#Central Config
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Do u know if scarlet devil mansion works?
heyo i have this problem of using this for custom interior only, result in stuck on showing seed( the console said its gonna go to facility as failsafe but its not doing it)
its pretty random so idk how to reproduce it lol
gonna try playing again without the failsafe protection now see if its any better
hm, do you have logs?
i lost the log copy but two instances that i remember were trying to load the tomb on aquatis and scp on adamance
reopening the lobby fixed it somehow
oh wait i got it
stucc
The Tomb?
I haven’t seen this
nah its just really random and idk how to reproduce except brute forcing by landing leave repeat
(or if youre talking about you havent tried the interior, if so yeah its pretty new)
hmm, weird how it doesn't accept any size multiplier
its weird that it failed more than the 20capped vanilla tries(?)
and failed the failsafe to change the interior 😂 😭
mhm yeah
the failsafe failed 😔
hhh
ok so there are 2 issues
the bunker, tomb, and scp dungeon in specific don't load and seperately, the safegaurd doesn't for some reason
fixed it
just need to call Cancel() in dungeongenerator
before calling generate() again
and now the tomb and scp interior are also skipped (so don't make its size clamp crazy)
Is there a way I can replicate the min/max moon scrap value that LLL's configs have? (Using this mod)
Oh wait nvm I suppose I could just use LLL for that and turn scrap overrides off
what?
oh
@tawdry heath You mean mintotalscrapvalue and maxtotalscrapvalue?
Those are entirely and completely unused
@lilac sorrel This gonna ruin my whole system if it’s real
Alright, I guess I’ll just have to redo the math part
Yep
Yeah the scrap spawning method gets a number to spawn between the min and max, the weighted scrap list affects what’s picked, the value is just the value from those scrap items values added up
So wait does it still do anything?
Oh nvm
So any advice on how to go about redoing the math or do I just have to restart?
Depends what u trynna do, there really isn't a way to do the math with random scrap like this
You just have to balance it with feels depending on the interior size
The number of scrap u allow
Different types of scrap
And their usual values
I’m just trying to ensure a range of profit, which is what I assumed those two values did
I guess I’ll just take an average and go from there

you could use my math here as a base
its based on the difficulty rating LLL assigns, its a lot of math based on some stuff, you can find how its set in the github for LLL
the main thing is that I don't believe its taking in the more subjective(?) difficulty created by the surface map shape or visual effects such as with how you can't see shit inside on asteroid13 which makes it harder despite not having the worst enemy pool
iirc this was with 0 modded enemies added, just the base night, day, and indoor enemy lists
I’m sure the boomba and 096 shouldn’t shake it too much, since they’re slotted in everywhere
Also thanks for the math, I’ll definitely be using that to start
help it's not generating the nedw con fig even after choosing my optiuons and opening a lobby
uninstall mod and delete config then reinstall the mod and follow instructions
nnah it worked im just dumb
do the weather options interfere with weather registry and betaweathertweaks?
nvm just readf the ooption again
Update {0.9.1}
-
Fixed default dungeon catch not loading.
-
The Tomb and SCP interiors are now also skipped in the shrinking process.
-
Changed how the ship and main entrance scan nodes are found, should now support ~95% of modded moons.
-
Cleaned up config typos again.
Thanks mommy
yeah i don't recommend using it with mrovs weather stuff
I see ur bio and I knew it was a chevelle line
good
thanks
should I be brave and try swapping out LQ with Central Config?
Finally got everything stable in online co-op, interiors always load with no desync , also using Loadstone
But enemy spawns feel off compared to v49 LQ
im assuming Loadstone dungeon generation optimization is incompatible with Central Config overhaul?
I tested and am using it in my pack with both, afaik they work just fine together
Okay sweet
Also if im editing interior stuff with Central Config should I disable the config section in LLL?
I believe it just sets some built in settings for dungen that just moves how the code is spaced out but it runs the same
For rarity and level name
perfectly
whatever is in LLL should update the default in CC, my code runs after so it should override it. i personally copy "Default Values Were Empty" under everything in LLL and set it all in my mod just in case something gets skipped
yeah idk whats up with the scp, tomb, and bunker, so far those are the only dungeons where it can load at say 1x 40 times, then try 0.95, 0.90, 0.85.. till it gets to 0, try again from 2x down. and they just don't load 
I’ll do that too
I do that for tags
I just have every single moon in a comma separated list to rule out doubts for tags like All
i've experimented with MapTileSize and it didn't work - so i have no idea how to fix it yet😂
thats the value that the size is divided by yeah?
it’s the moon guy!
in vanilla, the mansion has a 1.5 and the factory a 1
The moon guy 2
yes that one
maybe i'll think of something😅
I use it in the math to get the intial multiplier then its clamped based on which interior it is then the value after is whats passed to generate
What in the world
I have a question about trap overrides.
Moons have a spawn curve with how they spawn traps.
Does this mod make the curve for traps linear?
In theory it shouldn’t make it linear
Hey so in theory I should be able to use Remove Duplicate Enemy weights from this in conjunction with LQ yea?
The curve is adjusted dynamically then?
Hey
Your remove Duplicate Enemy Weights is very nice
Is there any way you could make it so it actually only keeps the lowest weight?
A lot of enemy mods have no config and I’m guessing the spawn weight is usually 20-50
So the most effective way to override any existing weights would be to scale down enemy spawn weights all together with the highest being like 20 for the most common
Then with your removing duplicates and keeping the lowest could nullify hardcoded rarity and put an Uber scary modded enemy at like 5
I’m not 100% sure but it’s a new curve I believe where the min and max are multiplied, I like it inherits the shape, hard to be sure
I can yeah
Oh boy oh boy oh boy 😱
Just add a bool that is ordered the other direction
Realizing that rarity weight is an added total from all sources and not overriden by the final number in line , turned my world upside down
But also made a lot of things make sense
For now I just set the weight to 1 on every enemy with a config then manually set them with other mods
anyway enough ramble u know what I’m getting at
thank u btw
the remove duplicates portion of CC works without having enemy overrides enabled right?
