#Lethal Elements
1 messages · Page 5 of 1
Can I ask how you break the ice? Is it a specially prepped mesh? Or multiple objects that are seamlessly joined?
Both of those basically lol
Mesh exported that's just a bunch of triangles in a plane
Don't think it could work for LE
The way I have it set up, at least*
I want to add ice cracking down the line and thinking about ways of doing this 🧐
I think the most performant one would be making it look like its cracked and disabling the collider when you walk over the respective areas.
The best one is actually making it crack and break, but this will require me to generate a special mesh at runtime, eh
Generating a special mesh at runtime? Why sounds like something right up your alley
Back to the suffering lane you go

It's just a bunch of these 
I have PTSD now
Oh my, so many 
Unstable platform being a better (subjective) version of the vanilla bridge lol
Oh god thats so many mesh colliders
2% base chance + 50% of player weight
It's probably okay
They're convex 
Your face is convex, never say that about mesh colliders ever again
Also immediately collapses upon touching the Cruiser

Btw do you just modify the name of the material to not include "water"? This part is very unlikely to change, so I think you're safe
Yeah I went for the Watre approach
Material swap and reenabling quicksand KillTrigger for the water
/// <summary>
/// Not cold enough to freeze completely!
/// </summary>
public void PreventWaterFreeze()
{
if (waterRenderer != null && waterMaterial != null)
{
waterRenderer.sharedMaterial = waterMaterial;
if (waterRenderer.TryGetComponent(out MeshCollider collider))
{
collider.enabled = false;
}
Transform? killTrigger = waterRenderer.transform.GetParent()?.GetChild(1)?.GetChild(0);
if (killTrigger?.TryGetComponent(out BoxCollider waterCollider) == true &&
killTrigger?.TryGetComponent(out QuicksandTrigger waterTrigger) == true)
{
waterCollider.enabled = true;
waterTrigger.enabled = true;
}
}
}
That basically
Looks goofy due to Nullable stuff so it's probably not a good example lol
btw the tag thing will do nothing unless "Puddle" is in the base game (I think it isn't)
Oh Bozoros' lake has just been tagged Puddle this whole time I guess lol
Any lake is small enough to be a puddle, if you zoom out 
Ah ok, I meant things like custom tags (also any additional layers) will be stripped in the game and won't work, so don't rely on those too much
Should be fine then probably
v0xxxxx
would you be willing to work with me to make a special cheeze blizzard for Gorgonzola
Just like "If Gorgonzola, weather visuals are slightly different", nothing super fancy
You can do it from the moon side if you know what property to change, hard to see which from the outside though since it's a VFX graph 
50 avg fps on snowfall Rend, what did you do?
01945ca6-e149-e070-2810-88df0dd43551
hehe, sounds fun, ye i can expose some color properties and references if you need, but i guess you'd have to actually change them on your side? or you have something else in mind
nothing? the weather is just pretty demanding on your pc due to everything that is going on, i profiled it and most of the slowdown comes from rendering which i have no direct control over
It was never like this before, so
alright, what version is "before"? i actually didn't touch anything regarding snowfall recently so idk
If I can do it in Unity I can do it on my side, but otherwise I might need assistance cuz I am far from a coder
didn't change anything there that could cause this
hmmm, doing this without code can be tricky. Maybe we can use LLL tags or something for this? they do have a color property, right?
Yeah they do, although tbf if you don't mind helping me out with the code I don't mind adding it to a Gorgonzola dll
If that'll be easier

i mean to make it fair so every moon would have access to it, i think tags will be more suitable
I wonder if it could be due to this thing's most recent update
it doesn't do anything on rend
so the initial idea is: you make a tag with a special name and assign a color to it, i read it and apply to snow during landing
sounds ok?
Yeah that should be fine, would it apply to all snow vfx?
Cuz I'll probably go for like a grated parmesan color haha
you want snowflakes and the ground snow to change color, right?
blizzard fog as well?
yeah, possibly the wind vfx as well yeah
sounds are fine, just to make it more in-line with my other weathers for vanilla
ok, that's easy
Since I do custom weather stuff for all my weathers on Gorg
how do you recolor rain :0 ? i thought it's hardcoded
JLL has scripts to replace the weather fx
I basically unload the vanilla rain and replace it with my own particle system
I'll send you a video later :3
That's a good way of handling it, though I wonder if it would be best to have the tags be like _Blizzard so it doesn't interfere with any possible actual tags
I mean I'll probably make the tag like "Parmesan Snow" or something
yes, they would have to be a bit technical
Oh no you'd have to just set the color for it pretty much
no, we need to agree on a common tag that everyone will use
Ah, will that work?
like _voxxSnowVFXColor, _voxxSnowGroundColor, _voxxSnowOverlayColor, _voxxBlizzardFogColor
so people create a tag with those names, assign a color and i apply it from my side
Use of the tag color property is pretty tactical for this lol
these are just the examples idk if they are any good lol
i actually don't remember what else do these tags have
just name and color?
I think so
i still want Batby to finish that idea with data tags 
Will it work if multiple moons define a tag with a different color?
I haven't messed with that
yes, i will just reset it to default on departure
Ah, alright
Then yeah I can do that 
I'll be your test dummy for it
Could lead to cool things like green snow on Fission-C
if those are fine then i guess use them 😛
you get what each one is for?
Yeah I think so 
pretty neat, but i guess it's limited to vanilla since there's no conventional structure exist for custom weathers...
Yeah, JLL adds ways for us to add our own objects to specific modded weathers, so I could for example freeze over the water
Did this to get Rainy to be Snowy for Bozoros lol
I am the JLL 
Important to toggle them back when going back in orbit though 💀
ye u dont need JLL :3
Yeah JLL just makes my code-free development easier lmao
JLL is good for people like me and Wesley who can't write code
generic was trying to convince me to make rbm use JLL when I could literally do what i needed with like 5 ish lines
Oh for specific weathers I'm doing this
Doesn't really work for progressive/combined weathers 💀
JLL has a similar thing I believe
ye it does
That one's just thing I whipped up
i would just go the lazy route and check for the weather in a postfix xd (which is what i did)
Basically what I'm doing but with extra steps lol
Adding those to an event that gets invoked in a postfix for RoundManager.FinishGeneratingLevel() 
but like all this lol
Oh I mean if you were to do stuff like that for 10 different weathers then yeah lol
i just felt like it'd be more annoying to create a whole system for that so i just did it raw
because there are like two boolean values in there, lol
Yeah
Anyways lmk when you code that tag system and feel free to DM me a test build to test it for ya
it doesn't? 🥲
Speaking of I had foggy -> none and it didn’t change yesterday
Unless like the time can be really late into the day
the thing is
all changes have % chance of happening
and some are very late into the day
I think that improving how the info is displayed would be better
i have a super weird request lol
you definitely dont have to do this (just an idea) but an option to make toxic smog purple would be really cute i think
Could also be done with the tag color thingy 
good idea actually 
if i'm mostly playing vanilla w a few custom moons, is there anything in this that might freak out bad? or are bugs w this rn like semi-rare
should be fine at the current state
the default config comes with blacklisted moons that either dont make sense to have the weather on or if they break it
and as long as you dont have that one scrap mod that has a scrap that lets you change the weather
what about lgu weather probe?
