#Central Config

1 messages · Page 3 of 1

kindred gorge
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try enabling big enemy lists maybe?

chrome kettle
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I also have no issues with enemies spawning, but I am only using big lists

kindred gorge
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i still dfont know how it works tbh

chrome kettle
kindred gorge
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yeah

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i thinnk i just found out though

chrome kettle
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It's combining all of moon lists for a spawn pool into a single string

kindred gorge
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what is useful about it?

chrome kettle
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It's mainly for use with a spread sheet

kindred gorge
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oh the copy and pasting from a spreadsheet thing

chrome kettle
kindred gorge
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honestly ima add my spawns to my spreadsheet

fast charm
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im gonna try editing enemy spawns on a profile with nothing but CC and its requirements

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and see what happens

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ok it still wroks so its definitely an incompat issue

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i just dont know what it is with, for all i know it could be like multiple things

kindred gorge
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if you want me to help i can try

fast charm
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it is ok

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ill figure it out eventually

lilac sorrel
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no enemies?

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Zac tested and it works for him, I also fixed the big lists not setting the enemy spawns correctly

fast charm
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yea im like lowkey losing it over here 😭

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ive gone through like 30 mods and idk what the conflict is

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happening to this person too

chrome kettle
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If you compared mod lists with them it's probably something you both have

lilac sorrel
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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.

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Did anyone test enemies after updating LLL?

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it may have just been an issue with enemy data from LLL 1.3.1

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cannot recreate it and neither can zac

summer moon
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I didn't fix anything relating to enemies

lilac sorrel
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was thinking maybe this?

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actually can somebody tell me what settings they are using when they have the bug?

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like is it enemy overrides, big lists, free them?, scale enemy spawn rate?

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or none

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or a combination

summer moon
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I haven't been given any reports of the issue from anyone not using CC

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so /shrug

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so far not my problem

fast charm
lilac sorrel
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still have it?

fast charm
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mhm

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im still going through my list trying to figure out what it is

lilac sorrel
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It would seem to be a specific incompact since CC and its deps alone are fine

fast charm
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yea

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im trying to figure it out

crude sentinel
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gonna test my intuition a couple times and post a debug level log without asyncloggers if i cant get it fixed

lilac sorrel
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What are your settings? Are you using this mod to set enemies?

crude sentinel
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everything else at default

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@chrome kettle did you test with these and just CC?

lilac sorrel
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Alright so it should be getting set twice then

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I’ll test it again in the morning

crude sentinel
chrome kettle
crude sentinel
chrome kettle
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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

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You must have a mod conflict

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If you want to compare with my pack to see what I have maybe that can help you narrow things down

crude sentinel
chrome kettle
crude sentinel
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ight bet

chrome kettle
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I'm working on an update for it using this new central config update

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Hopefully will be done sometime today

crude sentinel
crude sentinel
chrome kettle
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I have the interior enemy injection/replacement settings enabled tho

chrome kettle
chrome kettle
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That and big lists

crude sentinel
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nope

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it fixed it for outside enemies too

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all enemies are fixed just from changing some stuff in CC config

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i will launch a couple more times to verify the exact config setting

chrome kettle
crude sentinel
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the few we had different

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im gonna change them back 1 by 1 til it breaks again

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it's the setting to Always Keep Zeros

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if its false enemies dont spawn inside or outside

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@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

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i dont know shit about coding

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but in general CentralConfig doesnt write much to the log to go off of

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i read thru the console both times but theres not much to see

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if yall think it would be helpful tho i will upload logs

crude sentinel
chrome kettle
crude sentinel
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now to get back to making sure everything else works since this LLL update

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thanks for the input helping figure that out

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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

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but to double check that point maybe you should set that setting to false also to be sure enemies dont spawn for you

chrome kettle
crude sentinel
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kk all good

chrome kettle
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Hence the not so great responses😂😂

crude sentinel
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i should head for bed too, i wanted to overhaul my moon-factory size multiplier

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but meh

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hearing so much main menu music made me delirious

chrome kettle
crude sentinel
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i need to add that back too and remove conflicts n shit

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another week, another telling myself the modpack will be done by Friday

gloomy wedge
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Okay, I'll see if the new version spawns entities properly on my profile

crude sentinel
gloomy wedge
# crude sentinel <@434770322106089493>

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

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Thanks for the help :D

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Does beg the question why this option is not enabled by default if it can potentially cause issues like these 🤔

fast charm
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I literally spent like 2 hours trying to figure out the ""conflict"" and went to bed all sad i couldnt figure it out

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im actually gonna scream

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you should have pinged me too 🥹

kindred gorge
fast charm
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im about to see if this works for me

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oh my god its true

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sweet release

kindred gorge
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welp, finally found the issue at least

fast charm
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however i am out of the energy to deal with this im just glad i found a way to circumvent it

kindred gorge
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tbh yeah i would just circumvent it too at that point

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I ain't wasting my time with that I just want my modpack to work for once

summer moon
fast charm
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Oh yeah no I understand, I'm not blaming anything in particular

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I just assume it is a conflict of some sort

summer moon
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No no you misunderstand

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I'm saying if you do blame anything, I would start here.

fast charm
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do you have reasoning ?

