#Lunar Config
1 messages · Page 5 of 1
oh yeah diversity's dont show up there bc they use their own system
if you plan to use it
I dont think they will work with it ever unlike the dawnlib stuff which is soon
i would, truly i would, but diversity still lags a ton on map gen so i cannot
oh did you not turn off the broken stuff? it did get a v73 patch'
Did they add a config to disable the extra dungeon
cause i think that was why it lagged so hard on map gen
(or took longer, idk which one it is)
awhghh light eater isn't updated to 73 im gonna throw a milk carton
it wasnt, at least not the walkers, id disable the bracken's
https://thunderstore.io/c/lethal-company/p/v0xx/DiversityNoFloppy/ youll really want this
performance and stuff should be better now
I already have, and the bracken thing being off didn't help either
if i use diveristy moon loading times are just really long, seems to not matter what i disable from it
weird it doesnt happen to me
except walker, i think it stopped taking so long when i disabled that
btw do moons/interiors need to use LLLU as a dependency to work?
no
stuff is mostly fine
its mostly edge cases for mods not working
as off now
yeah there's a few moons that just are not updating so im a bit worried i would've been losing some good moons/interiors
If you were still wondering, yes this is what the setting is, it tells you the names Lunar recognizes as this thing in Lunar's moon config
prob will lose some but hopefuly not too many
i'm pre sure you do want lllu yeah
Unless the moon had networked code it was using outside of like. jll or whatever it should work
moons are fine as long as they didnt use custom networking just using LLLU with them will work perfectly
and keep in mind the ones that did that is like
4
so moons and interiors are fine
I mean I currently have 180 moons soooooooooooooooooo
shits fine man the v73 panic was only short term
i mean, i already had to remove some enemies
ones i liked, i should say
enemies were the only really thing
it is what it is
well that's just what i know is broken
i dunno what else is (except lethalconstellations god why)
which ones besides light eater(who is being worked on)
lethalconstellations is fine tho?
I use it
wha
i thought it was still busted cause no updates
telepathicobject, it got released and was abandoned soon after sadly. was a decent concept for an enemy
only things that used networking broke
v73 is not a total nuke lol
so the openlib update patched it?
well that's confusing cause i saw people saying it didnt
people panicked and said everything was broken
openlib was updated for v73 a bit back and new patch was some perfromance fixes
uuauauuauhghgghghgh
really its not as bad as it seemed lol
if it was my pack would not be at 260 mods lol
there are forked mods i need right
i remember seeing one
i think it was lethalelements that got a fork since the original isn't updated?
lethalelementstheta
also LEBWeatherFix is deprecated so i assume that one has said fix in it
that was only temporary
not needed now
oh
well i updated everything so now i get to find out if im missing a mod that's dead
what will it be ? crash ? black fog of death softlock ? juan ?
usually
spam in logs
releating to networking
title loaded ... now to load a save . . ..
oh, huh. so constellations does work...
i was supposed to ask like one last thing and my brain just decided to shut off so that's like wicked
oh my brain turned back on
but probably not the question for here so to help i go
what are the odds that this message i added popped up when the game fails to load the moon
hilarious timing
Taking a break but I noticed when I loaded a save in my modpack the only config category that generated was items. Is that normal or do I need to load a moon to generate the rest? I hadn't touched the generator configs yet when I first loaded
do you have scaret devil mansion or scpdungeon (issue on those mod's end if im correct)
its an issue that dev has top fix with how the enemies from it are registered
its been reported
Could I just disable them? Or will lunar still try to detect it
even not spawning they are registered
So no choice but to disable sdm itself?
yeah I was sad too
not lunars fault here its just some jank from the og mod
if im correct
maybe you could generate it without SDM then try enabling it?
This is gonna be a nightmare to figure out why all the others didn't work...
but I dont think that would work
I think that was just it blocking the rest
by causing an issue
the bug would cause most the stuff not to generate in the config
Ufgg
I'll just disable it then try again
Hopefully the dawnlib ipdate comes out soon
mod manager has been slow as of late lol
I'm going to explode
My goodness, I just cannot remember things
I forgot to ask, does lunar generate color coded scrap properly if added to a moons scrap pool? There are only 2 instances i found where this breaks, since i used lethal quantities. That being Luigi's mansion gems (would generate as white no matter what, but not if spawned by the mod itself or through imperium) and SDM's deco crystals (defaulted to blue if custom scrap list)
No clue
I'll just put them on Experimentation or smth to see if it does. But if not it's probably not a LC issue
...when dawnlib updates
dawn just popped up for me
norp. must be the LMG mod then. looks like the B/G/R stones and G/R/S diamonds are fine though
It's the Walker that adds the extra dungeons that make loading times so rough
well, explains why disabling it fixed the loading time. which sucks cause i liked the walker the most out of diversity's additions
Cus he adds 2 seperate dimensions, the Odd Door one is what generates huge and makes loading take ages
yeah I've just given up hope on diversity ever since lol
ik it got ported to v73 but the issue persists
Why are my indoor entities spawning so late?
