#Lethal Quantities

1 messages Β· Page 8 of 1

coarse lark
#

If it's not much harder than that I think it could be okay

#

I've just been turning experimentation into an extremely hard moon for my friends because we otherwise always skip it

tranquil patrol
#

yeah spawning things is usually tied to curves, but everything scrap related is not

coarse lark
#

Okay cool

tranquil patrol
#

also there's tools for visualising the curves

coarse lark
#

Are you able to change the stats of monsters per moon or is it global

#

I was gonna just figure desmos lol

tranquil patrol
coarse lark
#

Okay that's great

#

Is there stuff like weather control too

tranquil patrol
#

basically, if a value is ticked on the moon preset, the moon will use that value, but if it's unticked, it will use the Global preset value. if there isnt anything set for that value in GLobal, it will just be vanilla

tranquil patrol
coarse lark
#

Damn

tranquil patrol
#

WeatherRegistry is what i use for weather stuff

coarse lark
#

So if I leave the scrap alone on a moon in this mod on a moon will it use the LLL preset or the vanilla games

coarse lark
tranquil patrol
coarse lark
#

Okay nice

#

I also wanted to see if I could change time of day

#

Not like an eclipse but having the day be set at night the whole time

#

Just visually

tranquil patrol
tranquil patrol
coarse lark
#

This is very useful

#

You've been great thanks

tranquil patrol
#

ywyw

coarse lark
#

I can't wait to torture my friends now

#

See ya and thanks again

tranquil patrol
#

what is lc if not a torture device

coarse lark
#

Exactly

#

Hopefully I won't run into too many problems executing it

#

However this thread seems pretty good already to just read back and look at walls people ran into

tranquil patrol
#

yeah most issues are known. i think dont touch the map size multiplier, only change the factory size multiplier, but other than that thigns tend to work as expected

#

the only barrier really is discord not allowing you to search for things in specific threads

coarse lark
#

Yeah that's annoying it's a lot of scrolling

#

But cheers for the heads up

coarse lark
#

correct me if im wrong but if I graph the turret spawning for experimentation it looks like this

#

if so what do negative values mean

austere urchin
#

No idea, maybe it take absolute value

tranquil patrol
#

it might still have a negative swing but that's just how the maths works out, you haven't done anything wrong

#

if you click the little button next to the Y axis inputs you can manually move the points around to see if you can get the curve shape you want

coarse lark
#

I just pasted these in from the default config

tranquil patrol
#

yeah in desmos you need to put an extra x,y coordinate at the end with the same Y value, but slightly higher X. it determines the angle at which the curve ends, which in the game is always flat, but desmos doesn't know that

coarse lark
#

oh I see

#

so just increasing it to 1.1 yeah

#

okay I have a curve I like thanks

tranquil patrol
#

np

#

to clarify just in case, you don't want to put the 1.1 value back into LQ, that stays in Desmos. It probably wouldn't make much of a difference anyway cause the max X for traps is 1 anyway but just so you know

coarse lark
#

kk

stone heath
#

You can set how each point transitions to each other within unity graps

#

Most likely the first point to point is linear, making it 0 value the whole time

#

You can replicate a linear point transition by setting the value right before the next point as the same value of the previous point

#

Ex. (0 0 -> 0.89 0 -> 0.9 1)

coarse lark
#

yeah ill probably do that thank you

upper sable
haughty owl
#

0193d685-1c69-b102-07b7-1b51e9c18b38

Essentially I was expecting to see Moon Prices and Risk levels change but they havent

#

its a new modpack that im making for a friend group, we used to do lethal a lot but its been a while so I'm a bit out of practice, maybe i just missed something stupid XD

ruby fractal
haughty owl
#

Well i was trying to see if i could organize the moons into groups of 3 and make all the moons in said group free to travel between

#

kinda like a solar system?

ruby fractal
#

Check out the Constellations mod for that. It'll be much more fitting for that

tranquil patrol
tranquil patrol
#

@haughty owl I reckon 7 billion might be too big of a number. Also for the prices, you've almost done it correctly, you just need to add every moon to the Prices lists of each moon, eg in the Experimentation preset, tick Prices and double tap Add All and leave unchanged. Repeat for all moons, and then it will work with how you've set it up. Assuming the price of Orion isn't set to 7 billion

haughty owl
#

I did that cuz I have a friend who hates orion

#

So we'd never go there, thanks XD

tranquil patrol
#

Idk what the limits would be but something like 50k seems like it would work. Or 69696

haughty owl
#

Cool, appreciate the help :>

leaden hedge
tranquil patrol
#

@tacit thunder No pressure it's not a big deal but I noticed that changing an item's weight (pounds not spawn weight) doesn't actually work if it's set in a parent preset. For instance, I had an item set to 22 in Global, it was on the scrap list for Experimentation, but upon finding the item on Experimentation its weight was only 1 pound (by default its weight is around 30, so setting its weight in Global actually reduced its weight to 1 pound.) If I set the weight to 22 in Experimentation's preset specifically, the weight DOES change correctly. I might be able to change weights with another mod just fine, just letting you know in case you ever feel like coming back to this

austere urchin
tranquil patrol
austere urchin
#

Huh, I see

tacit thunder
#

i see, that's kind of strange πŸ€”

#

i will try to update this mod sometime after christmas, it's when i have time off work finally

civic arch
#

HES BACK!

#

hows it going?

tacit thunder
#

haha busy sorry

#

i havent touched lethal company in ages

austere urchin
#

This is like my favorite mod fr, hope you've been taking care man

tacit thunder
#

thanks, work is taking a lot of my time but i kind of have a week off for christmas or so

#

and then it's back to the grind

#

this mod is not abandoned though, i try not to leave projects in a broken state

#

but at the same time that means i dont really start new ones πŸ˜›

austere urchin
#

Lol, I feel that

tranquil patrol
#

it's difficult with a game like this tho cause every update can be modbreaking :(

robust kiln
#

019400d8-f099-8836-f708-019314fe290a (first one)
019400dc-caf4-d188-91a9-e6d8e1f9f09b (second one)
I'm putting this here just in case its an issue with lethal quantites rather than the generic interiors update

austere urchin
#

Looks like I'm not the only one lol

#

I thought I was crazy cause nothing like this has ever happened

robust kiln
#

I was about to say same but I think you could already tell

austere urchin
#

Lmao yeahh

#

Unfortunately Generik would be the only one with any insight besides Bananapuncher on this issue, I think. I've never made an interior myself

noble skiff
#

Storehouse flow is generics right?

#

It's fine for me

robust kiln
#

are you using the newest update?

#

(1.5.0)

noble skiff
robust kiln
#

generic interiors

noble skiff
#

yeah

#

version 1.5.0

robust kiln
#

strange

#

I had it with no other mods besides lethal quantities and generic interiors

#

(and chameleon but I disabled that and nothing changed)

noble skiff
#

weird. let me try it with only those mods and see what's up

robust kiln
#

I changed experimentation to have only magic 7 balls so you could see it was edited

#

I have to go to bed now since its 2am my time

noble skiff
#

wait

#

yoru right

#

It didn't generate LQ config at all

robust kiln
#

yeah

noble skiff
#

I don't know why that is but I'd just generate a config then install generic's

robust kiln
#

if it just affected interiors I would be upset but at least I could use other stuff but it just doesn't work

robust kiln
#

I changed all the scrap to magic 7 balls and nothing changed, it was the vanilla loot table

robust kiln
noble skiff
#

yeah that is weird. It seems with generic's int installed, no more LQ configs are generated or ig work

severe harness
#

Forwarding it over here for Banana to also see but LQ doesn't seem to be handling any interiors that internally get read in as a duplicate, causing it to entirely fail

Recent addition to Generic's Interior seems to have an interior that's being read in as "Level1Flow" which is where this issue is cropping up Fixed as of 1.5.2 and onwards for Generic Interiors

#

Figured to mention in the future case where two modded interiors of similar nature exhibits this behavior, unlikely, but figured to mention as a just in-case

tranquil patrol
austere urchin
#

Nah, I'm pretty sure it's the interior. All I had to do was update the mod, and the next time I booted up the game all configs were absent. No moon prices, no interior matching, and I'm betting no specific enemy spawns either

austere urchin
severe harness
#

I did, provided logs too about it (I actually provided logs to him first as I feel this issue more pertains to GenericInteriors rather than LQ)

tranquil patrol
#

Other than LQ having a failsafe that just defaults to the vanilla dungeons if there's duplicates like this, it seems like a non LQ issue. There's plenty of ways LQ could have failsafes tbh

severe harness
#

It defo is something that does need to be resolved via Generic's end since its something via their most recent update to GenericInteriors that's causing it

severe harness
#

I figured to also mention the here issue too just to avoid a future scenario where something like this crops up again with the whole duplicate interior ID stuff between let's say, 2 different mods covering identical themes for interiors

#

LQ seems to have something already in place should there be a case of enemies having the same internal ID, I forget which mods specifically but I have seen instances of multiple entries of "Flowerman" (ie Bracken) and it seems to handle it just fine

tranquil patrol
#

that specifically seems more like some sort of bug in naming the enemies, not that the enemies themselves have the same names

robust kiln
potent delta
#

does anyone know why presets.json didn't generate?

austere urchin
#

Are you using generic interiors?

potent delta
#

yes I am

austere urchin
#

Thats why lol

#

1.1.1 doesn't have this issue though

potent delta
#

do they conflict or something?

severe harness
#

For some unusual reason there's a 2nd "Level1Flow" in GenericInteriors, which is causing a conflict with LQ cause the mod doesn't know how to handle duplicate interior IDs

#

For context, Level1Flow is the ID for the vanilla Facility interior that almost every vanilla moon (except March) uses

open matrix
#

Ig generate a config with GenericInteriors off and then turn it back on

robust kiln
#

I've done that and it still doesn't work

#

the config just doesn't do anything

open matrix
#

only would be an issue if you wanted to mess with that interior in LQ, which you probably shouldnt because to my understanding you get desyncs and stuff with interiors being messed with in here, so i tend to do it via LLL or CC

open matrix
robust kiln
#

indeed it is

open matrix
#

i have been using GenericInteriors for a while and my LQ config works perfectly fine

robust kiln
#

its only been with this update

severe harness
#

That's because this issue is recent with the 1.5 update for Generic Interiors

#

Prior to the update GenericInteriors and LQ both worked completely fine together

potent delta
#

maybe generic could rename "level1flow" somehow?

