#Lethal Quantities

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rain kernel
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But you're saying items without a value could be given a value if I wrote it in without the editor?

tacit thunder
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no, since LethalQuantities wasn't able to find the object as an Item it won't work even if you add by hand

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not sure why adding Ragdoll worked, but that's not guaranteed behaviour

strong bough
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Are you sure? LethalQuantities allows you to change weights and price

rain kernel
strong bough
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That's the idea at least

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(I haven't yet tried it)

rain kernel
rain kernel
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Oh interesting. It looks like it makes a separate copy of every store item that behaves the same, but has value properties on it.
As for the bodies, they don't seem to be an item. You can't pick them up. I'm guessing it's using a "hazard spawn" like a landmine or something to spawn a prop that looks like a body.

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Actually I take that back. A body spawned inside a locker and it was glitching out moving, so maybe it is a ragdoll item, but just can't be picked up?

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Either way, I doubt that adding Remnants would allow me to edit the weight of actual player bodies

tranquil patrol
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The ragdoll is a specially set up item in the original code so I doubt there would be an existing way to get it to register as scrap alongside all other scraps

rain kernel
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Not necessarily register as scrap, but just edit its weight? That's all I want to do

rain kernel
strong bough
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Hehehehe I haven't even tested it yet 😁 😊

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ohdfguiafudbg

strong bough
# rain kernel No

it DOES register all store items as separate scrap though, right??

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And it gives them value!

rain kernel
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It seems to be able to give items that don't have value value by making a duplicate. These will only show up on the corpses it adds.
Actual store-bought ones will still have no value

urban terrace
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@tacit thunder have you tested whether reducing the rarity of a vanilla interior using lethalquantities works?

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with LLL I know you cant reduce like, facility or mansion below their default spawn rates for the moon

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actually I can test it myself

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it does work it seems but the simulate command doesnt show any of the interior rarities

sharp dagger
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the command fails, or the command works but fails to show the changed rates?

urban terrace
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the latter

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it shows the default rates as opposed to the rates created by LQ

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but the actual interior spawning works

tacit thunder
strong bough
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So I could see how LLL's simulate command could not be working (which is unfortunate)

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@tacit thunder , there's no real fix for this right?

tacit thunder
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there is not

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LQ inserts dungeon flows into the level at in a RoundManager.GenerateNewFloor prefix, which i dont think the simulate command calls

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which would explain why LQ changes don't appear

tranquil patrol
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The only way to do it would be for LLL to call the prefix, which would be an entirely unnecessary load

urban terrace
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yeah the flows themselves are working, so I can live without the simulate command xD

tacit thunder
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Release 1.2.8

  • Fixed web UI memory leak
  • Added live preset modifications
  • Fixed map size desync
    You can now keep the game open and modify the presets.json. When you load into a new moon, the preset should be applied, so now you don't have to open and close the game just to test changes
shell bear
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Added live preset modifications
holy moly

radiant shadow
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okay that’s a very very nice QoL update

tacit thunder
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thanks, i got tired of waiting 10 min to make a change too

upper sable
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oh, so that's why the price changes weren't working. can i change it in Global and it'll apply to every moon except the ones who specifically have their set prices?

tacit thunder
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yes

fierce tide
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Sorry guys I'm new to this but how do I import json file to the WebUI to tweak things there?>

tacit thunder
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once you load into game once with the mod enabled, it'll generate a Preset.json file which you can find in your profile's bepinex config/LethalQuantities/Advanced/ folder

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you can drag and drop that into the web ui to get started

fierce tide
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And once I finish tweaking, I’ll just save it as a new json file and replace the old one with it?

tacit thunder
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yes

fierce tide
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Thank you so much!

crisp stone
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Yeahh unfortunately simulate support can’t be done without sub dependencies I don’t think

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I wish it could

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I technically could but…

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might be a little too cursed

sharp dagger
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@tacit thunder

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I'm trying to get the ID of items to ensure they can't be messed with via. another mod

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could the ID or name + ID be in the empty space there?

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I cannot copy the ID name

sharp dagger
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Also - couldn't a mod simply call upon the generation list again?...

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When a moon is selected and the lever is pulled - a set of instructions go through to choose the correct interior

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Surely that same step can be somehow tapped into o -o

strong bough
sharp dagger
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what if you pretend to generate without allowing it to actually create something? . ,.

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a mimic - that kills actual generation when simulate gets used

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would then get all the interior generation weights, see the math used- get the numbers and then kill off the rest of the code that would've executed

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or am I speaking like... impossible nonsense . ,.

strong bough
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I think that's possible, but the thing is that would require somehow stopping a method while it's being completed... and I think that's pretty hard to do because of how compilers work

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I'm not an expert on the subject though.

fierce tide
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Does LC_Office appear as SDM level in lethal quantities?

strong bough
strong bough
crisp stone
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the issue is for another mod to use this they have to sub depend on LLL which Banana currently doesn’t want to do yet

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There’s no hard feelings about it or anything

fierce tide
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So Scarlet Mansion just appears as MansionFlow? Or is it the vanilla Mansion? If so then what is Level2Flow?

strong bough
strong bough
twilit hawk
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@tacit thunder Hey, how difficult would it be to change the scrap value and amount multipliers to a dictionary with every weather type? Mostly looking to have separate scrap multiplier values depending on the current weather, to replace https://thunderstore.io/c/lethal-company/p/Fredolx/MeteoMultiplier since it currently overrides per-planet multiplier values set by LQ (I'd like to both nerf some modded moons and have the weather multipliers).

I was thinking of trying my hand at it and opening a pull request, but it might be substantially easier for you since I'm not familiar with the codebase.

fierce tide
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Ohhh damn I'm stupid

strong bough
crisp stone
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The function LLL uses to figure out all the dynamic rarities of dungeons just returns a list of <Dungeon, Rarity> that’s used both in real generation and in fake generation

sharp dagger
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Fun fact, Meteo doesn't work with LP - ~- (Scrap amount multiplication does, scrap value doesn't)

fierce tide
sharp dagger
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And if you use the original, VAL is bugged and it infinitely goes up. If you use the patch (assuming you don't mind the bloody game broken-) - the value gets set to whatever the val stat is, without carin' bout the weather

tacit thunder
sharp dagger
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I really wanna know the logic behind zeek setting all these scraps the values they are... only to then defaultly set it to all get multiplied by .44

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.40?...

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forgot - but it's some arbiturary decimal

crisp stone
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numbers in games are just arbitrary as hell tbh

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tweak and tweak and tweak until things feel right

tacit thunder
crisp stone
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Sometimes there isn’t always a logical conclusion to what works

sharp dagger
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In my approach, I would've balanced the game by setting the scrap values last - but it looked like they set the value first, then multiplied it later to feel what would work in balance

strong bough
sharp dagger
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odd order imo, but order nonetheless

tacit thunder
strong bough
fierce tide
crisp stone
fierce tide
twilit hawk
# sharp dagger .40?...

Guessing they probably wanted to increase the amount of scrap that spawns (so there's more stuff for the player to pick up) without increasing the money you get from moons (and without having to modify each item), but yeah it's pretty arbitrary...

tacit thunder
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hopefully zeekerss figures out some better system or something

crisp stone
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Yeah

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I’m really hoping v50 reworks it because it seems very old compared to all the other systems

tacit thunder
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yes...

crisp stone
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I’ll talk to you more when it comes up but if you’ve seen how it works then I promise I’m saying this while trying 🙏😭

sharp dagger
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so from what I'm figuring in this chat - if you use Quantities to set the rarities instead of the mods themselves that use LLL as a dependency - then the simulate command fails to show the right rates, and it shows the rates as if quantities didn't affect their odds? Right? . ,.

tacit thunder
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no i actually have barely taken a look at it, but it seemed all over the place when i tried to look

crisp stone
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Well first off

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there are no weights

sharp dagger
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what

crisp stone
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and it’s all enum based

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so

sharp dagger
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is that not too far from just pedantic? . ,.'