Experimentation has a similar curve, yet it spawns entities much earlier
For reference, here is Experimentation's indoor spawns
if im correct imperium's spawn predictor is like
not accurate at alll
from what I hear
tho could have been fixed
idk
from my experience it's really really bad. It's better to just speed up time and then check oracle after all waves spawn in, but even then it still somehow gets it wrong sometimes
speaking of enemies, how do these curves work? trying to get them to function but it tells me this for some reason
if what im understanding is right, the first number is the curve, the second is the number of enemies to spawn, and the ; splits each spawn wave like keyframes?
I havent touched enemy curves but, im pretty sure thats NOT how it works but idk, I think one is time on moon and the other is enemy spawns
at least for curves on moons
it's how it works in LQ, but I don't know if LC is the same
then it was prob wording it differently bc its based on time of day if im correct
the info box even says "keyframes are x,y" which is the same deal as LQ
like i said, first value is the time, second is the amount to spawn. That's how it should be working from my understanding
unless for some odd reason they're swapped and it's y,x
left should be time yeah
starts at 0 and doesnt go above 1 right
I dont think in this case its refering to deadline
possibly. I don't actually know how the days left mechanic effects enemy spawns, like if it adds onto it based on the days that have passed (i.e. 1 day left = +2 enemies per wave) or if it's just a randomized number
these curves are meant to be based on time on moon, 9-12. depicted as values 0-1 if im correct
not factoring in deadline
crafty will def expain it better know bc I barely touch it
I am aware of that
honestly, it's more annoying that the errors are useless to normal players so we just kinda wanna go ask about it
like sure min/max wrong but what. show me
to be fair
thats 90% of errors
most are useless to a normal player
i guess mojang actually did something cool with their own logs then cause it usually tells me exactly what went wrong
I dont think thats mojang's doing lol
when I look at any LC errors i only know like, the issue in question but not what the issue is
(their own logs, not mods)
ive had many tell me jack shit haha
yeah thats kinda a unity thing haha
I mean i dunno when something breaks for me it usually points to a part of what i typed wrong and i fix it almost immediately
while we wait for somone more knowledgable
maybe post some of your more drastically changed curves
maybe ill make an issue
more obvious
well I'm just testing a (should be) straight line just to figure out how the curves work, i also noticed enemies kept spawning when i didn't want them to so i made hours i dont want enemies also -4, but I'm prob gonna change it to -3 since idk how exactly that works
If I'm reading curves right they should be typed out this way, with the first number being the time of day and the second being the amount of enemies to spawn? Unless I have this mixed up but idk I'm bringing what I knew from LQ over to Lunar
0,-4 ; 0.166666,2 ; 0.277777,2 ; 0.388888,-4 ; 0.5,3 ; 0.611111,-4 ; 0.722222,-4 ; 0.833333,7 ; 0.944444,-4
Heheh. I still haven't fixed it :) I'm suffering
was told to come here instead of using centralconfig
will try it out ... as long as it can do everything that centralconfig can do im happy
I think only thing it cant right now is dungeon injection
So multipliers for interiors
Everything else should be in there
well multipliers for specific interiors per moon
more accuratly
Also doesn't work with DawnLib content for now, but I don't even know if Central can do that either
I dont think any config can touch them
Only thing this mod cannot do that CC can is enemy and scrap injection by weather/interior, though this is planned to be added. As a former CC user, I think this mod is already way better because it does a bunch of things CC cannot and has none of the issues CC does
CC always did weird shit for me
randomly injecting shotgun shells as loot on all moons once
idk how
I never used the injection settings so I cannot comment on that
The developer has been accused of AI-generating the mod’s code, which I think explains a fair bit
thats the real thing, I didnt use them either
it just happened 😭
already using it haha
Very good
i do wish it had weather scrap injection so i can make weather actually fair, but other than that i dont really need enemy or scrap injection so its chill
@remote kernel umm is something wrong with this
it feels like all the scrap values are higher than they normally are
yeah its how zeekers stores values its weird lemme explain
most of the time its multiplied by 0.4x
of the set value
dont ask me why its like that
I have not clue
in fact its technically times 0.4 then +1 for some reason if I remember right
Fucking Genius!
