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The issue regarding the frog rain


Pig and beefalo
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When I set the rain to be maximum, the frog rain doesn't seem to start. I've been waiting for ten days, and the frog rain has also been set to be maximum. It's very strange


Steps to Reproduce

1 In the world Settings, set both the rain and the frog rain to maximum

2 Enter the game, wait and observe




User Feedback


might be a mod. mine is set to max and spring just finished. i had a frog-rain 

Edited by gaymime

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47 minutes ago, gaymime said:

might be a mod. mine is set to max and spring just finished. i had a frog-rain 

Not a mod issue, frog rain only ever sets a "local frog cap" value on rain start and a chance check succeeds (this value is set even outside of spring, but spring is still required to allow frog rain at all). If it's not raining or the chance check fails, it's set to 0. With permanent rain, it will only ever be checked once when the first rain starts.

local function OnIsRaining(inst, israining)
    if israining and (math.random() < TUNING.FROG_RAIN_CHANCE) then -- only add fromgs to some rains
        _frogcap = math.random(_localfrogs.min, _localfrogs.max)
    else
        _frogcap = 0
    end
    ToggleUpdate()
end

The only thing that will "naturally" allow the chance to be rolled again without needing to modify the world settings or so, is lunar hail ending, as that will stop rain even with permanent rain (which will cause it to start raining again next frame, and run the function above).

 

It would be nice if this and acid rain were tweaked a little bit to work with these mechanics more as you'd expect them to, like maybe on a random interval of days passing, or even on every day passing.

 

For context on acid rain:

local StartPrecipitation = _ismastersim and function(temperature)
    _moisture:set(_moistureceil:value())
    _moisturefloor:set(RandomizeMoistureFloor(_season))
    _peakprecipitationrate:set(RandomizePeakPrecipitationRate(_season))
    local riftspawner = _world.components.riftspawner
    if TUNING.ACIDRAIN_ENABLED and riftspawner and riftspawner:IsShadowPortalActive() then
        _preciptype:set(PRECIP_TYPES.acidrain)
    else
        _preciptype:set(PRECIP_TYPES.rain)
    end
end or nil

It only ever checks for a shadow rift and to start as acid rain instead of rain, when raining starts, so it just doesn't get to with permanent rain.

 

The bit below is a bit unrelated to these issues but I got reminded of it with this:

Spoiler

I wish acid rain showed up prior to opening the shadow rifts as well, either randomly and/or during a specific season or some sort of condition, it adds a lot to the caves with how it affects things, and I think it's cool to need to stock up on acid salves in case it happens, without having the instant solution that is the Umbralla.. The extra nitre early on doesn't exactly mess with things either, it's just nitre.

 

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1 hour ago, hoxi said:

Not a mod issue, frog rain only ever sets a "local frog cap" value on rain start and a chance check succeeds (this value is set even outside of spring, but spring is still required to allow frog rain at all). If it's not raining or the chance check fails, it's set to 0. With permanent rain, it will only ever be checked once when the first rain starts.

local function OnIsRaining(inst, israining)
    if israining and (math.random() < TUNING.FROG_RAIN_CHANCE) then -- only add fromgs to some rains
        _frogcap = math.random(_localfrogs.min, _localfrogs.max)
    else
        _frogcap = 0
    end
    ToggleUpdate()
end

The only thing that will "naturally" allow the chance to be rolled again without needing to modify the world settings or so, is lunar hail ending, as that will stop rain even with permanent rain (which will cause it to start raining again next frame, and run the function above).

can you break it down a little more simply for me so that i am sure i understand? it sounds like there is functionally no difference between "none" and "tonnes" if you've gotten exactly one frog rain already which.... is pretty bad, surely that is not what that means?

 

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9 minutes ago, gaymime said:

can you break it down a little more simply for me so that i am sure i understand? it sounds like there is functionally no difference between "none" and "tonnes" if you've gotten exactly one frog rain already which.... is pretty bad, surely that is not what that means?

 

The chance is only evaluated once when rain starts, so you either get a (also randomized) frog cap value, or 0, it will only reroll on rain stopping and starting again.

This means you either won't ever get any frog rain with permanent rain, or it will be non-stop frog rain (only during spring obviously). Though also, due to how rain intensity goes up and down so much with perma rain enabled, frog rain will temporarily stop when intensity goes down, but it will only be for a few seconds.

 

The only thing that will allow a frog cap reroll is lunar hail.

 

Basically, the frog rain setting, outside of perma rain, works more as you'd expect, it makes the chance on rain start higher, and it increases the minimum and maximum value of the randomized frog cap. It's just that frog rain in general just wasn't made to account for perma rain too well.

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14 minutes ago, hoxi said:

The chance is only evaluated once when rain starts, so you either get a (also randomized) frog cap value, or 0, it will only reroll on rain stopping and starting again.

This means you either won't ever get any frog rain with permanent rain, or it will be non-stop frog rain (only during spring obviously). Though also, due to how rain intensity goes up and down so much with perma rain enabled, frog rain will temporarily stop when intensity goes down, but it will only be for a few seconds.

oof, that sucks

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5 hours ago, hoxi said:

Not a mod issue, frog rain only ever sets a "local frog cap" value on rain start and a chance check succeeds (this value is set even outside of spring, but spring is still required to allow frog rain at all). If it's not raining or the chance check fails, it's set to 0. With permanent rain, it will only ever be checked once when the first rain starts.

local function OnIsRaining(inst, israining)
    if israining and (math.random() < TUNING.FROG_RAIN_CHANCE) then -- only add fromgs to some rains
        _frogcap = math.random(_localfrogs.min, _localfrogs.max)
    else
        _frogcap = 0
    end
    ToggleUpdate()
end

The only thing that will "naturally" allow the chance to be rolled again without needing to modify the world settings or so, is lunar hail ending, as that will stop rain even with permanent rain (which will cause it to start raining again next frame, and run the function above).

 

It would be nice if this and acid rain were tweaked a little bit to work with these mechanics more as you'd expect them to, like maybe on a random interval of days passing, or even on every day passing.

 

For context on acid rain:

local StartPrecipitation = _ismastersim and function(temperature)
    _moisture:set(_moistureceil:value())
    _moisturefloor:set(RandomizeMoistureFloor(_season))
    _peakprecipitationrate:set(RandomizePeakPrecipitationRate(_season))
    local riftspawner = _world.components.riftspawner
    if TUNING.ACIDRAIN_ENABLED and riftspawner and riftspawner:IsShadowPortalActive() then
        _preciptype:set(PRECIP_TYPES.acidrain)
    else
        _preciptype:set(PRECIP_TYPES.rain)
    end
end or nil

It only ever checks for a shadow rift and to start as acid rain instead of rain, when raining starts, so it just doesn't get to with permanent rain.

 

The bit below is a bit unrelated to these issues but I got reminded of it with this:

  Reveal hidden contents

I wish acid rain showed up prior to opening the shadow rifts as well, either randomly and/or during a specific season or some sort of condition, it adds a lot to the caves with how it affects things, and I think it's cool to need to stock up on acid salves in case it happens, without having the instant solution that is the Umbralla.. The extra nitre early on doesn't exactly mess with things either, it's just nitre.

 

Yes! Acid rain also has similar problems🥲

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