#Lethal Quantities

8788 messages ยท Page 9 of 9 (latest)

noble crypt
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the interer sizes are all 1.5 so that shoulnt mess with anything

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what would cause the moon to only be loading once?

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i can go to assurance multiple times

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and i having touched it yet

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so its something im doing

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im going to check each individual part for assurace and figure it out

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im assuming there is some mod i have that is making the scrap be weird and not load the moon

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idk

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ughh

shadow citrus
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ye LQ is really buggy

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i know changing the global interior size breakes the game

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and also things love th break out of anything

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so you have to be very careful with what you touch

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i only use LQ for interior weights since its miles easier

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but when you atart using all of it is when it gets crazy

shadow citrus
noble crypt
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its something in this list:

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these are the default enemies that showed up from all my mods

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all i did was checkmark the interior enemies

noble crypt
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are there just too many enemies trying to spawn at once with such a small interior max power?

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its set to 6 right now

shadow citrus
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global interior multiplier is broken

noble crypt
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wait what?

shadow citrus
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ooh

noble crypt
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i have nothing it global

shadow citrus
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ye got confused sorry

shadow citrus
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i have much more and it doesnt happen for me

noble crypt
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this is what assurance looks like

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so

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all i did was checkmark the enemies (i checkmarked teh power after so its not that)

shadow citrus
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try disabling the max power thingy

noble crypt
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once i checkmarked it, it wont let me going back

shadow citrus
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oh oki

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the yeah its enemies

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try with only vanilla first

noble crypt
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im going to uncheckmark the enemies again then checkmark the scrap only

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i want to see if its just when i checkmark anything

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or is it just the enemies. ill check now

shadow citrus
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btw i didnt know vile vending machines could spawn inside haha

noble crypt
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i dont think they can

shadow citrus
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oh

noble crypt
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it was just there in the list

shadow citrus
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then why are there there

noble crypt
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hmm

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idk

shadow citrus
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XD

noble crypt
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i think you can toggle if they can

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but i didnt

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maybe thats causing the issue?

shadow citrus
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try disabling it

noble crypt
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hmm no

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cuz

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i did that in experimentation

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and it still didnt work

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there must be a particular enemy thats breaking it

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which would suck

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cuz i love all of these enemies

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ok so im testing it now. will it let me visit assurance twice if i only have checkmarked the scrap

shadow citrus
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lets hope

noble crypt
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only checking the scrap works

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so it is the enemies

shadow citrus
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then do what i said before

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try only vanilla first

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vanilla enemies

noble crypt
shadow citrus
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uh oh

noble crypt
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so the issue is just switching on the enemies

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wait is should check the logs

shadow citrus
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weirdest thing is that it happens the second time you go in there

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are you trying with a small portion of mods?

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or is it your main pack

noble crypt
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haha... not small at all

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its in my main pack

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but a few things are disabled

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but ive noticed its just with lethal quantities

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WAIT

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WAIT

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holdup gf calling but breakthru coming up

shadow citrus
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XDDDDDDDDDD

noble crypt
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okay so

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it is

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hullbreaker

shadow citrus
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wtf is that

noble crypt
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theres a mod called hullbreaker company

shadow citrus
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???????????

noble crypt
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that used to work with LQ

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heres what it does

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each day, a random event happens

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so there can be extra landmines

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or extra brackens

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or all enemies are one type

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etc

shadow citrus
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oohhhhhhhhhhhhhh

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that makes tons of sense yeah

noble crypt
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but what is weird

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is that they used to work together

shadow citrus
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it messes with enemy values

noble crypt
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so i think what is happening

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is that it wont work with the new enemies i got

shadow citrus
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i mean

noble crypt
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so im going to try and disable their interactions

shadow citrus
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wouldn't be weird that hullbreak is just not working

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not even with LQ

noble crypt
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hmm

shadow citrus
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it hasn't been updated in more than a year

noble crypt
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but im able to go to planets multiple times with hullbreaker when LQ is turned off

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hmm

shadow citrus
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but does it do what it says it does??