#

dont know if thats possible though

severe harness
#

It certainly is, but thing is idk where tf the 2nd Level1Flow is coming from

robust kiln
#

it is very strange that it would happen

#

though I know nothing of interiors I haven't seen another one have that issue

severe harness
#

Cause Storehouse is "StorehouseFlow" and (something) ||Liminal Facility is "BackroomsFlow"||

#

Thing is LLL isn't showing a 2nd "Level1Flow" anywhere either but yet LQ says it exists

noble skiff
#

I just rolled back generik's storehouse version until it gets fixed

robust kiln
#

same

#

one of the main reasons I am upset is that my room idea got in but it entirely breaks my modpack

austere urchin
#

Gonna have to stick to 1.1.1 myself for the time being

potent delta
#

for some reason the presets.json still didnt generate after uninstalling generic interiors then launching the game

#

very strange

severe harness
#

Did you boot up a save by any chance in that attempt

#

Cause I see Presets.json in the profile after I removed GenericInteriors from the mod listing

potent delta
#

probably, do i have to delete the save file?

austere urchin
#

I would

severe harness
#

Yeah I deleted the save file and booted up a save and Presets.json appeared

potent delta
#

like the liminal facility interior

#

also, i tried deleting all save files and presets.json still wont generate

#

really weird

severe harness
#

It seems to have been added via the v1.5 updates

obtuse vale
obtuse vale
#

They did

tranquil patrol
open matrix
#

I can hear the buzz sound

high mist
knotty fjord
#

my lethal quantities is not working for some reason

#

i know thast not a lot to go off of but nothing i put in it is reflected on my game

#

is this a new update bug or probably an update to a mod i have

austere urchin
#

I'm aware that duplicate level scenes can cause LQ to basically not load its configs, so it may be possible something like that is happening for you

#

LQ definitely works by itself though

knotty fjord
#

i've read a bit and saw something about generic interiors

#

maybe their new ||backrooms|| update has broken my game D:

austere urchin
#

Nah I use GI with LQ and it works, that was patched in .5.0 I believe

#

Must be a diff mod. When I run into problems I end up disabling stuff in the modpack until I've found the conflict

knotty fjord
severe harness
#

There WAS a problem with GI and LQ, it's fixed as of 1.5.2
Most recent version is safe with the two mods together

knotty fjord
#

it must be something i very recently added then cause it's never done this before

tranquil patrol
knotty fjord
#

like within the past 12 hours or am i screwed

#

I will test it when i get home!

austere urchin
#

Nah that was fixed at least a few days ago

severe harness
#

If you use a mod loader, should be able to check the version of the mod you got by clicking on it

knotty fjord
#

i'm definitely up to date on all mods

#

it's probably something new i added cause i very recently went on a spree for new stuff

#

would the log tell me where the syntax error is?

austere urchin
#

It would show warnings and errors yeah

knotty fjord
#

would this happen during game start up, joining a ship, or landing?

#

sorry if this is a lot of questions

#

i'll probably just figure it out

tranquil patrol
#

but might be worth landing anyway im not sure

knotty fjord
#

πŸ‘

knotty fjord
#

okay i tried everything i can think of and i looked through the log a bunch and removed a bunch of mods and nothing worked. i saw the log throwing a fatal error for LC_api which i never needed before and tried to use it and it didnt fix it. can anyone figure out whats going on? in this log i opened the game went to experimentation and turned the game off. what i put in LQ was to spawn a redwood giant as the only daytime enemy and have GI's backrooms as an interior with like 99.55%

sonic laurel
#

@tacit thunder any chance for support for Diversity modded enemies? Walker and Watcher don't have weights in LQ from what I can see. I'm aware Watcher is not loaded like regular EnemyTypes; could possibly be situated under hazards in LQ?

EDIT: Just realised you have Brackens(WalkerType). Still seems to be nothing for the Watchers I guess because they spawn/are coded differently to other enemies.

upper spade
#

yeah banana puncher since you're pinged your mod also breaks with mine #1306079837064265780 because you do weird stuff to spawn enemies from vents (im assuming you clone them somehow)

#

its been kind of a thorn in my side for a while

#

and unfortunately my only response i can give to people is "dont spawn enemies with LQ" because literally no other config mod has this issue

#

would appreciate if you could redo enemy spawning logic a bit if you ever update this again

austere urchin
#

I'm sure he will, in due time

tranquil patrol
austere nova
#

my guy is a year behind

upper spade
#

LOL

knotty fjord
#

which is weird cause i've never had to use it.. but my log is whining about it

#

maybe i have a really old mod

#

i read that he'll be updating the mod soon after christmas so maybe all these problems will disappear

severe harness
#

Most modders I see typically avoid LC_API at all costs with its endless number of problems it cause to like, everything

If your pack is whining about LC_API is absent I imagine it's an extremely old mod that reaaaalllllyyyy needs updating

#

Similarly to any moons that are screaming at you that Lethal Expansion being absent

tranquil patrol
austere urchin
#

Speaking of old mods, is fixplugintypesserialization supposed to be working fine? Cause It's outputting errors on every launch

#

Not a gamebreaking issue (besides a ~60% chance of launching it seems) but I'm kinda surprised it's still being used as a dependency to this day

knotty fjord
#

i wish it would tell me what's breaking my favorite mod, lethal quantities !

#

i literally can't play or work on my pack because of some imposter mod

austere urchin
#

I always end up going through every mod in my pack, enabling everything until I can reproduce the problem

#

It works at least lol

knotty fjord
#

i tried that with every new mod i added but i just never could get it to work

#

it's sad this was all working a few days ago but as soon as it was 2025 it all went and died on me

sonic laurel
#

That mini patch over the new year period caused some havoc

tranquil patrol
knotty fjord
#

castlegrounds and all related moons and mods i removed yesterday to try to see if it was the problem and it didn't work

#

and uh lemme think about dtm

#

oh you're right this dtm mod is doing something

#

diversity team? i'll try this out when i get home

tacit thunder
tacit thunder
knotty fjord
#

don't want to start dogpiling but i always thought it would be awesome to have an option sort scrap, enemies and interiors when making presets in the web editor cause my pack is big and it would make things a little easier

severe harness
#

Plus it feels more 1-to-1 with how vanilla is in that regard, although minor

knotty fjord
# tranquil patrol sort them by what

like for scraps this would be the most useful since let's say pikmin 2 has like 200 scraps, they're all mixed in sorted by name A-Z. if i could go through each mods scraps at a time it would be easier than every single scrap from A-Z

#

i have like 400 scraps so this is probably only an hardship for me..

knotty fjord
tranquil patrol
#

i wasnt being like "why would we want that" i just wanted to probe for specifics

#

things being labelled or sorted by mod is something that's been suggested before

#

is the pikmin scrap mod not lethalexpansion tho

#

oh it's lll compatible now nvm

knotty fjord
#

no no it's good

#

yeah pikmin scrap went to LLL after 2.0.0

severe harness
#

I actually used ItemQuickSwitch way back in the day so I know where ya comin from . < .

knotty fjord
#

and it all makes sense now

sonic laurel
knotty fjord
#

im currently using v3

#

i just saw this mod in top most rated on the front page and just decided to take it for a spin

#

i had no idea it would ruin everything

upper spade
#

i need to update v3 to not search for enemies every frame for the pitch function

#

its like negligible when you only have 1 or 2 on at once but if you spawn like 10 it can get laggy

sonic laurel
#

There's a v3? πŸ˜‚

#

Oh shit there is too!

