#Lethal Quantities
1 messages · Page 2 of 1
no, since LethalQuantities wasn't able to find the object as an Item it won't work even if you add by hand
not sure why adding Ragdoll worked, but that's not guaranteed behaviour
Are you sure? LethalQuantities allows you to change weights and price
The “items” clipboard, sticky note, and body don’t show up in LQ. And items that don’t have a value (such as store items) can’t be given a value.
Oh with Remnants, store items have values
That's the idea at least
(I haven't yet tried it)
Oh when it "registers it as scrap", it gets values applied to it?
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.
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?
Either way, I doubt that adding Remnants would allow me to edit the weight of actual player bodies
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
Not necessarily register as scrap, but just edit its weight? That's all I want to do
So it works!!!?
No
it DOES register all store items as separate scrap though, right??
And it gives them value!
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
@tacit thunder have you tested whether reducing the rarity of a vanilla interior using lethalquantities works?
with LLL I know you cant reduce like, facility or mansion below their default spawn rates for the moon
actually I can test it myself
it does work it seems but the simulate command doesnt show any of the interior rarities
what do you mean specifically
the command fails, or the command works but fails to show the changed rates?
the latter
it shows the default rates as opposed to the rates created by LQ
but the actual interior spawning works
it's been working fine for me, but i dont use the simulate command
I might be wrong but I think rates created by LQ (and everything really) only get set to be such when the round starts
So I could see how LLL's simulate command could not be working (which is unfortunate)
@tacit thunder , there's no real fix for this right?
there is not
LQ inserts dungeon flows into the level at in a RoundManager.GenerateNewFloor prefix, which i dont think the simulate command calls
which would explain why LQ changes don't appear
The only way to do it would be for LLL to call the prefix, which would be an entirely unnecessary load
yeah the flows themselves are working, so I can live without the simulate command xD
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
Added live preset modifications
holy moly
okay that’s a very very nice QoL update
thanks, i got tired of waiting 10 min to make a change too
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?
yes
Sorry guys I'm new to this but how do I import json file to the WebUI to tweak things there?>
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
you can drag and drop that into the web ui to get started
Thank you so much
And once I finish tweaking, I’ll just save it as a new json file and replace the old one with it?
yes
Thank you so much!
Yeahh unfortunately simulate support can’t be done without sub dependencies I don’t think
I wish it could
I technically could but…
might be a little too cursed
@tacit thunder
I'm trying to get the ID of items to ensure they can't be messed with via. another mod
could the ID or name + ID be in the empty space there?
I cannot copy the ID name
We do love you batby
Also - couldn't a mod simply call upon the generation list again?...
When a moon is selected and the lever is pulled - a set of instructions go through to choose the correct interior
Surely that same step can be somehow tapped into o -o
it doesn't call the generation list though, it calls the GenerateFloor... somethingsomething
what if you pretend to generate without allowing it to actually create something? . ,.
a mimic - that kills actual generation when simulate gets used
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
or am I speaking like... impossible nonsense . ,.
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
I'm not an expert on the subject though.
Does LC_Office appear as SDM level in lethal quantities?
Nope, it should get added to the list after you enter a game and generate a level (I think)
are ScarletDevilMansion and LC Office both up-to-date for you?
Yeah that’s what LLL does
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
There’s no hard feelings about it or anything
They are. Strange. Let me look into it.
So Scarlet Mansion just appears as MansionFlow? Or is it the vanilla Mansion? If so then what is Level2Flow?
oh wowwww
No Scarlet Mansion is SDM (ScarletDevilMansion)
@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.
Ohhh damn I'm stupid
names are confusing :P
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
Fun fact, Meteo doesn't work with LP - ~- (Scrap amount multiplication does, scrap value doesn't)
And if I may ask what is Level 2?
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
yeah, that's not a bad place to put it. ill add it to my todo list
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
.40?...
forgot - but it's some arbiturary decimal
numbers in games are just arbitrary as hell tbh
tweak and tweak and tweak until things feel right
it should just be called SDMLevel
Sometimes there isn’t always a logical conclusion to what works
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
Um! afaik, level 1 is facility, level 2 is haunted mansion, level1FlowExtraLarge is just bigger facility (its vanilla, only used on Titan)
odd order imo, but order nonetheless
it's not current possible, but i have it on my todo list, after i add weather weight modification
I actually dont see a mansion flow on my end (youre looking at the LQ web ui, right?)