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have you noticed it?

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either way

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makes all sense

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2 mods touching the same things

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idk how they worked before

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but if it does work, and you wanna keep using it

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i would say to just do enemy weights somewhere else

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LLL or the enemy mod's own config

noble crypt
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okay yeah so it seems like thats the issue

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so hullbreaker tries to spawn enemies

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that i have taken off the LQ list

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so then it crashes since its unable to spawn them

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so what ill do is

shadow citrus
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do you have hullbreaker original or the fork?

noble crypt
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or thats my assumption

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i have the OG

shadow citrus
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You could try the fork

noble crypt
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hmm ok

shadow citrus
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The fork is the one that says it works with LQ

noble crypt
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ohhh

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yesyesyes :D

shadow citrus
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OG doesnt say anything

noble crypt
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thank you

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downloaded the fork

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testing now

shadow citrus
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We prayyy

noble crypt
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thank you so much i could kiss you!

shadow citrus
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LETS GOOOO

noble crypt
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ive been dealing with this for a long time now

shadow citrus
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Im glad i could help but most of it was your testing and everything

shadow citrus
grand scroll
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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

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all the moons but that one are there, not sure why that is

severe harness
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Just to be sure, after updating GenericMoons you booted up a save (either new or existing is OK) at least once yeah?

grand scroll
severe harness
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Hmm, interesting

grand scroll
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ive never had this issue when adding new moons mods, not sure why its doing that now

severe harness
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I'm not sure why either

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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
grand scroll
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I tired it on test profile and the present json didn't even generate in the config

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odd

severe harness
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Yep it looks like LQ doesn't like something about GenericMoons v8.0.0

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Let me get one set as developer, whoops

grand scroll
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im installed a few other moon mods to if the present json generates in the folder or not

severe harness
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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

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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

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Hmmm, actually I got an idea

grand scroll
severe harness
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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

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But no it appears to be something else

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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

grand scroll
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its Generic moons

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i tested it using a differnt moon pack and the present json was generated

severe harness
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My log is for a pack that just contains LQ & GenericMoons (with its dependencies) so ye

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Sent an issue ticket onto github in the meantime

polar spindle
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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.

austere urchin
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You're setting their weight to 0 at the global level right? And then making every moon inherent from global?

polar spindle
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Yeah

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Sorry for the late reply. The spawn rates aren't accurate at all. Dunno why I keep getting enemies I specifically disabled

austere urchin
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All good. Yeah that's weird. Perhaps you can send your presets.json and I can take a look when I get a chance?

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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

severe harness
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Interesting

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Based on testing it seems standalone version(s) of GenericMoons so far is working

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Collateral didn't cause the same issues as compared to the pack

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Looks like that initial idea pitch of individually downloading moons (aside from the one(s) that error out LQ) may be the play

noble crypt
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im wondering, if i make an entity have a negative power level, would that mean it would allow more monsters to spawn?

austere urchin
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Never trier that, you can put it to the test

glacial marsh
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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

paper beacon
shadow citrus
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Gm Kiszonits

paper beacon
halcyon crown
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Optionally, you could add scraps to the moon but leave their chances of being pick on 1 while the gift is significantly higher

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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

glacial marsh
# halcyon crown I believe this is because Gifts drop scrap based on the moon's loot pool. Since ...

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 ๐Ÿค”

glacial marsh
paper beacon
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I'm 100% real and fresh
Something silly like me can't be artificial unlike those two

halcyon crown
# glacial marsh Oh that makes sense, I'll have to give it a try thank you! Now the question is, ...

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.

paper beacon
knotty fjord
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whenever i load a new lobby the mod does not generate a preset file in the advanced folder

knotty fjord
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it creates a lethalquantities folder but no json

knotty fjord
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oh nevermind i fouind the problem :DDDDD

celest venture
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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.

