#Central Config

1 messages · Page 2 of 1

lilac sorrel
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but if you have the setting to ditch duplicates then the 0 would be kicked out in favor of the highest rarity of that enemy in that pool

crude sentinel
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Do u know if scarlet devil mansion works?

elfin nexus
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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

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gonna try playing again without the failsafe protection now see if its any better

lilac sorrel
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hm, do you have logs?

elfin nexus
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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

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oh wait i got it

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stucc

crude sentinel
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I haven’t seen this

elfin nexus
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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)

lilac sorrel
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hmm, weird how it doesn't accept any size multiplier

elfin nexus
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its weird that it failed more than the 20capped vanilla tries(?)
and failed the failsafe to change the interior 😂 😭

lilac sorrel
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mhm yeah

proper canopy
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the failsafe failed 😔

lilac sorrel
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hhh

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ok so there are 2 issues

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the bunker, tomb, and scp dungeon in specific don't load and seperately, the safegaurd doesn't for some reason

lilac sorrel
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tomb didn't fail for me

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ok now it fails if I make it be too large to being with

lilac sorrel
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fixed it

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just need to call Cancel() in dungeongenerator

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before calling generate() again

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and now the tomb and scp interior are also skipped (so don't make its size clamp crazy)

tawdry heath
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Is there a way I can replicate the min/max moon scrap value that LLL's configs have? (Using this mod)

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Oh wait nvm I suppose I could just use LLL for that and turn scrap overrides off

lilac sorrel
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what?

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oh

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@tawdry heath You mean mintotalscrapvalue and maxtotalscrapvalue?

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Those are entirely and completely unused

tawdry heath
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Wait fr

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Like these ones?

tawdry heath
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@lilac sorrel This gonna ruin my whole system if it’s real

prime garden
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Use min scrap and max scrap

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Those scrap values are unused really

tawdry heath
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Alright, I guess I’ll just have to redo the math part

prime garden
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Yep

lilac sorrel
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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

tawdry heath
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So wait does it still do anything?

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Oh nvm

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So any advice on how to go about redoing the math or do I just have to restart?

prime garden
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Depends what u trynna do, there really isn't a way to do the math with random scrap like this

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You just have to balance it with feels depending on the interior size

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The number of scrap u allow

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Different types of scrap

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And their usual values

tawdry heath
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I’m just trying to ensure a range of profit, which is what I assumed those two values did

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I guess I’ll just take an average and go from there

lilac sorrel
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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

lilac sorrel
tawdry heath
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I’m sure the boomba and 096 shouldn’t shake it too much, since they’re slotted in everywhere

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Also thanks for the math, I’ll definitely be using that to start

kindred gorge
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help it's not generating the nedw con fig even after choosing my optiuons and opening a lobby

crude sentinel
kindred gorge
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nnah it worked im just dumb

kindred gorge
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do the weather options interfere with weather registry and betaweathertweaks?

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nvm just readf the ooption again

lilac sorrel
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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.

lilac sorrel
crude sentinel
lilac sorrel
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good

crude sentinel
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thanks

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should I be brave and try swapping out LQ with Central Config?

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Finally got everything stable in online co-op, interiors always load with no desync , also using Loadstone

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But enemy spawns feel off compared to v49 LQ

crude sentinel
# lilac sorrel good

im assuming Loadstone dungeon generation optimization is incompatible with Central Config overhaul?

lilac sorrel
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I tested and am using it in my pack with both, afaik they work just fine together

crude sentinel
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Also if im editing interior stuff with Central Config should I disable the config section in LLL?

lilac sorrel
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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

crude sentinel
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For rarity and level name

lilac sorrel
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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

lilac sorrel
# proud needle perfectly

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 leafeon_confused

crude sentinel
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I do that for tags

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I just have every single moon in a comma separated list to rule out doubts for tags like All

proud needle
lilac sorrel
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thats the value that the size is divided by yeah?

proud needle
crude sentinel
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The moon guy 2

lilac sorrel
proud needle
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maybe i'll think of something😅

lilac sorrel
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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

crude sentinel
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What in the world

upper granite
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I have a question about trap overrides.

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Moons have a spawn curve with how they spawn traps.

