#Lunar Config

1 messages · Page 4 of 1

modern vector
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I did nothing than change 2 values so no

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Purple is still using CC

late wing
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ah

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hmm

modern vector
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That's the only diff

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I'll just wait for Crafty to look into the issues with it, I just can't configure dungeon sizes with Lunar Config rn I guess

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I do love this config mod a lot, just feels like things keep breaking for me at least all the moon stuff I'm using it for works okay but still ☠️

ornate harbor
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It's really just stupid issues

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Like

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if (enabledSettings.Contains("Dynamic Dungeon Size Lerp Rate")) { extendedDungeon.DynamicDungeonSizeLerpRate = configuredDungeon.GetValue<float>("Dungeon Size Lerp Rate"); }

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I forgot to add dynamic

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That's why this issue exists

modern vector
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Ahhhh, idk why it was erroring from downsizing the dungeon though

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lol

subtle ingot
modern vector
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I can send the error that throws if lerp rate is off

modern vector
# ornate harbor That's why this issue exists

All good, you have to fix the Enemy config breaking when using SDM too lol, that's just a side effect of Raphtalia having to change how they get referenced for compat with DawnLib

modern vector
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It seems like it's just failing to set the values

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Not sure why it dislikes me lowering the values to 10-11 and fails to set them lol

ornate harbor
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I guess it just doesn't work...

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I'll need to look more tomorrow

meager whale
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destroy is probably what happens to enemies when they get caught by earth leviathans

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yea

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pick your artificial food dye

meager whale
meager whale
cunning night
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I don't know if you're planning to add any weather related configs to this mod but if you do, I would love if it included the ability to edit the determining values that each moon assigns to it's weathers (it's the set of numbers that determine things like # of extra enemies spawned by an eclipse, fog density, flooded water levels, weather water rises or lowers, & other things like that)

I'd love to know if I'm wrong about this but AFAIK only one mod ever existed with configs for tweaking those values per moon, but it's ancient and unmaintained: LethalEditor
It was like LethalQuantites before LethalQuantites existed, although terribly optimized and not user friendly, surprisingly though I think it still works(?)

long kernel
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why are you here
I'm losing it
lunar config is like non-existent
lethalquantities issue all over again peepoLie
only Central config & Item config generates

viral knoll
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F

subtle ingot
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ive been working on a little template for a google sheets interface to edit lunar cfgs and its making my head hurt i hate spreadhseetss

modern vector
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@ornate harbor Idk if adding tags to moons is working properly or not, I added the Tundra tag to Auralis for example cus it's missing it but enemy skins using ESR that are tagged for Tundra moons aren't applying to it

meager whale
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ESR does not recognize tags that don't come w the moon

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I tried adding custom tags like "Dormin" and other stuff to add skins per moons pack but it does not add them

mossy tide
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yeah its pretty hard coded

ornate harbor
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Likely ESR issue

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You'll need to talk to them about doing it differently

meager whale
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"them" and it's xu LOL

mossy tide
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it'd take a lot of rewriting ESR, and all the needed bits of it are already implemented into DawnLib so other than making sure the mod stays working im not gonna be updating it for more features

ornate harbor
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Oh I thought it was blaze

mossy tide
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blaze makes a bunch of skins, the original creator of ESR left a while ago

meager whale
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yee

hardy glen
mossy tide
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automatic support for any future enemies and custom enemies

ornate harbor
mossy tide
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assuming addded successfully then yeah

primal linden
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I changed a lot of things, and now everything is gone

ornate harbor
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Do you have clear orphaned entries on?

primal linden
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yeah

ornate harbor
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Did you disable any mods?

primal linden
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If I change things, everything resets?

ornate harbor
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Well any mod you disable will have it's config no longer shown (which is normal), but with clear entries on, it will also delete them from the file

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This happens whenever you refresh the config by loading into a lobby

primal linden
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is that intended?

ornate harbor
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No, but it likely was caused by clear orphaned entries, just through some unintended way

primal linden
ornate harbor
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If something somehow caused a scrap mod to not load it would also trigger clear orphaned entries deletion

ornate harbor
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It doesn't have that big of an impact

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In terms of positives

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It's just slightly less bloat in the actual file

primal linden
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I see.
Thanks

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Now I'll have to check what I changed :,]

ornate harbor
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I'm sorry for your loss

hasty hull
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Hey there are a lot of smart people here, what is the deal with these mods? I heard they are basically just degbugging mods that have kinda been slapped on everything as dependencies. I decided to see what would happen if I disabled all three, and while BepinEx threw errors during startup, the game still booted up and ran like normal. How necessary are these mods for a normie like me?

long kernel
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idk about monodetours, I heard that mods started depending on it, not just for debugging (I'm looking at u s1ckboy)
about autohookgenpatcher is basically the hookgenpatcher but better in shortly said
might as well disable the hookgenpatcher

meager whale
mossy tide
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autohookgenpatcher is the important one

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the rest are mostly irrelevant

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and were just slapped onto lethallib in the mighty scenario that they ever help anyone

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and i have no idea if they've helped anyone

dark portal
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TypeLoadExceptionFixer does use the MonoDetour API too

long kernel
solid wing
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is adding changing scrap audio level possible plink
like this mod

cunning night
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Any mods out there with configurations for the amount of damage individual enemies deal?

hasty hull
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I was adjusting item configs today, Clown Horn being conductive is definitely a decision

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From the same mind as 11 pound lollipops

snow estuary
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Is there a way to make it work with coderebirth?

plush wasp
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Not yet

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When the great dawnlib port is done your wishes shall come true

snow estuary
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W

mossy tide
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@ornate harbor lemme know if there's places i can help with for that to come faster btw

plush wasp
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He is busy with irl stuff

mossy tide
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well i dont think i can help with that part but i did mean the code cheese :p

plush wasp
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I didnt say it like that 🙁

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Was more about slow progress bc of the irl stuff

mossy tide
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You're slow progess bc of the irl stuff

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Smh

plush wasp
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I am true

normal quarry
plush wasp
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Yes wawawawawawa

normal quarry
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wawawawawawawa'

errant bolt
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gemini

hardy glen
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Hey, so, I am currently testing out Lunar Config and tried playing around with enabling an alias and it does not seem to work.
I set the alias Manor for Haunted Mansion and tried using it to set an interior weight on Experimentation.

What I have done so far:

  • I disabled LLL's configuration
  • I enabled the Kill Switch on ButteRyBalance
  • Checked the central config which has everything enabled
  • Set only one other weight above 0, which results in only that interior currently, verifying that the alias is not working

Experimentation Interior weights:
Manor:100000, DeepcoreMines:0, Liminal Facility:0, Storehouse:0, Tower:0, LC Office:0, Fractured Complex:100, Greenhouse:0, Art Gallery:0, Expanded facility:0, Toy Store:0

There is probably something obvious I am not seeing. Can anyone help me out?
-# Everything besides the alias works btw.

ornate harbor
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Try reading the description for the aliases

normal quarry
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They are auto generated by lunar and what it will recognize

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Adding another one doesnt do anything

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You still have to use level2flow or haunted mansion for weighfs

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(And do what crafty said)

ornate harbor
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(it basically just says that)

hardy glen
jolly badger
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group amount settings will work with interior enemies if i have ventspawnfix, right?

ornate harbor
hardy glen
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Dw, I did read it but kinda just figured that they don't do anything with the game objects but still could be used internally for the lunar configs

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Just goes to show that you can try to be as clear and possible and someone might still misunderstand X3

ornate harbor
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This... Happens a lot lol, so much to where I might just make it actually do that when I port to dawnlib

