#Lethal Quantities
1 messages · Page 4 of 1
I imagine a week or so, but unsure
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
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?
i changed them in global
Ok so Global is the one I should apply the change to? And I make sure the parent is Global for all moons?
yeah thats how i did it at least
Oki doki. Thank you.
Problem starts when you want to have each moon different prices and have to edit like 45 of them
I eagerly await the copy and paste function so that i will not have to input all of them one by one xD
I can't fathom trying to balance that many moons lmao
My pack typically only has at most 4 - 7 additional moons
its not exactly balance, more like lack of it. Still its funny to play so it works.
not really, mostly minor stuff but nothing particularly noteworthy
if you're orbiting the company building you can change the gordion preset, and yes, the individual moon pages take priority
Does work lq on V50?
not yet
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?
guess it depends if you use it to change chances of interiors generating or the prices of moons
I think scrap 'n enemy rarity/chances are all host-only?..
but moon stuff can desync (if client doesn't have what host has)
but if you use r2 - you're fine
yeah only if you're modifying map sizes/interior rarities
and prices
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?
@tacit thunder
yes
Not that I've noticed any issues so far with going to moons, their prices, etc- Just curious what this error is about
I see it every time I've loaded.
But I don't know what it's referring to
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
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
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
hmmm .,.
one thing I find interesting is one of the moons uses a moon from LE (when loading, it references the name)
I think 'wateridge'?... 'waterridge'?
wateridge comes with LE
use LEC instead
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)
well yeh
but I use LEC
and LE is disabled
another moon uses the name(?) on load
found it- @urban canyon
ah
report to the creator ig
i think they've used wateridge as a template and didnt end up renaming
i would if they existed here... <~<'
no github either?
ah
I think they like- poofed
@tacit thunder im having issues once again
its been a while
but
its not showing up with all of them
only showing up with those instead of all the prices
looks like all LLL moons are missing. Are they missing in presets screen as well?
i found the fix
FixPluginTypesSerialization was causing the bug
ok yea
none of them showin up at all :D
that's what I thought. I've had that issue as well. Did you also downgrade csync or only uninstall FixPluginTypesSerialization?
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.
wha- but i have that- noooo what
what did that mod do to your pack
.x.
nah didnt downgrade csync
havent had a chance to full try it out
but it does seem that its working
Hello!
So you can disable vanilla monsters entirely with this mod?
And I see there are presets
How would I make it so I only have to configure the enemy spawns themselves and it works for every moon
Yes, to apply to every moon use the global configs
Gotcha
Thank you heavily!
I love me modded monsters
And
Im planning on doing an Infected Company session someday
And I wanna disable all the vanilla monsters to spice it up
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
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
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
@tacit thunder im getting some issues with the moons pricing
i price it as 50
but it shows as 0 in the terminal
and 400 in the actual pricing?
same with every other one as well
I have LLLFixed and LECore
Which preset do you have this set in
global
You need to have the moons added to the price list of every moon you want to change the price in
So you need to add Ether to the list of every moon (or just press add all)
By default no price is set for the listed moons so you can set the value in global
so i needa dd it in global?
OHHH
wait no yeah i added ether into the ether preset
and every single one into the right preset?
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
i didnt even know the same moon can have a different price if ur coming from another moon
same here thats actually very interesting
so im assuming add all?
Depends what moons you want to change the price in. But "add all" is basically the same as having an empty list anyways, until you add a global override
So yeah, add all
add all in global?
Add all in every planet you want the price to be changed in
That's a thing you can do?
You can do some really funny things with that
This is how I have my prices set up
does anyone know if LQ works with giantspecimen? I get this in the log but different settings in LQ
These values will be the default values in LQ. LQ works
is it possible to spawn dogs on the company moon?
I think so? Have you tried adding them to Gordion?
are you able to show me your lethal quantities parent setup and the actual setup?
