#Lethal Elements
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well it spawned there ๐ญ
even with the default blacklist
So you have Berunah in the blacklist twice?
Or do you still have like an older default list there
I added a bunch of moons and tags to the blacklist in v1.3.1
actually may be that
Defaults aren't updated by WR since it'd mess with user configuration
So you gotta reset them manually
Snowfall, Blizzard, Heatwave are the ones I've added moons and tags to
Also that was one of the moons I tested, it seemed alright, hmm
its alright as soon as the sand sinks
still low frames
I blame the sand 
Yeah not sure why Heatwave specifically would kill frames there
But I did test Berunah when redoing the Heatwave cooldown thing
I wanted to see if it worked well with it getting darker later on in the day, and it did seem fine
Also you should blacklist Halcyon, its sky does not like the snow 
(Has same issues as Extort, Narcotic, and Release due to having a physically based sky, I assume)
hmmm what if i fucked with that
๐คญ

Hey guys, just here to report that for some reason since the last update snow keeps falling on every map (even on interiors) after going to a moon that had Snowfall. Just in case, there's no snow, it's just the screen effect of the falling snowflakes. It's not a game breaking bug, but it can be kind of annoying, especially when it gets combined with other weathers lol.
I haven't seen that happen or heard anyone else report that, do you happen to have a log or modpack code?
I checked the log but there's nothing there that shows the bug or any interaction with it as far as I'm aware of, but I can give you the code, just give me a sec
019ad869-c97e-0548-61ac-347a0f8bc8e8
Sounds like you teleported inside from something. Lots of mods that teleport you inside the facility including the inverse can bug out and the game thinks you're still outside thus giving the snow falling effect. Once you exit and re enter through main or a fire exit then it should fix its self.
I know some mods have special checks in place to try and prevent it from happening.
It's not the case. I don't have any mod that has teleport mechanics, and none of us used the teleporter the whole time we played last night.
And like I said, it wasn't getting fixed by re entering the facilities. The effect was permanent no matter where we were (even at the company).
The issue started to happen right after we updated this mod, and we haven't added any new mods to the pack for like 2 weeks.
Oh and I also think it's worth noting that it only happens with the snowfall effect. It doesn't happen with any of the other climates, and since the last couple of patch notes have been dedicated mostly to the snowy climates, I think it's fair to assume that something broke among the fixes lol.
More than likely an outdated mod is breaking it. I can look at your pack in a second.
Right away I do see 2 deprecated mods in the pack. Not certain they are the cause but one of those could be breaking things in a weird way in the pack. Best bet too is to run tests. disable a hand full (like 5 or 10) of mods then launch the game and see if it is broken still. If it fixes then you know 1 of the mods you disabled is your culprit. then you can start turning them back on 1 at a time until it breaks again to narrow down the culprit.
Which ones?
Shiploot and Runtime Netcode Patcher.
Those should be fine afaik
Its bad practice to use deprecated mods.
Pretty sure we have cleaned salamank pack before
Unless they added something new then idk
Im gonna check the code when i have the time
well they are having issues and i'm attempting to help.
Not every mod thats deprecated is broken
But 99%
And literslly those 2 are like THE exception
hence why its bad practice to use deprecated mods.
There are other options other than ship loot.
But fortunately in this case its not the issue
Until I test you can not say that for sure.
Uhm
I'm currently running tests on their pack now.
I mean i know its not them
They are known for not breaking stuff
The only use for the netcode one does not affect the game at all
Since moremotes only uses a bit of it thst doesnt harm anything
And shiploot is just a nunber at the bottom right so
Unless something magically broke
It shouldnt be those 2
Do you see the same issue as them?
Well if I didn't have to stop every second to read your wall of texts id know
lol
Yes I do you're talking to me so its polite.
@brittle rain Also i'd like to state I did mention they may not be the cause of their issue, Just that I noticed them and they could be breaking things potentially.
I also needed to add another mod to better test cause i'm unsure how to reproduce their issue completely.
Found 1 issue.
Remnants. It hasnt been updated to v73 and it throws a nasty error. Not sure its the cause of the weather effect but I would remove this mod until they update it.
@brittle rain Whats the story with Conflux? I see its deprecated after being updated to v73 along with its dependency. To me thats a huge red flag.
Whaaat why is remnants there!!
Yeah that one remove
A new fork for companyassets dropped quite recently so i would recommend that one instead
Honestly im not sure if its working
Notezy had a few issues trying to get their moons working on v73 and overall he didnt feel the best with the results so he deprecated all his moons and left the community
So im not sure if they are working, i guess a test should be done
So far they need to
remove
- Remnants
- Conflux and its dependency
add
-Diffozz Tweaks: fixes the soft mask error they get.
If they have softmaskkiller its kinda fine enough
But diffoz does add the better solution
Diffozz actually fixes it, soft mask killer is just a bandaid.
