#Lunar Config
1 messages · Page 2 of 1
What a gif to explain how clueless you are
lol
i mean if the term lerp is used correctly then what i said would make sense
it likely also lerps to minimum if the value is too low
Also, the dynamic dungeon size min/max are settings that CC lets you touch, but it doesn't let you touch whether or not dynamic restriction is even enabled, and most interiors I've seen have it disabled... so do they just not do anything in CC?
well
i suppose its time then
@ornate harbor if i had to guess CC forces them to work
The transferring hell occurs now
What purple said it probably forces it, CC does a lot of brute force methods on things which are why people have so many issues with it
Overly invasive, brute forces things it shouldn't, etc
also i thought i gave understanding for the random size min/max
at least, good enough
speaking of new features i thought i heard before that this would be coming to lunar but are injectors planned in any way?
Yes
I am not a dev, so take what I say here with a pinch of salt, but here is how I understand it:
- dynamic restriction allows you to place upper and lower bounds on how big a dungeon can be. Lerp rate is presumably how strict this is (max value will force dungeons to stay completely in the range and lower values allow some wiggle room), min and max are the sizes (I think the same as moon sizes, so 1.0, 1.8, 2.3, etc.) the dungeon is limited to
- Random size min and max are values each dungeon uses in its generation. Making them lower makes the dungeon smaller and vice versa, and having a bigger gap between the two makes dungeons have a bigger size variation between seeds
- Map tile size is a flat divisor used to shrink the dungeons (higher value means smaller dungeon), it was introduced in v50 to make Manor Titan more playable
In essence, the dynamic size restrictor sets upper and lower bounds to dungeon size, random multipliers influence dungeon size and variation, and map tile size is a straightforward way to shrink oversized dungeons (a big problem with modded dungeons)
I'm still not sure why it's happening but after reproducing the issue, I found that the dungeon desync between clients and hosts only happens if you change the interior multiplier from it's default value
It doesn't actually have to do with the interiors you allow ot spawn on the moon
So I'll probably update the descriptions and keep working to find out why this happens
I'd assume the client just uses the vanilla multiplier while the host generates with the correct one, but as to why I have no idea
Version 0.1.6
Fixes
- Moved the 'warning' to the correct setting after some further issue diagnosing.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
-# Also I realized the changelog on this update is wrong but I'm not going to upload the package again to fix it
Hopefully the next version will be more than just a bandaid fix for this
This was an issue with LQ as well
The solution people used for that was to apply per-interior scales per moon
⬆️
Idk how it worked differently in code but it worked
Might be better to apply that method instead of the current one
How do you mean?
lemme open my lq config
in LQ people did this to get around the desyncs
does editing the moon grade, moon description and moon name work?
and do the health and killable options work for enemies?
The enemy creator needs to implement death for it to work properly but health probably works
okay thanks lol, none of those options worked for me but im too low on time to figure it out on my own
Did you make sure to check the 'configure content' at the top of the entries you modify?
yes, everything is enabled in the central config and for their respective entries
wait
central config like the mod!?
it might be because run late was enabled. my fault for being lazy ❤️ ill test it out again
DURRR
okay yeah sorryyyyy my bad, all works except some of the enemy health stuff but not too fussed about that
What enemy was it?
Health should work, death as xu said only works properly if you're turning it off
blob !
but yeah i suspected it wouldnt serve as a replacement for the everything killable mod. but it served as a replacement of 3 or 4 other mods i had installed and even works where those other ones didnt. super handy it took the LLL values on its own too, saved me a lot of time... it changed/added some scrap items on some moons but i just pasted it back in from a document i made to keep track of everything neatly. its an awesome mod
Yeah as blob isn't killable normally it won't be with this mod, and thus changing it's hp won't do anything
@ornate harbor
Looks like it got mad I disabled Configuring Items?
lol
Still broken even if I enable that
I shall roll back to 0.1.4 for now then
I think this explains a lot though, we ran into a few issues today trying to land the ship where it stack traced about item min value stuff and it probably originated from this
Btw @ornate harbor Do you plan to implement the ability to allow enemies to spawn in pairs? 
It's cus I just wanna configure barbers through Lunar Config instead of another mod for example
Was it the same errors when you enabled it?
And did rolling back to 0.1.4 fix it?
I see the issue
I didn't change the error message when I copy-pasted that section x)
It's actually to do with the dungeons
And the fact I didn't give them a 'Configure Content' like any other entry
Well thanks leme do that
Version 0.1.7
Features
- Added group spawn count value for enemies.
Fixes
- Fixed the changelog.
- Fixed an issue where trying to configure advanced dungeon properties would not work.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Added the spawn count thing since it takes like 2 seconds
I'm not 100% sure if that setting will work by itself though
It may be something that went unused
this mod prints out a failed to parse walker warning after loading a moon when i try to use it to configure the spawn rates of the walker from diversity and it doesnt appear in the enemies config either. does this mean it doesn't control their spawn weights at all?
diversity stuff doesnt use stuff from base game so im not surprised
alright thanks, time to find a work around i guess...
Diversity seems not to use LLL or LL, so it's added content won't be recognized
@mossy tide do you know if DawnLib just grabs all enemies so it would pick up like diversity?
ye i do grab all enemies, thing is, i dont think diversity actually uses EnemyType or EnemyAI
ill check rq
Welp, not really much I can do then
yea
All good, i thought of a workaround ill setup when i wake up
okay i do pick it up, just checked
Even though it hurts me, I'm on the verge of uninstalling Diversity, and I'm going to replace the spawn rate of the Walker to the Mistress.
