#Central Config

1 messages · Page 6 of 1

fast charm
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are you using CC to edit the prices of moons

hot slate
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Yes

fast charm
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Could you like uh

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not do that maybe

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is that an option

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like using LLL instead

hot slate
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No

fast charm
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for that specifically

hot slate
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You can't edit spawn curves/hazards via LLL

fast charm
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no i mean

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like

hot slate
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Hm

fast charm
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dont turn off cc

hot slate
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CentralConfig will take priority regardless since that's how it's made

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So I believe the desync will still be there

fast charm
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try turning on LLL config for my custom moons like this and edit the price here

hot slate
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I could try after this round

fast charm
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my code only takes this value from this entry

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so you dont have to worry abt the other shit

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afaik

fast charm
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or does it always override it

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i dont remember tbh

hot slate
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Always override it, and I'm also afraid the two might conflict anyway

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and make things

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not work as intended

fast charm
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well

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cc doesnt touch my entries

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so i really dont think anything would happen

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so long as you dont edit the vanilla levels

hot slate
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That's a really confusing way to word it

lilac sorrel
fast charm
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oh ok

hot slate
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Will having both on at the same time cause any conflicts?

fast charm
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yeah so just disable the price and then edit the price on Custom Level: whatever the moon is

hot slate
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Or will they work if they're 1:1

fast charm
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i dont see why it wouldnt work

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i dont think you even have to make it 1:1

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just change the price and it should only read that alone and anything else you changed through CC should remain as is

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in theory

fast charm
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yeah

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when you join the lobby it sets the price from the custom level

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so modifying it applies the modified value

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i tested this earlier

hot slate
lilac sorrel
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did you change it? nothing applied to your cyrllic moons applies to the vanilla moons

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the point of how I set it up is that the cryllic moons don't exist

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they are unroutable and only exist to use as a scene

fast charm
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ive always done it like this (albeit this is a bit more optimized than it used to be)

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so it applies the data from my selectablelevels

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cc is able to override it

hot slate
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Yeah, I still can't replicate the issue via LAN

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So I can't try anything rn

fast charm
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then its ran here

lilac sorrel
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you are setting the vanilla moon values yes? I can't differentiate between the latin and cyrillic letters

fast charm
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oh yes sorry

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those are just the normal words

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on the left there

summer moon
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dont wanna but in but just a heads up

fast charm
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i dont think i reference the cyrillic letters anywhere

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anymore

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it only exists so the planet name is correct when you land

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visually

summer moon
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anything deriving from UnityEngine.Object can be 1:1 copied using the instantiate function and passing in the object you want to copy

lilac sorrel
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I'm still not sure why you made duplicate moons when you are only changing the vanilla moons including the scene? Is it just to force lll to display another?

river wind
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...explains why we were somehow routed to march when it cost 250...

hot slate
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Seems like I'm not the only one

fast charm
lilac sorrel
river wind
hot slate
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Probably? Do you use them, or not?

river wind
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i use them

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i don't think i read it right thats why i said probably..

hot slate
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Ah

fast charm
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I just don't understand how this sort of thing wouldn't be replicable in a lan environment

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doesn't make sense to me

hot slate
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We could debug together whenever you're on your computer if you want Ig

lilac sorrel
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lan IS admitible funny, I either can't recreate OR only get certain issues from mods/modpacks in lan

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hell the clients don't even seem synced up in time (tested in pure vanilla)

fast charm
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hm

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lass

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just wondering

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do you sync the moon prices across all clients

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for cc

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because the moon prices visible on the terminal are clientside

lilac sorrel
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nah I'm horrible at networking, I just make sure anything that clients need is set for them as well

fast charm
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i just had to do a PR for DiminishingReturns because it wasn't syncing its moon discounts on client

lilac sorrel
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so clients generate the routeprice config setting and they get to whatever they have there, cc does use csync but they may simply not work since I am cracked out and use config entries in a way csync may have not anticipated

fast charm
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oh so the moon price option is a synced entry?

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or

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i did end up using csync to fix this and it worked for me

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so thats odd

lilac sorrel
river wind
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i just discovered that clients cannot route to moons that cost negative credits D:

fast charm
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why on earth are you even doing that

river wind
fast charm
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ah

river wind
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its supposed to be a gamble moon you can of course abuse it by just routing back and fourth but thats no fun....

fast charm
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anyways as I've shown before all my mod does is change RoutePrice during StartOfRound.Start, if overriding my prices with CentralConfig works on the host's end only then I have a hunch there is something awry with the way CentralConfig applies prices on the client's end

lilac sorrel
fast charm
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by that i mean its probably done at a different period or just done differently

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im not sure

lilac sorrel
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it could be from desynced configs if csync isn't working

fast charm
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in theory though blanca and whoever else probably have the same config anyways

hot slate
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Yes, we did

fast charm
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anyways regardless

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if the client is still showing the prices i set, you can just use LLL to override the custom moon's price and it'll just read it from there anyways

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you don't have to touch anything else

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you never actually route to these moons

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it just reads the data from them and then CC (in theory) applies its settings after

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but for some reason price doesnt sync on client. so

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if thats the only error then you can just do that

lilac sorrel
fast charm
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no because i do this

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in applyrebalance

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it basically is just vanilla moon price = cyrillic moon price

lilac sorrel
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the cc entries are only the vanilla ones, you can't set it on te cyrillic directly there

fast charm
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yeah thats why im saying just use LLL's config for changing that only

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should be fine

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your mod does not touch my moons so it doesnt matter if you enable the configurations for them I'm pretty sure

rain bear
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@lilac sorrel in CC you have functionality for dungeon size / scrap amount scaling for more players. Is there anything planned for scaling enemy spawns (e.g. multipliers for enemy power) for more players?

lilac sorrel
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I didn’t think about that before

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The enemy power wouldn’t be changing how fast they spawn tho, or may just make them cap off a little sooner

rain bear
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Hm that's true, but could be used in conjunction with your raised cap through the FreeThem setting, to couldn't it?

lilac sorrel
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Yeah if you make them spawn faster too

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Actually wait that doubles it already

rain bear
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Wait what doubles it? Accelerate enemy spawning? 😅

lilac sorrel
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free them

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makes them spawn hourly

normal dew
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I am tempted to enable that, but does it make the game unfairly unbalanced? I do want more monsters in my facility as they have been feeling empty in the past

lilac sorrel
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it basically is just uncapping them and letting them spawn a little faster

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if you have spawnenemyspawnrates and boosts the power counts for moons you can have a couple enemies spawn each wave

rain bear
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No matter what configuration I seem to do, Peepers are still finding their way through the cracks and making themselves able to spawn, even if I set them to weight:0 in the per-moon strings, any thoughts @lilac sorrel ?

normal dew
frozen crystal
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unless you have only old birds

normal dew
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yeah it was an exaggeration, I just would like to know if uncapped makes the game unfair or still sort of balanced

frozen crystal
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well

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the other spawn weights and power level limits still exist

lilac sorrel
heady arch
lilac sorrel
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Ok

normal dew
frozen crystal
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@lilac sorrel im not sure if its just a conflict with another mod

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but for some reason i cant make mask hornets spawn from vents inside

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i put "Butler Bees:100"

clear olive
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anyway to get the moon description to scroll down, swear it used to at one point

frozen crystal
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ok correction

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they cannot be spawned anywhere at all

clear olive
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nvm fixed

lilac sorrel
frozen crystal
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not sure

rain bear
rain bear
lilac sorrel
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some people (wesle) are chronically silly and put the funny guys in the tables

rain bear
lilac sorrel
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hm

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maybe I didn't add them to my enemytype list or he changed something

rain bear
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Through minimal testing, if set to 0 in config for daytime enemies, they seem to only pop up late in the spawn cycle so maybe they register for nighttime enemies too, and perhaps I need to set nighttime peepers to weight:0 everywhere, dunno though

lilac sorrel
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I don't think I added them to my enemy list so I'll do that next time I update

rain bear
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Yeah sweet, I've definitely retested it and the buggers are still popping up, despite setting nighttime peepers to weight:0 as well
But pretty sure they're primarily a daytime enemy

tidal fern
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Would it be possible to add a max spawn count option for enemies? It seems that the central config ignores the max count for modded enemies.

