#Code Rebirth [V§O∆X∆O§]
1 messages · Page 8 of 1
oh wait nope, still doesn't work even with everything checking out on LQ's side. Darn, it just won't spawn 'em 😦
I'll check it out when I'm home
I'm probably missing some stuff for it
so that I can make a bullshit nightmare moon that spawns 5 of them at once, of course!
bru-
nothing else does player anims afaik
have fun bowling 🔥
Oh yeah I did notice the snowglobe thing a plethora of times
so BetterEmotes is basically breaking everything?
I had to get rid of betteremotes when the truck first came out, made the truck undriveable because the player did a weird t-pose when sitting and couldn't physically reach the ignition. BetterEmotes DEFINITELY breaks stuff relating to playermodel animation, even if you'd think it wouldn't
With animations yeah
Damn
@wise stag also, as a totally different bug report, I'm getting a screen hang on Random Seed: when attempting to land on the custom moon of Bomenoren. Here's the error it's spitting out in console whenever I try to.
Here's profile code if you care to reproduce it yourself in case it's a symptom of a larger issue that mmight effect numerous custom moons:
01910423-d526-9033-c584-8f0b2a9874fd
Hmm will look into it
I can't get the flora to spawn on a specific moon how have you done It with Gloom?
Later ill check
no, it looked like I could but I couldn't. It just showed the UI still as if I could
Hmm weird
What flora are people talking about? Cause I've not seen any new or unusual flora
Check ur configs, you might need to set some stuff
They're by default on most vanilla and on all custom moons but can't be on all types of ground
What made you change Modded to Custom btw?
Oh I see why now
CodeRebirth is using LLL now
Not entirely
The custom was me switching, internally I take "custom" and swap it out for "modded"
Ooh
@wise stag is your crate item basically a gift box
Could you add a config option to disable the decorative meteors floating in the sky in meteor shower weather?
is?
In a way yeah
Uhhh how come?
same issue with bozoros
Hmm interesting yeah I just need to get out of bed then I'll take a look
can i see the configs for the flora?
also lmk what moon u were trying
[Flora Options]
## Whether Flora is enabled.
# Setting type: Boolean
# Default value: true
Flora | Enabled = true
## How many plants can get added at most.
# Setting type: Int32
# Default value: 100
Flora | Max Abundance = 100
## How many plants can get added at least.
# Setting type: Int32
# Default value: 50
Flora | Min Abundance = 50
## Flora spawn places e.g. `All,Custom,Vanilla,Experimentation,Assurance,Gloom`.
# Setting type: String
# Default value: Vow,Adamance,March,Custom,
Flora | Grass Spawn Places = Vow,Adamance,March,Custom,
## Flora spawn places e.g. `All,Custom,Vanilla,Experimentation,Assurance,Gloom`.
# Setting type: String
# Default value: Assurance,Offense,Custom,
Flora | Desert Spawn Places = Assurance,Offense,Custom,
## Flora spawn places e.g. `All,Custom,Vanilla,Experimentation,Assurance,Gloom`.
# Setting type: String
# Default value: Dine,Rend,Titan,Custom,
Flora | Snow Spawn Places = Dine,Rend,Titan,Custom,
should be default
hmm okay so yeah all 3 should be spawning on bozors, imma download and try 
what are the damage values for all 4 new weapons? and how is crit damage calculated? Does it take what the damage would be and just x2 it or does it add a flat additional +1 or +2 damage to that swing?
2x's it
all base of 1 damage
25% on hitting something to be a critical
there are configs to change the chance tho
so they're all nifty shovel reskins as a baseline, but can benefit from LGU's protein powder, meaning they can be made to do up to 3 damage, so the crit will result in 6 damage if synergized with LGU's protein powder damage buff?
damn I gotta test that, I wanna put nature's mace on bomenoren scrap pool and make crit chance 100% so it becomes a super weapon you can only find by braving the doggo forest

any lead on why tornados refuse to spawn through LQ btw? or have you not even looked into that yet?
about to look into it, it's probably because its a half enemy, ill finish adding stuff for it to be fully registered as an enemy but stop any sort of spawning
though with lethal presents it could spawn....
you are describing a bonus, not a detriment my good sir

