#Combined Weathers Toolkit
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It wont override, it just wont be as hard to look because of red mist lighting up a bit
....you DO know how much brighter it makes it right
like genuinely blackout might as well not be included
I know yes
unless outside would properly be effected after orange is removed
I also have played !!!
Dark secrions like tunnels and thing will be affected
And well we also have blackfog
That would negate blood moon
Yeah maybe bc something is overriding it, my guess would be orage but im not sure
Or maybe debbi was fast enough to not see it, but i doubt it
Blackout is not really important in this weather yes, but i recommand Black fog since it works well with other combined weathers
hey when im separating weathers do i use : or ,
:
also uh im reading the instructions and now im even more confused
how would i make a weather thats eclipsed + foggy + stormy?
im just not getting it rn
Have you opened the game
i tried with both , and : seperating
i tried with both : and , seperating.
i wrote in weather config creator
in config weathers
i also turned on that setting in weather tweaks that i need on to make the configs
uh sure does it do anything different?
I think i know the issue
Makes my brain work better hehe
And also thats how it should be written
it didnt work when i had it like this previously
also it doesnt seperste in the edit as list part
I know
so uh
First thing is the name
am i spelling something wrong
So "Eclipsed + Foggy + Stormy + Rainy + Flooded" will be the name of your combined weather
huh
Then a : for each weather
There are multiple examples, do you not see them in the configs?
"Weather name" : weather1 : weather2 : weather 3 : etc
oh okay thanks
So in your long case it would be =
Eclipsed + Foggy + Stormy + Rainy + Flooded : Eclipsed : Foggy : Stormy : Rainy : Flooded
Ok
yay it worked
Thanks π @modest sleet
X3
im not sure if this should go here or in weahtertweaks or weatherregistry
but this happened with combined weathers toolkit
full detail to reproduce
start, route to march, land. impending storms weather
go back to orbit, march is still selected, go back. [unknown] weather. color was yellow though, maybe it picked imp. again
moon fails to load, ship never lands
hmmmm what a strange bug
@pliant verge got any ideas?
it is, but that's a separate thing completely
what's your toolkit config?
unedited i believe
just realized
that shit comes from tinkering
but thats weird, impending storms works, the issue happens afterwards
ill send this but idk
i dont think i touched it
it might be from tinkering missing????
let me check what's happening
Well, Impending storm is also a weather from the toolkit
oh then that wont have to do
i can't find where it's defined lol
the issue here seems more like the unknown randomly choosed a progressive weather and this progressive weather had issues (missing weathers?)
just the error
looks like it picked impending storm a second time
but that doesnt explain why the first impending storm works without issue and the 2nd does that
WeatherTweaks.Definitions.WeatherTweaksEffect.EnableProgressingEffect () (at ./Definitions/WeatherEffect.cs:67)
it's this one:
Can unkown weather even select a progressive weather in the first place?
does unknown not just ubfoscate the weather, not have a say on whats picked?
idk
it does
its a tangent but for some reason my config's march looks like it only picks impending storm
or i just got really unlucky getting it thrice in a row
i'm gonna check what's happening
im really bad at editing weatherregistry's config i probably just messed up π
it is impossible that registry config caused that
trust me
π
hmm it is here
what the hell
would you like me to strip down all the moon/interior mods so you can give the code a try comfortably
unless you already have 90 gb cache'd in gale anyway
π€
i switched it off hehe
bro id 100% have both LLL turned off without knowing its always something super dumb
@west sparrow can you reproduce those errors consistently?
wait, to be sure
how many times did you land there
at march
try a second time with impending again
i havent tried again tho no
yeah
fuck i might know what's up with that oh christ
day 1, march, impending, no issue
day 2, march, impending, nucler bomb
please don't let it be weahtertweaks
is the tweaks algorithm trolling
The WeatherTweaks trauma has returned
It's been his problem child off and on for so long
i do a little dirty thing in tweaks for the progressing weathers
I don't even blame him though, the mod does a lot lol
my packs always finding unnamed rare diseases
Lmao welp you'll find out
imagine how much hair i pulled finding out shrimp out of all things broke the moon info & radar + suits
oh it just crashed on the first day
Shrimp has been broken for ages
yeah
but when i found that it was unreported
i looked all around the discord prior
a relief i hope?
It wasn't unreported I remember people reporting that shit like a year ago β οΈ
like whenever Piggy made Shrimp his own seperate thing that stuff did
People just prolly didn't word it in the specific way you were trying to find lol
yea i been here a while
i just a very different pfp so you prob dont recognize me
but its possible someone else found it just didnt find the wording here
another awesome hypothesis is that the weather log is a red herring
im using a 0.25x size drains interior on march
the 3 fire exits might be killing each other
ive had a "entrance is blocked" issue already but it didnt stop the level from loading
Maybe the issue is that they have 2 weathers with the same name? I havent read the entire chat so maybe it was fixed hehe
i dont think this is that
Impending storm the one i made (that you gave it that amazing name omg)
And the one from this other mod
that would've popped much earlier in the logs as well
is it advisable to temporarily remove combined weathers toolkit until this is fixed, then re-install it later on?
