#Lethal Quantities

1 messages · Page 4 of 1

tacit thunder
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but when is v50 supposed to release to the main branch?

severe harness
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I imagine a week or so, but unsure

tranquil patrol
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I'm gonna start making a list of features I'd want to talk about in a video tutorial on using LethalQuantities. I assume there aren't any big changes planned soon? There's a lot of stuff on the roadmap ofc, but I mean currently in the works and potentially released soon

meager sigil
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I'm having trouble figuring out something.... How do you set the prices for moons? I see there is a section in each moon page labelled Prices, and I assume this changes the prices depending if you're on that moon's orbit. But say you're orbiting the company building feature.... do you change it in Global? And do I assume that the individual moon pages take priority in setting prices?

sly nymph
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i changed them in global

meager sigil
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Ok so Global is the one I should apply the change to? And I make sure the parent is Global for all moons?

sly nymph
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yeah thats how i did it at least

meager sigil
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Oki doki. Thank you.

cinder wing
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Problem starts when you want to have each moon different prices and have to edit like 45 of them

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I eagerly await the copy and paste function so that i will not have to input all of them one by one xD

severe harness
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I can't fathom trying to balance that many moons lmao

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My pack typically only has at most 4 - 7 additional moons

cinder wing
tacit thunder
tacit thunder
tacit thunder
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not yet

gleaming canopy
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hi, does everyone in the server need to have this mod & the config the host used or should it work fine if only the host has it?

sharp dagger
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guess it depends if you use it to change chances of interiors generating or the prices of moons

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I think scrap 'n enemy rarity/chances are all host-only?..

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but moon stuff can desync (if client doesn't have what host has)

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but if you use r2 - you're fine

tacit thunder
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and prices

vale escarp
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if i set a moon with no parent and make no changes itll basically be set to the way the modder set it up right?

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@tacit thunder

tacit thunder
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yes

sharp dagger
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Not that I've noticed any issues so far with going to moons, their prices, etc- Just curious what this error is about

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I see it every time I've loaded.

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But I don't know what it's referring to

tacit thunder
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the route command contains multiple terminal nodes, one per moon, and each terminal node has a routeId, which is the id of that moon. however, for whatever reason, sometimes there's more than 1 terminal node with the same routeid, probably added in by another mod or something

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it could be that both nodes map to the same moon on purpose, like maybe atlas abyss might accept two different words, atlas and abyss, but since each terminal node also contains the price separately, the command route atlas could cost a different amount than route abyss even though they both go to the same moon

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im logging it as an error mostly because it really shouldn't happen, and i have no clue whether or not it indicates that something is broken, but i might change it to a warning in the future

sharp dagger
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hmmm .,.

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one thing I find interesting is one of the moons uses a moon from LE (when loading, it references the name)

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I think 'wateridge'?... 'waterridge'?

urban canyon
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wateridge comes with LE

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use LEC instead

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plus wateridge was made for an older version of LE so some textures doesnt load anymore with LE i think (cuz there were missing textures last time i went there)

sharp dagger
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well yeh

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but I use LEC

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and LE is disabled

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another moon uses the name(?) on load

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found it- @urban canyon

urban canyon
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ah

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report to the creator ig

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i think they've used wateridge as a template and didnt end up renaming

sharp dagger
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i would if they existed here... <~<'

urban canyon
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no github either?

sharp dagger
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#1196593708733321316 message

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I'm the last messenger in there for months

urban canyon
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ah

sharp dagger
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I think they like- poofed

jagged oriole
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@tacit thunder im having issues once again

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its been a while

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but

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its not showing up with all of them

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only showing up with those instead of all the prices

waxen frost
# jagged oriole

looks like all LLL moons are missing. Are they missing in presets screen as well?

jagged oriole
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FixPluginTypesSerialization was causing the bug

waxen frost
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ok yea

jagged oriole
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none of them showin up at all :D

waxen frost
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that's what I thought. I've had that issue as well. Did you also downgrade csync or only uninstall FixPluginTypesSerialization?

waxen frost
# jagged oriole none of them showin up at all :D

because I think when you don't downgrade csync it doesn't load due to the dependency missing and that will cause other mods depending on csync to not load as well. like lgu.
Not 100% sure but that's what I ended up doing to make everything work again.

sharp dagger
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what did that mod do to your pack

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.x.

jagged oriole
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havent had a chance to full try it out

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but it does seem that its working

carmine crater
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Hello!

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So you can disable vanilla monsters entirely with this mod?

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And I see there are presets

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How would I make it so I only have to configure the enemy spawns themselves and it works for every moon

dull wharf
carmine crater
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Gotcha

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Thank you heavily!

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I love me modded monsters

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And

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Im planning on doing an Infected Company session someday

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And I wanna disable all the vanilla monsters to spice it up

rapid bolt
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will the shy guy patch ensure he doesnt spawn on every moon?
if not, how would i set it to have him NOT spawn on any moon except one, would i need to set him to 0 on each moon?>
i was thinking setting him to 0 on Global, but will checking Enemies on Global overwrite the normal spawns or make it so nothing spawns (since no enemies are listed on global)?
I may be overthinking this lol

severe harness
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Depends on how many moons you got in your pack
Could always test with Global then for one of the moons (e.g. Experimentation), set Shy Guy to 100 and ensure it's the ONLY enemy that spawns and see if it works

tranquil patrol
# rapid bolt will the shy guy patch ensure he doesnt spawn on every moon? if not, how would ...

Only enemies within a moon's list are counted. It doesn't matter what enemies you have in the Global enemies lists, the moon will only check its own list. I'm not sure about the ShyGuy patch tbh I haven't used it yet, but basically how I assume it works with the patch is that whatever value you set in the shyguy config will be used as the default rarity in LQ. ShyGuy, I imagine, would be set to spawn on ever moon, so you'd have to either remove him from every moon list, or untick the rarity on every moon list and set the rarity in Global to 0

jagged oriole
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@tacit thunder im getting some issues with the moons pricing

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i price it as 50

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but it shows as 0 in the terminal

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and 400 in the actual pricing?

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same with every other one as well

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I have LLLFixed and LECore

tranquil patrol
jagged oriole
tranquil patrol
# jagged oriole global

You need to have the moons added to the price list of every moon you want to change the price in

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So you need to add Ether to the list of every moon (or just press add all)

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By default no price is set for the listed moons so you can set the value in global

jagged oriole
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OHHH

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wait no yeah i added ether into the ether preset

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and every single one into the right preset?

tranquil patrol
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What you're setting isn't the price of the moon. You're setting the cost to travel to that moon FROM the moon you have the price set IN

slim iris
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i didnt even know the same moon can have a different price if ur coming from another moon

jagged oriole
tranquil patrol
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So yeah, add all

jagged oriole
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add all in global?

tranquil patrol
silent salmon
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You can do some really funny things with that

tranquil patrol
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This is how I have my prices set up

sly nymph
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does anyone know if LQ works with giantspecimen? I get this in the log but different settings in LQ

tranquil patrol
jovial pelican
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is it possible to spawn dogs on the company moon?

tranquil patrol
jagged oriole
tranquil patrol
jagged oriole
tranquil patrol
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Ah okay cool, good to hear

severe harness
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Not sure why but one of Rosie's moons (Affliction) doesn't show up with any enemies in the listed categories, I'm curious if the reason for this is their enemy variants that shows up on some moons (ie Hoarder Queen)

sly nymph
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I noticed that Freddy and Foxy doesnt show up either

fervent scaffold
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DungeonFlow configs seem functional though

jovial pelican
waxen frost
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do u have navmeshincompany?

jovial pelican
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yes

tranquil patrol
jovial pelican
tranquil patrol
tacit thunder
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yeah gordion is one of those moons that does not spawn any scrap or enemies by default

tacit thunder
severe harness
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They both seem to be by the same author so whatever solution you find for one might help fix for the other if they have similar implementations

tacit thunder
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ok thanks

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not sure what's up with freddy kreuger, since it used to show up, but even then i dont think it's meant to be spawned through regular means

gusty vector
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Hello there! @tacit thunder , I'm the creator of both those mods and yeah, there seems to be an issue between in the registering of my enemies in Lethal Quantities

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They do get found by the mod, but they are not shown in the list

tacit thunder
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when do you register your enemies?