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This doesn't work for example

lilac sorrel
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ah I don't edit max count on any enemies

tidal fern
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hmm i wonder what causes it

lilac sorrel
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pjonk in particular could be odd to count since it makes babies

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like if you see 3 near each other It may just be the offspring?

spiral lake
lilac sorrel
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everything

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read the descs

prisma comet
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@lilac sorrel I'm Debating on using this but did have a couple questions.
Do I need to set up everything? Like if I leave the scrap part alone will scrap and modded scrap continue to spawn as they normally would? Or would modded scrap not spawn?

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I'm mainly Debating on this for interior control and possibly monsters.

spiral lake
lilac sorrel
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no its config settings and uses code to apply them

lilac sorrel
spiral lake
lilac sorrel
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without turning stuff on, barely any code changes stuff

prisma comet
lilac sorrel
tidal fern
lilac sorrel
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you use the mod to customize stuff

prisma comet
tidal fern
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do the offsprings grow into adults?

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didn't know that

prisma comet
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I don't think they do but another mod you have might have just caused them to be full grown size

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Error while disconnecting: System.NullReferenceException: Object reference not set to an instance of an object
at CentralConfig.ResetChanger+ResetOnDisconnect.Postfix () [0x00006] in <92b9f33a1fd041e59f4ca213526cf177>:IL_0006
at (wrapper dynamic-method) GameNetworkManager.DMDGameNetworkManager::Disconnect(GameNetworkManager)
at GameNetworkManager.OnApplicationQuit () [0x00015] in <b5c9757a4ecc4ee1b8a83c58c3df2def>:IL_0015

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all I did was load a game to generate it and closed out. Is this harmless and due to not having anything set yet?

lilac sorrel
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It’s harmless, just a thing not set not being reunset

summer moon
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(If another mod is postfixing that after you it’ll break their stuff tho)

lilac sorrel
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hm fair

indigo knoll
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Any chance we could get enemy shuffler as a standalone mod

lilac sorrel
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I could definetly easier here since I already have all the methods I need

swift tangle
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I still have problems setting this :,]

lilac sorrel
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what?

frozen crystal
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@lilac sorrel suggestion
add code to prevent hives spawned by scrap loot table spawn weight from being conductive while inside the building

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yes this is a real thing, idk why it happens specifically with bee hives

lilac sorrel
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That’s odd

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I can fix that tho

small mortar
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@lilac sorrel Any plans to fix the disconnect error and merge Mrov's pr soon?

lilac sorrel
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yeah I'll go through and update the stuff tomorrow if I can

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just been depressed a bit

small mortar
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I understand that feeling

lilac sorrel
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are you doing anything funny when you disconnect?

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I enabled all settings and null checked everything individually and the only thing sometimes null is my plugin class

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but without changing anything it suddenly works seemingly regardless of what I do even in my pack of 200 mods

small mortar
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Maybe see if it only happens when AsyncLoggers collects Stack Traces?

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There's some errors that like to show up specifically when that is on for some reason

lilac sorrel
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I have it collect stack traces and it doesn't happen

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it is consistent for you?

small mortar
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Yeah usually

lilac sorrel
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or is it like every other instance of the game being open

small mortar
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Maybe try landing and going back in orbit and seeing if it repros then? Idk

lilac sorrel
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i tried that

small mortar
lilac sorrel
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using that I don't get it on 0.16.0

small mortar
lilac sorrel
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oh maybe I don't have a client

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almost everthing checks if u r the host tho

heady arch
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is the error even serious enough tbh

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good ol' try-catch time 🤭

lilac sorrel
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nah nothing happens for client, it would just be checking if this config exists and if they are the host for most of it then it logs a thing and sets an int to 0

lilac sorrel
heady arch
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if it could impact postfixes after you

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just make yours a super-high priority

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so it runs last

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which is not a great thing to do

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but also 🤷‍♀️

lilac sorrel
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ok I can't recreate the removeduplicateenemies error that one person reported even when using unregistered enemies and jibberish config values

lilac sorrel
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wait is it on disconnect or was it always on closing the game

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I thought it was on disconnecting

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@small mortar do you get the issue when closing the game or when leaving a lobby?

small mortar
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Do you get it if

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You leave a lobby then rehost it?

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Cus I see it most commonly when doing that

lilac sorrel
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well the error you've been sending doesn't have anything to do with leaving a lobby

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is it in the OnApplicationQuit() one?

small mortar
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I have it happen everytime I disconnect from a lobby then reopen it

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Cus sometimes I have to do lobby reloads

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So maybe that's what does it?

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idk

lilac sorrel
small mortar
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He loaded a game and closed out to the lobby

lilac sorrel
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yeah I can't recreate that

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I think its probably my host check

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only in multiplayer

small mortar
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Yeah probably

lilac sorrel
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the networkmanager is destroyed

lilac sorrel
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fixes {0.16.1}

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  • Peepers are now included in the enemytype list and can be spawned in spawn pools, enemyname is peeper it is not in default values because it has its own spawn mechanics typically.

  • Made indoor beehives no longer conductive.

  • Fixed disconnect null by using a seperate bool instead of a networkmanager property.

  • Accepted new WR pr.

rain bear
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@lilac sorrel how does CC handle spawning beehives? It's by putting them in EnemyOverrides as Red Locust Bees:{weight} right?

lilac sorrel
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when red locust bees spawn they create a hive where they spawned

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putting hive as a weight in the scrap pool shouldn't spawn bees

rain bear
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Yeah cool so normally, okay thanks

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Just having weird desyncs with beehives lately and dunno what's causing it
I surmise it is likely to be BCM, just cos it's been doing funky stuff lately

lilac sorrel
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What’s bcm?

tawdry heath
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Brutal company minus maybe?

frozen crystal
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its not brutal company minus

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im pretty sure centralconfig just changes how circuit bees spawn

lilac sorrel
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it doesn't

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it just changes the hive object .scrapvalue and the scannodes scrapvalue

frozen crystal
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thats weird cause i also experience circuit bees spawning after the ship lands