Yeah
Even Xu said use the other mod cause theres was just a temp solution that didnt fix it just shut it up in logs basically if I remember correctly
So yeah uhm notezy i guess they require some testing to know for sure if they are broken or not
Yess
We all recommend diffoz hehe
Softkiller also messes up with the compass so yeah better option
Hmm i'm starting to run out of ideas here. I'm avoiding the mods I run cause I know they work with it in my pack, but so far I can't seem to fix the issue. its easy to reproduce and I see what they mean now.
@brittle rain I think i fixed it
I lied
@unborn jackal
remove
- Remnants
- Conflux and its dependency
add
- Diffozz Tweaks: fixes the soft mask error they get.
- Additional Networking Experiemental : Its good to have. Its a fix mod.
- Buttery Fixes: Does a lot of nice fixes.
You don't need to listen to my list to add, but I would suggest them. They will help out. as for the snow issue i'm still trying to locate the cause
Ok i did a double check and yeah it doesnt break in my pack. I've got so many mods here disabled i gotta be close
But were you able to replicate salamank issue?
Yes hence why i keep saying i havent found the problem mod yet
Its easy to reproduce just land on a snowfall or blizzard level and go inside.
I'm actually losing my mind over this! I've disabled like 3/4's of the pack so far lol. I'm seriously unlucky. Wait I swear to god if its the casino lol
XD
you also forgot they had health issues
I don't have much longer I can test so if you want I can give you the pack code and all the mods that are disabled ARE NOT the culprit lol.
Ah that makes sense why they would leave. I never knew them. Just thought it was weird that it was deprecated after being updated not to long ago. Most cases thats a red flag to avoid the mod. Thank ya for this insight, I hope they are doing better.
Damn not having NSFW off. Nymp Bracken I'm pretty certian is gonna be broken. It is very outdated. Not certain its the cause will know in 5 minutes.
I mean yeah that
I thought i said it
Maybe i didnt explain it well
Idk if those health issues are related to the mods or just life
But yeah i hope they get better
oops
XD
you didny mention that at all
Oki
hehehehe
Wait yeah maybe its that or idk
its not but I'd still say it needs to go. I doubt its gonna run properly being as outdated as it is.
im pretty sure I saw someone said it breaks something on wesleys, in their thread
I have a last restort stupid theory now.....if it fails i'm sending you the mod pack code TheCheese cause I gotta get ready for work.
Oki good luck!!
See this is what I love, when members of the community come together to help out ๐ sadly I made no progress.
Hahaha dont worry im used to helping
When i have time i just tryto help as many people in help and troubleshooting
I cant make mods yet so the least i can do for the community is help with what i know
light eater is broken in v73, same with remnants and company hauler, cybertruck is prob also broken
i would recommend removing those
use restoremapper instead of handheld map
and yeah be careful of notezy mods, we are not sure if they are fine
Yeah i wasnt sure about those ones and was debating on mentioning it. I thought light eater updated but guess not. Ill yell at lega ๐ jk hes got a lot on his plate with his new project.
yeaaah we already told him and he said its gonna come out with something else he is working
because what he is working on will help light eater in some way
we getting jolly with this one
You're right, but that's why light eater is disabled. I haven't uninstalled it because the developer has been saying that they will update it. God knows when, but yeah. I want to get the notif once they do, and I don't use discord that often as you can probably tell lol
Company Hauler and Cybertruck both work without bigger issues. They only act kinda weird in some situations, but they're usable.
They do? We've been using both since V73 dropped
we are actually seeing if it should get deprecated while scandal makes his improved version
I just noticed that yesterday, but the mod works for me and my crew
So it's kinda weird that the community is so against it
Are we just lucky?
Same case for remnants. Everyone says we should uninstall it, but the thing works without any problems
So why do it?
brother you are getting snow on the interior
That's not remnants fault and I think someone already pointed that out lol
welp i told you whats broken, if you wanna keep it idk go for it i guess
I mean, I'm no expert on modding, but I just don't think that there's any correlation between the mods that supposedly don't work, and the fact that snow started acting weird just right after this one updated
i guess if it works for you
thats how modding works
in misterious ways
Indeed
you wont know if it fixes itself until you try it
However that's what I get from the fact that it wasn't happening just a few updates ago, when the snow was oily
Actually, I think that wasn't happening even with the previous update, the one that fixed the oily snow. It started happening with the most recent one
And we haven't found any other mod to be guilty, so wth lol
Did some testing myself. Reverted Lethal Elements Theta to v1.3.1 and didn't disable nor uninstall any other mod. Snow on interiors is now gone, and hauler does work in both so uhhh...
fair
So out of curiosity, why is hauler considered to be broken again? Cause I know it's not properly updated to V73, but it works doesn't it?
