#Lethal Elements
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darmuh TerminalStuff also doesn't and had to disable both to get the 2 new weather to actually appear
(iirc same error in image above just referencing TerminalStuff's CruiserTerminal compat instead)
turnsout its not loading the new weather :[
@quasi quartz @sleek jungle i pushed an update that will fix the terminal thing 
there's probably something after that, because this will still allow weather to work (regarding the SnowHindranceTranspiler)
also i'd appreciate if on top of a report you guys would give me a code for your pack, its definitely one of the mods conflicting here
so is Blizzard "basically" just Snowfall but faster + wind + frostbite
yup, it's just a harder variant
gotcha
there are some additional things like dogs hearing being worse in the wind
also bees should be blocked from spawning during blizzard, but i know this part doesn't work for some reason 
I don't think weathers can control enemy spawns is why
It's based on what the moon has setup
i do it in a really fucked up way via patching the enemy list of the moon on landing
Lol oh boy
oh yeah one sec
don't do this lmao
how else can i stop it?
Yeah I thought it sounded like a bad idea XD
theres a function somewhere you can prepatch when the game tries to roll for stuff
in the roundmanager during the spawn wave?
ye more ideally
0193ec8a-9d00-71ca-27cf-aa0b07e3b253
ah ok, i mean i cache and put everything back afterwards right now :S
but this is better yeah
yeah but depending on other mods yknow
Looks like we're getting another update 
like i touch those lists on moon load (but not where you touch them so its practically fine but)
maybe later, i'm not even home today D:
this patch is most likely not doing anything right now, so it's not a huge deal
yeah i remember this stuff about replacing the references to scriptable objects, i think the problem is that the check doesn't pass or something because the weather is not set at that point yet, oh well
naur this is different to that
the usecase im talking about is lll enemies can have weights for specific interiors so that gets injected on moon load
more-so pointing out that this kind of thing can happen
aah ic ic
would have to test but possibly a cleaner way would be to prefix patch these three, set rarity to 0 and restore on postfix
slightly more precise cut into the game
@small cypress Endox has discovered some funny bugs with Blizzard
It's applying stuff from other moons to different moons
noice, thx for the heads up, i'll look into those
ok i know what is the deal
I am very curious lol
it creates a copy of the ground to put snow on it and i assumed it would be deleted when the moon unloads, but it parents by default to the scene with the ship i suppose
it's just the snow part that is floating, right?
bozoros is still terrain, right?
If it's that you can just parent it to RoundManager.Instance.mapPropsContainer and it should unload when taking off
Yeah
ok bingo
Haven't meshified it, but at least there's snow already lol
this happens when you go from a moon with terrain to another one lol
cool
no parent defaults to active scene which is the ship scene ye
yeah i forgot to account for this for terrain but didn't for processing vanilla meshes 
your just accidently falling into the rabbit hole of processing vanilla meshes once and storing them for later re-use π
hmm, love me some caching 
monkeycatluna the crunchy cat emoji we love perfection
So I added the beta (I know its experimental and it just came out but I got so many errors whenever I booted it up in my hard mode modpack right as I got into the ship. Got any ideas?)
Probably relating to the terminal stuff that has already been fixed
Awesome! I'll wait for it to come out on the modding page.
1.26 or 1.15 scrap value multiplier for blizzard sound better?
That seems extremely high
1.15 for the new blizzard?
Unless it counts those as lower
I'm confused? I don't have a 1.8, 1.8 is insane multiplier lol
Yeah
if ur considering 1 as 0.4 yeah it's high...
yeah I nkow
It's scaled idk how to word it
dunno where high is coming from unless scrap amount is also factored in to that
which I guess true since default scrap amount is default 1.4
I'm dissociating a little so I think I was mathing it weird
lol
lol
No way you added the northern Midwest to lethal company
Remove lethal performance
That is not a solution
O
LethalPerformance optimizes a ton of things
I would doubt it's the issue here
Unless it's erroring
wdym know issue
Probably under known issues for the Beta
well it's not my problem that it stucks to triangulate a mesh
he should limit the tries of triangulating a mesh
Oh yikes, that blizzard sound
Imo, it'd be better /w Rend/Dine's blizzard ambience rather than the commonly used stock one
This shit is PEAK though aside from that
So pretty
Yeah no I had a feeling it wasn't really an issue with your mod since it wouldn't have made sense
Yeah, my bad I should have clarified in the beginning instead of saying to remove someoneβs mod
I ended up disabling it anyway
I just am gonna wait for Voxx to fix the issues on his end
LethalPerformance is too essential lol
I noticed Purple wasn't using it in their modpack, and I've never had any fps issues playing in it either
It's nice, but I'd rather put it off to the side for now in favor of being able to use cool shit
he sets steiner points to -1 causing an infinity loop
Ahhh that makes a lot of sense
Well from how DiFFoZ is describing things you could run into the issue even without LethalPerformance I think the fault being on LP is just due to rng
Yeah but I'm still just gonna wait since I imagine Voxx will hotfix it later
well nice then
I'm keeping both though (But disabled) since this is indeed a temporary issue
And I'll be doing the Bingo stream today anyways and I'm unsure if I will do a stream with my normal group or not. My group is slowly disbanding for Holiday stuff but I do wanna showcase the LE update
Read LE as LethalExpansion
I forgot about LethalExpansion's existence lol
Since it's been deprecated for a while now
It's in my heart
Callisto... I'll never forget you
Even though I've visited you literally once, and never again after that
v1 Orion too, I guess
is this freeze a big issue or is it just one huge lag spike
I'm pretty sure i remember the agent being disabled on all clients
I've had issues with it before too
Accidently doing calculations on clients and it causing problems
huh good to know if that's the case I guess, I just never noticed any indication of that
Async loggers log brought it to my attention, and then I thought about it and it made sense
I use network transforms anyway
snow playgrounds works so well with the snowfall
I need to see this weather with bear traps

found a bug at the end of the day were if the snow is high enough you can just crouch inside the snow
Oh god
i put all weathers to 0 other then blizzard and snowfall and yet im only getting these and now no blizzard or snowfall?????
is there something im missing???
