#Central Config
1 messages · Page 6 of 1
Yes
No
for that specifically
You can't edit spawn curves/hazards via LLL
Hm
dont turn off cc
CentralConfig will take priority regardless since that's how it's made
So I believe the desync will still be there
try turning on LLL config for my custom moons like this and edit the price here
I could try after this round
my code only takes this value from this entry
so you dont have to worry abt the other shit
afaik
just dont modify the moon price with CC?
or does it always override it
i dont remember tbh
Always override it, and I'm also afraid the two might conflict anyway
and make things
not work as intended
well
cc doesnt touch my entries
so i really dont think anything would happen
so long as you dont edit the vanilla levels
That's a really confusing way to word it
only if you set it to override it
oh ok
Will having both on at the same time cause any conflicts?
yeah so just disable the price and then edit the price on Custom Level: whatever the moon is
Or will they work if they're 1:1
i dont see why it wouldnt work
i dont think you even have to make it 1:1
just change the price and it should only read that alone and anything else you changed through CC should remain as is
in theory
on your moon?
yeah
when you join the lobby it sets the price from the custom level
so modifying it applies the modified value
i tested this earlier
Wouldn't they be fighting over trying to spawn completely different things though
did you change it? nothing applied to your cyrllic moons applies to the vanilla moons
the point of how I set it up is that the cryllic moons don't exist
they are unroutable and only exist to use as a scene
ive always done it like this (albeit this is a bit more optimized than it used to be)
so it applies the data from my selectablelevels
cc is able to override it
you are setting the vanilla moon values yes? I can't differentiate between the latin and cyrillic letters
dont wanna but in but just a heads up
i dont think i reference the cyrillic letters anywhere
anymore
it only exists so the planet name is correct when you land
visually
anything deriving from UnityEngine.Object can be 1:1 copied using the instantiate function and passing in the object you want to copy
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?
...explains why we were somehow routed to march when it cost 250...
Seems like I'm not the only one
i tried but you're not able to load scenes from lethalbundles unless they're attached to a selectablelevel from the extendedmod
...only when using rebalanced moons right?
interesting
probably yeah
Probably? Do you use them, or not?
Ah
I just don't understand how this sort of thing wouldn't be replicable in a lan environment
doesn't make sense to me
We could debug together whenever you're on your computer if you want Ig
lan IS admitible funny, I either can't recreate OR only get certain issues from mods/modpacks in lan
hell the clients don't even seem synced up in time (tested in pure vanilla)
hm
lass
just wondering
do you sync the moon prices across all clients
for cc
because the moon prices visible on the terminal are clientside
nah I'm horrible at networking, I just make sure anything that clients need is set for them as well
i just had to do a PR for DiminishingReturns because it wasn't syncing its moon discounts on client
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
oh so the moon price option is a synced entry?
or
i did end up using csync to fix this and it worked for me
so thats odd
in theory it is synced BUT
- I create those entries dynamically during runtime and
- they are generated as dictionary binds
<ExtendedLevel, int>for instance during a foreach loop
i just discovered that clients cannot route to moons that cost negative credits D:
why on earth are you even doing that
cuz funny
ah
its supposed to be a gamble moon you can of course abuse it by just routing back and fourth but thats no fun....
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
I made it so that I get paid for dying
by that i mean its probably done at a different period or just done differently
im not sure
its the same way as it does the clients, the run the same postifix and there is no check for host
it could be from desynced configs if csync isn't working
in theory though blanca and whoever else probably have the same config anyways
Yes, we did
anyways regardless
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
you don't have to touch anything else
you never actually route to these moons
it just reads the data from them and then CC (in theory) applies its settings after
but for some reason price doesnt sync on client. so
if thats the only error then you can just do that
that is what is still confusing me, wouldn't it be using the vanilla route price since you can't be typing the cyrillic one into the terminal?
no because i do this
in applyrebalance
it basically is just vanilla moon price = cyrillic moon price
the cc entries are only the vanilla ones, you can't set it on te cyrillic directly there
yeah thats why im saying just use LLL's config for changing that only
should be fine
your mod does not touch my moons so it doesnt matter if you enable the configurations for them I'm pretty sure
@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?