I didn't change anything related to snow particles between 1.3.1 and 1.3.2, it was mostly Heatwave stuff

It's OpenBodyCams' DisplayWeatherBasedOnPerspective setting, the cloned Snowfall effect isn't being turned off for some reason, could disable it for now

Yikes, and I just switched HelmetCameras for that one a couple of days ago lol
Thanks, I'll look into it ๐
I mean that setting is defaulted off anyways
So your fault for turning it on lmao
I don't remember toggling it but yeah I'll check that out once I can lol
you're still not sleeping 
-# (/j) 
How did you know!!!
super long running issue relating to weather registry iirc
its been so long now i dont even remember what the exact issue is and i dont think mrov ever fixed it
oh god it's this again
issue is that the effects are initialized before the game is started
which fucks up some of them when OpenBodyCams try to apply them
something like that
Mrov is very slow when it comes to fixing stuff.... Jk
But yeah I think it's an old issue
Btw Mrov seeking of issues
What about the weather sync? ๐ฅธ
bo
i was planning of dm-ing you later today about this

cause tis' the day when i do it
also gradients are a thing
and nothing is working correctly
fun
Oooooh
Very good Mrov, good
My apprentice ๐ต๏ธ
Damn 
i'll send you a beta version rq
Gradients? :0
changing the colour on the terminal from a solid colour to a gradient of up to 4 colours
i dont know what about it isnt working though, it should just be a drop-in replacement
well, yes and no
aight im curious, whats the problem with it?
you can only use <gradient> tags for gradients that are pre-defined
what
and i think they have to be put in a separate place in the folder structure
gradient tags?
yes
Oh so the weather names having gradients??
Thats so coooool omgggg
the whole ship screen is just one text object
i can change the whole text's gradient, but not a specific part
(not including the pre-defined ones)
okay im getting more now on what the issue is
yeeeah ๐ฅบ
there has to be a way to use the scriptableobject to use the rich text gradients
give me a few moments, i'll try to explain my solution in a bit ๐
from reading the docs this is my current understanding:
you need to create the Color Gradient SO
put it into the gradient presets folder
and then you can just use it in the rich text by referencing the asset's name
like if someone made a
meteorshowergradient
you'd put it into that folder and use it like this:
<gradient="meteorshowergradient">Meteor Shower</gradient>
that was my understanding as well
two issues: this is more setup for editor-defined weathers
and it makes it impossible for runtime-added ones
wdym by runtime-added
defined in the code
i.e. LegendWeathers, LethalElements, Blackout
instead of ones defined in the editor (which could use that setup)
your code defined weathers have less accessibility than editor defined weathers? how'd you even do that
i mean
they'd have to use the editor for that purpose, right?
of defining the gradient
you can create the gradient SO in code, you certainly do that a lot to a bunch of SO's, there shouldnt be any issues there
oh yeah, absolutely
what i mean is: this part of the setup wouldn't be possible without putting those gradients in that specific folder (and - by extension - having that in the assetbundle)
admittedly i havent looked into the gradient presets folder stuff, but i assume them putting it into their own folders would do nothing and that you'd be the one adding the gradient presets to the gradient presets list at runtime when someone registers a weather
everything is gonna be in an internal list somewhere, you just gotta find it and force add your own gradients onto it
i couldn't get those to work last time, i'll check that rq
thats what we do with like, network prefabs for example
those are supposed to be defined before runtime
hell i define them in orbit after someone pulls the lever for interiors and then i get rid of it when going back to orbit
all of that stuff should be possible to edit for 99% of things
okay maybe it isn't super possible/easy
but it seems like TMP does provide a OnPreRenderText if you add something like custom tags
i guess this issue do be a little more annoying than i expected
i just repurposed a code snippet from the forums to make that work
let me find that one rq
and that's my implementation: https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/restructure/WeatherRegistry/Helpers/DynamicGradientApplier.cs
i'm checking for <gradient> tags and performing a local check to match those names with my dictionary
hmm that seems right then
and applying them using UpdateVertexData
it's so fucking dirty
but works so well ๐
lol, nice
hehe
I use half the editor component and half code functions, so technically im using 100% of Weather Registery lol
hehe
Summon.
some skies dont play well with solar flare, thoughts? I get screenshots later
Play well how
its like this on lua as well, but i kinda brushed it off since lua has fancy skybox
Is that on a profile with just LE?
nah it isnt
Or I guess not you have the casino there lol
yeah and the hud lmaoo
I will test it out later without it, for now i have to get to work on the least fun part of modding! the r e a d m e
without all mods*

Completely realistic
oh yea also to add to this; snow doesn't work properly on the company moon
My guess for that would be because it has no time
Snow requires a certain number of vertices for the terrain to count as able to collect snow
The number do be arbitrary though
I can mess around with lowering it and see if it looks alright
Other low poly moons don't have snow pile up either for instance
Like Castle Grounds
Oh interesting
that happened on one of @mortal acorn's moons once, maybe he knows how to fix it (hoping if it's not making another Gordion moon)
this update to chronos looks peak @storm iris
I love it 
-# specifically the 1st screen

It was mainly because i deactivated the sun's mesh and render instead of making it just without the render, I don't really know how the sun works on gordion (or if it even has one)
for the love of god, please believe me when i tell you that the Hauler does not work properly in v73 at the moment
the networking specifically, is what's broken, as a result of v73 changing unity version and updated NGO
the Haulers reliance on a-lot of Vanilla code means it "sort of" works, but any custom networking on the Hauler is broken
i.e. rear seat networking
cheese already mentioned that yes, i am working on a revamp of it, but for the meantime i'd recommend not using it right now
even if it seems like its "working"
I mean if they're running solo it should be fine technically right?