Oh snap, thx for the find, I just didn't have this happen even once during testing before I started adding other mods and it was fixed when I removed LP, but seems it was just a coincidence. Sorry for the blame 
send me your logs - all weights that are set and the weights used for picking weathers will be printed there
I'll just limit the Steiner points to half of the amount of original ones and it should fix everything
Did you restart the save?
how do i send logs
oh dear
and that's because
only Snowfall and Blizzard have a default weight, which means that a moon that doesn't have them as an option (such as Experimentation) won't have anything to pick from
resulting in a crash
how do i fix it
oh okay thx!
if you want to have Snowfall and Blizzard on every moon, remove everything that's set in Level filters for both of them
so they get picked on those moons
so i delete all of these right?
exactly
it might look bad on those moons (that's why the weather creator made that list), but it's ultimately your choice
just for snow and blizzard right
yeah
ok thx
These are planets that don't make sense with snow, like hot deserts or volcanos
OH, by the way (since i'm not sure i told you)
you can use LLL tags in those lists
I wanted to ask how should I initialize stuff now since the old way was marked deprecated, and LLL tags is π₯
works thank you!!!!
no worries π
i wanted to make configuring everything more streamlined π₯²
let me get that screenshot for ya
You can also point me where to look at, I just updated the nuget package for registry yesterday (it was on on July version
) and saw that so didn't have the time to check the proper way lol
no worries
i've made sure that the "old way" still works
but made everything scream at you π€
alrighty, i've copied the code from decompiled version of your plugin:
There's a source code now btw
OH
Link at the bottom of the readme
alrighty
the change is really simple
OH i've fucked it up completely
will fix, thanks
nontheless: that's after
Me waiting on mrov to point me to the non obsolete registry version for the last 3 months
π³
did i not do that
No
fuck
it's still gonna work tho
if you want to change it, here's the pointer
I know but it's STILL obsolete π
instead of all Obsolete stuff right now, move that info Config object
Icic okay
that's a warning that i will remove it someday π₯Ί
Exactly lmao
waiting for y'all to move tho so nothing breaks
and because i've already forgot: to use LLL tag (for example Desert) input it just like you would any level name with a $ sign in front (so for example $Desert)
it's gonna get resolved dynamically π
what moon is that??
Christmas came a couple days early π
what's the difference between blizzard and snowfall?
snowfall is snow fall, blizzard is snowfall + winds
how is arcadia blizzardable when its hot in the blizzard out hot blizzard cold the hot blizzard hot cold eat the food
offense is in the blizzard level filter twice?
to be sure to be sure
what tags does LLL use for hot moons?
there's no temperature tags but typically canyon for desert moons like offense and assurance, plus wasteland for experimentation
add $Canyon; $Wasteland to your level filters
you should be able to use it even without the dollar signs
All, Company, Modded, Custom and Vanilla are handled by Registry already
why is company a handled thing? why would you need weather at the company?
i need the weather not to be at the company
it has a weight of 10000 with the level filter set to all but i'm not seeing it
Oooh, nice, gonna move to the new pipeline in the next hotfix then
hmm
what's in yer logs?
Oh yeah, I wanted to ask if it's possible to override the sun animator only occasionally or control it from my side? Basically I want "overcast" true for snowfall most of the time (let's say 80% of cases) but set it to true occasionally, because it would look cool to have bright snowy weather rarely
you could change it in a postfix on WeatherRegistry.Patches.OpeningDoorsSequencePatch.RunWeatherPatches
it's called before any effects are turned on
and so you could change the sun animator before it's resolved
i can't be bothered to read through the logs for what actually matters for this so here's the log file. i think all the important stuff is near the bottom?
could you send me your modpack code?
i need to investigate further
Aaand also I wanted to create combined variants, specifically eclipsed + solar flare, and snowy + flooded. Can I see an example of that somewhere, I assume I'd need weather tweaks for that?
actually that gives me an idea for a feature
that only works with LevelWeatherType values right now
blizzard appeared fine on rend before i touched the config but after setting its weight to 10000, setting snowfall to 0, messing with the level filters to only be moons i had, and then setting the level filter to all it doesn't appear it won't appear
0193ee8e-7531-2e3d-eba8-b91cbdd24eeb this should be it
it should work with whatever the Weather.VanillaWeatherType value is, but I'm planning on making a proper way to handle custom weathers in that
I don't wanna mess with animation overrides, I just thought maybe there's a method in registry that will set a specified boolean in the controller on demand
the way you want it? no π§
Did you reset the save file?
but you could just change it AND hook to a function that triggers every landing to do your magic
made a new save file yeah
without touching animation overrides
since i've implemented that thing wrong nontheless
FUN
blizzard is only on gordion
lol
OH IT'S A BLACKLIST
those two options work together, yeah π₯²
switch Filtering option to true and it should be good
will make the description more clear in next release
nevermind about arcadia being blizzardable when its hot in the blizzard out hot blizzard cold the hot blizzard hot cold eat the food i misread the config
I still don't follow 
So each moon should already have special animation clips in there. But it seems like you use an animation override controller and supply your own clips? Why just not set the bool value and use existing ones?
i am doing that
if a weather animation clip is defined, it's going to be used
if not, i use the ones that are there already
just overriding which ones show up
it was messing something in weathertweaks, i honestly can't remember what it was tbh
alright now i'm getting somewhere
So basically idk what I should be touching to force sunny weather and at which point
why is blizzard not on exp, assurance, offense, vow and fray by default?
cause hot
OH, i see what you want right now!
reading and comprehension failed
on cambrian with blizzard you slightly float?
do you want to use sunny sky for the entire day or to toggle it whenever?
for the entire day but only sometimes
just change ImprovedWeatherEffect.SunAnimatorBool before the effect gets enabled
[HarmonyPatch(typeof(WeatherRegistry.OpeningDoorsSequencePatch), "RunWeatherPatches")]
[HarmonyPostfix]
private static void RunYourCodeAfterLandingButBeforeEffectEnablingHere(){
// your code
}
like so
???
also seems to break terrain textures on experimentation somehow
with specifically lethalelements enabled (or atleast blizzard), i can't land on ichor. i pull the lever, it gives me an error (something about the player animator) and the loading screen never appears, i'm locked in orbit for eternity
sector-0 is throwing errors about no ground thickness
sector-0 has no terrain, perhaps that relates?
ah it probably doesn't account for inside water
you were able to hear the blizzard in the rooms with "open ceilings" which was pretty cool, but the frozen water in chizra doesn't seem to work properly
Please read the known issues in readme
This is why it's blocked
There's no ground
wdym blocked
ah i didn't see that sorry
blacklisted?