Could you elaborate on what exactly you want to see?
oh no its okay i got it figured out :D
Ah okay cool, good to hear
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)
I noticed that Freddy and Foxy doesnt show up either
Doesn't show Eve and Sector-0 either for me
I just don't touch those configs since it's probably something intentional
DungeonFlow configs seem functional though
they just wont spawn
do u have navmeshincompany?
yes
Oh I think they need to. be in Daytime Enemies, not Outside
does not work either 😕
Then it might just not be possible. Gordion is predictably not really set up for enemies
yeah gordion is one of those moons that does not spawn any scrap or enemies by default
do you have a link to those mods? it's been a while but ill look into why those dont spawn
I assume jon's referring to Freddy Krueger and not Freddy Fazbear, so here's the links I found:
Freddy: https://thunderstore.io/c/lethal-company/p/TheWeavers/FreddyKrueger/
Foxy: https://thunderstore.io/c/lethal-company/p/TheWeavers/NightmareFoxy/
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
ok thanks
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
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
They do get found by the mod, but they are not shown in the list
when do you register your enemies?
i try to fetch all the EnemyTypes on roundmanager awake, with a priority of 250
so if you register your enemies afterwards with the networkhandler it wouldn't get found
I register them in my plugin Awake() function, so normally it should be registered before the RoundManager's first Instance
is that when you set the rarity too?
Yes! Foxy has a rarity of 30
hmmm
that's strange then, since it should definitely be found
it's probably an error on my side, ill take a look at it when i get the time
Also, I am using https://thunderstore.io/c/lethal-company/p/TheWeavers/LethalBestiary/ to register my enemy, it is basically a small lethal lib. Idk if you are searching through lethal lib but that might be an issue if you do
ok thanks!
@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
I think you mean @tacit thunder
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
I think the easiest way would be to add the immersive scraps in the global preset. Enable and set a rarity. Then go through the moons and add all but leave them disabled. Someone correct me if I'm wrong
On how to get started see this https://github.com/BananaPuncher714/LethalQuantities
Use the webui, open your presets.json and have a look around. All the configuration is done that way.
ok ty
when i try to open the file to drag it to the webui, nothing happens
Don't open the file, just drag it into the ui
what do i drag if i dont open it?
- did you run the game once with LQ installed?
- you have to drag and drop the file from file explorer
You need to go to the actual file location, not just in thunderstore
oh ok
idk how to get to the folder location
i cant find the LethalQuantities/Advanced/Preset.json folder in file explorer
it's here if you're using r2modman
AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\$MODPROFILENAME\BepInEx\config\LethalQuantities\Advanced
yeah, i have not had time to update to v50 yet
Does LQ work on V50? I've been told it does not yet
I mean, as is. I know some mods can work without updating, but others can't.
ive never heard of r2modman i dont think im using it
my AppData\Roaming doesnt have it
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
thanks, i got it
what has priority over stuff like inside power? Lethal quantities? or LLL
i only got lethalquantities because i was told i can use it to have immersive scrap work with LLL
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
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
not yet, i have been busy with work and stuff, unfortunately
yes, you can remove all items except for what you want in the scrap list for a preset
then set the rarity so it actually appears
i dont want to remove the items in the LLL list, i just want to add on the immersive scraps since they wont work with LLL
i guess i could just copy over the numbers from the scrap list
even still, i dont know how to do a lot of this so i'll have to figure it out
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
you can just add the immersive scrap items to the existing list of items, and set the rarities
it won't change the rarities of any other items or remove/add ones that you don't want
It doesn’t. If you try and use it, your game will stall on the “Random Seed: XXXXXXXX” screen.
@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?)
oh no dont let them merge
Why not
i dont want outside enemies to be same as daytime enemies
Yeah I got that, but what is it you don't like about them being merged?
well i just assume you cant separate the spawns if they merge
I'm not really sure what you mean by "separate the spawns"
yes, of course, im really sorry for the delay
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
about the button that is
No rush really it's no biggie, just wanted to know if life had you in a place where it could be on your radar
👍
hey, you've been upgraded 👀
congrats 😄
ive been busy with other stuff but i havent forgotten about this 😛
:)
oooh yeah! congrats! i didnt notice
It's whatever, just means more work and expectations lmao
lol
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/
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
LQ and LLL have always conflicted when it comes to the config options in LLL. If you wanted to use LQ, you'd have to not use LLL configs at all and it worked fine, I can't imagine this would change anything
this is a little different
i now have options that LQ doesn't
Hmm well we'll see what the Banana verdict is
Oh. I didn't know that, I thought LQ was a means to simplify LLL configuration process
Thanks for the clarification
Could be subject to change with upcoming updates tho we'll see
It’d be nice to be able to set the specific times/places all the monsters can spawn at
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)
So you could have indoor monsters spawn outdoors, or vice versa (mostly with the help of starlancerAIfix)
You can
Use spawn curves
In lethal quantities?