not that that's the case, but just trying to salvage like anything lol
love the CruiserMap incompatibility in that video as well lol
guess piggy didn't add a vehicleid check
ehhh, it might?? but they'll probably get a bunch of networking errors in their logs and some stuff might not function properly
unrelated to networking issues, but even if you disregard the networking issues, it's not a vehicle i'd recommend using, it's stupidly unstable right now, and using it in solo, again in its current state, is essentially playing russian roulette with questionable physics
might as well just download CI and use the Cruiser for the meantime, it'd be a-lot more reliable lmao
Well thanks for the explanation, I've seen what you mean and you're right. It still isn't a big issue for me and my friends though, but since it's you who's asking I will disable it next time I play
it can become an issue for your friends pretty quickly, sit tight with me for a moment while i find the video
this is what happens if you get in the backseat right now
not sure if this is client/host, but it's still a major issue
the rear seats use custom networking
and that's completely borked right now
lmao, that's why I said that I've seen what you mean, but we haven't got to see something that extreme yet
It's avoidable but yeah, I will disable it
once i finish my rework, it won't have issues like that, obviously, but also the physics will be way more refined
right now the hauler has a nasty tendancy to just commit suicide out of the blue
Btw, are you working on a proper update or a fork?
a proper update
you can find some photos in that channel
i'd rather not fill up this thread
Yeah I was going to say the same lol, we should stop talking about it here
Thanks for telling me all of that
i pinged you in my vehicle thread and replied to some photos, go take a look! :)
Hauler Elements :3
Ok since idk which thread is paco thread and he doesnt wanna answer me
Im just gonna send it here
Remind me of people: Paquito
Whar 
im sending videos that remind me of people on this server, with no context at all
and this made me think of you heheh
@green sleet is the snowfall vfx worth fixing for the next update? if you are currently prioritizing other issues i understand
What's wrong with it? 
sorry i meant the snowfall vfx lighting specifically, not the overall snowfall
It only looks a bit odd on Blizzard but other than that lighting should look fine for the most part
i'll test around a bit, maybe the issue doesn't persist anymore but as far as i remember, the snowfall particles were not being lit up by the sun / moonlight, but flashlights etc. were lighting the particles up though
i meant this setting
maybe the same solution you had for the oily black snow issue would fix this aswell since it seems like the same issue
but i wont bug you to fix it
The fix for oily black snow applies for everything
It involves changing sky lighting stuff
just so you can see the difference with vfx lighting ON vs OFF, it's mainly noticable in shadowy areas (showcase features an older version of the game + mod where it wasn't broken yet, just clarifying incase of confusion)
wacky lighting stuff hehe
would it be within the realm of lethalelementstheta to try and fix the snow not having the shader apply to it
Wouldn't that require needing to recomp the bundles for v73? which Paco doesn't have access to
bundles can be decomped
(and anything in bundles can be adjusted at runtime post load anyway, aside from scenes)
Ic
Didnt paco say multiple times that you cant do that with shaders?
that in itself is true but depends on the best way to solve the issue on if that would be a major problem
It was a problem
Snow shader was completely fucked up with v73 and idk what paco had to do to try and fix it
Now its way better, but its not the same so it still has a few visual issues
nevermind i think a larger issue is the mod just, doesn't load. weatherregistry says it isn't loading any asset bundles despite me reinstalling it twice
loads just fine for me
i was using it last night when doing some compatibility stuff for my truck
i've installed it into multiple completely new modpacks without it loading
did you disable any of its dependencies
the loading asset bundles thing was made after LE was made
LE is a code mod as far as im aware
so doesn't use that system of WR
nope
WR is a dependancy of Theta, so i 'unno
i checked the folder and lethalelements has an assetbundle so
(and it doesn't work ingame, i did check)
it absolutely uses shaders
ye but i think the misconception here is that autumnis thinks WR loads an assetbundle from LE to load the weathers, which i dont think LE has any auto-load bundles setup for WR
by code mod i only meant the registering weathers into WR
might work like that i don't know, but even if it's not loading an assetbundle the weathers still aren't appearing
You need HookGenPatcher (WR dependency) 
But also I mean, I can rip the actual assets and stuff, just not really any of the shaders
I guess I could build them with a random shader and swap it at runtime and see if that works
But still I can only do minor changes to the shader, since I'm not really sure of all it has
registry loads assetbundles with .weatherbundle extension
anything other and it's gonna be something ontheir end
it's clearly not a dependency???
that's right baby we've got TWO MODS that are missing a dependency crucial to them actually loading
that was not it
it still does not load
I dunno why it wouldn't be loading then
It's a dependency for WeatherRegistry, it's just not listed as one
Itโs a secret dependency. You must uncover this truth to play. Itโs all part of the fun.
mr paco!!!
tiny thing but if you die in snowfall, the ship leaving animation has the old buggy shader :0
Don't die 
I guess volume profile stops being applied for some reason though
Forgor to send screenshot, but this also happens if the weather changes
So with something like weather tweaks, the moment the weather changes from snowfall to another (rainy for example) it also goes back to the buggy oily snow
:p oki!!
