#Central Config
1 messages · Page 5 of 1
Ah, sorry. I was away from my computer and forgot you "remove" by setting the weight to 0, or use the replace list, not an actual remove list.
So if I had embrion's bracken is set to 0 outside, wouldn't foggy weather override it? So is there no way to keep the bracken from spawning on embrion during the fog?
Foggy doesn’t override it
It will add that weight as well but if you have remove duplicates avd always keep zeros then only the 0 rarity will be used which makes them not spawn
Oh so if there’s 2 weights for the same creature and one is a 0 then the other one will be removed? Great thanks
Yes, with both settings on
If there is no zeros it only keeps the highest/lowest based on the other bool
Not sure what caused it but I've been having some desync issues as of late, such as apparatus not showing up for host (clients can still see and grab it), generating an extra fire exit for host only which directly connects to main, and spawning more scrap than the upper limit for it should allow on some moons. The culprit(s) could be anything as I have an extensive mod list and I updated a lot of mods recently. However, coincidentally, I've also started getting MissingFieldException every time the level is generated. It's always related to WeatherRegistry so I assume something got updated on it that messed up the compatibility with CentralConfig (?). Here's the error I get:
probably caused by this change on a WeatherRegistry commit last week (?)
oh ok I see, I'll have to adjust to the wr update
Compatdate {0.15.5}
-
Fixed compat with the new WeatherRegistry version.
-
WR will never override the scrapValueMultiplier while using this mod but WR's setting are factored into my scrap calculation
If you don't want there to be a weather applied multiplier at all then leave the wr multipliers 1 jic
Would the last comma in "Airhorn:5,Bell:6,Big bolt:233,Bottles:4," break anything? I have a function in excel to simplify the process, but I'm not sure how to avoid the last comma
you can do something like REPLACE(cell, LEN(cell), 1, "") for instance, where cell is what you have currently. it will however remove the last character no matter what but you can check if it's a comma if you really want to
Thanks! That seems to have worked
Nah it would just receive “” as an entry and skip
Since it splits by commas so the nothing after the last is parsed but invalid so it just ignores it
Fix {0.15.6}
- Fixes compat with Diversity 3.0.0 and beyond
I often get this when trying to generate the Bunker interior, and it makes the ship stuck on the Random Seed screen
[19:17:36.2183633] [Info :impulse.CentralConfig] Dungeon Length Multiplier reduced to: 0
[19:17:36.2183633] [Info :impulse.CentralConfig] Dungeon Generation has failed 172 times, this would indicate the dungeon refused to generate at any size. Please notify me if you see this.
[19:17:36.2204071] [Info :impulse.CentralConfig] Dungeon has been loaded by Central Config. Final dungeon size multiplier is: 0,02x after 172 attempts.
oh... the bunker was deprecated many months ago....
iirc it has to do with the rats being in the dungeon BEFORE the dungeon generates which is not a good thing
Regenerated LLL's config and Bunker's config and did not have that issue happen again yet
Unless I got lucky this time
yeah if it generates first try its fine but with the the rats are coded and will always be, the dungeon cannot do any retries
because of rats spasing when not on the mesh
It'd be cool if we could change moon names I think
Like it wouldn't actually change anything internally; the display name of the moon would just be diff on the terminal and monitor
Might not want to suggest that... (Start here)
display name isn't really different from the terminal and moniter and such, most mods read and display that from their code and use their names in code
Qhar
If a moon gets updated and changes its enemy spawns. Will the changes get added automatically in the config or will I need to add them myself?
they will not be automatic, the config entry’s default value will update but your current config values will not be edited
With CentralConfig
Without CentralConfig
CentralConfig seems to break old bird nests (And I presume baboon hawk nests too since they more or less use the same code)
I'll send a log, but I'm not sure if it'd help
I hope to see this fixed soon, because this is a MAJOR issue, and this mod is basically the lifeblood of my modpack
Also the modpack code if you want to look deeper into the problem: 01934e14-1aef-3a30-0b3b-542b2f1b7690
what are you talking about?
I do not touch any enemy code nor allow you to edit nest data
nothing in the log, no errors other than lll falsely rejecting ll scrap but doesn't actually
I don't really see anything of note with the images either? I'm not sure what the issue is here
Odd
First image has about… 5 or so old birds
Mind you the max power level is 66, and no other entities are in the roster
Here is what it should look like
About 20 or so old birds
CentralConfig enabled has consistently gotten me only 5-6 old birds on Embrion for over an hour yesterday, no matter the max power level or entity roster
I’ll fire up my modpack with Message and Info enabled in the logs to see if that helps /w anything
hm so they are outside of the spawning mechanic yeah?
What do you mean?
I mean that embrion doesn't have them spawn
it has them there already
I think its baked into the unity asset?
Yeah, half of them aren't spawning as they normally should
think they are placed in PredictAllOutsideEnemies()
I don't use Unity, nor do I code, so I don't rlly know what ur talking about
But yeah, there's a notable difference here (Fyi I have CodeRebirth fucking /w power levels turned off)
This was also happening before I installed it
hm, what does coderebirth do with power levels now?
Reduce them when their custom weather is active
I removed it since there was too much content for me to read through and manage
ahh ok
Real
I took like a 2 month break from the game and my pack and it has like 60 updates
YEEEEOWCH
code rebirth I mean, overall it was like 80 mods that had to update and only some were more than 10 for themself
but yeah what I am saying is that I can't really find a reason for that to be happening hmm
These r the settings I have enabled
Brb, gonna run a fresh copy of CC on vanilla Embrion to see how it goes
oh thats definitely interesting then
only enemy related thing is the lateral scaler for the spawn curve
God fucking damn it I forgot Embrion is foggy by default
Even with nothing enabled
Yeah so that narrows it to just a few transpliers and stuff?
Nvm those don’t enact anyway
You don’t have lq right?
Nope
Asking other devs they don’t seem to have ever realized Embrion having more birds before
I think it’s some niche hidden thing that may not be in the code itself
Like maybe the moon is scripted?
