#Lethal Quantities
1 messages Β· Page 7 of 1
oh so you changed it in the global section?
I've never used the global thing before, so I'm not sure what's wrong here
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
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
ok ty anyway <3
Pretty sure interiors are bugged with LQ. Set interior values using LLL config
Using LQ for settings, if you set the interiors with LLL causes desyncs, It fixes it setting the dungeons both in LLL and LQ
@lost finch ^
I.. didn't understand, so i should use one or the other?
Both
At least that way it worked for me
Ok so what if i set dungeon size and interior wright with LLL and monsters in LQ
Weights*
Desync :']
Desync between client and host
Hmmm so weight on lll and size on LQ?
Weight on both LLL and LQ, size on LQ only
I've tested a lot and there are my results to be able to play multiplayer
Ok gocha, so i need to have the EXACT SAME weights for it not to desync?
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?
The desync happened on Mansion dungeon. When entering the host will have a different layout than the client
Hmmm and what if i have interiors present in LQ but not in LLL what do i do in that case?
For example i had issues with BMX lobby compatibility so i removed the mod knowing this it disabled the scp facility, in LLL config scp isn't present however it is in LQ, in that case do i just set the chances to 0 in LQ for the scp dungeon?
When I released my modpack, I was using LLL weight system and LQ scrap, enemies, dungeon size, etc.
I've received reports of desync on the mansion dungeon
And it was fixed when I've set up the dungeon weight on LQ
So Idk what would happen if I use LQ only
So only the mansion causes problems, and apparently lq interior weights are bugged, im hoping this applies to 25 interiors
What happens if you remove mansion from rotation?
I've not received issues on my other 10 dungeons
Idk
Interesting, ill see what I'll do, but I think ill go with syncing configs between lq and lll, ty for the info
I have a question
If I set up with LQ the spawnrate of an emeny and scrap of a certain mod
and I uninstall the mod
that config gets deleted?
It auto deletes, tested and checked it
Never had those issues using LQ
That's weird
This
Dungeon size is not configurable with LQ, that is Factory Size Multiplier which is the setting normally declared by the moon
LLL weights work for me without setting them in LQ
I just put all interiors into the global preset without setting their rarities
do they sync between host and client?
It works, but it doesn't sync between host and clients on some dungeons, Mansion included
been using the same method while playing with my friends and it didn't desync
in my modpack it desynced, which is why I did it that way
π€ then I wonder what causes it
interesting to see how inconsistent this bug is for people
for me, i set all interior stuff (weight, multiplier) only in LQ and it works fine w/ no desynsc
I can assume it's caused by another mod from my big modpack causing the desync, at least I was able to fix it
@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
their nests will spawn on the map just fine, but then they won't ever spawn and "consume" those nests
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?)
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
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
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
you can land on eclipsed embrion and spend the whole day there as an easy indicator
setting UnlimitedOldBirds to true in the ButteryFixes config (which disables requireNestObjectsToSpawn) causes old birds to spawn again
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
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
ButteryFixes is just the catalyst because it is enabling (currently, unused) vanilla behavior
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
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
but i could see this becoming an issue in the future if vanilla enemies ever utilize that flag
actually i just checked, and since LungProp.DisconnectFromMachinery uses the exact same snippet of code, this is probably already creating issues even with only LethalQuantities installed
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
that would apply regardless of the requireNestObjectsToSpawn variable
By customizing, does that include adjusting spawn weights or is it just if one adjust any of these specific parameters?
(These are the defaults for Embrion)
I'm not sure, but I tested it three ways on my end:
- 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
- using the exact same LQ preset as above, I enabled UnlimitedOldBirds
- old birds spawned just fine this way
- 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
I didn't check what happens if you only alter rarity or only alter enemy stats
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
but I haven't tested to validate that
Gotcha, appreciate the heads up
also, just to be clear, in all 3 of the above trials the "deactivated old birds" appeared just fine
"spawning" in this case means "waking up"
interesting, i havent looked at how the nest mechanic actually worked, i just know that there is an option for some enemies(all of them) that allow setting a max nest count or something
nests work differently for different enemies
for baboon hawks, the nests are those wooden pikes with the skewered employee helmet
and it marks where the baboons congregate and take their loot
it was added in v50
since zeekerss also added old birds in v50 he reused the nest system but made some modifications
the "nests" are what give the illusion of old birds spawning "deactivated" at the start of the day and "waking up" later
the old bird nests are the deactivated old bird model that you can stand on
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
also, when you pull the apparatus, the game searches for every old bird nest on the map, and spawns 1 old bird for each
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
right now it seems like LethalQuantities is breaking anything that uses FindObjectsOfType<EnemyAINestSpawnObject> though
i see yeah that would explain a lot
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
modded scrap doesn't seem to be in lethal quantities
Hey so
this is gonna be
complicated as shit possibly
but
I switched all the indoor and outdoor enemy spawns
all but Kidnapper
how would I be able to have Kidnapper genuinely spawn inside
without death
and also
what percentages inside moons would be good?