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i never reported it because to me its not really a major issue

lilac sorrel
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yeah that happens if they don't spawn at the beginning of the day

frozen crystal
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and i only assumed it was CC cause it wasnt happening before

frozen crystal
lilac sorrel
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it should happen in vanilla too as long as the power count doesn't get filled at 8am

frozen crystal
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circuit bees spawn curve specifically tanks it down to 0 after the first spawn cycle wave (7 AM)

lilac sorrel
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ah ok so flatten curves does that

frozen crystal
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i dont know if i even have that enabled tbh

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i cant check rn

orchid beacon
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@lilac sorrel does this overide lethallevelloader

frozen crystal
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it does yes

lilac sorrel
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its overrides only settings you set in it

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it doesn't override it being a library or anything

frozen crystal
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nvm i found it 💀

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im not gonna lie i feel stupid as fuck reading this effects what monsters spawn and not the curves they have

rain bear
rain bear
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FYI @lilac sorrel I was testing earlier and Peepers still managed to slip through the cracks when set with CC only, I've re-configured the peepers.cfg to blacklist certain moons, but just thought you should know

lilac sorrel
lilac sorrel
frozen crystal
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ultimately i decided to keep the flatten setting on because i want barbers to spawn more often but also i have circuit bees spawn indoors on a moon in my mod pack and i feel it would be jank if i turn it off

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i dont even understand why barbers decrease their chance as the day progresses...

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zeekerss really made this guy be on life support

rain bear
frozen crystal
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theres probably a few outlying things centralconfig does not take priority over

rain bear
frozen crystal
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whatever reasons those are i cannot say

frozen crystal
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every monster has a specific spawn curve attached to them that increases or decreases depending on two factors
the time of the day
how many of that monster has spawned

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flattencurves disables these

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but its only really significant for nutcrackers, masked, barbers, and circuit bees

rain bear
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So that spawn curve is attached to the monsters themselves? Nothing to do with moon spawnrates?

frozen crystal
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the moons spawn curve is what decides how often monsters spawn, then each monster has its own curve that effects their chance to be selected

rain bear
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So the flattening from CC impacts the monster curves only, right?

frozen crystal
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yes

rain bear
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Awesome, thanks 😎

frozen crystal
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if you want specifics
nutcrackers increase their spawnrate for every two that spawn
masked increase their spawn rate every hour and for each one that spawns
barbers decrease their spawn rate every hour
circuit bees immediately drop their curve to 0 after 7 AM passes

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ghost girl also decreases her spawn rate every hour but thats not really super significant in comparison to those 4

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brackens and jesters also uniquely start with a lower spawn rate than other monsters

rain bear
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And if I flatten the rates, do/can Barbers still spawn in packs of 2+ with BarberFixes?

frozen crystal
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of course

rain bear
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Mmkay
I think a flattening is in order then
That can be another day's job

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Thanks!

frozen crystal
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shouldve seen the 100 spawn weight masked on offense incident in my mod pack

lilac sorrel
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Only 1 ever spawns when using spawn pools because that is the enemytype value, his configs 2-4 is his mechanism

rain bear
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Oh! Interesting to know

orchid beacon
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What is a personal enemy probability

lilac sorrel
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the spawnlist of enemies isn't neccarily accurate on its own

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each enemy has a separate multiplier for their chance to spawn evaluated from the current time of the day

orchid beacon
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oh so if its night then a enemy has a higher chance

frozen crystal
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nutcrackers increase their chance by a bit over 1% for every 2 that spawn

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both variables can also decrease the chances, although only barbers, ghost girl, and circuit bees decrease as time goes on, none do from amount spawned

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the bracken and jester also uniquely start with a lower spawn chance than average

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circuit bees instantly set their curve to 0 after 7 AM

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so if you use flattencurves, they can spawn at random daytime spawn intervals

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thats the most noticable effect of it though, its actually pretty nice for barbers if you also use barberfixes

rain bear
frozen crystal
rain bear
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Hm, is there a way to make the beehives spawn at the start of the day only but everything else be flattened?

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Or ig the solution to that is just FlattenCurves=false?

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Okay nvm I'm so dumb I thought flattening would help the hives from popping up randomly which seems to lead to desyncs but I'm just stupid ignore me everything is fine

kindred gorge
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ok i know this is oddly specific but how have you guys gone about balancing the enemy spawns of moons? im currently importing all the config values into a spreadsheet so i can get some charts to look at, but idk how accurate the percentages are
idk if there is a factor more important than the enemy weight while configuring it

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this sheet includes all modded and vanilla enemies that i have installed at the moment

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i basically have it so that the weights are all in a sheet for the respective moon row which makes a graph

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this is the current graph for acidir's interior enemies, and i haven't changed them at all yet

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idk why the harpghost has such a high spawn weight ngl

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other than the harpghost, does this graph seem accurate to what you would experience in-game?

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it's my first time tweaking enemy spawns except for lowering enemy weights after a playtest session

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i'd prefer to not be closing and reopening the game every time i want to efficiently work with the values to balance it

lilac sorrel
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the interior (if you have LLL), enemy spawn, scrap pools, are all synced as the host is the only one that chooses them then passes them on, the dungeon size is NOT synced

indigo knoll
keen wharf
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would it work if i use All: ?

lilac sorrel
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it would not

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you can do modded and vanilla

keen wharf
lilac sorrel
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those are tags

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the global settings also adds to all

small mortar
lilac sorrel
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oh my math factors in wr

small mortar
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Yeah I was just making sure if I setup custom values in WR those values still stick

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cus I struck a pretty good balance recently lol

frozen crystal
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@lilac sorrel are landmines, turrets, and spike traps using the flatten enemy curve setting?

lilac sorrel
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no

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the curves for those determine how many can spawn

frozen crystal
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is there a setting that effects it?

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ive been getting constant swarms of turrets on assurance and vow

lilac sorrel
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nope, just random

kindred gorge
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is there a way i can remove a piece of scrap globally?

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wait nevermind im dumb ignore me

kindred gorge
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wait real question this time, im trying to set enemy spawns in big lists and for some reason it's not spawning anything, and if it does spawn something, it's an enemy i specifically didn't place in the spawn pool

lilac sorrel
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uh really?

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you using any other settings?

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big lists is working afaik

rain bear
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@lilac sorrel I know I briefly mentioned the idea and you said you hadn't thought about it, but a cfg option to "free them" at different values depending on # players, as well as increase max power count (which I assume is "scale enemy spawn rate") by a percentage depending on # players?

olive brook
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is there a way to increase the amount/value of scrap on a interior rather than a whole moon

kindred gorge
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also, the moon that it happened on naturally had no inclusion in the big list (since there were no spawns) but there was still spawns in the individual moon's spawn list so it used that instead

rain bear
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This is notwithstanding other mods messing with scrap (e.g. exterior scrap from an event or something) but I'm pretty sure that doesn't factor in to moon min/max scrap values

rain bear
olive brook
kindred gorge
rain bear
kindred gorge
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(i had to repaste it because i accidentally reset the big list to the default one lmao)

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also my spreadsheet formula was missing the first 3 columns that had 3 of the enemies for some reason so i had to fix that too

kindred gorge
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if so, i just spent like, 16 hours over 2 days making a spreadsheet where you can organize all your config stuff and have it generate the big list

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it technically requires a lot of time to fill in the enemy values, but i did just recieve a formula from someone that I can implement onto each page to make it easy to import your configs into the sheet