presents spawning tornados is peak lethal company goofery
that should be a feature honestly 💀
is the tornado this mod?
si
i just saw it for 1 minute but can i give feedback on the visual?
if you think the colored tornados are a bit weird or unfitting, just go into the config and set the tornado type from 'random' to 'smoke'. You'd think smoke is just a black tornado but no it's more white with a bit of darker greys, looks the most tornado-y and works the same as the blood tornado (damages you while sucked inside, yeets you after several seconds)
aah ok i saw the green one and thought it was spinning too fast
blood one randomly damages or heals u, they all have their unique little thing for the mostpart
blue drowns you, yellow has lightning and makes u faster
theres a problem with bozoros specifically where it doesnt have enough AINodes for me to arbitrarily spawn plants
ill have to rewrite how i choose the positions lol
but it'd mean that the positions get desync'd between players i think?
hmmmm alright, desync shouldn't be too big of an issue?
since its just floral with no effect shouldn't be bad
yeah probably, ill test out some more stuff and i need to abandon AINodes as a whole ill just do fully random
Inb4 my group complains about the desyncs
XD
Anytime we experience any desync someone says something and I'm like "Nooooo" lol
would having only the host generate the positions and then send that to clients when a world is loaded work?
i'd need to make all the plants network objects
and considering it'd be like hundreds of network objects
im not sure how good of an idea that is
im just giving the random a massive radius to place stuff randomly rather than near ainodes and see how that does
hmmmm true yeah
what if you based spawning off of a seed and instead of syncing every object you synced that seed?
bozoros is also hella big so you'd need to increase the default amount that spawns
what im trying rn
okay yeah the main problem is that bozoros is insanely huge and doesnt have enough AINodes for me to spawn the plants prettily
how many do you need?
oh geez yeah that broke a lot doing what im doing, reverting lol
it currently has 10 nodes, i'd need like maybe 40 minimum at points of interesting
im surprised enemies even actually route properly on bozoros with only 10
i wonder if there's a way to dynamically check for edges of a cliff, i have a bunch of vines that would probably look good
So the new plants have any unique features around them? Also do they generate on every planet or need to be configured?
theres some defaults but u can change em in the configs
Bruce from Surfaced has some (but not all) objects visible through him like he's partially transparent. Not sure if it's necessarily Code Rebirth causing this but I suspect somehow it is related to the meteor shower shading effects or something. The meteorite crystals are also see-through in this manner.
unique features? not currently, but at some point yes
yeah its the decal, ill take a look ty
wait, the decal on Bruce? should I toss this to Surfaced dev then?
nono, the decal is basically the crater texture that i print onto the ground
that's all me
oooooh okay
am I applying this right for weather registry weights? Meteor Shower is the only weather comprised of 2 words, do I need to remove the space between them to make sure it acknowlegdes the name? Or perhaps do I have to be silly-precise and put in "Meteor Shower (WeatherRegistry)@90" instead because that's the EXACT name shown like all the vanilla names?
good question
@lapis flax ?
also i found out that my list of plants was running out... then i looked at the other model folder and found another 100 plants
probably gonna add these next
ofc will desaturate etc
updated list, added 15 i think?
Nom nom.
good morn
It's like 11 AM but okay.
okay didnt know 11am was too late to be morning now 

public void HitShovel(bool cancel = false)
{
// Initial gibberish...
// Vanilla Code
// bool flag4 = component.Hit(shovelHitForce, forward, previousPlayerHeldBy, playHitSFX: true, 1);
// Tampered
flag4 = component.Hit(AddAditionalForce(shovelHitForce), forward, previousPlayerHeldBy, playHitSFX: true, 1);
// Final gibberish...
}
Tada
It's mean transpiler.
Different end of line interpretation mechanisms, I think?
v0.4.0
- Fixed flora not spawning on some custom moons.
- Metal crate changed to drop non-scrap equipment.
- Added 18 new flora types
How valuable can the equipment in there be BTW?
Like can I randomly find a full jetpack in there somehow?
Are modded items also included?
should be
if they did their stuff right
i dont exactly grab all shop items, i grab all non scrap items
i didnt test with mods really but it should work + uh mapper item might be included? not sure
Oh that's interesting
Pretty cool update
thats all my updates but ty
i forgor about the readme, and while working on it, decided to give the weapons some special effects
Oh like when you swing it?
when u hit an enemy
i.e. icy hammer slows enemies down
also i just realised the particles for being near tornados just arent working anymore
lol
does setting flora to specific custom moons work yet?
Ye
Unfortunately, I think it still doesn't work
I was trying on widerstein and generic
But i think generic don't have the tag grass
But widerstein yes
Hmm can u send the generic moon name
The ground tag shouldn't look for grass anymore so I'll give it another look, lol
Oh ok i will try again
Because when It was looking for grass on widerstein was spawning the flora
But only with modded not the specific name
There's a few tags it looks for basically
Which all moons should be happy with
It won't spawn on metal etc
Yo that's so cool!
Ye, icy slows, spike deals 2 by default, nature might heal other players
(And enemies)
Ok now they spawn on each map👍
But on widerstein they spawn also on the Road
wait a minute you said all the weapons did a base of 1 damage, but spiky mace is actually 2 damage by default? Are you saying this is a change you made just now or was there a misunderstanding between us earlier?
The change hasn't been pushed yet
But basically spiky mace will do 2 later (can still crit)
oh okay, so spiky is going to deal 2 by default
thought you meant it did right now and always had
Good job now It works on every moon🙂
Ayyy
does the Flora config allow specific custom moons if you name them? Or is the Custom string just a catch-all to include any custom moons using recognized vanilla terrain textures?
U can specify any custom moon u want
As long as they're not made of metal it should work
and do you do that with the moon's name minus its number, or the moon id that usually looks like <name>Level?
the whole Level thing isn't a naming convention enforced by LLL at all, for what its worth
how do you decide what loot is in there? do you grab from the moon's loot table?
nicee
feel free to send me em if you need a second opinion
The metal crate is all non scrap, the wood crate might be that moons loot table
can i perhaps yoinky some of it for a project that may or maynot ever release
we actually have pretty simular ideas just with different intent
the metal crate's out?
also what does "might be" mean lmao
like you sometimes grab from the moon's loot table?
or do you just not know
Go for it yeah
I forgor
I'll check
Also if u haven't seen batby, the github is public so everything should be clean and easy to see
It does take the levels scrap yeah
not sure why but every single time I start up the game this value sets back to 3. I keep trying to set it to 1.5 so that the overall chance of a single crate spawning is only about 33%. Can it not accept values that include a decimal or something?
oh shoot, I didn't even see that part lol
lol
also, sadly Flora config does not seem to accept specific custom moons, tried to add Junic to make it EVEN MORE lush and jungly, but no dice, no code rebirth flora anywhere 😦
I take it Junic doesn't use an acceptable terrain texture from vanilla, which flora is looking for? Or does Flora simply check where there's nav meshes and randomly place flora objects there for its spawning method?
try putting "Custom" in the moons config for the flora
well the thing is, I don't want flora on all custom moons, I want to specify name by name
but I suppose for sake of seeing if it works, yeah I'll try Custom just to see if Junic will play nice
i think the config is bugged and you can only set it for all modded moons instead of specific modded moons
the problem with custom moons is that they might be done different for each moon creator, my blacklist isn't large, but yeah idk
the config should be working now
tested it with bozoros, gloom
synthesis too iirc
Yes the config also work on all widerstein and generic moons
are custom flora for each moon type planned, instead of just the same grassy foliage for each type?
? the config has desert, snow and grass type moons
i meant they all have the same flower types
wdym
No they are different
are they? they seem the same as forest
another batch im adding rn (haven't messed with textures etc)
would it be possible to set the mix/max flora for each moon type?
also i think some dead bushes could be good for desert type moons
specifically dislike this one blue plant on desert moons, don't think it fits.
nope, Junic just refuses to allow code rebirth flora, whether I put Custom or specify Junic 😭
testing flora on junic now, it seems to. kinda work? flora only spawns in really specific spots
the flora spawn near ai nodes
if the ai nodes arent setup right i cant do much about it
ainodes are supposed to be points of interesting
moons like bozoros only have 10
that explains it
fission-c flora. wow?
perhaps you should increase its range around ai nodes
why moon creators putting like 5 ai nodes in their moons 😭
i can't really increase the range too much it starts breaking and floating
how much would doubling the range break it?
on my moon sierra, which has like 60-ish ai nodes, there's a good amount of foliage but it's noticably restricted to specific areas
not sure, could try, i noticed breakages around 50x because on higher altitudes the raycast would hit some not so good floating areas
5x* not 50x
try it with 2x
tundra plants are good but i think these ones should be a bit more pale maybe?
yeah probably, though those are a bit green so they might've been an accidental oversight lol
hehehe
actually I just thought of something
what if....... metal junk randomly placed on moons labelled as "Company" or something similar.....................
what if...... indeed
you could theoretically re-use the flora system for it