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Big fan man.

severe harness
knotty fjord
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very correct actually, i spent like two hours last night disabling every mod in my 177 mod pack

severe harness
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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

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I sent details of the issue to Banana (guy that made LQ) so they're aware

knotty fjord
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very good

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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

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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

severe harness
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First, you'll need to remove GenericMoons and do one of the two following:
(do not do both)

  1. Redownload GenericMoons to a version that is not 8.0.0 or above
    Any version prior to this does work with LethalQuantities

  2. 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.

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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

knotty fjord
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i heard about the other moons being lost on another computer or something

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that means they'll all become individual mods some day?

severe harness
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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)

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Can't really say anything about an ETA given what's happened

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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

shadow citrus
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Or change to Lunar config stare

shadow citrus
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He just left the server

severe harness
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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

shadow citrus
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A time for him to work without the stress maybe

shadow citrus
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Maybe its still an option

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But nothing confirmed

severe harness
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I still haven't exactly made the swap to Lunar simply cause well, I haven't really delved into it

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How easy is it to get stuff set up for it as compared to LQ?

shadow citrus
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Me neither, LQ web is extremely comfy so its hard to change

shadow citrus
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So in that regard its kinda easier

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But everything else is like LLL config but with way more things hehe

severe harness
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Oh God lol

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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

shadow citrus
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Yeah

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Thats what everyone does

severe harness
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The more entries added the more cumbersome it is, which is why LQ is just so much more comfy lol

shadow citrus
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The infamous spreadsheet

shadow citrus
severe harness
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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

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I still wonder what exactly in GenericMoons v8.0.0 is making LQ trip up

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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)

shadow citrus
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Idk

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I know gen will not fix it

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Since it seems to be an issue with lethalquantities

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He tried for a while to fix but without any luck

severe harness
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I'm still curious as to what exactly is the said issue as well

shadow citrus
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No idea

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Never figured it out

knotty fjord
celest venture
knotty fjord
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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

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but stuff like that must take time to make

shadow citrus
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Yes

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Already said

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Crafty would do it if he knew how to

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Still Lunar is THE option if you want config and no issues

celest venture
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I owe some of y'all too because without people telling me about it I also would be screwed.

rustic kindle
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i remember this mod

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started using it once advanced company died

celest venture
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Advanced company, thou shalt be missed

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.....oh yeah. That's where ALL of my issues began.

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๐Ÿ˜ข

celest venture
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EEEEEEEEE

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๐Ÿ˜€

woeful cliff
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What is it you wanted me to see

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In the message

celest venture
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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.

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I mean right when everything was going wrong your mod was pretty much the one thing that fixed everything.

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And it's shockingly versatile, modular, and just very tunable while being incredibly lightweight.

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Eh that's it

woeful cliff
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Well thanks :3
That's pretty much all the things I was going for lol

austere urchin
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I might have to start lunaring my config

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LQ will go down as a certified banger though fo sho

celest venture
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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.

shadow citrus
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thing is, the moment a mod bugs LQ thats it...

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we already have that issue with generic moons

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and since this mod is not maintained anymore

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there will be no fixes

celest venture
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Dude that's an issue you risk with literally ANY mod that configures settings and values.

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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.

shadow citrus
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only Lunar

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thats why im saying it

celest venture
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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.

shadow citrus
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i also still use LQ, but im changing as soon as my lazy ass starts moving

celest venture
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It's just really not a strong argument.

shadow citrus
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also, trying to use shrimp atp... idk

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hey i mean if its the only thing working for you then just keep using it! not forcing you to change or anything

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just saying that if at any point it starts to bug, there will be no way of fixing it

celest venture
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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.

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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.

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With lq it doesn't do that so I don't have that problem.

shadow citrus
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:0

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thats news to me

celest venture
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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.

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Or at least I think that's why it doesn't conflict.

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That way you don't have two apis cross threading into one another creating errors by butting heads.