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i try to fetch all the EnemyTypes on roundmanager awake, with a priority of 250

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so if you register your enemies afterwards with the networkhandler it wouldn't get found

gusty vector
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I register them in my plugin Awake() function, so normally it should be registered before the RoundManager's first Instance

tacit thunder
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is that when you set the rarity too?

gusty vector
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Yes! Foxy has a rarity of 30

tacit thunder
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hmmm

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that's strange then, since it should definitely be found

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it's probably an error on my side, ill take a look at it when i get the time

gusty vector
tacit thunder
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ah ok

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that would explain a bit

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ill have to look ait their mod too

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ur mod*

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😛

gusty vector
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Just @ me if you need anything, I'll gladly cooperate

tacit thunder
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ok thanks!

azure timber
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@gusty vector hi, i found problem when using this mod, it keep stuck on random seed and i also found that it cannot generate config in the Advanced folder

tranquil patrol
noble crypt
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Im currently using LLL, but I want immersive scraps. I was told to use lethal quantities with LLL in order to get the immersive scraps to work but i have no idea where to start wit this

waxen frost
noble crypt
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O_O

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i dont know what that means :(

waxen frost
noble crypt
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ok ty

noble crypt
tranquil patrol
noble crypt
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what do i drag if i dont open it?

waxen frost
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  1. did you run the game once with LQ installed?
  2. you have to drag and drop the file from file explorer
tranquil patrol
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You need to go to the actual file location, not just in thunderstore

noble crypt
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oh ok

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idk how to get to the folder location

i cant find the LethalQuantities/Advanced/Preset.json folder in file explorer

waxen frost
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it's here if you're using r2modman
AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\$MODPROFILENAME\BepInEx\config\LethalQuantities\Advanced

tacit thunder
ruby fractal
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Does LQ work on V50? I've been told it does not yet

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I mean, as is. I know some mods can work without updating, but others can't.

noble crypt
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my AppData\Roaming doesnt have it

jovial pelican
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In your Thunderstore profile: go to settings > Browse profile folder.
in the folder that opens (in your file explorer) browse to BepInEx\config\LethalQuantities and drag the Preset.json file into the WebUI

noble crypt
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thanks, i got it

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what has priority over stuff like inside power? Lethal quantities? or LLL

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i only got lethalquantities because i was told i can use it to have immersive scrap work with LLL

severe harness
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Unsure, I typically only edited via LethalQuantities and it does seem to add in IS items just fine along with any enemy spawn weight adjustments back when I used it a bunch for v49

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Only 2 things I can recall LQ having difficulty with is with Xilef's enemies (Foxy & Freddy) and Rosie's Moons (Sector-0, Eve, Affliction), I think Banana is trying to look into the former while updating for v50

noble crypt
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mkay

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is there a way to have LQ only add on the immersive scraps and nothing else?

tacit thunder
tacit thunder
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then set the rarity so it actually appears

noble crypt
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i guess i could just copy over the numbers from the scrap list

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even still, i dont know how to do a lot of this so i'll have to figure it out

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my end goal is:

Only enable LQ to add immersive scrap

Make sure it doesn't affect spawn rates of monsters/other scrap (because I have LLL settings that i want to keep intact)

Change the exact values of what immersive scraps spawn on what moons and how common they are

tacit thunder
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you can just add the immersive scrap items to the existing list of items, and set the rarities

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it won't change the rarities of any other items or remove/add ones that you don't want

viscid robin
tranquil patrol
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@tacit thunder Perfectly understandable if there's no eta or anything, but would you be able to let me know if/when you look into updating to v50 and what might need to change? I wanted to get to recording a tutorial but there's some changes in v50 I imagine might require some big changes to LQ (Like I heard Outside enemies and Daytime enemies might be merged now?)

sly nymph
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oh no dont let them merge

tranquil patrol
sly nymph
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i dont want outside enemies to be same as daytime enemies

tranquil patrol
sly nymph
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well i just assume you cant separate the spawns if they merge

tranquil patrol
tacit thunder
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i am going to try to update it by this weekend, no major changes, unfortunately, but ill see if i can work out something like a "reset to defaults" button. no guarantees though, since im not sure how complex it will be

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about the button that is

tranquil patrol
tacit thunder
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👍

green narwhal
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congrats 😄

tacit thunder
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ive been busy with other stuff but i havent forgotten about this 😛

tranquil patrol
tacit thunder
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oooh yeah! congrats! i didnt notice

tranquil patrol
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It's whatever, just means more work and expectations lmao

tacit thunder
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lol

vale escarp
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We need this back so bad

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@tacit thunder

tacit thunder
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working on it 👍

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just been really busy with irl stuff

fervent scaffold
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Hello!
I was reading through Batby's progress report on LLL and I thought some of the upcoming features may not mesh well with LQ's interface as it currently is (like DungeonFlow specific scrap, enemies, hazards, among other changes that may have not been mentioned in this report)

https://www.reddit.com/r/lethalcompany/comments/1c6q41u/lethallevelloader_progress_report/

Reddit

Explore this post and more from the lethalcompany community

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I thought it might be a good idea to bring this up here just in case this update could potentially break compatibility between LLL and LQ

tranquil patrol
crisp stone
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i now have options that LQ doesn't

tranquil patrol
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Hmm well we'll see what the Banana verdict is

fervent scaffold
tranquil patrol
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Could be subject to change with upcoming updates tho we'll see

tight gate
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It’d be nice to be able to set the specific times/places all the monsters can spawn at

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Like the 3 options for all the monsters for spawning indoors (throughout the day inside), outdoors (later in the day outside), and daytime (when the ship lands)

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So you could have indoor monsters spawn outdoors, or vice versa (mostly with the help of starlancerAIfix)

tight gate
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In lethal quantities?

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How?

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wait okay i think i might’ve worded that wrong

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lemme rephrase it real quick

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It’d be nice to have different spawn settings for both outside and inside, so you can let indoor monsters spawn outside and vice versa

jovial pelican
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you can? never had an issue with spawning indoor monsters outside with LQ. you just need starlancerAIfix for the AI to work correctly

tight gate
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I never seen an option to choose indoor monsters to spawn outside

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Are you able to show where you can?

supple apex
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Earlier versions I accidently let Sirenhead roam the halls of the school interior. Leaving me to my imagination as to why I could hear static and old radio signals down each corridor until I saw it in the basketball court. Good times

tight gate
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Wait

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OHH shit

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Okay

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Okay that’s my bad, i meant to say this in lethal variables

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Idk how i didn’t notice i was in the wrong thread yet

tacit thunder
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i dont really know how LLL will affect other mods like brutal company and event stuff

ruby fractal
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From what I've noticed, at least with Minus, LLL doesn't do much, it stays out of the way.

crisp stone
ruby fractal
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How so?

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Planning to add ways to manipulate entity/scrap spawns and such? That would be well appreciated.

crisp stone
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yes

ruby fractal
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Ahh

crisp stone
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but not sure how many user configerable options their will be

carmine crater
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Hello!