They are minor issues tbh but maybe they are easy to fix?
Mostly interested on the second one bc its a cool transition but gets broken because of it :c
Yeah frosty filter (which contains the dynamic sky thing) stops being applied
I guess I could delay it being turned off until all snow melts
Hey mr paco just to let you know
Seems that combined and progressive weathers both exPLODED with the shader update hmmm
Oh whar
The one for snow where you fixed the oily snow
I know some combinations (Forsaken + Snowfall for example) can be weird depending on configuration
Seems like combined and progressive weather got broken with shaders because of it
Like blackout and snowfall
Oh that's probably just from no actual light
I mean like, things that were fine before are broken now
Tmrw i can check more thoroughly and see whats broken and what isnt
I know Blizzard looks a bit off
But i saw that progressive weather from snowfall to rainy was broken, and ziggy says blackout + snowfall is also brokey
I guess I coud try rebundling and swapping shaders at runtime but I be distracted by some stuff 
Yeah dont worry, ty for checking that out :3 im honestly glad you were able to fix snowfall like at all
This is a tinier issue compared, but still would be really really appreciated
there appears to be some issue with I thnk the footstep sounds? It has something to do with DawnLib I noticed and I wonder if it's the new footstep thing it implemented. @summer mist & @green sleet I'll ping both of you but idk who's side this falls on.
Ye I saw that error when playin yesterday
I gotta look into it but probably easier to deal with from LE's end 
i have snowfall and blizzard enabled but i dont see them appearing on WR config and in game for some reason (using lethalelementstheta)
this logs it at launch
so i tested with dawnlib and found out that breaks it and disables those weathers
It fix 
hell yeah
Tanks ito
Omg that's where itolib name comes from
Second part of your name
Wow that makes so much sense
^ smartest dev btw
It's 1pm and I haven't slept let me discover joy in my life
I was complimenting you
I know, thank you cheese for acknowledging me for what I am
"For stating the obvious"
Yep

@green sleet I know diversity has its issues at the moment, but heads up that the patch enemies config in theta will entirely prevent that mod from loading/working.
It fails to patch the walker and then Diversity goes "I'm leaving."
Hmmmm
First major error
Oh I guess it just don't have a NavMeshAgent probably, it's like the only thing that'd be missing there 
I could just add a null check ye
Yeah! I like to have that config on so that'd be stellar.
Sorry it took a bit but it should be fine to have that config enabled now 
Included fix in latest version
Sweet, thx Pac
Blizzard weather kept spamming this and the head camera kept breaking
[14:29:43.1304819] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
VoxxWeatherPlugin.Patches.SnowPatches.FrostbiteLatePostfix (GameNetcodeStuff.PlayerControllerB __instance) (at ./src/Patches/SnowPatches.cs:182)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
In guessing you are using theta right?
Yeah it's theta
Might wanna send the full log and a profile code then
How does snowfall and blizzard decide whats water to be turned into ice?
Paco would know better, but I would assume it just looks for quicksand scripts
I think it was off material names
Unless it's changed, see this: #1268919667347427390 message
If you don't want your water frozen you can add a โจvoxxDontFreezeMyWaterโฉ tag to your moon 
Thanks!
Can someone check if the WR update broke this
none of the custom weathers appear in the config with just theta and the dependencies
@green sleet when you get the chance you may just need to recomp
for the new WR version
i'm probably missing something obvious, but was anything changed regarding vehicle snowtracks? trying to figure out why my compatibility just suddenly stopped working, and it appears that LESettings is just, null? which should cause a nullref error upon a vanilla cruiser being spawned, but it doesn't. however, patching into my own vehicles Start() causes a nullref error at line 161 in SnowTrackersManager, but the even more baffling part is calling base.Start() in my vehicle seems to work a-okay??
and i could of sworn this worked before
Whar 
yeah i don't know either, LESettings appears to just be null
Do you have latest WR mayhaps
Or 0.7.5
is that causing, issues
Yeah
fantastic
what ver is currently working?
