#Code Rebirth [V§O∆X∆O§]
1 messages · Page 6 of 1
uhh i left the game to the menu while next to the tornado on the hoverboard and it crashed
tornado shouldnt affect u while on the hoverboard so idk
hmm
[Fatal :CodeRebirth] Cleaning up Weather failed.Object reference not set to an instance of an object
i said it didnt affect me so it works in that regard
yea, which would mean the tornado wouldnt touch you really, not sure why it failed to clean up the weather, could be something me and registry are trying to both do
what is the last version that'll work with v50? 😄
probably the one right before the current
oh i seems facility meltdown aint ported yet to v55 that may have caused some issues
the hoverboard seems to work fine entering and exiting the interior
yeee
alr im taking a nap tho since ive only had like 3 hours of sleep so see ya
use meltdown experimentakl
it should display all registered vehicles
alr, for me it’s slower than walking, when I can I’ll get a video
i uploaded a new version today that should fix the problem you're describing but if it doesnt lemme know
oh i see very nice
From [Vinesauce] Joel - Tornado: Research & Rescue ► https://www.youtube.com/watch?v=I6vCo_Bj0Lk
Clipped by SquidMints
Submit your clips by sending the links to [email protected]
Watch more Joel live ► https://www.twitch.tv/vargskelethor
Watch more Joel ► https://www.youtube.com/c/VargskelethorUncutFullJoelStreams
black hole would probably just be a weather event with no light, higher jump, and um, stuff
lol if that existed one of my friends would land there as soon as i went afk for a second
welp i mean you cannot really put a black hole in it, in a sense you can, but you would just put ALOT of negative effect to give it a purpose
you should make it so if you are at the edge of a blackhole and you get teleported its 100 years in the future
welp i thought about it, the only logical purpose a black hole can have is just strong or low gravity, make every maps dark as hell, could avoid monster outside to spawn ??? but in counterpart there is alot of spatial shit going around in the map idk
things can go too far with just that
but imo this concept cannot work with LC
should be like the black holes in mario galaxy where if your within like 4 feet you just go flying into it
I don't know why but I think a black hole wouldn't work well as a weather, given how insane the gravitational pull it would have
imagine jumping and boom, instantly sucked up to the sky 😂
yeah same lol
i mean technically black hole is insanely dangerous , there is litteraly no way you can survive this shit,unless your accross the galaxy i guess
Could be miniature black holes that appear everywhere
But them pulling you in is just tornadoes
yeah that's pretty much what I was thinking
black holes pulling in players = tornados
black holes that just influences players' movement + changes sky to black = pretty lame ngl
a black hole could have really cool visuals going on
but that would be more of a moon specific thing, a moon orbiting a black hole or some such as opposed to a weather condition
Or, a supernova exploded nearby so now outside deals chip damage every so often if you aren’t under cover
would be too op
how about an actual snowy weather for those snowy moons?
how come it rains when the entire place is clearly covered in snow? 
bout to make it snow on Infernis
snowy weather allows a yeti to spawn
random snow piles around the place that will turn into a bunch of throwable snowball items when u hit it with a shovel
nah, yeti
u can throw snowballs at ur yetis
where icy weather
that makes everything slippery
and makes the crusier impossibruh to drive 😂
finally, a worthy challenge ✊
i wanna be a snowball menace and just pelt my friends with my snow balls 
only acceptable form of trolling friends
v56?
seems to work on v56
Cannot wait for the masterpiece of this code.
could that perhaps be a
mew noon? 👀
If your accepting ideas what about a shakelight as a new item in the store. Like just shake it to refill the battery but the shake noise could alert nearby enemies like the bell does? Maybe not that part just trying to balance it
Smth like this?
return of the king https://thunderstore.io/c/lethal-company/p/Wexop/FartZone/
X_X
No, lol
Finish making the current code a masterpiece first 
Everyone there’s a windy weather I never can see the tornado after latest update
But I am getting pulled
Huh, might be a me issue, I'll look into it
So that crate issue you fixed, is it the one that I and a couple others encountered? @wise stag
Which is?
The thing with the shovel being destroyed instead of the key and the softlocked inventory
Bro what is this 💀
the best moon
this mod is sick
I hope it recovers soon
its working fine for me
I was just making a joke about the mod being called "sick" dw 
Oh I see lol
sink
@wise stag did you look into the tornado not being visible?
Ahah It happened also to me on adamance
The invisible TORNADO
reason is because it loads 2 tornadoes at once
as far as i can tell, no. however, it does drag you out of your seat
Not anymore
i have a small complaint about windy weather in the fact that it is way too strong at the moment and is stornger in some areas than others for no apparent reason
is there a way i can lower the intensity of it?
same
keep in mind that i have blood and fire tornados disabled so idk if that's part of it
oh really?
at first I thought it was invisible only on modded moons, but then it happened on March
Is it possible we could have some configs on the strength of the wind, i love the mod tho\
is it possible to make the different types of tornados be a bit les colorful? right now they are almost too bright and feel out of place. i was expecting more just smaller streaks of water but it's basically a bright blue tornado
or like, lower the opacity of the blue a bit maybe
same with the blood and fire tornados
double the opacity and make em suck 3 times as hard 
NOOOOOO
i do agree tho, the colored ones could use an opacity or saturation decrease. and of course the ability to assign certain ones to certain moons
not immediately, just puttin it on the table
@hybrid flume need a bit of help with the config
TornadoWeatherType.Random | TornadoWeatherType.Fire | TornadoWeatherType.Blood | TornadoWeatherType.Windy | TornadoWeatherType.Smoke | TornadoWeatherType.Water | TornadoWeatherType.Water,
is the default value
how would i write the config so that it has the .Random as the default but others as options?
Actually, i should rewrite my code so that it accepts multiple types instead

