) end
in
let
h = fun x : String -> g(x) + d(x) end
i = fun x : ref double -> f(1) <= !x end
in
(
d("Ola") ;
a(5);
b(false);
c(new 1) ;
e(new "Tudo bem") ;
f(1);
g("Hello");
h("World");
i(new 4.0)
)
That's from this input.
It's ML like so yeah.
I'm only missing like specify the type of a closure in the let and recursion.
And I'm done with the required aspects.
my favorite part of this language is how it reminds you how FUN it is
just doing some moer organising and starting work on a tornado weather rn
for the method that pulls players in, should I have that be in update?
Depends on how you want the pull to work as.
I'm probably gonna use the player's .externalForce that the company being fired uses
to pull the players gradually
Like a pulling force?
yeah
like ill have some distance checks that pull you more and more towards a center and then a kill box in the center
That does sound like per frame things yeah
i just dont know if that would kill performance, but prolly not?
also this generic quest AI is gonna suck 🔥
You would probably modify the players controller velocity so I'm not sure.
ill have to check how the company fire sequence does it but i dont think it touches velocity? it's weird cuz i'd have to turn off IK to touch velocity and that breaks things
C.C
Inb4 it's actually just the controllers floating to a point
i really hope it's not
Just wanted to quickly say that from my experience with the modpack, whimsical weather tends to break like... a LOT of stuff from other mods
Nvm i reed the rest of the message.
yup
yeah, and I was bullied into doing it 😔
though there might actually be a bug that LEC moons still don't work because I forgot to do one thing
np :3
I mean LEC is kinda broken regardless with the v50 update
oh, how kinda broken is it? Still playable?
oh lol
ESPECIALLY WITH LLL
One thing still works, the scrap
Just barelly tho
Hanging by a threat...
(I know cuz i made one scrap on SDK and its still working, but its days are numbered xD)
yeah but having it is too big of a risk imo
Yeah um about thay
Bongo was using this to test spawning I think?
It shouldn't still be in the code though is it?
Hehe?
looney toons lookin ahh tornado
I want cows to be thrown in my face
I want beehives to go flying towards me with the bees still on them (I then get chased and murdered by them)
i've added you to the weather thingy 🥺
That'll be one of the types
We're not making it back to the ship with this one 🔥🔥
spent the last hour or so making configs lol
Tbf it can take longer if everything is interconnected
well my suggest would be that there could be three differents sizes of meteor, small,medium,big , and also i can't help but think that the sound of the impact is not enough impactfull (lol) ,the more big the meteor is, the impactfuller it need to be, and also more dangerous of course,i cause i love dying :/ , you can keep the actuals sound for small or medium sound tho, if you're willing to get an headache about that x)
also,im curious about this pretty thing i just saw, will it be able to lift or move scraps that are below 50klgs , and have different variations, like ,F1,2,3 etc ,fire ?
I can add more variety in terms of meteor size yee, that'd be simple enough

there is a config option for stuff like volume if u feel its not loud or impactful enough heh, i can try adding more effects etc to it ofc, i did add more fire in the unreleased version
idk if itll be able to move scrap, but tornado will have variations
@hybrid flume i also added a utilities class kind of copied over from lethal things that might have a few problems lol, especially its explosion method, thought u might be interested into looking into that
Cursed config option that plays the vine boom at deafening levels upon every impact
#dev-general message some tornado stuff
I can try looking at it though I have like a project to do for next week.
The best part is that it's the only one where I have other people to work with that isn't finished.
wait, you already had an util class
The explosion seems like a copy paste from vanilla
Without the overridePrefab parameter.
Tornados.MoveMeteor 
TornadoWeather.AddTornado(Tornados meteor)

Whoopsie
Yeah some places aren't completely done
In terms of names
Mostly sitting placeholder hehe
The poor Tornados is just variables.
Xd
Oh whoops gonna need to add that, it's mostly for the scaling it adds and the control with how much damage enemies receive
Though I think it's bugged and triggers 3x explosions
tornadoTypeParticles = this.transform.Find("TornadoMain").Find("RandomTornado").GetComponent<ParticleSystem>();
tornadoTypeParticles = this.transform.Find("TornadoMain").Find("FireTornado").GetComponent<ParticleSystem>();
tornadoTypeParticles = this.transform.Find("TornadoMain").Find("ElectricTornado").GetComponent<ParticleSystem>();
tornadoTypeParticles = this.transform.Find("TornadoMain").Find("WindyTornado").GetComponent<ParticleSystem>(); // placeholder stuff mostly, just setting it up to not forget for later
This always puts the result of the last.