I don't really use it but I assume that breaks it too?
isnt that just like
what weather is on this moon
as long as any of the snow weathers arnt being hot swapped while your landed on the moon its fine
idk ive never actually used it but I saw it brought up a lot on weather discussion so I thoguht it did some weird shit w changing weather n stuff
ok cool :3
thanks smxrez......
it's fixed now btw
was snow color ever addressed :3
i havent been following the dev of this too much
just wondering teehee
i tried looking into it myself but i couldnt figure out how the hell it works..
idk if theres like
a snow material you have packaged
need to figure out a way to hijack the system to get fall weather (real)
wouldnt really do anything other than visual stuff (so like how cloudy is purely a visual weather(
not yet, i'm swamped with work this week D:
ohh okie
was just wondering no worries
xp
if you ever do you should ping me teehee
i would rlly like to see how cool the snow would look if it blended in with the vanilla snow more
oh don't waste your time with this, most of the stuff is inaccessible rn. i will expose the properties later with all of the tag stuff
oki
I've noticed this same thing occasionally happening for me on a moon without forcing the weather with Imperium, on normal runs. I wonder if it's to do with the fact that the map is quite old? The moon was Outpost 31 (snowfall fits it perfectly). Unfortunately, Outpost 31 hasn't been updated in like... 7 months. Probably the cause I assume. I'll add it to the mesh blacklist and let you know if it fixes it!
Yes it still has missing snow textures even with it being blacklisted. Interestingly, the first visit is fine - but after leaving, returning while it's still snowing causes it to be purple-ized. Not sure why!
Only real error I get related to Lethal Elements is:
[Error :voxx.LethalElementsPlugin] Snow masks texture is null, cannot calculate snow thickness!
are you on the latest version?
To be honest, I didn't even notice LE hasn't been updated in a while lmao. Yes I am, THATS probably why.
Easy fix, disable snowfall for Outpost 31 lol
uuuh i don't understand 😅
which version exactly are you using
V69 of LC, and 1.1.8 of Elements
i dont lmao just opened the wrong one
oh a new version?
i'll have to update, i've been looking at the old page the whole time like a numpty
sorry about that lmao
also could you please send the entire log if you still have it?
ah ok, this should be fixed in 1.2.67
great, thanks for the responses and apologies for getting the versions mixed up lmao
all good 
i DO have imperium installed, but i dont force weathers since i know that can cause some issues
pretty much just give myself some money and look for the weathers being generated, youll probably see a ton of errors related to navmeshing from some old interiors i still use that seem to work despite that, and possibly some items being deleted
but yeah the only thing i ever really got error wise for LE was the snow texture, so thanks for the help, and letting me use up a bit of your time
forcing weathers works now, given you don't change them again before the transition finishes (there's a lil snow melting animation)
oh sick, lol when i first installed LE and tested the pack i was amazed at the snowfall
it was the FIRST weather i got upon launching and testing just basic leave/die/loot on experimentation
LE is by far one of the most like... must have mods out rn so thank you so much for taking the time and effort to keep it developed!
glad you're enjoying it! 

Outpost 31 still being worked on getting remade, it requires a similar process to what I had to do for Bozoros 
It's currently got navmesh issues outside, specifically with modded enemies pathing
The update, and taking it off of the blacklist fixed the issues it was having with LE, I've manually adjusted spawn rates but other than that not really done anything to the map.
Yeah I've seen some navmesh issues, but been ignoring them for the most part without it really altering gameplay from what I've seen!
Just as I thanked Voxx, I'd like to extend a thank you to you, because Outpost 31 is one of my friend groups favorite maps by far. We can't do a mod list without it, even if it's got some navmesh issues.
31 + Snowfall is such perfect ambiance lmao
I actually saw you guys talking about it being worked on the other day and my buddies got hyped up lol, so again thank you for both of your dedications to creating content that enriches the game for the community! 
Probably won't take as long though actually, Bozoros was definitely a larger task lol
I wish you luck lmao, I tried learning it but I'm much better at things that have construction sets a la bethesda games
Currently finishing up Ferris wheel update
, and by that I mean waiting for LLL update to declare it 'finished' and actually release it
Not rushing Batby though 
omg what is in that mysterious update that put everything on hold, so intriguing lol
I myself do not know
I just know due to some LLL event changes, it'll need recompiling, and thus would require an additional update if I were to release right now lol
Might just go ahead and do it though
@small cypress Oh by the way, do you apply anything to water materials during Toxic Smog? I was trying out extra green water but it just made it really bright/shiny, I assume due to the material swap at runtime maybe
Somebody poisoned the water supply 
no... smog just adds green fog and these small clouds everywhere
Hmm probably material just needs adjusting then
Only thing I changed was hue and it made it comically bright compared to blue water
do you mean it looks different in game?
maybe because the reflection is baked without the fog in mind?
idk how it works actually :p
Yeah it's baked (Realtime kills frames 💀)
maybe you can replace it like with the blackout?
Looks fine with regular water though, and it's just a material variant
Oh I ended up getting rid of the reflection probe for blackout, I guess I could try that too
idk if that's the reason, but seeing that everything is dark behind the lake and it doesn't match the reflection made me wonder
ima get this
im so mc brained I thought this was a really dark picture of a fucking zombie spawner
how is work on the blizzard going? i saw an image reaaally high up that looked really cool
There's a mod called LethalElements and one called LethalElementsBeta. The beta one has blizzard.
Ah ty
Could there be an option to change how much the snow in snowfall slows you down?
It's pretty painful trying to get scrap back to the ship when you're going at 1 mph
get someone to shovel it
maybe extra config would be nice tho
like slowness multiplier (like you said) and how big of a space the shovel clears
i wonder if the car clears the snow lol
just curious
I know giants walking around do
It does
It's honestly such a cool mechanic
It was in fact bypassing the fog, I did not have Receive fog enabled on the material, guess the game just turns it on when loading the moon or something
So when I was doing the switcheroo it was disabled
So, is there any way you can tell in game what severity of Solar Flare you have? Other than just guessing by like the battery drain multiplier?
Colours of the aurora and the size of the flare (although this one is kinda subtle)
There will be changes to this down the line because I wanna make the sun effect more prominent, so checking the type of flare will be way easier
I see i see, niceo
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
VoxxWeatherPlugin.Weathers.BaseWeather.get_IsActive () (at ./src/Behaviours/Weathers/BaseWeatherClasses.cs:10)
VoxxWeatherPlugin.Patches.SnowPatches.IsSnowActive () (at ./src/Patches/SnowPatches.cs:491)
VoxxWeatherPlugin.Patches.SnowPatches.FrostbiteLatePostfix (GameNetcodeStuff.PlayerControllerB __instance) (at ./src/Patches/SnowPatches.cs:175)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::LateUpdate>?-1187735042(GameNetcodeStuff.PlayerControllerB)
CodeRebirth.src.Patches.PlayerControllerBPatch.PlayerControllerB_LateUpdate (On.GameNetcodeStuff.PlayerControllerB+orig_LateUpdate orig, GameNetcodeStuff.PlayerControllerB self) (at ./src/Patches/PlayerControllerBPatch.cs:108)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::LateUpdate>?1106449732(GameNetcodeStuff.PlayerControllerB)
There is a strong spam of errors and other things when the player starts a new save.
