#Lunar Config
1 messages · Page 4 of 1
That's the only diff
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
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 ☠️
It's really just stupid issues
Like
if (enabledSettings.Contains("Dynamic Dungeon Size Lerp Rate")) { extendedDungeon.DynamicDungeonSizeLerpRate = configuredDungeon.GetValue<float>("Dungeon Size Lerp Rate"); }
I forgot to add dynamic
That's why this issue exists
it's ok you're still the goat
I can send the error that throws if lerp rate is off
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
Sure
It seems like it's just failing to set the values
Not sure why it dislikes me lowering the values to 10-11 and fails to set them lol
destroy is probably what happens to enemies when they get caught by earth leviathans
yea
pick your artificial food dye
I've had 0 issues but it's prolly cuz I only mess with display and scan node names and add tags to moons
on jod
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(?)
why are you here
I'm losing it
lunar config is like non-existent
lethalquantities issue all over again 
only Central config & Item config generates
F
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
@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
ESR does not recognize tags that don't come w the moon
I tried adding custom tags like "Dormin" and other stuff to add skins per moons pack but it does not add them
yeah its pretty hard coded
"them" and it's xu LOL
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
Oh I thought it was blaze
blaze makes a bunch of skins, the original creator of ESR left a while ago
yee
So, are future skin mods intended to run per DawnLib?
should go through there yeah if you're making new skins
automatic support for any future enemies and custom enemies
Do you know if DawnLib would have the same issues as ESR in this case? Not picking up changed tags?
i'd see em but depends on your timing of adding htem
assuming addded successfully then yeah
Hey...
My config is not saving :,]
I changed a lot of things, and now everything is gone
Do you have clear orphaned entries on?
yeah
Did you disable any mods?
yeah, I've been doing some mod changes
If I change things, everything resets?
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
This happens whenever you refresh the config by loading into a lobby
What happened is that I made changes to the vanilla scrap and some scrap mods, I tried adding another scrap mod, and now everything I modified has been deleted.
is that intended?
No, but it likely was caused by clear orphaned entries, just through some unintended way
Then it would be best to disable that option?
If something somehow caused a scrap mod to not load it would also trigger clear orphaned entries deletion
Yes, turn it off for now
It doesn't have that big of an impact
In terms of positives
It's just slightly less bloat in the actual file
I'm sorry for your loss
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?
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
monodetour 1 and 2 are to help devs debug shit for the mostpart
autohookgenpatcher is the important one
the rest are mostly irrelevant
and were just slapped onto lethallib in the mighty scenario that they ever help anyone
and i have no idea if they've helped anyone
You are living in the past
TypeLoadExceptionFixer does use the MonoDetour API too

is adding changing scrap audio level possible 
like this mod
Any mods out there with configurations for the amount of damage individual enemies deal?
I was adjusting item configs today, Clown Horn being conductive is definitely a decision
From the same mind as 11 pound lollipops
Is there a way to make it work with coderebirth?
W
@ornate harbor lemme know if there's places i can help with for that to come faster btw
He is busy with irl stuff
well i dont think i can help with that part but i did mean the code cheese :p
I am true
cheese is.... boolean...?
Yes wawawawawawa
wawawawawawawa'
gemini
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.
Try reading the description for the aliases
Aliases cant be changed
They are auto generated by lunar and what it will recognize
Adding another one doesnt do anything
You still have to use level2flow or haunted mansion for weighfs
(And do what crafty said)
(it basically just says that)
Good recommendation ^-^'
group amount settings will work with interior enemies if i have ventspawnfix, right?
I believe so
Sorry :(
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
Just goes to show that you can try to be as clear and possible and someone might still misunderstand X3
This... Happens a lot lol, so much to where I might just make it actually do that when I port to dawnlib
Some people don't like manors IDs
*Most people
Would be pretty cool but not needed. Changing the comment to:
"Changing this setting will do nothing, this is only meant to display the names you can use for configuration in LunarConfig"
might make it a bit clearer too. But it'd probably still have people ask about it X3
This actually would be extremely useful for if scrap mods have items with the same IDs, being able to give them custom independent aliases would allow us to still use both
That shouldn't be on the user to fix
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
(Current maintainer of Immersive Scrap)
Terraformer9x has basically left the community so nothing is happening there
Oh so now it is my fault
youre right
i messed up
uuuh i mean
both of them run on lethallib right
wouldnt lunarconfig show something like this to differentiate them
nvm
the aliases
Yeah the identical aliases are the issue
yeah ideally the scraps would have something more in their alias to differentiate
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
hmm i see what you mean
this is a really nonspecific name
i thought immersive scraps added i prefix to their names?
