#Central Config

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lilac sorrel
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Nerd mod

CentralConfig is a mod for Lethal Company designed to help organize and set config values in one place. Initially intended as a backup for when/if LLL removes its config, it now includes numerous requested functions and miscellaneous fixes for the base game and LLL.

The mod currently focuses on moon and dungeon settings but I have plans to add settings for enemies, scrap, and adding enemies, scrap, and dungeons to moons based on the moon's tags.

Usage
When you open the game with the mod, only the broad settings will be generated. This is a two step process:

  1. Initial Setup: You can blacklist or whitelist elements (moons/dungeons) from being modified by the mod and choose which groups of settings you want to configure. (Modify this after first launch)

  2. Reboot Required: After choosing your settings, reboot the game and enter a lobby. This will generate and apply the config section for each individual element. (You can now set the rest of the config when you close out)

If you close the game without opening a lobby, you may notice orphaned entries. This is not a concern; they will be applied when you next open a lobby, and current values will remain unchanged.

The mod generates these config sections late to pull current values from other configs and have "the final say."

Moon Config
Enable General Overrides? -
Allows altering basic properties like route price, risk level, and description for each moon.

Enable Scrap Overrides? -
Allows altering the min/max scrap count, the list of scrap objects on each moon, and a multiplier for individual scrap item values.

Enable Enemy Overrides? -
Allows altering the max power counts and lists for enemies on each moon (Interior, Nighttime, and Daytime).

Enable Trap Overrides? -
Allows altering the min/max count for each trap on each moon. (I have to add support for modded traps manually.)

Enable Weather and Tag Overrides? -
Allows altering possible weathers for, and adding (not removing or editing) tags to each moon.

Enable Misc Overrides? -
Allows altering miscellaneous traits such as hidden/unhidden status, locked/unlocked status, time existence, time speed multiplier, and if time should wait until the ship lands to begin moving.

Dungeon Config:
Enable Overhauled Dungeon Generation? -
Enabled by default; changes dungeon generation to hopefully prevent any loading failures caused by a large multiplier. Testing has shown no issues, but this is a complex mechanic.

Enable Dungeon Size Overrides? -
Allows altering the min/max dungeon size multipliers and the size scaler. Also allows setting the dungeon size multiplier applied by individual moons.

Enable Dungeon Selection Overrides? -
Allows altering the dungeon selection settings by moon name, route price range, and mod name.

Miscellaneous Fixes
Dungeon Generation: Enhanced dungeon generation to prevent tile placement failures, even with extremely large dungeons (e.g., vanilla facility and Wesley's toystore at 1000x size).
Note: Dungeons still break if too small to have a main entrance.

Quota Deadline: Days until the quota deadline are now unaffected by the day speed.

Notes:
This mod heavily relies on LLL, so only moons and dungeons supported by LLL will function, scrap and enemies that use LLL work.

LethalLib scrap loads but doesn't appear in the scan command, LL enemies work perfectly.

The mod uses Csync for all entries, this should hopefully prevent config desync.
https://thunderstore.io/c/lethal-company/p/SillySquad/CentralConfig/

lilac sorrel
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If you have any questions or want to know how to do a thing you can ask me

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I will be working all day the next 3 days so I may take a bit to see it

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@urban ore @chrome kettle its out !!

chrome kettle
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Woooooo🎉 🔥

rancid junco
lilac sorrel
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Nope, none of the config is in game

rancid junco
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Aaaaah ok

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So basically this overrides LLL's config if im understanding correctly

lilac sorrel
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rn most of the settings are the same as LLL config in case that is removed but I also doubled the settings

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Its 27 for each moon and 6 for each dungeon

rancid junco
lilac sorrel
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ok now the mod is actually uploaded I forgor the dll oops

lilac sorrel
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I wanted to get the mod out now since I will be busy this weekend with the waterpark I work at opening.
Sooner than later I'm going to add enemy (like spawn power, count, weakness values, etc) and scrap config (weight, value range, two handed or one handed, etc)

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So I'm trying to make it as flexible as LQ but using the standard cfg file format

hallow jungle
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as flexible as LQ using standard cfg sounds dubious, i don't want to sort through a config file that's a mile long

lilac sorrel
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That’s why you can choose what config settings you want to use 🙂

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If you change your mind and disable a config setting, it will auto clean out of the config

strong perch
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no need to scroll for 50 km to find a section

urban ore
light raptor
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now that is an excellent argument for Gale for me

strong perch
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it released like two weeks ago

lilac sorrel
hallow jungle
strong perch
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It can also export modpacks to upload directly to thunderstore lol

strong perch
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I just discovered that there's in-modmanager mod changelogs lol

lilac sorrel
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Oh wow

hallow jungle
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also what's the point of tag overrides? that's just useless, you can't do anything with LLL tags as a user

lilac sorrel
lilac sorrel
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I modified it a lil had it works here

hallow jungle
hallow jungle
strong perch
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yeah that's not in

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I just sort by last updated

chrome kettle
lilac sorrel
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no gameplay reason to have one that large but it should prevent any errors caused by large size

hallow jungle
lilac sorrel
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quite a bit of moons have no tags afaik

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even with a bunch of mods, I open get a vanilla moon and maybe like 1 or no modded moons with the tag and thats with 60+ moons

hallow jungle
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once this gets more in depth options like lethal quantities' specific enemy settings, i might switch over to this

lilac sorrel
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ight

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Quick check, what does the config look like on first opening to you?

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How many entries under Dungeons, there should be 3

glossy axle
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for some reason all moons are flooded when using this mod!

strong perch
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Possibility to add an override for this LLL setting?

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I would want interiors to not use tags by default

hallow jungle
lilac sorrel
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Are you using the weather override?

lilac sorrel
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for some reason I am missing 2 settings in my pack waaah

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no reason why, I'm so confused

glossy axle
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i got a ton of mods installed tho, but i don't see which one might be interferring. maybe weather tweaks?

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should i share a log file and code?

lilac sorrel
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Sure

heady arch
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Are you implementing custom weather selection logic @lilac sorrel?

lilac sorrel
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I take the array, turn it into string, use it as the default for the respective moon then I have a method that turns the string back into an array and applied it, if the config is blank, only none is added

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Wait actually I think change the logic so that none isn’t automatically added later

urban ore
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@strong perchOMG I can actually see the size of the modpacks, what mods are being downloaded, IT HAS A PROPPER LOADING BAR....

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Gale so good!

dense cipher
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Some reason with your mod it skips one fo the days and heads into 1 day left after doing the first day-

And also somehow the scrap multiplier is set to 1 not 0.4 like vanilla-

dense cipher
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@lilac sorrel

lilac sorrel
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The value is created with a value of 1f and never assigned again in the code

lilac sorrel
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The only difference in it is that the value isn’t multiplied by 1

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Im going to be able to look through the code again in a minute

dense cipher
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yea idk why it's doing that

hallow jungle
lilac sorrel
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What is that called?

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wait its called the same thing

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wait no its not a moon property

lilac sorrel
urban ore
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@lilac sorrel

[Feature Requests]

  • Full Scrap list : All loaded scrap in the game including modded scrap.

  • Config entries for Scrap Weight (lb), Min Value, Max Value.

  • Enemy Substitution: More useful when we get the interior enemy injection. However, being able to have enemies substituted for example [Spring:Knight] this would change all springs to Knights say if they were in the exterior and the interior loaded was Scarlet Devil Mansion. This will be especially important for when Biodiversity is released. They have many different kinds of Brackens and other creatures. So for example, if I wanted brackens to be replaced with another variant I could have a weight list for replacements. [Bracken:ForrestBracken,Hoarderbug:Hoarderbugling,Hygrodere:Oilslime]

lilac sorrel
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I seeee

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wdym by "Full Scrap List"

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Like logging?

lilac sorrel
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Its not for moons, its part of Roundmanager

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This is it

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ig its through the instance??

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Like its set per current moon but I can't just access it

lilac sorrel
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Update: {0.5.2}

  • When grabbing the default values for lists, entries with a rarity of 0 are omitted.

  • Cleaned up prefixes to immediately return the original method if the related setting is false.

  • Rewrote the whole MoveGlobalTime method again so that time should move the same still but timeUntilDeadline should now be calculated the same as vanilla (just not time speed multiplier dependent).

