#Central Config
1 messages · Page 3 of 1
I also have no issues with enemies spawning, but I am only using big lists
i still dfont know how it works tbh
Big lists?
It's combining all of moon lists for a spawn pool into a single string
what is useful about it?
It's mainly for use with a spread sheet
oh the copy and pasting from a spreadsheet thing
In my case it brings the number of copy and pastes down from over 270 to 3
honestly ima add my spawns to my spreadsheet
nothing ouuughh i am dying
im gonna try editing enemy spawns on a profile with nothing but CC and its requirements
and see what happens
ok it still wroks so its definitely an incompat issue
i just dont know what it is with, for all i know it could be like multiple things
if you want me to help i can try
no enemies?
Zac tested and it works for him, I also fixed the big lists not setting the enemy spawns correctly
yea im like lowkey losing it over here 😭
ive gone through like 30 mods and idk what the conflict is
happening to this person too
If you compared mod lists with them it's probably something you both have
Update {0.9.6}
-
Fixed big list enemies not applying correctly.
-
Fixed null ref from not using scan nodes.
-
Checked compact for LLL 1.3.5, the new LLL should have fixed the enemy spawning issue.
Did anyone test enemies after updating LLL?
it may have just been an issue with enemy data from LLL 1.3.1
cannot recreate it and neither can zac
I didn't fix anything relating to enemies
was thinking maybe this?
actually can somebody tell me what settings they are using when they have the bug?
like is it enemy overrides, big lists, free them?, scale enemy spawn rate?
or none
or a combination
I haven't been given any reports of the issue from anyone not using CC
so /shrug
so far not my problem
yeah im on 1.3.5
still have it?
It would seem to be a specific incompact since CC and its deps alone are fine
Yea no idea my enemies are also borked after updating all mods
gonna test my intuition a couple times and post a debug level log without asyncloggers if i cant get it fixed
What are your settings? Are you using this mod to set enemies?
i deleted the cfg and let it generate proper, then:
enemies _
Enable Dungeon Generation Safeguards? false
Remove Duplicate Enemies?: true
Moons _
Enable General Overrides? true
Enable Scrap Overrides? true
Enable Enemy Overrides? true
Big Enemy Lists? true
everything else at default
@chrome kettle did you test with these and just CC?
set twice?
I am just using big enemy lists for enemy stuff
and it works?
In all my testing earlier everything seemed to be working. I was the one that found the enemies being applied to the wrong list with the big list
You must have a mod conflict
If you want to compare with my pack to see what I have maybe that can help you narrow things down
ya can u send dependency strings?
LethalCosmos is my pack on the thunderstore
ight bet
I'm working on an update for it using this new central config update
Hopefully will be done sometime today
so just to clarify you have both Enemy overrides enabled and Big Lists enabled?
No, just big lists
ight, i just have enemy overrides. What about Remove duplicates and keep zero?
I have the interior enemy injection/replacement settings enabled tho
I have both of those on too
?
alright, that fixed it for inside enemies for some reason
nope
it fixed it for outside enemies too
all enemies are fixed just from changing some stuff in CC config
i will launch a couple more times to verify the exact config setting
What settings did you change exactly? I'm sure @lilac sorrel would like to know
the few we had different
im gonna change them back 1 by 1 til it breaks again
it's the setting to Always Keep Zeros
if its false enemies dont spawn inside or outside
@lilac sorrel im not sure how difficult it would be to implement but a config toggle to have there be more thorough log output for you to debug might be helpful? idk
i dont know shit about coding
but in general CentralConfig doesnt write much to the log to go off of
i read thru the console both times but theres not much to see
if yall think it would be helpful tho i will upload logs
big lists will override moon enemy lists or does it depend on the Remove Duplicates feature to remove the lowest / highest?
It should override the regular moon list, I don't know how it interacts with the Remove Duplicates option. There's not really a reason to use both options I don't think
alright BET
now to get back to making sure everything else works since this LLL update
thanks for the input helping figure that out
i got down to like 40 very simple super popular mods that have nothing to do with enemies and thought; "There's no fucking way it could be a mod conflict with any of these" lmaoooo
but to double check that point maybe you should set that setting to false also to be sure enemies dont spawn for you
I can try that tomorrow, been off my PC for the night for about an hour now😅
kk all good
Hence the not so great responses😂😂
i should head for bed too, i wanted to overhaul my moon-factory size multiplier
but meh
hearing so much main menu music made me delirious
I have the volume low with GI😂
i need to add that back too and remove conflicts n shit
another week, another telling myself the modpack will be done by Friday
Okay, I'll see if the new version spawns entities properly on my profile
@gloomy wedge
Yep, that did the trick
I tested with and without the setting enabled at the latest versions of both CC and LLL, and indeed enabling this setting fixed the issue
Thanks for the help :D
Does beg the question why this option is not enabled by default if it can potentially cause issues like these 🤔
oh my GOD
😭 😭 😭 😭 😭
I literally spent like 2 hours trying to figure out the ""conflict"" and went to bed all sad i couldnt figure it out
im actually gonna scream
you should have pinged me too 🥹
odd because I have that setting as false and everything works for me
welp, finally found the issue at least
this does make me wonder if its still a mod conflicting with that setting in particular
however i am out of the energy to deal with this im just glad i found a way to circumvent it
tbh yeah i would just circumvent it too at that point
I ain't wasting my time with that I just want my modpack to work for once
Without coming off too rude I would suggest putting the initial assumed blame on this mod rather than others
Oh yeah no I understand, I'm not blaming anything in particular
I just assume it is a conflict of some sort
do you have reasoning ?
i mean i dont doubt it i just hate to make assumptions
i am usually wrong
After reviewing what the mod does, To put it short i'm probably going to ignore any log i get with CC installed
👍
it overrides things LLL assumes are not overrideable
have you talked with the creator about making it not mess with things it shouldn't?
well i would assume lethal quantities does too so is there a difference besides this mod jsut being morfe convenient?
Which?
Anyone know what the maximum rarity weight is that I can put on an item using CC?
Turns out 9999 wasn't enough, but I don't know if 99999 is valid
99999 works for enemies so i would assume it’s fine for scrap
99999 works for enemies?
Yeaaa
Oh wait I'm thinking of interiors
99999 also works for interiors
Whaaaaaaaat
Thanks I’ll check it again
I think it’s be because it was populated through that so the return after duplicates were removed is empty, I just have to add an else block that tosses all enemies into the new list
Just rolled out of bed oop
yeah ok so if always keep zeros is false then result doesn't get populated
should fix it, let me test
yeah tested it
Update {0.9.7}
- Fixed issue where enemies wouldn't spawn if
Remove Duplicates?was true butOnly Keep Zeros?was false.
🙏 Awesome
alright, I'm not gonna sit here and pretend I know exactly what that's about
but this mod overrides things WeatherRegistry also sets, so if you're using Registry with this mod's weather settings enabled, good luck
catch up on their history, I guess
It would be nice if this mod and Registry played nice together so you could have enemy, hazard, and scrap injections based on the current weather🥺
I'm open to adding methods on my end to make outside changes possible
Not everything is in my scope, but I'll consider every suggestion
This is already possible in LLL too lol
I don't really care about configuring the weather itself. Just the injection settings😅
Injecting enemies based off the current weather? I assume that's only for devs tho
Yeah, thank god :p
So my point still stands😅
Maybe, but ur point is kind of a big fat "screw you" to the mod creator sometimes
I'm not a fan of a theory that everything has to be user-configurable, but sometimes there's a demand for it
yeah, my mod says to not use weather settings with weather registry
our mods do the same thing with a different result, so unless it calls mine to set it up, they're not gonna work together 🥺
and you're setting everything up later than me, so your settings are the one getting applied
nuh uh, just don't use the weather setting since weather registry sets it
and registry might get quirky
yeah thats why it says to not use the setting with it
Mrov it's too much effort to make compatibility, just let ur mod do it's thing by itself, if the user doesn't read the warning or doesn't know, it's their fault
you don't need compatibility Xu, just don't use the weather settings, its really that easy
Yeah so what I said
yeah if a player doesn't read the config desc when they turn on a setting, that is kinda their fault
becasue it literally says "DO NOT USE WITH WEATHER REGISTRY"
Yeah so what I said
Why not just... soft compat auto disable ur configs?