I already made that decision 
makes sense it'd pick up the walker but afaik it's the watcher that's weird isn't it?
not the walker
and I don't see the watcher in that list
yes muh alternative method doesnt pick up walker either, but it is a worthy sacrifice for at least the walker. as a totally professional non-dev and 0 experience coding, sacrifice is all i know ! soon, my vision will be fulfilled...
I ended up removing it, cus GraphicsAPI kept causing Shadow Rendering errors that would lag the game
Diversity is extremely dated sadly. I'm not sure if it'll be updated for a good while since iirc the dev is working on a game
The dev is MIA period rn
Mia?
Missing In Action
Missing in Action
I have no idea what that means
He hasn't been around for several months, not even posting info about working on his game
He's been busy iRL as far as I know
Ah
@ornate harbor Looks like Lunar Config doesn't like Heavy Item SCPs' update
Hm, seems that means the enemy does not have an "EnemyAI", which I guess I should check for
I use that just to get the hp
Ahhhhh
Just made it so he won't have that option to configure :p
Scan nodes working :D
Items too! (The description doesn't quite work if the item has a value, as it'll override it)
Version 0.1.8
Features
- Added various settings around scan nodes for items and enemies.
Fixes
- Fixed an issue where configuration would not generate if an enemy did not have an EnemyAI.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
it's so fucking peak
thank you crafty
NOOOO
What does the thinker do?
He thunked
Does this mod apply any of its own patches to vanilla functions? For instance, in vanilla indoor spawn vents do not support enemies spawning in groups, and changing a moon’s time multiplier can screw up how quota days are deducted? Does this mod fix those, or do Buttery’s VentFixes and Whitespike’s Time Patcher need to be installed?
It doesn't really touch anything besides the properties themselves... so yes
I just knew that CC did mess with some stuff, and that ended up causing some incompatibilities and I didn't want to run into the same issues
I would agree with that
I should probably add notes to those settings tho
Saying they need them
I'm just not 100% sure all the ones that don't work by themselves (and mods to fix it)
Version 0.1.9
Fixes
- Fixed an issue where changing the interior multiplier would cause desyncs in interiors. (Finally!)
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
With the help of Xu, I fixed that issue with desyncs
I think it's finally bug free! (Until someone finds another one)
Hello!
I don't want to bother too much, but...
I don't understand this config curve for setting traps :,]
Same as coderebirths/dawnlibs if this is hazard curves
So think of it like those are points on a graph that get connected by lines, the game picks a random number between 0 and 1 and uses that as the x value, and the y value from the graph rounded is how many of that trap will spawn today
That probably didn't make sense but hopefully it did
Rounded down iirc btw
I just don’t understand the curve settings for enemies
There is no real conversion method for that
I just don't understand curves :[
Probability curve is a multiplier based on normalized time of day
I don't know how the number for falloff is calculated tho
I honestly copy paste them from moons that i know have good curves from experiencing them in gameplay, sometimes i landed on an early game moon with dogs already spawned and i thought that was fucked up
Goated xu and crafty
Wdym
Ig to explain it simply, give me a minute:
Each level has a curve that every enemy uses and every enemy has its own curve that it uses
When picking up an enemy's weight, assuming something like nutcracker 100 on experimentation, it uses that 100 * the value from the enemy's own curve, which would be a Multiplier from any value its set to really, but the x is limited to 0 and 1, which are just 0% and 100%, which just mean that at 0 the day just started, 7am, and at 100% it's ended, 11:59pm or whatever
It's hard to explain it much better than this, the graph is just a Multiplier for base weight depending on time of day
Thats kinda like how the sapsucker is 100% at 0 but after that it plummets to 0% for the rest of the graph right
Well, sapsucker is a daylight enemy so like after the first 20% or whatever for the graph it doesn't matter but everytime it tries to spawn it, it does multiply weight with the value in the graph at the current time
Also an odd quirk, I believe the start of the day us actually 6am not 8am which is when the player spawns on the moon
Is*
oh it's beautiful
thank you for that scannode update
this breathes life into my existence
what is it?
edited the scan nodes of two-word scrap names to have lower cases at the start for concistency's sake
these are fiufki's their (the scraps i changed the scan nodes for) normal names are "Desk Lamp" and "Potted Plant", changed em to "Desk lamp" and "Potted plant"
Just to let people know, the locked/hidden option here updates constantly.
This will make Wesley's Moons Journey unlock mode not able to work correctly.
to fix this you have to disable these options on the Enabled Moon Settings options
i dont use the progression system or even the whole moon bundle in mine with wesleys
Yeah those will break anything that messes with moon visibility like wesley's, constellations, etc.
any big problems with this mod?
Nope :]
Ye, the ‘worst’ part about it is just that the configs are a bit overwhelming, especially if you do not know spawn curves
I'd recommend turning off anything you don't know how to/don't plan to use
Though you're always welcome to ask, I'll help where I can :D
oddly specific request but would it be possible to customize bestiary entries
Depends on whether or not that's something I'd be able to get with DawnLib
But I doubt it
Unless I just let you edit the content of like any terminal node 
It might be time to change hehe
Finding the enemy in LethalContent.Enemies.Values should let you do whatever you want with whats inside
it says to report it so i am
i renamed Starlancer Zero to CORRUPTED DATA and it prints this when i switch planets
it doesnt seem to affect the name in the moon menu or the radar screen so idk what happened there
I think cus it messes up the custom route name it uses
i think cus the data is Corrupted 
oh you think?
i know its because of the name
i dont know what it wants to be reported
it probably wouldnt be the routing code anyway
I lowkey wish we had a seperate upload for Starlancer Zero lol
it would be nice but at least theyre hotloadable
Try using the config to change the route name of the moon
Oh... I see the issue and maybe I shouldn't let you edit moon names
Editing the moon name also changes the ID I use to get it's configured information
So it'll just break
Oh
Depedning on what ID I use for DawnLib it might work then
But I'll probably turn that off for now
completely random and probably unreasonable question but would it be possible for you to seperate the Moon Tag config part of the mod and make it its own thing OR is there a way to disable everything but that feature in the config?
ok i learned you can disable bits of it, how would i disable everything but tag configs?
