#Lethal Elements
1 messages · Page 6 of 1
I profiled but didn't see this 🥺
Also I didn't know that using strings is that bad. The reason for requiring this to be checked constantly was originally for the navmesh rebuild that had to be five before even doors open and I just added it everywhere for consistency.
Why is the weather name being checked actually, I just store my reference of the weather and check that.
https://github.com/XuuXiaolan/CodeRebirth/blob/410f0117c5c31fdbf40a6a11502ffee83052a0b7/Plugin/CodeRebirth/src/Patches/StartOfRoundPatch.cs#L32
the thing that tipped me off was seeing allocations in every call to GrabbableObject.Update()
that doesn't happen in vanilla so I was like 
i think it’s particularly bad when it’s in an update loop that scales with an instanced content count
string comparisons really aren't that slow, but I don't think there's really a lot of cases where that should be done versus a reference comparison or some other cheaper check
(like Xu mentioned)
Could you not just have navmesh regen initiate similar to how Wider and 2 Story Ship handle it?
huh, do you mean that you freeze water and then rebuild before the weather is actually active?
or you mean you try to do the freeze before the vanilla navmesh rebuild so that you don't have to rebuild it yourself?
I delay rebuild in this case to the moment after the ice is added
So it won't do it twice
DMed mrov some possible improvements for the GetCurrentWeather method as well, a bit of the allocation is happening inside API calls
I left a present for you in my thread zaggy
uh oh
fixed 
[1.2.72b]
- Changed the way weather is detected -> reduced function updates
- Fixed bug with increasing foot trackers on repeated lobby reload
- Linearized snow accumulation. Now it doesn't speed up drastically towards the end of the day, but increases by a constant value, this will cause earlier parts of the day appear snowier than before.
- Slightly increased deepness of paths left by players
- Rebalanced some configs regarding snow height as a result + blacklisted volcanic moons by default (reset WR config for snow and blizzard for that)
- Temporarily disabled ice by default
- Fixed NRE if snow is disabled, but blizzard isn't
yes, just disable every single weather :3
4d chess
@summer mist i stole dis
So glad it won't allocate GrabbableObjects anymore every damn frame
lol
this isn't what was happening, but ok
There's other weather devs? I thought we went extinct
time to deprecate CR 😔
Well not quite yeah, but it was performing a very expensive function so I misunderstood lol
Anyways I'm glad it's fixed
I was sad to have to disable the mod for my stream today so we wouldn't lag, I really missed it
Lol
was it actually significantly noticeable for you? I am curious about that
frame rate is obviously worse for it, but it's not inconsistent at least
Has there been any report of incompatibility between elements solar flare and ghost codes? had a secure door desync where host saw it as open and client saw it as closed
@small cypress Why is Halation an Epilepsy warning?
XD
Idk if this is your fault or Mae's tbh

winter storm + super saturated colors = natural epilepsy trigger. not necessarily a bug, but rather an artistic occurrence
yeah this is on me, it happens on planets without ground or before terrain was rebaked on others
i changed the shader a bit and maybe one number is higher than 1 by default
I'm always listening, but obviously cannot promise anything due to time constraints/priorities 
One of the best mods out there, keep up the good work mate
I plan to make something very similar, but with wind instead of earthquakes 
Are you planning to add settings to adjust the tornado size? Maybe within a range, or a fixed value, and or per moons. I feel like they're too huge depending on the moon
tornados are from CodeRebirth
sounds interesting, actually 👀
yeah i could make it check if you're under some cover, it's easy
When walking over ice (eg frozen lake), is it possible it will crack in one spot and player will fall through in the water underneath when staying too long over it?
i'm currently implementing this, but it's not easy and i was a bit preoccupied lately
thank you, glad you're enjoying it 
I understand, that'll be a nice addition
his mod is in my top #10, should be in the vanilla game

What does this mean
Do I need to change anything in Mesh & Terrain processing to make it work on modded maps?
no you don't
Is it like props change under blizzards and stuff
i think the explanation written there is pretty self explanatory
I'm only going to have blizzards and snowfall happen on Titan, Rend, Dine, and Polarus
Im just tryna get confirmation and make sure I'm not screwing anything up too much
this option is to fix stuff like this
so far i've only seen this on vanilla moons that are already on the list
Ohhh
I see
thank you
So I'm just not going to touch any of the Mesh & terrain processing stuff at all
ill stick to the weather stuff
for the chance, is it like a chance for the entire moon
So like if it's 50%, does that mean there's a 50% chance doors breaking is enabled or disabled
or does it mean 50% chance that every now and then they'll malfunction
this is for each door individually
and they just go off at random?
once in a while during the day lights flicker in the facility and doors randomly open/close - that's it
sick, thank you
ima make it 100%
I've played your old version and I know the map gets messed up horribly
but I have a mod that lets me scan a hazard, and it tells me it's number
the terminal still functions fine and people can toggle hazards if they have the code under a solar flare still, right
there is a small chance the door won't be opened (10%)
but you can try again until it does
you can clean snow with a shovel btw
there's no visual or sound indication yet though
oh cool
im gonna limit snow and blizzards to titan, rend, dine, and polarus
maybe only exclusively blizzards to polarus
it looks pretty nice on forest moons like Vow too
might try it on that eventually
my modpack is based on progression though, so it would be weird having a level 2 moon be that difficult
ive got the order laid out like this
specific weathers for specific moons yk
almost 200 mods
Oh that's real evil
Okay I already ran into an issue
toy store interior has the snow in it
Where is it? Is it actually an interior or like a building outside on the planet
I need logs in any case, but this means weather registry broke
happened again on a different moon as well, titan with manor interior]
ill get the logs next time
this is something in your mod pack because I tested the latest build just a couple hours ago and didn't see anything like this
do you think it could be a setting in weather registry that I messed up
Probably not, registry is the one that disables stuff like rain/snow/etc when you go inside so something is interfering with it
It's more likely a moon issue
Well he said it happened on titan
titan and dine
Did you use Imperium?
no
im disabling insanity remastered rn so my logs arent flooded
then ill just get you the logs in a few
I just tested in game myself, couldn't reproduce that bug on Titan 
ok just got snowfall
testing it rn
[Info :WeatherRegistry SunAnimator] Current clip: TimeOfDaySunTypeC
[Info :WeatherRegistry SunAnimator] animatorControllerName: BlizzardSunAnimContainer, weatherType: Snowfall
[Info :WeatherRegistry SunAnimator] Current clip: TimeOfDaySunTypeCStormy
this looks like everything relating to weather registry and stuff
theres no errors relating to it, just the same old one that goes to the visors mod
its also still happening in the ship after I leave
That's definitely something conflicting in your mod pack, this shouldn't happen.
Also I need an actual log
Not snippets from it
I’ll have to get that for you tomorrow it’s getting a little late
You’ve got a sick mod though dude im looking forward to using it once I fix all the bugs
I’ve got a lot of mods that could be messing with it
that's not related to effects being inside 🥺
it's super weird that it's happening
The nuts are feeling jolly today
Yes I intentionally worded that badly
@small cypress Hey, not sure why but the toxic fumes color tag doesn't seem to be applying (also I poisoned the lake
)
Tried with both 0 and 1 alpha and it looked the same
Gay? I was gay once. They set me in a pond. A water-based pond. A water-based pond with chemicals, and chemicals make me gay.
frog spotted
Gotta add a frog at the bottom of the lake now
The ||Acidir|| frog 🤑
Which is funny because the whole story of ||Acidir|| are ||its inhabitants going batshit after consistently drinking its natively toxic water||.