It’s very inconsistent
Some have I-, some have Immersive-, and some have none

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
i guess as a backup in this situation it would be good if lunar used the config entry name?
like if one of the aliases was just terraformer9x.terrasscrap.briefcaseextendeditem
it would be inconvenient but a backup incase this happens
Or just allow programming custom aliases 
i feel like allowing people to change the aliases themselves would cause more problems than solve
That I think is on the user
game already doesnt like when you rename a moon
that's what DawnLib uses and might be what LC ends up doing, but not exactly, cuz in DawnLib it's terra_scrap:briefcase
thats the ideal solution imo
modname:item
agreed, which is why its on DawnLib
Does this mean I will need to redo all my configs when this mod is ported
and dont worry, ill get off my lazy ass and work harder to make sure every single mod user is happy
i dont know
does that mean according to dawnlib vanilla items are LethalCompany:Lamp for instance
not exactly but close
it's lethal_company:lamp
capitals -> lowercase and spaces -> _
all punctuation is deleted as well
gotcha
Code Rebirth Wayfarer's Wallet is just code_rebirth:wayfarers_wallet
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?
that would actually be fire ngl
That would be cool
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
Amazing
And maybe if you add something to a specific moon it would override the global tag
@ornate harbor Important question
Does Lunar fuck with Rebalanced Moons
As in, will Rebalanced Moon's custom scenes appear in its config and cause any issues from that
rbm is counted as vanilla moons in config
I doubt it should, considering RBM does not change the stats of the moons
pretty sure thats not gale
you gotta open a save everytime you add something new, for the configs to appear
It is Gale, yes
Happened /w other configs as well
That’s not gale, that’s r2modman or thunderstore
Ugh, why is this happening?
019a4620-540c-1cd1-067f-71dd9dcccbbe
The minimum scrap of Experimentation should be 8, not... 4
@ornate harbor D’you know anything?
im opening save and its still empty
plus i can't even land on moon with this mod installed it just stuck in ship
still trying to work on a general lunarconfig template in google sheets
i'll probably need to improve my cfg to csv script as well before i release it so i can save face 😭
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
its so much
but ive done a fair bit of it
💪 💪
i hope to finish it before december
(fully expandable btw so you can just import a conifg and it just works)
amazing!
It didn't make a really small interior and you don't have any other mods that mess with amount multiplier (like weather tweaks) right?
No
And it doesn't happen when you remove Lunar?
I'm going to lose all of my entries if I disable Lunar...
copy the configs as a backup somewhere else
Yeah
Just fine without Lunar
Three items!!
Literally how
@ornate harbor
Wait a min
Why is it only on custom interiors, specifically Wesley's
CentralConfig didn't do this when I edited these interior's configs either
Literally one increment down for the random min and shit's borked
I have not a clue, man
If anyone has any more info on this please share it with us
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
^^^ yeah this can happen
@sage spear maybe try checking out how large wesley makes the interior on his moons
and just test those values
Still reproduces the same issue, even with default settings
Is the moon itself...?
not sure sry
🌙
⚙️
I am LITERALLY unable to work on CC rn because of this shit
Does anyone have an idea of what could be wrong?? 😭
We're getting desperate here
Probably more of a Wesley issue, vanilla Mineshaft is still a bit buggy so the interior could just be broken
My guess is you could see if you can increase the map multiplier and the issue goes away after a certain point
The Moon needs a hero
So it's not even lunar?