How?
wait okay i think i might’ve worded that wrong
lemme rephrase it real quick
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
you can? never had an issue with spawning indoor monsters outside with LQ. you just need starlancerAIfix for the AI to work correctly
I never seen an option to choose indoor monsters to spawn outside
Are you able to show where you can?
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
Wait
OHH shit
Okay
Okay that’s my bad, i meant to say this in lethal variables
Idk how i didn’t notice i was in the wrong thread yet
yeah you'd just use LLL for those options that u want and LQ for other stuff
i dont really know how LLL will affect other mods like brutal company and event stuff
From what I've noticed, at least with Minus, LLL doesn't do much, it stays out of the way.
this will somewhat change next update
How so?
Planning to add ways to manipulate entity/scrap spawns and such? That would be well appreciated.
yes
Ahh
but not sure how many user configerable options their will be
Not yet
it will be tomorrow, after i finish testing
at 10pm?
at 10pm.
😅
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!
YOOOO
HELL YEAH
LETSFUCKIN GOOO
dont u ppl have anything better to do than react instantly??!?
NOW WE CAN DISABLE ALL VANILLA MONSTERS AGAIN
Hahahaha nope
sadly not 😦
some people are very desperate
Oh yeah definitely
I’ve been wanting to do a all modded monsters video for a bit
Banana you hero
thanks for the update!
I've been waiting my whole life for this
take your time man, this mod is perfection, perfection takes time
now LLL just needs to send the update and we can do some proper modding again
Glad to see this coming thru for v50. The web ui is just 🤌
I thank you
Why is it like that?
oh probably because i forgot to add in a v1.2.8 preset file to v1.2.9 preset conversion
let me see if i can fix that real fast
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
they'll just show up as empty boxes for now
but if you delete the default preset and reload the page it should regenerate properly
Yeah works good now. Thanks for the fix ❤️
how did u get the update so fast
or wasnt the mod updated?
aha just the webui got an update
ye
Is the new version still v49 compatible? If not will 1.2.8 continue to work with presets saved by the updated web gui?
you'll have to use v1.2.8 for v49 compatability, but yes the web gui should work
some parts might not work, like the new group spawn count, and the descriptions and risk level are not editable
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
I think most using v49 still are doing so because they're using LLL moons and interiors, so once LLL updates I imagine it'll be negligible
that makes sense
that and with v49 packs you're gonna run a lot of outdated mods anyways.
right
hopefully it doesnt turn into something like minecraft with 10 different active versions
YAY I CAN START PORTING SC TO v50!
SC?
Hm, that's weird. Some modded items don't show up to be added to scrap pools.
Same goes for some modded entities.
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)
it might, if they dont work on v50 in general
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
especially if certain modded items show up but others dont
Modded entities I have include:
Siren head
Shockwave Drone
Peepers
RedWood Giant (TheGiantSpecimens)
Shrimp
Mobile Turret (Moonswept)
Cleaning Drone (Moonswept)
But some of them actually are updated to V50. The scrap I can understand, but I actually just checked and I can add trophies, and that mod hasn't been updated to V50.
hmm interesting
ill do some more testing with those then. code wise i think some mods might not have needed to update
I didn't know how much I needed this until I started looking through the web ui
thanks so much for making this
most are pretty chill
the big offending changes are references to RoundManager.dungeonFlowTypes & EnemyType.PowerLevel
iirc
oh thats neat
yeee, and those are just cuz the basegame references to them are literally different now
thats kinda it change wise
oh and more vanilla level id's
if you have that hardcoded by chance
nope
ye figured
Snail & Shock Drone seem to show up just fine on the enemy list
Really? How come I don't see Shockwave Drone then? (I don't have Snail installed)
Actually... oh, that probably doesn't matter, does it?