#

We've barely ever bought the motion trackers during our run tbh but they fit the theme so they're there to stay
I guess I'll update to v3 eventually

pearl flower
#

will LQ actually overwrite any spawn weight from other mods that add mobs for example? or do you have to individually disable spawn management in those seperate mods?

austere urchin
#

LQ takes priority in my experience

tranquil patrol
pearl flower
#

Every enemy that is not in the enemies list in the web ui of the specific moon will not spawn right? or will LQ just let other mods manage the weight then?

tranquil patrol
pearl flower
tranquil patrol
severe harness
#

I think Diversity's Watcher is one of these that doesn't show up in LQ

tranquil patrol
#

oh yeah watcher doesnt show up cause it doesnt spawn like the others

pearl flower
#

for example i cant find the redwood giant from thegiantspecimen.. theres also no name that COULD be the redwood giant

severe harness
#

Interesting

tranquil patrol
pearl flower
tranquil patrol
#

or centipede(redwoodgiant)

severe harness
#

I could've sworn I was able to edit the value for it way far back in the day but I don't remember the nam-

#

Centipede

pearl flower
tranquil patrol
pearl flower
tranquil patrol
pearl flower
tranquil patrol
#

idk if it spawns there by default tho

pearl flower
#

how do you make enemies spawn sooner over the course of a day in the LQ web UI?

lone stream
pearl flower
#

ok yea idk what to put in as values ​​:D

#

basically i want the enemies to spawn 1.5x faster

lone stream
#

Under "Key", 0 is the beginning of the day, and 1 is the end of the day. The "Value" is multiplied by the rarity to determine the spawn weight at that specific time. The higher the value the more likely a spawn.

#

You can add more keys to control the spawns more. Just make sure the key is between 0 and 1. Like this example attached:

pearl flower
#

the values ​​that were there i just multiplied with 1.5 now.. what does the 1 and 15 mean in my case?

#

the "-3" can't be right so i replaced it with 1 as you said

tranquil patrol
tranquil patrol
# pearl flower the "-3" can't be right so i replaced it with 1 as you said

and negative numbers are actually helpful in cases where you definitely dont want something spawning between certain times. the spawn chance curve of individual enemies is multiplied by the moon's spawn chance curve to get a final weight chance of something spawning. if, for instance. the moon's weight curve has a value of 1 for the first 3 hours of the day, but you dont want an enemy spawning in the first 3 hours of the day, you can have the spawn curve of the enemy start as a negative number to just guarantee it wont spawn

pearl flower
#

thanks for explaining and providing that link :)

tranquil patrol
#

(doesnt need to be 1.1 it just needs to be higher than the previous value)

upper spade
#

hahaha yeah it would be really unusual if another mod did that

#

i totally have not done this on two separate occasions

pearl flower
#

Can you actually copy enemy configs to other moons? When you add a modded moon and you wanna copy paste the enemy config from another moon that has already been customized...
Otherwise you would have to readd and rebalance every monster one by one by hand again.

austere urchin
#

Would be a nice addition for a future update

torn escarp
#

can I make LQ's moon prices take priority over LLL's moon prices? right now it's just outright ignoring any price changes from LQ =/

sand steeple
#

Afaik, the price of the moons are dependant of the moon you are in orbit right now

#

for example:

Experimentation - 0 (ORBIT)
Assurance - 20
Vow - 30

Experimentation - 10
Assurance - 0 (ORBIT)
Vow - 10

Experimentation - 15
Assurance - 5
Vow - 0 (ORBIT)

torn escarp
#

I have tried:

  • enabling Global prices in the configuration, then adding the values in the online editor under Global
  • editing the prices in the Prices.cfg file
  • editing the price variable per planet in the Presets.cfg outside of the web environment
#

none of those seem to make any difference, whereas I edited one price in the LLL config and it showed immediately

sand steeple
sand steeple
torn escarp
#

sorry I don't understand how that's relevant to changing prices manually

#

could you elaborate?

austere urchin
#

Global works for me. I just have to make sure every moon uses global as the parent. Is that how yours is set up?

#

Either that or the parent's parent is global... basically it all traces back to global

austere urchin
torn escarp
#

the price of the planet itself is not checked but it is set

austere urchin
#

Yep, always check off values you wanna apply changes for, otherwise it'll use the default

torn escarp
#

I see, thank you

austere urchin
#

No prob

torn escarp
#

@austere urchin I assume I have to untick the LLL overrides now to make it work?

austere urchin
#

Probably, I would do that to be sure

#

(I'm pretty sure LQ takes effect after LLL but not positive)

torn escarp
#

alright time for some hopium

#

well it does seem to work πŸ™‚ but new problem is that LethalMoonUnlocks discounts don't register 😭

#

thanks for your help ^^

austere urchin
#

Damn, I have no idea what that mod is but I can prolly guess from the name

#

I try πŸ‘Œ

severe harness
#

tl;dr it adds a variety of ways to handle pricing of moon routing

austere urchin
#

Hrmm interesting

torn escarp
#

yeah but oh well I'll try to find some alternative

robust kiln
#

cool

surreal flicker
#

@cobalt aurora Some useful links to specify how you want specific entities to spawn

https://lethal.miraheze.org/wiki/Mechanics
https://www.desmos.com/calculator/s5dmajojxa

Lethal Company Wiki

This article is meant to give experienced employees an in-depth view behind various game mechanics such as entity spawning, game cycles, scrap collection and much more to come.
This article is still in its early stages and more information will be added in the future as our team gathers more behind the scenes intel. All the values and informatio...

cobalt aurora
#

bc I never really touched the enemy spawns so me doing a guide for them would not be good lol

surreal flicker
#

It's the main reason to use LQ to be fair

#

For me at least, I put together very specific encounteres that require I edit the spawn logic

cobalt aurora
#

when they ask how to use it

#

main reason I did the guide was so I dont have to explain it every time

surreal flicker
#

tru tru

#

I'm not an average person πŸ˜“

#

I had to figure out animation curves on my own

surreal flicker
placid thistle
tacit thunder
#

oh

placid thistle
tacit thunder
#

hi

#

that's not good

placid thistle
#

In the changelog for LLL I believe it says something for removing a lethallib patch or hook or something

#

Ugh nope it was a different mod

surreal flicker
#

Setting a single dungeon flow with a rarity of 0 will cause that error. Just set a rarity

placid thistle
#

So maybe I need to do that

#

I just wanted to force enable them

surreal flicker
placid thistle
surreal flicker
#

No issues for me

swift tundra
#

Is it possible for the config for scrap items to be organized by what mod they come from? It would be... so very helpful.

jaunty sand
#

How do i reset LEthal quanities files

severe harness
#

As in a completely new clean slate?
Can just go into your mod manager of choice, go to your config editor and find the 2 files for LethalQuantities and delete those

To regen the preset file, just boot up the game and start a run with all that you want in your LQ file

velvet fractal
#

How does LQ play with LLL? Does it completely override LLL's settings?

paper beacon
#

How does LQ play with YesFox? Is fox independent of LQ or can be touched?

paper beacon
velvet fractal
#

Fox has unique spawning

velvet fractal
paper beacon
#

But all I can tell is when I configurated LLL using LQ at the same time (interior weights), me and friend had interior desyncs thst he was on the floor, and I was floating

upper sable
paper beacon
open matrix
#

If i could ask for just 1 thing in LQ, it would be for it to remember references to stuff from mods no longer loaded (possibly grayed out or crossed out or something?)
Its very infuriating that if you load in when a mod is disabled (or errors and fails to load) that LQ will just wipe all info pertaining to that thing (e.g. a moon and its associated route prices, or an enemy/scrap from all the spawn pools)
Since if you then re-enable or fix that thing, all of it still remains gone, so you need to then manually add it all back which becomes a nightmare in larger packs
The only thing that does save is the actual moon presets, but references to that moon such as route prices don't
This isn't a problem in say...LLL or other similar configs, because any things referenced in the configs that don't exist anymore are just...ignored...but then apply again once you get the associated mod back

upper sable
#

it seems the scrap value multiplier doesn't still work

knotty fjord
#

like being able to export and import stuff done to a moon

#

let's say i meticulously edit the scrap spawns for a modded moon and a month or two later that moon changes fundamentally in the code so all work done on it wipes and it acts like it s a brand new moon

open matrix
#

Yep
There is a presets tab at the top of the moon list you can click on though
I didn't realise that was a whole seperate menu for the longest time

#

I think because it wasnt in bold

knotty fjord
#

if there were some way to save whatever individual edits you did it would be awesome. i know you could technically go into the actual json file and copy and paste the code from within but it's really not meant for that and it seems like it's prone to destroy things if you manually edit it

knotty fjord
open matrix
#

It might be

#

Try clicking the "presets" text on the left

#

In LQ

chrome atlas
#

Hello! I has a question regarding the mod! So I've made configs for several moons and they work just fine.
But later on I want to add a new mod that spawns new mobs. Which means I'll need to regenerate the Presets.json file, my question is that if there's a way to save the configs I've made previously or I gotta do all over again once I generate the new .json file?

stuck juniper
#

nothing needs to be redone except under special circumstances where a mod gets a drastic rewrite and takes one entity, then entirely rebuilds and renames it via an update to that mod. Should this happen (as it did with moonswept where the cleaner drone got sufficient enough changes) LQ will simply remove an entry that doesn't seem to exist in any referencable form

#

I fortunately kept backups of my preset.json files so I could look at how I set up the cleaner drone from Moonswept in previous older versions of my modpack, then manually copied those over to the current one, since the current one just had all my cleaner drones vanish from my enemy spawn roster on custom-tailored moons

#

I am assuming this can also happen with things like scrap items. If you remove the mod (or it gets updates that remove that scrap reference) they will just vanish from LQ's list even if they were in use, and you will not be informed in any way except by spotting it yourself or noticing their absence in-game

#

always make back-ups, even just so you can reference past work you don't want to lose from an update, but as for ADDING new content and not dealing with it being removed by a mod update, no, you don't have to regenerate the presets.json file, it will just acknowledge the new content itself after the game has started up into a ship at least once.