It's not like it would take longer than 5 minutes
uh, how does one do that
nope
Alright, I was mostly being sarcastic earlier, but this is a realish solution, lemme get some code you can use.
I'm just wondering if your current things would be possible while using Registry
In a separate file, you'd add this.
Also not all of this is relevant, I'm just copy pasting on phone
using System.Runtime.CompilerServices;
using CodeRebirth.WeatherStuff;
using WeatherRegistry;
namespace CodeRebirth.Dependency;
public static class WeatherRegistryCompatibilityChecker {
public static bool Enabled { get { return BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("mrov.WeatherRegistry"); } }
[MethodImpl(MethodImplOptions.NoInlining | MethodImplOptions.NoOptimization)]
public static void Init() {
Plugin.Logger.LogInfo("No way weather registry is on?!");
Plugin.WeatherRegistryIsOn = true;
}
internal static void DisplayWindyWarning() {
if(WeatherHandler.Instance.TornadoesWeather == null) return; // tornado weather didn't load
if (WeatherManager.GetCurrentWeather(StartOfRound.Instance.currentLevel) == WeatherHandler.Instance.TornadoesWeather) {
Plugin.Logger.LogWarning("Displaying Windy Weather Warning.");
HUDManager.Instance.DisplayTip("Weather alert!", "You have routed to a Windy moon. Exercise caution if you are sensitive to flashing lights!", true, true, "CR_WindyTip");
}
}
}
Maybe but eh its better to just let your mod do its thing imo
setting planets randomWeather - possibly not, but I don't see why the rest of the options wouldn't be implementable right now
Above ur plugin class
[BepInDependency(WeatherRegistry.Plugin.GUID, BepInDependency.DependencyFlags.SoftDependency)]
well what that setting does is
- allow you to blacklist weathers from moons
- you can add them but yeah its very very likely to break
- randomizes weather on day one to a random synced seed
In the awake of ur plugin class
if (WeatherRegistryCompatibilityChecker.Enabled) {
WeatherRegistryCompatibilityChecker.Init();
} else {
Plugin.Logger.LogWarning("Weather registry not found. Custom Weathers will not be activated.");
}
weather registry does 1 and 3 already so you really don't need them both
Field in plugins folder
internal static bool WeatherRegistryIsOn = false;
Have fun with all this
You'll also need to reference weather registry in ur csproj
ah I see, so basically just another check in there that just reads if its enabled
what I'm trying to say is: if you want maximum compatibility, you could set all things that your config defines to be de facto values that Registry will use
Yes, you'd check if it's enabled and if it is don't do ur stuff
so it's not a case of overlapping features, but explicitly setting both mods to use the same values for everything
you know what, I'll try to see if that's possible honestly
I'm not sure about blacklisting after init, but I think i should be able to have it added
but why would that be needed? I'm guessing your mod also runs through the lifetime of the match
I'm setting and syncing weathers
mine just runs once on opening
and on the first day it's gonna be fucked
that would prevent it completely
you could call WeatherController.SetWeather(level, weather) and everything is synced and compatible
yeah but your mod does that anyway for the first day
yes
what I want to say is: by setting the new weathers through Registry both mods will use the same set of weathers -> there's no incompatibility
Holy shit are we cooking?
This mod made me taller
CentralConfig! Possible side effects might include: sudden growth in height, days seem to be longer, awesome loot pool injection!, The Beast is inside.
day time got fixed
coming back 2 weeks later to LC modding i hope the multiple awesome problems i have with the damn secret labs moon decides to go away on its own again
whats the difference between these two? does one need to be off? do they both need to be on?
Big Enemy Lists is global
so its a master list for enemies on moons?
either or
basically
Enemy Overrides allows for max power counts and enemy lists per moon to be set
The big lists are just 3 lists that control the spawn tables for every moon
There is the base enemy lists, then if its present in the overrides, it will be set to that, and then if its present in a big list it will be set to that
so a moon thats is blacklisted and not in a big list will be untouched, if it IS touched by both then the big list takes priority
so if you don't use either then you won't be changing spawn tables with this mod
if you use just one then you can set whatever moons you want on it
Just keep in mind that the order is: The moons's own lists -> overrides (if included) -> big lists (if included)
@lilac sorrel hey
is the moon factory size multiplier an override to the min or the max dungeon scale multiplier?
or is it a multiplier to the multiplier
i figured its like
Dungeon Scale ~~~ 1.33 -> x2.1 (Moon's Factory Size multiplier) === final size multiplier of 2.793
It IS the multiplier
well technically its
factorySizeMultiplier / (the dungeons)MapTileSize * mapSizeMultiplier
factory is the moon's one, the interiors specific maptilesize is meant to accodate for average tile size (in van the facility is 1x and the mansion is 1.5x)
the map size multiplier i think is used for the challenge moons? (its 1f in code and not set again unless set in unity (probably on a challenge?)
will an enemy spawn cap be added or is there a mod that can do this, i have multiple scp 106 and 049 spawning at the same time and it kinda conflicts with what im trying to do
just some way to hard cap enemy spawns of a specific enemy
like there can only be ONE girl and there can only be ONE jester
i want to be able to set my own since these mods dont have them and the one that actually does doesnt actually work
no i mean for modded enemies
is this already a mod or can this be a future feature?
oh all modded enemies HAVE to set it
its a property in EnemyType
if you are getting more than 1 girl or jester inside at once then something is wrong
oh no thats not a problem, im just wondering if theres a mod that lets me determine it for myself so i can make some modded enemies only spawn once
I plan on adding very basic not specific spawn data for enemies
LQ
ive heard a lot of stuff about LQ, people seem to like it
does it work well with CC is the big question
Like I wouldn't want to touch anything like is killable since it would break stuff
afaik CC just overrides anything it can?
yeah, only use LQ for stuff you aren't going to set in CC
killable coilhead 😈
even if u toggled the bool, that wouldnt work, you'd need to do other stuff
yeah and I don't feel like doing that for every enemy
someone was saying that they like all enemies being killable for their pack but ehhh
you say that like uncapping spawn rates can't also theoretically do that
also tell me if I'm blind but where does it check for max count when spawning an enemy inside?
the logs say that the coilhead blows up when disected, i always thought it would be cool if you shot it twice with a shotgun it just blows up
ig enemycannotbespawned
yeah ok thats read only but assignrandomenemytovent which is after plotoutenemiesfornexthour
the spawn rates themself?
the max limit of a specific enemy spawning at the same time
oh that alone wouldn't get too bad since it would hit the power level cap, if you make all enemies have a power level of 0 then that may break the daytime enemies since i think they all spawn at once? the interior and night enemies should be fine as they are selected to spawn randomly throughout time and are capped at 20 interally
some enemies may be designed to only exist in specific amounts
the only one that comes to mind would maybe be the shrimp since its always loaded?
barber breaks, kidnapper fox might break, jester might break, ghost girl might break
bracken might break
it just depends
they're all designed to have 1 spawn
except barber, barber is just broken
(and it's worth not only considering what currently exists)
yeah barber is meant to social like baboon hawks
Unless you have BarberFixes
yeah CC should 100% depend on barberfixes 
That's not what I was suggesting XD
so what i'm hearing is that a mod that sets specific enemy caps is very unhealthy for my game
mods sticking their fingers in other peoples content should be done cautiously.
Ermm.. aren't you mister lethal level loader, the mod that has the ability to stick fingers in other content 🤓
well i'll try lethal quantities and see if that works
its other mods sticking into LLL 
Yeah as the API guy im like the one person who gets to
and even I try extremely hard to avoid doing so
funny thing is i used to use LLL just for the purpose of modifying my whole game and other mods easily
same, LLL was mostly known to non modders due to its config
now i use this mod for my evil scheme 😁
same, sucks that it may be causing desyncs with my friends at the m oment
oh yeah btw im testing to see if this is causing desyncs for my friends and i right now and it may be the culprit
yup it is causing literally everything to ddesync
but this one is useless unless you play solo right now because it completely breaks multiplayer by desyncing basically everything
Synced configs?
LLL too?
Theoretically this mod addresses config mis match by using csync
LLL configs being desynced was a common culprit for Selene’s since logs would show them disagreeing on what moons have a price of 0
If the csync isn’t working as I hoped then you may have to share config files
alright bet
it desyncs weather, moon on screen in front of lever, and interior
it's the exact same modpack so yeah
Hm that’s all done through a synced seed
that doesnt matter if the values that are given alongside the seed are wrong.