01946eaa-4ce3-fa22-e3e2-df0b60ef22e1
voxx you dont need to look at that one
tonnn of errors in there before you
looks like ghostcodes fucks up first
I checked, but i still don't know what could be the problem...
public static bool IsSnowActive()
{
return (SnowfallWeather.Instance?.IsActive ?? false) || (BlizzardWeather.Instance?.IsActive ?? false);
}
# And in the BaseWeather class
public bool IsActive => (gameObject.activeInHierarchy && enabled ||
WeatherName.ToLower() == WeatherManager.GetCurrentLevelWeather().Name.ToLower()) &&
(!StartOfRound.Instance?.inShipPhase ?? false); // To prevent weather counted as activated in orbit
WeatherManager is static and cannot be null, WeatherName and Name cannot be null too, they are strings so at worst will be empty?
I also cannot reproduce this at all on a basic pack D:
The RTLC mod package was also included (the localizer, it may have broken something, but it's not a fact. I forgot to add the profile to the build code)
But I don't think he's making this mistake.
StartOfRound.Instance if i had to guess
Very much not you
if you haven't seen that error of yours before, always assume it's not actually you
trust me
Can I apply this logic to crashes :InsertBlueZaggyEmoteThatHeLikesUsingSometimes:
You can apply it to anything 😅
you lookin for a 
Exactly
i added support for snowyweeds for snowfall + blizzard weather
i imagine it will look better when the snow is made less blue
in the meantime i might just make them more blue
because i dont mind how that would look against the white snow anyways
I like the color of the Snow in Snowfall and Blizzard Weather tbh
it looks like actual snow
I think making it "less blue" takes away from that, in vanilla snow is just unrealistically a pale white color
ok but like it blends horribly on snowy moons
:P
like it looks like a different substance
it looks great on normal moons but on the t3s it looks pretty bad IMO
because theres like two clashing snow colors everywhere
Tag snow recolor waiting room 
Yeah but could a mod that just makes the vanilla snow shader match just not be made?
Most moons reuse it anyways from the vanilla one
So ideally a mod that alters that shader would affect all of them
its not a shader zeekerss just made separate snowy textures for a lot of stuff
so yea its doable
i kinda dont wanna do that tho personally idk if anyone would
it's a great thing the game is not that realistic
its not a realism thing i just dont think it looks very good
it would look better if someone did what lunx said or we just got snowy color tags lol
reference to this
(which btw snow is "unrealistically a pale white color")
ahh
mb
me personally i really like the white snow
it feels pale and monotone like the rest of the game
i do not mind the blue snow tho
its like not a huge deal to me
probably because shadows on snow make it blue
i just dont like when they clash
Agree
Originally I wanted to make it blue only in the shadow covered areas, but unfortunately it's impossible to obtain a shadow map at a shader level in hdrp 
Idk how to approach this yet cuz on bright moons white will look incredibly washed out, but this blue tint on vanilla moons is annoying me as well...
i wonder if you could change the sun animator to be a stormy one that has less bright sunlight?
I already do, but some custom moons don't have stormy among valid weathers, so they don't bother to setup an animation clip
I mean, all my life I've seen snow being white as paper
If you've been seeing blue snow out your window I'd have to guess it's a lighting thing. It does appear to be a bit more blue during the night I suppose?
i can't add to this conversation
i live in texas Lol
snow is like an ancient relic and the last time i saw it we had no power for weeks
Sorry for your loss
thanks
It's never looked blue lol but it's also never looked super white either, the way the snow in Lethal Elements looks is very faithful tbh
Ionno mane if I'm being completely truthful about what I remember seeing that stuff is
To be fair it does get blue when you're looking into like, snow tunnels
So I'd say you're not wrong and it seems like a mix of both
it kinda looks like they're emmiting light, don't know if that's a snow thing, it might be weed's doing
its bc of chameleon's light diffusion stuff
it just looks weird against the really blue snow
Ok, so these are the tags that will be checked for to override snow and toxic smog colors in the next release, if someone wants to set their things up in advance:
- "voxxSnowColor"
- "voxxSnowOverlayColor"
- "voxxBlizzardFogColor"
- "voxxBlizzardCrystalsColor"
- "voxxToxicFumesColor"
- "voxxToxicFogColor"
voxxSnowColor will be used both for the fluffy snow and the snow particles
voxxBlizzardCrystalsColor is supposed to be for glowy particles you can see in the waves, RGB values here should preferably be higher than 1 to make it glow and be visible from the distance (for gameplay purposes, but still that's up to you)
voxxSnowOverlayColor is used for the overlay that gets applied on non-terrain objects and ALSO for the fluffy snow in areas where it transitions to normal ground
voxxToxicFumesColor's alpha value will determine how much it blends between the original color and yours (1 - overrides completely)
@winter mortar @still owl @green sleet
Oh neat
I was thinking of proactively adding them to the last Bozo update by guessing what they'd be named lmao
Forgor though
im ngl i dont know how to use these lol!
extendedlevel tag or something??
im not very familiar with LLL's api so idk if this is related
yeah those will be read from content tags defined in an extendable level (example in the pic)
Is there a chance we can config how thick the fog on toxic smog is?
I like the weather a lot btw, glad you're bringing over the weather from your other moon :O
Yes, it's already in the config under "Min/MaxFreePath" 😇
if you have a crash i need a corresponding dump file from C:\Users\%USERNAME%\AppData\Local\Temp\ZeekerssRBLX\Lethal Company\Crashes
.dmp right
yes
new version is up, changelog:
- Some performance improvements for snow and toxic fumes vfx
- Split some configs for blizzard waves (they are the main resource hog, so you might want to tweak them separately)
- New option to make snow affected by scene lighting (resource intensive!)