Oh yeah my favourite code
This would be better in a for loop between strings of the second find.
And stop the loop when result isn't null or reached the end.
Lol
You would just need to convert the enum to the right string.
Gotcha
MeteorShower.Direction is what?
Direction where the meteors come from
East West etc are probably not the actual direction
So no longer random direction?
Okie.
There is one for random but someone thought it'd make more sense if there were times it was specific
Thus why it's not in the switch when changing the coordinates?
It's not, no.
Whoops
I mean
It's not wrong in terms of logic of what you want.
Just asking if it was intentional or not because you might have wanted additional stuff when it was random.
Might at some point, I probably put it in later on in some convoluted way
Actually nevermind, you initialize the coordinates with zero.
It might give a vector of 0 , y, 0. Haha.
Whoops
Hm yes.
renamed some files to "pin" to the top,
Oh.
I was wondering why you put the dot in the name.
To pin it! (Idk if there's better qays)
Just a quick thought.
Why not put the util stuff from LL to your already defined util?
I thought about it, I think I just need to name it better, the current Utils we have is a gameobject we put into the game to spawn stuff etc iirc
For universal networking stuff, yeah.
Like a network handler.
Does the quest monster refactor work properly?
I haven't really been able to test nowadays.
Haven't had a model to test it on, will try a default cube
Just use the duck, lol
Fair
@hybrid flume just tested with the duck cuz im not lazy at all, works peerfectly
a
why does wallet appear as removed item?
none of my terminal mods are causing this i disabled all of them and it still appears like this
nor is LLL
i can still buy the wallet though so i think its fine
why isn't this removing the Meteor Shower from the selected moons
( ExperimentationLevel,AssuranceLevel,VowLevel,OffenseLevel,MarchLevel,AdamanceLevel,RendLevel,DineLevel,TitanLevel )
It will in thr next version
Just doesn't work rn for more than one name
ok thanks
Also damn bro removed it from every moon, are u like a wallet fan orrr 😂
I only wanted it on embrion and artifice
Ah gotcha
I don't know if this was mentioned, but is the meteorite scrap having no weight intentional?
yes, we are very strong
Spawn weight orrr?
Yeah it's 0 😅
[Custom Weather] Code Rebirth
hissssss
wait what was it before?
#1204432295025578014 message
is there a way to change snailcat and cutiefly's spawn chances to a single moon instead of all modded ones? (ex: sector0, polarus)
i think that's a ladder you have disabled
yes that's one of the ladders. This is to fix a bug the previous method of disabling items had.
In the configs you can disable this "removed item" from the terminal by either entirely disabling the bugfix (since it rarely happens anyways) or choose an alt method which removes it too (wouldn't recommend that one tho since it could cause other problems).
Okay got it
I think spawnweights are included in config
If not, next update alr has em
yeah they do, like vanilla and modded
but im talking about is that if theres a way to change them for each individual moon
like i wanna set them to 0 in certain moons like summit or aerona
I think u can just add that
Vanilla:50,Modded:50,Summit:0
ohhhhh
That should work
i was gonna do that
Depending on if summit is the name of the moon
but just to make sure i asked you lol
All good lol
nicee
prolly one seater lol
it struggles a bit rn
but it's doing pretty well
the screen flashing is a bit of a problem too
this is most likely due to my control system i've set up
Its super strange, like your helmet just isn't keeping up with your body
but its UI?

it's because the inputs aren't holding but tap
so when u hold the UI tries going forward
I'm having the same issue when trying to move players back to valid positions when turning corners in xl scrap for what it's worth
So likely not just the control system unless I'm misunderstanding
The helmet HUD isn't an overlay btw, that's 3d and based on where the camera is in the player's head
what if we just reduce the player speed?