It's something I've noticed on (My edit) of Artifice too way in the past /w CC installed
Old birds didn't spawn as much there too
Debugging Embrion's only made me realize now the true cause
Your edit of artifice?
What did you change that won’t go through? Did you toss in nest objects?
Ok
So no, I did nothing /w nest objects
What’s the moon power level?
12
Maybe there is a cap on bird spawns at night on most moons
Seems not, since they spawn like normal without CC
If I do it in daytime and boost the enemy count up I can get all 20 spawning
There is no normal?
Normally just 0-1 would spawn on artifice no?
2 sometimes
They should be spawning every day since their weight is 100
Hold on, let me load Artifice without CC rq
They have different spawn mechanics since they are predicted at the start
I think the prediction limits them at night
Yeah, they seem to be spawning just fine now
Alright so try more but with flatten enemy curves on
Each enemy has a unique curve that effects how they spawn throughout the day
Try more? Is that a config setting, or am I stupid?
No like try again with flat curves lol
Should I disable this in ButteryFixes then?
Don't they do the same thing?
I'm actually fucking stupid, I didn't reenable CC
I disabled it, and enabled that, does nothing tho
That wouldn’t effect you mb, that reduces the max weight for each enemy to 100
I let it go to 99999
Entity weights are animate?…
yes
Huh
part of it could be "require nests to spawn" in buttery fixes?
that was causing issues between buttery fixes and lq
hm
Sorry whats the issue?
Number of deactivated Old Birds spawning with Central Config?
If Night Power is 12 only 4 will spawn because old birds are 3 power
Nests spawn for all possible old birds, buttery fixes stops old birds from spawning from nothing
Vanilla has night power at 70 which is why its always covered in old birds
and only if there are no other enemies in the pool
The original topic was on Embrion, though
Im not well versed in the predict outside enemy function lol
Is there any chance you would consider adding a setting to separate the flatten enemy curves?
or in hindsight i might be fully misinterpreting what it does lol
no they are having issues with nothing active
flatten curves just makes it use the pool directly instead of curving each enemy based on the time of day on top of that
lol sorry didnt catch that bit for some reason
I use this mod too and I tested on Embrion and everything activates just fine
in fact i gotta change my weights cause at 100 they spawn at like 9am with flatten enemy curves
activate at 9am?
i didnt check exact time
but very early in the morning cause of flatten enemy spawn curves
and me setting it to 100 as spawn weight
I don't mean active
I mean they're literally not spawning
They are in your original photo though?
Not all 20 of 'em
Their numbers are cut in half
Consistently cut in half
Without CC, it goes back up to 20 without issue
lol sorry
Nah u good
Just i dont have the issue and im using central config. But i have it lowered down to 22 and i always get the right amount of birds
Agony
What's even worse, it still happens when freshly installed on a modpack with only it in it
So IDFK WHY IT'S SPECIFICALLY ME
could be corrupted data but unlikely
I've had some issues before with remmant data doing stuff until I basically reset all my files
Ill bump mine up to 66 and get counting
How would I go about cleansing it without losing all of my CentralConfig... config data?
trying to remember when this happened and why
I just vaguely feel like I've had a weird thing before but not like what u have
@fossil niche Could you perhaps hand me ur CC config so I could take a look at it
Maybe it's like, a very niche setting I need to tick
Hm
if you don't have any settings in use then I doubt its that
I've seen user errors in big string where there is a missing comma or int but that should be logged anywhere it can occur now
like flowerman:,mouthdog:60,......
but now it would make it 0 if its unassigned and just log it anyway
i got good news for you I think
im only counting 2 after setting power
What power?
I don't think blanca is setting it no?
also for earlier question, yes right at 9 lol
thats with that config and flatten enemy curve so its entirely my fault
no devs seem to agree with me on why that happens
?
buttery is pretty well versed with mech spawning and ran through all methods, none of which I edit
so mech spawning is completely unaltered by this mod
I really do think it has to do with the moon object itself in unity and some weird thing that happens with that
generic moons works from my experience no?
But that still begs the question: Why am I the only one with this issue?
i was able to reproduce the issue
it says its 10 outdoor power for me
Why?
it says 10 for you right there doesn't it?
yeah lol mistyped
i was thinking oh better change mine back to 20
its gonna be funny when its changed back to what i had and it no longer works
thats with 22 night power
Imperium still says 10 so idk
So CC's fucking /w the power levels somehow?
no
idk maybe a internal cap but im talking out my ass
either way im stepping out for a bit, if for some reason you need me to do anything just @ me
I think some mods may add a cap
normally there can be 20 total enemies in a spawn bracket iirc
there are plenty of them when I opened a new profile
setting the power level for the moon doesn't cause an issue
blanca were you testing in a new profile or your same one? I looked at your main one and you have a LOT of deprecated stuff and mods that may touch enemy spawn stuff but I'm not sure
I know hdcompany is the devil but don't remember why
019351cf-afd7-4745-63df-ad530183f9ba
I removed some mods earlier today, so it might help weed out shit a bit
But the problem still persists I believe
The only two depracated mods I have rn are ImmersiveVisor and RuntimeNetcodePatcher
Still nothing, even after clearing my local mod data
and reinstalling Lethal Company
Wait a god damn minute
The moment I uninstall Imperium and its dependencies, the nest fix themselves
I have Imperium disabled normally when debugging this, so I'm wondering if it's one of the dependencies
If CentralConfig is duplicating their nests instead of properly registering them this will happen with Imperium
Editing Hazard and Moon descriptions can cause problems in some cases, I remember talks about that causing problems in the LLL thread in the past
Which Spawn Curve edits are you using? Isn't there a setting that flattens them out?
That might mess with Old Birds
Generally though you could probably swap to LQ for the stuff you're using it for
If it keeps causing problems
I mean you would just be copying your stuff over
I am so close, yet so far
The list feature is really handy so i use both LQ and CentralConfig
though LQ is more for hand modifying scrap and enemy curves
Whatcha changing?
Right now, I just deleted my config
Repasted what I had into it to see any change
YOU
PIECE OF SHIT
IT'S THAT CONFIG SETTING
THAT WEE LITTLE CONFIG SETTING
I'M FREE
MAY THEE ROT IN HELL
@river wind@small mortar @lilac sorrel
i hope it gets fixed it has a feature id probably like..