Iirc it’s the lobby ID so as long as you are in the same lobby, it should be synced
that doesnt matter if the values that are given alongside the seed are wrong.
Everything else is a synced property
well i mean, clearly something's fucking up
I’ll look into it, no one else has reported this before
Set all interiors through CC, have one player , im host and another player. One enters the facility and just falls under map and dies
that has happened to me too
just one friend having the issue and everyone else is fine and loads inside fine?
oh odd
Wait is it just one person in a group having the problem?
Like 1 out of 4
I've had this happen before with LLL, I think sometimes when downloading from a code the config can get messed up. Have just them (the bugged one) redownload from a fresh code
LLL won't desync because of configs
This was awhile ago tbf, since I put my pack on the TS I've never had this issue
But every time I have had just one user desync, them redownloading fixed the issue
hmmm. LLL wont desync because of what configs
Yeah it was before that XD
i left LLL alone and inserted all my interiors and enemies through CC
And why do you think that?
I don't think that
I stated it
config's can't desync LLL because i don't care about any non hosts config
theres nothing to desync
I am saying that maybe that user's central config config is different
Never be so sure
Your solving problems I solved months ago
🙄
tbf i aint ever had the issue till i installed this mod so batby must have done something right
true, but also idk why it's breaking the way it is still
Because something must have stopped working
It is dependent on one singular value that is synced through named messages
well, he does do a good amount, but there are lots of things that i do notice mostly are only configurable in this mod and lq, but i prefer the ui and functionality of this one more though so i could see why some issues may pop up (i have 0 modding experience so im just goiun g off of logic(which doesnt help with coding sometimes))
Mhm yeah resd it yourself
Yeah it’s just stupid shit pissing me off with code, I can barely get up in the morning if it’s not for work
I don’t even play this game myself since I have no energy to do anything
I just dont get why one perosn would be having dungeon loading issues and see a completely differemt interior on 3 moons straight,
please dont overwork yourself to an unhealthy degree, it would be nice to have all the issues gone but your health is more important
Thank you, I’m stressed since I gotta build a fence all day starting really early
if you need another example of soft dependencies I have one here for you. Just patch GameNetworkManager and run a method like this https://github.com/darmuh/OpenLib/blob/026a7146db850431f73ed349e257fa577f0c4083/OpenLib/Common/StartGame.cs#L9
super easy
You can then set your config option for the weather to false if mrov's weather registry is detected loaded
ping me if you do end up finding out any causes in particular or if you release a fix that I can test out, since I'll gladly help test stuff as long as I have friends online to test with
obviously don't prioritize it over life but if you do end up working on it and figuring out, let me know :)
is this why my console is full of this shit
im using EverythingCanDIe
If you and batby can just come to an agreement about which things you want each of your respective mods to configure and find a lane, it will take a lot of the work off your plate. I don’t think batby is really interested in building out LLL to be a deep config mod, and clearly he is doing sum right with the interior stuff. Why bother trying to recreate the dungeon selection stuff in CC if it works perfect in LLL? Ppl who are looking to do the level of configuration offered by LQ, CC, and LLL altogether are savvy enough to use all 3 to achieve their results. By the same token, CC holds the spot as the only viable option for deep enemy rarity / injection configuration for end users rn.
TLDR; don’t keep tryna do so much if you feel like you’re doin too much.
Lean into your strengths instead of spending all ur time tryna improve on your weaknesses ~~~ paraphrased Jay Z quote
Why are u doing it like that
I started the mod because batby was uninterested in config
It’s fine I’m just going to be busy today
Mmm yes well said
The dungeon selection stuff works in CC, it uses LLL
It’s the random function for getting a dungeon that is desynced
no
"the thing works except it doesnt"
wouldn't it be helpful to say why it doesn't work?
Well it’s not on me if Levelmatchingproperties don’t work
It’s in generatenewlevel where it’s not grabbing the same dungeon
wait, in the wierdest twist, biglists may be causing issues
waitr no
i think it's registering the moons to load in alphabetical order
because it's simple and easy? Idk. It's the way I figured out on my own. I'm planning on making a public facing method that you just input your specified bool and expected plugin string. That was just ported over from terminalstuff directly lol
didn't link the one in terminalstuff because I have like 10 different soft dependencies there
Yeah but it's just, there's a more proper way without patches if that makes any sense
I sent her my code earlier, which does the same as yours except I don't patch anything
fair enough, I don't think it's an issue to patch into GameNetworkManager Start though. Most often you will already have this patch for stuff you want set when first launching
I don’t change how it’s loaded in, LLL loads moons
I alphabetized the default config values
and also, was just offering another easy alternative on how to handle soft deps
Which should not get rid of your original value
Probably
instead of basically just saying "you did it wrong" explain why
because i honestly only use this mod for most things that lll can do in a cleaner ui that updates instead of keeping deleted moons in the config. also because it allows me to see my custom content in 1 spot instead of several other configs. like, mostly scrap config and enemy configs being in the same list on a moon is very useful
I would just stick to interior rarity in LLL for now
I fully endorse this mod I think it’s essential but I never had consistent stable results with interior management
yeah ive got this mod disabled at the moment till things get figured out
I’m using a bunch of the other shit and it’s working well
Not messing with tags (not that i think it would particularly be an issue just worth noting)
Alright so good news is zac found what causes the issue of moons being offset, bad news is that it makes no sense
moons are offset?
Wdym offset
Is that not the main bug happening 4 u?
Zac noted how offense always routes to dine and was able to deduce that setting enemy spawns through the big list causes it somehow
For the time being, don't use big lists
Not usin big lists
As of last night I had no issues with my modpack
Besides some console spam stuff from EveryThingCanDie and some quirks from LGU
You have any interior desync like some other people? I haven't had the chance myself to test with anyone
Nah I haven’t but im only using LLL and LQ for rarity and size
Of interior
CC has no interior relating settings enabled for me
Update {0.9.8}
-
Fixed issue where list based things would get offset after being sorted to be alphabetical. The mod now uses LINQ OrderBy instead of Sort and is still alphabetical.
-
The interior desync issues appear to be fixed, tested it a few times in multiplier with PureFPSZac and had no desyncs. Keep me updated if it desyncs again.
-
Manually added support for enemy/scrap injection for the heatwave weather. Will do weather injections a better way (weather registry) when I'm not so eeby sleeby.
YIPPEEEEE
ha ha well speaking of that
i went to titan and there were two jesters
yeah dozens of mods can do that
This mod gave my computer a ram
does this allow you to change item shop prices?
no
womp womp
the only mod i know of that does that for any item is AdvancedCompany
im also looking for an alternative
I am pretty sure there's a mod that does that, I just don't remember the name😅
well if you know anything about code AdvancedCompany was made fully public use so someone could just fork the price changing
im sure it would need some updating to make it work with the new LLLupdate tho
apparently LCV does prizes
yea but id hate to add another big config mod to my mix
at this point I might just use LCV for everything
I have one
Are you looking for this?
https://thunderstore.io/c/lethal-company/p/TinyMins/CustomStorePrice/
it works for me :]
it's time to do another mod ig
One message above u dumbass
It's kinda old (6 months)
Fair
so having a new thing with fixes would be a good idea
nice!
the problem with StorePrices (by GMODS) is that it doesn't add the new items
but I saw LCV does store stuff now so I'll be using it for that
"Now"? Is it still getting updated?
Cuz LCV had the coolest looking interface I've seen by far
mhm
it recently got the items section added
Hmm weird, guess it was all manual
Wonder if LL keeps a list of store items
yeah it's all manual
one of the items even has a typo LMAO
Nvm figured it out
41-Experimentation
SECTOR: Office
POPULATION: Evacuated
CLIMATE: 100°F Arid, thick haze, moderate breathable air. Flat terrain with minimal flora.
FAUNA: Low number of carnivorous invertebrates/mammals.
MANOR STATUS: Safe
220-Assurance
SECTOR: Sanitary sewer
POPULATION: Abandoned
CLIMATE: 100°F Arid, breathable air. Valleys with minimal flora.
FAUNA: Low number of carnivorous invertebrates/mammals.