I didn’t think about that before
The enemy power wouldn’t be changing how fast they spawn tho, or may just make them cap off a little sooner
Hm that's true, but could be used in conjunction with your raised cap through the FreeThem setting, to couldn't it?
Wait what doubles it? Accelerate enemy spawning? 😅
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
it basically is just uncapping them and letting them spawn a little faster
if you have spawnenemyspawnrates and boosts the power counts for moons you can have a couple enemies spawn each wave
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 ?
yeah but by uncapping I'm understanding "have fun with 20 old birds on artifice"
artifice has other spawn weights
unless you have only old birds
yeah it was an exaggeration, I just would like to know if uncapped makes the game unfair or still sort of balanced
Are they in the default values?
@lilac sorrel i've made a thingy (again): https://github.com/ImpulsiveLad/CentralConfig/pull/12
Ok
I thought removing, or atleast putting the power level limit incredibly high is what it did??
@lilac sorrel im not sure if its just a conflict with another mod
but for some reason i cant make mask hornets spawn from vents inside
i put "Butler Bees:100"
anyway to get the moon description to scroll down, swear it used to at one point
nvm fixed
maybe its hard coded into them?
not sure
I definitely know butler bees are included in LLL inside strings of some modded moons
have you seen them spawn
Hmm, now that I think of it I can't say that I have. I'll do some testing and suss it out
but have they ever spawned that way?
some people (wesle) are chronically silly and put the funny guys in the tables
Strangely enough, they're not in the default values, despite having their own default values through the peepers mod config. Strange?
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
I don't think I added them to my enemy list so I'll do that next time I update
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
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.
This doesn't work for example
ah I don't edit max count on any enemies
hmm i wonder what causes it
pjonk in particular could be odd to count since it makes babies
like if you see 3 near each other It may just be the offspring?
what does this mod do? and hwo do i use it?
I see you have offsprings on as Lass said it's how Pjonk works. Even while running away with the egg it can hatch and spawn one.
@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?
I'm mainly Debating on this for interior control and possibly monsters.
i did, i dont understand it. does it have its own software? or is it just for modifying the vanilla game?
no its config settings and uses code to apply them
yes, default values are populated
im new to modding, can you explain it to me like im 5 please
without turning stuff on, barely any code changes stuff
Oh that's perfect.
you can set scrap pools, enemy pools, moon stats, interior selection chances, I have some custom stuff for scan nodes, shuffling around chances of things being selected, fines, player count scaling, etc
ahh makes sense, thank you
There was 3 Pjonks and eggs and none of them were offsprings. Maybe it has to do with the fact that they were spawned as daytime enemy
you use the mod to customize stuff
That sounds like the offspring mechanic
I don't think they do but another mod you have might have just caused them to be full grown size
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
all I did was load a game to generate it and closed out. Is this harmless and due to not having anything set yet?
It’s harmless, just a thing not set not being reunset
(If another mod is postfixing that after you it’ll break their stuff tho)
hm fair
Any chance we could get enemy shuffler as a standalone mod
I could definetly easier here since I already have all the methods I need
I still have problems setting this :,]
what?
@lilac sorrel suggestion
add code to prevent hives spawned by scrap loot table spawn weight from being conductive while inside the building
yes this is a real thing, idk why it happens specifically with bee hives
@lilac sorrel Any plans to fix the disconnect error and merge Mrov's pr soon?
yeah I'll go through and update the stuff tomorrow if I can
just been depressed a bit
I understand that feeling
I actually can't recreate the disconnect error
are you doing anything funny when you disconnect?
I enabled all settings and null checked everything individually and the only thing sometimes null is my plugin class
but without changing anything it suddenly works seemingly regardless of what I do even in my pack of 200 mods
Nope
Maybe see if it only happens when AsyncLoggers collects Stack Traces?
There's some errors that like to show up specifically when that is on for some reason
Yeah usually
or is it like every other instance of the game being open
Maybe try landing and going back in orbit and seeing if it repros then? Idk
i tried that
Well there's how I have my config setup
using that I don't get it on 0.16.0
Does it repro if you have a client join and then disconnect the lobby?