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Some people don't like manors IDs

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*Most people

hardy glen
hasty hull
normal quarry
hasty hull
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By all means, tell Xu to get off her butt and fix the request I made to her months ago to address Immersive Scrap’s issue with Terra’s Scrap

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(Current maintainer of Immersive Scrap)

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Terraformer9x has basically left the community so nothing is happening there

normal quarry
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why are you running both

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dont they both add basically the same scraps

hasty hull
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Oh so now it is my fault

normal quarry
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youre right

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i messed up

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uuuh i mean

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both of them run on lethallib right

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wouldnt lunarconfig show something like this to differentiate them

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nvm

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the aliases

hasty hull
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Yeah the identical aliases are the issue

normal quarry
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yeah ideally the scraps would have something more in their alias to differentiate

hasty hull
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IS also has a screwdriver which is very similar to the screwdriver in LC Office. They do have technically unique aliases so there not a direct conflict, but being able to use custom aliases so I do not have a “screwdriver” and “screwdriveritem” would make my life easier

normal quarry
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hmm i see what you mean

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this is a really nonspecific name

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i thought immersive scraps added i prefix to their names?

hasty hull
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It’s very inconsistent

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Some have I-, some have Immersive-, and some have none

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Prior to this mod allowing renaming items, I have to deal with the Anvil saying “ImmersiveAnvil” when you were holding it. Needless to say this mod has helped breath new life into IS

normal quarry
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i guess as a backup in this situation it would be good if lunar used the config entry name?

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like if one of the aliases was just terraformer9x.terrasscrap.briefcaseextendeditem

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it would be inconvenient but a backup incase this happens

hasty hull
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Or just allow programming custom aliases greed

normal quarry
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i feel like allowing people to change the aliases themselves would cause more problems than solve

hasty hull
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That I think is on the user

normal quarry
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game already doesnt like when you rename a moon

mossy tide
normal quarry
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modname:item

mossy tide
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agreed, which is why its on DawnLib

hasty hull
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Does this mean I will need to redo all my configs when this mod is ported

mossy tide
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and dont worry, ill get off my lazy ass and work harder to make sure every single mod user is happy

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i dont know

normal quarry
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does that mean according to dawnlib vanilla items are LethalCompany:Lamp for instance

mossy tide
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not exactly but close

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it's lethal_company:lamp

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capitals -> lowercase and spaces -> _

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all punctuation is deleted as well

normal quarry
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gotcha

mossy tide
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Code Rebirth Wayfarer's Wallet is just code_rebirth:wayfarers_wallet

weary edge
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Are there any plans to add some kind of global section in the moons config to where you could just edit the values of the global section and it applies to all moons?

plush wasp
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that would actually be fire ngl

normal quarry
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That would be cool

ornate harbor
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The way that'll most likely be done is when I have tag, interior, etc. injection, under wherever I end up putting tag injection, there would just be an 'all' tag, that does every moon

plush wasp
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Amazing

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And maybe if you add something to a specific moon it would override the global tag

sage spear
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@ornate harbor Important question

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Does Lunar fuck with Rebalanced Moons

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As in, will Rebalanced Moon's custom scenes appear in its config and cause any issues from that

normal quarry
hasty hull
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I doubt it should, considering RBM does not change the stats of the moons

sweet jewel
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can someone explain to me why is this config file empty?

sage spear
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It's a Gale issue

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Downgrade to the last version of it

plush wasp
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pretty sure thats not gale

plush wasp
sage spear
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Happened /w other configs as well

plush wasp
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what

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since when does gale have that thing at the top

split trench
sage spear
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Ugh, why is this happening?

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The minimum scrap of Experimentation should be 8, not... 4

sage spear
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@ornate harbor D’you know anything?

sweet jewel
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plus i can't even land on moon with this mod installed it just stuck in ship

subtle ingot
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still trying to work on a general lunarconfig template in google sheets

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i'll probably need to improve my cfg to csv script as well before i release it so i can save face 😭

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i basically just want to be able to represent literally every configurable value in a useful way like having a pie chart for scrap or average scrap weight on a moon or showing correlation between scrap weight and value, or rarity and value, or the proportion of two-handeds on a moon, or a moons average scrap yield and you can toggle hives, shotguns, eggs, knives, apparatice, etc

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its so much

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but ive done a fair bit of it

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💪 💪

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i hope to finish it before december

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(fully expandable btw so you can just import a conifg and it just works)

plush wasp
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amazing!

ornate harbor
ornate harbor
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And it doesn't happen when you remove Lunar?

sage spear
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I'm going to lose all of my entries if I disable Lunar...

errant bolt
sage spear
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Just fine without Lunar

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Literally how

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@ornate harbor

ornate harbor
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I really have no clue

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Does it print errors or anything?

sage spear
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Wait a min

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Why is it only on custom interiors, specifically Wesley's

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CentralConfig didn't do this when I edited these interior's configs either

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Literally one increment down for the random min and shit's borked

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I have not a clue, man

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If anyone has any more info on this please share it with us

hasty hull
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I cannot say why, but it is a thing that dungeons often break if their random min values are set too low, even if it is a valid value

subtle ingot
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^^^ yeah this can happen

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@sage spear maybe try checking out how large wesley makes the interior on his moons

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and just test those values

sage spear
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Is the moon itself...?

subtle ingot
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not sure sry

plush wasp
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🌙

primal linden
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⚙️

sage spear
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Does anyone have an idea of what could be wrong?? 😭

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We're getting desperate here

hasty hull
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Probably more of a Wesley issue, vanilla Mineshaft is still a bit buggy so the interior could just be broken

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My guess is you could see if you can increase the map multiplier and the issue goes away after a certain point

errant bolt
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The Moon needs a hero

ornate harbor
modern vector
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I desperately await the update that has this mod ported to DawnLib with bug fixes

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😭

ornate harbor
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Also Kiszony, if you read this I saw the error you posted a while ago, I have no idea why that would be happening there, so I'm sorry, if it happens again can you send the whole log file? It could have been an earlier error causing a later one.

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May as well ping him, @long kernel ^^

long kernel
ornate harbor
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Ah

earnest raptor
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Hey what if Im having an interior problem on the newest version

primal linden
earnest raptor
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jk

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gimme a sec

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stops the round manager when pulling lever

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from what I think the log is saying

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this mod adds a scp and it breaks with lunar config

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but I could be completely wrong

ornate harbor
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It was Lunxara's issue, I'd try again after the update but I don't expect it to have fixed your issue

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But who knows maybe it was caused by the same thing

sage spear
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Unfortunately not, but a fix's a fix nonetheless

ornate harbor
# earnest raptor

A similar issue happened with Scarlet Devil Mansion, hopefully fixed when Lunar gets ported to DawnLib, but that's a while away

weary edge
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I'm having trouble with a couple of scrap mods not having their values changed in Lunar when I edit the main mod's weight. I have every one of these scraps as a different value but even if I reset the moon scrap weight it doesn't change. So far Monster Plushies and Lethal things is being effected by this. Any fixes or something I may be overlooking? I'm confused because they worked a few weeks ago but recently its been this way.

ornate harbor
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Depending on when they change the weights, Lunar might not pick up on it

digital quarry
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so i'm editing the configs, but nothing is happening. i still get days with 58 scrap. know what could be causing this or a fix for it?

ornate harbor
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Any logs?
Got 'configure content' on?
Any mods that change that too?

digital quarry
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i'll check

digital quarry
ornate harbor
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Top of each file

polar ember
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Been doing stuff with the mod and I'm assuming there isn't a way to stop certain interiors from appearing right?