MANOR STATUS: Safe
56-Vow
SECTOR: Hydropower plant
Population: Abandoned
CLIMATE: 80°F Humid, breathable air. Rough terrain with major flora.
FAUNA: Moderate number of carnivorous invertebrates/mammals.
MANOR STATUS: Safe
21-Offense
SECTOR: Hospital
POPULATION: Evacuated
CLIMATE: 90°F Arid, breathable air. Valleys with minimal flora.
FAUNA: Moderate number of carnivorous invertebrates/mammals.
MANOR STATUS: Minimal
61-March
SECTOR: Warehouse
POPULATION: Abandoned
CLIMATE: 60°F Humid, breathable air. Rough terrain with major flora.
FAUNA: High number of carnivorous invertebrates/mammals.
MANOR STATUS: Minimal
20-Adamance
SECTOR: Bunker
POPULATION: Deceased
CLIMATE: 100°F Humid, moderate breathable air. Small canyon with major flora.
FAUNA: High number of carnivorous invertebrates/mammals.
MANOR STATUS: Moderate
85-Rend
SECTOR: Stormwater sewer
POPULATION: Deceased
CLIMATE: -70°F Arid, breathable air, constant blizzards. Flat terrain with dying flora.
FAUNA: High number of carnivorous invertebrates/mammals.
MANOR STATUS: Moderate
7-Dine
SECTOR: Telecommunications center
POPULATION: Deceased, repurposed by the Manor
CLIMATE: -30°F Arid, moderate breathable air, constant fog. Flat terrain with dying flora.
FAUNA: Moderate number of carnivorous invertebrates/mammals.
MANOR STATUS: High
8-Titan
SECTOR: Mining facility
POPULATION: Deceased, repurposed by the Manor
CLIMATE: -100°F Arid, minimal breathable air, constant blizzards. Flat terrain with dying flora.
FAUNA: Low number of carnivorous invertebrates/mammals.
MANOR STATUS: CONDEMNED
Wanted to share
neat descriptions
i presume sector corresponds to interior, what interiors are sanitary/stormwater sewer, bunker, telecommunications center and mining facility?
Sewers and bunker are the sewer from Scoopy's Variety Mod, telecommunications center is the office from LC Office, and mining facility is the vanilla factory
i see
68-Artifice
SECTOR: Armory
POPULATION: Evacuated
CLIMATE: 80°F Arid, thick haze, moderate breathable air. Flat terrain with moderate flora.
FAUNA: Low number of carnivorous invertebrates/mammals.
MANOR STATUS: Condemned
5-Embrion
SECTOR: Arsenal
POPULATION: Evacuated
CLIMATE: 130°F Arid, minimal breathable air. Flat terrain with no native flora.
FAUNA: No native fauna.
MANOR STATUS: Condemned
In the near future, can the terminal scroll down if the entry is too long, as well as the pop-up feature everything that's written?
Weather also doesn't seem to work on Gordion
the best thing u can do is to not use centralconfig with weather
WeatherRegistry is too confusing so I'd really rather not
I want weather on certain moons, not weird weights added to them
idk what part u found confusing, but what u want is probably not gonna work here
rip then
Does WeatherRegistry actually make it work though
yes?
well, atleast i assume so, afaik theres a whitelist and a blacklist option for weathers
yeah it looks like it's fine
Can I leave this blank
And set this to 100
To basically revert it back to vanilla behavior
I know this isn't the right thread, but whatever
i think this is to show the current weather weights on that level
no wait hold on
okay i see waht u mean
LOL
that might be the weight for what weather would come after it...? @heady arch do u have anywhere that explains ur config lol
Yes, and I don't want that
i wanna say yes
just leave the "weather weights" one blank
i think
my config for that mod is so old that it's blank for me and i havent had any problems
show logs
are u sure thats weather registry lol
no one's had any problems with it
The moment I added the mod and modified Gordion, sniped it it seems
maybe yeah, idk if anyone's modified gordion before, but do show logs
yes
you can set this blank as well
logs 👀
I'll give logs in a second, but I found the root of the problem
Setting the weather none to Gordion@0 absolutely breaks the moon
It straight up does not like being anything other than clear
oh 💀
if you've set it like that it's gonna break
because by default Gordion doesn't have any weather
and you're setting the only possible weather (None) to 0
so there's literally no option
I whitelisted it though
I don't want it to be clear because the moon is supposed to have continual storms per the entry
Maybe blacklisting the thing from None will do something
I hope
oh, i remember
if the weather is not defined by moon creator, registry will not add it
Then it should be set
then make your mod and set it
Damn I guess WeatherRegistry doesn't do what it's supposed to
WeatherRegistry.WeatherController.ChangeWeather(gordionLevel, LevelWeatherType.Stormy);
it's in the name, weather registry
Yuh, what I mean
send me your log with debug logging enabled
cause that error is interesting
I don't think you can add weathers regardless of what you use since its very likely to break
probably going to build the weather into wr when I'm off work
I'll try to add something like ChangeRandomWeathers function so you could set everything based on your config
I only need to do that if weather registry isn't installed tho
well yes
but i'm gonna argue that having one code for one thing is always better than multiple ones
Is there a way to make sure that certain config entries don't disappear after removing their mod?
I don't think so, but an override for that would be a nice feature for when you're debugging other issues
what a setting to not removed orphaned entries?
Yeah, that way if you are disabling things to test for something you don't loose your configs
Yeah probably
alright, I'll add that next version
Also I had another idea, what about a big list for interior selection? Not really necessary now, but at some point there's going to be a ton of interiors and a big list would save a lot of time
No rush at all tho, more like a idea for the future
well there are 4 matching properties, you mean just one for the moon names?
Yeah for the names I guess since that's probably the most used, but I guess you could do one for each if you wanted
it wouldn't be hard too, just add the type argument I did with the enemies
So something like CozyOffice-Titan:300,March:150~
yeah like that
the one before the parathesis BUT that would mean the facility is not differentiated from one another hmm
Yeah that was my worry
Could just make it so it only works with the normal facility, does anyone actually use the others?
I dont really think so, they exist for march and titan
Titan doesn't even use Extra Large anymore I think
oh huh
ok yeah then probably
Could just do Facility1, Facility2, Facility3 if you wanted to support all three
3 being 3 exits and 2 being extra large
yeah
I guess you could also do a big list for scrap if people want it too🤔 I don't do custom weights on a moon by moon basis for scrap but I'm sure others do
Or you could actually use the proper flow names for the vanilla interiors (Level1Flow, Level1FlowExtraLarge, Level1Flow3Exits, and Level2Flow)
I mean I could but ehmm
Up to you, just presenting ideas

Actually there should probably be a list for each matching property since some mods use tags and match by mod. That way you could leave those boxes blank to disable those matches
leaving them blank doesn't disable them, calling clear removes it
I mean like how it works with each interior individually
I call the clear first now so that you can just not populate it to leave it blank
Ah that makes sense
Just don't want a situation where you use only big lists for interior matching and end up with a bunch of tag matching you didn't want
yeah
Hello
AddRandomWeather
oh?
Ok so the animation curves should not be linear, I looked back and I already made it so that I do each keyframe
[Info :impulse.CentralConfig] Experimentation Interior Curve Keyframe 0: Original Y-Value = -3, New Y-Value = -30
[Info :impulse.CentralConfig] Experimentation Interior Curve Keyframe 1: Original Y-Value = 4.796203, New Y-Value = 47.96203
[Info :impulse.CentralConfig] Experimentation Interior Curve Keyframe 2: Original Y-Value = 4.973001, New Y-Value = 49.73001
[Info :impulse.CentralConfig] Experimentation Interior Curve Keyframe 3: Original Y-Value = 15, New Y-Value = 150
[Info :impulse.CentralConfig] Experimentation Daytime Curve Keyframe 0: Original Y-Value = 2.270657, New Y-Value = 22.70657
[Info :impulse.CentralConfig] Experimentation Daytime Curve Keyframe 1: Original Y-Value = -0.006410897, New Y-Value = -0.06410897
[Info :impulse.CentralConfig] Experimentation Daytime Curve Keyframe 2: Original Y-Value = -7.021658, New Y-Value = -70.21658
[Info :impulse.CentralConfig] Experimentation Daytime Curve Keyframe 3: Original Y-Value = -14.8181, New Y-Value = -148.181
[Info :impulse.CentralConfig] Experimentation Nighttime Curve Keyframe 0: Original Y-Value = -2.997, New Y-Value = -29.97
[Info :impulse.CentralConfig] Experimentation Nighttime Curve Keyframe 1: Original Y-Value = -0.6555822, New Y-Value = -6.555822
[Info :impulse.CentralConfig] Experimentation Nighttime Curve Keyframe 2: Original Y-Value = 5.359401, New Y-Value = 53.59401```
ok nice, I was able to also interpolate to add keyframes so all curves have at least 10 keyframes (0 through 9)
I also had to add handling so that it doesn't set null curves
since some daytime curves don't exist
Is there a way I could differentiate the items 'Fan' and 'Fancy lamp' in the scrap configs?