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
batby thinks it could be but realistically probably not
if it could impact postfixes after you
just make yours a super-high priority
so it runs last
which is not a great thing to do
but also 🤷♀️
ok I can't recreate the removeduplicateenemies error that one person reported even when using unregistered enemies and jibberish config values
wait is it on disconnect or was it always on closing the game
I thought it was on disconnecting
@small mortar do you get the issue when closing the game or when leaving a lobby?
Leaving a lobby
Do you get it if
You leave a lobby then rehost it?
Cus I see it most commonly when doing that
well the error you've been sending doesn't have anything to do with leaving a lobby
is it in the OnApplicationQuit() one?
I have it happen everytime I disconnect from a lobby then reopen it
Cus sometimes I have to do lobby reloads
So maybe that's what does it?
idk
Like this is not on disconnecting I think
It is
He loaded a game and closed out to the lobby
yeah I can't recreate that
I think its probably my host check
only in multiplayer
Yeah probably
the networkmanager is destroyed
fixes {0.16.1}
-
Peepers are now included in the enemytype list and can be spawned in spawn pools, enemyname is
peeperit 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.
@lilac sorrel how does CC handle spawning beehives? It's by putting them in EnemyOverrides as Red Locust Bees:{weight} right?
when red locust bees spawn they create a hive where they spawned
putting hive as a weight in the scrap pool shouldn't spawn bees
Yeah cool so normally, okay thanks
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
What’s bcm?
Brutal company minus maybe?
its not brutal company minus
im pretty sure centralconfig just changes how circuit bees spawn
it doesn't
it just changes the hive object .scrapvalue and the scannodes scrapvalue
thats weird cause i also experience circuit bees spawning after the ship lands
i never reported it because to me its not really a major issue
yeah that happens if they don't spawn at the beginning of the day
and i only assumed it was CC cause it wasnt happening before
well, thats the problem
they literally arent supposed to in vanilla
it should happen in vanilla too as long as the power count doesn't get filled at 8am
circuit bees spawn curve specifically tanks it down to 0 after the first spawn cycle wave (7 AM)
ah ok so flatten curves does that
@lilac sorrel does this overide lethallevelloader
it does yes
its overrides only settings you set in it
it doesn't override it being a library or anything
ok i know this is in the config but i cant find it now lol
nvm i found it 💀
im not gonna lie i feel stupid as fuck reading this effects what monsters spawn and not the curves they have
Does BigLists affect the FlattenCurves at all? Because I know with BigLists you don't get visually as much tweakability as you do with doing Moon overrides separately
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
You would have to make them have 0 spawns in the peepers config
No, flattencurves sets the enemy spawn curves throughout the day to 0,1 1,1
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
i dont even understand why barbers decrease their chance as the day progresses...
zeekerss really made this guy be on life support
But I thought CC overrides spawns from other configs/mods? Isn't that what it does with everything else or am I mistaken?
theres probably a few outlying things centralconfig does not take priority over
Also excuse my stupidity here but can you describe this in layman's terms? 😅 I'm still not sure what that does
whatever reasons those are i cannot say
i can do this
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
flattencurves disables these
but its only really significant for nutcrackers, masked, barbers, and circuit bees
So that spawn curve is attached to the monsters themselves? Nothing to do with moon spawnrates?
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
So the flattening from CC impacts the monster curves only, right?
yes
Awesome, thanks 😎
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
ghost girl also decreases her spawn rate every hour but thats not really super significant in comparison to those 4
brackens and jesters also uniquely start with a lower spawn rate than other monsters
And if I flatten the rates, do/can Barbers still spawn in packs of 2+ with BarberFixes?
of course
shouldve seen the 100 spawn weight masked on offense incident in my mod pack
His mod is independent, he isn’t adding them to a spawnlist but instead using his one hourly chance for a group to spawn outside
Only 1 ever spawns when using spawn pools because that is the enemytype value, his configs 2-4 is his mechanism
Oh! Interesting to know
Flatten Enemy Curves?
If set to true, this setting flattens all personal enemy probability curves to a constant value of 1. This ensures that enemy spawning is based solely on their rarity, making the enemy spawn pool rarities accurate.