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It's basically 'weight' ., .

tacit thunder
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😬

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i might just leave it for weathertweaks then

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im not too eager to reinvent the wheel

crisp stone
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Each level’s weather is set to none, then it randomly picks a few levels, then it randomly picks one of the enabled weathers on that level

crisp stone
sharp dagger
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.,.' ..... just to clarify, I wasn't talking bout the weather situation.... just in case. o, o

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meant to talk bout interiors . ,.'

tacit thunder
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the weights aren't applied during the simulate command, since i think it only uses the LLL dungeon stuff to simulate picking the interiors

twilit hawk
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Mostly joking, probably would cause too many issues, haha.

crisp stone
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The issue is the theoretical way I’d extended weather to allow for new weathers and rarities in LLL pretty much has to completely replace the weather selection in basegame

twilit hawk
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Oh, right, I've been mostly thinking about vanilla weathers, yeah I can see a whole different weather system being required for adding custom weathers.

sharp dagger
# tacit thunder the weights aren't applied during the simulate command, since i think it only us...

Which is why I'm wonderin' if it's just possible to fake an actual generation. Like, make the game think you pulled the lever for that moon you typed the command to, but it doesn't actually go through generation. Is there a way to like... snip the code around actually creating the level but still go through the code of like picking scrap and choosing an interior. . ,. .... but this is me just rambling about a language I haven't stepped through the front door of - I just know basic 'n java... n it's been ages since java -u-'

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Wonderin' how customizable it's possible

tacit thunder
sharp dagger
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how about... some compatibility patch of sorts on your end to not only affect the moons - but also somehow output like... Moon: [Set Interior Weight] file - for LLL to read

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. ,.

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then LLL just shoves in their code a way to read that file if it exists

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outputs warning like "Can't find LQ_Rarities, You either do not have LethalQuantities or have not set any weights"

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'n done n done - right? ., .

urban crest
fierce tide
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that is actually so cool!

sharp dagger
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lol @ the 1 girl

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bro

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100 simulations and it spawns girl once?

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I've seen her spawn like 3 times within 6 runs of experimentation 😅

fierce tide
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is it possible for you and the dev to collab and make this simulation part of the UI as well?

sharp dagger
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girl be mean to me group

urban crest
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Im just using dummy data rn. So that data is not accurate but its a proof on concept

tacit thunder
sharp dagger
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oh ok - then I'm not that unlucky

sharp dagger
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Just thinkin' of like... how to handshake both of your mods without hassle

tacit thunder
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well, ideally you'd use one mod or the other to configure the interior weights

sharp dagger
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Yeah

tacit thunder
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since using both configs is a bit confusing

sharp dagger
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hence why I haven't noticed this bug

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I use the interior generator's configs

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so everythin' is fine-looking on my end

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I guess like...

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you could create options those configs don't have

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something-something affecting interiors

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like, if Eclipsed: Set rarity to X

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i dunno o- o

tacit thunder
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well the per interior/weather presets are not going to be anytime soon

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but when i do add them ill probably have some sort of simulate results

sharp dagger
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no rush, not that I even want it 😅

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I just want mods to handshake often, if needed

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more bridges, the better

tacit thunder
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well yes, but that's a lot of bridges

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ideally there would be a centralized modding api but it's probably not going to happen for a game like this

dense timber
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Does the preset.json updates itself when I ad a new moon or do I have to delete it so it makes a new one?

tacit thunder
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it adds a new one

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it should be pretty good about updating the presets.json automatically if you add/remove a mod

dense timber
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Because I just added a new moon and it has no enemies nor a parent selected

tacit thunder
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it won't have a parent selected, but im not sure why the enemies list would be empty

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which moon is this?

dense timber
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Gordion Sector-0

tacit thunder
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oh i think they might add their enemies by code, and so lethalquantities can't pick up on it?

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it works for all other moons afaik

dense timber
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But would I be able to add enemies to that moon and it working?

tacit thunder
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it should

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i dontknow exactly how they're adding enemies but it should work?

dense timber
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Because I thought something went wrong with LethalQuantities and because of that no enemies would spawn on that moon

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I guess I'll try and see

tacit thunder
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👍

dense timber
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But how would the rarity work in this case?

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since the other enemies are not showing up
and these make up for a total of 100%

tacit thunder
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it really depends on how they add in their enemies

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it might only spawn those in the list

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i really cant tell more without knowing how they spawn their enemies

dense timber
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@tawdry summit Any insides?

tacit thunder
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my changes are made in a RoundManager.LoadNewLevel prefix with a priority of 100. if they add their enemies before this, then LQ will overwrite whatever they have, but if not then it should have both

fierce tide
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So I have only two Dungeons enabled, but when I simulate in game it appears that there's some chance for other dungeons to spawn. What's the issue here

crisp stone
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simulate doesn't consider LQ

fierce tide
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hmmm weird. If it doesn't then how come it spawns my modded interiors by default?

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Oh I see. I have tweaked in config so that both two modded interiors have 300 rarity to spawn on my modded moons. Maybe that's why? But LQ still applies even though simulate doesn't consider it right?

tacit thunder
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yes

dense timber
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just tested it

tacit thunder
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ok

fierce tide
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But even after tweaking the price of Titan, it still appears to be 700 in game. What's the issue here? Did I not replace the old preset correctly?

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I saved this preset and then deleted the original preset, then I put in the new preset. This seems reasonable to me. Anyone know why?

tacit thunder
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are you modifying the global preset?

fierce tide
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no, but the parent tab is set to global by default. And I don't really know what that is so I didn't touch it

tranquil patrol
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Which planet's preset are you changing the prices in?

fierce tide
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Titan.

tranquil patrol
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The "Price" isn't the price OF the planet, it's the price of travelling TO the planet FROM whichever planet you're setting the prices in. SO basically your setting currently sets the travel price To Titan, FROM Titan, to 200

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So if you want the price to be 200 to get to Titan on every planet, you'll need to set Titan's price to 200 in the Global preset

fierce tide
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Oh I see. Thank you so much!

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Surprising how it can even tweak the price of going from one moon to another.

tranquil patrol
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No problem, think of it like the planets are certain distances away from each other and the price is the cost of the fuel needed to cover those distances

fierce tide
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If I set Titan to 200 under exp, and 300 under dine for example, it would make the prices of going to Titan from different moons different?

tranquil patrol
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The way I have it set up, you can travel for free between different desert moons and between different forest moons, but it costs to go from a desert moon to a forest moon

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And then if you're at Rend, you only need to pay the extra 50 to go to Dine, and going back to Rend would be free

fierce tide
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Oh that makes so much sense. What a detailed mod man

dense timber
fierce tide
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If I may ask, what does the TestAllEnemies tab do?

tranquil patrol
tranquil patrol
fierce tide
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oh ok. Thank you so much for your patience!

dense timber
fierce tide
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One last question though! So if I don't click the box of certain options, like the Enemies Tab and the Factory Size Multiplier Tab, it will just use the vanilla data for these tabs right? Also, does the mod WeatherMultiplier still work with LQ tweaked? (I guess it's two last questions lol)

tacit thunder
tranquil patrol
# fierce tide One last question though! So if I don't click the box of certain options, like t...