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Does this mod make the curve for traps linear?

lilac sorrel
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In theory it shouldn’t make it linear

crude sentinel
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Hey so in theory I should be able to use Remove Duplicate Enemy weights from this in conjunction with LQ yea?

upper granite
crude sentinel
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Your remove Duplicate Enemy Weights is very nice

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Is there any way you could make it so it actually only keeps the lowest weight?

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A lot of enemy mods have no config and I’m guessing the spawn weight is usually 20-50

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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

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Then with your removing duplicates and keeping the lowest could nullify hardcoded rarity and put an Uber scary modded enemy at like 5

lilac sorrel
crude sentinel
lilac sorrel
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Just add a bool that is ordered the other direction

crude sentinel
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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

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But also made a lot of things make sense

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For now I just set the weight to 1 on every enemy with a config then manually set them with other mods

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anyway enough ramble u know what I’m getting at

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thank u btw

crude sentinel
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the remove duplicates portion of CC works without having enemy overrides enabled right?

crimson flicker
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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

kindred gorge
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nope

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it should add them to the config when you open up a lobby if i remember correctly

crimson flicker
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youre right 👍 thank you

lilac sorrel
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Yeah it’s only checked by its own bool

crude sentinel
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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

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I’m gonna scale everything even higher and see if that works

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Either that or LQ passes by your bool

proper canopy
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I think max weight is 100

crude sentinel
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Interesting okay

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I thought it was 99999

proper canopy
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9999 for interiors, 100 for scrap and entities

crude sentinel
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I want to use LQ for entities but I’m starting to think all my imbalances are coming from LQ

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Cuz it def said rarity of 417 for one of the enemies last night. It uses some sort of segregated system for weights

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I just don’t feel like figuring out what the correct name is for every enemy to type into CC

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But I think I will bite the bullet

lilac sorrel
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You pass it as an argument when creating a xWithRarity

crude sentinel
lilac sorrel
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laymens term is a lot of more complex

crude sentinel
crude sentinel
lilac sorrel
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why not?

proper canopy
crude sentinel
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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

lilac sorrel
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yeah I made it 99999 so it has a pretty high cap

crude sentinel
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then with ur overrides and duplicate removal I will have true control over rarity

lilac sorrel
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cc uses the enemyName property

crude sentinel
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Cuz I can just make the highest rarity like 1000 with ur mod and surely the cc values will always be the highest

crude sentinel
lilac sorrel
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hm, you could check them in lethaldevmode at least

crude sentinel
lilac sorrel
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np

crude sentinel
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these are the names cc will want yea?

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not the ID as reflected in LQ?

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this is a better example

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i should use Bunker Spider, not SandSpider for CC?

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@lilac sorrel pls perceive

lilac sorrel
crude sentinel
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well frick

lilac sorrel
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Name

crude sentinel
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for the remaining enemies i don't want spawned should i declare the rarity 0 or do i have to fill in anything?

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also Mirage uses its own spawn system entirely so im pretty sure i shouldnt add those to the CC config right?

lilac sorrel
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not sure when mirage adds enemies, if its not in the default value then yeah its after

lilac sorrel
crude sentinel
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any good way to just patch all enemy spawning methods so they stay true to what im trying to do with CC?

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but for all? 🤔

crude sentinel
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how will it know which one to spawn?

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im not really sure why it matters either im guessing ai

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shoutout to windows sticky notes app fr

lilac sorrel
zenith bough
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Will this mod work with lethal quantities if I don’t touch the enemy settings in that mod?

desert hamlet
zenith bough
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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

crude sentinel
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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

desert hamlet
crude sentinel
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I get ya

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I already had LQ setup so it was easy enough to just uncheck the Rarity checkboxes lol

zenith bough
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So an issue I’m having is I’m not touching the dungeon part of the config yet it is changing my interiors

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I just want to alter the enemy pool

crude sentinel
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If I want to make it so the oni doesnt spawn?