in the hoverboard i can probably just reduce the player speed itself to 0
I'm still a tiny bit confused on why im not having this problem with my driftwood but i do with this 🤔
the only difference is that instead of LateUpdate i use Update
i could try that after implementing better controls
the forest giant probably locks the player from moving somehow, i could do that with the skateboard
im not sure what i'd do for a half n' half for your scrap
hahahahah i did it
this is sick
for the head? i could've just been too fast, i didnt really do anything, im about to decrease speed and try again
yeah i was purely too fast in the hoverboard
i think i gotta legit match the player speed to the speed of the hoverboard lol
What was the player speed var (probably doesn't apply to me anymore but just interested)
nono, it was the skateboarding speed that was too fast
so the skateboarding being too fast led to the player's head "not going forward" because the player thinks its moving at like 5 speed while the thing is moving at speed of like 10
That might actually be relevant now
you could maybe see how quick sand does it
quicksand slows the player but you dont see the head going past the player
im gonna take a look at that in a bit
hmm that's odd
at a certain point the head just disappeared
it isnt that the skateboard is going too fast it's that it disappears at a condition
@ocean meteor if i jump while in the hoverboard, i dont think the game ever thinks i ever stopped jumping, so it gets rid of the head
actually idk if jumping does that, it takes two jumps in the skateboard to make it think that, but it's being weird, i dont get it
@ocean meteor sorry for the stupid text, i figured out my problem
i had FixedUpdate and LateUpdate both fighting to set the position of the player to a different spot
putting it in FixedUpdate only fixed the helmet
Didn't even notice the pings because my discord bad. Did you check multiplayer then?
not yet, working on making the hoverboard grabbable
plus i have an exam in an hour i gotta eat then run too hehe
Priorities!
Back from exam
Aced it
Easily
I'll write to edexcel next year and let em know to include some actual math in the next exam
Also @hybrid flume whenever you have the chance, I'd love if u could look at the hoverboards' code that I use for grabbing it and discard/dropping it, doesn't work for some reason and I'm not sure why
https://github.com/XuuXiao/CodeRebirth/blob/main/Plugin/src/ScrapStuff/Hoverboard.cs specifically the HandleGrabbing function
Thaaanks~
The whole input handler can be added and removed when grabbing/discarding/pocketing/whatever interaction you're doing with it.
Otherwise, if you somehow manage to not clear the player controlling the board, they will start moving like on one.
The grabbable object portion of the hoverboard is just for transporting it around, the way that players mount is with the interact trigger which wouldn't call grab discard etc
Right.
im removing the handle grabbing function rn anyway, trying the other approach
But at least when you get in and off of the hoverboard.
true yeah
shoul;d remove the listeners
No embed 😭
lol
also i am struglging rn
my skateboard isn't on the items layer, props
so it doesnt get registered to teh ship
i think thats why it doesnt get registered
and i cant change the layer
Just register it manually 
i donjt know how
i've been looking for the code that does that
and i cant find it
Player.SetItemInElevator ?
Player.SetObjectAsNoLongerHeld also calls this with more logic
yeah i was looking at that
As does Player.PlaceGrabbableObject
Probably wanna look into each to see which you want
hmm
it's registering using that, but also disappearing into the void
so it's registered but gets cleared from the ship
okayokay, imma copy that script, and remove stuff that's unnecessary
cleared? maybe, it goes invisible ithink and just passes through the floor
ah fair
I know there's a method to remove some objects from the ship (like disabled game objects) when going into orbit so I was suspecting that but it could just be what you mentioned
I think I've almost got it working
My position offset variable might just be bad
I gtg tho
@west wren hi, I exist, I don't mean to impose, but if you're interested in helping out with a custom tornado weather then I'd be more than happy to receive your help, (I tried to model but shaders are just far above my skill grade rn lol).
Anyway thanks and have a great day :3
Custom Tornado weather? I can certainly try though this seems more suitable for a VFX guy
YIPPEE
I'm learning 😎 but I think I messed up when modelling the tornado itself tbh, was messing with it and I think I accidently inverted some stuff, not too sure lol it was weird
what?
whos the dev
@hybrid flume alright im absolutely stumped, I've tried nearly everything lol, I've turned most of hoverboard code into host and rpc's, and yet other clients still get a delay and i don't get why, i'm gonna try switching to a client network transform instead of a normal network transform, but i doubt that that fixes anything
As in the user goes ahead than what other clients can see?
basically the host sees everything happening just fine, the hoverboard travels the same instant that the player themselves click WASD and move around
but the client themselves see like a 0.5 second delay
where the hoverboard follows behind them after their inputs
first is client, 2nd is host
Isn't that because since the server is a client, it instantly executes the RPC while others need to wait for latency stuff?
maybe? how should i be doing it to accoutn for that though
Without messing with networking internals, you don't.
huh
that's a very easy change i can try
do i get rid of network transform?