.
This hehe
How so though
in LunarConfigCentral you can disable any settings you aren't using
❤️ awesome
take this creature as compensation
Okay so, I understand how animation curves work but I hate just having it as a number, anywhere I can input the numbers like a website to visualise these because actually seeing it really helps
By god, one actually exists 😭
Been looking for something to visualize the curves for so long
Guys they are just graph coordinates, you can just use Desmos or a graphing calculator
Or the link they sent
I am just am perplexed by people not knowing what this is
“My math class is useless in real life”… yeah it is when you cannot see the math right in front of you
yeah math class irl taught me this very specific format of graphing for this lethal company mod where the range is 0 to 1 in the x-axis to represent a random number or sometimes normalized time of day and then teh y is a number that always gets rounded down 😄
like yeah, don't use the tools provided to help format or help with making the graph, use desmos or a graphing calculator, like what lol
None of that is specific
Expect the y axis getting rounded down
Unless the randomness of the game picking an x value is beyond the understanding of most players, this is just your bog standard reading of a graph. Know the corresponding y value of any x value, just like how math problems ask you in school
I am not trying to be insulting with this btw, I think people just do not realize how simple it really is. The special tools are only a bit better than your normal graph generator but have everyone thinking it is rocket science
i mean, i'd like to see you make a graph that takes someone 5 seconds with the tool on desmos or a GRAPHING CALCULATOR and see how long that takes, and then when you wanna edit something how long it takes, and how easy it is to see the values all across the graph
the concept of a graph isn't new, im not inventing graphs with that tool
I know your tool is the best option, and I am glad it exists to make a tedious aspect of game balance much easier. But people are acting like they have literally nothing without it.
Maybe I am just old-fashioned in thinking one does not have to 100% know things to get satisfactory results
A flaw of mine is getting real life and the internet a bit too conflated, so thinking this “I need Xu’s graph tool to know what to do” is extends to life beyond LC Modding. My bad all, I will get off the soap box
Bro, i didn't want to cause an argument jeez, I know its just a graph and I was using google sheets to render 100% the same as an animation curve
thx btw ❤️
Iirc, is /pin-bot
I may be wrong btw
I've never used it :p
I think that's right
This tool made by Xu can help with making/visualizing the curves used in some of Lunar's config options: https://cosmobrain0.github.io/graph-generation/
Damn
Pawsy died :(
I'll try pinning it again later, I'm pretty sure that's right tho, the bot just says it's not responding :p
i assume it has but has putting items in the store been considered, even if they are not usually bought?
I definently thought about it when I switch to DawnLib, I might be able to register and unregister things from the store myself but I'm not sure how that works yet
So don't plan on it
i found the immediate issue with this
LLL can't assign interiors to it anymore
i have it set to only spawn Tartarus there and its only been spawning facility
i have both the old name and new name in LLL config for the weights, it doesn't use either of them
also for some reason, out of all the mods i have that use moon specific stuff, code rebirth is the only one that didnt need switching to the new name
i think it would be a good feature so i think you should plan on it
I got a question in regards to how the item identifier names config (the first one in an item config list) works. The description says that this changes what Lunar Config uses to identify the item, does this apply to other parts of the mod? For instance, if I put “screw” as one of the identifiers of the Big Bolt, and then put “screw” in Experimentation’s scrap pool, will the mod spawn Big Bolts on Experimentation in-game?
I'm pretty sure it says that it specifically does not change lunar's identifiers, unless I forgot a word again
Ah, so it only applies to reading the config from other mods?
@ornate harbor Will you be updating soon to add DawnLib support since CR has updated and UsualScrap now relies on it
Cus I wanna remove CRLib but you have it as a dependency
I really don't know if I'll be able to update anything soon
I have some real life things that will occupy me for a few weeks
Sorry :(
Understandable ^^
So changing the Facility's appropriate alias to, "Factory," won't have the mod recognize it as the Facility when I input Factory in a moon's int roster?
wdym changing the alias
those aliases cant be changed
Damn
it says here in the config
that LLL won't recognize the new or old name if they're changed
for assigning interiors n stuff
Doesn't matter since I'm using Lunar, right?
probably not
as long as you use the right alias
i should probably do that for just this moon i renamed
Elaborate?
i renamed starlancerzero to CORRUPTED DATA, but if i want to assign stuff to it in lunar i'd still use StarlancerZero
Unrelated, but can Lunar config remove whatever this is from Expanded Mineshaft's scrap roster lmao
maybe?
you use this on ||the guy||
Ah okay
that's the main gimick of that interior
you cant remove it from there
yeah its for the gimmick
I'm killing msyelf
i just got to see it its kinda fucked up but gives nice money
none of it is worth it imo because no ending
as a whole the update is just a side thing
after halloween i'd imagine
Bruh
no one knows who you are
Bruh
the individual
I assume this is going after the Halloween update?
