#Lethal Quantities

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covert frost
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assuming you did

lost finch
covert frost
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I've never used the global thing before, so I'm not sure what's wrong here

lost finch
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and then set every planet to the global preset so it shouldnt be a parent thing + the settings of the monsters are working fine, it's just the interiors that are bugged

covert frost
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afraid I can't help you, you're gonna have to get the answer from someone else. I didn't even know you could make presets lol, I did all my moon interior configuring manually

lost finch
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ok ty anyway <3

tranquil patrol
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Pretty sure interiors are bugged with LQ. Set interior values using LLL config

sand steeple
tranquil patrol
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@lost finch ^

lost finch
sand steeple
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At least that way it worked for me

lost finch
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Ok so what if i set dungeon size and interior wright with LLL and monsters in LQ

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Weights*

sand steeple
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Desync between client and host

lost finch
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Hmmm so weight on lll and size on LQ?

sand steeple
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I've tested a lot and there are my results to be able to play multiplayer

lost finch
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Ok gocha, so i need to have the EXACT SAME weights for it not to desync?

sand steeple
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Yup

lost finch
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Oof

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Ok tysm for the advice

lost finch
# sand steeple Yup

Btw is the desync instant?
Like if i wanna test with a friend do i see the dungeon desync on the first mission or do i have to play multiple?

sand steeple
lost finch
sand steeple
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And it was fixed when I've set up the dungeon weight on LQ

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So Idk what would happen if I use LQ only

lost finch
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What happens if you remove mansion from rotation?

sand steeple
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I've not received issues on my other 10 dungeons

lost finch
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Interesting, ill see what I'll do, but I think ill go with syncing configs between lq and lll, ty for the info

sand steeple
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I have a question

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If I set up with LQ the spawnrate of an emeny and scrap of a certain mod

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and I uninstall the mod

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that config gets deleted?

sand steeple
red vapor
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Never had those issues using LQ
That's weird

placid thistle
silent whale
sand steeple
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It works, but it doesn't sync between host and clients on some dungeons, Mansion included

silent whale
sand steeple
silent whale
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πŸ€” then I wonder what causes it

atomic geyser
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interesting to see how inconsistent this bug is for people

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for me, i set all interior stuff (weight, multiplier) only in LQ and it works fine w/ no desynsc

sand steeple
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I can assume it's caused by another mod from my big modpack causing the desync, at least I was able to fix it

ember grove
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@tacit thunder there appears to be a bug with enemies that have requireNestObjectsToSpawn set to True in their EnemyType, if that same enemy also has overrides set in LethalQuantities

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their nests will spawn on the map just fine, but then they won't ever spawn and "consume" those nests

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this occurs when using ButteryFixes because I set the flag on old birds to true, since it seems like it was implemented for the old birds specifically (and I think it being disabled is just an oversight?)

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I'm not 100% sure what's happening but it seems like LethalQuantities might be overwriting the HideFlags of the nest objects which causes Object.FindObjectsByType<EnemyAINestSpawnObject>(FindObjectsSortMode.None) to fail

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so the nests spawn and are visible to the player, but the enemy spawner can't find them in a search, causing them to be ignored

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if you use just ButteryFixes and LethalQuantities, as long as you have UnlimitedOldBirds set to false in the ButteryFixes config, and have a LethalQuantities preset that customizes any settings on the old birds, they can't spawn at all and stay "asleep" for the entire day

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you can land on eclipsed embrion and spend the whole day there as an easy indicator

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setting UnlimitedOldBirds to true in the ButteryFixes config (which disables requireNestObjectsToSpawn) causes old birds to spawn again

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it also works just fine if you have UnlimitedOldBirds = false, so long as you are using a default LethalQuantities preset that makes no changes to the old birds

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i could be mistaken (i haven't found the specific code responsible for this yet) but it seems like this is an issue with LethalQuantities itself

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ButteryFixes is just the catalyst because it is enabling (currently, unused) vanilla behavior

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not sure how feasibly this could be fixed upstream, but it would be a good issue to investigate and fix, if you have the ability to

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for now, that setting exists as a workaround for this issue, and I'll probably include a warning in the debug log to notify users of the conflict

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but i could see this becoming an issue in the future if vanilla enemies ever utilize that flag

ember grove
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if you customize old birds in LethalQuantities, it will probably prevent the apparatus from waking up all the old birds on the map like it's intended to

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that would apply regardless of the requireNestObjectsToSpawn variable

severe harness
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(These are the defaults for Embrion)

ember grove
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I'm not sure, but I tested it three ways on my end:

  1. i set max count to 40, power level to 0, and rarity to 100 under the "global" tab
  • when using requireNestObjectsToSpawn == True (from disabling UnlimitedOldBirds in the ButteryFixes config) old birds would not spawn at all
  1. using the exact same LQ preset as above, I enabled UnlimitedOldBirds
  • old birds spawned just fine this way
  1. I deleted my LethalQuantities preset to generate a fresh unaltered one, and tried again with UnlimitedOldBirds disabled
  • old birds were able to spawn just fine this way too
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I didn't check what happens if you only alter rarity or only alter enemy stats

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my cursory examination of LQ source would suggest this maybe only happens if you alter the enemy stats, with rarity being irrelevant to this bug

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but I haven't tested to validate that

severe harness
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Gotcha, appreciate the heads up

ember grove
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"spawning" in this case means "waking up"

tacit thunder
ember grove
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for baboon hawks, the nests are those wooden pikes with the skewered employee helmet

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and it marks where the baboons congregate and take their loot

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it was added in v50

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since zeekerss also added old birds in v50 he reused the nest system but made some modifications

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the "nests" are what give the illusion of old birds spawning "deactivated" at the start of the day and "waking up" later

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the old bird nests are the deactivated old bird model that you can stand on

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and then when old birds are spawned by the outside spawner, they are teleported to a nest and that nest gets deleted, which combined with their spawning animation makes it look like it woke up

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also, when you pull the apparatus, the game searches for every old bird nest on the map, and spawns 1 old bird for each

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then there's also that requireNestObjectsToSpawn flag I mentioned, which is probably intended to be used by the old birds (it lines up with all of their other nest behaviors) but currently unused in vanilla

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right now it seems like LethalQuantities is breaking anything that uses FindObjectsOfType<EnemyAINestSpawnObject> though

tacit thunder
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i see yeah that would explain a lot

robust kiln
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it would be cool if there was a description editor (like the one that currently exists) but for when you type the moon name and then info

upper sable
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modded scrap doesn't seem to be in lethal quantities

carmine crater
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Hey so

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this is gonna be

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complicated as shit possibly

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but

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I switched all the indoor and outdoor enemy spawns

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all but Kidnapper

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how would I be able to have Kidnapper genuinely spawn inside

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without death

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and also

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what percentages inside moons would be good?

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since Kidnapper doesn't have actual spawn chance percentages

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Oh wait I mean rarity

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like what rarity numbers would be good for each moon

carmine crater
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the reason for mostly knowing this is distant Maxwell music

carmine crater
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Might just set Kidnapper to 100 Rarity

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cuz of it's weird spawn mechanic and vain shrouds

red vapor
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Hey !
I've set moon price for a modded moon called Black Mesa but I can still travel to it for free
I sat it up in the black mesa configs. Do I have to do it in the Global configs ?

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I tried to do so and it's at the price I wanted to

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I'll try before asking now x)

sand steeple
carmine crater
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Maybe thats what I also should do for Kidnapper fox

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set its spawn to rarity 100 in global

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πŸ€”

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right?

civic arch
carmine crater
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Ugh

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I hate that it does

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wtf man

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Im trying to switch all the spawns

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so Inside monsters spawns outside and outside monsters spawns inside

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Kidnapper fox is tricky

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cuz of this sole reason

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is there any way to get it to spawn indoors while keeping it's weird ass spawn mechanic with the Vain Shrouds?

civic arch
carmine crater
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nofox?