yeah sector-0 is blacklisted by default
It doesn't touch interiors because freezing water there can make sections of the dungeon blocked from each other
huh, then is chizra doing something weird?
oh wait no it isn't, found frozen water in mineshaft
I wasn't on a tundra moon though.
yeah blizzard is freezing the water, not the tundra tag
Oh boy, I need to add a check for that this shouldn't happen
what does the big wave of wind do other than have loud broken audio?
blizzard slightly pushes you
sometimes when you crouch in snow you can see through it, other times it does this weird looking flashbang effect
also old bird rockets destroying snow?
on summit
there isn't usually terrain here
okay this specific spot is a bit more of a problem because this is main, the main entrance is completely inaccessible, and you can only access fire on summit through the facility
snow on the radar goes over the ui
bugs i've found with blizzard on specifically my moons
sierra and fray: wind sounds and snow particles just, aren't there until you've exited the interior. probably something i need to fix? don't know how though
cambrian: you float slightly above the ground, also the ice doesn't seem to be at the same spot as the actual water normally is
temper: improves visibility somehow?
all: the wind wall spawned but it just, didn't move. it was stuck in place. also, all the particles were cyan instead of white which looked really weird. screenshot is attached
I wanna see maritopia with snow
host and client different pov when under the snow (blizzard)
as intended clearly
The snowfall animation keeps speeding up to insane speeds, that normal?
Snow piles up outside the Vow main entrance but doesn't do anything, doesn't slow you, blind you or go away when you walk through it
Although clearing it with a shovel still works.
well it is a blizzard lmao
not a bug, it's just... it's so pretty π₯Ή
hm
how stable is it actually im seeing a bunch of reports that it works and then also doesnt lmao
regarding the filter that is applied under snow: it is very problematic to understand when the player is under it because this would require a dynamically changing mesh collider which doesn't exist. I only approximate this by comparing feet position + snow thickness against eye level, so when you're very close to the edge between snow and air these inconsistencies happen. I'm afraid i don't know how to solve this
so this is intentional because you're in completely different positions
you could probably make the filter a bit less bright
there's is a config setting
found a bug with blizzard were you cant climb a ladder because of the wind
you should have the option to lick metal objects in blizzard so then your tounge gets stuck to it forever and you cant move
/hj
It works wonderfully (on vanilla moons at least), there's just some bugs and jankiness here and there
half joking???
ah i forgot configs exist
I know nothing about anything, but is it at all possible to give the snow collision so the player walks on top of it?
If somehow it is, I'm thinking you could add a collision layer or something below the snow that's at the right height to ensure the player camera never sinks below the actual snow in the first place.
this is because of mesh smoothing, i'm gonna add a blacklist so you could block some moons from mesh postprocessing manually.
It is unfeasible to know how every single moon is setup so some of them won't work. This is exactly why your moons except temper are blacklisted. There're too many trees on fray that will prevent the snow from projecting from the sky, sierra is too enclosed (and there are heatwave particles for god's sake), cambrian is full of water that will prevent snow from accumulating too. Increased visibility on temper is intentional, it adds +15 meters of visibility if it's below a limit
the heatwave particles actually got removed once it got remastered
no, because physics engine will not play nice with a dynamically changing collider
rip
something is preventing my code from capturing the depth buffer, this is the cause of both errors
I see.
what if i make the targetvertexcount 1
so yeah when you report errors please give me a log (with debug output) and at least a modlist with steps to reproduce the error. otherwise i need clairvoyance to understand some of the reported errors here
boom
oh man i thought i fixed this, i'll check thx
thx!
About the under the snow filter, you can make it some kind of grey-ish snow-colored texture (maybe it can have a variable brightness too depending on local conditions), so it would just look like your screen is entirely snow, rather than having the screen become the sun.
it might be better to whitelist vanilla moons only if you are scared of encountering issues
skill issue
its neat to want plants get covered with code rebirth lol
regarding the wave and missing vfx: if you use Imperium and pause time or at any point teleport, all weather effects will break
i don't use imperium
also it is cyan for a reason, otherwise it's practically impossible to undertand when it's coming (same reason why there's a loud audio there)
if there's lots of demand, otherwise no for now
which mods are you using? i never had this happen before during testing
fair enough
Oh, I guess it's a conflict then. Here's my profile 0193ef77-f3af-0996-4be6-e65eded61bc8, but I'll do some more testing and try to narrow it down myself in a bit.
idk if this is known already but snow particles go through the ship with melanies 2 story ship mod
That happens on vanilla as well, I think it's known.
ohhh mbmb
would it be possible to make the blizzard/snowy weather temporarily add a tundra tag to the moon its active on for compatibility with skins that correspond to biomes?
uuh, idk how dangerous it is to change such things at runtime. I'm pretty sure these are meant to be static, so this might cause weird behaviors with other mods.
oh yeah probably
then the skin registry better add weather skin injections
or weathers as tags
if it doesn't modify original NavigationSurfave layer then it would not be affected by particles
epic
im trying it on maritopia btw
weird seeing it frozen over
obvs the snow layers dont spawn but
i just wanted to see the water frozen
i didn't add it to the blacklist for the sake of blizzard >:)
mmm windy skyscrapers
i had to blacklist march in my pack cause of chameleon
since it makes march always have a train effect
and they stack
sad times
I think they need to add compat for weather registry and only enable it for clear weather
similar to how snowy artifice does it?
also for some reason the snow paths aint working for me
appear on the map tho
idk how it does this , but it's definitely shouldn't just be enabled unconditionally like it is now, but it is a minor detail easy to miss
there's no ground
and the map renders every single layer it seems, even ones i use for hiding the tracker
ohhhh makes sense
so it should work on just regular ground then?
also is there a specific reason blizzard is disabled on vow
maritopia has no terrain
yeah it works only on actual "earth" terrain
no, just to make march a bit more special
ill renabled it on vow then
it works there, but trees block the wind constantly so not a lot of change
i like that mindset ngl
ahhh fairs
since its disabled on march for me for now
Reign + blizzard would probably be hell
and tauralis
gonna try that out actually
also i doubt its compatible with derelict
but correct me if im wrong
cause im curious on how it would interact with that moon
it works
oh damn
i might disable it anyways
cause
thats one too many gimmicks to worry about id say
the new weather are now registering just fine
So if we find a moon with ground thickness errors we just blacklist it right?