maybe you don't
idk i just assume itll become a toggle or something
probably not because this interior is meant to only spawn on one moon
same as dilapidated manor
its like
gratars "fake fire"
but as an entire interior
i think the variants are going to maintain the gimmicks, tho they can be ignored
this man cannot be droping improved vanilla interiors only for them to match 1 moon
i gladly replace all instances of mineshaft with this version
dilapidated manor isnt an "improved" manor
and they can be spawned in any moon, they're not locked afaik
Yeah def not
ok its a sidegrade but cmon
it matches well with more than 1 moon
espira
Also will Lunar Config remove entries when I remove an int mod
thats all i can think of
So I don't have to go into the txt file and remove it myself
it has a setting in general config to clear orphaned entries
I assume that's what I'm referring to then
Ah good
Central Config but better in every way
Anyways, how the fuck does spawn curve stuff work
which one in particular
I only know CC's basic scaling
like hazard spawns or
Entities and hazards
since I'm going to be editing both
the hazard ones work the same as in mod like code rebirth
the game rolls a random number and chooses a point on the graph, depending on how the curve looks there
a linear one is 0,0 : 1,10, if game rolls 0.4 it will spawn 4
for instance
it can get more complicated if you want like 0,0 : 0.2,2 : 0.4,6 : 1,8
which has a sudden spike in the middle
Spawn 4 of what?
it also allows for stuff like bell curves n whatnot its very configurable just not easily readable
4 of the hazard you're assigning that curve to
I see
the enemy ones are called enemy probability curve which i think (i might be wrong) act like a modifier to spawn weight
whatever number on the curve the game chooses will be multiplied against the spawn weight
You can check pins for a tool to make curves
What's the difference between the first number, and the second number in a node
e.g. 0.2 and 2
0.2,2
0.2 is the point on the graph, 2 is the value for that point
the graph only goes up to 1 and the value can be whatever you want between 0 and some huge number
On the y or x axis
actually for some cases you might be able to use negative for the value? im not sure
for 0.2
0.2 is x, 2 is y
Enemy spawn curves for moons can be negative, idk what happens if you try it on a different type of curve
So how would you get entities to spawn faster or slower, at specific times?
yea i figure enemy curves can be negative but not hazards
For a specific enemy, the 'probability curve' in its entry, for all enemies on a moon use the ones in the moon's config
i'm not sure but you can use the falloff curve to chnage how often they spawn depending on how many are active
oh for moons lemme look
for moons increase the value on the later entries (assurance as example)
the spawn waves are still fixed at ever 2 hours naturally (i think) but this increases the cap per wave as time goes on
one day i will painstakingly deal with this and it will take me like 8 hours 
What cap?
i only changed a few of these because enemies just werent spawning on some moons, i dont wanna go through a ton of these
basically just, the higher the number, the more enemies can spawn per wave
you know not how my configs are for CC
yes because i don't use cc 
I'm gonna have to do this for all 12 moons (Including my Liquidation equivalent) since I want the progression to be linear
Tier 1 is easy but not very profitable, Tier 2 are profitable but hard, Tier 3 are profitable but easy, and Tier 4 are profitable but hard (Again)
I have plans for EMBRION...
i love making fucked up configs for embrion
Idk exactly how hard my Embrion will be, but I'm imagining you'll need to be stacked in tools to get a good profit from it
The Dark Souls of Confined Contract
So at each spawn wave:
The game finds the value on the enemy curve for the current time of day, it takes that value, and takes the number in 'probability range' picks a random number between (curve value - range) and (curve value + range), that number is how many enemies will spawn
clearly the best config for embrion is only jesters daytime spawns, interior is playzone, and all scrap is metal sheet
and ofc keep the old birds
Wesley ahh moon
So what would.. a node for an entity shooting up to 4 entities an hour be, for example?
my embrion is probably ah utril lite
purple
Poor ol' Embrion
too many spikes
you should do a parallel to AJ utril
Me?
in what way
AJ utril is
probably my dumbest configure
it is very specific
and id imagine average players cannot fathom getting even a 4th of the avg bottomline
I don't think I'm good enough for the arduous packs 
same
a couple things i want to explain for a specific server i post this video in:
- i edited the value range and weight of the control pad with the mod "itemweights", this was actually done to every item that spawned inside except gift boxes
- every other entrance is basically garbage to use solo, main is at the bottom of the pit below the floati...
I think I made it to titan on AH with friends
Well for that time you would have a value of 4, if you want exactly that much you can change the probability range to 0
is ts only 2 handers
Is
it really that simple?
So it just picks a random x on the chart?
So the chart is from 0 to 1, that's the normalized time of day, so at the middle of the day it'll pick the value at 0.5
correct
Holy shit it makes so much sense now
the gimmick is only two handed with extremely high value ranges, and the only spawns are inside dogs and the harbinger
I'm just gonna need to figure out which x increment correlates to in-game time
sounds horrible but also extremely specific like you said
Which interior is it again
Oh wait you're talking about Utril
its good if you can play it right
I know 1 is 12am, but at 0 it's either like 6 or 8 am, not sure
Idrk :p
I thought the minimum hour was 7, not 6
7am is the first spawn wave isnt it
Probably
oh also theres no outside spawns due to how fucked inside is
and most people wouldnt know/figure out the strat i do to bring items back
oh actually
What moon are you talking about Purple
AJ utril
What primary int is it again
manor
when i talked abt this i didnt know how the halloween props worked but this changelog seems like it fits with more stuff now
i would put dilapidated manor on acidir probably
Is Halloween an Eclipsed variant
i think its
manor as primary
rubber rooms
art gallery
grand armory
mineshaft as rarest
If so, I'll replace Eclipsed with it for the season
not sure i think hallowed does more than just eclipsed
Does it have the same baseline gimmick tho
Mineshaft is still evil loll
Mineshaft on Utril is a literal wrap it up gang, it's over
Like you'll ever encounter it, but still
hallowed does this
||makes outside extremely dark and moodly lit with candles, additionally spawns outside traps that are broken arachnohead.. heads, which basically act as the coderebirth carnivorous plant||
no clue
Fuck
i dont think so
So no entity per hour increase?