if i were trying to get items and enemies from newly added mods to show up, would i have to uninstall central config and reinstall it? and delete the actual config file itself
nope
it should add them to the config when you open up a lobby if i remember correctly
youre right 👍 thank you
@lilac sorrel
Yeah it’s only checked by its own bool
For now I set some of the rarity to like 300 to try and utilize the function but in the console I saw some enemy had a rarity weight of 417
I’m gonna scale everything even higher and see if that works
Either that or LQ passes by your bool
I think max weight is 100
9999 for interiors, 100 for scrap and entities
Hmmmmmmmm okok
I want to use LQ for entities but I’m starting to think all my imbalances are coming from LQ
Cuz it def said rarity of 417 for one of the enemies last night. It uses some sort of segregated system for weights
I just don’t feel like figuring out what the correct name is for every enemy to type into CC
But I think I will bite the bullet
I set it all to 99999
You pass it as an argument when creating a xWithRarity
What’s this mean in layman terms?
laymens term is a lot of more complex
Fairly almost very certain interiors are 99999 because it’s the default rarity for some interiors paired with moons
Well why did you set it to 99999 I guess?
why not?
oh i didnt know xd
Okay I guess what I’m asking is, did u set the rarity to 99999 for testing purposes, or you made the highest possible rarity value 99999 for the mod
yeah I made it 99999 so it has a pretty high cap
okay it’s settled I just need to figured out all the enemy names that Central Config wants vs what shows in LQ
then with ur overrides and duplicate removal I will have true control over rarity
cc uses the enemyName property
Cuz I can just make the highest rarity like 1000 with ur mod and surely the cc values will always be the highest
is this something I could view in the game with mods in relation to their in-game name?
hm, you could check them in lethaldevmode at least
I’ll check it out, thanks
np
uhhh one last question
these are the names cc will want yea?
not the ID as reflected in LQ?
this is a better example
i should use Bunker Spider, not SandSpider for CC?
@lilac sorrel pls 
yes
well frick
Name
for the remaining enemies i don't want spawned should i declare the rarity 0 or do i have to fill in anything?
also Mirage uses its own spawn system entirely so im pretty sure i shouldnt add those to the CC config right?
not sure when mirage adds enemies, if its not in the default value then yeah its after
just leave it blank for that enemy
any good way to just patch all enemy spawning methods so they stay true to what im trying to do with CC?
but for all? 🤔
btw for rolling giant, the name is just RollingGiant for inside and outside
how will it know which one to spawn?
im not really sure why it matters either im guessing ai
shoutout to windows sticky notes app fr
You’d have to ask the dev, I’m guessing it’s the same enemy and the code just checks if they are outside on spawning?
Will this mod work with lethal quantities if I don’t touch the enemy settings in that mod?
I dont understand what reason there is to use both
Unfortunately there are certain enemy mods that don’t work with lethal quantities. Specifically the flamingos scp breaks with lethal quantities. It can’t do its spawning behavior
Yes
I use LethalQuantities to make all enemies killable and adjust their HP and power level. You can touch the settings but leave the rarity box unchecked if you’re using Enemy Overrides in central config
would like to change power levels but tbh dont really wanna mess with both
I get ya
I already had LQ setup so it was easy enough to just uncheck the Rarity checkboxes lol
So an issue I’m having is I’m not touching the dungeon part of the config yet it is changing my interiors
I just want to alter the enemy pool
Hmmmm
That’s interesting
So I should do something like this?
flowerman:50,oni:,bunker spider:50
If I want to make it so the oni doesnt spawn?
This would probably require the inverse of Remove Duplicates we were talking about
Enemies that aren’t declared for the moon in CC are still in the spawning table upon landing
Nah, you would need to not add the oni
If it’s built into the enemy pool for a moon you can remove it from there
Nothing is the default for adding/swapping enemies by weather/tag/dungeon
sounds good
I want to deep dive my CentralConfig for a heavy overhaul on stuff
but i'm afraid i might have to redo the config when you drop the update for the inverse of Remove Duplicates
I doubt it would break that
Okay bet
can I stop scrap from spawning?
spawn scrap by moon tag > All:0
@shell heath
holy fuck i am cooking
this modpack is gonna show the true power of centralconfig
but am asking I only whant fish and big bolts to spawn
well yes im sure it can do that i dont know exactly how you would go about it tho
oh
Should radmech be spawned as a daytime enemy or night?
night
All together? As in no scrap on a moon?
got an issue. im certain this mod is breaking one of my moons. im just not sure what its doing and why its breaking. other moons work, company building, experimentation, orion, modded moons.
the moon breaking is modded also, its secret labs
one thing i know is that in the console it says centralconfig tried to devide by zero. i also know that the option to change the price of the moon isnt working either
I thought that mod was outdated in general
secret labs?
apparently i reset the config for centralconfig and all these problems went away?? weird. but thank you anyway
This was why I was scared to overhaul the config last night…. Too late now 😅
yeah im really scared to edit the configs in this mod cause it could break at any time and i'd have to built my modpack from the ground up again
I highly recommend making a spreadsheet to keep track of everything / copy your input strings from. That way if you have to reset the config you just have to re-paste everything
true, ive done that already
Why does the config seem to break with this mod in particular though? This is like the 5th time I’ve seen someone say that regenerating the config fixed their issue and it’s a bunch of unrelated issues
I have moon enemy power, scrap amount, moon pricing , and enemy spawn rarity all overhauled with this mod…. Even with copying and pasting it’s like a 1hr task
this is really why im on the fence about swapping to CC
Its REALLY easy tp brek shit
when with LQ I gotta just through hoops to make it work right but at least most things either work or can be covered easily by another mod
I REALLY hope the problems are ironed out and or LQ dev returns
It’s not looking hopeful
A man can dream
It really sucks cuz it provides such easy access to enemy HP and power level and killable, etc
it was just way easier in general to use
was it confirmed setting enemy values to 0 for enemies that have configs works to fix the LQ issue
Yes but so many are hard coded
Seichi, Rosie’s, Harvest
like is impossible to make them spawn other places
?
No im saying like, Seichi has the Oni. The oni spawning is not configurable
So whatever you put into LQ will just pile onto the existing spawn rate given by the DLL
Maybe ill request those mods to add configs for them
would be good for everyone imo
So I think something changed about Central Config in one of the updates, and I'm no longer seeing how to add tags to moons? I am very well just not understanding which option needs to be on for that to appear.
good, players should NOT touch tags
they can fuck up A LOT
just poking 2 moons to add tags to make dungeon gen scheme in modpack work everywhere because some moons are missing tags when they should have some. And it was fine, and it's all of this on the more advanced end anyways?
