#Central Config
6552 messages · Page 7 of 7 (latest)
wait
its prob different in cc
LLL uses code name
you can try with Spore Lizard
Damn I thought I fixed that, client or host?
I haven’t heard of it freezing when this mod nulls yeah, it’s a postfix so it doesn’t freeze leaving the lobby
This mod recognizes both the enemy name and the top text of the scan node
Host
It’s when on the main menu and clicking the quit button
Ok yeah, that issue is just harmless, it’s to reset or null values between save files so if it’s null already it’s fine
It’s the other mod that makes it take long to freeze
@lilac sorrel If a monster is set to 0 in its own config, but in central config its not listed, will it still be disabled?
If it has a weight of 0 it’s omitted from the default values
So that mod is adding it but its at 0 rarity so it won’t be selected to spawn
So if it’s not in the config list in central config then it will not spawn?
Yeah if it’s not in the list or it has 0 rarity it won’t spawn
How is the mod working on v70? I saw someone got an error when landing but it could be from the moon itself
ive noticed no issues
ok good
@lilac sorrel If a enemy in the enemy list is disabled will it break the rest of the list since it cannot find the enemy.
you are talking about the kidnapper fox?
it doesnt full on break it, but if theres an entry in the string that cant be found, the string does glitch a tiny bit and doesnt always properly read other entries
this is more noticable for scrap items
if an entry isn't found it should exit that search loop and go to the next entry
No I have a mod that is broken and was wondering if I had to redo the whole list
ok
I haven't seen an entry break it besides the kidnapper fox since it is found but inaccessible
oh ok good i misread that, yeah its coded to just go to the next entry if there is no enemyname or enemytype.scannode.headertext matching the string in the big enemy list I compile on startup
even with a space in it's name, it won't spawn
why?
like it isn't added to the enemy pools
could someone help? 😭
anyone else? 😭
Could be jank with the Dust Clouds weather itself, since it is not a vanilla weather if we are being honest. It needs mods to work
Could be an incompatibility with Dusted
it is though???
Until it appears in vanilla I consider it modded
Same as Kidnapper Fox and Mapper
Lasso Man has been more relevant to vanilla than Dust Clouds despite being less popular
I'll try a vanilla weather and see if it works
Anyone else know what could the problem in this?
check a moon when the creature spawns naturally
copy the name of the creature on that moon, past it on your moon
I did
It says Earth Leviathan
On all other moons that is how it's spelled. But it still won't spawn
when trying to get it to spawn inside on dust cloud weather
Relating to my leviathan issue lol
Sorry, I don't have the current time to help atm, I'll try finishing something on my side, after that I'll try helping you out :,]
You could try using the internal id, 'SandWorm', instead
It's like using 'Flowerman' instead of 'Brackens', though both should work
Also, isn't Dust Cloud weather unused?
It is but through Central Config, ScienceBirdTweaks, Dusted, and the main weatherregistry, I can give it a unique use
Thank you! I'll try the SandWorm and see if that works (and sorry for the reply, idk if that pings people if I do or not)
it pings lol
but dw
mbbb ;-;
Yeah SandWorm doesn't work either
Tried adding Earth Leviathan normally through Central Config and it worked but when tryign to add it through that weather it won't
maybe it's a Central Config issue
Who would I contact to mention this issue?
Tried ForestGiant alongside Earth Leviathan and still no dice.
wait for impulsive to talk and then ping them about the issue.
Don't bother modders too much with that, ping them once and at some point they will see the message and try to fix it
Understood. I'll wait 
I make sure that dust cloud weather is the only weather generated. Put add Earth Leviathan:333 in the add to enemy list for this weather. I go on a moon with that weather and the pool of enemies that is listed never shows Earth Leviathan nor ever spawns it inside like I want it to
Try using a weather that is not mildly modded (I guess you are using Dusted mod for this) and check if it works
Cuz it "could" be that then
Are you sure? You can check the enemy pool logging which is under enemies. I’m not sure if they work indoors, probably need starlancers at least
I have starlancers ai, it's just neither forest giants or earth leviathans appeared in the enemy pool on a moon in that weather.
I haven't gotten to trying a vanilla weather though
Probably try a different weather first yeah, dust clouds may be a little weirder
@lilac sorrel Wouldn't this break interiors and cause desyncs?