  • The scrap value multiplier is divided by 2.5 to make it correctly 1:1 with vanilla values.

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for clarification that means it is still 1 in the config but that is really 0.4
2 would be 0.8
3 would be 1.2 etc

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just so people don't go "oh no why is it only 0.4?"

dense cipher
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oh shit nice

crude sentinel
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i fell thru the map

heady arch
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Are you doing this as a patch on SetPlanetsWeather or in a different place?

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And how are you syncing this between clients?

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oh, I see

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The issue with patching SetPlanetsWeather is that it's a function that changes weather of all moons at the same time

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And (in vanilla) is not synced whatsoever

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So those are the two considerations you have to have to make changing weather work properly

lilac sorrel
lilac sorrel
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I’ll change it later just in case

dense cipher
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the appuratus is gone

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also desync

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yeah this is causing desync

lilac sorrel
lilac sorrel
crude sentinel
# lilac sorrel Strange, I’ll have to review the code again

Yeah I tested it very very extensively last night to be 100% sure that Central Config was the culprit, it was causing interior desync between me (host) and two friends.
Either the interior would be completely empty of tiles and they would die from falling into a void, or they would get mismatching doors/walls/hallways layout etc.
The selected dungeon scene always matched though, and the ship never failed to land

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Same issues persisted with or without TerminalFormatter, WeatherTweaks, LategameUpgrades, GeneralImprovments, and LethalFixes in every combination.

However I DID NOT test it with
Dungeon generation overhaul
turned off

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I also did notice that the dungeons seemed ACTUALLY equally random (I set the weights all to 300)

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Whereas with LethalQuantities, even if they are all the same number it seems to favor the vanilla dungeons and Sewer / Bunker / School. We never even had seen some of the other interiors until we used your mod

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So I’m assuming LQ is imperfect in its implemention of dungeon weights and the individual interior or moon configs are interfering

crude sentinel
lilac sorrel
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Idk why the timeuntildeadline float even exists

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There is already a daysuntildeadline int

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Just -1 it on new day and that’s all

lilac sorrel
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Ig I could just add more seeding?

lilac sorrel
dense cipher
# lilac sorrel What settings btw

All I did was just allow your mod to control interior spawns and keeping the default enhanced dungeon generation enabled.

Besides allow me to edit what scrap spawns on what moon (which works)

lilac sorrel
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ok so enemies, scrap, and the dungeon then?

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honestly I thought I did a silly and put a false instead of a true and thought NO scrap was spawning lol

dense cipher
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No just scrap -

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But the interiors had issues for me-

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Or you're just saying what's borked rn?

lilac sorrel
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Just trying to figure everything out rn

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like the weather issue is weird, apparently its in vanilla too

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it appears that even in vanilla it is synced and the client inherits the seed on joining so theoretically both vanilla and my weather should be synced for the same reason

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and with dungeon desync do you mean same interior, different layout, or not even same interior?

dense cipher
lilac sorrel
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ok so that is the seed for the generator itself then

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I think that seed is randomized as it was so that was probably not synced

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now it and the interior selection are seeded by the level seed with a offset so that its synced

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basically by seeding the random function I make it still random but use the numbers from the seed (which if synced will make the result synced)

lilac sorrel
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If you aren't the host there then its probably in the right spot in the host, if you are then its probably in the right spot for somebody?

dense cipher
lilac sorrel
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Update: {0.5.3}

  • Fixed weather desync.

  • Default weather list no longer has None duplicated sometimes.

  • Fixed interior seed desync, (and made the interior selection safer just in case).

  • Apparatus should be fixed as a result (think that is a side effect of the interior seed desync).

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pretty much just nailed the randoms to all use the normal map seed with an offset and made them all system.randoms since unityengine.random is not for this oops

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Keep pointing out issues, it is very helpful I have another day of working all day then I have off for 4 days so hoarderbugyippee

hollow pumice
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I hear that it makes using this mod easier

urban ore
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It's on the lc thunderstore.

hollow pumice
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I assume it works just fine with r2?

hollow pumice
urban ore
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No it's a different mod manager. It's a replacement for thunderstore or r2 mod manager.

hollow pumice
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But I have to download it through thunderstore?

heady arch
lilac sorrel
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it was synced for me on day one last night

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that is with the new stuff

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interior was synced as well

crude sentinel
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I won’t be able to try again until Friday probably

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Wish we had more player engagement to bug test

crude sentinel
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This + the overhauled dungeon generation has me tuned in for updates

olive brook
hallow jungle
strong perch
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Hard to know with text lol

olive brook
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yea lol

lilac sorrel
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Update: {0.5.4}

  • Weather is now randomized on the first day.

  • Unsure if the dungeon was randomized the first day but it definitely will be now.

desert hamlet
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[03:24:51.1872552] [Info :LethalLevelLoader] Created New Day History Log! PlanetName: Kloster ,Facility ,Quota: 0 , Day: 82 , Weather: Rainy
[03:24:51.2261510] [Info :impulse.CentralConfig] Final Length Multiplier 2.55
[03:24:52.3177358] [Info :impulse.CentralConfig] Dungeon has been loaded by Central Config.
[03:24:52.3177358] [Info :impulse.CentralConfig] Either the current dungeon is blacklisted, or clamp overrides are false. No clamping will be applied.
[03:24:52.3207282] [Info :LethalLevelLoader] Fire Exit Patch Report, Details Below;

EntranceTeleport's Found, Kloster Contains 2 Entrances! ( 1 Fire Escapes)
Main Entrance: EntranceTeleportA (Entrance ID: 0) (Dungeon ID: 0)
Alternate Entrance: EntranceTeleportB (Entrance ID: 1) (Dungeon ID: 0)
Found Fire Escape GlobalProp: (ID: 1231), Modifying Spawnrate Count From (1,1) To (1,1)

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whenerv I try and land on a moon

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this loops and I get stuck on the waiting for players screen

lilac sorrel
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it... loops?

desert hamlet
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is what I mean

lilac sorrel
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the.. whole thing??

desert hamlet
lilac sorrel
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over and over

desert hamlet
lilac sorrel
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thats so weird, that means its somehow looping on itself generating??

desert hamlet
lilac sorrel
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probably yeah

desert hamlet
lilac sorrel
desert hamlet
lilac sorrel
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most recent build yeah?

desert hamlet
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this will take a while to test (200 mods)

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lol

lilac sorrel
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yeah, just try to thing of ones that may be calling the dungeon generator since it probably would be a mod that directs changes how the dungen is used

desert hamlet
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and maybe traps

lilac sorrel
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not neccasarily no

desert hamlet
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could diversity be possible since it adds new facility tiles?

lilac sorrel
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the dungen code is pretty much the same for different interiors afaik? Its the same code I can see in ilspy

desert hamlet
lilac sorrel
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the watcher?

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or is there another one

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bc I thought that was just any vent

desert hamlet
desert hamlet
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would adding too many moons possbily be the issue?

heady arch
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oh no

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did you check how it interacts with weathertweaks?

heady arch
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alright, I've checked

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it doesn't work at all

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I'll fix it on my end

dense cipher
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So does this work now?

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like no issues with desyncing?

desert hamlet
dense cipher
desert hamlet
dense cipher
desert hamlet
lilac sorrel
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Should work fine if it’s vanilla friendly

lilac sorrel
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I doubt it would be the moon itself that’s calling generate new floor repeatedly

desert hamlet
lilac sorrel
desert hamlet
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used it for testing

lilac sorrel
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that would be pretty bizzare yeah

lilac sorrel
# heady arch I'll fix it on my end

Yeah my mod just accesses the array of weather with variables for the moon and sets it, I haven't touched the variables itself so that may cause issues, idk if your mod would fix that (like flooded heights on moons that don't normally have flooded)

desert hamlet
lilac sorrel
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should probably peep the code tbh, rn one of my eyes is all fucked up so its annoying

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may have gotten a metal shard stabbed into it, or maybe the eyelid or gland is just infected ow

desert hamlet
lilac sorrel
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and thats different from permanant moons yeah?

desert hamlet
desert hamlet
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anyways I only used it for testing

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ill just use another mod to get a fuck ton of money

lilac sorrel
desert hamlet
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ok so now that it doesnt crash

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how do I use the mod

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the cfg file seems baren

lilac sorrel
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for this mod?

