#Lethal Quantities
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what would cause the moon to only be loading once?
i can go to assurance multiple times
and i having touched it yet
so its something im doing
im going to check each individual part for assurace and figure it out
im assuming there is some mod i have that is making the scrap be weird and not load the moon
idk
ughh
ye LQ is really buggy
i know changing the global interior size breakes the game
and also things love th break out of anything
so you have to be very careful with what you touch
i only use LQ for interior weights since its miles easier
but when you atart using all of it is when it gets crazy
i would say thats the best option unfortunately
its something in this list:
these are the default enemies that showed up from all my mods
all i did was checkmark the interior enemies
so yeah, i did that it ended up being the first thing
are there just too many enemies trying to spawn at once with such a small interior max power?
its set to 6 right now
where does it say that
global interior multiplier is broken
ooh
i have nothing it global
ye got confused sorry
it shouldn't be that
i have much more and it doesnt happen for me
this is what assurance looks like
so
all i did was checkmark the enemies (i checkmarked teh power after so its not that)
try disabling the max power thingy
once i checkmarked it, it wont let me going back
im going to uncheckmark the enemies again then checkmark the scrap only
i want to see if its just when i checkmark anything
or is it just the enemies. ill check now
btw i didnt know vile vending machines could spawn inside haha
i dont think they can
oh
it was just there in the list
then why are there there
XD
try disabling it
hmm no
cuz
i did that in experimentation
and it still didnt work
there must be a particular enemy thats breaking it
which would suck
cuz i love all of these enemies
ok so im testing it now. will it let me visit assurance twice if i only have checkmarked the scrap
lets hope
i tried it with vanilla enemies and it still wont work
uh oh
weirdest thing is that it happens the second time you go in there
are you trying with a small portion of mods?
or is it your main pack
haha... not small at all
its in my main pack
but a few things are disabled
but ive noticed its just with lethal quantities
WAIT
WAIT
holdup gf calling but breakthru coming up
XDDDDDDDDDD
wtf is that
theres a mod called hullbreaker company
???????????
that used to work with LQ
heres what it does
each day, a random event happens
so there can be extra landmines
or extra brackens
or all enemies are one type
etc
it messes with enemy values
i mean
so im going to try and disable their interactions
hmm
it hasn't been updated in more than a year
but im able to go to planets multiple times with hullbreaker when LQ is turned off
hmm
but does it do what it says it does??
have you noticed it?
either way
makes all sense
2 mods touching the same things
idk how they worked before
but if it does work, and you wanna keep using it
i would say to just do enemy weights somewhere else
LLL or the enemy mod's own config
okay yeah so it seems like thats the issue
so hullbreaker tries to spawn enemies
that i have taken off the LQ list
so then it crashes since its unable to spawn them
so what ill do is
do you have hullbreaker original or the fork?
You could try the fork
hmm ok
The fork is the one that says it works with LQ
OG doesnt say anything
We prayyy
LETS GOOOO
ive been dealing with this for a long time now
Dont thank mee, thank yourself for figuring it out!!!
Im glad i could help but most of it was your testing and everything
The classic modding experience
IM having a bit of a issue, so GM moons added a new moon and it shows up in the game, but it doesnt show up in the LQ editer
all the moons but that one are there, not sure why that is
Just to be sure, after updating GenericMoons you booted up a save (either new or existing is OK) at least once yeah?
I did, and the issuse is still there, the present is not updating and the moon is not showing up
Hmm, interesting
ive never had this issue when adding new moons mods, not sure why its doing that now
I'm not sure why either
Hmm, saw this at startup for a save, let me confirm it's GenericMoons causing this cause I have a couple of other moon mods in my pack
[Error :LethalQuantities] Encountered an error while trying to load the configuration
[Error :LethalQuantities] Please report this error to the LethalQuantities mod developers: System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object)
at UnityEngine.Object.get_name () [0x00001] in <e27997765c1848b09d8073e5d642717a>:IL_0001
at LethalQuantities.Patches.RoundManagerPatch.onStartPrefix (RoundManager __instance) [0x002ff] in <3d417d56a21746b39758c9436f818602>:IL_02FF
I tired it on test profile and the present json didn't even generate in the config
odd
Yep it looks like LQ doesn't like something about GenericMoons v8.0.0
Let me get one set as developer, whoops
im installed a few other moon mods to if the present json generates in the folder or not
Something from GenericMoons v8.0.0 causing the config to not generate
Unsure if it's due to his new moon "Burrow" or something else from this update causing it
The other 13 moons he had in the mod prior to this update didn't cause this issue
Not sure if I should just throw the ping to Banana or wait for some time til the rest of GenericMoons's big update is finished cause he's apparently on working something pretty large for his pack
Hmmm, actually I got an idea
whats the idea?
Blasted it didn't work
I installed Galetry to see if it was potentially cause of the logger that Generic added for cross-compatibility with the whole Wesley Moons's moon unlocking mechanics
But no it appears to be something else
Hard to say if it is just Burrow causing problems or something else with the update cause if it is just Burrow, when Generic does the individual moon releases you could workaround by downloading all the moons you want aside from Burrow til it gets fixed, but I'm not certain as to what's exactly tripping up LQ to throw a fit
after checking
its Generic moons
i tested it using a differnt moon pack and the present json was generated
My log is for a pack that just contains LQ & GenericMoons (with its dependencies) so ye
Sent an issue ticket onto github in the meantime
So I'm not sure why, but I'm still getting enemies in-game that I specifically excluded through Lethal Quantities. This wasn't a problem in the past, but I still get certain enemies.
You're setting their weight to 0 at the global level right? And then making every moon inherent from global?
Yeah
Sorry for the late reply. The spawn rates aren't accurate at all. Dunno why I keep getting enemies I specifically disabled
All good. Yeah that's weird. Perhaps you can send your presets.json and I can take a look when I get a chance?