Thank you so much for your patience! I'm a complete noob on this new plugin
Just a heads up I have a feeling this might end up being a sub dependency necessasity in the future of both our mods
Oh that makes sense now. I have Minecraft interior installed. My guess is that Mansion refers to the mansion of that mod.
i think that sounds right!
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...
hmmmmm... that would kind of be annoying
hopefully zeekerss figures out some better system or something
Yeah
I’m really hoping v50 reworks it because it seems very old compared to all the other systems
yes...
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 🙏😭
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? . ,.
no i actually have barely taken a look at it, but it seemed all over the place when i tried to look
what
😬
i might just leave it for weathertweaks then
im not too eager to reinvent the wheel
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
Hence why it might work best as an eventual sub dependency
.,.' ..... just to clarify, I wasn't talking bout the weather situation.... just in case. o, o
meant to talk bout interiors . ,.'
the weights aren't applied during the simulate command, since i think it only uses the LLL dungeon stuff to simulate picking the interiors
Prefix level picking with a call to weather selection, but creating a new Random instance with the map seed so it picks the same weather even if it's called twice...
Mostly joking, probably would cause too many issues, haha.
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
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.
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-'
Wonderin' how customizable it's possible
probably not particularly, since changes are done via prefixes... but if you know the weights it should be fairly simple to calculate the chances of an interior
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
. ,.
then LLL just shoves in their code a way to read that file if it exists
outputs warning like "Can't find LQ_Rarities, You either do not have LethalQuantities or have not set any weights"
'n done n done - right? ., .
Im currently working on a web ui to simulate my settings for LethalQuantities. It basically takes all the values in the presets.json and runs a simulation of what would happen
that is actually so cool!
lol @ the 1 girl
bro
100 simulations and it spawns girl once?
I've seen her spawn like 3 times within 6 runs of experimentation 😅
is it possible for you and the dev to collab and make this simulation part of the UI as well?
girl be mean to me group
Im just using dummy data rn. So that data is not accurate but its a proof on concept
it's unfortunately kind of difficult to say
oh ok - then I'm not that unlucky
that's actually pretty cool
I'm probably oversimplifying it o~ o
Just thinkin' of like... how to handshake both of your mods without hassle
well, ideally you'd use one mod or the other to configure the interior weights
Yeah
since using both configs is a bit confusing
hence why I haven't noticed this bug
I use the interior generator's configs
so everythin' is fine-looking on my end
I guess like...
you could create options those configs don't have
something-something affecting interiors
like, if Eclipsed: Set rarity to X
i dunno o- o
well the per interior/weather presets are not going to be anytime soon
but when i do add them ill probably have some sort of simulate results
no rush, not that I even want it 😅
I just want mods to handshake often, if needed
more bridges, the better
well yes, but that's a lot of bridges
ideally there would be a centralized modding api but it's probably not going to happen for a game like this
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?
it adds a new one
it should be pretty good about updating the presets.json automatically if you add/remove a mod
Because I just added a new moon and it has no enemies nor a parent selected
it won't have a parent selected, but im not sure why the enemies list would be empty
which moon is this?
Gordion Sector-0
oh i think they might add their enemies by code, and so lethalquantities can't pick up on it?
it works for all other moons afaik
But would I be able to add enemies to that moon and it working?
Because I thought something went wrong with LethalQuantities and because of that no enemies would spawn on that moon
I guess I'll try and see
👍
But how would the rarity work in this case?
since the other enemies are not showing up
and these make up for a total of 100%
it really depends on how they add in their enemies
it might only spawn those in the list
i really cant tell more without knowing how they spawn their enemies
@tawdry summit Any insides?
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
\
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
simulate doesn't consider LQ
hmmm weird. If it doesn't then how come it spawns my modded interiors by default?
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?
yes
Yup, it does overide
just tested it
ok
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?
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?
are you modifying the global preset?
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
Which planet's preset are you changing the prices in?
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
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
Oh I see. Thank you so much!
Surprising how it can even tweak the price of going from one moon to another.
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
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?
Yeah that's it
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
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
Oh that makes so much sense. What a detailed mod man
Do you have a sheet with all your prices?
If I may ask, what does the TestAllEnemies tab do?
Nah I just have the preset, I can probably make one if you want?