just random debris?
idk if i have models for random debris sadly
anyway
more flowers
this is gonna become a flower mod, lol
imma see if i can just empty my list and just add as many as i can at once so i dont have to touch em again
lol
im also like boreeeed
yea, any random metal crap
Coloooours
there we go
Youve been cookin real hard damn
u wanna guess how big the assetbundle size is?
5k?
5k wut
Prolly super low cuz you are crazy like that
mesh, texture, and material
try guessing the uncompressed size
then the compressed size
its still building so idk the new size but i know some sizes
Wtf
0.7gb
420mb
690kbs uncompressed
the built bundle size is outdated, give it a sec
Can i chang to 690mb-
lol
3.8mb is the new assetbundle size
anyway i have 3 more folders of potential plants i gotta go through
i went through 17 already
lol
omg
very last of hte plants im adding...
well i do still actually have like 5 more folders but those are for harmful plants
will we ever get more snowglobes? I need them
maybe, only took 4mb so really all it was was just me setting it up for a few hours at the most
I mean I'm sure the file size is fine, it's just a lot of plant
ah of course. grass, desert, snowy, dangerous species
maybe flora could be a seperate mod
nah no need for it
its toggleable like every other thing in my mod
i think i have it toggleable anyway
every other thing still takes up file space
im sorry i wont accomodate another mod just for 20mb
better luck telling mooners with multiple moons to separate their 100mb+ moons into separate mods
because those actually kill performance
wghatever
I agree
I don’t like overbloated mods, it would be nice if everything was separate
Like if there was just a tornado / meteor shower mod I would totally add it to my pack
i really odnt see where the overbloatedness is
u can get rid of everything in this mod excluding meteor shower and tornado
the only penalty is that teh assetbundle instead of being like 10mb for tornado and meteor shower combined, its 20mb
Maybe you could do what Wesley does and have both the separated mods and the all-in-one mod
and those 10mb arent even loaded into RAM, so the only detriment for them is existing
im not separating all this lol, the reason a moon mod like wesley does it is so people dont have 3GB mods killing their pc
I don't know
Right now code rebirth Weight so much lower then every other mod but implements a lot of things
I think it's really cool
i've made this mod in a way that allows me to implement many things freely without needing to split it into different mods, the only literal disadvantage anyone can argue about overbloatedness is the filesize, which is currently sitting at like 20mb which is not even a 1/4 of most moon mods
dont like a feature? config is probably the most configurable you'll see from any other mod, anything is disable-able
worried about RAM? anything disabled isnt loaded into RAM
i would genuinely accomodate if the file size ever got too large
but not "too lazy so spend hours splitting it up so it's 1 button rather than 2 buttons for me"
apologies if this seems specifically targetted against a person complaining, this is just a general statement
anyway, 163 different plant types, not adding any more (except for dangerous ones)
i spent like 20 minutes lining them up and now i cant remember why i did
oh yeah the readme
not until I see a config to turn down the intensity of the tornado flinging 
ITS THEREEE
im so accomodating i added this random ass sfx this guy on my github wanted me to add
i didnt wanna see @fickle talon make another yeet mod
updated and booted up the game and there's only one to disable it
that's not flinging
DAYM gale is clean as hell
well no I just think it's a little silly that I get thrown out of bounds 😭
Gale is the GOAT
bro you're dying either way 😭
yeah but it's really immersion breaking when I get thrown out of bounds
you know what I mean?
Yeet me to space please😂
like idc if i'm dying anyway I think it's stupid I have to see the unintended areas of custom moons or vanilla moons just because I got thrown
how many moons are like black mesa where they have a bunch of props and shit outside 💀
you had a pretty good flinging mechanic with the driftwood, which didn't throw you insanely out of bounds
yea but that aint really transferable
well, I'm not talking about props, i'm talking about void areas lmao
like it's ugly when the "intended game mechanic" is throwing me outside the boundaries of the game
it looks just fiiine in vanilla, i blame custom moons
, but ill try to reduce the power of the final throw
yeah on vanillas it's mostly fine
What if you kill the player earlier in the throw? That way you start spectating before you fall through the map🤔
but vanilla moons shouldn't even have that much space outside of the playable area anyway
I was thinking about that yeah
LMAOO no way someone else asked for a yeet sound
it's there for a reason
me and zeekerss, we team up often
I blame Wesley
anyway you're actually asking for the one thing i havent managed to control in this mod
i dont actually want the tornado to fling you THAT hard
wth
ye I figured
it's not something I thought you'd do intentionally, which is why it was so weird when it happened
i was as confused as u when i suddenly was thrown mach 20 out of hte map
i would've preferred a driftwood throw, but yeah
anyway new config
wahooo!
50 means no throwing too
now the last thing
what should i make nature's mace do...
icy hammer slows enemies down temporarily
spiky mace deals extra damage
epic axe is epic
oh yeah
i wanted nature's mace to heal
players
almost forgor
and enemies too
more snowglobes as in a music box variation of the boombox music, nutcracker music or even jester music
are you adding flytraps that are gonna slap up the employees?
The dropship snowglobe might just be my favorite modded scrap
oh true, maybe actually
uhhh dont worry about it
yay flytraps!
I should fear this more than the pistol prawn
oh boy I am gonna have fun configuring
you can do meteorshower@90 and it's gonna be resolved correctly
no spaces required
im assuming u would parse "Meteor Shower@90"
also any chance on swapping those "@" to ":"?
Let's gooo Dangerous Plants
I would also like an answer to this @lapis flax
why would i do that
it's more logical syntax
samke reason u accepted both modded and custom
just a standard
oh yeah, meteorshower AT 90 COMMA windy AT 50
my english isnt good
what does comma mean here
Does Meteor Shower also work instead of meteorshower?
not semicolon
all permutations work
just colon :
not planning to change my config syntax
because it's gonna break all existing configs
that's not syntax, that's placeholders
AND it wasn't implemented/released at that point, meaning: I could do that
u didnt allow for anything modded related until yesterday?
I didn't support placeholders until latest
wdym placeholders
All/Modded
oh ic what u mean
🤷
the only difference here is that im asking 😔
for me to change @ to : ?
for you to accomodate :