Where was this?
It won't cause issues, I use it in my pack and it's never caused any problems
You said you had no settings on smh
Scale enemy spawn rate scales the spawn curve to match the power level, if you are capping the Embrion power level far below 70 then you are going to get less enemies spawning at a given cycle
So yeah you were using settings and getting the expected result. I do not know why you were saying it happened on a new profile when you are now saying it was a combination of settings you were using all along
I honestly have no idea
It was doing that on a fresh copy of CC
Ok so by fresh copy you mean fresh copy but after enabling some settings
This changes spawn curve for moons?
Could you tell me how that works?
so it functions on the y axis and is automatic
let me see if I can find the diagrams I drew
yeah don't see it
lets say a moon has a interior power count of 8 and you boost it to 16
the interior spawn curve for the moon will be multiplied by 2 on the y axis at any given point
so twice as many enemies can spawn at a given time when the curve is above 0
if yoy reduce the 8 to 6 then enemies 1.5x less enemies will be able to spawn at any given point when the curve is above 0
it always spawns at least 1 enemy when there is a spawn wave as long as the curve is positive and not all enemies have been spawned for that given pool
No
I mean /w no settings enabled
Not that setting
The setting where you can edit the spawn curve for each moon individually
thank you
was curious since im trying to balance some of the high end moons down to more playable levels
So you were having the issue without the scale enemy spawn rate and power level adjustment?
Yeah, even small changes (1.1) can tip an hour from 1 to 2 enemies spawning at the same time or vice versa (0.9)
The curve is automatically expanded to have 10 keyframes interpolated to smoothen the curve
Strangely, yeah
After deleting all my data though and disabling that setting, it seemingly went back to normal
I have not a damn clue how that happens, it makes zero sense
Could have to do with lazy data initialization?
Not sure how the bepinex fast loader works exactly but that may not be reloading the level from the file and instead memory in which case it still has the modified curve
You can fix that by clearing its cache in theory
Shrug, but did I use this setting wrong, or does it just fuck /w old birds
I set Embrion's curve to x1.5
This is all sorts of weird lol
A caching issue from the other profile is definitely possible, people have had issues with even R2 and TMM profiles breaking cus something caches and carries over
And that would make way more sense cus I used ButteryFixes and CC together before without any problems and with Batby now not really wanting to work on Lethal stuff anytime soon I may readd CC just to fix some things that I've been wanting fixed
Then leave it alone
It probably is trying to forcefully spawn old birds that are awake
But it doesn't work
As nice as this mod is I would love if the options that break stuff would be removed, like the stuff that touches the scanner completely destroys frames
Rather than removal, a patch would be better
or at worst, a warning in the option's description
I mean if a config option breaks the game it's better to not include it, for the sake of not having a bloated config with broken options
Not really, this config setting is great for me
Allows me to make non-Embrion moons harder without issue
E.g. Bozoros, a naturally C-B tier moon
that setting scales the x axis pushing night spawns sooner in the day
but I can see that being an issue for birds due to their unique spawning
maybe the buttery fixes setting that removes their need for a nest would fix that, not sure
I'm sure it does, but I prefer old birds being a sleeping-exclusive entity
Under Enemies
to toggle the setting is under enemies, its accerlate enemy spawning
then it adds that float to each moon
This still throws when backing out of a lobby btw, it doesn't break anything though so it can likely be changed to a warning log if there's no real way to fix it
Yeah, I may just rewrite the disconnect hook, it’s just to clear a bunch of numbers
Like it clears the shufflers and resets moons to their default
Thank you so much for making this mod, you don't know HOW MUCH TIME it's saved me...
np, i have ocd and needed to set some things and add some systems
Just be glad it's in a good state now, it was rough for a while :3 but now it's genuinely the most stable mod around to use for it's use case, LQ has issues and hasn't been updated in a while and LethalCompanyVariables causes bad input lag
Wait a minute...
Can I make exterior entities spawn on Gordion?
I think with startlancers ai mod? gordion doesn't have ai nodes in vanilla but I think that adds it
oh god
Btw
Does CC override custom entity spawns (When they're removed from CC's roster)
or can I still use their own configs for spawning
i think it overrides
Does it?...
i have tried with the moai mod, not putting moai to the enemy list would make them not spawn
np
yeah cc sets and unsets the config data during runtime
@lilac sorrel
How small is the interior?
Storehouse, x1.5
And do you have a mod that’s decreasing the scrap count multiplier?
Nop
Does storehouse have reduced scrap?
Shouldn't, nowhere is it mentioned
Did you read the log to see how much scrap spawned?
LLL typically errors and ‘rejects’ LL scrap in a log but that usually doesn’t despawn them
Storehouse could have a limited scrap spawning mesh but unlikely
Nvm Ig Storehouse just limits scrap when at a size of 1.5
I changed it to 2.2, and Artifice is chock full of scrap again
Sorry for the unnecessary ping
Well no I needed to find the issue
So if you set it to 0.7 you expect a cap of ~15 scrap you think?
is it only artifice?
hm alright
Hm, send the log please, I want to see what it’s set to and if it’s failing to place some or what
Do I enable all logs?
Log levels, sorry
Oh yeah all
Mk, will do after this session
👍
Also, not sure if the problem with LLL has gotten so bad from its lack of updates, but CC can't affect the spawn of the custom entities from Ooblterra/Seichi
Only scrap
E.g. eye security can't spawn on Titan no matter what I do, so the logs that I'll send should say something abt that too Ig
It only happens /w the eye security and oni apparently? What the fuck?? 😭
Wanderers & oobl ghost spawn just fine
Yeah, looking at Imperium's oracle rn; one should've spawned, but looking at the object explorer, they clearly didn't
Nevermind don't listen me anymore?? I may either be legitimately stupid, have a huge consistent case of confirmation bias, or Imperium fixes their spawns somehow
Nonetheless
That may be how they are registered
Artifice still spawned /w 31 scrap tho, 1 short of 32, their custom minimum
I’ll have to check if it’s registered with ll or if it’s on its own
Oki
I’ll have to read it in the morning since I got class and it’s 3am already 
Aight, take care and gn 👋
Gn
What the fuck
Hold on, I'll get another
Figured out that logs only save when you exit a lobby
Which is like, fucking stupid
But whatever
you have to go to a moon and have the issue
this log doesn't have the ship collider errors so it doesn't seem to opened a lobby?
like this log always looks like the game started opening and then got alt f4ed
huh
you don't have a log from LLL
usually it gives all the information about the day
also it looks like you have advancedcompany? That is likely to blame for any and all issues that could occur? I know batby was telling me it could not be supported to work alongside LLL?
