NULL Weather

After build 5499 and beyond my world get a NULL Weather bug where if you go outside of buildings you will be able to see a 3x3 square around your character at day time. Currently playing on experimental build 5501

Is the world fresh or old?
How does data/json/regional_map_settings.json look like? Does it have “weather” field?
What mods?

[quote=“Coolthulhu, post:2, topic:12533”]Is the world fresh or old?
How does data/json/regional_map_settings.json look like? Does it have “weather” field?
What mods?[/quote]
Fresh world, mods (more survivor tools, boats, folding parts pack, Isecoons weapon pack) and the .json
{
“type”: “region_settings”,
“id”: “default”, “//”: “identifier, when region_map is in it will determine alternatives (‘desert’ etc)”,
“house_basement_chance”: 3, “//”: “one_in(n) houses with basements”,
“default_oter”: “field”, “//”: “default oter_id (anything that isn’t a house/road/etc) some become forests”,
“default_groundcover”: { “//”: “biome settings for generic ‘grass_or_dirt’ (which is reproduced below”,
“primary”: “t_grass”, “//”: “default ter_id on ground”,
“ratio”: 4, “//”: “one_in(n) chance that it becomes…”,
“secondary”: “t_dirt”, “//”: “…this instead”
},
“field_coverage”: { “//”: “biome settings for builtin field mapgen. The values below replicate results of hardcoded ‘field’ mapgen”,
“percent_coverage”: 0.9333, “//”: “% of tiles that have a plant: one_in(120)”,
“default_ter”: “t_shrub”, “//”: “default plant”,
“other”: { “//”: “% of plants/features that aren’t default_ter”,
“t_shrub_blueberry”: 0.4166,
“t_shrub_strawberry”: 0.4166,
“f_mutpoppy”: 8.3333,
“f_bluebell”: 8.3333,
“f_dahlia”: 8.3333,
“f_datura”: 4.3333,
“f_dandelion”: 8.3333,
“f_boulder_small”: 1,
“f_boulder_medium”: 0.6666,
“f_boulder_large”: 0.3333
},
“boost_chance”: 0.833, “//”: “% of fields with boosted plant growth”,
“boosted_percent_coverage”: 2.5, “//”: “for the above: total percent coverage jumps to this amount”,
“boosted_other”: { “//”: “…and the first non-default picked from this list…”,
“t_shrub_blueberry”: 40.0,
“t_shrub_strawberry”: 30.0,
“f_mutpoppy”: 6.6,
“f_bluebell”: 6.6,
“f_dahlia”: 6.6,
“f_datura”: 0.2,
“f_dandelion”: 6.6
},
“boosted_other_percent”: 50.0, “//”: “…accounts for this % of total coverage”
},
“map_extras”: { “//”: “mapping for weighted lists of extras”,
“field”: {
“chance”: 90, “//”: “one in # chance of spawning an extra”,
“extras”: { “//”: “weighted list”,
“mx_helicopter”: 40,
“mx_military”: 8,
“mx_science”: 20,
“mx_collegekids”: 25,
“mx_drugdeal”: 20,
“mx_supplydrop”: 10,
“mx_portal”: 3,
“mx_minefield”: 50,
“mx_crater”: 10,
“mx_fumarole”: 8,
“mx_portal_in”: 1,
“mx_anomaly”: 3
}
},
“road”: {
“chance”: 75, “//”: “one in # chance of spawning an extra”,
“extras”: { “//”: “weighted list”,
“mx_helicopter”: 40,
“mx_military”: 25,
“mx_science”: 40,
“mx_collegekids”: 50,
“mx_roadblock”: 100,
“mx_drugdeal”: 30,
“mx_supplydrop”: 10,
“mx_portal”: 5,
“mx_minefield”: 80,
“mx_crater”: 10,
“mx_fumarole”: 8,
“mx_portal_in”: 2,
“mx_anomaly”: 3
}
},
“building”: {
“chance”: 90, “//”: “one in # chance of spawning an extra”,
“extras”: { “//”: “weighted list”,
“mx_military”: 5,
“mx_science”: 12,
“mx_collegekids”: 15,
“mx_portal”: 5,
“mx_minefield”: 5,
“mx_crater”: 60,
“mx_fumarole”: 8,
“mx_portal_in”: 1,
“mx_anomaly”: 3
}
},
“subway”: {
“chance”: 75, “//”: “one in # chance of spawning an extra”,
“extras”: { “//”: “weighted list”,
“mx_military”: 5,
“mx_science”: 12,
“mx_collegekids”: 15,
“mx_portal”: 7,
“mx_fumarole”: 20,
“mx_portal_in”: 1,
“mx_anomaly”: 3
}
}
},
“num_forests”: 250, “//”: “# of forest chunks”,
“forest_size_min”: 15, “//”: “size range of forest chunk”,
“forest_size_max”: 40, “//”: “note: 32400 tiles in omap, 250*minmax = 3750-10000 default_oters become forests”,
“swamp_maxsize”: 4, “//”: “SWAMPINESS // Affects the size of a swamp”,
“swamp_river_influence”: 5, “//”: “voodoo magic sauce: more increases swampyness of forests around rivers”,
“swamp_spread_chance”: 8500, “//”: “one_in(n) chance a swampy forest makes a swamp in a non-forest. Apparently.”,
“city”: {
“type”: “town”,
“shop_radius”: 80, “//”: “determine radial frequency of shops / parks / houses for towns. tldr: less means more”,
“park_radius”: 130, “//”: “this is not a cut and dry % but rather an inverse voodoo number; rng(0,99) > VOODOO * distance / citysize;”,
“parks”: { “//”: “weighted list for park overmap terrains”,
“park”: 4,
“pool”: 1
},
“shops”: { “//”: “weighted list of oterrains for commercial zoning”,
“s_gas”: 5,
“s_pharm”: 3,
“s_grocery”: 15,
“s_hardware”: 5,
“s_sports”: 5,
“dojo”: 2,
“gym”: 1,
“gym_fitness”: 2,
“s_liquor”: 5,
“s_gun”: 5,
“s_clothes”: 5,
“s_library”: 2,
“s_bookstore”: 2,
“s_restaurant”: 4,
“sub_station”: 5,
“bank”: 3,
“s_pizza_parlor”: 4,
“bar”: 4,
“s_electronics”: 5,
“pawn”: 3,
“mil_surplus”: 2,
“s_garage”: 5,
“station_radio”: 4,
“office_doctor”: 2,
“s_restaurant_fast”: 4,
“s_restaurant_coffee”: 3,
“s_teashop”: 1,
“bowling_alley”: 2,
“church”: 2,
“office_cubical”: 2,
“furniture”: 2,
“abstorefront”: 2,
“police”: 1,
“fire_station”: 2,
“home_improvement”: 2,
“s_lot”: 4,
“s_arcade”: 2,
“s_jewelry”:2,
“s_antique”: 2,
“s_gardening”: 2,
“museum”: 1,
“s_music”: 2,
“s_laundromat”: 1,
“veterinarian”: 2,
“mortuary”: 1
}
},
“weather”: {
“base_temperature” : 6.5,
“base_humidity” : 66.0,
“base_pressure” : 1015.0,
“base_acid” : 0.0
}
}
]