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i mean i dont doubt it i just hate to make assumptions

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i am usually wrong

summer moon
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After reviewing what the mod does, To put it short i'm probably going to ignore any log i get with CC installed

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👍

fast charm
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umm ok

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that's kinda vague but whatever

heady arch
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it overrides things LLL assumes are not overrideable

hallow jungle
kindred gorge
tawdry heath
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Anyone know what the maximum rarity weight is that I can put on an item using CC?

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Turns out 9999 wasn't enough, but I don't know if 99999 is valid

crude sentinel
tawdry heath
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99999 works for enemies?

crude sentinel
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Yeaaa

tawdry heath
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Oh wait I'm thinking of interiors

crude sentinel
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99999 also works for interiors

tawdry heath
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Whaaaaaaaat

lilac sorrel
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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

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Just rolled out of bed oop

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yeah ok so if always keep zeros is false then result doesn't get populated

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should fix it, let me test

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yeah tested it

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Update {0.9.7}

  • Fixed issue where enemies wouldn't spawn if Remove Duplicates? was true but Only Keep Zeros? was false.
gloomy wedge
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🙏 Awesome

heady arch
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but this mod overrides things WeatherRegistry also sets, so if you're using Registry with this mod's weather settings enabled, good luck

heady arch
chrome kettle
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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🥺

heady arch
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I'm open to adding methods on my end to make outside changes possible

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Not everything is in my scope, but I'll consider every suggestion

prime garden
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This is already possible in LLL too lol

chrome kettle
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I don't really care about configuring the weather itself. Just the injection settings😅

prime garden
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Yes?

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What I said

chrome kettle
# prime garden Yes?

Injecting enemies based off the current weather? I assume that's only for devs tho

prime garden
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Yeah, thank god :p

chrome kettle
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So my point still stands😅

prime garden
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Maybe, but ur point is kind of a big fat "screw you" to the mod creator sometimes

heady arch
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I'm not a fan of a theory that everything has to be user-configurable, but sometimes there's a demand for it

lilac sorrel
heady arch
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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 🥺

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and you're setting everything up later than me, so your settings are the one getting applied

lilac sorrel
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nuh uh, just don't use the weather setting since weather registry sets it

heady arch
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and registry might get quirky

lilac sorrel
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yeah thats why it says to not use the setting with it

prime garden
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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

lilac sorrel
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you don't need compatibility Xu, just don't use the weather settings, its really that easy

prime garden
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Yeah so what I said

lilac sorrel
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yeah if a player doesn't read the config desc when they turn on a setting, that is kinda their fault

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becasue it literally says "DO NOT USE WITH WEATHER REGISTRY"

prime garden
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Yeah so what I said

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Why not just... soft compat auto disable ur configs?

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It's not like it would take longer than 5 minutes

lilac sorrel
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uh, how does one do that

prime garden
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And it'd be a fine solution

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You've never done soft compat?

lilac sorrel
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nope

prime garden
heady arch
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I'm just wondering if your current things would be possible while using Registry

prime garden
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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");
        }
    }
}
prime garden
heady arch
prime garden
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Above ur plugin class

[BepInDependency(WeatherRegistry.Plugin.GUID, BepInDependency.DependencyFlags.SoftDependency)]
lilac sorrel
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well what that setting does is

  1. allow you to blacklist weathers from moons
  2. you can add them but yeah its very very likely to break
  3. randomizes weather on day one to a random synced seed
prime garden
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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.");
        }
lilac sorrel
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weather registry does 1 and 3 already so you really don't need them both

prime garden
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Field in plugins folder

    internal static bool WeatherRegistryIsOn = false;
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Have fun with all this

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You'll also need to reference weather registry in ur csproj

lilac sorrel
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ah I see, so basically just another check in there that just reads if its enabled

heady arch
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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

prime garden
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Yes, you'd check if it's enabled and if it is don't do ur stuff

heady arch
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so it's not a case of overlapping features, but explicitly setting both mods to use the same values for everything

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you know what, I'll try to see if that's possible honestly