Iβm assuming itβs up to the moon dev to fix that not LE
Also post it here so others who have it can blacklist it
Railroad Ridge
trust
did it crash or just froze
first it was stuttering while trying to load it
and then it just froze and restarted
its a quite decent pc honestly
no gpu, but still packs a punch
lowered some snow graphics, lets see if it fixes something
My brain cell when the flashlight I dropped fell through the snow 
this is not normal, it works for me on the same planet on a laptop. it's probably a conflict or something
tried it again but on snowfall, loaded just fine
Assista e e milhΓ΅es de outros vΓdeos de Lethal Company na Medal, a maior Plataforma de Clipes de Jogos.
also one funny thing i found on snowfall
the snow starts to gradually speed up when falling lmfao
the exponential snow
i need logs
oh uh one sec
it always copies the most recent log right?
i guess so, but this doesn't have debug logs so idk, at least there are no errors so it's probably rendering
yyyyyyyeah, most likely
have you already sent me your modpack code? i can't find it
to reproduce this
let me send it again
0193efd9-b056-a72e-292d-b3b46341b7bd
i mightve turned off debug without knowing, but idk
You reckon it's possible to prevent earthworms from leaving trails while underground?
they do? yeah i'll fix it
They definitely do for me, it's a bit bizarre and kinda cheeses them by telling you where they are.
To come back to this, it appears this is a combination of two things:
- The snow piling up at the entrance appears to be a conflict with Diversity
- Even with Diversity disabled, on most of the "sidewalk" area by Vow's main entrance the snow still doesn't interact with the player properly. I tested this with all other mods disabled except LCBetterSaves.
this is normal to some extent because as soon as you step off the ground snow stops affecting you and it's pretty hard to understand when the ground is still close enough that it's peeking trough the topmost object... I have an idea but it's a bit convoluted, so I left it for now
Diversity probably adds custom passes that block my camera from taking a snapshot of the level, I'll look into this, thank you!
Ah, makes sense. Either way it's not as bad without the snow piling up all over that area, so probably not really an issue.
btw i cannot do it, cuz you marked the Config property as internal 
<PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.2" PrivateAssets="all" />
<PackageReference Include="mrov.WeatherRegistry" Version="0.3.9" Publicize="true" />

<- (Had to patch a WeatherRegistry method)
lol
ye, but no π
Understandable, I don't really like it from a programming point of view...
As in principle-wise
i'll just wait for the fix 
Actually I just realized I don't need this Publicize flag anymore for the thing I was doing with WeatherRegistry, encapsulation is saved 
gotta say though, the snowfall looks so beautiful
it reminds me of the beautiful times back when snow was actually real
fr..........
^ (never experienced snow in their entire life)
oh dang
average tropical country resident
it snowed once this year but it was more of a snowish rain
I thought snow was an original idea by voxx
i get snow cold hell yearly
Ok, new update with a bunch of fixes:
[1.2.2b]
- Fixed problems on Experimentation
- Added config to blacklist planets with a mesh terrain from postprocessing it
- Worms no longer create trails when borrowed
- Fixed dropping from ladders in wind, now only happens when you're too cold to hold the metal bars
- Made chilling wave vfx dynamically resize depending on the level size
- Slightly recolored ice particles in the wave
- Changed under snow filter to be less intrusive (may change again)
- Improved snow collision detection
- Fixed incompatibility with Diversity
- Fixed a random infinite loop bug while triangulating
- Moons without proper ground will now work with the blizzard weather (without the fluffy snow part)
- Fixed freezing water in interiors
Btw cus you made the previous version 1.2.11 it probably won't count 1.2.2 as newer
zamn true
fixed
this is true
<@&1264305793440681984> can someone pin this, please? it's already in oblivion D:
#1268919667347427390 message
you should put that in #dev-moons too maybe?
my moons except temper are not blacklisted, only fray is blacklisted by default
btw did you use the terramesh tool or it uses unity terrain?
oh snap i tested there but forgot to put them in D;
despite me disabling the water script unity still executes collision events, being weird as hell as usual T_T
disabling a monobehaviour
-Runs OnDisable
-Stops Update, LateUpdate & FixedUpdate from running
thats about it
it wouldn't stop collision events from firing because it inherently doesn't have that kind of control over how the c# works
omg, i thought it stops everything or maybe at least checks the flag
ok then it makes sense
naurrr
its actually a good thing it only does that in practice because you can use it as a general update toggle kinda thing
uploaded the fix
tyyy
@small cypress can you ping me in like 1 hour if nobody else has done it, I am at work
Getting abt 30-40 fps in the snowfall weather
0193f171-ba7c-0312-d11f-b12df238f802
vow still have some water junk if snow
please check that you're indeed on v1.2.30
oh
did y'all update like 5 seconds ago?
an hour, but it takes a while to appear
Oh btw
maybe make a weather that affects inside enemies
Does Snowfall/Blizzard mess with the spawn curves in any way?
like how eclipsed does
as opposed to? i mean all of these fancy effects do not come for free, so expect trouble if your pc can't handle it. there are no errors from my side in the logs, but you do have something spamming audioreverbtrigger errors, maybe it's that?
I haven't had fps issues /w any other weather, and I have a pretty beefy GPU
I'll look into the audioreverbtrigger thing
That's
interesting
getting less lag on Blizzard for some reason...
ok that is strange because it is actually more performance intensive 
boop 
Scratches head
Nvm I'm getting 50 fps now that the blizzard actually hit lmao
i'd try checking without any other mods to see if it's indeed just graphics taking too much
But it was fine b4
wdym hit? the wave?
i still don't understand how much of a drop you're seeing, what's the normal fps like for you?
Yeah
When the blizzard itself actually hit (The wave)
Dropped to 40
so sad that @tribal viper died of ligma
Who the fuck is Jeb?
discord bot that let mod creators pin shit in there own threads with a command
The joke went over your head and into a tower π
it is my duty to miss every joke possible because I am extreamly bad at detecting them
You have both JesterStompShake and ShowCapacity in your pack, they're both comically unoptimized lol
#1253705079605956640 message
Probably a few other mods causing lag, but those are pretty heavy on performance just overall
They're fine everywhere else though
My game is capped at 60 anyway
This is what I meant
JesterStompShake searches through all objects every frame, even without a Jester, even in orbit
Lmao wtf
Anyone playing your pack on a lower-end PC will appreciate the removal of those two mods
I mainly play solo and /w another guy, so nah
I know but im just stupid and it flew over my head
lmao
Trollface
has the recent updates for the blizzad make it work with LP?