It's hard to say about weather multipliers, it depends on how the mod's made, but it either does or it doesn't. Banana can correct me if I'm wrong cause on this one I'm not certain, but if you don't have a list (Enemies, DungeonFlows, Traps etc) option ticked it will default to filling the list with the default options, but the settings for the options in the list are still changeable by the Global preset. I'll write an example

tacit thunder
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here's the flowchart for reference:

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which should apply to the price

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the red and orange = use default, and green = use custom

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or, maybe not nvm

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ignore what i said

tawdry summit
dense timber
# tawdry summit ?

Wanted to ask for insides on how the enemy spawing worked on your moon

strong bough
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Unless it’s being spawned through something like ScarletMansion’s custom code

fierce tide
tranquil patrol
# fierce tide One last question though! So if I don't click the box of certain options, like t...

By default, Experimentation has two options for Dungeons: Level1Flow and Level2Flow. So with this ticked, you can add another dungeon type, then untick it and it'll be back to only Level1Flow and Level2Flow. In the Global preset you could add every possible dungeon flow to the list and it wouldn't change anything about Experimentation's list (even if Experimentation's list is ticked). In the Global preset however you can set the rarity values of the dungeon flows or the factory size multipliers, and while you have the Experimentation dungeon flows list unticked the values you set in Global will change the values for Experimentation. They will also change the values for Experimentation while the list is ticked, but only if the settings (rarity and size multiplier) are unticked

fierce tide
tranquil patrol
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Yeah, and if there isn't a setting available in Global, it'll just be the game's default settings

fierce tide
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Ok, I have somewhat grasped the basics of LQ now, thank you so much!

tranquil patrol
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Npnp

fierce tide
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If I share my profile after tweaking everything, would my friends have the same preset as I do ?

dense timber
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Yes

fierce tide
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Thanks!~

tawdry summit
fierce tide
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I just play tested. normally when I go to an eclipsed moon items are over $100 but now it's the same as default values with LQ on.

strong bough
tacit thunder
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i use meteo multipliers

fierce tide
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Does it work with LQ based on you guys' experience?

tacit thunder
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ihavent had any issues

fierce tide
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Thanks! I'll try that one instead then

tranquil patrol
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@dense timber

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AnimationCurves are what spawn probabilities for enemies and traps work on

fierce tide
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Wow! What a helper you are! Thanks!

tranquil patrol
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It's more for me than anyone else, I need the mental stimulation ;(

fierce tide
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Still you’re amazing!

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Is there a way for LQ to show by default what items spawn on what moons with how much rarity like AC did so that I can more easily make adjustments to them? It’s kind of depressing having to add in everything manually for every moon and then take the time to tweak their values and spawn rarity

tranquil patrol
fierce tide
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That’s weird. When I click the scrap box everything needs to be added in manually

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I’ll try to look again

tranquil patrol
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In which preset?

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If it's Global it'd be empty, but if you're editing the generated presets they should have the scrap listed

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I have only ever used vanilla moons though so if it's something that's only happening on modded moons it might be unavoidable

fierce tide
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Sorry I didn't make myself clear. But i'll just do it manually.

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too many moons for me lol

tacit thunder
fierce tide
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Oh okay! Thank you!!

tranquil patrol
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What I do to regenerate default values is I click on the Presets button, the button directly above all of the moon presets, and then rename all of the moon presets to something like "[MOON NAME] Modpack". Then on the right side under "Levels" I'll remove all the references to my presets so it'll just say for example "AssuranceLevel[ ]" instead of "AssuranceLevel[Assurance Modpack]". Then, when you load into a game it should generate new presets for each planet with default values, and it won't remove your already edited presets.

fierce tide
fierce tide
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After tweaking the spawn rates of different dungeons, what should i do with the values in lethal config? Should I leave them as they are as LQ will just override them or I should leave them blank so that they don't get in the way of LQ?

fierce tide
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For example, as you can see here, I have MentalHospital set to these values by default, and on cmd it says it is loading these values instead of the ones in LQ.

shell bear
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try leave them alone and host a game, type simulate moonname and see if the number/% is correct or not

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altho i dont have much experience changing dungeonflow in LQ since i do it manually on each custom interior config, its prob the first thing im gonna do

silver prism
fierce tide
shell bear
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well i guess if LQ doesnt work u gonna need to use the good ol config for each dungeon

silver prism
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or use the LLL config but i suggest using the interior config

shell bear
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LLL config is still a bit messy so just stay with individual interior mod config

silver prism
shell bear
silver prism
silver prism
fierce tide
fierce tide
silver prism
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i can test rn since i do have lethal company open

fierce tide
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Thank you man! However I don't see how testing would help with the issue. I'll wait for their response tomorrow. A lot of people seem to be really familiar with this mod. I just got it today haha

silver prism
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i just thought you thought that LQ would conflict with the interiors config

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so there is an actual conflict?

fierce tide
# silver prism i just thought you thought that LQ would conflict with the interiors config

Yea so that's basically my issue lol. And after running it for a few times it seems like the issue is real. It seems to prioritize config over LQ. I'll try to delete all the values in config and leave them blank and run the game again. If that doesn't work then I'll try doing things your way putting the weights in manually. That'll definitely fix my issue i assume. But thanks anyways!

silver prism
green narwhal
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also here you can see me anxiously search my mod name constantly lol

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if you want to modify weather picking weights, i'll be happy to help you hook into my mod to achieve that

tranquil patrol
tranquil patrol
fierce tide
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Oh okay. I'll try that tomorrow!

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Been working on this for a whole day today lol

tranquil patrol
fierce tide
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If I wanted some scraps to spawn on all moons, and then some specific scraps to spawn on specific moons, would it be possible to tick the scraps I want for all moons in a global preset and then make it the parent of all moons? And then I just add in whatever extra scraps I want to specific moons?

dense timber
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I tried doing that but it ended up only spawning the scrap in the global preset

fierce tide
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Cuz right now with every moon ticked with the scrap option, it's spawning scraps in a pretty weird way. Like certain scraps would spawn for sure but under the scrap options they are actually not at a high rarity.

fierce tide
dense timber
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Exactly

fierce tide
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I'm at the 21st json file rn and honestly getting crazy lol

dense timber
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Dont know if I just did it wrong or thats just how it works

tranquil patrol
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The parents have no bearing on what options are added to the lists. The global preset lets you change the scraps weights and rarities etc, but not whether or not it spawns (unless you set the rarity to 0)

fierce tide
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just cant seem to tweak things the way I want maybe im just stupid

fierce tide
tranquil patrol
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For the list options, like the enemies list or scrap list or traps list etc, ONLY the options within that list will spawn/be available. The purpose of adding them to the global preset is purely so you can edit values of particular scraps, like if you want to reduce the weight of something across all moons for example.

fierce tide
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Oh I see. So my understanding is that parent preset only controls the values of certain things and override those values to every moon, but not whether or not certain things exist in any moon, right?

tranquil patrol
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Yes correct

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So if you want a scrap to spawn, you need to make sure it's in the list of scraps on the specific moons you want it in

fierce tide
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If I have coil head spawn rarity set to 99999 in the parent preset, and coilhead rarity set to 0 in the Experimentation preset, coilhead would still appear 100%. Whereas if I don't have coilhead ticked in the Experimentation preset, coilhead would not spawn.

fierce tide
tranquil patrol
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If you have coilhead rarity set to 99999 in the parent, and have it set to 0 in Expetimentation, it will be 0 in Experimentation. To have it read the parent value it needs to be unticked in Experimentation

green narwhal
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child value overrides the parent

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inheritance

tranquil patrol
fierce tide
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Oh ic

tranquil patrol
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I'm planning on making a tutorial video I think, cause it's so much easier to explain through demonstration

fierce tide
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I think so too! It would be super nice if you could make a video!