I don't have AdvancedCompany
ok its terminal formatter erroring when patching compat with it
I'll try to get a log, but I have no idea how to make a log save
I thought it just saved every few min or so
code rebirth is erroring because you dont have modelreplacementapi
the log runs constantly while the application runs
you can just look at if unless you made it not open
I'm about to go fucking insane
Artifice isn't spawning below 32 scrap, CC is not affecting Gorgonzola's power nor spawn curve, and entities are getting stuck on said moon
I have to enable both LLL's content configuration and CC's edits at the same time to get my edits of Gorgonzola to work
NOTHING is going how I want it to, I am about to lose it
getting stuck??
like gorgonzola has funky nodes?
does gordonzola not have surface creatures normally?
perhaps the dev didn't add ai nodes?
@mighty reef you iirc?
@lilac sorrel HOLY SHIT
I GOT IT TO WORK
Idk if it'll inform you of spawn curves somehow though, but now I can finally get shit going /w the original problem: Artifice
HERE'S ARTIFICE
AUGH
Sorry for going off like a dumbass in your thread but I've debugged so much over the past week like GOD
Artifice still has the issue, but I must've just overlooked Gorgonzola
you have quite a few mods that change stuff and things so I think thats why you are the only person to be having this issues
nav issues?
No, spawn curve issues
Right now, Gorgonzola's spawn curve is at 1.5
But entity spawns are going up to 10 PM, judging by Imperium's oracle
Unlike Artifice's oracle, where all entities spawn before 12 PM
I'm aware
so enemies are uhhh like done spawning??
I don't get why you saying there is an issue
Both Artifice and Gorgonzola have a spawn curve of 1.5 as I've set thru your setting, however, Artifice's entities finish spawning at 12 PM, unlike Gorgonzola's majority of entities that extend to 10 PM
Not sure if that's just an issue /w Gorgonzola though ;w;
As in no more entities spawn beyond that time
you sure they didn't just all spawn?
if your issue is that enemies spawn too soon then why are you using the setting that makes enemies spawn sooner?
No...
increasing the value above 1 will push all enemies spawns sooner since the spawn curve is being pinched
I want Artifice's entities to spawn earlier, and they do, resulting in no other entities spawning beyond 12 PM (Afternoon), which is good
Gorgonzola on the other hand is not affected by the setting, and entity spawn times go all the way up to 11 PM, despite having the same setting as Artifice
Gorgonzola in my modpack is a Tier 4 moon, so y'know, I want it to be hard
ahhhhh
I can't really do much about that since its gorgonzola's spawn curve
I don't even know what it looks like
it may be an outlier in where it decays over time due to other hazards on the moon
the dev would have to show you what the curve looks like
Gorgonzola has AI nodes and Navmesh outside and normally works perfectly fine, I can't say what the issue is here
Nor am I sure if it's even CC related
...actually, this might be a me issue as far as enemies getting stuck
yeah I don't edit the nav
just set moon values like scrap count and dilate spawn curves
Yeah apparently Gorgonzola's Navmesh has been broken for like a week x_x Apparently when I sent it to s1ckboy and he sent it back via Unity Version Control, at some point Unity decided I no longer needed the Navmesh
Super infuriating cuz it means it's been broken for a while
Probably cus for a while the mod had a lot of issues, so people generally assume it's this mod lol
Most of the issues from cc are just it not changing a thing when it should tbh
Like I think loading errors were the most common
My friend's log:
My log:
Mineshaft seems to be desyncing between clients, and I'm not sure why. Could be an incompat /w RebalancedMineshaft, but again, I'm not sure.
I'm wondering, does the CentralConfig plugin do anything with a DungeonFlow's branch size?
very likely that
yeah reading the logs its doing a fuck ton of stuff to the dungeon size and layout of the dungeon
seed is synced
not branch size but the multiplier is adjusted by settings
Ive been running both of these mods every saturday and have never noticed a desync between the maps
on mineshaft
alright so they may have a third issue at play or a rare bug from that mod?
I have no idea what mod/setting could it be causing it
Lass...
I have confirmed that it was CentralConfig desyncing the interiors
Even with the interior settings off, it still desyncs them
:SeekTulip:
I already sent the logs, so the most I can do now I send my modpack code for you to examine: 01938542-25c5-57fb-0fc4-b349c292a1eb
Actually, since I already have them on-hand right now, I'll send the newest logs anyway. Here is @river wind's log:
And here is mine:
Are you sure? nobody else has had this issue recently
and if you have the settings off and yeah nothing can be desyncing it
you must have another mod that is desyncing something
I'm not sure what could be desyncing it, I've already tested the ones that I thought were the issue by disabling them and running the game /w a friend
So far I have disabled:
- Generic Interiors
- Scoopy's Variety Mod
- Gray Apartments Interior
- Runtime Netcode Patcher
- General Improvements
- Test Account Fixes
- Buttery Fixes
- Lethal Performance
- Additional Networking
- Lobby Control
- Lobby Improvements
None of which has given me any positive results, the only mod that has given me a positive result so far is this mod
It's none of these
Turn off safeguards for one
Those seem to just cause issues, I saw reports of problems in Black Mesa's thread regarding those
What's the second?
Make sure everyone has the same configs
and make sure LLL isn't also applying weights
Yuh, confirmed both of those.
I doubt it's this since Purple has that on in his modpack, yet it causes no desyncs. I'll give it a shot, though.
you haven't had any desync issues with cc recently yeah?