since Kidnapper doesn't have actual spawn chance percentages
Oh wait I mean rarity
like what rarity numbers would be good for each moon
it still spawns though if you don't touch the scrap spawns
the reason for mostly knowing this is distant Maxwell music
Might just set Kidnapper to 100 Rarity
cuz of it's weird spawn mechanic and vain shrouds
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 ?
I tried to do so and it's at the price I wanted to
I'll try before asking now x)
Change the price on Global.
setting black mesa to 1800 
Maybe thats what I also should do for Kidnapper fox
set its spawn to rarity 100 in global
π€
right?
the fox uses a different spawning system tho?
Ugh
I hate that it does
wtf man
Im trying to switch all the spawns
so Inside monsters spawns outside and outside monsters spawns inside
Kidnapper fox is tricky
cuz of this sole reason
is there any way to get it to spawn indoors while keeping it's weird ass spawn mechanic with the Vain Shrouds?
you can just use the nofox mod to avoid bugs
I mean
The loot pool is bigger than Artifice soooo
does anyone know if LQ interferes with the v60 mineshaft spawning its 6 extra scraps
on what moons do maneaters spawn on? i need to set their spawn values for LQ and idk the base spawns
wait nvm found it on wiki
shouldve done that first...
you can always make a fresh profile with just lq to check, since itll have all the weights
also has anyone had any issues with entities infinitely spawning from vents (every interior, every entity) in v60
Like while using LQ?
I haven't touched V61 yet
Vanilla or modded
haven't touched it
yeah
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
okay so it seems like literally touching entity weights at all in v60 just breaks it, and all entities will start to infinitely spawn
@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)
it's also rly funny to watch
i tested it a bunch and can give more details if needed
oh i should clarify, this only happens with interior entities
i'm guessing it's something to do with the interior favoritism thing in v60
I'm checking this cuz I'm using LQ and it's weight system a lot, and I've not had this issue yet
were you able to confirm that entities actually were spawning inside?
actually it would be absurd if i'm just dumb and this is a conflict with imperium
π
would still suck but not nearly as bad
not yet cuz I've been changing some values for the v60
it sounds like you'll probably have the issue then
going to do a test rn
please let me know how it goes
and with the scan in the same moon
same match btw
let me check on a more lq changing moon
only 1 nutcracker and I know that I forced a nutcracker
i tested this on a fresh modpack, with only imperium and lq, on experimentation by only adjusting the weight of 1 entity
so i guess it has to be imperium OOPS
Wait a damn minute
how did you do that?
i just tested it and it's a conflict with imperium π IM SO SORRY IF THAT CAUSED ANY STRESS
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
Tf is LGU?
LategameUpgrades
Oh that
BetterScanner lvl 2 to be specific
I dunno if anything in my modpack would have incompatibility with it
my modpack "sort of" is LGU-centric.
I'd need to check every mod to know if there's an incompatibility
can you send me the modpack link?
I will momentarily
watching a show about world war 2 with fam
it would be my main modpack
my "Ultra Modded Modpack"
darkbrewerly?
Band of Brothers
hm?
oh, sorry, that was the name of a modpack
Ah
oh and also
Moroxide
while you review what mods are incompatible with LGU could you also see what mods are incompatible with V61?
hmm, sure?
when I send you the pack that is
It's not published on ts?
thank you
send me a modlist
I'll just send you the code when I can
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?
It'll use the default values
I've been having this issue too with LQ
I'm not sure if it's related directly to v60 or if another mod is breaking it
Oh it seems to be on Imperium's end possibly
yeah it's a conflict btwn imperium and lq
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 π¬
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):
I have a modpack using your mod heavily.
I have not encountered any issues with enemy spawning or scrap.
ooh ok nice
Ye the enemy spawning that was mentioned earlier was apparently due to some incompatibility with this mod and Imperium
Hey uhm, baby man?