plush wasp
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Yes there is

ornate harbor
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You can just remove the dungeon from all the dungeon lists of the moons that it spawns on

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Make sure to enable configure content on all the ones you change, and in LunarCentral disable all the settings you don't plan on using

digital quarry
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it worked, thanks!

sage spear
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What's going on this time?

primal linden
# sage spear

Check the equation of min/max value in the config desc

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Afaik is [itemprice]x0.4

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If it's 20, then it's 20*0.4, then min is 8

sage spear
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I shouldn't have to do that since the value multiplier is at 1

primal linden
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If 40 is max, then is 40*0.4, then max is 16

primal linden
sage spear
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IIrc from Crafty's own words

primal linden
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But seeing the scan, the value multiplier in the moon is not applying

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It's still the 0.4

sage spear
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Nvm I am STUPID

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It's 2.5 I put in

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Yaaay now it works

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So [Time of day]/[Entities that will spawn]

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So why is the outside entity curve in the negatives

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Below 7 AM

errant bolt
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Go zeek the answer for that

hasty hull
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I mean it is -.0000007737, basically 0

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Probably generated using a tool

sage spear
lusty lake
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enemy curve being in the negatives just means that there will be a trend towards less enemies spawning at a particular time of day

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notably the outdoor spawn deviation is hardcoded at 3 for all moons

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so any time the spawn curve is at -2 or less (deviation of 3 means a random number between -3 and 2 is added to the curve number)

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it means no outdoor enemies will ever spawn at that time of day

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unless the "curve bonus" of +1 from challenge moons is enough to put it into positives (though this is rare, and could be prevented with a spawn curve of -3)

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or unless there's an eclipse, which is actually likely to happen

lusty lake
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it's a matter of spawn curve evaluation plus spawn deviation

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if the spawn curve says "spawn -7 enemies at 9 AM" and the spawn deviation is 10, then you could get -7 + 9 (randomly generated between -10 and 9), which would spawn 2 enemies

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only interior spawns and daytime spawns have variable spawn deviation, which is set on a per-moon basis

ornate harbor
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Also thanks buttery, good to know!

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(I just assumed outdoor didn't deviate lol)

hasty hull
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Ye, good to know

desert pivot
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This could very much be a me problem since nobody else has posted about it. Either a conflict issue or just me being stupid, but when I try and land on a moon I get stuck on the seed screen and get this error.

[Error : Unity Log] KeyNotFoundException: The given key 'LunarConfigMoons.cfg' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_001E)
LunarConfig.Patches.RoundManagerPatch.onScrapSpawnPrefix (RoundManager __instance) (at ./Patches/RoundManagerPatch.cs:866)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnScrapInLevel(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::SpawnScrapInLevel?1131689040(RoundManager)
Dawn.ItemRegistrationHandler.UpdateItemWeights (On.RoundManager+orig_SpawnScrapInLevel orig, RoundManager self) (at ./src/API/Items/.ItemRegistrationHandler.cs:108)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookRoundManager::SpawnScrapInLevel?-2095932524(RoundManager)
(wrapper dynamic-method) RoundManager.DMDRoundManager::GeneratedFloorPostProcessing(RoundManager)
RoundManager+<LoadNewLevelWait>d__133.MoveNext () (at <83220f1fc337491eba19b3618ec61339>:IL_030D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)

I have tried reinstalling the mod and deleting the old configs but it doesn't seem to fix anything

ornate harbor
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Do you have SCP foundation of Scarlet Devil Mansion?

desert pivot
ornate harbor
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I believe so

desert pivot
ornate harbor
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I'm not sure, I just know those two have caused that issue

desert pivot
hasty hull
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LC Office uses Dungeon Gen Plus and works just fine with Lunar

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I think SCP Dungeon is out of date

plush wasp
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there is an updated version

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but someone reported is bugged

ornate harbor
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Yeah someone reported the updated one and the error was the same so I just assumed it was broken for the same reason

wary wing
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@ornate harbor so most of the force spawns with lunarconfig work, even with coderebirth enemies (which arent picked up on the enemy list)

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but for some reason the exceptions are transporters and the shockwave drone

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i set them to the spawn list on Lithium but they won't spawn at all

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i think its an issue with this mod but to be honest i dont exactly know where to put this

ornate harbor
#

If you're modifying spawns with Lunar, there's a chance it overrides other configurations

earnest coral
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Question, does LunarConfig have a way to change monster power count/spawns depending on the weather? I don't mean to sound like I'm comparing but Central Config has that ability and wondering if maybe I'm just missing something

hollow void
#

This might be what Earth Leviathans use. From what i recall, they can "kill" invincible enemies such as Jesters or Coilheads, but cannot kill Ghost Girl.

jolly badger
hollow void
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they could also eat Forest Giants prior to those enemies being made killable

jolly badger
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Well, they can eat old bird i believe

hollow void
#

that too

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i assume all these enemies can be "destroyed" (What Earth Leviathans do to them, no body, just delete)
And Killing is from normal sources of damage, like a shovel or landmine

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Only some enemies are killable, but almost all enemies can be destroyed (Except Ghost Girl and Earth Leviathans???)

hasty hull
#

I noticed a bit of an interesting phenomenon happening with my Items config file. Basically, if I rename an item’s names, it will actually rewrite the entire config for that item. For instance, I renamed the Red soda to “Soda can”, and now there no longer is a Red soda entry in my config, instead there is a Soda can with “sodacan” as a recognized alias. This has happened for modded items too

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There is no real harm done by this since all the edits transfer to the new entry, except for how moon loot pools can be screwed up since item aliases can actually be erased through this

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I renamed Immersive Scrap’s IClock to “Clock” (I renamed the vanilla clock too so there would be no conflict), and its spawns got changed because I had put “IClock” in my loot spawn strings, and that alias got erased when the item was rewritten

errant bolt
hasty hull
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Ye

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I know better than to keep a setting like that turned on 1000QuotaStare

errant bolt
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WELL.. I-I EXPEECT THINGS TO WORK..

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I say, staring at my half functioning mods

hasty hull
#

I still love this mod though, don’t get me wrong

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Stuff like this is gonna be finicky almost by nature

hollow void
hollow void
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I've also made a very interesting discovery
In trying to update my stuff to v73, i found LQ is very broke
With just LQ, none of it's configs apply. Scrap item values remain default, the scraps inside a moon's pool are based on the mod defaults, even the moon descriptions on the terminal dont apply
But, when LunarConfig is present, even without touching anything in the config, it fixes LQ (mostly)
My scrap value adjustments in LQ are re-applied
The scrap counts on moons are accurate again
The moon descriptions on the terminal also come back

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How this happens, i dont know
Since from my understanding, LunarConfig doesnt import anything from LQ

ornate harbor
#

LunarConfig is just so great it fixes other mods

ornate harbor
hollow void
hollow void
# ornate harbor LunarConfig is just so great it fixes other mods

I'm quite happy to see all the options
Whilst it doesnt have the web UI LQ has, it doesn't really need it either imo
Really, what made LQ handy was stuff like the global spawn multipliers for scraps/enemies that each moon would parent from, per-moon routing prices and per-moon power levels for enemies and such
No other mod supports those kinds of configs, LunarConfig included atm
But i made some feature requests on the Github

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Imma hold off on updating my pack to v73 for the moment, but if this stuff manages to get in i would happily move from LQ to LunarConfig for all my stuff in the future