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).
Hmm, wonder what it could be then. Have you found the cause of why this happens?
no, it might be a specific combo or some other mod im not sure yet
Could it be perhaps another mod that I have that also changes scrap and enemy spawns, such as ConfigurableCompany or LethalCompanyVariables?
Or the new LethalExpansion_Preview
it not showing up in the web ui shouldn't be affected by configurable company or other configuration mods
not entirely sure
Hmm
Wait a second, do you mean on the web UI, or elsewhere?
web UI def has them. What else where are you talking about?
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?
Unsure, for context these are the only 2 modded enemies I have in my profile
What about modded scrap?
Haven't tried any cause the only one I really use is Immersive Scrap or map-related ones like from Wesley's Moons/Ganimedes
Right
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?
Scopophobia was updated for v50 and has been working for us with LQ.
Have you tried changing its spawning values and has that worked?
Afaik you still need this to be able to change spawn settings for ShyGuy with LQ
Otherwise ShyGuy will only use the rarity in its config
Okay, I am an absolutely buffoon.
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.
Now I see all the entities and scrap that are installed.
hmmm
Certified hmmm moment
yes... LQ definitely should update with new values and stuff... but it's good to know that enemies and scrap arent missing at least
@tacit thunder are non-integers really not allowed for animation curves? this message doesn't feel right, just wanted to check with you
Floats are definitely allowed. Negative numbers are even allowed. Probably just a tooltip mistake as there are some values that need to be integers
yeah it should definitely allow floats
that message is something added in by your browser, i think
Is this compatible with lethal expansion if all the patches are disabled
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
im having an issue where my scrap value multiplier is not taking effect
nvm my issue was with meteomultiplier as it has a normal weather multiplier that conflicts
not sure, i may have messed up on the calculations somewhere, but i definitely thought i fixed that
ill do some more testing again to see whats going on
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
I am using LLL + LQ + LL and I haven't encountered this issue
hmm weird, I'll double check when I get back but LL enemies weren't showing up on the list after I installed newest LLL
Hopefully I'm wrong and was just user error
it can detect modded enemies??
i never saw that
i probably have the same bug you have
I got it working again, reinstalled LLL and starlancer moon to test and LethalLib enemies shows up on enemy list again on LQ
i guess it's user error or just weird first load thing that happened
possibly just need to regen the LLL config
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.
which ll enemies out of curiosity
LL enemies I had were immortal snail, harp ghost, and bagpipe ghost but seems fine for me now after I reinstalled LLL and reload the LLL config
All of them, even items weren't showing up.
I also removed StarlancerEnemyEscape, so it might be that too
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.
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.
hmmm now im not sure whats going on
Having this error when creating new save:
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
Actually for me don't work change moons price and don't work with ShowMoonPriceLLL
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
I do it and still not works
it works fine for me
Seems to work fine for me too
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?
Before I always change the price of moons in AC, but there is no longer support...
I make it today
Only moons price don't work idk why
Ah interesting, and JUST for a 2nd bit of clarification, yours looks akin to this correct?
Yep
I only change Bracken HP, dungeonLVL and moons price
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
No, I don't touch it
Hm ok, I'm not sure what might be causing the issue then 🤔
Maybe conflict with LethalCompanyVariables?
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 🤔
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
I delete presets and generate new, maybe this fix problem
try 'adding all' moons on one preset. Route to that moon ingame and see if the price changes
idk how but now it works...
thanks for your help guys
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
the rarity must be a whole number
., .?
The error is makin' me report dis @tacit thunder. Dunno how bad or good this is
Hmm, seems to be Zingar and Audio's moons, along with one of Desat's 🤔
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
Have you encountered any issues with transmission? I noticed the readme mentioned only working with v49
Transmission is working fine for me on v50
Groovy, hype to try it
Is it possible to work on presets.json from v49
Or do I have to generate totally new presets from v50?
I haven't had any issue with Transmission using LLL v1.2.1, I used Piggy's Office and used LQ to force Old Birds into the pool and works well
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
hey guys... can i just add inside enemies to the outside enemies list in the web ui to make them spawn outside?