Yuh
Well if you're getting frame drops disabling those two is something to consider, I don't think Blizzard could affect your frames as much as them π
NO FUCKING WAY
β οΈ
IT WAS THEM
DOUBLE your FPS with this one simple trick!
ALRIGHT, just tested the mod w/my gang
everything worked flawlessly
their only complaint is that the blizzard wave's sfx is too loud (might be their issue, idk)
but aside from that, all of it worked amazingly well! great job!!
Weird glitch /w the solar flare's auroras
0193f1e1-6fd7-d746-aaef-084541d4c573
For some reason, for only the host, the auroras are smushed into this spot to the left of the ship on Rend
Yeah I told you in dms but you didnβt listen smhhhhh
New weather: wind storm
- itβs just really fucking loud (like realllly fucking loud)
You have to scream to be a tiny bit audible
Soogoo experienced some issues /w the heatwave weathor
0193f1ff-864a-d693-d392-d4592950be7d
Its heatstroke overlay remained both orbit, and the next round, despite it not being a heatwave then. The effected cooled off when he reentered the ship when we were landed, but it came back when he exited the ship
For a serious implementation could just be pretty loud and push you and scrap around the direction changing over time
With some nice particles
and makes climbing ladders even more dangerous
windy could work like how snowfall and blizzard is, while the tornado is a strong version of windy
Only overlay btw
No stat changes
blizzard: stronger snowfall
tornado: stronger windy
OH, oopsie
π«‘ gotta check out this sick mod soon
I think at this point these two mods should be either removed or deprecated on thunderstore, this is ridiculous 
#1230485133233225749 message
Yeah they're working on it again lol
useful hairdryer mod when
the snow can cut off text on the monitor
dirge from altmoons looks like this with blizzard
also on pelagia from altmoons, had trouble making paths in the snow
pelagia should probably be blacklisted from blizzard because it was absolutely horrible to play on, all the quicksand was invisible
thats altmoons problem
Dirge or pelagia?
Pelagia I wouldn't imagine is capable of snowing anyway if it's a swamp
For the dirge thing that's a shame if it's altmoons cause idk if that's being updated
with lethal elements disabled this didn't happen, i'm pretty sure it's a blizzard issue
Damn, still dunno for sure which has a problem but if Voxx can fix it then that's awesome sauce
this is indeed altmoon's problem because all of these weird objects are triggers that are set to an incorrect game layer (they are on Default but should be on Trigger), so when my snow is rendered it forces them to become visible. There's no fix for that from my side. The reason they are originally not visible is that they have a broken rendering setting that I use for drawing snow, but this is not how objects are supposed to be hidden in unity anyway.
ah
@steep turret you gotta fix this...
as for Pelagia... i actually don't know what to do with quicksand that is by default on some moons, it's logical that it gets covered by snow like it is now, but i understand why that would be annoying. I'll wait for more feedback...
and to make paths in the snow you need to be actively standing on the ground, so while you get sucked in by quicksand it doesn't work
even when standing on the terrain it didn't seem to work
ah it's probably because the ground is extremely close to the water plane (which has a collider there) so sometimes near the transition between them the current setup gets confused
ah
yeah here's a screenshot of pelagia, most of it is mud and bridges. with blizzard, it all looks like snow
i'm gonna sort this out in the future because for the same reason when there's something on top of the ground (like a concrete block) and it's pretty thin, then the snow might uppear from below, but it won't affect the player :S
lmfao that actually is a good arguement
did you mess with any of the config settings? and which ones if so
No its all default.
Not fully sure if this was from blizzard or something else. its the first time i've encountered it. No errors in logs either.
this is probably not me
ok, i did an oopsie and turned off one thing
logs
[18:19:53.4939697] [Error :voxx.LethalElementsPlugin] No ground object is registered, cannot calculate snow thickness!
[18:19:53.5230679] [Error :voxx.LethalElementsPlugin] No ground object is registered, cannot calculate snow thickness!
[18:19:53.5486605] [Error :voxx.LethalElementsPlugin] No ground object is registered, cannot calculate snow thickness!
yes then it's probably because there's no natural ground on that moon
but you shouldn't be slowed down then
i'll check
looking at that ship makes me wonder if we are playing the same game fr
Don't you judge my ship π
You should see it when we buy everything for it xD
@small cypress It only happens on this moon with snow and blizzard. Rainy was fine.
[18:36:20.6089541] [Error :voxx.LethalElementsPlugin] Snow masks texture is null, cannot calculate snow thickness!
Got this on another modded level
Seems to work fine though on the moon
yeah, there is a weird material on one of the grasses and it breaks rendering for some reason
Would Heatwave and Solar Flare cause the same issues or do you think they will be fine there?
I really love this addition and don't want to have to remove the moons or elements so i'm gonna blacklist moons for weathers right now. I'm just curious if I should run more tests or if you think the other two will be fine.
it should work
@stiff linden is there anything special about SpookyFoliageMAT material from Espira? For some reason it doesn't work with custom passes, the entire screen turns black when you have that grass with it on the screen anywhere
lemme look
Halation doesn't like the snow weathers either D: doesn't break like Espira.
Can confirm so far Flicker works great with it.
Halation doesn't have a terrain so that makes sense
Gotcha
Yeah I was about to say
I feel like it doesn't have a Mesh or Terrain lol
yep its just the snow and espira not liking each other. the other weather event worked fine
ok, this is cause by going from a moon with ground to the moon without D:
easy fix, just need to clear buffers on departure
it seems like it also works until you look at a specific pixel of the grass 
Oh Nice! π I'm glad I went there and found it
Does it also break on Mazon, because the grass there uses the same mesh but not the same Material
I'll check that next.
Been trying to go down the list based on which planets roll the weather.