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I'm not sure about blacklisting after init, but I think i should be able to have it added

lilac sorrel
heady arch
lilac sorrel
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mine just runs once on opening

heady arch
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and on the first day it's gonna be fucked

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that would prevent it completely

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you could call WeatherController.SetWeather(level, weather) and everything is synced and compatible

lilac sorrel
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yeah but your mod does that anyway for the first day

heady arch
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yes

heady arch
crude sentinel
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Holy shit are we cooking?

crude sentinel
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This mod made me taller

crimson flicker
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CentralConfig! Possible side effects might include: sudden growth in height, days seem to be longer, awesome loot pool injection!, The Beast is inside.

crimson flicker
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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

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whats the difference between these two? does one need to be off? do they both need to be on?

crimson flicker
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so its a master list for enemies on moons?

lilac sorrel
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basically
Enemy Overrides allows for max power counts and enemy lists per moon to be set

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The big lists are just 3 lists that control the spawn tables for every moon

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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

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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

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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)

crimson flicker
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i see 🤔

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thanks!

crude sentinel
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@lilac sorrel hey

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is the moon factory size multiplier an override to the min or the max dungeon scale multiplier?

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or is it a multiplier to the multiplier

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i figured its like

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Dungeon Scale ~~~ 1.33 -> x2.1 (Moon's Factory Size multiplier) === final size multiplier of 2.793

lilac sorrel
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well technically its
factorySizeMultiplier / (the dungeons)MapTileSize * mapSizeMultiplier

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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?)

crimson flicker
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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

lilac sorrel
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hm?

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what are you looking for?

crimson flicker
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just some way to hard cap enemy spawns of a specific enemy

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like there can only be ONE girl and there can only be ONE jester

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i want to be able to set my own since these mods dont have them and the one that actually does doesnt actually work

lilac sorrel
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yes...?

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Is this not the case for you?

crimson flicker
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no i mean for modded enemies

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is this already a mod or can this be a future feature?

lilac sorrel
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oh all modded enemies HAVE to set it

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its a property in EnemyType

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if you are getting more than 1 girl or jester inside at once then something is wrong

crimson flicker
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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

lilac sorrel
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I plan on adding very basic not specific spawn data for enemies

crimson flicker
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ive heard a lot of stuff about LQ, people seem to like it

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does it work well with CC is the big question

lilac sorrel
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Like I wouldn't want to touch anything like is killable since it would break stuff

prime garden
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afaik CC just overrides anything it can?

lilac sorrel
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yeah, only use LQ for stuff you aren't going to set in CC

crimson flicker
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killable coilhead 😈

prime garden
lilac sorrel
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yeah and I don't feel like doing that for every enemy

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someone was saying that they like all enemies being killable for their pack but ehhh

summer moon
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you say that like uncapping spawn rates can't also theoretically do that

lilac sorrel
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also tell me if I'm blind but where does it check for max count when spawning an enemy inside?

crimson flicker
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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

lilac sorrel
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ig enemycannotbespawned

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yeah ok thats read only but assignrandomenemytovent which is after plotoutenemiesfornexthour

lilac sorrel
summer moon
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the max limit of a specific enemy spawning at the same time

lilac sorrel
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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

summer moon
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some enemies may be designed to only exist in specific amounts

lilac sorrel
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the only one that comes to mind would maybe be the shrimp since its always loaded?

prime garden
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barber breaks, kidnapper fox might break, jester might break, ghost girl might break

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bracken might break

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it just depends

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they're all designed to have 1 spawn

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except barber, barber is just broken

summer moon
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(and it's worth not only considering what currently exists)

lilac sorrel
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yeah barber is meant to social like baboon hawks

chrome kettle
prime garden
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yeah CC should 100% depend on barberfixes Kek

chrome kettle
crimson flicker
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so what i'm hearing is that a mod that sets specific enemy caps is very unhealthy for my game

summer moon
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mods sticking their fingers in other peoples content should be done cautiously.

crimson flicker
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Ermm.. aren't you mister lethal level loader, the mod that has the ability to stick fingers in other content 🤓

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well i'll try lethal quantities and see if that works

prime garden
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its other mods sticking into LLL Think

summer moon
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Yeah as the API guy im like the one person who gets to

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and even I try extremely hard to avoid doing so

crimson flicker
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funny thing is i used to use LLL just for the purpose of modifying my whole game and other mods easily

lilac sorrel
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same, LLL was mostly known to non modders due to its config

crimson flicker
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now i use this mod for my evil scheme 😁

kindred gorge
kindred gorge
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yup it is causing literally everything to ddesync

kindred gorge
lilac sorrel
lilac sorrel
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Theoretically this mod addresses config mis match by using csync