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This would probably require the inverse of Remove Duplicates we were talking about

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Enemies that aren’t declared for the moon in CC are still in the spawning table upon landing

lilac sorrel
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Nah, you would need to not add the oni

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If it’s built into the enemy pool for a moon you can remove it from there

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Nothing is the default for adding/swapping enemies by weather/tag/dungeon

crude sentinel
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I want to deep dive my CentralConfig for a heavy overhaul on stuff

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but i'm afraid i might have to redo the config when you drop the update for the inverse of Remove Duplicates

lilac sorrel
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I doubt it would break that

crude sentinel
shell heath
crude sentinel
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spawn scrap by moon tag > All:0

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@shell heath

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holy fuck i am cooking

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this modpack is gonna show the true power of centralconfig

shell heath
crude sentinel
crude sentinel
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Should radmech be spawned as a daytime enemy or night?

lilac sorrel
crimson flicker
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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.

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the moon breaking is modded also, its secret labs

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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

crude sentinel
crimson flicker
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secret labs?

crimson flicker
crude sentinel
crimson flicker
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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

chrome kettle
crimson flicker
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true, ive done that already

crude sentinel
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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

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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

crimson flicker
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im not sure

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its scary

desert hamlet
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Its REALLY easy tp brek shit

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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

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I REALLY hope the problems are ironed out and or LQ dev returns

crude sentinel
desert hamlet
crude sentinel
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It really sucks cuz it provides such easy access to enemy HP and power level and killable, etc

desert hamlet
desert hamlet
crude sentinel
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Seichi, Rosie’s, Harvest

desert hamlet
desert hamlet
crude sentinel
# desert hamlet ?

No im saying like, Seichi has the Oni. The oni spawning is not configurable

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So whatever you put into LQ will just pile onto the existing spawn rate given by the DLL

desert hamlet
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would be good for everyone imo

drifting hull
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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.

desert hamlet
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they can fuck up A LOT

drifting hull
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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?

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So the option was removed because it was dangerous?

desert hamlet
drifting hull
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ok I'm going to wipe config, that's probably the issue, it probably bugged out

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that or I don't know what option needs to be enabled, because I just don't see it now

desert hamlet
drifting hull
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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

desert hamlet
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all or nothing

drifting hull
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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?

drifting hull
drifting hull
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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.

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Ah it's grouped with weathers, Weather Registry is now a headache... cool

desert hamlet
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IT BREAKS MODDED WEATHER

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or at least code rebirth

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and weather registry's new ones

drifting hull
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Not sure why exactly, looking at it, maybe those should be split, but it's fine.

desert hamlet
drifting hull
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So under moons you enabled weather overrides, and tags to add to moons appear to be under that?

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regening to confirm

desert hamlet
drifting hull
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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.

drifting hull
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What is enabling the tabs config? because it's not weather?

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I'm just going to trial and error this game for another 10 minutes I guess

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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?

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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.

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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!

heady arch
desert hamlet
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and regen its config

heady arch
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well, it's grouped with other moon stuff

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so it's heavily constrained

desert hamlet
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still not using CC tho

heady arch
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honestly i haven't kept track on what this mod does, unfortunately

desert hamlet
heady arch
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AFAIK it's just not compatible cause we try to do the same thing

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but separately

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and - in my opinion - it's better to have 3 separate mods that do their stuff really well that one big one

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but that's just me

desert hamlet
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keep them seperate

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I think all in ones are fine but need a lot of polish

heady arch
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i mean

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i could argue that the stuff i'm trying to do in Registry is also a case of multiple mods being in one

desert hamlet
heady arch
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oh lord no 😆

crude sentinel
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CC for enemy rarity weight, moon prices, min/max scrap and inside/outside/night power levels

crude sentinel
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I found out the LLL rarity works as intended and overrides the individual modded interior so long as LQ is not touching interiors

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If LQ is involved then it adds the weight from the mod cfg and LQ if you do “simulate”

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Again you can fix this by making the rarity 1 in the mod cfg

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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

hot slate
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Can you edit the entity spawn curve with this mod?

crude sentinel
hot slate
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L

crude sentinel
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It only handles rarity weight

desert hamlet
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same for size mult?