So the option was removed because it was dangerous?
Just checked and its still there
ok I'm going to wipe config, that's probably the issue, it probably bugged out
that or I don't know what option needs to be enabled, because I just don't see it now
I dont know the exact details but ive seen devs say tags are used for A LOT and changing them can fuck up in a lot of ways
Not removing any, and I'm fairly sure adding to ones that have none will be fine, as it was seemingly fine before, but I looked back at the config to add one more and I found that part of the config I had done before gone, and the option to reenable it seemingly missing, so here I am
I heard that at least before if you enabled tag configs you would have to set them manually for ALL moons
all or nothing
Wasn't an issue before? Also if you see this, what in Moons needs to be enabled? because I've been flipping things on and not seeing it appear?
Flipping the blacklist for the config gen I believe handles this, if not well.. oops, but nothing bad was happening?
just a warning be careful
yeah, but it's not like I can't undo stuff when it blows up, I'm very experienced with running too many mods in a game and packing it till it blows up, repeatedly.
Ah it's grouped with weathers, Weather Registry is now a headache... cool
DO NOT USE THE WEATHER CONFIG
IT BREAKS MODDED WEATHER
or at least code rebirth
and weather registry's new ones
Yeah I remember running into this before, and those two are in the same option to enabled. Ouch
Not sure why exactly, looking at it, maybe those should be split, but it's fine.
wait is weather under moons config?
So under moons you enabled weather overrides, and tags to add to moons appear to be under that?
regening to confirm
idk this why I changed my mind from using CC
This was the only thing I was using it for, while other options are cool, I hadn't needed or wanted to setup any of that complexity yet.
wait, no I think I was wrong
What is enabling the tabs config? because it's not weather?
I'm just going to trial and error this game for another 10 minutes I guess
Ok so it's under Misc, but only if you have other tag options in Central config for example: "Enabled Enemey Injection by Tag" enabled?
Wasn't like that before, and perhaps a slightly odd configuration option, but I can see some logic there, and I'm just going to ignore that and move on for now. Patch up what I came for.
What about the Misc options for moons being enabled is breaking Selene's Choice? Because I ran into this bug in the past and had reported it, but just in a whim said to hell with it, worst that happens is I know it won't work, and it looks like it's working fine now. Unlike before.
Well until it breaks and it seems to be working fine, I'm going to pretend that warning doesn't exist (unless someone tells me a good reason otherwise). If it breaks later, I'll know why!
yeah, those two mods will not work together
if you turn off CC's weather stuff it SHOULD work
and regen its config
Im pretty sure weather can be disable by itself
still not using CC tho
honestly i haven't kept track on what this mod does, unfortunately
I just wanted a bug fixed LQ
AFAIK it's just not compatible cause we try to do the same thing
but separately
and - in my opinion - it's better to have 3 separate mods that do their stuff really well that one big one
but that's just me
Imma prob use CC for enemies, and LQ for interiors actually
keep them seperate
I think all in ones are fine but need a lot of polish
i mean
i could argue that the stuff i'm trying to do in Registry is also a case of multiple mods being in one
And thats great now give enemy, scrap and interior registry 😂
oh lord no 😆
yep using LQ to make all enemies killable and adjust their power level and hp and max spawn count
CC for enemy rarity weight, moon prices, min/max scrap and inside/outside/night power levels
LQ for interior rarity or size or both?
I found out the LLL rarity works as intended and overrides the individual modded interior so long as LQ is not touching interiors
If LQ is involved then it adds the weight from the mod cfg and LQ if you do “simulate”
Again you can fix this by making the rarity 1 in the mod cfg
This all could have very well been the same in v49 too but I was newer and didn’t know as much of what I was looking at in the console so I didn’t notice
Can you edit the entity spawn curve with this mod?
No
L
It only handles rarity weight
yeah ill set rarity to 1
same for size mult?
set it to 0.1?
That im not sure, I just switched everything to LLL cfg for interiors so I hadn’t tested that
From what I’ve read before, the factory size multiplier in LQ works well as long as it’s not in the Global section
I cant get LLL to spawn the consistantly, good thing I dont use the globals section
How did you enter it in the confit?
Config
for each moon, individually
I have every single Moon:### comma separated in the Injection By Level Name section and changed anything tag related to Default Values Were Empty
And the By Mod Name sections as well
I have those filled with Default Values Were Empty
you can set a size mult for an interior type PER MOON
thats what I did
seemed to work but may just use each mods OG configs for it now
It’s so hard to find a good balance for the interior sizing when some of the moons have such big values for the multiplier
But I just thought of an idea for balancing that
not perfect but tbh for moons with that I just dont use the interiors with a size problem
must use every interior 🥵🥵
I USE every interior, just the ones with size issue I use on moons with small global size multipliers
I think im gonna have the global size multiplier start with whatever the smallest of all the moons is then have it increase by increments of 0.01 up to the most expensive moon
Actually 0.02
Then the range will be 1.26
Cuz I have 73 moons
92 💀
noiiiice
it broke again :((((((
what did i do wrong
its only for secret labs too
maybe because the mod is not kept that well
okay i think secret labs might just be incompatible with CC, i'll have to find an alternitive :(
Hmm that’s interesting
i loaded up my modpack with a fresh CC config and it broke, i turned on some of the modules
i didnt even touch anything
what moon did you have it break on?
It hasn’t happened for me yet I was referring to other reports
Maybe Secret Labs is the common denominator, that is one of the most popular moons of all time
My moon list is conservative I don’t want to risk using anything not specifically updated for v56
And 73 total is enough imo esp for the difficulty scaling im tryna do
holy shit i only have 13 moons
just the vanilla ones, orion, and formerly secret labs that i replaced with .. peters house
Isn’t that also last updated for v49? 😂
peter's updated yesterday and orion was a month ago but they both work
secret labs was FIVE months ago
What’s happening? I’ve been working 10 hour shifts every day
Logs?