What does this mean
What is a personal enemy probability
the spawnlist of enemies isn't neccarily accurate on its own
each enemy has a separate multiplier for their chance to spawn evaluated from the current time of the day
oh so if its night then a enemy has a higher chance
the chance can also increase from how many of that enemy has spawned
nutcrackers increase their chance by a bit over 1% for every 2 that spawn
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
the bracken and jester also uniquely start with a lower spawn chance than average
circuit bees instantly set their curve to 0 after 7 AM
so if you use flattencurves, they can spawn at random daytime spawn intervals
thats the most noticable effect of it though, its actually pretty nice for barbers if you also use barberfixes
Wait so using FlattenCurves circuit bees (and their hives) spawn at random daytime spawn intervals? Won't that lead to more desyncs lol
i dont think theres any major desync issues
Hm, is there a way to make the beehives spawn at the start of the day only but everything else be flattened?
Or ig the solution to that is just FlattenCurves=false?
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
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
this sheet includes all modded and vanilla enemies that i have installed at the moment
i basically have it so that the weights are all in a sheet for the respective moon row which makes a graph
this is the current graph for acidir's interior enemies, and i haven't changed them at all yet
idk why the harpghost has such a high spawn weight ngl
other than the harpghost, does this graph seem accurate to what you would experience in-game?
it's my first time tweaking enemy spawns except for lowering enemy weights after a playtest session
i'd prefer to not be closing and reopening the game every time i want to efficiently work with the values to balance it
no, host and only the host handles the enemy spawning
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
fair honestly but if its something that would be reasonable / not to hard to do it would be quite nice as I dont need all the extra features CC provides
would it work if i use All: ?
gotcha
Question since CC disables WeatherRegistry's Scrap Multiplier stuff how does that work? Does it auto convert the values you set or?
oh my math factors in wr
Yeah I was just making sure if I setup custom values in WR those values still stick
cus I struck a pretty good balance recently lol
@lilac sorrel are landmines, turrets, and spike traps using the flatten enemy curve setting?
is there a setting that effects it?
ive been getting constant swarms of turrets on assurance and vow
nope, just random
is there a way i can remove a piece of scrap globally?
wait nevermind im dumb ignore me
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
can confirm
@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?
is there a way to increase the amount/value of scrap on a interior rather than a whole moon
nevermind im dumb and messed up something when pasting my spreadsheet configs
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
It's one and the same, under usual circumstances scrap should only generate inside the facility
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
Tbf that's quite easy to do, I always have to replace a few characters when making my BigLists because of the formatting 😅 and I've forgotten the ~'s before and that messed everything up lol
Im aware that it only spawns in the interior, im asking if its possible to increase the amount of scrap that spawns based on a interior, normally scrap spawns is based on the moon
i have a google sheets formula that does it automatically now :)
Ohhhh right I misread, apologies
Pretty sure you can inject scrap per interior, but I don't know that affects min/max. I'll have a look later if someone else doesn't reply before me 😂
(i had to repaste it because i accidentally reset the big list to the default one lmao)
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
do you use google sheets for your configs?
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
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
(may end up making a page for scrap too)
alr thx
I use excel, so same thing
But originally had it per-moon-per-group and I like how it's formatted, so I just remake it when I need to update the BigLists lol
Don't judge 😅
honestly, fair enough
Hm percentage may work
+- scrap count by interior?
@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?
This would be a cool feature, @olive brook you can only currently inject individual scraps, not alter min/max scrap per interior. Sorry for taking so long!
The hazards are vanilla only rn
There is not much consistency in how they are done so they all need custom handling
Ooh interesting
So there's nothing I can do about custom Watcher weights per moon? I'm even sussing out LQ configs and I don't see anything about the Watcher
Oh, it's coded as a "DiversityEnemy" rather than "EnemyType"?
Bruh 💀
Sorry for being annoying but is the Locker included in the BigLists?
Alr all by good
Yeah that would be great since normally the loot density on interiors are pretty bad so if I could just increase the value of the scrap or the amount that would be epic
true
bsl back???😮
@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
It already exists
Turn off the dungeon safeguards
and it won't touch Loadstone
Lol I just saw that message hahaha I was about to edit my comment
Sorry for the ping Lass
@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
@small mortar you didn't seem to notice my DM but do you still use MaskTheDead?