Lunar Config had a bug for me when trying to resize dungeons which I informed Crafty of
I desperately await the update that has this mod ported to DawnLib with bug fixes
😭
Don't expect much more soon, I just had a bit of time and it's kind of a big problem
Version 0.1.12
Fixes
- Fixed ANOTHER issue where dungeon configuration just wouldn't work.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
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.
May as well ping him, @long kernel ^^
It was scarlet devil mansion mischevious scheme to break the lunar config lol
Ah
Hey what if Im having an interior problem on the newest version
can you elaborate?
no
jk
gimme a sec
stops the round manager when pulling lever
from what I think the log is saying
this mod adds a scp and it breaks with lunar config
but I could be completely wrong
Was this my issue or
It was Lunxara's issue, I'd try again after the update but I don't expect it to have fixed your issue
But who knows maybe it was caused by the same thing
Unfortunately not, but a fix's a fix nonetheless
A similar issue happened with Scarlet Devil Mansion, hopefully fixed when Lunar gets ported to DawnLib, but that's a while away
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.
Depending on when they change the weights, Lunar might not pick up on it
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?
Any logs?
Got 'configure content' on?
Any mods that change that too?
i'll check
just in case, wheres the configure content switch?
Top of each file
Been doing stuff with the mod and I'm assuming there isn't a way to stop certain interiors from appearing right?
Yes there is
You can just remove the dungeon from all the dungeon lists of the moons that it spawns on
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
it worked, thanks!
Check the equation of min/max value in the config desc
Afaik is [itemprice]x0.4
If it's 20, then it's 20*0.4, then min is 8
I shouldn't have to do that since the value multiplier is at 1
If 40 is max, then is 40*0.4, then max is 16
Then something is wrong :']
IIrc from Crafty's own words
But seeing the scan, the value multiplier in the moon is not applying
It's still the 0.4
Nvm I am STUPID
It's 2.5 I put in
Yaaay now it works
So [Time of day]/[Entities that will spawn]
So why is the outside entity curve in the negatives
Below 7 AM
Go zeek the answer for that
@lusty lake Do u perhaps have any insight on dis?
enemy curve being in the negatives just means that there will be a trend towards less enemies spawning at a particular time of day
notably the outdoor spawn deviation is hardcoded at 3 for all moons
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)
it means no outdoor enemies will ever spawn at that time of day
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)
or unless there's an eclipse, which is actually likely to happen
but anyways, because of that spawn deviation, just because the spawn curve is negative doesn't mean "enemies will never spawn"
it's a matter of spawn curve evaluation plus spawn deviation
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
only interior spawns and daytime spawns have variable spawn deviation, which is set on a per-moon basis
@hasty hull I know you were asking about this a couple weeks ago
Also thanks buttery, good to know!
(I just assumed outdoor didn't deviate lol)
Ye, good to know
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
Do you have SCP foundation of Scarlet Devil Mansion?
I got scarlet. Is it incompatible currently?
I believe so
Is it anything that uses dungeon gen plus. Or just those two specifically?
I'm not sure, I just know those two have caused that issue
Alright, thanks for letting me know.
LC Office uses Dungeon Gen Plus and works just fine with Lunar
I think SCP Dungeon is out of date
Yeah someone reported the updated one and the error was the same so I just assumed it was broken for the same reason
@ornate harbor so most of the force spawns with lunarconfig work, even with coderebirth enemies (which arent picked up on the enemy list)
but for some reason the exceptions are transporters and the shockwave drone
i set them to the spawn list on Lithium but they won't spawn at all
i think its an issue with this mod but to be honest i dont exactly know where to put this
If you're modifying spawns with Lunar, there's a chance it overrides other configurations
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
no
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.
So, an earth leviathan can eat another earth leviathan?
i dont think they can eat each other
they could also eat Forest Giants prior to those enemies being made killable
Well, they can eat old bird i believe
that too
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
Only some enemies are killable, but almost all enemies can be destroyed (Except Ghost Girl and Earth Leviathans???)
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
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
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
this is known, and if you had the setting that clears orphaned entries... it would literally reset everything
I still love this mod though, don’t get me wrong
Stuff like this is gonna be finicky almost by nature
is there uh, any other major incompatibilities?