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that removes the fox though

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I'd want the fox indoors

red vapor
atomic geyser
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does anyone know if LQ interferes with the v60 mineshaft spawning its 6 extra scraps

noble crypt
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on what moons do maneaters spawn on? i need to set their spawn values for LQ and idk the base spawns

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wait nvm found it on wiki

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shouldve done that first...

atomic geyser
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also has anyone had any issues with entities infinitely spawning from vents (every interior, every entity) in v60

carmine crater
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I haven't touched V61 yet

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Vanilla or modded

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haven't touched it

atomic geyser
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it seems like there's some option that's causing it to happen, because deleting the config file and regenerating it makes everything work fine

atomic geyser
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okay so it seems like literally touching entity weights at all in v60 just breaks it, and all entities will start to infinitely spawn

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@tacit thunder sry for the ping but i thought you should be aware since its p gamebreaking (EDIT: THIS ONLY HAPPENS WITH IMPERIUM sorry for any misunderstanding)

tacit thunder
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😬

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urrgh ok

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that's annoying

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thanks

atomic geyser
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i tested it a bunch and can give more details if needed

atomic geyser
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oh i should clarify, this only happens with interior entities

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i'm guessing it's something to do with the interior favoritism thing in v60

sand steeple
atomic geyser
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were you able to confirm that entities actually were spawning inside?

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actually it would be absurd if i'm just dumb and this is a conflict with imperium

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😭

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would still suck but not nearly as bad

sand steeple
atomic geyser
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it sounds like you'll probably have the issue then

sand steeple
atomic geyser
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please let me know how it goes

sand steeple
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only 1 spider

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1 snare flea

atomic geyser
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wtf

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hold on i'll test without imperium

sand steeple
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and with the scan in the same moon

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same match btw

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let me check on a more lq changing moon

sand steeple
atomic geyser
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i tested this on a fresh modpack, with only imperium and lq, on experimentation by only adjusting the weight of 1 entity

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so i guess it has to be imperium OOPS

carmine crater
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how did you do that?

sand steeple
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lgu :]

atomic geyser
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i just tested it and it's a conflict with imperium 😭 IM SO SORRY IF THAT CAUSED ANY STRESS

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i really didn't think it would be the problem and i was being lazy because testing without it is annoying i feel bad now though lol

carmine crater
sand steeple
carmine crater
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Oh that

sand steeple
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BetterScanner lvl 2 to be specific

carmine crater
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I dunno if anything in my modpack would have incompatibility with it

sand steeple
carmine crater
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Ah

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what mods would you propose have incompatibility with LGU?

sand steeple
carmine crater
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I will momentarily

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watching a show about world war 2 with fam

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it would be my main modpack

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my "Ultra Modded Modpack"

sand steeple
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darkbrewerly?

carmine crater
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Band of Brothers

sand steeple
carmine crater
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the show

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whats Darkbrewerly

sand steeple
carmine crater
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Ah

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oh and also

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Moroxide

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while you review what mods are incompatible with LGU could you also see what mods are incompatible with V61?

sand steeple
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hmm, sure?

carmine crater
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when I send you the pack that is

sand steeple
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It's not published on ts?

carmine crater
carmine crater
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its my personal and main modpack

sand steeple
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send me a modlist

carmine crater
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I'll just send you the code when I can

brave iris
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If I just add enemies without changing anything like rarity, is it going to spawn or I still need to setup all of that number?

sand steeple
brave iris
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okay, thanks

leaden hedge
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I'm not sure if it's related directly to v60 or if another mod is breaking it

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Oh it seems to be on Imperium's end possibly

atomic geyser
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yeah it's a conflict btwn imperium and lq

tacit thunder
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it really depends on how they add hooks and stuff to the game. i need to take a look at the latest version before i can say for sure though. it's definitely far too likely that v60 broke LQ completely 😬

severe harness
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Seems to be working on the on-set but I will need to do some tests to see if there may be some problems under the surface, also for context these are some of the new default values on Vow, it seems to read in the stuff added via v60+ just fine as seen here (I didn't include the scrap listing since it'd bloat the page vertically, but it does include new ones):

sand steeple
tacit thunder
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ooh ok nice

severe harness
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Ye the enemy spawning that was mentioned earlier was apparently due to some incompatibility with this mod and Imperium

carmine crater
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Hey uhm, baby man?

sand steeple
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add an spoiler to the image

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also, yes

carmine crater
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Ight

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I can't edit a spoiler

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I'll just remove it

spare granite
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Maybe it's just me, but when I switch to the other moon in the web UI it lags badly and then after a while it switches to the other moon.

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Okay, I tested on another browser and it worked fine.

knotty fjord
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LQ is broken this update? that's a shame, i really wanted to try it

carmine crater
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No?

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LethalQuantities works for me

covert frost
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same here

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working fine

knotty fjord
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what do you all use LQ for?

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i saw changing enemy weights tears the game apart

severe harness
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If so then you're missing a bit of context, they were also using a debugging mod called "Imperium" with LQ which is how this issue came to be

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I use it to adjust these factors, typically regarding modded moons:

  • Enemy & Scrap Weights
  • Which enemy & scraps spawn
  • Spawn curves for enemies & traps
  • Risk Level & Descriptions
covert frost
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I use it mainly for interiors

severe harness
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Figured to ask if this is a safe way to add in interiors since I'm thinking of inserting the new vanilla interior to some of Generic's moons in the meantime while waiting for it to update to v62

knotty fjord
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i kinda skimmed and saw it

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and saw the post that said v60 broke LQ completely

knotty fjord
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i'd love to start using this mod for my modpack, i'm very particular with what i want to spawn where when how much and other stuff

severe harness
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From my testing LQ seems to be OK for v62 and reads in the new stuff from the update

knotty fjord
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i also heard this mod was becoming deprecated but it seems it's being healthily maintained

severe harness
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Unsure of that bit

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Also just as a heads up, until specific moon makers update their stuff to v60+, you might need to manually add in the v62 stuff

knotty fjord
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what do you mean?

cobalt aurora
knotty fjord
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like the baby and the new scrap?

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that's okay i completely remake moons myself because im a maniac

atomic geyser
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i do the same thing because most people seem to have no concept of balancing lol

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also i'll update the original message so people don't misinterpret it x_x

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lq works perfectly fine without imperium

foggy plover
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Hey, how does the priorities works between global and moons preset ? I'd like to globally prevent some enemies to spawn (sorry @tawdry summit but i didn't signed for hoarding bugs families D: ), but since every moon has it registered, do i have to go to every single moon and delete those or will doing it in global will work ?

tawdry summit
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I believe if you haven’t messed with the default weights of my hoarding variants in specific moons, blocking them in global will work, but dont take my word as gospel

foggy plover
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might want a config for them

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mama is too strong to stay

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...or maybe i can nerf her hp with LQ πŸ€”

upper sable
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if you enable editing the enemies of global, then put the bugs in there and set their weight to 0, then i think it should work