No.
I haven't used that mod in almost a year
It caused problems and I pulled it, it's been updated since but it no longer interests me tbh
Okiedokie, what problems did it cause? (if you can remember)
Zombie hordes with masks and corpses?
Just desyncs iirc
Oh interesting
Good to know thankyou
Like I said it was updated since so no idea if it still causes problems
Central config is not bad, except for the multiplier and the loadstone thing.
But those can be turned off
You can't turn it off messing with WR
@lilac sorrel can you add a config
I haven't done a significant amount of testing with it but I don't seem to be able to get mask possession of corpses working with it, so might be broken
I already asked her to do that if you would have looked up a bit
She probably got off
CC is amazing* correction
impossible
wr is coded to override scrap values last time i checked so i have to handle it
I mean I don't see why CC needs to override that though
if not then wr overrides cc
Can't you just put the WR values into CC for scrap multiplication?
Yeah but it's a config option in WR, so why can't it be a config option in CC?
Not that I am aware of no
what to not fetch the wr multipliers and just use 1?
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
I mean if you setup custom values in WR does it auto convert them? Cus the way Mrov described it it just forcefully disables the WR stuff
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
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
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
@hot slate Maybe you can test this?
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
what's that then?
https://github.com/ImpulsiveLad/CentralConfig/blob/master/CentralConfig%2FDungeonConfig.cs#L1034-L1035
it runs every time WR is detected
and the setting I've made a pr for disables WR patch completely
so that's also incorrect
it is coded to replace, not multiply
but it's not always enabled
Wait so when running both WR/WT & CC, what's the correct configs to set up to have weather multipliers correctly enacting for scrap?
🙄
Not what you asked but I just tried setting multiplier values in CC to wild amounts and it works
So if you're worried, literally just plug the same values from WR/WT into CC for the same functionality
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:
- Set Weathers > Enable Scrap Injection by Current Weather? = TRUE
- Load up game, CC config will regenerate with all weather types
- 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
That’s a problem
It overrides everything else then
Read the code more, the method under uses wr values
WR only does that if you have it's bool toggle enabled though
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
Yeah so I was under the impression if this is set to true and CC's weather overrides are set to false it won't mess with anything
But I've not tested it
Nah CC apparently overrides it regardless
But agreed that that is how it should work
join us he screams in CentralConfig
It replaces more than just weather stuff
If you have wr set the scrap multiplier then it won’t factor in the moon multiplier, player scaling, etc from cc
@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
if you have CC enabled, it literally disables WR's patch
you can read my values, replace them, whatever
WR's patch is not gonna run
set the multipliers only in CC
Nws, I already did and tested that
@small mortar guess you'll have to join the dark side
Kidding CC is pretty nice to use
Good, it shouldn’t
It overrides all my scrap values
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
What are the multipliers for weather registry
To my understanding I have to set the weather registry multiplier values in the CC config
I have my own but if you don’t use then and have wr installed it will input wr config instead
oh I thought it just overides WR and puts nothing
wasn't that what they saying
Nah wr applies of you don’t set it to 1x in wr
ok
fresh profile, default settings, only WR and CC:
weatherregistry does not change anything
my mod does not do the things you claim
@lilac sorrel
just to confirm your claim: i've set Foggy's multipliers to (2,2) and landed there:
01943d91-27c6-aa67-0958-4cd62bee2224
its on your git
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
nice
?
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.
But there is no issue?
They are perfectly compatible, I went out of my way to include wr in the code
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
But mrov tested and with your mod not having weather multipliers on it overrides the weather tweaks multiplier.
No? They show here that setting 2,2 in the config multiplies the scrap value, I think I have to add code to fetch the scrap amount
Mrov was showing that cc works with wr set
@lilac sorrel I’m talking about this
oh wait i see wym
you want wr to apply?
is wr scrap multiplier enabled?
If it’s not enabled then that’s right
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
Just to clarify you mean not set instead of 0 yes? A multiplier of 0 will make it be no scrap
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
Have you tested this?