It's a dev moon Zeekers has, you can ignore it
oh ok. Thank you so much for your patience!
Yeah that'd be interesting to have, Was looking for a way to change the game's moon progression
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)
im not sure, it's a SelectableLevel but it seems like it's never used
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
yes, any unselected option will default to whatever the original value was, and im not sure about the multiplier, but it might?
here's the flowchart for reference:
which should apply to the price
the red and orange = use default, and green = use custom
or, maybe not nvm
ignore what i said
?
Wanted to ask for insides on how the enemy spawing worked on your moon
It works the same on every moon
Unless it’s being spawned through something like ScarletMansion’s custom code
Very valuable mindmap, thanks!
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
Got it. Basically ticked then whatever you put in, unticked then whatever you put in the parent (in your example, gloabal).
Yeah, and if there isn't a setting available in Global, it'll just be the game's default settings
Ok, I have somewhat grasped the basics of LQ now, thank you so much!
Npnp
If I share my profile after tweaking everything, would my friends have the same preset as I do ?
Yes
Thanks!~
ah, I just used the default stuff, but I copied enemytypes and stuff to avoid conflict with enemies spawning
I'm pretty sure WeatherMultipliers doesn't work with LQ on.
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.
WeatherMultipliers is buggy, use the forked version called MeteoMultiplier
i use meteo multipliers
Does it work with LQ based on you guys' experience?
ihavent had any issues
Thanks! I'll try that one instead then
@dense timber
And if anyone needs it, I made a visual aid to help with understanding the animation curves
https://www.desmos.com/calculator/ynxk6t3mxp
AnimationCurves are what spawn probabilities for enemies and traps work on
Wow! What a helper you are! Thanks!
It's more for me than anyone else, I need the mental stimulation ;(
Still you’re amazing!
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
The scrap lists should automatically have default scraps in them
That’s weird. When I click the scrap box everything needs to be added in manually
I’ll try to look again
In which preset?
If it's Global it'd be empty, but if you're editing the generated presets they should have the scrap listed
I have only ever used vanilla moons though so if it's something that's only happening on modded moons it might be unavoidable
Yes that!
Sorry I didn't make myself clear. But i'll just do it manually.
too many moons for me lol
holy shit this is fantastic
if you delete the presets file it should generate with new presets that contain the defaults
Oh okay! Thank you!!
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.
That seems like a very cool way to go about this! However I didn't quite understand how you make it work. Would greatly appreciate it if you could explain a bit more.
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?
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.
try leave them alone and host a game, type simulate moonname and see if the number/% is correct or not
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
basically works the same as spawn weights for enemies so for example if u had the industrial interior at 150 and the mansion at 150 then its fifty fifty or if u had mansion at 50 and industrial at 50 then its also fifty fifty
Leaving them alone is exactly what I did. But it seems like after running the game for a few times the chance doesn't match what I put in LQ. Also someone said that terminal simulate doesn't consider LQ. so.
well i guess if LQ doesnt work u gonna need to use the good ol config for each dungeon
or use the LLL config but i suggest using the interior config
LLL config is still a bit messy so just stay with individual interior mod config
which is why i never touched that thing lol
ya i know that one. my concern is when theres multiple source of config that do the same thing which one gonna be picked
i mean im half LQ half interior config since i started using LQ halfway through making my modpack and it seems to work fine
ill go read up and see what the issue is
That's my question too. since LQ doesn't override the spawn rate data, how do I know if the game reads LQ's other data regarding this moon? Does it pick half and half as well? lol
wdym by reading up exactly
reading the chat and i did just that
i can test rn since i do have lethal company open
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
wait there is an issue?
i just thought you thought that LQ would conflict with the interiors config
so there is an actual conflict?
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!
ah kk i might do the same then cuz i want no issues lol
i might not understand the full context - what do you want to achieve? (because i might be doing exactly that rn)
also here you can see me anxiously search my mod name constantly lol
if you want to modify weather picking weights, i'll be happy to help you hook into my mod to achieve that
If the config gives you the option to, remove it from all moons in the config
Just set spawn rate to 0?
No like where it says "Moons list"
I can try and give another explanation much later
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?
I tried doing that but it ended up only spawning the scrap in the global preset
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.
But not specific scraps you added in for each moon specifically?