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Is Lethal Quantities V50?

ruby fractal
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Not yet

tacit thunder
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it will be tomorrow, after i finish testing

pliant parcel
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at 10pm?

slim iris
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at 10pm.

tacit thunder
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😅

tacit thunder
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Lethal Quantities v1.2.9 Update

  • Updated to Lethal Company v50
  • Fixed item weights from being host only
  • Fixed priorities being incorrect(low to high)
  • Added an option to change the moon's risk level and description
  • Added group spawn count option
    I was unfortunately not able to improve the web UI more(defaults, copy&paste, etc), it's still WIP :(
    Please report any bugs or problems asap!! Thanks!
pliant parcel
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YOOOO

carmine crater
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HELL YEAH

pliant parcel
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LETSFUCKIN GOOO

tacit thunder
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dont u ppl have anything better to do than react instantly??!?

carmine crater
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NOW WE CAN DISABLE ALL VANILLA MONSTERS AGAIN

tacit thunder
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u surprised me for sure

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did not expect immediate messages

pliant parcel
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some people are very desperate

carmine crater
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Oh yeah definitely

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I’ve been wanting to do a all modded monsters video for a bit

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Banana you hero

tacit thunder
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thanks

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ur all awesome for using this mod 😛

green narwhal
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let's goooooo 🔥

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we're eating good tonight 😋

distant python
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thanks for the update!

tranquil patrol
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I've been waiting my whole life for this

vale escarp
sly nymph
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now LLL just needs to send the update and we can do some proper modding again

supple apex
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Glad to see this coming thru for v50. The web ui is just 🤌

spare granite
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Why is it like that?

tacit thunder
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uhhh

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can you send your presets.json?

spare granite
tacit thunder
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oh probably because i forgot to add in a v1.2.8 preset file to v1.2.9 preset conversion

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let me see if i can fix that real fast

tacit thunder
# spare granite

ok it should be fixed now, although any existing fields like the risk level and description won't be properly updated since i dont have a way to get the default values

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they'll just show up as empty boxes for now

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but if you delete the default preset and reload the page it should regenerate properly

spare granite
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Yeah works good now. Thanks for the fix ❤️

sly nymph
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or wasnt the mod updated?

green narwhal
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🥺

sly nymph
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aha just the webui got an update

green narwhal
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ye

waxen frost
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Is the new version still v49 compatible? If not will 1.2.8 continue to work with presets saved by the updated web gui?

tacit thunder
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you'll have to use v1.2.8 for v49 compatability, but yes the web gui should work

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some parts might not work, like the new group spawn count, and the descriptions and risk level are not editable

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i dont know the percentage of players that use v50 vs v49 but if there's still a lot using v49 i can try to add backwards compatibility

tranquil patrol
tacit thunder
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that makes sense

waxen frost
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that and with v49 packs you're gonna run a lot of outdated mods anyways.

tacit thunder
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right

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hopefully it doesnt turn into something like minecraft with 10 different active versions

astral marten
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YAY I CAN START PORTING SC TO v50!

vale escarp
ruby fractal
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Hm, that's weird. Some modded items don't show up to be added to scrap pools.

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Same goes for some modded entities.

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Is this because some of my moons/items/mods may not have been updated to V50? (Loot that doesn't appear comes from Ganimedes, Scoopy's Variety, and Trophy mods, and enemies are Shockwave Drone and Siren Head, just to name a few)

tacit thunder
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it might, if they dont work on v50 in general

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do you have a list of modded entities? i have not really touched the parts where LQ tries to find enemies/items/etc so idk what it could be

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especially if certain modded items show up but others dont

ruby fractal
tacit thunder
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hmm interesting

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ill do some more testing with those then. code wise i think some mods might not have needed to update

wary viper
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I didn't know how much I needed this until I started looking through the web ui

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thanks so much for making this

crisp stone
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the big offending changes are references to RoundManager.dungeonFlowTypes & EnemyType.PowerLevel

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iirc

tacit thunder
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oh thats neat

crisp stone
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yeee, and those are just cuz the basegame references to them are literally different now

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thats kinda it change wise

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oh and more vanilla level id's

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if you have that hardcoded by chance

tacit thunder
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nope

crisp stone
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ye figured

tacit thunder
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yeah

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good thing

severe harness
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Snail & Shock Drone seem to show up just fine on the enemy list

ruby fractal
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Really? How come I don't see Shockwave Drone then? (I don't have Snail installed)

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Actually... oh, that probably doesn't matter, does it?

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Hey @tacit thunder, does I absolutely need to use the Thunderstore version of BepInEx (5.4.21)? I had downloaded the newer version that isn't available to download on there (5.4.22).

tacit thunder
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no

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just a version should be fine

ruby fractal
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Hmm, wonder what it could be then. Have you found the cause of why this happens?

tacit thunder
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no, it might be a specific combo or some other mod im not sure yet

ruby fractal
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Could it be perhaps another mod that I have that also changes scrap and enemy spawns, such as ConfigurableCompany or LethalCompanyVariables?

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Or the new LethalExpansion_Preview

tacit thunder
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it not showing up in the web ui shouldn't be affected by configurable company or other configuration mods

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not entirely sure

ruby fractal
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Hmm

ruby fractal
supple apex
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web UI def has them. What else where are you talking about?

ruby fractal
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I believe you can change it via a legacy config file (forgot how to though). How come I can't see them in the web UI then?

severe harness
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Unsure, for context these are the only 2 modded enemies I have in my profile

ruby fractal
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What about modded scrap?

severe harness
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Haven't tried any cause the only one I really use is Immersive Scrap or map-related ones like from Wesley's Moons/Ganimedes

ruby fractal
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Right

wary viper
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This is my first time using LQ and scopophobia together and I found a mod called ShyGuyPatcherPatcher that claims to make shy guy work with LQ. Is that actually needed?

lone stream
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Scopophobia was updated for v50 and has been working for us with LQ.

wary viper
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Have you tried changing its spawning values and has that worked?

tranquil patrol
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Otherwise ShyGuy will only use the rarity in its config

ruby fractal
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Okay, I am an absolutely buffoon.

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Turns out all I had to do was just delete the LQ folder in the config folder of BepInEx and let the game generate a new one, cause the one it generated seemed to generate it without any of the mods that were now installed.

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Now I see all the entities and scrap that are installed.

tacit thunder
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hmmm

ruby fractal
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Certified hmmm moment

tacit thunder
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yes... LQ definitely should update with new values and stuff... but it's good to know that enemies and scrap arent missing at least

indigo pewter
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@tacit thunder are non-integers really not allowed for animation curves? this message doesn't feel right, just wanted to check with you

tranquil patrol
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Floats are definitely allowed. Negative numbers are even allowed. Probably just a tooltip mistake as there are some values that need to be integers

tacit thunder
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yeah it should definitely allow floats

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that message is something added in by your browser, i think

lament hemlock
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Is this compatible with lethal expansion if all the patches are disabled

hallow cosmos
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Hey! Sadly still having the bug I was last time, can't get it to work no matter what I try. Have tried everything I think I can do, so the best I can do is provide you guys with as much information as possible. I've attached a video and my Presets file.
My log output from the video. Only mod enabled is LethalQuantities: https://pastebin.com/zUp8anGm

lament hemlock
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im having an issue where my scrap value multiplier is not taking effect

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nvm my issue was with meteomultiplier as it has a normal weather multiplier that conflicts

tacit thunder
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ill do some more testing again to see whats going on

sand saddle
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Just a heads up: If you have newest LLL (1.2.0) update with LQ, LQ does not detect LethalLib modded enemies (such as immortal snail, harp ghost, etc). There's probably more incompatibilities (probably not on LQ side?) but no time to test atm User error or something weird happened on 1st load

indigo pewter
sand saddle
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Hopefully I'm wrong and was just user error

tight gate
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i never saw that

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i probably have the same bug you have

sand saddle
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i guess it's user error or just weird first load thing that happened

tight gate
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hm

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alright

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i'll try that out

slim iris
#

possibly just need to regen the LLL config

tiny ledge
#

StarlancerEnemyEscape also messes with it if you have custom interiors, at least from what I tested. everything was fine until I downloaded an interior, after that LQ doesn't show any LL enemies.

crisp stone
#

which ll enemies out of curiosity

sand saddle
tiny ledge
#

All of them, even items weren't showing up.

sand saddle
#

I also removed StarlancerEnemyEscape, so it might be that too

tiny ledge
#

It has to be, after I removed it, they showed up again.