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.
Okay, I tested on another browser and it worked fine.
LQ is broken this update? that's a shame, i really wanted to try it
Uh you mean this post?
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
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
I use it mainly for interiors
By mainly for interiors, does it include adding in interiors to a moon like this?
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
ya
oh okay thank god
i kinda skimmed and saw it
and saw the post that said v60 broke LQ completely
is this true?
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
From my testing LQ seems to be OK for v62 and reads in the new stuff from the update
i also heard this mod was becoming deprecated but it seems it's being healthily maintained
Unsure of that bit
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
what do you mean?
stuff from v62 wont appear on non updated modded moons automatically
like the baby and the new scrap?
that's okay i completely remake moons myself because im a maniac
i do the same thing because most people seem to have no concept of balancing lol
also i'll update the original message so people don't misinterpret it x_x
lq works perfectly fine without imperium
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 ?
I believe if you havenβt 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
do they have a purpose (like the eclipse wisp) or its just because
might want a config for them
mama is too strong to stay
...or maybe i can nerf her hp with LQ π€
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
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
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
do you have weathertweaks beta?
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
If you have it, it will detect the tweak multiplier instead of this one
I do not, the only one I have is WeatherRegistry
Is this one who has the weather multiplier?
yes
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
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
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
then I don't understand what could be causing this if it is indeed a mod conflict
I'm not sure about that.
but I've not touched the scrap value multiplayer
so sincerely idk :,]
huh... looks like it is weatherregistry
disabling it puts the multiplier back to what LQ says it should be
interesting
told u :,]
I thought it was different form weather tweaks beta
it was my bad.
I thought the mod that modified the multiplier was the weather tweaks beta, but no, it's the weather registry
both are from the same person, so, that's why :,]
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
They will, but they are just eyecandy for now
oki
if i have level flow weights set in lethal level loader does this mod overwrite it?
or does LLL overwrite what i put in here
It is preferable that you modify and synchronize both to avoid desync in multiplayer
alright good, thank you
if factory size mutiplier is unchecked does it use default?
what does the mineshaft interior look like in LethalQuantities?
are you previewing the curve before inputting the values
Performs and visualizes a cubic spline interpolation for a given set of points.
level3flow
of course, that is the exact tool I've been using for months to preview curves made with LQ in fact, lol
yup
huh, do trap curves n stuff work fine for you
i haven't had interior desyncs with lethal quantities before, without it being configured in lethal level loader
same, it seems inconsistent
can you change item specs like weight in LQ in the web ui?
Pretty sure you can edit item weights in LQ yeah, you can even edit their values and whether or not the item is conductive
does LQ's config overwrite LLL's config when it comes to interior spawn chances? i would do it with LLL but i cant find the setting for the interior spawn chance in there
pretty sure it does
ok nice. where is the setting in LLL anyway
if you take the tick out of the box in LQ web ui, it doesnt change anything about the unticked stuff right?
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
.
pretty sure they do yeah, never noticed any problems or weird math with them, though I've never really had a way to exactly count the amount of traps inside, I just eyeballed it and no trap amounts ever felt off from what I set
okay there's a language problem from my side. by "checked off" you mean "ticked" or "not ticked"? I think you mean checkbox ticked. I always share the exact same profile with my friends so that they have the same mod constellation with the exact same configs. LQ's settings would be part of that
Its better if you change interiors with LLL instead of LQ
yeah checkbox ticked
why? I've never had problems once when LQ was in charge
LLL is just more reliable in my opinion, sometimes i dont get the interior i want (etc only putting mineshaft on offense and i get facility)
Your choice though.
it's always been perfectly reliable for me
so how do i do that in the LLL config?
the one above
manual level names list
And what exactly do you insert here? whats the phrasing here
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:
it should as long as dungeon flows is unchecked on all moons
bc moons only inherit qualities if they dont have those qualities set i think
Example
Experimentation:300,Assurance:300
(300 is the default value for most moons on interiors, etc mansion is 300 for rend and dine)
You can make your own values though
According to the tooltip you need to add each dungeonflow to the list without setting a rarity to inherit parent rarities. This is what I've been doing for setting moon prices. Check the setting, then add all to the list but don't modify them
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?
how?
how is mob spawning broken?