@stiff linden happens on Mazon too
i'll check one sec
oook interesting
mesh busted probably
Any other moons?
it works without my custom pass, but when i try to render snow on top of it - boom
I've noticed the Object size on the LOD Groups is weirdly huge for some reason, think that's relevent?
let me check...
no it still happens
for some reason snowfall and blizzard dont work on assurance when they used to???
every other moon works but assurance now
normals on that mesh are broken
time for a remodel it sounds like
i can look at it after calling mesh.RecalculateNormals()
maybe you can do it from the editor in the import settings window
i accidentally disabled one thing, that's probably the reason
Hoping it's just the high LOD mesh because the Low one is just two planes in an X shape
yes only the high lod
cool, just made a newer grass mesh and gonna update it now
Well I guess I can hold off on that blacklist for weathers then xD
Voxx your snow weathers are something else! I can not wait for lobby tonight with it.
Oh right Halation need to black list though.
Add Lithium while you're at it
Gotcha. Thank you
i fixed it already, gonna push an update soon
wha
no, there is no terrain there, it is just visual
Gotcha. still really cool π
I've got a cool idea, I'll dm you
i can confirm espira is fixed, thank you!
pushed an update that fixes moons with non valid ground (snowfall wil be just visual, blizzard will work, but no fluffy snow as well) - it will print some errors, but will stop quickly (they are for me just in case)
also @fallow canyon @night widget now snow properly interacts with players when they are on it even if the object they are standing on is not exactly terrain. Thus, Phaedra works 100% now (the swamp freezes)
also snow is no longer spiky and assurance works again
company crusier snowplow upgrade when???
Cruiser already does it π
Lmao yes
phaedra has no quicksand, do you mean pelagia?
cringe I Need my snowplow
@small cypress If i'm gonna put Solar Flare in a config for something should I do it as SolarFlare or Solar Flare? I see you have it listed as one thing and another mod pulls it as the other.
I see you removed it listing the issues with lethal performance
works fine now I assume?
yeah it was on me
nice
i'd guess "Solar Flare"
this is how i register it
I could've sworn it does, like below the broken bridge
or am I mixing up moons
both do, pelagia's "quicksand" is the swamp water. and yea phaedra does have perma quicksand spots there
voxx did mean pelagia though not phaedra
Pelagia doesn't really make sense to have snowy weather anyway tbh, at least not currently
im going back and forth on it cause it looks super neat and does fit since it has an eccentric orbit, but visually its not quite there. that can be easily tweaked to make fit better, though, so dunno!
ill see how it plays
its the hype of "new thing" lol
@stiff linden @small cypress Thank you guys for the fix and Voxx the new weathers are AMAZING! I can not wait to stream it tonight!
what layers
and why
this is the entire point of the weather
and you can confirm it's specifically because of the dynamic snow buildup? because this is not the most resource intensive thing

you need to use UnityExplorer, open the scene and disable the "Copy" of the terrain
you can just turn down the snow graphical stuff
thats what i did for my modpack
one of our friends has a not-so-decent computer and it helped a lot
but read the configs carefuly though
you might mess it up if you input a wrong number
just fyi, if you have different settings between players snow depth might desync
we always share modpack codes
no space for desync in these lands buddy.
Idk if any more people need this, but I made a basic API to read and track snow data for custom entities. It's pretty easy and i wrote some comments for better explanation.
This is for adding snow tracks: https://github.com/v0xx-dev/VoxxWeatherPlugin/blob/main/VoxxWeatherPlugin/src/Utils/SnowTrackersManager.cs
This is for registering objects and obtaining sampled data: https://github.com/v0xx-dev/VoxxWeatherPlugin/blob/main/VoxxWeatherPlugin/src/Behaviours/SnowThicknessManager.cs
oh thank god
bros gonna get you
blocked π₯Ά
wow voxx why would you block them flabbergasted
@small cypress you did an insane job w this. looks fantastic.
Is that pelagia
phaedra. This is pelagia from inside one of its cabins
cool do the cabins protect you from the blizzard wave
in theory they should, theyre identical to the ones from vanilla save their lack of windows+doors. wasnt paying attention 2bh mb was ogling too hard lol
It looks like they do as you dont have the frostbite effect on the screen
@small cypress Discovered a bug with Solar Flare, the new visuals are gorgeous btw but they seem to vanish when you go inside and then back outside
oh snap, I did change the way everything spawns to make compat with open cams, might have missed some things, thx
Cirno wants the snow gone, aint no way
@small cypress Heads up incase itβs relevant to you. Found out today you can use NavMeshBuilder to collect sources to get a list of objects that will be used in the baking of the moon. Thereβs some interesting data that can be interpreted from this
eg. Ik your fine with your water system rn but water will be notably big bounds that wonβt show up in that source list
hmm, that might come in handy, i wonder if it's possible to understand non terrain objects from there that are functioning as ground. π§
btw, did you ever get to implement that system in LLL where moon makers could tag specific objects or something like that?
naurr unfortunately
and yeah i found that out because i wanted the terrain π
List<NavMeshBuildSource> buildSources = new List<NavMeshBuildSource>();
List<NavMeshBuildMarkup> markups = new List<NavMeshBuildMarkup>();
NavMeshBuilder.CollectSources(new Bounds(surface.center, surface.size), surface.layerMask, surface.useGeometry, surface.defaultArea, markups, buildSources);
Plugin.logger.LogInfo("Collected Sources");
buildSources = buildSources.OrderBy(x => x.size.sqrMagnitude).ToList();
Vector3 biggestSize = Vector3.zero;
MeshCollider biggestMesh = null;
foreach (NavMeshBuildSource buildSource in buildSources)
{
if (buildSource.component == null) continue;
if (buildSource.component is MeshCollider meshCollider)
{
Plugin.logger.LogInfo("Source: " + buildSource.component.gameObject.name + " , Size: " + meshCollider.bounds.size);
if (biggestMesh == null || meshCollider.bounds.size.sqrMagnitude > biggestSize.sqrMagnitude)
{
biggestSize = meshCollider.bounds.size;
biggestMesh = meshCollider;
}
}
}
super rough example
you can try my f'd up way of finding terrains, it seems to work on all vanilla moons and most custom ones
mhm?
too long for discord, but basically here
https://github.com/v0xx-dev/VoxxWeatherPlugin/blob/main/VoxxWeatherPlugin/src/Behaviours/Weathers/SnowfallWeather.cs#L623
140 lines of pure fields, yummy
i need to separate some of them actually because both blizzard and snowfall use the same ones and i didn't think this through initially, so they are needlessly duplicated D:
Oh nice catch on terrain layers
I do love that trees are on the terrain layer and terrain is on the room layer lol
Did you notice an actual gain using material property ids rather than strings or just pre optimised
Funny enough terrain layer is bad for terrains 
There is definitely an improvement if you assign material properties every frame. Docs even recommend doing it like so in this context, but if it's done only once in a while gains are probably negligable.
