#Lethal Quantities

1 messages · Page 3 of 1

sharp dagger
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and oddly enough- they seem to have spawned in droves

fringe plover
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Solace has a 35 for Hoarding and a 20 for Flea, but I had a similar issue to yours.

sharp dagger
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like it wasn't always 1 hoarding

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if it spawns a hoarding

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there's like 3 total

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coming out of different vents or same vents

fringe plover
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At the same time?

sharp dagger
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can't confirm same-same time

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but very fucking close if not

fringe plover
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That's pretty odd. I've never seen that when playing on Solace myself.

sharp dagger
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we talking 20 seconds later, there's a party of 3

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also they seem to hug close to us often

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I'm assuming that's symbiosis screwing with them

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Symbiosis isn't needed in the pack anyways... I just wanted it to stop the bug of them keeping their loot on death

fringe plover
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I had issues with Locker and Boomba not spawning on most modded maps I added, I'm hoping LQ can help me solve that, lol.

sharp dagger
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you know what- i DID experience A boomba

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i remember that

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I'll do some manual tweaking per planet tbh

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😮‍💨

fringe plover
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Hmm. Personally I would just increase the values to a high number and use something like UnityExplorer to see if they spawn through a series of days.

tranquil patrol
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I don't see any glaring issues with your presets file. Could be an LQ bug, could also just be another mod. Do you have LLL configs on?

sharp dagger
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nope

tranquil patrol
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And do you also have a log to see exactly what spawned

sharp dagger
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Only thing LLL does is have preview 'n sort set to something

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although I still don't like looking in LLL and seeing duplicates

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wonder when that'll be fixed <~<'

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it shouldn't cause anything- cause I'm not letting LLL do stuff in that department but

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like... stop causin' duplicates >->'

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they have the same name

fringe plover
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Apparently LLLFixed fixes the duplication issue, but I have no clue if it has anything to do with LQ.

sharp dagger
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what is this exactly?

tranquil patrol
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Idk anything about LLL

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I'm an LQ girlie

sharp dagger
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heck yus

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LQ needs more love

tranquil patrol
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That's why I'm here, trying to bridge the learning curve a little

tacit thunder
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basically what debby said

sharp dagger
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I can't wait for a preference thingy

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when doing the changes i'm trying to do, I'd like it if everything was automatically hidden in the list

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so I don't gotta keep clicking hide-all per preset

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., .

tacit thunder
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i dont think any of the custom enemies apart from what you manually set would spawn on exp

tacit thunder
sharp dagger
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like

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both the parent and the moon has no rarity

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so it goes to "only if the moon would spawn it naturally"

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the mods cause these enemies to spawn everywhere

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so should it not spawn everywhere? .- .

tacit thunder
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looking at your experimentation one, out of the unselected ones, only the shy guy spawns according to its config

sharp dagger
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Masked should too

tacit thunder
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none of the other enemies spawns in experimentation by default

sharp dagger
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shy and masked should spawn anywhere 'n everywhere . n.

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but we went 15 days without seeing a natural one

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we did see one masked - but it was spawned in as an assignment

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and I'm assuming the assignment mod overrides the requirements of LQ spawning stuff

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cause a dog did spawn indoors

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near the end in atlantica o -o

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i shouldn't say "assignments"

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it's huntdown

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they're darn same-ish though

tranquil patrol
tacit thunder
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this is the vanilla experimentation:

sharp dagger
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Yeh

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since global has the rarity - it should be in all of em since they're in all the lists o -o

tacit thunder
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but debby is right, your global preset has masked set to 3, so i dont think it's that likely for masked to spawn

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it's a really low chance though

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if you increased the chances i think it would definitely spawn

sharp dagger
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I mean, we went 15 days - surely somethin' more than a lot of hoarding 'n snares would've appeared .,. .... and yeh I am testing that rn

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gonna just jack masked x1000 and go to a moon with mask that has no rarity but still on the list

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just to see if it works

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wait a minute

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ok hold up

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am i overcomplicating something potentially here

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@tacit thunder

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let's say you unticked all those rarities

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and global has nothing

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if you landed on experimentation - you'd still see hoarding bugs and snare fleas - right?

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since by default they'd spawn

tranquil patrol
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Yea

sharp dagger
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so could i not just... ... uncheck every enemy tab - and just add all enemies to the global list, with the rarity's unchecked- and thus that'd have every enemy that should defaultly spawn - spawn on all moons...?

tranquil patrol
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Yea

tacit thunder
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yeah that should work

sharp dagger
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and even if a few enemies in the global tab has a set rarity - that would still compete with the default rarities each individual moon has on their individual enemies

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on the ones that don't have a rarity set

tacit thunder
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yes

sharp dagger
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leave it to me to overcomplicate something 😓

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ffs <~<

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(╯°□°)╯︵ ┻━┻

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back to the drawing board

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I like how in the rarity section- you can put E

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only e.

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the best number

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;p

tacit thunder
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hmm

tranquil patrol
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"e" is a mathematical constant so

sharp dagger
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So,.... for example - the snail is modded, but there's no rarity on it, but it's in global - and all have that global. that means, experimentation (for example) will read the snail is there - and allow snail to spawn on experimentation cause the snail's config has 20 as the rarity and the mod tries to make it spawn on all moons

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right? . ,.

tranquil patrol
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Only enemies in the enemies list of a moon can spawn on that moon

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You'd need to have the snail in Experimentation's list

sharp dagger
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but what if experimentation has the enemy tab unticked

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so it's just taking from global - and the global has no rarity ticked

tacit thunder
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but yeah it should work if you set it in global

sharp dagger
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I wish i could wrap my head in the order of operations... ...

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or actuallly

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actually

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you know what

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that's another thing to shove onto the to-do

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have some sort of debug/dev button/config-setting so when you're on the moon

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it'll either input it in the console, or in some little window

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what LQ changed

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or what LQ affected

tacit thunder
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i dont really want to affect the in-game ui

sharp dagger
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then just shove it as console outputs o ,o... some sort of feedback of "Hey, Spawnable enemies: [this], scrap yada-yada [changed like this]" to give some sort of feedback

tacit thunder
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i can probably do that

sharp dagger
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cause currently, if I wanna test this mask thing (which I'mma do real soon after I... stop distracting myself here) - I gotta set the number high and then with the dev mods, go to the map and just wait to have it happen

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whereas if I just landed and the console spat to me "Hey, Masked enemies in the list - but can't spawn" me: I fucked up

tacit thunder
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you can use the unity explorer to view the values directly

sharp dagger
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damn unity explorer >->

tacit thunder
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it works for all of the stuff

sharp dagger
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too many numbers 'n buttons

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(╯°□°)╯︵ ┻━┻

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I lose myself in this darn web editor already - don't gimmie an airplane's amount of buttons . ,.

tranquil patrol
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Welcome to the digital world

sharp dagger
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I am not hackerman

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I am not the infamous hacker known as 4chan

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;p

tacit thunder
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¯_(ツ)_/¯

azure timber
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@tranquil patrol sorry for tagging, will u make this mod possible to affect the weight of factory and mansion dungeon?

tacit thunder
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you can already change it, the factory is the Level1Flow and the mansion is Level2Flow

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those are the names given by zeekerss

tacit thunder
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what does your presets.json look like, and which moon are you trying to set the weights for?

azure timber
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here is my preset, and I only have egypt and wesley moons installed, I adjust weight for all moons

tacit thunder
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ok so what doesn't work?

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you are changing the weights of the factory and mansion dungeon here

azure timber
tacit thunder
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the simulate command doesn't account for any modifications made with this mod

azure timber
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the office dungeon also have this problem

tacit thunder
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when you actually land on the moon it will be correct

azure timber
tacit thunder
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have you tried landing to make sure?

azure timber
tacit thunder
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ok, i have been using it for my modpack and have encountered no issues. i don't use the simulate command and everything loads fine

azure timber
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@tacit thunder but for the Level1Flow and Level1FowExtraLarge, should I set them both have the same weight?

tacit thunder
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no, you should really only use Level1Flow and change the size using the factory size multiplier option

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Level1FlowExtraLarge was originally for titan

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here's the simulate command being discussed
#1213985212686532638 message

azure timber
tacit thunder
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no, it is just larger

azure timber
tacit thunder
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you can... but it's advisable to change the factory size multiplier instead and use the regular Level1Flow

azure timber
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understand🙏🏻

pliant elm
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actually wait just so I understand
if I select global and set scraps up there, would that mean that LQ tries to make them spawn on all moons?