Yeah
And vice versa
it would be a great thing to have pie charts for the enemy lists on the web ui to better estimate how to balance.
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
thanks, it happens rarely when you try and live reload the presets file
the remaining errors just means you might've had those moons at one point but don't anymore
you should be able to use older presets just fine
do you mean hitting the "S" and "H" key to collapse?
dont see them side by side tho. i think i misunderstand
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
This is a great question, actually
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
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
heads up, if you change dungeon size via LQ, interiors will desync with and without LLL
This is on LQ side not LLL
oh actually that makes sense if LQ isnt syncing configs
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 
disabling custom dungeon size through LQ did make the problem go away
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?
Hmm curious, did you do smth like code sharing via Thunderstore App/r2modman or something else of that nature to ensure everyone has the exact same configs?
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
for most monsters yes
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
that would surprise me
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
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.
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
ah that makes sense
i don't do any config syncing, but if you're sharing with profile codes, it should use the same config for everyone
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
iirc it was "ShyGuyPatcherPatcher"
Yeah hitting "H" collapses it, see how the rarity values are now all close to one another so you can see much easier the chances for each
"Hide all" also just lets you have it all in one fell swoop
Oh yeah I see. I overlooked that you can collapse each enemy entry
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
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?
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
I have no idea how to use this mod but would love to learn how
I confirmed everyone had the same config and codes where shared through R2modman
It was Map size multiplier
Every had same config and profile code was shared via R2modman
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)
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
I haven't tested LLL's map size multiplier but if I find anything, I'll report to Batby about it
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)
ill have to do some testing then, thanks!
LLL doesn't have a size config for moons
only the size scalar lerp thingy for dungeons
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
keep in mind dungeons have sizes too now
if you haven't updated to consider that
i kept that part the same, so it shouldnt have touched it, for possible desyncs
yeah but that might be the problem, no?
what if a mod is changing their value
and your not considering it
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
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
im getting this error during start up
it doesnt seem to make a new preset.json anymore
i still dont get any preset.json created, tried uninstalling and reinstall but it didnt work
Are you looking in the right place?
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)
Probably because they aren't supposed to be killed anyway (the game simply won't let them be killed)
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?
how do i change that
You don't?
i wanted to kill jester ;-;
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
Sorry for my intrusion
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.
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?
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.
Oh ok
Give it a try
I am dumb thank you!
Not a problem at all
yes ofc i have probably 50 hours in LQ modding but now it just wont work
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
yeah i think it might be a mod conflict too but what mod
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
i do have LLL not LE or anything like that
but if it was lll more people would have same issue
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
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
LCV?
lethal company variables i think its called
@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.
ok thanks
yeah, this has been in the todo list for a bit
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"
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
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?!
Also: Is there a way to change the vanilla probability of a moon becoming weathered?
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.
concerning this you dont know?: #1213985212686532638 message
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.
check prices checkbox here?
Yes
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
Check out #1203871322841808906
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?
The latter
ye i came to the same conclusion :D
@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
hmmm
that might be a little difficult, but ill see what i can do
it is a great idea though
those are from LethalThings.
if possible: for scrap too?
yes
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.
All of them?
I believe the Horder Queen is from Rosies moons
not right now, but i want to add that
👍
Much appreciated!
@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!
What is this abbreviation "ilkl"
lol im trying to multitask
I remain confused. hahahahaha
mistyped ill
keeping it as a json is prob way more practical imho
👍
Yeah I am just looking for ease of use.
@jovial pelicanhttps://docs.google.com/spreadsheets/d/1Fmx6bCUXNcNZoq1NoyNLNFAHlbpo55fHy1gVilsUNhM/edit#gid=667094778
im not sure about the cpy paste because i need a standardized format
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.
yeah.... thats a lot of moons..
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. 😛
👍
maybe a export to xlsx file? seems a bit overkill tho
@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?
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
wow thats a lot of moons...
yeah a large chunk at the bottom repeat though
not sure what error you're having?
each time you open the editor?
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
Thats what I thought however it happens
SO when I delete the duplicates on the left
oh no i see whats going on
The right side looses its references.
Oh?