though i think i kinda need a network transform for network rigidbody but im not too sure
You can keep it, it shouldn't hurt.
alright
If it breaks, you can then remove if necessary.
i hope it doesnt, without it rigid bodies dont get sync'd, i think
but like, everyone will run the code in Update and FixedUpdate right?
as long as i dont add a "!IsHost" check
okay so, ig ill keep the rpc's for sync'ing states, but ill get rid of the rest
okay it's actually kinda sync'd
i think FixedUpdate weirdly doesnt run for clients
so imma just switch to using Update
OH WAIT, i just realised something i was doing btuh
@hybrid flume this hoverboard has been a lot more complicated for me than i thought it ever would be, I'm trying out a client network transform rn and seeing if that helps, gonna go back to keeping things host ends and having that, and then ill go from there
i was doing stuff with changing ownership but it didnt seem like it worked, so im back to just having the host be the owner etc
okay, not using client network transforms anymore, dont seem to work from what i can tell for what i need to do
@hybrid flume alright, i've mostly given up on using this as rigidbody, i'll just try to figure this out without a rigidbody tmrw, let me know if you know what im doing wrong or smthn incase i can make ti work with a rigid body, closest i've had is it almost working with a client network transform, but that also spammed errors involving the server, so idk
i've been at this since 8am and its 10pm lol
Yup
They also do a nice little red box thingy that is definitely a feature and not a bug at all :p
Lol
I'm trying to parent the player to em later and if thay doesn't work gonna cry
@wise stag xu chan is there a way to configure the likelihood of the meteor shower weather

i like it a lot but it's way too common rn
i'll have a solution tomorrow
don't worry
^
i got you
have I ever told you how handsome and cool you are
it might've happened once
🤭
could there possibly be a way to disable the coins scrap when you dont have the wallet,,
set spawn weight to 0
Problem with that is, when do I undisable it?
When there's a wallet on the ship? But what if you buy it during that moon and its in the dropship
But what if u buy it midday
make it appear the next moon you land on
(that isnt the company)
U could lower the cost to make it a day 1 item if you'd like
People wouldn't ever know about the coin otherwise though
it spawned on the first day with my group and they were bummed out they couldnt pick up the coin (it was their first day on modded lol)
but yeah i suppose i should do that first day thing
I've had complaints about scannode so I got rid of that too
Hoverboard leaks
quick question
why Code Rebirth has dependencies on CustomStoryLogs
does it add new logs?
not currently, but thats the plan
the mod wouldnt add anything onto your game performance wise so u can leave it
the game does have some unused logs, it would be cool if you placed them in some places
Like, inside of Rend/Adamance empty house
one inside that office-like room in Artifice would be cool too

it does?
i think i saw one time in a LC cut content video?
let me check
ah
that was a long ago
the unused logs were added
sry
WE MAKING IT OUTTA THE METEOR SHOWER WITH THIS ONE 🔥 🔥 🔥
gotta hit the quota at any cost
if yer reportin the MeteorShower listing placement, that's something for TerminalFormatter
fixed with lethalquantities this was the unknow hasard level of aerona
This hoverboard might never come, I might just wait for v55
I tried to do it in a parenting style but the client still has a few desyncs, i have a few things I'll try before giving up tho @hybrid flume
Yeah that sounds like something which ideally should be vastly easier and less janky once we have access to CC code
don't blame you lol
told you
noble asf that you even tried this though
Been nonstop for 10 days
Prolly coulda made 3 enemies in that time lol
Yuh
Plus I might know how to make ut work
I'm not admitting defeat to zeekers
If he can do it, I can do it better
I'll unironically beat him to his update
Or sooner 😿
DAYM
ExperimentationLevel:40 works too or the values accepted is only modded and vanilla?
is this still ignored by weather tweaks?
You can now set the weight for it in WeatherRegistry (mrov's api, also part of BetaWeatherTweaks)
If that's what you're looking for
I don't think it works quite yet with the uncertain or changing weathers, but I could be wrong
that's fine, as long as I'm not downloading it for no reason 😛 Thanks
it's not there yet
I thought so, I've never seen it come up with meteor showers + something
Now I'm thinking about meteor showers with flooded making giant splashes🤔
well, it's all predefined
😳
Imagine it with batby's improved flooded🤯
2026 is gonna be fire
improved.... flooded....?
what about it...
an idea batby had to make flooded actually fill up empty spaces instead of just putting a giant plane of water that just goes up
it would also make medium size prop rocks float with the water
i think?
oh damn thats actually nice
so like if it was flooded in experimentation
it would only flood the lower area where the ship is?
no it would flood the same spaces I think
ah
it would only mean that there wouldn't be water under the ground
i see
What would that accomplish? Maybe better moving the performance load from GPU to CPU?