Nope
Reoccurring problem with SCP Dungeon not loading. I'm not sure why it keeps failing, but the logs told me to notify so I figured I'd send the logs
Prolly the Safeguards
Also idk why it'd be looking for ModelReplacementAPI
I beg of you to fix to old bird speed scaling sometime because this is just... yeah 😭 If it's even something you can fix
Hell, the spark towers seen here reuse the same nest/wake up code from the old birds, yet they're just fine
Even /w ButteryFixes' Unlimited Old Bird setting on, old birds beyond who's spawned just refuse to spawn
?
hhh
yeah this is a loadstone problem
I think ill have to blacklist the scp dungeon from it
When the spawn curve is edited, little to no old birds spawn
As I've reported b4
then don't change the spawn curve
this is an expected outcome
if you make enemies spawn earlier then they will spawn earlier
Even when there's no other entities in the exterior roster?? Shouldn't be old birds be waking up earlier, not disappearing?
maybe zeekers did something weird with them?
I haven't had any issues with old bird count
Using the settings you have I was getting the correct amount of them to spawn
Shrug, the only mod of mine that affects old birds at all is ButteryFixes, and the setting for them has always been disabled
yeah its confusing
as long as they intend to be spawned as decided by the unaltered method that plans outside enemies it should place down their 'nests' and as they spawn they will inherit the nest
Also, an update on the interior desync thing: I disabled every setting in CC's dungeon section, and the interior desync stopped. I've come to the conclusion that since @frozen crystal's modpack doesn't have this issue, despite having the same settings enabled and working just fine, that there's either a mod conflict, or my game/modpack corrupted somehow
Are there any known mods that conflict /w CC
hey like
no offense
but can you stop adding me to fourm posts by pinging me
thx
(lethal company)
Sure, whatever
are you sure your configs are synced?
Yes, 100% positive
I can't recreate the issue hm
when i was testing what needs to be synced and what doesn't, only all of the dungeon size settings needed to be manually synced, I was planning on adding syncing for it but attaining it syncronously is a pain, I'm used to async functions
is it possible to spawn daytime entities in gordion using this mod?
Hypothetically yes however Gordion lacks AI nodes and Navmesh, so you'll need a mod such as NavmeshInCompany or similar
Otherwise the enemies will break and spam errors
I've tried using navmeshincompany but nothing spawns
That's why you'd use CentralConfig to change that lol
you can't shape curves, only scale them
seems like central config doesnt always properly end days
its not the bug with time changing cause i never changed time on any moons
i wish there was a mod that allows gordion to spawn entities
there should be a few
it WHAT
you are the first person to ever have such an issue
You should test with no other mods
well im not fully sure it is that, its just this was not happening in my mod pack until i switched from LLL to centralconfig for moon edits
Same thing happens to me btw
and i havent installed any other major mods
i think its cause of the setting for time to wait for the ship to land before starting
i just disabled it on every moon and it seems fine now
You said you weren’t using any settings 
Idk why he didn't mention this, but he proposed to me in vc that it could be the config option that freezes the timer until the ship lands
Both of us use that setting
yeah as in i didnt change anything related to time initially
and all i did was disable it waiting to start once the ship lands to see if that fixed it
i changed nothing else related to it
Ah
Yeah zeekers code is kinda fucked when it comes to time so hhhh
What is happening? The day ends and it stays the same day?
Like it goes 3 days until quota again?
Zeekers measures how many seconds were spent on the moon then adds to it so that it equals a constant and moves the day one time (instead of just doing “oh it’s been a day, -1 days til quota”
Other than going to the company I don’t see any reason for the day to not pass
But I also don’t want to completely replace methods since other mods won’t work/I would need to recode them into the mod
@lilac sorrel suddenly regret muting this forum post after blanca pinged me here...
it was mostly just days not passing, but one time it jumped from 3 days left to 5 days left
any other mods?
would there be an option to change routing messages?
like how on vanilla, all of the moons have "Enjoy your flight" message
while embrion has "Good luck."
you can check yourself if you want to, as well as see if any settings are messed up in centralconfigs... config
01939f1b-01c8-155a-96a3-e406defb0803
but nah i dont have any other mods at all that mess with time
the closest is generalimprovements 24 hour clock setting but i dont use it since im not european
hard to say, if another mod is patching over the weird time stuff in vanilla it could be interferring with mine
rn I count the time spent in the level along with reduce the timeuntildeadline then find the difference between the time spent in the level and the manimum (980) and subtract that so it should always be 1 day
If I assume what they're describing correctly, it's not a mod
Save-scumming is when you restart the lobby mid-game to avoid losses
Aka, this bug only manifests when Purple restarts their lobby while the ship is landed, and this happens to me too
Ahhhhh
That makes sense
I’ll read my code again but it’s probably stuck
Also would carry over the time spent in the day so I need to clear that
?
adamance also has it
and maybe artifice i dont remember
also its not guaranteed so
is there a way to alter the amount of traps (landmines, turrets and spike traps) based off the interior?
not through code
I was going to do that alongside modded traps but modded traps are inconsistent
I could add incrementation for trap count with just the 3 vanilla, takes up a lot of space tho
@lilac sorrel https://github.com/ImpulsiveLad/CentralConfig/pull/11
Wait what did you have become nuget?
less dlls to track locally? 🥲
CC doesn't seem like it wants to generate an option to lock ||Penumbra||
Even adding the option manually through notepad results in it getting automatically removed upon reopening Lethal Company
I mean I'm pretty sure locking moons would require a way to unlock them I had a handful of moons that couldn't be locked outside of Rosie's
@woeful matrix I saw you typing both in Rosie's Mod thread and here, did you have anything of note to say?
Locking them means you can't route to them, and with no way to unlock them they'll be unroutable
Yes, that's exactly what I want
I don't like ||Penumbra||
That's my bad lol I'm just lurking 🫡
o ok
Hiding it should be enough
I guess, but I'd still prefer its existence from my modpack entirely wiped clean
Once it's discovered, my friends will want to go to it
Oh, what the fuck?