Were they applying before? You said it was working if I remember correctly, or were you referring to the fog colour?
Snow and fog have worked, but I think I've always seen the fumes as that color (and thought it was due to configuration)
Ok, I'll check what's up once I have some free time. I'd also appreciate it if you DM me the Bozoros build that includes the new recolouring tags for easier debugging 
i found a way to have collision with volumetric fog so in the next update blizzard will hopefully be more performant 
gonna replace fog particles with volumetrics
If you're not spawning 10000 particles you're not doing it right
good thing that i currently do 
with vfx graph it's ok (as long as there are no shadows
)
I'm not sure I understand what this means, are you masking the volumetric fog against geometry that it passes through so that it occludes the fog as it moves?
sounds intriguing whatever it means
||that's not the story of acidir. you've probably missed a note.||
yup, it's a volumetric shader that does a Z test to mask fog in occluded areas
like a custom pass shader? or is this something that is built into the HDRP volumetrics?
Apparently local volumetric fog can accept a special material as a mask
I kinda missed this somehow
ooh that's interesting
does it only allow you to output depth from some certain perspective to mask it off with?
or can it somehow sample the material in 3d?
It seems to sample each voxel in 3d space. The occlusion part I wrote myself, I just take a snapshot from a camera positioned above the level and then sample from its depth buffer to perform the z test.
Btw you can use a shader graph to create volumetric shaders too 
I wonder if this could be an alternative to the shader I made for the glass on Hadal to give it a foggy effect in the water outside
I had been struggling to figure out a way to handle multiple layers of glass with that, since it requires reading back the depth buffer for each layer, and Unity doesn't let you do that
Your approach is definitely cheaper tho
yeah
it just looks completely wrong with the filled glass tubes in the centers of some tiles
Also idk if this is related but I've always wanted my smoke particles to not just ignore the games post processing or whatever it is that's making it stand out 
it treats those as if they were facing away from the void
Which smoke particles
Btw I found out why you had crashes with VFX
You did???
All of em 
The reworked tornado has a lot of smoke stuff which just kinda stands out over everything else too 😔
Huh interesting
I also had this and forgot to tell you
oh god
There's a workaround
someday that won't be necessary surely
Maybe I can finally use the entirety of the shader graph and vfx you sent me, lol
You need to manually reload the visual effect asset from the bundle and reassign it where it was originally
Oh speak of the devil, my meteors are here

This is also why some materials had transparency issues
Bleh
If you've done this workaround before send me the code just to make sure I know what I'm doing 
A mod adding new weather effects to Lethal Company - v0xx-dev/VoxxWeatherPlugin
Are you on mobile lol
But yeah this seems really annoying, I wonder when I'll get around to it
You must use the Lit shader for particles to make them accept fog and lightning
It's very expensive btw
:<
And not sure the standard Particle System pipeline supports it
I think there was a reason I couldn't make em lit tbh
Cuz I knew I had to do that I just never managed to do it for some reason
Oh yeah I had a bunch of trouble with snow too
. But it's not nearly as complex as a multilayer glass rendering
In theory you can prebake a 3d SDF map for each tile and just sample from it in the volumetric shader
Since each tile is static
Gonna consume some memory, but since tiles are repeated you can just reuse the same SDF tile-wise
right, but it's possible for the volumetric voxels to clip into the geometry if they are too large right?
I guess it might not look so bad if I set the threshold high enough that nothing ever clips into the tiles though
I've never screwed with SDFs though so that would be an endeavour
True, but it seems like by default it's at least enough to resolve trees and thick branches (from my super rough test). So if you give it a small padding, it should be fine
Also add some distortion on the glass to make it look watery
There is a built in tool for baking them, afaik
ooh
ill send that log in a second
oh interesting
blizzard doesn't have any issues
at least on rend
dude the snow is sick
like how it builds up over time and stuff
god damn
Watch Snow.. and millions of other Lethal Company videos captured using Medal.
uuuh, you have very strange graphical errors coming from Immersive Visor, i don't know wth is it doing...
also this is not a full log, I need a log with the moment when you go inside and you still have snow in the interior
that's all there was from when I entered inside I think
copying logs for me is really weird
it sometimes just gets snippets of all the logs it really sucks
you can just send the log file instead of copying from the console
how do i find that
in {your_profile_folder}/BepInEx there is a file LogOutput.log
do you use Gale?
thunderstore
in options somewhere
it saved my last log
want me to send it?
I logged off after the last snow moon
i might just log back on, load it in, then send it
like load in the snow moon and enter
" I need a log with the moment when you go inside and you still have snow in the interior "
Unfortunately a random log won't tell me anything
So I'll enter it as the bug is happening, then immidietely go over to my files and send this
replicate bug --> wait like 10 seconds --> post the file
On rend, art museum interior
@small cypress
no issues w/ blizzard
just snowfall
waited about 20 seconds
copied that folder you said to
just dragged it into discord
Ok, it says it was disabled, hmm
[Info : Unity Log] Called teleport function on Player
[Debug :WeatherRegistry TimeOfDay] Disabling all weather
[Debug :PizzaTowerEscapeMusic GameEventListener] Player entered facility
[Debug :WeatherRegistry] Setting effect Snowfall to False
[Debug :WeatherRegistry] Is player inside? False
[Debug :WeatherRegistry] Setting effect Blizzard to False
[Debug :WeatherRegistry] Is player inside? False
[Debug :WeatherRegistry] Setting effect Snowfall to True
[Debug :WeatherRegistry] Is player inside? False
@cold dragon is it normal that this person has two snowfalls for some reason (also there seems to be a bunch of null entries in the weather collection if you look above these lines) ?
send your modpack code just in case
Check my weather registry
0194fc74-80d0-f3c4-cea0-8da4fe5c41f8
This is a code from a few hours ago, but I haven’t touched weather registry in there
I’m still fixing a lot of bugs in my modpack
200 mods 
yes
Most configured to work with eachother
I’m just cleaning it up this week and the upcoming
i can't even start a lobby lol
anyway i'll check sometimes later, but for now i'd suggest to try finding the culprit yourself - by removing mods gradually 
You can’t?