I’m having the same issue after updating to 5501. World is made around 5490. Mods: Craftable Gun Pack, More Locations, Tall Buildings, Vehicle Additions Pack, Tanks and Other Vehicles, Arcana and Magic Items, No Joke Monsters and StatsThroughSkills.

My .json:

[
{
“type”: “region_settings”,
“id”: “default”, “//”: “identifier, when region_map is in it will determine alternatives (‘desert’ etc)”,
“house_basement_chance”: 3, “//”: “one_in(n) houses with basements”,
“default_oter”: “field”, “//”: “default oter_id (anything that isn’t a house/road/etc) some become forests”,
“default_groundcover”: { “//”: “biome settings for generic ‘grass_or_dirt’ (which is reproduced below”,
“primary”: “t_grass”, “//”: “default ter_id on ground”,
“ratio”: 4, “//”: “one_in(n) chance that it becomes…”,
“secondary”: “t_dirt”, “//”: “…this instead”
},
“field_coverage”: { “//”: “biome settings for builtin field mapgen. The values below replicate results of hardcoded ‘field’ mapgen”,
“percent_coverage”: 0.9333, “//”: “% of tiles that have a plant: one_in(120)”,
“default_ter”: “t_shrub”, “//”: “default plant”,
“other”: { “//”: “% of plants/features that aren’t default_ter”,
“t_shrub_blueberry”: 0.4166,
“t_shrub_strawberry”: 0.4166,
“f_mutpoppy”: 8.3333,
“f_bluebell”: 8.3333,
“f_dahlia”: 8.3333,
“f_datura”: 4.3333,
“f_dandelion”: 8.3333,
“f_boulder_small”: 1,
“f_boulder_medium”: 0.6666,
“f_boulder_large”: 0.3333
},
“boost_chance”: 0.833, “//”: “% of fields with boosted plant growth”,
“boosted_percent_coverage”: 2.5, “//”: “for the above: total percent coverage jumps to this amount”,
“boosted_other”: { “//”: “…and the first non-default picked from this list…”,
“t_shrub_blueberry”: 40.0,
“t_shrub_strawberry”: 30.0,
“f_mutpoppy”: 6.6,
“f_bluebell”: 6.6,
“f_dahlia”: 6.6,
“f_datura”: 0.2,
“f_dandelion”: 6.6
},
“boosted_other_percent”: 50.0, “//”: “…accounts for this % of total coverage”
},
“map_extras”: { “//”: “mapping for weighted lists of extras”,
“field”: {
“chance”: 90, “//”: “one in # chance of spawning an extra”,
“extras”: { “//”: “weighted list”,
“mx_helicopter”: 40,
“mx_military”: 8,
“mx_science”: 20,
“mx_collegekids”: 25,
“mx_drugdeal”: 20,
“mx_supplydrop”: 10,
“mx_portal”: 3,
“mx_minefield”: 50,
“mx_crater”: 10,
“mx_fumarole”: 8,
“mx_portal_in”: 1,
“mx_anomaly”: 3
}
},
“road”: {
“chance”: 75, “//”: “one in # chance of spawning an extra”,
“extras”: { “//”: “weighted list”,
“mx_helicopter”: 40,
“mx_military”: 25,
“mx_science”: 40,
“mx_collegekids”: 50,
“mx_roadblock”: 100,
“mx_drugdeal”: 30,
“mx_supplydrop”: 10,
“mx_portal”: 5,
“mx_minefield”: 80,
“mx_crater”: 10,
“mx_fumarole”: 8,
“mx_portal_in”: 2,
“mx_anomaly”: 3
}
},
“building”: {
“chance”: 90, “//”: “one in # chance of spawning an extra”,
“extras”: { “//”: “weighted list”,
“mx_military”: 5,
“mx_science”: 12,
“mx_collegekids”: 15,
“mx_portal”: 5,
“mx_minefield”: 5,
“mx_crater”: 60,
“mx_fumarole”: 8,
“mx_portal_in”: 1,
“mx_anomaly”: 3
}
},
“subway”: {
“chance”: 75, “//”: “one in # chance of spawning an extra”,
“extras”: { “//”: “weighted list”,
“mx_military”: 5,
“mx_science”: 12,
“mx_collegekids”: 15,
“mx_portal”: 7,
“mx_fumarole”: 20,