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(may end up making a page for scrap too)

rain bear
kindred gorge
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honestly, fair enough

rain bear
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@lilac sorrel I don't see Diversity's Watchers listed under min/max hazards anywhere, am I missing something? Where can I alter the per moon rates for them?

rain bear
lilac sorrel
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There is not much consistency in how they are done so they all need custom handling

rain bear
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Oh, it's coded as a "DiversityEnemy" rather than "EnemyType"?
Bruh 💀

rain bear
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Sorry for being annoying but is the Locker included in the BigLists?

olive brook
lilac sorrel
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true

clever chasm
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bsl back???😮

rain bear
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@lilac sorrel can I request a config for turning on/off Loadstone compatibility?
Just found out CC may turn off loadstone's async generation for some interiors

Edit: I a dumb

small mortar
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Turn off the dungeon safeguards

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and it won't touch Loadstone

rain bear
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Lol I just saw that message hahaha I was about to edit my comment

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Sorry for the ping Lass

small mortar
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@lilac sorrel I again request this mod just not touch Weather Multipliers if possible if not using any of the config options for it, I really don't like it overriding WeatherRegistry when I spent time to balance it out

rain bear
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@small mortar you didn't seem to notice my DM but do you still use MaskTheDead?

small mortar
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No.

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I haven't used that mod in almost a year

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It caused problems and I pulled it, it's been updated since but it no longer interests me tbh

rain bear
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Okiedokie, what problems did it cause? (if you can remember)
Zombie hordes with masks and corpses?

small mortar
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Just desyncs iirc

rain bear
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Oh interesting
Good to know thankyou

small mortar
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Like I said it was updated since so no idea if it still causes problems

orchid beacon
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Central config is not bad, except for the multiplier and the loadstone thing.

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But those can be turned off

small mortar
orchid beacon
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@lilac sorrel can you add a config

rain bear
small mortar
orchid beacon
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She probably got off

lilac sorrel
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wr is coded to override scrap values last time i checked so i have to handle it

small mortar
lilac sorrel
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if not then wr overrides cc

rain bear
small mortar
#

Yeah but it's a config option in WR, so why can't it be a config option in CC?

small mortar
lilac sorrel
rain bear
#

I don't have the configs in front of me but pretty sure it's just scrap injection by weather, then change the value/amount multipliers

small mortar
lilac sorrel
#

yes, it uses wr values

#

as of right now if u don't want weather multipliers then you have to set it to 1x in the wr config

small mortar
#

Okay I was wondering since I've setup values like this for some weathers lol

#

As long as it converts them it's fine

#

Then I did this for Eclipsed

#

@heady arch Figured you would be interested in knowing this since you thought CC completely shut off your values

#

:3

lilac sorrel
#

im not sure if the scrap amount is applied, it can be tested, if not then i'll just have edit one method to fetch it

small mortar
#

@hot slate Maybe you can test this?

hot slate
#

Test what exactly?

rain bear
# hot slate Test what exactly?

WR scrap amount/value multipliers = x99 with CC installed but not set to override; to see if CC overrides or not despite it not meaning to

small mortar
#

@lilac sorrel ?

heady arch
#

and the setting I've made a pr for disables WR patch completely

heady arch
#

it is coded to replace, not multiply

#

but it's not always enabled

rain bear
rain bear
small mortar
#

I wouldn't know how to manage it in CC for that, I would prefer to just use WR

rain bear
# small mortar I wouldn't know how to manage it in CC for that, I would prefer to just use WR

I'm sure it works in WR if you haven't played around with CC
But it's quite easy in CC:

  1. Set Weathers > Enable Scrap Injection by Current Weather? = TRUE
  2. Load up game, CC config will regenerate with all weather types
  3. Each weather type (including modded, WT additive and WT progressive) will have "Add Scrap", "Scrap Count Multiplier" and "Scrap Value Multiplier". Leave Add Scrap = Empty, and just set the count/value multipliers to whatever decimal you want, 1 is default
lilac sorrel
#

It overrides everything else then

lilac sorrel
small mortar
#

I was wondering why CC doesn't do the same if you're not using it's settings, if the values are toggled off I don't see why it needs to overwrite stuff

#

This setting is what I'm talking about ofc

rain bear
small mortar
#

But agreed that that is how it should work

rain bear
lilac sorrel
#

If you have wr set the scrap multiplier then it won’t factor in the moon multiplier, player scaling, etc from cc

frozen crystal
#

@lilac sorrel ok so funny bug i just found

#

apparently when you load the challenge moon as your first save file with centralconfig, its different from the one that would load when all of the stuff for centralconfig is properly loaded in

#

like, you know how the center monitor's info doesnt change if its edited initially

#

thats what i mean

heady arch
#

you can read my values, replace them, whatever

#

WR's patch is not gonna run

heady arch
rain bear
lilac sorrel
#

It overrides all my scrap values

heady arch
#

that's your assumption about my mod

#

i've literally added the toggle so you can disable it

#

thing is: it's always disabled, even if CC doesn't set any weather-related stuff

orchid beacon
#

To my understanding I have to set the weather registry multiplier values in the CC config

lilac sorrel
#

I have my own but if you don’t use then and have wr installed it will input wr config instead

orchid beacon
#

wasn't that what they saying

lilac sorrel
#

Nah wr applies of you don’t set it to 1x in wr

orchid beacon
#

ok

heady arch
#

weatherregistry does not change anything

#

my mod does not do the things you claim

orchid beacon
#

@lilac sorrel

heady arch
#

just to confirm your claim: i've set Foggy's multipliers to (2,2) and landed there:

#

01943d91-27c6-aa67-0958-4cd62bee2224

lilac sorrel
heady arch
#

I've just sent you the logs of what's happening

#

and from them you can clearly see that this part is triggered

#

meaning: the rest is not called

lilac sorrel
#

nice

kindred gorge
small mortar
# rain bear Nws, I already did and tested that <@165179734194520073> guess you'll have to jo...

After how this whole situation was handled I'mma put my foot down and never touch CC again unless Lass learns how to handle working out compatibility with other mod devs better. The attitude used here and lack of listening and trying to work with Mrov was annoying and this is a mod I would rather not include in my personal packs anymore. Sorry not sorry. Not saying it's a bad mod but this situation was handled and dealt with extremely poorly.

lilac sorrel
#

But there is no issue?

#

They are perfectly compatible, I went out of my way to include wr in the code

lilac sorrel
#

I have to go to work again but it makes sense if you read the code, wr cannot use its own applicator alongside other mods so I disable it and fetch the config of wr to apply weather multipliers

orchid beacon
lilac sorrel
#

Mrov was showing that cc works with wr set

orchid beacon
lilac sorrel
#

oh wait i see wym

#

you want wr to apply?

#

is wr scrap multiplier enabled?