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
hmmm
so it creates a new preset for that one
Can I easily migrate the settings?
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
nah would rather not do that.
hmm
I could manually enter the changes... But I have done that before.. and this keeps happening....
😩
yeah true
Gah!!!!
Well thank you for figuring out the problem.
It leaves me with a couple options.
👍
@tacit thunder
Also I just realised.
You do not have a modder tag do you?
oh you do.
yeah
You just have not done anything with it. nvm 😛
oh yeah i guess not
You have the role so you can change your color and symbol if you want.
haha
im not all too active here anyways
👍
@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
Bless you.
I will look into this.
alpha, matriarch hawk, smalldog and treemasked are from harvestmoons. treemasked is unused, others are used.
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?
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)
There are 2 redwood giant monsters. One of them is actually the redwood giant and the other is the snare flea
great xD
is there a way to decrease the time the company monster takes to take the scrap from the table?
i get the name of the enemy using the enemy file id from the scannode on the enemy prefab
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
that's a good idea, ill add it to my todo list
not with lq
did you find out whats the cause of this error?
and what reason could cause a preset.json not being created?
not sure, it might be a mod conflict
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?
"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).
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 😄
The way I see it you're paying for travel costs, so if you pay to travel to Rend then change your mind and want to go to Dine, you're already in orbit of Rend so you're already closer to Dine
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
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
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
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
by default the vanilla facility interior has a weight of 300 right? is level1flow the facility and level2flow is mansion?
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
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)?
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
yes im in global
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"
does it automatically change from level1flow to level1flow3exits and level1flowextralarge when there is a moon with a certain amount of fire exits?
Unsure, I would give a test of level1flow specifically on March and see how it turns out
ok i set global as parent for each modded moon now
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)
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
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
but its true that facility has a weight of 300 usually right? i could just lower the weights of the other modded interiors maybe
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
And for vanilla, secondary interior options vary between 0 (March) - 94 (Artifice)
this way i can leave vanilla facility untouched so that the game can handle which flow it uses because facility just stays at 300
Fair enough, seems to be about the easiest way to balance it tbh
yea:) thanks ^^
No problemo
It doesn't, I'm really not sure why Zeekers insists on adding more copies of the facility interior for things like that, it works fine just being Level1Flow
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
Have you opened the game and loaded a file since installing/enabling the mod?
Yeah I have, Walker and other modded enemies I have (Drone & Snail) show up just fine, it's just Watcher is absent
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?
They should be in the list
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
ok so
what should i do to get them back on the list tho?
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
i meant that they arent on that list
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
OH
it looks like i just dont have them
but i have the locker mod
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
ok i'll try that
*at the same time
perhaps load a new save or something just to be sure
then exit out and open the config file again
still nothing
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)
Maybe
You need to go in the web editor, go to the top left and do "another file"
And select the altered one inside ur folder
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
that worjed
tysm : )
No worries!
@noble crypt yea would be nice if there were live changes xD
you have to import and download the file everytime you make changes
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?
Every planet needs to have an enemy in its list in order to spawn. If you set the weight in theglobal preset, you need to make sure the weights are not also ticked on the planets
not sure what's up with the walker, but it might not be a regular EnemyType, so it doesn't count as spawnable with the vanilla spawning methods
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
shut use ctrl+s
*just
auto correct O_O
yeah i know that now
sorry for your loss btw.. i know the struggle
would've been pretty cool if i hadn't fatfingered it
thanks boss 🥲
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
are u the main modder guy in your friend group?
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
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
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
yeah i'll probably try and be with friends next time I config stuff
just so i don't fry my brain while doing so
today was reaaaally intense and I had just finished everything
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 >:)
LMAO
but yeah, good luck with that man.. im sure you're the one keeping the game alive in ur friend group 🫡
Doesn't the website create a dialogue that warns you that unsaved progress will be lost? Or did you prevent websites (or just that website) from creating pop-ups or notifications that say things like that? Cause it always warns me before I press that button, navigate to another page, or close my browser
yeah as I said I fat-fingered it
it's still evil how the delete everything button's next to the save button
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
listen...