#

I mean, it is fine if you don't have custom interiors, but once you do download a custom interior it messes LQ up

#

I had Slenderman, neither he nor his pages were configurable, the giants also weren't configurable from TheGiantSpecimens, Shy Guy and the Peepers were also missing.

ruby fractal
#

I had a similiar issue with modded items and entities not loading, but I just had to delete the first-generated presets config from LQ and let it generate a new one, and then it should show up, because the first one generated didn't have all the modded content loaded, it just used vanilla content only.

tacit thunder
#

hmmm now im not sure whats going on

spare granite
severe harness
#

Hm so looks like LQ is able to work with LLL 1.2.0 under some level of extent

#

I've been dabbling around with it to balance out these moons:
Ganimedes, Aquatis, Orion, Serenity, and Transmission

#

For Serenity it's interesting, I forcefully added Butler & Tulip Snake, and Tulips actually work surprising well for that moon

hidden roost
severe harness
#

I'm able to change moon price if you set the price of the moon under "Global"

#

I changed the price of Transmission, Orion, & Embrion and all 3 seem to work fine

hidden roost
tight gate
#

it works fine for me

severe harness
#

Seems to work fine for me too

hidden roost
#

Maybe I do something wrong

severe harness
#

I did everything under a clean profile from the ground up just yesterday
How old is the preset that you're using out of curiosity?

hidden roost
#

Before I always change the price of moons in AC, but there is no longer support...

hidden roost
#

Only moons price don't work idk why

severe harness
#

Ah interesting, and JUST for a 2nd bit of clarification, yours looks akin to this correct?

hidden roost
#

I only change Bracken HP, dungeonLVL and moons price

severe harness
#

Hm, I'm not sure then
Did you do any editing on the side for LLL's config?

#

Cause I didn't touch any of LLL's config

severe harness
#

Hm ok, I'm not sure what might be causing the issue then 🤔

hidden roost
#

Maybe conflict with LethalCompanyVariables?

severe harness
#

Also I was in a similar boat as yours, I used AC for a good while and dropped it when it got the boot from Thunderstore

#

Hmm, actually that sounds like a good chance LCV might be interfering with something

#

It's strange cause according to the Thunderstore page for it, it says it doesn't mess with moon prices at all

#

There are some overlap as to what LCV and LQ do edit, such as Turret & Landmine spawns, individual enemy power level and limits, etc.

Between the two only LQ seems to be the one that edits moon prices so 🤔

hidden roost
#

Yep

#

LCV have moons price changes plan to add from next update...

waxen frost
#

I think you have to add all moons to your presets without setting their prices so it can inherit the price from the global profile

hidden roost
#

I delete presets and generate new, maybe this fix problem

waxen frost
#

try 'adding all' moons on one preset. Route to that moon ingame and see if the price changes

hidden roost
#

thanks for your help guys

severe harness
#

np

#

Sweet

#

Old Birds work for Ganimedes

#

Hm, either I'm getting unlucky or Old Birds for whatever reason don't generate on Desat's moons despite me forcefully adding them

#

Found one on Transmission

tacit thunder
sharp dagger
#

The error is makin' me report dis @tacit thunder. Dunno how bad or good this is

severe harness
#

Hmm, seems to be Zingar and Audio's moons, along with one of Desat's 🤔

sharp dagger
#

Nukin' the save (most likely?) and reloadin' it causes that same section to just be like this:

#

So I guess no issue?

#

Nuffin' too important if it only appears once ;p

winter flint
tight gate
#

Transmission is working fine for me on v50

winter flint
#

Groovy, hype to try it

cinder wing
#

Is it possible to work on presets.json from v49
Or do I have to generate totally new presets from v50?

severe harness
#

As I think I mentioned here I also forced Tulip & Butler into Serenity and it works well

#

Actually makes fire escape more usable earlier in the day

pearl flower
#

hey guys... can i just add inside enemies to the outside enemies list in the web ui to make them spawn outside?

pearl flower
#

it would be a great thing to have pie charts for the enemy lists on the web ui to better estimate how to balance.

severe harness
#

They give you a % and you can collapse the category to view then side by side easier

#

I'd take a pic to show but cant access my system atm

tacit thunder
tacit thunder
tacit thunder
pearl flower
wary viper
#

If I'm using LQ and LLL, which features should I use from which? I tried changing moon prices with LQ and it doesn't work but I have used LLL for dungeon implementation and that worked

ruby fractal
#

This is a great question, actually

wary viper
#

Ok, I'm doing some testing for myself using the modded moon Egypt (bc its one of the ones Im changing lot anyway) to see which mod takes priority for different settings

wary viper
#

Seems like LQ also takes priority for injecting scrap/monsters and min/max scrap. I'm also guessing power levels but idk how I would test that

sand saddle
#

heads up, if you change dungeon size via LQ, interiors will desync with and without LLL

sand saddle
crisp stone
#

oh actually that makes sense if LQ isnt syncing configs

sand saddle
#

it happens with and without LLL, took an hour with a group to figure this one but managed to find pinpoint the issue

#

like without LLL installed, you go into vanilla facility, host sees 2 open door ways but connecting client sees 3

#

so client just phases through walls on host perspective concern

#

disabling custom dungeon size through LQ did make the problem go away

pearl flower
#

hey guys. quick question:
what if i set spawn weights for modded enemies in the web ui... and spawn weights for those modded enemies are already managed by those seperate mods the enemies come from?

#

does it just override in general?

severe harness
#

Apologies bit of a dumb question to ask but I figured to ask cause as Batby did point it out, this does sound like a config desync issue

indigo pewter
#

LQ will override

#

some dont because of how they're coded. for example, scopophobia (shy guy) does its own spawn management that overrides LQ's

#

and I think herobrine has the same issue, idk for sure because I dont use that one but I recall seeing herobrine mentioned in this thread

#

but for scopophobia if you want to control its spawn with LQ use my mod called ShyGuyPatcherPatcher

wary viper
#

herobrine's config sets a spawn weight based on the moons difficulty

#

which I feel like isn't that different from just having one number

#

whereas scopophobia has everything from being able to spawn outside to a spawn curve in its config

waxen frost
# sand saddle disabling custom dungeon size through LQ did make the problem go away

just to clarify you are talking about the map size multiplier, correct? Not the per dungeon flow factory size multiplier..?
I observed the same behaviour even on v49 with old LLL (and all its forks). Clients don't have the LQ (moon) map size override applied for some reason, so they have default size and thus completely different generation.

indigo pewter
# wary viper which I feel like isn't that different from just having one number

the feature complexity doesn't matter. the only thing that matters is timing. if the monster sets its spawn weights before LQ does, LQ overrides it. if the mod sets the spawn weights later than LQ, its settings take priority. so it comes down to implementation. most mods just set the values on plugin initialization whereas LQ does it I think at the start of the lobby. scopophobia does it every time the moon is loaded iirc, and my mod just disables that function. so if herobrine does the same thing scopophobia does then it will have the same issue (my mod will not affect herobrine though)

#

the spawn curve can be done on initialization for sure, thats just a regular parameter

wary viper
#

ah that makes sense

tacit thunder
tranquil patrol
# pearl flower hey guys. quick question: what if i set spawn weights for modded enemies in the ...