Exactly
I'm at the 21st json file rn and honestly getting crazy lol
Dont know if I just did it wrong or thats just how it works
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)
just cant seem to tweak things the way I want maybe im just stupid
Wait, what do you mean? I didn't quite get ya
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.
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?
Yes correct
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
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.
that's what I'm doing rn, but it seems like it's not spawning things the right way.
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
You meant *ticked?
Coilhead would need to be present in the list of enemies, but the rarity value needs to be unticked
Oh ic
I'm planning on making a tutorial video I think, cause it's so much easier to explain through demonstration
I think so too! It would be super nice if you could make a video!
Saves you a lot of time as well. dont have to keep explaining things to newbies like me lol
anyways thank you so much and good night!
Yeah np, sleep good
the rarities set in LQ should override any rarities set in other configs
lol, i think your mod does exactly what i and most other users want. i was considering adding an option for weather manipulation in the simplest sense, but your mod seems to do it better
that's nice to hear 😄 - if you ever need to change/tweak something in my mod lmk
Dose this override advance company
yep, but only when you tell it to override something
follow this!
how do i use this mod? cant see the config files
@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
i literally do not know, i haven't used the mod yet 😓
oh oops, I thought you were the creator for some reason
got my mods mixed up lmao sorry
@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
For the .json to generate you first need to load into a game. Then, in the config folder you will see a "LethalQuantities" folder, then in that go to "Advanced" and the .json should be there. Then drag the json into the WebGUI to edit it
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
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
I'd love to help but I don't really understand what the words you're using refer to
basically I'm trying to change the minValue and maxValue of scrap and it's not working
Can you send a screenshot of one of the scraps you've changed, and whether it's in a parent preset
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
yeah, the defaults field is populated by the mod, and the presets field is what you modify. the results field is for future stuff such as simulating scrap or generating csv tables
the gift box value should be set properly? are you saying it's worth 0 credits when you find it?
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)
hmm ok
I have a suspicion it might be something with the gift scrap itself, so I'll also test changing another scrap item
i dont think there's anything in the code that would suggest it not working
can you provide your presets.json?
well I have another mod called BuffedPresents
I want to try a scrap that isnt affected by any other mods
sure
thanks
let me just let lethal load up so you can get the results field populated as well
I'm going to test laser pointer
👍
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
yeah, that's a bit strange
why is it even 0.4
¯_(ツ)_/¯
is 1 supposed to be the default?
no, apparently .4 is the game default
oh gotcha
no clue why it's 0 though, i don't think it's lq causing that
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
yeah that makes sense
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?
no, there shouldn't be
if I set the rarity in both the moon and the parent (global), which one takes priority
moon
okay, maybe I set it on global instead of the moon
lets try one more time
thanks for your help btw
👍
yeah it's working, I must've changed the rarity in the wrong place
ok thats good
@tacit thunder if a moon update changed their spawn pool should i reset my LQ setting ?
you can delete the preset for that moon and reopen the file
it'll regenerate the default preset for that moon
aight ty 👍
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?
does dungeon size also applicable to custom interiors?
you can just not enable any options in the LLL config
yes
where is the presets.json?
Im confused on how to change the prices of the moons. Im changing them on global but its still using default values
i cant see any thing talk about its location
C:\Users\User\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\Vanilla\BepInEx\config\LethalQuantities\Advanced
something like that
if u use thunderstore then find it on thunderstore file
its empty, do i need to start a room to generate it?
you need to start the game once
ok thx
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?
Price means the price required from the preset moon to another moon. So you should edit global preset if you want to tweak the prices of going to different moons.
so i set all moon price in global and in specific moon just select them through the branches?
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?
its titan
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
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?
i did
multiple times
a wesley moon called atlantica
my wesley moons are priced appropriately . ,.
lemmie turn em all on so i can show it via. an image
That first image
that means the price of Experimentation is 0
if you're on atlantica
how do i do it
Go to Global, and put Atlantica in there - and set its price to 0
ensure every moon has its parent as global
oic, so global means ships in orbit?
no - global is just the parent
ok
so if every moon has global as the parent
in global you can set the price
and they all follow
what about if i want to set dungeon flow in each moon? i set them in each moon or in global?
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
Yus
download the file, put it where it should be
n then when you try to go there, it SHOULD be 0
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.
guys, does the map size multipliers means dungeon size?
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
i see.. thanks
@sharp dagger so did i need to do all this other stuff too?