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Saves you a lot of time as well. dont have to keep explaining things to newbies like me lol

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anyways thank you so much and good night!

tranquil patrol
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Yeah np, sleep good

tacit thunder
tacit thunder
green narwhal
obtuse vale
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Dose this override advance company

strong bough
strong bough
ionic crag
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how do i use this mod? cant see the config files

indigo pewter
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@green narwhal is the "results" field of the json file being outputted by the web tool used for anything, or just a representation of what the mod will see? I ask because all the minValue and maxValue values for scraps in the results field are always 0 regardless of how I configure the scrap

green narwhal
indigo pewter
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oh oops, I thought you were the creator for some reason

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got my mods mixed up lmao sorry

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@tacit thunder is the "results" field of the json file being outputted by the web tool used for anything, or just a representation of what the mod will see? I ask because all the minValue and maxValue values for scraps in the results field are always 0 regardless of how I configure the scrap

#

and I'm trying to change the scrap values of an item and they seem to just be set to 0 in-game

tranquil patrol
indigo pewter
#

okay looks like the results field is populated in-game rather than by the web tool. I'll try clearing the results field in my json and see if that fixes anything

indigo pewter
#

okay now it looks like the scrap values are being set correctly in the results field, although it's still coming up 0 in-game

tranquil patrol
#

I'd love to help but I don't really understand what the words you're using refer to

indigo pewter
#

basically I'm trying to change the minValue and maxValue of scrap and it's not working

tranquil patrol
#

Can you send a screenshot of one of the scraps you've changed, and whether it's in a parent preset

indigo pewter
#

on Aquatis I have the gift item enabled, and it is parented to the global preset.
then in Global I have the gift item enabled and the minValue and maxValue changed

tacit thunder
indigo pewter
#

oh that's interesting

#

good to know

tacit thunder
#

the gift box value should be set properly? are you saying it's worth 0 credits when you find it?

indigo pewter
#

yes

#

when I use scan in the ship terminal it says 0, and when I find the gift and scan it, the node says "Value: " (no number)

tacit thunder
#

hmm ok

indigo pewter
#

I have a suspicion it might be something with the gift scrap itself, so I'll also test changing another scrap item

tacit thunder
#

i dont think there's anything in the code that would suggest it not working

#

can you provide your presets.json?

indigo pewter
#

well I have another mod called BuffedPresents

#

I want to try a scrap that isnt affected by any other mods

#

sure

tacit thunder
#

thanks

indigo pewter
#

let me just let lethal load up so you can get the results field populated as well

#

I'm going to test laser pointer

tacit thunder
#

👍

indigo pewter
tacit thunder
#

the preset seems to be loaded in properly:

#

i think another mod may be changing it

indigo pewter
#

seems to work with laser pointing, although I dont know how its loading in with scrap below 10. I set the min and max to 10 and 30

tacit thunder
#

hmmm

#

is the scrap multiplier set to 1?

indigo pewter
#

oh, no its not. its set to 0.4

#

even so it shouldnt reach 0

tacit thunder
#

yeah, that's a bit strange

indigo pewter
#

why is it even 0.4

tacit thunder
#

¯_(ツ)_/¯

indigo pewter
#

is 1 supposed to be the default?

tacit thunder
#

no, apparently .4 is the game default

indigo pewter
#

oh gotcha

tacit thunder
#

no clue why it's 0 though, i don't think it's lq causing that

indigo pewter
#

I think it is another mod. I have one that spawns items separately from the loot table and it seems like both the pointer and the gift are in that list

#

I guess it may be setting their values to 0

tacit thunder
#

yeah that makes sense

indigo pewter
#

or not setting them at all

#

but I dont know why the gift wouldnt have spawned from LQ on my first test. I set the rarity to 9999%

#

is there any other variable that affects what items can spawn?

tacit thunder
#

no, there shouldn't be

indigo pewter
#

if I set the rarity in both the moon and the parent (global), which one takes priority

tacit thunder
#

moon

indigo pewter
#

okay, maybe I set it on global instead of the moon

#

lets try one more time

#

thanks for your help btw

tacit thunder
#

👍

indigo pewter
#

yeah it's working, I must've changed the rarity in the wrong place

tacit thunder
#

ok thats good

shell bear
#

@tacit thunder if a moon update changed their spawn pool should i reset my LQ setting ?

tacit thunder
#

you can delete the preset for that moon and reopen the file

#

it'll regenerate the default preset for that moon

shell bear
#

aight ty 👍

fierce tide
#

What should I do in LLL config to make sure that it doesn't fight with LQ?

#

Do I delete everything and leave them as blank?

ionic crag
#

does dungeon size also applicable to custom interiors?

tacit thunder
azure timber
#

where is the presets.json?

lyric gust
#

Im confused on how to change the prices of the moons. Im changing them on global but its still using default values

azure timber
#

i cant see any thing talk about its location

ionic crag
#

something like that

#

if u use thunderstore then find it on thunderstore file

azure timber
#

its empty, do i need to start a room to generate it?

ionic crag
#

you need to start the game once

azure timber
#

ok thx

azure timber
#

how do i change the route price of a moon? im confuse on the prices thing

#

why it can add all moons to a single moon preset?

fierce tide
azure timber
#

so i set all moon price in global and in specific moon just select them through the branches?

ionic crag
#

from what i understand lvl1flow is the facility interior and lvl2flow is the library dungeon. but what does lvl1flow extra large mean? does it ignore the map size multipliers?

crisp stone
#

its titan

twilit idol
#

i really don't understand how this works

#

i've set all the configs and the json to make a planet cost 0 and when I boot up the game it's not 0

sharp dagger
#

You did download the file back and put it in the folder? . ,. Works fine with me but I only have LQ to change the prices of moons active

#

which planet isn't 0?

twilit idol
sharp dagger
#

my wesley moons are priced appropriately . ,.

twilit idol
#

welp

#

idk what to do

sharp dagger
#

lemmie turn em all on so i can show it via. an image

twilit idol
#

these are all the steps i did

sharp dagger
#

That first image

#

that means the price of Experimentation is 0

#

if you're on atlantica

twilit idol
#

how do i do it

sharp dagger
#

Go to Global, and put Atlantica in there - and set its price to 0

#

ensure every moon has its parent as global

azure timber
#

oic, so global means ships in orbit?

sharp dagger
#

no - global is just the parent

azure timber
#

ok

sharp dagger
#

so if every moon has global as the parent

#

in global you can set the price

#

and they all follow

azure timber
#

what about if i want to set dungeon flow in each moon? i set them in each moon or in global?

sharp dagger
#

setting them in the moons themselves would make it generate specifically to what you set there

#

setting it in global will make it do that on every moon with it as parent if you don't have any manual setup

twilit idol
#

like this?

sharp dagger
#

Yus

#

download the file, put it where it should be

#

n then when you try to go there, it SHOULD be 0

twilit idol
#

ok

#

checking now

#

this is so confusing but thank you very much

sharp dagger
#

You're welcome c:

#

also- @tacit thunder

#

I have learned that if you disable moons just so you can bloody load in faster to test things- that removes em off the global list

#

I have to remake that list of moons and their pricing 🥹

#

at least the custom settings to the left (the presets) are safe

#

but that's something to note mentally.