- Mesh processing and terrain meshification is now async to reduce stutter during level load
- Ability for moon makers to change snow and fumes colors via tags: "voxxSnowColor", "voxxSnowOverlayColor", "voxxBlizzardFogColor", "voxxBlizzardCrystalsColor", "voxxToxicFumesColor", "voxxToxicFogColor"
- Snow is more white now
- Fixed bugs when snow appeared over blizzard fog
- Fixed strange transparency glitches for snow when you could see through it at certain angles
- Fixed incorrect water freezing on some moons
this is not from me directly, it seems this is caused by nav mesh rebaking somehow
does your mod break if the navmesh rebakes?
starlancer thinks its caused by puffers being outside
i could turn those off and try it again
no, i actually rebake it myself
first download of the new verison
btw, terramesh has an async version of meshify now
just in case, i tested myself with blizzard/snowfall on solace and i do not get crashes, only that lag from the new grass
i just did a test after removing the puffer from spawn chance outside, and didn't crash either
something specific with spore lizards being outside is causing an exception
do you have any errors in the log?
because this is not the case for me
I'll see
did testing with puffer + snowfall on some other moons, did not have the same crash from them
might just be how starlancer's scene was set up
i was on previous version, cus newest version didnt populate in ts yet
ill try it again with newest version when i can update it
this was on blizzard but the wind stuff was still going through the cabin
you didnt update terra mesh
oh
i guess cuz you did it manually and missed the dependencies 
makes sense I guess
yeah
if possible I think it would be cool to have the option to have the snow texture be the vanilla one
it doesn't look well, i've tried. Vanilla texture looks like snow covered ground, not like actual thick snow so when it is applied to fluffy snow it looks like strange protruding terrain
ok
yea i agree that would look bad i think
oh voxx
i wanted to ask
is the default color for snow still the same? do i even gotta be doing stuff with the tags on my end
i assume tag stuff is just if u wanna change the colour no?
also another clarification regarding stutter reduction: most of the freezing comes from navmesh rebuilding for ice. Even though i use an async version that is provided by unity, it still causes freezing as if it is being run normally
. I am yet to find a way to selectively update the navmesh only for ice (if it is possible at all)
So basically if you have super long loading times on some moons, disable water freezing in settings for now
no it's different now
but it's a royal pain in the ass to make it look correct tbh
inb4 you're asked to add a moon name config to this
no
its time

what if the cherry was on top
too late i ate it and ran away 
is this only happening on landing or can the ice break and trigger a full rebuild? PathfindingLagFix might cause that to create a millisecond or so deviation in frame time due to having to wait for any pathfinding jobs off the main thread to complete
ideally, if parts do break, it would be good to use a carving obstacle, so that it does it during AI update, which allows PathfindingLagFix to anticipate it and pause jobs in advance
(not relevant if that's not part of your plans though)
for now only on landing, but i'll keep this in mind for the future.
if that is relevant, i use this method to update the navmesh https://docs.unity3d.com/Packages/[email protected]/api/Unity.AI.Navigation.NavMeshSurface.html#Unity_AI_Navigation_NavMeshSurface_UpdateNavMesh_NavMeshData_
sorry for late ping i tried it on the same profile with newest terramesh/elementsbeta and there was no crash. bit of a stutter on doors opening but thats prob navmesh rebaking
yeah, that's one of the methods I hook to prevent AI pathfinding during its run duration
more specifically, I lock it in the method call and then unlock it when the async operation completes, so I also wonder just how long that lasts
using that during normal gameplay could be quite bad depending on how unity implemented it
they really like making things "async" but having them still run on the main thread, meaning that they basically just take longer and still affect frame rates anyway
Yeah I'm not gonna use that method, esp given the new information. It is supposed to update only changed/new parts of the navmesh, but so far it seems like it takes exactly the same amount of time as a full blown rebake...
does support for snow buildup need to manually be added to modded moons?
It should work out of the box
ahh
i checked out one modded moon and it didnt work, but im honestly ready to assume its just a fault with the moon since its a shitpost one and probably a bit jank
likely is artificial ground
peter griffin house
tried to get a link but still getting used to gale
Ah yes, it won't work then unfortunately
@small cypress Got Blizzard on Auralis, the game completely froze and my pc fans went to max
Kinda concerned about this mod lol
It’s just to fully immerse you. The fans simulate windy noise and the screen freezing makes you feel like you’re frozen in the cold.
i need logs or something, it works for me even on the latest meshified version the same way it did before so i don't really know what to say here
It didn't log like anything
It just completely froze
Incase it shows anything
Considering it's been fine everywhere else I'm inclined to believe it might be an issue with Auralis
its not an explicit crash right
Game completely hard froze and fans went to max
I would consider that worse than a crash
At least if the game crashes it's not actively trying to kill the pc
i had it happen to me once lol
it was on dine w blizzard
seems to happen randomly? cause it never happened to me after that
do you by any chance remember if it happened before or after the doors opened?
And did you just restart the game immediately as soon as your fans went full power?
from your logs it seems like it was due to navmesh rebake after water froze (but it never printed the actual time cause it appears to be shut down forcibly), everything else took a couple of ms
i suppose the interior is huge on auralis so it also exacerbated the problem
Yeah I had to close it cus it was completely frozen
lol
yeah ok it was navmesh
as a bandaid fix for now i can suggest disabling water freezing in the config temporarily
it will fix the problem
i will try to move everything before the game does its own rebake so i wouldnt even have to do it myself, but it's kinda annoying cause weather is enabled when the door opens and navmesh rebake happens before, so it's a bit annoying to do, but i'll try to come up with something later
probably irrelevant by now but this is timestamp of it https://www.twitch.tv/videos/2361603842?t=04h14m45s
lunxara went live on Twitch. Catch up on their Lethal Company VOD now.
Where is this setting anyways?
I found it nvm
actually after seeing this, idk if it was from me because by that moment everything i do is done
unless somehow navmesh takes that long on that moon
I was expecting it to be under snow graphics
Well ig we'll find out I disabled it as a test
but yeah that navmesh crap is something i wanted to deal with anyway, it's very annoying in unity
Well we got Snowfall and it didn't die so I guess it was that
if it froze during navmesh regeneration, I wonder if it might be the synchronization in PathfindingLagFix Beta
@small cypress I assume you were testing on some profile without that installed? might be worth checking
@sick ridge how often does it freeze when landing on that moon?
oh wait yeah that did happen really late, weird
Blizzard is also fine
It only happened the one time
if it happens again, might be worth doing this, though it may take a long time depending on how much ram the game is using
can analyze that with WinDbg to see where it got stuck, or at least the native stacks
not sure if there's a way to get managed stack trace out
Yeah I don't have it on my debug profile, I'll be sure to add this 👍
Some may disagree but I’m pretty sure programs can be vibe based. Maybe it felt you had a bad vibe.
I have a debug line that prints how much it takes for navmesh to rebake and it never got logged before the game was shut down, so I assume it was rebaking all that time for some reason
hmmmm I see
do you know how long before the freeze the generation would have started?
It starts right when the door opening triggers, that's when registry enables weather game objects. In the log there's a line "Water freezing took 22ms" right after that I start "async" navmesh rebake.
Everything I do with the meshes, texture baking, etc. was done very fast according to the log so it wasn't that
what makes you say that?
Nothing actually I forgot I need to test without Pathfinding beta
It's entry with id 104855 in the sql log table from lunx
after that moment rebaking starts
well PathfindingLagFix Beta requires PathfindingLib so if you disabled that then neither is on
I disabled the beta first not the Lib mb
so.. it stops happening when PathfindingLib is on and PathfindingLagFix is off?
Hold on
and this happens consistently with both?
huh..