No but he just tested it in the screenshot and somebody else said the same thing
No? He sent me a ss showing that it works
Oh
Changing the wr config updates the scrap value
@chilly fiber was saying something about how CC overrides with the setting off
Wait
Wrong ping
@small mortar
That’s why it goes from 0.4 to 0.8 when he doubles it
Ohh
Ok, and second question. Does the enable safeguards when loading a level mess with loadstone?
Only if you are on black mesa
Why only there
It fails to load a few hundred times when asynchronous generation is enabled in loadstone
Oh
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
"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
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?
its very unlikely you would hit the 20 cap of enemies through the normal spawn cycles
is that cap per each monster spawned or does killing one free space
it extends that to 127 AND makes indoor enemies spawn on the hour
im not quite sure
Let me try with imperium
I've sent you a screenshot showing that when nothing weather-related is set in CC, it still overrides Registry
so no
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
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
@lilac sorrel so should I just set the multiplers values from WR to CC until its fixed?
like the whole mod?
yeah, the scrap amount also only works in cc itself rn since i didn't add the code for that compat yet
@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?
never thought of doing that
Would you consider it? 🤗
@lilac sorrel is there a way to alter base scrap values using CC?
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
Is the keybind done through config or through in game controls?
gamecontrols
Yeah scrap settings
For moons
Unless you mean the scrap itself
Like its own value range or weight
Yeah I mean the own value range per scrap
Mm right, though I'm guessing only the host can change values of items in game if they press that keybind? 👀
its not live changing to my knowledge
Was tempted, it would make the config hella cluttered tho if you aren’t using a whitelist
and im pretty sure itemweights syncs to host
otherwise it wouldnt work
but maybe im wrong
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
well not everyone has the scrap settings enabled to begin with in fairness
making itemweights obsolete would be something though
Yeah exactly, but maybe I just suss and use itemweights we'll see
I think item weight needs to be synced
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
Not much, I’m fast but unmotivated
That's fine, I want something that's configured and stays as is lol
I see
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...
yeah only 1 jester can spawn by in vanilla
each enemy has a specific spawn cap
I think the blobs is only 2 tho, not sure
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
its hard to say, people have noticed that every now and then
do you have any monster that spawns in monsters
monsters spawn in monsters? what do you mean by that
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
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
does this still turn off weather registry? its been awhile since i have played
It doesn't turn off weather registry, I believe according to others it just overrides weather scrap multipliers set by weather registry configs. If you set up the scrap multipliers in central config instead it'll work as intended! 👍
CentralConfig doesn't seem to be able to override MoreInterior's scrap spawns
Which is weird considering LLL can
Yeah, but it's weird that this can't override it
MoreInteriors works as intended, just like Scoopy's Variety Mod
No
MoreInteriors is still deprecated and hasn't been updated in 11 months
May have to do with how mi is injecting or registering items
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
im not sure it is doing that
im pretty sure centralconfig doesnt mess with those at all
it doesn't
its probably this
Even though
Whar?
I dont edit that screen
Not sure how you would tbh
yeah its definitely not CC
weather registry was admittedly a guess
but its something else ig
Hm
@lilac sorrel does this mod cause interior desyncs?
only if you have desynced size configs
what do you mean
if clients are setting the dungeon size smaller then the host it will be desynced
LLL syncs interior selection but not size through rpcs 
what if everyone has the same configs
you can't get a desync with this mod then
unless another mod is changing stuff later
@lilac sorrel 01948c12-f835-3505-a432-1b16ee34feed
Vanilla moon prices revert back to normal after taking off from (I believe) the Company
E.g. Titan: $1000 > $700
I don't need ur input
@fast charm Might also have something to do with RebalancedMoons, Idk
i apply prices when someone joins the lobby
to sync them
not when taking off from a moon or landing on one
Yeah uh
Happened when I restarted my game, and reentered my save file, so it's not just a ship issue it seems
🥲
if CC does its changes before i do then that will happen
not much i can do about that
ough
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
Disabled RM; no exomoon price desyncs now
If it isn't too much of a hassle, I'd appreciate it, yeah
Alright
Done
@hot slate while im doing stuff rn is there any other config stuff you'd like to see?