ionic crag
#

guys, does the map size multipliers means dungeon size?

sharp dagger
#

Map size multiplier = Do not put it past 5 unless you really love running inside

#

5 is ludicrously huge

#

2.35 is Titan's interior

#

and I don't even know if I've ever fully explored a Titan

ionic crag
#

i see.. thanks

twilit idol
# twilit idol

@sharp dagger so did i need to do all this other stuff too?

sharp dagger
#

you can nuke the LLL config and just leave LQ to be the mod to set prices

#

unless you're using LLL config for other aspects LQ can't touch

twilit idol
#

those weren't lll

sharp dagger
#

what config was that . _.

twilit idol
#

that was config files from lq i was manually adjusting

#

is the json supposed to do it for you

sharp dagger
#

config files from lq...?.... wait that's the other way... isn't it?

twilit idol
#

i have legacy disabled

sharp dagger
#

ah then don't mess with the config there

twilit idol
#

ok so json is supposed to

sharp dagger
#

don't do anythin' within the config editor of R2/thunderstore for LQ - just use the web UI stuff o- o

#

i mean, I guess I shouldn't say don't do anything

#

if u wanna use it - use it

#

but if you use the advanced file thingy - it'll just make the rest of your work moot

twilit idol
#

i just want it to work LOL so im not going to touch them

sharp dagger
#

yus

#

also- highly advise Dark Reader

#

no more flashbang >:D

twilit idol
#

i agree!!!

sharp dagger
fierce tide
#

If you don't set a parent for a preset, does that mean the moon uses vanilla values for things unticked?

weak hollow
#

has anybody else using this managed to figure out how rolling giants spawn in? ive been fighting it for a day or so now and yet to get them to spawn properly, but shockdrones, shyguys, lockers, redwood giants, and harpists all work fine.

fierce tide
#

can you explain exactly how it's not spanwing properly?

weak hollow
#

im not sure how to elaborate on it, seems rather str8forward friend. ive tried filling out the base cfg, which used to work just fine, but ever since i switched to LQ they havent been spawning just flat out, on any moon, inside or outside.

#

even when i transfer the spawn weights to LQ and can verify theyre correct. is it something related to the daytime spawns im missing?

fierce tide
#

so what ur saying is that its not spawning at all, not not spawning "properly"

#

heres a mindmap that i found valuable, you can use this to check your stuff

weak hollow
#

now im not following what youre saying, though i do appreciate the diagram. weird to me that the other mob mods seem to cooper8 but my baby boy rolling giants are just absent.

#

im just assuming its a learning curve with LQ.

tranquil patrol
weak hollow
#

also do i have to add any weight to the daytime spawns?

tranquil patrol
#

Daytime enemies refers to things that spawn outside during the day, like locusts and manticoils. You need to set them in the intetior enemies

#

And yes, they do need a set rarity

#

Not in the global preset, they need to be added to the enemies list of each planet you want it to spawn on

weak hollow
#

ok so i do have that part right. should i just match the daytime spawn weights to the outside ones?

tranquil patrol
#

When you say "daytime" do you mean daytime enemies, or interior enemies?

#

Afaik the rolling giant is supposed to spawn inside, no?

weak hollow
#

they can spawn outside

#

by "daytime" i do mean outside daytime enemies, yes

#

but theyre not spawning for any of the three (daytime outside, outside and inside)

tranquil patrol
#

Are you sure you want them spawning in the daytime outside? Because there's so few other creatures that can spawn outside there's an incredibly high likelyhood of it always spawning super early

weak hollow
#

im asking if that would, in theory, fix the lack of spawns

#

not that i want to do that

#

having them spawn at daytime, that is

tranquil patrol
#

Oh, no, it wouldn't make a difference. They need to be added to the enemies lists for each planet you want them on, and they need a spawn weight

weak hollow
#

lemme follow that up with asking; do you know if them having set weights in their base configs (rolling giants actual cfg, not LQ) would interfere with LQ's settings for them at all

#

because RG's base cfg has individual moon interiors but one large outside weight

tranquil patrol
fierce tide
tranquil patrol
fierce tide
#

Many

#

The normal ones

#

Plus some modded ones, with rarities set to reasonable values

#

Before LQ it wouldn’t be possible for me to enter a door and shortly find a jester, a nutcracker plus a coilhead spawning together

tranquil patrol
#

That's always possible in vanilla, though rare. Could I see your preset file? I can't think of why it would change the spawn logic that much

#

There are ways you can fine tune the spawning to prevent that but it shouldn't happen regularly anyway

fierce tide
#

Not regularly, but definitely a lot more often than before. Especially on modded moons.

fierce tide
gloomy elbow
#

Question

#

where do I get the Json file or in which directory would I normally find it

tranquil patrol
gloomy elbow
#

where would I normally find the .Json File Normally

tranquil patrol
#

You find it in BepInEx/config/LethalQuantities/Advanced

#

But it will only generate once you load into a game

gloomy elbow
#

like playing the game or Main menu

tranquil patrol
#

You have to actually open a save

#

I don't remember if you need to land on a moon

shell bear
#

just open a save

gloomy elbow
#

gonna reply to this so i can go to Web Ui easier

tranquil patrol
#

It's in the pinned messages

tacit thunder
tacit thunder
tacit thunder
weak hollow
tacit thunder
#

👍

dense timber
#

Does the scrap list auto updates when new scraps are added?

tranquil patrol
dense timber
tranquil patrol
dense timber
#

The pool of scraps that spawn on the moon

tranquil patrol
#

No it won't, unfortunately. If you generate a fresh preset you can see what the default values for the scrap are and copy them onto your main preset though

fierce tide
tranquil patrol
#

With brain and keyboard lmao

#

In theory you could do it by copy/pasting things between the actual json files, but they're cumbersom to handle

fierce tide
tranquil patrol
#

Just look at the default values that you generated, and copy them into your original preset

fierce tide
#

Cuz rn I only know to replace a json file with another altogether

fierce tide
dense timber
#

Open it up in the web ui, look at the value and put it in the other one

tranquil patrol
#

Yeah, there isn't really a way to transfer data between presets other than individual numbers

#

Although

fierce tide
#

Yea that’s what I’m asking, like how can you do it without having to manually type in everything. Not asking this out of nowhere cuz I see that there is a tab called presets at the very top. I just wonder what that tab does

fierce tide
tranquil patrol
#

I don't have access to my PC rn, but if you click on the "Presets" button above the list of moons, and click Copy on one of the options, can you then paste that into a different preset?

fierce tide
dense timber
fierce tide
#

And I don’t know how to paste that preset to another json file

tranquil patrol
#

Ahh I see nvm

#

Yeah I don't think you can

#

Could potentially be something for Banana to consider, but I imagine it's much harder to make in practice than in concept

fierce tide
#

From my almost nonexistent coding experience, maybe make the action of copying a preset generate a cache file with all the values? And the action of pasting it in to be writing them into the new json? Just saying.

#

But I can see how the simulator I saw someone in this thread working on is much more important than this copy and paste feature.

#

The whole workflow can be cut into half with that simulator

tranquil patrol
#

Maybe, idk, that'd be for him to consider. For now the only way to do it outside of figuring out how to do it directly with the json file (which I have tried, it's not worth it) would be to copy things that you want manually

fierce tide
#

Yea man thanks

pliant elm
#

probably has been asked before but is there a way to quickly paste scrap spawn pool from one planet to the other?

tranquil patrol
#

That's almost literally what we were just talking about, and unfortunately not :(

pliant elm
#

ah, apologies its midnight for me xD

tranquil patrol
#

Almost same

pliant elm
#

kinda a shame cuz this mod seems to be the only "solution" to LLL moons not having custom scraps spawning on them

#

and this mod solves that issue, but I use like 3x large scrap packs and it'd be a hassle to manually assign rarities for 200+ scraps

pliant elm
#

oh good lord

sharp dagger
#

if you want to keep the spawn rates the same across the globe

#

you just need to setup global with the values, rarities, etc

#

and then on the moons, just manually add the scrap.