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I assume if the scrap already exists in a moons spawnpool it wont overwrite the weights or would it?

sly nymph
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Im sorry but is this really true? I have no scrap at all at any moon but i have everything setup in global and it works fine

azure timber
tranquil patrol
sly nymph
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yeah but i have no scrap list on the moons

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just global

azure timber
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@tranquil patrol sorry for tagging, just wants to make sure is LLL simulate command cannot fully simulate the weight that changed by LQ?

tranquil patrol
azure timber
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but why it still has the outcome like the photo above?

tranquil patrol
sly nymph
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and this on all the moons

tranquil patrol
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Yeah if you have it unticked on all the moons it'll be the default scrap list based on your mods

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If you tick it and empty the list, then nothing will spawn

sly nymph
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i might be misunderstanding you but all the moons spawn scrap from the global scrap list

tranquil patrol
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Do you have scrap on the Global list that you've seen spawn on a moon that definitely doesn't have it as a default scrap?

sly nymph
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like an item that doesnt come from mods?

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i have so many scrap i dont know anymore which comes from mods

tranquil patrol
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No like a scrap that you have added to the Global list that definitely doesn't spawn on the moon

sly nymph
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not sure which doesnt spawn on which moons since so many scrap are from mods

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but i think the guitarr spawned which should spawn only on a certain interior i think?

tranquil patrol
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If it's the weezer guitar, I've seen it on factory before LQ existed so idk

tranquil patrol
sly nymph
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is there a list for default list?

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i mean all modded items seems to spawn on all moons

tranquil patrol
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If you haven't changed the scrap list for any moons then they should have the default scrap list

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If you tick the scraps

sly nymph
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there are items thats not in the list that i have found

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crown, heavy potion, rubber ducky, demonic painting, chemical jug

tranquil patrol
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Hmm. Well there's one way to check for sure. Disable all but one scrap in the global preset, land on a moon, if it isn't filled with only that scrap then it isn't inheriting the list

sly nymph
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and it cant work like global preset + default list?

pliant parcel
sly nymph
pliant parcel
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wowie

tranquil patrol
sly nymph
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i did find crown in dungeon interior too but it disappeared when reloading the save, i think because of BetterItemSaving mod

sly nymph
tranquil patrol
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I'll probably test it when I get on the PC too

waxen frost
# sharp dagger then just shove it as console outputs o ,o... some sort of feedback of "Hey, Spa...

as far as your masked experimentation (ha!) goes that's already a thing in logs..

...
spawn chance range min/max : 0, 7; time of day percent: 0,2777843
spawn chance range min/max (non integer) : -0,4493589, 7,550641
Setting enemy numberspawned to 0 to start: Girl
enemy #0 probability - 18
Setting enemy numberspawned to 0 to start: Lasso
enemy #1 probability - 0
Enemy 1 could not be spawned. current power count is 0; max is 15.
Setting enemy numberspawned to 0 to start: Bunker Spider
enemy #2 probability - 64
Setting enemy numberspawned to 0 to start: Centipede
enemy #3 probability - 52
Setting enemy numberspawned to 0 to start: Blob
enemy #4 probability - 38
Setting enemy numberspawned to 0 to start: Flowerman
enemy #5 probability - 25
Setting enemy numberspawned to 0 to start: Crawler
enemy #6 probability - 47
Setting enemy numberspawned to 0 to start: Hoarding bug
enemy #7 probability - 48
Setting enemy numberspawned to 0 to start: Jester
enemy #8 probability - 66
Setting enemy numberspawned to 0 to start: Puffer
enemy #9 probability - 16
Setting enemy numberspawned to 0 to start: Nutcracker
enemy #10 probability - 60
Setting enemy numberspawned to 0 to start: Walker
enemy #11 probability - 7
Setting enemy numberspawned to 0 to start: Herobrine
enemy #12 probability - 23
Setting enemy numberspawned to 0 to start: Locker
enemy #13 probability - 14
Setting enemy numberspawned to 0 to start: Boomba
enemy #14 probability - 20
Setting enemy numberspawned to 0 to start: HarpGhost
enemy #15 probability - 198
Setting enemy numberspawned to 0 to start: Shy guy
enemy #16 probability - 6674
Setting enemy numberspawned to 0 to start: Spring
enemy #17 probability - 13
Setting enemy numberspawned to 0 to start: Knight
enemy #18 probability - 40
ADDING ENEMY #16: Shy guy
Adding 3 to power level, enemy: Shy guy
#
enemy #0 probability - 18
enemy #1 probability - 0
Enemy 1 could not be spawned. current power count is 3; max is 15.
enemy #2 probability - 64
enemy #3 probability - 52
enemy #4 probability - 38
enemy #5 probability - 25
enemy #6 probability - 47
enemy #7 probability - 48
enemy #8 probability - 66
enemy #9 probability - 16
enemy #10 probability - 60
enemy #11 probability - 7
enemy #12 probability - 23
enemy #13 probability - 14
enemy #14 probability - 20
enemy #15 probability - 198
enemy #16 probability - 0
Enemy 16 could not be spawned. current power count is 3; max is 15.
enemy #17 probability - 13
enemy #18 probability - 40
ADDING ENEMY #10: Nutcracker
Adding 1 to power level, enemy: Nutcracker
...

You can also see here how/why ShyGuy isn't working

pliant elm
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okay unfortunately LethalQuantities cant fix the LLL custom scrap issue either

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replaced egypt scrap list with experimentation and still only encountering vanilla scraps

sharp dagger
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current power is 3, max is 15, could not be spawned

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nothing is higher than 3 power

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what could fail to spawn - even though there's 12 power of room?

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and if it's choosing the enemy with 0 of probability, why is it attempting to choose something with 0 probability?

waxen frost
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Enemy 1 could not be spawned. current power count is 3; max is 15.
that's just printed because the weight is 0. It's not the most intuitive logging. I'll give you that. Just vanilla things :p

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it's not choosing that enemy at this point. Just going through them and if applicable stating reasons why it's not even considered to spawn.

tranquil patrol
pliant elm
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no :/
I didnt enable anything in LLL configs

tranquil patrol
pliant elm
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sure, in a sec

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okay so since then I did more stuff here and there, but the principle is the same
I replaced Maritopia's scrap list with experimentation and still only vanilla scraps spawn on Maritopia

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@tranquil patrol

tranquil patrol
pliant elm
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tf

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right, I guess I must've made an error while pasting

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or could it be that I auto formatted or smth

tranquil patrol
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Probably auto format, idk

pliant elm
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ill regenerate then

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I think

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I found the issue lmao

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I was pasting the wrong parts

tranquil patrol
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So you know the original problem, or just the json not working?

pliant elm
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I think I know the original problem

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well both tbh LOL

tranquil patrol
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Ah okay cool

pliant elm
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but ill test rn

tranquil patrol
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The log should say if the config loaded or not

pliant elm
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okay I think its just regenerating every time I change it, so maybe auto format really is ruining the config and in practice it works, but I cant figure out if I'm right lol

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@tranquil patrol sorry for ping 👀

tranquil patrol
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I'm here, there just isn't really much info to go on in the log lmao. It's all "working", but if it's just regenerating the config ofc it's working

pliant elm
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oh well, unlucky
I just did a quick scan to see what scrap spawned and still only vanilla, but here
just out of curiosity I changed it so only one type of LECore scrap spawns, and it still defaulted to vanilla scraplist xD

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oh I didnt

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check the box...