0.7.5
awesome
shit was baffling me sm as none of it made any sense to me
glad to know it's not something on my end haha
I guess I could release update since it do be backwards-compatible with 0.7.5 
It fixed now 
(Though might wanna wait for WR v0.8.2
)
What about 0.8.4
๐ฅบ
toxic smog clouds don't seem to do anything when standing/sitting in them. this is reproduceable by only installing theta and its dependencies, so I think its a mod-level issue unless r2modman is somehow messing with it (?). if they're actually not supposed to do anything disregard this message I guess lol
does this happen to host? or clients? or both
ive seen a few people have issues with it
I've only been host when testing it, no idea about clients
no one ever mentioned the clouds doing something to them when I ran it in a modpack though
soo I have toxic smog set to 0 and it still spawns, no idea if its an elements issue or weatherregistry
Default weight is for when it doesn't match any of the moons in the level weights filter
You gotta clear that list too 
Also I'll need to look into this but I thought Toxic Smog was workin
Its not working fully
Wait, did it work with the patch thing I made? I thought the issue was just needing to recompile to get them to spawn. Because I seem to remember them working once spawned.
it worked for a while
some update might have broken it again or a mod incompatibility? idk
it sometimes works fine, other times no
Interesting
check your logs what weight is used for picking that weather
Hey all, I just switched over to Theta after WR 0.8.0 finally broke the old main branch of Lethal Elements. Since then I have noticed that my game for some reason has footsteps muted, making for an oddly eerie experience. I have noticed done a ton of testing though, is this a known issue with Theta or could something else be at fault?
The only thing I know of that breaks footsteps atm is vanilla meteor showers. Not really sure why, it just bricks a lot of sounds when it happens. But my footstep sounds work and I also have theta
Missing sounds do typically be from too many AudioSources playing at the same time
Could up the max real/virtual sounds in the LCMaxSounds config, but ye
Heard something about Blizzard or Snowfall having a visual issue from older messages. Is that fixed now or is a config I need to change?
Still present sorta, it's weird
This is what I'm doin to fix it, but just overall the lighting of transparent materials (which snow is) became goofed in v73
It'll probably still look a bit off on some moons
Toxic Smog smoke's also really dark, haven't figured out how to illuminate that one

Thatโs what Iโll try next
Ah yeah snow always seems to appear pitch black for me
Er, snow from the snowfall/blizzard weather
Is there a specific moon it's pitch black on? Or just in general
Shoot i havent really payed much attention. I think the darkness is dependant on the moon? Like some it's not really dark but other moons it's completely black. I'd probably have to manually set the weather and go through all the moons I have to find out tbh, unfortunately I've got to look into interior issues with lunarconfig first before doing that, otherwise I cant even land on half my moons lol
Yeah it depends a lot on moon lighting
Solar flare can cause the audio to break in some interiors, but its just for a second
If there's 500 lights flickering then ye it can happen
Does Lunar Config affect Theta blacklisting certain entities?
I do not have any enemy configurations on moons enabled, so it shouldn't, but circuit bees, ogopogo, and vermin all still spawn on Snowfall
For reference, this is the format I'm using to blacklist the entities in the config:
Docile Locust Bees;Red Locust Bees;Leaf boy;Ogopogo;Vermin
you'll probably need to blacklist them from that weather on lunarconfig's own configs
i think you can do weather weights on lunarconfig
What happens to landmines during solar flares?
o
Would you be interested in adding a feature where the heatwave in Heatwave cools off at night?
Kinda like
The haze begins to fade at dusk (5 PM), and so does the nerf on your stamina regen, until it fully disappears at night (10:13 PM)
Unless heatwaves persist to the night irl Idk
HI SAMANTHA
THATS ALREADY A FEATURE!!
Is it?
Wdym intensity?
Light
Like if it's a moon that doesn't darken its sun at night, the Heatwave will not be cooled down
But most moons do
Ah
Ah
Ah
Lol clever
Small nitpick, but when an apparatus is taken out; the facilities' lights still shouldn't make a flickering sound
Cuz,, y'know, it's not powered
What does that have to do with lethalelements?
Oooh hahaha yeah
This is in reference to Solar Flare
FWIW this actually is not unrealistic, the solar radiation can cause enough static charge buildup for the light to flicker
he is speaking true tho
but maybe that could happen only in a certain level
since solar flare has different states
maybe in the most powerful ones that could happens
but if its mid or low it should not happen
Ye
It could actually be a cool thing that the flickering is more intense with stronger Solar Flares
The problem is that the lights aren't flickering when the power's off
Wait
Or is that due to Science Bird tweak's true blackout
Is there a way to make the snow on Snowfall as bright as SnowPlayground's awful snow pile mods?
I do not know how they managed to make it semi-fullbright
But
they did it, somehow
It's just an emissive material
Snow lighting being weird is not something I can really address without access to the project or shaders, it already is emissive for instance
Like the snow on v72 and v73 have the same emissive value, but just looks a lot brighter on v72
clearly you have to go on your shader arc next 
@green sleet terramesh seems to just not work at all with v81
snowfall and blizzard are wiped off of the weather list
heatwave and solar flare cause infinite loads
maybe i could have waited longer with heatwave but i swear solar flare caused infiloading
either way snowfall and blizzard gotta be fixed
ill test again later
There are a few vanilla bugs that can cuse hangs when loading a moon right now
afaik those were fixed in the v81 patches, but maybe some were missed
You should check your logs if you can reproduce
Oh no. The shader was never obtained and Vox is MIA so good luck getting TerraMesh to work
it seemed to work a least for Universal Radar
when I was testing
Oh, ok. I wouldโve found it odd for that to break tbh. The snow part might tie into some underlying vanilla code that changed or something
wait I just realized radar might not be working right
I need to test if its just an issue with the mapper tho
no vow bridges
tho this could be an issue bc of updated vow
imma test in freecam and see if its just a mapper issue
ok I cant find a way to test this solo ๐ญ
freecam doesnt render the map accuretly
ok it seems to work but the one for vow specifically broke
normally those platforms would not be highlighted
It could be. Iirc some of those sprites are hand placed (like the bridge marker) or something and not part of how the normal contour map is generated
prob that
Hey @green sleet will u be updating the mod for v81?