I threw just StarlancerMoons, LE Beta, and Pathfinding Beta (and Imperium)
Auralis froze 1st time, -> disabled Pathfinding Beta and still froze -> disabled Pathfinding Lib and still froze
ohh ok
it's probably just the huge size of the interior + the moon. i ought to move everything before doors open and never touch rebaking myself :p
tyty for the testing
wait has this been an issue previously with 2 story ship? doesn't that mod also regen?
maybe
the fix is to patch one of the round start methods, but I didn't know before how to detect weather on landing before it gets activated by registry, so it runs on OnEnable now, which happens when openingDoorsSequence starts
but i got it a while ago, so i'll just move it into a patch
there's a lot of water
I think the moon NavMeshSurface is supposed to have a bounding box, but maybe that moon isn't set up with one? idk I haven't looked closely at that
shrug
that is indeed quite sizeable
goes further than the video
lemme check on black mesa real quick
i wanted to write how it's not the problem, buuuut after seeing that video...
ooof
async got lost in the ocean
if there are no boundaries setup on that moon then... oh boy
kitty
🔥

I gave up trying to reach the end but it'll take multiple minutes but I can't go faster with Imperium's freecam so
Auralis
how big is it in filesize out of curiosity
it probably wouldn't affect the size
most likely it's just one stretched out plane
doesnt matter how ugly it is, u wont see it lol, though it should just be removed
nope
auralis? eh not really it's a mountainous region
snowy
snowy island ;p
but like
consider someone actually doing an island moon
how do u compensate for this even
making the tiling larger wouldnt help too much i imagine
maybe decreasing normal strength would help
this is probably the extent you see the water
ah
It goes further but mostly just that one area iirc
there's randomized tiling technique, but most of shaders implementing that are paid
oh god, i'll check it out later with the explorer, if there are aren't any bounding boxes on top of this then it could be problematic
how do yo ureset the imperium freecam 💀
You know I have a moon idea for something surrounded by water. After seeing this I will try to remember to put blockers in place to stop navmesh from spawning if ice gets spawned from one of these weathers lol
endoxicom do you have the navmesh visualizer on Imperium enabled perchance?
figured it out nvm
I wonder if that is causing your freeze
naur
interesting
it seems strange that voxx couldn't repro when you did with a very minimal profile (if I'm to assume the list you gave earlier was the entirety)
but also this is Audio Knight's moon right?
Evaisa-FixPluginTypesSerialization-1.1.1
MaxWasUnavailable-LethalModDataLib-1.2.2
(disabled) sfDesat-ViewExtension-1.3.0
Hardy-LCMaxSoundsFix-1.2.0
AudioKnight-StarlancerAIFix-3.8.4
BepInEx-BepInExPack-5.4.2100
IAmBatby-LethalLevelLoader-1.4.6
AudioKnight-StarlancerMoons-3.0.0
(disabled) Zaggy1024-PathfindingLib-0.0.5
(disabled) Zaggy1024-PathfindingLagFix_Beta-2.0.6
mrov-MrovLib-0.2.17
v0xx-TerraMesh-1.1.3
mrov-WeatherRegistry-0.3.16
v0xx-LethalElementsBeta-1.2.68
Lordfirespeed-OdinSerializer-2022.11.9
Rune580-LethalCompany_InputUtils-0.7.7
xilophor-LethalNetworkAPI-3.3.2
giosuel-Imperium-0.2.8
it stopped freezing when I turned off the water freezing
I wanna know if the NavMeshSurface is set up with Current Object Hierarchy or a Volume
@ionic garnet would you be able to try creating a bounding volume for Auralis to see if that helps with these navmesh rebuild freezes?
i'm gonna check again now, but i didn't notice anything extremely weird before. it always freezes for a second or two on big moons due to rebake, cause as you said unity appears to still run it on the main thread. but i didn't have fans spinning out of control or something like that
yeah I'm kinda curious what the rebake looks like on a profile too
i guess i can also enable this myself at runtime? i already calculate the "playable" volume
I can do it tomorrow, what all is entailed?
just changing to what I hovered in that screenshot and then adjusting the bounding box to encompass the intended navigable areas
kk, who should I send it to, you or Voxx?
oh I mean the only person that has seemed to consistently repro this is @quasi quartz, but it can't really hurt to just release it with that change anyway imo
it should reduce the amount of work that the engine does when generating navmesh in general
No I can reproduce this on the latest version, I guess I mixed them up before
ah I see, then it could go to voxx 
I actually cannot land at all lol
And on the previous terrain version it worked ok
So I think it may be more than just water
Assuming it didn't change between versions
(there is still an unnecesary amount of water tho tbh)
that's curious
I feel like for a map that big it's probably still worth making a volume, or probably even just generally for all terrain moons
oh man
it never occurred to me to lower the scale once I got more comfortable using unity lol
I'll address that as well
i also had to account for such things anyway, so it's not your fault 
yeah, ok i set it at runtime and it fixed it
i published a hotfix for this navmesh problem
i just enabled this
did you set a bounding box that still included most of the map? without setting the bounding box up it might not encompass the playable area
Probably the water freezing stuff lol, I noticed Snowfall and Blizzard's lag were basically non existent with that off too
I didn't know that was the main culprit of them lagging
ye, i approximate the playable area
and it can't just be the bounds of the terrain, since it is going to need to include non-terrain objects as well
hmm I see
how can you know what is intended to be included without making a whitelist per moon?
i do it a bit weirdly: i collect all outside ai nodes, entrances + ship position. create a bounding box around this and then inflate it by 75%
ah hmm
so far it seems to always be enough
but only if it is set up to include all objects?
wdym
if a moon is already set to have a volume, are you overriding it?
this feels like a bit of an overstep to me tbh
ah it will include even objects outside the hierachy?
idk really
but my point wasn't about including other objects, it was about modifying a volume that someone had explicitly set up
tbh changing the option yourself at all feels a bit weird to me, but if this is a common issue maybe it makes sense
still, moon authors should be doing this themselves, not you
terrain based moons are almost never entirely playable
zeekerss has all moon navmesh limited to a very small area compared to the entire terrain mesh
i have to revert cuz this can cause some really wacky behaviour
yeah I mean idk how often that will be an issue, but you may have been increasing the area that has to be voxelized in some cases
just better to report it to moon authors imo
yeah, makes more sense
definitely good to have confirmed that that was the issue though
voxx is voxelising?
ok , i reverted the changes. unfortunately i cannot fix this from my side (at least for now) so it's up to moonmakers to make sure that their navmesh is not allowed to stretch to infinity and beyond
voxx
how on earth does your snow layering stuff work
im just curious
its like magic to me lol
like how does the snow pile
it's a shader
ohhhhh
in short
is it a separate mesh or does it get applied to the terrain mesh
it's a separate mesh, yeah, i do some postprocessing on it to make snow look proper though
it looks pretty good imo
its kinda impressive to me
oh
idk if ive suggested this before, but if possible, it would be cool if there was some audio feedback when shovelling snow
just an idea
maybe particles too
oh nice idea, i'll add it to my to do list
btw is snow color better now or nah?