is there any way i can reflect that change or do i just have to manually calculate that
manually
well it seems the wiki si accurate enough anywas
i was just using the wiki scrap values
except for the train because thats just missing
this is very cool thoguh :0 much more options
and i see how the weatherregistery thing works too
ok this shit is pissing me off
@remote kernel is there a solid way to just have a table of all the scrap and their values and then have this automatically fill in based on the name input
Nah has to be done manually if you want it as like a referance sheet
could set up sheet code to at least do the calculations
so you can just input the raw values
thats easy enough
are you sure its + 1 as well @remote kernel
tbh I wasnt fully sure
I remember something like that when trying to make scrap
i think its juuust 0.4
Never heard about the +1 but I wouldn't be surprised tbh
I do think I heard something about where the min and max scrap on a moon are like 9 and 13, it would never be able to roll 13, it would just be between 9-12
weird
also can you tell me how the curving works? like what do all the numbers/symbols mean
it'd especially be useful for tweaking traps and stuff
Thoughts on entries named like this:
Someone wanted it neater than just the lethal_company:bell
Works for me
amazing
i mean it is nice to have the distinction for different mods
but if its just for scrap its fine ig
It will have the distinction, because at least if 2 mods share the same name for something, it tells you directly what it is from right next to the entry
I would just wait if you're gonna mess with curves cus it's gonna change a little whenever the mod is updated and I do not think the configs will auto convert unless Crafty is working on something for that
Everything should carry over, but there are a few things I know will not right now:
- Dungeons (like stuff in LunarConfigDungeons)
- Map Objects and the curves associated with them
Got ya 👍
Which curves specifically
guess i aint touching either of those until hte update hten
curves in.. general
?
but if its gonna be changed anyways i guess theres no point
Well they're all formatted like graphs and points on those graphs
Where each x y pair is represented x,y and sparated with semicolons (;)
x,y ; x,y
but then how does the actual curve part work :0
The way they work hasn't fundamentally changed, there's just a few things that are done diffetently with DawnLib compared to how it was done in CRLib with them for I think the enemies iirc
its not changing the default vanilla spawn curves is it
If it's only two points it will be linear
More will make it actually curve
Try clicking on the graph to add more points in what I sent
damn this website is finnicky to use
alright i get it now
do i just not use curves untli the next update then? whats even in hte next update
Well three places use curves:
- Some complicated settings in enemies
- Moons to decide when the enemies will spawn
- Traps to decide how many traps will spawn each day
Only the traps will not be automatically brought over next update
You can mess with traps, but you'll just have to bring them over manually next update
It's only the actual settings in LunarConfigDungeons.cfg, and it's because I currently use the LLL name for the dungeon, but I won't be able to get that when I rely on solely DawnLib
touche :0
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If anyone's wondering, the specific reason why SDM breaks is because it's enemies do not have probability curves (they might be missing more curves, but that's what errors for me)
When Lunar updates to Dawn, you will be able to configure the dungeons, but not the enemies, since they break when registering, I think SDM's author might need to add those curves for it to work
Or I could do some workaround
Who was it!!!
its so dumb that discord notifies you for reactions now
We gotta kill them!!
Wait really?
yes
yes it did
Tags on moons will not transfer over either
Due to them working differently on DawnLib
Also changing tags and such currently does not change things like Wesley or Beanie's interiors, because they have to accommodate for DawnLib tags through the library they use (like JLL), though Xu's already working on that with them so hopefully that works in the future
discord added a feature to auto react if you double tap someone’s message, it was an accident 🫠
Thanks to all of you for your patience and support!
Before even updating the mod, read the README about porting!!!
tbh ill prob do fresh as all my important stuff is saved in a google doc
awesome work
Some notes:
'Is Hidden?' on moons is currently broken, my apologies.
'Tags' also on moons will backport wrong, also my apologies
Due to an issue with DawnLib that will be fixed tomorrow, technically Lunar still needs LLL as Dawn breaks without LLL 💀
What to expect in the future?:
- Fixing the 10,000 issues I expect people to find in the release
- Configuration for Unlockables (like furniture)
- Settings for changing keywords of routing moons and buying items
- Putting tags on EVERYTHING
- An option to have the real value and weight of scrap, instead of complicated Zeekers numbers
- Injection update???