Values set in other mods often are assumed to be the defaults LQ uses. So if you set ImmortalSnail weight to 100, it will start as 100 in your Presets file, but you can change it to whatever you want after that and it overrides the weight set in ImmortalSnail. ShyGuy does work a little differently so you have to either install a patch mod for it (don't remember the name) ot just control its spawns in its oen config

severe harness
#

iirc it was "ShyGuyPatcherPatcher"

severe harness
#

"Hide all" also just lets you have it all in one fell swoop

pearl flower
severe harness
#

Yeah, while it may not be a pie chart like you mentioned, hopefully that does help to at least give some idea of how much influence each individual enemy has regarding the spawn pool

#

Sorry about the very late response, was travelling most of yesterday and crashed in my bed pretty quickly after I got home lmao

pearl flower
#

yea thx ❤️

#

but how do i know if a mod needs a patcher like shyguy does or if LQ can override it just like that?

severe harness
#

I think it's just a unique case-by-case basis per monster if the said enemy spawns differently than the typical method

#

MOST enemies I imagine you can safely use LQ and not have to worry

hazy sail
#

I have no idea how to use this mod but would love to learn how

sand saddle
sand saddle
#

This is also reproducible on LAN

#

as you can see the stairs on the host is going down but the stairs on the connecting client is going up on the same path

#

here's modlist and preset (only clean preset except for Experimentation map size multiplier is set to 1.25)

#

since this tested on LAN, it's launched from the steam location of the game with the exact same mods (only LethalQuantities)

severe harness
#

Hm duly noted, guess I'll be on the safe side and revert the changes I did to 2 moons for that

#

(Those moons being Ganimedes & Orion)

#

While I don't think it's an issue on LLL's end too, are you able to edit map size multiplier on its config and if you can, see if it doesn't produce the same issue

sand saddle
#

I haven't tested LLL's map size multiplier but if I find anything, I'll report to Batby about it

severe harness
#

Might as well just to be safe, I imagine that's something that got tested with v1.2.0 but might as well see if that's an alternative that can be considered for your scenario

#

Lil bit bummed that it doesn't work tho, only thing I dislike about Ganimedes is how large the facility is (it's a size multiplier of 3)

#

Ironically it's not the biggest one I've seen before, Kastra I think is a size multiplier of 6, somehow

#

Not to be confused with Kast, which has one close to Titan's size (as of v49)

tacit thunder
waxen frost
#

LLL doesn't have a size config for moons
only the size scalar lerp thingy for dungeons

severe harness
#

Ok nvm

#

Serenity has some weird thing where something went haywire and caused my game to crash due to out of memory

#

idk what it is but uninstalling for now, oof

#

Fun when that didn't happen

crisp stone
#

if you haven't updated to consider that

tacit thunder
#

i kept that part the same, so it shouldnt have touched it, for possible desyncs

crisp stone
#

yeah but that might be the problem, no?

#

what if a mod is changing their value

#

and your not considering it

tacit thunder
#

maybe, but it should have changed it across all clients,

#

and ryktear said it was bugging out with just lq installed so no t sure

dapper wren
#

I'm havin' an issue where absolutely zero values from LQ are actually applying to the game
Not sure if its an incompatibility on my end or if something is going kapoowey

Profile Code - [018f2273-1386-ba76-7301-1bed7de42e5f]

Just let me know if I need to provide anything else to help

sly nymph
#

im getting this error during start up

sly nymph
#

it doesnt seem to make a new preset.json anymore

sly nymph
#

i still dont get any preset.json created, tried uninstalling and reinstall but it didnt work

ruby fractal
#

Are you looking in the right place?

halcyon hare
#

guys i changed the enemies into killable and gave them some health but in game we cant seem to kill them why is that (i changed it from global)

ruby fractal
#

Probably because they aren't supposed to be killed anyway (the game simply won't let them be killed)

austere flicker
#

So, maybe I'm dumb but is there a way I can set a value universally with this mod? There are a bunch of modded scrap that I'm changing from non conductive to conductive and vice versa but do I need to do it by hand for each moon? Or can I set it universally?

ruby fractal
#

You don't?

halcyon hare
#

i wanted to kill jester ;-;

ruby fractal
#

Well, then wait for someone to make a mod of that

#

You probably aren't the only one with that wish, trust me on that

austere flicker
#

Sorry for my intrusion

ruby fractal
#

No prob, and the answer for your query is actually just what Lethal Worker said earlier

#

Use the 'Global' setting in your planets list on the left

#

I haven't used it personally, so I myself don't know if it works, but it seems like it should.

#

Example:

#

If you only want to change conductivity, only check the box and change from True to False. Don't check or change any other variable, unless you want to. Simple!

#

The other variables can globally control its rarity, weight, and min/max value across all planets, including modded ones.

austere flicker
#

So I go to the global. Change what I need to change, and then don't have to touch it for the other moons despite the value showing as different when I pull it up on that moon?

ruby fractal
#

Nope, because they are unchecked, so they just display their default, unmodified values. That should work, but again, I haven't tested this myself personally.

austere flicker
#

Oh ok

ruby fractal
#

Give it a try

austere flicker
#

I am dumb thank you!

ruby fractal
#

Not a problem at all

sly nymph
ruby fractal
#

I thought as much, but I always have to ask things like that, cause you never know sometimes, you understand

#

I don't think I've heard of such a thing that could just outright prevent the mod from making a config. Might be a mod conflict issue

sly nymph
#

yeah i think it might be a mod conflict too but what mod

ruby fractal
#

The culprits that come to mind immediately are LLL or LEPreview, but LLL doesn't seem to be to be causing too much havoc to LQ

#

Can't really say the same to LEPreview if you use that, cause I'm not using it myself, as that and LLL don't work well together, so I had to choose LLL over it

sly nymph
#

i do have LLL not LE or anything like that

#

but if it was lll more people would have same issue

ruby fractal
#

Right, so that's clear

#

Any other mods you have that are designed to alter level/scrap generation in similar ways to LQ? Not just adding new scrap and dungeons, but just enable you to change spawn rates and such

sly nymph
#

i dto have LCV but i didnt have issue with those either and neither this or that had any updates

#

i might try to disable latest installed mods but i think it was an update for a older mod that broke lq

ruby fractal
#

LCV?

sly nymph
#

lethal company variables i think its called

astral marten
#

@tacit thunder

Could you make it so that when entity mods are disabled it does not Delete all of their weights off of all moons?
Currently, I disabled Lethal Things and all of my boomba weights disappeared.

This is inconsistent with how moons work.
I can disable a moon and all of it stays on the list with all of its settings.

tacit thunder
tacit thunder
jovial pelican
#

if i configure "Max enemy count" of an enemy on the outside as well as the inside: which of those caps will take priority? or are they handled separately?

#
  • same question with "Power level" and "Enemy HP"
sly nymph
#

yes afaik those are seperate, you can set the enemy hp on global preset on both inside and outside enemies so you dont have to do it on all moons

pearl flower
#

is there a way to set the price for titan/dine/rend in the web ui? theres a prices checkbox on the titan page but its confusing me. theres a seperate list for each moon to customize all moons prices?!

pearl flower
#

Also: Is there a way to change the vanilla probability of a moon becoming weathered?

ruby fractal
#

Not in this mod, I think ConfigurableCompany/LethalVaribles let's you do that per save, but that would be a wonderful idea for this mod.

pearl flower
ruby fractal
#

I was talking about the weather for my thing, but there is a way to change the prices. Use the Global 'moon' and then add the moons you desire in there and set their prices.

ruby fractal
#

Yes

tacit thunder
#

yeah, there is no way to change weather with LQ

#

the prices are how much it would cost to go to that moon from whatever moon you're currently on. global just means for every moon

tranquil patrol
jovial pelican
#

Does Global actually mean Global? or is it just a preset, named global, which just happens to be the default parent for all moon presets?

pearl flower
astral marten
#

@tacit thunder
Another request. Could you have some kind of index for what Moons/Mod adds an entity.