That just looks like flags
yeah actually i have no clue how im currently writing the config
i wanted to see if i could do a multi-select
I mean you fixed it by changing it to use the numbers now right?
🤔
meh thats a bit ugly
I see what you're going for, so you want a config that will have drop down options in LethalConfig and Gale
yeah thought it'd be possible to make it
since enums are possible i'd assume it would be by giving it acceptable inputs
Yeah it's definitely possible, @hybrid flume if that helps you understand now what she's going for since you were a bit confused
You have AcceptableValueList
tried but kept denying me, ill try again sec
new ConfigDescription(
"Types of tornados that are allowed to spawn.",
new AcceptableValueList<TornadoWeatherType>(new List<TornadoWeatherType> { TornadoWeatherType.Fire, TornadoWeatherType.Blood, TornadoWeatherType.Windy, TornadoWeatherType.Smoke, TornadoWeatherType.Water, TornadoWeatherType.Water })
));
identation going crazy but uh
that's what i tried but i get errors everywhere here lol
you need to pass an empty array iirc
i don't think you can pass an enum to AcceptableValueRange
at least it didn't work for me
Mrooooooooooooov
😳
Did you add the ability to shorten the weather name on the terminal for custom ones yeeeeeeet?
Waaaaaaaaaaaaaaa
Oh no i was just jokin man, Ik you have alot on your plate already
no worries 😅
Yeah, sorry
Take all the time you need<3
don't be, it's all good 😇
it's easier just to pass the config item as a string or int and then translate the user input to what you need. Can't use custom defined classes or really most complex ones
you're on the right track with acceptablevalue though
Unfortunate tbh
yeah limitation by bepinex configs unfortunately
Lol I accidently posted a bad build of coderebirth into thunderstore
Can't land on company cuz I left an experimental patch there