hey, if you're making a standard there should be minimal ambiguity involved
that's how you write that and no other way
u wanna fight that, fight it with batby
no wait, it also happens to be the standard with most config available LL enemies...
lmao I'm not using LLL for resolving that, therefore I'm not bound by it
then dont talk about standard???
you brought it up
@wise stag Wanna let you know, apparently the metal crate can spawn disabled items from LGU
We got a Wheelbarrow
But I have it disabled

alright
yea i need a better way to get items from the list, will do eventually
do you want to contribute to my secret code? 👀
im good
When was the code originally birthed the first time?
I got a small suggestion for the metal crate. Would it be possible to make it a key-only crate instead of being reliant on having a melee weapon? Because right now it feels easier to open the metal crate than the wooden one
Maybe also a config to make the wooden box breakable via melee
currently testing something else, but does anyone know if we can choose which moons get the flora?
how about using a simple weighted item list config entry? Highly configurable and won't give me unusable binoculars
Speaking of melee, its probably not intentional for you to be able to use your hands from LethalHands to dig up and open the crates is it?
no dead bushes for desert 😔
i suppose that makes sense
@wise stag Is this perhaps an error caused by the new crate in CodeRebirth?
It was showing up a lot today
Never seen it before
@wise stag Any chance for a blacklist for the item crates? It seems like store items from the crates get bugged and lock players inventories, tho that could be a conflict somewhere in my pack. A blacklist would just be a great workaround as normal scrap seems fine
I think being able to disable the metal crates would also work
Are the metal crates the only ones with store items?
Then a toggle for those would also work too 😄
wouldnt it be better to get the actual problem fixed than just avoid it
Of course! Just as a temporary solution while xu figures it out. She also has to fix the crates spawning items that are disabled (0 spawn weight)
LOL
Yes
Ye but it's fine
No, u have an outdated mod
Yeah DiFFoZ is gonna try to find it, the error only ever started today so I'm confused what mod might cause it
I will say I added Cruiser Additions recently I wonder if that may do it
I have doubts but
I can check
Don't see anything about it referencing stun grenades in it's code so not that
lol
Think I found it
https://thunderstore.io/c/lethal-company/p/SpookyBuddy/EasterEggFixes/ this mod references stun grenade code
Lol oh well
It's gone now
I added that recently cus I didn't want eggs to explode when dropped lmfao
Lol
Probably some code that got changed in V56 ig
Any chance we'll get a fix for the snowglobe soon? I tested picking it up normally earlier and my characters arms were broken for the rest of the stream after I put it down XD
I'd love to know why it breaks the arms
😂
Seems to only happen in first person at least
It should only break if u pick it up crouched and fixes itself if u pick it while standing up lol
Lmao I picked it up while standing up, I could walk with it like normal lol
Then what broke
The arms so when pulling the lever I looked double jointed, when coming back from death they were broken
It's like the arm animations become opposite of how they normally should be lol
I don't remember the weather registry thread name so I'll post it here
After death this was spammed in console
That's a vanilla issue, use Matty Fixes
Do you have the readable mesh fixes enabled?
Lemme check
Yes