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set it to 0.1?

crude sentinel
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That im not sure, I just switched everything to LLL cfg for interiors so I hadn’t tested that

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From what I’ve read before, the factory size multiplier in LQ works well as long as it’s not in the Global section

desert hamlet
crude sentinel
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Config

desert hamlet
crude sentinel
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I have every single Moon:### comma separated in the Injection By Level Name section and changed anything tag related to Default Values Were Empty

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And the By Mod Name sections as well

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I have those filled with Default Values Were Empty

desert hamlet
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thats what I did

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seemed to work but may just use each mods OG configs for it now

crude sentinel
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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

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But I just thought of an idea for balancing that

desert hamlet
crude sentinel
desert hamlet
crude sentinel
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Actually 0.02

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Then the range will be 1.26

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Cuz I have 73 moons

crude sentinel
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noiiiice

crimson flicker
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it broke again :((((((

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what did i do wrong

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its only for secret labs too

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maybe because the mod is not kept that well

crimson flicker
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okay i think secret labs might just be incompatible with CC, i'll have to find an alternitive :(

crimson flicker
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i loaded up my modpack with a fresh CC config and it broke, i turned on some of the modules

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i didnt even touch anything

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what moon did you have it break on?

crude sentinel
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Maybe Secret Labs is the common denominator, that is one of the most popular moons of all time

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My moon list is conservative I don’t want to risk using anything not specifically updated for v56

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And 73 total is enough imo esp for the difficulty scaling im tryna do

crimson flicker
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holy shit i only have 13 moons

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just the vanilla ones, orion, and formerly secret labs that i replaced with .. peters house

crude sentinel
crimson flicker
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peter's updated yesterday and orion was a month ago but they both work

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secret labs was FIVE months ago

lilac sorrel
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What’s happening? I’ve been working 10 hour shifts every day

lilac sorrel
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Logs point towards almost exactly where the issue occurred, also clears up if it was a completely different mod

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Also if lll ported then yeah I’d have to port too

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Haven’t been able to check lc mods in a week

crimson flicker
lilac sorrel
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np

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I had no issues on my end when the update first came so maybe something changed on moons that ported?

crimson flicker
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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.

crude sentinel
crimson flicker
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yes

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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

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and i also noticed in the console something say "tried to divide by zero!"

crude sentinel
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hmm. Are you sure it’s not the interior having issues?

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I don’t use Central Config for interior stuff

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I use LLL cfg and Loadstone

crimson flicker
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i very well may be

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i hope it's that simple

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i really don't want to get rid of secret labs but central config is crucial to my modpack

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it's a godsend mod

crimson flicker
crude sentinel
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I use the interior but not the moon

crimson flicker
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it does get stuck on random seed after all

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oh

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well my problem might be more difficult than simple then

crude sentinel
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If it works then the moon is fine

crude sentinel
crimson flicker
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need 7 hours to pass so i can come home from work 🙏

lilac sorrel
lilac sorrel
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Unless an infinite is a bad

crimson flicker
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i do have the scp interior

lilac sorrel
lilac sorrel
crimson flicker
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how do i do that?

lilac sorrel
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Are you using my safeguards bool?

crimson flicker
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yes

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i was about to ask about that

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does it have to be off?

crude sentinel
lilac sorrel
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Ok so if it does fail it should default to the facility, I confirm it works

lilac sorrel
lilac sorrel
crude sentinel
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big W

crimson flicker
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i was also working a lot this week and was finally off yesterday

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i'll try these things when i get home and give my log output

crude sentinel
crimson flicker
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profanity 😠

lilac sorrel
crimson flicker
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where do i find the logs? are they just in the console or are they put in a folder?

crimson flicker
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i see

crude sentinel
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hello

distant galleon
crude sentinel
distant galleon
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I use neither of those mods, I just have wesleys moons + interiors and generic moons

crude sentinel
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I do not use CC for modifying of interiors at all so I’d guess that’s the common denominator here

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But maybe @lilac sorrel can peep that log

lilac sorrel
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No mention of it in the log but I’m in mobile so maybe I’ll look again when I’m on my puter

distant galleon
crude sentinel
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What issue were you referring to?

distant galleon
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Oh, I just had the same infinite loading at the random seed screen

crimson flicker
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its huge cause landing on custom moons breaks the drop ship

crude sentinel
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This is a universal bug

crimson flicker
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no

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i know about it though

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maybe it's time i finally do get it

crude sentinel
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It’s like a core essential bug fix mod rn

crimson flicker
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bu-but but LLL should just uh fix it in an update cuz they broked it themselves :/

chrome kettle
crimson flicker
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ooh

chrome kettle
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Not that I don't agree with you that LLL should just incorporate CruiserFix, but blaming LLL is just incorrect

lilac sorrel
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I don't touch any ships 😭

lilac sorrel
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  1. 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)```
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what settings are you using? that would narrow it

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bc the error is something in these like 200 lines of that class

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actually these may be the only division?
float Intmultiplier = WaitForMoonsToRegister.CreateMoonConfig.InteriorEnemyPowerCountOverride[PlanetName] / level.SelectableLevel.maxEnemyPowerCount;

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are you using ScaleEnemySpawnRate by any chance?