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...

tranquil patrol
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Yeah everything in here is completely unchecked :((

pliant elm
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checking the boxes probably wont hurt then lmao

tranquil patrol
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Also it seems like Aquatis doesn't work, its level name might be weird

pliant elm
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ah nah I just have it disabled

tranquil patrol
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Ahh okay

pliant elm
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oh my god

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it works

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also nah, auto format doesnt ruin it apparently

pliant elm
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yea I think, I'll just wait for LLL to fix this scrap issue really
I'm glad this works like this, and LQ can make custom scrap spawn on LLL moons but
honestly too much work for just own enjoyment

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this mod is still amazing though

fringe plover
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Hey! It seems that Shy Guy is spawning more often than my LQ values state, and it has stumped me. Anyone got an idea?

sly nymph
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i think is does something with the value you also have on the shy guy config

fringe plover
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Hm. Would I need to leave the value blank on the config for it to disperse correctly?

sly nymph
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i think just 1 for minimal difference

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not sure if it cant spawn if you put it on 0

fringe plover
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Alright. I'll try that.

fringe plover
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Not sure if I'm doing anything wrong here, but, I made the shy guy the only enemy available to spawn on SecretLabs, and disabled every other enemy on LQ, but for some reason default enemies are still spawning?

dense timber
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try checking rarity of all of them and setting them to 0?

tranquil patrol
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Yeah what Mari said. If you keep them on the list with rarity unticked, they'll use rarities set in Global. If they're not set in Global, they will use the default rarities for that moon

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@fringe plover

fringe plover
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Ah, okay. I just manually set them all to 0.

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Hopefully this works.

fringe plover
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Weird. So, I gave values to ShyGuy and Coilheads, and I allowed ShyGuy to spawn a maximum of 3 times, yet masked (which were set to 0) and coils kept spawning.

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I'm curious if the config overwrites LQ, since I have that set to 1 right now.

tacit thunder
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the shy guy rarity is overriden by their config

fringe plover
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Ah, okay. Kinda sucks that there isn't a way in the Scopophobia config to set him to specific moons.

midnight halo
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guys what do i do my friend told me to stop making them wait 5 minutes for the game to unfreeze every time we go to titan cuz i made it so titan is guaranteed to have over 50 thousand scrap (and it doesn't crash)

pliant parcel
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what

radiant shadow
midnight halo
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oh and they also want me to fix Aquatis cuz the only scrap is tragedy masks and the only enemy is the masked indoors

radiant shadow
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whats the point of having 50,000 scrap

midnight halo
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money

radiant shadow
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its not like ur gonna take it all

midnight halo
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but i did

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using 15 item hotbar

radiant shadow
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okay.. if ur name has trust, then i will trust u. 😩

pliant parcel
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you still arent getting all 50 thousand items

midnight halo
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but i didn't

pliant parcel
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its not even like

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possible

midnight halo
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i teleported them to the ship

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so erm

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actualy

pliant parcel
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what

radiant shadow
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if money is an issue

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just make it less scraps, but they're worth more

pliant parcel
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yeah

midnight halo
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thats Experimentation

pliant parcel
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but also teleporting would still not get you all 50k items

midnight halo
pliant parcel
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ok then whats the point

radiant shadow
midnight halo
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idfk

pliant parcel
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😭

midnight halo
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experimentation has for the most part the only scrap being 6 billion value maxwells from LethalThings

pliant parcel
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I will never mod lethal company to this point what the hell

midnight halo
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i love capitalism

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my friend does to

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anyway im gonna continue being mr craps

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i mean mr crabs

radiant shadow
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the more u talk, the more i dont understand what the hell ur doing 🥹

midnight halo
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😦

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am quick

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ok i made a new file

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gonna speedrun inf money

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done

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i love this mod

tacit thunder
sharp dagger
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Ok so

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I'm metaphorically banging my head against a wall

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I did what I last stated in terms of setting a global, leaving rarities unchecked (aside from the enemies I wanna influence) and seeing if it spawns things

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results: The moons do spawn default things, even if rarities aren't checked, so it is fetching from the default list of enemies

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it also is spawning masked on moons that shouldn't have them, at a rate set correctly

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however

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the spawning is screwed up some way, and I don't know how or who's doin' it

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because on a moon where by default a hygro is 4%

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3 of them spawned within like 20 seconds. Whereas a snare flea had like 11% chance, Spider had 27%, Hoarding 17... Literally 2 boombas spawned at 8.8% but none of these should-be-spawning-at-least-once else is happening. They're also spawning in droves ...

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I don't know if that's supposed to happen - but it's ridiculous seeing the console just spam within like 30 lines that 6 enemies were spawned inside within 15 in-game-time minutes happening

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spawns just feel ... off. I can't tell if the semi-uncommon enemies can spawn because it seems to spawn armies of blobs 'n hoarding bugs and not touch at least 1 of the other 3 rare enemies in numerous days . ,.

fringe plover
fringe plover
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Most of those enemies spawned past 10AM-11AM too, which is weird.

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Doing singleplayer runs, though, I noticed spawns were pretty much normal. I'm hoping it's not a weird desync kinda thing with players.

sharp dagger
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A part of me is afraid if I have to regenerate the config from scratch

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er- the json

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think MEOW causes something that requires the LQ json to need to be recreated?

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actually-

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do you have infernis @fringe plover ?

fringe plover
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Yes, I do.

sharp dagger
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Mind ticking the enemy tab

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and giving me an image

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of what it should look like defaultly

fringe plover
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Its been the most stable moon I've had so far

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Oh, I've modified it

sharp dagger
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and it's the moon I'm testing rn

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oh

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hecc

fringe plover
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I think there are some defaults tho

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everything except bees I believe

sharp dagger
fringe plover
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oh huh, I thought I modified the bees

sharp dagger
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So

fringe plover
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gonna have to do that, they're really annyoing

sharp dagger
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i mean

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I tested 5 days

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ran around like 70% of the facility and spotted no bees

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but at the same time, I'm not spotting the rare enemies..

fringe plover
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I had them come up before, and each time its a death sentence because they dont stop following

sharp dagger
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ah - I shall think about that o- o....

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although i guess that's what my regen possibilities and beekeeper possibilities are for

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warrants a want for those

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do LQ presets update whilst the game is up?

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like- if I (for example) shift the rarity of something

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can I then land into infernis and it's changed?

fringe plover
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From what I've been told by Debby, yes.

sharp dagger
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ok-

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for testing purposes... right

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if I just jacked the rarity of the enemies I'm trying to see

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and it does appear

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then that means it COULD'VE

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appeared the entire time

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and I'm just unlucky

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yes?

fringe plover
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It's a possibility

sharp dagger
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like

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I'm going to jack rarities from like 3 to 3000

fringe plover
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If you're talking about a modded enemy, some of them have it where their configs overwrite any editing

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For example ShyGuy

sharp dagger
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(╯°□°)╯︵ ┻━┻

fringe plover
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I was trying to test him out earlier and set him to 75% on SecretLabs

sharp dagger
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how do I know if an enemy's config overrides

fringe plover
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Never saw him spawn

sharp dagger
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or doesn't

fringe plover
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Hm

sharp dagger
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hecc...

fringe plover
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Most accurate way I've seen is just to download the mod and go to any modded moons, cause some mods dont do overrides and instead just add to the default pool

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(example Locker)

fringe plover
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If they spawn on every moon then they prob override

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So

#

On LLL, when I installed the locker and boomba, it showed on Infernis and all the default moons for enemies that were able to spawn

#

It basically added to the "default pool" ig. I may be wording this wrong

sharp dagger
#

so technically

#

I need to leave this game

#

because herobrine and shy guy potentially override LQ's attempt of setting rarities

fringe plover
#

Didn't show on any other modded moon, and thus, didnt spawn at all

indigo pewter
#

I looked into the shyguy code because I was having issues changing his spawn rates

sharp dagger
#

does LQ affect it?

fringe plover
#

But, enemies like the rolling giant and shyguy, it uses their configs instead to determine spawn rates, and doesnt add it to the pool

indigo pewter
#

The way it works is by calling a function on BeginEnemySpawning that, as a consequence of the way its implemented, overrides any changes made by any other mods

#

I'm working on a mod that disables this function so that LQ can control shyguy's spawn settings

sharp dagger
#

so even if LQ says 5000 rarity

fringe plover
sharp dagger
#

Shy guy butts in and says "Hey, no, config says 20"