That’s weird
Everyone I’ve sent the modpack to has been able to do it
I might just disable snowfall then at this point
Blizzard works at least
it's from OpenBodyCams
@somber hemlock
oh really
what do I need to change in the configs
or is it something out of my control
don't use the experimental weather feature with custom weathers
change to false
would be nice if that could work eventually but I don't think there's any way for me to make that work with custom weathers at the moment
I should probably honestly block it if I see weather registry
thank you
i didn't know you made openbodycams too
thats sick

it feels like all the high quality mods are only made by a select few

nuh uh 😭

but ty for finding it so quickly
im gonna give it a go right now
this is such a vibe
Is this vanilla or does your mod add it/
it's me
i can smooth it further, but everyone's computers are already screaming from the amount of effects on the screen so i left it like this
One day people in the community will bite the bullet on handling weather the right and awful way
i didn't get it
imo best way to actually solve the issue of custom weather is figuring out a solid way of making a scriptableobject based replacement for the system and dynamically transpiling all references in the game and mods in order to utilise that system instead of the enums
are you planning on any other special weathers after these are finished
well, mrovs weather definitions are SOs 
yee and mrov's done a great job of implementing that kinda concept but it still is founded ontop of the enum system
the core issue with it being an enum is unlike other pieces of content you can't work with it, only on top of it
and in addition the implementation of weather settings is cooked too lol
so true 
its the one thing i'd ask zeekerss to refactor if i had to pick
i can't imagine how hard it would be finding and transpiling all of the places with weather enums, considering they are just numbers in the code, ooof
I don't know if I did something wrong, but it doesn't seem like Toxic Smog or Blizzard is showing up
Also is there supposed to be a config for this mod?
It doesn't seem to be generating (if there's supposed to be)
It doesn't even list those weather names a single time in the log file
I haven't been able to use the mod yet but.. OMG THIS MOD LOOKS AMAZING
the auroras alone would've sold me
It also seems to kill the scrollbar when using with https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/
okay well it just fixed itself after disabling Lethal Elements (loading then closing the game) and then reenabling it
not sure what that's about
It's not this mod, most likely Weather Registry. Although I use both and had no problems before
You can't have normal version and beta at the same time
the vanilla way you mean? I don't think it's even that awful, tbh, but at this point it hasn't even been tested properly because weather registry kinda forces people to use hide and don't save afaik
oh scriptable objects I see
hmm, I don't know how well that would work for cases like mine where I work with vanilla compatibility in OpenBodyCams
but who knows
oh I meant the beta- I just checked I only had LethalElementsBeta installed (along with the rest of my mods)
I don't know what could be causing things to break (blizzard and toxic smog not showing up/registering. And also the config doesn't seem to generate either)
you need to send the full log, not snippets from it
it's because you don't have lethal level loader, guess my soft compatibility isn't soft... my bad D:
no, i did something wrong
if you want to use this in the meantime just add lll temporarily
do any of the snow weathers have lightning?
I wonder if it would make any sense to make it so that one of the snow weathers has a rare change for lightning to strike
blizzard maybe but... do blizzards irl have lightning? I don't feel like they really do.
It's very rare for lightning to strike during snow storms
but it does happen
it's super cool
here's a video of a reporter freaking out over the fact that they witnessed lightning during a snow storm https://youtu.be/qJt4nV6hM1Y
It has become to be known as the "Thundersnow Blizzard" in Chicago thanks to multiple lightning strikes during the February 1 & 2, 2011 blizzard and because of this now famous reaction by The Weather Channel meteorologist Jim Cantore.
interesting
blizzard has thunder
not gonna add actual lightning cuz first of all it's super annoying code-wise, plus blizzard is already kinda tough imo
Please, please tell me Snowfall doesn't fuck with the Cruiser.
It's gotten stuck on nothing, and I'm not sure if that's due to the snow on Snowfall.
Yeah, please add an option to disable the snow messing with the Cruiser. It is WAY too intrusive in gameplay.
what, it doesn't do anything with the cruiser
it only removes snow underneath and this is purely on a graphical level, it cannot affect its behaviour
Not sure what it's getting stuck a lot then.
it doesn't slow down the cruiser, it's basically the only thing that is not affected by snow
do the weathers have configs set up for wesley's moons?
Ye, if they are tagged correctly, some specific planets are in there explicitly
they work insanely well on polarus
[01:37:58.7874973] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.GameObject.GetComponent[T] () (at <e27997765c1848b09d8073e5d642717a>:IL_0021)
VoxxWeatherPlugin.Utils.RandomExtensions+<BakeMasks>d__1.MoveNext () (at ./src/Utils/Extensions.cs:75)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
[01:37:58.7884971] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.GameObject.GetComponent[T] () (at <e27997765c1848b09d8073e5d642717a>:IL_0021)
VoxxWeatherPlugin.Utils.RandomExtensions+<BakeMasks>d__1.MoveNext () (at ./src/Utils/Extensions.cs:75)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
i need the full log and also a description of how this happened
otherwise unfortunately it's useless
Nothing happened we just landed and it gave that error I can give logs if it happens again because they already got wiped.
landed where exactly, which moon
Tunere I think
Oh yeah, I temporarily disabled water freezing for that reason
But if you had it enabled before it probably still is
Would it be possible for the distortion effect to also be applied to the ship cameras? (including OpenBodyCams)
also the solar flare weather is by far my favorite weather type. It's so freaking cool hehe
do you plan to check for like the water volume size or something to just skip the freezing if it exceeds a certain amount
I have two ideas:
- Either what you've just said
- Freeze regardless of size, BUT limit the collider to a certain area. This way it can still freeze the oceans and stuff, but on the downside if somebody decides to go on a ride off into the horizon they will fall through the ground at some point

open body cams will be supported, i just always get distracted on other stuff D:
ship cameras won't be affected - my headcanon is that they are connected by a wire directly, so wouldn't be affected by flares as much
i updated the distortion shader using some knowledge i got recently, so now it will be more optimized. i wanted to do that before adding open cams compat, cause it used blitting (aka texture copying) before and would probably have visible performance impact if there were more than 1 camera using it in the scene
hmm yeah I guess that makes sense
oh, can you make it so that the dropship melts the snow around it so it's easier to find the stuff you just purchased?
sure
both are sick and awesome but the 2nd option's the funniest one by far LOL
tbh this is the best weather mod I've ever seen
ASSUMING the body of water is this large, 9 times out of 10 its an ocean
which cant realistically freeze lol
i think you should go with 1
you can freeze a good portion of it
year
it seems very possible that some maps might use a big ol plane for their water to make up ponds or somethin though
yeah.......
that's what a lot of moon makers do
I could compare with approximate playable moon area to filter them out 
hmm I see
I think the only small issue I've ever had with it is blizzard
without a jetpack, it's tricky to move through
that's intended, use a shovel 
can use the navmesh bake right
if people set bounds for the navmesh surface 
AI nodes are probably more useful for this imo
no as in water isn't baked so in theory you could use the negative space of the bake right
somehow with mathgic
I mean that might reduce the area at least, but if people aren't setting the bounds on maps with big terrain planes then it might still be pretty large
but also not setting those bounds is very bad so I'm not opposed to people assuming that they are sane
No weathers at all or just no LethalElements weathers?
no weathers at all
You can probably allow it to have weathers in WeatherRegistrys config
how
In WeatherRegistrys config there’s a list of all weathers. In each weather there’s a blacklist for moons the weather can’t happen on
You can change it to a whitelist by turning the setting below to “true”
Then put the name of every moon you want to have that weather separated by a colon. For example:
Experimentation;Assurance;Vow
It should be the internal name of the moon. Which you can find in LethalLevelLoaders config
that has a category for each moon, including the fortress moon
It’s worth checking just to make sure you’re listing its name correctly
Have you tried increasing the default weight of the weather?
yes
If you have increased it you’ll need to land on a moon and then go back into orbit
Or make a new save
tried and for some reason still didnt work
If it’s still not working I’d probably assume the mod dev somehow didn’t allow weather to work? Although I don’t know much about making moons
ill have to ask them in there thread
Iv been under the impression that was intentional on the moon developers side
Since
Big turret
It’s kinda the only gimmick you need
Unless you hate yourself
I know we have a list where we add what weather we want, and making that empty means no weather, but I feel like WR would be able to override that at least for modded ones. I’d think vanilla too but those can have some variables and if they’re unset idk what would happen.