:0
Have you tried disabling thst other addon mod?
Noone has had issues with cwt besides you so idk if its the addon doing smth weird, or one of the configs got buggy, or a new bug has been discovered
Maybe unknown weathers dont work with progressive weathers? Thst doesnt sound right at all
was disabled when it happened actually
ruled out i believe
I honnestly don't know that much on this issue* to recommand anything
Like imagine if the issue is progressing weathers in general, then removing the toolkit will not fixed it since progressive weathers are also in base weather tweaks
Or imagine if the issue is unknown weather, then the toolkit has nothing to do with that so removing it will do nothing
I think we should wait until mrov learns more about the issue, or if he finds a fix
Until then, try continue playing normally but if you encounter it once more or just want to be safe, then i guess disable every progressive weathers?
mm
yeah ill just disable all weather stuff for now actually
im balancing the moons not playing so its fine
for context cus i realize i kinda just dropped that without saying anything else, this mod allows me to do really stupid shit like blackout + raptures
which is
REALLY fucking funny
to me
Lmao why you flying like that
Hes the chosen one :3
@frozen fable Quick question
Do weathers generated by CWT respect the filters from the weathers they come from?
E.g. if i Blacklist Snowfall from Experimentation in WeatherReg, and then a make a combined weather that has Snowfall in it, will it automatically also be blacklisted from Experimentation? Or do i need to add every level filter manually from each weather thats a part of it?
This is more of a question for Mrov but yes this is how it should work
At least in the code it's not blacklisted, but WR will make it never spawn so that's the same
Tweaks does check if all the partial weathers can happen
@frozen fable About this planned feature:
Since thats using those 2 weather variables, which are used in other vanilla weathers (Like for Foggy's fog density, Stormy's lightning frequency etc.) do you plan to add options for those too?
That was because i wanted to create a madness event : #1432472876237455572 message
For the other vanilla weathers i guess i can do that yeah but i dont see the point, unless someone wants it
configuring eclipsed spawn cycles would be cool
Maybe that is something for a different mod tho?
I've kinda done this with a mod i quickly threw together for my pack
https://thunderstore.io/c/lethal-company/p/ZetaArcade/WeatherInjector/
But then i saw how flood options were planned for CWT so i wondered if that'd make mine redundant then
It already technically makes Dusted redundant
Config is messy though, and i havent added Eclipsed to it yet
I also need to test if registering a weather onto a moon that already has it registered (i.e. eclipsed) actually overwrites those values or not
Same with flooded etc.
Ohh ok thats very nice !
Then i dont think your mod is redundant, i think your mod is peak
If anything, that just makes me to just not add this flood option since it's already possible via your mod
However, ill still add the ultimate flood weather as a special case in CWT just because its fun and Mrov will cry out of despair when he finds out that i made the ship fully underwater hehehe
fuck yeah π₯ π₯ π₯
fuck CONFIGS
don't
we both know im gonna do it
Happy for you that i dont have nitro anymore, or else i was gonna reply with the #1203871322841808906 message emoji hehehe
I have NO idea what happens if you Register a weather to a moon that already supports it.
technically it's gonna have 2 entries of the same weather as possible weathers, and that will only matter with vanilla weather picking; although I have no idea how Registry will handle it (iirc it's gonna use the first RandomWeather combination in the list
Don't encourage him
After messing with it, yeah i got it working
You can now control what height the flood starts/ends at
As well as mess with fog density, lightning frequency and eclipsed spawn stuff
I'll update it a bit later
Though idk, this is like a global thing for the moon
Like, you cant change the flood height/direction on a per weather basis
So any combined weather that has Flooded (As well as vanilla flooded) will use the same values you set
So i think you might still need to implement something if you wanna have like a "Great Flood" weather
thats in, though i havent tested it yet
Will do once i upload the stuffs
Thanks for that !
And yeah i know i was still gonna need to implement a patch for the great flood but ill do it no problem
is it possible to do progressive weathers that are combined
like going from
cloudy > stormy + gusty
no
it will take a while since rn WT just deletes the weather change, instead of having it persist
so some combinations wouldnt works as great
specially the ones with timed based mechanics
so if you had majora for example and then you want it to be majora + idk blue, it would restart the majora timer and position
instead of keeping the same time and just having a weather be added on top :3

Oh fuck
Yeah that would be a problem
Wildfires just casually nuking all of its props the moment it gets deloaded
Hey, really enjoying making my own new weather combos. Though, I've been running into issues that I think might be caused by either making too many weathers, or trying to make a weather combination that already exists from your presets.
I thought you were gonna explain the issue xD
You need to avoid naming a combo with a name that is already used by another weather or combo
If the presets are what's causing your issue and you want to have all your own weathers you can disable the presets entirely in the config
Ahh, that's what I thought. Is it just a name that can cause it or could it also happen due to differently-named combos that use the same weathers? (i.e. two Eclipse + Foggy)
And do you also have a complete list of the ones you've created?