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
How this happens, i dont know
Since from my understanding, LunarConfig doesnt import anything from LQ
LunarConfig is just so great it fixes other mods
Haven't tested anything myself, but I wouldn't expect content imported with DawnLib to be configurable for the time being
Sounds about right, i dont see any CR enemies in this config
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
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
I think i am gonna need to anyways since LQ is kill
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
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
Ah i see i see
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
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):
It's just items, but hey it's a start!
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)
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
Changing the display name of things is known to cause issues like that because of how Lunar processes things. Shouldn't be a problem whenever the mod updates to DawnLib (though that's still a while away).
The best way to avoid this is by looking at the appropriate aliases entry in the entries for those items/enemies and using an alias that is not shared with another item.
In the future you'll be able to change the aliases to ensure no conflicts but for now you can't
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
One step for mankind
Two steps for lethal company
woah hi
did you lose access to your main?
No I'm fine, just reorganizing discords a bit
Good to know the Dawn port is underway!
[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
Whenever I try to go to one of the moons in my modpack, I always get this error
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
I think it actually has to do with this upon inspection. The “IClock” and “Red Soda” are now back to using their default names again after seemingly adopting their new ones within the config entries. It seems some items do not survive the switch back, like the Beehive (Hive) and TZP. So it seems this quirk makes the rename feature genuinely unstable
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
Not sure why it is these items specifically
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
Again, shouldn't be an issue in Dawn port because hopefully changing the displayname should not then change Dawn's UUID
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?
Moons :D
agreed
what do you mean? like the configs?
no please keep them separated
I would much rather only have to modify one or two smaller files than have to mess with a gargantuan one
Depending on your modpack the enemies and items config already can get very unwieldy
ok I might need to do some extensive testing of this
but I might've found the weirdest bug on my pack yet XD
Is it about the Chicken Jockey? I was about to report about it not spawning with lunar config
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
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
And it is also great for modpacks as you can only include what is needed
Ye
OutsideMapObjects is beyond most modspacks, and some may not choose to mess with enemies
Exactly
Or not even mess with items besides spawn chances, which are a moons thing
So certainly very useful
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?
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.
Take these with a pinch of salt, I am not an expert on LC’s backend
(Lerp rate is a decimal percentage, 100% -> 1, 50% -> 0.5, and so on)
Though I don't think anybody has ever used but I think that explanation is correct
exactly my situation loll
Also I'll do some more testing soon crafty, but you heard anyone report anything similar? @elfin scarab
Basically got back to back, capped out outside (night) enemy spawns at 8am on experimentation, vow, and offense
I moved my configs out of the profile folder snd into a separate one so they couldn't be read and it stopped happening.
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
I have not touched any curves in any moon period, modded or vanilla, and the defaults seemed to be the same
Like I said I'll do more testing, it might be some strange mod conflict or anomaly...
Have not heard anything similar
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 ^-^
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.
Nothing beats good ol' testing using extreme values when you want to really figure out what something does. ;)
Yeah, that's true, just hoped for other people to already have done it as it can be time intensive ^-^
i'll do some testing if I can today and tell yuo more about it if I find out more
- 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
I see! Thanks a bunch ^-^
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
Makes sense
So I'm testing this, I jumped in with no LCFG thingies on the profile, basically brand spankin new and found no enemies early into the day
Then when I added my LCFG configs I got an 8am earth leviathan on Vow
https://medal.tv/games/lethal-company/clips/ly6v9KApnP069oy6V?invite=cr-MSxVTWUsMjYyMzg4OTQx&v=18
Watch 8am worm by phomtoonlinktln and millions of other Lethal Company videos on Medal. #lethalcompany
Just tried deleting the enemy config only and I got an 8am Eyeless dog on Vow
https://medal.tv/games/lethal-company/clips/ly6ApC5ZW0EQi35Sg?invite=cr-MSw4NEIsMjYyMzg4OTQx&v=50
Watch 8am dog by phomtoonlinktln and millions of other Lethal Company videos on Medal. #lethalcompany
Can I see your moon settings?