It's not even a guaranteed idea he's gonna do
Don't get ur hopes up
Also that's not that type of water he was talking about either
i caught the conversation in a very vapid state so I didn't really pay much attention
me when I spread misinformation¡!¡!
Yeah u just love it
I adore it
Until Zeekers breaks your Hoverboard. 😂
Congratulations!
v55 comes out in like a week so we will see lol
Is there someone here who's good at particle effects or VFX that wants to make smthn for the hoverboard boosters etc?
A tornado in lethal company!!! I've been wanting to see something like this get added or modded into the game.
Damn your a savage.
I just realised this probably means more player getting thrown under the map jank
(driftwood 2.0)
This is solved by programming that when they fly out, they travel to the backrooms.
drfitwood's problem been solved ages ago lol
i just didnt update
Tomorrow 10 PM PST Update?
pft no
@wise stag, integrate the backrooms into code rebirth!
noh
i fell like Code Rebirth is a sequel to Lethal Things, i'm excited to see the new features in the future 
Nah, it's missing teleport traps and the fatalities sign for that 
yeah, but does Lethal Things have a skateboard? 🛹
imagine if Code Rebirth had a Dart Trap
🫠
or even tesla trap

can i put "@all" in all interiors setting on levelloader ?
ehh
i mean a dart trap could be neat
but it’d wouldnt really sound that fun
like when i hear dart trap, i think of 2 things, one being on the floor, and one being on a wall
and ever getting in the way of it would make it activate
which kinda sounds like either a nerfed mine or turret
i thought like that too
but it would be more precise and stealthy, as it could active from fair away without making a loud sound
i feel like if there would be a dart trap, it could be fun if it just
doesn’t kill you
at least not immedietly
like just a single bolt shoots out, you get hit
and there’s just
and unsettling, when i first imagined a dart trap it would be like a Pharros' Contraption from DS2 with a creepy smile instead of a hole
a very inconvenient grenade on it
so you basically get shot with a ticking time bomb
there's a mod called Missile Turret
yeah i know
it has a missile that explodes, does AOE damage and 50 damage
it doesn’t necessarily do the same thing though
it just shoots a homing missile that explodes on contact
the dart could do little damage and give a debuff like Blindness/Blurry
💀
dead man's scrap
like not just in vanilla but in modded interiors
boulder trap would be pretty hard to code i think
something like this, it think is unsettling you walk into a room and see this on the wall
Rock go forward until it hit wall, then pick a direction that isn't blocked on bounce.
Destroy self after X bounces or Y time active.
Damage player and push back if touched.
Slow down over time?
Doesn't sound too bad?
it could work very well on factory maze or castle interior (Scoop)
On mansion seems weird
what size the rock would be?
yeah
Was imagining employee sized
Could be smaller to fit facility doorways
that works, but the damage gets reduced
it could also be a trap that is placed on dead-ends
would go well in the interior im dropping this summer
ill lowk add tiles specifically made to be used with it
like long ass ramps
in spawn rate config, should i be using Level after vanilla moons?
i thiiiink so yes
okay cool
yo is this mod merged yet bc i dont want double giants spawning lol
No not yet
v0.1.0
- Added new item, SnowGlobe.
- Added configs for SnowGlobe.
- Added a loooooot of configs.
- Improved Weather performance
- Added warning for CentralConfig being in the same pack.
- Added new outside object that can spawn in sometimes.
- Removed collision from snailcat.
- Improved meteor spawning location.
- Added new shop item, hoverboard.
- Added config and chance for critical hit from code rebirth weapons.
- Added tornado.
- Updated readme.
- Updated all icons.
- Updated meteorite Crystals.
- Improved how wallet works, it's a player upgrade now.
there's probably some other stuff i forgot about
but there's the update finally lol
it's taking a while to update on thunderstore lol
that is weird
decently big
cool shit
from experience it takes 10 seconds lol
oh wait yeah you said the page
yep
most enemies dont really have collision actually
and also someone complained lol
probably @tacit badge
cant remember who though
yeah textures are just part of the cute simplicity but might update them one day after isend u the blend file or smthn
yeah i like the flat textures
it wouldve been cool though if you could ride ontop of the snailcat or use it as a step
and it was pretty funny on moons like gratar when it gets in your way
maybe ill bring them back lol
also theres deffo gonna be bugs, so just report em and ill try to fix em
Hoverboard is here 🎉
Yo how does the wallet work now??