It's not Registry or Code Rebirth though
I can send profile code
skibidi
i was lied to
Another error
was this with the uh
yellow tornado
?
oh not this error message
the one above
I have them disabled
this one just seems like a problem with whichever moon u were in
yea none of these errors are me
I was at Peter
does 1 flora equal 1 of the smaller clumps of them
u see the abundance config?
thats the abundance for ONE flower
and considering each tag has around 40 to 50 flowers
womp womp
if u include all 3 tags, you'd probably have like 163*40~ flowers total
ohh
nature reclaims all
This is default?
Heccc
It is much more intense on modded moons
This is on Verdance
From Celestial Expansion
custom moons include all 3 tags by default
It's like a jungle
🥴🌺
Pretty cool
I hope infernis isn't overrun though
That place is a literal volcano
ice moons? there are snow style plants lol
thats fine lol
technically i have some plants themed towards fire but i just put em in the desert
Makes sense
You bullied the creature in the snowglobe when you were young that's why.
sorry im unable to figure out how to soft depend
, i wish an api would opt to handle its values similarly to vanilla but can't do anything about that unfortunately
i would go back to LL's implementation if i could, but I think too many people are used to it by now
Imagine.
nou

Unfortunate, but it's okay. Well time to mess around with WeatherRegistry config
ill try to ask mrov to have his stuff follow vanilla as atleast a config
because no API should modify vanilla behaviour
if not i might just go back to LL
i think min/max flora per moon type should be a thing
Can the tornados be spawned with LQ yet? 
too much effort plus would probably cause performance issues
nada, spending time on that later inthe evening today
how would less flora on a desert moon cause performance issues
the more times i go through the list for extra information like min and max the longer it takes for ya to load into the level
also first tests using imperium show that weapons do 1 damage base, 2 damage crit, but if purchasing the Protein Powder upgrade from Lategame Upgrades, the crit function doesn't seem to happen anymore, Imperium labels all enemy hits with a code rebirth weapon as doing 3 damage (maxed out protein powder at level 2)
gonna test with imperium off and hope maybe somehow imperium is breaking something and it actually works fine in a proper game
@hybrid flume might know
It's a transpiler so it's changing vanilla code.
yeah i thought so, just dunno why it would stop applying according to imperium
nope, the crits only work if the weapon is doing a base damage of 1 😭
no 6-damage weapons for me
add a config option to let us pick base damage per-weapon, I bet that'll work! If Scoopy's Variety Mod fireaxe has a base damage of 3 and accepts protein powder damage additions to kick it up to 5, odds are a config option setting the base damage for a weapon will then allow protein powder to stack on top of that for these weapons as well
idk
the two damage spiky mace is working fine for me on critical hits
havent tested with lgu
but it's not like i do much here to prevent it
Don't see much reason to use the hammers. Epic Axe is just way lighter for the same thing
Think the hammers should do 2 dmg always or something
[Error :CodeRebirth] [ILHookAllowParentingOnEnemy_PlayerControllerB_DiscardHeldObject] Could not match IL!
I think this softlocks the client
my friend tried to pick up and drop rifle from piggys variety
he softlocked
and he tried to kill me, a body replica of mine and me standing still appeared
he has a very bad graphics card idk if thats the reason
uhh that wouldnt be me, that error is very irrelevant and isnt technically an error, i should change it to just be a log
all i know is that the rifles break my override animator, but that shouldnt soft lock?
also update posted
will probably take a break for a week on coderebirth to focus on other mod stuff
also big readme update