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if you have enemy editing enabled on other moons though you'll have to make sure they're either set to 0 there or just have it set to not modify their spawn weight

stuck juniper
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by the way for anyone building scrap pools on moons... the Scrap value multiplier from LQ doesn't seem to work. It ignores the value for me and always defaults to the regular 0.4. While I do have LethalLevelLoader set to enabled for content configuration on the moon in question, LQ has no problems overriding those values, such as max and min scrap. LLL claims this moon has a maximum of 28 scrap, while LQ claims it has a minimum of 30 scrap, and in-game it sure enough shows 30 scrap has spawned, and the day before had it more than 30, so LLL couldn't be the cause.
I then thought perhaps it was WeatherRegistry altering scrap values from weather but ignoring the raised starting point LQ has set and instead multiplying from a vanilla 0.4 anyway, even though it should have multiplied from a 0.6 that I set in LQ, but nope, even on clear weather with no scrap value multipliers added by WeatherRegistry, the scrap is still ignoring this LQ value multiplier setting.
I can tell with precision because I have a specific scrap item in the loot pool that has the same number for both min and max value, meaning it is always guaranteed to be a very specific number

sand steeple
stuck juniper
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also, I probably need more testing but according to what I've been seeing... for some reason adding more than 4 keyvalues for the main enemy spawn chance curve (for indoors, outdoors, or daytime) seems to cause weird spawning behavior where the first half of the whole day will see a near-guarantee of no enemies spawning even if the keyvalues and power levels and range all math out to allow otherwise. Said enemies only seem to start spawning later in the day past 1-3pm if you do this. I have no idea why, but looking at how Zeekerss set up spawning, seems he didn't go higher than 4 keyvalues for an enemy region spawning curve for any moon in the base game, and his range never goes lower than 2.
I did seem to notice in my tests that setting the range to 1 with 5 spawning curve keyvalues results in an exacerbated absence of first-half-of-day spawns that totally disobeyed the math, where as a range of 2 with 5 spawning curve keyvalues resulted in a reduced amount of first-half-of-day spawns that only mostly disobeyed the math, and a range of 2 with only 4 spawn curve keyvalues results in the type of spawning behaviors and amounts and spawning periods that the math shows it should be.

It's really really really weird, but for anyone wanting to get REALLY REALLY specific and razor's-edge-fine-tune spawning for their moon but is getting annoying behavior they cannot explain, just be sure to never put the range below 2 or the main spawning curves for a region (not for specific entities, those can be as many keyvalues as you want it seems) to be more than 4

sand steeple
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If you have it, it will detect the tweak multiplier instead of this one

stuck juniper
sand steeple
stuck juniper
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yes

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the None weather, though, is set to just a flat default 1 multiplier, meaning WeatherRegistry shouldn't be touching anything at all even if it tried

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yet on None (clear) weather, the moon I am testing on that is supposed to have 0.6 LQ scrap value multiplier is still giving scrap values as though it's the default 0.4

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so unless WeatherRegistry is somehow overriding LQ and doing a 1.0 multiplier starting from a pre-supposed 0.4 vanilla scrap value multiplier even if that 0.4 is no longer a 0.4

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then I don't understand what could be causing this if it is indeed a mod conflict

sand steeple
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so sincerely idk :,]

stuck juniper
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huh... looks like it is weatherregistry

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disabling it puts the multiplier back to what LQ says it should be

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interesting

sand steeple
stuck juniper
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I thought it was different form weather tweaks beta

sand steeple
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both are from the same person, so, that's why :,]

stuck juniper
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oh well, how tedious, I'll just have to raise the individual min and max values for each scrap item for an entire scrap pool if I want the overall loot pool value to be a higher average, that way there's no in-fighting with WeatherRegistry's multipliers

tawdry summit
knotty fjord
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if i have level flow weights set in lethal level loader does this mod overwrite it?

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or does LLL overwrite what i put in here

sand steeple
knotty fjord
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alright good, thank you

knotty fjord
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if factory size mutiplier is unchecked does it use default?

carmine crater
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what does the mineshaft interior look like in LethalQuantities?

atomic geyser
carmine crater
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Im guessing "level2flow" is the Mansion

stuck juniper
atomic geyser
atomic geyser
carmine crater
upper sable
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i haven't had interior desyncs with lethal quantities before, without it being configured in lethal level loader

atomic geyser
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same, it seems inconsistent

pearl flower
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can you change item specs like weight in LQ in the web ui?

severe harness
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Pretty sure you can edit item weights in LQ yeah, you can even edit their values and whether or not the item is conductive

pearl flower
pearl flower
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ok nice. where is the setting in LLL anyway

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if you take the tick out of the box in LQ web ui, it doesnt change anything about the unticked stuff right?

stuck juniper
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I have never used LLL for any interior anything, LQ definitely overrides LLL for interiors as far as I can tell, though I have had instances where players had desynced interiors from the host only because LQ did not have the interior dungeon flow checked off for that moon, and thus LLL jumped in and tried to switch something up apparently. To 100% avoid multiplayer interior dungeon generation desync, just be sure to have LQ's dungeon flow checked off even if you make literally no changes to it, it will ensure LQ takes priority for interior dungeon generation.
Any moon that doesn't have this checked off will instead be abiding by LLL settings for interior

stuck juniper
pearl flower
civic arch
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Its better if you change interiors with LLL instead of LQ

stuck juniper
civic arch
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Your choice though.

stuck juniper
pearl flower
civic arch
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manual level names list

pearl flower
pearl flower
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idk if my setup in LQ would even work. Does the following mean that every interior has the same chance to spawn on every moon? I left those special 3 fire exits and large levels unchanged as idk if this would work:

atomic geyser
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it should as long as dungeon flows is unchecked on all moons

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bc moons only inherit qualities if they dont have those qualities set i think

civic arch
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You can make your own values though

fossil gulch
rain kernel
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My modpack has a bug where mob spawning sometimes breaks when LQ is installed.
From what I can tell it happens after the first round when you load a save.
Is anyone else having this issue?

rain kernel
sand steeple
rain kernel
severe harness
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πŸ€”

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When testing my pack I almost thought I was getting this issue when on one of the Kasts but then I went into a Fire Exit and was greeted by 2 Nuts, a Coil, and a Bracken in the mines

errant iron
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Me got question, is the new vanilla interior included in the mod settings yet?

fossil gulch
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yea it's called Level3Flow or something like that

errant iron
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Oki, thanks (´・ω・`)

severe harness
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Yep, you'll also be able to find the ||Maneater|| in the enemy listing (it's an Interior enemy)

You'll also be able to find all the new scrap if you wanted to inject them to modded moons early, here's the list of new ones:
||Clock, Garbage Lid, Soccer Ball, Zed Dog, Toy Train, Plastic Cup, Toilet Paper, Control Pad||

upper sable
civic arch
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i dont think lq is ever getting another update

knotty fjord
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i hope it doesnt need another update again

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i love how this mod self sustains after seven months

cobalt aurora
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Ok so rn removing a moon mod and relaunching doesnt get rid of a moon in LQ, this causes a big if you exit from a lobby and reopen it causing the game to get stuck when trying to land

cobalt aurora
atomic geyser
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and havent had issues

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theyre no longer rly a moon just a preset with the name of a moon attached

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the bug might be a conflict w/ something else

leaden hedge
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It would be really cool if there was a way to set up spawn tables for specific interiors for a moon.

leaden hedge
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Like it would be cool if in spawn tables, there was an additional option for items in tables to have them only spawn on specific dungeon flows.

silent saddle
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Central supports that, take a gander through the configs

leaden hedge
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Doesn't Central only do it via multipliers though?

silent saddle
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For Creatures at the least I know it supports both adding to the pool and replacing entries

leaden hedge
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I'll take a look.

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Ah right that's what it is.

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Yeah the thing about CentralConfig is that it only allows adding or replacing enemies/scrap depending on just the interior.

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I'm looking to change depending on the interior and what the current moon is.

upper sable
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centralconfig is a bit dubious, i think it has quite a few incompatibilities

leaden hedge
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^ I second this

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I'm hesitant to use CentralConfig just due to past experiences of it just breaking.

knotty fjord
warped fjord
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Alright so if i changed that -3 value to 0, does that mean enemies will have the ability to spawn immeditaely rather than waiting that -3 grace period? My objective in total is to make all the maps spawn more enemies, while also spawning them quicker.