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
LQ doesn't seem to change the price of the sector0 moon... not sure what to do, i want to make it cost 0
are you modifying it thru global?
btw, I get that but it also doesn't help that the UI is pretty unintuitive, never have I seen a delete button being both on the left side and next to the save button
it's just devious asf web design
I'm not blaming the site entirely, it's just not very helpful
nvm i fixed it, i think the sector config was overriding LQ so i just made it 0 there
just a set of unfortunate circumstances I'm afraid
ok i was wrong again its still 1750 but i think i have some more things i can do
I still appreciate just how much LQ lets you config though, it's a life saver
im really sorry about that loss 😬 ill make it double or triple click
LMAO whatever works I suppose
sorry for dogging on it earlier i was in a bit of a bad mood
can you use LQ to make there be more than one shrimp able to spawn?
yeah you can increase max spawns
yeah i did that but i didnt see more than one shrimp
possibly bad luck
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
maybe i'll up their spawns
its just a bit of an eyesore
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
yeah it doesn't do anything ingame either
Is there duplicate entries? Is it being overridden?
idk.. idc too much tho
but im having an issue where no monsters are spawning on the inside of sector
i think ill just use a different moon
its just an arbitrary string
hey guys i have a few questions:
- 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)
- 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?
- Can you reset your custom set values for prices to the default ones in the web ui?
customizing dungeonflows doesn't seem to work, it doesn't change the rarity of them on the specified moons
i think the enemy names in the webui should just be replaced with their id, most of the time it names them incorrectly
it might not have data if you're updating from the previous LQ version
might be LLL renamed the levels, so you'll just need to map the old presets to the new levels again
- it should be visible in the preset per moon
- it should, but they might also have their own logic which overrides this
- no, there is no default button currently
ive had dungeonflows work somewhat fine, but ive been using the global preset. it shouldnt cause any issues with each moon preset though?
the enemy names come from the scannode attached to the enemy prefab, it's the only way to get the vanilla enemy names properly. not sure how custom enemies set up their scannodes, but it makes a difference
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
yeah, it's a known issue. I reported it some time ago too #1213985212686532638 message
as far as I know, yeah
I assume it also happens with dungeon flows but just wondering
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
I'd use LLL but sadly half the things in my modpack and most of my LCV configs break with it
rough times
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
@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 💜
someone posted a dark mode i think
don't know how they did it
. @vivid nymph
the easiest way would be to auto load your own css file
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
you can mix both LQ and #1193627690960437369 to help you get the benefits of both
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
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
not that i've seen
as long as you don't mess with stuff in LCV/LQ you've already config'd in LQ /LCV you should be fine
thing is advanced company literally goes out of its way to be incompatible with most mods it takes inspiration from :P
so obv that one wouldn't work, same reason why it doesn't work with LLL, and actively disables it
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?
also LCV works on a profile system too, not a file you have to replace
so i assume they wouldn't conflict, since from my experience they don't
yeah ofc ofc
it would definitely take from what changes what, if you make both of em change one thing it'll probably mess up
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
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
as long as they don't mess with the same thing they should function, from my experience at least
yeah that's how it'd work
atleast from what i've seen, i've only done a little testing
this is also pretty much exactly what I did too
Alr cool
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
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
yeah I think LCV lets you change fall damage
it also lets you change overall player stats
like defense, hp, etc
oooo
yeah I think having both LQ and LCV will help a ton
yeah defo
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
But this is what LQ does though, that and some other gaps that aren't covered by LCV
yeah
i'm saying both should probably be used together for the full config experience!
.
and as I said they shouldn't conflict if you avoid touching the same areas in both
atleast from my experience
only gap I recall isn't covered by using both LQ and LCV is custom time multipliers for each moon
which LLL does
but idk if it's worth it to include LLL + its dependencies just to have a single extra configurable value
I mean, majority of the time it wouldn’t matter anyways
You’re likely to have LLL in your modpack already
So that problem would already be solved
(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
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
sorry, im still trying to figure out how to make it work smoothly myself too, otherwise i would have added it a long time ago
yeah that is on my todo list but i have not had any time recently and it's been terrible
you're totally good, it's not a huge thing to config anyway and there's some bandaid fixes people can come up with