- More??????
the shop stuff is a lifesaver
finally I can get rid of l thing's toy hammer
I'm honestly not sure how to do it so I hope I can figure it out
I mean keywords, you can unregister toy hammer in the current release :D
yeah I only actually needed to dereg stuff
since some mods dont have store configs or have broken ones
Also HUGE thank you to @mossy tide for tolerating soooo many questions, would not be here without them!
(There will be many more to come Xu, don't think you're free yet)
Well it's the middle of the night for me
Goodbye
do you know if now it works with dawnlib mods?
"DawnLib content, and non-library affiliated content can now be configured with LunarConfig."
stinkyyyyyyyyyyyyyyyyyyyyyyyy
You must get a healthy sleep...
yes but i cant
i had to wake up early all of this days
and tomorrow is no exception :c
best of luck mr cheesee.... stay safe
Ty mr hat you be safe too
Wtf is this from?
I'm not seeing any way to dereg items from the Store with the mod
Ah I see, it's a defaulted false setting you gotta toggle on
lol
Under Enabled Item Settings
Isn’t this that one testing area with Experimentation’s planet model on a grassy plain
And the facility being a colorful static version of the Factory
Y’all know what we’re talking about right?
I believe it is that
Technically it'd be called "TestAllEnemies" but I just named it Test
LunarConfig is detecting even the walker lol
Oh hell yeah! Did not expect it so soon but it is awesome to finally have it. Will get to updating my pack as soon as possible pronto ^-^
With this update, is any of the stuff from the Github issues implemented in?
I assume the bug report from EnderStalfos is fixed from swapping to DawnLib
Unsure about the other stuff though
The bugs are fixed, feature requests aren't tho
Specifically issue 6 and 7, technically issue 1 too because I just deleted the readme :3 (I'll fix it sometime)
Oh NICE, SDM working is wonderful
In that case, i can proly start updating my modpack then, and then just re-implement the other stuff later
Only hurdle is copy+pasting a bunch if there isnt global weights yet
Silly
6️⃣ 7️⃣
I don't know if it's already implemented.
But let me repeat my request.
- An option to disable a scrap/item from loading. Some store items, specially from old mods can appear even if it's disabled to appearing from the store. (for example, coderebirth crates, metal safes from ArtGallery interior)
Btw are our configs supposed to be.. reset
Please tell us that we don't have to copy and paste all our settings over 😭
The Art Gallery safe thing is annoying
At least with CR Crates you can just use the whitelist/blacklist for it
You did NOT just said that
Read the porting section in the readme
It has instructions on porting things
It had to be said
Oh ok ty
The readme is also the thunderstore page so that's probably nicer to look at
Not a thing, but certainly something I'll look into
The only thing SDM does not work with is it's two enemies, at least you can't configure them in Lunar, but the dungeon should work fine
Ye they error
019b1ef0-15bc-1ed8-07ef-75949d4e845f
Ever since 0.2.0, moons do not display custom descriptions given to them, and you get softlocked when trying to land
[22:46:00.3874704] [Debug : DawnLib] thedoctor:doctors_heart -> Doctor's Heart
[22:46:00.3874704] [Debug : DawnLib] thedoctor:doctors_eye -> Doctor's Eye
[22:46:00.3874704] [Debug : DawnLib] thedoctor: ->
[22:46:00.3914996] [Info :LunarConfig] Initializing Items
[22:46:01.5916592] [Error :LunarConfig] LunarConfig encountered an issue while configuring thedoctor:, please report this!