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^ does this imply 15 enemies (if they had power level1) would spawn by the end of the game?

atomic geyser
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do you know how spawn cycles work

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not asking to be condescending it's just relevant to the answer of your question

warped fjord
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yeah

atomic geyser
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so each time it does a spawn cycle, it takes X + spawn deviation for a max value, and X - spawn deviation for a min value, where X is the number on the right from the curve

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(choosing it based on the time, which ranges from 0 - 1 for starting time - midnight)

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and it chooses a random amt btwn the min value and max value

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and that's how many enemies it spawns during a spawn cycle (i think)

atomic geyser
atomic geyser
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ofc

noble skiff
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Does anyone know how I can add an enemy to all moons without having to go through each moon and adding it like that? I figured I would just add it using global but wouldn't that just replace all moon's enemy lists with just that monster?

atomic geyser
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iirc you have to add the enemy to the lists and then don't check the 'weight' box

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and itll adopt the weight from global

noble skiff
atomic geyser
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i recall someone here saying that it worked

noble skiff
atomic geyser
#

you have to add it to every moon individually i'm pretty sure

#

it can only adopt the spawn weight but the enemy has to be on the list

noble skiff
#

There HAS to be a better mod for enemy spawning

#

I was told LQ was the best option for it

atomic geyser
#

it's the most versatile

#

alot of the time entities will have a spawn weight in their own config that applies to all moons

noble skiff
#

Also, I'm not too sure on this yet, but I think LQ messes up Turrent and Mine spawns. I have seen weird clusters of them ever since using the mod. Can anyone test to see if this is true?

sand steeple
noble skiff
atomic geyser
#

ive never had it in manor personally, is this on a moon you have the spawn curves custonized?

noble skiff
#

Nope, just had it to where ghost girl and only drama masks spawned. There was weird placements of mines and turrents everywhere

knotty fjord
#

ive always wondered, the enemy names are sometimes "wrong", whats in parenthesis is the real enemy. why do some enemys show up as something different? the jester skibidi toilet makes sense since its a lot like the jester. but the centipede being the maid from SDM as well as slenderman?

#

also the brand brand new 173 enemy being the tornado from code rebirth? should i be worried?

cobalt aurora
brave iris
#

how do I change the moon price? the price at the right bottom does not change the price

sand steeple
brave iris
#

what is that mean?

sand steeple
#

the price section changes the price for all the other moons when you are ON that moon.
For example:
You are on Experimentation

on Experimentation you can set there the prices of
Assurance
Vow
Offense

On Assurance you can set there the prices of
Experimentation
Vow
Offense

On Vow you can set the prices of
Experimentation
Assurance
Offense

On Offense you can set the prices of
Experimentation
Assurance
Vow

brave iris
#

ahh I see

#

thanks for the explanation

#

so, how do I change the moon price in general?

winged walrus
brave iris
brave iris
#

ahh okay, thank you so much guys. My English is not good and kinda confuse with what the "price" explanation said

severe harness
#

I see Ganimedes on your list, you might wanna change the price via Ganimedes's own specific config if you did any price change for it in LethalQuantities

severe harness
#

Occasionally it takes the config's price over LQ's for, some reason

#

Easy fix to just put whatever price the moon is on LQ into the config itself

brave iris
#

owh okay, thanks for the info

civic arch
#

Nvm someone else responded

pearl flower
#

do these values overwrite the modded enemies mod configs' values?

winged walrus
#

From: .milan99 Okay thanks. Is there an option to add all enemies in the drop down menu. this way you wouldnt have to manually select each monster in the drop down and press the plus icon. i thought the "add all" button would do this but it doesnt

i don't think so

pearl flower
winged walrus
#

oh

pearl flower
pearl flower
# sand steeple yup

okay... because im wondering where the redwood giant from the giantspecimen is.. its not shown in the dropdown

pearl flower
severe harness
#

Have you started a run at least once after installing the GiantSpecimens mod? That's how LethalQuantities populates what you got to be configured

#

You can literally just boot up a completely new save, and quit out of it shortly after that and LQ should populate the config for you to edit in the web editor

pearl flower
# sand steeple yup

so if you didnt add some modded monsters in the list of outside or inside entities they just wont ever appear even though their spawn is set in their mod's config? is there a way to let other mods regulate stuff that isnt set in LQ? do i have to just uncheck the entire category then?

upper sable
#

if i put an enemy in the global category but don't change its spawn weight, will it still keep its regular spawn weights and not spawn on moons where it wouldn't have previously?

errant iron
#

Do me have to set other unwanted mobs in the setting to 0% to make sure they not spawn? (´・ω・`)

atomic geyser
atomic geyser
errant iron
#

... So like in the Interior Enemies, if not in the list, it will not spawn, correct?

sand steeple
#

none of those enemies are triplets

atomic geyser
sand steeple
#

somehow it got fixed

errant iron
#

Somehow, Umbrion turned into Kettle Land as it spawn only Kettle for some reason... (Β΄ o Ο‰ oο½€)

leaden hedge
#

I'm trying to expand upon animation curve implementation for LQ.

#

I think the big issue about expanding upon it though is that it becomes a lot less user friendly.

#

I'll probably work on this some other time though.

buoyant gyro
#

I believe I heard @pure depot say he had a good implementation of an animation curve

pure depot
#

I can assist with the interpolation if you need help with that

leaden hedge
#

I think that would be a much better implementation.

lament hemlock
#

Has anyone had luck using this alongside code rebirth? The weather registry overrides scrap values for moons is set in LQ

atomic geyser
#

scrap values as in spawn weights?

#

i dont use coderebirth anymore but i do have weather registry installed alongside lq and they seem to get along fine

lament hemlock
#

Like the price value of the scrap and also the amount of scrap

jaunty owl
#

I try to deactivate some outside enemies on modded moons, do i just need to hit that "X" to do that?

atomic geyser
oak zinc
#

I know this should be obvious but does the mod still work completely fine in relation to interiors? because of the new mineshaft map that was added

robust kiln
#

(modded interiors work as well)

oak zinc
#

Oh okay

#

thank you!

frank nest
#

If I update the config file do I need everyone I play with to download the updated version?

atomic geyser
#

ive gotten desyncs by not updating it

whole kernel
#

Is there a way to disable vanilla scrap spawning on a moon with this mod? I'm trying to theme a moon to certain scraps but it seems like unchecking their spawn doesn't work.

whole kernel
whole kernel
#

Is there a way to put a scrap into multiple moon's scrap pools at once, without going into each individual moon?

leaden hedge
#

You can edit the global preset.

whole kernel
leaden hedge
#

If you put an item in it with a rarity of 20, that item will be in all levels with that rarity, even if that item is already defined in that level to begin with

whole kernel
leaden hedge
#

I'm not completely sure though either, I don't edit the global preset usually.

atomic geyser
#

i'm pretty sure that a preset only adopts values from its parented preset (you have to set this to global manually sometimes) if those values aren't defined in that preset

#

so like, if the scrap were in a moon's table but with no weight defined, it'd adopt the weight value, but i think to get it to be added to a table it's not in, you have to have 'scrap' as a whole unchecked

noble crypt
#

how would i make an enemy spawn between 7pm and 9pm only?

#

nevermind i figured it out

sand steeple
noble crypt
# sand steeple how?

i asked a similar question a long time ago and found the answer to that.. i'll reply to it for you

#

its right under this question

sand steeple
upper sable
#

is it true that this breaks things now?

sand steeple
#

I've not had any issues atm using this

upper sable
#

i heard that there were issues with modded enemies spawning

sand steeple
upper sable
#

twas reported in the harvest moons thread

pearl flower
#

can anybody tell me what this "ruinedenemytype" means? its likely from the mod lethalplaytime but sometimes there are also duplicates (for example dogday)

buoyant gyro
#

Seems to just be a variant of the dogday enemy from lethal playtime

pearl flower
#

is it true that monsters not included in this list wont ever spawn on that certain level this list is for?