Logs point towards almost exactly where the issue occurred, also clears up if it was a completely different mod
Also if lll ported then yeah I’d have to port too
Haven’t been able to check lc mods in a week
i will definitely show them when i get home, thank you
np
I had no issues on my end when the update first came so maybe something changed on moons that ported?
the moon i'm having trouble with is Secret Labs, hasn't updated in five months. whenever i turn on CC's modules it gives an infinite "random seed" screen. can still walk around an do stuff.
Are you using Central Config for interior stuff?
yes
i was thinking today a bout how i had to make the scp dungeon Tundra:0,Secret Labs:300 because i had the scp interior spawn on rend once even though i had the tundra tag removed from the injection config
and i also noticed in the console something say "tried to divide by zero!"
hmm. Are you sure it’s not the interior having issues?
I don’t use Central Config for interior stuff
I use LLL cfg and Loadstone
i very well may be
i hope it's that simple
i really don't want to get rid of secret labs but central config is crucial to my modpack
it's a godsend mod
i might try that after handing over my log
I use the interior but not the moon
it does get stuck on random seed after all
oh
well my problem might be more difficult than simple then
Try not doing anything with interiors or dungen with CC and land on secret labs
If it works then the moon is fine
What did you do if you don’t mind me asking ?
need 7 hours to pass so i can come home from work 🙏
Oh do you have the scp interior
Oh that’s impossible, dividing by 0 in c# results in an infinite
Unless an infinite is a bad
i do have the scp interior
I’m a lifeguard at a water park
Yeah it’s black listed by my interior gen, you would need to keep its size clamps normal
how do i do that?
Are you using my safeguards bool?
well my modpack is drowning just need the inverse of remove duplicates 🙏🥵🥵
Ok so if it does fail it should default to the facility, I confirm it works
No, it just makes it not load infinitely
Are you off today?
Yeah finally
big W
i was also working a lot this week and was finally off yesterday
i'll try these things when i get home and give my log output
profanity 😠
Yeah especially for dungeon gen I got a lot of logs
where do i find the logs? are they just in the console or are they put in a folder?
LogOutput.log
i see
hello
I've got the exact same issue, here's a log
The config is breaking when modifying the Secret Labs moon? Or the SCP interior
I use neither of those mods, I just have wesleys moons + interiors and generic moons
Interesting
I do not use CC for modifying of interiors at all so I’d guess that’s the common denominator here
But maybe @lilac sorrel can peep that log
You don’t have centralconfig?
No mention of it in the log but I’m in mobile so maybe I’ll look again when I’m on my puter
Yep I don't have it
Oh, I just had the same infinite loading at the random seed screen
Do you have CompanyCruiserFix
This is a universal bug
It fixes that 🤣
It’s like a core essential bug fix mod rn
bu-but but LLL should just uh fix it in an update cuz they broked it themselves :/
LLL is not at fault for the error, the moon creator themselves has to add the new dropship
ooh
Not that I don't agree with you that LLL should just incorporate CruiserFix, but blaming LLL is just incorrect
the drop ship??
I don't touch any ships 😭
ok so
- dungeon generated first try, its the facility
- the moon is missing the drop ship spot on its scene
- This however I've never seen before
Stack trace:
CentralConfig.ApplyMoonConfig.UpdateMoonValues () (at <81da1f3ebe4b4d78b6e4434c793ee8c3>:IL_0232)
CentralConfig.FrApplyMoon.Postfix () (at <81da1f3ebe4b4d78b6e4434c793ee8c3>:IL_0007)
(wrapper dynamic-method) HangarShipDoor.DMD<HangarShipDoor::Start>(HangarShipDoor)```
what settings are you using? that would narrow it
bc the error is something in these like 200 lines of that class
actually these may be the only division?
float Intmultiplier = WaitForMoonsToRegister.CreateMoonConfig.InteriorEnemyPowerCountOverride[PlanetName] / level.SelectableLevel.maxEnemyPowerCount;
are you using ScaleEnemySpawnRate by any chance?
I would imagine you also have a max power count at 0 hm?
@crimson flicker
Are you currently working on another update for central config?
yeah, and trying to fix stuff
W
(joke)
i am
is that blowing it up? should i try it again without this?
i'd be totally fine turning that off if it means this works again
nah easy fix, just making sure its that
i'll check
i dont think i have any of them at zero
except maybe gordion
hm
this is my cool config file :D
holy crap that worked
I'm guessing it was gordion being 0?
no it was turning off ScaleEnemySpawnRate
gordion looks like this
i kinda dont know why i unblacklisted it
i think to change the description
but im overjoyed to finally find out what was wrong
and now i dont have to use peter's house anymore!
why did you need peters house?
it was a replacement for secret labs
did you have a spawn power of 0 on sl?
nope
i kinda havent touched it yet, they're all default since i had to regenerate the config a bunch
if its not 0 then how were you dividing by 0?
only zeros are these
I think thats fine
i wonder why its dividing by zero
is there anything else i can do to help troubleshoot? im guessing if we find the issue it'll be part of the next update mentioned an hour ago
alright
thanks for helping me fix my crud!!!!!!!
i have to go to bed because it is 1:30 am.
Nah stay up
but ihave work tomorrow 🥲
It’s all good!
np
Is it normal that if you enabled the config for all misc options on moons, then make it a moon whitelist to only edit some moons, time only passes on those moons now? Bit weird that.
[16:34:34.8968933] [Error : Unity Log] Error updating time of day: System.Collections.Generic.KeyNotFoundException: The given key 'Solace' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <787acc3c9a4c471ba7d971300105af24>:IL_001E
at CentralConfig.TimeFix.Prefix (TimeOfDay __instance) [0x00031] in <81da1f3ebe4b4d78b6e4434c793ee8c3>:IL_0031
at (wrapper dynamic-method) TimeOfDay.DMD<TimeOfDay::MoveGlobalTime>(TimeOfDay)
at TimeOfDay.MoveTimeOfDay () [0x00000] in <0b5b829887344817a21214132ea92eef>:IL_0000
Not too worried about it, but it seems like it's trying to access config data because settings are enabled, but since it's not in the list of what was generated it throws error. Could be a mod conflict breaking a safety or something for this. I'm not bug hunting it right now really.
hmmmmmm
I see, must be missing a dictionary key check
fixed
inverse of the remove duplicate enemies ? 