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I think i am gonna need to anyways since LQ is kill

ornate harbor
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I think you're the first one to actually look at the github lol, the readme is default as I just use it mostly for my own branches and version control but I'll clean that up when I update to DawnLib eventually

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I also just need to clean it in general like the fact that the main branch is extremely outdated and I never merged it with the actually updated branches

hollow void
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Ah i see i see

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i think more mod devs should nudge their users to put stuff on the github, like Xu has with CR and presumably DawnLib
Its so so much easier to see what issues/incompats are known about and being worked on compared to scrolling through a bunch of discord messages in random channels

elfin scarab
#

Just so you know I am @ornate harbor, same person (it's an odd story), but just wanted to share the farthest Dawn update has made it in like 2 months :D
(All of this works, and with only DawnLib, none of the other previous dependencies that Lunar uses now):

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It's just items, but hey it's a start!

dusty aurora
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Today while editing Moons, I changed the display names of some moons I had in a pack including all the vanilla moons. After 2 restarts, LethalLevelLoader somehow recognized the moons as new moons and completely reset the configuration of those moons. Some moons also recieved extra inteiror/scrap entries from another moon for some reason (I believe only the moons i renamed to a 3 letter name)

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Also enemy/scrap names conflict sometimes, especially noticed with Wesley's mods because theres a lot of stuff in there. Ribcages in Dine are replaced with Ribcages from wesley's, some enemies are replaced with Croc variants when the croc moon is installed and Big Bolt is replaced with Big Screw from Gratar if sciencebird's tweaks changed the name of big bolts to that

elfin scarab
elfin scarab
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In the future you'll be able to change the aliases to ensure no conflicts but for now you can't

hollow void
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The general vibe i am getting from what i've read is to just never mess with the internal names of stuff 💀 it sounds problematic and likely to confuse some other mods

errant bolt
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Two steps for lethal company

subtle ingot
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did you lose access to your main?

elfin scarab
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No I'm fine, just reorganizing discords a bit

hasty hull
#

Good to know the Dawn port is underway!

hasty hull
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[Error :LunarConfig] An error occured while setting item values, please report this!
System.Collections.Generic.KeyNotFoundException: The given key 'LLL - Bee hive (zeekerss.lethalcompany.hiveextendeditem)' was not present in the dictionary.
at System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) [0x0001e] in <1071a2cb0cb3433aae80a793c277a048>:IL_001E at LunarConfig.Patches.RoundManagerPatch.startMod () [0x00130] in ./Patches/RoundManagerPatch.cs:63 [Error :LunarConfig] An error occured while setting item values, please report this! System.Collections.Generic.KeyNotFoundException: The given key 'LLL - TZP-inhalant (zeekerss.lethalcompany.tzp-inhalantextendeditem)' was not present in the dictionary. at System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) [0x0001e] in <1071a2cb0cb3433aae80a793c277a048>:IL_001E
at LunarConfig.Patches.RoundManagerPatch.startMod () [0x00130] in ./Patches/RoundManagerPatch.cs:63
[Error :LunarConfig] An error occured while setting item values, please report this!
System.Collections.Generic.KeyNotFoundException: The given key 'LLL - Small gear (unknown.smallgear.extendeditem)' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <1071a2cb0cb3433aae80a793c277a048>:IL_001E
at LunarConfig.Patches.RoundManagerPatch.startMod () [0x00130] in ./Patches/RoundManagerPatch.cs:63

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Whenever I try to go to one of the moons in my modpack, I always get this error

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I'm trying to figure out what is wrong since this does not happen in my testing profile but does in my full modpack, so I think there may be a catalyst mod for the error

hasty hull
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I renamed the “Hive” to “Bee hive” and made the I in “TZP-Inhalent” be lowercase, and now the mod cannot find them in its directory

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Not sure why it is these items specifically

elfin scarab
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I still don't know why I thought it'd be a good idea to make a UUID system based on a variable I let you change

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Again, shouldn't be an issue in Dawn port because hopefully changing the displayname should not then change Dawn's UUID

hasty hull
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Hmm

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I guess for now then I will just have to change all the items names back

elfin scarab
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Also I saw some people not really like how it is, would you guys want everything to be in one file, as opposed to how it is now?

hasty hull
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I like it more how it is now

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Makes navigation easier

elfin scarab
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Moons :D

primal linden
meager whale
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no please keep them separated

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I would much rather only have to modify one or two smaller files than have to mess with a gargantuan one

hasty hull
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Depending on your modpack the enemies and items config already can get very unwieldy

meager whale
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ok I might need to do some extensive testing of this

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but I might've found the weirdest bug on my pack yet XD

weary anchor
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Is it about the Chicken Jockey? I was about to report about it not spawning with lunar config

meager whale
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Nope, but it seems my outside curves are entirely fucked up and it's not something I even touched with lunar config or any other config mod

weary anchor
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The bug I've found was that neither Herobrine nor Chicken Jockeys spawn with Lunar Config when I was configuring Spawnable Enemies, their names appear in the list with the other monsters in LunarConfigMoons but they don't appear in the LunarConfigEnemies and also won't spawn in game

hardy glen
hasty hull
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Ye

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OutsideMapObjects is beyond most modspacks, and some may not choose to mess with enemies

hardy glen
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Exactly

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Or not even mess with items besides spawn chances, which are a moons thing

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So certainly very useful

hardy glen
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I dunno where to ask the question but as this is a config mod I figured it is most likely that the people in here will be able to help out.

I am unsure how I can best deal with interior sizes and have some questions regarding them:

  • What is Dynamic Dungeon Size and how does the dynamic restriction work? How does it interact with the Interior Multiplier?
  • What is "Random Size" and how does it interact with the other two?
  • Is there ever a reason to change the map tile size?

As far as I know, Mineshafts (at least the vanilla one, dunno about Wesley's) for example have a tendency to be bigger than a common facility interior, and if I had to guess according to the values LunarConfig fetched, it is because of the random sizes (which would also be slightly lower for Wesley's). Is that correct?

hasty hull
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Dynamic Size Restriction essentially allows you to set minimum and maximum dungeon sizes. The lerp rate is how much the dungeon is pulled back to the set range, with 100 completely restricting it. It just lets you make it so dungeons are not stupid small or big at the extreme end.

Random Size are two values that both make dungeons larger and introduce size variations between seeds. Making each bigger or smaller will grow and shrink the dungeon, and having a bigger difference between the two will increase the size variation of the dungeon.

Map Tile Size is simply a divider that shrinks the dungeon the higher it is. It is a simpler way to shrink dungeons than decreasing the Random Size values, and is not as prone to altering generation like the Random Size is.

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Take these with a pinch of salt, I am not an expert on LC’s backend

elfin scarab
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(Lerp rate is a decimal percentage, 100% -> 1, 50% -> 0.5, and so on)

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Though I don't think anybody has ever used but I think that explanation is correct

meager whale
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Basically got back to back, capped out outside (night) enemy spawns at 8am on experimentation, vow, and offense

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I moved my configs out of the profile folder snd into a separate one so they couldn't be read and it stopped happening.

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Only thing I've messed with moon-wise in LCFG is, if they're visible on the terminal (didn't change any of that for the vanilla moons), their tags, and the possible interiors

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I have not touched any curves in any moon period, modded or vanilla, and the defaults seemed to be the same

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Like I said I'll do more testing, it might be some strange mod conflict or anomaly...

elfin scarab
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Have not heard anything similar

hardy glen
# hasty hull Dynamic Size Restriction essentially allows you to set minimum and maximum dunge...

Oh! Thanks!