#

or will monsters not included just not be altered so that the specific mod can handle the weights?

upper sable
pearl flower
upper sable
pearl flower
pearl flower
upper sable
pearl flower
frank nest
#

I am not a big fan of the Artifice nerf in v60. I liked it much better before that. I could theoretically "restore" the map with this mod. Most of the changes are documented on the wiki so I can fix those easy enough. But the wiki only says "Its indoor spawn chance curve has been adjusted." Does anyone know exactly what the indoor spawn chance curve was before v60? And how exactly the change has affected gameplay? If possible I would like to restore Artifice to its former glory.

open matrix
#

i had it prior to v60 and didnt change it, and LQ doesnt seem to automatically update stuff to the changes from the latest version

frank nest
#

You a real homie πŸ™

#

I am not good at understanding what the spawn curves mean. How exactly do the changes work in game? If only Zeekers just said it

#

maybe I can just plug this into desmos or something. That would require me trying to remember how to use desmos

#

math class flash backs NOOOO

pliant parcel
frank nest
#

Yes. But how is one different from the other?

pliant parcel
#

key 0 is start of the day (ship landing)
key 1 is end of the day (ship leaving)
Value is a chance for enemy spawns or something like that

#

There is H (tip) next to it so just read it and that will do

#

Max value is 15 btw

frank nest
#

I tried reading that but I guess I am too smooth brained. Your explanation worked better for me thanks.

#

what would a Value of -3 mean in this case do you know?

pliant parcel
#

its made so enemies wont spawn at start of the day

frank nest
#

ahh I see it now

#

You are giving me Jimmy Neutron brain right now

upper sable
frank nest
#

thank you both you have been very informative

frank nest
#

Very interesting. If I am applying my newfound knowledge correctly it seems that Zeekers has greatly decreased the indoor spawns

#

This is the newest curve ^

leaden hedge
#

I believe this change was made to compensate people using the cruiser

#

I don't like the cruiser meta for Artifice, it's actually really boring despite how silly it looks

frank nest
#

My friends and I all suck at driving it so it makes no difference to us lol

severe harness
#

I'm like the designated driver of the group cause I'm the only one that somehow doesn't immediately crash into something and die

Tho I've still yet to get a hang of those boost tricks

leaden hedge
#

Yeah fair, I just think jetpack for loot transfer is more fun and engaging.

#

Since you still have to transfer 2-handers on foot

sharp vector
#

I have a question, is there a way to only adjust specific enemies with this rather than having it affect all enemy spawns? Not really a fan of that at all I just kind of want the mod so I can fix the invisible shy guy bug

#

Cus if not that's super annoying and inconvenient

leaden hedge
sharp vector
#

cus I generally prefer to let mods use their own respective behavior and configs

#

Cus the thing that has always disuaded me from using this mod is that I generally find it overcomplicated but I also really wanna fix Shy Guy being broken cus the patcher the mod has is busted af

#

If not it's fine lol, I was just wondering if it's possible

leaden hedge
#

I believe you can still, though you would need to adjust it according to the global spawn chance curve.

sharp vector
#

Ye I'll look into it and see if it allows it if not it's fine

leaden hedge
#

Does the spawn chance for the shy guy have to be 0 at the start?

sharp vector
#

I know the dev is kinda MIA atm

sharp vector
#

and the dev of the mod left without any word or a trace sadly, so trying to do a fix for the mod til the ProjectSCP guys make their own SCP-096 mod

leaden hedge
#

Oh it should work in that case if all you have to do is port the spawn curve.

frank nest
upper sable
#

jetpack is the easiest thing to use in the world

frank nest
#

I guess my friends just suck lol

inner light
#

also,

Trying to get back into config'ing using this, is there any specific issues with the mod right now? Can I config enemy stuff at all or is that still broken?

upper sable
leaden hedge
frank nest
#

Don't tell them that! (more jetpack for me)

silk stream
#

How can i set the same scrap value for each Moon?

civic arch
silk stream
civic arch
silk stream
civic arch
#

To not override

#

Weights and values will still sync if you check them

silk stream
lament hemlock
#

Has anyone noticed moon prices not changing? I set certain ones to zero in the config

open matrix
#

i noticed that it wasnt respecting the global config anymore

#

instead, you need to set moon prices per moon to each moon

#

at least for custom moons from my experience

#

Obviously this could get annoying for you depending on how many moons you have

upper sable
#

surely lethal quantities isn't starting to break....

lament hemlock
#

Dang it

#

I was afraid of that

knotty fjord
#

i just recently tried using the moon price changes in the global tab and it worked for me

#

i really hope this mod doesn't stop working, it's literally a godsend

#

though by the looks of the last update date it seems this mod won't break any time soon

open matrix
knotty fjord
#

that's odd

severe harness
#

Interesting cause I also adjust it via Global for modded moons only and it's worked for me

#

Only moon that I've encountered that it doesn't really work is Ganimedes only cause its own config takes priority in setting the routing price

upper spade
#

why are interior weights just not applying on specific moons? do i have to do it on the global tab

#

:(

noble skiff
#

can anyone help me with two things regarding this? I was told that if I want lasso man to spawn using LQ, I will have to manually put his spawn in every moon. I don't know if this is true but if someone could fact check that or explain a quicker method I'd appreciate it greatly.

cobalt aurora
#

thats only based on LLL

#

they are incorrect

upper spade
#

OHHH

#

I see, thank you

wild dagger
# upper spade I see, thank you

ye LLL simulate command won't display your updated values
btw you should turn off all size multipliers in lethal quantities
they are currently causing desyncs in multiplayer

cobalt aurora
#

Unless you mean the moons ones?

#

Cause ive just been using the ones for specific interiors

wild dagger
#

i see both are ticked on your screen
BananaPuncher confirmed both size multipliers were unsafe on the github page

cobalt aurora
#

I havent seen anything

#

So at least the individual interior sizes are prob safe

#

Cant say for the moons interior size modifier tho

wild dagger
#

hmm dunno
i already got desync 2/3 time before turning it off (usually fireexit would desync)
anyway thats where he talked about the issue

wild dagger
#

yes

#

all client got my exact files

cobalt aurora
# wild dagger yes

Its weird that i havent seen that in all that time, LQ killed desync for me

cobalt aurora
wild dagger
#

ye strange
but if the author say himself it's an issue there is probably a problem
maybe it's just not reliable and sometime will work fine

wild dagger
cobalt aurora
#

If I didnt have the size cfg id ditch like 8 interiors lol

wild dagger
#

xd

#

well nice that it work for you

cobalt aurora
#

So i could take the loss if it starts happening

upper spade
#

with other people?

#

im thinking thats why i was getting the desync in the first place

cobalt aurora
#

Ive only been lowering specific interiors

severe harness
#

I recall for Map Size Multiplier you can safely edit that if you add ALL interiors into Global, that's what I did and I don't seem to have desync problems

Factory Size Multipliers I recall back in the day are pretty infamous for the desyncs and I'm unsure if there's any way to avoid it via LQ

upper spade
#

maybe this way it doesnt desync

#

but the map size multiplier does

cobalt aurora
upper spade
#

that might be it then

wild dagger
# upper spade that might be it then

i don't know the github page clearly say that both size settings can cause desyncs
but maybe it can confirm otherwise

i will try what violet suggested in my next update for my friends

upper spade
#

but hey maybe i just got lucky

#

to me it seems like the dev was making an educated guess and assumed they're both unsafe

#

but as far as i can tell setting the individual factory size multipliers does not result in desyncs (as opposed to map size multiplier, which does desync frequently)

stone heath
#

i have a question just to make sure i understand trap spawning, is it choosing a random float between 0 and 1 and deciding on a value based on which of the keys are closest..? or is it more complex than that by also lerping the value

#

so if lets say i do this, we have keys on 0, 0,3, and 1, meaning spawning between 0 and 3 is less likely than spawning between 3 and 5?