Mazon is still doing the black screen flickering it seems
but was the mesh updated there as well?
they use the same mesh so they should be, I wonder if I missed something
i will check it a bit later, no prob
i am actually super curious why would broken normals cause something like that, but after everything I've seen while making that custom pass, it could be some completely random obscure glitch stemming from a unity bug 
Oo how does that look
rn it seems enemies who try to path on the ice fall thru
Btw @small cypress Don't all the Vanilla moons have Meshified Terrain?
Just wondering if all of them should exist in the Blacklist
its about fitting in, thats why they're there
I took a look at your code, @small cypress If I understand what I read, it looks like how it freezes water to make a Water surface solid, it checks the scene for any object that has 'Water' in the name with no collider, Glitch found something interesting, On a moon I've made it turns affects reeds too because their ingame name is 'WaterReeds' and they lack a collider
Sorry, meow, but the Lethal Company Modding server doesn't support looking for groups anymore! Please use another Discord server such as the Unofficial Community to find games, thank mew!
Thanks I guess Pawsy
No, only the ones I have by default have a good mesh, Zeekerss attempted to optimise them in blender, but honestly the were just fucked up in the process, so I have to fix some of them. This is why people saw that weird spiky snow in the reports above.
This is blacklisted by default 
Yeah, there's no reliable way to understand which object is a water plant other than doing some guesstimating. You can hotfix it by renaming the material to not include "water" in it.
But I'll probably incorporate Batby's suggestion about bound extents as an additional filtering layer to make the search method more robust
Yeah I noticed Titan has a bit of it that looks weird
I confused, if its water won't it have the water script?
this was my solution lol
No, usually there are two objects - a water plane with a material and also a trigger collider with a script
Ohhh
And for example on vanilla moons they are in completely different places in the hierarchy
Just remember that it is the material that should be renamed, not the game object
There's a Water layer in game, but it's not used for some reason
So no
Water is basically indistinguishable from other random objects normally
It's most prominent on Artifice, Offense, Assurance and Experimentation.
Vow and Adamance are left exactly how that terrain 2 mesh tool outputs them which is why they are in a good state.
I see
you could maybe check for the quicksand script instead of things named water?
i don't know if that accounts for the visuals of the water though
Nuh uh i havenβt touched the configs and it was not
Does LethalElementsBeta seem pretty stable to be used in a small modpack?
I'm using Altmoons, Distinctmoons and Rebalancedmoons. I'm considering using the snowy weathers as a last-minute addition for the experience
(And I take it I should install beta in place of the stable mod)
it was my mistake, update mrovlib and let me know if it works correctly for ya
Will do, just thought I'd check if anyone has already acquired the wisdom π«‘
So it's another object this time. I manually inspected the normal vectors in the Ramp mesh and some of them are exactly zero which shouldn't be happening. After setting them to something else flickering is gone. I think the game freaks out due to division by zero in the shader when i blend normals, i'll try to fix this from my side as well if it's indeed the reason.
UPD: adding a small number to the normal in a shader didn't do anything D:
Ill get it fixed
I will also state
We had a Coilhead outside on that ramp by main and it couldn't move
Idk if that was a moon issue or LethalElements bug
if it was on the ramp - not me, but if it was standing on terrain it might have been extremely slowed down by snow
Hit that Fix Mesh command in pro builder, problem likely solved
navmesh was discontinuous there
It's because that area has a navmesh effector the coilheads can't navigate in
Was meant to stop Old Birds and Worms from camping but Coilheads are also affected
poor things
btw, do you use a NavMeshModifierVolume to stop nav mesh from generating in the water? i wanted to test if i can reapply navmesh on the surface after freezing it
on Mazon, for example
It's far enough below the water that it shouldn't reach on mazon specifically
Just to clarify, The water freezing affects things by material name, not by Object or Texture name right?
What's its name? I tried rebaking but it doesn't seem to work for some reason. Water freezes correctly tho.
Just to clarify, it's not the moon's problem, I'm just testing a new thing 
yes only material, now I also check for bounds/size like Batby suggested, so small things like something similar to your reeds should be excluded automatically
Cube (8) is the name of the navmesh blocker in the water, I'll give it an actual name when I push the update
ye, dw it's not a big deal, but I appreciate it
gonna be renamed 'WaterAffector'
yay it works
it looks like its happily playing in the snow
@small cypress don't need your help with it but do you mind if i end up stealing your meshify terrain code from this mod for testing #1321242208061620318? only for testing for now
wanna test modded moons and i think getting layeredlit -> unlit is going to be abit of a pain compared to terrain lit
Steal away (it's MIT anyway), I'm glad it's getting some use lol
Thanks for your idea with object bounds btw, it helped remove lots of false positives when detecting water
Renaming Bozoros' water so the icy lake remains dangerous to walk across 
Probably won't actually, but it's kinda funny Snowfall allows the Cruiser to drive on it
Earlier I didn't realize Snowfall fills the ground similar to Blizzard
So driving the Cruiser back from Main sucked
π
I managed it though
extra thicc
Wesley ended off the stream by having a rude spawn node for landmines
Lol
Walked in and instantly died
π
Toy Store really should have gotten a festive update though imo I'm sad it didn't
It feels so bland
Nutcrackers are festive 
I just want it to not generate so absurdly large
I don't blame him though he's been cooking on the moon department, that trailer was pretty neat
I'm excited for the new interiors and moons Wesley is gonna drop soon though
The new interiors looked sick, same with the new moons
and that Desolation Redesign
π₯
fr im disabling it for now
I expected nothing less tbh, there was no way he wasn't gonna be releasing new moons and interiors when he's been working on it for over 6 months lol
Bro making a DLC before the game is even released
Remastering his original moons was icing on the cake
Desolation's Redesign made me so happy
Cus it really adds so much more to it due to it's lore
for the big heavy redesigns he should have standalone versions of the old versions
I think it was just limited before due to the tools that existed at the time
Desolation didn't really get a big heavy redesign, just a visual touch up and it looked like some new enemies and stuff
It looks way better
and way cooler
I know I was just saying in general lol
if any moon got completly redone where its basically a brand new moon under the same concept
would be nice to have a standalone of the old so you could use botyh or something
Yeah idk if he redid any of them, I think he just touched all of them up
That'd cause some weird things probably lol
oh maybe yeah
with JLL existing and stuff he was able to achieve the style he wanted for the moons that got the overhauls basically
Cus I'm sure the touch ups are things he wanted to do from the beginning
just
Limitations existed
Cus you have to remember they originally were built on LE then ported to LLL, some of his moons have had some performance issues all this time since the port too Etern is a pretty good example
yeah
Etern and Polarus, sometimes Gloom
The redesigns and touch ups were probably not only to get the style he wanted but also to optimize them as well I'm sure
I know s1ckboy was helping him heavily with it
Limitations aren't real if you don't mind scripting stuff 
Definitely more convenient with JLL though lol
Yeah
But there is no denying how bad LE limited things
LE was also extremely unoptimized
twas the early days so it made sense
Ye
I uploaded a new version with some fixes.