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You should have 4 sections, dungeonlists, dungeons, moonlists, moons

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the lists are for choosing what moons/dungeons you want to effect and the settings in dungeons and moons generate a few options, they only generate when you open a lobby

desert hamlet
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Will try again later when I can

lilac sorrel
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and you have stuff set to true?

desert hamlet
lilac sorrel
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nah, it only generates stuff you have set to true, it

  1. Prevents clutter in the config
  2. Doesn't waste extra time loading unused content and methods
thorny bolt
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Is this mod compatible with "LethalUtilities" and what mods may conflict with it?

desert hamlet
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besides weather stuff but you can just not enable this mods weather stuff

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or the other way around

lilac sorrel
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maybe it overrides the weather settings (like larger map if in a specific weather) but that matters when that runs, if that is done on level loading then its fine

desert hamlet
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am I missing something here

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ive run it like 5 times

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just has the true/false options and thats it

lilac sorrel
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yeah, you load into a lobby yeah? are you doing that?

lilac sorrel
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hmm maybe another mod blocks the startmatchlever?

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it runs as a prefix and postfix of startmatchlevel Start

desert hamlet
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just wanna know

lilac sorrel
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the class for the ship lever

desert hamlet
lilac sorrel
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that is when I call the code to generate the config

desert hamlet
lilac sorrel
desert hamlet
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also testing one more time rn

lilac sorrel
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is its the last time you played yes, otherwise, no

desert hamlet
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I disabled LQ and AC rn to see

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had LQ disabled for a while

lilac sorrel
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yeah thats not the right log

desert hamlet
lilac sorrel
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I don't see any major errors there, just a gnome null ref

desert hamlet
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wtf

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disabled 2 problem child mods

lilac sorrel
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but it was AC causing the non loading I'd guess?

desert hamlet
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AC has had no incompat with mods ive used

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it was freeee moons

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for some reason

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loading in issues has been fixed

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would sending a mod list help?

lilac sorrel
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yeah

desert hamlet
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LQ and AC are disabled rn

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so it wasnt them blocking it

lilac sorrel
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Christ ok, I can narrow down it a lot from my own testing, I'd have to cross ref it with the modpages that effect startmatchlever(?)

desert hamlet
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but to nearly as much as a abomination as ive seen many others have

quasi whale
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strange by expldoingturtle suggestion i downloaded Central config
booted up the game, went to a modded moon, left it to auto save a day, then quit
and this is my central config, just like theirs O:

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oh derp okay maybe i should have read your mod page XD (most likely the answer was there)
its working now! my issue was all the mod options were set to false
so i needed to set "True" what i want to config, then boot up a lobby
now my config has been updated with all my moons/interiors

desert hamlet
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still doesnt work for me

quasi whale
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huh that is weird DX, i hope you find a solution qw q

desert hamlet
desert hamlet
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still cant get it to work

quasi whale
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if only you could grab a conifg file and just drop it in your main profile

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like just have central, all the moons/interiors and i guess monsters
generate the config and copy paste it into where you want it

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but i have no idea if such jankery even works

desert hamlet
crude sentinel
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I put in my time to contribute lol

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I purely want this for the dungeon stuff

strong perch
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What issues do you guys have with this mod?

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everything is working fine for me for now

crude sentinel
lilac sorrel
crude sentinel
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I’ve yet to test the new update. Everyone else’s issues are just right there ^^^

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I fw the mod tho I’m tuned in

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But I don’t have any extra time to keep testing it for rn

crude sentinel
lilac sorrel
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a problem child

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it changes everything about the game drastically so its really hard to give support to any one who has it

crude sentinel
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I was like “there’s no way it’s Advanced Company”

desert hamlet
crude sentinel
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I might be able to do like 30 mins of testing on this mod tomorrow

desert hamlet
lilac sorrel
crude sentinel
desert hamlet
crude sentinel
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“It works now” famous last words for every mod

lilac sorrel
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no thanks

desert hamlet
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Just swaped it with an enabled dll lass sent me and it worked

crude sentinel
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Sounds right I wish we didn’t have to worry about mod issues AND modloader issues

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Did anyone specifically test the sector 0 interior issue I described before?

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In online co op

lilac sorrel
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an issue with sector 0 in specific?

chrome kettle
lilac sorrel
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well the interior is different from the moon

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I don't think story logs would be an issue?

chrome kettle
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I am talking about moons, not sector 0 interior

lilac sorrel
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He was talking about the interior

chrome kettle
lilac sorrel
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I would doubt it, I'm trying to ask rosie if it just using the RouteLocked bool or not

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because if it does then yeah this mod and selenes should override it, otherwise that may be a bit of a pain in Selenes if it is selected

chrome kettle
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I think she is, in my testing it seemed like there were no issues on your end. Sadly it seems like the logs are useless since you don't need to get them with Selene's

lilac sorrel
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hmm, if its locked to begin with it will be fine right?

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Like if you have it blacklisted, it should still be unlocked maybe? It would only be locked the one time

chrome kettle
lilac sorrel
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yeah

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but what if it is in the blacklist?

chrome kettle
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I'll try that when I get on👍

lilac sorrel
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since getting the logs probably sets it to be unlocked?

chrome kettle
hallow jungle
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honestly, would enjoy a setting to make each category (general overrides, dungeon selection/size, scrap, enemies, traps, weather, misc) a seperate config for the sake of organization

desert hamlet
hallow jungle
desert hamlet
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here is my reasoning

chrome kettle
desert hamlet
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it would be pretty simple to reuse the auto adjusting interior/monster config formatter me and other have been using since it would just have to write what moon each scrap are on rather than write the name of each scrap per moon(if im not clear I can show an example)

hallow jungle
chrome kettle
desert hamlet
chrome kettle
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I'd just say use a spreadsheet lol

desert hamlet
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imo

lilac sorrel
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Each config is registered separately so I don't know what I would need to do to make it be a separate file

crude sentinel
lilac sorrel
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hmm

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I'll have to see whats different about its entrance

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I did notice the larger the multiplier, the more likely there is to be missing doors but I was at 1000x which you should never unironically play at tbf

crude sentinel
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setting the dungeons by route price was working previously but its not anymore

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it only half works for setting by moon name as well

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I put every moon with a weight of 1 into every dungeon config except for Sector 0 which i made 999

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somehow a couple of them just default to their mod config properties

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issue still persists with sector 0, this is a bottomless void of death right at the main entrance

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idk why the .log file is broken like that

crude sentinel
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just tested with LethalQuantites, it generated SectorFlow fine, so im assuming it's something to do with the dungeon generation overhaul in CentralConfig that's giving it issues

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the spawn weights of the dungeons also worked

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providing this for reference

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I also get an error from MrovLib "method not found" when using CentralConfig even if I have the config for weather adjustments and tags set to "off"

heady arch
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don't worry about it

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it's my patch for both weathertweaks/LLL versions

crude sentinel
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sounds good. just tryna lay out any prevalent info

heady arch
# heady arch it's my patch for both weathertweaks/LLL versions
[16:26:28.2040602] [Warning:TerminalFormatter] WeatherTweaks found, setting up compatibility patches
[16:26:28.2050571] [Info   :TerminalFormatter] Type WeatherTweaks.Variables found
[16:26:28.2050571] [Warning:TerminalFormatter] Method  not found
[16:26:28.2050571] [Info   :TerminalFormatter] Method System.String GetPlanetCurrentWeather(SelectableLevel, Boolean) found
#

it didn't find the beta version method, so it hooked to stable one

#

(or the other way around, i don't remember)

lilac sorrel
crude sentinel
lilac sorrel
#

what size do you have it set to?

crude sentinel
#

i didnt override it, lemme see

lilac sorrel
#

hmm weird

crude sentinel
#

1.75 maximum size

#

i have been landing on Experimentation every single time for these tests for the sake of consistency

lilac sorrel
#

I seee

lilac sorrel
#

@crude sentinel Is there scrap too?

crude sentinel
#

yes

lilac sorrel
#

the map objects are spawned along with the scrap in the GeneratedFloorPostProcessing()

crude sentinel
#

u mean when I use LethalQuan?