#

and on that note i assume it rounds, so if it lands halfway or so between 0.3 and 1, it would spawn 4?

upper sable
#

it uses curves. key is what point 0-1, value is how many of the hazard. on day start, it picks a random value 0-1 and that's how many turrets there are

atomic geyser
#

the 'key' defines the control points for the curve, and then it chooses a random float btwn 0 and 1 and spawns the number of traps according to the curve

stone heath
#

But maybe I can if I just do like 0 is value 0 and 0.89 is value 0 then 0.9 is value 1

#

Then id get the same result

#

Appreciate the help, think I get it now TS_kotoneHeart

atomic geyser
stone heath
#

Gotcha

atomic geyser
#

like spiketraps usually have a curve something like
0 0
0.5 2
1 2

#

so that a substantial part of it is just the same number

stone heath
#

Makes sense

#

Something that's been bugging me a lot with modded traps is both how common they are and how little the variety with them is

#

90% of the time one of each of them spawns and only one

#

So I constantly see exactly one of them

#

I'm gonna do similar curves so typically they don't appear but when they do they are similar to turrets and spawn a bunch

buoyant gyro
#

Sadge i wouldn't know how to make a curve in code lol

leaden hedge
#

I do.

stone heath
#

It's not too bad just a few lines

#

Random float between 0 and 1 etc

buoyant gyro
#

Like an exponential curve/one that is usually low but rises a lot towards the end?

leaden hedge
#

Here's an example of manually writing a curve.

(
    new()
    {
        time = 0f,
        value = 0.25f,
        inTangent = -0.082629666f,
        outTangent = -0.082629666f,
        weightedMode = WeightedMode.Both,
        inWeight = 0f,
        outWeight = 0.08271725f
    },
    new()
    {
        time = 0.35f,
        value = 1.65f,
        inTangent = 0.84200466f,
        outTangent = 0.84200466f,
        weightedMode = WeightedMode.Both,
        inWeight = 0.1623793f,
        outWeight = 0.11892447f
    },
    new()
    {
        time = 0.8f,
        value = 11.25f,
        inTangent = 5.785181f,
        outTangent = 5.785181f,
        weightedMode = WeightedMode.Both,
        inWeight = 0.10231435f,
        outWeight = 0.33333334f
    },
    new()
    {
        time = 1f,
        value = 18f,
        inTangent = 4.8281865f,
        outTangent = 4.8281865f,
        weightedMode = WeightedMode.Both,
        inWeight = 0.42531443f,
        outWeight = 0f
    }
)
{
    preWrapMode = WrapMode.Loop,
    postWrapMode = WrapMode.Loop
};```
buoyant gyro
#

I've been asking for those types of curves before cuz it's obviously better than linear

stone heath
#

0 and 0.9 all spawn 0, then between 0.9 and 1 spawns between 1-7 or so

buoyant gyro
leaden hedge
stone heath
#

That looks pretty complicated for this specific use case but maybe I'm under complicating it

#

Idk if that's even a word

leaden hedge
#

Realistically, you only need time and value.

buoyant gyro
#

True, though it turns into spaghetti spam with only those two

stone heath
#

All the code really needs to know is what value to give based on where it lies between a bunch of points

buoyant gyro
#

I need to figure out how to do this in a configurable way that's the same as LQ, cuz idk if LQ is actually detecting custom hazards

buoyant gyro
#

I've been told with LL it's not working to override the values

atomic geyser
#

there's a site you can use to preview the curves btw but i forget the url, i think its been posted in this channel before

stone heath
#

it detects everything to my surprise, i can even make custom outdoor enemies spawn inside lol

#

but yes on the user input side this is roughly what itd look like

#

it has weird numbers because zeekerss likely just slapped the values in on the curve visuals and didnt round the numbers to the first decimal

buoyant gyro
#

To be fair I guess if in LQ all a user puts in is time and value

#

Then I can just slap that on a config

stone heath
#

like this is generally what the curve would look like

#

unless you have code that can change how the curve transitions between points though youd need one more step

#

which is to set the value to 0 until we hit 0.9

#

because currently itd be sloping to a value of 1 between 0 and 0.9

#

what we want is it to be 0 that whole time, so just setting 0.89 to 0 as well would fix that

#

you can def mess around with the values as maybe not all traps should have up to 7 sitting around but most benefit from curves like this

atomic geyser
stone heath
#

hmmm this partially works for what we're trying to show

#

0 0
0.89 0
0.9 1
1 7.5

#

unless im just using it wrong but i think thats right

#

its supposed to look like this roughly

#

atleast thats how our code would treat it

#

ignore my inability to draw a straight line

#

but yes anyways the overall feedback is curves are awesome, curves are cool

#

use curves because theyre awesome and cool

#

its what ill be meticulously implementing into every trap on every moon i use in my pack

atomic geyser
#

i did this it was fun

#

not many good modded hazards tho, only a couple made the cut

stone heath
#

i like concepts for a lot of them but i think my main problem was the spawn curve, certain traps are not that interesting to me if i see 1 basically every run and when it spawns just 1 theres not much interesting going on

#

as with most encounters in this game things work best comboing with each other

atomic geyser
#

i haven't even seen that many tbh, i mostly only really use missileturrets and seamines

#

i liked teleporter traps b4 lethalthings was borked

stone heath
#

might need to add missile turrets that sounds fun

wild dagger
# upper spade but as far as i can tell setting the individual factory size multipliers does no...

ok i will try that then
tho keep in mind that the default factory size multiplier, unlike the map size one, is 1.5 for each 3 interiors, not 1.0
so if you want to equal your map size multiplier of 1.6 you need to adjust your factory size multiplier
1.6x1.5 would result in an interior size of 2.4, so now you need to multiply the default map size value of this map by a new value that would result in the same 2.4

drifting bronze
#

Does this mod overwrite current configs? Like I’m using rolling giant and it has its own spawn weights in its own config but I can also modify it via lethal quantities, does one take priority over another or do they both like add up?

atomic geyser
#

LQ has priority, youre effectively setting the default with a respective mod's config unless it uses a different system (like peepers)

#

so if you set a weight to 20 in the config, opening the entity list for a moon you havent touched will have it at 20, but you can edit it thru LQ and the LQ value has priority

noble skiff
atomic geyser
#

havent tried but probably not well, he doesnt do anything even if he does spawn

drifting bronze
atomic geyser
#

ya pretty much everything can just be done thru LQ

drifting bronze
#

Also do you happen to know like if you don’t use lethal quantities shits just set to default? I noticed on LQ you can set the dungeons that a moon has but it always shows the default ones without modded interiors, though if you play it without checking it you can just get any interior, so in using if you don’t config thru LQ it just does like a default

atomic geyser
#

only things ive found that didnt work as expected were global item values/weights and the price for specifically ganimedes since it bas its own config for it

drifting bronze
noble skiff
#

feel like I'm doing it wrong

atomic geyser
atomic geyser
drifting bronze
atomic geyser
#

im pretty sure as long as everything is unchecked it just goes to the default values for everything

noble skiff
#

Could anyone try to spawn lasso for me?

drifting bronze
drifting bronze
#

Anyone happen to know why this isnt working? im trying to test what "mine complex" dungeon flow looks like but it keeps just giving me the default facility

drifting bronze
#

I got it working by just removing the level 1-3 flow from dungeon flows but im just curious why would it take them into account if theyre unchecked?

wild dagger
#

since your minecomplex rarity is only 1, the other interior probably have higher vanilla numbers