Unless it doesn’t have a time of day thing like the company building? That might play a part.
just experienced the solar flare
like this version's solar flare
its sick
the door sounds spooked us
spam errors
(they're not implemented yet)
oh lol
does snowfall/blizzard work on Galetry from wesley's moons?
yes in theory, but terrain there is huge so you'll be waiting for a while until it converts (also it may be very low quality due to having no ai nodes that i use to adapt mesh density)
climate change is no joke
(also, oceans no longer freeze and break the game)
actually more specifically, does the snow still rise even on moons that don't have time?
Ah no, forgot about that part
aw. wonder if a special interaction could be done for galetry...
I'm using LethalElementsBeta and I'm experiencing a huge lagspike when I land on a moon with Heatwave weather. Does anybody know a solution?
Any moon as long as it has heatwave weather going on
And when I was hosting multiplayer everyone got kicked or lagged out of the lobby before it ended
weird
i would test but it's worked fine for me in solo and i dont have any more friends who play 😭
that weather is actually fully client side, so it wouldn't matter how many people are there
which moon was it? the only possibility is that it was a huge moon and it was trying to place emitters for too long.
but in general it takes less than a second, this is strange if its everywhere, since there's nothing complicated being calculated
Pretty much every moon has at least a 10 second spike but on Haul (Rosie's moons) I've had one that was around 40 seconds
Haul was the time when everyone I was playing with got kicked
But that does make sense because Haul is quite large
10 seconds is still way too much and I personally have never experienced that, but I will address this in the next patch
i tested it myself and snowfall works decently well on galetry. the terrain falls apart far away from the ship of course, but this doesn't affect the main part you play much (a little bit of terrain clips through the sides of the building but it doesn't block anything)
the aurora from solar flare should probably follow the player's position like the sun
Are there weather-to-weather weights for this mod between these weathers, default weathers, and the MrovWeathers mod?
For instance, would a solar flare be more likely to trigger a heatwave or a blackout the following day
not by default
this; it looks quite odd when you're directly under an aurora since they're paper thin
hey voxx
i was just wondering if at some point you could maybe look into improving the lods for snow? they get reaaally wonky far away
beanie 
I'll add the option to the config, but unfortunately increasing lod distance will demolish performance.
It's very resource intensive D:
i did something 
(weathertweaks compat goes brr)
dawg what the fuck
WOOO
THATS GOING TO BE SO COOL
lore accurate eclipse??
Just looks like Solar Flare + Eclipse
the tweaker
yeah so, about when are you gonna make the snow actually sound like snow? Because right now you can trod through 6 feet of snow mounds and listen to crispy clear grass sounds at the same time
that feature was included since the moment snow was added. in fact i just checked and it works with lethal resonance as well, so idk what's up on your end. it replaces the footstep sound index when snow is above certain thickness
Only thing I can think of is the new material check function overriding your one
i just tried on the latest version of resonance and sound api
My indev build is the one that it breaks on, but I haven't adjusted the footsteps themselves in any way
Ive also noticed snowy footsteps sometimes playing when inside the facility
on your indev build?
for 5.0 version of LR, yeah
this is peculiar since the patch straight up skips itself when you're inside the facility
but it still uses the latest soundapi version?
There are a few instances of me using the new material check, but no changes to the footsteps themselves
idk how resonance works under the hood 
The one currently on TS, yeah
ok then it means it checks the tag itself, not the footstep index
not ideal since this will also not work with LLL's custom footsteps once it fixes it (at least judging by the current implementation)
Your method or soundapi's method?
i don't touch the tag because otherwise everyone standing on the same ground will emit the same footstep sound, in my case i can selectively change the sounds
i meant soundapi's method by checking the tag
Whatever bongo's method is works for other players, so you don't make the same sound
The material check is indeed tag, because that does break for other players, but the footsteps themselves work just fine
like if they are standing on the same terrain it allows to play completely different footstep surface sounds for different players?
That im not too sure about... It replaces sound clips, it doesn't check the actual data or what called it
At least not in this case
If both you and Soundapi are changing the soundclip that would cause issues, yeah
Though it doesn't explain why things break for me
i am not changing the clip
so the way it's done now is
there is a special thing in code "FootstepSurface" (or something like this) which stores the clips and the corresponding surface tag. They are stored in an array, so there's tag <-> footstep index correspondence. when player walks, the game caches the current footstep index and the animator only plays clips from the related FootstepSurface object. I basically change the cached index in the code so the game thinks its the snow surface instead of the normal one
Which should mean the snow soundclip is called, and soundapi then hooks into that and changes the file it points to. Not sure why it would be breaking...
It seems like sound api just checks the tag and skips the index part
I would test it myself but cannot get snowfall for the life of me..
imperium 
imperium breaks it?
no just choose the weather there
Didn't even appear there... ?
just don't teleport - because this does break it
waaa, i've been constantly testing with it
It’s not scrollable?
nope
Than I think there’s bigger issues rn than wrong footsteps methinks
Only other mods I have are facility meltdown and no console spam
Dependencies excluded
Man im too hungry for this shit, hold on...
yeah I can corroborate that it (still) works with Imperium

I guess SOMETHING about my indev build breaks things
Which is weird, because it shouldn't be at all
i have the same mods in mine 
Well yeah no shit they dont appear in mine, I dont fucking have them installed...
theyre STILL NOT HERE
you can try this, im completely stumped otherwise
01951f03-bc8d-6659-da29-dd700178afef
maybe i checked something in the config
wtf
Weird thing is, your lethal elements has all the configs for the new weather, but mine does not
this is dark magic, even after creating a completely new profile i cannot reproduce this
oh well
I just published a new update. In short:
- General: New config system for weather! ⚙️
- Snow/Blizzard: Massive visual & performance boost! Less snow glitches, better lighting, and new volumetric fog is now default for blizzards (looks better & runs smoother)! ❄️
- Solar Flare: Walkie-talkies are now more usable during flares (in a fun way)! 📻 Better sun visuals and new electrical malfunctions! Also long requested OpenBodyCams compatibility! 💥
- Toxic Fog & Heatwave: Performance & bug fixes. 💨🔥
- WeatherTweaks compatibility with interesting new weather combos like Eclipsed Flare & Snowfall + Solar Flare!