Don’t think it desynced me before but of course the dungeon size and seed needs to be synced too
I don’t use it since it’s only really if you want comically large dungeons, if you use reasonable sizes it will generate easily
this did break the generation of Black Mesa before
so i'd keep it off
yeah it always takes a lot of attempts to generate that interior
@lilac sorrel Any chance you might fix the error that throws on game exit at some point?
yeah thats easy, its just a case of removing whatever line causes it
the goal is to make it unset so if it isn't set already then good
Yeah I just figured it would be worth fixing cus it gets pointed out a lot as an issue and I have to always tell people it's a harmless error
I was trying to figure out some issues with level generation consistency on Loadstone and noticed that Central Config seems to be causing some run-to-run variance, which I think is related to the level scaling feature of CC. The same moon on the same interior seed is having different layouts with CC, but not without it. I noticed in the logs that on the first landing, CC lets the level retry a few times, then starts scaling, but on the second time, it already starts scaled and just keeps going down until it works. I'm not sure if this is intentional, but I could see it being a potential cause of desync if two clients aren't starting at the exact same starting dungeon size. If it is intentional, is there any logic to prevent such a desync from happening?
I have had such Desync issues with Atlantean Citadel and SCP Foundation flows, in some instances it will straight up go to 0.00 dungeon size and soft lock until reloading the save. I haven't figued out why this happens or if there is a good solution. I've noticed its more common with smaller size factors but increasing dungeon size doesn't fix this 100%. I'm aware both these interiors have not been updated in a few months (4 and 10 respectively) but I'm running some interiors just as old if not older. I don't know if this problem is directly linked to CC or not but its something I have noticed too.
Likely due to this setting, it should always be off tbh
It's problematic
Try disabling Safeguards like I said, they've always caused nothing but issues
okay, thanks. I'll give it a go
if the size is different then the interior will be different
you may be changing things that effect size between runs, you would need to make it constant to test that
Central Config is the only thing changing the size. All I did was land, take off, and land again, on the same seed, and it created two different dungeons
without CC, the dungeon is identical
Hey while you two are here i am relatively soonish interested in making LLL abit better about syncing this stuff
Would it be a problem to slightly change code for that?
You no longer have an issue with CC Batby? ;o
not at all :3
syncing built into LLL would be fantastic to see
I have a suggestion if that's welcome? I would love to be able to set traps by interiors. I mentioned my use-case here: #modding-general message
that would be awesome, I've never figured out rpcs so I'm still using manual data packets to sync clients to have the hosts values, iirc all the dungeon stuff that can happen only the host happens only on the host then it passes to the client but the other modifers then have to run on everyone individually
hey, uhm...
One small question
Why am I no longer able to modify the size of each moon?
It was perfectly possible before
somwhow fixed it pasting an old config
Odd, did lll update recently? I haven’t changed this mod
It hasn't he probably just had a config option off
Since he said restoring an old config fixed it
I tried to do the config manually copying all the values, and it didn't work.
hmm...
Maybe that was the issue
Btw @lilac sorrel Can you fix it so CC doesn't always force the Apparatus value to be visible?
i could, its been a long time since i touched lc
How do I do the multiplier for a specific enemy on a specific interior
Enable this, and you can set an extra weight of enemies per dungeon
I found that tweak
And I plan on testing it when I get home as I legit had to leave when I legit enabled it lol
OH also
I use buttery rebalance and I don't want this mod to ruin the edits it makes -
not sure about that tho
fixed it-
just enabled the multiplier per interior-
not sure if it affects the butler multiplier on mansions from Butterybalance but whatever that's an easy fix
@uncut palm Regarding the seed issue with CC, CC has a config value to override the seed does it work if you put the seed into that section of the config?