Suddenly I have these in my list and I have only some idea where they came from. But really no idea. 😛

Alpha
Crystal Ray
Hoarder Bugling
Hoarder Queen
Matriarch Hawk
SmallDog
Tree Masked

tacit thunder
#

hmmm

#

that might be a little difficult, but ill see what i can do

#

it is a great idea though

jovial pelican
jovial pelican
tacit thunder
#

yes

astral marten
# tacit thunder that might be a little difficult, but ill see what i can do

What could also help. Is some way to view the Vanilla settings of a moon.

Currently to find out this answer. I rename my profile and load up the game to see the default weights and entity additions that the moon developers have set.

However, this requires the profiles to be renamed 3 times, the web interface to be used 3 times, and the game to be loaded up twice.

Would there be a way to see updated weights for a moon as a toggle that Hides my changes briefly or compares them against the default values?

Basically something like before my values are loaded LQ would check all of the moon values and load them into a separate profile sheet, then apply my values.

astral marten
#

I believe the Horder Queen is from Rosies moons

tacit thunder
#

not right now, but i want to add that

astral marten
#

and the Matriarch bird is from Harvest moons.

#

But I have to check

tacit thunder
#

👍

astral marten
#

@tacit thunder
OH! Also. Being able to export my settings out as a code. So I could save them in a document or even upload them to a spreadsheet.

Like how interior weights work.

So for each area

Interior Enemies. Bracken@40,Hordingbug@30..........

Likewise I can paste these codes in to generate the lists with one paste!

tacit thunder
#

hmmm

#

ilkl have to think about that

astral marten
tacit thunder
#

lol im trying to multitask

astral marten
#

I remain confused. hahahahaha

tacit thunder
#

mistyped ill

astral marten
#

ok ok good

#

Thanks again!

#

😄

jovial pelican
tacit thunder
#

👍

astral marten
#

@jovial pelicanhttps://docs.google.com/spreadsheets/d/1Fmx6bCUXNcNZoq1NoyNLNFAHlbpo55fHy1gVilsUNhM/edit#gid=667094778

tacit thunder
#

im not sure about the cpy paste because i need a standardized format

astral marten
#

When you get this deep in the hole that you have spawn weights for interior, exterior, and exterior day. For like 50+ moons. I like to keep a record.

tacit thunder
#

yeah.... thats a lot of moons..

astral marten
#

Yeah. It is only going to grow. XD

#

I shall leave you be. I am off to readd Boombas to my LQ profile. Currently I fear disabling any mods. 😛

tacit thunder
#

👍

jovial pelican
#

maybe a export to xlsx file? seems a bit overkill tho

tacit thunder
#

that was on the todo list

#

csv

astral marten
#

@tacit thunder

Question. Why does LQ make new entries for moons with the same name? Also, why when I delete those entries and go into the profile manager and remap the old entries to the planet name are they again disassociated and replaced by newly generated entries?

tacit thunder
#

uhh that shouldnt happen

#

it should generate default entries for each moon, and link them if the moon doesn't have any presets set, but it definitely should not be replacing any already set presets

astral marten
#

let me toss you my json

tacit thunder
#

wow thats a lot of moons...

astral marten
#

yeah a large chunk at the bottom repeat though

tacit thunder
#

not sure what error you're having?

astral marten
#

all these duplicate.

tacit thunder
#

each time you open the editor?

astral marten
#

no

#

when a moon gets updated by the dev I have this happen

tacit thunder
#

well, not sure what you mean when the moon gets updated by the dev... since that shouldnt happen unless they changed the planet object name or something

astral marten
#

Thats what I thought however it happens

#

SO when I delete the duplicates on the left

tacit thunder
#

oh no i see whats going on

astral marten
#

The right side looses its references.

astral marten
tacit thunder
#

orion changed the name of the SelectableLevel object, which shouldn't really change

#

but because it changed, LQ can only treat it as a totally different level

#

so it's like you deleting a moon and adding a new moon

astral marten
#

hmmm

tacit thunder
#

so it creates a new preset for that one

astral marten
#

Can I easily migrate the settings?

tacit thunder
#

ideally, the moons would not change their id at all

#

yeah, you can just drag and drop the old preset to the new one

#

it won't stop the clone, unfortunately

#

until i add copy/paste or preferences that's probably the only way

#

unless u want to get messy with the json and edit it manually

astral marten
#

nah would rather not do that.

#

hmm

#

I could manually enter the changes... But I have done that before.. and this keeps happening....

#

😩

tacit thunder
#

it might also just be LLL has normalized the names or something

#

idk

astral marten
#

yeah true

#

Gah!!!!

#

Well thank you for figuring out the problem.

#

It leaves me with a couple options.

tacit thunder
#

👍

astral marten
#

@tacit thunder
Also I just realised.

#

You do not have a modder tag do you?

#

oh you do.

tacit thunder
#

yeah

astral marten
#

You just have not done anything with it. nvm 😛

tacit thunder
#

oh yeah i guess not

astral marten
#

You have the role so you can change your color and symbol if you want.

tacit thunder
#

oh is that how it works

#

maybe some day

astral marten
#

haha

tacit thunder
#

im not all too active here anyways

astral marten
#

Fair

#

Just be active enough so I can keep using this mod. haha

tacit thunder
#

👍

waxen frost
#

@astral marten that's indeed due to LLL v50. You're gonna face the same issue with immersive scraps ported for LLL.
I assume you kept that json from your v49 pack since I see wesley's moons in there..?
Tools like this https://jsoneditoronline.org can help with migrating. I let it generate a fresh file and copied over selected parts/sections

astral marten
upper sable
ruby fractal
#

You know what's strange, is that some of the entities for whatever reason are listed like this:

Snare flea(WalkerTurret)
Snare flea(CleaningDrone)
Snare flea(RedWood Giant)

Is there any reason for this?

pearl flower
#

is there a way to configure interior map spawn weights (+ modded ones of course)?

#

another question: in LQ "outside enemies" it says "RedWoodGiant" and "Redwood Giant" for the mod "TheGiantSpecimens". Whats the difference?

#

also for a suggestion: it would be nice to be able to sort the rarities of the enemies (sort for percentage/weight value)

wary viper
pearl flower
#

is there a way to decrease the time the company monster takes to take the scrap from the table?

tacit thunder
#

i guess those enemies don't have a properly set up scannode, or a valid entry in the bestiary, so they use the snare flea's entry

tacit thunder
sly nymph
#

did you find out whats the cause of this error?

#

and what reason could cause a preset.json not being created?

tacit thunder
#

not sure, it might be a mod conflict

noble crypt
#

all of my moons presets are parented to global but my global has nothing in it

#

im wondering if that is the reason why it keeps getting stuck on random seed

#

what does the global thing even mean?

jovial pelican
#

"global" is just a preset that happens to be the default parent of new presets. if a preset does not set a value it will inherit the value of its parent (or game if no parent).

open matrix
#

So, in regards to the moon routing price
I noticed that as soon as i route to a moon, the prices for the other moons immediately take effect
For example, if i route to Rend and i have Rend set so routing from there to Dine is cheaper, what will happen is immediately Dine will cost less, even if i havent landed there yet
Would it be possible to make it so you must land there first for the routing price to take effect?
Since, normally, people wouldnt pay for a moon only to just change their mind and pay for another whilst still in orbit, thats a waste
And if you do this, it then opens up the option of having it so you can encourage players to travel to a moon they wouldnt normally go to, to then get a discount on another moon

#

Or, for example, you could then actually draw out like a star-map outside of the game, and have it so each moon has a different price travelling to another moon
You could then also set it up where, say, every moon price is ludcarous except for one, but then when you go to that moon, another one becomes free, so the idea is you can have a pack where you force people to go to moons in a set order or something
All of that would be possible, so long as you make the moon price take effect once you land, or else you could just bypass it by rerouting to all the moons whilst still in orbit
Hopefully that makes sense!!