So:

  • Dynamic Size restricts the maximum size of the interior to a range between min & max and the Lerp rate determines how restrictive it acts:
    • If 1.5 is the max and your Moon's multiplier is 2, a lerp rate of 1 will set it to 1.5, a lerp rate of 05. will set it to 1.75. Correct?
  • Random Size: Simply varies the size of the interior. What would a value of "1" be here though? 1 room or is it a sort of multiplier/percentage?
  • I at first assumed the Map tile size would be the thing that made the Manor scale smaller in the v69 update (was v69 no?) but if it is not, how does it differ from the moon's interior multiplier?

Again, thanks a lot already; This already clears lots of things up ^-^

iron meteor
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If having visuals helps you: I don't remember a whole lot from last time I dealt with interior sizes, but I remember having a post such as Adjective's on reference, setting multiple moons to the same interior but with different size values (and/or constantly changing values and relaunching), and then viewing them with Imperium's freecam to get a good grasp on what the changes can do.

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Nothing beats good ol' testing using extreme values when you want to really figure out what something does. ;)

hardy glen
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Yeah, that's true, just hoped for other people to already have done it as it can be time intensive ^-^

meager whale
hasty hull
# hardy glen Oh! Thanks! So: - Dynamic Size restricts the maximum size of the interior to a ...
  • I am not sure on the specifics of the Lerp Rate, all I know for sure is that max value completely restricts dungeons to your value range, and smaller values grant some leniency. iirc the values are essentially max and min size multipliers, so yeah if your moon is outside that range the dungeon will be pulled towards the range
  • Many dungeons outright break if the random multipliers are too low, so ymmv on that. Unless you want to really grow and shrink dungeons, do not go too far beyond the default values
  • The Map Tile size is indeed the thing that shrinks Manor in vanilla, it was introduced in v50 to make Manor Titan more playable. It has nothing to do with the moon size multiplier, and mainly serves to help you get every interior to each be largely the same size on any given moon
hardy glen
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I see! Thanks a bunch ^-^

hasty hull
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Generally the map tile size is the simplest way to shrink over sized dungeons (a huge problem with modded interiors), as it is more precise and not as prone to alter generation compared to random multipliers. For instance, using random multipliers to shrink the vanilla Mineshaft will mainly hit the amount of cave tiles generated, changing the proportion of cave to facility tiles

hardy glen
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Makes sense

meager whale
ornate harbor
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Can I see your moon settings?

meager whale
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sure thing

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oh and btw I tried removing the moon config only and it seemed to work fine, no early spawns

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but i didn't check super extensively, i might've missed a stray dog or worm somewhere

normal quarry
meager whale
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WeatherAndMoonAnnouncement or something

hardy glen
meager whale
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yis

elfin scarab
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I think I see the problem

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I have no idea how to fix this

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Might you potentially live in a country that uses , as decimal points? i.e. 1,50

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Because that is happening, and your curve is becoming like x = 0, y = 6857753

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Like here's your Vow outside curve:
Outside Curve = -7,736962E-07,-2,8875 ; 0,6857753,0,7002676 ; 1,005263,5,359401

mossy tide
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Lol I had that too

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I think Spain does this

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It's a pretty easy fix, can you show the code where you parse the animation curve into a number

elfin scarab
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A lot of countries do, I've just never seen it interfere like this before

mossy tide
mossy tide
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Any sort of parsing a string into a number

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More like anything into a number actually

elfin scarab
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Damn

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Not the right one

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That was the inverse sorry:

public string CurveToString(AnimationCurve curve)
{
    return string.Join(" ; ", curve.keys.Select(kf => $"{kf.time},{kf.value}"));
}
mossy tide
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I think you can give the select method another parameter right?

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Smthn smthn cultureinfo

elfin scarab
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I'm not sure

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I don't know what the smthn smthn is ;-;

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I can give it a 'selector' parameter

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Wait I think that's what I already gave it, nvm

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I'm not sure if there is another paramter

mossy tide
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I'll send an ss soon

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Turning on my pc now

mossy tide
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also do it for value too obv

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did that work for ya @elfin scarab?

elfin scarab
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Afraid not

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Do you think if I were to just .ToString() the numbers would it correctly format them?

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Or same issue?

mossy tide
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oh wait sec, that gives me an idea

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the code is right i just wasnt entirely sure where to put the culture thing

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.ToString(System.Globalization.CultureInfo.InvariantCulture) doing that to it might do it

elfin scarab
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That doesn't error so :D

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Probably works

mossy tide
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oh also DawnLib has a thing for this cuz i also convert animationcurves too incase you wanted to use that lol

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ConfigManager.ParseCurve etc

elfin scarab
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I see

sick abyss
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Pr bepinex

mossy tide
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i'd rather patch bepinex

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which is whats happening anyway

sick abyss
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And pr lethalconfig too alienPray i need my vector2 and vector3 configs

mossy tide
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i'd rather patch lethalconfig to

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too

elfin scarab
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Was hoping not to need to update before Dawn but that's still a while out

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I'm not 100% sure if it works, I just know it doesn't break it, so I'll have to wait for @meager whale to confirm :3

ornate harbor
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Also thanks for the help Xu!

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Forgot to say

meager whale
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decimals use commas

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how does this even happen lmaoo

meager whale
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Do i need to make a new moon config or do I just use the one I sent you

mossy tide
meager whale
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I understood only about half of that but that makes sense ty

ornate harbor
ornate harbor
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If so I'll probably do that

mossy tide
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these arent dependent on any format really, other than x1,y1 ; x2,y2 etc

meager whale
remote kernel
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just has this error

errant bolt
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could it be posisble that... some... interior map desyncs have returned... got some on junkrooms justn ow

mossy tide
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everyone's config the same im assumin?

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also what kind of desync? is it between host and clients or every client got smthn different?

errant bolt
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host and client interior (unsure about seeds but i do have logs but its reaaaally big (i did long test with a friend)), but its weird. ive seen these desyncs before and when it used to happened, the desync was very apparent and immediately obvious. this time, it was only like a singular room that was desynced. very specifically, rooms, walls were different

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hard to describe my apologies

mossy tide
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was it like an interior that has variations like beanie's interiors?

errant bolt
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im guessing not considering its in the roadmap lmao

mossy tide
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yeah i have no idea honestly lol, if you could find seed you could replicate it pretty easily

errant bolt
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any keywords to hunt in this 175mb log for... seeds other than "seed"

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oh damn i did actually clip it

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durrrrr but i uninstalled muh editing software erhhhhhhh imm tired ill send it tomorrow...

remote kernel
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ngl id blame the interior

elfin scarab
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No clue why that might be happening either

meager whale
elfin scarab
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Would you guys want to add traps to moons like you can add items to moons?