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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.

austere urchin
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iirc LQ loads after everything else which is why it has the final say

paper beacon
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so is LQ fine or not?
not that I care anymore since lunar config exists...

austere urchin
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Idk I honestly haven't used it in a minute since returning to LC for v70

paper beacon
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fair

austere urchin
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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

paper beacon
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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

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if heavyitemsscp still breaks LQ, then I rather migrate to lunar config to avoid such issues in the future

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-# questioning the future of modded LC atm

austere urchin
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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

paper beacon
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what's RBM

austere urchin
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Rebalanced moons

paper beacon
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oh

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yeah fair

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idc about RBM that much anymore

austere urchin
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I would help with making a webui for lunar if I knew how tbh

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I assume knowing html and javascript is half the battle

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Hardest part is prolly transferring that data to the modloader idk

celest venture
paper beacon
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allegedly there we're some networking issues fixed already but I can't confirm if they are really gone

celest venture
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Is updating going well?

cobalt aurora
idle tundra
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Ya this mod is basically dead

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Lunar is both newer and works better

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So just use thay

paper beacon
idle tundra
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I mean

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Idk how you can beg to differ when lunar doesnt have most of the bugs lq does

austere urchin
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The ever-so-timesaving LQ web editor: ๐Ÿ—ฟ

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Though I've kinda given up on configuring stuff that heavily anymore

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LQ was a necessity for me cause I didn't have to find the internal names for anything

idle tundra
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As far as convenience lq still beats it cus cfgs can be hard to navigate

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But at least in r2 having the entries in a list on the side instead of only at the top has helped a lot

austere urchin
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Oh yeah configs are great for me in gale

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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

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Heck I don't even mod the game that much anymore now that my friends no longer hop on

idle tundra
austere urchin
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Perchance plink

celest venture
idle tundra
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Which i think lunar fixed a while ago?

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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

celest venture
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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.

idle tundra
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It was calling the ogopogo a Nutcracker at one point

celest venture
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As for the dungeon size thing you can just change it in LLL instead and not do it through lq which solve that problem.

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These do not seem very compelling to me.

idle tundra
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You could but then those dungeon sizes would be applied everywhere the dungeon spawns

cobalt aurora
idle tundra
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It wasn't truly a per moon system

cobalt aurora
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like if you TOUCH enemy settings

celest venture
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You can also change the dungeon size per moon in LLL as well

idle tundra
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I guess I'm also biased because crafty is actually active and taking suggestions, and lq dev hasn't been active in a while

cobalt aurora
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old bird when awaking

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will walk in place

celest venture
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I guess you can't

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Well I've also never had a problem with dungeon-size either and I've even set it up to 20

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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.

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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.

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(shrug)

idle tundra
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If it still works for you that's fine

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Its not really a "you should dump lq and use lunar rn" situation

celest venture
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That's kind of how you been portraying it a little though?

idle tundra
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I've probably had the wrong tone about it then

celest venture
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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.

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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.

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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.

shadow citrus
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updating?

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this mod has been abandoned for a long time now

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unless you mean updating to v73

celest venture
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I hope it does, if lunar doesn't work out I need this as a fallback.

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Also @shadow citrus

#modding-general message

shadow citrus
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why would lunar not work :0

celest venture
shadow citrus
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oki

halcyon crown
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thish ish leshal quanshaties

open matrix
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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

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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

visual stirrup
#

sooo... this mod isn't going to get an update soon I guess

#

what's the best ALT for that?

#

some other mod

open matrix
# visual stirrup what's the best ALT for that?

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

open matrix
visual stirrup
#

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?

open matrix
#

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.

visual stirrup
#

it does not work

#

sth is wrong after new update

#

I never had any issues with it

#

but now everything is falling apart

open matrix
#

Welcome to v73

visual stirrup
#

yippie

open matrix
#

proly report it in the SDM thread, though i am sure LadyRaph is aware of it

visual stirrup
#

yeah I did already

#

also the pathfinding of monster seems to be a lot worse since v73 launch in SDM

open matrix
#

i havent noticed anything yet, though i am only just moving to v73 now

visual stirrup
#

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~

open matrix
#

i'll take a look when i next can

open matrix
halcyon crown
#

Is this mod still functional in v73

cobalt aurora
#

its essentally been euthanized

halcyon crown
#

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.

cobalt aurora
#

idk specifics bc I stopped using it ages ago

#

but id assume it has broken networking

#

since its fairly complex

severe harness
#

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

cobalt aurora
#

that tracks

halcyon crown
#

Suppose my 20 backups can finally be deleted

severe harness
#

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

open matrix
# halcyon crown Is this mod still functional in v73

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 ๐Ÿ’€ 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

halcyon crown
#

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

open matrix
halcyon crown
#

seeing how aliases are apparently experimental that might explain why day enemies didn't spawn

open matrix
#

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

halcyon crown
#

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

open matrix
# halcyon crown I don't think that's how mods work...