Les go
I cant even fix it rn cuz I don't have time to fix my tornado stuff lol
With the config and all
Apparently latest patch of mine has issues.
Especially ones I never got so even more fun
Oh which patch?
LGU
Icic, rip
what is the TornadoWeatherType class? I've done a lot of config fuckery and can provide you a base
at least for a quick hotfix till you have something cleaner
The best part is that I'm not home.
It's an enum, not even a class
I can give you access to the codebase, I don't really care who has access to it but been too lazy to make it public yet lol
lmao fair, I'll take a look at the enum and see if there's something I've already written I can modify for it rq
Ye just send me ur githuh name I can add ya
my github is just darmuh
https://github.com/darmuh
got it, 
The relevant parts are the CodeRebirthConfig file and TornadoWeather.cs
The Tornados.cs is related to each tornado instance so isn't the part where the config is used :3
yeah huge project 
Just a little bit
Lol
Probably half of it is unused
I need to update the readme to add proper todo's tbh
so I'm guessing ConfigTornadoWeatherType is unused at this point?
If that's the enum I'm thinking of, yes
Lol
gale on top
I got a notification, will be checking it out, tyvm @glossy swallow ❤️
Lmao nice branches
Just ping me when ya think you're done 
literally just finished, matching your formatting was really the hardest part 
Lmaoo
I didnt bother actually pulling the project so can't confirm it works or not
just edited directly from github
Yeah that's fair, should he easy to tell from a birds eye view, or something
this is the devils deal stuff? what version do I need to rollback to?
yeah should be a super simple fix
One right before
To be fair it looks like works, I'll remake most of everything tmrw in a way that allows me to have people select multiple so they can enjoy like 2 or 3 rather than only 1 or all
fair fair, it might be better to make the user config side a number instead if that's the case. Your list of strings might get pretty long
that or a list of bools to enable/disable like checkboxes
Yeah that could be the play, I just don't like a long list of books that take up a lot of space I use thunderstore so it looks like that there
Uploaded new version
Hopefully that works lol
Removed the patches from release
Thanks again darmuh!
Don’t look at the ghostcodes config 
Loooool
Hope u enjoyed going through code Rebirth code
It's... something
I really like how I did the assetbundle stuff
Doesn't open an asset bundle if told not to in config, meaning u won't just have unnecessary ram taking up space
Definitely a much bigger project than anything I’ve worked on myself
That is very smart actually 👀
Yee
we need more people to care about the little things in ram usage because modding and ram usage is wild
I try to do as much as I can lol, I get help occasionally from like whitespike if u notice the refactoring branch that I copy from whenever he updates
Bongo does miscellaneous stuff like he did the assetbundling setup
It's a combined effort of quite a few people
Next for coderebirth is probably a hookgun, a quest enemy, a company merchant, a set of weapons with custom player animations (bow, spear and axe) and a moon
I know how to do em, I just gotta find time lol
I think this is the way most big projects should go. Takes the pressure off one person especially when someone finds something broken 😅
also best for the players since they get more regular updates/features/etc.
btw this all sounds amazing lol. A quest mod in general would be pretty sick now that i think about it
Yeah, let me know if u wanna slave away work too 
I'm always down to help, but I do have my own projects that need TLC lol
like ghostcodes, outside of getting updated for v56 compatibility, has not been worked on for months
I wrote an enemyAI for the duck song enemy where it would ask u for an item, would spawn in the facility, and you'd have to find it etc, and since it wasn't for me I just made it more generic and made it a quest class lol, you'll find it in enemystuff if you're curious
Fair enuff
👀
I planned to have a lost crewmate give u a quest, but I'm no modeller/animator lol so it's on hold currently
yeah my work starts and ends in code 
Yep, code is love, but I reaaaaaaaally don't wanna touch the player UI 😭
speaking of ghostcodes I still need to teach myself how to add custom sounds as like asset bundles or something 
Lmao
yeah UI in code is awful
I would say u can look at how coderebirth loads asset bundles, but I use a bit more of an over advanced than needed version
yeah I've mostly only used an assetbundle for loading my own network object
I've seen plenty of tutorials out there, just need to sit down and watch/read one lol
Tbh it's super simple, example enemy has everything in plugin.cs for loading any asset u want from the bundle
me looking at LGU's horrors
been getting this error in the console log, causing me to not be able to land at the company building, is there any possible fix around it
btw is Interactive TerminalAPI yours? Really nice work with that! Seems to be a much smoother implementation than my own that I use with my terminal mods lol
It is, yes.
Uuhh what version are u using
Of the mod
Somebody suggested to make it modular so I had less stuff out of it.
0.2.0
r2modman hasnt been updated with the latest version yet it still lags liek an hour behind
ooh thatll do it
if I hadn't already been halfway done with my own when I saw it I prob would've considered using it more lol
Newest version should be out very shortly yeah
ight gotchu thank you very much!
I exited to the main menu from a moon that had a meteor shower going on on the log is now slowly fillign with these
I opened the same crate 4 times
@lapis flax uhh is this smthn on ur end?
Howd ya do that?
i don't think so, but it's interesting nontheless
Yeah I'll try it out as well, cuz it should be disabling
ngl, highly recommend in any patch you got going to add null handling at the start of the patch (with logging) to avoid errors getting thrown and breaking your patch*
even if you like, expect the stuff to already be defined
Lmao
Lmao Mrov's mark of Stability
i do not want to know
How do you always comment this stuff out and then not realize it til way later? This isn't the first time you've unintentonally done this XD
At least you found it and it'll get fixed though
🙂
was i accidently disabling things from my end? confused how it worked lol
Glad I caught that error before closin the game huh lol
just oppened the crate and release the button at the same time you opên the crate
can we get a cutiefly volume config?
It is a little bit loud 😅
i never even noticed it making noise 80% of the time for me
but i could see if it when near your ship for a while it could be pretty annoying
huh, the image must've gone missing when i rebuilt the unity stuff from scratch
maybe its because i changed the crate amount to 6 in configs
it'll be fixed when xu updates now :3
bro the tornado is way too strong it feels like it barely gets weaker the futher away you are
which is very weird lol, it should definitely be getting weaker, next update should help
if anything it feels like it's getting stronger
well, before i couldn't actually see the tornado before you fixed that so i couldnt tell
oh that yeah lmao
flapping wing config added in dev version
it is definitely stronger when moving away. Like at the edge of the effect area the pull is so strong I literally can not move. Usually it suddenly stops pulling at some point though so you can continue eventually.
I notice this the most on Aquatis. The tornado often spawns right next to the (space) ship. Then the area where you almost can't move is past the main entrance nearing in on the big ship, just before reaching the buried shovel.
@wise stag you got a pretty big shoutout in this video 👀 https://youtu.be/dzrjKbdNkUY?t=147
Lethal Company Mods Are Getting Too Good...
SCP Foundation had been a pretty popular topic for modders in Lethal Company. This gets better as a project called the "Project SCP" aims to get as many SCP anomaly mods into Lethal Company. These entities & anomalies fits the theme of Lethal Company pretty well, and I can't wait to share with you wha...
Yeah I saw this lmao, I wasn't even part of the crew in project scp
I was only in the server and I was the only developer there mentioned
😂