maybe nothing too complicated lol
Nop
mk
wild 😭😭
i only set them once so anything can change the route price after
when the lobby opens it will set it to your config and never again
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
can you show your written string
there might be a typo in it or something
written string?
also i tested lethalquantities
didnt work either so its not an issue with cc
could be another mod overriding it during runtime
"string" referring to the spawn weight list
yeah like experimentation:50,vow:40,march:10 etc for planetnames
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
@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
idk i just installed the mod
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
tbh i didnt touch anything with march
well
also idk what i did but i think the mod started to work again
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
this also goes for regular facility btw
honestly all the weight entries were just generated so i have no clue why they are busted
liquidation shouldnt even be generating entries
its not a valid moon, only basic stuff exists in the games files
do you use mine perchance ?
just asking cuz rebalancedmoons is one of the few mods that overrides interior chances (it can be turned off)
yeah its in their modlist
thn ya thats why
i have a host sided option to enable interior overrides on my end, just disable that
i do but i dont think it was the problem
unless ur mod overrides other modded moons
hm, could be something that moons dev does different
no
batby do you plan on making dungeon size be rpc synced as dungeon selection is on lll?
I'm not sure if CentralConfig is breaking Retinue's daytime spawns, or Retinue just has broken daytime spawns itself
0194a4d4-548f-fca7-f3c5-e5f2277aabe0
Pinging @jovial thicket just in case
This is what I have for reference
I may be slow
What do you mean by broken daytime spawns? Like nothing spawns?
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
Wtf 💔
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
ah, I thought it may be curve related
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?
You can make the default spawn pools empty
And when I type in monster and scrap IDs are they case sensetive?
Nah, capitalization and special characters don’t matter
Alright, thanks
np
What name is preferred by the mod?
whats that?
a scrap?
can be anything from 6pincable to 6%(*@(%)pin(@$*$)cable
or just 6 Pin Cable
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
If I have this mod and WeatherRegistry installed is it possibile to use WeatherRegistry weights for weather chance?
yeah it doesn't change weather selection
Is there a way to modify enemy spawn curves (Daytime, Nightime, Interior) using Central Config?
Or other complex enemy spawning values, such as eclipse spawns and spawn ranges?
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
thats per each enemy
yes but not the shape of them, scale enemy spawn rate + a higher power count allows more to spawn and vice versa
accerlate enemies lets you crunch the curve and cause night enemies to come earlier or laster
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
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
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?)
so funny story
those values do absolutely nothing
thats why centralconfig doesnt even have it as an option
Well that's good, was getting worried I'd have to change those too lol
all the game cares about is min/max scrap, and the scrap spawn weights
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
no they are just there because Batby originally designed the config with that entry with the intention of having that feature
but they have no effect
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
Cool, thanks!
What purple said yeah, its unused
I actually have a patch for that where it grabs the scrap value from everything in the level at the end of the day instead
I use that with cc but cc fixes that too yeah
how max scrap on moon work with scrap amount multipliers like weather multipliers?
depends on the scrap that spawns and the average generated amount
But with scrap amount multiplier you can have more scrap than base max scrap?
(Psst, don't forget that ButteryFixes only does the former, while ButteRyBalance does the latter)
IIrc
the multiplier is for the value, not the min/max scrap
there are also multipliers for scrap amount in WeatherRegistry
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
Is it possibile to set store items (like flashlight) as a scrap?
yes
these are multiplied in as well
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
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
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
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
honestly that works fine too
and then add big bolt weight injection if its stormy
i think weatherregistry can do that
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
oh i thought you wanted to multiply the item amount, my bad
I tried before but its pretty inconsistent, wonder what they loop
you mean multiply the weight of the item during the weather event?
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
That mod author supposedly has updated it to handle most of the modded hazards now, I have yet to test it
they probably do it manually then
Btw is the Random Size integer Multiplier a default LLL / LC mechanic or is that unique to CentralConfig?
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
random size multiplier is not in lll config, all interiors have a base min/max size int that gets multiplied by the multiplier, the dungen target length is an integer
Thank you
This mod is goated im very glad you’ve kept up development
Any serious modpack curator needs something like this
np, thanks for using it
its true (i can confirm(fact))
A modpack without fine tuning from something like this would be a hodgepodge
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
Yea the man issue to me is it being able to control or even see moon enemy power levels
Would have no idea how to scale price and reward
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
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
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?