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

open matrix
# halcyon crown so LC is the only one modifying anything

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

halcyon crown
# open matrix What i mean is, somewhere in the process of updating something has gotten messed...

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

open matrix
#

okay, then reset the LC configs

#

oh, nvm

halcyon crown
#

and take another 10 hours redoing them? Again, wasted enough time on the modpack

open matrix
#

fair

halcyon crown
#

honestly this close to just abandoning the thing

open matrix
halcyon crown
#

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

open matrix
#

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

halcyon crown
#

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

open matrix
#

Out of curiosity, can you send a profile code? i wonder if i can spot any stinky mods that might cause issues

halcyon crown
#

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

open matrix
#

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

halcyon crown
# open matrix you can dm it I use my own modpack, and (for better or worse) i am very stubborn...

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

open matrix
#

Cant say for sure, but i think messing with aliases was the cause

halcyon crown
#

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

open matrix
#

Yes? i should think so

halcyon crown
#

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

shadow citrus
#

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

open matrix
#

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 AunnMunch

shadow citrus
#

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

robust kiln
#

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

open matrix
# shadow citrus And v73 proved it

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 ๐Ÿ˜ญ

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

open matrix
#

not v73?

robust kiln
#

changing the scrap value broke though so I had to use lunar config for that

#

but the spawnrates on everything works for me

open matrix
#

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

shadow citrus
#

Sooner or later it was gonna break

shadow citrus
#

Those tiny issues just told you it was going to happen

woeful cliff
open matrix
robust kiln
woeful cliff
robust kiln
#

I'm using an old version of lunar with LLL

woeful cliff
#

Ah

shadow citrus
#

Wa

#

Well

#

Xd

open matrix
shadow citrus
#

It had broken features, maybe the info was a bit exaggerated

robust kiln
#

thats fair

open matrix
# robust kiln I'm using an old version of lunar with LLL

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 ShantaeShrug

robust kiln
#

yeah I updated a while ago and saw it broke so I went back a version

shadow citrus
#

The port is the only bad thing yeah

open matrix
#

i am advocating for using Lunar here

shadow citrus
#

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

robust kiln
#

I personally really like lethal quantities because of the website and some other smaller things, my reasoning for using this is subjective

shadow citrus
shadow citrus
#

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

robust kiln
#

unless lethal quantities fully breaks or lunar config gets a similar system I'm probably not gonna switch

shadow citrus
#

Fair

robust kiln
#

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

open matrix
shadow citrus
#

True

#

When you put it like that it does sound like im an asshole im sorry

woeful cliff
#

LLL, LQ, and CC are all stinky, use Lunar NOW!

shadow citrus
#

Yes!!!!

open matrix
woeful cliff
open matrix
#

Can you even make a modpack nowadays without LLL without it being like purely bare minimum stuff?

woeful cliff
#

I think only ItemWeights has done that before

shadow citrus
open matrix
woeful cliff
#

Ship upgrades, furniture, suits can now be configured

robust kiln
#

wasn't there achievements in one of the api's

woeful cliff
#

I know Dawn has achievements

open matrix
#

but theres been no indication of that

open matrix
shadow citrus
#

I personally never said like, this mod is completely broken kill it with fire

shadow citrus
#

I just pointed out that it had issues

woeful cliff
#

We're fixing bugs! I still need to fix that minmax issue geo was having but he never gave me a code :(