nope
also its every two
just in case you forgot
Ya
||Does someone wanna explain the mineshaft alternative gimmick to me :3||
I'm curious
||use eight files to start the guys torture, then press the button to get three random shapes - find a room with a ton of pipes with yellow valves, and turn the ones with the same shapes painted on them, then you can finish the guys torture and burn him to get a charred diamond worth 600 credits||
is it really worth it?
imo, no
again as far as i can tell
doing all the new stuff doesnt give you an ending
||do the pipes have to be in order or can it be any order||
it just gives expensive payouts
I am squeamish so I am never doing this lol
any order
dont play the outlast trials
ever
you would explode
nice
Yeah no I'm sensitive to in-action gore
||thats what its all based on||
you would HATE whats on roart now
Static gore I'm fine with
Did he eat the diamond or something???
btw that is EXTRA not worth it to do
so the trite government is just making diamonds out of human corpses some how
idrk
its not explained
||no, i think the trite company fed him it forcefully or it was made out of him||
Probably stuffed it between his cheeks and pissed off a nutcracker and this is the eternal punishment it gave him
Interesting...
LMAo
i havent done the roart one yet
It's a lot of steps for 600
Bro drank the 2fort water
||dont you carry the girl to a place where you decapitate her?||
Too many minerals in his body
do it on imperium, just dont even bother doing it legit
its that much not worth it
you have to go to fucking thalasso
to get human hearts
I don't think you get just how much $600 is
Having one guy focus on the dude while everyone else is lootin' will earn you a fuckton of money
You most often earn around $600 solo or with a decent team anyways on most end-game moons
oh yeah thats
It's $600 by practically doing nothing
difficult
Well we're having this conversation with like the best lethal player ever
So
you need FOUR hearts btw
The mineshaft one is self contained at least
So it could be worth if you have enough people
ok thats kinda wild whats the reward
the only one i see worth it is the thing on crowd
But for solo its a lot of time finding everything you need
Not to throw shade, but I wouldn't call him the best, just durable
There is no getting good at Lethal for anybody really
Lethal Company is the equivalent to Rain World on steroids
because crowd actually has good profit outside of the special event
so doing both at the same time can be nice
and crowds is the easiest
Yes, I just called LC harder than RW
Oh for the moons theyre supposed to spawn on
i dont classify my own self as this
I missed that part i put mineshaft on basically every moon that had old mineshaft
The only real, "good," player I would say is Bread, but he's a loser sweat, so :p
knowing how to play a game better than most people doesnt make me the best
I was trying to say you're good
bread actually beat me in "hardest thing done in lethal"
Jeez
Hardest thing huh
Throw me to the kidnapper fox and I'll return [USER WAS BANNED FOR THIS POST]
whar

a 12 LBS one handed item worth 600-1000 credits
it sounds crazy
but when you see what you have to survive
yes
survive
its not worth it
Can you tell us what but spoil it
(he's bluffing, it's really easy to get, he just doesn't want you having the profit)
Wesley has like 30 moons and I couldn't be fucked going through them all again
He really pulled a Rain World Watcher on us
||nearby main, theres a shrine like space that lets you place a human heart on four separate "blood fountains" i guess they are||
36!
||when you do this, a portal opens at the center altar, and this takes you to a copy of roarts exterior with distortion effects happening||
||when youre here, the spot the ship is normally at is instead occupied by a rock structure with another rock acting as a table, and a saw is attached to it||
||theres a map on another rock next to it with several landmarks, one leads to the hanging body of the girl entity that spawns during forsaken weather||
||you can literally pick her body up, and you then bring it to the rocks to chop her off with the saw||
And what's the survive part?
||once you do the first swing, the saw gets jammed, and you have to hold down E on it to get it unstuck for like 30 seconds, but the entire time her spirit flies at from fog in randomized directions||
i will say idk if its an instant kill but it probably is
Is she client-side
||after you slam the saw down a second time, it gets jammed AGAIN, and you have to get it unstuck again||
||and shes faster||
||and progress on unjamming doesnt save if you move away||
||after her head is chopped off you can then take it to a spot marked on the map and bury the head, which will then cause some scary audio to play or some shit, and you get teleported back to the real roart, where the reward lays by where the portal was||
idk
i also dont know if multiple people can be there
Sounds like a team effort thing
Only took 10 messages to explain, seems short and easy
Yeah
Sounds like only a problem solo
and this game isn't very
compensating solo to begin with
So
i wouldve just done one message but discord sucks with stuff like ||
Wesley played too much outlast
the whole sequence is really cool
but its not worth it to me
the prize isnt a destiny item
and i dont think a new one was added
like i dont think theres a place to take the prize
If you do it at the end of the day when you already have money, it sounds like a good profit since it's a literal $1000 you're earning here
i just hope the hearts are throwable hehe
its avg 800
Still a lot
they are but you cant get them back when you place them so idk why that matters
are they?
at least thalasso added the heart chamber recently so you dont have to rely on 4 hearts randomly spawning
still annoying to even begin this sequence
thats the best purpose what :0
but
heart werent throwable before
is it a new thing?
Always has been
i picked up one like yesterday
before the update
no option to throw
it was the first thing that came to my mind
Were you in game?