Come to think of it I might need the modpack code too if nothing seems wrong in the json... but we'll cross that bridge when we get there
Interesting
Based on testing it seems standalone version(s) of GenericMoons so far is working
Collateral didn't cause the same issues as compared to the pack
Looks like that initial idea pitch of individually downloading moons (aside from the one(s) that error out LQ) may be the play
im wondering, if i make an entity have a negative power level, would that mean it would allow more monsters to spawn?
Never trier that, you can put it to the test
Hey I struggle to force a moon having only presents. There's this mod "OnlyPresents" that works but it's not configurable so it's only presents for the whole game and on every moon, and I'd like it to be the case on one moon only. When doing so with LethalQuantities, it successfully spawns only presents but there's no scrap inside, they just spawn other present
Gn cheesenits
Gm Kiszonits
I'm not an AI 
I believe this is because Gifts drop scrap based on the moon's loot pool. Since you're likely making it to where only Gifts are in the scrap spawns, all it can spawn is another Gift.
Optionally, you could add scraps to the moon but leave their chances of being pick on 1 while the gift is significantly higher
Don't actually know if that prevents it from selecting gift again, presumably it only does that if it's the only scrap item to prevent a crash or something
Oh that makes sense, I'll have to give it a try thank you! Now the question is, will the scrap be fully random or still based on the rarity setting.
I also managed having only lethal presents with 100% spawn chance and setting the moon's power level to 0, I guess monster still spawned because they were in the pool regardless of the power level, so I could select the spawnable mobs on each moon ๐ค
That's what an AI would say 
Those 2 @fringe rampart and @shadow citrus are true AI slops 
I'm 100% real and fresh
Something silly like me can't be artificial unlike those two
If everything is set to 1 except gifts, then each scrap has an equal chance to be picked. If you want to add rarity you can but you'd have to bump the number up for the gift spawn by a lot to prevent other scrap from spawning (at least, as much as you can since it is inevitable to be chosen eventually.)
There are 3 power levels (Indoor, Day, Night) so that might explain that. I don't know if there are any entities with a power level of 0, but they shouldn't spawn if it is at 0. And yes you can modify all enemy spawns for indoor/day/night on each moon.
Yeah yeah Gn Kiszony
Good morning
whenever i load a new lobby the mod does not generate a preset file in the advanced folder
it creates a lethalquantities folder but no json
oh nevermind i fouind the problem :DDDDD
Oh so this the page for it, yo I got to say that where other api's that do this gave me trouble yours unironically not only fixed my issues but turned out to be the best one. Maybe that will change when lunar config comes out but so far yours is literally my most favorite, it also allows me to adjust stuff that I normally can't adjust with any other mod like this like the spawn curves which is just genius.
Big fan man.
I presume it's cause of GenericMoons, if you either downgrade prior to v8.0.0 or use the individual versions of some of the moons, then should work
very correct actually, i spent like two hours last night disabling every mod in my 177 mod pack
Prior to v8.0.0 means that Burrows won't be around (and some optimizations/changes for some of the moons)
And for individual you have Collateral, Devastation, Hydro, and Vaporization as options
I sent details of the issue to Banana (guy that made LQ) so they're aware
very good
i was gonna type it there last night but i didn't know exactly what th issue was, other than the log said something about enemy spawning i think
also how do you choose to use individual moons? delete the ones you don't want in the plugin folder? i'm lucky i just recently learned what hot loading means or id be slightly lost on your advice
First, you'll need to remove GenericMoons and do one of the two following:
(do not do both)
-
Redownload GenericMoons to a version that is not 8.0.0 or above
Any version prior to this does work with LethalQuantities -
Search up Generic_GMD and individually select which moons you'll want to add to the pack.
Unfortunately, only Collateral, Hydro, Devastation, and Vaporization are available thru this.
More WOULD be available but they're currently stuck in limbo.
LQ preset should retain the details that you already entered in (if any) prior to the issue,
the only thing that the issue does is it prevents the preset details from being loaded into the session, which also prevents it from properly adding in entries for moons/enemies/scrap/etc. if you changed things around since the last time you've loaded a session
This ultimately just means that Burrows is the only moon from Generic that's a no-go currently
i heard about the other moons being lost on another computer or something
that means they'll all become individual mods some day?
tl;dr
GPU died, repair crew took extra long to figure it out
After that, ended up leaving the server (unknown reasons but seems to be disgruntled)
Can't really say anything about an ETA given what's happened
I'm bummed to suddenly see him go but I also can't blame him with the recent shitstorm and the daunting undertaking he was trying to do while wrestling with Unity
Or change to Lunar config 
He still making mods tho
He just left the server
iirc he was also gonna do some sort of a progression-style update as well for GenericMoons, akin to Wesley's more recent updates to his moons
A time for him to work without the stress maybe
Idrk atp a few things related to the progression were scrapped and deleted so
Maybe its still an option
But nothing confirmed
I still haven't exactly made the swap to Lunar simply cause well, I haven't really delved into it
How easy is it to get stuff set up for it as compared to LQ?
Me neither, LQ web is extremely comfy so its hard to change
Crafty made a poll before releasing, where he asked how the interior weights would work, and it won the LQ style
So in that regard its kinda easier
But everything else is like LLL config but with way more things hehe
Oh God lol
Only way I'd be able to actually pull that off is I'd need a separate notepad/spreadsheet containing the values I want to populate per thing cause it's a chore to just comb thru the lines to see what's present already, notaby for scrap
The more entries added the more cumbersome it is, which is why LQ is just so much more comfy lol
The infamous spreadsheet
Crafty would make a web thingy but he doesnt have the knowledge nor the time to do it
It's that + the extra features that LQ lacks is why I still use it
It definitely has its, quirks, and isn't compatible with some things (GenericMoons v8.0.0+ being one is sad), but otherwise works nicely
I still wonder what exactly in GenericMoons v8.0.0 is making LQ trip up
I wonder if it's something as ridiculous as the map for Burrows being null cause of Generic using UniversalRadar to handle it (ridiculous on the side of LQ that is cause why would it be checking smth like that if it doesn't use it)
Idk
I know gen will not fix it
Since it seems to be an issue with lethalquantities
He tried for a while to fix but without any luck
I'm still curious as to what exactly is the said issue as well
thats really sad actually
checked out lunar config and its very cool, i think i will be switching to it or checking it out again at the very least when a 1.0 update comes out
He still here he's on break I think. Hasn't said anything in a while.
the only thing i think it needs is a web ui of course like lethal quantities. it actually is extremely helpful to have a web ui like lq's. a dealbreaker
but stuff like that must take time to make
Yes
Already said
Crafty would do it if he knew how to
Still Lunar is THE option if you want config and no issues
Speaking of crafty I hope they see that at some point. I owe that dude a lot because his mod is the reason my mod collection is able to work at all the way I intended.