How Lunar works now:

_Landmine File_
Experimentation= 0,0 ; 1,10
Vow= 0,2 ; 1,8

_Turret File_
Experimentation= 0,0 ; 1,4
Vow= 0,3 ; 1,9

What I'm suggesting:

_Experimentation File_
Landmine= 0,0 ; 1,10
Turret= 0,0 ; 1,4

_Vow File_
Landmine= 0,2 ; 1,8
Turret= 0,3 ; 1,9
hasty hull
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I would like it as per-moon rather than per-trap, it is more intuitive

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I usually want to compare a moon’s trap numbers against each other, rather than other moons

hollow void
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I agree, the 2nd one seems better

primal linden
hasty hull
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They are coordinates on a graph, with x=0 as the minimum and x=1 as the maximum, and the game randomly selects an x value and uses its y value as the amount of traps that spawn. So with 0,0 and 1,10 as the key points, it would mean 0-10 turrets with a linear graph (totally random). You can add more key points to make the graph non-linear and favor certain ranges, like adding 0.5,3 to the turret graph to make less turrets more likely

primal linden
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man
I just want a setting to set the min and the max amount of turrets, mines and traps per moon:,]
Is that hard?

hasty hull
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Just put “0,[min traps] ; 1,[max traps]” and it will work the same as Central Config

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If have the Central Config port setting enabled it will literally grab your values and set them for you as described above

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Lunar Config is a bit more work but overall is way more flexible, as Central Config forces you to work with a linear curve

remote kernel
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just change the last number

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that will be the max

remote kernel
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since rn id have to go thru my man moons loot pools

elfin scarab
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You'll be able to do that if the injection update ever gets done

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But I might add another option to anyway

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We'll see

wispy cliff
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after some testing I think that LunarConfig modifying interior enemy spawns prevents the Walker from Diversity from spawning. Lunar isn't able to put the Walker back in either, as it's not able to pick it up in its enemy config

remote kernel
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with lunar

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reason they arent picked up btw is bc they use their own system to register them

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no LL, LLL, etc

wispy cliff
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interesting because Walker refuses to spawn for me if lunar has interior enemy spawn configuration turned on. maybe something else is affecting it

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watcher spawns fine, only walker I mean

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i'll keep testing

remote kernel
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just making sure

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he doesnt work like he did back in the day

wispy cliff
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oh, did he change? I used to play with diversity around v69, and then v70+ for as long as that lasted until it broke in v73. now that it's been updated I'm trying to work it back into my modpack

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I'm monitoring the spawns in imperium

remote kernel
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you have to open a tainted door

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itll be labeled like "something about this door is off"

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or it was something like that

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once that door is opened then hell start doing his whole stalking thing

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also imperium's spawn predictor has been inaccurate for ages

wispy cliff
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oh, he still appears in imperium on his own though? at least from my testing, I can see him pop up without me doing anything, even if not stalking. but i guess maybe the doors spawn him regardless? even in situations where imperium doesn't pick him up

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also btw i'm not using the predictor, just reading from the currently spawned entity list

remote kernel
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but best to see during a playtest

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if it really is causing it its prob on diversity's end

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so id be reported to chaos

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since hes working on a patch rn

wispy cliff
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yeah, that makes sense

wary wing
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on the modpack I made for my friends they're supposed to show up on lithium but dont

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i used lithium but also filled out their own systems too

elfin scarab
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Lunar does not support DawnLib content as of yet, and that's most likely why

wary wing
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see the thing is

remote kernel
wary wing
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guardsman spawns

wary wing
remote kernel
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so CR and SD respectivly

elfin scarab
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I'm not sure, Lunar might overwrite to an extent?

wary wing
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i used both lunar and CR and specifically transporter and janitor don't show up

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they're listed on both configurations though

remote kernel
wary wing
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same for shockwave drone

elfin scarab
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Idk then

wary wing
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and it's weird because

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i did the same for guardsman

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and that works fine

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but the other 3 don't wanna show up

remote kernel
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to I didnt edit Eygpt's spawns, I edit other details

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it would be overriding it regardless

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since configuration is on

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if that was the issue

wary wing
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it might be a problem with lithium specifically cuz that moon also has a ton of other spawns
but I tried setting it to JUST those three and it also still didn't do anything

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i could try seeing what happens if I just leave lithium to its base spawns

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turn off config for it

elfin scarab
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Regardless of if some stuff works, and some stuff doesn't, DawnLib is still not accounted/accommodated at all in Lunar's code, so I would just expect it to not work and/or break any DawnLib content, and there's not much I can do until I'm done with the actual DawnLib port.

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It shouldn't be terribly long now

elfin scarab
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Just getting held back now due to some issues with DawnLib and dungeons, blame Xu for no Dawn port!!!!

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(Don't really)

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(I can't afford Xu angry at me)

plush wasp
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🙏

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i hope it goes really well crafty

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take all the time you need!!

weary anchor
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Similar to Razor & emuyia I've been having issues with chicken jockeys and herobrine not spawning on configured moons, I made a github report about it but I'm now not sure whether I was supposed to report it there or here

remote kernel
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they just use bepinex

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just a guess tho as ive seen other enemies like that have weird issues

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at least for herobrine im talking ab rn

weary anchor
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Yeah both of them use bepinex, though Herobrine did appear in the LunarConfigMoons spawnable enemy list

remote kernel
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actually same for jockey

remote kernel
weary anchor
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Alrighty, good to know

elfin scarab
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Will also be picked up after Dawn update

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Apparently DawnLib can pick up non-library content

remote kernel
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its a ghost, its not a skin its registered as a seperate enemy

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even shows up as a seperate enemy in LUN Config

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but they seem to spawn on moons where Hoarding bugs have weight

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even if they the hoarding spirit isnt assigned to a moon

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@ornate harbor since it seems your other account isnt here anymore

ornate harbor
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Yeah I switched back

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The aliases may be conflicting

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It's not something you can change I'm afraid

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Not until Dawn port

remote kernel
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no problemo

ornate harbor
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Could you tell me what the appropriate aliases are for Hoarding bug and the spirit one?

remote kernel
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turns out yeah the Hoarding spirit also had hoarding bug's secondary alias

ornate harbor
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If you use one only hoarding bug has, you should be able to avoid it

remote kernel
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removed it and that should be fine now

ornate harbor
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Removing it won't do anything

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You can't change aliases, that's only something after Dawn port

ornate harbor
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Oh, I thought they would have been different names

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Well that kind of sucks, sorry

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Yeah you can't fix that till Dawn port

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When you can change aliases

remote kernel
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easy fix once that comes out

ornate harbor
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Yeah

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Well thanks for letting me know anyway 👍

hasty hull
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We all pray for the Dawn Lib port 🙏

hollow void
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I check here daily for it

ornate harbor
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It's coming I promise

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Like at most a month away

errant bolt
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Patience. Like a blossom in the wind. Like a butterfly to a bee.

plush wasp
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i hope it goes really well

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take all the time that you need

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no need to rush nor to stress

ornate harbor
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Cheese it's been like two and a half months

errant bolt
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nothing wrong about that lol

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the impatient may seethe

meager whale
plush wasp
#

how time flies

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feels like it was yesterday

ornate harbor
#

You're in a coma cheese

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Wake up

plush wasp
#

just a month away!!

#

im so excited!!!

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i know your food will be delicious Crafty

ornate harbor
#

Making anything you want buyable in the shop works on Dawn port!

#

Config File

plush wasp
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thats so COOOOOL OMGGG

#

PEAK

#

hey crafty

#

will dawnlib port have hazard weights and weather-interior multipliers?

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unless the hazard thing is already in

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i mean the like uhm graph, the one rebirth uses

ornate harbor
#

Lunar already does use the same graph rebirth does

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I think?

plush wasp
#

amazing

ornate harbor
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But multipliers are the 'injection' update, not planned to come out with Dawn I'm afraid tho :(

plush wasp
#

fair

#

but then will dawnlib port fix coderebirth issues?

ornate harbor
#

Coderebirth issues?

plush wasp
#

like

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from what ive heard you cant edit coderebirth things with Lunar right now

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maybe it was a bug or a misundertanding

#

but i remember a few saying that

ornate harbor
#

It's probably because it's Dawn?

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I wouldn't expect anything DawnLib related to work with Lunar

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At least 100% work

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Though hopefully it will fix whatever is going on after the update

plush wasp
#

lets hope!!