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I would imagine you also have a max power count at 0 hm?

crude sentinel
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@crimson flicker

crude sentinel
lilac sorrel
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yeah, and trying to fix stuff

crude sentinel
crimson flicker
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is that blowing it up? should i try it again without this?

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i'd be totally fine turning that off if it means this works again

lilac sorrel
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nah easy fix, just making sure its that

crimson flicker
#

i'll check

crimson flicker
#

except maybe gordion

lilac sorrel
#

hm

crimson flicker
crimson flicker
lilac sorrel
#

I'm guessing it was gordion being 0?

crimson flicker
#

no it was turning off ScaleEnemySpawnRate

lilac sorrel
#

hmm

#

alright

crimson flicker
#

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!

lilac sorrel
#

why did you need peters house?

crimson flicker
#

it was a replacement for secret labs

lilac sorrel
#

did you have a spawn power of 0 on sl?

crimson flicker
#

nope

#

i kinda havent touched it yet, they're all default since i had to regenerate the config a bunch

lilac sorrel
#

if its not 0 then how were you dividing by 0?

crimson flicker
#

only zeros are these

lilac sorrel
#

I think thats fine

crimson flicker
#

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

lilac sorrel
#

nah

#

I'll look again but I'm pretty sure thats the only division

crimson flicker
#

alright

#

thanks for helping me fix my crud!!!!!!!

#

i have to go to bed because it is 1:30 am.

crude sentinel
crimson flicker
#

but ihave work tomorrow 🥲

crude sentinel
drifting hull
#

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.

crude sentinel
#

hmmmmmm

lilac sorrel
#

fixed

crude sentinel
lilac sorrel
#

working on it for this patch, easy to add

crude sentinel
lilac sorrel
#

fixed the divide by zero too, just doesn't set that if its 0

crimson flicker
#

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

lilac sorrel
#

should I push the 2 bug fixes now? I got a list of little features to add/tweak but may do that tomorrow

crude sentinel
#

Before I do all this nitty gritty

elfin nexus
#

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

crimson flicker
#

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

crude sentinel
#

I suppose you could just put Vanilla:1 or something like that

lilac sorrel
#

You gotta clear it from being added by other mods

#

LLL didn’t update right?

crude sentinel
#

@crimson flicker

crimson flicker
crude sentinel
crimson flicker
#

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

lilac sorrel
#

wait so tell me exactly what the issue is again please?

#

I'm not following

crude sentinel
crimson flicker
#

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

crude sentinel
#

Not really a CC thing tho

crimson flicker
#

it isn't?

lilac sorrel
crimson flicker
#

when i used to use LLL for injection this didn't happen

lilac sorrel
#

?

crimson flicker
#

the mods don't have a config for injection

#

especially the pools, it doesn't even have a config

lilac sorrel
#

then maybe the dev adds something in themself after mine

crimson flicker
#

ooh

#

probably doing vanilla:0 and tundra:0 might help

lilac sorrel
#

Is it only liminal pools?

crimson flicker
#

and scp dungeon

#

anything that had default values for tags

lilac sorrel
#

I see, so both add them by tag yeah?

crimson flicker
#

like piggy's office, its tags were none:40 for some reason

#

that's true

#

but also moon at the same time

lilac sorrel
#

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

crimson flicker
#

that's okay

#

i'll just start using LLL for interior injection again

lilac sorrel
#

but that won't work either no? Does the same exact thing but earlier which means it will be overridden by more mods

crimson flicker
#

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

lilac sorrel
#

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

crimson flicker
#

no only forcefully override them

#

i'll see about it

chrome kettle
#

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?

chrome kettle
#

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

lilac sorrel
#

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?