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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

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If the csync isn’t working as I hoped then you may have to share config files

kindred gorge
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alright bet

kindred gorge
kindred gorge
lilac sorrel
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Hm that’s all done through a synced seed

summer moon
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that doesnt matter if the values that are given alongside the seed are wrong.

lilac sorrel
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Iirc it’s the lobby ID so as long as you are in the same lobby, it should be synced

summer moon
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that doesnt matter if the values that are given alongside the seed are wrong.

lilac sorrel
kindred gorge
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well i mean, clearly something's fucking up

lilac sorrel
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I’ll look into it, no one else has reported this before

loud tapir
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Set all interiors through CC, have one player , im host and another player. One enters the facility and just falls under map and dies

kindred gorge
loud tapir
kindred gorge
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oh odd

chrome kettle
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Like 1 out of 4

loud tapir
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and not host

chrome kettle
# loud tapir yeah

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

summer moon
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LLL won't desync because of configs

chrome kettle
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But every time I have had just one user desync, them redownloading fixed the issue

loud tapir
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hmmm. LLL wont desync because of what configs

summer moon
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any

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as of april-ish but should be even earlier

chrome kettle
loud tapir
lilac sorrel
summer moon
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I don't think that

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I stated it

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config's can't desync LLL because i don't care about any non hosts config

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theres nothing to desync

chrome kettle
lilac sorrel
summer moon
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Your solving problems I solved months ago

lilac sorrel
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🙄

kindred gorge
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tbf i aint ever had the issue till i installed this mod so batby must have done something right

lilac sorrel
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Because batby doesn’t do any of what I do

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I hate networking

kindred gorge
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true, but also idk why it's breaking the way it is still

lilac sorrel
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Because something must have stopped working

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It is dependent on one singular value that is synced through named messages

kindred gorge
# lilac sorrel Because batby doesn’t do any of what I do

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))

lilac sorrel
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Mhm yeah resd it yourself

lilac sorrel
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I don’t even play this game myself since I have no energy to do anything

loud tapir
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I just dont get why one perosn would be having dungeon loading issues and see a completely differemt interior on 3 moons straight,

lilac sorrel
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Very easily actually

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Different dungeon is being selected

kindred gorge
lilac sorrel
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Thank you, I’m stressed since I gotta build a fence all day starting really early

wispy burrow
#

super easy

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You can then set your config option for the weather to false if mrov's weather registry is detected loaded

kindred gorge
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obviously don't prioritize it over life but if you do end up working on it and figuring out, let me know :)

crude sentinel
#

im using EverythingCanDIe

crude sentinel
# lilac sorrel I don’t even play this game myself since I have no energy to do anything

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

prime garden
lilac sorrel
#

It’s fine I’m just going to be busy today

lilac sorrel
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The dungeon selection stuff works in CC, it uses LLL

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It’s the random function for getting a dungeon that is desynced

summer moon
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"the thing works except it doesnt"

kindred gorge
lilac sorrel
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It’s in generatenewlevel where it’s not grabbing the same dungeon

kindred gorge
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wait, in the wierdest twist, biglists may be causing issues

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waitr no

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i think it's registering the moons to load in alphabetical order

wispy burrow
# prime garden Why are u doing it like that

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

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didn't link the one in terminalstuff because I have like 10 different soft dependencies there

prime garden
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Yeah but it's just, there's a more proper way without patches if that makes any sense

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I sent her my code earlier, which does the same as yours except I don't patch anything

wispy burrow
#

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

lilac sorrel
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I alphabetized the default config values

wispy burrow
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and also, was just offering another easy alternative on how to handle soft deps

lilac sorrel
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Which should not get rid of your original value

kindred gorge
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idk that was just a theory

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but it was indeed wrong

crude sentinel
kindred gorge
#

instead of basically just saying "you did it wrong" explain why

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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

crude sentinel
#

I fully endorse this mod I think it’s essential but I never had consistent stable results with interior management

kindred gorge
#

yeah ive got this mod disabled at the moment till things get figured out

crude sentinel
#

I’m using a bunch of the other shit and it’s working well

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Not messing with tags (not that i think it would particularly be an issue just worth noting)

lilac sorrel
#

Alright so good news is zac found what causes the issue of moons being offset, bad news is that it makes no sense

crimson flicker
#

moons are offset?

lilac sorrel
#

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

crimson flicker
#

that hasnt happened for me yet

#

though the last time i played was two weeks ago

chrome kettle
#

For the time being, don't use big lists

crude sentinel
#

As of last night I had no issues with my modpack

#

Besides some console spam stuff from EveryThingCanDie and some quirks from LGU

chrome kettle
crude sentinel
#

Of interior

#

CC has no interior relating settings enabled for me

lilac sorrel
#

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.