Different names but with already existing effects will not cause issues as the tool can be used to create copy of already existing weathers
A list is planned to be made by Cheese
Idk when lol
Huh, cause my current issues right now are weird. The weathers work okay, but for whatever reason, I am unable to punch in moon names into the terminal. They simply do not go in. Every other terminal command works perfectly fine though.
If I even so much as partially reference a moon name in a terminal command, pressing Enter will simply do nothing, but otherwise, terminal works fine
Once I removed the .json file that added my own custom weathers, it works normally.
I doubt this is something on your end, but this is the second time I've had terminal issues due to combined weathers, the first actually resulted in total loss of function, but that was because when I was making custom weathers, I not only made the same exact weather twice, but I also tried to reference weathers that didn't exist. (i.e. Earthquake instead of Earthquakes)
You can try sending me the json so I can look what's going on?
Referencing weathers that don't exist should only cancel the weather registration
Okay, this is it. I switched it to a .txt file so it wouldn't be loaded by the mod
Oh wait, I think I just noticed what I might've done wrong (because I always notice it after I ask for help). That very last weather at the very bottom on the veyr last combined weather has a comma at the end of the list. Does that break things?
That actually cropped up more than once, even.
Do the weathers with two names (Solar Flare, Meteor Shower, Toxic Smog, etc.) have to be put into one word? Or can they be split into two? I saw in the example that Solar Flare was one word, but Blood Moon was two, so I was under the assumption that both worked.
Both works
I'll take a look at your file a bit later
Sure, no rush
X3 been a biiiit busy hehe
Ok so I don't see anything weird with your file unless I missed something
Can you try turning on Debug logs and then loading the game until you go into orbit?
Then send me the logs so I can check if there is some errors or specific warnings about your file being not valid or something
Oh and disable the presets while doing that so the logs are only for your weathers
All presets?
Oh just all weathers that aren't mine, with WeatherRegistry I presume.
Oh register pre-defined combined weathers?
Yes
@frozen fable Okay, here's the logs. I tried to punch in an abbreviated moon name, press Enter, did nothing, then entered a recognized command that did work before I closed out.
I'll check a bit later thanks
yes
tbf that also depends on what's parsing them
but json doesn't like trailing commas
the logs show a different error from what mrov shared
heres your problem @radiant pond [Warning:Combined_Weathers_Toolkit] [JsonRegistery] Found json file, now loading: LCCombinedWeathers.cwt.json
[Error : Unity Log] JsonReaderException: Additional text encountered after finished reading JSON content: {. Path '', line 15, position 0.
Stack trace:
ok i got your error
if you edit the file with VS code or other great editing tools you will get things like this
here is the valid form
see the difference?
I didnt catch that before but this was obvious when i tried loading your file into vscode
btw this log also shows Lethal elements combined weathers and one of the effects fails to register ? @fast summit maybe you know why, or what happened
Oh whar 
hmm strange, your file seems fine
Oh I see. Always a simple syntax thing. That's easy to remedy though.
I just needed one big function, not a ton of small ones. I guess I wasn't looking that closely in the example.
it is fine no worries

ok so seems like end of the world does not have blackout
my bad for spreading missinfo
π
release the weather list
I hadn't mentioned this, but I edited my list with Notepad++. Much more lightweight for me, but naturally lacks any checks for any potentially bad code.
Aha, now I see the problems with it. I missed yet another comma, and I spotted yet two more duplicates I made.
And now everything works. All weathers are loaded, and the terminal is 100% functional. Appreciate the help.
Yay! π
I did have a couple things to note about your Legends weathers, and I might as well ask them here since they're pretty simple.
- If Majora Moon is cancelled by Emergency Dice (rolling Clear Weather), Majora's Mask vanishes.
- I've been noticing a lag spike every time I exit the interior whenever there is a Blood Moon. Entering the interior, or even teleporting in and out don't seem to cause any spikes.
that would actually go on the legend weathers thread but fair hehe
btw i made the list of weathers this mod adds
ziggy is gonna add it on the next update but idk when that will be
in the meantime i can send it over iyw
Yeah, that'd be nice. Full weather names and what weathers they consist of (and if they're simultaneous or transitory) are all the details I need.
this will require more things tho, like logs and a code, nobody has encountered the blood moon issue so i dont think its a legend weathers issue
at least like alone, prob another mod breaking it
ill dm you the weathers to not clog up the chat
So, the mod is probably (?) broken with the latest Weather Registery update
I'll update when i can
π
probs just needs a recompile π₯Ί
Also color gradients 
I forgor if they're implemented in CWT or not actually
π oh
Color gradients are not implemented of course since it didn't existed when I released the mod
I can make it functional pretty fast by just converting the user configurable color to a single gradient
But I'm wondering how I should make the color actually be a configurable way to create gradients.... π€
Ye I just forgor if you did something for the EVIL version of WR or not 
Lmao nope I don't like evil logos πΏπ
that should be done automatically by Registry
Yes I know
I was wondering how I should let users create gradients in the config
oh god
Because this will be peak
that's fair, it will be a nightmare to parse that π
since it can have 1, 2 or 4 colors π
good luck π«‘
im still thinking about general improvement's fancy weather ascii
wouldn't mind making something for it
For like combined weathers?