I suggest to look into resetting your config for my weathers on weather registry's side to get the new defaults.
im confused :p... combined weathers??
weather tweaks gives weathers a chance to be combined w other weathers
i just couldnt tell if that was it ye
also i didnt read the changelog right above me LOL
OIJSDOIA LOL
you'd be happy to hear that lightning on snow is usable now and not a performance killer (at least not as much)
also all the weird collision bugs are fixed
and there's an option for lods if you need
well
i do remember you mentioning last time you'd add an option for that
i was moreso hoping the jagginess of the snow lods could be alleviated
but theres probably not much you can do there
i have no idea how you even handle that
you can increase lod distance, that's the only way
how are you generating the lods?
it's tessellation in the shader
Really cool update! I hope it comes to the normal version soon
i want to add ice breaking then merge with public, i laid out some ground work for it in this update so hopefully i'll have free time to finish this fast
Can we remove ocean moons from the black list now?
yes
Awesome
[Info : BepInEx] Loading [voxx.LethalElementsPlugin 1.3.0]
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'LethalLevelLoader, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) (at <787acc3c9a4c471ba7d971300105af24>:0)
System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () (at <787acc3c9a4c471ba7d971300105af24>:0)
System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) (at <787acc3c9a4c471ba7d971300105af24>:0)
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <787acc3c9a4c471ba7d971300105af24>:0)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <787acc3c9a4c471ba7d971300105af24>:0)
System.Reflection.RuntimeMethodInfo.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) (at <787acc3c9a4c471ba7d971300105af24>:0)
VoxxWeatherPlugin.VoxxWeatherPlugin.NetcodePatcher () (at ./src/VoxxWeatherPlugin.cs:121)
VoxxWeatherPlugin.VoxxWeatherPlugin.Awake () (at ./src/VoxxWeatherPlugin.cs:32)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
This happens if I launch the beta without LethalLevelLoader and I think it's completely stopping the mod from launching. I can get full log/profile code but it's just the beta and dependencies as far as I know
did you update?
this was fixed in the latest version
at least i attempted D:
I made the mistake of assuming the local mod list was up to date :(
I downloaded it fresh assuming it would get the most recent version and it didn't lol
It also probably didn't help that on my main profile I think I was prompted to update but it was technically to an older version as the most recent hasn't been cached yet or whatever
Did the LLL dependency get fixed?
Oh also snow melting under dropships and removed moon ambience during snowy weather (probably should just be a toggle) would be very awesome
two messages above
dropship thing was added yeah
Yippiee
first time im hearing about ambience tho
i did notice ambience wasnt there on dine when it was snowing but i didn't think it was elements
i don't touch this at all
they actually wanted me to disable it if i understood correctly
Yeah I just thought about it. Being able to hear the Vow/March/Adamance ambiance sounds a little weird while there’s a blizzard outside haha
i suppose that makes sense
Lesgo no more delay (at least for me) :D
Are you thinking of adding any more weathers before pushing to main LE?
20 more weathers before stable
Dementia weather when?
foggy
what would be a weather
Yeah I don’t remember anything being said about weather
soon
What’s happening soon?
What weather are we talking about again?
What's weather?
is there an alternative for MeteoMultiplier or anything similar so that these weather hazards have loot scaling?
Weather Tweaks does this
Not sure why the readme doesn’t mention it but you can control the scrap price multiplier and scrap amount multiplier
For each weather type including modded weathers
"(optional) Difficulty scaling with player amount and quotas completed"
How does the config look like? We've gotten used with meteo but it has no compat with modded weather
Just plug the name of the weather?
I can show you a screenshot of a part of my config
Wait it’s weather registry that does this
so i both need weather registry and tweaks?
I think it's best to have them both installed since weather tweaks has some other nice features
you don't need both
true but you miss out on a lot without having both
Solar flair could pair REALLY well with the Problematic Pilotry mod, increasing the chance for a random location ship and dropship landing
@small cypress ran into a bug with Solar Flare today. Items not charged in the item charger before landing drained much slower, but if you charged them they would drain to 0 really really quickly
Like ridiculously fast to the point you couldn't even use them
so i have to recreate these per modded weather?
Log from today btw
Hope it helps
yeah you'll probably have to change the values again for each weather (vanilla and modded if you have any)
what are the actual names of each weather? should I include a space? "SolarFlare" or "Solar Flare"?
The default config uses "Solar Flare" so I'd go with that
nice
i'll set it up after work
both are correct
and they're case-insensitive
Flood + Snowfall = https://www.reddit.com/r/mildlyinfuriating/s/amvxfBoKIb
this was a rather unfortunate spot for some smog to spawn
I wanted to stop this, but forgor 💀
hehe
it was kinda funny
the elevator takes forever to start moving up so I was just sitting in there dying
Interesting, this is one of the few parts that remained as it was. Was it on some specific items or even normal ones like a flashlight were affected?
If you have a timestamp from the stream it would be useful to check, cause there's probably nothing in the logs regarding that, it might be a general oversight, not an error.
The faster drain after charging items was probably just cus I regened the config and normally have them drain at 0.5 lol
But it was weird charging a walkie and flashlight and watching them die twice as fast compared to when I didn't put them in the charger
XD
Could there be an option to change the amount of snow the shovel can clear per hit/swing?
Ah ok, I mean if anyone has input regarding balancing I'm open to changing the defaults. I don't get to play as much, so most of them were chosen from my vibe lol
https://www.twitch.tv/lunxara/clip/AnimatedPiliableOysterOSsloth-XjzOajfy_KQLEbOg Still felt like it drained really fast though lol
I would recommend the default be 0.5 personally lol, the drain on 1 has always felt crazy XD
Oh no that's not normal
Yeah I didn't think so
Lmao
I watched a Jetpack get obliterated when I charged it earlier on
XD
It actually doesn't drain until you pick item up
radar boosters also weren't affecting the glitching anymore on the monitor
Dunno if that's intended
I'm curious if elite flashlight doesn't set up this flag or has an unusual way of discharging. Can also be me, but with pro flashlights I haven't seen this before
No, they still should D:
Nah the Jetpack also had it's battery drain really really fast
I'll look into this, thx for the report
yw
you could double check if something is odd with the Elite Flashlight but I never ran into problems with it doing that before
iirc it copies everything from the Pro-Flashlight but has an extended radius and battery life
Draining also depends on the strength of a flare, so on the strongest one it might be actually normal, but I honestly forgot
Yeah I think that might have been one of the stronger ones
I did notice my log had some errors so there might be some stuff in there relating to the radar boosters not working dunno though
what mod improves that end screen? like the "Empty handed" and "Team backbone" thing?
and also shows the stats, looks amazing icl
BetterEXP
thanks
It'd be cool to have the blizzard wind ambience noticeably dampen when closing the door while inside the ship, not sure if that's possible though
That should be fairly easy to do
Yeah I can do that, just don't expect it to work in every single enclosed space 😅
You can tie it to a setting in reverbtriggers(?)
Yeah, just set it to muffle if current reverb triggers is "Smallroomreverb". It's the one zeekers uses for the ship interior among other things
Nice idea! I'll look into that 
I feel a bit dum in asking but I noticed that in the most recent update it no longer freezes water for very large bodies of water, one of these moons that was affected was Cambrian
Is there any sort of current workaround so that I could have the water freeze with snowfall/blizzard weather again on that moon or is that not possible in the current implementation?