#

and so shy guy rolled in the list is " - 20"

indigo pewter
sharp dagger
#

😮‍💨

indigo pewter
#

most other mods just change it once in a way that lets LQ intercept it

fringe plover
#

It's annoying too, cause mods like RollingGiant let you set specific moons with rarities, which would be cool to have for ShyGuy since he's so OP to the point where I don't want him on free moons

indigo pewter
#

Yeah

#

I just built the code for a mod that should let shyguy be edited by LQ, going to test it now

sharp dagger
#

@tacit thunder Hey- another thing to add maybe to the todo list. Can you somehow like, add a warning when mousing over specific entities from mods? Detect the ID "ShyGuy" for example when mousing over it like this:

#

and if the name is red (maybe?) - that means trying to change the rarity is useless

#

or maybe have the word "Rarity" Red

fringe plover
sharp dagger
#

So in the editor, if it detects "ShyGuyDef", Color text "Rarity" [yada yada, hex red]

crisp stone
sharp dagger
#

a manually controlled list

#

people report Shy guy no work

#

set somewhere, if ShyGuyDef exists, change the Rarity text to red for it

crisp stone
#

tell shy guy dev to fix it

sharp dagger
#

or just put a red rarity text to inform the user to use their config .- . ....

#

I don't even know if they're in this server atm either - but they're clearly not the only enemy suffering this

crisp stone
#

fix the problem or tell the user the problem exists, i wonder which is better 🤔

sharp dagger
#

Well one is just a simple line to change the text red, the other could possibly require a whole rework of rarity 'n spawning mechanics ., .

#

I feel like the coloring of a word is easier than changing how an entity spawns

#

but maybe I'm wrong in that regard . ,.

crisp stone
#

putting a bandaid on a stab wound is easier too doesnt mean it's the best way to solve the problem 😛

sharp dagger
#

but it's better than leaving it open <-<'

#

bandaid > no bandaid. .,.

indigo pewter
#

ideally all monster creators should implement the monster spawn stuff the same way

indigo pewter
#

but the world isnt perfect

sharp dagger
#

There should be literal guides on how most mods should implement things so it all follows a pattern

slim iris
#

is the shy guy's rarity set to 0% by default? i feel like it'd be better if it wasnt added to the spawnable enemies list at all, since scopophobia seems to be handling it internally anyways

crisp stone
#

i can only do so many things

sharp dagger
#

Do everything

#

ez -u -

#

if you do everything, there'll be nothing left to do

fringe plover
indigo pewter
#

why cant you simply foresee every possible compatibility issue and pre-emptively patch it in a way that is unbreakable?

sharp dagger
#

^ Every AAA studio firing their QA team as they say to their devs-

indigo pewter
#

LMAO

sharp dagger
#

I miss that fuckin' mod -~ -

indigo pewter
#

I dont miss the watermark

sharp dagger
#

I'm glad some modders are like, trying to pick up the slack that was created when it poof'd - and there's a whole concept thread about basically getting what was gone back in.... but that thread is as conceptual as concept-art in a video game .,.

#

gladsome ... gladsome is a word?

#

huh-

#

i thought I typo'd there, but it's a word.

fringe plover
#

Idk then.

sharp dagger
#

it inserts, but also doesn't care for LQ rarities

fringe plover
#

Yeah

#

It's weird.

sharp dagger
#

so that's not even a way to tell if it's an entity that'll do that or not

#

(╯°□°)╯︵ ┻━┻

fringe plover
#

Nope

sharp dagger
#

😒

#

don't mind me

#

will just RELAUNCH THE GAME....

#

see you after the lord of the rings director's cut... <-<'

fringe plover
#

I'm used to it after editing a singular value lmao

#

"Oh, this scrap value is too high, lemme change it rq then restart so it applies"

indigo pewter
#

every time the game tries to start spawning enemies, scopophobia finds and removes any entries from the spawn pool that match "Shy guy" and then re-inserts itself into the pool with the config settings

#

so LQ does successfully edit the spawn settings, but then those changes get removed and replaced when enemies start to spawn

#

theoretically if LQ did the same thing on enemy spawn it could prevent this issue, assuming its able to run after all other monster mods like scopophobia

#

idk if its possible to guarantee order of execution

#

theoretically you could create a BeginEnemySpawning() prefix patch with a very high priority (and/or use HarmonyAfter on some hardcoded list of mods like scopophobia, if you really wanted to) that re-updates the spawn list, and that would fix issues from any mods like this

crisp stone
#

nah thats stupid

#

they should just change their mods

indigo pewter
#

yeah I agree

#

I'm just throwing it out there that its possible

#

im also content with making my own band-aid

crisp stone
#

band-aids like this give life to things that should seek treatment or die imo

#

when mod a does a patchjob to fix mod b it just ends up a mess in the long run

indigo pewter
#

yeah a band-aid is not the ideal solution

#

but it's quick and cheap and gets the job done until a real solution comes out

crisp stone
#

the most permanent solutions are temporary ones

radiant shadow
#

noice i saw ur patch just dropped 🙏

#

the freaking thumbnail 🤣

indigo pewter
#

lmao I had some time to kill while building and launching... and oops just realized I used the wrong readme file on there

sharp dagger
#

🤔

#

I wonder what's the math causing the number to be forced to 1360

sharp dagger
#

During one of my test landings... bro... Herobrine and Ghost both appeared prior to the ship finishing its landing 😅

#

I don't know what's causing this

crisp stone
#

are you fucking with planettime or any of those related values at all

sharp dagger
#

LGU messes with time

#

how does that mess with spawning = -=

crisp stone
#

because spawning uses time..

sharp dagger
#

actually, I'm too tired to even question the logic of why time manipulation would mess with an entity that should spawn based off the timer being shown to the player and synced to it no matter how slow or fast it reaches it -w-'... I'm like 22 hours sleep deprived...

crisp stone
#

the timer being shown to the player is based off the time your manipulating..

sharp dagger
#

The timer has a constant it follows. It knows how many minutes pass per second. It should know 12:54 is when the enemy comes out. All it should care about is when it hits 12:54 or later. - u-

crisp stone
#

the timer has no constant

#

its a variable

sharp dagger
#

that consistently follows a patterned time

crisp stone
#

i mean it goes from hour x to hour y consistently yeah

#

but when it gets there is not constant

sharp dagger
#

how... what do you mean .,.

crisp stone
#

if a day is faster

#

the time between each hour is faster

sharp dagger
#

Indeed, and reverse if it's slower

#

but base-game never has that happen

crisp stone
#

if a day is really short, hours are going to change faster

crisp stone
sharp dagger
#

but why wouldn't the enemy just wait for the timer to pass a number

crisp stone
#

it does

#

your making the timer go faster

sharp dagger
#

I'm makin' it go slower tho

#

the world is progressing slower

#

also if you know of a solution to that, poke lgu 'bout it .- .

#

although I guess in a sense (albeit, unintentional) - it's a side effect of extending the day. A give and take I suppose...

fringe plover
sharp dagger
#

I look in the console o-o? ... .. am i too tired to read that correctly 😓 ?

#

or wiat uh

#

lesslogs - i set each mod to display all (most of them)

#

and i enable bepinex to show me console

#

'n log to disk and console all in there.