I owe some of y'all too because without people telling me about it I also would be screwed.
Advanced company, thou shalt be missed
.....oh yeah. That's where ALL of my issues began.
๐ข
Speaking of crafty!
Mostly just without your mod there are moons, enemies, and other things that would not work either at all or the way I tuned it.
I mean right when everything was going wrong your mod was pretty much the one thing that fixed everything.
And it's shockingly versatile, modular, and just very tunable while being incredibly lightweight.
Eh that's it
Well thanks :3
That's pretty much all the things I was going for lol
I might have to start lunaring my config
LQ will go down as a certified banger though fo sho
I'm not so sure I want to switch. Pretty much all my needs are met and switching at this point might just cause issues for me.
thing is, the moment a mod bugs LQ thats it...
we already have that issue with generic moons
and since this mod is not maintained anymore
there will be no fixes
Dude that's an issue you risk with literally ANY mod that configures settings and values.
And honestly I have yet for it to bug on me. In fact I switched to this because every other mod like it would bug when I was trying to use shrimp on ether with the LC office interior except for this one.
yes because all of them are not maintained anymore xD
only Lunar
thats why im saying it
That's not why, I had similar issues with enemies moons and interiors that were maintained and yet again lq was the thing that fixed it while everything else failed.
i also still use LQ, but im changing as soon as my lazy ass starts moving
It's just really not a strong argument.
also, trying to use shrimp atp... idk
hey i mean if its the only thing working for you then just keep using it! not forcing you to change or anything
just saying that if at any point it starts to bug, there will be no way of fixing it
Honestly I think a lot of it was just because of batby's code. Sometimes it's API doesn't like it when other programs do something similar to it meaning of certain settings are on and then other mods that modify those same settings are also active then there's a conflict.
That's why lq is so good because you can essentially have a lot of values preset so it doesn't get in the way of any active API.
And that's the thing with lunar's config that makes me not want to switch because it is like an active API. It's like advanced company, lethal variables, LLL, it modifies things while the games loading up and not before it loads up.
With lq it doesn't do that so I don't have that problem.
Well it's because it modifies a json that's the whole thing. You modify this file that the game reads and I think that happens before things in the game are actively being modified meaning lq is like above other things priority wise.
Or at least I think that's why it doesn't conflict.
That way you don't have two apis cross threading into one another creating errors by butting heads.
I'm sure it's not perfect and maybe I'll find some kind of bug later but for now it's really solving a lot of problems that otherwise would not be solved by switching to something else.
iirc LQ loads after everything else which is why it has the final say
so is LQ fine or not?
not that I care anymore since lunar config exists...
Idk I honestly haven't used it in a minute since returning to LC for v70
fair
I'm open to lunar but I may end up going back to LQ cause the web ui helps tremendously when I don't know the internal names of dungeons/enemies/traps etc
I don't wish to go back to LQ, unless heaveitemsscp doesn't break it anymore which it was the case before it's update
if heavyitemsscp still breaks LQ, then I rather migrate to lunar config to avoid such issues in the future
-# questioning the future of modded LC atm
And say, for weird cases like when RBM would generate 2 entries for moons that it would override with basically no way of differentiating, trying to configure something like that in a regular config file sounds very difficult
what's RBM
Rebalanced moons
I would help with making a webui for lunar if I knew how tbh
I assume knowing html and javascript is half the battle
Hardest part is prolly transferring that data to the modloader idk
Actually I think heavitemsscp has a ton of problems from what I hear and already doesn't work correctly.
allegedly there we're some networking issues fixed already but I can't confirm if they are really gone
Is updating going well?
probably not, best to move to lunar config
Ya this mod is basically dead
Lunar is both newer and works better
So just use thay
I beg to differ
but I'm getting used to it
I mean
Idk how you can beg to differ when lunar doesnt have most of the bugs lq does
The ever-so-timesaving LQ web editor: ๐ฟ
Though I've kinda given up on configuring stuff that heavily anymore
LQ was a necessity for me cause I didn't have to find the internal names for anything
As far as convenience lq still beats it cus cfgs can be hard to navigate
But at least in r2 having the entries in a list on the side instead of only at the top has helped a lot
Oh yeah configs are great for me in gale
For me it's really just internal names that are a problem, primarily for enemy and scrap spawns. But I'm starting to simply trust mod devs on the default settings lol
Heck I don't even mod the game that much anymore now that my friends no longer hop on
I think lunar will show the internal name it uses for stuff like enemies? Idk if the name it uses is different from other mods though
Perchance 
Yk you keep saying that but I've never seen any bugs with it. What bugs exactly?
One of the most prevalent was changing the dungeon size in lq could cause it to desync between players
Which i think lunar fixed a while ago?
Lq also had problems with some modded enemies, in my experience at least it wouldnt recognize men stalker at all, and assign random names to some enemies
I'm actually had the opposite experience, lq was the only one to recognize it and literally everything else didn't same thing for shrimp.
It was calling the ogopogo a Nutcracker at one point
Yeah it's sometimes it does that but it doesn't actually affect it.
As for the dungeon size thing you can just change it in LLL instead and not do it through lq which solve that problem.
These do not seem very compelling to me.