I think it was to prevent snowfall and blizzard from causing crashes on moons with large water planes like aquatis, cambrian and solace
I think a better (albeit time consuming) work around would be to only freeze water that's within a certain distance of dry ground (horizontally speaking)
Fair point why it exists, Cambrian's sort of one of those edge cases when you compare it to other Oceanic moons
It has a very large body of water but the same body of water is laced with dry ground in the playable area
It's one of the very few (if not the only one that comes to memory) where the freeze actually works for the map
HELL WINTER!
not currently, but if i manage to make ice breakable then it will freeze within a certain radius
ah that sounds reasonable yeah!
hey i am trying the beta and noticed that when reloading a file the time seems to break. No matter what day im on it will become the deadline day and play the first day music as well. If i quit and reload the file i can land on a moon, but reloading any save breaks it. Even if it is a new one. It also seems to break general improvements
i don't modify those, your log suggests its something related to weather registry + pikmin moons
its weather registry
go to an old version
this one breaks everything
Ah ok thank you guys
@small cypress Btw just wanted to bring this up
Ever since the update I get a lag spike every time I land or go back into orbit
Are you 100% it's weatherregistry? I didn't see the problem when WR was enabled on my pack. I only noticed it upon enabling lethalelementsbeta
I only have the issue when I use the new version of weather registry
Combined with lethalelementsbeta
so wouldn't that mean it is lethalelementsbeta?
the problem I mean
nvm it might be both or just one but I can't tell. I just reroll to 4.0.3
I've seen no errors in the logs but I could send it ig
It's just unoptimization I think
Unfortunately Voxx I got this too. Tested with this 01952b87-cac9-8037-eb9a-559aba03ee92 which is just LEBeta really. Had LLL in too but it's disabled as it doesn't seem connected. I saw weather registry updated though and from what I can tell in that thread it's the issue, though from my testing on its own it is fine.
oh wait, looks like you already discussed this in the weather registry thead. oops. should've scrolled up more in there
Downgrade registry for now, sorry for that 😭
Upon testing WeatherRegistry 0.5.2 the lag spike problems appear to be fixed, I would assume the issue was the optimization issues in WeatherManager that existed before
@cold dragon You did a good job
@small cypress I just did a test and the Radar Boosters are working again during Solar Flare with WeatherRegistry 0.5.2 as well
I think WR 0.4.3 was the culprit with the issues before
Incredible mod. I absolutely love driving on huge maps made for cruisers-only in whiteout blizzard conditions where falling out of the cruiser or crashing it bc the driver hit a bump too hard - which is obviously incredibly easy to do - means freezing out in the cold.
I have a feature request: Would you be willing to add (even a config) so that the heatwave also doesn't affect you in the cruiser? There's some big cool desert maps that would be perfect, but the car has no AC so you immediately get blinded by the heat effect and it makes the cruiser unusable lmao.
Also; ||heatwaves being configurable to start doing damage at max heatstroke hehe||
snowfall snow particles are falling super fast near the ship but goes back to normal the further you are from it
might be a problem with powerfull moons mod only however
only had the issue on the moon scallg so far
yeah the problem is only happening on scallg
It means stuff is on the wrong layer there
Or the ship navigation surface is removed
Most likely
it never had an issue before so i dont know why its doing it
maybe the creator made a mistake
'Before' as in with the previous version of my mod on this specific moon?
specific moon
with snow you mean or in general
with snowfall
ok I'll check
i love snow
imagine "the floor is lava" weather
and you just get instantly killed once you step on the lava
well pretty much infernis actually

That sounds like flooded but spicy
chili flood
👀 💀
Yeah
Magma flood
actually that sounds cool but in practice, legit impossible to play
yeah some maps might work where the ship and main are up higher than a lot of the map and you can stay high to get between them, like Vow, but I think a lot of maps might be impossible
I think personally Titan could not be a better choice for flooded style moons
Suprised nobody has done it yet
how high does flooded go on titan
cus the ship is already pretty much at the lowest point of the map
Yeah does it even flood on Titan? I can’t remember
not vanilla
you'd have to do extra modding to not start underwater on it I think lol
no nvm
Only other weathers vanilla Titan has aside from the usual Eclipsed is Stormy & Foggy
It can’t flood on Titan via WR. I’ve seen it happen from glitches though and I don’t think it can rise
What causes this? [Warning:voxx.LethalElementsPlugin] No valid texture or camera depth buffer found for HDRP Camera and Fog Binder.
If it is written only once (not spammed continuously) that's normal, it's because when the script is enabled on the first frame depth buffer is not initialized yet
It's spammed continuously
Fills the entire console in about a minute
r worms supposed to remove snow
wait that sounds cool
having worms disturb the snow in a large area when it's about to attack and have all of the snow removed once it emerges out of the ground
I need the log and pack code then
yup
cant see the snow through ship windows
would be more of a ship windows issue iirc?
i have no clue
iirc ship windows has a setting in its config that applies a shader to the windows that breaks post processing stuff
i think its like refractive glass or something
Trying to figure out if I can possibly get the snow to work with Map Improvements, but I don't think that it's possible. Asking here in case you have any suggestions/ideas, but I assume the 'Terrain' mesh for the snow is calculated much earlier than when I spawn in the improvements. The snow dusting appears on the improvements, but I'd like for the snow to pile up on parts too. Luckily it is just a minor visual annoyance with some moons.
Yeah it would be if they have refraction on, the default should be No Refraction Iridescence and it works fine
In a discord im in, someone reported Snowfall on Fission-C causing massive lag (they said it was from "navmesh regen") and their friend died to one of the toxic pools, which was invisible
I can test myself once I get time but won't be able to for a few days, just figured I should report here anyway
well it becomes invisible cuz it gets covered by snowfall, no?
the snow weathers dont work well with wesleys
i suggest blacklisting them with weatherregistry
So with some custom moons I notice the wind/cloud effect only works in like a square around the ship. Can I assume modded weathers will not work with these maps
i'm afraid ship windows would have to account for that (tweak render priority), on my side snow is rendered just like any other transparent material
at what point do you modify the scene? if I understand how WeatherRegistry does it correctly, then it should enable weather effects in openingDoorsSequence coroutine. So if you do it before that method is run it should work normally. Assuming your stuff is on a correct layer and mesh name is not something random.
#1268919667347427390 message
here is more details about how the ground or water objects are detected
i realised that i fucked up some math during mesh calculation and it was always using the best quality regardless of playable area, oops. and wesley's moons are not perfectly optimized and use a lot of small terrain objects even in unreachable areas, so combined with my bug it cause snow to run at the best possible quality regardless of "reachability". For instance fission-c uses 10 different terrain objects at default (high) terrain resolution without AutoLODs, so this generated ~4 million triangles. Whoops
i assume this is why this happened as well
as for invisible moving death water... it's a bit tricky, but i can try accounting for this. although this will cause ice to raise just like water did, since unfortunately i have no control over scene animations (i.e. it's not possible to understand what exactly is moving a particular object) so i cannot stop this.
where and under which circumstances? also i need logs to understand anything, there could be multiple reasons
all of starlancer moons?
cause i've tested at least on solace and auralis and it seemed ok
here its particularly on the second moon i land on, hope
maybe its something i did in my config?