chrome kettle
#

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

lilac sorrel
#

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

#

???

chrome kettle
#

👻

lilac sorrel
#

ok I was generating a thing already elsewhere oops got it now

crimson flicker
chrome kettle
crimson flicker
#

saw

#

thank you for looking into it!

chrome kettle
#

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

crimson flicker
#

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

crimson flicker
#

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

chrome kettle
#

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

crimson flicker
#

i only ever saw it once yesterday (by accident) and it was really good

lilac sorrel
#

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

crimson flicker
#

other than the tag injection "bug" i don't remember anything else being broken

crude sentinel
#

How’s it hanging

lilac sorrel
#

But can’t finish all the stuff I have planned yet bc work early in the morning

lilac sorrel
#

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

crude sentinel
#

But the other one is cool too

crimson flicker
tawdry heath
#

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?

crude sentinel
tawdry heath
#

I thought this mod let you change the speed without losing days

lilac sorrel
tawdry heath
#

Yeah I thought so, but what about the setting the speed multiplier to 1 thing? Is that normal?

lilac sorrel
tawdry heath
#

Weird

crude sentinel
#

I misunderstood I thought you were changing the speed with lccountdown

lilac sorrel
#

Nah

tawdry heath
#

Wiki be crazy

lilac sorrel
#

The game is 8am-12pm every 4s it ticks 4 mins ahead

lilac sorrel
#

I stopwatched it myself

tawdry heath
#

I'm being gaslit by fandom

lilac sorrel
#

And counted up delta.time every frame and yeah it was 980 (20 seconds spent landing)

prime garden
#

im pretty sure the game is 11 to 12 minutes

#

not 16

lilac sorrel
#

Count it then

prime garden
#

meh

lilac sorrel
#

I had code log the passage of time and from the time the ship finishes landing there are 960 seconds until it auto leaves

tawdry heath
#

I'll just go with 16, since I'm using your mod anyway and thats the result I get while using it

crude sentinel
#

You guys

prime garden
#

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

crimson flicker
#

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

prime garden
#

Yeah it looks like in CC the days are longer by 1/3

lilac sorrel
crude sentinel
#

Based on the numbers im seeing y’all put into chat

lilac sorrel
#

ig it would be on the moon in unity

crude sentinel
#

i could input Flowerman:99999

#

and centralconfig would accept this value?

lilac sorrel
#

yes

crude sentinel
#

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

hallow jungle
#

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.

lilac sorrel
#

Hm interesting

lilac sorrel
chrome kettle
# lilac sorrel I’m going to add a toggle that makes it keep the lowest instead so 0 can be used...

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

crude sentinel
#

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?

chrome kettle
prime garden
#

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

chrome kettle
prime garden
#

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

chrome kettle
#

Just an interesting idea, I don't know what else you'd want an item curve for XD

hallow jungle
#

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

crude sentinel
hallow jungle
crude sentinel
#

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

lilac sorrel
lilac sorrel
#

hm, the current code is very simple so I'll have to figure out some special handling than just reading it in an order

chrome kettle
lilac sorrel
#

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

chrome kettle
#

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

crude sentinel
#

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

lilac sorrel
#

yeah definitely won't change it in a way that breaks its current usage

crude sentinel
#

enemy names shouldnt be case-sensitive right

elfin nexus
#

i dont think so

#

at least for mods that i use like everythingcandie and randomenemysize

lilac sorrel
#

not contains the stripped version, I'm pretty sure i made it exact string

hallow jungle
# lilac sorrel What does this mean?

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

crude sentinel
crude sentinel
#

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

lilac sorrel
#

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

hallow jungle
lilac sorrel
#

Why? LLL and lgu don’t fix it on their ends afaik

#

It’s a bug fix, not a feature

crude sentinel
#

i think theyre referring to your 1x being 16 minutes rather than the 12 vanilla minutes

#

also, check your email @lilac sorrel

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

crude sentinel
#

but the question is, are the days 16 minutes on tolian moons without CC

#

i will test rn

lilac sorrel
#

May be that globaltimespeed multiplier is more than 1?