kindred gorge
#

YIPPEEEEE

crimson flicker
#

i went to titan and there were two jesters

lilac sorrel
crude sentinel
#

This mod gave my computer a ram

dusk shore
#

does this allow you to change item shop prices?

crude sentinel
dusk shore
#

womp womp

crude sentinel
#

im also looking for an alternative

chrome kettle
#

I am pretty sure there's a mod that does that, I just don't remember the name😅

dusk shore
#

there's one but it's veeery outdated

crude sentinel
#

im sure it would need some updating to make it work with the new LLLupdate tho

crude sentinel
#

yea but id hate to add another big config mod to my mix

dusk shore
#

at this point I might just use LCV for everything

swift tangle
swift tangle
#

it works for me :]

heady arch
prime garden
swift tangle
prime garden
#

Fair

swift tangle
#

so having a new thing with fixes would be a good idea

dusk shore
#

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

prime garden
#

"Now"? Is it still getting updated?

#

Cuz LCV had the coolest looking interface I've seen by far

dusk shore
#

it recently got the items section added

lilac sorrel
#

Wonder if LL keeps a list of store items

dusk shore
#

one of the items even has a typo LMAO

hot slate
#

How do you edit the entries of moons?

#

I have the setting enabled

hot slate
#

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

hallow jungle
#

neat descriptions

hallow jungle
hot slate
hot slate
#

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

hot slate
#

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

prime garden
#

the best thing u can do is to not use centralconfig with weather

hot slate
#

WeatherRegistry is too confusing so I'd really rather not

#

I want weather on certain moons, not weird weights added to them

prime garden
#

idk what part u found confusing, but what u want is probably not gonna work here

hot slate
#

rip then

hot slate
prime garden
#

yes?

#

well, atleast i assume so, afaik theres a whitelist and a blacklist option for weathers

#

yeah it looks like it's fine

hot slate
#

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

prime garden
#

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

prime garden
#

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

hot slate
#

Ship doors don't open on Gordion

#

What the fuck is WeatherRegistry doing

prime garden
#

show logs

#

are u sure thats weather registry lol

#

no one's had any problems with it

hot slate
#

The moment I added the mod and modified Gordion, sniped it it seems

prime garden
#

maybe yeah, idk if anyone's modified gordion before, but do show logs

heady arch
heady arch
heady arch
hot slate
#

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

heady arch
#

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

hot slate
heady arch
#

so there's literally no option

hot slate
#

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

heady arch
#

oh, i remember

#

if the weather is not defined by moon creator, registry will not add it

hot slate
#

Super gay!

#

It feels like there's no point in configging it now

prime garden
#

atleast the game will work

#

lol

hot slate
#

Still not good

#

If Imperium can forcefully add it, tbh this mod should too

heady arch
#

imperium doesn't add it, it sets it

#

it's a big difference

hot slate
#

Then it should be set

heady arch
#

then make your mod and set it

hot slate
#

Damn I guess WeatherRegistry doesn't do what it's supposed to

heady arch
#
WeatherRegistry.WeatherController.ChangeWeather(gordionLevel, LevelWeatherType.Stormy);
prime garden
hot slate
#

Yuh, what I mean

hot slate
#

Give me a moment I need to reobtain it

heady arch
#

i have to add a clamp

lilac sorrel
#

probably going to build the weather into wr when I'm off work

heady arch
#

I'll try to add something like ChangeRandomWeathers function so you could set everything based on your config

lilac sorrel
#

I only need to do that if weather registry isn't installed tho

heady arch
#

well yes

#

but i'm gonna argue that having one code for one thing is always better than multiple ones

tawdry heath
#

Is there a way to make sure that certain config entries don't disappear after removing their mod?

chrome kettle
lilac sorrel
#

what a setting to not removed orphaned entries?

chrome kettle
lilac sorrel
#

alright, wonder where in the file I should put it

#

maybe top of misc?

chrome kettle
#

Yeah probably

lilac sorrel
#

alright, I'll add that next version

chrome kettle
#

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

lilac sorrel
#

well there are 4 matching properties, you mean just one for the moon names?

chrome kettle
lilac sorrel
#

it wouldn't be hard too, just add the type argument I did with the enemies

chrome kettle
#

So something like CozyOffice-Titan:300,March:150~

lilac sorrel
#

yeah like that

chrome kettle
#

What name to use for the dungeon? The normal name or the one in parentheses?

lilac sorrel
#

the one before the parathesis BUT that would mean the facility is not differentiated from one another hmm

chrome kettle
#

Could just make it so it only works with the normal facility, does anyone actually use the others?