To be fair, even if the information isn't completely accurate it's nice to see them try to shoutout mod devs for their work
Yeah it's funny and nice lol
Some people joined the scp server
Askrd me about my mods
Then left
Very hilarious to see ngl
yea
had some situations where i straight up couldnt get into the facility cuz of the wind lol 💀
it seems super weak near the tornado then gets stronger the further away
ive tested it on like 3 moons (assurance, aquatis, and egypt) and i havent seen it lessen
though i think it only happened since last update
(also this is small thing, but is it possible to like make it so the snail cat pauses, before turning, i feel like it looks a bit goofy sometimes while its walking, i love the little fella tho)
yeah i've fixed that
@wise stag The snow globes animation is wonky, your legs dont move except for liek a frame or two so people just slide around when holding it
Yeah ik, it's the 3rd person pov, not too sure how to fix that
3rd person pov? Is rhe snowglobe supposed to do more than just play music?
the snowglobe has a custom grab animation
which required learning how to replace the player animator in a clean way
except the player has like, a first person animation for htemselves, and a 3rd person for other people
Oh yeah the arms sticking out thing, would there be anyway to seperate the legz so their animation isnt overridden?
we'll see, i asked the person who knew more about this lol
So why is this stopping from landing on (I was going to say Custom but) any moon right now?
[Error :LethalLevelLoader] Removed: 28 SpawnableItemWithRarities From CurrentLevel: Experimentation Due To Invalid Properties To Prevent Errors.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherRegistry.Weather.get_ScrapValueMultiplier () (at <879addfa8ff4425284e59cb2c660d7ff>:IL_0000)
WeatherRegistry.Patches.SpawnScrapInLevelPatches.ChangeMultipliers (RoundManager __instance) (at <879addfa8ff4425284e59cb2c660d7ff>:IL_000C)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnScrapInLevel>(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <0b5b829887344817a21214132ea92eef>:IL_0009)
RoundManager+<LoadNewLevelWait>d__125.MoveNext () (at <0b5b829887344817a21214132ea92eef>:IL_030D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
I ran into this because I thought I was having a conflict with Imperium and this (weather registry maybe) running on custom moons, stopping return to orbit. So I backed up to just those to test, and then I couldn't land now. So I'm so far down a rabbit hole of trying to figure out where this bug is coming from. But just trying to point out something is wrong?
Wait for Mrov lib and Registry to update
So it's just a known bug that needs an update? Ok good, because I can just turn them off for awhile, no big deal, but it caused some headaches to get here
ok new update for weather registry thats supposedly going to fix this stuff, so probably going to be just fine in a minute.
Yeah they're available now so you should be good
Hey Xu would you be able to add a check for currently held item for digging out crates?
I am running lethal hands on my modpack and can use them to dig out the crates which is a bit OP. (Also it would add a level of "compatibility" with other mods which add melee weapons, making sure you can only dig the crates out with a shovel)
I can add a check to make sure only shovels could do it yeah, I knew about this just wasn't sure if people cared about it
knife digging out the crates is so silly tbh
you could give it a config entry if people like it.
Honestly, I feel like crates could use more fine tuning and config options. For example, WTO has its own Shovel that could also dig out crates, keys could be changed to not be consumed when used, and my biggest pet peeve, the scan node on the crate should be removed when it's opened
It is removed lol, after like 5 seconds
I think
Wait, it used to be, but then I switched from destroying to opening
I'll disable scannode after opening lol
Idk if I wanna make specialised shovel for it, it's not that much of a reward to warrant someone going out of their way
Keys being consumed is intentional, cuz it's bonus loot at the price of either wasting a bit of time or a valuable key
"A bit of time?" It's quite a while, and I even have time speed halved by default so it feels keys are mandatory. It's a good thing I don't have them consumable on other things so I can hoard them and use them on crates.
And no, I'm not asking you to make a shovel specialized for it, I was asking for a config setting that looks for other items that can act as a shovel to dig up crates.
(Of which WTO's 56-Shovel would fit the criteria, making it a good example)
It's 30 seconds, which is a bit of time lol, worth probably like 40 minutes ingame or smthn, a sizeable amount of time worth for 2 to 3 items available near the ship for free 
I can look into looking for "other shovels" but might not be possible lol
Most weapons inherit the shovel class in the game, so I can't really differentiate between a hammer and a shovel or basically anything and a shovel
Ywah I can't really do too much about it, right now it's set to anything that can deal force/damage would affect it
ngl I don't think I'd bother w crates if it wasn't for lethal hands, but das just me
it'd be like the wallet mechanic
except a lot more rewarding LMAO
It's like 3 items, I think it's fairly worth going back to ship and getting a shovel for lol
But ywah
It's meant to be a little treat with some time
yah
LMAO
it also has so much silenece in the beginning of the audio cause i didn't trim it 💀
@hybrid flume i cant wait to see how this breaks lgu
It should be fine.
You shouldnt be able to overwrite my stuff anymore.
Also what is this?
trynna miss with upgrades-ish cuz a commission wants me to make random upgrades ish
So gobblegum.
god no

i got some stuff figured out for stamina, dealing damage (obv), incresing movement speed and spawning items
Increasing health and decreasing moon prices and carry slot... we'll see
That sounds fun.
Carry slot is just UI pain so I didn't bother.
Especially if it's not dynamically generated at start.
@hybrid flume how the heck are ya increasing the max hp 
I have to assume the starting hp, I think.
The problem is that if some other changes the max hp at later time, I might not be able to account it.
yeah that's fine tbh
cuz its a company building upgrade type thing
if u get damaged there i aint making an edge case for that
But what if they add monster there?!
Xu
Imma be a douche for a second
I need to get this off my chest
Windy Weather??
really??
what made you come up with that
its so tedious
with all due respect why
Nah
it's way too windy frfr
Like
the closer I get
the less it pulls me in
but the further I get
the more I get pulled in
also there was a fucking t-rex, redwood and driftwood in that tornado
and I was on bozoros
thats a bug w the math
should be fixed next update
windy is legit more dangerous then eclipsed imo
Yeah the bugginess and how overpowered windy is is why I don't use this mod
I would use it but tornado is a dealbreaker imo 😔
you can just yaknow
turn windy off
Ah okay lmao
literally in the mod's own config itself can you turn them off lol...
I like windy but it need some work(which it is apparently getting)
Turn it off in my config instead
I have stuff setup so it doesn't eat ram in the background if it's disabled
No other mod does that really
you can turn off every single thing in coderebirth afaik
Ohh gotcha gotcha
if you really wanted to, it could just be a fake mod, you can turn off pretty much everything and it wouldnt take up space in the background 