#

do keep in mind though, some mods add mobs in ways LQ cannot recognize or play with. I recall some fnaf mod with foxy or nightmare foxy or whatever being one such mod where LQ would not recognize it because that mob was built in an unorthodox way (meaning it wouldn't show up) or had its spawning behavior built in an unorthodox way (meaning even if it DID show up, LQ would not be able to force it to spawn like other mobs)

#

I also know for a fact the kidnapper fox (if you add it back in via mods) cannot be forced to spawn with LQ either, LQ requires the mob to utilize vanilla spawning behavior in order to work

chrome atlas
#

For some reason when loading into the ship the Presets.json file gets updated but the new spawns don't work at all. Also when checking the file in the browser editor it doesn't show the new enemies when I activate the check.
They do however IF I delete the file and let it regenerate, that's where it starts working, however that means I lose the scrap spawns I've manually set before. I feel like I'm missing something.

It might be LQ being unable to recognize Biodiversity? It's the mod I am trying to implement.

#

The first image is the preset I want to use but the Ogopogo and Leafy Boy are missing. The second image has them appear if I have it regenerate the file, however that way I lose all the scrap settings I got on the presets of the first image.
It's usually that way if I add other mods that add something.

stuck juniper
# chrome atlas The first image is the preset I want to use but the Ogopogo and Leafy Boy are mi...

no, my LQ can recognize biodiversity. I suspect you are simply making a human error I myself made when I started using LQ a bunch. Remember that the website you use to customize things is only based off of a file you drag-and-dropped at one point in the past. It will not be able to read any updates the game makes to that presets.json file, it can only create its own updates through changes you make and then copy-paste to overwrite the one the game is actually using.

If you want to have a specific moon regenerated (meaning you want it to be a starting point based on whatever zeekerss (for vanilla moons) or a mod author (for their respective custom moon) has set the scrap and monsters and such to be) then what you want to do is delete that specific moon by clicking Presets at the upper left of the website ui, finding the moon you want, and clicking its delete button 2 times. This wipes it completely. Then, when the game starts up, it will regenerate that moon and place it back into the Presets.json file automatically when it detects new content that isn't present.

Unfortunately, yes, this WILL wipe the scrap because it's replacing everything on that specific moon with its default setting by being regenerated. Monsters. Spawn curves. Dungeon weight. The whole nine yards.

#

If you only want to regenerate a single moon, yes, this is what you must do and then you will simply have to reconstruct your scrap pool from scratch (but you can have two tabs of the website open at once. One with a previous version open, one with your newer version open, so you can just reference back and forth to recreate it by hand one-to-one for all scrap and related values)

#

I thought you meant having to recreate the entirety of the Presets.json file just to add one single mod with new mobs. That is definitely not necessary, but if you want a moon regenerated to get it back to default state, yeah, you'll have to recreate anything from that moon you didn't want defaulted.

#

however... from what I think I understand, you JUST want to add biodiversity mobs, and that's it right?

#

the correct way to do this is to just add biodiversity to your mod list as normal. Boot the game up. Load into a ship. Quit the game. Then click the "Edit another file" button on the upper left of the website ui, take the Presets.json file in LethalQuantities/Advanced, and drag-and-drop it in because it now has the added Biodiversity mobs on top of whatever it already had from previous change work you had done up to that point.

#

These new mobs will show up as a mob you can select and put into the spawn roster yourself now, but no, they will not show up in the actual list of enemies being told to actively spawn. The reason is because LQ takes priority, and will not allow other mods to tamper with a moon you have customized already (thank goodness)

#

this is what I mean by selecting a new mob, it's in the drop-down menu and selectable now, but you will have to place it into customized moons yourself one by one

#

obviously, adding a new mob will have it's rarity check unmarked, so you just go into biodiversity's config and check what that rarity should be

#

so, in the Aloe's case... you go to the biodiversity config file in your modmanager

#

scroll down to reach her spawn settings

#

and check what Rarity she seems to have as an average for certain moons

#

keep in mind though, rarity is just a number, and how often she shows up will still be based on what that moon has spawning along side her and at what different rarity weights, that is why you see things like Offense and Assurance and Experimentation all with different rarity weights. It is not so that she shows up that many times more often from those moons, it's because those moons have different monster lists which effect her likelihood of spawning proportionally

#

so basically you wanna look at this number more than the value to figure out how likely she actually is to spawn

#

here in Aloe's config you can see that for ALL modded moons, she is simply told to have a rarity of 2

#

but the config also gives her different rarities for certain custom moons that the mod author of biodiversity is aware exist or perhaps were requested, and so based on those custom moons' default monster spawns, the biodiversity dev(s) set Aloe to use those rarities to make her fit them reasonably well according to what else spawns along side her that would effect how often she shows up

#

therefore, you could just give her a rarity of 2 here in the LQ ui like this

#

but, if you look at one of my moons, that gives the poor girl a 0.73% chance of spawning, meaning she is ULTRA rare by default on almost any moon (unless that moon uses super duper low numbers for all its rarities, which most moons, vanilla OR custom, do not do)

#

but I'm probably going way overboard with this because I've been using LQ unbelievably much for my modpack and I'm extremely familiar with it by now

stuck juniper
#

but do keep in mind her default spawn chance curve as well! This WILL impact how she spawns based on the period in the day. As you can see here, her default spawn curve makes her spawn with her regular weight (decided by the rarity value you set) but then is multiplied by <1 past halfway through the day, meaning her chances to spawn go down as the day continues past the halfway point, until she has a 0% chance of spawning at the end of the day

#

if you do not like this default spawning behavior she comes packaged with from biodiversity, you'll want to adjust her spawning curve yourself, or if you have no idea what that even means or how to do it, you can just flatten her spawning curve instead, which looks like this image here:

#

flattening her spawn curve means she spawns the EXACT SAME from start of day to end of day, and there is NO passage of time that will change how likely or unlikely she is to spawn, meaning with a flattened spawning curve like that, she will ONLY obey her rarity value (spawning weight number) that you set for her

#

(and obviously she needs to have enough power left open for her to spawn. Her default is 2 power, so there must be at least 2 less than the max power level for interior enemies, or she is no longer eligible to spawn until some die)

#

setting her power value to 0 will bypass this obviously, meaning just her rarity weight and how many enemies are allowed to exist at that moment in the day will decide whether or not she spawns

chrome atlas
stuck juniper
stuck juniper
# chrome atlas Gotcha, this helps, I also missed on the presets setting above, so thank you! πŸ‘

oh also, if you are using LQ to set the dungeon interior, there is an issue where you can have desync between host and clients, where clients see a different interior than the host, which can cause non-host players to fall through the dungeon and die right when entering it, or other anomalies.

To avoid interior desync, go to the > Global preset, check off Dungeon flows, then add literally every single one that is present like this:

#

don't have to do anything else, just that. Then, if you use LQ to force a specific dungeon interior on a specific moon, clients (who have that same Presets.json file from a shared modpack code, obviously) will always have the same interior as the host. That was a doozy some months back that someone else figured out for me

chrome atlas
#

Oh! Actually I just use LLL to handle the interior rates and stuff, everything else I go with LQ since it gives the final say of the spawns rates with all the mods combined which is neat, but for interiors is that is not really needed to me.

stuck juniper
#

that's fine too, albeit it a tiny bit of a longer process since you gotta cross-reference LLL config and then hop back to LQ for everything non-dungeon-interior

stuck juniper
chrome atlas
#

Oh yea I noticed that, I let WeatherRegistry handle multipliers depending on weather, with LQ I tend to set and check Min and Max scraps.

versed iris
#

Seems to be a slight incompatibility with BrutalCompany (any version of it) that causes any spawn curves, spawn caps, and trap spawns changed in LQ to be reset. It's minor but still such an inconvenience sometimes ):

stuck juniper
#

If BrutalCompany makes changes to spawn curves after the moon initially loads in while the ship is still landing, that'd probably be why. Whatever fiddles with the curves last gets the final say in what they look like, and I'm assuming BrutalCompany fiddles with stuff quite on-the-fly during a game session to keep replayability diverse and dynamic.

paper beacon
versed iris
#

I don't know if there would be an easy workaround

stuck juniper
#

not unless BrutalCompany can be given a config feature that tells it when to apply its changes other than after initial moon loading screen. Otherwise LQ would need a compatibility update and I doubt that'll happen

fringe plover
#

Can LQ still be used alongside LLL? I haven't used this mod in a fat minute and I loved the simplicity when setting custom interiors.

stuck juniper
# fringe plover Can LQ still be used alongside LLL? I haven't used this mod in a fat minute and ...