Much better
🦭
I actually think it looks closer to real snow
super 
the mix up
Will just say, when i asked Temmie to test Blizzard on all maps to see which ones supported snow / how the water behaved, they did report to me that Auralis crashed too, perhaps a week ago or so
Tho i didnt get a log from them or press further about it
Yeah voxx's suggestion to turn off freezing the water works for now, it's something Starlancer has to fix on his end basically the water is stretching too far
there is a small update that should improve blizzard performance on low end machines 
what u do
“Improve blizzard performance on low end machines”
Or, hypothetically at least
Changelog mentioned the calculation for particles got optimized
er my bad Collision lol
changed some collision settings and limited the depth mapping camera's render area to a box around player (instead of the entire level like before)
cant wait
@small cypress Oh btw do you think you could add an event or something that gets invoked when LevelManipulator.isSnowReady is set to true? Didn't realize you made it async and I need to wait until after it's ready to do material swaps and other stuff
I do have something figured out right now so no rush, but it could be useful to others maybe
sure, i'll add it 
Yippee
have you tried playing with color tag stuff?
Yee I just haven't released it yet
so it works? i've never done soft deps before so i just checked that it doesnt crash lol
I've only actually tested snow color + both of the toxic smog ones and it seemed to work fine
Changing toxic smog to be the same color as Spore Lizards' spore cloud effect 
that's great, thank you!
Implying the outside spore lizards are what caused it all lmao
oooh interesting take
Secretly evil 
evil toxic fart 😶🌫️
I think the fog does look a bit weird but I'll probably mess with the materials to try make it look better
Oh yeah, it's pretty difficult to choose a proper color when you work with volumetric fog. i'd just temporarily place your own fog in the scene, select the color and then copy it to the tag and remove the fog.
bee vil
I think it's just fog in general, guessing due to emissiveness maybe
Looks alright but feels a bit too visible lol
Also gotta make the reflection probe show purple lights
zeeks pass also messes with distant objects a bit so they look somewhat highlighted
but i think this looks pretty nice
Snow blends in better with the grass replacement after changing its color too
I'll have to replace the frozen (breakable) lake once you cook this though 👀
I love how any slightly dark opaque mesh just turns gray if you move 2 feet away
holy ??? you're going that complex
ok hear me out though
you've got snow, blizzard
it was actually surprisingly easy lol, i think the hardest part was generating an appropriate mesh and sharding it, but all relevant algos are already implemented in terramesh
what about... reverse snowfall
starts at peak snowage, begins to melt and the ice slowly breaks away
bro is smart as hell goddamn
call it Freshet
(no I didn't look it up I'm smart I swear)
figured it was, but hey you'd have a trio of snowy weathers like how there's three rainy weathers
so fancy
but i'll probably make it a random event for snowfall
either way ice being interactable is super cool...
ikr... my glossary is simply gargantuan
i want to add another event - "Iceover", on moons where Flooded weather is allowed occasionaly ice will cover a significant portion of the map
basically frozen flooded
oh peaaaak
so it's literally reverse flooded?
like, instead of the main gimmick preventing you from going certain places it creates paths
yeah, but also slippery 
@green sleet do you actually need an event or making isSnowReady public will be enough?
Action/event would be preferable since I wouldn't have to start another coroutine that checks for it before running stuff, but making it public works
just curious how you implement slipperiness
idk yet lol
oh 
im doing it eventually, the movement code is bleh, but i plan on taking the current player's movement and add it to externalForceAutoFade and that miiiiight do it
there is already a slipperiness value in the code that gets used when you slide from steep hills
i'm probably gonna use it
ah ic
also i thought about this too
i forgot abotu that one, i remember looking into it a bit and it going into like... -35 or some weird values
my favourite zeeker values are always the random ones
lovely
in schools they teach you that 0 < x < 1 for friction, in zeekerss academy they teach you x is an element of all real numbers 
im sure there's a reason for it turning negative atleast, probably
i mean i also have some magic numbers 
10 - no snow
0 - full snow
very logical
(it's due to a noise function in the shader)
reminds me of something really funny
unrelated but animation events can pass integers, strings and floats
cant pass booleans
shaders as well
that feels so weird to me
but in the shader you can define booleans 

they are treated as a float with 0 or 1
float? not int?

oh apparently animation events also take an object reference
god forbid they allow booleans rather than me doing 1 0
"The original HLSL came out 2002. At this time, GPUs were only capable of performing floating point arithmetic. Integers, bools, etc were simulated on top of floats. Thus, the int/uint/bool mechanics were somewhat syntactic sugar on top of a pipeline that was just floats. Later, these types became native but the old rules were still in play."
I'm not smart enough to fully understand this discussion but I'm led to believe I agree with xu's above statement
I'm guessing that booleans are syntactic sugar still
as they are in any language really
afaik in most languages like C, booleans can be assigned any value representable by a u8 if you break the usual rules of the language (which in C# would require unsafe code)
i got the idea, not sure if it's possible to implement. Is it possible to convert rain particle system to VFX, so collision are processed on gpu?
if it's hard to implement i might try to instead use burst for coliision
as particle system collision is called on main thread, causing low fps when raining
huh, why is it doing things while it's waiting for jobs? that seems strange
normally I don't see anything under WaitForJobGroupID
probably not totally relevant to optimizing it but I would be curious to see what the job workers are doing during that
with regard to GPU collision, as far as I know it's a very crude approximation based on the main camera's depth buffer (or a less crude one when using a dedicated camera)
definitely voxx will be the definitive answer on this though as they have way more experience with VFX than I do
would be curious to see how HDRP rendering an extra camera compares in main thread time versus physics queries for each particle
(and also how it does with a custom render function to simplify the rendering process for that depth camera down from the overengineering of the HDRP loop)

Yes it's possible
In short
Long answer is: it would require profiling, and there are two ways of doing.
- Capture the entire level's depth map once in high res -> store and bind the buffer
- Have a small low res camera floating above the player rendering depth continuously
All cameras need to be orthographic, and there's a way to make it more performant by making a custom render feature (you only need the depth pass, also to overwrite transparent materials and render them into depth too), but I haven't got to this yet
In my case I had to do it because of the amount of particles and it was clearly better, not sure how much of a benefit or would provide for vanilla, esp in the second case
it would be cool when you fall through the ice and drown you come back up as a frozen cube
Teleport a block of ice back to the ship 💀
just slowly slides around the ship 
has anyone had any issues with these weathers on wesley's moons?
got this when going to any moon with solar flare
thank you I'll check
Just so you know, for some reason, snow pileup doesnt work on custom moons like Kast, which is a shame as its my favorite custom moon out there
Other than that, this is probably one of my favorite mods out there, and feels like it fits perfectly into Zeekerss's design and standard, I love it
unfortunately it only works on non-artificial ground because i have no control over how custom moons are created :C and afaik there's a concrete block on kast on top of the ground
Yea thats what I thought, tragic, it would have been such a fun map to have snow on
Also, have you ever thought of a tremors weather? Like an earthquake. More rocks would spawn around the map, and every now and then the ground would start rumbling, signifying tremors are about to start. Boulders and stuff could fall down from cliffs, and it would knock players around a bit, reduced if they are crouching. Scrap would also get knocked around and repositioned a bit too. It would also affect things interior, just less so
If anything I’d think the interior would have more impact, like falling ceiling stuff. They’d probably just have to be like concrete chunks or something generic to match different interiors. It might be difficult to know what’s a “cliff” for falling rocks. Also, it’d be interesting to have weather that’s more indoor than outdoor focused (yes there is the indoor fog and enemy infestation stuff but those are random events and indoor fog is outdoor fog, but indoors).
i need the full log and modlist, i cannot reproduce this at all
is there any sort of config for htis mod?
yes
every single moon that doesnt have a vanilla weather assigned to it has the modded weather status
lethalconfig shows nothing, cant find one in the files
you think you can upload yours for me?