You could but then those dungeon sizes would be applied everywhere the dungeon spawns
LQ breaks nesting enemies
It wasn't truly a per moon system
like if you TOUCH enemy settings
You can also change the dungeon size per moon in LLL as well
I guess I'm also biased because crafty is actually active and taking suggestions, and lq dev hasn't been active in a while
No? Where
I guess you can't
Well I've also never had a problem with dungeon-size either and I've even set it up to 20
Whatever you guys are doing you're doing something break it but I don't know what because I've literally never had it struggle like that.
It's not from a lack of mods either, I've put in a ton of custom enemies in three of my different collections, multiple Moon packs from Wesleyan, torian, and others, and multiple kinds of custom items as well. Still I have not had any of these bugs.
(shrug)
If it still works for you that's fine
Its not really a "you should dump lq and use lunar rn" situation
That's kind of how you been portraying it a little though?
I've probably had the wrong tone about it then
I just don't think we should go around thinking it's dead or that lunar is somehow Superior. As much as I have faith in the lunar (literally installing it right now already got gale loaded) lq is still probably the second best. If it does have issues it just needs a little bit of maintenance especially for those who need a considerably easier modding experience.
I'm still not sold on the multiple config files, it's still an incredibly inefficient way to navigate and should at least get a more centralized UI.
The only reason why I don't do it as much of a problem at the moment is purely because of Gale mob loader, if that program didn't exist it would completely kill it for me additional features be Damned.
updating?
this mod has been abandoned for a long time now
unless you mean updating to v73
I hope it does, if lunar doesn't work out I need this as a fallback.
Also @shadow citrus
#modding-general message
why would lunar not work :0
The one thing that makes me still a little apprehensive is mostly the UI though I'm going to try it today
oki
thish ish leshal quanshaties
So, from my tests on v73 with my modpack, LQ isnt functional
Both on its own, and even with me trying to fork it by just recompiling it with it's references to the v73 stuff
Moon risk levels, descriptions, spawn weights etc. dont apply at all
And scrap value adjustments dont apply either
However, with both LQ and LunarConfig present, LunarConfig seems to somehow fix it partially
With both, the moon risk levels + descriptions + routing prices work again
As well as whatever overrides you set for what scraps / enemies (?) can spawn on a moon
Curiously, min/max value overrides for scraps also seem to work
But....the spawn weights for scraps and enemies dont seem to apply properly. They just use their default spawn weights
So if you're looking to update a modpack from v72 to v73 that uses LQ heavily like myself, you can cheat it a bit by just adding LunarConfig
However, you will still get an error in the console, and you'll still need to set the enemy/scrap spawns weights on each moon

sooo... this mod isn't going to get an update soon I guess
what's the best ALT for that?
some other mod
Your best bet is LunarConfig, which is the newest config mod
Though sadly LunarConfig is missing a lot of the specific features of LQ
In LunarConfig, you cannot:
- Set up Per-moon routing prices, the routing prices are global for all moons. You would need LethalConstellations for that, and even that is finnicky and doesnt really let you setup routing prices in the same way
- Set up global spawn weights for scraps or enemies etc. You will need to manually copy+paste stuff between every moon, which can be a nightmare if you have a lot of enemies/scraps and moons to balance stuff in
- Set up per-moon enemy balancing, such as changing the spawn curve of an enemy or power level based on what moon its on, or changing that info whether its inside or outside. For example, in my pack i had forest giants use different power levels depending on the moon and how oppressive they felt outside, this isn't possible in LunarConfig
- Similarly, you cant do per-moon scrap changes either. You cant make an item worth more on one moon to another, the value is consistent across all moons.
- Afaik, LQ registers Red Pill as an entity you can spawn, LunarConfig does not. But you can keep LQ in your pack just for Red Pill to showup properly.
- In general, there is no "parent" "child" system with the moons, you cant have a moon copy another moon's settings and such. You need to copy it all manually.
It has a lot of its own features, though these are much less practical, like changing how many rocks spawn outside or messing with the names of entities, scan nodes etc.
However once the above stuff is put in, i'd say its easily the best config mod
LLL works fine for simple stuff
CentralConfig is known to be a bit buggy and cause compat issues with other mods, and iirc it isnt really being maintained anymore (?)
Dunno about LethalCompanyVariables, but that one always messed with power levels from my experience and then caused issues. Simply having the mod, even without touching configs, caused enemy spawns to skyrocket for some reason, though that was well over a year ago so idk now
i also wanna correct this and say i was wrong here 
in v73 LQ fails to load properly
No configs from it seem to be applied at all, and the config does not update at all to recognise new moons/scraps/enemies etc. added after v73
LQ is pretty dead unless there is a specific mod causing it to conflict in v73 that i am unaware of
ohh my...
yeah that sucks...
thoo
I only need to do one thing
there are two mods "Acidir from wesley's" and "Scarlet Mansion Interior"
Scarlet Mansion adds a variant of a Butler called Maid, and a variant of coilhead called knight
I made sure Acidir is always 100% this interior but those 2 never appeared
I tried usuing levelloader
but it does not work
long story short I want to replace Butler and coilhead to be maid and knight
tho I never used Lunar...
is it capable of doing it?
LunarConfig specifically has an issue atm where it fails to recognise the Knight + Maid from SDM, so you're kind of out of luck there
You can try adding them to the enemy list and see if they spawn
Also SDM has a config where Knights and Maids can spawn by replacing Coilheads and Butlers respectively
You could make the chance 100%, but this will apply to all moons where SDM spawns.
it does not work
sth is wrong after new update
I never had any issues with it
but now everything is falling apart
Welcome to v73
proly report it in the SDM thread, though i am sure LadyRaph is aware of it
yeah I did already
also the pathfinding of monster seems to be a lot worse since v73 launch in SDM
i havent noticed anything yet, though i am only just moving to v73 now
well
many monster tend to stay in the middle of room
and run towards you with 0.25 of speed
or sth like that
also they very often rotate during chases
(trying to do those juicy 360 no scope)
I hope lethal Q will be updated, it was very well made
anwyays thx for help cya cowboy~
i'll take a look when i next can
honestly i am doubtful
close to 2 years without an update iirc
Is this mod still functional in v73
it was barely functional since like v65 and broke more over time
its essentally been euthanized
Is it the same as it was in v72. Idrc about its already broken features, I just need to know if it broke more with v73.