Depends on what you're mixing and matching. In my case, I am using LQ to handle dungeon type, dungeon size, monster spawns roster, interior, exterior, and daytime spawn curves, individual monster spawn curves, scrap pool, scrap amount, but not moon routing price
I instead use LLL to set moon routing price so that a mod called Moon Unlocks can detect the prices and arrange them in a way I desire. LLL does not overwrite anything LQ is setting when making a moon's alteration 'true' in the LLL config despite that moon still having custom shenanigans through LQ

#

and in this case, it works perfectly fine, LQ takes control of scrap pool and monster spawns, but is told to not even attempt touching moon routing price, and LLL thus has its scrap and monster values in its config for a specific moon left to their defaults, and sets the routing cost just fine in-game as per its config value

#

I have not tested what happens if you try to have LLL and LQ try and tweak routing cost, but I would assume LQ will take priority from my experience

fringe plover
stuck juniper
#

that's what I am doing in my modpack atm too, LQ can do it perfectly fine

fringe plover
#

That's awesome, appreciate it. LLL is a slog to go through

stuck juniper
#

you could probably do interiors through LLL and tell LQ not to change anything and that may also work fine, but it's more convenient for me to have LQ do it

#

however, if that is your goal, do be aware of an issue with interior desync between host and non-host clients

fringe plover
#

Do I have to do anything in specific to have LQ override LLL?

stuck juniper
#

it has a very easy fix tho

fringe plover
stuck juniper
fringe plover
#

What's the fix?

stuck juniper
#

go to the Global preset

#

check off Dungeon flows

#

add LITERALLY every single one it allows you to add

#

literally, every last one

#

don't touch their rarities or anything, just have them kinda... there in global preset

#

don't know why, but this fixes interior desync, all non-host clients will always get the same interior the host does as a result (so long as they have the same Presets.json file from LQ which gets shared through codes or the modpack anyway)

fringe plover
#

Ah, okay. That's relatively simple thankfully. Appreciate it!

#

What about enemies? Is it the same way or does it matter in that regard?

stuck juniper
#

also do be aware, if you use WeatherRegistry, scrap value multiplier in LQ is nonfunctional, WeatherRegistry takes priority and will force that value back to its 0.4 default (which WeatherRegistry then plays with accordingly based on its own config settings and the in-game weathers)

#

no, enemies doesn't have any issues like dungeon interior desync

fringe plover
stuck juniper
#

well either way, in case some other mod tries to wrangle that value away from LQ, try to avoid using it in LQ and just manually up scrap value one-by-one instead of using LQ's scrap value multiplier

#

wouldn't surprise me if some other mods also render that setting from LQ non-functioning in-game

fringe plover
#

Ah, alright. I'll be sure to watch out for that, but I dont usually mess with scrap value anyways because I usually just balance it out with what type of scrap spawns on a moon.

stuck juniper
#

yeah then you should be fine

#

the scrap value multiplier break-defaulting back to 0.4 from mod incompatibilities + the interior desync with the obscure fix is really the only things you gotta know

#

OH wait that's not true, uhhh, I learned this the hard way, DO NOT put individual enemy spawn curves into negatives

#

it breaks spawning

fringe plover
#

I could never figure out how spawning curves work so I wont be doing that either lol

stuck juniper
#

general spawn curve for all enemies CAN go negative, individual spawn curve for specific enemies should NEVER dip into negative

fringe plover
#

I had multiple people try to explain it but I could never wrap my head. Regardless, thanks for the advice! Really appreciate it.

stuck juniper
#

ye np, if you wanna dip your toes into the more annoying mathy stuff later on, I can try to help you, gotten pretty familiar with this tool by now

pastel vapor
#

honestly, I didn't ever encounter weird desync in interior while playing with people since I changed map size multipliers

#

but people are saying that map size multiplier will cause desyncs if the file is somehow not the same for everyone

#

figuring out how the factory size and map size multiplier work together and then changing each interior's factory size differently on each moon depending on their map size is a huge bother though so I'd rather not do it unless it's unavoidable...

stuck juniper
#

well if the file is different in that way of course it can cause desyncs, but apparently sometimes entire interiors can be different between host and non-host, and that fix makes sure that doesn't happen

pastel vapor
#

what the hell

stuck juniper
#

I alter interior size with the multiplier for basically every moon I've made, never run into any desync issues (since I use the quickfix)

pastel vapor
#

I never even heard of something like that happening

stuck juniper
#

it happened to me a long while ago before I knew of the fix

pastel vapor
#

I dont even have any interiors added in global tho

#

but I have a few interiors added with their rarity on each moon

idle tundra
#

all i was told is to not use the map size multiplier, and to use per-dungeon sizes for the moons i want to change in order to avoid desync

stuck juniper
#

and one time I even changed my presets.json mid-game thinking it'd just update and obey my file, and the only change I made was the size multiplier to make an interior larger, and it ended up generating a different interior for all non-host players, they saw me walking through walls they couldn't follow because my interior was different, and they would fall through floors that didn't generate where mine did

pastel vapor
#

funnily enough

idle tundra
#

that's fun

stuck juniper
pastel vapor
#

things like this happened to us with the map itself on Cosmocos and Arelion that have random outside generation but I never saw stuff like that with interiors

idle tundra
#

i've never gotten where the entire interior was different, just where its the same one with desynced rooms

pastel vapor
#

probably since I used code to distribute it

idle tundra
#

like i watched someone phase through a diagonal wall in facility cus on their end it was a loot room

pastel vapor
#

or did you only check the map size multipliers but not the interior

idle tundra
#

during a period where desyncing was known and being caused by something else

pastel vapor
#

oh...
I feel like checkmarking interiors on each moon beside the map size multiplier should fix this as well since I didnt experience desync

#

even if you didn't checkmark interiors in global

idle tundra
#

yea they told me doing it that way fixes it

#

even without changign global

pastel vapor
#

nice

idle tundra
#

so for some moons i just did this

pastel vapor
#

then I have nothing to worry about since I did this on EVERY moon to only make interiors spawn that match the moon's atmosphere

idle tundra
#

the primary thing i started using LQ for was adjusting danger levels and adjusting interior size multipliers

pastel vapor
#

I used it for everything other than hazards

idle tundra
#

cus the moon i was setting up for endgame generated too small and titan generated too big so it was lagging

pastel vapor
#

but factory size multipliers individually are hell to do when I want every A tier moon for example to have 1.25 map size multiplier and the normal 1 (or 0?) on each interior

idle tundra
#

yeah i didn't do it for every moon

#

cus most of them had an appropriate multiplier imo

#

there were just a few that were completely out of line for their cost or danger

pastel vapor
#

LLL says that modded interiors have a factory size multiplier of 1 normally while LQ says 0 so I'm confused on what it actually is but should be okay

pastel vapor
#

with their near 2.0 map size multiplier and low scrap count

languid hatch
#

how do i config

pastel vapor
# languid hatch how do i config

you search lethal quantities web editor in google, then go to your mod manager's folder -> lethal company -> the modpack's profile -> bepinex -> config -> lethalquantities -> advanced and drag the presets.json to the web editor

languid hatch
#

why so complicated

pastel vapor
#

it really isn't

#

once you do it 1-2 times

#

starting is complicated, but after you get the gist of it using LQ is MUCH more comfortable and effective than CentralConfig or LLL

#

especially for configuring scrap

#

it also lets you know all entities and scrap you have (in a list) so you don't need to figure out how they're called like in CC or LLL

versed iris
#

yeah LQ being more deep & complex than any similar mod is kinda the whole point

languid hatch
fringe plover
#

If I add scrap spawn values to the global preset does that add the total value from global onto each moon?

valid roost
#

Anyone have a clue as to why any changes in LQ to interior appearance rates are not reflecting in-game?

upper sable
valid roost
#

Wonderful. Thanks for the responce.

crisp kraken
#

Sorry if this has already been asked, but I'm trying to change the spawn chance of certain items, enemies, and adjust moon pricing, globally. But when I tested this in-game, going to any moon breaks my adjustments, presumably because it's loading the preset for that moon, and unloading the "Global" preset. Is there an intended way to apply global moon pricings, item spawns, etc.?

#

alternatively if there's a mod that's more suited for that I would appreciate any pointers paperPray

pastel vapor
#

ohh wait this is the LQ thread

#

um

#

I don't think it should "unload" global, unless you also checked the settings for each moon individually

#

since LQ overrides LLL settings that are checkmarked

shadow citrus
#

Helloo hii i didn't know people still talked here

#

I asked smth about LQ on modding general

#

Well i already got an answer, just redo everything on LLL, but i still wanted to ask if there is any know reason on why i could be having constant lags spikes whenever i use it

#

And also a minor issue but starting the ship takes so much longer

pastel vapor
#

not sure

#

takes about 5-15 seconds to start the ship

#

for me

#

and I used LQ to config enemies, scrap and interiors + map size on every moon we have

#

which is about 40

#

turning every changes to false in LLL may help

shadow citrus
#

Ye i think i did that, will try again tho

pastel vapor
#

but I've no lag spikes so if you do get that it may be something else not LQ alone

shadow citrus
#

I do have some old interiors

pastel vapor
#

do you have enough RAM?

shadow citrus
pastel vapor
#

check the resource monitor when you're playing

shadow citrus
#

I mean, it works fine without LQ, thats the weird part

pastel vapor
#

my only guess is that LQ may be using up more RAM

#

since again I have enough RAM and LQ causes no lag spikes for me in a modpack of almost 200 mods

#

but if you start running out of RAM then the game starts stuttering

shadow citrus
#

Yeah could be, but the lag spikes are so weird, they happen randomly and it is a constant lag spike that doesnt end until i get to orbit

pastel vapor
#

does it lag a lot when you enter the ship?