I've not tested if that works or not
But the bug where it always overrides the forced seed from other mods is quite annoying lol
yes and you can also set a multiplier for it so its has 1.5x weight 2x weight 0.5x weight etc
@lilac sorrel CentralConfig has a conflict with StarlancerAIFix, because of its patch for monster power levels, any monster thats killed additionally opens one power when dead, for example, thumpers will open 4 when killed instead of 3 if you have both mods active at the same time
no it has a patch for monsters to properly contribute their power to the places they normally wouldnt be at
i assume centralconfig does something similar
and thus causes this conflict
Central Config also overrides seeds for no real reason and you can't do testing by inputting a forced seed when testing
Unless you disable CC
I think @prime garden has some words about the Seed stuff 
Too lazy, CC just changes how interiors generate so the same seed on a moon no longer spawns same interior
Which sucks but whatever I just turn it off when testing stuff
No? You can put creatures outside with cc only because starlancer lets them be there without breaking their nav and ai
That wasn't what @frozen crystal was reporting, he was reporting an issue with CC causing issues with power levels
thats not an issue
he thinks cc adds its own code for having indoor enemies spawn outside
ok heres a rundown of how i discovered this, if you really need more definitive proof, fine
in one of my mod packs, the puppeteer from coderebirth is a monster in it
i made it take 10 power to spawn in
my espira edit in that same mod pack has a max indoor power of 10, with a gimmick of another modded monster, the harbinger, constantly bringing masked and thumpers over to you, forcing you to fight them
the spawn weight string is set up as Harbinger:9000,Crawler:3000,Masked:300,Cabinet:300,Lord Of The Manor:1
the idea is the puppeteer should never spawn unless you kill all other monsters, including the harbinger, whom of which takes one power to exist on the map
for months now, ive had something causing it to exist when there shouldnt be enough power, and the whole time it was this bug
every masked being killed was increasing the available power by one, because their death was freeing up +1 power, as well as every thumper, and the cabinet also, which equates to 15 more extra power total
starlancer handles that
What he is reporting is that CC opens up an extra power slot compared to vanilla/base game
how are you getting this when the original prompt is talking about power levels
only if starlanceraifix is on also
i tried with it off after buttery suggested it was conflicting
and she was correct
I don't really think I'm going to change any of the code, I'm very busy and haven't touched this game in almost a year
going into my third year at uni next week
alright
imo you should add a maintainer for the mod then
I would but I don't know anyone who wants to
Does anyone know where in the code it actually does this?
Or messes with it
@exotic saddle
its not code of CC itself per se
its an incompatibility
But I just don't understand why
I know it's an issue but I just want to understand how it's physically possible
well ill still give the proof anyways
Good idea
ok
so
after trying to do this again, multiple times, triple checking if i fucked up the set up for doing this some how
this is all of a sudden just not happening anymore
@exotic saddle @prime garden both of these people can absolutely vouch this was a thing that existed, and i wish i actually did record proof now
starlanceraifix has not been updated, and i 100% assure that i disabled it, and it made this issue stop happening
so this was actually a triple mod incompatibility causing this issue to happen, but an update to whatever that third mod was (which i dont know at all which it couldve been) fixed it
I mean all I knew was that the problem existed, and it should still exist in the old code you sent, I just assumed the issue was a masked fixes issue but iirc you said it happens with all enemies not just masked
When I looked at CC's code I didn't see anything that would cause this though
i turned off CC, it stopped
i turned off starlanceraifix, it also stopped
there was a third mod causing it in tandem with those two
but i dont know which one
i did check maskfixes' old version
wasnt that
have u tried it in that same moon?
i know moon makers can do some potentially screw-y things like that with JLL
it was happening on experimentation lol
It vexes me too h
Also not to vent but my Spanish prof deadass dumped 109 hw assignments all due the 23rd 
are you for fucking real 😭
what kind of language teacher does that shit
evil mf
I think it may be their first time teaching, its supposed to be very easy spanish since I have no reason to take anything harder
Hey is there a way to use this mod to disable or let only certain vanilla enemies spawn??
i mean just dont add their spawn weight entry
you could just do this with LLL
Ah k-
I figured there was a way to do this on my own but I wanna use dice mods and not want to spawn vanilla enemies I removed-
oh
well
uh
the die most likely use their own list no?
@lilac sorrel its messing up with bozoros
someone from lethalmatt's thread figured out its from centralconfig so i moved it here
Is there plans for lethalconfig support?
yall should prob just move onto lunar config
@cinder rampart
the bozoros thing is not centralconfigs fault
bozoros still works fine
id know because i loaded it a week ago
and its been in my mod pack for months
im aware, still best to swap over
imo
or they fucked up their CC config ive done that myself before when I used it lol
not CC's fault
but just as issue if they fucked with it too much
really depended on what you edited with it
you dont need to swap over because the mod isnt fully broken yet
it is extremely daunting and time consuming, especially if youre someone deeply involved in mod pack creation
doesnt help that lunar currently is more complicated to use in a few fronts
it being partially broken is already a reason to start
not fully purge it
I beg to differ
the only thing thats an "issue" is it crashes the game when you click the quit button
which i dont get why thats a problem anyways
because youre already wanting to close the game
yeah thats just kinda annoying
curves are a bitch in anything 
for me itll be perfect once it updates to dawn
when i swap to lunar i am just going to set everything as 0.0 ; 0.1 - 0.0 ; 1.1
or however the fuck you type it
agreed.