It thinks Fan is Fancy lamp
I'm curious if this even works with LLL, this might be a similar issue to the Celest/ Celestria issue. Where something can't contain the full name of something else
I guess it applies to more than just moons
Well if its at all similar to the revolver revolver problem, then I don't see why it couldn't be an issue
Well that has the exact same name, so obviously that'll cause a problem
Sadly I'm not sure if there's a solution to the "fan" issue besides the fan somehow being renamed. I would love to know if it worked with some other mod that can control scrap spawns (LLL or LQ)
Maybe CC could implement an exact name requirement config? Also I'll try to see if it works with LLL
We tried that for the moon issue but it didn't work. That's why CC has a setting to rename Celest to Celeste, we couldn't find another fix
But maybe it'll work for scrap🤷
It is but “Fan” is an exact name in the other
Update {0.10.0}
-
Added a new setting under ~Misc~ to keep orphaned entries, this means that the config won't 'clean' itself but this can prevent accidental entry deletion due to updates or changing other settings (but will make the config more crowded and messy). I would still recommend to just keep a copy of the file or paste the text version in a safe spot.
-
Added a new setting under ~Misc~ to let you choose the seed for Day 1, it is not used very much but is nice for debugging. Leave it at 0 to have it be randomized.
-
Added a new setting for dungeon sizes,
MapTileSizeis tied to the dungeon and is divided from the moon size multiplier BEFORE clamps are applied. (Useful for balancing interiors of different '1x' sizes with one another). -
Fixed an issue where the dungeon generation seed was not updating correctly during regeneration. This resolves certain interiors not working with the safeguards (as it was basically the same failed attempt all 200 times). All interiors should function with the safeguard just fine now. Still keep me updated if you hit a safeguard loop/the selected dungeon fails to load please.
-
Tweaked the code pathing and logging for the dungeon methods, should be cleaner and more informational now.
-
The default values for the
Dungeon Size Scalersetting are now inversed. This doesn't affect how it functions but means most interiors now start with0instead of100meaning they ignore the clamp by default. LLL's setting works the opposite way so I adjusted for that. -
Dungeons with a min or max size of
0xnow have the values set to1xand2xrespectively to avoid crashing while using the default config. -
Fixed issue where the safeguard facility reference was taking all three facilities (and therefore using the ExtraLarge version,) now only the standard facility is saved.
-
When using AnimationCurve based settings such as
Scale Enemy Spawn Rate?, the new curve is created from a minimum of 10 keyframes from the first, this further keeps the shape of the original curve when creating the new one.
Would this be compatible with and take priority over LethalQuantities if all I enabled was "enemy injection by current weather"?
Thats not a setting in LQ right?
its compatible with this mod so it will be compatible with that, my mod is all during runtime
Yes, the only specific enemy spawning is per moon with inside, outside day, and outside night
I know it says that changing a moon's weathers can cause bugs, but do those bugs involve spawning night enemies in the morning?
All I did weather-wise was remove Stormy and Eclipsed from Experimentation, and then whenever the weather was clear it spawned night enemies in the morning
Is CC compatible with vanilla clients?
samantha how would a mod that does so much in terms of changes be vanilla compatible
Uhh idk! Just asking
Wouldn't expect CC or LLL to add any custom content
This doesn't add any content itself to the game if that's what you're asking
she's asking if she can use this in a lobby with people who are playing vanilla therefore not using this mod
Oh, yeah you can't do that I'm pretty sure
Yeah would desync stuff and you need LLL and LL for it
Xu goo poo doo
Does making the moon time longer than usual cause night enemies to spawn in the day? I only have the multiplier set to 1 and I'm getting Eyeless Dogs outside in the morning on Experimentation
I know it has to be CC because it still does this when I turn all of my other mods off. I have the multiplier set to 0.5 if it helps.
With your mod, it's not possible to inject on weather only on a specific moon, right?
Would it be possible to, say, spawn thumpers on vow during the day while flooded if I set LethalQuantities to add the lasso to spawn on vow during the day, and then set Central Config to replace day enemy lasso with the thumper on flooded weather?
that would work yeah, using a placeholder enemy
ok cool thanks
but yeah the weather is for all moons that have that weather atm, the config will be a mile long if it was for every weather for every moon
yeah, understandable
Ok maybe I should've connected the clues here, but I think it's actually the "Scale Enemy Spawn Rate" when combined with the time multipliers that causes the problem.
I don't think it a combination
you likely just have a positive outdoor enemy spawn curve
Idk its just what I noticed from turning things on and off
unless...the curves do not proceed with the multiplier in mind
Would it be possible to separate the moon time and hidden/locked configs? A mod called Lethal Constellations changes the moon's locked state, and this mod overrides it with its own, making moons that shouldn't be routable, routable, and vice-versa. I would just turn off misc to avoid this, but I like changing the moon times.
I see, makes sense,
Update {0.10.5}
-
Added new Misc setting to update the clock when time moves as opposed to every 3 seconds.
-
Separated time settings from the lock/unlock/hide/unhide settings (now these can be used alongside Selene's or other Moon Unlock mods).
-
Updated the lengthOfHours before landing on the moon you are on, this keeps enemy spawn curves accurate to the in-game time.
-
Added a clamp for the enemy spawn functions to prevent a min value from exceeding a max value when many enemies are due to spawn.
Any guesses? CC is the only mod I have enabled besides better saves, and if I had to guess, I would blame it on time multipliers.
(The weather is flooded and it's only the start of the round)
are you using weather settings or nah?
yeeeesssssssss...
I've also seen it happen on Vow and Artifice, so its probably everywhere
I recommend using Weather Registry to control weathers. This mod will use Weather Registry at some point in the future
I've tried using Weather Registry and Tweaks but paired with this mod I still get desyncs and the inability to land the ship
So I just figured it wasn't worth it
Also the scrap value multipliers get overridden by WR's I think, or at least they weren't playing nice
Everything seems to work fine in my pack, are you disabling the weather options in CC when using WR and Tweaks? (not the ones for injecting enemy/scrap spawns)
don't use the weather settings from this mod with it
weather registry sets and syncs the weather already
Well no that's the thing though, I would turn off the weather settings from this mod, configure the ones in WR, host a game, and clients still get desync.
Additionally the ship wouldn't land
I still have the logs if you would want to look
Logs are always useful, send them over
At work still h
Hello! I've been thinking about migrating my LethalQuantities setup to this mod in order to get the benefits that this mod can bring. I've been looking around, but I'm a bit confused on the scrap and monsters ID that can spawn, especially the modded ones. Is there any way I can get all the IDs so I can make the proper transfer?
I always use Imperium to get the enemy ID, it's the name in parenthesis in the spawn menu. For example it'll be Thumper (Crawler) for a thumper
Thanks!
Baboon hawk Blob Bunker Spider Butler Centipede Clay Surgeon Crawler Flowerman ForestGiant Girl Hoarding bug Jester Masked MouthDog Nutcracker Puffer RadMech Spring Tulip Snake Boomba Locker Shrimp Shy guy
Here's some of them off of my sheet, but It probably doesn't include your modded ones
If you are doing custom spawns I highly recommend utilizing the big lists, makes things so much faster
What exactly are the big lists?
Yup, I plan to do that
I've never thought to try them
It's the just all the moons enemy spawns condensed into a single list to copy and paste rather than doing it for each moon
You can enable the setting and look at the formatting
Damn that is kinda good
Super nice to copy and paste off of a spreadsheet
Thanks, also driftwood, redwood, all the poppy playtime monsters, and the SCP project monsters
I'll give a list of all the ones that I will use
RedWoodGiant and DriftWoodGiant are those
Scrap also works with Imperium?