I was asking how did it broke to you, cuz I use it and it works perfectly
that's why I was asking if anyone else was having the issue
π€
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
Me got question, is the new vanilla interior included in the mod settings yet?
yea it's called Level3Flow or something like that
Oki, thanks (Β΄γ»Ογ»ο½)
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||
because lethal quantities is dynamic, it's been in quantities since the update
i dont think lq is ever getting another update
i hope it doesnt need another update again
i love how this mod self sustains after seven months
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
dev was active not super long ago
im not sure if this is unintended, ive had unused moons in my lq config that i use as parents for other moons for a while
and havent had issues
theyre no longer rly a moon just a preset with the name of a moon attached
the bug might be a conflict w/ something else
It would be really cool if there was a way to set up spawn tables for specific interiors for a moon.
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.
Central supports that, take a gander through the configs
Doesn't Central only do it via multipliers though?
For Creatures at the least I know it supports both adding to the pool and replacing entries
I'll take a look.
Ah right that's what it is.
Yeah the thing about CentralConfig is that it only allows adding or replacing enemies/scrap depending on just the interior.
I'm looking to change depending on the interior and what the current moon is.
centralconfig is a bit dubious, i think it has quite a few incompatibilities
^ I second this
I'm hesitant to use CentralConfig just due to past experiences of it just breaking.
i wanted to use it alongside LQ but i suspected this to be true
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.
^ does this imply 15 enemies (if they had power level1) would spawn by the end of the game?
do you know how spawn cycles work
not asking to be condescending it's just relevant to the answer of your question
yeah
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
(choosing it based on the time, which ranges from 0 - 1 for starting time - midnight)
and it chooses a random amt btwn the min value and max value
and that's how many enemies it spawns during a spawn cycle (i think)
so if set to 0 and the spawn deviation were 3, it'd spawn -3 - 3 entities in the first spawn cycle
Thanks for the response!
ofc
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?
iirc you have to add the enemy to the lists and then don't check the 'weight' box
and itll adopt the weight from global
so I had to add the enemy to every single moon but don't check it?
i recall someone here saying that it worked
Am I adding the enemy to the global list but not keeping it checked or parent? Cause I can't go and add this enemy to every moon individually.
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
There HAS to be a better mod for enemy spawning
I was told LQ was the best option for it
it's the most versatile
alot of the time entities will have a spawn weight in their own config that applies to all moons
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?
If it's LCOffice, that's an LCOffice issue
Happened in Manor yesterday
ive never had it in manor personally, is this on a moon you have the spawn curves custonized?
Nope, just had it to where ghost girl and only drama masks spawned. There was weird placements of mines and turrents everywhere
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?
Id conflicts, nothing to worry about
how do I change the moon price? the price at the right bottom does not change the price
You have to change the price of that moon in each other moons
what is that mean?
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
ahh I see
thanks for the explanation
so, how do I change the moon price in general?
You go to the global config and put in what you want
this one right? add all the moon, check the price box and fill in the price?
Yes!!
ahh okay, thank you so much guys. My English is not good and kinda confuse with what the "price" explanation said
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
why?
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
owh okay, thanks for the info
Change it in global
Nvm someone else responded
do these values overwrite the modded enemies mod configs' values?
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
yea it was βadd allβ. I just had to press it twice
oh
another question:
will entities just not get spawned when they are not in the list?
yup
okay... because im wondering where the redwood giant from the giantspecimen is.. its not shown in the dropdown
look for PinkGiantObj
not in there
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
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?
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?
Do me have to set other unwanted mobs in the setting to 0% to make sure they not spawn? (Β΄γ»Ογ»ο½)
im pretty sure under these conditions it will only spawn on moons with the entity list entirely unchecked (unless it's specifically in it), and will adopt its default weight under that circumstance
they wont spawn if theyre not on a moon's enemy list as long as the list is checked
... So like in the Interior Enemies, if not in the list, it will not spawn, correct?
as long as the list is checked yes
somehow it got fixed
Somehow, Umbrion turned into Kettle Land as it spawn only Kettle for some reason... (Β΄ o Ο oο½)
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.
I believe I heard @pure depot say he had a good implementation of an animation curve
idk if theres an easy option to do this, the only way I can think of is creating a canvas with points that the user can move and then you interpolate the points, so basically you would be recreating the editor's animation curve window with JS
I can assist with the interpolation if you need help with that
I think that would be a much better implementation.