#

sry xux

#

i go now 🙃

fringe plover
#

Oh, okay.

waxen frost
sharp dagger
#

I wanna know why deadline days even messes with it, and if it does - why can't it just be forcibly capped (wherever it messes with it) to act as 3 days until it's under 3

#

don't ask why I'm still awake, sleep is not a friend.

waxen frost
#

because that's how the vanilla game works

#

#1213985212686532638 message

tranquil patrol
#

I'd avoid drastically altering the passage of time if you want precise control over spawn mechanics, unless you learn to use spawn chance curves and spawn chance falloff curves etc

#

Which if you do decide to get into, I made this tool to help visualise it

tacit thunder
#

for now it'll just have to remain as something to keep in mind, which enemies will/wont spawn

#

that patcherpatcher mod looks pretty good though

indigo pewter
tacit thunder
#

i would like to be able to modify enemy spawning directly before the enemy spawn functions are called, but it would completely override mods like brutalcompany minus

#

most mods do their logic in RoundManager#LoadNewLevel so i can only really do stuff there with a lower priority

#

and then let those mods add their changes

indigo pewter
#

hmm yeah its impossible to programmatically know which mods need to have higher or lower priority than LQ

#

I think the only way to do it in a way that doesnt require hardcoding and doesnt break anything would be to have a toggle that enables it and a config where you can enter what values to pass to HarmonyBefore (if thats even possible)

#

then it would have higher priority over say scopophobia, and the user would enter say brutalcompanyminus to have LQ's patch run before it instead of after

#

or the inverse, give it a low priority and the user enters what to put into HarmonyAfter

#

and if its a config you could set a default value for known mods like scopophobia if you wanted to

earnest wedge
#

Does this mod have a conflict with Weather Multipliers when moon prices are changed? I was playing fine, decided to update moon prices in my config, and now the game is crashing when people try to join, and the last thing in the log is weather multipliers syncing

tacit thunder
#

not afaik

#

i use meteo multipliers just fine

earnest wedge
#

should I switch to meteo multipliers?

silver prism
#

its more updated

#

and less buggy

#

its a fork of weather multipliers pretty sure

tacit thunder
#

^

vale escarp
#

if im using lethal quantities, should i set herobrine in monsters or just the torch? for instance slenderman is better to only set pages as scrap because that causes him to spawn @muted knoll @tacit thunder

tacit thunder
#

no clue how herobrine is configured to spawn, but i added him in the enemies list directly

muted knoll
#

Damn, double ping

vale escarp
#

sorry this is the last step to my lq

tacit thunder
#

i just treated herobrine like the ghost girl

vale escarp
#

bet

muted knoll
#

The torch is just a funny rare item that i just added cause why not

sharp dagger
#

(also, I question if you're thinking of adding all the other items that was used during the alpha days of Minecraft to "Summon" Herobrine)

#

which, tell me if I'm wrong, is Gold blocks... ... obsidian...?.... and fire

#

(gonna fact check myself)

#

||fuck me, it was netherrack? ... thought the original shrine didn't have netherrack||

dense timber
#

Is there an easy way to add multiple scrap at once in every moons? I downloaded Abandoned COmpany Assets and I need to add them to every moon

tacit thunder
#

no... but you can add all to the scrap for every moon, then set the rarity in the global scrap

#

it's not particularly ideal but it works, somewhat

dapper marten
#

the experience having to modify all the scrap rarities on all the moons 🥲

tacit thunder
#

🙃

azure tundra
#

Surely.. Lethal quantities could automate this, or maybe "General" does exactly that with moon specific loot being an additional stuff to add to the pool? A good system would be if General was everything and specific was like an offset, you would be able to reduce gold bar spawn and add items special items you only wanted on that moon and increase rates of whatever.

#

In practice you'd never want to mess with specific. Since there might be 40 moons installed and modder may have intent and have added quest like items.

#

But... I haven't learned how it's done yet so I'm kinda asking and kinda saying it would be nice.

crisp stone
#

LethalLevelLoader is the answer to this problem in the future

tranquil patrol
#

Yeah with an LLL scrap system presumably you could have LLL define what scrap spawns on every moon with rarities, and that would then feed into LethalQuantities' default lists?

crisp stone
#

Like Dungeons, you’ll be able to inject scrap into moons via moon name, author/mod name and via tags

#

Tags are the futureee

azure tundra
#

Cool. Same issue with enemy spawns and interior chances of course. We want weights and even exclusivity sometimes but a fairly even spread so that no content is ever missed just because you wanna try new moons.

#

I don't wanna click on a single moon at any point, or dungeon. I want the creator to have autonomy over their vision. But all the stuff could be there. Only at most me double checking that I like how many Masked for example spawn generally.

crisp stone
#

i agree so hard

#

massive user config hater ngl

sly nymph
tacit thunder
#

but the moon's scrap still needs to have the item in the list, if it's enabled

sly nymph
#

I dont have the scrap check box checked on any moon

tacit thunder
#

ok then whatever you change on global will be set for all moons

sly nymph
#

I see, thanks

tacit thunder
#

👍

tacit thunder
sly nymph
#

And just a quick question, im on the phone so cant check rn but can you change rarity of interiors for each Moon in with LQ or should i use the interior mods own config for that?

azure tundra
tacit thunder
#

so you can set some general settings in the parent, and then fine tune it in a child preset

azure tundra
#

So I'll kinda just have to delete it or clone and tweak.

tacit thunder
#

yeah

#

cloning a default preset is preferred, so that you have the original to reference

azure tundra
#

That'll mean I have to take a deep look at each moon and interiors initially offered state to identify the modders intent. Ouch.

tacit thunder
#

yes, unfortunately

azure tundra
#

I might code something. If it works out you can have it. Storing the default then adjusting the child based on combining child and parent.

#

But I'm not super at statistics.

tacit thunder
#

not sure how you plan on combining the child and parent, but lq already "flattens" the presets into a single preset

azure tundra
#

Combining by any number of math. Average the values in child with parent for example.

tacit thunder
#

i guess that works

azure tundra
#

With special cases. Some moons or interiors have special loot or enemies.

#

More necessary ideas of special cases once I take a good look. Unfortunately I wanna actually play the game some day and not necessary be spoiled on everything lol.

tacit thunder
#

i just configure things on a case by case basis manually and it's been working out pretty well

urban canyon
#

any currently known incompat issues?

tacit thunder
#

not afaik, the only things would be other mods overriding LQ values

urban canyon
#

yeah ofc

#

oke

rustic kindle
tacit thunder
#

i think it should

azure tundra
#

...Not for items spawns right? Because that makes it sound like it'd be impossible to get Abandoned Company Assets to load on preconfigured moons.

tacit thunder
#

not abandonedcompanyassets i dont think

vale escarp
#

Any shot this gets ported to an in game ui that's a little more simple?

azure tundra
#

It is a bit confusing but making it ingame would be a massive UI/UX project and it'd be cramped unless you use a similarly small font. This is a productivity tool if you ask me.

#

Everyone is better off keeping it out-of-gaming.

tacit thunder
sly nymph
strong bough
solemn pendant
#

How do I add football to the spawn table so it would work with using LethalQuantities? Right now the enemy just sits in the void and does nothing after spawning. No errors.

tacit thunder
sly nymph
#

for some reason i get these spawns

#

even tho i have other settings in LQ

#

is wasnt like this a few days ago

tranquil patrol
#

The final probability is based on the spawn curves ontop of the weights

sly nymph
#

but i dont even have blob or crawler or bracken in the settings

#

it just looks like the default settings

tranquil patrol
#

Oh I see, hmm

#

I mean idk how accurate the logged probabilities are tbh, could it be the case that those probabilities aren't correct? Just spitballing

sly nymph
#

no i have seen bracken and blob and whatever

#

bracken spawned outside for some reason

tranquil patrol
#

What do your other enemies lists look like?

sly nymph
#

i see the reason now, its lethalevelloader that overrides it somehow

#

but this is false

tranquil patrol
#

Oh weird, are you able to turn the config off altogether?

sly nymph
#

i removed the lethalleveleditor.cfg and it works correctly now

tranquil patrol
#

Odd

sly nymph
#

i tihnk maybe because i added a moon the other day it activated the cfg somehow

fringe plover
#

So, I noticed each time I load into offense, the value for locker is different, even though I have it set to an 80 as of right now. Does it not show LQ probabilities in the console?

tranquil patrol
fringe plover
#

Ah, okay.

rustic kindle
tacit thunder
#

just disable the specific portions you don't want to use in the LLL config

azure timber
#

does anyone know what is the id of the don't touch me button? i want to add it through lethal quantities

sly nymph
#

DTMEnemy

olive plank
#

Im new to using this mod and i was wondering how i could stop a specific item from spawning on all moons