WeatherRegistry does choosing of weathers but
thx
much appriciated
"dangerous download has been blocked"
nvm
false positive from google
for future reference, have you tried loading into a save
ok seems like there IS a config lethal configs just didnt wanna show so there was one in the configs folder, its just that windows search option sucks A##
3 times
okok
its there search option didnt find it for me
unluck
i cant find an option to edit the chance of getting the weather status's on the moons
would be a nice addition to have in future updates, considering it's in beta phase
WeatherRegistry does choosing of weathers but
You'll find what you're looking for in WeatherRegistry's config
It's handled by weather registry
thanks much i tried to search keywords in the discord search option to reach my answer but couldn't get it to search for the words inside of this post and it kept searching whole of #1169056298856362105 so i gave up and asked for help
for anyone who has my problem just disable "Weather Weights" in the Weather Registery configs.
i just checked a couple of cheapest ones, seems to work ok
Ok, there are some problems, but they are unavoidable. Some of the new wesley's moons have an enormously big terrain, so they aren't processed as fast as it happens usually. In this case when you land on the planet with snowfall/blizzard weather it will look normal for a while and then instantaneously change to snowy and water will freeze. At least that what happens for me on Thalasso...
I can leave it as it is OR block door opening before everything is complete, you can decide.
Unfortunately this is not possible to address from my side, the only other solution is for wesley to terra mesh the terrain, but i know it's a hassle with his amount of moons...
0194a012-366f-cc68-07db-71ce587871ab
ah ok, it's not breaking anything right now, but i'll fix it
thank you!
i wonder if it'd be possible to make a config to make terramesh apply every round instead of just during blizzard/snowfall
What for?
if you want to do it for the posterization effect, there will be something that will fix it for terrains in the future. I am terrameshing strictly out of necessity here, so i don't want to mess with moons otherwise
ah, i see
Got this when leaving a solar flare
[Error : Unity Log] NullReferenceException
Stack trace:
VoxxWeatherPlugin.Weathers.SolarFlareVFXManager.Reset () (at ./src/Behaviours/Weathers/SolarFlareWeather.cs:604)
VoxxWeatherPlugin.Weathers.SolarFlareWeather.OnDisable () (at ./src/Behaviours/Weathers/SolarFlareWeather.cs:135)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
<EndOfGame>d__279:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
StartOfRound:EndOfGameClientRpc(Int32, Int32, Int32, Int32)
StartOfRound:__rpc_handler_2659636069(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
StartOfRound:EndOfGameClientRpc(Int32, Int32, Int32, Int32)
<unloadSceneForAllPlayers>d__273:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[Error : Unity Log] NullReferenceException
Stack trace:
VoxxWeatherPlugin.Weathers.SolarFlareVFXManager.OnDisable () (at ./src/Behaviours/Weathers/SolarFlareWeather.cs:617)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
TimeOfDay:DMD<TimeOfDay::DisableAllWeather>(TimeOfDay, Boolean)
<EndOfGame>d__279:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
StartOfRound:EndOfGameClientRpc(Int32, Int32, Int32, Int32)
StartOfRound:__rpc_handler_2659636069(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
StartOfRound:EndOfGameClientRpc(Int32, Int32, Int32, Int32)
<unloadSceneForAllPlayers>d__273:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ```
Not sure that it really caused an issue, but figured I'd mention it.
I see earlier there was a report of an error on landing, which it does not appear I got
Aren't there a few types of solar flares or something? I wonder if it's only certain types that this occurs with
Yeah, it's been reported before, but it's not breaking anything, so don't worry. I'll fix it a bit later 
aquatis seems to crash on snowfall, prob due to the mass amount of water
noted 
ill assume its elements since my cpu usage went up to 100% and the game just immediately stopped
Yes it is because water plane is insanely big there, so unity drops dead trying to build a navmesh
figures yeah
Thankfully by default this moon is excluded from the weather
oh?
Oh actually no, I forgot to add it 💀
oh lmfao
do you want me to look for island moons w lots of water so you can blacklist em?
Thank you for your willingness to help, I appreciate it! But don't spend your time on this rn.
I actually know a solution to this problem, but it will require me to finish implementing the ice cracking stuff, so it won't be out now D:
In the meantime I just suggest to disable freezing altogether since it doesn't bring anything special to the table.
I just remembered something. In testing I’m pretty sure I got an Ogo spawn while the water was frozen. This might just be inevitable and realistically Ogo could probably break ice, but I figured I’d mention it anyway. I didn’t think to see what happens if I’m grabbed though. I guess you’d either get pulled through or land on the ice which if the ice breaking mechanic is added could be funny.
Meant to reply to you on this ^ though it’s probably just one of those edge cases
aur ok!!!
I sent voxx the internal names so he can add them to the blacklist by default, so we shouldn't worry about that in the future!
looks like visualeffects are not cleanup correctly?
try to look into footprint vfx cleanup process
hmmm
So seems like disabling this should fix it for now right?
But yeah this needs fixed, this currently will stack every lobby reload you do and it causes performance to slowly get worse and worse everytime
I thought it was a bug with More Company.
oh, strange, I'll look into this 
they are actually destroyed on departure and this cleanup is just for perfectionism's sake, so they aren't being rendered and can't actually stack up or something like this.
It's weird that vfx update takes this long tho, is it the same on the first ever landing?
Ah ok then I understand why they aren't being cleaned that function is called when you depart from snow or blizzard weather
In theory this shouldnt cause that much delay tho, unless you went out to the menu dozens of times in a row. Only around 10 of them spawn during lobby start and I think it would take several hundred to get some visible delay, so I'm wondering how many times did you restart?
Also they aren't being rendered in the lobby, kinda strange that vfx graph still updates them 
Thank you very much for the info, I'll address it in a hotfix today and will try to profile.
Still incredibly strange to me that even 100 instances of batched VFX (that are also extremely simple - just dark static circles) take that much time... I hope there isn't anything more to it D:
well 100 instances for some reason converted to 88000 instances
wat 
Oh boy, I'll check. That would do it, yeah 
blizzard on asteroid-13 honestly a vibe
how does a blizzard happen there? there is no atmosphere? there is no clouds to snow? this is simply illogical!
sometimes its best to thinkn't
Me going through life on a daily basis
there are three options: nepotism, optimism, thinkn't
Are you sure all of this is from me?
I did the same thing by restarting the lobby 12 times and while you're correct that they weren't cleaned up properly in this case, their amount is nowhere near 88k, its always (number of players + 2 ||(clipboard + sticky note)|| ) x number of reloads, so at 12th iteration it's just 72, which i can confirm (see screenshot). Profiling also shows around the same number (don't look at the time delay, i get pretty shit fps during profiling), so idk what's up.