Has anyone had luck using this alongside code rebirth? The weather registry overrides scrap values for moons is set in LQ
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
Like the price value of the scrap and also the amount of scrap
I try to deactivate some outside enemies on modded moons, do i just need to hit that "X" to do that?
yes
looks like it was fixed in the latest version
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
it does, mineshaft is labeled "Level3Flow" and in my experience it works completely fine
(modded interiors work as well)
If I update the config file do I need everyone I play with to download the updated version?
ive gotten desyncs by not updating it
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.
you press the x button
I will try this since unchecking doesn't work thanks
Is there a way to put a scrap into multiple moon's scrap pools at once, without going into each individual moon?
You can edit the global preset.
Will the percentage chance of it showing up be adjusted according to each moon automatically then? Like, if I put 20 points into it?
The global preset is kinda like a separate table iirc.
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
Ohhhh ok. ok That makes a lot of sense. Thank you!
I'm not completely sure though either, I don't edit the global preset usually.
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
how would i make an enemy spawn between 7pm and 9pm only?
nevermind i figured it out
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
thanks!
is it true that this breaks things now?
No?
I've not had any issues atm using this
i heard that there were issues with modded enemies spawning
not on my side.
can you tell me how or where's the report?
twas reported in the harvest moons thread
can anybody tell me what this "ruinedenemytype" means? its likely from the mod lethalplaytime but sometimes there are also duplicates (for example dogday)
Seems to just be a variant of the dogday enemy from lethal playtime
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?
if it's not included then i believe it doesn't spawn yes. if you want lethal quantities to not change their weights just uncheck the spawn weight box
No i dont mean the checkbox dependency. I mean the existence in the list
if it's not in the list it doesn't spawn
Okay damn
though a while ago i noticed that some entities from the mod "biodiversity" for example the "ogopogo" could spawn even though they were not configured/present in the LQ list
ogopogo is a daytime enemy, you might've been editing outside spawns
oh yeah thats a different pool
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.
I believe its this:
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
You a real homie π
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
Its changes how the enemy spawns as day goes on
Yes. But how is one different from the other?
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
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?
No enemies will spawn until it gets higher then 0
its made so enemies wont spawn at start of the day
every time enemies spawn, it spawns the amount that the spawn curve is at. if the spawn curve is at two, two enemies will spawn. the enemy spawn range adds/subtracts between 0 and its number from the spawn curve when enemies spawn randomly
thank you both you have been very informative
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 ^
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
My friends and I all suck at driving it so it makes no difference to us lol
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
Yeah fair, I just think jetpack for loot transfer is more fun and engaging.
Since you still have to transfer 2-handers on foot
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
You can edit the spawn chance curve of enemies individually.
I know but I was asking if I can tweak one specific enemy without it disabling all other enemy spawns
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
I believe you can still, though you would need to adjust it according to the global spawn chance curve.
Ye I'll look into it and see if it allows it if not it's fine
Does the spawn chance for the shy guy have to be 0 at the start?
I know the dev is kinda MIA atm
I could probably copy the spawn curves the mod uses natively, it's just it's patcher for spawning him that doesn't work right
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
Oh it should work in that case if all you have to do is port the spawn curve.
Ya Iβm the designated jetpack user. Iβm the only one whoβs jetpack certified lol. Sadly no one has their drivers permit
jetpack is the easiest thing to use in the world
I guess my friends just suck lol
post v50 yea
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?
even before that!
They just need to do it in bursts and not hold any movement keys while using it
Don't tell them that! (more jetpack for me)
How can i set the same scrap value for each Moon?
Global preset
I set the global preset and then?
Scrap section..
Oh ok i get It but do i Need to remove spawnrate on scrap mods cause It doesen't work
Dont check the rarity for the scrap in global
To not override
Weights and values will still sync if you check them
If i check the rarity and add a rarity Is It still going to work?
Has anyone noticed moon prices not changing? I set certain ones to zero in the config
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
surely lethal quantities isn't starting to break....
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
For me that only works for vanilla moons
For modded tho it defaults
that's odd
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
why are interior weights just not applying on specific moons? do i have to do it on the global tab
:(
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.
that command does not show LQ values
thats only based on LLL
they are incorrect
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
I have not seen that witb size mults
Unless you mean the moons ones?