#

Don't gotta touch rarity, values, etc - just gotta add the scrap to the list and it'll take the rest from its parent (global)

#

although that means no moon will spawn "unique" rates of gold bars, plungers, gnarpy's, you name it

#

'n the only thing making the spawn rates a tad unique is the lack of or increase of other scrap items in the pool of the moon making it rarer or more common to obtain

fierce tide
#

as long as you add them in the specific moon presets

#

it'll override whatever parent has

sharp dagger
#

Yes

#

but if you don't manually set rarities under the planet - it'll just follow global

fierce tide
#

yea

#

this seems to be the best solution for now

sharp dagger
#

tell me about it. I've been staring at this for a while = -='

#

At least dark mode makes it nice looking

supple apex
#

Appreicate the use of the Web UI. It's awesome and so helpful to be able to personalize everything.

tacit thunder
tacit thunder
#

the copy paste is not as simple, and im still in the process of figuring out what should be copy pastable, and where(and also other stuff like selecting multiple to copy or something)

fierce tide
#

And do you plan to integrate a simulator that I know someone in this thread is making?

tacit thunder
#

maybe, but it's not as high priority

#

it's a nice to have but there's other stuff that i want to add before that

#

my current todo list looks somewhat like this(subject to change):

Copy and paste functionality on web UI
Add host config syncing
Preferences for the web UI
Moon difficulty rating and description editing
Default values for empty fields in the web UI
Statistical display of overall generated presets
Weather customization
Per dungeon flow and weather settings
Additional settings
Lights out?

#

some stuff may get removed or moved around

azure timber
dense timber
#

changelog of devastation

fierce tide
#

Especially the per dungeon flow and per difficulty level settings

tacit thunder
#

that is probably also going to come later probably

fierce tide
#

Lol

tacit thunder
#

it's still just an idea

fierce tide
#

It’s all up to you at the end of the day I’m just grateful for your awesome mod

azure timber
#

i hope it can generate a code like "Assurance:1500,Vow:1500,Junic:300,Experimentation:750,March:450,Offense:1000,Asteroid-13:10000,Gloom:300,Atlantica:103,Infernis:330,Egypt:300,Rend:5,Gratar:400,Desolation:1000,Fission-C:400,Polarus:15000,Acidir:0,Dine:7,Oldred:400,Etern:400,Titan:9000,Cosmocos:270" so we can just copy and paste each time we need to update new scrap from a mod instead of typing all things again

azure timber
dense timber
#

yeah right

haughty owl
#

So im assuming there's no way to make say a gold bar weigh 30000 lbs on every moon apart from changing individially its weight variable to 30000 lbs in every moon's setting, correct?

fierce tide
#

You can make gold bar 30000lbs in the global preset, then select gold bar in every moon preset without ticking the rarity box.

strong bough
#

Although actually now I think about it that might not work

#

Since t maybe overwrites scrap list

haughty owl
#

Global and TestAllEnemies respectively, it doesnt seem to carry over (TestAllEnemies has global as the parent)

tranquil patrol
#

That is correct, though there's no point putting it in TestAllEnemies, unless that's just for demo purposes

haughty owl
#

demo

sharp dagger
#

omg

tranquil patrol
#

And make sure they have a rarity set in either the global or the moon preset

sharp dagger
#

picking that bar up will kill the universe

haughty owl
tranquil patrol
#

You can game it a bit by picking it up and dropping it behind you, which will move it, but it's still slow af

haughty owl
#

Unless thats not what you meant

tranquil patrol
haughty owl
#

the attributes of the Gold Bar in TestAllEnemies still displays the basic values

azure timber
#

@tranquil patrol hi, sorry for tagging, when I enanble the scrap list in a fresh new generated preset, does the scrap generated in that list was A.) things going to spawn in the last game, or B.) things going to spawn on that moon? because I tried to generate a new preset to update my modded preset, and i found some scrap supposed to be key item on that moon has gone from the list

haughty owl
#

It doesnt show as having a rarity of 10 or the weight of 99999999

tranquil patrol
haughty owl
#

ah

#

aight then O_O

#

thanks

tranquil patrol
#

Npnp

haughty owl
#

time to go make all the scrap in my modpack weigh a trillion pounds and not tell anyone

tranquil patrol
azure timber
tranquil patrol
#

Hm yeah idk how that would work. Could be the case that they're using separate spawning logic for that item. Maybe check the Traps list?

midnight halo
#

Do I have to replace the Presets.json config or can i name the file something else? I wanted to have different configs but i didn't want to have to replace that file
Asking cuz there doesn't appear to be a config or another way to make LQ use a different filename, and I wanted to be confident

#

it's that or i have no clue how i use lq.. lol

tranquil patrol
#

Yeah the config that will be used has to be called Presets.json as far as I know. But if you want you could store a bunch of different jsons in there with diffetent names and they shouldn't affect anything

midnight halo
#

Alright

#

i'll just switch out naming for files

tranquil patrol
#

You can also add more spare moon presets in a json. In the webgui, above the list of moon presets, there's a bold text "Presets". If you click that it brings up a list of all the presets in the json and you can copy them and and new ones etc. The only presets that will be used ingame are the ones defined on the right side of that screen

midnight halo
#

oh cool!

#

oh yea imma be using the presets, thanks for pointing that out

tranquil patrol
#

Np, it's a little hidden cause it just looks like a title lmao

midnight halo
#

yea lmao

tranquil patrol
#

I also think that it's a little confusing how the json itself is known as a preset, but also each individual moon has its own preset, I feel like the terminology could be cleaned up

midnight halo
#

yeah

tranquil patrol
#

I think the json is supposed to be known as a package for presets, and so is labelled Presets, but people end up calling it a preset anyway so it gets confusing

tacit thunder
#

yeah

#

sorry debby, thanks for helping ppl here

tranquil patrol
#

You're all good, I enjoy a puzzle to solve

midnight halo
#

currently making the wackiest moon presets possible

#

and they are named accordingly

tranquil patrol
#

Ruhroh

tacit thunder
midnight halo
#

ah

#

well that makes a lot of sense

tranquil patrol
#

I have been curious what would happen there

midnight halo
#

imagine just finding a million different apparatuses just sitting arounid

#

lmao

tranquil patrol
#

Make it so

midnight halo
#

im gonna make it so you can find boomboxes randomly on rend

midnight halo
tranquil patrol
#

Did I stutter?

midnight halo
#

oh

#

hmm

#

yea i'll make it so

tranquil patrol
#

Good. Good.

haughty owl
#

make them also weigh 9999999 pounds each (you can name your modpack "Heavy Company")

#

also anyone know the difference between Level1Flow and Level1FlowExtraLarge? i assume Level1Flow is factory and Level2Flow is mansion

tranquil patrol
#

Yeah ExtraLarge is just factory but a bit bigger, only used on Titan

midnight halo
haughty owl
#

bigger in terms of room size or dungeon size?

midnight halo
#

perfect

tranquil patrol
#

Dungeon

haughty owl
#

k thx

tranquil patrol
midnight halo
#

the only things you can find on rend are 0-2 value apparatuses, and they all weigh you down to the max