The first image is what I mean by moon size multiplier, the second is what I mean by interior size min/max
doess CC allow editing hazard spawn curves or just the min max of a hazard alloud
all of the hazard spawn curves should be linear
at least in all vanilla moons afaik
it gets a value from the min/max with equal distribution
it matters on the math but with the min/max of 1 yeah it would clamp at 1
I think the only think after that clamp would be the random int size of the interior itself
its been a bit
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
I didn't add that, does Weather Registry have that as a feature?
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
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
they are counted on their own, only added through the lt config
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
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 ;-;
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
have you been able to summon Lasso in your modpack so far? I have an actual use for him but can't spawn him ;-;
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 😭
is there anyway to change the list the moons appear in?
i heard you can and need to verify here
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
darmuhs terminal can sort price, difficulty,alphabetical and id number if you want other sorting methods
both have barely any code on them
best bet would be to download a mod that readds them and gives them some finished features
I wish, I asked if it could be added to terminal formatter but I don't think it was added yet
there isn't a mod that does that and works
trust
LQ works with red pill though
I know but some people like me would still like to fool around with them
Lots of modded players are fine with sheer novelty. At least having the option would be nice
In my initial message I said there are none, none that work anyway. I did look
will you concider adding it yourself
nah I've never worked with terminal
u can ask
how should the values for dungeon route prices be like?
thats your choice
generally i dont like messing with injection settinge
im asking like how do i write values for this string
iirc its n-n:r
like 0-100:50 for 50 rarity at moons that cost 0 to 100 credits
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?
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
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
If I added something like that it would be after the item name check hmm
Since it needs priority on grabbing a reference
It does not need to be the primary reference, just a layer of redundancy to prevent conflicts like there is here
Not an easy way to do it tho
Is there a way to inject interiors based on tag?
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?
you dont need to generate a new config
just add their codename in the weight strings
Yeah, should be under that dungeons injections
You manually add it to the entries, if it’s in the default value then regenerating will put it into the entry but you wouldn’t want to do that if you manually configured that entry
does this mod still force off weather registry's value multipliers
I don't believe it ever did, the values are directly used from wr to calculate the scrap value
what was it doing disabling multipliers in weather reg config then
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
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 
I figured github, or pastebin otherwise, are really the only "safe" ways to share it so it can be seen fully
oh what? like instead of putting the moons under the dungeons you are putting dungeons under the moons?
correct; That way I can see the variation each moon has, in an easier format for myself. I'm able to picture it and categorize much easier this way; it edits the moon lists in each of the dungeon sections as well, so it works out!
neat
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?!"
Oh, I get it, I usually use an Excel to do that
and then I mark them with Green when I make the config fo that moon
I was thinking that, but two issues, mainly the first
- 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
- 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. Andliterally only me typing more promptsI added in enemies + scrap options
But, as the excel option above, that allows easier for difficulty sorting n all, price, all our good filters.
seems overly complicated, but i guess its good for a fuck-load of moons
I've been using Google SpreadSheet because I don't have excel neither :]
1,000% overly complicated; just a nice visual change. And if it helps someone, yay! and if not, np!
i just use my brain
i would rather have a spread sheet for like
bagconfig or something
or itemweights
I did that before, never again
no, Itemweights is a good mod
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
But doing an excel for that is a pain
oh i see
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
I have a job that has Google Sheets involved so I'm kinda used to it
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
How would I make the cfg not change or touch anything related to tags
same for weather
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
Stupid question, but can you spawn vain shrouds via spawn weight
@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
i mean
youre closing the game anyways
why does this matter really..?
I know but its annoying because it pops up with a unity error and takes 20 seconds to close because of the unity error
thats crazy bruh
quick apologies:
i assumed this effected nothing
@orchid beacon
Do you have soundapi
yes
but the error is related to central config
Central config error is probably unrelated
I get similar errors with morecompany when leaving a lobby
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
you would do Puffer:100
it won't recognize Spore lizard