#

so eiher remove them like you did, or set their rarity to 0

drifting bronze
wild dagger
#

yes, because the moons by default come with it's values

#

so if you don't overwrite them

#

they will be used

drifting bronze
#

Okie, thanks so much for the help πŸ™‚ I’m trying to make it so certain moons have certain interior themes

wild dagger
#

then just choose between setting the others to rarity 0 or removing them from the list

#

the result is the same

#

np

drifting bronze
#

Do you happen to know if this will take dynamicinteriorvariety in play too? Like if I have two interiors, one at 95% and one at 5% will dyanmic interior slowly raise the value of the one not seen as often?

wild dagger
#

btw, you should not touch the map size multiplier, it currently causes map desyncs
but you can edit factory size multiplier (keep in mind that for this one, the default value is 1.5 not 1 tho)

wild dagger
drifting bronze
wild dagger
#

ok, i checked and i saw the mod you talk about is from the author of lethal level loader
so it's probably compatible
as lethal quantities support lethal level loader

drifting bronze
#

perfect

wild dagger
drifting bronze
wild dagger
#

same for both vanilla and modded moons
but let me give you an exemple

#

let's say you install a modded moon, with a default map size multiplier of 2.0

#

by default, each interior factory size is 1.5 (on your screen you set it to 1, but if you don't tick that box, the default is 1.5)

#

the total size of the interior, is map size x factory size

#

so with these value the total interior size would be 2x1.5 = 3

#

so on that moon, if you want to get a total size of 1.5 (which would be the default on moons having a map size multiplier of 1, because the factory size is always 1.5 by default)
you would need to set the factory size multiplier to 0.75

#

because 2x0.75 (2 being the default map size multiplier of the moon in my exemple) give you a result of 1.5

#

hope i was clear enough πŸ˜…

drifting bronze
#

Yea that was clear πŸ™‚ I just got to work so I may need to read over it a couple of times πŸ˜‚πŸ˜‚

drifting bronze
# wild dagger hope i was clear enough πŸ˜…

Ok I finished reading all this thru lol so essentially you can modify map size but don’t touch factory size if you don’t want desync issues, and I can use the equation to properly get a smaller size if I want

wild dagger
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the opposite^^
you can edit factory size but not map size

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rest is correct

drifting bronze
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Ohhh yes yes your right kk tysm for helping me out man

drifting bronze
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Hey @wild dagger I was thinking about this is the shower, How if a dungeon flow in unchecked itll act as its default, Does that mean that if you dont have a dungeon flow under an interior list you could still get it due to it being defaulted? like would you have to add every interior and pretty much make there chances 0?

wild dagger
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nah, when you load lethal quantity for the first time

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it will load in the list, the interior that can shows up on each moons

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whats in the list by default, is what is on the moon by default

drifting bronze
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So ive noticed some entities don't show up on LQ Enemies list, Some examples being the Rolling Giant, The Fiend and The Shy Guy from Scopophobia. So im assuming you just have to modify theyre own configs instead and add them to the moons that you want too?

stone heath
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this has probably been asked before but is there any quick way to apply a set of keys/values to a trap on all moons at once?

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i added a new trap and want to set a certain set of values instead of applying 1 by 1

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oh wait scrolled up a bit and i see stuff about a global preset

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think i got it

atomic geyser
stone heath
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hm yeah i was hoping it would apply it individually to all moons after i run the game once but looks like its just its own entry

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i wanted to add the entry to all moons then adjust it for just a few slightly higher/lower

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but looks like ill probably have to just go through manually

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unless i do global then individual change for those few moons

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πŸ€”

atomic geyser
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the unchecked qualities are inherited from global, then the default values if global doesnt have the values present

stone heath
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yeah i just mean i was hoping itd physically add an entry into each moon that i could then configure later

atomic geyser
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oh, it doesn't change the config for the moons in the webui though

stone heath
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for the webui yeah

atomic geyser
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yeah i just do everything manually, i only use global for like, facility multipliers and spawn caps

stone heath
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ive been doing everything manually as well its just a trap i wanted a smilar number for basically every moon so in theory this wouldve been nice

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oh well

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worth a shot

noble skiff
atomic geyser
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thats the only way

noble skiff
atomic geyser
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if the mod has its own config, it (usually) will be in the lists by default

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i dont think you can

drifting bronze
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Is there any reason why LQ doesn’t add every entity into the entity list? Like I have some modded entities that just popped in there on there own but not every entity does

stone heath
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The ones that appear to my knowledge are implemented similar to a vanilla enemy

drifting bronze
stone heath
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Percentage wouldn't really work as LC spawning is built around weights, though you can just look at the weights in LQ and see the percentages there

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And just apply a number that roughly equals the percentage you'd like

drifting bronze
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Ahhh I didn’t even think about doing that damn, yea I noticed even there configs will have like β€œmoons to appear on” type stuff it just hurts my brain configuring through LQ and then also having to do separate configs for certain enemies hahaha

stone heath
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The one problem with that though I guess is some moons might have overall lower weight counts than others, so the one number you'd apply would make it more likely to appear on some moons than others

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But it'd be the best you'd get

drifting bronze
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Okay gotcha, I’m sure if I keep crunching numbers and messing around with it long enough I can get it to work lol

stone heath
drifting bronze
# stone heath <:catthumbsup1:1152348405478207559>

little random comment I’ve been getting into this to make what I would consider a magnum opus of a mod pack, like vanilla plus esque where it adds onto the game but not too much stuff and I just think it’s funny where my girlfriend will be like β€œlet’s play lethal company tonight” and then I proceed to tweak settings and ask questions in this discord for hours on end πŸ˜‚

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The things we do for perfection

velvet fractal
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How do I edit travel between moon prices in the config or web UI?

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Want to make late game behave more like early game

In the sense that you have multiple options for moons instead of going to the same one 3 times

atomic geyser
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add prices for moons under a specific moons and those will be the prices for those moons while routed to the selected moon

velvet fractal
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Thanks, is that only possible in the web UI?

drifting bronze
velvet fractal
minor rampart
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anyone know why certain moons would have desynced interiors? example - I tested derelict by voxx with a friend and although it gets the interior type correct for both of us, the actual layout/seed is different for each player. enemy and scrap spawns are consistent between players, but its a very game breaking bug since everything is so desynced. i've only had it happen with 3 different moons that i tested: synthesis, derelict, and arcadia

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is there a way to avoid this? it's definitely caused by lq and that particular moon not playing nicely with each other

open matrix
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worst still, i only edit interior spawns through LLL, but do everything else in LQ

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however i may have edited the interiors on Aquatis on LQ once, disabled it, but then still had it apply, then causing desync

minor rampart
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is that what causes the issue?

open matrix
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afaik messing with interiors or interior sizes in LQ causes desyncs yes
Interior sizes 100%
Unsure about the interior itself

minor rampart
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ah

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but i still dont understand how it isnt affecting everything then

open matrix
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Are you altering interior sizes on other moons?

minor rampart
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bc i've definitely modified map scale properties for certain moons and they work perfectly fine

open matrix
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without it breaking?

minor rampart
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yea

open matrix
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Interesting

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its always desynced for me

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Had it happen on IKEA and Seichi

minor rampart
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this is the json file for the pack that i have

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i have modified quite a few of the interior map scales for balancing purposes

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idk why ppl think its a good idea to make mid-rend tier moons that are twice as big as titan

atomic geyser
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so it must be some sort of conflict

minor rampart
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i got rid of synthesis since it was just too big and the apparatus key gimmick got old extremely fast, but yes, arcadia and derelict also had strange desync

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i asked vox about it and was told to see what ppl said in this thread

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so idk

atomic geyser
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are any values changed in LLL

noble skiff
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Does anyone know why Lassoman doesn't work in LQ?