#

I want to use immersive scrap, but im also using scoopys and i want to disable immersive scraps weapons

midnight halo
tranquil patrol
#

Yeah that ^

#

There is a search function so it's not too difficult really

tacit thunder
#

yeah, that's the only way

olive plank
#

Oh

#

Well i guess i have been tweaking

#

None of my scrap adding mods have been working

tacit thunder
#

rip

#

you can always clone one of the auto generated presets, delete the original, and then reload the page, which will regenerate a preset for the level

olive plank
#

Ive just been hosting a server thinking that the scrap will get added to the loot table

tacit thunder
#

yeah, unfortunately not. i intend to add a reset to default button or something like that at some point

olive plank
#

I have been hating on immersive scrap for no reason

surreal flicker
#

How can I make more enemies spawn sooner with the spawn curve?

tranquil patrol
#

I have a tool for visualising that hold on

surreal flicker
#

👀

upper sable
#

global prices don't seem to work

#

have everything set to 500 but it's using their default prices

tranquil patrol
upper sable
#

in global i have every moon except company listed as 500, in some moons i have other moons listed as 0, not one moon should have its default price

tranquil patrol
#

Are you sure the config is working at all? I'm fairly certain that should be working

upper sable
#

wait no the 0 price ones are working for the moons

#

but not the global price

#

so i have to set every moon individually to 500 for every single moon for a modpack with 20-ish moons, brilliant

tranquil patrol
#

Just add all moons to every price list and leave the prices unticked if you want them to use the global price

upper sable
#

oh

#

thanke 👍

surreal flicker
#

Ok guys
Foggy/dark map
Up to 18 coil heads (by end of day 6AM) as the only enemy except for one masked (half inside & half outside, inside can escape)

#

This was by 2PM (time was sped up 3x, 7AM Start, 6AM End)

#

I died seconds after this screenshot as one came behind me and as you can see my flashlight was on the verge of death

tacit thunder
#

what was your enemies list...

surreal flicker
#

coil heads

#

and more coil heads

#

oh and I forgot, coil heads

tacit thunder
#

hmmm very interesting....

surreal flicker
#

It was intentional

tacit thunder
#

seems like very exciting gameplay

surreal flicker
#

Hey dark map, flashlights die quick. Jump scare

#

It's an always night map

#

oh yea also had dead coil head bodies around the map

#

so

#

it fit the theme IG

tacit thunder
#

asteroid is great for that

surreal flicker
#

I added a masked to force you to move

#

🙂

tacit thunder
astral marten
#

It is showing every other outside monster on the level other than the Forrest Keepers that spawn.

#

Also another question.

#

If I change the exterior weights for a moon without touching an added moded monster spawn weight. Can I adjust that modded monsters config and have it pass the change to the Lethal Quantities Presets.json?

Also if I add a new monster mod later will its spawn weights get grandfathered in?

tacit thunder
#

no, if you add any new mods or if the default enemies changes, the new weights will not be reflected in the preset. youd have to delete the old preset for that level and let it regenerate

fervent scaffold
#

Hello! I am noticing that one of the modded moon packages in my profile are missing from the config preset. How do I generate them?

tacit thunder
#

does the moon show up in the terminal when you join the game?

#

and when you upload the presets.json file after that, does it appear?

fervent scaffold
tacit thunder
#

👍

dull wharf
#

Hey @tacit thunder ! I was thinking about something, right now we have 3 configs for the spawns, 1 inside (Enemies) and 2 outside ( Daytime and Outside). Do you think it's possible to add more of these (even tho they don't exist in base game)?
It would add some more control over what to spawn and when.

tranquil patrol
#

What else would there be?

dull wharf
tranquil patrol
#

I'm struggling to think what you could do with that that you can't with just one

tacit thunder
#

i have multiple parent inheritance on the todo list, which should sort of make it possible?

dull wharf
tacit thunder
#

well, instead of one parent, you can apply multiple parents to one preset

#

so like GlobalOutside, ThemedOutside, SpecificOutside

dull wharf
#

and you can spawn different monsters on morning than on evening

tacit thunder
#

something like that

#

not entirely sure how to make it work yet though

dull wharf
tacit thunder
#

it would depend on the exact settings you have set

#

since currently it'll look to the parent for any settings, then look to that parent's parent, etc

#

but this way it'll look through each parent for an acceptable value

dull wharf
#

ok so if you can chose to use multiple of them i guess yeah it would work

tacit thunder
#

yeah

dull wharf
#

Cool, looking forward to it ! Thanks

tacit thunder
#

👍

tranquil patrol
#

There's different power levels ig but it's balanceable

#

Plus the daytime enemies don't even really need power levels, just a max amount each

dull wharf
#

for exemple i want bugs to spawn only on morning, dogs to spawn only at mid day and giants to spawn only on evening ?

tranquil patrol
#

Yeah, each enemy has its own spawn curve you can change

dull wharf
#

ohhhh i see what you mean now

#

you are right

tranquil patrol
#

There are probably ways to make it a little more user friendly with your suggestion, but I think it would probably complicate things with how daunting it is already

dull wharf
#

yeah for sure

#

but i didn't thing of your way, i wasn't touching idividual enemy spawn curves

#

only the main one

tranquil patrol
#

I mean yeah I get it completely, they're more hidden

tight gate
#

my idea of what LQ could possibly look like

#

the concept isn't rlly finished and i dont feel like working on it rn

slim iris
#

so i'm thinking of adding masked enemy spawns for all levels for #1200695291972685926, is there a way i can do that that's compatible with LQ and other spawn control mods? (i'm assuming LLL as well)

pretty sure what i previously tried (during pre-launch mirage) was I added the masked enemy to StartOfRound.Levels.Enemies as well as OutsideEnemies.
would simply doing that cause any problems with LQ?

i imagine it's more about load order, and whichever runs last keeps their changes

tacit thunder
#

no, that should work just fine

#

LQ would probably pick up the mirage values as "default' values like any othe rmodded enemy

slim iris
#

ah sounds good, thanks!

astral marten
#

@tacit thunder

I struggle to understand how LQ takes priority and on what. Can you explain this too me?
#1213985212686532638 message

#

@tacit thunder

crisp stone
#

hm

green narwhal
slim iris
slim iris
tacit thunder
sly nymph
tacit thunder
#

yeah, since LQ has a lower priority value, it should always execute before other mods

sly nymph
#

looks like there is some difference, but some mods like herobrine should have weight as well, i have it on 5 in herobrine config

#

shy guy has 5 in its config as well but showing as 1 in the log

#

harpghost is 1 in its config but showing 79 for some reason in the log

tacit thunder
#

according to debby: #1213985212686532638 message

astral marten
slim iris
#

(with a config option to turn spawn control off on mirage ofc)

vapid cave
#

I'm trying to use LQ to get data on chance of enemy spawns, weather and minimum-maximum scrap and difficulty for a custom moon but for some reason the moon isn't showing up in my Preset file

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Is there something I need to do? I'm new to using LQ😅

tranquil patrol
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So just make sure the moon is actually working, that it is available in the store etc

vapid cave
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It does work

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I even loaded in

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Wait does the game need to be running while I edit the preset file?

tranquil patrol
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Nope

vapid cave
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Odd, can you get it to work? the map is Budapest

tranquil patrol
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I've never used custom moons and don't rly have the time rn to figure it out, but I know others have been able to use custom moons with LQ

vapid cave
tranquil patrol
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Yeah maybe, I think a bunch of moon mods are moving away from LethalExpansion to using LethalLevelLoader so things might be more stable soon

vapid cave
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I'm trying to get the values for someone remaking it for LLL 🙃

tranquil patrol
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Ahh I see, well that's a predicament

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Maybe someone else will be able to help more, I've never used custom moons so idk

surreal flicker
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@tranquil patrol questions

tranquil patrol
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How can I help

surreal flicker
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anything below 0 spawns nothing?

tranquil patrol
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Yeah the y value is a chance multiplier, and anything multiplied by 0 is 0, negative values in probability effectively mean 0, so yeah

surreal flicker
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ok was wondering