#

In my pack, i would like to have it so less popular moons like Experimentation/Offense give you a discount on some paid moons if you go there first
That isnt possible tho if the prices take effect without you even landing there, since you just route to exp/off, and then immediately route to the discounted moon 😄

tranquil patrol
open matrix
#

i suppose it makes sense from like, what, an immersion/realistic pov?

#

but doesnt from gameplay

#

like routing to a moon to just get a cheaper price to another without even landing there is kinda silly

jovial pelican
#

maybe reduce the time for every route. eg after 2 routes you land at 1 pm instead of 8 am. but i think this would be out of scope for LQ and makes more sense as its own mod

open matrix
#

Thats why i just say to just apply the moon price change, after you've landed

#

1 small change that is unlikely to negatively affect anyone, yet opens up some oppurtunities for stuff you can do with it, as i listed above

indigo pewter
#

I like the idea but I agree it seems outside the scope of LQ

#

it seems like LQ just allows you to configure existing values in the game on a moon-by-moon basis, and the moon-specific prices was a natural consequence of that

#

but LQ doesn't change how the game behaves in regards to those values, or at least not at the end-user level

#

and as a user who has to deal with constantly changing mod compatibilities and potentially breaking updates to this mod or other mods or the game itself, I would want different conceptual functionalities to not be intrinsically linked so that if something goes wrong with setting quantities via LQ, I dont also lose the ability to have moon route price changes taking effect after landing

open matrix
#

then just give it a toggle config

#

disabled by default if neccesary

pearl flower
#

by default the vanilla facility interior has a weight of 300 right? is level1flow the facility and level2flow is mansion?

severe harness
#

Level1 is Facility and Level2 is Mansion yes
iirc Level1 also has 2 unique variants to it, one for 3 fire exits (March) and for extra big maps (Titan)
Should be indicated by name, using the Level1 and Level2 respectively should be fine

pearl flower
#

if i had modded interiors (with all of them having a custom weight) and i set vanilla interiors to have a weight of 350 each, does this apply to all moons in the game (including modded ones)?

severe harness
#

is the idea that you want the chances you listed to be the exact same across every single moon? If yes, then edit it in Global

severe harness
#

If you want it on a per-moon basis (ie Rend specifically favoring Mansion, Experimentation favoring Facility), you'll need to do some individual edits

#

If the changes are not being reflected from global, check the individual moon and make sure its parent is "Global"

pearl flower
#

does it automatically change from level1flow to level1flow3exits and level1flowextralarge when there is a moon with a certain amount of fire exits?

severe harness
#

Unsure, I would give a test of level1flow specifically on March and see how it turns out

pearl flower
#

ok i set global as parent for each modded moon now

severe harness
#

I imagine LE/LLL add something specifically to allow Facility/Mansion to work with multiple exits since that is a possibility occuring (e.g. Ganimedes with 4 exits)

pearl flower
#

because if i set custom weights for modded interiors, the vanilla interiors' weight gets smaller and smaller the more modded interiors are added... i want the vanilla interiors to appear at around 50% of the time

severe harness
#

Fair enough, does require some number wrangling to ensure what you specifically want

#

Like in my pack, some moons weight in favor of one interior the most, and others do a split 50/50 between a modded Interior and the vanilla option

pearl flower
#

but its true that facility has a weight of 300 usually right? i could just lower the weights of the other modded interiors maybe

severe harness
#

In vanilla the "main" interior always has the weight of 300 yes
All vanilla moons except Rend, Dine, and Artifice should have a weight of 300 for Facility

#

Those 3 moons specifically have it instead a weight of 300 for Mansion

pearl flower
#

OK

#

i might just do it like this for now lowering the other interiors

severe harness
#

And for vanilla, secondary interior options vary between 0 (March) - 94 (Artifice)

pearl flower
pearl flower
severe harness
#

Fair enough, seems to be about the easiest way to balance it tbh

pearl flower
#

yea:) thanks ^^

severe harness
#

No problemo

tranquil patrol
severe harness
#

Unrelated to the earlier discussion but Watcher from Diversity seems to be absent from the list of enemies that can be selected when editing a preset, is a recent enemy that supposedly has its own unique spawning condition

ruby fractal
#

Have you opened the game and loaded a file since installing/enabling the mod?

severe harness
#

Yeah I have, Walker and other modded enemies I have (Drone & Snail) show up just fine, it's just Watcher is absent

noble crypt
#

does the locker enemy have compatibility with LQ? i'm not noticing it in the monsters list

#

do they just use their own config? do you think they'll still spawn?

open matrix
#

Sometimes though when you override the spawns for a moon, the list it gives you where it assumes they're the default is actually missing some enemies
Like i havent customised Adamance's spawns yet in my pack, yet Driftwood giants spawn there
Yet when i do hit override and bring up the list of outside enemies (same for daytime), they arent there 🙃

#

So if i left it like that and hit save, driftwoods would now suddenly not spawn unless i manually add them back in again

noble crypt
#

ok so

noble crypt
open matrix
#

type in their name or use the dropdown, then hit the + on the left

#

then remove the text on the right as it will act like a filter, and imagine you'd wanna see all the other enemies to see their weights to compare

noble crypt
#

i meant that they arent on that list

open matrix
#

then hit "hide all" to condense them
scroll down to the locker added at the bottom, make sure its ticked like all the other enemies
Then just set the weight to whatever you want

noble crypt
open matrix
#

OH

noble crypt
#

it looks like i just dont have them

open matrix
#

what the

#

oh wait

noble crypt
#

but i have the locker mod

open matrix
#

have you opened the game at least once with the locker + LQ installed?

#

LQ will update the list of enemies/scraps/moons when you open the game with them

noble crypt
#

ok i'll try that

open matrix
#

perhaps load a new save or something just to be sure

#

then exit out and open the config file again

noble crypt
#

i opened a save, landed on a moon then left and after that i opened the web editor again with no changes

#

am i accidentally opening a previous web editor?

#

(btw i've had lockers work on LQ on a different profile before so idk whats up with this one)

open matrix
#

be careful to ofc save changes first, tho if you didnt do that already, it will override it, so you would need to then ofc load back in, get the locker added, exit, and then open it in LQ again

open matrix
#

No worries!

pearl flower
#

@noble crypt yea would be nice if there were live changes xD
you have to import and download the file everytime you make changes

noble crypt
#

if I make, peepers for example, have a spawn weight of 5 in the global preset, does that mean all planets will have that unless specifically altered?

tranquil patrol
tacit thunder
inner light
#

please in name of everything beautiful

#

move the download button away from the edit another file button

#

i just deleted a day's worth of progress cuz of them being right next to eachother

#

:/

#

like ik i'm stupid cuz i mashed but like

#

please.

#

the delete everything button should not be next to the save progress button

noble crypt
#

*just

#

auto correct O_O

inner light
noble crypt
inner light
#

would've been pretty cool if i hadn't fatfingered it

inner light
#

i'll redo everything tomorrow

#

the pain isn't from having lost it all

#

it's from not remembering exactly what I set for everything

noble crypt
inner light
#

yeah i manage all the packs

#

though this one was more for public use

#

well, generally i'd play it with my buddies, but I was thinking of also putting it out there and asking s1ckboy to make me a theme for it and all dat jazz

noble crypt
#

yeah im the main manager guy too

#

its fun cuz i now have the responsibility of balancing every etc

#

i have some "advisors" i guess, but its nice manages everything

inner light
#

yeah! I like prepping shit for my friends to play and seeing their reactions and all that

#

I remember my first little config incursion was making all tier 1 moons around tier 2 level so we'd play them more

inner light
#

just so i don't fry my brain while doing so

#

today was reaaaally intense and I had just finished everything

noble crypt
#

one of my friends hates shimp and i said "if shrimp goes, i go" and i told him he can manage the mods if he wants but i know he cant >:)

inner light
#

LMAO

noble crypt
ruby fractal
inner light
#

yeah as I said I fat-fingered it

#

it's still evil how the delete everything button's next to the save button

ruby fractal
#

So you fat-fingered not only the button to load another file, but also the notification that says "Unsaved changes may be lost"? Is that what you're saying?