#

If it’s not enabled then that’s right

orchid beacon
# lilac sorrel oh wait i see wym

I want to use the weather registry values but mrov is saying that central config overrides them and sets them to zero even when central config weather multiplier is zero

lilac sorrel
#

Just to clarify you mean not set instead of 0 yes? A multiplier of 0 will make it be no scrap

orchid beacon
#

I want WR multipliers

#

But mrov was saying that CC overrides it and sets the multipliers to 1 even with weather multiplier set to off in CC

lilac sorrel
#

Have you tested this?

orchid beacon
#

No but he just tested it in the screenshot and somebody else said the same thing

lilac sorrel
#

No? He sent me a ss showing that it works

orchid beacon
#

Oh

lilac sorrel
#

Changing the wr config updates the scrap value

orchid beacon
#

@chilly fiber was saying something about how CC overrides with the setting off

#

Wait

#

Wrong ping

#

@small mortar

lilac sorrel
#

That’s why it goes from 0.4 to 0.8 when he doubles it

orchid beacon
#

Ohh

orchid beacon
lilac sorrel
#

Only if you are on black mesa

orchid beacon
#

Why only there

lilac sorrel
#

It fails to load a few hundred times when asynchronous generation is enabled in loadstone

orchid beacon
#

Oh

night wagon
#

I have a question with this mod I want to make indoor enemies to spawn faster. which factor do I have to change? Is it the speed scaler? I changed the value for indoor enemy power but still the speed of indoor enemy spawning and respawning is relatively slow

lilac sorrel
#

"faster" is a hard thing

#

specifically indoors enemies spawn every 2 hours

#

the spawn curve for the moon determines how many enemies to spawn, usually 1-3 enemies, they get assigned to vents, and spawn after a bit

#

Free Them? makes them spawn every hour (it is an integer so it cannot go below 1 without breaking)

#

ScaleEnemySpawnRate + increasing the power count for interiors enemies on that moon will make more enemies spawn, if it would spawn 3 enemies at 4pm, but you triple the power count, 9 enemies will spawn (if there is at least 9 vents)

#

so its not really a direct number to make more enemies spawn but you can figit those 3 settings to make interior enemies spawn in larger groups and faster

night wagon
# lilac sorrel "faster" is a hard thing

Thank you for the quick response. I once checked Free them and it spawned hell of alot enemies. Does it maximizes the enemy power to 127 instantly? with the feature of enemy spawning every hour?

#

It just unlocks the cap right?

lilac sorrel
#

its very unlikely you would hit the 20 cap of enemies through the normal spawn cycles

frozen crystal
#

is that cap per each monster spawned or does killing one free space

lilac sorrel
#

it extends that to 127 AND makes indoor enemies spawn on the hour

night wagon
#

Let me try with imperium

heady arch
#

so no

lilac sorrel
#

but it is not overriding it, it is factoring it in and applying it through a conjoined method

#

i think rn i only hook wr explicitly but it is set up to allow all weather multiplier mods to be considered by the host when determining the synced scrapvalue multiplier

heady arch
#

nothing about the weathers is set up, but it's still disabling registry from working

#

which is a different behaviour then other parts of your mod

#

and that's what it's about

orchid beacon
#

@lilac sorrel so should I just set the multiplers values from WR to CC until its fixed?

lilac sorrel
rain bear
#

@lilac sorrel will you ever provide a config option to "randomise" your weather modifiers? Like a variable +/- within a set range on the modifiers themselves?

lilac sorrel
#

never thought of doing that

rain bear
#

Would you consider it? 🤗

rain bear
#

@lilac sorrel is there a way to alter base scrap values using CC?

frozen crystal
#

there is a mod called itemweights that lets you do this

#

however its kinda jank cause the default bind for adding items to the config is the i key

#

so if you dont change it, every time you type i while holding something, itemweights notifications pop up

rain bear
#

Is the keybind done through config or through in game controls?

frozen crystal
#

gamecontrols

lilac sorrel
#

For moons

#

Unless you mean the scrap itself

#

Like its own value range or weight

rain bear
rain bear
frozen crystal
#

its not live changing to my knowledge

lilac sorrel
frozen crystal
#

and im pretty sure itemweights syncs to host

#

otherwise it wouldnt work

#

but maybe im wrong

lilac sorrel
#

Yes, host spawns scrap in the level at the start of the round

#

Afterwards like enemies spawning an item needs to be networked more I think

frozen crystal
#

making itemweights obsolete would be something though

rain bear
lilac sorrel
#

I think item weight needs to be synced

frozen crystal
#

im not gonna say you should do this, its kinda very specific, and itemweights works just fine, while also letting you alter some other things

#

and it would take a toll of time i presume

lilac sorrel
#

Not much, I’m fast but unmotivated

rain bear
lilac sorrel
#

I see

night wagon
#

This is blowing up my mind... maybe I am too stupid to understand the mod fully

#

I am testing with imperium mod and sometimes the enemy power level exceeds 30 or when it doesn't then I get like 3 blobs or 2 maneaters

#

I eliminated all the spawn rarity except for jester to see whether there could be more than 2 jesters but only 1 spawned

#

Kinda reset all the settings such as speed scaler, dungeon size etc except for the indoor enemy power and free them host only but still getting weird numbers of specific entity

#

If I am the only one getting this result then maybe I should check compatibility with other mods such as sell bodies mod

#

sorry to bother you again 😦

#

I was trying to figure it out by myself but took me 2 hours and still struggling...

lilac sorrel
#

each enemy has a specific spawn cap

#

I think the blobs is only 2 tho, not sure

night wagon
#

exactly, 2 is the cap for blob

#

also 1 is for maneater

#

but the number exceeds the spawn cap except for jester and girl

#

I can share my modpack if necessary

lilac sorrel
#

its hard to say, people have noticed that every now and then

frozen crystal
night wagon
frozen crystal
#

the puppeteer from coderebirth is the most recent example

#

when it gets to 1 health left, it spawns two masked

#

one of those masked has a chance to be something different, and two of those are one cap monsters by vanilla rules

#

that is all to say, generally those kind of monsters dont care about caps

#

if a jester is already on the map, thats not stopping one of those masked having a 5% chance to be a jester

#

at least to my knowledge

night wagon
#

As far as I know, none

#

trying to get rid of some mods

#

to figure out which mod is affecting

#

mods especially related to monsters

shrewd sedge
#

does this still turn off weather registry? its been awhile since i have played

rain bear
hot slate
#

CentralConfig doesn't seem to be able to override MoreInterior's scrap spawns

#

Which is weird considering LLL can

lilac sorrel
#

Was more interiors picked up again?

#

Wasn’t it deprecated months ago?

hot slate
#

Yeah, but it's weird that this can't override it

#

MoreInteriors works as intended, just like Scoopy's Variety Mod

fast charm
#

MoreInteriors is still deprecated and hasn't been updated in 11 months

hot slate
#

Oh sorry

#

I worded that wrong

#

Dopadream is right

lilac sorrel
#

May have to do with how mi is injecting or registering items

hot slate
#

Can CentralConfig not override the video tapes of this mod 💔

#

Oh yeah

#

CentralConfig also overrides Chameleon's Offense video bug fix

#

Why does it do this

#

...At least for the host, I guess

frozen crystal
#

im not sure it is doing that
im pretty sure centralconfig doesnt mess with those at all

fast charm
#

wrong reply

fast charm
#

its probably this

hot slate
#

Even though

lilac sorrel
#

I dont edit that screen

#

Not sure how you would tbh

fast charm
#

yeah its definitely not CC

#

weather registry was admittedly a guess

#

but its something else ig

hot slate
#

Hm

orchid beacon
#

@lilac sorrel does this mod cause interior desyncs?