almost defiantly
idk specifics bc I stopped using it ages ago
but id assume it has broken networking
since its fairly complex
Still was usable with v72 with at least basic stuff, but based on what others have mentioned v73 is finally when the mod's fully broke
pretty much anything complex not relying on another api for most its scripts broke so
that tracks
Fun times
Suppose my 20 backups can finally be deleted
Is just a matter of time anywho cause iirc Zeekers is working on the next big update so I'd recommend finding some alternative (e.g. Lunar Config) and getting comfy with it
LethalQuantities doesnt work at all in v73
Prior to v73 though, it did all work
Idk where all the talk about it "barely functioning" comes from, crazy gaslighting ๐ proly conflicts or people mixing it with crap like CentralConfig on the same profile, or just not getting how it works
All the main core features worked (Setting weights for enemies and scraps, modifying stats of enemies/items on a per-moon basis, custom moon routing prices, messing with spawn curves, messing with all the moon info, the parent-child system between moons, registering content from all mods)
The only thing that has been problematic has been interior weights, as messing with those or the interior map size would lead to interior desyncs often if not done in a specific way
I've used it exclusively for years and not run into issues in a fairly large pack, just by doing interior shit in LLL
But in v73, it errors and cannot read from the json file. Any new enemies or moons you add don't get added to the webpage, and in-game none of the configs seem to apply at all.
Your best bet is to switch to LunarConfig, which works pretty nicely, just take your time porting in changes, and avoid messing with some of the more experimental features like *aliases *for stuff, as thats way more likely to cause bugs or things to not work
LC doesn't seem to be as stable either as it's also bugging for me
have been trying to figure it out in the forum but we don't know much outside of a min/max value error that makes 0 sense
Odd
I updated all my mods for v73, and then disabled some ik were broken in v73
And then started moving it to LunarConfig
seeing how aliases are apparently experimental that might explain why day enemies didn't spawn
my recommendation would be to restart
try updating everything for v73 again, disable broken mods, and with LunarConfig gradually enable it bit by bit and start moving stuff across
I don't think that's how mods work...
i already got rid of broken ones
LQ is disabled, i don't have CC
so LC is the only one modifying anything
plus, I already had to redo LC's configs cause of the 0.2.0 update
and for some reason that ended up merging a lot of items with similar names into a single entry
or getting confused with other item names, they still work they just show the wrong name/are merged
and yes i did what the 0.2.0 update told me to do, so that's not really my fault
What i mean is, somewhere in the process of updating something has gotten messed up and is causing issues
a faulty config
But if you updated a bunch of stuff in bulk, without keeping backups and tracking exactly at which point that issue came up, then for all we know it could be anything
Hence why i say to retry porting it
Get another copy of your v72 profile
Update all the mods, including LC
Disable faulty mods
Try re-implementing the config changes 1 section at a time
Each time, go in and test the stability and functionality of the game
repeat until you have fully ported it, or come across issues
Thats the only way to do it properly and actually nail down what causes the issue
or, if you're lucky, somehow skip the issue this time around
LC isnt perfect
Its new, it has plenty of bugs
In my case, the ship cant land if an interior's "min" and "max" clamp is anything but 0, even if those settings are turned off in the central part of the config
Which is completely nonsensical, it means LC is somehow using those values even when the option to use them is turned off, crazy
and i have nothing in my profile that messes with interior sizes bar LLL
I downloaded LC in v73, so any v72 configs aren't there
Everything I updated I checked for v73 support and removed mods that didn't have it
I am not redoing all the configs when the logs literally says it's LunarConfig that is messing up
I knew better than to add LC with v72 mods, I already knew v73 broke a lot before installing it
No thanks on reimplementing I've wasted enough time on this modpack
It's literally like 2 issues I'm not redoing all of this for that
I dont even know what interior clamp is so I never touched it
and take another 10 hours redoing them? Again, wasted enough time on the modpack
fair
honestly this close to just abandoning the thing

Over a year is more than enough time for somethnig that keeps getting broken by constant updates
I hoped LC would work since people told me it does, guess not
lethal modpacks are finnicky things, the larger they are and the more finely tuned/balanced they are, the higher maintenance they are between updates
Unfortunately thats the reality of if you want either a large modpack or one that is finely tuned and customised
You gotta do mickey mouse bs everytime a major update drops
I was aware of that, but it kept breaking and I haven't had a playable build in like, prob close to 6-7 months? The last one I had was just about ready but during testing somehow all enemies decided "Fuck reality" and stopped targeting players like, 8 moons away from being done testing. How? I don't know, this game is straight ass sometimes. I still have no idea how it happened to this day. Hopefully it doesn't happen again IF I ever get to finish this
It's not like I slack off I've been working on it for a while and everytime I get close to being done, something goes wrong. This time, it's lunar config, and I obv can't release it if that doesn't work right
Out of curiosity, can you send a profile code? i wonder if i can spot any stinky mods that might cause issues
I'd rather not since I'm not fond of someone swiping it from me. Unless I can like, not include configs in the code
you can dm it
I use my own modpack, and (for better or worse) i am very stubborn and picky about how i want my stuff balanced and setup lmao
It wouldnt be a case of me stealing anything, you'd have to heavily convince me to copy something

Afaik I don't have any (enabled) broken mods, since I had someone go through it a while ago but idk anymore esp with dawnlib basically being an all-purpose api. People also don't seem to be moving off of LLLU despite LLL being updated so it's anyone's guess as to what's wrong atp. The only mod that has been giving me trouble is LC. But idk if that's cause its some experimental features or what
Cant say for sure, but i think messing with aliases was the cause
maybe for day spawn list and facility meltdown. Interior/night worked
Honestly idk. Also does LC's scrap list not override all scrap mods?