Idk about the others
I don't do custom scrap spawns in my pack, but you can spawn scrap with imperium so it should work the same I imagine
Specially with the ones of similar names but different mods (Revolver from Lethal Things and Revolver from Piggy's Variety mod)
GetLootForKills might be another good way to get all scrap IDs, it lists every scrap in it's config
Unless one renames itself there's no real fix for that :/
Noted, thanks a lot
Casually LQ has a way to differenciate that
But I'll check
Can LQ let you change the ID? if two things have the exact same ID idk which this mod will spawn
I'm still waiting on LT* to get a real update before I add it back to my pack
Yeah this can also work. I just use Imperium since I always test monsters a bunch before adding them anyways
thanks
Example: RedWoodGiant and PinkGiantObj
The first is the enemy name and what CC uses
The second is the file name and what LQ uses afaik
yup, this is why I was so confused
also I have to check and do this in CC
Yuh that's a limit in CC
ok, but which one will be selected if I type revolver?
That's a good question, you could just make it the only spawn to find out
bet
Please share the results
I'm doing something else rn.
after that I'll do it
The real gun
I’ve tested it
Grand Armory shenanigans
Also other strange things like trying to get the fan from immersive scraps, but instead getting the fancy lamp from vanilla may occur
another question
What's the difference about BetterClock and Accurate clock option from CC?
@lilac sorrel would be better at explaining it. I still use BetterClock😅
ok :]
CC just makes the clock update every number instead of every 3 seconds (I think)
well, Turns out it automatically set on its own :]
Better clock makes the clock a thinner bar, puts it at the top, and fixes time formatting (12:30 instead of 00:30)
That’s convenient
Really convenient
oh
forget it, it only set Experimentation lol
and not correctly
Idk what better clock does tbh
Accurate clock just calls setclock more often
In vanilla it calls setclock every 3 seconds
this is what better clock does
Likewise, thank you!
yes
np
i wish there was an option to configure traps for specific interiors
it makes so much more sense than configuring them based on the moons
Hello!
Is there a way to check ingame if all the settings are working correctly?
I mean, to make sure that I have correctly entered each of the scraps and enemies that can spawn on a specific moon?
so, there's no good way? :,]
I think if you turn on the logging in the config it displays setting everything in the logs
Thanks, I'll do a check on that
Not 100% on that😅
In the plan 
Only the interior enemy list is printed by vanilla
I could log the enemy lists of each type on every moon but it would deadass make the game open another minute slower due to logs being kinda chonky on the game for some reason
LETS GOOOO
obligatory does this work with newest version comment
I was here to ask that yeah
I just had to change the dungeon audio code since all of it was changed this version
like it used to use the dungeons ambience but now it uses the dungeons ambience only if the dungeon has it, otherwise it uses the moons own ambience instead
also a few fields of entrance teleport were removed as such like EntranceTeleport no longer holds the firstTimeAudio
this is a problem rn bc LLL 1.3.9 still tries to access it
Update {0.10.6}
- Should work just fine on v60 afaik.
- Bumped LLL.
I had to update the dungeon audio and some id handling, other than that I expect everything else to work skimming the code
keep me updated if anything is borkele plz
Update {0.10.7}
-
Fixed the interior not being set correctly (resulting in it always being the facility).
Now the appropiate interior is set. -
Renamed 'Level3Flow' to 'Mineshaft', this is just a name and should have zero effect on code. I have OCD.
that took way too long I am stressed hhh
the first part that is, renaming is easy
For clarification what i mean by zero effect is that it is mearly a string field on the dungeon
What do you mean, what name
like the dungeonflow.name?
Nah, extendeddungeonflow.DungeonName
i didn't check yet, i made a lightweight pack to play the new update just in case
im scared to check cause last time i played 4 ghost girls spawned at once every time we went to rend and there were two jesters and i dont want like eight maneaters
I doubt that could happen from this mod alone
You probably have a mod that increases their max counts
How is the interior syncing working out?
I only heard one or two people say they have occasional desyncs
Spent a few hours trying to serialize and deserialize dungeon data and it kept throwing errors 
idk I haven't had a group to test my pack with yet
hm wonder what the display name is for, thought it was marked as obsolete
My group had no interior desync when we played today, we did two quotas
Nice
I know one person said that one member of their squad got desynced like 1/3 of the time
Could be config differences tho
Could have been from before I cleared the selections so it could be lll config or another mods not being synced
If it was only one person with the issue then it was probably a config mismatch, redownloading their pack would have fixed the issue. Happened to me in the past when I used R2 and Thunderstore
But what mod do you think made it mismatch?
I at least think batby coded lll so that all the stuff is ran from the hosts config?
I don't know, I haven't had it with my group since they all switch to gale😅
This was a long while ago, might have been before LLL ran from the host config
does anyone know if this interferes with the new all-one-scrap mechanic from v60
Didn’t seem to when I played. I just went to experimentation and got all hammers
I don't use custom scrap spawns, but I can confirm that without them the new mechanic works correctly
naturally
custom scrap spawns is my main reason for using this mod
it doesn't come without its drawbacks of course
Don’t see why
I’ll read the code and test it myself
not sure, it's just good to check
The chance isn't that low, it's above 8% and less than 9
I got a error when going back into orbit which caused it to do the permanent "ship in motion" thing. I'm not sure which mod it is since I can see at least 3 names in the error. (CC included)
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
WeatherTweaks.WeatherCalculation.NewWeathers (StartOfRound startOfRound) (at <e30e769efb424dacac894facd1b02d0f>:IL_056C)
WeatherTweaks.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) (at <e30e769efb424dacac894facd1b02d0f>:IL_007D)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::SetPlanetsWeather(StartOfRound,int)
TimeOfDay.OnDayChanged () (at <066a7b7eb8c24d4facd1e255e669803f>:IL_0012)
CentralConfig.DayTimePassFix.Prefix (StartOfRound __instance, System.Int32 connectedPlayersOnServer) (at <f00dd3ab060e42f2955481f6099a322e>:IL_009A)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::PassTimeToNextDay(StartOfRound,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineStartOfRound::PassTimeToNextDay?2135589600(StartOfRound,int)
LethalThings.MonoBehaviours.FatalitiesSign.StartOfRound_PassTimeToNextDay (On.StartOfRound+orig_PassTimeToNextDay orig, StartOfRound self, System.Int32 connectedPlayersOnServer) (at O:/github/LethalThings/LethalThings/MonoBehaviours/FatalitiesSign.cs:34)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookStartOfRound::PassTimeToNextDay?1898835556(StartOfRound,int)
StartOfRound+<EndOfGame>d__278.MoveNext () (at <066a7b7eb8c24d4facd1e255e669803f>:IL_03C1)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Nvm I think I accidently gave a moon no weathers in WR
It’s 6.4% rn
Yeah that would cause that
Remember to not double up on weather settings, WR already gives you the weather editing stuff
You can still use this mod for enemies on certain weathers :3
I wish I could do it all in CC though, I liked it's system. Weren't you planning some sort of integration?
Also I think WR overrides the scrap multipliers
Or at least they don't stack
so you just don't want to use the wr config then?
yeah ok because he does this
instead of __instance.scrapValueMultiplier *= currentWeather.ScrapValueMultiplier
yeah, that's intentional - i didn't want MeteoMultiplier's settings to stack with Registry ones
ah
its fine as long as yours runs before mine
otherwise yours will undo it
I postfix all the curent level based stuff on generatenewfloor
Update {0.10.8}
- Greatly improved the size adjustment calculations for the dungeon safeguards.
Old:
if >1 then subtract 10% of current size.
if <1 then subtract 0.05x.
New:
if >20 then subtract 10% of current size
if <20 & >10 subtract 10/BracketTries.
if <10 & >5 subtract 5/BracketTries.
if <5 & >3 subtract 3/BracketTries.
if < 3 & >2 subtract 2/BracketTries.
if <2 & >1 subtract 1/BracketTries.
if <1 subtract 0.02x.
This puts a much stronger emphasis on sizes that are likely to generate.
-
Added a new config value to determine the # of attempts per Bracket of generation (Default 25).
-
The safeguard dungeon has been improved:
-Size is now clamped between 1x and 2.2x.
-The currentDungeonType is now updated.
-The ambience is now updated.