#

i found an eggbeater then quit

lilac sorrel
#

it is called alongside spawnscrapinlevel

crude sentinel
#

i'll re enable CentralConfig and get a full log

#

well

#

actually i just went thru every individual interior config and the LLL config as well and made all the spawn weights equal

#

i guess i could keep re landing until i get sector 0

lilac sorrel
#

I'm going to see it for myself rn

#

ok yeah I see a problem

crude sentinel
#

haha yea thats the one

lilac sorrel
crude sentinel
#

nah that looks normal

lilac sorrel
#

like are some doors missing still?

#

I get a lot of shit from the log, gotta read through it

crude sentinel
#

theoretically for rn i could just blacklist the SectorFlow dungeon and only enable Overhauled Dungeon Generation and Dungeon Size Overrides to take advantage of ur Overhauled Dungeon Generation and let LethalQuan / interior configs / LLL config handle the rarity yea?

#

cuz i dont have dungeon size stuff enabled in LQ or LLL config

lilac sorrel
#

nah its fine, I'm fixing stuff

#

just trying to read up on some errors
[Error : Unity Log] Spawning NetworkObjects with nested NetworkObjects is only supported for scene objects. Child NetworkObjects will not be spawned over the network!
and
[Error : Unity Log] RuntimeNavMeshBuilder: Source mesh *Each map object* is skipped because it does not allow read access

#

I added each map object as it is logged for each

crude sentinel
#

i noticed that too. I used too see that Source mesh error all the time back when LE was being used with WesleyMoons

crude sentinel
# lilac sorrel just trying to read up on some errors `[Error : Unity Log] Spawning NetworkObje...

for the networkobject stuff, this is from the log using only LethalQuantites for comparison if it helps

[16:26:42.6063680] [Info   :LethalLevelLoader] Skipped Registering 5982 NetworkObjects As They Were Already Registered.

[16:27:00.4328935] [Warning: Unity Log] damageTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!

[16:27:01.4066379] [Warning: Unity Log] NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. Are you modifying a NetworkVariable before the NetworkObject is spawned?

[16:27:17.0784630] [Error  : Unity Log] Spawning NetworkObjects with nested NetworkObjects is only supported for scene objects. Child NetworkObjects will not be spawned over the network!
#

they werent back-to-back like this in the log, i just copied 1 of each cuz they seemed related to the errors in the log using CentralConfig

lilac sorrel
#

ah I see

crude sentinel
#

it acknowledged that sectorflow was blacklisted in the console and said clamps wouldn't be applied but i guess it still attempts generation overhaul

dusk shore
hallow jungle
#

does inputting "all" work for interior selection?

#

like all:50,experimentation:300

dusk shore
crude sentinel
#

I’ll test with co op today or tomorrow

hallow jungle
crude sentinel
hallow jungle
lilac sorrel
#

Update {0.5.5}

  • Moved the processes from the start match lever to the hanger door, this fixes some incompats.

  • Sector-0 has 10 attempts to load now, this should almost guarantee loading success.

  • Refactored the config cleaner, now it accurately checks if it is ready to clean.

  • Config Aider is now a singleton

crude sentinel
#

If anyone wants to run some tests in co cop lmk I’ll send you my steam ID

prime garden
lilac sorrel
#

yeah

#

that fixed it for the one child

#

so why undo it 🤷‍♀️

prime garden
#

What hanger door?

lilac sorrel
#

HangarShipDoor

crude sentinel
#

Ima test this in co op with my 2nd pc

lilac sorrel
#

Ight

crude sentinel
#

CentralConfig set to only overhaul dungeon generation/size and miscellaneous moon properties (time waits on ship, hidden / locked)

#

Fresh save, went down to Experimentation, got Scoopys Castle, came back up, only 1 day left

lilac sorrel
#

what speed did you have it at?

crude sentinel
lilac sorrel
#

deadass wish I could just remove "TimeUntilDeadline" from the game
DaysUntilDeadline serves the same purpose and actually functions

crude sentinel
lilac sorrel
crude sentinel
#

i'll send a log

#

Sooo yea it worked but the Minecraft Haunted Mansion interior failed to load or ssum (Interior is blocked)

lilac sorrel
#

Did you see what it looked like?

#

Does that one has a tendency to fail on load?

#

If you aren't using my gen then yeah it may fail. But if it is with my mod, I could only assume it is infinitesimally small?

crude sentinel
lilac sorrel
#

hmmmm, what do you mean blocked?

#

like message at the entrance?

crude sentinel
lilac sorrel
#

I seeeeeee

#

so that means the entrance tile didn't generate

#

which is kinda wack

#

I'd think the entrance should pretty much always be the first room to spawn no?

chrome kettle
#

I assume that is what's happening here

lilac sorrel
#

yeah

#

not sure if giving it extra generation attempts would fix anything

#

both of those may just need to be fixed on their end

chrome kettle
lilac sorrel
#

I tested with the minecraft mansion, with my mod only 2-5 rooms load with no entrance, without it, it gives up after 20 tries

prime garden
#

Vanilla gives moons 20 tries?

lilac sorrel
#

yes

prime garden
#

Hmm

#

Which minecraft mansion?

lilac sorrel
#

woodland

prime garden
lilac sorrel
#

yes

prime garden
#

It's a mod that relies on LLL 1.1.6

#

So it's broken

lilac sorrel
#

ic

prime garden
#

See preferred version

lilac sorrel
#

this is how it generates most of the time

#

sector 0 has a sorta inverse of that issue

#

trying to see if cozy office works as intended

#

My gen works by skipping over the retry cycle, this only causes issues with select interiors I have it disabled on

#

It loaded correctly the first 3 times

#

sometimes it just spawns with no entrance

#

this would need to fixed on rosies end

prime garden
#

I dont think 8 tiles is loading correctly

lilac sorrel
#

It doesn't prioritize the entrance

#

my mod is disabled atm

prime garden
#

I havent made an interior nor have I looked into dungen so I can't correct you here unfortunately, but have you seen any actual results you would actually put in your own games from the override you have over the generation process?

lilac sorrel
#

this one is larger but still no entrance tile

prime garden
#

Which part

lilac sorrel
#

I don't know what you are talking about

#

yeah I tested another 5 times and there was only an entrance once

#

Sector-0 is quite odd as the entrance itsef does load, but it seems that the entrance room of it is dependent on another specific tile that fits into it and makes it the whole room?

#

So
cozyoffice: needs to guarantee a entrance somehow
sector-0: either needs to merge those tiles or ALSO guarantee the second portion of the entrance room when loading

prime garden
#

I cant tell if you're adding this as a todo that you're gonna do from ur side or just mentioning things you found wrong with those interiors

#

And I really hope it's the second

lilac sorrel
#

yeah? Its the second?

#

did you mean to say that?

prime garden
#

Yeah?

#

I meant as in: I hope you're not saying these things as a way of saying that you'll try and fix these issues using your mod

lilac sorrel
#

Nah I can't do that

#

I just understand why they fail to load occationally

#

I exclude them from this mod's process

#

sector-0 typically takes around 3-5 loading attempts

#

afaik cozyoffice does load first try it just sometimes is missing the entrance

#

I'm not sure if you have to mark it in the inspector or something but I imagine there is both a value for priority and max # of times the tile can occur

#

currently its just rosies and black mesa, I believe black mesa has its own handling for loading failure and may be pretty stable on its own?

prime garden
#

I believe it's like, a lot more complicated than that lol

lilac sorrel
#

Not sure, its not just for LC afaik so it must be decently user friendly

#

Every other interior I have tested loads correctly on the first try

prime garden
#

Prolly cuz they have smthn set up right

#

It's def mot as simple as a tick though lol

lilac sorrel
#

mayhaps

#

the setting is really for fixing dungeon size related crashes

#

Like if its wants to generate say 79 tiles and only 78 are placed before it runs out of connectors to add to, the loading process will fail

#

It actually makes a lot of sense if you go into how it goes about loading

prime garden
#

Are u sure that's how it works? Cuz thay sounds like a pretty flimsy system theyd have

lilac sorrel
#

I mean its zeekers tbh

#

as long as it works for vanilla, he doesn't need to change anything

prime garden
#

I mean...

lilac sorrel
#

so he never has to deal with more than a 2.1 size dungeon

prime garden
#

I really can't say much more, as far as I'm aware, this isn't a zeekers thing

#

But I haven't done interiors enough

lilac sorrel
#

He wrote the code for the using dungen tho right?