sure thing
oh and btw I tried removing the moon config only and it seemed to work fine, no early spawns
but i didn't check super extensively, i might've missed a stray dog or worm somewhere
whats this thing that adds "ship routed to 220 assurance" on the hud
WeatherAndMoonAnnouncement or something
A mod by TestAccount666 if I remember correctly
yis
I think I see the problem
I have no idea how to fix this
Might you potentially live in a country that uses , as decimal points? i.e. 1,50
Because that is happening, and your curve is becoming like x = 0, y = 6857753
Like here's your Vow outside curve:
Outside Curve = -7,736962E-07,-2,8875 ; 0,6857753,0,7002676 ; 1,005263,5,359401
Lol I had that too
I think Spain does this
It's a pretty easy fix, can you show the code where you parse the animation curve into a number
A lot of countries do, I've just never seen it interfere like this before
Along with a bunch of others etc ye
Oh it does a lot
Any sort of parsing a string into a number
More like anything into a number actually
Damn
Not the right one
That was the inverse sorry:
public string CurveToString(AnimationCurve curve)
{
return string.Join(" ; ", curve.keys.Select(kf => $"{kf.time},{kf.value}"));
}
I think you can give the select method another parameter right?
Smthn smthn cultureinfo
I'm not sure
I don't know what the smthn smthn is ;-;
I can give it a 'selector' parameter
Wait I think that's what I already gave it, nvm
I'm not sure if there is another paramter
{kf.time, System.Globalization.CultureInfo.InvariantCulture} try this
also do it for value too obv
did that work for ya @elfin scarab?
Afraid not
Do you think if I were to just .ToString() the numbers would it correctly format them?
Or same issue?
oh wait sec, that gives me an idea
the code is right i just wasnt entirely sure where to put the culture thing
.ToString(System.Globalization.CultureInfo.InvariantCulture) doing that to it might do it
oh also DawnLib has a thing for this cuz i also convert animationcurves too incase you wanted to use that lol
ConfigManager.ParseCurve etc
I see
Pr bepinex
And pr lethalconfig too
i need my vector2 and vector3 configs
Version 0.1.13
Fixes
- Fixed an issue that breaks curve configurations on cultures that use commas as decimal points.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Was hoping not to need to update before Dawn but that's still a while out
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
yup
decimals use commas
how does this even happen lmaoo
thanks brotha, I'll test today :J
Do i need to make a new moon config or do I just use the one I sent you
by default converters use the pc's locales to convert stuff like this into numbers, which for your computer makes sense but for crafty's code doesnt
I understood only about half of that but that makes sense ty
Probably need a new one
Is it the same format I already use?
If so I'll probably do that
these arent dependent on any format really, other than x1,y1 ; x2,y2 etc
aight, ty
error if I change the names of moons, changes actually apply with no issue
just has this error
.
could it be posisble that... some... interior map desyncs have returned... got some on junkrooms justn ow
everyone's config the same im assumin?
also what kind of desync? is it between host and clients or every client got smthn different?
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
hard to describe my apologies
lol
was it like an interior that has variations like beanie's interiors?
iiii actually dont know, its this one specifically
https://thunderstore.io/c/lethal-company/p/MrKixcat/Junkrooms/
im guessing not considering its in the roadmap lmao
yeah i have no idea honestly lol, if you could find seed you could replicate it pretty easily
any keywords to hunt in this 175mb log for... seeds other than "seed"
oh damn i did actually clip it
durrrrr but i uninstalled muh editing software erhhhhhhh imm tired ill send it tomorrow...
oh those ones are already kinda jank
ngl id blame the interior
No clue why that might be happening either
i don't think thats possible even
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
I would like it as per-moon rather than per-trap, it is more intuitive
I usually want to compare a moon’s trap numbers against each other, rather than other moons
I agree, the 2nd one seems better
what's the amount for turrets that can appear in for example 1,10?
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
man
I just want a setting to set the min and the max amount of turrets, mines and traps per moon:,]
Is that hard?