I just hope there's something to make it easier to handle curves
fr lowkey
LQ is better than both its just broken
I loved how easily I can set it up before a game
in like 10 mins
LQ is more annoying because
i dont want to use an entire separate website program
the problem with that is if youre trying to fine tune
that is the main reason I think its the best
I do :]
you have to constantly go back to the website
after closing the game
make new files to transfer into the mod profile after
and if its still not right
again
yeah? same as going back to the config menu with like an extra step
it is way more annoying to go to a website though
like yeah but CC and LC also dont need you to transfer files
theyre just instantly ready to go
yeah, id have loved to see a way for LQ to write it directly to file
prob would have been possible
if it didnt stop development
ok anyways
@cinder rampart what interiors did you try to put on bozoros and what was altered about them
since its high up now
this is not centralconfigs fault, you messed up configuring something
ngl thats what I more meant initially
honestly i didnt know if you read the error lol
nah I just heard the issue and wanted to bump a mod I think was good lol
since CC had given me that kinda shit in the past XD
like for some reason shotgun shells spawning as scrap when I didnt modify scrap 
have not once had this happen
i didnt
the only thing i modified on bozoros is the enemy spawns
i added tourists to the night spawn
it seemed to hate my pack bc it kept doing weird stuff XP
ok i have no idea what the fuck that is
its from lethalanomalies
from lethal anomolies
I dont think they would be the issue
these dudes
upturned looking mf
it also did this to trite when i modified the enemy spawns
somehow just entirely switching the moon to empra fixed it though, despite using the same exact spawn settings
even the same interior
"The tourists are mildly dangerous entities that move when you do not look at them, and are attracted to both players and shiny scrap items (scrap mods compatibility will be added over time). As they make their way to their target, they can be distracted if you drop a shiny item on the ground. However, once they start stalking their target, which is indicated by a red light on their chests, they can no longer be distracted and will keep on following their target for ~30 seconds before getting bored and looking for a new target. Getting too close, shooting it, or making an enemy walk into a tourist will trigger it to explode, also triggering nearby tourists to create a chain reaction."
fun enemy
i think this is an issue with another mod then because i have never seen anything like this happen to my mod packs
hold on
side note def try anomolies :3
very fun enemy mod that are balanced and immersive
tho technically based on Pacific Drive
yeah ok buddy
should i maybe send the modpack code
like i told xu its like
one of my friends pack and they wanted me to put them on what the greater modded stuff is
019a6ef2-9685-e682-c760-d3167104872e
personally i dont know what to really look for or do in this instance for you
im just making it clear its something else
can you turn this shit off
guess ill just have to mess with it when I get home :v
maybe ill try lunar like turtle said
ill say if you HEAVILY used CC, best to swap over over time
since its not a direct translation
unrelated but @desert hamlet you should do interior showcases along with your moon ones
i wasn't interested in dam originally until I saw it ingame and holy shit it changed my mind
i like how it looks, especially with the alcatras foliage
im really only using it to adjust enemy placements and also the scrap lists
that should translate to lunar right?
problem is those are way harder 
not copy and paste but those are easy
whats lunar? should i be using that instead of centralconfig lmfao
yeah its activly supported, has more options and soon to support dawnlib stuff(code rebirth, shockwavedrone,etc)
is it easy enugh to use?
is it config files or like actual code
i wanted to use centralconfig for basically all of the rebalancing in my solo modpack but if theres a better alternative id rather use that
its easier than CC
centralconfig does just about everything i need it to but at the same time it has some missing things that would be nice and it also uh
tho still requies effort
seems to prevent weather from defaulting at the start of a run
yeah its weather settings are broken with weather registry
usually there isnt any weather at the start of a run
but it randomizes it
which is annoying
oh dear
yeah better to use an actually actively supported mod
im guessing lunar is just about the best option then
well lunar just doesnt touch weather, it has registry as a dependancy bc thats what you use to config weather
safe to say i should use something that maximizes what i can do with just rebalancing moons. spreadsheet jumpscare!!!