specifically ones that just inject scrap and not have a config
Yes? i should think so
m
well one of the mods I do have to disable cause it won't override it
possibly 2 if the port of monster plushies does the same thing but i think that one has a config
anyways uhhh
Its known and proven how quite a few options in lethal quantities would break the game or not do anything, or work in strange ways
We dont say that it was barely working because its old
I've yet to see what any of those are, besides interior size multiplier and interior weights which I already mentioned
It just seems like a lot of people regurgitating the same info in a circle from over a year ago, without any actual firsthand experience using it or knowing what they're on about
It's why I don't comment on anything unless I firsthand 100% know what I am on about 
Fair
Welp "besides those" is not like it means its working fine
Maybe it wsnt working at 100%
But more than 70%
But for a mod this big with so many features and not being maintained, those broken things are a sign that this mod wont last for much longer
And v73 proved it
it still works for me generally
most of the stuff I'm using it for could probably be done by just using LLL but I like the web ui
The only other issue it had to my knowledge was that sometimes enemies had weird names, like it would say "Redwood titan" and you hover over it and its actually a Centipede (Snare Flea)
So a visual bug
Thats all i can say i've seen, and thats with (no exaggeration) hundreds of hours working in it and using no other config mods ๐ญ
I'd say 95% functional, byeah as of v73 its dead, 0%
And yeah, it was gonna happen eventually
if it wasnt gonna be v73, it was gonna be whenever lethal comes out of early access or basically any other major update that could effect it
changing the scrap value broke though so I had to use lunar config for that
but the spawnrates on everything works for me
Fascinating
In that case then, its LethalQuantities + another mod that breaks in v73 preventing it from working fully, possibly DawnLib?
Eitherway, it is a sinking ship unfortunately

Exactly, so for something that could be seen from miles that it was gonna break, it was called as a sinking ship for thst exact reason
Sooner or later it was gonna break
Originally i had this
Those tiny issues just told you it was going to happen
Well if this person is using Lunar it would have DawnLib too
But then by this point it did poop itself
maybe that then? I haven't been using dawnlib
If you've been using Lunar you would have DawnLib too no?
I'm using an old version of lunar with LLL
Ah
Still huge misinfo in regards to it's functionality prior to v73
it did largely function well, barely any issues
Way more people sweared by and used CC which was a huge dumpster fire in comparison
As i said, you are correct in the fact that it not being maintained did mean it was doomed, but what i was stating earlier is that people keep spreading misinfo about its functionality prior to v73
It had broken features, maybe the info was a bit exaggerated
thats fair
yeah i think when you go to DawnLib it will die, but you're better off with LunarConfig anyways once you get there
Biggest disadvantage imo of LQ is its super hard to port stuff from the config to other config mods
At least LLL, CC and now LC use the standard like MouthDog:8
With LQ, there is nothing to copy and paste so easily since its one huge json
So the sooner you move over the better imo, unless someone has the time to make a tool to port it
But thats a lot of work, so at that point, they could just fork LQ and do quick fixes to it 
yeah I updated a while ago and saw it broke so I went back a version
Or we could just support Lunar's development
The port is the only bad thing yeah
I think you need to re-read what i said, particularly the first line
i am advocating for using Lunar here
Hehe
I dont see much of a problem in exaggerating a bit the state in which LQ was if it means we can support Lunar instead
I personally really like lethal quantities because of the website and some other smaller things, my reasoning for using this is subjective
And yeah sorry i did kinda read it fast
Yeah thats the only thing i could nitpick, its really really handy
If anyone knows how to do smth similar to Lunar i think Crafty would be happy for the help hehe
Im trying to learn myself but i have a long way to go still
unless lethal quantities fully breaks or lunar config gets a similar system I'm probably not gonna switch
Fair
honestly there might be a chance that lethal quantities breaks more and more over time, then I slowly switch to lunar as more stuff is broken
I think exaggerating the flaws and instability of other mods to boost opinion of ones you like more is, well, i dont even have polite words to describe that ๐ญ i'm at a loss
You can support Lunar without exaggerating the flaws of its ""competition""
If anything you should be flexing what stuff Lunar has to offer instead
LLL, LQ, and CC are all stinky, use Lunar NOW!
Yes!!!!
We have unlockables as of 12 hours ago :3
Can you even make a modpack nowadays without LLL without it being like purely bare minimum stuff?
I think only ItemWeights has done that before
Ive seen a few people with that
Wdym unlockables
Ship upgrades, furniture, suits can now be configured
wasn't there achievements in one of the api's
I know Dawn has achievements
My main concern for you is, if you start fine tuning more stuff or making your modpack bigger, you're just giving yourself more work in the end for when you do eventually have to port it all
Hence why i say make the jump sooner rather than later
That is, unless LQ does get an update or fork
but theres been no indication of that
Ahh i see i see
It was more of a "this mod is falling to pieces" sooner or later it will stop working, and we have a new option with lots of potential in the works
I personally never said like, this mod is completely broken kill it with fire
thats fair
I just pointed out that it had issues
We're fixing bugs! I still need to fix that minmax issue geo was having but he never gave me a code :(
I do wanna say that I think its funny that this is probably the most active this thread has been for a month at least
Also basic injection update soon???
It has its moments
LQ making a comeback
As much as I did love your web ui, redwood giants are not snare fleas ๐ญ
XD
using Lethal Quantities feels like this
TRUE
Also people talk a lot about an interior desync issue that LQ had, and Lunar used to have it too, but I never encountered it in all of my time using LQ
Bro thats the shit some of my friends send me for still playing lethal now
Thats the size multiplier iirc
I think the main issue is LQ interacting with other mods rather than them being implicit to LQ
Yeah but I changed that and never had that problem
though some stuff is just broken
There were 2 options
One of them broke things
The other was fine
It was "functional" but shit was broken
Hi turtle
I see
It did have 1 noticeable incompat with ClaySurgeonOverhaul iirc
Something something the way how dopa wanted it to like, grab Barbers as they spawn and swap them with the custom ones wasnt playing nice with how LQ wanted to spawn the Barbers or somethin
@cobalt aurora
before we get round 2 of misinfo 
It didnt "all work"
Hehehehe
What else did not work
The sparks have set aflame once more
Enemy spawn settings broke some enemies making them walk in place forever
Lets go back to lethalexpansion, no other option
I have NEVER seen that personally
in my modpack (which is still v72 actually, havent uploaded the v73 one yet) every moon has the enemy weights n all messed with in LQ
And not a single one runs in place
Its mainly old birds
That spawn at the start
Sleeping
It is confirmed by multiple sources
Not just me
true
I didnt believe it at first lol
gonna use the new (and only) castle interior on Titan now!!