01954d64-ef7a-3653-6927-8d7d9f29d751
heres my code
i know pikmoons has that error on loadup but apprently thats supposed to not conflict with anything. the same effect seems to happen on the starlancer moons. Im starting to think it must be a mod conflict or a setting i tweaked wrong
I noticed it for sure on Auralis and solace. The snowflakes fell throughout the map but the like clouds/dust clouds like effect was contained to like a box. It extended past and behind the ship, but if you walked out of the box you’d see just the snowflakes and fog, not the rolling dust clouds, if that makes sense
how peculiar, there are no errors as well, i'll check what's up, thx
No worries. Thanks for looking. I really like this mod btw, awesome work
I'm applying at SetChallengeFileRandomModifiers which is before openingDoorsSequence. I have the gameObjects as static and the name is 'Terrain'. Any other suggestions I should try, or just try every permutation of the moon tutorial? Water also isn't frozen despite using the vanilla water mat, is there any other way to detect it?
can you tell me how to reproduce this exactly (moon, config, etc.) I will try to understand why it's not working
cause judging by this description - it should
Experimentation C, Offense A, Offense B have the terrain without snow, and Artifice C has the water. You can ensure they spawn by setting their config to Always, but config does not matter. Do note that the current release does not have the objects named properly, as I am working on on the update now, hence why I've begun asking questions now. Artifice C does have the water mat tho.
Offense A. See how it has the dusting on it but no snow pile up? This is what I'd like to resolve, but it is not anything game breaking
oh, so it won't work on the current release build cause the names there on replaced objects do not follow the vanilla pattern? if so, would it be possible to get a prerelease build so i could check?
Well I've tried following the guide you have and the snow still does not work, so I may put this on the backburner for a while, as low priority. I was just checking to see if you had any suggestions
It is a minor issue, but some people were asking to fix it because of how funny it can look
Have you checked this part?
"If you have a mesh terrain that needs to be blacklisted add "outofbounds" to its name."
idk why else would one terrain work and not the other, assuming naming pattern is indeed correct
@blazing slate
It definitely does not have outofbounds in the name, material, or mesh
Does this work on Artifice, Gloom, Gratar, and Acidir?
Is it fine with Gloom, Gratar, and Acidir
Or do those completely break it too
It works really well on Polarus
Haven't had issues there
Could weathers on Gordion be improved perchance? 
Arouras on Gordion are super jank looking and there's no physical snow on Gordion either.
You can increase the distance that you can see auroras. Not much we can do about them clipping into the company buildings wall though
Besides increasing their height. But that applies to all moons and not just the company building.
For some reason none of the combined Lethal Element weathers from WeatherTweaks are showing up in the weather selection debug
hey so an update: the weird box effect does not happen when i use useParticleBlizzardFog instead of volumetric. The pikmoons still wont accumulate snowfall but thats something on their end right?
i haven't had the time to test it yet D:
but that's good to know 
pikmin moons have no "natural" ground I suppose? if so it's on their end
I published a performance related update for both TerraMesh and LethalElements, it should speed up meshification stuff + will fix weird bugs on some of the moons with multiple terrain tiles (like wesley's)
1.2.81b
- Much better VFX collision detection
- Snow doesn't appear underwater anymore
- Fixed some bugs with ice on moons with moving water level
- Added options in the config to limit FPS on cameras used for collision detection
- Fixed bugs with VSM depth map baking
- Made async processing truly parallel, should speed up mesh algorithms significantly
- Fixed a very rare bug with black screen appearing due to errors with TerraMesh
What exactly does the camera limit fps refer to?
in order to "see" where players step or particles should collide with there are some low res cameras that act as eyes, in simple terms
this is for them, like how frequently they update their picture
so i've tried this on the latest version and i cannot reproduce this neither on auralis nor solace
also i suggest to reenable snow tracks, because performance impact is basically zero and without that it's a massive pain when snow gets deeper than 40cm D:
also i see that you basically decreased every setting in graphics to the lowest possible option, i do not suggest to do this unless you understand the consequences
i mean these four
i suppose that box fog bug happened because you had vfx collision disabled and fog uses it to remove itself behind objects
also why is there jimmy neutron's dad standing outside D:
You know what that makes sense because I re enabled that too! I will turn tracks back on and try upping some of those graphics settings. I removed some other mods and tweaked some stuff to hopefully help with performance also your new update should help too. As for Hugh neutron…. I plead the 5th
at line 5567: [Debug :WeatherTweaks] 20 Adamance is a planet where the combined lethal elements weather types should all be possible but they just don't exist
You need to report it to mrov, I just create the weathers 
@cold dragon

oh no
I literally had the EXACT same thing happen to me
I sent a log in the help and troubleshooting but I had that adamance problem myself. The snow worked just fine but after a bit I (the host) could not hear my footsteps for the rest of the game.
this report is from december...
Yes, and I had the exact same issue today
I sent the log in help and troubleshooting
I'll send it here though
And I have not messed with the configs at all
Like haven't even touched it
It was a blizzard and it was on adamance, the same moon and weather that guy I replied to had
well his was snowfall I think
that's the modpack I used
019568e3-3971-cc96-0f76-312b0f771f43
did you have snow on the ground
I did, there was snow present outside on the moon
It was a one mod difference but the modpack I just sent had piggy's and that was the one I actually used
i don't understand what is the problem tbh, in the case reported in december, weather was snow, it uses a different more optimized way of detecting collision.
yours is blizzard, for that weather snowflakes always fall very fast since they are blown by wind
also did you use imperium or something like this
Nope I was playing with a friend
I was the host
Not only that the footstep thing persisted through the rounds and couldn't even hear the suit change noise
this is not on me, i don't touch suits
It was the footsteps and the suit audio that just went completely silent
There might've been other audio that went silent as well that I didn't catch on
the only thing i touch are footsteps and i don't touch sounds themselves
I went into as much detail as I could on the help and troubleshooting, it mentions exact interior and everything
they can only be incorrect if something goes wrong (like wooden sound instead of grass)
i will check once i have some time, but most likely it's something else
especially if this happened midround
Weird that other person had the near exact same thing on the same moon and with a similar weather. I appreciate you looking into this. I was so confused when it happened
btw it wasn't the problem with this mod in that particular case
that's good right? Means it'll maybe be easier to figure the cause knowing it's not imp
when disabling post processing (the games cartoon shader), the snow doesn't seem to hinder movement & reaches full height as soon as the level loads in
it only seems to work correctly if post processing is enabled when loading in & turning it off after, otherwise it won't work with pp disabled but since i'm changing the games graphics, this probably doesn't need a fix since it's a me problem and not a you problem
I'd like to know the way you're disabling it, cause this is certainly weird 
i tested if it's a problem from the mods that disable it by themselves, but using either hdlethalcompany + hdlcpatch or DisablePostprocessing both cause the same issue
Doesn’t LethalSponge’s config allow for this?
omg hdlethal company... i might check later, but in general this is a pretty old mod that doesn't take into account some things, so it might accidentally mess with the texture baking process
hdlcpatch is a updated addon for hdlethalcomp
It does work with sponge last time I checked
i'll resort to using lethalsponge
I could be wrong but I think I saw that mentioned somewhere and I didn’t think it worked. I could be very wrong though
Wouldn’t consider it “resorting” to LethalSponge. It improves performance much more greatly than other mods to change the rendering system.
i just read its mod page desc, i've been missing out by not using it sooner
it does work it just patches a specific problem, it doesn't fix the way the mod does things as far as I know
yooo
https://medal.tv/games/lethal-company/clips/jPTtfmEIyGXHLEI4O?invite=cr-MSxLTFosMTY2MzEzOTQ3LA
https://medal.tv/games/lethal-company/clips/jPTxZr58gbXMBjAxn?invite=cr-MSw4MnQsMTY2MzEzOTQ3LA
Watch Glitch.. and millions of other Lethal Company videos captured using Medal.