#

LethalExpansionCore made the game lag very hard whenever someone was on the ship

shadow citrus
#

Sometimes i have a day with no lag spikes, other times its immediate and sometimes is halfway through the day, and grabbing appy is a guaranteed lag spike

shadow citrus
shadow citrus
#

Ill try sending a video later today

pastel vapor
#

I don't think that's LQ's fault, but probably triggers a mod that causes it

#

checkinging your RAM and the oldest mods you have may be a good start

shadow citrus
#

My guess is that there is probably an enemy causing this

pastel vapor
#

sounds like it to me too

shadow citrus
#

But only happens with LQ thats the weird thing

pastel vapor
#

if it only happens sometimes and later during the day

pastel vapor
shadow citrus
#

When it happened immediately it was an eclipse day

shadow citrus
#

Didnt want to touch that

pastel vapor
#

do you have the Fiend enemy?

#

or the Light Eater

shadow citrus
#

Light eater

#

:3

pastel vapor
#

those are the only enemies I know that change behavior when the Apparatus is taken so may want to try with disabling them

shadow citrus
#

I have a ton of mods that change the appy

#

Xd

pastel vapor
#

uh

#

if you have multiple mods affecting the Apparatus make sure they don't conflict

shadow citrus
#

Facility meltdown, lethalradiation,lighteater,diversity, countryroad

#

But without LQ grabbing appy doesnt bug

pastel vapor
#

I have nooo idea what could be causing it without logs, what I would try is disabling these mods while having LQ enabled, or checking old mods and deleting them if they aren't needed

shadow citrus
#

Can you read logs?

#

I could try sending one when it happens to see if there is smth

pastel vapor
#

I can read them although I'm not a modder so I don't understand too much from them

shadow citrus
#

Okok but still maybe we can find smth

#

Ty for your help tho, ill send one later

crisp kraken
#

I'll double check

crisp kraken
#

It didn't happen when I went to experimentation or march, but it did happen when I went to attenuation or collateral. There's nothing different about their corresponding presets - they all have dungeon flow options ticked and nothing else.

#

wondering if it's something else in my mod list interfering. i'll try isolating

shadow citrus
#

in this session it happened

#

at around 14 seconds the lag spikes begin

shadow citrus
#

i MAY have found the issue???????????????????

shadow citrus
#

maybe not πŸ˜”

#

im so confused

shadow citrus
#

Ill be spending more time trying to figure out what is causing it than using the mod itself atp

#

😭

shadow citrus
#

ok so im 60% confident is the cleaning drone from moonswept

#

idk why tho

#

everytime it spawns the lag starts

#

but what does it have to do with LQ

fringe plover
#

how does the global preset work for scrap spawn rates?

#

do I need to add the scraps in global to every moon I want it to apply to or just leave it in global?

shadow citrus
#

but why tho

#

so weirddd

fringe plover
#

Yes.

shadow citrus
#

this will make everything have the same things in all moons

#

every moon

fringe plover
#

I have these set up

shadow citrus
fringe plover
#

Do I need to add the ones in global to the moons corrently but just have the rarity check diabled or will it automatically apply if it's in global?

shadow citrus
fringe plover
shadow citrus
#

global will override every moons config

fringe plover
#

It shouldn't affect the other scrap that isn't in global though, right?

shadow citrus
#

i think if you dont add more scrap there it probably will only spawn those type of scraps

#

tho maybe if you add the other scrap to a specified moon i could work idk havent tried the scrap option

#

only interiors plink

fringe plover
#

So best bet is to just test then?

shadow citrus
fringe plover
#

mk

shadow citrus
#

just put 99999 to a random scrap on exp and see if it spawns

fringe plover
#

Appreciate it!

shadow citrus
#

np!, would do it myself but im doing some modpack thingies that i dont want to touch anything else or it will break as seen on my 3 million messages above

#

tell me if it works! im curiouss

fringe plover
#

Yeah I was correct in what I thought. You can add global presets, but they will only work if you have that scrap added on other moons. Example, if I add a duck scrap on global, it has to be added onto the moons I want it to for it to apply to the total pool of items on that moon. Leave the rarity box unchecked on the other moons.

shadow citrus
#

oh i didnt knew that! well the more you know...

fringe plover
#

Ye the 9999 rarity thing you told me to do was the proof I needed that it works like that

shadow citrus
#

ye 9999 means it will almost always spawn so if you put that and dont see any it probably means smth is wrong

crisp kraken
#

it applies to moon prices too. although i have compensated by using LLL for that

fringe plover
foggy summit
#

Hello @tacit thunder I was wondering can your mod set certain scrap items from 2 handed held items to 1 handed?

halcyon crown
#

does anyone know how all but 2 modded enemies randomly removed themselves from the moons I set them on through LQ? Like, the actual lists. They're just not there and I have to add them back in for every single moon. Even Global removed them from the list

#

I also noticed that snare flea and modded enemies presumably using it as a template were changed, SF is now Centipede and the others using the name were Light Eater and Maid, both of which would look like Snare Flea(LightEaterEnemy) for example, but now it's just their normal name? How did this just, magically happen out of nowhere?

#

oh great, just nice. Some scrap was also randomly deleted from the scrap list too

shadow citrus
#

I only use it for interiors, the rest i do it from the enemy's/scrap config

halcyon crown
#

this has never happened since I started using LQ, not unless I removed the mod that contained the stuff that vanished which makes sense for it to do

#

but in this case, the mods are still there, the enemies/scrap are still there, they just removed themselves from the list and I have to re-add them + set the values again

halcyon crown
shadow citrus
halcyon crown
#

As of now the only options I know don't work well/at all is enemy is killable and now the map size multiplier

#

everything else I've used seems fine, minus a few things not working with Global

shadow citrus
#

Ye, i also got a big issue where using LQ and moonswept lagged my entire game so i had to disable one of them

#

And i spent like 5 days making the interior weights so im not disabling LQ

shadow citrus
#

I may be reading it wrong but i got something similar where some config i made didnt save and i had to do it again

halcyon crown
#

I don't know

#

I haven't finished

#

I have to set all this stuff for 40 moons so it's gonna take a few hours before I get it all set back up

#

at like, 27 moons with the scrap right now

shadow citrus
#

πŸ‘

halcyon crown
#

I had these set a while ago, only recently it decided to reset them

#

can't fathom how or why

#

never disabled the mods or anything so that couldn't have done it

#

at least wesley's scraps stayed

#

would have been a nightmare if I had to do those too

foggy summit
halcyon crown
pastel vapor
#

outside of the Lethal folders

pastel vapor
#

only thing that happened to me was that moonswept enemies changed their name in LQ and removed themselves from lists + some of the vanilla scrap items readded themselves to moons and changed back their values at some point but I believe that was when I was testing something and disabled a few mods

open matrix
#

So yeah not a lot you can do except backup as much as possible
Also if a mod dev ever decides to rename their entity, it can be deleted from the LQ configs
Biodiversity changing the name of the Nethersome's duck deleted it from all scrap pools in my experience

#

It then had to be re-added under its new name

shadow citrus
open matrix
#

LQ i feel is the best option still out of all of them

pastel vapor
#

if LQ breaks someone should just redo it tbh

shadow citrus
#

But it doesnt have all the options LQ have

pastel vapor
shadow citrus
open matrix
#

Technically LLL is good if you wanna manually count and add up all the weights and stuff, but it doesnt allow fine tuning of stuff like spawn curves, power levels of individual creatures etc.
And CC conflicts and interferes with other mod stuff

pastel vapor
#

reconfiguring things in the config is 1000x more difficult than with LQ

#

I literally have to figure out every single scrap's name in the config an then keep them all mind instead of having a list, same with enemies

#

it's literally just LLL config with more options but what makes LLL config terrible is how tedious it is to do in the modmanager's config

#

I definitely wouldn't have the mental energy to configure the entire modpack with CC

open matrix
#

LQ is missing a few things though still too
LLL is better for interiors generally, and LQ doesn't let you specify the min/max total value for a moons scrap
From my experience, this variable doesnt seem to do anything......EXCEPT when its a single-scrap day

#

The game will use that variable to determine how much to spawn in

shadow citrus
#

Yeah i love how easy is to tweak things in LQ

open matrix
#

This matters a lot if you mess with a moon and make it later game / earlier game than intended

pastel vapor
#

if something doesn't work in LQ you can just leave it unchecked and do it in CC though

open matrix
#

i pretty much do that, but with LLL

shadow citrus
#

True

#

The map size multiplier is kinda broken atm

pastel vapor
#

you just have to check the interiors too

#

then it won't glitch the game

#

it may not work I guess but at least won't desync the game

shadow citrus
#

But the web is sooo easy to use, i dont like that is completely white but you can just have a dark web extension

open matrix
# pastel vapor actually it isn't

from my experience, messing with it caused desyncs, i tried a lot of different ways
In the end though i realised i dont have much reason to mess with the interior size for a moon, rather certain interiors just needed to be changed

shadow citrus
pastel vapor
open matrix
#

do you do all interior related stuff through LQ?

pastel vapor
#

yes

open matrix
#

ah thats why probs

#

i set the chances and all that in LLL

#

since thats where you can also fine tune the sizes of the interiors

shadow citrus
#

If you give the size manually to every interior it works but if you use the global one it breaks

halcyon crown
idle tundra
#

if i do something like this is it going to override LLL spawns and only spawn what's defined in LQ?