crude sentinel
#

we shall see

crude sentinel
crude sentinel
#

indeed the days on Tolian moon's are 12 minutes

#

@lilac sorrel

lilac sorrel
#

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

proper canopy
#

Doesnt speed go by 1.4x according to Imperium so 1/1.4? Or is that for imperium only

lilac sorrel
#

Oh maybe

lilac sorrel
tawdry heath
lilac sorrel
#

Well it would want to mimic vanilla time flow yeah?

crude sentinel
#

Oil

hallow jungle
crude sentinel
lilac sorrel
#

it is now 1.4f as the default value

hallow jungle
#

when will you update the mod with the fix?

proper canopy
lilac sorrel
#

hopefully tomorrow?

lilac sorrel
crimson flicker
lilac sorrel
#

wym

crimson flicker
#

the centipede has a probability of zero

lilac sorrel
#

yes

#

you see it?

crimson flicker
#

but it's 58 in the config?

#

i mean 51

#

but the puffer being zero is correct

lilac sorrel
crimson flicker
#

oh wait i see now

#

so this is the new favor lower value feature

#

now i understand

lilac sorrel
#

not just

#

also a seperate setting that makes 0 rarity be an override to remove that enemy from the spawn pool

crimson flicker
#

very good 👏

#

also goated for making this a part of the console

lilac sorrel
#

the console? thats vanilla

chrome kettle
crude sentinel
#

this mod is goon 🔥

chrome kettle
#

Since those are based on conditions I assume those take effect after the moon's base spawns

lilac sorrel
chrome kettle
#

I assume the base moon's spawns are before all that?

lilac sorrel
#

yeah, its starts with that and then modifies it temporarily

chrome kettle
lilac sorrel
#

:)

crimson flicker
lilac sorrel
#

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 Enemies prevents 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? and Scale 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

crude sentinel
#

Oh god this is gonna clap my current config surely

lilac sorrel
#

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

crude sentinel
proper canopy
#

Cooked hard good job

upper granite
#

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?

fast charm
#

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

hallow jungle
fast charm
#

no

hallow jungle
#

what's your full mod list?

prime garden
#

shockwave drone doesnt cause enemies to stop spawning

fast charm
#

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

lilac sorrel
lilac sorrel
#

The way I set it now theoretically inherits the shape of the curve, if not then hh

crude sentinel
lilac sorrel
#

At work still but if anyone else has issues lmk

#

No one has confirmed that it’s not CC causing spawn issues yet

gloomy wedge
#

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

chrome kettle
tawdry heath
gloomy wedge
#

Afaik Imperium is generally recommended only on mostly unmodified versions of the game

gloomy wedge
gloomy wedge
#

Here is my modlist if it is necessary: 0190eac8-7d54-13bc-9235-a9ff27684ba0

fast charm
#

okay but I dont have shockwave drone, any other culprits?

fast charm
#

it was not working prior i can promise you

chrome kettle
#

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

fast charm
#

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)

prime garden
#

Do you have buyable shotgun shells

#

@fast charm

fast charm
#

Yeah

prime garden
#

There u go

#

Get rid of it

fast charm
#

It works fine on its own though, i think im just going to use 0.9.1 until this is fixed

prime garden
#

Buyable shotgun shells new update breaks most mods including all custom moon mods

#

Suit yourself though

fast charm
#

and this one hasnt been updated in 6 months

#

again worked fine without cc

crude sentinel
#

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

prime garden
#

Try buyableshotgunshellsplus

crude sentinel
#

BuyableShotgunsPlus

#

It has both

fast charm
#

ok

crude sentinel
#

Works perfect

fast charm
#

ty, will try soon

crude sentinel
#

Haven’t been able to test it

prime garden
#

Neither have I tbf

#

Mightve been fixed and is something else ig, dunno

crude sentinel
#

But it was like a top 5 culprit of breaking modpacks easily since v56

fast charm
#

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

prime garden
#

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

crude sentinel
#

BuyableShotgunsPlus still works fine can confirm

prime garden
#

You're kinda asking for super old mods to work just fine across versions

fast charm
#

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

fast charm
#

It stopped working when something else updated

crude sentinel
#

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+

prime garden
#

Some do, most won't

fast charm
#

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

crude sentinel
#

in terms of code they are completely different items just functionally the same

prime garden
#

Don't use LLL 1.2.0

fast charm
#

I'm literally telling you to check what

prime garden
#

You're asking to check a version that's months old

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Where a lot has changed since then

fast charm
#

Yes because my point is the update created the incompatibly??