public static string[] EclipsedAnimations = new string[]
{
@" -----
| |
| |
-----",
@" -----
| |
| |
-----",
@" -----
| |
| |
-----",
@" -----
\| |
/| |
-----",
@" -----
-\ |
-/ |
-----",
@" -----
/-\ |
\-/ |
-----",
@" -----
/-\ |
\-/ |
-----",
@" -----
| /-\ |
| \-/ |
-----",
@" -----
| /-\ |
| \-/ |
-----",
@" -----
| /-\ |
| \-/ |
-----",
@" -----
| /-\
| \-/
-----",
@" -----
| /-\
| \-/
-----",
@" -----
| /-
| \-
-----",
@" -----
| /-
| \-
-----",
@" -----
| |/
| |\
-----"
};
if you're up doing that, then sure π
for modded weathers in general
maybe for some special combinations?
it looks a little messed up with discord's messages
oh that's just how it is π
Oo ok
That looks pretty easy
But we need the place where it's used to create a patch
This is veeerrrry easy to patch
Thanks
@acoustic linden you know someone who will be interested in patching this part of the code for you? Or maybe you can do it yourself idk
...honestly not lmfao
i never used github before
Yeah but you can create your own mod that's will be used as an add on to GI
i see......
I look........
Maybe I didn't understand well but you have the modder role so you know how to mod things no?
ive got a basic understanding on them
i made a moon lol
btw
ahπ₯Έ
Ok, so you need someone to write the code part of the mod ?
You want me to do that maybe
if i wanna add the asciis, then yeah......
that works!
just checked the mod's page, ggs for the visuals i think it's pretty nice!
yw.....
i wanted to give that SCP wiki vibe to it
since as you may not know, LC actually has some SCP aspects to it
and i wanna focus more on that part
i've been planning out a ton of moons to release first
Ill test it one day
i wrote a dm to you

its the inbox setting
disable it
i didnt write a dm to you
ho by the way, does Weather injector basically make us able to inject a specific weather on a planet without having to edit others weathers related to that weather like for example, if i want to put EOTW on acidir,i don't have to edit the others weathers related to EOTW ?
Should prob ask that in its thread
good question, i don't know weather injector that well to answer that
@pliant verge unfortunately, toolkit does not just needs a recomp
good thing is, it's easy to fix
ok no something in there is null now
using WeatherRegistry.Enums
oh π
I'll wait a bit to update toolkit because of this small issue
mrov issue
"Experimentation PULATION: > Abandoned + CO"
New, innovative issue π₯

so this is happening with just Registry + Tweaks?
let me check
yes
blackout + snowfall works tho
rainy + whatever works
but none > stormy is also broken
here it is 019c4cba-a011-1376-594b-9cdf58ee8319
<gradient=>>>
Ulation
ooo this one is pretty crazy
Eclip ation: av ndoned co
banger name
True
what the fuck is happening π
Magic β¨
im looking forward for a fix, because this will allow me to release this absolute banger of a color (configurable) for all weathers created by the toolkit, just like this
i'm trying to see what in the Registry's spaghetti code makes them break
oh? So Registery is spaghetti and tweaks is goulash ok ok
The 5000 polygon toothbrush certainly
-# (/j)
lmaooo so true
goulash code π
maybe idk
spoiler - it doesn't π
lmao π
i'm trying to figure out what goes wrong in the chain
and i think it's because of > symbol also being processed for color
so the final string is something like
<gradient=Foggy>Foggy </gradient><gradient=>>></gradient><gradient=None> None</gradient>
and that perfectly fits this example
which means i need to do some shenanigans with their names and it should be okay
Ok, but what about Blackout + Solar flare ?
π lets go, super unknown bug
it's something that gets tangled in the mountain of spaghetti
and i don't like going through it tbh
i can understand that
oh i did it so badly
so the gradient hack works in such fucked up way
because i'm adding the string to match and their corresponding gradient into a dictionary
yeah i saw that in your code
and it's getting values from that dict in 2 separate places and uses them in 2 separate ways
which surprisingly works, but the special characters fuck that up
and what i'm gonna do is a dictionary to replace the symbols in the names with words
and then replace it back π
lmao
Even if this fix the issue, this does not explain why some combo with + symbol works while others dont
honestly my only guess is that this example makes the text smaller (to fit in one line) and that gets fucked up by the gradient applier
hmhm, but Blackout + Solar flare and Blackout + Snowfall are not getting smaller but one works and the other does not
hopefully i get an answer shortly
the "hopefully" says everything πΏ
oh now it's worse
POPLLATION
LMAO
ho lala
[Info :WeatherRegistry] Applying color to word '>': <gradient=>>></gradient>
the gradient name is >, so this string has:
>as a gradient name>as a closing tag>as a name to display
but the first one closes the tag
fun
one issue fixed and done
now the smaller text bullshit
it's okay in normal scale
interesting
you fixed the > symbol in what file just so i know it does not break my patch that ignores symbols ?