#

lol

tranquil patrol
#

That's cruel

#

This is where the Company sends you when you fail quota

midnight halo
#

LMAO

#

ong

haughty owl
#

by any chance would you happen to know if that size is inherent to the layout or is it based on the "Factory Size Multiplier"? (i.e. will they have the same size if they both have a multiplier of 1 or will the extra large one still be bigger)

midnight halo
#

fine ill make it so they can be up to 150

#

so its atleast somewhat fair

tranquil patrol
haughty owl
#

oki thanks so much

tranquil patrol
#

Idk by how much though

midnight halo
#

LMAO so there's a 6% chance of finding a boombox and if you do you can carry up to 2 apparatus' because it subtracts your weight by -192

#

i wonder if itll work

tranquil patrol
#

But apparatus is two handed ;(

midnight halo
#

exactly

tranquil patrol
#

Also idk how negative weight works, my intuition says it just clamps it to 0 but I could be pleasantly surprised

midnight halo
tacit thunder
midnight halo
#

me and the boys gonna get lost in this one

#

there's a 78.02% chance of rend spawning a masked

#

and the 2nd place is 6% chance of spawning coilheads

tranquil patrol
#

Keep in mind that the larger the map is the more spread out scrap will be, so you might want to consider upping tge amount of scrap, or not lmao

#

Also it could just murder your game

midnight halo
#

nah its gonna be absoluitely hell

#

yea i want it to

#

i love hosting and having my game say "You Fucking Moron !!!!!"

tranquil patrol
#

Well hopefully the ship will actually land lmao

midnight halo
#

actually fine there'll be 37 times more scrap

tranquil patrol
#

Out of interest how good are the specs of you and your friends' PCs

midnight halo
#

friends pcs are pretty erm

#

not good, but

#

my pc has rtx 4060 gpu and i7 9700kf cpu

#

16gb memory

#

tbh i wish i had more memory but it works so i can't complain

#

boutta make Herobrine be the most common outside enemy

tranquil patrol
#

I'm fairly sure each individual still has to build the maps using their own CPUs anyway, so it could break for them and not for you

#

It's your funeral

tranquil patrol
#

I've seen a bug where one player has a completely different interior to other players, which would only be possible if the game has each player generate the interior

crisp stone
#

thats correct yes

midnight halo
#

alright fine ill lower it to 4 times the map size

crisp stone
#

thats a lot

midnight halo
#

yea but its better than 12

tranquil patrol
#

It took a lot of convincing to bring it down from 12

midnight halo
#

i want to harm my friends computers

#

alright anyways

#

i think im done with rend

#

i already did titan and dine

#

wait how do i tell the webui to use the presets i jsut made..

#

ohh

#

click and drag

tranquil patrol
#

Yep

midnight halo
#

from the list

#

i see

tranquil patrol
#

You can also just type the name in

midnight halo
#

alrighty time to test

midnight halo
tranquil patrol
#

Oh weird, maybe I'm wrong

strong bough
tacit thunder
#

2 fps with 4x map size (:

midnight halo
#

Cool !!

#

I also have a 43 times scrap multiplier

#

Can't wait for that toll

#

(im gonna crash immediately)

tacit thunder
midnight halo
#

im gonna catch it all on camera

tranquil patrol
#

I mean, just send a screenshot, it'll be exactly the same as a video

midnight halo
#

i forgot i need money to go to rend

#

one second

#

what

#

it didnt load the config WAHHH

#

wait yea why tf doesnt lethal quantities load the config

tacit thunder
#

which config

midnight halo
#

Presets.json

tacit thunder
#

did you save it?

midnight halo
#

yea

#

its all saved

tacit thunder
#

it should, did you change the preset for the level?

midnight halo
#

yep

tacit thunder
#

can you post your presets.json, and how are you confirming it's not being loaded?

midnight halo
#

there should only be 2 types of scrap and a huge map, but there isnt

tacit thunder
#

can you upload your presets.json file?

midnight halo
#

getting that

#

AHH

#

LMAO

#

sorry for the nuke

tacit thunder
#

well, it's spawning other scrap because you have it in the list

#

if you only want it to spawn 2, then remove all the other scrap from the list

midnight halo
#

well thats stinky cuz i thought disabling rarity would remedy it but i guess it just uses the parent's values

#

alr

tacit thunder
#

yeah you just have to remove it

midnight halo
#

the map didn't seem that big though. There also wasn't the scrap amount multiplier, that's for sure

tacit thunder
#

it might be capped manually somewhat

midnight halo
#

oh

#

awh

#

oh yea

#

max scrap

#

how did i not notice that

#

it still didn't work, this is supposed to be only apparatus and boombox

tacit thunder
#

did you remove everything from the list of scrap?

midnight halo
#

yep

tacit thunder
#

hmm

#

im not quite sure

tranquil patrol
#

Are you definitely on the right planet, and is the preset definitely assigned to that planet

midnight halo
#

yes

#

yes and yes

haughty owl
#

How does this mod work with LLL out of curioisity? Do i only have to use one?

tranquil patrol
tranquil patrol
midnight halo
tacit thunder
tranquil patrol
#

Normal levels?

midnight halo
midnight halo
#

just now found em

tacit thunder
#

console*

#

ok that would explain a bit

midnight halo
#

conversion issue

#

can i not use decimals

tacit thunder
#

oh yeah

midnight halo
#

😭

tacit thunder
#

rarities can only be whole numbers

midnight halo
#

FUCK

#

ok

#

thanks

tacit thunder
#

👍

midnight halo
#

will fix

tranquil patrol
#

I was gonna mention that when I saw the rarity, but I sort of assumed it would get rounded or disable the scrap or smth, rather than crush the preset to a pulp

midnight halo
#

i removed all decimals from rarities

#

re-opening the game

tacit thunder
#

it's a bit difficult to clean json values for me

midnight halo
#

yeah well its allg

#

not a big deal

#

maybe you could prevent people from putting periods in rarity textboxes on the webgui

tranquil patrol
#

There are some values that can be floats, and some that can't

midnight halo
#

that's why i specifically mentioned rarity

fierce tide
tacit thunder
tacit thunder
fierce tide
midnight halo
#

YEP ok it works

#

LMAO 371004 SCRAP ITEMS TO SPAWN

tranquil patrol
#

Honestly just a tooltip letting people know that integers are needed for particular values could be all you need. Cause it's not a super big deal really, a quick fix

tacit thunder
#

yeah ill probably add that in

tranquil patrol
#

And you increased both the multiplier and the minmax

#

So, chaos

midnight halo
#

ah

#

that makes sense cuz the max is 9999

#

my poor pc

#

oop it crashed

#

lol

tranquil patrol
#

I would be sending your PC to Area 51 if it didn't

midnight halo
#

lmao

#

ok i updated the config a little bit

#

multiplier is now 12 and the max is default for Rend

tranquil patrol
#

Honestly might still be too much, but we'll see

midnight halo
#

im running 60fps

#

lmao

#

now 30

#

still works

#

OH YM FUCKLIGNG GOD IT WORKS

#

LMAO

tranquil patrol
#

How many scraps?

midnight halo
tranquil patrol
#

That is a pretty big performance drop, but better than I would have thought. Map size 4?

midnight halo
#

yep

#

and the shadows really fuck up my frames

#

13 frames cuz of the shadows

#

went down to 4

tranquil patrol
#

There's a mod that removes prop shadows I think

midnight halo
tranquil patrol
#

I completely failed to consider the lighting from the apparatus'

midnight halo
#

AYO HOW DID SHY GUY GET IN THERE BRO I DISABLED HIM--

tranquil patrol
#

I think ShyGuy might have his own spawning logic?