if you set up a lil code to auto output that into the right format than you can just copy and paste that
into lunar
true.. i know some stuff about google sheets code
if i can just whip up a string then yeah i definitely could
since even I set it up for interiors atm
funky
i mean i also want this pretty to look at too
so any string outputs will probably be at the bottom
i dont mind a ltitle hard labor because i mean its not like im updating every string every single update
some areas are honestly fine without any changes at all
but i plan on taking it one step at a time and seeing what i and other players think need tweaking
the selection of mods so far if you're interested @desert hamlet. trying to keep it simpler than most modpacks
the biggest focus is again just making the game feel more enjoyable to me while still retaining the same solo vibe
rather than overloading it with content to distract from the fact nothing about the gameplay actually improved
tbh ive been averse to coroner since it causes big lag back in the day
it does? oof lmfao
idk if it still does
wait why the fuck did i put coroner in here its a solo modpack
since its been updated a bit
its ltierally pointless
but I have a similer mod anyways
ok i removed it lmfao
i kinda just took some mods i usually use without thinking
localflashlighti s also super cool to me
i feel like it perfectly fixes the problem ive always had with flashlights
taking up a whole ass slot just so i dont have to spam the scan key
yeah no my pack is a mega group pack
hell nah 😭
runs well lol
no offence but howww do people bear this
same energy as people who play those 1,000 minecraft modpacks
wdym lol, we just have a lot of variaty 😛
juuuust insane
bit too much
tho I plan to restricts it more
lmfao
with constellations
im just joking but i dont think id ever play a modpack that chaotic
oh thats the funny thing
its pretty chill
I dont have a fuck ton of deadly shit
i mean if its more like a "dont care about which moon you go to" situation its more intriguing
but yeah no i prefer to keep things simpler
so i guess we're polar opposites in that regard
i also wanna use lunar to polish up the vanilal mons and give them a little more personality
yeah dont worry haha itll be more linear when the pack is done lol
dine having the comically large amount of gore is kind of funny but i might have to revert that because of solo
maybe ill give the gore gimmick to a custom moon thats earlier game
ill have to actually play dine more to get a better understanding but i seriously doubt tons of cheap items is going to be very optimal in solo
thats the big thing i wanna fix with this solo modpack. makign the moons actually feel justifiable and that you can go to anyone you like without losing out on much
rn everything is open so we can get a feel for everthing
besides like, yknow. obviously if you go to experiemntation you're going to not get as much loot as titan
so I can categorize them better
brother got the lethal company CTGP
ok well thanks for letting me know about lunar ill try that
could you link the forum post for it if it exists
thankies!!!!
I think this name fits my modpack lol
i wanna name my modpack some shit like Solo+ or something
"Employed and Alone" 
i'll name my modpack Dude This Modpack Kicks Ass! And I Can Play Offense While I'm Driving!
but yeah I dont like have any joke mods or meme cosmetics, try to be semi immersive
Dude Those Enemies Are So Fucking Funny They Make Me Wanna Cruiser Jump Without Looking!
idk what the limit is on modpack names 
thtas chill
i would add cosmetics but then i remembered they're completely pointless in solo
OH do you know what lunar can do that centralconfig cant?
new stuff
our style of cosmetics
i can see it can change curvings of certain things
ah the big ship
im trying to retain more of the solo aspects like UI and control jank because i want it to be something that respects the actual solo LC scene
edit every aspect of a moon
nothing off limits
what about stuff outside of moons? enemies, weather, etc?
tbh I dont touch those
every enemy's stats, name, etc
outside map objects(like pumpkins, rocks, outdoor traps)
i would love to make the snareflea not a complete fuck you im taking 95% of your health in solo
thats like the only enemy that pisses me off in solo funnily enough
christ you can literally just change everything huh
can you make the offense fire exit not complete ass 
this is a joke youd have to like actually modify the moon itself to do that
every stat of enemies and items
can you change scrap values
thats a yes
god theres so much information overload...
but at the same time most of these values dont ever really need ot be changed so
trap settings are really nice
oh sweet more curves
what else can it do ? :0
is there anything more peculiar or zany or whatever
well the top 6 things are nice lol
ill have to check this out tomorrow definitely
top 6 things?