-The seed is updated again. -
If your config is very silly and you pass a negative size dungeon, it will become 1x (don't be silly tho).
-
The final # of attempts is logged in the same message as the final size after generating.
-
The random seed is now -1 to be randomized. UPDATE THIS VALUE ON OLDER FILES NOW
-
LLL now renames Level3Flow to Mineshaft so CC doesn't anymore.
keep in mind that the higher the bracket tries is, the more likely it is to generate since it tries more but that will take more time
Will the moon description cutoff ever get fixed
Pretty sure that's not a Central Config issue
I use LQ for custom description and I have that issue too
It’d be kind of reasonable though for the mod that allows you to edit it to fix its issues
The what?
If the description is too big, it won't scroll to show the rest. Although I don't think it was ever supposed to
If you write the description of a moon a little too long, the part of it that goes past the threshold gets cut off on the display upon landing
The terminal displaying the description doesn't scroll down like Titan's description in vanilla either, so it's technically cut off there, too
oh thats just because the text size is constant, too much text takes up too much space
Ik, I was just wondering if that could be potentially fixed in the future
terminal formatter doesn't fix that?
Well...
I call the main monitor terminal as well
Y'know, where you see the map upon landing, but it displays what moon you're on in orbit
Doesn't fix it
I swear that always scrolled down huh
My descriptions are pretty damn long, so lol
@heady arch would probably be the one for the map screen info scrolling like titan?
the text wrapping on the level starting sequence should be fixable by me with some math, like set the font size in a postfix maybe?
oh
I though it did but blanca reports it doesn't automatically scroll on most moons
Update {0.10.9}
-
Improved the ReplaceEnemies method, this includes:
-Optional rarity override valueFlowerman-69:MouthDog(In this instance the MouthDog will use 69 as its rarity when it replaces the Bracken instead of inheriting the Bracken's rarity).
-Optional chance to replaceFlowerman:MouthDog~45(In this instance the MouthDog does still inherit the Bracken's rarity but will only replace the Bracken 45% of the time).
You can also use both at the same timeFlowerman-69:MouthDog~45(In this instance the MouthDog will use 69 as its rarity instead of the Bracken's rarity and will only replace the Bracken 45% of the time).
Or you can use neither as the setting previously workedFlowerman:MouthDog(In this instance the Mouthdog will inherit the Bracken's rarity and be guaranteed to replace them).
These four usages are interchangable so one config entry could look as such:Flowerman:MouthDog,Centipede-40:RadMech,Girl:Walker~50,Butler-100,ButlerBees~35
This applies to the ReplaceEnemies setting for level tags, current dungeon, and current weather.
The config description has been written over and improved to cover this all compactly and clearly. -
Adding/Replacing enemies and adding scrap by tag is now done in alphabetical order by tag name rather than semi-random. This should make the resulting tables more predictable for when a level contains various tags (IE. canyon->custom->free...).
-
Added setting under
_Enemies_to have the current indoor, day, and night enemy tables be logged. This occurs 10 seconds after the level loads to keep it visible. Helpful for if you want to know the kind of line ups you will get based on the moon's tables, tags, the current dungeon, and current weather (Written in EnemyName,rarity format and split by time of day).
I'm getting this error whenever I use a fireexit
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CentralConfig.UpdateScanNodes+<PerformActionsWithDelay>d__5.MoveNext () (at <d5cf570c19c24981b5d53889c4e5d88e>:IL_00DA)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
I'm getting this when WR tries to set weathers on a client
[Info :WeatherRegistry] SetPlanetsWeather called.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CentralConfig.UpdateLengthOfDay.Prefix () (at <d5cf570c19c24981b5d53889c4e5d88e>:IL_001F)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::SetMapScreenInfoToCurrentLevel(StartOfRound)
WeatherRegistry.Patches.TerminalStartPatch.Postfix (Terminal __instance) (at <c020618209bb449d94ba93d3e91560b6>:IL_068A)
(wrapper dynamic-method) Terminal.DMDTerminal::Start(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::Start?-1813960602(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookTerminal::Start?1733990044(Terminal)
I only have CC and WR installed on both ends
This is why I could never get the weathers to sync, because something in CC (seemingly) breaks it
And your scan node settings are off?
Seems something is null in a WR method that got called through other methods?
Stack traces are weird
Even with no weather settings?
Nope, no weather settings enabled in CC
I'd send you a profile code, but its legit just CC and WR, unless you want my configs
Maybe I should send configs, since I just tested with fresh ones over LAN and got no errors. But ONLINE might be different (I got the error and desync on ONLINE)
Also unrelated, but would you happen to know the spawn cap for Old Birds?
Wiki says 20, but I only got 14 with 100% chance for them to spawn
Either that or embrion doesn't like having its spawn limit changed
If the enemy spawn count is high enough for 20 and they happen to be called to spawn that many times then it should be
It just seems weird since I have it set to pretty much force 4 old birds to spawn inside and 10 to spawn out but instead i get:
I can check the code again, think it’s ever hour or two
Indoor may be the only one that follows the hourly tho?
Free them makes it only be an hour between indoor batches, think night enemies just spawn over time at any point?
This is what I got for the configs and none of them spawn inside, only out. And also they exceed the outside power
To be fair they arent supposed to be inside, but I have the AI mod installed sooo
wait Free Them? disables the cap for same enemies?
I just turned off Free Them? and it seems like its obeying the power limit, but there's still none inside
no
only 20 enemies can spawn in general I think
may be 20 for each (interior, day, night) but if its shared than yeah
that might explain something
yeah and only 4 can spawn inside since they use 3 power level
I'm going to see rq if setting day and night to 0 allows them in
I don't even know how that's possible
I should probably give up on trying to put them inside, this game doesn't seem to appriciate it
What?
The max power counts?
Make them like 99999 with free them and scale enemy spawn rates
If you really want all 20 then make them the only enemy in the tables
That’s what I diiiiiiid😭
Im even more confused now because I emptied the rarities for day and night, set indoor to RadMech:50, and they somehow spawned outside. I’m so confused what’s happening
what moon?
embrion probably has them built into the scene?
since they are always there immediatly no?
Old birds are always immediately everywhere they can spawn I thought, as a statue
only if they are nighttime I believe
ok so I tested
daytime radmechs do spawn, they activate later in day like night ones
not the same thing since its still pulling from the day table but yeah they cannot be active on the surface until night regardless
Just tested this, I don't get anything with or without extendscannodes being on
are you in singleplayer or mp, if mp then are you the host or client?
"Enable scan node extensions" is true
singleplayer
many other mods too
hm not sure then
I love the mod alot, really great for customizing the game for either balancing or fun, I do have a suggestion: be able to customize weather variables for moons, Idk if this already planned or not but it would be great (I want to make a playable flooded rend, titan etc)
W mod
Not really possible without reworking how the vanilla weathers work
oh..
Or making edits to the vanilla moons
I mean we can already change the possible weathers
If you do they'll just be broken, like flooded won't move and just be at max height. Honestly I don't recommend adding weathers with this mod, just use Weather Registry, it has safeguards in place for that
If the moon doesn't already have flooded weather^^
tbh I have no idea how to use weather registry, ive tried it before and its confusing to me XD
but ill try
do i just disable editing weathers on cc then?
I do, I only use WR for that. The only weather setting I use is the injecting enemies based on weather
This mod will just use WR in the future to edit weather anyways
alr, ty for the help
I really hope it does soon, since I'm trying to avoid using WR directly
Why? It's great. The only issue I have is the weather to weather configs being weird but Mrov will fix that when he's back
Also I want rain on Gordion
stormy/flooded gordion would be funny lmao
The configs are the whoooolee part of using WR and they're a little wonky
They work fine, the weather to weather ones are just backwards
Idk I just always have trouble with WR and this mod
yea like idk what the last 3 do and how to use them
imma go to the #1203871322841808906 thread so i dont get warned or anything for off-topic
Plus I'm just going to make them all equal anyway, I just want the possible weathers part
Adding vanilla weathers to moons that don't have them will always just cause issues, blame how zeekers did them
Making all the weathers an equal chance with WR is easy, just make all the weights the same and remove the weather to weather weights
Yeaaahh but rain on gordioooon
I'm having the same problem. CC causes weather desync, and it also causes incompatibility with BetaWeatherTweaksBeta
Runs fine in solo play but in multiplayer, non-host players get an error on dungeon generation
this one
(this error doesn't occur with CC disabled)
with weathertweaks disabled, the game runs fine but non-host players see a different weather on the monitors and on the moon compared to host
it would be nice if we can disable CC's control over setting the random seed. weathertweaks and butteryfixes both already have ways of handling random seed generation, but with CC enabled it seems to me like it always overrides what they do, which causes desync, seemingly even when I try to configure all 3 mods to use a non-random seed
With the Celest name fix, should I reference the moon as celeste for adding dungeons by planet name?