lilac sorrel
#

only if you have desynced size configs

orchid beacon
orchid beacon
lilac sorrel
#

if clients are setting the dungeon size smaller then the host it will be desynced

#

LLL syncs interior selection but not size through rpcs milk_shrug

orchid beacon
lilac sorrel
#

you can't get a desync with this mod then

#

unless another mod is changing stuff later

hot slate
#

Vanilla moon prices revert back to normal after taking off from (I believe) the Company

#

E.g. Titan: $1000 > $700

frozen crystal
#

i dont think this is centralconfig

#

has not been happening to me

hot slate
#

I don't need ur input

hot slate
#

@fast charm Might also have something to do with RebalancedMoons, Idk

fast charm
#

i apply prices when someone joins the lobby

#

to sync them

#

not when taking off from a moon or landing on one

hot slate
#

Yeah uh

#

Happened when I restarted my game, and reentered my save file, so it's not just a ship issue it seems

#

🥲

fast charm
#

if CC does its changes before i do then that will happen

#

not much i can do about that

hot slate
#

ough

fast charm
#

but i do my changes on quickmenumanager.start

#

which is immediately on lobby creation

#

idk how they'd be doing it before that

#

do you wnat me to just add a price config or something

hot slate
#

Disabled RM; no exomoon price desyncs now

hot slate
fast charm
#

yea no its cool

#

i dont mind

hot slate
#

Alright

fast charm
#

Done

#

@hot slate while im doing stuff rn is there any other config stuff you'd like to see?

#

maybe nothing too complicated lol

hot slate
#

Thank you

fast charm
#

mk

lilac sorrel
#

when the lobby opens it will set it to your config and never again

mental merlin
#

the dungeon chances i set in centralconfig dont work in-game, and when i checked logs, i saw LLL displaying completely incorrect interior values for the moon 0194900b-e9aa-9cef-e28e-382cf908ea59

#

idk if this is an LLL issue or a CC issue tho

frozen crystal
#

there might be a typo in it or something

mental merlin
#

written string?

#

also i tested lethalquantities

#

didnt work either so its not an issue with cc

lilac sorrel
#

could be another mod overriding it during runtime

frozen crystal
lilac sorrel
mental merlin
#

oh yea thats def not the problem

#

well if lq didnt work either, its something else

#

i included the mod list above so

#

i have no clue what mod could be overriding interior chances

frozen crystal
#

@mental merlin its possibly because theres weights for liquidation, or because you have multiple interiors set up for march

#

which on top of that, why is there 3 separate weight entries for march

#

the reason march might be breaking it is because march is hard coded to only ever be one interior

mental merlin
frozen crystal
#

zeekerss intentionally made Facility3Exits for march, and march not able to generate any other interior besides the Facility3Exits one, because the manor and mineshaft are not compatible with multiple fire exits in vanilla

#

LLL does have a fix for this, but it does not change the fact there can only be one interior

mental merlin
#

tbh i didnt touch anything with march

frozen crystal
#

well

mental merlin
#

also idk what i did but i think the mod started to work again

frozen crystal
#

delete the entries for liquidation

#

and only have march set up for one interior

#

and maybe get rid of "March:300,March:300,March:300" in facilitys weight string

#

if its still broken idk

#

this is just my best guess, im not a mod incompatibility encyclopedia

frozen crystal
mental merlin
#

honestly all the weight entries were just generated so i have no clue why they are busted

frozen crystal
#

liquidation shouldnt even be generating entries

#

its not a valid moon, only basic stuff exists in the games files

fast charm
#

just asking cuz rebalancedmoons is one of the few mods that overrides interior chances (it can be turned off)

lilac sorrel
#

yeah its in their modlist

fast charm
#

thn ya thats why

#

i have a host sided option to enable interior overrides on my end, just disable that

mental merlin
#

unless ur mod overrides other modded moons

fast charm
#

oh

#

no

lilac sorrel
#

hm, could be something that moons dev does different

summer moon
#

no

lilac sorrel
#

batby do you plan on making dungeon size be rpc synced as dungeon selection is on lll?

hot slate
#

I'm not sure if CentralConfig is breaking Retinue's daytime spawns, or Retinue just has broken daytime spawns itself

#

Pinging @jovial thicket just in case

#

This is what I have for reference

jovial thicket
hot slate
#

Yuh

#

Nothing within the Daytime category spawns

lilac sorrel
#

What enemies spawn without changing the pool?

#

Is this only with cc?

jovial thicket
#

Nah, I know the issue. They can spawn (I spotted Manticoils & Locusts in test runs I just did) but the daytime spawn curve on Retinue specifically is set so low that the overall chance of daytime enemies spawning is extremely rare

hot slate
#

Wtf 💔

jovial thicket
#

Yeah, honestly it's a lot lower than I intended. It's lower than any of the vanilla moons too, I'm gonna redo the curve next update

lilac sorrel
#

ah, I thought it may be curve related

exotic saddle
#

I had a question on how to do something with Central Config. If I'm not mistaken one thing it lets you do is take the current scrap/enemy pools of a moon and inject things based on tags. Is there a way to wipe the pools of moons before this process meaning they will only use injected scrap/enemies?

lilac sorrel
#

You can make the default spawn pools empty

exotic saddle
#

And when I type in monster and scrap IDs are they case sensetive?

lilac sorrel
#

Nah, capitalization and special characters don’t matter

exotic saddle
#

Alright, thanks

lilac sorrel
#

np

exotic saddle
#

What name is preferred by the mod?

lilac sorrel
#

whats that?

#

a scrap?

#

can be anything from 6pincable to 6%(*@(%)pin(@$*$)cable

#

or just 6 Pin Cable

hot slate
#

Six Pin Cable/6 Pin Cable was the codename I used

#

I can't remember which one it specifically was, but it was either of the two

lilac sorrel
#

ah

#

its the .itemname

#

it uses

violet glade
#

If I have this mod and WeatherRegistry installed is it possibile to use WeatherRegistry weights for weather chance?

lilac sorrel
#

yeah it doesn't change weather selection

exotic saddle
#

Is there a way to modify enemy spawn curves (Daytime, Nightime, Interior) using Central Config?

exotic saddle
frozen crystal
#

im pretty sure the only setting you can do related to this is flattenenemycurves

#

this setting makes all monsters' personal spawn curves not apply to them, so barbers for example will no longer decrease their chance to spawn as the day progresses, nutcrackers wont increase their chance to spawn for every 2 that spawn, etc

#

its basically making their spawn weights accurate

#

the most noticable thing this changes is circuit bees spawning at random intervals

lilac sorrel
crude sentinel
#

So

#

Would this mod force an enemy to spawn just based on its rarity being in the table?

#

For example like a Matriarch from HarvestMoons

#

If I wanted to spawn it as Interior on Experimentation

#

If I clear the enemy rarity list in CC and just add “Matriarch:999” for interior spawns it still will not spawn

#

I used to force enable enemy spawns universally with LethalQuantities and then use this mod to handle rarity

#

But it has issues with the new RoundManager start changes n stuff

lilac sorrel
#

Do you have Starlancers ai mod?