you just mean the things you sent or
oh no i mean like
is there anything more unusual that it can do
can it do weather scrap multipliers please tell me it can do weather scrap multipliers
thats been a feature of weather registry for like
almost 2 years
oh no weather reg is a mod
yeah im just asking if lunar can do it
Lunar config doesnt have weather settings
dang
ok so i can use registry for just the weather then
ye, thats why Lunar didnt add weather
to avoid conficts
fair fair
smart
uhh i assume this means the stupid bug where weather is randomized at the start of a run isnt a thing
also im guessing stuff like trying to spawn a giant kiwi in a moon without any nodes for it will still not work. not like i need to i just want to check
It shouldnt be, tho if it still happens you could always set
nah different system, tho you could set it to use the vanilla system
regardless id reccomend increasing clear weather
trust me
this isnt too much
its even like this
ok ok
maybe less since you ain using modded weathers
^
im not sure what that means 😭
will spawning a giantkiwi on a moon that doest normally have it still not owrk
i assume not anyways
tf is giant kiwi?
i tried in centralconfig and the giant kiwi would not spawn on a moon it doesnt normally spawn on
the birdie
you mean the fuckass bird
no hell be fine, or at least should be
they are literally called GiantKiwi in the game files
idk ill have to test because again spawning the GiantKiwi on say, Experimentation, didn't work
CC hasnt been updated in a year
and i'd have to assume thats because zeekerss didnt put any nodes for it
so hes prob broken with it
ok last question im tired and need to sleep
what are you using for all this
the screenshots you sent
gale mod manager
is that better than r2modman lmfao
imo ye lol
r2modman takes ten fucking years to load is it better than that loading-wise
idk why r2modman takes so long to load it just does
well thanks for the infrmation
cant wait to make my first modpackkk
i dont plan on getting into actual modding because i dont have that kind of time on my hands right now but this is fun
modpacks let you have associated configs too which is awesome
and.. also kind of necessary for this to work
OH WAIT i got one more question lmfaoo @desert hamlet
is there a way to make mineshaft loot spawns different
like, physically where they are. mineshaft currently spawns a lot more loot in the caves than in the factory areas
not with this mod, but another great mod is sciencebird tweaks can add extra scraps to specifc interiors
thats not really what i mean
also lunar really cant tweak interior scrap?
physically impossible for a config mod
fair enough
sciencebird's one could work as a good bandaid at least lol
what can lunar do with interiors
will i jsut havet o use sciencebird for all interior stuff
ill say thats its most sparse part haha (interior spawns are part of moons section)
shucks
well thats just one feature of sciencebird, its not an interior mod
i mean i do think mineshaft should be a biiit smaller so maybe i;ll do that instead
might try shrinking mineshaft vs increasing loot and see which is better
what else can it do
albeit i dont really want two mods doing the same tweaks
you can turn on or off
has a lot of nice things haha
easy to turn them off tho
ill just start with lunar and see what it doesnt have that i still need and go from there, i guess
alright goodnight chat
oh yeah youll need this if you dont have it already imo
will i "need" it
might i remind you this is still a vanilla plus style modpack i dont wanna add toooo much 😭
well many modded moons legit dont have maps without it
blame the map changes on zeek since without this mod devs have to do the map manually lol
how did you do this 😭
what were the functions
i managed to do this but id rather its just done in one function tbh
new weather registry version will have this option:
hey so i just randomly remembered you asked about this and i found out what the problem is
the problem is circus facility itself is broken and no one knew for months because of the fact the vanilla game can occasionally just not load a moon landing properly, and everyone was just under the assumption of that probably
i dont know the exact specifics but something is causing circus to stop generating properly
whats really weird about this is centralconfig has a failsafe to generate regular factory if the interior fails to
for some reason this seems to be a biased issue for specific packs, because it does generate the failsafe interior on one of my packs, but doesnt on the other, and in your case, yours wasnt allowing it to
i already reported it to pacoito a few weeks ago
unfortunately it probably wont
also to be clear circus can generate properly
it feels like a 1/3 chance if it does or not
generally speaking
of course thats completely inaccurate and just a feeling
Hey I got a question, how does the spawn curve multiplier work? Are the key points of the curve just literally multiplied by it?
any idea how to fix this?
cause once this happens we get stuck in orbit forever until a reload
mod is not updated and may not work properly as of now (especially with LLL's updates)
unless you already have a setup config you dont wanna redo id reccomend switching to lunar config
just came here to write that dawnlib version 0.7.3+ completely overrides centralconfig functioning at all, and if youre someone who still for some reason hasnt swapped to lunarconfig/started to, please just do so
as a whole, its a much better content configuration mod in the first place, and i doubt lass is going to come back any time soon, if at all, to fix centralconfig