Just put “0,[min traps] ; 1,[max traps]” and it will work the same as Central Config
If have the Central Config port setting enabled it will literally grab your values and set them for you as described above
Lunar Config is a bit more work but overall is way more flexible, as Central Config forces you to work with a linear curve
I mean you can with that pretty easily
just change the last number
that will be the max
would it be possible in the future to have a way to universally disable a scrap from the scraps section
since rn id have to go thru my man moons loot pools
You'll be able to do that if the injection update ever gets done
But I might add another option to anyway
We'll see
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
ive had them both spawn
with lunar
reason they arent picked up btw is bc they use their own system to register them
no LL, LLL, etc
interesting because Walker refuses to spawn for me if lunar has interior enemy spawn configuration turned on. maybe something else is affecting it
watcher spawns fine, only walker I mean
i'll keep testing
wait you do know how the walker works now right?
just making sure
he doesnt work like he did back in the day
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
I'm monitoring the spawns in imperium
he doesnt spawn as an enemy
you have to open a tainted door
itll be labeled like "something about this door is off"
or it was something like that
once that door is opened then hell start doing his whole stalking thing
also imperium's spawn predictor has been inaccurate for ages
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
also btw i'm not using the predictor, just reading from the currently spawned entity list
id still say its being inaccurate haha
but best to see during a playtest
if it really is causing it its prob on diversity's end
so id be reported to chaos
since hes working on a patch rn
yeah, that makes sense
hey do you know why transporter, janitor, and shockwave drone won't spawn
on the modpack I made for my friends they're supposed to show up on lithium but dont
i used lithium but also filled out their own systems too
Lunar does not support DawnLib content as of yet, and that's most likely why
see the thing is
you have to use their individual configs
guardsman spawns
i did
so CR and SD respectivly
I'm not sure, Lunar might overwrite to an extent?
i used both lunar and CR and specifically transporter and janitor don't show up
they're listed on both configurations though
ive had those guys show up on moons I edited
same for shockwave drone
Idk then
and it's weird because
i did the same for guardsman
and that works fine
but the other 3 don't wanna show up
weird thing is they seems to spawn for me
to I didnt edit Eygpt's spawns, I edit other details
it would be overriding it regardless
since configuration is on
if that was the issue
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
i could try seeing what happens if I just leave lithium to its base spawns
turn off config for it
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.
It shouldn't be terribly long now
doing gods work 
Just getting held back now due to some issues with DawnLib and dungeons, blame Xu for no Dawn port!!!!
(Don't really)
(I can't afford Xu angry at me)
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
chance it could be because they arent registered with a library like LL or LLL
they just use bepinex
just a guess tho as ive seen other enemies like that have weird issues
at least for herobrine im talking ab rn
Yeah both of them use bepinex, though Herobrine did appear in the LunarConfigMoons spawnable enemy list
actually same for jockey
so I assume this is an issue of how lunar deals with enemies that dont use a library
Alrighty, good to know
Will also be picked up after Dawn update
Apparently DawnLib can pick up non-library content
have noticed a strange issue
so this moon adds a hoarding bug varient https://thunderstore.io/c/lethal-company/p/DemonMae/Espira_moon/
its a ghost, its not a skin its registered as a seperate enemy
even shows up as a seperate enemy in LUN Config
but they seem to spawn on moons where Hoarding bugs have weight
even if they the hoarding spirit isnt assigned to a moon
@ornate harbor since it seems your other account isnt here anymore
Yeah I switched back
The aliases may be conflicting
It's not something you can change I'm afraid
Not until Dawn port
just wanted to make sure it was known
no problemo
Could you tell me what the appropriate aliases are for Hoarding bug and the spirit one?
oh wait I found how to fix it
turns out yeah the Hoarding spirit also had hoarding bug's secondary alias
If you use one only hoarding bug has, you should be able to avoid it
removed it and that should be fine now
Removing it won't do anything
You can't change aliases, that's only something after Dawn port
ah ok
Oh, I thought they would have been different names
Well that kind of sucks, sorry
Yeah you can't fix that till Dawn port
When you can change aliases
We all pray for the Dawn Lib port 🙏
Patience. Like a blossom in the wind. Like a butterfly to a bee.
wow thats really fast ngl
i hope it goes really well
take all the time that you need
no need to rush nor to stress
Cheese it's been like two and a half months
truth nuke
really?
how time flies
feels like it was yesterday
thats so COOOOOL OMGGG
PEAK
hey crafty
will dawnlib port have hazard weights and weather-interior multipliers?
unless the hazard thing is already in
i mean the like uhm graph, the one rebirth uses
amazing
But multipliers are the 'injection' update, not planned to come out with Dawn I'm afraid tho :(
Coderebirth issues?
like
from what ive heard you cant edit coderebirth things with Lunar right now
maybe it was a bug or a misundertanding
but i remember a few saying that
It's probably because it's Dawn?