I get the feeling terramesh needs some updates first(seems to work for some stuff but I think some functions broke)
mainly bc the snow weathers rely on it
Ok, but in general.... the mod will be fixed at some point in the nearish future?
depends on how fixing terramesh goes
since its not on github
and voxx is still MIA
oh wait no it is on GIT
just wasnt listed on the modpage
So what does that mean for fixing the mod?
someone needs to update terramesh
Ok, so who? Who normally does that stuff?
well it would have been voxx
but as I said
MIA for a year
so its up in the air if or when this happens
someone prob will at some point
but who knows
is there anyone who can at least update the normal mod, even though terra mesh wont work perfectly?
I dont think you understand
snow/blizzard is broken
bc of the terramesh issues
it used it to function
it wont work without it
and thats about 40% of the mod (tbh main reason people use it)
its not that it wont work perfectly
it wont work flatout
from my understanding
damn.
id not be surprised if pachito fixed it since he also upkeep elements but if so
itll be a while
he has a lot on his plate to upkeep lol
i see\
besides LLL
I think hes doing soundapi, bozoros, playzone, sector alpha/beta(from what I hear)
on top of elements
im prob forgetting something
I think rn hes working on fixing issues with the v81 patches to help devs out
last I heard
Paco is just doing every mod
@green sleet
I get this error in v81
I have not updated it for v81 
will v81 update be soon?
Don't know if this has been requested before but I wanted to ask if you could add compatibility for OpenBodyCams while a Solarflare is active?
Meaning that the bodycam would be scrabbled too.
Or would this be someting the dev of OpenBodyCams needs to add?
I thought that was already a thing?
Well if it is, it doesn't work
the mod is broken
Or more correctly, Lethal Elements is currently not updated to v81 and is not (fully) functional.
thats what broken means :3
Excuse my exhausted work brain from seeing a nuance there.
WHAT
So..... anyone workin on updatin it yet?
@green sleet Sorry to bother, but is there any ETA on v81 support? No rush ofc. Thanks.
There ain't 
Paco is done with maintaining
As of tomorrow, every mod that has gotten any kind of help from paco will be removed from existence
I do wanna get to it but it may be really weird with all the new Terrain stuff
TerraMeshing at runtime I mean
It's kind of a non-fix, but is it possible to get the non-snowy weathers working, perhaps as a temp fork? I mean, they do work on their own, but any weird accesses cause hard crashes. So my Combined Weather Toolkit and Weather Registry configs cause hard crashes only when LethalElementsTheta is installed, but without my configs, I can access SolarFlare and Heatwave at least. I miss the aurora. ^^;;
No pressure. I know there's a lot of work and you're busy elsewhere.
please this, at least for now.
Heatwave is one of my main favs :,]
Heatwave and SolarFlare bring a nice diversity to the weathers on their own. The rest will be fantastic to have back once possible.
toxic smog shouldn't be too bad too
I think it has ground effects indoor and out that might require a mesh to place (as is in the code). There'd be ways to fix it, but I think Heatwave and SolarFlare should have the easiest time being ready.
But I have not dug into the code, so I couldn't tell you. I'm only basing this on how the weathers play in game.

https://thunderstore.io/c/lethal-company/p/pacoito/LethalElementsTheta/
this is work for v81?
No. It partially works, in a way that can cause hard crashes sometimes. SolarFlare and Heatwave seem largely fine. But if anything tries to access Blizzard or Snowfall, it can cause something in Weather Registry to explode. (This is not an error on Weather Registry or the like's part, but something that needs to be fixed in Lethal Elements.) I don't know if ToxicSmog works as is because the bundle fails to load as soon as it hits snowfall (I think was first) and the loading gets thrown out at that part. If the weathers were separated into different asset bundles, the registry could filter out the bad (currently) bundles and we could do more debugging.
tl;dr: You can play with it, but you may cause your pack to randomly (or consistently in my case) crash making the game unplayable until you turn it off.
Lethal Elements, my beloved. The withdrawal is definitely setting in now 
Paco, my beloved lol
Snowfall/Blizzard do require some wacky things most likely
TerraMeshing ain't exactly compatible with foliage/grass stuff
I think getting a half measure up until such times the snoweys can hopefully be addressed definitely wouldn't go unappreciated if you can spare the time for it. Flare and heatwave are still banger weathers even if they weren't the stars.