it depends what you're doing
i'll check that screenshot again
yeah this is the one
oh i see you're doing how i would suggest it
i used your dictionnary to handle the color, im literally just bypassing the symbols checks and parsing
should still work ?
i think it should
Nice
since you're checking if the provided weather is added by Toolkit and (i guess) not using > symbols it should be alright
i'll send you a dll to test this with
Okay
we can finally bee bees
alrighty!
k so im pretty sure it's fully fixed on your side, but i need to change my patch to use Defaults.SpecialSymbolMap just like you did or else > symbols will create issues
Good luck ziggy!!!
dw
ok! thanks
o-k, on my side gradients now fully work, now im waiting for 0.8.5 of registery
@modest sleet a weather just for you β₯οΈ
π lmao
Yeah it was because i wanted to show you how gradients are added in the config:
Cheese : color(red/magenta/red/red) : cloudy : rainy : earthquakes : blue
its so weird tho
like magenta is at the top right in every letter, and red everywhere else
next update will also include predefined weathers for rapture, orange, gusty and earthquakes
yeah, welcome to tmp gradients
you can do multiple styles tho if you want https://docs.unity3d.com/2022.3/Documentation/Manual/UIE-color-gradient.html
ooooh so its a different ype of gradient
i was thinking more of like half the word being a color and the other half being another, not letter for letter
no, it's always letter based
welp, still cool ! :3
will have to add that link to the description of the mod, like, "if you wanna learn more how to do gradients, you can check here!" and have the link haha
oh, absolutely
also, i used an AI to generate an example generator to visualize what the color is going to look like in game (this is html/css/javascript, im bad at coding that, thats why i used the AI π₯Έ )
https://github.com/ZigzagAwaka/CombinedWeathersToolkit/blob/main/GradientGenerator/GradientTest.html
You can download this file and open it with any browser to help you create a gradient for your weathers π
of course dw
it is what it is π₯²
better than nothing hehehehfgeshjgfbkluaryurejgvnyugrh67676higdfblkuaj
the great flood
brazil
I almost didnβt recognize this as experimentation
Ngl, cheese weather sounds funny as hell,snowfall replaced by yellowfalls of cheddar and stuff lol
Gorgon zola
Mozzarela
Chedddddar
Cheese wheels fall from the sky and deal a bit of damage, gotta avoid them
Imagine the cheese weather
Which is just rainy but with falling cheese and mold cheese puddles

I mean on every moon
Not just gorgyzola
Imagine cheese with cheese cheesing some cheesy cheeses till they cheese

Cheese puddles
Cheese wheels replacing fallinh trees from hurricane
And in rare occasion, cheddar cube as a meteor lmao.
Is anyone aware of issues with running this with darmuhβs terminal stuff and suits terminal?
I know this mod likely already needs to be fixed due to WeatherRegistry and such updating, just wanted to be sure if people knew
Should work fine with the other temrinal mods, idk why it wouldnt
But yeah this still needs fixing
It seems fine with most others but after the recent updates w/ weather registry the moment I introduce this with any of Darmuhβs it has issues
Hopefully itβll be fine once this is updated for those changes
Well, as of today installing toolkit with Registery 0.8.0+ will create issues without any needs ot installing anything else, so i guess if you still wanna have it installed either way it will create conflicts with a lot of things due to Registery being nuked by toolkit
So you need to uninstall toolkit until i update, or you revert Registery
update time
Void Cyclone (blackout + tornado)
Orange Dream (orange + snowfall + solarflare)
The Pharaoh's Curse (dustclouds + earthquakes + heatwave + rapture)
The Great Flood (flooded + rainy) [with a special effect]
.
So, for the new predefined i added effects like orange, gusty, earthquakes and rapture because all of these are really cool when in combo with other effects
ask generic

Is it in itβs own mod? Or like a weather pack?
Own mod
Also is Orange like Blue weather? Lol
Yes
Cheese weather
One day
Thank you for your hard work btw, as I expected the issue I was mentioning seems gone now
no worries, all issues are now fixed
oh what
Idk if it causes any issues yet, I was just checking through my logs once loading into my test pack
That I used when I was trying to narrow down the issue I was having previously
Literally the whole modlist for that
Your log says that you need LethalLib installed
But i dont understand why since toolkit does not use LethalLib??
let me try again with just the stuff for tool kit
I'm curious lol
and better saves
that shouldn't cause issues
Yea I get that before I even load into the title screen
It's upon BepIn loading in Toolkit just like before
yeah this is expected, the error happens when toolkit is patching code
But i dont know why
Just install LethalLib for now
I think I use it in my main pack anyway, so it shouldn't be an issue
is your csproj not in github?