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
those weren't lll
that was config files from lq i was manually adjusting
is the json supposed to do it for you
config files from lq...?.... wait that's the other way... isn't it?
i have legacy disabled
ah then don't mess with the config there
ok so json is supposed to
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
i just want it to work LOL so im not going to touch them
i agree!!!
If you don't set a parent for a preset, does that mean the moon uses vanilla values for things unticked?
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.
can you explain exactly how it's not spanwing properly?
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?
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
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.
Are you adding them to the enemies list under "daytime"?
in global or the specific moons
also do i have to add any weight to the daytime spawns?
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
ok so i do have that part right. should i just match the daytime spawn weights to the outside ones?
When you say "daytime" do you mean daytime enemies, or interior enemies?
Afaik the rolling giant is supposed to spawn inside, no?
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)
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
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
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
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
Afaik the configs inform LQ's default values, but if you tick a value in LQ then it will ignore it
Oh I found myself having that problem when play testing today. For example I put a coilhead on the list, but it seems to not follow its original spawning logic anymore, cuz it spawned pretty early and randomly when originally they only spawned after a while
How many other creatures were in the list?
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
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
Not regularly, but definitely a lot more often than before. Especially on modded moons.
I’m in bed rn so I’ll try to send you that tomorrow when I wake up, thank you so much man!
Question
where do I get the Json file or in which directory would I normally find it
can you help me out?
What seems to be the problem
.
where would I normally find the .Json File Normally
You find it in BepInEx/config/LethalQuantities/Advanced
But it will only generate once you load into a game
like in the game?
like playing the game or Main menu
just open a save
gonna reply to this so i can go to Web Ui easier
It's in the pinned messages
yeah sorry about that, i dont really have any alternative but to make backups
i dont know what's up with the rolling giant tbh, i know that the fiend also has some spawning issues
you need to host/join the game once, but you don't need to land to generate the presets.json file
i managed to get it working, i think? its a lil finicky but i have both outside spawns and inside now, so im just gonna hope it holds.
👍
Does the scrap list auto updates when new scraps are added?
As long as you load into a save, it should add new scrap to the available pools yes. Although it will only make them available to add, it won't add them to any lists
For example, Wesley just added a new scrap to one of his moons, will that get added automatically to that moon?
Added to what, though. The pool of scraps that spawn on the moon, or the pool of scraps available to choose from?
The pool of scraps that spawn on the moon
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
How do you copy the values for a single moon preset to another json file?
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
How does that work lol, maybe I’m lacking the brain part
Just look at the default values that you generated, and copy them into your original preset
Cuz rn I only know to replace a json file with another altogether
Oh so you mean typing in by hand?
Open it up in the web ui, look at the value and put it in the other one
Yeah, there isn't really a way to transfer data between presets other than individual numbers
Although
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
And if it could possibly achieve this
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?
There we go, that’s what I’m actually asking. Sorry for not clarifying earlier. But When I click copy it just generates a copy of that preset in the current json file
That button just creates a duplicate
And I don’t know how to paste that preset to another json file
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
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
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
Yea man thanks
probably has been asked before but is there a way to quickly paste scrap spawn pool from one planet to the other?
That's almost literally what we were just talking about, and unfortunately not :(
ah, apologies its midnight for me xD
Almost same
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
i did this xD
oh good lord
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
there can still be unique items and rarity etc, no?
as long as you add them in the specific moon presets
it'll override whatever parent has
Yes
but if you don't manually set rarities under the planet - it'll just follow global
tell me about it. I've been staring at this for a while = -='
At least dark mode makes it nice looking
Appreicate the use of the Web UI. It's awesome and so helpful to be able to personalize everything.
sorry this feature is still on the todo list, and i dont have an eta
unfortuantely you can only copy a preset in the same file, not across different files
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)
That’s awesome!
And do you plan to integrate a simulator that I know someone in this thread is making?
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
what did wesley add? i cant find where has mentioned
changelog of devastation
These are some really awesome features! Can’t wait for the new ver
Especially the per dungeon flow and per difficulty level settings
that is probably also going to come later probably
Lol
it's still just an idea
It’s all up to you at the end of the day I’m just grateful for your awesome mod
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
u mean desolation?
yeah right
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?
You can make gold bar 30000lbs in the global preset, then select gold bar in every moon preset without ticking the rarity box.