#

If that notification did not pop up, then that's understandable, but if it did pop up, then that's on you, because it would not appear on just saving it

inner light
#

i'd spent like, 7 hours straight configing

#

and i was running on like, 4 hours of sleep

#

as soon as I saw a pop up i just clicked it

#

if what you're getting at is that i'm a moron you don't need to say it twice lmao

noble crypt
#

LQ doesn't seem to change the price of the sector0 moon... not sure what to do, i want to make it cost 0

inner light
inner light
#

it's just devious asf web design

#

I'm not blaming the site entirely, it's just not very helpful

noble crypt
inner light
#

just a set of unfortunate circumstances I'm afraid

noble crypt
inner light
tacit thunder
#

im really sorry about that loss 😬 ill make it double or triple click

inner light
#

LMAO whatever works I suppose

#

sorry for dogging on it earlier i was in a bit of a bad mood

sharp dagger
#

all is fine~... just time to figure out what or when or where went wrong~

noble crypt
#

can you use LQ to make there be more than one shrimp able to spawn?

inner light
noble crypt
#

possibly bad luck

open matrix
# sharp dagger

Yeah, in the new update alot of it duplicates
Luckily, you can just have it so the new ones (the ones nearer to bottom) parent from the old ones

#

Which restores it

noble crypt
#

maybe i'll up their spawns

open matrix
#

its just a bit of an eyesore

noble crypt
#

the custom risk level doesnt seem to do anything

#

i knw its supposed to change the letter but it just wont

#

am i doing it wrong somehow?

#

it doesnt seem like there is any way to mess this up

inner light
open matrix
noble crypt
#

but im having an issue where no monsters are spawning on the inside of sector

#

i think ill just use a different moon

jovial pelican
pearl flower
#

hey guys i have a few questions:

  1. Is there a way to show an overview of what modded interiors have what weight? Ik theres dungeonflows in global but it doesnt show any value when you check the box of the corresponding interior (which it normally does if anything is set in the respective mod)
  2. Does LQ overwrite the spawn weight of the rolling giant in the rolling giant config with the value set in the web ui on the per moon basis?
  3. Can you reset your custom set values for prices to the default ones in the web ui?
upper sable
#

customizing dungeonflows doesn't seem to work, it doesn't change the rarity of them on the specified moons

upper sable
#

i think the enemy names in the webui should just be replaced with their id, most of the time it names them incorrectly

tacit thunder
# noble crypt

it might not have data if you're updating from the previous LQ version

tacit thunder
# sharp dagger

might be LLL renamed the levels, so you'll just need to map the old presets to the new levels again

tacit thunder
tacit thunder
inner light
#

experienced a weird desync today

#

i changed rend's dungeon size from 1.8 to 1.2 and it caused our interiors to be completely different

sand saddle
inner light
#

dangg

#

does it only happen with map size multipliers?

sand saddle
#

as far as I know, yeah

inner light
#

I assume it also happens with dungeon flows but just wondering

sand saddle
#

I'm not sure about dungeon flow, I don't touch those and let LLL handle those

#

but for map size, for sure not mess with it on LQ or it desync until it get fixed in the future

inner light
sand saddle
#

rough times

inner light
#

yeahh

#

thankfully though LQ has been a huge help with patching up some stuff I couldn't get done cuz of a lack of LLL

#

I'll have to see tomorrow if dungeon flows also desync, gotta go to sleep rn

vivid nymph
#

@tacit thunder

#

Please

#

PLEASE

#

the Ui

#

I cant take it anymore

#

Several nights in a row

#

staring at this soul sucking white screen

#

if possible, i really encourge a darkmode feature

#

Im going insane

#

I mean

#

Im going insane 💜

inner light
#

don't know how they did it

inner light
jovial pelican
#

the easiest way would be to auto load your own css file

tight gate
#

It’d be nice to be able to configure the weather that a moon can have

#

As well as possibly the chance it can have it using weights

#

So if i wanted, say, dine to have a 60% chance of being stormy, and a 40% chance of being foggy, i could set weights for that

inner light
#

since LCV allows you to set weather weights for specific planets

#

there's a lot of value in using both honestly, they cover up for what the other's missing most of the time

tight gate
#

You can actually use both at the same time?

#

I would assume that they’d conflict with each other

#

Like, a lot

#

Along with any other mod that lets you change aspects about the game like that

#

Advanced Company being one example

inner light
#

as long as you don't mess with stuff in LCV/LQ you've already config'd in LQ /LCV you should be fine

inner light
#

so obv that one wouldn't work, same reason why it doesn't work with LLL, and actively disables it

tight gate
#

Well yeah it does, though i’m sure you get the gist of what i’m saying

#

Like if you use multiple mods that let you configure the same stuff, which mod would the game take from?

inner light
#

so i assume they wouldn't conflict, since from my experience they don't

inner light
#

but for example I changed item weights in LQ along with monster weights

#

then in LCV i modified stuff like quota stats, weathers, player stats and general enemy power levels

tight gate
#

Alr, so what i’m hearing is, say

If i were to mess with the price of a moon in LCV, and not mess with it in LQ, the game will take LCV’s changes, but if i were to change the spawn weights of monsters on a moon using LQ, and leave LCV’s alone, it’ll take LQ’s

inner light
#

as long as they don't mess with the same thing they should function, from my experience at least

tight gate
#

God that was kinda confusing to type out

#

Hope that made sense

inner light
#

atleast from what i've seen, i've only done a little testing

inner light
tight gate
#

Alr cool

inner light
#

LCV for weather, general stuff like quota length, quota steepness, moon weather weights, etc
then LQ for very specific stuff like inside outside and daytime spawn weights, scrap weights, moon to moon route prices, stuff like dat

tight gate
#

If it works out good, i could possibly get rid of a couple mods

#

Stuff like infinite quota, no weather, maybe lategame upgrades if it lets you change how much fall damage you take

#

(For context, it’s a Hide-N-Seek modpack)

#

It’d be a good way to lower the mod count in my pack

inner light
#

it also lets you change overall player stats

#

like defense, hp, etc

inner light
#

yeah I think having both LQ and LCV will help a ton

inner light
#

if you want infinite quota you can just set quota length to 100 or smth

#

only thing that LCV doesn't let you customize that I wish it did is very specific moon stats, like where enemies spawn (inside outside daytime) and the specific time multiplier

ruby fractal
inner light
#

yeah

#

i'm saying both should probably be used together for the full config experience!

inner light
#

and as I said they shouldn't conflict if you avoid touching the same areas in both

#

atleast from my experience

inner light
#

which LLL does

#

but idk if it's worth it to include LLL + its dependencies just to have a single extra configurable value

tight gate
#

You’re likely to have LLL in your modpack already

#

So that problem would already be solved

inner light
#

(unless you're like me and have a 1 quota day iron man pack)

#

i don't use LLL cuz it really hates 1 day quota lengths

#

it just auto ejects you at the end of the quota no matter what

#

even with the terminal fix thingy

tight gate
#

Oh really?

#

Weird

inner light
#

yeahhh

#

really mad cuz I had to redo the config twice, for a total of 3 times I had to reconfig every moon 😭

#

first LLL didn't work and i'd already config'd everything thru it

#

then I accidentally deleted the LQ preset .json i'd spent the whole day configurating cuz i fat-fingered the download button and hit the "edit another file" button

#

didn't help that last time i saved i'd only configurated two moons

#

but yesterday i config'd everything again, and playtested a bit

#

heads up, modifying map size multipliers causes desyncs with interiors

tacit thunder
tacit thunder
inner light