Idk about real ones but in lethal company they throw able :3
:D

Also just want to ask
||Is it ok that I never actually played Wesley's journeys with progression on? :3||
its not ok 
you can play however you like
but not even giving it a chance is
curious
youre missing out on having to do the bad ending
Yeah
Lethal Company doesn't have an ending or unlockable moons, so
If you just want a vanilla-like experience, that's valid
empra
I mean is that the bad one or what
not sure if its bad, neither good
its a mix of the 2
hehehe
for the universe good, for the player bad
is there a reason you havent even tried it?
thats the good ending
the bad ending is berunahs
the neutral ending is using no destiny item
and then harringtons ending is just a random scrap on utril
I was really just putting together my pack after Wesley updated and I just unlocked all the moons with CC to be more like vanilla ig
Oh yeah Crafty
I was going for just a vanilla framework but lots more content basically
Does a moon's description expand if it reaches the default limit on the hud when the ship finishes landing
You know
The blue moon description that pops up briefly before the hazard level
I don't, I'd try it and see what happens
I know what you mean
But haven't tried it myself
CC had the issue of just, not doing anything about fixing it
I was just wondering if u did it
Then I'm not sure I will either
Joever
SID
0199a2be-11cc-e6cb-70cf-ab8fdceb5598
me when the me
Oh
lol
Fuck
Nvm then
What is the display name in this context?
For enemies I'm not really sure, it's an internal name
Display is something that's just internal I think
So does that mean I can use Forest Keeper instead of ForestGiant in entries?
In lunar's entries you mean?
Yes
Are those all defaults?
Lunar's only going to recognize what's the default in appropriate aliases
update about what i was talking about btw
It was something internal that I thought was the scan name before I added that setting
Ah Ic
Unrelated, but will we ever get an option to rewrite bestiary entries?
gonna upload the sequence to post it
Maybe if I add options around terminal nodes more
Done only using Imperium to set up faster, god mod and other cheats were off.
I think it is what it shows when scanning in the terminal
Notice how Brass Bell is ‘bell’ and Gift Box is ‘gift’ on the scan
The setting does actually do something for items
It changes the name on the tooltip
Ye that too
You can fix legitimately evil stuff like this
For the past 2 years I thought I was under a Mandela effect thinking it was called 'Robot Toy'
When everyone else called it Toy Robot
Because it's an unused, completely functional entity?
If lasso man is there, as well as YesFox in my modpack, it should be there too
oh if you have yesfox then yeah
There must be an issue with Lunar reading it. The Fox has been completely removed from vanilla as of v70 so Lunar would not recognize it from anywhere other than YesFox
No, it's still in the game
Both entities (Vain shrouds and foxes) still are
Their networking just has been sniped iirc
@lusty lake Holy shit, is there no trace of the two entities in the game files left??
almost all of the code related to vain shrouds has been deleted
the actual generation logic is there but all the logic to grow it between days, generate it when landing, etc. is totally gone
all code for spawning enemies out of weeds is gone
all of the actual content is still there and completely accessible
the fox is basically still 100% there but it's only referenced in the debug level
and its network prefab was de-registered which means if the host uses cheats to spawn it, it will only spawn for the host
yesfox restores all of the missing code and re-registers the fox which is how it is able to function
It's weird how Zeek did more to remove the fox and shroud over lasso and red pill
zeekerss could really ruin our day by removing the fox's prefab and scripts
im confident that we will always be able to restore it no matter what happens but i am worried about an eventual future where it requires like 10x more headache than it does right now
Wouldn't you be able to mostly move everything over from older versions of the game if that were to happen?
the main issue is that yesfox is totally dependent on the vanilla fur shader being packaged in the final release
because we dont have the source for that shader
Ough
we would be able to rip the compiled shader and re-upload it via like an asset bundle or something but doing something like that would be way more annoying than what we do now
which is just pull the original kidnapper fox's material (which includes the correct shader) from the original prefab
and then assign it to the modified + networked fox prefab
that yesfox includes
Man, he really wants these entities to die
the only reason that is available to us is because zeekerss never removed the kidnapper fox from the debug menu
which necessitates that its EnemyType (and its spawn prefab) be packaged into the game
if he ever does that, it will simplify a lot of our processes (we can just add the kidnapper fox as a brand new enemy instead of fussing with "bridging the gap") but we'd have to find an alternate solution to fix the shader
i have a suggestion
for the configs
easy one (i hope)
to make related configs be in order, be together one after the other, just to make it a bit less confusing, is not really an issue but if its an easy change idk, it would be cool
like having all interior related configs together (multiplier,possible interior, curve, power, probability range)
They kind of already are...
Like interior curve, power, and probability range are next to the other enemy spawning related settings
They're already organized, just in a different way
[16:16:08.4507288] [Error :LunarConfig] An error occured while setting dungeon values, please report this! System.Collections.Generic.KeyNotFoundException: The given key 'Dungeon Size Min' was not present in the dictionary. at System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) [0x0001e] in <787acc3c9a4c471ba7d971300105af24>:IL_001E at LunarConfig.Objects.Config.LunarConfigEntry.GetValue[T] (System.String key) [0x00001] in ./Objects/Config/LunarConfigEntry.cs:81 at LunarConfig.Patches.RoundManagerPatch.startMod () [0x01cb3] in ./Patches/RoundManagerPatch.cs:346
i get this error whenever i open a save
Hmmmm ok 🙁
Is it possible that scrap using dawn lib does not appear in the moon list of the lunar config scrap.
I tried to get silly scrap to spawn but it won't appear in the list of scrap for each moon.