valid roost
#

If I remember reading correctly, yes, any checked options in LQ will overwrite LLL options.

open matrix
#

For example, here in the global config i have messed with the Locker's spawn chance curve and max enemy count

#

Now in the vow config, despite the greyed out info saying otherwise, it will inherit the settings i gave it in global
Its only if i tick the setting here that it will be overrided

idle tundra
#

Cus I set some enemies to weight of 0 in global and then added their specific weight for different moons

idle tundra
#

actually i guess i should ask, if the entry is there but the rarity box isn't checked, will it use LLL/original mod's values for rarity?

open matrix
open matrix
#

if you want to inherit the LLL weights, i am gonna assume you need to add the entity and untick the rarity
And make sure you also dont tick the rarity in the global area

idle tundra
#

i did a test right now, because i reconfigured traps in LQ. i had already set up weights in code rebirth for its hazards, and didn't set it up in LQ. but since the CR traps were in the list on LQ, they did spawn (i assume with the weight in CR config)

#

i'll assume i just have to have all the entities that can spawn in the list on LQ

open matrix
#

if you dont add them to the moon, they wont spawn at all, regardless of whats in the CR config

#

unless you dont tick the "traps" box at all on the moon ofc

idle tundra
#

yeah

#

this cleared up a lot, thanks

open matrix
#

all good

raw badger
#

Is there a mod this conflicts with that causes it to swap modded store items around? All I have is all scrap items enabled in global and it mixes nearly every single modded store item up

idle tundra
raw badger
#

I do

idle tundra
#

that might be the reason

#

lethalthings has a known bug that jumbles up store items if you turn some things off

raw badger
idle tundra
#

it would be some store item in the lethalthings config

raw badger
#

I don't think it would be in lethalthings config, havent changed any entries in there

shadow citrus
#

Im having the same problem and i don't have lethal things πŸ˜”

open matrix
#

but yeah, its caused by a mod adding stuff to the store in a bad way, that causes the list to get shuffled
i.e. Store Item 1 becomes Store Item 2, 2 becomes 3, etc. etc.

#

you can also fix it by disabling some store items in any mods you have until its "fixed"

#

however the second you add a mod / update a mod that adds in NEW store items, it may then be shuffled again and you need to remove another item

#

Some store items you could toggle are Surfaced's Pickle on a Stick, things like the CodeRebirth Wallets and Hoverboard if you dont use them, LethalThings ToyHammer / Pinger etc.

open matrix
shadow citrus
#

At first i thought it was terminal formatter but after some test i dont think so

open matrix
#

i'd say just disable stuff you dont need then until it fixes itself

#

trial and error

shadow citrus
#

And also idk how it happens to yall but at least for me is a very specific way where first quota works but when i go to sell everything shuffles, if i close the game and reopen it starts working again

#

Very weird

shadow citrus
#

I HOPE a store item is the culprit

#

Cuz if not... perceive

raw badger
open matrix
raw badger
#

what alternatives are there for mods that allow all items to spawn anywhere?

raw badger
woeful cliff
#

I'm looking at the github, does anyone know what types of things DirectionalSpawnableMapObject class in GlobalInformation.cs is meant for?

versed iris
#

Will this mod still work in v70?

idle tundra
#

in theory it does

#

i havent been able to try it in my profile yet (because other things aren't working rn) but i don't see any reason why LQ wouldn't work

#

maybe it would just not work with the new enemy

severe harness
#

Check the enemy spawn list and see if this is a selectable option:
||Giant Sapsuckers||
.

versed iris
#

For some reason in my pack now I'm always getting this error and lethalquantites gives up

#

I don't know why it gets hung up on the global config since I don't even use the global config

crisp kraken
#

My interior weights seem to not be working after the v70 update

austere urchin
#

πŸ’”

#

Is it joever?

#

I'm gonna miss this bc it's absolutely carried my pack which I must now update after so long

severe harness
#

I'll prob be rebuilding my modpack tonight so I'll mention any snags if I encounter any

austere urchin
#

I will greatly appreciate that

#

Also gonna test rn

austere urchin
#

So far my configs actually seem to still be working

severe harness
crisp kraken
versed iris
#

Mine have been working perfectly fine too

#

probably a mod conflict

crisp kraken
#

hmm, seems to be working now? weird. I updated other mods in my pack (received updates since I last checked), and downloaded a fresh Presets.json from the web UI. maybe that conflicting mod got updated, whatever it was

paper beacon
#

so... does this mod even work?
my presets.json file doesn't update at all after starting the lobby and modified prices doesn't change as they should, so I'm assuming the whole mod on me is unrespondable

EDIT: I find out that the mod works but what mod might cause it to not register?

austere urchin
#

Idk how familiar you are with LQ but be sure to keep any boxes ticked that you wanna override data for, otherwise it'll just use default. I think I also make everything inherit from global usually

paper beacon
#

Well the thing is I even removed the whole folder with LethalQuantities from the config folder to generate a new one, and it refused to

austere urchin
#

Oh πŸ’€

#

Might be a deeper problem afoot then

#

May have to reinstall the mod or something

#

Next time delete files but not folders, should be safer(?)

paper beacon
#

I only suspect some mod prevents it from loading
On other modpack it works normally but on my... more bloated it won't lul

severe harness
#

If ya ever need to delete anything for LQ in the future, deleting the Presets.json is typically the safer bet since that regens when starting a session

austere urchin
#

It could be anything, prolly something tiny

#

That's usually what happens in programming, modpack creation and anything else that has to do with stringing a bunch of things together to work a certain way

#

The weakest link breaks all πŸ₯€

grand scroll
#

Ive uninstalled a bunch of moon, yet they still show in my LQ

#

anyway to get rid of them?

paper beacon
grand scroll
paper beacon
austere urchin
#

Woah

#

Yours looks diff from mine

#

Must be a browser thing

paper beacon
#

it is a browser thing

#

still intact

shadow citrus
#

but it was too late for me

#

πŸ˜”

noble skiff
#

When I was using LQ mpnths ago I had zero probs

#

weird

shadow citrus
paper beacon
halcyon crown
#

i never noticed anything odd with interior chances in LQ, aside from simulate command not working

crisp stone
#

(thats because lq doesnt acknowledge LLL so i cant know what its doing)

halcyon crown
#

bananas....

loud island
#

Does anyone know if the sapsucker works with LQ? I've tired making it a "daytime", "outside" and "interior" enemy but it doesn't seem to spawn. I assume it is in some way tied the the spawning of the nest and that's why it isn't working but I also idk if it's just me having this issue.

paper beacon
#

I can't 100% confirm if he spawns, but setting him up on alcatras as a daytime outside, ended up with 3 of it's eggs spawning
about the creature I'm not sure since I didn't went to look for it

#

I give 70% chance that it works

loud island
#

oh strange. I haven't even been able to get the nest or any eggs to spawn but I'll do some more testing and see if I've just messed something up

#

It did work once tho but that was on default vow, as soon as I made a change to the moon it stopped spawning again.

paper beacon
#

I believe it works but it must be as a daytime outside
otherwise he might not work, idk I didn't tested interior/nighttime entities but I bet he doesn't work like that

#

alongside manticoils, bees and roaming locusts that takes "power" too
so you might as well get unlucky with him spawning

halcyon crown
#

I can confirm it works

#

Have it added to mine and I saw it spawn on 2 of the moons I set it to

loud island
#

Yeah turns out my mod profile is broken in some way. A bunch of stuff from LQ isn't working on that specific profile. :p

shadow citrus
halcyon crown
grand scroll
#

does LQ casuse lag when a moon is changing interiors?

#

ive been trying to figure it out

idle tundra
grand scroll
#

like loading into the moon

idle tundra
#

Oh

#

I don't think it does

#

Actually it might lag just a little

#

But in my experience it's not anything significant

carmine crater
#

Am I doing this right?

carmine crater
#

trying to make a "Lethal Company Hard Mode" for Public Lobbies

low nebula
# carmine crater Am I doing this right?

What is your goal? First off I don't think you can have two 1's in the x column, think of 1 as the end of the day, or 12 am. The y column is the amount of enemies that spawn (give or take spawn deviation) at that time of day. Example is say you have 0.5 in left and 3 in right. That means on average half way through the day 3 enemies will have spawned. Due to spawn deviations this can be higher or lower than 3 but that would be the average of the example I believe.

idle tundra
#

A good way i do is 0, 0.33, 0.66, 1

#

I also don't think enemy spawn curve value can go into negatives but I'm not sure

carmine crater
#

Okay

carmine crater
low nebula
#

Ye and I now realize I could've just said that instead of typing out so much oops

carmine crater
#

No no don't worry about it

#

its actually good

carmine crater
#

so wait

#

does this mean

#

if this is set to 0, the value from the spawn chance curve will spawn the exact amount of enemies thats set in it?

#

actually imma test that

loud island
carmine crater
#

Heya fellers

#

does Global override all the moons that its a parent of?

idle tundra
carmine crater
#

Thank you!!

#

yay so I won't have to individually remove all these moons configs <3

#

Thankies Wawa

idle tundra
#

What do you have in your global preset

carmine crater
#

Im about to set it how I desire

#

Vanilla Monsters more common and Modded monsters a bit lower

#

Except for Ooblterra

#

I uh

#

wanna keep Ooblterra's theme pure

#

as much as I can

idle tundra
#

Just keep in mind global only overrides stuff in the boxes it has checked

idle tundra
#

Ok

carmine crater
#

I was just curious if it like

#

actually overrides the stuff in general

#

<3

#

Thank You!

carmine crater
#

I don't see the Giant Sapsucker in Quantities web config

#

Wait...