working on it for this patch, easy to add
yayyyy
fixed the divide by zero too, just doesn't set that if its 0
just in time, in a few hours im introducing my friends to my new modpack in which this mod is the gemstone of the crown
should I push the 2 bug fixes now? I got a list of little features to add/tweak but may do that tomorrow
all good im waiting on LQ update too he said next week hopefully
Before I do all this nitty gritty
it seems like if u
turn on Enable Dungeon Selection Overrides
fill out the** Add Dungeon by Planet Name**
and add a new moon at a later time, the default interior wont be added to that moon
only way to fix is regen CC config or manually add said interior
i was testing some moon and notice they dont have any interior on them when i checked with LLL simulate
it only add to default value
not the actual input
speaking of interiors it seem s that the injection is working incorrectly, i have it set to specific moons but it seems the config also keeps its default values even though i have them cleared and put "default values empty". this is pertaining to the injection by tag line right under add dungeon by planet name
the liminal pools interior is injected to vanilla:100 as well as whatever i put in add by moon even though i have it cleared, this is an example of what i mean
as well as the scp dungeon, it normally has tundra:200, i deleted the text in the box and it still spawns on rend
Right like the tags still get used?
I suppose you could just put Vanilla:1 or something like that
Liminal pools doesn’t have its own cfg
@crimson flicker
that's what i did
Did it work?
i actually did vanilla:0 tundra:0 before and maybe it worked i couldn't tell
when i played last night i decided to not do that to see if it was really not working
The interior injection by tags shown in LLL are not overridden by replacing the tags with “Default Values Were Empty”
when trying to set interior spawns the "by type" line right under the "by moon" line keeps its default values despite them being deleted or replaced with "default values were empty"
ye
Not really a CC thing tho
it isn't?
Is the interior mod itself setting it somewhere?
when i used to use LLL for injection this didn't happen
?
the mods don't have a config for injection
especially the pools, it doesn't even have a config
then maybe the dev adds something in themself after mine
Is it only liminal pools?
I see, so both add them by tag yeah?
like piggy's office, its tags were none:40 for some reason
that's true
but also moon at the same time
hm, I have pretty limited control over it as 99% of the dungeon pool handling is done with LLL
Like I set the levelmatchingproperties
but I don't change how LLL handles its values
alright i see
that's okay
i'll just start using LLL for interior injection again
but that won't work either no? Does the same exact thing but earlier which means it will be overridden by more mods
i'm not sure it's being overwritten, it's just that in CC whenever the tags list is blank or doesn't explicitly override the default values (turning vanilla:100 to vanilla:0) it just uses the defaults anyway
when i used to use LLL for interior injection it always forced whatever was stated in the config no matter what
it's okay because everything else in CC works magically, changing day lengths, injecting scrap, scrap multiplier, putting dogs inside. all of which were not possible with LLL
ah, thats why I always clear the defaults
but it appears that the scp dungeon and liminal pools doesn't let you remove their tag injections
Which interior has the default tag injection of vanilla:100 ? Because I've not had this issue with CC
I see it's Liminal, I'll check a vanilla moon in my pack and see if it has it as a weight of 100
Yup, can confirm, liminal is being added where it shouldn't
After a little more checking, it seems that EVERY interior that has default tag injection isn't being overriden by leaving the box blank
I can also confirm that setting all the tags to a weight of 0 does fix it. @lilac sorrel I think the issue is with CC, leaving the box for tag injection blank should override it correct?
My guess at what is happening is whenever the box is left blank, it's pulling the defaults from LLL. I think you'll need to set the tag injection weights to 0 if the box is left blank
Like a check if (InjectionTags.Count == 0)
then set the weight to 0 for every single tag?
or at the very least, set all the tags in the default string to a weight of 0
well no
the dev of the mod would have to not add it by tag in an unaccesible spot, unless maybe I can clear the properties from LLL?
wdu mean no? setting the weight to 0 for the default tags fixes it
Like with liminal setting it to vanilla:0 fixes the issue
Oh that it's not CC that has the issue? I don't see what else would be causing it. I think you just need a check if the InjectionTags List is empty
alright
oh my god there is a ghost in the code
legit trying to just make a method not get called yet it something calls itself like ??????
like rn for testing UpdateTagData() is called absolutely NOWHERE
and yet it STILL runs
???
👻
i think it was liminal pools
If you read my next message...😅
Well thank you for finding it, my pack was all messed up and I didn't notice😅😂 I was only checking wildcard moons and modded moons when I tested the weights in my pack🤦
All the modded moons I checked didn't have the tags that were being affected
it's kinda weird liminal has injection for all moons, like it doesn't make sense a pool would be on a rocky dessert like offense or assurance
well actually it's good that the base mod has an injection for all vanilla moons cause casual modders probably have no idea to do their own weights for moons
You have no idea💀
i heard the interior is getting updated soon, it would be nice to see its default values change to march and adamance as moons since those two seem to be very wet-like
I never use defaults in my modpack so I don't really care that tbh😅
But I am excited for the update, liminal is great imo
i only ever saw it once yesterday (by accident) and it was really good
I'm going insane again wa
ok so I fixed the divide by zero and missing dictionary key for the time fix, I feel like there was another teeny bug I can fix in one line but I can't rember
other than the tag injection "bug" i don't remember anything else being broken
How’s it hanging
Rembered 💡
But can’t finish all the stuff I have planned yet bc work early in the morning
Fixed it btw
that was the rembered
just cleared any other input that was already saved for injecting the dungeon before so it ONLY uses the selection overrides from CC
so unless something updates its pretty far into gameplay, you shouldn't have to sometimes set stuff in LLL or individual configs and LP and SCP having unchangable injections can now be wrote over
I like it a lot more than the other poolrooms
But the other one is cool too
SAME
Would setting the time speed multiplier to 1 change anything? I use LcCountdownTimer and when I land it tells me I have around 16 minutes, and when I turn off the misc moon setting it tells me I have around 11
I guess it is accurate though, since 16 minutes would make every hour one minute, but its not the vanilla time scale
Also is it this mod that fixes the 2-day skip?
I would just leave that all at default or you’ll have skipped days
Yes, it’s all patched
I fixed that
Yeah I thought so, but what about the setting the speed multiplier to 1 thing? Is that normal?