🥺
i do have like 2 free days, ill do what im currently doing (which is adding weapons), then ill see hwo hard it is
oo what weapons
piggy added M4...Ima finally make an mop-up squad roleplay
w my crew
nothing special, just maces, i haven't gotten around to doing other weapons like lances and stuff and their animations
Damn, were going medieval.
hell yeah 
i do wanna rework how we do custom animations
similar to emotes API instead of current solution
Are there any major differences between tornado types other than their color? (also why is the windy tornado green 😭 )

as of now I don't think so
also if you want a tornado that's a normal color go for the smoke one
#1208964227835109407 message
@wise stag any idea on why the epic axe asset bundle size is huge?
lol
this is from BFLAB right?
yes
hmm wtf
@fathom fjord any clue what happened here?
the asset bundle i sent would be the epic axe right? i mean in the ss u sent it says "epicaxeassets" but the assetbundle name for me is "axeitembundle"
That's 800mb Xu lol
Actually no
Why does your file explorer look like that? Huh?
winrar
👆
All these years and we've never used Winrar
idk how BLFAB works, i assumed it picked some internal name and axeitembundle was somewhere internally 
Always was 7zip but now we use Nanazip cus it's on the Microsoft Store
but i dont think i ever reference anything called axeitembundle
yeah i have no idea, didnt think another mod i have has an axe
and Nanazip has native support with Windows 11
unless immersive scraps but you manage that too right?
That wouldn't be from Immersive Scrap
hmm
Immersive Scrap doesn't include the Epic Axe
I don't even have that
So that isn't from Xu's mods
Maybe Scoopy's interior?
@wise stag
This is the proper Epic Axe bundle
that makes sense yeah
true, im gonna disable scoopy, clear cache, and see if it generates again
Scoopy's interior does have the Fire Axe which has been broken since V50 dropped
wonder if i disabled the axe in the config
if it would s top the asset bundle from generating
It wouldn't
The assetbundle would still exist in your plugins folder for the game to load regardless
That would just prevent it from spawning
And it already is broken and doesn't spawn
lol
damn
it is not scoopy
asset bundle still generated
found it was smooth reserve decor
lol
Is it possible to make this mod work without WeatherRegistry if custom weather is disabled in the config? I want to use this mod in my modpack for crates and snowglobe, but I don't really like weather selection changes that WeatherRegistry makes.

i can make it a soft dependency
wait no i really cant
@lapis flax are you able to add a config to keeping some weather systems to be how vanilla does it?
oh wait, i could make it a soft dependency that u can disable and wouldnt conflict
why would I want to do that
🥺

ill probably just make weather registry a soft dependency internally
keep it a hard dependency in thunderstore
so much work for no payoff 🥲
what's about the system that you don't like? would you have any proposals what could be changed/improved to work the way you want?
I'm genuinely interested in your perspective 😅
nah it's like 10 lines of code
but yeah feedback is better
i did almost forget to change the key
Haven't played with WeatherRegistry much, so I don't think I have anything to criticize this mod for. We just have a very casual group, where most people still die in quicksand on rainy weather all the time, even thought we've been playing this game for almost 80 hours already. So we usually choose moons with clear weather. And it seems like WeatherRegistry makes it more likely that weather will spawn or that one weather will be replaced by another on the next day, so certain moons can be "unplayable" for us for the entire quota. We just want to explore new moons more "freely" and vanilla weather system feels balanced enough. Also if I remember correctly we had some desync issues during v50 until we removed WeatherTweaks from modpack, so I'm kind of hesitant to add this mod now. Also I kind of don't want to have a mod that we're not gonna use, but yeah I could probably just tweak the configs to make it "easier" (even though I'm lazy and that why just disabling the mod is easier), it would also help if you know what values should I put in to make it more vanilla-ish/noob friendly.
Thank you for looking into this. I just want crates to encourage people to explore the moons more)
lel, itll be a bit before i post na update since im reworking a lot of my code and adding some enemies but ye ofc
It's ok, I'm still waiting for Generic's Interior, Wesley's Moons update and fixes for shrimp from LC_Office anyway)
Windy weather is the most unfun thing I've ever encountered
It was too weak before but now it's too strong
it's a lil buggy on the math rn, will be fixed next update
The problem is that you can't escape it no matter what once you're slightly close to it
The default sprint just isn't enough
It even pulls you through the ship
My friends couldn't even get out of the ship the whole game
Without just dying to the tornado
that's off
Odd
I knew about it getting stronger after 75m away
But It def can't pull you while you're in the ship
Are you using problematic pilotry or smthn?
i get it, it does change how the weather is picked completely - to make moons have less weather you could make clear weather have more weight or make all weathers have less
for the point about WeatherTweaks - it's really interesting, cause (as far as i can remember) I haven't got any reports about it desyncing the weathers without other mods breaking as well 🤔
I thin kthe tornado should mvoe more, the one time i had seen it and the clips vie seen it doesnt move much so if it spawns right noutside or next to the ship (like it had for me) its kinda just.. Impossible to play around with it deciding yo ucan no logner enter or exit the ship because its just there unmoving or movign so slow its practically unmoving
Dev version is very fast moving
Lmk when i release it if its too fast lol
Also, would yall prefer the tornado throwing be a one shot? Cuz it might throw you off the map and I can't control it much more tbh
I'd rather make it more difficult for player to be thrown than control the throw power
Could make the throw power based off the current player's weight
just saw this mod on a TheViperian thumbnail while scrolling thru yt
at least im p sure, recognised the red tornado

Anyway it's kind of bad timing that he reviewed lmao, I'm reworking a lot of the code
sometimes I wish viperian would like, ask questions, before making a video 💀

Some people also didn't like the meteor shower, though they didn't really mention what they didn't like
my assumption would be skill issue, as-in they couldnt find much counterplay around it so it just became annoying to them
maybe you could add an item that detects when meteors are headed for your position to give them some sort of counterplay?