“mx_portal_in”: 1,
“mx_anomaly”: 3
}
}
},
“num_forests”: 250, “//”: “# of forest chunks”,
“forest_size_min”: 15, “//”: “size range of forest chunk”,
“forest_size_max”: 40, “//”: “note: 32400 tiles in omap, 250*minmax = 3750-10000 default_oters become forests”,
“swamp_maxsize”: 4, “//”: “SWAMPINESS // Affects the size of a swamp”,
“swamp_river_influence”: 5, “//”: “voodoo magic sauce: more increases swampyness of forests around rivers”,
“swamp_spread_chance”: 8500, “//”: “one_in(n) chance a swampy forest makes a swamp in a non-forest. Apparently.”,
“city”: {
“type”: “town”,
“shop_radius”: 80, “//”: “determine radial frequency of shops / parks / houses for towns. tldr: less means more”,
“park_radius”: 130, “//”: “this is not a cut and dry % but rather an inverse voodoo number; rng(0,99) > VOODOO * distance / citysize;”,
“parks”: { “//”: “weighted list for park overmap terrains”,
“park”: 4,
“pool”: 1
},
“shops”: { “//”: “weighted list of oterrains for commercial zoning”,
“s_gas”: 5,
“s_pharm”: 3,
“s_grocery”: 15,
“s_hardware”: 5,
“s_sports”: 5,
“dojo”: 2,
“gym”: 1,
“gym_fitness”: 2,
“s_liquor”: 5,
“s_gun”: 5,
“s_clothes”: 5,
“s_library”: 2,
“s_bookstore”: 2,
“s_restaurant”: 4,
“sub_station”: 5,
“bank”: 3,
“s_pizza_parlor”: 4,
“bar”: 4,
“s_electronics”: 5,
“pawn”: 3,
“mil_surplus”: 2,
“s_garage”: 5,
“station_radio”: 4,
“office_doctor”: 2,
“s_restaurant_fast”: 4,
“s_restaurant_coffee”: 3,
“s_teashop”: 1,
“bowling_alley”: 2,
“church”: 2,
“office_cubical”: 2,
“furniture”: 2,
“abstorefront”: 2,
“police”: 1,
“fire_station”: 2,
“home_improvement”: 2,
“s_lot”: 4,
“s_arcade”: 2,
“s_jewelry”:2,
“s_antique”: 2,
“s_gardening”: 2,
“museum”: 1,
“s_music”: 2,
“s_laundromat”: 1,
“veterinarian”: 2,
“mortuary”: 1
}
},
“weather”: {
“base_temperature” : 6.5,
“base_humidity” : 66.0,
“base_pressure” : 1015.0,
“base_acid” : 0.0
}
}
]

I loaded my existing save (fairly old but it was fine earlier) once and it looked fine. Now I loaded a second time and I got the null weather bug.

The only mod I have is No Joke Monsters.

How do I fix this?

Debug menu, weather submenu, turn off weather forcing gets rid of the NULL weather error me. A permanent fix would be better but it’s an acceptable work-around.

That’s actually very useful and helped me find the reason for the bug.
I forgot to initialize memory.

That’s actually very useful and helped me find the reason for the bug.
I forgot to initialize memory.[/quote]
Can you tell me how you did that, because I have no idea how to do things.

For now just do the debug menu fix.

Global fix should be merged into the game soon.

0.C-18364-g5a5f641 (tiles)
build 5507

Bug still present. It triggered for me after loading the game. Before loading everythinng was ok.

Oh, looks like new build with fix do not ready.

Got it. All builds after 5507 was failed. And that builds are contain this fix.

Can also confirm this problem, Iv’e made 3 worlds so far all with this bug and made with running no mods selected. Is there an exp version out yet that doesn’t have this issue? Really keen to start dying again.

EDIT!

All good found a version that is free of this bug (5565)