What you got against it? I thought it was a really cool anomaly moon
Since CC didn't override the registration of the moon, LLL is able to unregister it itself
That's cool
I had to remove CC, CC explodes atm after WeatherRegistry's update
and I'm not downgrading WeatherRegistry since it contains bug fixes
Generic, "Omg Matrix-like", and unanomalous
Pretty much a carbon copy of Untitled too, just without terrain
Eh not really, but Penumbra is about to get improvements Rosie has been hyping it
I like legitimate anomalies, not Matrix/simulation stuff
I don't like what DemonMae does with her interiors, Lithium being among the worst
I love DemonMae's moons
She doesn't seem to have any intention of making it a config option, so I'd prefer not to use them
The anomaly moon she did is peak
So do I, they're fantastic
The interiors are bad though
I disagree
Unreal Interiors I can understand Rrajigar and Nali aren't good imo but I love the UT99 ones
Only ever played her Gray Apartments since they're more vanilla-like
Well, I technically also played her OneShot interiors, but that's far in the past
What's its name
(Spoiler it if it's hidden by default)
It's hidden and locked :3
You can either give me the name, or I'll cheat it in myself lol
So you can use those instead? Not sure how they work
Yes, I let rosie handle that
It updated again??
Did you mean you'll let Rosie handle that?
No like they have funny stuff they coded no?
Apparently not
Eh whatever, ig I’ll remove it
Yeah Mrov pushed that pr for you earlier cus it was error spamming
Yeah I’ll pull and release that when I’m back, at some birthdays rn
do the nugets remain publicized?
testing it rn with a maybe fix for time with savescumming
Fixdate {0.15.7}
-
Fixed compatibility with new WeatherRegistry Update (thank u mrov<3)
-
Fixed time settings skipping a day(s) until deadline if the player disconnects mid day but doesn't close the application (savescumming).
-
Cleared hard blacklist for locking/unlocking certain moons that were story log unlocks (you can now lock Rosie's p moon).
lol dope, nice to see i was right and help with that issue
https://thunderstore.io/c/lethal-company/p/PanMan/LuigisMansionMoon_LLL/ any idea why this moon breaks central config? central config interior configs disappear if this mod is present
also for some reason it won't show up in the moons section on central config's config
yes 😅
could be some missing data thing? I'll test
greattt, the log just tells me there is a null something on the moon
but yes I can see that it goes to process the moons and errors when it gets to that moon
ah interesting
it is not a moon value that it null
I know this because if I isolate and test every value of the moon (read route price in a launch, then only read scrap count in a launch) I will still see a null
this implies that the moon itself is null as it appears in PatchedContent.ExtendedLevels
Not sure what would cause this as LLL moons are all set in unity
I notified the dev, I cannot fix that on my end
I see how that works now, its the same data but grabbed from online instead of locally I would imagine?
thanks for looking in to it!
one more thing https://thunderstore.io/c/lethal-company/p/WhiteSpike/Moon_Day_Speed_Multiplier_Patcher/ does this mod compatible with central configs time settings?
It is not
oh
It breaks CentralConfig's method of patching increased/decreased moon times
np, i've never seen that happen before so its maybe they didn't update an id thing from a template
Kinda pulled a Lunxara by speaking for the dev, but it's something I've experienced for myself, so I figured might as well chime in
yeah, I'm guessing they do mostly the same thing?
two of the moons in my pack depends on this, i wonder would the moons break if i uninstall day speed patcher
or maybe if i don't touch the time related configs on the central? would that work?
Not sure since I don't code, all I know is that MDSMP messes with CentralConfig's patch to the point that iIrc either days, or extra days are added to a quota when entering orbit
ok maybe not, their mod is a crazy wall of intermediate transcriptions
Actually, I'm wondering if that's what caused Purple's quotas to fuck up
I'm not sure if they actually had said mod though, was it in their modpack when you looked?
i see, so i should delete one or the other i guess
Depends on what Lass will say next
oh thats easy,
for god knows why there is timeuntildeadline in addition to daysuntildeadline
timeuntildeadline is decreased by the second but each day is 980 seconds so I use a number to count the seconds in the level and use 980-that to remove the rest of the day on the day passing
I did NOT account for disconnects so if you stay on a level for 5 minutes then dc and go again you will now be 5 minutes ahead on the quota
Now I correctly reset the time in the level to 0 and add back the time spent into the timeuntildeadline
I like your funny words, Magic Woman
(I have no fucking clue what you're talking about, I'm again not a dev lol)
disconnecting would break a thing since a number i use in the deadline math is not reset so it carries over
Now we're talking (I understand now)
ok yeah reading this it just changes some math via transpliers so that it doesn't skip/add days to the deadline
my mod uses some open numbers I translate about and directly overrides those time methods so if you have CC you do not need that fix
I handle the time differently
ig it you are not using time multipliers through cc and are from something else then it may work since I should be skipping my methods
I haven't seen if lgu's quantum disrupter works with cc with/without time settings
I think whitespike really really likes transpliers so its hard to understand what its really doing
hmm then i would do that probably
it is doesn't work I'll probably have to add soft compat to grab the current time modifier from lgu and multiply that with the global one
yeah I double checked, I think its just moveglobaltime and passtimetonextday that I handle totally different and they both return true immediately (run unaltered by me) if time settings are false
i see, btw i have never come across any issue with both mods present.
i mostly tested solo tho
I doubt it would have a gameplay impact yeah
Yeah, exactly
If you have CC, there's no point having this mod as it will never run.
Your mod also appears to be solely for doing those tweaks in LLL's config from what I understand lol
It's for whatever allows you to modify the data already available from the moons.
Ye
Because there was a couple of moon makers arguing over the day speed multiplier having to be set to 1.0 because anything else would cause unexpected behaviour.
The mod is solely to open that avenue.
yeah, it is kinda the silly how zeekers has it exist but moveglobaltime doesn't factor it in while it easily can its like 4 lines and the timespeedmultiplier is used just above
Artifacts are prone to happen when changing mechanics.
This is probably due to changing from hour/minute til deadline to day til deadline and the moon speed multiplier was left behind during the change.