no breaks! no food! only CR!
you're doin good, fren
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CodeRebirth.Util.PlayerManager.CodeRebirthPlayerManager.HandleStatusEffectChanged (GameNetcodeStuff.PlayerControllerB player, CodeRebirth.Util.PlayerManager.CodeRebirthStatusEffects effect, System.Boolean isActive) (at ./src/Util/CodeRebirthPlayerManager.cs:106)
CodeRebirth.Util.PlayerManager.CodeRebirthPlayerManager.UpdateStatusEffect (GameNetcodeStuff.PlayerControllerB player, CodeRebirth.Util.PlayerManager.CodeRebirthStatusEffects effect, System.Boolean isActive) (at ./src/Util/CodeRebirthPlayerManager.cs:87)
CodeRebirth.Util.PlayerManager.CodeRebirthPlayerManager.ChangeActiveStatus (GameNetcodeStuff.PlayerControllerB player, CodeRebirth.Util.PlayerManager.CodeRebirthStatusEffects effect, System.Boolean isActive) (at ./src/Util/CodeRebirthPlayerManager.cs:126)
CodeRebirth.WeatherStuff.Tornados.ApplyFireStatusEffect (GameNetcodeStuff.PlayerControllerB player, System.Single range) (at ./src/WeatherStuff/Tornados.cs:320)
CodeRebirth.WeatherStuff.Tornados.HandleStatusEffects (GameNetcodeStuff.PlayerControllerB player) (at ./src/WeatherStuff/Tornados.cs:293)
CodeRebirth.WeatherStuff.Tornados.HandleTornadoActions (GameNetcodeStuff.PlayerControllerB player) (at ./src/WeatherStuff/Tornados.cs:271)
CodeRebirth.WeatherStuff.Tornados.FixedUpdate () (at ./src/WeatherStuff/Tornados.cs:220)
Damn
I knew I missed something
Did I upload an old version or smthn?
Line 106 in player manager doesn't exist
Uhh what were ya doing for this to prop up? I'm assuming near a tornado?
erm probably
https://github.com/XuuXiao/CodeRebirth/blob/main/Plugin/src/Util/CodeRebirthPlayerManager.cs yeah I have no idea
The lines don't exist

i cannot even find the method from your stacktrace in the assembly ❓
CodeRebirth.Util.PlayerManager.CodeRebirthPlayerManager.HandleStatusEffectChanged does not exist in the 4.0.1 assembly
ill look into that later
i used dnspy to check btw
probably gale downloaded mod wrongly
that seems like a really messed up download
Phew
LMAO
I recorded in 1440p by accident
I wanna do vain shroud reskins so bad :3
i can see that 
Would work in your theme yeah
My data 
shouldn't be too hard to do, honestly
Hmmm
Xu accidentally added an air plant category I see 🤔
I assume Weather Registry's settings for the weathers take precedence over your own config, correct?
Absolute perfection please keep this XD
right into a woodchipper
tornados spawn through LQ now but have no particle effects so they are totally invisible, and they also don't yeet the player out of them 😭
Ah yeah the way they're setup be like that
Dunno
Uhhh
You added it back to your own config and didn't even check?💀
@lapis flax what's your best guess? Which config for the weather takes precedence? Code Rebirth or Weather Registry?
I'd assume mine but idk
If that's true, any chance for a toggle to just make registery control it? I don't want another LLL situation where every weather mod has its own config
It's so much nicer having everything in one place, makes it easier to do the weather to weather weights too
I 100% disagree lol, I'll see what I can do but you're just asking for trouble wanting all thr configs in one mod
Why wouldn't registry control it? It's the api with all the settings to begin with
Like if I'm going to configure weather, it makes sense to do it in registry. Especially since other weathers play a factor
If you're going to configure something I add, it makes much more sense to configure it on my end lmao
You're not the only weather mod tho, flipping back and forth between multiple configs is just needlessly tedious
is it an easy fix or obnoxious due to the implementation you went with? could I still have my sweet sweet perma-storm moon?
Every interior just using LLL to configure now is a godsend. API's having the configuration for the thing they control makes sense
That sounds less tedious and more so laziness on another level tbh
If WR included every single config I have on meteorshower then fine
But you're already flipping back and forth for my other xonfigs lmao
Configs*
It has all the weight settings and such, those things are the things that don't need to be in both places. Things like weather meteorites are cubes makes sense in your own config
Have you even looked at how Weather Registry's config works?
Hmm
Yeah obv I've looked at WR's config
I'm mainly wanting everything to do with how it's selected to be in registry. Since balancing weathers is a thing
U gonna configure half the configs then go to another mod to configure the other half to begin with lmao
Does it matter where the config is that much?
How does that have anything to do with this🙄
Actually no comment
I mean sure none > meteor shower should be done in weather registry but most configurable stuff is in coderebirth and it makes sense to me
Eh you know exactly what I mean
I really don't
I dont deal with weathertoweather weights
Preferably I'd scratch all configs on the weight stuff for the most part
Yes i know and its not your stuff to begin with
Feels like I'm not allowed to properly design the weather in accordance with the difficult I want
Weather to weather weights is exactly why I want registry to take precedence
But will your config override that is my concern
You're not hopping any less/any more
My config doesn't include weather to weather weightd
If it was an option, I wouldn't even allow that in WR
Doesn't it include a blacklist and normal weight?
I like making configs, but I also like having control over the difficult etc of my shit I add
Yeah?
Just don't use the blacklist
Damn
Why?
But which config does it take the blacklist from?😅
Like I said, too much configurability, if I want something yo be changeable I'd add a config for it
To*
I'd have to ask mrov
Yes but weather to weather is not your thing and i do expect you to do that, also thats one of the main features of weather registry
Imagine creating something, then using an api to add it, then having no control over how it spawns etc because a very few end users want that control
First of all, I don't add a WtW config in my configs, maybe I will later it that's your point lmao, but second of all, what I said above
I love weathers but i like weather to weather thing cuz that just adds so much more immersion to the game
Sure, u can add whatever u want, I'm not gonna stop you, but preferably I want things inhouse
No i agree with you that how meteor shower weather functions on its own should be configured by your stuff but WtW should be a thing to be config’d in WR
Because yknow, I made it?
WtW involves my shit too lmao
What if my vision just didn't align with end users doing whatever they want with it?
Isn't that what modding is in general. Like I'm sure zeekers doesn't love everything every person has done with his game
🤷♂️ i think WtW should be configd in WR using your and others weathers and the core elements of the weathers should be configd by the creator
Then im either a hypocrite or just make no mods? Lmao
Im sure he likes toiletleech 
Like you've said yourself you don't even play the game. Why do you care how someone configures their own game session?
I mean idfc if it ends up in your config in the end, it just makes more sense SINCE WtW is a WR feature
using your mod but still it is its feature
Cuz it's still my shit and I have a vision for how I wanna see it being played out
S1ckboy what the hell have you been yapping about for 10 minutes my guy 😭
There exists more in this argument than just WtW
I just pointed that out cuz it seemed to me that you didnt like that lol
If the api I'm using prevented control over how my stuff is being used, then I'd just not use said api
Other than that idfc where its configd
Yes but as an example dumbass
And i argued your example stoopid
You're still stoopid
WtW is good on paper and I have nothing against it, but the parts where its about MY weather still need to be dealt with on my end 
Again, I prefer doing everything related to my shit in-house
I mean I cannot seem to get weather registry to obey the weights I set at all, the WtW thing seems entirely broken for me, and Code Rebirth weathers were the only reason I started using WR since I had no problems with the game's vanilla weather selection system anyway. If it could be done in-house, that'd make me be able to include tornados and meteor shower in my modpack without having to wrestle with weather registry anymore, of which I still have to keep doing because my weather selection results are so out of wack that I'm positive it's ignoring the weights I set and I have no idea why and it's driving me up the wall.