Usual scrap is similar it didn't appear for me but it spawned regardless using its own config
lunar config hasnt updated for dawnlib yet (still uses coderebirthlib) so it is possible
though id think it has a fallback for that
I hoped that wouldn't be the case but it's certainly possible
But don't expect it being fixed soon sorry
awesome gif
I know
I renamed Bilge to Liquidation via Lunar Config
and whenever I type in Liquidation to go to Bilge, LLL gives me this bullshit
ya LLL doesnt like when you change names in lunar config
it wouldn't let me assign interiors through the LLL config
does it still work with the old routing code
I think it only changes the display name when you land and nothing else
renaming a moon in lunar config doesn't change the nodes the terminal uses, you'd still have to type "bilge"
It's actually over
Would you consider making the display name of a moon be one in the same /w its terminal node
It's good if you don't, it's just inconvenient for hidden moons that have been renamed since there'd literally be no way to discover it naturally that would make sense
Like, why would the password to Liquidation be fucking Bilge, lmao
i agree the display name being separate makes it almost poitless to change
but there is probably some really big technical reason it is like this
like it will destroy a ton of shit level bad
Do you mean changing the display name and the key word name used to route to it?
Hmm, if its that then it might not be that bad, there places where the name needs to be changed is a decent few places though for it to properly work
It's only when trying change the sceneName that you'd entirely break it, or the internal names for items, enemies etc
I don't need the scene's name changed; just the route keyword to the renamed moon changed so it isn't utterly confusing to new players of my modpack
I imagine it could become a problem with moons that share the same display name, like Liquidation, but I wonder if that could just be solved by having the moon that isn't locked take priority
Maybe exposing the routing code as a configurable variable separate from name would be better
hello!
I'm getting this softlock issue if I disable the moon settings on the config
softlock on not loading when landing
if I enable it back, it fixes itself
Should be fixed
(that is whenever it gets to mod managers of course)
Ayy 1k downloads on a single version, I never thought so many people would want my mod :3
Thanks guys <3
It was needed an upgrade for a main config mod
Just goes to show what I and others said about the need for a new big config mod
I am not active in their chats, but I am hearing that CC is having even more issues
I don't know how this just got slipped under the rug for me, now that I look at my code, apparently 4 of the dungeon configuration options (2 of them quite important) just weren't working, fix should be in now
Sorry about that
Crazy noone else noticed anything in 2.5 weeks
Unless one of the recent updates somehow messed it up
Which ones were not working?
Dynamic min/max and random min/max but I think the error would have just caused all of them to break
hmmmm then be unbusy!!!!
A question, i think from my observation all of these work, but when referring to scrap names to spawn on moons, should i use appropriate aliases rather than the display name?
e.g. abandonedflashlight:5/abandonedbbflashlight:5 or Abandoned Flashlight:5
The appropriate aliases would be your best bet. That config is not actually a proper config, it just lists what names Lunar Config found that are used to refer to the scrap. To get an easy answer to what name you should put in moon spawns, see if any moons have it in their default spawn weight lists
Only thing I am not sure on is if capitalization or spacing is important, I would assume not since this mod functions similarly to Central Config
yeah that's what I was thinking, I just needed a second opinion, thank you. I always thought of lunar config as a front end tool
It does not
Caps and spaces don't matter
Cool
Will you be updating Lunar Config to use DawnLib soon? While it's not problematic rn since the rpcs aren't being used by anything rn CRLib is relying on the outdated netcode patcher so I imagine Xu will probably wanna deprecate it
I do believe in him was just wondering lol
gta 6 before the dawnlib change hehe
Hmmmmm
@mossy tide Any chance you can push an update for CRLib just to avoid the risk of issues since it might be a bit before Lunar Config can swap?
I don't think anything is triggering those rpcs in my testing but better safe than sorry
????????????
legmr what the FUCK are you cooking
i legitimately have no idea where "Girl1" spawns
ive played legmrs moons unironically, no config edits
this is really bizarre, and it feels like a leftover bundled in
that might just be ghost girl but accidently added in lol
oh
wait
i think i might know what this is
it just doesnt work
so legmrs interior, the nuclear bunker, spawns additional hygroderes separately independant of the regular vanilla hygrodere spawns
that interior actually has functioning monster spawns, but their other one, the hotel, does not
monsters will just never spawn on it period
so i think because of that, that is why i havent encountered "Girl1"
and shes meant to spawn when its hotel, as independant ghost girl spawns, up to 10 times
that is fucking evil
LLL doesnt have interior weights though, so unless legmr did something for that themselves idk
but i do think you're right in that its a ghost girl that's meant to just have that many spawns lol
they did
i know the additional hygroderes spawn
fun fact they are also completely invisible!
As I told cheese, it's the plan, but with the combination of it meaning a large rewrite for the mod, and me being very busy, it might be quite some time
And I still don't know how to 'patch a constructor' 😭
@dark portal how to patch constructor with monomod?
constructor is ctor
if you use MMHOOK, it's just an event named _ctor I think
static constructors though, they are impossible to patch with MonoMod.RuntimeDetour
for those you need Mono.Cecil in a BepInEx preloader patcher
because a static constructor would otherwise execute before it's hooked
yes
I don't remember if the underscore is in the name though
but it's .ctor in reality so it's probably an underscore for C#
likethis?
im new to hooks myself
so thats kinda what im assuming what you mean by that
to get a constructor without MMHOOK, use some reflection method for getting a constructor of type
yes
@ornate harbor are you using monomod or harmony?
why are we needing/wanting to patch a constructor btw?
they need to patch a constructor from dawnlib as a config mod to edit some sapwn weight stuff
i.e. for scrap spawn weights they need to edit ScrapInfo.whatever but they cant since its private set unless they patch constructor
Harmony iirc
oh i have no idea with harmony :3
harmony docs probably have an answer
private set... doesn't that mean there's still a setter then?