I wouldn't expect anything DawnLib related to work with Lunar
At least 100% work
Though hopefully it will fix whatever is going on after the update
lets hope!!
im so excited
i honestly dont even know what the dawnlib port will give us
but im still so hyped
Some new features I can say...
peakest peak of peaks
actually does dawn handle cruiser price at all?
i imagine it could and would, thought it started with vehicles
Being able to edit Cruiser and Ship Upgrade prices is the one thing this mod is really missing imo so that is epic
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
the only config files that generate are the item and the control configs
if i try pasting them from another instance my game just crashes
For some reason Lunarconfig breaks mattyfixes rotations and if you turn off item configs will work again.
In LC or Matty
Matty
I don't know if it's the same errror but Scarlet Devil Mansion and an SCP interior completely break Lunar, so I'd check first if you have either of those
What do you mean by breaks? Will it actually error from either of the mods? Or will the item rotations just silently not work?
Silently not work
it was scarlet devil mansion, thank you
kinda disappointing that they're not compatible but oh well
What is a, "spawn deviation"
Since the format is this
E.g. like, what time of day is 0
I think its bc of how they register the enemies
WHY ARE ENTITIES SPAWNING SO EARLY
I set the spawn curve to thissssssssss (As a test)
What are we doing wrong
the graph you sent is still really big even early on
Wdym?
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
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...?
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
thanks, i thought so but wasnt sure
everything in between is 18 hours of time
side note but isnt imperium's predictor like really inaccurate
having stuff below negative is important because the spawn deviation can add/subtract from the value
oh right that too
if a moon has a spawn deviation of 5, you need y=-4 to prevent monsters from ever spawning at that time
so you'd need -3 for outside enemies curve
What would 0.5 be?
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
3pm
0.5 * 18 = 9
Ohhh ok
6 + 9 = 15 (or 3 PM)
Why's Experimentations outside curve in the negatives if it doesn't matter then :d
how negative is it
outdoors always has 3 as spawn deviation
so you need y=-2 to 100% prevent stuff from spawning
Lowest is -7,-2
yep, since the outside deviation of any moon is always -3
even if the highest random number generates from the spawn deviation
(it's a range from -3 to 2)
its not configurable by the moon maker (including zeekerss) per moon unlike outside and daytime
oh 2 not 3? whoops, then yeah you'd want -2 not -3 in what i said earlier
Does every moon have its own unique spawn deviation or is it set for daytime and indoors too
no you are correct that the outdoor spawn deviation is hardcoded at 3
but the calculation is random.next(-spawn deviation, spawn deviation)
and max is exclusive
so spawn deviation = 3 means range of -3 to 2
yeah i realised it was exclusive when you said that lol
moons define their own indoor/daytime spawn deviations
outdoors is hardcoded at 3 for all moons
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
substitute 0.5 for 0.25 here
0,15 means "at 6 AM, 15 enemies spawn on average"
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?
the probability range is to provide randomness, cuz this 4 is anywhere from -4 less enemies or +3 enemies to spawn when it tries to spawn from the y-value of the curve
thats just how base game works
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?
Why is this 2 then instead of -3 to 3
Mk
it'd be -1 to 4
the code that zeekerss uses, you give it a min and max (-3, 3) and it returns a number from -3 to 2, it always removes 1 from the max
it makes sense in what the actual use of that code usually is
a range of 3 gives you -3 to 2, then a curve of +2 gives you -1 to 4
the probability range of 3, means anywhere from -3 to 2, im assuming thats what you mean?
Yes, where does the 2 come from, since the -3 comes from the probability range
and the +2 comes from the curve itself
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
yes
Alright, tyy
that would be correct
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
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...