Yes
Still throws that error I sent you before on Lobby disconnect btw - unsure if you still plan to fix that but wanted to mention it :3
Yeah I’ll probably rewrite it so it has everything anyway
Issue /w the custom description feature where it only appears after you switch moons/land the ship
Oh yeah, and again a patch to increase the character limit on this thing so you can see the full description would be nice
Makes the feature semi-redundant without it
so thats why exp sometimes shows up as hazard level B when its supposed to be D..
Yeah
yeah that doesn't update
i guess it doesn't read the moon properties on that screen? I'm not sure
character limit?
I fit the whole bee movie script on screen
well not on screen
but there doesn
't seem to be a character limit
How come the rest of my description isn't appearing then?...
hm not sure
This is the full thing for reference:
SECTOR: Arsenal
POPULATION: Inhabited
CLIMATE: 130°F Arid, minimal breathable air. Flat terrain, composed of amethyst, containing a thriving fauna-based ecosystem underground.
FAUNA: High number of fauna in a geothermal cave network located below this sector, of which rarely surfaces.
I have no idea what other mod could be causing this, and... I believe I've had enough debugging my modpack atm
Good news though that the interior desyncs no longer manifest it seems
ah its 5 rows, 15 columns
thats only relevant for editor
Do you mind doing a quick patch of this sometime to increase its rows 'n columns so y'know, it works?
I also imagine this isn't fixable?
I mean the method is reading and using it
Odd
isn't the terminal text typed using an editor? I feel like I remember the moons screen being hand typed and spaced?
yeah but that attribute has no relevence on how the game works
it controls how big the textbox in editor is
Isn't that the sole issue though?
are you modifying this in the unity editor
...I'm using CentralConfig, so I pretty much have no idea of all this technical stuff
nah, the person is just saying that typing too much text prevents the game from rendering it
Its displayed like this
maybe the max characters property for the textmeshprougui is set somewhere?
by default its 8 so it has to be set by zeek
looking that up it seems that actually an allocation thing not a text property
TextMeshProUGUI shouldn't have a character limit
The only thing I can think would be a line limit for the hud element, I haven't made a hud text in unity but I would imagine it has a set portion of the screen to use and does not auto size the text to fit
Probably
Fix {0.15.8}
- Fixed interior shuffler picking the same random number for every interior on day passing.
(I was seeding the random generator INSIDE the foreach loop 😔)
so yeah instead of adding say 3 rarity to all moons it will be random correctly now
(but still synced since it is seeded)
actually wait interior selection is host only anyway so it only runs on host
whatever
only if people use LLL
I don't think there are any modded interiors that don't
LLL is a dep too, its all built around types in it
like ExtendedLevel and ExtendedDungeonFlow
I'm glad to see you 2 getting along now 
They had beef? Tf?
Yeah Batby and Lass used to not get along quite often
So it's good to see them getting along
?? Why tf isn't CC registering Poolroom's existence
It's just not there
0193b219-9943-c318-14af-8eebd8325b99
Yeah, if I use LLL's config instead, it registers just fine
this is why i dont use the by tag feature
I'm sorry? You're using it yourself though?
i dont use the by tag thing
you put the weight string into by tag but you just said you dont use tags
planet TAGS, not names
(skill issue)
you are putting planet names in the tags
True...
silly
Right now, i am using LLL to set what interiors spawn on what moons, and i am using LQ to handle stuff like scrap/enemy spawns, moon routing prices etc. basically everything else
However messing with interior sizes via LLL apparently doesnt work, and LQ desyncs if you mess with interiors from my experience
Would i be able to add CentralConfig to my pack and just change the size multipliers for interiors without needing to change anything else / import a bunch of other configs from those mods?
It's easy to copy and paste your interior weights over to CC tbh, and if using CC I pretty much recommend it, I've noticed with LLL I roll the same interior a lot more for whatever reason
I myself have not tried with LLL and I dont run LQ and Central Config
but just CentralConfig I have done this very easily by enabling dungeon size options
Alright, i might give it a go
I just dont wanna throw something into the bingo pack thats gonna conflict n stuff this close to the event and have to mess around with it for a while 
I would just recommend blacklisting the vanilla interiors in CC and letting only LLL handle those
since moon devs alter those constantly
Like this
Odd
Why wouldnt it be the same as LLL where i set the weights of the vanilla interiors on the moon?
dungeon size has to be synced between all players, that is not rpced
so you have to use the same config for sure if you use dungeon size stuff
Oh I mean it would be I just personally never alter anything with the vanilla interiors
lol
so I like to just blacklist them from generating in CC
i mean ik they will all need the same config
Ah yeah
I do, i dont mess with the sizes but i change which moons they spawn on and adjust the weights
Yeah I personally like to just leave the Vanilla Interiors alone 
What? Why?
What do moon devs do /w the vanilla interiors that're so important
I mean anytime you add new moons it adds those entries, and every once in a while weights get readjusted for some moons
Meanwhile if you've manually tweaked it I'm pretty sure it won't add those automatically
I've never had them manifest, so
Volition and Attenuation didn't have an int until I gave them one, and it didn't put its weights in by default
I remember Attenutation generating Mineshaft by default and Volition should favor Mansion
Volition is the Gray Apartments and Attenuation is the Poolrooms for mine lol
(Volition's sector is a train station, and Attenuation's sector is an animal sanctuary)
Poolrooms I will never readd to my pack, the lack of tile variety and always getting the same layout soured that interior for me
XD
It's a nice interior but it really does not fit into LC very well
Yeah it could use some variety, but it's the only other good vanilla-like int aside from Storehouse
(Cozy Office is good, but I didn't mention it because I use Gray Apartments over it)
I miss the Mental Hospital
Mental Hospital was a fucking mess
It was such a cool interior though
Built off of free models with horrendous performance
I wouldn't say it's cool because mental hospitals aren't my thing in horror lol
I wonder who that reminds me of
(Please do not fuck up the Hadal Laboratory)
I think your performance issues have to do with some of the mods you use from the sound of it cus I never had any performance issues with it besides when it had issues with generating entrances
and that got fixed
Have you even played it?