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im so excited

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i honestly dont even know what the dawnlib port will give us

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but im still so hyped

ornate harbor
#

Some new features I can say...

plush wasp
#

peakest peak of peaks

errant bolt
#

i imagine it could and would, thought it started with vehicles

mossy tide
#

should be fine

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or well, should be able to edit it

hasty hull
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Being able to edit Cruiser and Ship Upgrade prices is the one thing this mod is really missing imo so that is epic

thorny bane
#

moving this here, but ive had an issue with lunarconfig which makes my ship doors not open when landing on a moon. this appears in my logs but LC doesnt generate the moons config file

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the only config files that generate are the item and the control configs

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if i try pasting them from another instance my game just crashes

jolly badger
#

For some reason Lunarconfig breaks mattyfixes rotations and if you turn off item configs will work again.

jolly badger
#

Matty

ornate harbor
ornate harbor
jolly badger
#

Silently not work

thorny bane
#

kinda disappointing that they're not compatible but oh well

sage spear
#

E.g. like, what time of day is 0

remote kernel
sage spear
#

WHY ARE ENTITIES SPAWNING SO EARLY

#

I set the spawn curve to thissssssssss (As a test)

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What are we doing wrong

mossy tide
#

the graph you sent is still really big even early on

sage spear
#

Wdym?

mossy tide
#

the two coordinates that matter at 0, -1 and 5, 10, the rest dont do anything afaik since they're below 0 for both sides

sage spear
#

How are we supposed to make entities not spawn so early then? E.g. if we wanted entities to not spawn before noon, then slowly increase by then, and shoot up at dusk, what would we write...?

mossy tide
#

i know lethal is a bit weird from where it starts, i dont actually know if the graph takes 6am as the start of the day, but i think i remember it does

lusty lake
#

x=0 is 6 AM

#

x=1 is 12 AM

mossy tide
#

thanks, i thought so but wasnt sure

lusty lake
#

everything in between is 18 hours of time

remote kernel
#

side note but isnt imperium's predictor like really inaccurate

lusty lake
#

having stuff below negative is important because the spawn deviation can add/subtract from the value

lusty lake
#

if a moon has a spawn deviation of 5, you need y=-4 to prevent monsters from ever spawning at that time

mossy tide
#

so you'd need -3 for outside enemies curve

sage spear
mossy tide
#

so you've got 18 hours in normalised time
and you want for the first 33% of the day nothing to spawn
then you gotta do like
0, -3 ; 0.33, -3 then go up from there for spawning upwards from noon

mossy tide
lusty lake
#

0.5 * 18 = 9

lusty lake
#

6 + 9 = 15 (or 3 PM)

sage spear
#

Why's Experimentations outside curve in the negatives if it doesn't matter then :d

lusty lake
#

how negative is it

#

outdoors always has 3 as spawn deviation

#

so you need y=-2 to 100% prevent stuff from spawning

sage spear
#

Lowest is -7,-2

lusty lake
#

-2.997

#

which prevents enemies from ever spawning

mossy tide
#

yep, since the outside deviation of any moon is always -3

lusty lake
#

even if the highest random number generates from the spawn deviation

#

(it's a range from -3 to 2)

mossy tide
#

its not configurable by the moon maker (including zeekerss) per moon unlike outside and daytime

lusty lake
#

it will always be -0.997 or less, which is truncated to -0 (or 0)

#

meaning no spawns

mossy tide
#

oh 2 not 3? whoops, then yeah you'd want -2 not -3 in what i said earlier

sage spear
lusty lake
#

but the calculation is random.next(-spawn deviation, spawn deviation)

#

and max is exclusive

#

so spawn deviation = 3 means range of -3 to 2

mossy tide
#

yeah i realised it was exclusive when you said that lol

lusty lake
#

outdoors is hardcoded at 3 for all moons

sage spear
#

Oh ok

#

How would one calculate the time of day on the chart

#

E.g. how would you know what time 0.25 would be

#

Also what does the 15 in 0,15 mean

#

The x coordinate is the time but what does the y coordinate refer to specifically in terms of the entities

#

What would 15 mean lol

lusty lake
lusty lake
sage spear
#

Wait, why did everything just not spawn at noon then

#

The Oracle stated there was a hoarding bug at noon and bunker spider at 3 pm

#

What even is the point of the probability range, anyways... We know what it does, but if we just keep it off, and let the spawn curve do its thing, will it rlly affect gameplay that much?

mossy tide
sage spear
#

?? Lunar states it would add to entity count

#

Why does it detract now, and how

mossy tide
sage spear
#

So is Lunar just wrong then, stating a range of 0-5 entities would spawn

#

So technically would it be, if the spawn curve has two entities per hour, -4 to 2?

mossy tide
#

-4 to 4

#

wait lemme think im doing something else rn

sage spear
mossy tide
#

it'd be -1 to 4

mossy tide
#

it makes sense in what the actual use of that code usually is

mossy tide
sage spear
#

Where is the initial 2 coming from

#

Or is that just standard

mossy tide
sage spear
#

Yes, where does the 2 come from, since the -3 comes from the probability range

#

and the +2 comes from the curve itself

mossy tide
#

thats just what a range of 3 means, from -3 to 2, a range of 4 would mean -4 to 3

#

etc

#

just always deduct 1 from the max

sage spear
#

Ohh ok

#

Is our note accurate then

mossy tide
#

yes

sage spear
#

Alright, tyy

mossy tide
#

that would be correct

sage spear
#

This is my outside spawn curve

#

Why did an eyeless dog spawn so early?

mossy tide
#

outside dogs are part of the outside pool

#

which has a range of 3

#

hence, with your 0

#

the game has a chance to spawn -3 to 2 during the start of the day cuz of that

sage spear
#

Figured that out... replacing the 0 with a three fixed it, lol

#

Getting somewhere with these three spawn curves

#

Don't ask about what's exactly spawning outside, we'll address that...

sage spear
#

How come you can't edit kidnapper foxes via Lunar Config

#

You can edit vanilla, custom, and hell, even lasso just fine, so like

#

Ok this is fucking with us.

#

So Experimentation's max landmines are 12, right

#

-0.003082275,0 ; 0.8171924,1.748332 ; 1.000219,11.761

#

What part of this chart dictates that

#

and why are there multiple nodes if it's just choosing a random number

mossy tide
#

it assigns that number to the x-axis of the curve

#

and then it grabs the y number's equivalent of that x number in that curve

#

ill try to get a visual representation

#

if the game comes up with 0.9, then it generates 4 landmines (assuming this is the landmine graph, it isnt though)

sage spear
#

So this node here would roll how many landmines?

mossy tide
#

but the nodes themselves dont matter

#

it's not node based, the nodes are just for drawing the curved line itself

#

what matters is looking at what the x-axis shows (if the game rolls 0.5 in this instance)

#

which would correspond to 1 on the y-axis

sage spear
#

The first node is where 0 will spawn, the second node is where two will spawn, and the final node is where 12 will spawn

ornate harbor
#

Yes, and their placements on the x make it not an even distribution

#

The curve looks like this (just yknow more curve shaped), where most of the time, you'll get somewhere between 0 and 2 mines, then on an odd day you might get higher numbers between like 2 and at the highest reaches 12

sage spear
ornate harbor
#

That would give you somewhere between 0 and 12 mines, equal odds for each number

sage spear
#

Wdym equal odds for each number

ornate harbor
#

Well like you're just as likely to get 1 mine as you are to get 11

#

Etc.