Watch Glitch.. and millions of other Lethal Company videos captured using Medal.
I paired this mod with weather tweaks
that adds the mixed weathers and stuff
and now it doesn't work with "discount alerts"
can you guys patch that
Hey voxx, it seems Wesleys Rubber Rooms create a log of lag with Solar Flare
Everytime the lights blinked, there were a lot of null reference exceptions thrown
Suggestion: make the dropship change to the christmas jingle / model when its Snowfall or Blizzard
This is on the interior author to fix, actually, but I will address it. This means their light will also not turn off when the apparatus is pulled.
This is ultra weird, weather tweaks definitely cannot cause this. In theory neither should the sales mod unless it does something super unorthodox. I'm afraid I need your logs and mod pack code
Yeah, even when I turned the powerbox off, the flickering lights made some of them stay on
rubber rooms does do something special with the lights (i think some lights can randomly shatter when you're near them) so perhaps that special thing is interacting weird with solar flare
i use vanilla methods, though, so in general this will also have weird interactions with a breaker box and apparatus
the difference would be that the latter are one time events, so even if it errors out it's not noticeable
i don't think the rubber rooms has a breaker box
it does yea
I got it fixed
dk hoiw
however now
Im having desync issues whenever I land on a lethal elements affected moon
my most recent logs
im going to remove that mod which condenses ur logs
cuz its lowk ass and makes it confusing
Lohk ass
if it's literally any weather from here, its not this mod
alright
im just tryna find the issue lol
my fault
Is there any known incompatibility/reason and/or fix to weathers (particularly the snow and fog in the air from blizzards) disappearing when you teleport back to the ship from inside?
At least on bozoros in my testing rn, every single time I teleport back to the ship from inside the ambient blizzard effects go away - but the snow on the ground stays and the random big gust of wind effects are still unaffected.
this might be a bug with how teleportation is implemented
you are not using the ship teleporter, right?
i know it happens constantly with Imperium
hey is there any known incompatibilities with other mods?, i would like to add it to my modpack so just to be sure
i suppose this, but hd lethal is not recommended anyway
atp replacing hdlethal with lethalsponge is just the right answer
I'm talking about the ship's teleporter. I'm using either the whitespike portable teleporters or vega voice commands to teleport, also just checked and it seems to happen even on vanilla moons like adamance.
it's not a moon thing
i do not disable or enable effects myself, Weather Registry does this
so i can assume if those teleporters are not accounted for there, then it will keep the same state
@cold dragon
thanks, and something like lategame upgrades could have problems?, since heatwave and the stamina upgrades change how the stamina functions, i remember back then(when the mods community was starting) things like this would not be compatible, idk how it is now
Ah ok, ty.
oh idk, i do it very late, so it might actually override the upgrades 
nobody reported anything and i don't use ot personally so can't say for sure
ok then i would see if it works, and thanks, just yesterday i found this mod from a bozoros update and i was awake until 4:00 a.m playing it, it is so good and well thought, and using it with weathertweaks is peak

niice, glad you're liking it 
@green sleet thx for the promotion 🤭
Every time the water freezing changes is a chance for a free™ promotion 
I gotta add pictures of Snowfall and Toxic Smog to the main page actually, instead of being hidden compatibility if you happen to have both mods
Also Blackout
oh god 💀
Ok so i tried it and it works perfectly, no problems at all yippee
A cool story i want to tell
When i play with friends, some of them don't really like Snowfall and Blizzard because they don't like being slown down etc. I myself still think these are bangers weathers, but for the sake of it I only have them enable and having a relatively medium spawn weight
But one day we finally got Blizzard weather on Tunere (the moon is already snowy by default, but Blizzard on top of it was INSANE!)
I was super excited, I could even hear on Spark Tower™️ in the horizon
I climbed the stairs to the main entrance, fighting against the strong winds and jumping in snow
One of my friend even changed his mind when he saw the actual visuals of Blizzard weather and what gameplay it creates etc
But then
Just after 30 seconds of playing the moon
A song was heard in the far distance
Oh boy, yes, someone was playing Song of Storms with the ocarina
Just like that, the weather got replaced directly by stormy and super stormy, and some thunder bolts even fell right next to me
Lmao, this was the first time i played Blizzard in an actual (non testing) lobby, but i didnt had chance to actually play it... all of this because of my very own creation🤣
Just like that, the weather got replaced directly by stormy and super stormy
I have an idea for you 🤭 🤭 🤭
Hurricane
wildfire
I haven't had many issues and it's become more stable as time goes on. The snowfall weather particularly works unbelievably well, it feels like vanilla-integrated even on modded moons
yeah nothing really stands out
but if you're colorblind, apparently the toxic smog weather is really difficult to navigate
Combined?
What is super stormy??
It's stormy but with more thunder bolts + tornado
Is that a mod?
it's stormy but super
think like how superman is a man but super
Yeah
The ocean is made of water

the floor is also made of floor
And the water is made of oceabn
Facts
wow thats some big brain moment here
anyway, super stormy is a "custom weather effect" that happens if you play the Song of Storms with the Ocarina when the weather is already stormy (or play the song 2 times if it's not already stormy)
Oh its ocarina effect
I thought it was custom weather such as supereclipse mod enhance it's eclipse lol
I wish that my conductive scrap was struck by lightning for 7 times at once
A truly magnificent experience
I despise fog
But the fog that literally sets my render distance to 0 is crazy
Imagine super fog, makes the fog like black or something
And staying too long in it starts to hurt idk
You mean blackout?
Blackout + toxic smog
Well... you know...
I dont know anything anymore lol
I haven't tried the blackout mod i didn't knew it did that
Oh

I mean blackout its not a fog but a feeling like you're routing at midnight on the moon
And it's pitch black everywhere
Yeah i heard about it but i haven't tried it yet
Welp idk how could a super fog work
Foggy outside and inside, and the fog covers the entire moon
Fr
yes 🤭
thats what i was asking myself also, since i added combined eclipsed weather effect for Job application
but i still don't know if it's the best way to do it lol
i mean yes i could do combined weathers for the song of storms but is that really what i want? eeeeeh im still thinking about it
it's not a question of how do i do it, but a question of if
Like in my little story i was sad to see blizzard gone in just 30 seconds of gameplay, but at the same time it was really funny lol
Looks like a reverb trigger or something didn't go off so the ShipWindows Black and Stars skybox never despawned, this isn't a bug with Lethal Elements or Ship Windows it's a bug with whatever moon you're playing on.
Its snow
I dont use ship windows
its snowing inside the facility
tadada, weather inside the dungeon againnnnnnnnnn @cold dragon
did you rolled a dice?
what
did you use an item from the Emergency Dice updated mod?
nope