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I have a time of day extender so I'm trying to adjust everything differently because I have time go by faster for longer nights

tranquil patrol
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Also you need to add another value at the end of the table with the same Y but slightly bigger X to make it visualise your full table of values

surreal flicker
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another X value?

tranquil patrol
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Yeah here just add another x1 of like 1.1, and y1 of 4.99 etc

surreal flicker
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like that?

tranquil patrol
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Yeah you should see the graph actually extend to 1 rather than stop before

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Like here it stops at 0.96

surreal flicker
tranquil patrol
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Yeah perfect

surreal flicker
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cool ty

tranquil patrol
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Npnp

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If you're curious as well, the "chosen value rounded down" bit is mostly just for the Traps curves, cause it uses the curve to determine how many traps to spawn, and obv it can only spawn a whole number of traps

surreal flicker
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traps I'm not worried about, the mods I have set it to where I like it

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"Traps outside"

tranquil patrol
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Oh dear, good luck

surreal flicker
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👍

waxen frost
# vapid cave It might be an issue with Budapest, it's pretty outdated

I just finished manually setting loot tables for over 30 moons in my pack so I can say with a high level of certainty: the problem is that it's an LE moon. I found in LQ LE moons are missing their own and vanilla loot in the loot table when presets are generated. It has only scrap there that was manually added by other mods like moreinteriors (army helmet, ..), scoopy (fireaxe, weezer guitar, ..), advancedcompany scrap (toy car, light shoes, ..)

waxen frost
tranquil patrol
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Do if 1 was 10 and 0.9 was 8, and it picked 0.95, 9 would be the number of traps

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Idk to how many places the random value is, cause idk Unity

waxen frost
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yea, it's interesting cause it's kinda not intuitive to set probabilites for varying amounts of traps to spawn that way.
ig it just rolls a random double 0-1 and then gets the value at that key (rounded) from the curve

vapid cave
waxen frost
tranquil patrol
waxen frost
vapid cave
waxen frost
tranquil patrol
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Yeah that's why I made the desmos thing tbh, cause it isn't very intuitive for anyone but Zeekers who has direct control over the project settings

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Which is fair, it wasn't made to have the public prying

waxen frost
surreal flicker
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@tranquil patrol Thoughts on this flow?

tranquil patrol
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Depends on the enemy you're spawning and how impactful it is but this could work

surreal flicker
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coil heads 😏

tranquil patrol
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Ah then yeah I think that's good

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I just noticed I think I accidentally deleted one of my presets files

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I'm

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Cry

surreal flicker
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oh no 😢

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I really wanna use the don't blink mod but I only want it to trigger when near coil heads

slim iris
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@tacit thunder LQ's patch for registering its spawns is RoundManager.Awake as a postfix patch right?
i'm assuming other mods that change spawns should do a prefix patch so LQ can pick up the modified value(s) afterwards?

tacit thunder
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it changes the spawns in the roundmanager loadnewlevel

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it uses the awake just to get the defaults

slim iris
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ah gotcha

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oh wait since it's on a prefix patch as well, am i supposed to just set my patch's priority higher than yours? since you said LQ will pick up the changes

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@crisp stone if i register my spawn rate changes in RoundManager.LoadNewLevel as a high priority prefix patch, does that sound like it'd be compatible with LLL as well? or will LLL just completely rewrite the spawn rate changes i've made?

i could still do a soft dependency and just use your new method(s) if LLL is found and just default to what i mentioned, but if a soft dependency isn't required, i'd prefer just doing that instead

crisp stone
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i dont do stuff on loadnewlevel 👍

slim iris
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does doing a patch like that sound like it could conflict with LLL though? just wanna make sure

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cuz im just not sure how LLL handles other mods changing spawns

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since LQ seems to just accept any changes as part of its config

crisp stone
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nothing your looking to do rn should cause any issue with LLL until I do stuff that you'll want to use instead

slim iris
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sounds good, if you do end up doing stuff then i'll fix it later

tacit thunder
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if you do use roundmanager.loadnewlevel, then yes, you'd need to use a priority lower than 100

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i think lethallib registers custom enemy rarities in the startofround awake patch, which is probably a good place if you want to make any changes appear "default"

tranquil patrol
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Can I clarify about this real quick.. With LethalQuantities changes, is there much of a performance hit or increased loading times while using it? And are the performance hits mostly for the host, or does each player run the changes individually?

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I'm probably wording that question terribly but hopefully you get the picture

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@tacit thunder
I'm goin bed soon

tacit thunder
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sorry, i already went to bed

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there's an increased loading time the first time a player joins or hosts a game, but once you're actually playing, there's pretty much no impact on any joined players, and very little on the host

tranquil patrol
hallow cosmos
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I'm thoroughly stuck and I sadly can't search Discord fourms, so please forgive me for my stupid question but does anyone know why every bit of scrap I set a weight to in Global ends up being 1 pound unless the weight is set for the same scrap on each individual moon?

tranquil patrol
hallow cosmos
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I can send over my preset, but I don't think it'd help. Tried on a fresh one with just the scrap modified and it was still 1 pound, even if the only enabled mod was LQ

midnight halo
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us as in Banana or Debby

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Debby i don't think devs but does help a lot

hallow cosmos
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Sure! Sorry for the mess, here you go. If you need any log files I'd be happy to send them over. I scrubbed them myself for anything but I didn't even see a single warn message. I also should note that I had some friends on and that no matter what I did, their weights were always set to the defaults that the game had. (ie. Big Bolt being set to 12lb, but was registering as 19lb to them) I had my friend send over their Presets.json as well, and it was the exact same as the one in the modpack so I don't think it was an issue with the code transfer.
I was certain I was just missing something, but if it's really a bug I'm sorry to add more work onto you guys!! 😅

tranquil patrol
tranquil patrol
silk stream
tranquil patrol
silk stream
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Oh ok

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Thanks

tacit thunder
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yeah that's pretty much the only way

tacit thunder
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it's not really recommended to change the weight per moon though, since i don't know how that affects existing scrap on the ship

tranquil patrol
hallow cosmos
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Yes it's named Presets.json for everyone, my filenames get scrambled when I send them. Sorry for the confusion!

tranquil patrol
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From what I'm seeing in the file it seems like everything is set up correctly. Only thought is, like Banana said, having different weights on different planets might be causing issues. I'd recommend setting weight in Global and unticking the weight for all scrap on all moons

hallow cosmos
tranquil patrol
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Hmm must be a bug then :(

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Worth sending the log for Banana just in case @hallow cosmos

hallow cosmos
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Can do! Lemme grab a fresh one for yall.

tacit thunder
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yeah, ill have to do some testing, it's definitely pretty strange

hallow cosmos
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Here, I put it in a pastebin to avoid cluttering up the chat. https://pastebin.com/0ebrdBMd
LQ and BepInEx are the only two mods enabled, on a fresh save with only the V-type engine and Big bolt values modified. I'd loaded in, picked up an engine, then left the moon.

tacit thunder
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👍

hallow cosmos
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Let me know if there's anything else I can do make the process easier for you!! I hate presenting bugs to mod devs, I know the pain 😓

tranquil patrol
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Better to do it than not tbh. The bug exists regardless of whether or not you find it, it's just about how you bring it up

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Like "how dare you, how could you be so dumb as to allow this bug to exist???" vs "hey i found this bug, here's all the info"

slim iris
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hey banana, how compatible is LQ alongside LLL? is it required to disable LLL's spawn control configs?

there was a mention of it in #modding-general so i just wanted to double check

tranquil patrol
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Well, we were talking about interiors specifically, idk about the rest

slim iris
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oh whoops i missed that part, thought it was about spawning the whole time 😅

waxen frost
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LQ changes spawns way after LLL does anything with them. It does most of its stuff in LoadNewLevel prefix.
I think if you change values in LLL config LQ would see those as default values when it generates presets.

slim iris
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yeah thats what i remember banana saying it does, but turns out debby and mickmick were talking about interiors instead of spawns

waxen frost
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oh i see

tacit thunder
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👍

ionic crag
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hello, does LQ ignore interior mods spawn rate config if i change them in the WebUi?

tacit thunder
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depends on which mods, but probably

ionic crag
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Which interior that LQ doesn't support?

green narwhal
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Hey, how does LQ work with MeteoMultiplier? Which mod's configuration gets applies?

tranquil patrol
green narwhal
tranquil patrol
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I'm pretty sure Banana uses Meteo in his own games so I'm p sure it's okay

green narwhal
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okay, that's good to know 😄

tacit thunder
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im not sure, but meteo multiplier probably overrides LQ

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i mostly use meteo for the random moon price changes, and it works pretty well

tacit thunder
lament hemlock
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Does anyone know if the .json for LQ overrides the general configs for modded enemy or dungeon spawns? For example, the spawn rate in the rolling giant config. Or should I disable those from their own configs and just use LQ.

dull wharf
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LQ will take what you set in the mod config as default

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if you change it in LQ, LQ settings will take the priority

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Unless it's not compatible ( ex: shy guy without the mod that patches it)

lament hemlock
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Awesome, thank you!