So you have to buy it as an upgrade and you can just have infinite coins forever??
if you can make it a config to satify both masses
it's still an item but it doesnt take up a slot
i forgot to make it add weights tho, ill do that
mario simulator
Wait so is it like the dedicated flashlight slot mod now but for wallet?
I might be stupid 😭
u still use it just as normal, and u still sell it at the end
it's just a player upgrade as in it attaches to your right pocket
Ohh okie
it doesnt over lap with the morecompany gun cosmetic right?
i dont know, i cant really account for cosmetics, if i did, i technically wouldnt be able to put the wallet anywhere
i have the cosmetics disabled im my client anyways and only one of my friends uses the gun thing
being on the left hip would help, since almost no cosmetics place stuff on the left hip
Alright
i'm just gonna put it here
if you're gonna encounter that issue, please let me know
and send logs 🥺 🙏
Why the CC warning?
You need it to edit the weather and its the best way you are going to inject items and enemies in
injecting them yeah
hmmmmmmmm
you made your mod compatible
did i 😳
yeah I remember you specifically doing that yeah
I just set the current enum
and what ones are avalible
code rebirth is fully with this
@lapis flax handles weather and its a super buggy system (weather itself) so there's likely to be bugs.
Plus the way you make your patches overrides a lot of other mods, potentially including mine
Also mrov made weather tweaks compatible afaik
Not weather registry
okay, i see what's happening
I was recommended to make it bepinex incompatible, I'm leaving it in as a warning
Is tornado the same as windy?
so you set the randomWeathers array based on your config and then set a new weather on that planet?
ok yeah
Tornadoes is smthn on weather registry's end
central config is compatible with weather registry
And tornadoWeather and tornadoContainer are other stuff
makes cents
alrighty
you aren't replacing the weather system just adding onto the existing one
Unfortunately any sort of patching involving weathers could break stuff a lot, and mrov looks like he found a problem so I'll leave him to explain
i'm just looking if we're not overriding the same thing
also fair
what do you mean "overrides a lot of other mods"
I have very different answers depending on what you mean
this is just a typo right
Wait
So this mod isn't an alternative to weather tweaks?
https://thunderstore.io/c/lethal-company/p/mrov/WeatherRegistry/
alternative to what?
no
its a core
Yes typo, ty will fix
Then what about custom weathers?
as in modded weathers or weathertweaks stuff?
Your patches replace existing methods for how stuff work, just using the original array isn't enough, any other mod that patches the same method will be overrid by your method
Both like modded weather and prevent desync
i mean
yeah something like this is just a tag injection, my mod allows for fine configuration and takes that in as a default
i have my own config with blacklist/whitelist options for overriding the vanilla arrays
and a custom weather picking system that's overridden as well
🥲
nuh uh
(at least on first day)
same
Unfortunately that is how your code is written
thanks for reseting all the configs
So should I just use weatherregisty as honestly I don't see the weather chances not working for me rn
and it causes 0 issues with other mods.
from what i've seen your stuff will run after mine
yeah it has priority
Perhaps the game hasn't crashed, but your patches are quite literally overriding other mod patches, you leave no room for people to add their own patches for whatever potential stuff they wanna do
is this formatted correctly
name a mod then
Then I'm gonna use your mod mrov as idk why the weather chances don't work (or I disabled them and forgot lol)
Weather Registry
Probably mine as well considering I patch a decent amount
and is that a problem?