In global, checkmark scrap list, then add all, then disable all, then change the gold bar to the num
Although actually now I think about it that might not work
Since t maybe overwrites scrap list
Global and TestAllEnemies respectively, it doesnt seem to carry over (TestAllEnemies has global as the parent)
That is correct, though there's no point putting it in TestAllEnemies, unless that's just for demo purposes
demo
That is a HEAVY Gold bar
omg
And make sure they have a rarity set in either the global or the moon preset
picking that bar up will kill the universe
they better hope they find it right by the entrance at 8:30 am or they aint leaving with it
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
I set the rarity in Global to 10 but it still doesnt seem to carry over
Unless thats not what you meant
What makes you say it doesn't carry over?
the attributes of the Gold Bar in TestAllEnemies still displays the basic values
@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
It doesnt show as having a rarity of 10 or the weight of 99999999
Yeah the values don't change in the webui, but it will be reflected ingame
Npnp
time to go make all the scrap in my modpack weigh a trillion pounds and not tell anyone
It should populate the default lists with everything properly, are you sure the scrap is definitely supposed to be there?
thx, i'm asking wesley, becasue i saw ice crystal wasnt in polarus list, but i dont see change log have mentioned remove any scrap from it
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?
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
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
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
Np, it's a little hidden cause it just looks like a title lmao
yea lmao
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
yeah
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
You're all good, I enjoy a puzzle to solve
currently making the wackiest moon presets possible
and they are named accordingly
Ruhroh
yeah, originally i intended the presets.json to be a container entirely for the presets, but as i continued developing, it made the most sense to put everything in one file(because web upload), but i never renamed it
I have been curious what would happen there
Make it so
im gonna make it so you can find boomboxes randomly on rend
yea?
Did I stutter?
Good. Good.
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
Yeah ExtraLarge is just factory but a bit bigger, only used on Titan
bigger in terms of room size or dungeon size?
perfect
Dungeon
k thx
Min value 0, max 2, these are some flimsy apparatus'
the only things you can find on rend are 0-2 value apparatuses, and they all weigh you down to the max
lol
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)
I think ExtraLarge is just bigger base? Like 1x ExtraLarge is bigger than 1x basic factory
oki thanks so much
Idk by how much though
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
But apparatus is two handed ;(
exactly
Also idk how negative weight works, my intuition says it just clamps it to 0 but I could be pleasantly surprised
:)
no clue about the extra large, im assuming that zeekerss wanted a larger interior for titan specifically without changing the map size multiplier
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
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
nah its gonna be absoluitely hell
yea i want it to
i love hosting and having my game say "You Fucking Moron !!!!!"
Well hopefully the ship will actually land lmao
actually fine there'll be 37 times more scrap
Out of interest how good are the specs of you and your friends' PCs
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
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
oh damn
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
thats correct yes
alright fine ill lower it to 4 times the map size
thats a lot
yea but its better than 12
It took a lot of convincing to bring it down from 12
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
Yep
You can also just type the name in
it wouldnt let me
Oh weird, maybe I'm wrong
Death within the bounds of a box
2 fps with 4x map size (:
Cool !!
I also have a 43 times scrap multiplier
Can't wait for that toll
(im gonna crash immediately)

im gonna catch it all on camera
I mean, just send a screenshot, it'll be exactly the same as a video
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
which config
Presets.json
did you save it?
it should, did you change the preset for the level?
yep
can you post your presets.json, and how are you confirming it's not being loaded?
the scrap settings i had changed are not applied
there should only be 2 types of scrap and a huge map, but there isnt
can you upload your presets.json file?
getting that
preset in the json is called preset-ada17b85393a4
AHH
LMAO
sorry for the nuke
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
well thats stinky cuz i thought disabling rarity would remedy it but i guess it just uses the parent's values
alr
yeah you just have to remove it
the map didn't seem that big though. There also wasn't the scrap amount multiplier, that's for sure
it might be capped manually somewhat
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
did you remove everything from the list of scrap?
Are you definitely on the right planet, and is the preset definitely assigned to that planet
How does this mod work with LLL out of curioisity? Do i only have to use one?
Just turn off the LLL config and LQ will work fine
Idk off the dome, I'm not home so I can't check the preset myself
will this affect normal levels?
were there any errors in the config?