Just saw it when I was making 100% sure there still wasn't any conflicts with Darmuh's stuff still
i forgort
hey ziggy, what is Gusty ? i noticed by checking the List
skull
though after looking at your patches i have no idea, especially if you dont reference LL in your csproj
there is this
my best guess is a mod you depend on references LL without privateassets="all"
though im not sure of the harmony.PatchAll interactions to cause this
So either Weather tweaks or Registery ? i dont use any other libs
likely yeah
daymn
again, dont know why harmony.PatchAll is causing anything like that though
hoooooooo
and also
WHAT IS LOVE ?
Baby dont hurt me
don't hurt me
hmHMMMMMM ok ill try
Love ?
smh
this did not work
patching 1 by 1 shows the problem is coming from here
StartupManager (mrov) also do not use LethalLib
Thanks for the help
LINQ TryGetFirst hmm
Yea it's interesting
All that still appears if everything for tool kit is the only stuff installed
called by FirstOrDefault
mrov is that ur doing?
no, besides, a harmony patchall shouldnt be running the patch's code, so its not that
it has to be some soft-compat thing breaking by being used in linq expression
since i've stumbled on that a few times
it's probably this
weather registry just doesnt handle this in a proper soft dependency way
dunno, im not a patching expert, i just know that you're not removing inlining and optimisation so it makes sense to me that touching this method would cause a breakage in soft dependency concerns
yeah
toolkit patches Init, this is called by Init
also you're packaging LethalLib into WeatherRegistry from what i know of package references
HUH
why is it not privated
FUCK
this doesn't need to be a patch tbf
since it can just use an event
WeatherRegistry.EventManager.SetupFinished
@frozen fable try checking if disabling that patch fixes the issue
it doesn't use linq tho
like i said, i dont think thats the issue
fair
you're not doing:
[MethodImpl(MethodImplOptions.NoInlining | MethodImplOptions.NoOptimization)]
it does
bwah
Sorry if this has caused any headache! But hopefully it'll keep from issues happening down the line
do i need blue, for orange to happen ?
Nop

You need Orage
yeah,but i didnt found it on r2dmodman, i typed "orange" but nothing, i guess i will wait for a bit,until it finally shows
You need orage
orage ?
Orage
withoput N?
ok then
All the weathers used for the predefined weathers are literally just indicated in the readme right there, just click on the links 
I thought it was called orange, i didnt thought that this was called orage in purpose
so meanie
;-;
ahah i see, well, it's generic no wonder why it's like that
There is actually a reason behind it
Originally it was a REPO joke because I would just spam "Be Orage" at people in the lobby with the tts cus i thought it would sound funny and then we'd play lobbys of full orange people, but then it turned into a running gag in a friend group to say orage instead of orange and then orage became tex's (my boyfriends) nickname from another one of my friends and then said orange image was made thats in the description (do not post that image it will actually snipe your account)
and then after a few months i thought it would be funny to make a weather that makes you orage
you are be orage
you be orage
Lmao
Crazy story
In french the word "orage" is a literal translation of "stormy" so you can guess my surprise when I first saw the mod description but with an cursed orange - dog image not knowing what I was looking at π₯Έ
Real shit
dude, i would die for this kind of silly moments to happen more often with my crew
what a shame that REPO has less modding than LC, this game is hilarious
So, what's your custom weather ? Show me your config
Tempest : Gusty : Hurricane, Collision Course: Meteor Shower: Majora Moon: Earthquakes: Cloudy, Corruption: Hallowed : Blackout: Echo Curse: Toxic Smog, Redacted : Blood Moon: Forsaken: Cloudy,
do i need weather injector?
019c864e-9be5-a456-2caf-39db7772c439
i use imperium to test them, they work fine, but they arent registered to any moons
im sure im prob doing smthn wrong
Have you checked Weather registery config entries for those weathers ?
yeah, and they looked fine to me
i adjusted them and made one of them have a weight of 999 and another of 1, and still none have spawned
Well, in that case
Normally a combined effect can spawn if all of the effects in this combined weather are individually registered on the moon you want the weather to spawn on
However, all your effects are modded effects and by default it's already registered everywhere so im not sure
im checking your configs
hmmmmm.....
Ok so first of all your Hurricane config is wrong (or this is a mistake idk)
Default weight is 0 and you have Whitelist activated but no moons names in the whitelist
This makes Hurricane never spawn
And so Tempest will never spawn
so how do i disable hurricane but keep tempest?
If you remove/disable Hurricane, then you can't have Tempest
ok, but is there a way to disable hurricane, but keep tempest? or like make hurricane have a spawn rate of 0 but keep it registered so tempest can still spawn?