then make a mod to do what your asking for 😄
btw Xu I didn't even notice the new weather weights in the config until now, is weather registry still a dependency to get code rebirth weathers working? I see it listed as one but now I'm curious.
yes
alrighty
prevents anything really
sotflocks the player compeltelety
CodeRebirth's config sets up the Registry's default value
which can be modified in Registry - that configs take precedence
i am planning to allow that, but that's gonna come after my break
Btw @wise stag I wanted to let you know, whenever you get around to merging TheGiantSpecimens into CodeRebirth, I discovered it was TheGiantSpecimens that somehow caused ModelReplacementAPI to throw NRE spam in my logs
Unintentional discovery
XD
have you checked your logs?
uh no ty?
i'd rather handle all this inhouse 💀
you do you
yeah i dont wanna do a million references to weather registry just to check configs/debug weather registry lmao
i mean - yes and no?
you would define your configs on your end
and Registry would just bind them in the respective category
so you have the best of both worlds

and that's your choice
not sure what problem yall have with me doing configs inhouse

Like LLL an option to disable auto generated options would be neato
(Though food for thought I don’t think I’ve had someone wanna use that yet)
that's the thing - i can understand that one weather has different options from another (because it does different things)
but things you can configure in Registry are common for all weathers, so why would you want to reinvent the wheel?
i don't care if you do it or not, i just want to understand
reinvent the wheel just to have configuration inhouse?
what if i just dont want a certain type of configuration
why am i, as a developer, being restricted because some end users wanna mess with my content however they like
they can learn to mod and patch my mod if they'd like
you were arguing with me for some time that i shouldn't allow blacklisting levels on my end cause you do that already
no?
i was arguing with you because ur dumb ass wanted gordion to be permanently blacklisted
no matter what
and that that would be unchangeable
yeah
Personally, I'd dislike if API I use adds configuration stuff for my stuff without an option to disable it. However, if that configuration came from another mod, I'd be completely fine.
i do love when an api gives me 0 freedom yeah
I guess it's because it's pretty much just bloat?
something with this community and giving every single option to end users
oh yeah its rough
okay, is weight picking such a deal-breaker to you?
I don't necessarily think this is an issue though
the issue is i cant opt out of this as a developer
im not sure exactly why you're nitpicking specific things when my argument is about configs as a whole
if i wanted people to edit stuff, i'd add it in my own configs, which i wouldnt mind doing, but some stuff i might just not want them to modify
Yep, and the solution is to make it impossible to even opt-in in the first place, by not making it a feature of the API. But instead having another mod do this
im a little out of the weather business but isn't weather registry and weather tweaks already two seperate things (i assumed an api/lib then a config-esque mod)
tbh i have no idea what the difference rn is, havent checked in a while
i'm providing the things that - for the whole time i've been developing my mods - users were able and free to modify
which is:
- blacklisting weathers from moons
- scrap/amount multipliers
- weather weights
in which mod
in registry
im aware im someone who has the same kinda thing in my api so like i cant talk but that is ideally weird
wouldnt that be fine in weathertweaks? it would be more logical to me 🤔
weight system? or all of those
weather tweaks being allwoed to edit inherent values in an api is fine for me
the api itself shouldnt be allowed to give users that ability
well registry should register weathers, tweaks should tweak them 🤷♂️
I too am in the debate
lol
now i sleep
like weather registry is really good for me, i get to register my weather, use some events you have added, do some basic stuff like multipliers etc, but i dont want something im depending on to conflict with my vision
what's your vision in terms of weather stuff and what's the conflict
yeah
i'd poke the api, as the developer registering
users cant DIRECTLY poke the api, but through mods like weather tweaks thats fine
^so going by this logic config for Xu's weather should be in WT that way Xu would have her freedom of doing things her way and you could also have you modifications (?)
?
did you explain that wrong s1ckboy?
cuz u just said i had to put my configs inside of WT