Cause ive just been using the ones for specific interiors
i see both are ticked on your screen
BananaPuncher confirmed both size multipliers were unsafe on the github page
I will just say that from 8 months of use
I havent seen anything
So at least the individual interior sizes are prob safe
Cant say for the moons interior size modifier tho
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
Yall got synced cfg right
Its weird that i havent seen that in all that time, LQ killed desync for me
May wanna make sure you have LLL content config off
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
i don't have any config set in LLL which i only use for OldDine
Just checking cause this is real weird
If I didnt have the size cfg id ditch like 8 interiors lol
Keep in mind I have like 40
So i could take the loss if it starts happening
So changing map size wasnt causing desyncs for you?
with other people?
im thinking thats why i was getting the desync in the first place
Nope, never seen it, tho keep in mind im not changung the moons interior size settings
Ive only been lowering specific interiors
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
like this?
maybe this way it doesnt desync
but the map size multiplier does
yeah thats what I did
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
after changing it to what explodingturtles was saying i was no longer getting any desyncs
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)
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?
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
kinda yeah, like the above message says it uses curves, whcih look like this
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
Oh I see, with a custom curve though it would be a little trickier to copy the way turrets are spawning 0 till about 0.9 right? Since I can't specify how each point transitions to each other
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 
precisely this yeah, vanilla does comparable
Gotcha
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
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
i wouldn't know how to make a curve in code lol
I do.
Like an exponential curve/one that is usually low but rises a lot towards the end?
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
};```
Like the 2nd image here
I've been asking for those types of curves before cuz it's obviously better than linear
0 and 0.9 all spawn 0, then between 0.9 and 1 spawns between 1-7 or so
Bleh, I guess I kinda expected that, any idea how that looks visually?
Sort of, I made the curve initially in unity then ported the values of it in code.
That looks pretty complicated for this specific use case but maybe I'm under complicating it
Idk if that's even a word
Realistically, you only need time and value.
True, though it turns into spaghetti spam with only those two
All the code really needs to know is what value to give based on where it lies between a bunch of points
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
it is
I've been told with LL it's not working to override the values
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
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
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
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
Performs and visualizes a cubic spline interpolation for a given set of points.
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
i did this it was fun
not many good modded hazards tho, only a couple made the cut
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
i haven't even seen that many tbh, i mostly only really use missileturrets and seamines
i liked teleporter traps b4 lethalthings was borked
might need to add missile turrets that sounds fun
I agree
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
ohh thanks
Does this mod overwrite current configs? Like Iβm 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?
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
Does Lasso man work with LQ? I tried spawning it through that and he didn't spawn
havent tried but probably not well, he doesnt do anything even if he does spawn
Okie thanks for the answer, I was hoping thatβs the case cause Iβd honestly rather just modify via lethal quantities then go thru a bunch of different config files
ya pretty much everything can just be done thru LQ
Also do you happen to know like if you donβt 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 donβt config thru LQ it just does like a default
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
Like your talking like scrap items?
It's not even spawning agg
feel like I'm doing it wrong
i dont know the reasoning for it but ive noticed only entities/scrap add themselves to the lists
ya (ganimedes is a moon tho)
Oh ok yes Iβve noticed that too! Interiors wonβt self inject themselves but entities and scrap items will
im pretty sure as long as everything is unchecked it just goes to the default values for everything
Could anyone try to spawn lasso for me?
Fantastic, thanks so much for the help π
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
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?
unchecked simply means vanilla value will be used
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
Ohhh ok I see, so this way if I just keep only the dungeon flows I want on the list then only those dungeons will be used?
yes, because the moons by default come with it's values
so if you don't overwrite them
they will be used
Okie, thanks so much for the help π Iβm trying to make it so certain moons have certain interior themes
then just choose between setting the others to rarity 0 or removing them from the list
the result is the same
np
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?
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)
i don't know i never used that mod, best way would be to try and see i guess
Sounds good, even if the map multiplier is like 2.0 I canβt just lower it to 1?? Is it just like a bug currently
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
perfect
ye, whatever value you set, you risk getting desyncs
just untick it and if you want smaller dungeon, do the adjustement on the factory size multiplier (and keep in mind that this line default value is 1.5)
Sounds good, though for modded moons that have a higher map multiplier by default then thereβs not too much you can do about it without risking desync?
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 π
Yea that was clear π I just got to work so I may need to read over it a couple of times ππ
Ok I finished reading all this thru lol so essentially you can modify map size but donβt touch factory size if you donβt want desync issues, and I can use the equation to properly get a smaller size if I want
Ohhh yes yes your right kk tysm for helping me out man
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?
nah, when you load lethal quantity for the first time
it will load in the list, the interior that can shows up on each moons
whats in the list by default, is what is on the moon by default
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?