Idk where they get 11 from, days in LC are 16 mins at normal speed
Weird
I misunderstood I thought you were changing the speed with lccountdown
Nah
Wiki be crazy
The game is 8am-12pm every 4s it ticks 4 mins ahead
I'm being gaslit by fandom
And counted up delta.time every frame and yeah it was 980 (20 seconds spent landing)
Count it then
meh
I had code log the passage of time and from the time the ship finishes landing there are 960 seconds until it auto leaves
I'll just go with 16, since I'm using your mod anyway and thats the result I get while using it
You guys
your code musta counted it wrong lol
yeah, it's like i thought, 12 minutes
if your mod modifies that as a thing to begin with, you need to change that back
are we discovering that CC makes the days longer by default?
call me crazy but i do actually feel like the days are a little bit longer
i was stuck in the back rooms before the ship left at 12 and the time between the warning message and the departure of the ship felt long
Yeah it looks like in CC the days are longer by 1/3
Default is 1.25x maybe?
1.33
Based on the numbers im seeing y’all put into chat
ig it would be on the moon in unity
hey just to confirm
i could input Flowerman:99999
and centralconfig would accept this value?
yes
bet
i realized its smarter to stick with the option to remove duplicates that are lower than the highest
and just scale everything up
that way if a mod has a hardcoded rarity thats like 60
and i want it to be 0 or 1
to remove the enemy, i can just make the most common enemies 99999 with CC and least common like 200 and use the remove duplicates function
and it will be virtually impossible for the enemy to be selected
it would be like winning the lottery
i can confirm central config makes days longer. while testing something on Etern, i noticed the 7:30 pm event happened at 5 pm, while i was testing something on the moon with central config. i had none of the clock-related settings on.
Hm interesting
I’m going to add a toggle that makes it keep the lowest instead so 0 can be used to remove an enemy from certain interiors, tags, or weathers
Yerrrrr
Can you make it so 0 is just an override to prevent things from spawning. I like having butlers, for example, have a low weight with the mansion interior so that it always has a low chance to spawn. But I still want certain moons to have a high chance for them to spawn with the interior. I don't see anyone ever adding an enemy via injection settings with a weight of zero unless they are trying to prevent something from spawning
If that setting would only work with that toggle, it kinda ruins having a minimum weight for certain monsters on certain interiors
That would be dope
Rn im using LQ to set the max spawns to 0 and the power level to 99
For enemies I want to remove from the inside or outside completely
And using the Remove Duplicates feature of CC with everything scaled up to 5 digit rarity weights
It’s working like a charm
I wanted to check though, CentralConfig shouldn’t touch the spawn curves and whether an enemy uses a spawn curve right?
I think it just leaves those at the default from the moon creator
Okay sweet
Spawn curves are also dependent on the thing too, enemies and hazards and map objects have their own curved
Not items though, I guess he didn't wanna keep adding curves to everything and complicating it
Actually what would u even need a curve for an item
Lol stupid thought
Curve for scrap distribution throughout the interior, maybe? Like how much more scrap there is the deeper you go
That would actually be pretty interesting
And there's ways to determine how far the interior path is from entrance to exit, it'd probably take a couple scripts too
Problem is fire exits
If this game was purely entrance based, it'd be good
But now u have a thing that would maybe lead u to the end which wouldn't make the curve very useful
Eh if you only consider vanilla, there's only one per moon(besides march) so it's not that big a deal, it can also be right next to main
Just an interesting idea, I don't know what else you'd want an item curve for XD
You’re cookin
Curvy items?
idea, being able to set a weight to be override via something like Enemy:10:Override,
could be used for interiors or enemies, so even if an enemy like the locker has a default spawn weight of 50 on a valley moon it could have the tag injection set to Locker:5:Override
also just a setting to disable messing with things you don't have the settings on for please please
When has this happened for you?
breaking dungeon generation, making time longer, etc
I haven’t Had it touch anything regarding interiors
I’m not using it for interiors whatsoever though
LLL cfg for rarity, LQ to make the rarity actually true, and Loadstone for dungen
But yea the time thing is a big of a pain
Do you suggest 0 being an override to remove it should be constant?
What does this mean?
yea
hm, the current code is very simple so I'll have to figure out some special handling than just reading it in an order
If it's used in some sort of injection setting, I seen no reason it shouldn't be an override to remove it
well right now the method itself just orders the list and keeps the first entry it comes across of a specific enemy so yeah I would need to complicate it more
Even if you wanted to structure your pack where all spawns were based on the interior, setting something to 0 would just mean you don't want it to spawn
I just don't want it where that 0 override is tied to the "take the lower weight" setting
hmm
im actually scared for you to change it too much cuz the combination of LQ and CC im doing rn works flawlessly
it started as a workaround for the spawning rarity but it also allows me to control HP and killable with LQ
i just set the Max to 0 and power level to 99 for any enemy i want to disable
yeah definitely won't change it in a way that breaks its current usage
hey uh another trivial question
enemy names shouldnt be case-sensitive right
i dont think so
at least for mods that i use like everythingcandie and randomenemysize
I think it is
not contains the stripped version, I'm pretty sure i made it exact string
if you don't have any settings on relating to tags, it shouldn't mess with tags. if you don't have any settings on relating to interior generation, it shouldn't mess with interior generation. if you don't have any settings on relating to weather, it shouldn't mess with weather. if you don't have any settings on relating to time, it shouldn't mess with time
Frick
Afaik time is the only one?
What issues are you having with the others
I’ve been testing it heavily past week or so everything checks out in relation to how I have the config setup except time
Have you used the mod?
The time fix is the only one that runs code regardless of a bool
Both interior gen methods immediately return of unused, you would need the weather settings to be true in order to set day one weathers, tags are just “visual” but you also can’t see them in game really, you can use settings to add stuff to tagged moon if u want
and it shouldn't
i think theyre referring to your 1x being 16 minutes rather than the 12 vanilla minutes
also, check your email @lilac sorrel
Oh that’s not the time fix
That’s setting the speed multiplier to 1x
I asked tolian and he uses 1x as well
But also if they are talking about then then no that’s only if you have misc settings enabled
but the question is, are the days 16 minutes on tolian moons without CC
i will test rn
May be that globaltimespeed multiplier is more than 1?
we shall see
did you check your email btw?