prime garden
#

The code u were referring to isn't simply using dungen, but is literally dungen

prime garden
lilac sorrel
#

oh huh, thats wack

prime garden
#

You'd really have to ask someone like lady raphtalia

lilac sorrel
#

so dungen itself using a set target length?

prime garden
#

They're super experienced with dungen by now

#

Dunno, dungen shouldn't be breaking if u follow things properly though

lilac sorrel
#

you could test it pretty easy if you have LLL, it will error if you were to make the dungeon be a large size

prime garden
#

Much better to read the code that errors

#

Rather than the error line etc

lilac sorrel
#

reads error line

#

This is part of dungen then

#
This could indicate a problem with the way the tiles are set up. Try to make sure most rooms have more than one doorway and that all doorways are easily accessible.```
This is how dungen explains in the code why it fails occastionally
#

My main question would be:
Do the doors themselves exist before or only after an adjacent tile is placed?

chrome kettle
lilac sorrel
#

Because if they are predetermined that would make a lot of sense with why

  1. It looks the way it does
  2. Why it fails if it is too large
prime garden
#

Thays just random generation

chrome kettle
prime garden
#

Yeah

lilac sorrel
#

Its hard to explain as it is all math but I would think this is inprobable if all connectors are always valid yeah?

chrome kettle
#

That's just how dungen works

prime garden
#

Zac can explain it much better than how I was about to lol

#

But yes, dungen works by having a main entrance, then ONE BIG main path

lilac sorrel
#

You think that probablity wise, generally the older the tile, the more likely placement is to occur next to it

prime garden
#

And then afterwards it makes SMALL branches around that main patch

lilac sorrel
#

it should mathwise be rounded

prime garden
#

I think that probability wise dungen doesn't care

#

Because that's not how dungen works

#

Zac was it u who explained this to me

lilac sorrel
#

Just using numbers
1, 2, 3, 4

It would be improbable for 3 to be selected 75% of the time yeah?

prime garden
chrome kettle
#

And my info is directly from plastered

#

and firsthand experience

prime garden
lilac sorrel
#

I seeeeee

prime garden
#

Whichever one explained it to me lol

lilac sorrel
#

regardless, dungen can run out of tile placement spots, either dungen itself has a limit of how many tiles it can handle or its use in LC causes it to have a limit

#

again, a tile placement failure can occur if the intended length is missed by nearly one tile

prime garden
#

Doubt it, if there's a problem, highly likely its cuz of the person who made the interior missing some stuff

#

I mean

#

Of course there's gonna be problems in high values

#

It's what we call boundary data

#

Boundary data is data that just barely works

#

You're probably testing something above that boundary data that interiors don't typically have

#

And in the end that's a problem with the config not clamping the max size a user can set

#

Because dungen probably can handle it, just there's limitations from other stuff

lilac sorrel
#

Ok..

prime garden
#

Just to preface for a 4th time, I havent done an interior, I don't 100% know

#

The easiest way for u to figure this out is to ask the relevant people

#

Rather than random tests with random assumptions

#

Cuz afaik dungen isnt flimsy

lilac sorrel
#

I know, but I have read into it

chrome kettle
#

Did you say you were having an issue with Black Mesa earlier?

lilac sorrel
#

My setting fixes size issues but removing the need to get all tiles in
Ie:
58 is alright for 60

chrome kettle
lilac sorrel
#

it becomes far more noticeble if it expects say 100000 tiles (yes I've tested that)

#

it may only place ~600

prime garden
#

Any chance it's a hardware issue?

#

Whats ur specs 😎

#

Cuz that is a fuckton

lilac sorrel
# chrome kettle What was it?

No idea, it is the one and only interior of any that softlocks if it goes with attempt 1, each and every other interior of the 50 I tested do load in first try

#

I imagine it must have different code put in for how it loads

chrome kettle
lilac sorrel
#

nope

#

that was default values

chrome kettle
#

It has no custom dungen code

lilac sorrel
#

it was 1.77 (?) on adamance iirc?

chrome kettle
#

so whatever the issue is, it's with the config mod

lilac sorrel
#

black mesa uses the tilesize value so the size is /2.5

lilac sorrel
chrome kettle
lilac sorrel
#

oh thats different

#

let me do the math

#

1.18/2.5 * 1(?)

prime garden
lilac sorrel
#

So I think black mesa would have a size of 0.472 on adamance so it would clamp to 1?

#

oh shit yeah

#

there WAS no clamp

chrome kettle
lilac sorrel
#

I didn't have it enabled in my mod and LLL's is unused (check github yourself)

chrome kettle
#

Regardless, Black Mesa has no issues generating when using the mod by itself or when configuring with LLL, whatever generation issues you are having is caused by CentralConfig

crude sentinel
#

TLDR sector 0 and cozy office have integral issues themselves?

#

Also what about the mod skipping a day when you enable miscellaneous moon settings until you set “Time waits on ship” to false ?

lilac sorrel
#

Have you tested the 2nd lastest build?

#

It is directly detlatime now

crude sentinel
#

ill test it rn

crude sentinel
#

still skips a day when Time Waits on Ship is set to True

ocean pasture
#

Central Config

hallow jungle
#

lc_office doesn't seem to appear in the interior probability config

desert hamlet
crude sentinel
crude sentinel
desert hamlet
crude sentinel
#

I’ll check it out. Something cool I noticed with CentralConfig; the new oneshot moons / interiors show up as unviable dungeons even on moons explicitly called for in the LLL configuration, and the mod itself has no config

#

Pretty silly. But doubling down on the same weights and level names with CentralConfig made it a viable dungeon for the moons

desert hamlet
hallow jungle
crude sentinel
#

I only have it enabled for the Is Locked? boolean

#

Cuz LLL doesn’t have it and I don’t believe LQ either

clever orbit
#

me and my friend ran into constant dungeon generation desync. its always the same type, but never the same layout.
Disabling CentralConfig fixed it.
we only had moon misc overrides enabled to unhide and unlock all moons.
Should Time Wait on the Ship was set to false to fix the day skipping issue, however we noticed if the autopilot flew away on its own at midnight no day was subtracted giving us infinite days.

lilac sorrel
#

Are you sure that the time is broken? I played the most recent build for maybe 5 hours and no days were skipped

lilac sorrel
#

Update {0.6.0}

  • Added fines under the misc config tab:
    -You can set the fine amount and the fine reduction for bringing back bodies

-The company building has its own values for those

-There is also a setting that if true, makes it so that the fine amount resembles 100% death, if only half of the players die, it will be half of the fine amount (then reduced further by the insured reduction).

#

oh and I also rewrote the fine screen and made it adjust grammar automatically

young axle
#

whats the difference between this mod and LehtalConfig?

lyric mason
#

lethalconfig lets you change settings of mods while in game

#

this mod lets you change settings of moons of stuff

prime garden
#

Lethalconfig let's u access and change a mods config ingame, it doesn't create its own configs

young axle
#

so ig it wont cause any conflicts i assume (with both mods installed)

young axle
#

noted

lilac sorrel
#

yeah I have the same issue where sometimes dungeons don't appear the first time you launch, happens with LLL too so I'm thinking it just means LLL hasn't loaded it yet

chilly sigil
#

please put the default for moon time to "False" in the next update

lilac sorrel
#

Make all moons timeless?

chilly sigil
#

Or another idea, have a toggle for time on for ALL moons

lilac sorrel
chilly sigil
#

i've never had days skip before

#

like you start day 1 and then you go back to orbit and now there's 1 day remaining

clever orbit
lilac sorrel
#

eh ig

lilac sorrel
#

I really don't get why the "timeuntildeadline" float even exists, just -1 the daysuntildeadline value on move to next day its that easy

lilac sorrel
#

Update {0.6.1}

  • Fixed time again I think?
#

I use the exact same code but use a new float that mimics the time without being read by other stuff

#

so the math is 1:1

#

other than that the time speed multiplier is not counted for it

#

which is what caused the deadline issues in the first place

lilac sorrel
#

Update {0.6.2}

  • I said fuck it so the timeuntildeadline is basically just reduced by a day when the day passes instead of being set every second by a bunch of math, quickly reading throught this doesn't look problematic but keep me updated
hallow jungle
#

could you theoretically see what imperium does to change time speed and apply that when the round starts instead of messing with the deadline

lilac sorrel
#

I think imperium completely rewrites global time, don't believe it touches the timeuntildeadline?