Honnestly im not sure if it's possible
But i may be wrong
@pliant verge
i need help from mr weahter
oh umm
i think you can have hurricane enabled on a moon with 0 weight
so the combined weather could be picked because "it's there"
even tho it's not gonna get picked on its own
iirc
So like whitelist not enabled but default weight still 0 ?
oh i just saw the broader context
yeah, set the filter to blacklist
leave it empty
filtering option should be false, it's whats mrov is saying
even when its on 0, the weathers still spawn
huh
u wanna give it a try?
sure, let's have it
maybe i did do it wrong
i'll turn on debugging and see what's up
so: it can spawn everywhere and has a 0 weight on everything
ok.... so whats wrong?
i'm trying to find it now
alr, thx
okay, i'm trying to understand the issue
so hurricane gets picked on moons, even though it shouldn't?
but how did the weathers that have a 0 weight spawn?
oh, which ones?
the ones in my screenshot
can u send me ur config for weather registries?
yeah
i put it in to the config and i still get the normal ones
can you try running a few days and compiling the results?
it's weird nontheless and i can't easily explain it yet lol
ok it works on day 2
thats wierd af
ok i think i can salvage this idea
make say one guarenteed no weathers
and boom
first day can't have special weathers iirc
so why do the ones with a weight of 0 spawn day one tho?
i'll have to check tweaks code for that fuckery tbh
i'll let you know when i get to it
fixed it
it was the first day special option in tweaks
always happy to help π
yeah
2 lethal modding legends helped me out today
im honored
btw mrov, as a modpack maker, u are a genuine celebrity status figure to me
ur mods have revoloutionized so much of the lethal modding stuff
and Zigzag, ur weather mods have really changed how my group plays lethal
thanks for the help mrov!
no worries, thanks for playing!
oh, i did not expect that about me π€
wesley is better
all hail wesley!!!
the bestest modding legend is @lucid silo
and I'm sick of people that pretend that is not true 
Mr hat added my niche tweak to his mod so hes better hehehe
Wesley is a celebrity as well
Everyone is a celebrity :3
hey so im having the same issue
what was it in the end?
i have impending storm with 1000 weight on assurance but its not getting picked up hmm
even after going for a second time it still doesnt choose impendingstorm
maybe 1000 isnt enough? idk
impensing storm is None > Rainy > Cloudy > Stormy > Hurricane so check if all of these weathers can happen on assurance
in the config file
also it's written 15 here not 1000
but 1000 on ass
oh mb
hehehe

what should it be, like what should it say in the weathers so i know they dont work on assurance?
it seems fine
like all of em can spawn in there
eepyrov
GG
COULD
it
BE
related
to weather to weather weights?
like, since it doesnt start with combined weathers, it instead starts with solar flare, and then the weather to weather weights force it to not be Impending Storm
could be
normally I'd say "oh yeah, just check the logs, it's there!"
but because of STUPID TWEAKS it's displaying it DIFFERENTLY
Hey @frozen fable if u just have a bunch if the same weather, will it work?
With the same name ? It will crash
With different names but the same base effect ? It's fine
ie: Big rain : Rainy and Massive Rain : Rainy its fine
Whiteout : color(#F0F8FF) : Snowfall : Blizzard : Blizzard + Foggy : type(progressing)
Question, I put this in the config but it has generated. Am I doing something wrong?
Do I also need to create a blizzard + foggy so it appears in the progressing?
hmmmmm haven't tried this before but maybe yes
I'm-a try it. That combination plus foggy equals Whiteout hehe
$Tundra@150;$Snow@200;$Cold@100
I noticed this in the weather config regarding snowfall or blizzard
These tags, even in All logging mode from LLL, I cannot find these tags in my lags related to moons
Did it work?
I think it's related to tags on moons defined by moon creators with LLL
@fast summit will be able to confirm
yeah
swag
Blue Flavor >:3
Also am I doing this right
it should work yeah
Me when best mod
Yeah it worked :D
π nice
Yeah I saw this just now. Is that a moon specific thing? What weather causes THAT thing to appear?
im pretty sure that is just hyx
yeah the tentacles giant, is from Hyx
Nah thats fortnite season 27
Is βThe End of the worldβ¦β combined weather every weather?
yes
besides a few like flooded
because they break the game
could you explain how flooded would break that weather?
It cant spawn on every moon unless it uses weather injector, or i thi k this new update also added an option but it still doesnt work as great in some moons
Btw regarding flooded
You all know that if flooded is forced spawned on a moon that does not spawn it naturally, it will have an incorrectly high water level yes ?
Well, if you play The Great Flooded (rainy + flooded with a special effect) I coded something that actually "fixes" that. So like, the water level is automatically calculated to be the perfect height on all moons that does not support natural flooded weather so its actually playable. Pretty cool yeah?
"pretty cool, huh?"
https://youtube.com/@davehax?si=OQgXXObaetXIuyTf
WHAT
Can you add that modified flood to end of the world?/ can we have that modified flood as independant flood so we can add to our own combinations?
we got a lot of references
While it's possible to add that to eotw, it will prevent it to spawn on all moons that don't support flooded (and there is a lot). Unless you use Weather injector
Independznt flood? Like a copy of flooded?
cmiiw does 0.2 here means 20% chance or no?
the maximum range is 100 so im little bit confused
Here's how it works
Thats the global weight multiplier for all predefined weathers, so the base weight of all predefined weathers are going to be multiplied by this value, it can be used to lower or increase the weight of all predefined weathers at the same time without editing Weather registery config entries one by one
The default value is 0.2 because I think it's like the default weather registery multiplier (i just made it open to configuration)
The max is 100 but it could be more than that, i choosed 100 because since it's a multiplier, going past 10 is already pretty crazy
When I had Blizzard and Heatwave in the same weather, it was unable to spawn on any planet... I suppose that's configurable though.
weird
cuz it works for me
I mean
you could always force it
with uh
Weather probe
This didn't work for me when I tried it last. If it's working now, I have a lot of work to do.