Normal levels?
oh yep
oki thx
just now found em
oh yeah
😭
rarities can only be whole numbers
👍
will fix
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
it's a bit difficult to clean json values for me
yeah well its allg
not a big deal
maybe you could prevent people from putting periods in rarity textboxes on the webgui
There are some values that can be floats, and some that can't
that's why i specifically mentioned rarity
When do you plan to make the next update?
it's something i tried to do, but javascript isnt so simple
not sure
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
yeah
yeah ill probably add that in
Yeah the scrap amount multiplier multiplies ontop of the minimum and maximum values
And you increased both the multiplier and the minmax
So, chaos
I would be sending your PC to Area 51 if it didn't
lmao
ok i updated the config a little bit
multiplier is now 12 and the max is default for Rend
Honestly might still be too much, but we'll see
im running 60fps
lmao
now 30
still works
OH YM FUCKLIGNG GOD IT WORKS
LMAO
How many scraps?
That is a pretty big performance drop, but better than I would have thought. Map size 4?
yep
and the shadows really fuck up my frames
13 frames cuz of the shadows
went down to 4
There's a mod that removes prop shadows I think
I completely failed to consider the lighting from the apparatus'
AYO HOW DID SHY GUY GET IN THERE BRO I DISABLED HIM--
I think ShyGuy might have his own spawning logic?
In my past experiences, Shy Guy will bypass LethalQuantities/LethalEditor, and he does have his own spawning logic I've heard
I've never used it before, but I assume he has his own config?
he does have his own config, maybe setting it to 0 in his own config miiight work with LQ?
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
Not even on his own config :(?
that works
Ah okay
but not with any other mod
If his rarity is 0 in its own config, would LQ still be able to spawn him?
i dont think so, but im not sure
Worth giving it a test when I'm home maybe
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
HUH 500 is an insane number
10 milliseconds is way overkill, even for the meme
Absolutely heroic mod lol
Now to work on some mania like filtering stuff for my needs
Might need to spin up the old mongoDB
What program are you using to display the json like this?
VS code then shift alt F to autoformat
Ooh. I'm about to go sicko mode.
But I want to stick my fingers into all the digital pies. I want to edit the shit outta that json
oof vscode is ur best bet then
Don't do it. I'm experimenting with a chatGPT powered service to do it for me. Will report back.
I immediately, in the first request, overran my free processing credits before getting an output xD
A 20k line JSON files is pretty big...
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
Auto format is sickkkk
Well…
Oh I'm gonna do it, I'm more than ChatGPT could ever be
for some reason in the enemy inside list, not every enemy is appearing for me?
only some of them
ye the walkers notg there
Search, is it anywhere else?
Like in hazards. I'm guessing door mimics are hazards not enemies.
walker spawns in a unique way, they don't use weight
do they spawn on custom moons and such?
cause they still have a weight in the config
with 50
probably
I heard LethalLib recently got an update trying to fix this, shy guy rarity, and I think replicator rarity, so that it works the same…? I really don’t think walker has a unique spawning mechanic?
Probably best to ask directly one sec
Walker doesn't have unique spawn mechanjcs afaik. It just has a rarity in Diversity's config which applies to all moons
Are they not appearing in the dropdown of available enemies? Like can you not add them yourself?
the walker shows up for me
their scannode on the enemy prefab uses the same enemy file id as the bracken, so that's why it's named like that
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.
It isn't the price of the moon you're setting, it's the price of travelling TO the moon FROM the moon you're currently orbiting
So you can have EGypt cost 100 if you're orbiting Experimentation, and have it cost 200 if you're orbiting Vow for example
Ah, okay. I was hella confused on why there was a setting for each moon.
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
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?
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
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?
If the value is unticked, it will inherit from the parent. If it's unticked in the parent, it will be the default value
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
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?
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
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.
Alright.
I think if you set the price in the Global preset it should apply it to every moon, assuming you don't have the price set differently on them. If that doesn't work though you could add every moon to the prices lists of every moon (just press the add all button) and just leave it all unchecked, then they should definitely set the prices from the Global preset
So it'll show up as 250 after going to Aquatis from another moon but not when the game starts?
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
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
Oh, wow. I'm used to restarting every time I update a config file, lol.
Yeah it's a recent change Banana made, incredibly useful
Aye, it worked. Thanks so much!
Npnp
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 . -.
Could you send your json?
¯_(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
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