lilac sorrel
#

I dont really think so, they exist for march and titan

chrome kettle
lilac sorrel
#

oh huh

chrome kettle
#

It's not listed as a default in CC or LLL

#

So I assume it changed in v50

lilac sorrel
#

ok yeah then probably

chrome kettle
#

Could just do Facility1, Facility2, Facility3 if you wanted to support all three

#

3 being 3 exits and 2 being extra large

lilac sorrel
#

yeah

chrome kettle
#

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

chrome kettle
lilac sorrel
#

I mean I could but ehmm

chrome kettle
lilac sorrel
chrome kettle
lilac sorrel
#

leaving them blank doesn't disable them, calling clear removes it

chrome kettle
#

I mean like how it works with each interior individually

lilac sorrel
#

I call the clear first now so that you can just not populate it to leave it blank

chrome kettle
#

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

lilac sorrel
#

yeah

crude sentinel
#

Hello

heady arch
#

i'm adding some stuff for ya 👀

#

will have to sync those properly

lilac sorrel
#

AddRandomWeather
oh?

lilac sorrel
#

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```
lilac sorrel
#

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

tawdry heath
#

Is there a way I could differentiate the items 'Fan' and 'Fancy lamp' in the scrap configs?

#

It thinks Fan is Fancy lamp

chrome kettle
#

I guess it applies to more than just moons

tawdry heath
#

Well if its at all similar to the revolver revolver problem, then I don't see why it couldn't be an issue

chrome kettle
#

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)

tawdry heath
#

Maybe CC could implement an exact name requirement config? Also I'll try to see if it works with LLL

chrome kettle
#

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🤷

lilac sorrel
lilac sorrel
#

Rn it’s case specific

#

Equals

lilac sorrel
#

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, MapTileSize is 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 Scaler setting are now inversed. This doesn't affect how it functions but means most interiors now start with 0 instead of 100 meaning 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 0x now have the values set to 1x and 2x respectively 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.

stone depot
#

Would this be compatible with and take priority over LethalQuantities if all I enabled was "enemy injection by current weather"?

lilac sorrel
#

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

stone depot
tawdry heath
#

I know it says that changing a moon's weathers can cause bugs, but do those bugs involve spawning night enemies in the morning?

tawdry heath
#

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

hot slate
#

Is CC compatible with vanilla clients?

prime garden
#

samantha how would a mod that does so much in terms of changes be vanilla compatible

hot slate
chrome kettle
prime garden
chrome kettle
#

Oh, yeah you can't do that I'm pretty sure

lilac sorrel
#

Yeah would desync stuff and you need LLL and LL for it

tawdry heath
#

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

tawdry heath
#

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.

stone depot
lilac sorrel
#

that would work yeah, using a placeholder enemy

stone depot
#

ok cool thanks

lilac sorrel
#

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

stone depot
#

yeah, understandable

tawdry heath
lilac sorrel
#

I don't think it a combination

#

you likely just have a positive outdoor enemy spawn curve

tawdry heath
#

Idk its just what I noticed from turning things on and off

lilac sorrel
#

unless...the curves do not proceed with the multiplier in mind

tawdry heath
#

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.

lilac sorrel
#

I see, makes sense,

lilac sorrel
#

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.

tawdry heath
#

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)

lilac sorrel
#

are you using weather settings or nah?

tawdry heath
#

yeeeesssssssss...

#

I've also seen it happen on Vow and Artifice, so its probably everywhere

chrome kettle
tawdry heath
#

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

chrome kettle
#

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)

lilac sorrel
#

weather registry sets and syncs the weather already

tawdry heath
#

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

chrome kettle
tawdry heath
lilac sorrel
#

At work still h

swift tangle
#

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?

chrome kettle
tawdry heath
#

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

chrome kettle
# swift tangle Thanks!

If you are doing custom spawns I highly recommend utilizing the big lists, makes things so much faster

tawdry heath
#

What exactly are the big lists?

tawdry heath
#

I've never thought to try them

chrome kettle
#

You can enable the setting and look at the formatting

tawdry heath
#

Damn that is kinda good

chrome kettle
#

Super nice to copy and paste off of a spreadsheet

swift tangle
#

I'll give a list of all the ones that I will use

chrome kettle
swift tangle
chrome kettle
#

Idk about the others

chrome kettle
swift tangle
#

Specially with the ones of similar names but different mods (Revolver from Lethal Things and Revolver from Piggy's Variety mod)

chrome kettle
#

GetLootForKills might be another good way to get all scrap IDs, it lists every scrap in it's config

chrome kettle
swift tangle
#

Noted, thanks a lot

swift tangle
#

But I'll check

chrome kettle
#

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

tawdry heath
chrome kettle
prime garden
#

CC uses the names of stuff

#

LQ uses the developer names of stuff

swift tangle
prime garden
#

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

swift tangle
swift tangle
prime garden
#

Yuh that's a limit in CC

swift tangle
#

ok, but which one will be selected if I type revolver?