modder wars go crazy
Seems like it
Yes, assuming it takes moon names as an argument. The default is tags so it may not be merged between multiple arguments
k
I would doubt it does but its possible to code it that way, my mod keeps tags, moon names, modder names, and price ranges seperate
yes, big problem
my code doesnt run if you override it
meaning my mod doesnt work as intended
which in my dictionary, is kinda equal to problem
show me the code
weather registry is available on github, for coderebirth theres this code:
using CodeRebirth.MapStuff;
using HarmonyLib;
using Unity.Netcode;
using UnityEngine;
namespace CodeRebirth.Patches;
[HarmonyPatch(typeof(RoundManager))]
static class RoundManagerPatch {
[HarmonyPatch(nameof(RoundManager.SpawnOutsideHazards)), HarmonyPostfix]
public static void SpawnOutsideMapObjects() {
if (!RoundManager.Instance.IsHost) return;
if (!Plugin.ModConfig.ConfigItemCrateEnabled.Value) return;
System.Random random = new();
int minValue = 0;
for (int i = 0; i < random.Next(minValue, Mathf.Clamp(Plugin.ModConfig.ConfigCrateAbundance.Value, minValue, 1000)); i++) {
Vector3 position = RoundManager.Instance.outsideAINodes[random.Next(0, RoundManager.Instance.outsideAINodes.Length)].transform.position;
Vector3 vector = RoundManager.Instance.GetRandomNavMeshPositionInBoxPredictable(position, 10f, default, random, -1) + (Vector3.up * 2);
Physics.Raycast(vector, Vector3.down, out RaycastHit hit, 100);
GameObject spawnedCrate = GameObject.Instantiate(MapObjectHandler.Instance.Assets.ItemCratePrefab, hit.point, Quaternion.identity, RoundManager.Instance.mapPropsContainer.transform);
spawnedCrate.transform.up = hit.normal;
spawnedCrate.GetComponent<NetworkObject>().Spawn();
}
}
}
```, this is one of like 10 different patches i have
??????
did you ever read my code?
are you assuming i prefix return false EVERY method in the game?
i've seen a decent amount of them being prefix return false
i wouldnt have put it past ya to prefix return false that specific method
since outside hazards would be something you would probably include in ur mod
yo ik your busy rn but it would be cool if the snail cats were tan on desert/canyon moons and a really light green on snowy moons like instead of their green
I'll list
- InnerGenerate (DunGen)
- GenerateNewFloor
- PassTimeToNextDay
- ApplyPenalty
and you do know the reason why its a prefix bool is to prevent incompatibilty right?
0.1.0 changelog looks huge, very excited :D
they only return false if the player has settings in central config to override the system
what about weathers then?
oh thats not a harmony thing
thats a seperate method that i wrote based on the setallplanetweather but I changed it to only set one planet's weather instead
its settings?
oh I see, you just added your own blacklist
yes, a weather api has a blacklist, which makes a lot of sense
the weathers that i set are synced
Mine has a whitelist
and you change it after
also @lapis flax he died, reloaded the same day, and it changed from meteor shower to rainy i believe
that's just me
i didn't fix that yet
if your mod runs on awake then mine updates itself to reflect the changes
you can the hoverboard spawn as scrap or nah im assuming not bc you cant change the weight
@lapis flax its windy even though it said meteor shower
mrov if you want to help me with weather injection can you find a way to make all moons support all weathers (generic variables)
can it be windy and meteor with that one beta weather mod?
oh lord
logs?
But I see what you mean now, you are talking about weather registry which adds in weight to weather
not yet
we never get logs from this streamer soo
i'm gonna assume it didn't happen then
Lamo
🤭
keep assuming and ill assume lethallib is my only option 😂
the variable1 and 2 thing?
yeah
weather is neat, but needs 3 things; 2 of them configs, 1 a mechanic.
- Suction force config
- Tornado movement (point A to point B) speed config
- A way out of the funnel
But yeah is weather tweaks good at changing what moon has what weather?
thas just my take tho
i have an idea for that (and a foundation to pull that off)
I mean weatherregisty
you can blacklist/whitelist which moons have which weathers
it can't add vanilla weathers to the moons that don't have it
Well the issue with that is actually what we are talking about lol, adding say flooded to a moon that doesn't have it will break since its doesn't have its start and end heights coded
but it can remove everything everywhere
Oh so no like dust clouds on experimentation?
I don't remember if it has variables but theoretically if one doesn't have variables it should be fine
if the random weather is not defined by a moon creator you won't be able to add it from my end
too buggy to allow that
if u sprint opposite way of the direction, it might be better, im also making it weaker lol
I see, so you don't want to address it on your end
it's not the point of my mod
but it can be a foundation to build that on
becuase i've got everything else covered
I could maybe figure out a safe injection on my end
@lapis flax that weird desync also came from leaving lobby and rejoining after round started, so probably look into saving stuff lol
i have that method in weathertweaks and i transpile every vanilla method that uses weatherVariable reference to use that instead
Like one of the few features that can sometimes not work in my mod is adding in SpawnableMapObjects only because I need to save a reference to the prefab first
so - with miminal effort it could support every weather registered by me
(This is how I support vanilla traps on every moon)
but I would need to hand code in every modded trap if people want support for that
if you want to contribute to Registry you're more than welcome
because there's a few features that it's missing (now) that would be really beneficial to add
@wise stag from spawning you say? Do you mean spawning or does that remove it from the shop, if its true its registered as scrap?