Yeah probably, they didn't like the hitting of the ship, but at the same time they acknowledge the config that stops meteors from hitting the ship

It's called your eyes, but maybe
like i said, skill issue 
can i ask why do the new creatures have scrap scans?
(as in they are green instead of red)
Cuz the scannode stuff is garbage ingame
I gotta pick a number, 0 1 or 2
And I never remember which one is the enemies scanner
dose that make it hard to add to the array of nodes if you want to make a custom scan node type?
And thats why you're never getting the samurai coded
😭😭😭
uuh aloe has a pink one

there haters
the meteor shower is amazing
Lyra was pretty constructive on it but I don't remember her exact words
At least pretty sure it was Lyra, could have been Kylie I need to find the vod
Assuming they said it on stream XD
shit i meant ti mention that to you oops
We've never tried it so we didn't know UwU
Maybe it wasn't pulling through the ship? I'm just going off of what my friends vaguely said. I just know it was way too strong
Volume lol, like audio
oh im dumb lol
this, I want to add this to a modpack I have, but now all my custom moons have too many weather conditions. As much as I like the challenge, sometimes I don't wan to go to a weather affected moon and when it affects over 80% of 40+ moons, I find that a proble
you might need a seizure warning on the tornado rn btw
I want to include this mod for both the weather effects so badly, they are so cool, but windy is ridiculous rn and weathertweaks's weight is bad
Alrightie
where? i looked all over the github
okay bongo just checked it for me, i got gaslit 
changelog is piling up and im still not done lol
it be like that 
last 2 r inch resting
what the fuck is inch resting
yeah i was talking with someone and voiced it out 
It's just a cute little butterfly, nothing to worry about :)
LMAO
why does it format it like that

bro
literally theres one where it has (JPOGTrex)
then theres Bracken(Football)
Ghost Oobl is apparently a kidnapper fox

whaaat me annd my friends love the meteor shower
but
the meteor didn't kill the fox :(
we had an idea that the fire from the meteors should burn vainshrowdss :)
but that should be a config thing
They're losers
lore accurate too
though the current version of hte meteor should hit/kill enemies if they hit em
they are highly flammable
i wanna make it destroy trees and burn vain shrouds eventually
how does the spawn of tornado work? like it can pop in any kind of weather?
there's a windy weather
im excited to se what the tornado looks like now!
hopefully its a bit less bright and more natural-ish
the tornado for the normal player had about half the colouring missing lol
so yall just saw one colour
like the blood tornado all you saw was bright red
but for me it was a mix of dark, bright etc reds
that makes so much sense why they looked so bad
no offense but they looked straight outta some fighting game
lol
hopefully they make a bit more sense environment-wise now
also, is there a way we can config which tornado types spawn on which moons?
maybe eventually, might be next update might not be
is it just me or the mod increases all weather odds?
it kind of does, because it adds two weathers to each moon (unless blacklisted) which means higher chance of not getting None
it wont boost chance of getting eclipsed etc though
you can tone down that chance for eclipsed etc if you think its too much in the dependency mod weather registry i think
ik how they're picked is different, but the default odds should be replicating vanilla in most ways atleast thats how an API should be doing it 
but maybe the difference is bigger than i expected
Yay! this sounds awesome
We got a estimate for release?
m-maybe a week? there's a lot for me to do lmao, not everything in that changelog has been finished and im still working on it
been refactoring a lot of code to make future me's life bettert
it's fine, I'm just excited is all. Love mods like this. I know they aren't fast or sometimes easy to tweak
in what way is there surfaced compat or is that a surprise
Sharknado
about the weaather thing, yeah i had to go edit the config and make none have a weight of 200 and it still kind of overly saturated with weather effects
is there a way to lower the quality of the tornado?
its really tanking my groups FPS rn 😭
the tornado? really?
it's like, 200 particles, you would need to not exist to tank from that 
maybe it's the rotation speed of the tornado itself...? uhh
hm
yeah, not sure if its the effect itself
but whenever its windy our frames reallyyyy tank
we are getting flooded with these error messages too
not sure if its related or not
Are you using BetaTweaks?
huh
i've never gotten these error messages before
are they only happening with the windy tornado on?
not sure
we're still on the planet with windy rn
multiple other members are reporting the error too
could be another mod though honestly
let me know when u leave if the errors stay or go, ill try to look into it if its the tornado
do you use lights with cookie texture?
i dont recall anywhere where i use lights nor even know what a cookie texture is
I'm pretty sure it stopped after we left and got off
sending my log
hopefully it helps a bit 😭
ill try and see, ty
another question, the snowglobe item touches the player animator asset for its custom animations right?
not entirely
i use an animatorOverrideController
which means it should be compatible with most other mods, as long as you're not holding the snowglobe
ill be changing it to how the lethal emotes api does it cuz thats a much cleaner method
better emotes is incompatible with most mods that do what i do
like piggy's variety mod too
yeahhh had a feeling
it's not something i can fix on my end, i believe it forces its animator ot be the one being used every frame
might look into seeing if I could rewrite that part to use an animatorOverrideController then, that'd probably work a lot better for this kinda thing
dreadful
Piggy seems to have patched it mostly
piggy didnt make better emotes did he?
@pallid wolf
mmmm idk
Was talking about variaty mod
oh im not about patching other mods to make them work with mine lol
IM SAYING HE PATCHED IT XD
ik, im not gonna do dat lol
Or am I misreading what upu said
how is that relevant
piggy has a similar thing in animations as me setup, im guessing he patches better emotes to make it work with his mod, im just not interesting much in doign that lol
ye forsure
lol its alright
I figured out a way to make the config that is more similar to vanilla if you want me to drop it to you
you gonna add pogo sticks
yeah sure
just give me the values and ill them manualayu
ive got a dumb idea for a preformance toggle, just make the tournado have a 2d plane thats animated as an option and when enabled it disables the particales and just has the 2d image
i think this is blood
there's a sandy one? this is blood
Oh, whatever the current orangeish one is
also im not sure the tornado needs a performance update, it performs 1000x better than the meteor shower (literally)
2d would look fine far away, but close up or inside the tornado it’d look wack
the thing is I think the tornado is currently a seizure warning
it doesnt' just look like that either, you gotta remember that it also flings you around
yeah ill be adding a warning when u select it
Yo I really like how this looks. Compared to the current tornado I think it looks better like this if that's what you're asking
Huge
@hybrid flume I did a little funny and mightve done a bit of a big commit
you're gonna kill him, stop
hey ive got a question can you get the money out of the wallet or do you have to sell the entire wallet to sell it to the company?
and if its the later how do you easily check how much money is in the wallet so you can make a profit by having it
It doesn’t lol
Just place it on the ground and scan it
This is for both old wallet and new wallet
I'm not sure why it wouldn't, I'll ask a couple people
alr
btw I meant to say "it doesent" to needing a performance update
by the way yall think you can make it so that crouching with enough weiight on you makes the wiind not affect you
It's possible yeah I can mess with that
Anyone have any good weight requirements?
My problem is with mods that remove the weight debuff
do those mods change the actual weight value?
No but they make it so that 120 pounds moves the player like its 10 pounds
I mean, if someone chooses to play with that mod I think it's outside the scope of your mod to care (if that makes sense). I'm sure the same players who use that mod will not care if the wind doesnt affect them as much if their player weight is higher
so what i'm getting at is i think for simplicity/consistency's sake you should just check the weight and not care how exactly the weight is affecting the player's movement speed
btw on an unrelated note Xu, if you could show me how your wind moves/pushes players I had a feature I wanted to add in ghostCodes a long time ago that I gave up on because I couldnt figure out how to apropriate the suckplayersfromship method from the firing sequence into my own code. I'm guessing I needed to add my own position nodes but I had originally gave up on it since I had other stuff to work on
The ship firing sequence is just a bunch of forces being applied
The player has an .externalForces property
The tornado applies force to that, will eventually swap to a better spiral function but yeah it uses that rn
oooooo
I'll have to play with it
@wise stag so this is what I had left off with (which did not work at all) https://github.com/darmuh/ghostCodes/blob/5bc1858814f12ecab2301f2589b2fcbb9831d8c1/PluginStuff/Coroutines.cs#L228
looking at it now, i'm guessing if the externalforces bit is being calculated properly it's the linecast that is fucked
If u wanted the player to go from point A to point B smoothly
You'd lerp them
Also
Physics based math being done on a coroutine....
(External forces being the physics stuff)
yeah lol
Bro how'd you go from ghost codes to terminal shit???
went the other way actually
Damn from rags to riches
terminal shit -> ghostCodes -> terminal shit
to be fair, ghostCodes is basically a terminal enemy 
if you got time to explain this i'd really appreciate it. or if you have somewhere I can learn more about this to link to 
Basically if u wanna move something smoothly in a straight line, you'd use lerping
If u wanted to curve that movement
You'd do slerping
If u wanted to suck d, you'd slurp it
Anyway