Yay!!!!
The issue with LQ that killed it for me was that randomly, about 1/3 days, if I was configuring enemy weights at all, an error would spam console infinitely as soon as something tried to spawn and no enemies would show up that day
I like LQ, BUT it was kinda jank
thats fair
Bc of lack of being maintained
Okay so is it just Old Birds then, or is it more enemies
Cuz you said some enemies
In my case, i hadnt noticed that with them, though admittedly it can be a bit tricky to tell since if you're nearby they can kinda rotate towards you more rather than give chase straight away
In any case, i've certainly not encountered any perma-stationary old birds or anything like that
Some enemies appeared multiple times in the registry
Its not JUST old birds
Thats just the easiest to test
I remember it can happen to hawks and bees
right now using it is like a house of cards (a bunch of mods break it) and I would never recommend someone to use on their modpacks but it has a home in mine and also now theres a bit of a funny factor
not had that
There is the visual bug i mentioned earlier where sometimes the display name of the enemy doesnt match the ID (E.g. Redwood --> Centipede (Snare Flea)), and so yes if you searched Redwood you would get both, and need to hover to check which is the real one
But the actual spawns worked fine, just has goofy ahh display names
I think this is how the road runner felt, people are coming in and talking about how its very broken while it works pretty much fine for me
yeah
It was very common dude lol, maybe you didnt see them because they were offscreen
Not experienced it with them either, or sapsuckers
And those are enemies me and my crew interact with a lot because we're loot goblins and are UNABLE to leave them alone if we see them, so we would know if they stayed in place for some reason
Walking in place
It wasnt overly broken but it was on its deathbed for a major update to kill it
Look I have tested and verified this back then, with just LQ it can happen
Do you have a v72 profile code to replicate it on with?
thats true
Actually yall had lost enemy fix?
i've searched in the server for "walking in place" issues with enemies, and barely anything has come up
And especially not tieing it to LQ, besides you
Maybe it killed them
Prob phrased differently
I'd like to see an actual profile code where it can be replicated or such
Or else its just he said she said sorta stuff
Im in bed rn and dont have a v72 profile on hand
i do, but i've not had any disappear like that
Both on moons with lots of Old Birds like Embrion, and on the times where one has rarely spawned outside of it, mf never fails to roam and chase
Well did you physically see them wake up
Bc natural ones are fine
I think I remember having something similar to that like a year ago but I haven't encountered it recently
though when it broke that was on an older version of my modpack and it had like 200 more mods
https://youtu.be/blTRgLwBP3Q actually near the end on this video, caught it in the background
Happens on other moons just happen to catch it
When recording
@open matrix
when I first saw this being discussed I immediately opened up my modpack like I was expecting it to randomly break even though I just used it yesterday
I have yes, and they've been fine for me
Then some mod had to by proxy
Fix the issue
let me see if I can record it just in case
at that point, thats like a standard mod even the most faithful vanilla packs should have, i am surprised if anyone doesnt use it nowadays
Well ofc, tho im just guessing here
Would make sense if another mod fixed it
Would explain both our sides since I only saw it on my bare bones testing/recording profile
Since I gave up on LQ right after
And kicked it from my pack
we're connecting the timeline of events
gonna need like a google doc on all the things you need to have lethal quantities to work
in v72, pathfinding lag fix according to this
Thats it

Youd need a necromancy spell
and ig common sense
and use LLL for interiors instead of LQ
And then you're good
google doc might've been an exaggeration
TBH easy interiors was the main selling point to me lol
though if we listed out stuff that broke it and how to fix it then this thread would lose 99% of its interactions
Always seemed pointless to me, when the interiors depended on LLL anyways, and all the advanced settings for messing with their generation is in there too

I'm still using it for interiors
Mainly bc I could throw interior spawns together in 10 mins
Fot my game that night
Dude now is really not the time ๐ญ, unless you still on v72 for some reason
oh wait is it specifically broken on v73 for interiors
its funny cuz yeah, thats the 1 issue i could get behind with LQ
And even then, it still somehow magically works for some so idk
Its broken like everywhere on v73
I am on v73
Also will never work if something is on dawnlib
yeah that seems to be the main issue for a lot of people
and thats fair
a lot of mods use dawnlib
Apparently not as much as i thought
i thought it was 100% dead in v73, but thats only with DawnLib
without it, it does work but way more things are actually broken now
I assume desyncs are prob
Very common
Lol
With networking breaking in v73
Classic modding experience things working for some not for others
Dude just switch at this point I made an easy to use template you can use 
every copy of LQ is personalized
Well i just wanted to apologize if i sounded like an ahole, it wasnt my intention, this mod had and has issues and they are not getting fixed any time soon, so thats why i said it was kinda broken
I should probably bud out of this conversation I think
I don't think while people are having issues with it to be going like "Well If you have 15 mods combined together in a Rube Goldberg machine while also making sure to only speak positively about it so it doesn't get angered, while also abstaining from using BepInExPack and every other content mod in existence then it works with 77% accuracy"
not really helping anyone
I've only noticed map size multiplier (desync), scrap/item weight and weird entity name behavior. But other than that LQ worked flawlessly for me. It's a shame v73 basically turned it into this
Yep
v73 is the most damaging thing for the community i think so far
afaik vanilla players quite like it, the Dine stuff is rather meta for high quota and previously Dine was one of (if not the worst) moon and nobody wanted to go there
But for the modding scene its awful, we already solved issues with Dine etc.