they could also access the backing field probably
oh well idk if its called a private set, but i dont think this can be accessed outside the constructor
as in, changed
i just tried making a method in that class to change it and yeah cant
so idk if it's possible to change it with stuff like publiciser or anything like that
I don't believe .NET has magic to prevent a field from getting set, though I could be wrong
when i tried it gave an error saying its readonly
https://harmony.pardeike.net/articles/annotations.html#constructors
// default constructor:
[HarmonyPatch(typeof(TestClass), MethodType.Constructor)]
// or with an overload:
[HarmonyPatch(typeof(TestClass), MethodType.Constructor, new Type[] { typeof(int) })]
ah that's just a C# land error
you can do it with reflection I'm sure
if you look at the decompilation closely, you may notice the backing fields
which are set in the constructor
Thanks! I'll try it later
alternatively @mossy tide you could make a private set so that it's easy to set while using a publicizer
nah its not meant to be edited on purpose
im only fine with it since im making intentional compatibility with lunar config in other places
ye
some things though could be a part of the public API, but yeah I can understand if you don't want it to be
the public API is available to the dev, not other users
ye? like uh that's the point, so that someone making a config mod could make it easier
sure, and if they want to, they'll have to do it in the right places at the right times, which means patching the constructor
instead of patching the constructor though, the API could provide an event for when the constructor runs
yes but again, the user is not meant to have access to those, dawnlib already allows the dev of scrap to generate values etc as configs if they want the user to edit some stuff
lunar config goes against that idea by providing the user configs to stuff the developer might've not approved
but people like the idea of a config mod so i gave minimal compatibility in a few places so that if they wanna do it they gotta do it properly
and again, providing an event wont really do anything since they still need to be in the constructor to edit the values
@ornate harbor can you consider adding options to change the price of the cruiser and ship items (upgrades, decorations, suits)
and maybe also an option to change furniture luck values
Definitely to be considered when updating to DawnLib
Since I might have more access to those through it
ye it'll be in the constructor of whatever thing you patch
Oooooo
I didn't realize this was out
Is there any demo or screenshot of what it looks like?
it isnt too bad
if you know what to look for
central also lets you disable specific changes to declutter some of the cfgs
I'm good I think. I literally made a point to not use configurators like this because of how unwieldy they are even when you want to do.
I think I'm sticking with lq for now.....at least until maybe it has a ui of some kind?
Was meaning to ask
Is LQ still working after the update?
Hopefully you are not in for a rude awakening
If lq doesn't get updated I might just quit on trying to adjust moons altogether.
I wish you the best
Given Lunar and CC did not break with v73, LQ has a good chance. As I understand it, custom networking is what got nuked by the Unity update, which these config mods tend to not have since they change vanilla stuff
If I remember correctly I think they were already doing that
I'm pretty sure it came with noctis, the moon
A lot of moons just have them mistyped, it's literally the same exact trap
If you want you can disable all the wrong ones and just use the main one
is there any plan to have a web UI similar to LQ? it's so incredibly helpful imo to be able to visualise these things
(awesome stuff btw, finally got around to checking this out!!)
This
This
This
That
its honestly not that bad once you get used to it
The more stuff that you edit alongside with the more enemies & items that you add into the pack makes it all the more difference tbh
this is true but this is where excel... excels, mine is quite big with 200+ items but... use some formulas n stuff and you can calculate the weights through the values you set, etc. then becomes very automatic. But i don't look forward to transferring it all into the config, but im sure i can make something that just writes it out for me automatically as well when i cross that road
to copy and paste into the config
I was waiting for excel to be brought up in some way lols

I've been starting to use one to catalogue my info for future modpacks but it just feels pretty taxing cataloguing all of it after being so lazy with LQ doing it for me lol
youre the reason i started using excel since i forgot i had it till isaw your screenshot a few weeks ago lol
in the past i only used LQ for editing the moon descriptions and did the rest in LLL, but the way lunar config handles scrap value is far superior to me than LLLs config, lunar config allows for consistent item prices across all moons... and... the dungeon size doesnt desync...... 🙏
I literally used LQ for so long and never knew about that bug
It never really happened to my crew
I thought it was just the game at this point
BCMER dungeon size desynced, LQ dungeon size desynced, LLL dungeon size desynced
It happened to Lunar too, but the fix was literally just patching a method that runs on all clients, instead of one that only runs on the host 
I successfully managed to avoid the dungeon desyncs associated with LQ but for me it was just much safer and less tedious to edit it via LLL
by the time i discovered LQ, i had already filled out LLL's config 💔
So with LQ I edit everything except interiors, that's handled via LLL
but i have restarted like multiple times over so i moved to lunar config anyway (indecisive lmao)
Everything i do i look back on and think i can do better
each iteration takes longer and longer
the pipeline
its very specific, the global size isnt affected
is the specific interior size
everything did work yes
or maybe ot was the other way i forgors
i think you could increase the dungeon interior itself with no desync in LQ, but i never tried because looked like a headache to learn lmao
does the effort pay off ....... (dont ask about hte colours i just cannot stare at bright stuff for more than 5 minutes)
I just do this lol
stealing this for the mastersheet when i do it
dw
I just have to set this now on the config
The funnest part
I am 100% going to figure out a way to mass print it in excel to just copy and paste it into the config, im sure theres a way
What the hell am I looking at??
Main moon list
Looks like excel made in the 80s by a depressed grocery store accountant with severe alcoholism.
It looks practical but it makes my eyes hurt.
Kinda reminds me of hex code but I can actually understand what I'm looking at.
Well except for the tab on the furthest right. I have no idea what that is.
This is funny lol
I like it though, its compact and you can tell its done by someone who knows what they're doing - for myself, it's my first time using excel since 'middle school' for a project i barely passed