chrome kettle
#

That's a good question, you could just make it the only spawn to find out

chrome kettle
swift tangle
#

I'm doing something else rn.
after that I'll do it

tawdry heath
#

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

swift tangle
#

another question

swift tangle
chrome kettle
#

@lilac sorrel would be better at explaining it. I still use BetterClock😅

swift tangle
#

ok :]

tawdry heath
#

CC just makes the clock update every number instead of every 3 seconds (I think)

swift tangle
#

well, Turns out it automatically set on its own :]

tawdry heath
#

Better clock makes the clock a thinner bar, puts it at the top, and fixes time formatting (12:30 instead of 00:30)

tawdry heath
swift tangle
#

oh

#

forget it, it only set Experimentation lol

#

and not correctly

lilac sorrel
#

Accurate clock just calls setclock more often

#

In vanilla it calls setclock every 3 seconds

swift tangle
swift tangle
tawdry heath
lilac sorrel
kindred gorge
#

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

swift tangle
#

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?

swift tangle
#

so, there's no good way? :,]

chrome kettle
swift tangle
chrome kettle
#

Not 100% on that😅

lilac sorrel
#

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

kindred gorge
crimson flicker
#

obligatory does this work with newest version comment

lilac sorrel
#

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

lilac sorrel
#

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

lilac sorrel
#

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

lilac sorrel
#

Level3Flow

#

As the display name I use Mineshaft

summer moon
lilac sorrel
#

Nah, extendeddungeonflow.DungeonName

crimson flicker
crimson flicker
#

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

lilac sorrel
#

I doubt that could happen from this mod alone

#

You probably have a mod that increases their max counts

crimson flicker
#

i wish i could tell what it was

#

i haven't played for a month tho

lilac sorrel
#

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 waaah

kindred gorge
#

idk I haven't had a group to test my pack with yet

lilac sorrel
#

hm wonder what the display name is for, thought it was marked as obsolete

chrome kettle
#

My group had no interior desync when we played today, we did two quotas

lilac sorrel
#

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

chrome kettle
lilac sorrel
#

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?

chrome kettle
#

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

crimson flicker
#

does anyone know if this interferes with the new all-one-scrap mechanic from v60

tawdry heath
#

Didn’t seem to when I played. I just went to experimentation and got all hammers

chrome kettle
crimson flicker
#

naturally

#

custom scrap spawns is my main reason for using this mod

#

it doesn't come without its drawbacks of course

lilac sorrel
#

I’ll read the code and test it myself

crimson flicker
#

not sure, it's just good to check

chrome kettle
#

The chance isn't that low, it's above 8% and less than 9

tawdry heath
#

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

lilac sorrel
lilac sorrel
#

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

tawdry heath
#

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

lilac sorrel
lilac sorrel
#

instead of __instance.scrapValueMultiplier *= currentWeather.ScrapValueMultiplier

heady arch
#

yeah, that's intentional - i didn't want MeteoMultiplier's settings to stack with Registry ones

lilac sorrel
#

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

lilac sorrel
#

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

hot slate
swift tangle
#

I use LQ for custom description and I have that issue too

hot slate
#

It’d be kind of reasonable though for the mod that allows you to edit it to fix its issues

lilac sorrel
tawdry heath
#

If the description is too big, it won't scroll to show the rest. Although I don't think it was ever supposed to

hot slate
# lilac sorrel The what?

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

lilac sorrel
#

oh thats just because the text size is constant, too much text takes up too much space

hot slate
#

Ik, I was just wondering if that could be potentially fixed in the future

lilac sorrel
hot slate
#

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

lilac sorrel
#

yeah

#

the map info screen

hot slate
#

Doesn't fix it

lilac sorrel
#

I swear that always scrolled down huh

hot slate
#

My descriptions are pretty damn long, so lol

lilac sorrel
#

@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?

heady arch
#

hmm I wonder if I'm somehow influencing the scrolling

#

will check

lilac sorrel
#

nah I mean that only titan scrolls

#

not sure tho

heady arch
#

oh

lilac sorrel
#

I though it did but blanca reports it doesn't automatically scroll on most moons

lilac sorrel
#

Update {0.10.9}

  • Improved the ReplaceEnemies method, this includes:
    -Optional rarity override value Flowerman-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 replace Flowerman: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 time Flowerman-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 worked Flowerman: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).