Ok so I may need to make the default faster
Just trying to figure out where that multiplier is changed in the code I feel it’s only read
Doesnt speed go by 1.4x according to Imperium so 1/1.4? Or is that for imperium only
Oh maybe
Not yet, about to shower off my shift
I thought that was just Imperium
Well it would want to mimic vanilla time flow yeah?
Oil
speed is at 1.4 by default so imperium is correct
The math do be mathing
ah, is that in ilspy?
it is now 1.4f as the default value
when will you update the mod with the fix?
after gta 8
I got stuff other stuff I'm still coding, won't take long but need to find some free time
hopefully tomorrow?
hm something isn't right
wym
the centipede has a probability of zero
AND 0
oh wait i see now
so this is the new favor lower value feature
now i understand
not just
also a seperate setting that makes 0 rarity be an override to remove that enemy from the spawn pool
the console? thats vanilla
Das fye
I assume the injection settings take precedence? Like if a moon has an enemy with a weight of zero and then you have an interior or a weather add that enemy, it'll still be added
this mod is goon 🔥
Like by tag?
Or that too
Since those are based on conditions I assume those take effect after the moon's base spawns
the order is:
weather -> tag -> dungeon -> remove duplicates
the replacements runs before the new addition
Nice😁
I assume the base moon's spawns are before all that?
yeah, its starts with that and then modifies it temporarily
Awesome, nice work on the ordering🔥
:)
oooh
Update {0.9.5}
-
Added the much requested Big Lists, with them you can set all enemy spawn lists from just three strings.
-
If you are adding stuff by tag, now under each tag in the config is an entry showing which moons currently possess that tag. Changing this setting does not affect the game, it is just to give you an idea of how used the tag is and where.
-
Updated the default tag list to instead be a whitelist of 20 of the most common tags, as most moon tags are unique to one or two moons and take up unnecessary space in the file.
-
Tag names are now normalized to be all lowercase letters without special characters or spaces to prevent issues caused by typos on moons.
-
Added an option to keep the lowest rarity of an enemy in a spawn pool instead of the highest rarity when removing duplicates.
-
Added an option to ignore other rarities for an enemy if one entry has a rarity of 0, this allows uses EnemyName:0 under dungeon/weather/tag injections to make them unable to spawn under those conditions (e.g., Flowerman:0 in
Haunted Mansion (2) - Add Interior Enemiesprevents brackens from spawning inside when the current dungeon is the haunted mansion). -
Added a WIP(?) function to hide the ship/entrance/fire exit scan nodes while inside, leaving the logs in for now.
-
Dungeon matching properties are now cleared before applying settings from selection overrides. This ensures that only the dungeon selection settings from CC are used (e.g., No uncontrollable hard coded injection by tag).
-
The default values for various string-based config entries are now alphabetical. This includes moon, enemy, scrap, and tag lists.
-
Moved the settings
Free Them?andScale Enemy Spawn Rate?to _Enemies_ -
The default time speed has been adjusted to 1.4x to match the vanilla game.
-
Fixed a divide by zero error occurring on moons with a max enemy power count of 0 when the scale enemy spawn rate is enabled.
-
Resolved a missing dictionary key issue for blacklisted moons caused by time settings.
-
Black Mesa has been blacklisted from the generation settings (Looking for help from interior devs to understand why some have this issue while most do not).
-
Updated to the most recent LL and LLL (no changes were needed on my end). :3
If anything is confusing/you don't understand how to use a setting, you can always ask here
Oh god this is gonna clap my current config surely
how so?
of the top of my head the only thing would be the two enemy bools being moved since you have to set them to true again but that doesn't erase anything
but yeah other than those being moved, no setting will get reset, just some default values will be changed to be more readable
Just a feeling 😂
Time Speed fix :D
Cooked hard good job
I asked it before but I just took a look at how trap overrides work in the code and I noticed that it just makes it a flat spawn curve
I was wondering if we could get adjustable spawn curves for traps at some point?
have entities stopped spawning entirely for anyone else since 0.9.5
im only getting traps to spawn and imperium oracle is showing nothing inside and out on every moon, even ones where i havent touched the values
do you have shockwave drone?
no
what's your full mod list?
shockwave drone doesnt cause enemies to stop spawning
have fun
same list as this but everything updated
was working fine before 0.9.5
disabling this resolves the issue however it works fine on its own so i think its a new conflict
with something that changed
Does anyone else have this issue?
How
The way I set it now theoretically inherits the shape of the curve, if not then hh
Is there something wrong with shockwave drone?
At work still but if anyone else has issues lmk
No one has confirmed that it’s not CC causing spawn issues yet
Yes
I have been scratching my head as to the source of the issue and once I uninstalled CC entities started spawning again
Which is very annoying, I've spent the last two days configuring everything on a huge modpack only to have the thing break this morning 😭
Shockwave Drone also worked yesterday, so that's not the cause of the problem, I think
I'll see if downgrading to 0.9.1 helps my case
Are you also using imperium? Imperium sometimes bugs out and nothing spawns, that has happened to me multiple times without Central Config installed
Happens to me to with Imperium
Negative.
Afaik Imperium is generally recommended only on mostly unmodified versions of the game
Alright great news, 0.9.1 appears to be functioning perfectly and retains the configs I made prior
Hilariously, the first enemy spawned practically as soon as I entered a facility and it was the Shockwave Drone
@lilac sorrel
Here is my modlist if it is necessary: 0190eac8-7d54-13bc-9235-a9ff27684ba0
okay but I dont have shockwave drone, any other culprits?
I only installed imperium because enemies would not spawn
it was not working prior i can promise you
Yeah I see other people are having the issue without imperium. Imperium does have a bug like that tho, keep that mind when testing stuff in the future
yeah noted
i wonder what it is
bc cc works on its own
its not getting along with something i have (that previously worked fine)
Yeah
It works fine on its own though, i think im just going to use 0.9.1 until this is fixed
Buyable shotgun shells new update breaks most mods including all custom moon mods
Suit yourself though
I tried replaced it with this one and it was still breaking
and this one hasnt been updated in 6 months
again worked fine without cc
It’s been confirmed multiple times . I just pinged MegaPiggy this morning and they said they just pushed an update … but haven’t been asking for logs or anything so im skeptical all the compatibility issues coulda been found without more collaborative effort haha
Try buyableshotgunshellsplus
ok
Works perfect
ty, will try soon
They updated this morning?