External forces is a bit weird
slerp 😋
It lets you apply forces to the player which isn't needed for what you're doing (I think)
Firing sequence uses it to simulate player being dragged exponentially further from ship
Also if u wanted to see me using external forces, I have no good examples, but the tornado FixedUpdate should have it
spoiler i guess || I want it to feel like the "ghost" is dragging you out of the ship || I was using the firing sequence as a template because it does relatively the same thing
I'll have to take a look. I think for me the best way I learn is to see code in practice
Practise urmom
but do you still think a lerp would be better with this in mind?
Nah u should do external forces
Just do a FixedUpdate where the force mode is acceleration
So the force applied is applied continuously as an acceleration
Which would increase the player being dragged speed
That's all you'd really need to do
For direction to a place, it feels like you've never attended high-school but you need to do (B - A).normalised for AB
AB being direction from A to B
its been a while since i've been in highschool yes lol
Its just vector math lol
gotcha, yeah definitely been a while since ive needed to do any kind of vector math 🙂
@wise stag Was having my game hang on exit, guessing CodeRebirth didn't like me disabling the Epic Axe
Nah for some reason some code made its way to the wrong function i think
Ah okay, I imagine this is one of the many things you fixed in the upcoming update 💚
Maybe
c;
Nice.
do you have hidemanager enabled?
nope
👍
do you have the rest of the logs? i dont think this is coderebirth
if it was coderebirth, i dont think it would've had a chance to log
That was the last thing that logged unfortunately, but AsyncLoggers might've blocked off whatever actually caused it to hang
im saying stuff before it might've been the cause
or not, just corrected on vc
idk then
Well it hasn't reprod at least
yeah if your game ever hangs, you can't really believe the logoutput file.
(im not sure if asyncloggers changes it but) bepinex writes to the log file every 2 seconds, so it is almost guaranteed that it will never have the most recent log messages
Yeah
I was actually surprised to see CodeRebirth error though, usually when it hangs nothing ever gets the chance to
lol
i mean it still shouldn't be trying to unload assetbundles a second time but :3
that... is actually a pretty good idea
actually, I believe LGU actually changes weight by halving it
or more depending on how far upgraded
could you temporarily insert a collider into the player collider so that the player moves? (or temporarily turn on a collider) and set it to only go off in the ship? I think that might be an easy solution
then it'd just fling you everwhere, though it wouldn't work if you are on the pc
Xu my beloved
and also what are the spawning rules for the supplycrates
can they spawnn anyone on a moon or where do they spawn normaly
anywhere outside on a moon
v0.2.3
- Fixed tornado config properly.
- Added tornado volume in ship config.
- Added cutiefly flap sound volume config.
- Fixed Snailcat and Cutiefly flying routes.
- Improved tornado looks.
- Windy tornado can now throw the player.
- Added more weapons.
- Added compatibility with Surfaced.
- Fixed hoverboard.
- Buffed hoverboard.
- Added compatibility with subtitles API (may not work for some reason).
- Added 3 new weapons.
- Added 2 new gems in the meteor shower and made them more common.
- Water tornado now drowns you.
- Made weather registry a soft compatibility (required to install but can disable).
- Hopefully Sync'd some issues with particles when near a tornado.
- Fixed tornado math pulling you when you're further away.
- Blood tornado either heals or damages you now randomly.
- Fire tornado would get weaker when you're on 20 or lower hp.
- Electric tornado gives a bigger speed boost.
- Balanced and made tornados weaker overall.
- Made tornados much faster and properly move around.
- Tornado weather now decreases total outside power level by 3 and inside by 3.
- Meteor shower weather now decreases total outside power level by 3 and inside by 3.
- Made enemies rideable.
also i accidently included the redwood configs, they dont work yet
So, should I uninstall GiantSpecimens now?
nope, i accidently added the part in the changelog about the redwood and driftwood
ill update the changelog so theres no confusions lol
I see
what are the weapons?
👀
maces and shi
3 weapons and "more weapons"?
eh i was writing this changelog over 2 weeks lol
at some point it was my todo list
which was why the redwood and driftwood were included in the changelog lol
enemies ridable?
ask test
i've also been waiting on it
i need ot update the readme too... oh well next update
Guys why cant i update the mod to 0.2.4?
Weird
im on r2modman
Oh nevermind
i had it installed and it wouldnt update to .4 but if i download it, it works
I really like the idea of weather lowering the outdoor power level, it just makes sense both canonically and gameplay-wise. Maybe we can get something similar for the regular weather?
- Rainy or Foggy: -1 power level (and decreased enemy hearing + sight respectively?)
- Stormy or Flooded: -2 outdoor power level (and decreased enemy hearing too?)
problem with patching amd doing stuff like increased sight and decreased hearing is that I can't really test it much and it could be fairly buggy, plus a pain in the ass to do for every single enemy individually
I can consider it, would be easy enough, I'd just like to maybe think of something else I could maybe add