robust kiln
#

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

woeful cliff
woeful cliff
#

LQ making a comeback

shadow citrus
#

Delete Lunar

#

Port to LQ

woeful cliff
#

As much as I did love your web ui, redwood giants are not snare fleas ๐Ÿ˜ญ

shadow citrus
#

XD

robust kiln
#

using Lethal Quantities feels like this

open matrix
#

TRUE

woeful cliff
#

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

open matrix
shadow citrus
#

Thats the size multiplier iirc

robust kiln
#

I think the main issue is LQ interacting with other mods rather than them being implicit to LQ

woeful cliff
#

Yeah but I changed that and never had that problem

robust kiln
#

though some stuff is just broken

shadow citrus
#

One of them broke things

#

The other was fine

cobalt aurora
shadow citrus
#

Hi turtle

woeful cliff
open matrix
open matrix
#

before we get round 2 of misinfo YapperSatori

cobalt aurora
shadow citrus
#

Hehehehe

open matrix
#

What else did not work

woeful cliff
#

The sparks have set aflame once more

cobalt aurora
#

Enemy spawn settings broke some enemies making them walk in place forever

shadow citrus
open matrix
cobalt aurora
#

That spawn at the start

#

Sleeping

#

It is confirmed by multiple sources

#

Not just me

cobalt aurora
#

I didnt believe it at first lol

robust kiln
#

gonna use the new (and only) castle interior on Titan now!!

shadow citrus
#

Yay!!!!

woeful cliff
#

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

cobalt aurora
#

I like LQ, BUT it was kinda jank

robust kiln
#

thats fair

cobalt aurora
#

Bc of lack of being maintained

open matrix
# cobalt aurora Its mainly old birds

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

cobalt aurora
#

Some enemies appeared multiple times in the registry

cobalt aurora
#

Thats just the easiest to test

#

I remember it can happen to hawks and bees

robust kiln
# cobalt aurora I like LQ, BUT it was kinda jank

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

cobalt aurora
#

Has somethung to do with "nesting" enemies

#

Id break the sapsucker prob as well

open matrix
# cobalt aurora Some enemies appeared multiple times in the registry

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

robust kiln
#

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

woeful cliff
#

This is one giant gaslighting operation

#

Against YOU specifically

robust kiln
#

yeah

cobalt aurora
open matrix
# cobalt aurora I remember it can happen to hawks and bees

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

cobalt aurora
#

Walking in place

cobalt aurora
cobalt aurora
open matrix
cobalt aurora
#

Maybe another mod fixed it

#

By proxy

robust kiln
#

thats true

cobalt aurora
#

Actually yall had lost enemy fix?

open matrix
#

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

cobalt aurora
#

Maybe it killed them

open matrix
#

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

cobalt aurora
open matrix
cobalt aurora
#

Bc natural ones are fine

robust kiln
#

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

cobalt aurora
#

Happens on other moons just happen to catch it

#

When recording

robust kiln
#

oh wow, I haven't seen that

#

only them disappearing

cobalt aurora
#

@open matrix

robust kiln
#

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

open matrix
cobalt aurora
#

Fix the issue

robust kiln
#

let me see if I can record it just in case

cobalt aurora
#

Maybe pathfinding lag fix

#

Since my profile for recording is barebones

robust kiln
#

I have that

#

the mod

#

pathfinding lag fix

#

so that might be it

open matrix
# robust kiln pathfinding lag fix

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

cobalt aurora
#

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

robust kiln
#

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

open matrix
open matrix
#

and ig common sense
and use LLL for interiors instead of LQ
And then you're good

robust kiln
#

google doc might've been an exaggeration

cobalt aurora
robust kiln
#

though if we listed out stuff that broke it and how to fix it then this thread would lose 99% of its interactions