stone depot
#

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)

tawdry heath
#

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

lilac sorrel
lilac sorrel
#

Stack traces are weird

lilac sorrel
tawdry heath
#

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)

tawdry heath
#

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

tawdry heath
#

Either that or embrion doesn't like having its spawn limit changed

lilac sorrel
#

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

tawdry heath
#

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:

lilac sorrel
#

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?

tawdry heath
#

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

lilac sorrel
#

only 20 enemies can spawn in general I think

#

may be 20 for each (interior, day, night) but if its shared than yeah

tawdry heath
lilac sorrel
#

yeah and only 4 can spawn inside since they use 3 power level

tawdry heath
#

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

lilac sorrel
#

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

tawdry heath
#

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

lilac sorrel
#

what moon?

lilac sorrel
#

since they are always there immediatly no?

tawdry heath
#

Old birds are always immediately everywhere they can spawn I thought, as a statue

lilac sorrel
#

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

lilac sorrel
#

are you in singleplayer or mp, if mp then are you the host or client?

stone depot
lilac sorrel
#

hm not sure then

proper canopy
#

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

chrome kettle
proper canopy
#

oh..

chrome kettle
proper canopy
#

I mean we can already change the possible weathers

chrome kettle
#

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^^

proper canopy
#

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?

chrome kettle
#

This mod will just use WR in the future to edit weather anyways

proper canopy
#

alr, ty for the help

tawdry heath
chrome kettle
tawdry heath
#

Also I want rain on Gordion

proper canopy
tawdry heath
#

The configs are the whoooolee part of using WR and they're a little wonky

chrome kettle
tawdry heath
#

Idk I just always have trouble with WR and this mod

proper canopy
#

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

tawdry heath
#

Plus I'm just going to make them all equal anyway, I just want the possible weathers part

chrome kettle
#

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

tawdry heath
#

Yeaaahh but rain on gordioooon

safe wedge
#

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

sick heart
#

With the Celest name fix, should I reference the moon as celeste for adding dungeons by planet name?

tawdry heath
# safe wedge this one

Same error that I sent earlier yeah, whenever WT tries to set weathers on the client’s end

lilac sorrel
tawdry heath
#

*well at least I’m not

lilac sorrel
#

are you sure its because of it? It doesn't seem to be caused by any of my methods

tawdry heath
#

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

lilac sorrel
#

sure, reading the WR code rn

tawdry heath
#

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

safe wedge
#

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

safe wedge
lilac sorrel
#

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

safe wedge
#

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

lilac sorrel
#

what random seed does it use? @heady arch

#

I randomize and sync the randomMapSeed for day 1

safe wedge
#

from weathertweaks source code

#

its used in a couple of different places as well

lilac sorrel
#

but it should be synced hmm

#

can anyone confirm with logs that its not synced? I haven't been in multiplayer

lilac sorrel
#

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);```
safe wedge
#

looks good to me

#

thanks for looking into it

sick heart
#

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?

lilac sorrel
#

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

lilac sorrel
#

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

tawdry heath
lilac sorrel
#

wydm "ship not landing"

tawdry heath
#

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

lilac sorrel
#

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

tawdry heath
#

But why would it work solo then?

tawdry heath
#

Also I did have the safe guards on

lilac sorrel
lilac sorrel
#

my safegaurd should load in the default facility, I tested it dozens of times and it works for me

tawdry heath
#

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

robust wharf
#

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).

proper canopy
#

wait nvm

#

i was thinking this is the lethal quantities thread

#

my bad

robust wharf
#

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.

lilac sorrel
#

Need to read LL more but it does trap registry and should have some ways to directly access all traps

lilac sorrel
#

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 the Starting Random Seed config setting is -1, generate a random number, otherwise save that value.
    -Only if the randomMapSeed is 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.
    -randomMapSeed is 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 !!! hoarderbugyippee

#

I shall EAT all of the candles 😋

chrome kettle
#

Happy Birthday 🎂

robust wharf
tawdry heath
#

Happy Birthday, but maybe don't eat those

#

So I wasn't going insane with those damn Old Birds, got it

tawdry heath
#

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)

proper canopy
#

happy bday!!!

safe wedge
#

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

lilac sorrel
lilac sorrel
#

@heady arch how and why

#

nothing I'm doing there has anything to do with weather shrug

#

Ig I'll move it?

safe wedge
#

they all just have the add scrap option

lilac sorrel
#

copy paste L

#

fixed now

#

at like 5am I randomly realized why batby says a string dict is weird