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What’s the patch for shyguy?

dull wharf
green narwhal
tranquil patrol
dull wharf
tranquil patrol
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Hm alright, thanks. I've heard whispers of others but nothing concrete

dull wharf
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Shy guy didn't because is spawning was made in a way that he patches after LQ if i remember right

dull wharf
tranquil patrol
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I heard of Immortal Snail but I haven't gotten round to testing it at all so could be false

dull wharf
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I don't have that one either so maybe it's true haha

slim iris
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not sure if it's true, but i remember someone saying they "spawn" while you're in the main menu 🤨

tranquil patrol
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Wh what, how does that even work

crisp stone
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skinwalker person was misinformed

tacit thunder
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the fiend ive have similar issues with, not sure though. the rolling giant may have some? but unconfirmed. freddy kreuger im not sure whether or not it's meant to be spawned in through vanilla methods, and i don't spawn slenderman because there's the page mechanic

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peepers have their own spawn mechanic too so i dont add those

slim iris
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hey banana, do u happen to know if there's EnemyType "prefabs" that's stored somewhere?
just wondering since not every moon will have a SpawnableEnemyWithRarity of what i need, and while i have the enemy's prefab, i wouldn't know what to set the rest of the values as

crisp stone
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all the info u need is spawnableenemywithrarity

slim iris
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that's what i'm trying to make, since a bunch of levels are missing one for masked enemies.
i suppose the simplest solution is to just use the first one found in the list, and copy it to the rest, but that sounds hella scuffed

crisp stone
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No u just

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spawnableenemywithrarity mynewonw = new SpawnableEnemyWithRarity()

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and just set the two values

slim iris
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yeah but one of the values is an EnemyType and that's what i'm trying to figure out, since i only have a prefab of the MaskedPlayerEnemy, is there some basic fundemental thing im missing here 🤔

crisp stone
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how did you get the prefab

slim iris
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grabbed it from NetworkManager.NetworkConfig.Prefabs.m_Prefabs in a postfix GameNetworkManager.Start patch

crisp stone
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oh

slim iris
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oh wait......

crisp stone
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don’t

slim iris
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it's an enemy type there

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oh whats wrong with that

crisp stone
slim iris
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the prefab there contains an EnemyType but i only saved it as a GameObject which is why i was confused

crisp stone
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you want the enemytype of it yes, safest way is to find it in the levels

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Oh does enemyai have a reference to enemytype

slim iris
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oh wait yeah that's the thing i'm looking at actually whoops

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im just being extra dumb cuz it's 7am

slim iris
# crisp stone don’t

when u said this, are u referring to taking the prefab from m_Prefabs though? cuz if so, what exactly is wrong with that?

crisp stone
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its fine just was worried that you might be editing it at unideal moment

slim iris
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ah

crisp stone
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If it has enemytype then your gucci

slim iris
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yeee sounds good

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thanks a bunch for the help, i'll credit u and banana on my next release 🙏

crisp stone
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yipeee

solemn pendant
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Is there ever going to be compatibility between LQ and Football?
Right now when it spawns it just stands in the void doing nothing and only activates (sometimes) when you pick up its item, the train.
||Or is there already a fix for this that i don't know about?||

mint laurel
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can you edit prices of store items with this?

tacit thunder
tacit thunder
tacit thunder
tulip wharf
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heya, i just want to make sure how this works: if i check anything in the WebUI, then that setting will get replaced no matter how other mods set it, and if it's not checked then it's default?

for ex. i want The Saint scrap to spawn on Vow, so i check Scrap in Vow's preset and add The Saint, and when i do this everything that's not in the Scrap List will not get spawned? (Parent in Global, which is default)

indigo pewter
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yes

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Vow will only spawn the items in the item list for Vow, regardless of what any parent presets have configured

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any setting that is checked in the vow item list will be applied for vow specifically

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if a setting for a listed item is not checked, it will inherit the value from its parent preset

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if the parent preset (or its parent, or its parent, etc) does not have that setting checked, it will not be touched by LQ

tulip wharf
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is there a way to get the default list of things? or it's the list generated when you check it?

indigo pewter
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its the list generated when you check it

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if you need to regenerate the default list, you need to delete the preset and assign a fresh new one to the moon

tulip wharf
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gotcha, thank you!

tulip wharf
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just to make sure, after these i need to turn everything in the config TRUE right?

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oh nvm it's only for legacy

dense timber
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Is it possible to delete unused moon entries?

tranquil patrol
tranquil patrol
dense timber
tranquil patrol
dense timber
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Aaah thanks

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I always forget that that's a button you can click on

earnest wedge
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Does this mod work with Hullbreaker? It seems the settings from the preset are overriding things like Item Mystery (turns all items into pickles) only works on items that I haven't adjusted with LQ, and the Landmines event seems to be getting overridden by the landmine spawn curve I have from LQ.

tacit thunder
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not sure about the mystery and stuff, but maybe?

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hullbreaker should definitely override LQ if anything

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id have to take a look though since im not sure where they're making modifications

urban terrace
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@tacit thunder hey question for you, through making my own moon i've realized there's no mods that let you edit the "Threat Level" property of moons, is that something within the scope of stuff that LQ could possibly edit?

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like how Titan is threat level S etc

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since you can sort by threat level for some of the terminal mods and people adjust the difficulty of moons, it would be cool to be able to edit it if possible, idk how hard that would be

sly nymph
urban terrace
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oh sick, that must have been in the most recent update

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I can see that now in its changelog thats cool

sly nymph
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But i agree that it would be useful to be able to change in LQ as well

urban canyon
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yeah i really wanna be able to edit this

tacit thunder
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sorry, it's been on the todo list but i havent had the time to work on LQ

urban canyon
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its oke

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as long as it's eventually coming

waxen frost
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I think the latest original hullbreaker release also has a bug with the item mystery event, where it doesn't reset until you switch moons.

tacit thunder
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hmm

weak hollow
waxen frost
crisp stone
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because i now have a system to dynamically assign the most relevant risk level based on calculated dynamic level difficulty

waxen frost
# tacit thunder hullbreaker should definitely override LQ if anything

I checked your code and comments in there and you're thinking of priorities the wrong way around I'm pretty sure.
Priority.Normal (default) is 400. You have 100 on your LoadNewLevel Prefix which means every other prefix without defined priority comes before LQ and thus LQ overrides any changes with its own values. I use priority 50 on my LoadNewLevel prefix in Hullbreaker fork to change rarities and stuff after LQ does.
I have to admit as it's my first time doing anything with Harmony their documentation on this is super bad and I had to figure that out by trial and error.

tacit thunder
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hmm, i was under the impression that lower priority numbers executed first

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but i see, ill have to add a fix for that next update

severe harness
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Uh should I submit a log file for now, I tried out the mod via v50 to see if it works and no

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Game hangs when generating seed for a moon

tranquil patrol
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I heard that the flow for generating interiors changed so that could be it

tacit thunder
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it seems like the enemy power level variable name was changed

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ill do some testing on my end and fix it

crisp stone
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and RoundManager.dungeonFlowTypes is now a little data class which is just <DungeonFlow, int dungeonMapSize> dict

tacit thunder
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i see

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it's good that it doesn't change much