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?
i added a new trap and want to set a certain set of values instead of applying 1 by 1
oh wait scrolled up a bit and i see stuff about a global preset
think i got it
keep in mind, the entries from a section in the global preset are only inherited if the entire section theyre from is unchecked on the moon
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
i wanted to add the entry to all moons then adjust it for just a few slightly higher/lower
but looks like ill probably have to just go through manually
unless i do global then individual change for those few moons
π€
it does but only if the things are unchecked
the unchecked qualities are inherited from global, then the default values if global doesnt have the values present
yeah i just mean i was hoping itd physically add an entry into each moon that i could then configure later
oh, it doesn't change the config for the moons in the webui though
for the webui yeah
yeah i just do everything manually, i only use global for like, facility multipliers and spawn caps
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
oh well
worth a shot
So how woudl I add an enemy to every moon while keeping hte parent's moon spawn list?
manually
thats the only way
oh ok. Do you know how I can spawn lasso man? ;-;
if the mod has its own config, it (usually) will be in the lists by default
i dont think you can
Is there any reason why LQ doesnβt 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
Some have funky workaround ways of spawning, like Diversity
The ones that appear to my knowledge are implemented similar to a vanilla enemy
Gotcha, it can be a lil frustrating for some like Shy Guy from Scopophobia where I wish it would just give me spawn percentage rather than a weight
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
And just apply a number that roughly equals the percentage you'd like
Ahhh I didnβt even think about doing that damn, yea I noticed even there configs will have like βmoons to appear onβ type stuff it just hurts my brain configuring through LQ and then also having to do separate configs for certain enemies hahaha
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
But it'd be the best you'd get
Okay gotcha, Iβm sure if I keep crunching numbers and messing around with it long enough I can get it to work lol

little random comment Iβve 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 itβs funny where my girlfriend will be like βletβs play lethal company tonightβ and then I proceed to tweak settings and ask questions in this discord for hours on end π
The things we do for perfection
How do I edit travel between moon prices in the config or web UI?
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
add prices for moons under a specific moons and those will be the prices for those moons while routed to the selected moon
Thanks, is that only possible in the web UI?
Iβm pretty sure you can do it in lethallevelloader as well
You can edit the price of the moon in LLL but not change the price of a moon depending on what moon youβre orbiting.
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
is there a way to avoid this? it's definitely caused by lq and that particular moon not playing nicely with each other
I had this happen with Aquatis, yet my derelict works perfectly fine
worst still, i only edit interior spawns through LLL, but do everything else in LQ
however i may have edited the interiors on Aquatis on LQ once, disabled it, but then still had it apply, then causing desync
is that what causes the issue?
afaik messing with interiors or interior sizes in LQ causes desyncs yes
Interior sizes 100%
Unsure about the interior itself
Are you altering interior sizes on other moons?
bc i've definitely modified map scale properties for certain moons and they work perfectly fine
without it breaking?
yea
this is the json file for the pack that i have
i have modified quite a few of the interior map scales for balancing purposes
idk why ppl think its a good idea to make mid-rend tier moons that are twice as big as titan
it's weird that everyone says this since i can tweak interior sizes with no issue
so it must be some sort of conflict
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
i asked vox about it and was told to see what ppl said in this thread
so idk
are any values changed in LLL
Does anyone know why Lassoman doesn't work in LQ?
shouldnt be
this is an example
i have "enable content config" set to false for every subtab
for both every interior and moon?
yeah
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
Wait a min
There is 2 things
Interior scales, and the Moon map size multiplier
i specifically mean the Moon map size multiplier is what causes desync
when edited (for me and many others)
the actual individual interior size i edit in LLL perfectly fine
the moon map size multiplier functions fine for me so you could probably pinpoint what mod is causing it
thru trial and error
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
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
yes
i didnt modify either of those properties with lll
i did modify them both through lq however
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?
Yea thatβs essentially it, you just check the box and modify it to what you want, itβll be per moon so you could have more brackens spawn on a certain moon if you want too
That'll help me a lot with StarlancerZero. Thanks
Yea no worries π
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?
What mod is this interior from?
I'm curious as well
Im so dumb i put lethal quantities i just woke up lmao XD @noble skiff Its called company mines π it has like a hybrid between facilility and the mines
grand armory is from Wesley's interiors
Thank yall
hiiii
i have a problem
i want to add monsters from ooblterra to all moons
but when i do this
all monsters are only oobliterra monsters
how to do this ?