sage spear
#

Oh ok we'll just do that then

#

Idk why hazards aren't totally random to begin with

mossy tide
#

because its not fun having an equal chance of getting 12 mines as getting 1 mine

#

which is why zeekerss just makes it super rare

sage spear
#

We decided against that but kinda went in the opposite direction
We'll see how it goes but this should make less than 6 mines less common and 6 or greater mines more common

#

Are we thinking correctly

mossy tide
#

yes that would be what you've just made

sage spear
#

Just saying, Experimentation mainly has the Office so that's why we made mines are more common here

#

12 mines here is like nothing

sage spear
#

The horror

twilit crypt
#

@ornate harbor ok so i just recently learned that if the unused min/max value limit for moons has a higher minimum number than maximum, this prones the moon with that set up that way to stop loading often, and you get stuck in the seed screen

#

so basically, im asking if lunar can let you change it, just in case youre configuring a moon like this

#

like, you download it, and it has this issue by default

#

also i dont understand why thats a thing that happens in the first place if its an unused variable

#

of course you should write that the variables do not effect anything, but is an option for that one niche thing

mossy tide
#

Lol

#

Crafty, disregard

ornate harbor
# mossy tide

So it's not related to the values purple mentioned?

mossy tide
#

No there's no such thing

ornate harbor
#

I'm... Pretty sure they exist? They're just unused

mossy tide
ornate harbor
#

So what about scrap spawning is at fault?

#

Nvm I read what you said

hollow void
#

But but but but i want it now

#

jk, take your time and all!

#

In the meantime i got the ror2 dlc to play

hasty hull
#

Being able to re-implement those values would be cool, it would help us control the average profit of moons without a ton of trial and error

meager whale
#

there's a mod for that already, lemme check

#

unless i completely misunderstood, lol

hasty hull
#

I just am not sure this works with Lunar

hidden basin
#

is there a way to configure the interiors chance to generate on a moon in the interior settings insetad of the moons settings? I like having an equal chance of every interior to spawn on every moon for variety, yet with how it is currently I'd have to copy the settings for every single moon in my pack which would take a while

remote kernel
#

they had asked earlier in development if I remember right

hidden basin
#

so no other setting? :(

remote kernel
ornate harbor
#

It's a feature I'm considering adding but not a priority at the moment

hidden basin
#

I'll keep an eye out for it, thanks

lilac finch
#

Hey all, I don't have any Lunar Config files generated after running the game. Any advice?

remote kernel
lilac finch
lilac finch
remote kernel
#

send your profile code

plush wasp
#

Mantif

lilac finch
remote kernel
# plush wasp Mantif

rip the goat 😥 (the moon, not the interior, that interior can die in a hole)

remote kernel
lilac finch
remote kernel
lilac finch
remote kernel
lilac finch
remote kernel
# lilac finch Oh

019af144-154b-7374-11a7-52fca4a59b35 this trimmed all the shit that should be broken, also you have a bunch that could be trashed bc 1 mod covers it all if youd like

#

also

#

the screen resolution fixed

#

use lcultrawide

#

since you have it

lilac finch
#

Oh gotcha

remote kernel
lilac finch
#

I really really appreciate it

remote kernel
#

set res here

lilac finch
#

Heard

#

Will do

remote kernel
lilac finch
#

But that's good to know

remote kernel
#

also I do know the issue you had btw

#

You had both ACF and Dull Interiors

#

ACF is in DULL now

lilac finch
#

Oh duh, my bad, I didn't even catch that

lilac finch
# remote kernel

Hey I apologize, for some reason it's still not generating. Anything else I should try?

errant bolt
lilac finch
#

Running it now

errant bolt
#

🔥

#

I guess as a sidenote, if you have issues with brutal company minus extra reborn, its probably an incompatibility with mimics which remains unsolved ? i believe

plush wasp
#

Mimics-brutal-mirage

#

3 way incompat

errant bolt
#

thaaats the one mr cheese knows... which he has all 3 of

lilac finch
lilac finch
remote kernel
#

Mimics-brutal company minus extra reborn-mirage

lilac finch
ornate harbor
#

Like it's only an issue if you have them all

#

You'd be surprised how often there's some three-way incompat

plush wasp
#

There is more????

ornate harbor
#

I remember something with CentralConfig a long time ago

#

Probably fixed by now

plush wasp
#

i know there was an issue with LQ, Moonswept and something else, but we were never able to find out what the other thing was

#

because just the 2 worked great

#

but on a modpack it would ruin everything

gaunt marsh
#

so uh... was gonna check lunar config to see if it'd be worth swapping off lethal quantities when i regrettably port to 73, but i can't even land on a vanilla moon lol. Fresh profile, only downloaded lunar + its dependencies. Just tells me "at least one player is loading a custom (how???) moon"

remote kernel
gaunt marsh
#

oh, thought i didn't since it wasn't a dependency, will get it then

#

also looking at some of these settings... i have no idea what some of these even are

#

vertical toilet

remote kernel
#

so the look less goofy

gaunt marsh
#

oh

#

spawn curves lookin like a nightmare to redo ...

remote kernel
#

you really dont need to touch them imo

gaunt marsh
#

that would ruin the purpose of the modpack

#

(im testing lunar on a separate profile though)

remote kernel
gaunt marsh
#

because then the balance is completely ruined lol

#

my spelling is exquisite today

remote kernel
gaunt marsh
#

anyways the moons are randomly put in categorized order so their default values would be inaccurate

#

categorized as in a theme

#

i.e. lava moons, snow moons, forest moons etc

#

start from first moon make way down to last one, but obv the default difficulties vary so i had to adjust them

#

anyway i'm sure i can figure that out but the scrap and enemy spawns... uhhh idek

#

i mean you cant really pull that data from mods

#

i dunno what modded enemies/scrap are called internally and no idea how i'd find out

remote kernel
gaunt marsh
#

well, vanilla yeah cause i know them but, modded ones i don't know their names

remote kernel
#

tho keep in mind

#

any dawnlib enemies cannot be configed in lunar yet

#

so shockwavedrone and code rebirth

remote kernel
#

you gotta use their own configs

gaunt marsh
#

well i dont have SWD but i do have code rebirth

#

paigony

#

is there any way to find out what the internal name of modded scrap/enemies is? otherwise im kinda unable to use this since i'd have to remove all of that and that's not happening

remote kernel
gaunt marsh
#

will that break things? as in i should just not touch lunar yet until that update is out?

remote kernel
gaunt marsh
remote kernel
gaunt marsh
#

I don't know either, that's why I'm asking if there's a way to tell

remote kernel
gaunt marsh
#

other than just... trial and error

remote kernel
#

at least all the popualr modded enemies name dont differ

#

only things im not really sure on is wesleys ones but im not changing his enemy spawns

gaunt marsh
# remote kernel this shouldnt be a problem in the first place is the thing

i mean, if you type "thumper" in the enemy spawn it's not gonna work cause that's not what it's called internally. I'd just like to avoid that but idk if any enemy/scrap mods have weird names, from the sounds of it all i can do is just stare intensely at the game and see if they actually spawn or not after several tries

remote kernel
gaunt marsh
#

unsure. I have a list of them but some are outdated and appear to be abandoned so those will get removed

remote kernel
#

example

remote kernel
#

is busted

#

100%

#

no ifs ands or buts

gaunt marsh
#

is this showing the internal names of stuff? im aware editing it does nothing but if this just shows the names that makes this a lot easier

remote kernel
#

GiantKiwi:100, etc

gaunt marsh
#

so, yes, this is internal names then. I assume modded stuff also shows up with these?

remote kernel
gaunt marsh
#

no harm double checking since reloading the game stinks