#

Im confused now

#

I think I might have to reload my entire Lethal Quantities config from scratch

paper beacon
austere urchin
#

Also note that sometimes the names may register incorrectly in LQ, when this happens it should have the correct entity in parentheses next to it.

i.e. mask hornets(nutcracker) or something like that, idr internal names lol

#

No idea how this works but at least you can usually still tell

carmine crater
#

But I searched it's name up

carmine crater
#

never did it ever pop up

austere urchin
#

Hrmm I think a coderebirth enemy did that for me a while back

#

Is there anything listed twice?

austere urchin
#

Even if its not sapsucker

pearl flower
#

I still don't fully understand how the spawn lists/enemy lists work in the web UI of LethalQuantities. I use CodeRebirth, and among other things, this mod adds a MicrowaveCart, which counts as an entity and can be managed through LQ. This (and others) spawns even if they're not part of the list of manually added and configured/checked enemies in the web UI. They haven't been added and checked with the checkbox. I thought entities had to be manually added to the enemy list and checked. I thought all enemies that are not part of the customized list in LQ just wont spawn. Or do they also spawn if they aren't defined by LQ, but there's a mod-specific config that controls spawning?

open matrix
#

Check if you have "Microwave" under traps for a moon

pearl flower
open matrix
open matrix
#

So on my end, for each moon, i have enemies ticked, and i specify the weights of each enemy

pearl flower
#

Oh okay. So it's enough to just not add the monster to the list or to add it but not check it

open matrix
#

you can add an enemy and untick the rarity box, which will then cause it to use whatever the global weight is, or whatever weight
And yes, you should be fine to not add the entity and then it wont spawn. What i like to do though is add the entity and set the weight to 0

pearl flower
#

I just don't want to have to add every monster added to the game to every enemy list on every moon. If I don't have to add the monster to the list in LQ's web UI for it to spawn, then everything's fine.

#

Or do I have to add it but not check it if I want other mods to take care of the spawning weight?

open matrix
#

just, make sure if your moon inherits from global, that you didnt set a rarity weight for it in global

#

E.g.
If you add a Redwood giant to Vow's LQ page, and dont tick the rarity, then it should use the rarity you set in the CodeRebirth config, unless Vow inherits from global and in global you changed the weight to something else, in which case it will use that weight

#

Hopefully that makes sense

pearl flower
#

no my global looks like this. so I should be good

open matrix
#

eitherway, yes you will need to add each enemy to each moon, but you dont need to mess with all the weights

pearl flower
#

i noticed that the "add all" button in the web ui doesnt do anything

#

tornado and firestorm appear in the list of outside enemies in LQ... isn't that weather? why does it count as an enemy for LQ?

open matrix
#

thats just how they are coded

open matrix
pearl flower
#

So, in my case, I basically just add all the monsters to the list. I simply uncheck the boxes for all those whose spawn weight I don't want to control with LQ, but rather where I want to use vanilla LC or the config of the corresponding mod. All the checked monsters in the list with the specific weight value will then be controlled by LQ, overriding other mods that control the spawn weight of these specific monsters.

#

Did I understand it correctly? :D

open matrix
foggy plover
#

Heylo there
I seek help to find why in the fuk does this mod cause my enemy to generate omega lag spikes when it generate particles

foggy plover
#

Turn out its not because of the particles but the instantiated decals on particle collisions
still is weird

open matrix
#

Some other mods have had weird issues with LQ, such as iirc ClaySurgeonOverhaul, which isn't able to spawn in their custom guys properly

foggy plover
#

i am not looking for a fix, just the why it happen

#

so maybe i can fix it on my side

loud island
woeful cliff
#

I'd use Central Config

#

I've run into issues with LQ where it completely breaks enemy spawning if you use it to modify enemy pools

idle tundra
#

if you already used LQ and don't want to use it anymore, Central Config is a fine choice

#

i'm waiting in anticipation of LunarConfig though, that looks pretty good so far

loud island
#

I'll give CC a try then! Thx

open matrix
# loud island Btw, is there a more supported alternative then or is LQ still the main way to t...

LQ still works, for now
Fingers crossed that doesnt change
I personally recommend against CC, though thats largely due to compat issues and stuff in the past
For example, it used to have a line of code to just ignore weatherregistry (the mod literally needed for custom weathers and stuff anyways) and override it with its own scrap values
very intrusive
i believe from backlash it got changed eventually byeah stuff like that

#

In general, i think each set of tools has upsides and downsides
LQ is probably the most complex, and can be finnicky where if you do something wrong it shits itself but otherwise works really well
The only incompat i know though is ClaySurgeonOverhaul, everything else seems to work fine
But in general it lets you do a lot, and has really handy stuff like the %s next to each weight so you know the odds on stuff without needing to calculate it etc.
LLL is basic in what it can do and a bit primitive, but works really well, and i personally use it for the interiors whilst LQ does everything else
CC has a lot of features but overwrites other mods and can force you to use its configs over others
I am not sure what @woeful cliff is working on, but i understand its some kind of...tag based config tool?? So it would be really good for large modpacks where you dont want to fine tune stuff and just wanna say...add a bunch of an enemy to all desert moons or whatever, but not as good for fine tuning and balance stuff within each moon
Though maybe you can elaborate on it if its different to that?

austere urchin
#

I'm no coder so take this with a chunk of salt, but I'm inclined to believe that LQ must be extremely well written to survive multiple updates after maintenance for it already ended

austere urchin
#

Also the user friendliness of the web ui is simply unbeatable which is also why I still use it

crisp stone
#

not saying lq code is bad but the stuff it touches has almost never changed whatsoever in basegame

austere urchin
#

That would make sense then

loud island
woeful cliff
open matrix
#

I see i see
What about stuff like, changing the power level of a creature on a per moon basis for example, or moon route prices between each moon?

#

If Lunar ends up with those, then i am struggling to think of what LQ would still have left that stands out

woeful cliff
#

All the properties (like power level) are changed globally and I only modify the base price but I could add features like that if people would want/use them

#

And LQ would still have a web editor tho I'd like to have that too since it's such a great tool like it is for LQ but I have no clue how to do that stuff :p

open matrix
#

I see i see
Yeah, if Lunar ends up with those it'd take the edge over LQ i'd say
The only other thing is yeah the web UI is really nice
Especially the live %s next to everything, makes it easy to understand the data at a glance

woeful cliff
#

A web editor would also let me do things config files can't, like I've been having issues when it comes to deciding whether something like interiors should be added to a moon, or moons should be added to an interior, but with a web editor and you upload all the files, anybody could just do both if it's coded right

#

Just one small issue, no idea how to make a website :(

loud island
#

Oh btw I do want to ask something that might be a bit off-topic. Is there any easy way to change the weight of the apparatus when pulled? I tried with LQ but I assume it only affects it if I make the app spawn as a normal item.

austere urchin
#

Hrrrrmmm idk about this one, may not be something LQ can do to my knowledge

halcyon crown
halcyon crown
open matrix
#

CC does work, but its intrusive
It's their way or the highway
It doesnt really want to play nice with other config mods
Compat has gotten better but ig it still doesnt work with LQ then

#

Might be petty for me to say, but, it is called CentralConfig afterall-
It wants to be the center of where you do all your config stuff

halcyon crown
#

yeah I definitely wouldn't code a tool like that so I don't know why they do it that way. Especially when they proceed to not codei t properly to where their options don't even work -_-

#

I think InteriorHazardsPlus might be a suitable replacement though, looks promising but i haven't really messed with it yet but it does appear to be spawning a lot of hazards since I haven't messed with its configs yet

#

replacement for me, I mean. not for the whole "modifying everything" deal

loud island
austere urchin
#

Perhaps yeah, hardest part would prolly be learning how to make a mod to begin with

halcyon crown
#

It's weird how the worst part is the setup

austere urchin
#

Usually how these things go I guess

stone heath
#

not sure if this is actually a problem, game seems to be working fine and it selected the right flow but it says to report it so here i am TS_hiroHeheh

severe harness
#

Hmm strange, check and see if something might've gotten haywire when configuring Tartarus (particularly with your choices of Interiors), is this the only moon you're getting this error on?

stone heath
grand scroll
#

Is there a way to have a certain dungeon spawn one all of the moons than having it set each individual one?

shadow citrus
#

Global

paper beacon
# shadow citrus Global

yeah but that replaces all other interior settings as long as they're parented as "Global" right here (if using on web editor)

noble crypt
#

for some reason i can only go on a moon once

#

per game

#

i have lethal quantities and changed some things on experimentation to test out some new enemies

#

and it works fine

#

but once i leave the moon

#

or die

#

i am unable to go back until i close and reopen the game

#

it just keeps saying waiting for crew

#

and i know for a fact that it is being caused by lethal quantities because without it, it works fine

shadow citrus
#

What do you have set up in exp?

noble crypt
#

its messy right now, because i havent changed much but its a lot

#

what specifically are you asking tho?

#

there are lots of scrap items, and im trying to check if any arent meant to be there