Same error that I sent earlier yeah, whenever WT tries to set weathers on the client’s end
please don't use my weather settings with mrovs weather mods
in my config? yes
But that’s the thing, we’re not
*well at least I’m not
the stack trace doesn't seem to point towards anything in CC
are you sure its because of it? It doesn't seem to be caused by any of my methods
I mean one second CC and Desync are there and the next both of them aren’t so I’m not sure
I could get full logs rq if you want them
sure, reading the WR code rn
Alr I’ll get them in a sec
This is from me, the host, but I don't see any errors related to the weather on this side. I'll send the client's in a second
Wrong file sorry
Wrong file again jesus
Ok this is the file from the host once the ship lands, after the client who was preventing the ship from landing leaves
And this is the client's file after leaving (well maybe a little before leaving, I had to make sure I got the logs before the other computer died)
And here's the code
019190fa-08d7-f865-2f6f-57bbe12f210b
I had all weather settings turned off
but there seems to be no way to turn off the random seed option in CC's configs
which inherently affects weathers and thus causes these issues
the errors only happen when CC is enabled, regardless of what settings I use
I'm not running any code for weathers then
I can add WR soft compat but it wouldn't make a difference if I remove my weather settings
I think the only thing thats needed to fix this is an option to turn off changing the random seed
to me it seems like weathertweaks relies on its control over the random seed
what random seed does it use? @heady arch
I randomize and sync the randomMapSeed for day 1
but it should be synced hmm
can anyone confirm with logs that its not synced? I haven't been in multiplayer
looking at these two, it appears my mod never set the seed
joining a lobby in vanilla syncs the randomMapSeed as part of the OnPlayerConnectedClientRpc
Rewrote it
if (StartOfRound.Instance.randomMapSeed == 0 && NetworkManager.Singleton.IsHost)
{
if (CentralConfig.SyncConfig.RandomSeed < 0)
{
StartOfRound.Instance.randomMapSeed = UnityEngine.Random.Range(1, 100000000);
}
else
{
StartOfRound.Instance.randomMapSeed = CentralConfig.SyncConfig.RandomSeed;
}
CentralConfig.instance.mls.LogInfo("Starting Seed " + StartOfRound.Instance.randomMapSeed);
}```
now it is
```cs
if (NetworkManager.Singleton.IsHost)
{
int seed;
if (CentralConfig.SyncConfig.RandomSeed < 0)
{
seed = UnityEngine.Random.Range(1, 100000000);
}
else
{
seed = CentralConfig.SyncConfig.RandomSeed;
}
if (StartOfRound.Instance.randomMapSeed < 0)
{
StartOfRound.Instance.randomMapSeed = seed;
}
}
CentralConfig.instance.mls.LogInfo("Starting Seed " + StartOfRound.Instance.randomMapSeed);```
For scrap stuff, does the multiplier on each moon multiply on top of the 0.4 the game does by default, or does it replace that?
Also does the scrap list override the weights that some custom mods put on all moons by default?
all the scrap multipliers are *= so that it multiplies it from its previous value so the 0.4x would be the value before it gets multiplied
so a scrap multiplier of 2 would be
the multiplier *= 2
so 0.4 would beome 0.8
Matters on when the scrap is added to the table
if it is added before loading into a lobby then it will be included in the default value which you would have to update if you change other settings as the current value doesn't reset to the default on its own
if it is added after the lobby is loaded then it will modify it after CC does and therefore stay there as CC only modifies the table thereafter by temporalily adding scrap based on the add scrap by weather/tag/dungeon settings
So in short, no it won't override it
So weather problems all good now? Or just the ship not landing?
wydm "ship not landing"
Oops forgot to not ping
With the errors I sent, I put that the client had to leave in order for the ship to actually land after the lever was pulled
It just hanged there until I press quit on the connected player
oh that means that the dungeon loading failed, this wouldn't happen if you have my safeguards actuve
some dungeons don't want to load in certain conditions
But why would it work solo then?
Also I did have the safe guards on
hm?
yeah that sounds like the dungeon didn't load
my safegaurd should load in the default facility, I tested it dozens of times and it works for me
Not too sure what to check then, those are the logs I got from testing it
Also did the fix for the weathers get uploaded to thunderstore yet? I could try it out in multiplayer if not
Sorry If this has been asked before but is there any chance we could get more control over hazards? Such as being able to change the min/max depending on the interior?
Also support for modded hazards, such as Surfaced's Sea Mines and the Missile Turrets (from their own mod).
you can customize modded hazards
wait nvm
i was thinking this is the lethal quantities thread
my bad
Yar
LQ is kinda a no-go now
I think it's fine without LLL but whenever I've tried using it over the last few months it's caused consistent interior desync.
I personally prefer Central, can do a lot that LQ can't, and without breaking stuff.
Planned
Need to read LL more but it does trap registry and should have some ways to directly access all traps
Update {0.10.10}
-
Added soft compat with WeatherRegistry. If it is installed, I get all the modded weathers through it (instead of hand typing them into the weather list).
Note: The weather scrap value multipliers from this mod take priority over WR's config which sets the multiplier without allowing for other mods have an affect on it. -
Removed setting to change what weathers can appear on what moons, please use WR for this, it is much more stable and has indepth control that is much less likely to break.
-Added two new size settings for each dungeon, Min/Max Random Size Nultiplier, a random value is picked between the range and is multiplied onto the current dungeon size.
The current size for a dungeon will be calculated as:
(Moon's Size Multiplier / Dungeon's Map Tile Size) -> Clamped by Dungeon's Min/Max Size Multiplier THEN multiplied by a selected value from the Random Size Multiplier Min/Max(inclusive)
I repeat that the random multiplier is applied AFTER the clamp.
-
Changed Starting random seed data:
-If theStarting Random Seedconfig setting is -1, generate a random number, otherwise save that value.
-Only if therandomMapSeedis 0 or negative, then it will set it to the saved seed value from above.
-This only occurs on the host's end when joining their lobby.
-randomMapSeedis synced for each client on connection by vanilla code. -
Changing an indoor/day/night enemy table to either
"","Default Values Were Empty", or only invalid entries will now correctly set the table to have no enemies instead of defaulting to its default value. -
Spent over an hour rewriting most of the ReadMe (it was incredibly outdated).
Also I'm 19 now !1 !!! 
I shall EAT all of the candles 😋
Happy Birthday 🎂
NO please don't do that, donate them to Biodiversity so the Wax Soldier can become real sooner (Happy 19th teehee)
Happy Birthday, but maybe don't eat those
So I wasn't going insane with those damn Old Birds, got it
CC still seems to be tripping up WR when it comes to syncing weathers, this is the log from the client's side when it tries to set the weathers:
[Info :WeatherRegistry] SetPlanetsWeather called.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CentralConfig.UpdateLengthOfDay.Prefix () (at <2efb1cab48b548d9827f7d994be38ee9>:IL_001F)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::SetMapScreenInfoToCurrentLevel(StartOfRound)
WeatherRegistry.Patches.TerminalStartPatch.Postfix (Terminal __instance) (at <2458d635924d45a68df7d91359b6fb18>:IL_068A)
(wrapper dynamic-method) Terminal.DMDTerminal::Start(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::Start?1807956928(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookTerminal::Start?-1186970984(Terminal)
(Sorry for causing problems on your birthday)
happy bday!!!
Tag whitelist is no longer working in this update (yes I have keep orphaned entries disabled)
actually I think these are dungeon configs rather than tag configs but they're being mislabeled as tag configs
I have dungeon scrap injection enabled but the scrap settings show up under these tag configs rather than dungeon configs
oh ok, that was from that then lol
what?
@heady arch how and why
nothing I'm doing there has anything to do with weather 
Ig I'll move it?
Yeah wtf
Ss what’s under it please