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
the game makes a random number from 0 to 1
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)
So this node here would roll how many landmines?
1
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
So what we're gathering from here
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
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
So to make it totally random, would you have one node be 0,0, and the other node be 1,12?
That would give you somewhere between 0 and 12 mines, equal odds for each number
Wdym equal odds for each number
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
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
yes that would be what you've just made
Just saying, Experimentation mainly has the Office so that's why we made mines are more common here
12 mines here is like nothing
Bruh
The horror
@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
So it's not related to the values purple mentioned?
No there's no such thing
I'm... Pretty sure they exist? They're just unused
Doesn't LLL let you do that?
They exist but are unused so they can't cause any issues
But but but but i want it now
jk, take your time and all!
In the meantime i got the ror2 dlc to play
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
there's a mod for that already, lemme check
unless i completely misunderstood, lol
I just am not sure this works with Lunar
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
people voted on per moon haha
they had asked earlier in development if I remember right
so no other setting? :(
I think they said maybe in the future there would be an option but at the very least way after the dawnlib update
It's a feature I'm considering adding but not a priority at the moment
I'll keep an eye out for it, thanks
Hey all, I don't have any Lunar Config files generated after running the game. Any advice?
do you have scpdungeon or scarlet devil mansion
Nope, neither
I have code rebirth if that matters?
Mantif
019af13e-bb3e-277f-0805-4bde6554ef46
rip the goat 😥 (the moon, not the interior, that interior can die in a hole)
additional content framework 💀
I am very new to modding LC, what's the problem?
its an extremely old api that is not maintained
Ah I see, I don't even remember installing it. Thanks a ton for the help
thats not the only issue
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
Oh gotcha
I really really appreciate it
set res here
and yeah a lot of the qol mods you have are covered by general improvements
I figured there was some overlap, I haven't taken the time to sit down and iron everything out yet
But that's good to know
also I do know the issue you had btw
You had both ACF and Dull Interiors
ACF is in DULL now
Oh duh, my bad, I didn't even catch that
Hey I apologize, for some reason it's still not generating. Anything else I should try?
do you load a lobby before checking? I just tried and its all there with your pack
Oh shoot I did not know I needed to load a lobby for it to generate
Running it now
🔥
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
thaaats the one mr cheese knows... which he has all 3 of
Gotcha, I was already thinking of axing brutal. That helps
Mimics and mirage are incompat?
nono
Mimics-brutal company minus extra reborn-mirage
Oh understood
Like it's only an issue if you have them all
You'd be surprised how often there's some three-way incompat
Whaaat
There is more????
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
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"
you need LLLU
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
example: spike traps should snap to walls when being placed
so the look less goofy
then just dont imo
you really dont need to touch them imo
that would ruin the purpose of the modpack
(im testing lunar on a separate profile though)
how?
but HOW is it ruined, too hard or too easy
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
oh scrap and enemies are easy
well, vanilla yeah cause i know them but, modded ones i don't know their names
tho keep in mind
any dawnlib enemies cannot be configed in lunar yet
so shockwavedrone and code rebirth
you gotta use their own configs
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
it will support dawnlib next update as its swapping to that as its main api
will that break things? as in i should just not touch lunar yet until that update is out?
I dont see why you would have to remove themt tho? idk the names are clear to me
nothing breaks
they aren't most of the time. vanilla example being thumpers being internally called crawler, a modded enemy/scrap may have a different name too
idk wtf modded ones you got, all of them have the same name for me
I don't know either, that's why I'm asking if there's a way to tell
this shouldnt be a problem in the first place is the thing
other than just... trial and error
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
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
thats the thing im saying is modded ones dont have the issue, only vanilla, unless you got some really weird obscure one
unsure. I have a list of them but some are outdated and appear to be abandoned so those will get removed
example
oh any enemy not updated for v73
is busted
100%
no ifs ands or buts
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
the first name is what I use for setting spaws
GiantKiwi:100, etc
so, yes, this is internal names then. I assume modded stuff also shows up with these?
yes but most modded ones should match
no harm double checking since reloading the game stinks