sand saddle
#

In my past experiences, Shy Guy will bypass LethalQuantities/LethalEditor, and he does have his own spawning logic I've heard

tranquil patrol
#

I've never used it before, but I assume he has his own config?

sand saddle
#

he does have his own config, maybe setting it to 0 in his own config miiight work with LQ?

tranquil patrol
#

Probably yeah. That would prevent its own spawning logic but I'm pretty sure LQ could still spawn him in

#

That's how it works with Peepers at least

tacit thunder
#

you cant remove the shy guy

#

not afaik

tranquil patrol
#

Not even on his own config :(?

tacit thunder
#

that works

tranquil patrol
#

Ah okay

tacit thunder
#

but not with any other mod

tranquil patrol
#

If his rarity is 0 in its own config, would LQ still be able to spawn him?

tacit thunder
#

i dont think so, but im not sure

tranquil patrol
#

Worth giving it a test when I'm home maybe

midnight halo
#

i think a hoarder bug just crashed my game

#

from trying to say so many voicelines at once

#

i made it so hoarder bugs say a voiceline every 10-20 milliseconds

#

and also the lag from making 500 scraps spawn probably didnt help

jagged oriole
tranquil patrol
azure tundra
#

Absolutely heroic mod lol
Now to work on some mania like filtering stuff for my needs

#

Might need to spin up the old mongoDB

tacit thunder
#

👍

#

idk about mongo 😬

tranquil patrol
azure tundra
#

VS code then shift alt F to autoformat

tranquil patrol
#

Ooh. I'm about to go sicko mode.

tacit thunder
#

you can also view it in the chrome devtools console in the webui

tranquil patrol
#

But I want to stick my fingers into all the digital pies. I want to edit the shit outta that json

tacit thunder
#

oof vscode is ur best bet then

azure tundra
#

Don't do it. I'm experimenting with a chatGPT powered service to do it for me. Will report back.

tacit thunder
azure tundra
#

I immediately, in the first request, overran my free processing credits before getting an output xD

earnest wedge
#

A 20k line JSON files is pretty big...

azure tundra
#

I asked the model's permission for a file that big first :p it said that's a lot but sure
plus I told it to only process "items" so that's just 3k lines
I could write some C++ that ordered them by weight in 1 second. But I wanna do a few more things so this might be easier

fierce tide
tranquil patrol
rustic kindle
#

for some reason in the enemy inside list, not every enemy is appearing for me?

#

only some of them

#

ye the walkers notg there

azure tundra
#

Search, is it anywhere else?

#

Like in hazards. I'm guessing door mimics are hazards not enemies.

upper sable
rustic kindle
#

cause they still have a weight in the config

#

with 50

upper sable
#

hmmmmm

rustic kindle
#

on LQ

upper sable
#

probably

strong bough
#

Probably best to ask directly one sec

tranquil patrol
#

Walker doesn't have unique spawn mechanjcs afaik. It just has a rarity in Diversity's config which applies to all moons

tranquil patrol
tacit thunder
#

their scannode on the enemy prefab uses the same enemy file id as the bracken, so that's why it's named like that

fringe plover
#

I don't know if this has been asked before, but how do I set a new price for a moon? I tried adding a price on global, but it didn't change.

tranquil patrol
#

So you can have EGypt cost 100 if you're orbiting Experimentation, and have it cost 200 if you're orbiting Vow for example

fringe plover
#

Ah, okay. I was hella confused on why there was a setting for each moon.

tranquil patrol
#

Yeah it's all good. Think of it less like it's the price of the moon and more like it's the price of the travel costs to the moon

fringe plover
#

Another thing while I'm here. How does the parent thing work with scrap specifically? The small tip it gives made me a little confused. I want to add modded scrap to every modded moon that doesn't have them, and I'm putting the scrap in global and using it for the parent of each moon. What do I do after that?

tranquil patrol
#

The list of scrap isn't shared from the parent. Each moon will only have scrap that's actually in its own scrap list. So you'll need to add the scrap you want to each moon. You can, however, set the rarity of the scraps in the Global preset and those will apply to every instance of those scraps on the moons

#

The lists aren't inherited from parents, only the values are inherited

fringe plover
#

Alright, Imma check that rq.

#

So, does it not update the value when I add it to the list, and it's just the value I set in the parent?

tranquil patrol
#

If the value is unticked, it will inherit from the parent. If it's unticked in the parent, it will be the default value

fringe plover
#

Oh, okay!

#

That makes a lot more sense, thanks.

tranquil patrol
# fringe plover

So yeah here Gnarpy would have a rarity of 11 on every moon you add it to, provided the rarity is unticked for it on those moons

#

The values don't show up in the webui when they're inherited unfortunately, but it will work ingame

fringe plover
#

Awesome. That clears up a lot of confusion.

#

One more thing. If I set the moon price in LLL will it break anything with LQ?

tranquil patrol
#

I'd recommend not setting anything up in the LLL config when using LQ, they apply changes at different times and it can break things, Idk about moon prices specifically but with other things it definitely breaks

fringe plover
#

I'm trying to make aquatis like a mid-game moon so I wanted the starting price to be 250, but I don't know if enabling configuration with LLL will break the stuff I add in LQ.

tranquil patrol
fringe plover
#

So it'll show up as 250 after going to Aquatis from another moon but not when the game starts?

tranquil patrol
#

Well when the game starts you are orbiting Experimentation, so the price of Aquatis should be whatever you set it to be in the Experimentation Prices list

fringe plover
#

Oh, right!

#

Okay. I'm going to try that rq.

tranquil patrol
#

Oh also if you didn't know, you don't have to restart the whole game to import a new preset file. It loads the preset file every time you change moon so you can put the new presets file in and then change moon and it will update

fringe plover
#

Oh, wow. I'm used to restarting every time I update a config file, lol.

tranquil patrol
#

Yeah it's a recent change Banana made, incredibly useful

fringe plover
#

Aye, it worked. Thanks so much!

tranquil patrol
#

Npnp

sharp dagger
#

I don't know if it's RNG, but 15 days went by and not a single instance of a few custom enemies appeared. From herobrine to diversity's walker

#

even the shy guy that people stated has their own spawning rules - didn't spawn on both custom and default moons.

#

dunno how I screwed it up . -.

tranquil patrol
#

Could you send your json?

sharp dagger
#

¯_(ツ)_/¯

#

So experimentation has all enemies, the default ones all have their rarity's checked

#

none of the rarities are checked for the custom ones, because the custom enemies should be inputting their own rarities

#

by default the shy guy should be able to spawn in any moon, but haven't spotted em once

#

oddly enough- there seemse to be a ludicrous amount of hoarders 'n snare fleas

#

guess I could do some dev-testing as I gotta revamp some numbers anyways... gonna pump up masked in global to test it on a moon that has masked but no rarity first

tranquil patrol
#

The rarities seem to be checked for all the custom enemies on most moons... But also, they're super rare, and on top of that there's a max power count, so if enough common things spawn they won't be able to spawn because their power is too high. There doesn't seem to be any reason in here that they shouldn't have the possibility of spawning

#

Centipedes and Hoarding bugs are the most common on Experimentation, so it doesn't seem farfetched that there's a ludicrous amount of them

sharp dagger
#

oh no no - on other moons too

#

solace had like 5 hoarding 3 snare, atlantica had 4-5 hoardings

#

We killed off a majority of hoardings and snare fleas so the power level should've freed up for something else