I'm curious, and forgive me if this is a silly question, but can the meshing aspect of the snow weathers be feasibly separated for the time being until meshing is resolved? Or too complicated to be worth the effort?
Would reduce snowfall to a pretty effect, but blizzard would still have a major impact with its various mechanics.
How exactly does Universal Radar work? Iirc it depends on TerraMesh and yet the grass seems ok.
Iโm just curious as to whatโs different between what it does and what the snow stuff does
UniversalRadar does not replace the Terrain with the meshified version to allow snow to accumulate and stuff 
Having it be the actual Terrain would break Terrain footsteps, for instance
But also any foliage
ah. that makes sense
iirc UniversalRadar just builds a height map or somethin
For the radar, but yeah
It doesn't actually influence the look of the moon itself
On boot, check which moon assetbundles have terrameshed terrain and then blacklist them from having the weather ๐
I cannot check that 
Without doin something gullible like loading and unloading every scene

It ain't worth it just for checkin that lol
Load bundle, load scene, unload scene, unload bundle, repeat for all moons
Isnt that what LLL does when loading?
Loads bundles, not the scenes themselves
But also it skips scene bundles if they are known to be scene bundles (if they're present in the cache thingy in <profile>/BepInEx/cache)
I'm upset. I literally had all five weather effects working now it isn't.
Been trying to fix it for an hour and a half.
wa
I loaded it in with this mod last night and it worked, but now it isn't for some reason
Each weather showed up, but now it won't register

I may have found
the issue.
I formatted a custom weather wrong, let me see if that fixed it
Added a space after the , for a new effect 
no one currently has access to the mod since its completely broken in v81
I did last night! ๐ญ
i have no idea how you were able to use it last night
The shovel even got rid of the snow piles and everything
read the entire chat, we all are talking bout how it doesnt work xD
i mean
not the entire chat mb, the chat above
if you figure out a way to get it working again pls do tell
if not, at least we know the matrix is real and you have been chosen
Mayhaps. Going to try disabling a depracated mod from like
2 years ago
Then seeing if it'll load up with the new version forked by a clanker
oh that one shouldnt work
hmmm
but you are saying that it worked last night
the clank worms are infecting your pc!!
It did, but I forget which mod combinations were enabled/disabled because it was also like 2 am
wait wth, you can put links in text on discord?
ye
[Hyperlink go brrrr](link)
pretty cool, I've literally never seen anybody do that on discord before
i mean yeah @anybody is not on the server :3
You do <> around the link
[For example](<https://thunderstore.io/c/lethal-company/p/CptDristyler/LethalElementsThetaV81/>)
It's so odd...I never experienced lethalelements before seldom for the last few days, and it worked last night with adding both and toggling things here/there
I'm gonna do some digging in the other configs I have. Maybe my values changed
OH MY GOD IT WORKS.
@brittle rain vc
#1200855981995860128
I still wouldn't recommend the snowy weathers 
Looks fine to me
Terrain meshifying itself does work but it'll get rid of Terrain details (grass, foliage) and also will goof compatibility with Terrain footstep sounds
Try March
Lemme give it a whirl, it might not be compatible with the new moon. Lemme get on Imperium real quick
Also, strange thing...it broke when I added a few more custom weathers via weatherstoolkit? Very odd
Mighht have hit a cap on the amount I could fit in
This ain't something that AI fix addresses, it just deals with getting the weather to load
But there be issues more fundamental than that
You said March? Lemme give it a shot loading up rn
Has a ton of water so hopefully it'll be frozen over
It'll let you land, it's just it'll be foliage-less and will look goofy
But also footstep sounds will not be correct
Looks good so far
Oh huh
interesting...
Only nitpick I do see so far is the snow sounds like grass but idc that much
Foliage there must be manually placed, lemme check
Hard to move in snow, same as intended (allegedly)
It's not, huh
They shoulda been disabled when Terrain got swapped with the meshed one, since TerraMesh doesn't do Terrain details
So wonder if you have two Terrains on top of each other perhaps
Or something
I haven't looked into it in depth
ty!!
No clue how Jeb's even getting snowy weathers w/ that fork, they aren't being added to the registry on my end, despite being switched on. Other ones are tho. Maybe I have to refresh the config or smth.
I have the snow weather working as well.

Hrmmm. I haven't tried regenerating the config yet as my one from Paco's persisted, it might be something funky there.
I didn't touch either of my WR or LET configs
Not on my Mirage conflicts.
Yeah, can't get them to register. I don't think I have the energy to troubleshoot something like this for an AI fix fork without a thread lmao. It's probably going to be something terribly dumb, and I have 300 mods so just nah.
Log anyway bcz why tf not
bro has grand armory in blacklist lel
Here is what I have gathered so far: snow works on vanilla moons but not modded moons.
Snow works on modded moons
I do it on Precipice all the time
With the v81 fork mod at least