Ah yes, the average afternoon with algae baths
yes, it works
I don't have epilepsy myself, but with all the flashing when you are inside, I imagine it would be a problem
I will say though, I think it only showed up the first time, though I don't think that is a problem
Yes, that is correct 🙂
I'll also give some previews as soon as there's a working prototype.
I might post them on my ko-fi first though (Public of course. Nobody should have to pay for those previews)
I should post more on my kofi lol
what weapons were added? .3.
which ones?
Both
U can't route em
But u can just be silly and stay on top and they won't knock u off
snailcat and cutiefly?
Yh
you might need to tweak ship spawn distance
had one spawn right where the ship was landing
For tornado?
I can make it go as far away from the ship as possible if it spawns near it at the beginning
ok
I don't know how big of an ask this is, but would it be possible to make crate generation configurable from moon to moon? I've always wanted a moon that's just entirely outside, but outside of selling enemy bodies that's been kinda hard to acomplish.
Why don't you port your chainsaw in code rebirth?
Oh ok
still needs to be flipped right side up 
@wise stag so Tornados are quite broken, it threw me under the map, when we went in orbit the animation of me being sucked in was still playing and noone could see me once the round ended
Rare bug, thought I fixed it, I'll look into it later
Water tornado should be fine btw
Doesn't do the throwing effect
U can also disable the throwing effect in config
👍
Will do it later, we disabled Windy for now just for no more issues during stream
New update posted
woo
Btw @wise stag if you can look into it, we had Meteor Shower on Eve earlier and we got a lot of hitches, but had no errors in the logs
I think everytime a Meteor hit the ground it caused lag
They will take some time to answer anything right now.
WHAT HAVE YOU DONE TO THEM!? occupied or slumbering?
Being there for a friend.
the former, and good on em
New weapons? That kinda reminds me, the Epic Axe doesn't seem to be doing 2 damage per hit, at least to me. Seems to be doing the normal 1 damage per hit. I'd say it's a mod conflict, but I still have Scoopy's Variety, and despite that not being updated in ages, the Fire Axe still deals its normal 4 per hit.
Also a good time to suggest adding config settings for weapon damage for each of the weapons your mod adds. I think it'd be kinda neat.
I believe it's random double damage is it not?
I think it's 1 dmg and a crit chance that makes it do 2 dmg
perfect :3
Oh was that how it worked?
"Oh hey it's the me Tornado!!!" - Lyra "I aptly named them after myself cus they cause so much chaos hehe"
lmao
can i udjust the toirnado strength?
Unfortunately no, I agree that they're a bit too strong atm within a certain radius
yeah
its annoying when its far away and im tryna open a crate but the slight push cancels it
which is honestly a p good reason to keep keys in the ship