Maybe you had other mods that caused something weird? I just saw that for some reason if you have imperium and it cannot activate, it causes Start callback to be activated multiple times, but it still wasn't in the thousands...
Try adding MoreCompany and seeing if that causes it to stack, cus I noticed my lag issue happened with MoreCompany enabled after around 10-12 reloads but not with it disabled
So it could be that there's a combination thing happening from your bug + MoreCompany being present
(32+2)*12 = 408
So morecompany would logically increase the issue (unless by "number of players" you meant active players?)
Yes it indeed increases to 408, I checked. But still nowhere near reported 88k.
408 wouldn't cause lags as well, it's nothing for the VFX graph, so still not sure what's up on diffoz' end.
The thing is, it's also not possible to understand which visual effects are causing this, so it might not be from me. This number is all of them combined regardless of the mod source.
something is horribly wrong
Looks pretty jolly to me
This is most likely from another mod breaking weather
0194be1a-17ae-2874-3902-d928512fb179
wait i think thats the wrong one
huh i guess not idk why it says 7-7-2024
Is the beta stable now?
Seemed pretty stable last time I tested
I didn't find anything that would directly cause this, other than ScanTweaks erroring out. My mod actually doesn't control how the weather is enabled or disabled - that is done on Weather Registry's side. Log says weather effect was disabled, so idk what's up. Unfortunately other than removing mods until the problem is gone I cannot suggest a solution, sorry :C
alright thanks for trying to help
disabled scantweaks and that fixed the issue
very strange
Is there a way to reduce the player movement reduction for snow or does it scale with snow height?
yup, it scales with height
Thats good to know
thanks
Just so you know, you can also clean snow by swinging a shovel
Won't the snow piles regenerate quickly after doing that?
Using a shovel didn't seem very efficient in my first test
Having a purchasable snow blower or flamethrower would be cool to blow/melt it away
Or using the stun gun ray as a way to melt it
They should stay as long as the paths left by players (10 minutes or so).
I don't really want to deal with scraps and player animations, so there probably won't be any custom items...
Currently the most efficient way to avoid snow is to use a cruiser.
No worries thanks to your extensive config options I'll just tone down the min/max height values of the snow height to my likings
Might be something with him running a debug build for profiling but still this is an issue that needs fixed lol
Some bugs become worse or become exaggerated in debug builds of unity when profiling the game
i was also checking this in a debug build 
Disabling Snowfall does a funny
Reproduced by only installing elements and dependencies
Was testing snowfall and blizzard on Ganimedes, and snow is spawning about 20 seconds after ship has landed. I was going to one of entrances and "poof!" black screen for about 1/2 seconds and snow is everywhere. I'm not a modder, but It may be due to outdoor size of Ganimedes?
Ok, nevermind I see that this issue was already spotted
Snow particles spawn on Titan should be placed higher tho
I don't place them manually, it's something specifically with Titan that's causing this but I wasn't able to figure this out yet 
Oh oops, did you disable only snowfall or blizzard too?
only snowfall, didn't test blizzard or others
yeah i found it, happens if snowfall is disabled, but blizzard is not D:
my bad, sorry
Ok I get it 👍 . Btw great job with the mod so far! These snowy weathers fit really good to LC 👌
@small cypress I DMed you for some help with the snow
Is there a way to blacklist like certain weathers for certain moons or is that not possible
I tried looking in configs but couldn't find anything about that
WeatherRegistry has a blacklist for each weather, its on its own config
Set it to Whitelist so it only shows up on the moons you put in the config
Maybe make it generate X units higher than wherever the highest point of interest is at(fire exit, ship, main entrance)
does lethal elements beta work ok with wesley moons?
@spice axle

@small cypress I think this must be LethalElements right? Every GrabbableObject.Update() is allocating
any way you can cache this instead of calling through to runtime for each item every frame?
(or preferably just avoid patching items at all, idk what this is doing)
I guess it looks like maybe the allocations are actually WeatherRegistry's fault, but I'm sure you could avoid calling its functions every frame if you are able to react to some event instead
@cold dragon cc
Is patching an update cycle bad
I wouldn't do it for something that you can expect to have hundreds of in the scene if you can avoid it
Oh fair
but especially don't do anything expensive in those cases
this is very heavy for something in GrabbableObject.Update
Icic
Normalize using ship inventory tbh, but you're right
in this save that Lunxara gave me, it is 104 items with a runtime of that patch of 1.4 ms
that is unacceptable
I think maybe Lunxara uses that
I do
Lol
It still affects it
Okay your ship won't be laggy from that lol, it'll be bad but you shouldn't notice it, it's just bad since it's constant
Yeah
We utilize a mix of the Ship Inventory plus keeping some stuff on the ship so it doesn't feel empty
wait does LethalElements not have a GitHub? I forgor, I thought I had looked at one before
Is that because you also buy a ton of equipment and never put it in the chute? (I'm assuming it's not possible/more convenient to just leave em out but I've noticed a need for an equipment version since glitch does that too)
I've gotten used to looking at source so no idea
It might be, the GrabbableObject.Update() patch might be for the tools like Flashlights and Walkies
cus of Solar Flare
Would nuking Solar Flare fix this?
idk, one sec
It's bad but not that bad, I'd just put my stuff in the chute, though again I'd let voxx and zaggy handle it 
There's no event afaik and on my side I use singletons already so can't really fix this. I need this to understand when weather is enabled before the actual weather object is enabled
why is it called in GrabbableObject.Update()?
also this is one allocation that is totally unnecessary I would think
You need to know when the weather is enabled before the gameobject itself is enabled right?
your strings are yours, why are you allocating in order to avoid case sensitive comparison?
(but also a string comparison here is cursed regardless)
Yes
why? because the weather doesn't activate until after some things are spawned that you modify?
why not just check if the weather is active and make changes to objects as they awake, then after it becomes active, change the states of those objects to match?
I usually postfix arriveonlevel to put out the visuals warning for windy
then you can't miss anything, and you don't need an expensive check like this
It runs once the player routes to a moon before lever pull
idk how often all of these are called, but it seems like this is kinda concerning for such a heavy method to be called so many places
(Just wanna mention at the very least you could check this once per update loop and not per item per update loop)
the snow one is calling it twice per update per frame too
regardless, I know you're good at what you do, so I figure you can find a better solution, I just wanted to point this out because it is a really bad cost for something that doesn't even do anything in orbit
or when the weather is inactive
if you wanna brainstorm I'm down to help out, but regardless it would be good to reduce the impact if possible
Asking more for curiosity than a proper solution, would it be better to check if there was a change in the string then check what that change was?
not sure what difference it would make, that's still a string comparison that needs to be done, unless I'm misunderstanding you
really not a fan of string comparisons anywhere though
Just didn’t know if c# could compare them in a more objecty way to avoid that stuff in general
strings aren't interned in C#, so it will have to go character by character
i would have crucified the string check but weather is fucked territory