#

It sounds like you want an outdoor enemy inside which works just fine as long as you have the mod above to alternate their nav nodes

exotic saddle
#

LethalLevelLoader has a minimum and maximum total scrap value that can spawn on a moon (which as I understand it, would spawn more or less items to conform with those limits). Will moons I have configured their scrap amounts and individual scrap weights with CentralConfig ignore these limits or still try to conform to them? (Or am I misunderstanding what those values mean?)

frozen crystal
#

those values do absolutely nothing

#

thats why centralconfig doesnt even have it as an option

exotic saddle
#

Well that's good, was getting worried I'd have to change those too lol

frozen crystal
#

all the game cares about is min/max scrap, and the scrap spawn weights

exotic saddle
#

Do those values potentially affect the end screen total scrap that is shown? (i.e. where you see who died and who lived and it says like 261/560 scrap, A)

#

Since I feel like that value sometimes has nothing to do with how much is actually on a moon

crude sentinel
#

but they have no effect

frozen crystal
#

in vanilla, the bottomline does not consider the apparatus in the generator, bee hives that spawn with circuit bees, shotguns from nutcrackers, knives from butlers, and dead player bodies

#

if you want a mod to fix that, butteryfixes does so

exotic saddle
#

Cool, thanks!

lilac sorrel
lilac sorrel
lilac sorrel
violet glade
#

how max scrap on moon work with scrap amount multipliers like weather multipliers?

frozen crystal
violet glade
#

But with scrap amount multiplier you can have more scrap than base max scrap?

hot slate
#

IIrc

frozen crystal
violet glade
#

there are also multipliers for scrap amount in WeatherRegistry

frozen crystal
#

idk if they both work together at the same time, one is prioritized, or a conflict happens

#

so just use one if you want to use one

violet glade
#

Is it possibile to set store items (like flashlight) as a scrap?

lilac sorrel
#

if you have 20 max scrap with a 1.5 weather multiplier and 1.25 multiplier from a small team it will be 20 * 1.5 = 30 * 1.25 = 37

crude sentinel
#

yea it works smooth

#

this mod is working beautifully after my 6ish month break

#

it is just missing 1 thing and it would be pretty much totally all-in-one feature complete

#

and that's something like this:

#

configuration of spawn weight / amount for modded hazards

#

rn there is just vanilla

timid jetty
#

this is probably a dumb question. but i am trying to multiply the spawn chances of items depending on whether its stormy or not rather than adding. is this possible in the current mod or is it just adding? im fairly certain its just adding but i want to verify just in case

frozen crystal
#

it is just adding but i believe it will add onto spawn weight of whatever the item is if it already is in the default spawn weight string

#

so your solution can be for example
have big bolts spawn on every moon it can be stormy

timid jetty
#

shrug honestly that works fine too

frozen crystal
#

and then add big bolt weight injection if its stormy

ionic needle
timid jetty
#

the updated version or in general becuase from what i know the updated version breaks the weather hiding feature

#

also we're talkin item spawn weights right and not spawn amount

ionic needle
#

oh i thought you wanted to multiply the item amount, my bad

timid jetty
#

nah dont worry its all good

#

shouldve phrased it better mb

lilac sorrel
lilac sorrel
#

I can't remember if I added that to it, if not there is still the set minimum you can set for the item weight during that weather

crude sentinel
lilac sorrel
#

they probably do it manually then

crude sentinel
#

I’m almost done setting up my CC config to the fullest capabilities just a few technicalities I need to understand first

#

Nvm I checked message history im just relying on cell service rn and my reception is terrible

lilac sorrel
crude sentinel
#

This mod is goated im very glad you’ve kept up development

#

Any serious modpack curator needs something like this

lilac sorrel
#

np, thanks for using it

frozen crystal
crude sentinel
frozen crystal
#

i believe you can make a good mod pack without centralconfig

#

but it would be a bit scuff in a few areas

#

mainly modded monsters and scrap, and also choosing modded moons

crude sentinel
#

Would have no idea how to scale price and reward

frozen crystal
#

thats not the hard part about it

#

the hard part is finding a suitable moon that fits "tiers" if you dont use centralconfig

#

you cant take siabudabu for example, decrease the price and the min/max scrap, and change the scrap that spawns, and its a different tier

#

cause those hazards are unchanged

#

and more importantly

#

the interior size isnt, and also the spawn curve

crude sentinel
#

Right, there would need to be a standard for moon values for what is considered balanced

#

Since they are kinda all over the place , a mod like this is necessity imo

#

altogether I have 78 moons so I’m just messing with a formula to scale all values in relation to price to balance increasing quota with progression

#

Been working on it for a few weeks gonna try it out with friends this weekend

exotic saddle
#

If I put an interior on a moon with a higher size multiplier than defined in the min/max size multipliers for that interior (also in central config), will that value simply be ignored? Or do I misunderstand the setting?

exotic saddle
#

The first image is what I mean by moon size multiplier, the second is what I mean by interior size min/max

kindred smelt
#

doess CC allow editing hazard spawn curves or just the min max of a hazard alloud

lilac sorrel
#

at least in all vanilla moons afaik

#

it gets a value from the min/max with equal distribution

lilac sorrel
#

I think the only think after that clamp would be the random int size of the interior itself

#

its been a bit

fathom matrix
#

is there a way I can increase a moons enemy power level with specific weathers?

#

All I can see is raising the chances of certain monsters appearing

lilac sorrel
#

I didn't add that, does Weather Registry have that as a feature?

fathom matrix
#

sadly no ;-;

#

I plan to use DustClouds as a weather to make moons that have it easier, so like a more beneficial weather, but atm I'm just limited to making not so difficult enemies spawn more and difficult enemies spawn less through centralconfig

kindred smelt
# lilac sorrel all of the hazard spawn curves *should* be linear

thanks! just asking cus i noticed after i added CC i started getting way more turrets then when i didnt have it. but theirs so many mods it could have been any thing changing stuff or even vanilla. so was jsut making sure it wasnt just something that got changed in configs i could mess with our we just happened to get unlucky and get a lot of spawns that session. (im not about to run a bunch of seeds and check) but if theirs no setting for it than nothing has changed and it was just a crazy set of seeds we got in a row that day

#

i also dont know how lethal things teleport hazards count against or with other hazards cus its something iv never had to think about before so who knows

lilac sorrel
#

they are counted on their own, only added through the lt config

mystic warren
#

Would it be possible for this mod to allow for the Red Pill and Lasso Man to spawn on moons? I know that neither are gameplay-balanced, but would like to include them on a goofy one-off moon in my modpack.

Their vanilla spawning code is seemingly disabled so I cannot just add them to the spawn pools, and the two mods that claim to restore their spawning are both broken

#

Great mod btw, as was said earlier this is a lifesaver for modpack devs

fathom matrix
#

Honestly I'd like a way to spawn lasso man as well

#

I know you can spawn Red Pill with LQ but I have yet to find a way to spawn Lasso ;-;

mystic warren
#

Being able to spawn Red Pill is a nice advantage of LQ, I just like this mod because I find it easier to use and I do not need LQ’s advanced features

fathom matrix
#

have you been able to summon Lasso in your modpack so far? I have an actual use for him but can't spawn him ;-;

mystic warren
#

I have tried to spawn both using a few methods, but nothing works

#

I really do not feel like switching everything over to LQ just for Red Pill 😭

opal badger
#

is there anyway to change the list the moons appear in?