crude sentinel
#

im gonna do one last test run

#

with detailed reports

#

and if im unsuccessful

#

someone else will need to carry the torch 😂

crude sentinel
#

so ive been always using experimentation to test this mod and always noticed that sometimes it spawns a giant rock or something kinda near the ladder which doesnt seem to happen without Central Config enabled

#

but now this happened

#

cant climb up the ladder because of the branch

#

i dont remember ever seeing this^ error when i was testing 2 or maybe 3 mod updates ago
Enemy configs were not enabled previous or now

#

not sure if its related

#

full log:

#

Ight so I just pulled the lever when I had 1 day remaining at 6-7pm on Experimentation and I have 3 Days left back in orbit now 💀 @lilac sorrel

#

r2modman profile code if you want to be sure i dont have conflicts or something but ive reviewed it with a lot of scrutiny. lethalquantites is only set to affect interior enemy settings and weights which is not configured in Central Config

#

also not using any of the LLL customization

#

but for now i gotta revert to without CentralConfig and focus on testing LQ with more customizations enabled bc ive had my friend group waiting on me to get my shit together with the modpack. i just really really want Central Config to work so i can have the improved dungeon generation and cuz for some reason LQ interior selection isnt truly random / true to the equal weights & rarity i set

#

long story short someone else get ur ass in here and bug test co-op 😹 participation trophies will be provided

crude sentinel
#

U got this

honest plank
#

Weird issue, as soon as i land on a any planet with 6.2 this gets spammed:

  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <787acc3c9a4c471ba7d971300105af24>:IL_001E
  at CentralConfig.TimeFix.Prefix (TimeOfDay __instance) [0x0006d] in <76f91d1f4f6446188fd3032b7f31ce8d>:IL_006D
  at (wrapper dynamic-method) TimeOfDay.DMD<TimeOfDay::MoveGlobalTime>(TimeOfDay)
  at TimeOfDay.MoveTimeOfDay () [0x00000] in <255c0877f9414c3aa6f1fe5079ac13f3>:IL_0000```
6.1 didn't show me any errors
lilac sorrel
#

I am so fucking close I think?

#

oh I forgot I record in like fucking 60p so you can't read the log

#

ig you can technically it out enough, its going up by 1 every second

#

I think the day is 980 seconds long?

#

I hope

#

at least with the extra 20 from the ship waiting

prime garden
#

99% sure the way you're going with whatever you're doing is the wrong way, considering you're manually inputting time

lilac sorrel
#

nah I counting the total amount that timeuntildeadline is decreased by over the course of the day

#

so basically, num here is supposed to be what time is unused in the day

#

but that is only true if globaltimespeedmultiplier is == 1

prime garden
#

hmm

lilac sorrel
#

less skips days, more gives you extra days

prime garden
#

so you're trying to make it so that, you can control speed of titme?

#

time*

#

without messing with quota days*

lilac sorrel
#

so instead I am making num by (the length of the day - shid) where shid is the time that was already decreased from the timeuntildeadline

lilac sorrel
prime garden
#

why not just do it how lgu or imperium does it then?

#

i doubt they mess with quota

lilac sorrel
#

both LLL and theoretically lgu break this by modifing it

prime garden
#

and their implementation should be a lot more official

#

hmm

lilac sorrel
#
        HUDManager.Instance.DisplayDaysLeft((int)Mathf.Floor(TimeOfDay.Instance.timeUntilDeadline / TimeOfDay.Instance.totalTime));```
#

this is how the days until deadline is taken

#

if timeUntilDeadline is decreased by say 2(totalTime) after rounding to the int, that will skip a day

#
    _ = TimeOfDay.Instance.totalTime / TimeOfDay.Instance.lengthOfHours;
        TimeOfDay.Instance.timeUntilDeadline -= num;```
prime garden
#

i'd just patch in a clamp then no?

#

transpiling the value or smthn

lilac sorrel
#

eh probably won't work just because

lilac sorrel
#

Update {0.6.4}

  • Finally fixed time
#

now I get how much timeuntildeadline has already been decreased throughout the day and subtract what is left of the day, this assumes that the day remains 980 seconds long (counting the multiplier)

#

if another mod physically overrides how long the day is without using the multiplier then it would break

#

ok so right now, the base game doesn't move a day if the current planet is timeless

hallow jungle
#

would it be possible to have an "enable overrides" setting for each moon/interior? currently if you enable an override, you're technically overriding it for every single moon even if it's set to the defaults

lilac sorrel
#

probably not

#

I wouldn't have access to every specific piece of content immediatly

#

like I could apply the default if an override is disabled for it but whats the point of that? You could also just leave it as its default

#

ok so now with 0.6.5, the time moves anyway even if there is not time

#

but it shouldn't move if its gordion and if it isn't 0 days until quoter

prime garden
#

"And"? As in both gordion and 0 days? Because gordion never messes with time, u can visit it an infinite number of times no matter what quota day

lilac sorrel
#

otherwise you would leave and still be at 0 days

#

(NOW is the day after 0)

prime garden
#

Oh true yeah, gordions last day would do that

lilac sorrel
#
            if (LevelManager.CurrentExtendedLevel.NumberlessPlanetName != "Gordion" || TimeOfDay.Instance.daysUntilDeadline <= 0)```
#

I think this should move it as long as its not gordion but if the deadline is 0 (or less since thats just the base code) then it moves anyway

#

so I think this should make it so that if you visit gordion before deadline it doesn't move the day

#

previously it checked if the level was timeless since gordion is the only timeless level normally

#

yep tested it, time moves regardless of if the moon is timeless, visiting gordion early doesn't remove a day but still does if its day 0

#

ok there 0.6.6 is all good and no more time bugs hopefully

crude sentinel
#

I’m sure it’s not exclusive to just Experimentation

#

Usually it’s a terrain abnormality that’s noticeable but negligible

#

But the ladder block was kinda scuffed n I fear what might happen on other moons

lilac sorrel
#

I had one of the super large rocks be inside it before, the ladders just don't really have their own exclusion zone around them

crude sentinel
lilac sorrel
#

I’ve gotten the mansion at least 25 times on experimentation

hallow jungle
#

unless you want to manually add an enemy spawn for a ton of moons

lilac sorrel
#

I mean I do that myself

#

when I get to tags adding enemies and such will be nicer as you can add by tag

lilac sorrel
#

Update {0.7.0}

  • Added tag configs, allows you to add enemies and/scrap to any moons that have that tag.

  • Added dungeon injection by tag under the dungeon selection config

  • Added two new moon settings under moons:

  • Free Them increases the enemy caps from 20 to 127 and makes interior enemies spawn on the hour instead of only every other hour.

  • Scale Enemy Spawn Rate essentially makes the speed at which enemies spawn be multiplied by (configEnemy Power/originalEnemy Power) (for all three groups of enemies).

lilac sorrel
#

to go into limitations:
daytime enemies may really only be limited by running out of max counts on each enemy if they are all spawned?
nighttime enemies same but also just running out of time
interior enemies are more limited as they spawn on the hour (if free them is true) and therefore another limit could be the # of vents * 16

#

in a 'normal' setting with super high max counts and free them + scalespawnrate true you should be able to get at least 50 of each assuming that each available enemy times its max count add up to 50 or more

hallow jungle
lilac sorrel
#

since it lets you add stuff easier

hallow jungle
#

i'd say still not as good as having the default updated for every moon

#

overhauled dungeon generation seems to break the oobl lab from ooblterra

lilac sorrel
#

Aghh I’ll look into it after work tomorrow have to sleep

astral thorn
#

so for the dungeon config do i layout the add dungeon by planet name like

Experimentation, Rend, Dine

#

somn like that?