Byeah, cuz of it, users like you are considering quitting redo'ing your modpacks and potentially playing the game at all
I do really think we have mostly moved past it at this point, 90% of what was worth anything was ported
It was damaging at the start
While I certainly won't quit LC cause it's a game I'll always enjoy, it is hard to want to keep working on a modpack that may never release. I wouldn't care so much about it if I hadn't poured so much time into it, but I mean, modifying like 51 moons to have different enemies and scrap and essentially changing the hazard levels to make a linear progression towards the last moon... is a lot of work, and gets tiring doing it 20 times over due to stuff breaking. Didn't help the 0.2.0 update for lunar config scrubbed 50% of the configs clean and I had to redo them... part of why I don't want to delete the config and redo it again. That's all on top of previously redoing quantities
Right now its very stable
All I can do is hope that the spawn curve issue gets fixed for lunar, afaik that's the only major issue I'm having. But I have to test the changes you recommended first before sending a code to crafty
at least crafty is a very active dev
i've got a whole list of stuff i still need to fork for my own modpack, so it might just be a personal thing
Regardless, its still been damaging to the community
Not much could be done tbh, they had to update unity version byeah
even in its prime
LQ's dev was
barely here
since he works on a lot of other things
last I checked
Yeah, it sucks that the best mod for modifying things like that kinda just dipped
The dev of that mod*
what specifically im curious
I had to ditch like 7 moons I think
tho a few returned
I'm lucky with my moons, didn't have to remove any. But I did have to remove rolling giant, telepathicobject and tragically light eater
rolling giant does have a fork now
tho I think its kinda jank?
from what I hear
I thought i remember hearing bad things about it
light eater still has a good chance of being ported at least
So I never really tried it. Wasn't really a big deal tbf, since it is a coil-head clone (kinda.)
I hope it does, it's one of the better enemy mods
-Meltdown (Current experimental version doesnt support apparatus value changes with weather multipliers in WeatherReg since that was in a later update)
-SpectateEnemies, namely so i can get DeadAndBored working again
-LethalHands
-ghost codes
-MoreCounterplay
-AlwaysHearActiveWalkies, but that one also had other bugs i would maybe have to try and fix if possible
-TouhouPlayerModels, models have bugged lighting in v73, and also the asset bundle is huge and i wanna cut it down for personal use
-Possibly Lethal Doors Fixed?
For me, its all mechanical stuff. Mechanical stuff that my pack was actually balanced around
so its incredibly annoying
Theres also other issues, like some LQ specific features not existing anywhere else (Such as setting per-moon power levels for specific enemies for balancing, or setting the route prices between moons on a per-moon basis, which i used for my moon discount mechanic)
I have to just make do with crappier balance and using LethalConstellations to do the routing prices, but even then its scuffed for how i am trying to implement it
LethalHands was already causing me jank before sadly
Wait spectate enemies is broken?
since i liked it
Yep
you can use Poltergheist and just turn off all the interact stuff
problem for me is i need spectateenemies specifically for DeadAndBored to work
Yeah maybe, I had SE just to make being dead less boring lol
i didnt experience any
I just heard rumours it can be crazy with an autoclicker
But in my case, i have it so it can only damage players anyways
Although my modpack does have the defibrillator, but it's pretty expensive so it's not often you'd be using it
Lethal hands was more of a meme mod for me tbh
Just funny to punch my friends out of nowhere
for me, its the ability to setoff turrets without requiring a shovel
Obviously for being silly
But when paired with FairAI dmg towards enemies from stray bullets AND DoorBreach letting locked doors be destroyed by any turret fire, it adds a whole other layer of strategy
hmmmmmmmmm
I'd use fair AI but tbh it sounded like it'd just keep scrubbing the interior clean of enemies
if forking lethalhands proves too tricky, i am sure a "Hold E" to make the turret go beserk mod wouldnt be that hard to make
thats why i have it setup so they dont target enemies
Just stray bullets hurt them

Oh, configs .... can do that . Wasn't sure tbh
Yeup
I also make it so they target outside enemies
This usually does nothing, as the traps spawn inside ofc
But it does matter for things like Tulip Snakes, or when Jimothy takes a turret outside, or a teleporter trap sends an outside enemy into the interior
Teleporter trap?
i just make it consistent where traps target "outside" things, players and outside enemies alike
From LethalThings
Oh
teleports players or enemies to a random spot indoors when touched
Still does the same when placed outside, hence the outside enemy stuff
Yur. I was gonna check that one hazard mod that adds 2 more neat sounding hazards but interiorhazardplus didnt pick them up ... gr.
I hate , mod compat
I think I'm going to explode
I would highly recommend you try poltergeist then
i miss lethal quantities, the web config editor made this mod the best configuration mod and my all time favorite mod in lethal company
a person is making a web ui for lunar config
I hope it's equally as configurable and customizable.
Lunar already has more than LQ ever did
its pretty easy to use with gale's config menu
web ui is just another step up
WOOOOOOOOOO
There are some similarities in the new ui with the old LQ ui
(small sneak peek btw)
HOW DO YOU GET THESE SNEAK PEEKS
contacts
Do you think I only work in LethalResonance?
no hehe it was a joke
i heard ui
WOw
amazing
this was the main thing that set lethal quantities apart from the alternatives
Something important to note.
This is not the Web UI cozyton has been doing.
It's an UI, but not theirs
just that we don't want to announce it so publicly because we want to let Cozy do theirs first, so they doesn't lose interest, especially if they suddenly sees another one already launched.
Oh, cozy is fine with releasing it. I asked in lunarconfig thread a while back, but tbh I didn't really find time to work on this the last couple of weeks. I think it needed a bit more base functionality like the tag injection stuff to become alpha releasable or whatever
Don't worry bro, it needs some updates but everything I've checked works perfectly