I mean yeah. I can. But I want it to naturally spawn.
But yeah whitelist on a new weather should override, I think, so you can make it spawnable.
Yeah Iβd say config it in WeatherRegistryβs config
It is that yes
You can't have heatwave and blizzard naturally spawn together because of the white list and blacklist in weather registery
I think there's like tags for these 2 weathers to have it spawn only on snow moons /hot moons or something
You can edit the Config to change that if you want
HMMMMMMMMMMMM @pliant verge
lmfao
not again
seeing this screenshot makes me very curious, because ive been experimenting with rich text tags recently but couldn't find any way to make <gradient> work
I'm assuming vanilla lethal just doesn't have any gradient presets to select from & that this mod is able to add in presets to be displayed on the radar screen like this...
which seems to me like that means those gradient presets could be used in like, the ingame chat (like with <gradient=total darkness> or something)
i wish i tested this before i turned my pc off, but is there a certain naming scheme to said gradient presets or is it just the same as the weather name?
For this I'm using weather registery system to register gradients
And weather registery does not register any presets it replaces somethings at runtime then it works
@pliant verge will explain more
what i'm doing to make it work is so cursed i can't even describe it in full
so, i have about the same brain capacity as that of a tulip snake
all of that goes way over my head so i tried adding <noparse> to the moon's name using lunarconfig instead
im surprised it doesnt have any <color> or <gradient> tags, is that done like completely separately or something?
So huum, gradients are actually added with a custom Weather registery system, thats whats mrov was trying to explain
Color is already supported by default
Other tags like size is the same
idk for what you did honnestly
so for example with heatwave weather, when the gradient gets applied from weather registry it has to do something like <gradient="name_of_gradient">Heatwave</gradient> right?
i would just like to know how (if possible) to find the name of the gradient to potentially use it in other text fields
(sorry idk if i shouldve moved this to the weather registry thread or not)
yes
you can't
The name of the gradiant is just the weather name
but you cant use it since there is a patch to apply it, there is no real "presets" registered, thats whats mrov was explaining
Well, i guess you could use it, but with code
what i'm doing is a sloppy dirty hack to make them show up on the ship screen
the docs explain how to make the gradients work in the text, but that requires you to add them during the build of the game
so what i've done is:
- i'm searching for
<gradient>tags using regex matching - i'm checking if any of the gradient names match with weather names - if yes, i'm getting their gradient color from the Settings class
- i'm doing some mesh bullshit to have that gradient in the position of the displayed text and i call
TextMeshProUGUI.UpdateVertexDatafor it to be displayed
it's not actually using the <gradient> tags as the specification calls for it, but i'm achieving the same end-result with it
it's so bad
my solution is based on this unity forum post
Is this what peak looks like?
makes sense, that's a pretty cool solution!
theoretically it could be used to work on different texts in the game
but I'm not gonna try π
I made a custom weather for a moon in particular, filtering it as the only whitelisted but I'm getting it on every moon, am I messing something up?
I'll do some testing and I'll let you know, also next time should I ask help in #help-and-troubleshooting instead?
Hi fefora :3
Keep asking here since its related to this mod
Okay ^^
Yeah combined
And yeah try adding starlancer to level weights
Like StarlancerZero:99999 or something?
Heheheh from youtuber voice to boykisser i love it
Yes
Also be sure to k ow if thats the actual name
And put 0 on the default weight
Tho you have it as a whitelist so its a bit weird but yeah
I will change it to blacklist if I have to use weights
You know what i mean hehe
Yeeee
Boykissers
Ok I'm launching the game with the level weighting and removed the whitelist, default weight 0
If this doesn't work I'll try giving it to a vanilla moon so I'm sure about the name
Idk I'll try giving it to Assurance
Its confusing sometimes
What was your issue? Is it spawning everywhere?
Gotta know that combined and progressive weathers cant appear on the first day
Oh hey i dont know whats going on but level filters should be with a @, so like this MoonName@999
With this it spawned everywhere even tho it was whitelist mode
I'll try like this, thanks!
Did you maybe changed the forced weather algo in combined weathers toolkit config ?
Where do you mean
Seems to work, tho I'm still having doubts about how the whitelist and blacklist work
Ooohhh right forgor mr mrov likes it with a @
Okay Eclipsed Stormy and Forsaken is genuinely creepy
Noooo
You gotta mix it with uhm
Forsaken and blood moon
Omgggg
Its so peakkk
I don't have blood moon