#

@lilac sorrel sorry to @ u, im just time limited atm

lilac sorrel
#

close

#

no white(spaces) and you attach a rarity to it

#

so for example

#

Experimentation:69,Rend:420,Dine:13

astral thorn
#

ah, thanks, i feel like that should be written in as an example in the config itself

lilac sorrel
#

its easier to see with terminal formatter installed but if you simulate then a planet name you can see all of the rarity values and %% chance to be picked

astral thorn
#

yeye i know that part

lilac sorrel
hallow jungle
crude sentinel
#

finna buss

barren spear
#

Found an issue
Tried loading a game with central config on a test save, a bunch of items just changed to alternative items

#

Flashlight -> Shovels
Beehive -> Radar booster
Key -> LockPick
Geiger counter(from Facility meltdown mod) ->
Tea kettle and rubber ducky -> Soda can & toothpaste

#

Left is b4 right is after
Idk where the geiger counter went tho

crude sentinel
barren spear
#

Should be the same, the only time i edited the mods list in between was installing Central Config + dependancies along with configuring Central config as well

#

Tho I can try just installing it on a fresh mod list considering i did make sure to package all the mods i had before this into a modpack

crude sentinel
#

or meteo multiplier

barren spear
#

LQ? *am not 100% familiar with all the mods
If ya want i could drop the link to the mod list used in the left
The right would be basically the same along with installing Central Config

crude sentinel
crude sentinel
barren spear
#

No

#

If ya want i can tell ya what i did exactly to replicate it

crude sentinel
barren spear
#

If i can find it

#

But if now steps to replicate the issue would be here:

  1. Install this modpack: https://thunderstore.io/c/lethal-company/p/Random_modding/Sh4dow_ModPack/
  2. Make a save with random items on the ship - take note of what you have
  3. Install Central Config, launch and set the following config on it
  • Moons(overrides): General True, Scrap True, Spawn Rate True, Trap True
  • Tags: Enemy True, Scrap True
  • Misc: Fine True
  1. Load the save again after restarting the game n items are changed
crude sentinel
#

It’s in the r2modman folder

barren spear
#

I think i found it

barren spear
# lilac sorrel Not me

Then it might be an issue with my own modpack considering I did see 2 dependencies get installed ontop of Central Config

lilac sorrel
#

do you have terminal formatter?

#

I noticed the shop items for lgu was swapped one time I played

barren spear
#

yes, if now i am tinkering a little here n there with a bunch of mods as a sort of screw around n find out journey for me ^^;

lilac sorrel
#

idk, maybe LL or LLL do something funky with item registration and save data? the only thing my mod does with items is that you can modify the spawnableScrap lists for moons

#

so nothing about the items themselves

barren spear
#

It could to be fair

#

If it is the case then it could be caused by those, but hey, if the bug also ends up applying to deeper in the game, I can already imagine it going swimmingly
By swimmingly i mean instead of keys spawning there end up random lockpicks throughout the facility xD

#

But it definitely has something happening in the background since if i reload the save on a profile that's the original modpack then all the items do load back up as they were before

crude sentinel
#

Yer

lilac sorrel
#

Update {0.7.1}

  • Adding handling for duplicate entries after the tag injections
#

so now if you have say Hoarding Bug:42 and Hoarding Bug:69, the Hoarding Bug:42 is removed

#

Going from 47 to 12 entries there since there was like 4 of every enemy since there were multiple tags added the same ones

lapis bay
#

can anyone tell me if the scrap multiplier in the config multiplies before or after it meets the total value allowed for the moon?

lilac sorrel
#

oh haha you mean the bottom two? the min/max scrap value?

#

So here is the funny thing, those are completely unused

The vanilla method to spawn scrap in the level gets a # of scrap to spawn from the min and max scrap (say 15) then spawns 15 items based on the weighted item list spawnableScrap

The total value is just determined by what the price of the scrap together adds too

iirc the scrap multiplier increases the individual scrap values of the items so like if a scrap can have a value between 60-75 and a 1.25 multiplier is put on it will be between 75 and 93 instead

@lapis bay

lapis bay
lapis bay
#

hmm, I seem to be having an odd issue

#

I seem to be getting scrap that I don't have listed for moons even though I've set scrap overrides to true in central config

#

any idea why that might be?

lilac sorrel
#

There is a few reasons that can cause that

#

Most likely it’s from the interior?

lapis bay
lilac sorrel
#

Update {0.7.5}

  • Adding setting that if enabled, renames Celest to Celeste.

This allows it to be distinguished from Celestria correctly in the config.

#

so in the config you would just just Celeste

#

same for Selene's Choice config

lilac sorrel
swift tangle
#

Hello!

swift tangle
lilac sorrel
#

yes, 1

#

every 4 seconds a tick brings it up 4 minutes

swift tangle
#

oh, so it was changed

#

I'll make sure, thanks!

lilac sorrel
#

Update {0.8.0}

  • Added weather settings!! This allows you to add/replace enemies (day, night, inside), add scrap, multiply the scrap count, and multiply the scrap values when a moon has this weather.

  • Added replacing enemies by tag. So instead of say adding in say DriftWoodGiant:100, you can do ForestGiant:DriftWoodGiant and that would instead remove the forest giant and input the DriftWoodGiant with the same rarity.

  • Added setting under _Enemies_ that when true, removes duplicate enemies from list and keeps the highest. For example after tags and/or weather all add the same enemy you will only have one entry for it. If the list has Flowerman:69,Flowerman:34,Flowerman:75,Flowerman:2 then only Flowerman:75 will be kept.

  • Changed the moon specific scrapValueMultiplier to be *= so it stacks with other modifiers for the value.

  • Moon tags are now registered if either adding enemies or scrap by tag are enabled.

  • Fixed misc typos.

  • Read through all the loggings and only now have the ones I think are important, people can understand, and aren't super wordy.

#

finally had a day off work (but still spent like 6 hours building a custom hand made table (which I am very proud of yoiled))

#

The table

lilac sorrel
#

should mention that specifically the moon setting for setting possible weathers breaks with weather registry, the weather settings themselves are fine and from my testing, work just fine with modded weathers

heady arch
lilac sorrel
#

Yeah wr does really the same thing too so it’s unnecessary to use if it’s installed

chrome kettle
#

@heady arch Lass did have a really good idea, spawning enemies and scrap based on the weather. Might be a good idea to add that to WR

prime garden
#

That's not something to include in WR

#

That's quite literally an item and enemy thing they can already do

heady arch
#

i can handle this

#

umm

prime garden
#

Go for it

heady arch
#

i'm not planning to include that

prime garden
#

Don't forget, you're implementing tags, which is what enemies and items would need

heady arch
#

but the idea is good

heady arch
#

meeeeeeee

lilac sorrel
#

weather tags?

heady arch
#

nonono

#

that's LLL's job

#

i will allow filtering levels via LLL tags to allow weather happening there

lilac sorrel
#

oh I see

lapis bay
#

hello :3 should I have content configuration set to true or false in LLL if I'm using central config?

lilac sorrel
#

Doesn’t matter, this mod sets it afterwards

lilac sorrel
#

Update {0.8.5}

  • Completely reworked the dungeon generation change setting, refer to readme.

  • Added enemy/scrap injection by current dungeon.

  • Reorganized and streamlined the injections from weather, tags, and dungeons. They run in that order and always replace enemies before adding new ones.

  • Rewrote some config entries to be more consistent and comprehensible.

  • Added checks to all injections to prevent missing dictionary key errors when blacklisting stuff.

#

Dungeon Generation: Optional safeguards for dungeon generation.

  • Removes the retry hard cap. Instead relying on a set process of reattempts.
  • If the dungeon fails to generate with the current size multiplier, it will reduce the multiplier by 10% every retry until it is below 1, in which it will reduce by 0.05 every attempt.
  • The first time it reaches 0 or less, it will set the size back up (in case the input value was small such as 0.1).
  • If the dungeon doesn't generate at any attempted sizes, it will log the event then generate the dungeon as the facility with the moons unmodified size multiplier.
  • This allows the gameplay to continue seemlessly in the rare event of failure.
lapis bay
#

is there still a way to disable the custom dungeon generation? it seems to generate the same layout for facility over and over for me D:

#

and the only thing that's changed is I updated this mod

lilac sorrel
#

uhh what other mods?