But it was like a top 5 culprit of breaking modpacks easily since v56
I'm thinking since multiple shotgun shell store mods broke that it's actually something to do with LLL updating but I could be wrong
Why would it be LLL
The mod u linked is 6 months old
The one u were using before broke all modded stuff with LLL days prior
BuyableShotgunsPlus still works fine can confirm
You're kinda asking for super old mods to work just fine across versions
LLL updated recently to compile for v56. It changes terminal stuff. The other mods broke randomly around the same time
It's just a guess
It still works though
It stopped working when something else updated
The issue with all the other mods is they try to use items with the same name as the vanilla item. I’m assuming this one works so well because they are called Shotgun+ and Shell+
Some do, most won't
Use it on an empty profile or even with a profile using CC 1.9.1 and LLL 1.2.0, i promise you it will work
in terms of code they are completely different items just functionally the same
Don't use LLL 1.2.0
I'm literally telling you to check what
You're asking to check a version that's months old
Where a lot has changed since then
Yes because my point is the update created the incompatibly??
are you not understanding what im saying
Either way probably won’t hold out hope for an LLL update to accommodate mods that it broke so may as well swap to the working alternative 😺
😼
You can't assume that by saying that a version of the mod months ago allowed it to co exist
And if there is an incompatibility, its highly unlikely it'd be LLL's fault
I'd rather blame the mod that hasn't been updated in 6 months+
I'm not saying it is I'm just saying it probably broke because they're both compiled for different versions of the game
Well anyway about CentralConfig it seems safe to say that CentralConfig is the one that is borking enemy spawns rn?
Either LLL or CC, idk what the incompat is
Yeah which is why you aren't supposed to play with mods that are months old 😭
always gonna be trial and error and if the old mod doesn’t work it’s the oldest mods fault
for not updating
BuyableShotguns has been had compatibility issues since v49 though
Same dev ye
But im curious to see if the new update fixes things
The dev knows like 5 coding languages so is clearly prolly a lot smarter than me but idrk how you could fix something without seeing mod lists or logs
You said this has both right
are you able to take the shotgun itself out of the store? apologies a bit off topic
Not 100% sure but you could set the price to 99999 if not lol
It claims u can
Now that I think about it isn't there a mod out there that lets you control exactly what is in the shop
like just by item names
StoreRotationConfig maybe
Still off topic but this goes along with what I was saying about BuyableShotgunsPlus working better because it has completely separate items by code that are functionally the same
BuyableShotguns is buying an actual shotgun that a nutcracker would drop
Oh I see, would this even work with plugins that modify shotgun behavior though?
like ammo check and that one better shotgun mod that adds pellets
It does indeed
neat
newest update reset all of my changes are youi fucking kidding me?
that actually pisses me off so much
okj well i rolled back to the previous version and my configs are back thankfully
Always assume this will happen with LQ, CC, and LLL
What? What reset? Nothing should have reset
I’m still at work but I gotta wait an hour for the in service training
Only thought of it now but LLL updated, haven’t tested anything in game, only checked for errors
this is actually the real reason i put a wiki on my modpack lol
so i can easily see notes of the changes i made in case This happens
that and im very forgetful
if you have one on thunderstore i recommend doing the same its really helpful
this wasnt it btw
i got rid of it and nothing is spawning, still
I suppose I'll just downgrade CC for now
No all those mods are at fault
they are free to hit me up if they want advice on improving how they do stuff
lmfao
regardless uh, im not getting any enemy spawns without any of these mods so I still think its a new incompatibility with something else i have + either LLL or CC
if it happens without CC hit me up
oh thats right, i checked earlier i forgot
it does not
so you're good
it only happens with CC
something is definitely wrong
logs dont show jack shit either
idk how to do that
also, i dont have this issue in my pack so if you want to check mine and see anything in your pack that could be causing issues, go ahead
can i get a link
could help me deduce it better
thanks
cuz ive been struggling trying to figure out what it is for like 10 minutes
also, what kidnapper fox settings do you use to make it balanced and atually fun?
want to readd it to my pack but i dont know how to fix the shroud spawning stuff in a way that's balanced and playable and i saw that you have sobership and other kidnapper fox settings mods
this is all i did, i did not change it much
i dont find the fox to make the game unplayable by any means
and this is coming from someone who primarily plays solo
you can usually just treat it like a bracken and be okay
i think ima heavily nerf the shroud spawns
but i did think its stupid that you cant kill it with one shotgun blast
also, if you didn't know, the stable build of loadstone is causing issues right now so make sure you dont have that
ive always used the nightly version
ahh ok, main branch causes literally everything to desync somehow
interior layout, moon on screen, the amount of days left in qwuota
at least, im fairly certain all those were caused by loadstone
but generally yes i would add sobership if you havent already, seems to work well
though i guess i should check if thats somehow causing the issue
guess ill do that now
right now i just hove nofox till i copuld find a way to make them less annoying (especially since me and my friends are awful at the game
and i like having complete control over spawns and stuff
ahh fair
so i tend to fiddle with interior spawns, enemy spawns, and scrap spawns based on the moon
General question about CC
If I didn’t touch the scrap spawning rarity for a moon
And it gets updated on the moon mod
Will it update automatically in CC,
?
I'm pretty sure you have to delete the entry for that moon and let it regenerate
I've had issues before where I add a mod that changes what spawns on certain moons and it doesn't work until I do that
Should I just clear the entry in r2modman or delete that section of the cfg completely with notepad?
Just clear the entry of that moon in particular
it'll regenerate
ugh this is so frustrating
ive disabled like 20 mods and still cant figure out what it is
What’s the issue ?
Enemies arent spawning with CC enabled
conflict with another mod that i have
Something in this list
cant figure out what it is
worked fine until 0.9.5 came out
i was told that it was buyable shells but it just isnt
so
do you have errors
no
Probably not the issue but EnemyFix is no longer needed afaik
Also XP Divide by Zero
Oh thanks, wasn't sure if those had been patched out or not
but yeah those arent causing it
i had checked already
hey
do you have this unchecked perchance
?
here
lemme check
i have it enabled