#

i heard you can and need to verify here

frozen crystal
#

thats a LLL thing and its only by number of moons

#

you can sort it by price

#

but it will still be 3 per row

#

for example

kindred smelt
#

darmuhs terminal can sort price, difficulty,alphabetical and id number if you want other sorting methods

lilac sorrel
#

best bet would be to download a mod that readds them and gives them some finished features

lilac sorrel
fathom matrix
#

trust

#

LQ works with red pill though

mystic warren
#

Lots of modded players are fine with sheer novelty. At least having the option would be nice

mystic warren
opal badger
lilac sorrel
#

nah I've never worked with terminal

opal badger
#

darn

#

will the guy who made terminal formatter concider adding it?

lilac sorrel
#

u can ask

mental merlin
#

how should the values for dungeon route prices be like?

frozen crystal
#

generally i dont like messing with injection settinge

mental merlin
frozen crystal
#

ooooh

#

that i dont know, sorry

lilac sorrel
#

like 0-100:50 for 50 rarity at moons that cost 0 to 100 credits

mystic warren
#

I have a modpack with Terra’s Scrap and Immersive Scrap, and some of the scrap between the two have the exact same Item Name, which appears to be confusing CC because it cannot tell them apart. Is there something that can be done to fix this conflict, such as letting CC read Asset Names or use the ExtendedMod content tags LLL already does?

lilac sorrel
#

I don't think the content tags would differentiate them much

#

its mostly stuff like two handed, weight, price, etc. not an id on its own

#

you could script a name change if you know how too but it could interfere with other mods

mystic warren
#

What about reading asset names? In this case, the two mods do have different asset names for stuff, including the ones with the same item names

lilac sorrel
#

If I added something like that it would be after the item name check hmm

#

Since it needs priority on grabbing a reference

mystic warren
#

It does not need to be the primary reference, just a layer of redundancy to prevent conflicts like there is here

lilac sorrel
#

Not an easy way to do it tho

exotic saddle
#

Is there a way to inject interiors based on tag?

haughty skiff
#

If i add a new modded enemy after generating the config, do i need to generate a new config/add that enemy into the enemy list manually?

frozen crystal
#

just add their codename in the weight strings

lilac sorrel
lilac sorrel
willow goblet
#

does this mod still force off weather registry's value multipliers

lilac sorrel
#

I don't believe it ever did, the values are directly used from wr to calculate the scrap value

willow goblet
#

what was it doing disabling multipliers in weather reg config then

lilac sorrel
#

I think that used to be a seperate patch at the time that replaced the scrap value multiplier which negates all my other calculations for scrap value

alpine rose
#

Hello,
I am not a smart person, so I used chatgpt to help make an interface to also do configurations for dungeons and moon lists.
https://github.com/kunrian/randomstuff/blob/main/moondungeon.py

While I know Gale has the list function, I couldn't remember the list of moons I had constantly as I was editting, so I wanted an alternative option. To me, its easier this way, especially with dozens and dozens of moons. It also has the weights calculated for each moon that updates as you make changes, as well as can save the config file to have all changes.
I have no doubt tons of improvements could be made to it, but if it helps anyone, that's worth it. I can also delete this if asked. Thank you for your mod blobcatgooglyheart

#

I figured github, or pastebin otherwise, are really the only "safe" ways to share it so it can be seen fully

lilac sorrel
#

oh what? like instead of putting the moons under the dungeons you are putting dungeons under the moons?

alpine rose
lilac sorrel
#

neat

swift tangle
alpine rose
# swift tangle what is your goal? Doing a LethalQuantities with CentralConfig?

to have an alternate way to add/edit the config file;
Easier for my head to process:
"Okay, here is the dungeon, and now here is a list of all of the current moons I have, and if they do or do not have the dungeon assigned to them"
vs.
"Okay, here is the dungeon, and now it has a vertical list of the current moons assigned. But wait, I have 70 moons right now! What are they all called?!"

swift tangle
#

and then I mark them with Green when I make the config fo that moon

alpine rose
#

I was thinking that, but two issues, mainly the first

  1. I dont have excel/office on my home PC, only my work laptop, and damn me to hell if I open that on a day off
  2. I wanted the ability to directly update it as I go along, and this visual representation is more ideal for myself.
    100% it'd be near identical to excel if I threw in color schemes and all that, but this was a nice alt. And literally only me typing more prompts I added in enemies + scrap options
    But, as the excel option above, that allows easier for difficulty sorting n all, price, all our good filters.
frozen crystal
#

seems overly complicated, but i guess its good for a fuck-load of moons

swift tangle
alpine rose
#

1,000% overly complicated; just a nice visual change. And if it helps someone, yay! and if not, np!

frozen crystal
#

i just use my brain

#

i would rather have a spread sheet for like

#

bagconfig or something

#

or itemweights

swift tangle
frozen crystal
#

itemweights isnt a bad mod

#

the only bad thing is the default entry key

swift tangle
alpine rose
# frozen crystal i just use my brain

I'm glad! and that's more than fine. For my brain this is more ideal. I'm sure others run similar trains of thought to yours, and other people may find this script more ideal

swift tangle
#

But doing an excel for that is a pain

frozen crystal
#

oh i see

alpine rose
#

I abhor google sheets solely due to my habits built with excel and a refusal to touch something similar to work.
So instead I do something similar to what I do at work and make crappy scripts

swift tangle
lilac sorrel
#

I have to use spreadsheets in my bio lab this semester and I was able to formula everything for the group and arrange it all nice

desert hamlet
#

How would I make the cfg not change or touch anything related to tags

#

same for weather

lilac sorrel
#

it doesn't change weather at all, hasn't for a while

tags are just text, they have no game related function other than grouping data

hot slate
#

Stupid question, but can you spawn vain shrouds via spawn weight

hot slate
#

Update: no

#

Sadly no

lilac sorrel
#

they aren't enemies if thats what u mean

#

they have their own classes

orchid beacon
#

@lilac sorrel The game crashes when I click quit

[17:13:25.8800605] [Error : Unity Log] Error while disconnecting: System.NullReferenceException: Object reference not set to an instance of an object
at CentralConfig.ResetChanger+ResetOnDisconnect.Prefix () [0x00006] in <f8bfb02109ae4168bfa3bdf4d572e8d4>:IL_0006
at (wrapper dynamic-method) GameNetworkManager.DMDGameNetworkManager::Disconnect(GameNetworkManager)
at GameNetworkManager.OnApplicationQuit () [0x00015] in <bdf6a080e98a49fd84b92b24894f768c>:IL_0015

frozen crystal
#

youre closing the game anyways

#

why does this matter really..?

orchid beacon
frozen crystal
#

thats crazy bruh

orchid beacon
frozen crystal
#

quick apologies:
i assumed this effected nothing
@orchid beacon

willow goblet
orchid beacon
#

yes

willow goblet
#

That's why

#

Soundapi causes the game to crash on close

orchid beacon
willow goblet
#

Central config error is probably unrelated

#

I get similar errors with morecompany when leaving a lobby

hot slate
#

Do you have to use entity codenames for spawns

#

For both CC and LLL

#

E.g. can I just type Spore Lizard:100 to enter them into a moon's roster

willow goblet
#

it won't recognize Spore lizard