like should that be false if its to be a shop exclusive?
ok so false is not in the shop, true is in the shop, only can be a scrap item with LLL or CC then
it can be a scrap with my mod, i just have that part sent to false lol
oh I see
@wise stag When are you injecting enemies and scrap?
they aren't added in loading anymore
they're injected with LL
you did something this update that broke it
i can confidently say i didnt lol, didnt touch a single enemy
scrap master doesnt exist yet if thats what u mea
i left that one by accident
ok so thats fine
oh ok nevermind
I was looking at a moon that is neither tagged as vanilla or modded
didnt realise there were any
yeah I clicked a random one and didn't see any of the code rebirth stuff but it is all with the 50 on other moons yeah'
just crashed as my ship landed on gratar with windy weather. im not crashing without windy.
man I need to stop havign ocd h, I always have to make my enemy tables add up to a multiple of 50
hmm that's weird, okay
have crashed 3x with windy now, but i'm in a big pack so it might be conflicts
imagine the tornado just falls off a cliff into the void
nah it would be on my end, just ignore gratar for now or that specific instance of windy, it seems to work sometimes
2/3 of the times was on offense tho
all 3 have been red, not sure about the other types
fair enough
i really like this concept tho :D
having some thick dust particles might be good, i like the idea of getting lost near the tornado and trying to figure out which way is towards it and which way is against it
maybe yeah
why are the moons desynced with the terminal
like it be saying offense is rainy then i go there and its windy
and it says experimentation is clear but its eclipse on the front screen
@lapis flax
it was fine yesterday
heyyyyyyyyy @haughty yoke
can you send me your logs and modpack code?
hey xu, could you tell me how do the planets actually show up in the sky like that? would be a great addition to my modpack
that's me on the train tracks lol
for some reason the logs dont show up but ill send you the modpack code
uhhh thats the test level, try celestial tint or smthn lol
alr thx
019027a7-bddd-84ea-c178-c8824e98a624
the terminal is a little different btw im using the desktop terminal mod
huh
it just looks cool
i think i know the issue then
no it doesnt affect the text on the terminal
ive had a prior issue with weather desync from an old LLL version and disabling the said terminal mod didnt affect it at all
there's nothing in the game folder? 🥺
huh
it already happened to you, so it could pinpoint the issue exactly
me trying to reproduce it might not
OH FUCK
yeah i didnt have this issue until code birth updated
yeah its confusing the windy weather like alot
can you try copying the logs with that button?
it lags for a bit doing that, yeah
YIPPEE
is this from the previous game or the current one bc i still have the game open
current
okay
it happened for you on offense?
no
i went to experimentation twice
i was planning on going to adamance bc it was windy
for now its only regular tornado ?????? or there is also the others variations ?
but then on the front screen thing it said it was eclipsed
rn only the blood one
^^^^^^
so i went back to experimentation it said it was windy on there i landed and it was ECLIPSED
yup, i can see that in the logs
there's mismatch
i'm 99% certain what's the cause
yup, it's fucking weathertweaks
my forgotten child
holup i need to make a meme lmao
So the Hoverboard is WIP right?
It's completely uncontrollable and moves by itself lol
excuse the transparent backgrounds
@valid drum
rn the weathers are having an identity crisis where the moon list moon preview and the actual weather on the moon are all different lol
you bought it and it just started goin?
before or after you started riding it?
it's my fault
i'll push a fix ASAP
After I started riding it
sorry for that 🥺
tho I did spawn it using LethalDevMode if that changes anything
hmm i never test with lethaldevmode, but it shouldnt change anything, not sure, ill try buying it etc and seeing if it works on my end
Also I can't seem to be able to interact with crates
damn i was offline for so little time and there are now literal item crates in this mod?
i mean, it's been just a week since i've last played
you won't believe when the update happened
xu is working hard in this mod 💀
(3 hours ago)
so you're not late
yea
with a shovel
Oh ok i didn't know
should probably change the scan node lol
yeah probably lol
Uhhh