so these could be in WT and WR would only do the rest that Xu mentioned
sorry i'm bringing you into this, but - by that logic - why does LLL allow for that to be changed directly inside LLL itself?
isnt that the right way to give end users what they might want and also let Xu do Xu things?
because people wouldn't shut up and i cared too much about peoples opinions back then
super unrelated point but i think those configs in LLL are broken 
that's a fair point
alright, so - if i'm getting it right - not everything should be customizable if you want to opt out of it, correct?
if your poking in the api you gotta ask incase they wanna say no
most of everything should not be customisable by the end user if the developer specifically declines those customisation
whether its for reasons like they want it inhouse or they just dont want a user to mess with those options
so - in terms of registry - filters and multipliers?
i honestly dont think anything should be there (except vanilla stuff maybe i have no real opinion on that though probably fits more to do that as well in WT)
multipliers could also just change the content entirely, so i'm hesitant to even have a config for it to begin with
so everything i'm doing is not even unnecessary, but unwelcomed?
as a forced option yes
if i can opt in? i wouldnt mind having it wherever though probably stuff should be separated into API and API modifier like WR and WT
like the stuff for meteo multiplier that inspired the multipliers, it never registered weathers so it never had problems like this, it was just a mod you'd have alongside

so combining all existing weather-related mods&options into one package was - in your opinion - a bad move?
yeah, I think an API should do the minimal amount of stuff to work
its a lil weird, cuz u can argue adding more stuff to teh api to give the developer wider control without having them need to code in specific stuff, u can also argue api is just there for registration and stuff, but the important part here is that the user should not be able to control what i control without consent
also worth keeping in mind the userbase we have here config wise is stupid and standards were at a minimum when you started cooking
it makes sense that its like how it is
hey i am in this message and i dont approve
hmmm
lol
well, it is what it is
if only you could configure my opinion 😛
everything started with user-customization in mind, and i don't feel like taking that away now is a good move
but i understand the POV
i'll cook something for ya
alright ty
i have no idea what killed him btw
forgot to respond, ill figure something out
while you're at that, may as well mention, one of the tornados seems to spawn right beside the ship and never move. You know, at that weird spot with the invisible rectangle that's some sort of grid starting point or default 0, 0, 0, or something
like natural spawn?
do you know how to resolve this so the tornados can spawn in random locations and wander randomly like the regular one?
yeah in my tests, the invisible tornados
not yours, yours work fine
oh the invisible ones should be fixed when i do my fix as well
but I mean, the stupid 'default to sitting at the spot beside the ship and not moving' thing
any clue what might cause that? I've seen it in other enemies too, such as the kidnapper fox on other custom moons
or two spore lizards on bozoros just rubbing into it and not moving unless disturbed by a player approaching
do you know what that dumb little phantom rectangle with collision is? it also acts as a physical hazard cruisers can crash into
is there a mod that at least makes that stupid thing have no collisions?
it shouldnt have collission
it does and has for a long time for me
is it possible a specific mod is causing it to have collision?
This mod is insane, I can't believe you managed to get ALL THIS working in LC, and all in one mod
However, the hoverboard is the first thing to ever make me feel motionsick
LMAO
Fun fact hoverboard was out before the company cruiser ^^
Yeah I love this mod
The meteors are definitely my fav feature so far
And I know I could disable the hoverboard, but I won't because I enjoy suffering 🙂
this should reaaaaaaally be false by default tho
but yeah meteors are so fucking cool, I still like tornado more tho
Yeah as much as i love the mod the hoverboard is really jank XD
the hoverboard works ™️
Idk why i imagined it working like a skateboard
probably because i posted 10 skateboard videos and said "pov using hoverboard" or something similar
I think the main issue is that it levels itself with every change in terrain beneath it instead of smoothing it and staying slightly more stable and higher
From a first person perspective, that is not very fun lol
The other jank I love
It looks hilarious from the outside
it does indeed apply force to balance itself every frame lol, which changes based on its current height
Is that something that might be changed eventually?
With all the sick custom behavior you've already implemented, I'm sure adding some smoothing couldn't be that hard
im just not sure what smoothing would entail here is all
Maybe make it apply to the elevation below it only 1/4th as much? Then fill in the gaps somehow
back when hoverboard was wip
and was like "dio playtesting hoverboard"
which was why u prolly thought it was skating
@autumn heart @open laurel update uploaded for u two
i havent tested ur thing shark
so if it no work then it no work
lol
Thank youuu, I'm guessing you mean the "uhhhhhhhhhhhhh" lmao
maybe probably
Also what about the tornado spawning in as an enemy? I didn't know that was a thing
Nice new Changelog
its spawnweight is set to 0 on everywhere
but shark wanted me to add it as a spawnable enemy
incase someone wanted it to do that
That's very interesting
So it's a new weight setting you can modify yourself if you want more chaod
Gladly
oh you'd still need to do it via something like LQ, but the option is there
Ah ok
Sucks that I don't use Lethal Quantities then
well
they suck me in
they yeet me
however
so far, from testing of 2 landings
they spawned 3 at once
even though my settings shouldn't have done that
and they also spawned in the exact same place
these later 2 spawned way over there at least
i did put the max count to 10
I allowed a max of 6, and all 6 spawned before noon
which is weird because...
the outside enemy spawn chance curve should not allow anywhere near 6 until well through half the way
past it, in fact
?
omggg cesspool hiii
hopefully I can just tune that a bit though, I know there's a hidden range to the spawn chanve curve amount