#

are you not understanding what im saying

crude sentinel
#

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 😺

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😼

prime garden
#

You can't assume that by saying that a version of the mod months ago allowed it to co exist

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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+

fast charm
crude sentinel
#

Well anyway about CentralConfig it seems safe to say that CentralConfig is the one that is borking enemy spawns rn?

fast charm
#

Either LLL or CC, idk what the incompat is

prime garden
#

Yeah which is why you aren't supposed to play with mods that are months old 😭

crude sentinel
#

always gonna be trial and error and if the old mod doesn’t work it’s the oldest mods fault

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for not updating

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BuyableShotguns has been had compatibility issues since v49 though

fast charm
#

I've never used that one

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I assume its the same

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as the shell equivalent

crude sentinel
#

Same dev ye

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But im curious to see if the new update fixes things

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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

fast charm
crude sentinel
prime garden
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It claims u can

fast charm
#

like just by item names

prime garden
#

For a very good reason

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Lol

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Terminal code is cooked

fast charm
#

I've heard

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Scary

fast charm
#

I might just get something like that to be safer

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if it's updated consistently

crude sentinel
#

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

fast charm
#

like ammo check and that one better shotgun mod that adds pellets

crude sentinel
fast charm
#

neat

kindred gorge
#

newest update reset all of my changes are youi fucking kidding me?

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that actually pisses me off so much

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okj well i rolled back to the previous version and my configs are back thankfully

crude sentinel
kindred gorge
#

noted

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also itr brought them back when i re-updated

lilac sorrel
#

I’m still at work but I gotta wait an hour for the in service training

lilac sorrel
#

Only thought of it now but LLL updated, haven’t tested anything in game, only checked for errors

fast charm
#

so i can easily see notes of the changes i made in case This happens

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that and im very forgetful

#

if you have one on thunderstore i recommend doing the same its really helpful

fast charm
#

i got rid of it and nothing is spawning, still

#

I suppose I'll just downgrade CC for now

summer moon
#

they are free to hit me up if they want advice on improving how they do stuff

fast charm
#

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

summer moon
#

if it happens without CC hit me up

fast charm
#

oh thats right, i checked earlier i forgot

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it does not

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so you're good

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it only happens with CC

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something is definitely wrong

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logs dont show jack shit either

kindred gorge
kindred gorge
fast charm
#

can i get a link

kindred gorge
fast charm
#

could help me deduce it better

#

thanks

#

cuz ive been struggling trying to figure out what it is for like 10 minutes

kindred gorge
#

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

fast charm
#

i dont find the fox to make the game unplayable by any means

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and this is coming from someone who primarily plays solo

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you can usually just treat it like a bracken and be okay

kindred gorge
#

i think ima heavily nerf the shroud spawns

fast charm
#

but i did think its stupid that you cant kill it with one shotgun blast

kindred gorge
#

also, if you didn't know, the stable build of loadstone is causing issues right now so make sure you dont have that

fast charm
#

ive always used the nightly version

kindred gorge
#

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

fast charm
#

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

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guess ill do that now

kindred gorge
#

and i like having complete control over spawns and stuff

fast charm
#

ahh fair

kindred gorge
#

so i tend to fiddle with interior spawns, enemy spawns, and scrap spawns based on the moon

crude sentinel
#

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,

#

?

fast charm
#

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

crude sentinel
#

Kk

#

Thanks

crude sentinel
fast charm
#

Just clear the entry of that moon in particular

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it'll regenerate

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ugh this is so frustrating

#

ive disabled like 20 mods and still cant figure out what it is

crude sentinel
fast charm
#

Enemies arent spawning with CC enabled

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conflict with another mod that i have

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Something in this list

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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

summer moon
#

do you have errors

fast charm
#

no

crude sentinel
#

Also XP Divide by Zero

fast charm
#

Oh thanks, wasn't sure if those had been patched out or not

#

but yeah those arent causing it

#

i had checked already

fast charm
#

do you have this unchecked perchance

#

?

kindred gorge
kindred gorge
fast charm
#

ok cool

#

ty