I ended up having to pull it due to it having some corrupted asset in it's bundle that would cause crashes on game launch
Lord
i hear performance issues and its an instant tulipdread..
I was gonna say Storehouse reference but apparently another mod is just fucking /w it
What mod? God knows
true..
my main issue with the mental hospital is that it always gigantic and physically cannot load any smaller than a specific size
I will walk around for the entire day and find 1 thing
the mental hospital interior update is coming soon guys trust
2032 🔥🔥
Xen Interior is worse with this
Even if you downscale it to a reasonable size all the loot seems to generate in 1 specific spot
this is honestly a frequent modded interior issue
so, loot spawns by using a circle radius attached to rooms
for example, locker rooms in facility
the hallways of facility dont actually have loot circles
but loot can spawn in them due to loot circles bleeding into their area
a lot of modded interiors set up very minimal loot circles for rooms
and therefore its harder to find loot in modded interiors usually
Purple, I asked you a damn question in the gc
why im assuming developers dont set up the circles is cause they assume loot can spawn anywhere by default and the circles are just able to make more loot spawn in specific areas
but no if an interior had no circles, no loot spawns at all
feature request: disabling the ability for moons to be selected as the challenge moon
it was neat imo
thats true
xen looks great but like i see no scrap
For the weekly thing?
yes
it is a niche feature, but im sure some mod pack developers would appreciate it, cause moons with disabled routing can still be the challenge moon, and if they only want a specific moon from a moon pack that doesnt have separate download options, its a tad annoying
ran into this issue with snipers moons before he made them all separated downloads
interesting
I thought the dev specifically picked the moon itself and not just a seed
its a system that randomly selects the moon and scrap multipler and stuff
ah, that would do it
no, it randomly selects a moon in the roster and then applies random modifiers
thats why v50 beta and v49 had different challenge moons for like 2 weeks
Update {0.16.0}
-
Added new setting
Adjust Dungeon Size for PlayerCount- Same math and location as the ScrapValue adjustment for PlayerCount but dungeon size is directly correlated to PlayerCount. This setting has its ownThreshold,Percent,PercentChange, andMin/MaxValues. -
Changed some descriptions for scaling settings to clarify calculations. !!This may default their values!!
-
Tweaked
Fine Overridemath and added more text variants, (now has custom text for when you make money from dying horribly). -
When using a scrap saver and all players die, the scrap collected that round is now displayed correctly in the EndGameStats, (was previously shown as 0).
-
Fixed the mod breaking when a moon name contains an apostrophe.
-
The default value for dungeon selection by route price now omits 0 rarity entries.
-
The Cyrillic lettered moons used by RebalancedMoons no longer appear as duplicate moons in the config (they cannot be visited so there is no need to edit them). These moons are also omitted in the default values for dungeon selection by PlanetName.
-
Edited some logs.
-
The crown from Scoopy's Variety is now affected by the scrapValueMultiplier (as a treat<3).
Was this to fix the issue /w the description pop-up as you land not scaling, or is this something different?
rip
hi 0193c933-210a-2dca-98d1-dc86f40c7f76
Whatever this is ends up crashing the game upon clicking on the main menu's exit button
That’s not an issue
Just a null thing on disconnect, can be like 50 things
It’s not crashing the game, it closed because you closed the game
odd
I do like this mod a lot and read all of the settings but I am currently suffering from this weird issue where monsters that have max spawn count appear more. For example, there were 4 blobs at a same time or 3 SCP427-1 which I put max spawn count of 1 or 2 ghost girls appearing simultaneously. Is there a way to fix spawn count by using this mod? or do you possibly know why this is occurring?
where are they originating?
this mod does not change the individual max counts for enemies so perhaps they are spawning as part of different spawn types?
or it may be because there are several entries of that enemy in the spawn pool, if you have girl:50, and girl:53, I believe 2 can spawn? haven't tested that
it depends on if it is returning the enemies count and checking the whole scene for them first or if its just incrementing the spawn counts for each entry in the spawn pool individually
I double checked the entries but there were no multiple entries
Maybe then it is occurring because of other mods such as lethal escape or lost enemy fix
ty for the reply
thats not true
if there are multiple spawn weights of the same thing in one string, the game adds both into a final total number
thats why assurance has so many bottles spawn, it has 111 spawn weight for bottles
zeekerss accidentally put two bottles spawn weight entries into assurances loot table
one with 58 weight, one with 53
where is that?
no I mean like what method is the strings entries getting abridged
oh im not sure about that
i just know the game adds all entries of the same thing into a final big number
I just can't find that anywhere in the code
you may just be thinking about how it works mathwise
this isn't about selection however, this is about if it is actually removing duplicate entries when spawning enemies or if they are considered to be separate possibilities, iirc correctly the logs indicate that if you have butler:100,butler:100,butler:100... etc. then enemy 0 will be butler, enemy 1 will be butler, enemy 2 will be butler and so on
when it plots out which enemies to spawn it may be saying oh well enemy #7 (the butler) hit its spawn cap so instead it will spawn enemy #4 (another butler) which has not hit its spawn cap
ill check if thats a thing in vanilla
well
ill use LLL to do it but
still basically vanilla
spawn cap is managed by the enemytype so this does not apply
there isn't any code that adds weights together, but having the same item on the list multiple times is mathematically identical to adding all of their weights into a single entry
if a moon has ghost girl twice on the list, her effective spawn weight will be those two weights added together
but both would reference the same enemy type and both would be subject to the same spawn cap
you can not get 2 ghost girls at once
its possible somewhere in LLL does this but because of your reasoning
yeah hard to know
cc doesn't affect max count for the enemies and I have never seen more than one ghost girl in a day so its probably another mod
I wasn't able to replicate this with two lan clients, but
custom moon prices for the vanilla moons don't change for clients
Only for the host it does
Idk why
@fast charm
This might be your doing
Since
CC doesn't register your custom vanilla scenes anymore
But Idk
No
you said you couldnt replicate this in lan?
that's really strange
The prices were of the custom ones I set
to me it sounds like config desync somehow but im not entirely sure