#

and yeah Enable Dungeon Generation Safeguards can be disabled

#

but that would have to be some other mods messing with it since my mod randomizes the seed

#

unless you are generating a 0.25 dungeon or something in which case it has minimum wiggle room for the facility and ends up the same just because its only like 5 rooms

swift tangle
#

Hmm

#

When trying to load Aquatis with this mod, it says this

#

I didn't changed nothing related to the dungeon size, I only changed the timespeed

swift tangle
#

btw, this is on v50

#

I'm not moving to v55 yet

lilac sorrel
#

full log please

#

this means you likely aren't using my mod

swift tangle
#

(using 170 mods btw)

lilac sorrel
#

just since it should skip that loop as IsRetry is set to false before the method runs and that log is in (IsRetry)

#

but I can't really see without the other logs I have on all the paths

lilac sorrel
#

I wonder if I really need my code to be under IsRetry since it should probably run either way

swift tangle
#

This is the config.
I only enabled the extra settings cuz I use LQ

#

yup, Happened again.
I'll send the full log

lilac sorrel
#

ok, I'll look at it later, got to go

lilac sorrel
#

@swift tangle Whats loadstone?
Loadstone

[19:14:21.3902244] [Warning: Loadstone(Harmony)] The assembly "CentralConfig" has patched the method "Void GenerateNewFloor()" with a prefix using "Void Prefix()", which we also modify. Unexpected behaviour may occur```
swift tangle
#

#1242303311793885317 Here's the forum

lilac sorrel
#

ok so it does this

#

I wonder if it normally is async or not

#

it doesn't seem to be assigned anywhere

#

Do you have it true?

#

try with it false I'd say

swift tangle
#

sorry, what?

lilac sorrel
#

yaeh

#

oh thats really weird

#

[19:15:45.2112411] [Info :impulse.CentralConfig] Dungeon has been loaded by Central Config.

#

yeah ok thats even more ???

#

Ohhhhhh

#

there must be a prefix calling Generate() before my mod?

#

wait nvm

#

wait no not nvm what the fuck

lilac sorrel
#

what interior was it?

#

I thought LLL logged it

#

oh ok bunker, my mod did log it apparently?

#

idk how or where since my mod doesn't even have that code active, its // out but uhh yeah

#

I set IsRetry to false, so I don't even understand how it got to the max attempt thing

#

some other mods are touching it all over

#

ok.. so far its working fine together, athought I do see cause for async dungeon loading to break the bunker in particular ||(RATS) ||testing it now

lyric mason
#

im not sure if this has been said but the Enable Dungeon Generation Safeguards config messes up dungeon generation as in it doesnt let a new interior be generated on a map. as in it'll always save the exact same layout of the interior unless the data for the save file is manually deleted in the folders.

99% sure its from this because it fixed the problem after i disabled this

lilac sorrel
#

yepppp

lilac sorrel
#

it uses the level seed Hmm

lyric mason
#

yeah i dont know the logic behind it but thats just what happened with me. would be the exact same map layout every single time without exception. and then i would delete the data. it'd generate a new map. and then again reuse that exact same interior layout everytime i went to that map

lilac sorrel
#

wait do you mean like day to day is the same layout?

lyric mason
#

yeah

lilac sorrel
lilac sorrel
lyric mason
#

im not like 100% sure its caused from just the dungeon generation safeguard, cause like the modpack obviously has 100 mods so it might be some sort of conflict

#

but turning it off did fix it

lilac sorrel
#

ok so the rats were being twats again so I had to blacklist the bunker from the dungeon safegaurd because even if I catch the failure and default to the facility, the rats are sill floating in hell and cry

#

now to look into the dungeon being the same

lilac sorrel
#

Update {0.8.6}

  • Fixed dungeon seed not being randomized.

  • Use a try-catch loop and send an exception when the dungeon generation fails.

  • On total failure, I set the new dungeon to a saved reference of the facility instead of the 1st entry in the levels index (which may not be the facility).

  • Had to blacklist the bunker from the modified innergenerate loop due to the rats refusing to cooperate.

lilac sorrel
# lyric mason yeah

I had the randomseed set to false since i assummed it makes a new seed instead of using the input but I guess not, its true and hopefully it does use that seed that is set instead of making a new one

mint kernel
#

hi! this mod is really amazing but i am running into some issues with changing a moon's description. on a fresh profile with only central config and wesley's acidir (along with both of their dependencies) the moon description field just doesn't change anything. i thought it might be a issue with modded moons but it also appears to not work on vow. i would love some help in figuring out what's going wrong here

#

other fields like scrap appear to be working fine

#

not specific to v55 either the description field doesn't work on v50 as well

#

is anybody able to successfully change a moon's description?

lilac sorrel
#

oh I'm not sure, I don't think anyone has ever used that setting, different uis display different versions of it I think so it may not take from the actual desc

#

ok so its read by the screen info you get when landing and the map screen

#

anywhere else isn't updated in vanilla/ would be updated by a different mod

mint kernel
#

thank you!

lilac sorrel
#

Update {0.8.7}

  • Moved some checks so that dungeon size overrides are applied regardless of if Dungeon Generation Safeguards are true or false.
lilac sorrel
#

Just a little note, Sector-0 changed its internal name from SectorFlow to Sector-0 so you need to redo the settings for it

lilac sorrel
#

Update {0.8.8}

  • If size overrides are false, it finishes the method by calling Generate() and the associated log has been specified.

  • Now the dungeon attempts to generate 20 (configurable) times with the original input multiplier before changing it for further attempts.
    This is because sometimes a multiplier of 20x does work but may take until the 11th try to generate correctly.

  • After generating successfully, the log stating it has been loaded now contains the final size multiplier that it loaded with.

  • Adding clarification to the log that is printed when the safeguard dungeon is loaded.

hallow jungle
#

the setting for locking moons seems to break moons with special unlock conditions, like two of rosie's moons

lilac sorrel
lilac sorrel
#

Update {0.8.9}

  • Dungeon Generation now uses the intended, synced, and randomized seed (previously DunGen was providing a random seed of its own (that was not synced too) and my seed wasn't used or accessible).

  • Blacklisted Rosie's Secret unlock moons from the isLocked config option.

  • Fixed some config typos oopsies.

hallow jungle
lilac sorrel
#

yeah thats why I blacklist a bunch of them

#

I only kept 20ish that like 3 or more moons have and added enemies on those

hallow jungle
#

how do i blacklist them

lilac sorrel
#

you list them here

#

same name shown

#

mine is Acidir,Asteroid13,Atlantica,CosmocosTag,custom,Desolation,Etern,FissionC,funny,circus,clowns,Gloom,Gratar,Infernis,Junic,Oldred,sfDesat,Tolian,Polarus,Welcome To Ooblterra!,Wesleys Moons Tag,Overhaul,RosieDev,cheese,Guodan,Modded,Fungal,Vanilla,Custom

#

Update {0.9.0}

  • Added a new misc setting, scan node extentions!
    This includes min/max scan distance on the ship and main entrance. It also adds subtext to the main entrance scan node if it has none.
    You can also set the min/max scan distance for fire exits but you must have ScannableFireExit by TestAccount666 installed (or else it won't have a scan node to begin with).
    The sphere cast distance for the scan is set to your highest max scan distance setting.
#

I don't get any lag at the int max but honestly even if its 1000 it would be hard to get that far

#

I'm still annoyed I couldn't get them to always appear on the surface but I'd need to make a separate scan function to do that which is hh

#

like you have to look at them since scanning shoots a big ball at it

hallow jungle
lilac sorrel
#

eh fair

lapis bay
#

hewo, I was wondering: from the wording of the "add scrap/enemiesto moons based on dungeon/weather tags" features I assume it would add the scrap or enemies to the moon regardless of what dungeon or weather ended up being generated for the moon. would there be a way to make it so scrap or entities would only show up for specific dungeons or weather?

#

hopefully that makes sense my brain is a bit scrambly from messing with configs all day lol

lilac sorrel
#

No? Weather is current and dungeon is current

lapis bay
#

sorry but I am kinda dumb what do you mean by current

hallow jungle
#

ability to see what moons have what tags in the tags section could be nice

hallow jungle
lilac sorrel
lilac sorrel
#

So adding/swapping enemies by current weather or current dungeon only temporarily changes the enemy list

#

It’s reverted before new currents are applied next time you visit that same moon

lapis bay
lilac sorrel
#

np

hallow jungle
#

if an interior has a rarity specified for both a moon and a tag it has (experimentation and wasteland for example) will it take the moon rarity or the tag rarity?

#

also if you add an enemy via tag with a rarity of 0 will it override the moon's rarity for that enemy?

crude sentinel
# lilac sorrel np

Hello, I’ve emerged. Any interiors left that u know won’t work with ur dungen overhaul?

lilac sorrel
#

oh I completely rewrote it

#

rn its just the bunker because the rats maybe (it doesn't do anything if you are on the bunker)

lilac sorrel
#

the lists have no issue with duplicates