open matrix
#

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

robust kiln
#

I'm still using it for interiors

cobalt aurora
#

Fot my game that night

cobalt aurora
robust kiln
#

oh wait is it specifically broken on v73 for interiors

open matrix
#

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

cobalt aurora
robust kiln
#

I am on v73

cobalt aurora
#

Also will never work if something is on dawnlib

robust kiln
#

yeah that seems to be the main issue for a lot of people

#

and thats fair

#

a lot of mods use dawnlib

open matrix
# robust kiln

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

cobalt aurora
#

Very common

shadow citrus
#

Lol

cobalt aurora
#

With networking breaking in v73

open matrix
#

Most likely

#

especially with messing with interiors

shadow citrus
#

Classic modding experience things working for some not for others

cobalt aurora
robust kiln
#

every copy of LQ is personalized

shadow citrus
#

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

robust kiln
#

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

halcyon crown
open matrix
#

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

cobalt aurora
# open matrix Yep

I do really think we have mostly moved past it at this point, 90% of what was worth anything was ported

shadow citrus
#

It was damaging at the start

halcyon crown
# open matrix v73 is the most damaging thing for the community i think so far afaik vanilla pl...

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

shadow citrus
#

Right now its very stable

halcyon crown
#

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

cobalt aurora
open matrix
cobalt aurora
#

even in its prime

#

LQ's dev was

#

barely here

#

since he works on a lot of other things

#

last I checked

halcyon crown
#

Yeah, it sucks that the best mod for modifying things like that kinda just dipped

#

The dev of that mod*

cobalt aurora
#

I had to ditch like 7 moons I think

#

tho a few returned

halcyon crown
#

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

cobalt aurora
#

tho I think its kinda jank?

#

from what I hear

halcyon crown
#

I thought i remember hearing bad things about it

cobalt aurora
halcyon crown
#

So I never really tried it. Wasn't really a big deal tbf, since it is a coil-head clone (kinda.)

cobalt aurora
#

since dev is still active

#

and his other mods updated

halcyon crown
#

I hope it does, it's one of the better enemy mods

open matrix
# cobalt aurora what specifically im curious

-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 KaguyaStare 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

cobalt aurora
halcyon crown
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Wait spectate enemies is broken?

cobalt aurora
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since i liked it

open matrix
halcyon crown
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Fuck

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That actually sucks

open matrix
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you can use Poltergheist and just turn off all the interact stuff

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problem for me is i need spectateenemies specifically for DeadAndBored to work

halcyon crown
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Yeah maybe, I had SE just to make being dead less boring lol

open matrix
halcyon crown
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Although my modpack does have the defibrillator, but it's pretty expensive so it's not often you'd be using it

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Lethal hands was more of a meme mod for me tbh

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Just funny to punch my friends out of nowhere

open matrix
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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

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hmmmmmmmmm

halcyon crown
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I'd use fair AI but tbh it sounded like it'd just keep scrubbing the interior clean of enemies

open matrix
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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

open matrix
halcyon crown
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Oh, configs .... can do that . Wasn't sure tbh

open matrix
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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

halcyon crown
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Teleporter trap?

open matrix
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i just make it consistent where traps target "outside" things, players and outside enemies alike

open matrix
halcyon crown
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Oh

open matrix
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teleports players or enemies to a random spot indoors when touched
Still does the same when placed outside, hence the outside enemy stuff

halcyon crown
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Yur. I was gonna check that one hazard mod that adds 2 more neat sounding hazards but interiorhazardplus didnt pick them up ... gr.

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I hate , mod compat

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I think I'm going to explode

shadow citrus
knotty fjord
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i miss lethal quantities, the web config editor made this mod the best configuration mod and my all time favorite mod in lethal company

cobalt aurora
knotty fjord
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REALLY?!

celest venture
cobalt aurora
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its pretty easy to use with gale's config menu

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web ui is just another step up

celest venture
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WOOOOOOOOOO

sand steeple
shadow citrus
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HOW DO YOU GET THESE SNEAK PEEKS

sand steeple
shadow citrus
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no hehe it was a joke

tight gate
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i heard ui

robust kiln
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amazing

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this was the main thing that set lethal quantities apart from the alternatives

sand steeple
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Something important to note.
This is not the Web UI cozyton has been doing.

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It's an UI, but not theirs

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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.

waxen frost
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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

sand steeple