It also adds a new weather effect - Toxic Smog β£οΈ
if anyone played Derelict, it's basically its toxic effects, but made to work with any moon
like a harder version of Foggy
btw is there a reason why the descs on the readme are ai
@small cypress could you add support for the solar flare weather and body cams mod
With the solar flare weather the body cams work fine
I don't like writing 
But should brake since the solar flare weather disrupts electronics
It's on to-do list
id be down to write something maybe then? im not great but most people would prefer medicore human to ai id assume?
Sure, if you can rewrite it and want to invest time in this - that'd be great, just keep the important info in each weather description.
im not gonna do anything till its nearing release incase you change how things work
Gameplay mechanics aren't going to change
There might be additions to the existing ones though
I was gonna say true new weather volcanic eruption
then I realized that would be very close to meteor shower
i didnt wanna leak dms but...
dont wanna leak dms but...
nooo, you bastard 
Small critique: The snow would blend in better /w ice moons if they didn't have a dash of blue to them
Looks kinda off when the ice moons lack any sort of color in their snow
that all comes down to tagging and cooperation between modders. i know a number of blue shaded snow moons while another number of gray/white. if compensation is made for one, the other wont be as lucky. easiest way (in theory) is to tag moons appropriately, but then voxx would have to go door to door and ask for the maker to tag their moon to have the proper snow effect.
I meant moreso for vanilla ice moons
Bozoros just so happens to use the same coloration as them
I couldn't rlly care about custom ice moons since it's too intensive for modders to figure out how to make shit work with one another
To me this is absolutely gorgeous
I don't know if I read that right but Toxic Smog weather? Thank you so much π
Only thing that was weird was I could run through the green clouds and nothing would happen. I'd have to wait in a cloud for like 10 seconds before it even damaged me
that and I don't think the toxic fog effect lingers, it's just only when I'm in the gas I think. I'll test it some tn
The reason is like that is because vanilla tundra moons have almost zero sunlight, but if I colour my snow white and put it on another brighter moon everyone's eyes will explode D:
I tried, believe me π
It's configurable, by default it's 4 sec until it starts damaging
it says default is 5 π
It definitely stays, it just depends on how long were you standing in there
so if I accidnelty run through one real quick, it is supposed to start damaging me after 5 seconds? Even though I'm away from it?
Currently each one has their own separate timer and damage you only when you're inside, but I'm gonna make so that time will be global and if you run through multiple clouds and it adds up to 5 it will damage you
oh ok. It kinda odd to me since they are everywhere, they can be avoided and even if I accidnelty run into one, I'd have to wait 5 seconds for it to damage me
Yeah balancing is a bit off I suppose, maybe I'll slash the cooldown to 3 seconds and increase the drunkness effect
Imo, I'd recommend just 1. They basically hazards at this point that need to be avoided or else their effect while activate. If I had to wait 3 seconds on a mine for an explosion, mines would basically be just non fuctional
But I mean whichever you choose! Just trying to help with the balancing since it seems a bit too easy
Hey, I have two new weather ideas that seem simple if your interested. I feel like the could rly fit the game. Just wondered if you wanted to hear them
no promises, but you're always free to suggest new ideas
would be fun to see the rubbish dump machine be turned into a weather that could be applied to all moons
@small cypress stupid code if you ever need it btw, cubemap to texture2D
public static Texture2D[] Copy(Cubemap source)
{
Texture2D[] faces = new Texture2D[6];
for (int i = 0; i < faces.Length; i++)
{
int previewSize = System.Math.Clamp(64, source.width >> (source.mipmapCount - 1), source.width);
faces[i] = new Texture2D(previewSize, previewSize, source.format, false);
int mipToCopy = (int)(System.Math.Log(source.width, 2) - System.Math.Log(previewSize, 2));
Graphics.CopyTexture(source, i, mipToCopy, faces[i], 0, 0);
}
return (faces);
}
It's doable, but it might block pathways cause I cannot predict where they are on random moons
if you lock it to a certain height relative to terrain y level it should be fine
No I mean the trash
I heard this name from numerous people but Acid Rain. My gimmick for it is scrap value the player is holding is slowly decreased the longer your under the rain. makes sense since it would be eating away at the scrap decreasing it's value, gives you reason to avoid the rain itself. A second mechanic would be maybe having it eating through your suit (a box like the one that pops up when you first encounter an eclispe pops up mentioning it) and you will take damage outside unless you change your suit in the suit rack
maybe a weather thats disabled by default
thats an insanely good idea
That would give the suit rack a mechanic and the scrap value thing is like an alternative reason to avoid a specific weather
Thank you! I might actually need to do the reverse lol, but this is easy to base on your implementation. Btw is there a reason you use System.Math instead of unity one?
because thats from unity's own code π
turns out it's not even working right becaue of fucking crunch compression π
worked well in my tests
So, if you tested in the editor, everything has read access
yummy annoying multipliers
But in the game you might need to blit a copy first
What are those D:
Did weather registry just add this?
nah central config setting
I use it to control weather multipliers for scrap and enemy/scrap injection
and I use registry for weights
Ah