minor rampart
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this is an example

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i have "enable content config" set to false for every subtab

atomic geyser
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for both every interior and moon?

minor rampart
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yeah

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heres my modlist if youre interested
01934243-1acc-7472-95a3-4451bfdd0f43
i have gordion sect0 installed but i was gonna try to tweak it with LQ now that it got updated so the current lq json file doesn't have any balance changes for that moon

open matrix
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i specifically mean the Moon map size multiplier is what causes desync

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when edited (for me and many others)

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the actual individual interior size i edit in LLL perfectly fine

atomic geyser
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the moon map size multiplier functions fine for me so you could probably pinpoint what mod is causing it

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thru trial and error

minor rampart
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the moon size is one component of the formula for any dungeon's actual size, right? isn't it something like: moon size * interior type scale

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so if you made warehouse have a 1.25 scale, and applied it to titan for example, the size of that particular dungeon would be 2.5

minor rampart
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i didnt modify either of those properties with lll

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i did modify them both through lq however

noble skiff
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So on LQ, I can apparently edit the max amount of a specific monster to spawn on specific moons. Does anyone know if that feature is glitchy or just explain how that works? I can change a monsters value to be different on different moons?

drifting bronze
noble skiff
drifting bronze
noble skiff
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I added an enemy to everymoon that almost always has a less 1% chance to spawn but in the log it doesn't have percentages and since most of the time the percentages are closer to 0 than 1 so the logs said probability 0 for the enemy. Is the log just rounding the number but still has a chance to spawn, or will it not spawn at all?

austere urchin
noble skiff
drifting bronze
inner light
austere urchin
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Thank yall

fleet bluff
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hiiii

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i have a problem

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i want to add monsters from ooblterra to all moons

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but when i do this

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all monsters are only oobliterra monsters

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how to do this ?

drifting bronze
# fleet bluff

Are you changing the global settings? if you go to Oobleterra on the side you should be able to just modify the entities from there

fleet bluff
drifting bronze
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like if i go to mine it shows this

fleet bluff
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if i set oobletarra monsters on global and make all moons have global parent i have only oobletrra monsters

fleet bluff
drifting bronze
fleet bluff
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i tried to add monters from oobliterra to the other pools of monsters and it doesn't seem to be done like that

drifting bronze
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Just check the config via your mod manager or through the files themselves

fleet bluff
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yea but oobleterra have only this

drifting bronze
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here let me install and try it out

fleet bluff
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okok

drifting bronze
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Can you send your profile code over?

fleet bluff
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i've don't set oobleterra monsters on LQ in this code

drifting bronze
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These are ooblterra monsters right?

fleet bluff
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yes

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wanderer

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enforcer

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gallenarma

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oobl ghost

drifting bronze
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kk and you want both ooblterra and regular monsters right?

fleet bluff
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yes

drifting bronze
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alright i set a test config im just loading in game right now

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Pretty much I just set 2 enemies from vanilla and 2 enemies from ooblterra into experimentation and im testing to see if they spawn and will load in

fleet bluff
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i think they will

drifting bronze
fleet bluff
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i think if i set each moon their own spawn rate everything is okay but if i want to add to all moons in one shot with genral config it doenst work

fleet bluff
drifting bronze
fleet bluff
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oh i see

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with no weight right ?

drifting bronze
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Like put the ooblterra entities in global, with whatever rarity you want (like 25% or 50% etc) and then go to each moon and just put the entities you want, though at that point you may aswell just manually add/remove the entities you want from specific moons

fleet bluff
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okok

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thanks for all

drifting bronze
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Yea ofc, just @ me if you have any questions about anything

fleet bluff
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okay no problem

wild dagger
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if you edit the global list

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then only what's in the global list will spawn

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you need to edit each moon list

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for exemple
if you edit baboon hawk in the global list, to change some of his stats
only baboon hawk will spawn as outside entities on other maps
unless you also tick the outside entities on other maps

noble skiff
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Can someone explain if LQ spawn config stacks with a mod's personal spawn config?

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I heard it did and when really thinking about it, messes up a lot what I have atm

drifting bronze
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@noble skiff from what I understand LQ configurations will override any other config that has to do with interiors or entities or scrap spawns

noble skiff
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I don't know how true it is, camehere to confirm if it was or wasn't

drifting bronze
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They may stack that would make more sense to me then not. You could check by setting spawn weight to 0 and then putting the LQ percentage high, if I’m thinking correctly if they work together or overlap then it just shouldn’t spawn if it’s weight is 0 but I honestly don’t know

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From what I’ve done I’ve just kept spawn weights to default and I just use LQ, it’s just easier to think about it that way

atomic geyser
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im pretty sure mod configs basically just set the default values, so if you open up the lists in LQ the entities will already be there with the values from the mod's config (granted im sure it varies per mod)

leaden hedge
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LQ overrides spawn rates in a level completely

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So if a locker has a default spawn weight of 50 in the configs

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and you set it to be 25 in a level using LQ

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it will be 25 in that level

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hell actually if you remove the Locker from the map it'll just stop appearing entirely in that map

upper spade
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bc they do similar things

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for dungen stuff

leaden hedge
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I'd imagine it probably creates a seprate preset for your modded version of March

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I haven't used LQ in a while though so I wouldn't know

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I opted to change moon balancing by just straight up changing SelectableLevel data via plugin lol

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(which is proven to be a controversial choice to make apparently fsr)

upper spade
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we miss you bananapuncher

austere urchin
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πŸ˜”

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My fav mod

atomic geyser
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i think he still responds to pings

shell beacon
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PLEASE tell me this mod syncs configs

noble skiff
shell beacon
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thats what im worried about

noble skiff
shell beacon
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even on multiplayer??

noble skiff
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let's say you open a box to change things in LQ, LQ will use that change over whatever LLL has

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but if you don't mess with anything LLL takes priority

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so basically

noble skiff
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Whatever you change in LQ will then use that option over the rest

shell beacon
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i just wanna know if the configs will sync or not

noble skiff
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I mean if your friends have the same configs it won't desyn

sand steeple
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I've had no issues with this mod

upper spade
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just dont change map size multiplier

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or you'll get desyncs

shell beacon
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i did that lol

upper spade
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only change the dungeon size multipliers

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individually

shell beacon
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as in

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?

upper spade
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like this

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only change factory size multiplier

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dont change map size multiplier

shell beacon
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so

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do i just use central config for it then?

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oh wait NOW i get what you are talking about

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im STUPID

upper spade
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you do not have to change map size multiplier

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you can get the exact same results by just modifying factory size

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it just requires more tweaking

shell beacon
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while the rest could go in just fine

upper spade
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weird

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havent had any issues personally

shell beacon
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ig ill use central config

shell beacon
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@upper spadebut if i change the map size multiplier in central config, will it also cause desyncs?

upper spade
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i don't know

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sorry

upper sable
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niloticus no

tranquil patrol
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you can change the curve in desmos live, which makes it so much easier to visualise what your curve is doing

slim iris
upper spade
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Me when desmos is actually fucking useful for something in my life

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(i kid)

tranquil patrol
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desmos helped me through a lot of maths homework, great for visualising numbers

haughty owl
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Hey, I can't quite seem to get LQ to activate in my game, its not changing anything so far, any ideas what could be disabling it

tranquil patrol
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oh and explain what changes youre expecting to see but arent appearing

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potentially a log file might help if you know how to send those

coarse lark
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Is this mod gonna be difficult for me to configure if I don't know how the math behind half the mechanics

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I don't wanna burn hours and accidentally break a moon since all I've used is LLL atm

tranquil patrol
coarse lark
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How many of the games mechanics are tied to curves

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I've briefly read the past couple of messages and I get that spawning is dependent on time passed and trap spawning is based on a random number chosen and they're both tied to curves