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
i just want all planets to have oobleterra monsters on it (and of course vanilla monster)
Oh ok, And your saying only oobleterra monsters are showing up on the entity list?
like if i go to mine it shows this
if i set oobletarra monsters on global and make all moons have global parent i have only oobletrra monsters
yes
I see the issue, I think its because of how the entities are integrated with the mod, Like diversity does the same thing except the monster for Diversity dont even show up. I think your options are either manually add ooblterra entities via the individual moons rather than global or just modify the spawn weights in the config of ooblterra (assuming it has something like that)
i tried to add monters from oobliterra to the other pools of monsters and it doesn't seem to be done like that
i see
It may have something like this
Just check the config via your mod manager or through the files themselves
yea but oobleterra have only this
here let me install and try it out
Can you send your profile code over?
01934fa4-7cb6-564f-a1a3-16cf468fef8b
i've don't set oobleterra monsters on LQ in this code
These are ooblterra monsters right?
kk and you want both ooblterra and regular monsters right?
yes
alright i set a test config im just loading in game right now
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
i think they will
How do you route to vanilla moons on urs? i cant seem to find the keyword
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
desactivate selenes choices
Yea that sounds about right, Or it may be you add the ooblterra moons in global and then manuall add other mobs to each moon
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
Yea ofc, just @ me if you have any questions about anything
okay no problem
if you edit the global list
then only what's in the global list will spawn
you need to edit each moon list
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
Can someone explain if LQ spawn config stacks with a mod's personal spawn config?
I heard it did and when really thinking about it, messes up a lot what I have atm
@noble skiff from what I understand LQ configurations will override any other config that has to do with interiors or entities or scrap spawns
I was told the same but so,eone mentioned LQ values stack with modloader configs. Example, locker weight 50 in locker config, then I set it 50 in LQ, it is now 100 due to LQ not accoutning for the modloader configs.
I don't know how true it is, camehere to confirm if it was or wasn't
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 Iβm thinking correctly if they work together or overlap then it just shouldnβt spawn if itβs weight is 0 but I honestly donβt know
From what Iβve done Iβve just kept spawn weights to default and I just use LQ, itβs just easier to think about it that way
this im pretty sure isnt true
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)
That's not how it works
LQ overrides spawn rates in a level completely
So if a locker has a default spawn weight of 50 in the configs
and you set it to be 25 in a level using LQ
it will be 25 in that level
hell actually if you remove the Locker from the map it'll just stop appearing entirely in that map
still have no idea how nice it plays with my rebalanced moons mod lol
bc they do similar things
for dungen stuff
I'd imagine it probably creates a seprate preset for your modded version of March
I haven't used LQ in a while though so I wouldn't know
I opted to change moon balancing by just straight up changing SelectableLevel data via plugin lol
(which is proven to be a controversial choice to make apparently fsr)
we miss you bananapuncher
i think he still responds to pings
PLEASE tell me this mod syncs configs
It prolly works. This mod has yet to break anything for me
no desync?
thats what im worried about
No desync
even on multiplayer??
let's say you open a box to change things in LQ, LQ will use that change over whatever LLL has
but if you don't mess with anything LLL takes priority
so basically
i know how it works
Whatever you change in LQ will then use that option over the rest
i just wanna know if the configs will sync or not
I mean if your friends have the same configs it won't desyn
I've had no issues with this mod
unfortunately i had to change that
so
do i just use central config for it then?
oh wait NOW i get what you are talking about
im STUPID
you do not have to change map size multiplier
you can get the exact same results by just modifying factory size
it just requires more tweaking
turns out one of my friends couldn't get into the interior, it was empty
while the rest could go in just fine
ig ill use central config
@upper spadebut if i change the map size multiplier in central config, will it also cause desyncs?
niloticus no
i just made a huge discovery
you can change the curve in desmos live, which makes it so much easier to visualise what your curve is doing
the mathers be mathin
desmos helped me through a lot of maths homework, great for visualising numbers
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
would need to see what you've changed, cause there's a few mistakes in just the webgui that could prevent certain changes, but also if there's another mod that uses the same patch it might break things. do you think you could send your modpack code?
oh and explain what changes youre expecting to see but arent appearing
potentially a log file might help if you know how to send those
Is this mod gonna be difficult for me to configure if I don't know how the math behind half the mechanics
I don't wanna burn hours and accidentally break a moon since all I've used is LLL atm
depends which mechanics youre trying to configure. most of the maths is easy, it's just the curves that might be confusing