System.ArgumentException: Cannot use whitespace characters at start or end of section and key names
Parameter name: section
at LethalPerformance.Patcher.Patches.Patch_ConfigDefinition.CheckInvalidConfigCharsOptimized (System.String value, System.String name) [0x0004f] in /_/Patches/Patch_ConfigDefinition.cs:47
at (wrapper dynamic-method) BepInEx.Configuration.ConfigDefinition.DMD<BepInEx.Configuration.ConfigDefinition::CheckInvalidConfigChars>(string,string)
at BepInEx.Configuration.ConfigDefinition..ctor (System.String section, System.String key) [0x00006] in <cebe69d7792f4abca78b685257766c60>:IL_0006
at BepInEx.Configuration.ConfigFile.Bind[T] (System.String section, System.String key, T defaultValue, System.String description) [0x00000] in <cebe69d7792f4abca78b685257766c60>:IL_0000
at LunarConfig.Objects.Config.LunarConfigEntry.AddField[T] (System.String key, System.String description, T defaultValue) [0x00001] in ./Objects/Config/LunarConfigEntry.cs:26
at LunarConfig.Objects.Config.LunarCentral.InitItems () [0x00173] in ./Objects/Config/LunarCentral.cs:589
[22:46:01.6152191] [Info :LunarConfig] Completed Initializing Items
full log
019b1f16-800c-1a39-00b5-824546d7ca3f
wouldnt this mean none of these will spawn at all? im confused as these are not the spawn chances i set within the mods these hazards come from
Yeah that means none will spawn
strange, do i have to manually change every value for every individual thing on every moon? i thought it would import the curves from the mods they came from
every modded hazard seems to be set to that
I don't know why it doesn't work
I noticed that
They work if you set them yourself
But for some reason they're all 0 curves when I try and get them
Just so you know, there seems to be a bug where you're unable to change the prices for items and moons
I forgot to mention, I set the configuration for Cosmocos and the jetpack to true
for spawn curves can i get an explanation to what this is telling me cause atm it makes 0 sense and does not line up with how the curves are handled, unless the mod handles them differently
been trying to figure this out for far too long this is just stupid
It looks like doctor just has a nameless item? That's on them
This is weird, could you send a log?
This... Doesn't help. Could you show me the config you tried changing?
It actually looks maybe something related to min max scrap values
i mean i dunno that's the error i got, and I mentioned it's the spawn curve. In this case, interior
the error doesn't really elaborate on much so idk what the issue is
this is just a test curve but this is what i put 0,-3 ; 0.166666,2 ; 0.277777,3 ; 0.388888,-3 ; 0.5,10 ; 0.611111,-3 ; 0.722222,-3 ; 0.833333,-3 ; 0.944444,-3
(enemies kept spawning on hours i didnt want them to so i added each hour there to try and prevent that)
Did you ever see this, Crafty?
I did but I can't look at the log right now
It looks fine as a curve, can I see the rest of the options in your config file for that moon
Also is this error when you try and land?
the rest are unmodified (offense is the moon) except for me lowering day/outside power levels to 1 (for easier determining on if the enemy spawns are working how i wanted them to.) The error shows up every time the game tries to spawn a wave of enemies
oh and interior power to 20
uhhh hold on
the only config touched from the values that get cut off is the interior spawn curve (forgot i changed the spawn ranges too, assuming that's what probability range is?)
I'll need to look at roundmanagers code, which I also can't do now so I'll look into it later
It looks fine though
ok
ig if you figure out what might be going wrong just ping me (unless it ends up being an update since i already read every changelog)
Is this what you need?
Fixed :]
Fixed on our part :]
Will you perhaps look into our log soon
Because we kinda
can't work on our modpack rn due to this issue
Reset the tags to default on moons
Because they backport wrong
I think that's what's messing you up
How do I go about that?
Do you use gale
Yuh
There should be a refresh icon next to the entry or something
Yea that fixed it, ty!
Though, new issue
A moon's custom description will display normally at first
But the popup will not be changed
And if you reset, the custom description as a whole reverts back to its vanilla state
019b23d8-130a-ef05-3ab5-2eed8184f90d
how do the moon tags work now?
ah ic, any ideas if itll be fixed soon? or not really sure
unless im just doing something wrong cuz i assume lunar config doesnt just break all hazards from every mod for everyone
They work, with LunarConfig, it just for some reason grabs the curve as 0
I really don't know how to fix it
It's probably something DawnLib would need to change
(i need more context here)
Crafty did u see dis
If Crafty had Whatsapp 😂 ✅
LunarConfigDungeons
HELP ME
LunarConfigMapObjects
HELP ME
Purple
What;s a spawn curve
Xu
Whatever the average planet Xuian inhabitor babbles
Samantha
I NEED to kill myself
LunarConfigCentral
HELP ME
I'm sorry just a bit tired from working on the release still
For some reason when I grab map object curves (which is when moons freezes), it just grabs 0 curves (0,0 ; 1,0) and it usually just happens on cr map objects when I know the objects don't actually have 0 curves
There's also so much logging ;-; I don't know how you managed to have every single patch that's registered get logged but you did
It's coming from here
Is all that's logging necessary? Would you like me to get a cleaner log or smthn
Nah it's fine
Alr
It's still just an odd issue, does everything else work ?
Weird
I would try to grab those when map objects freeze instead but I'll take a look
I'll try to take a look at it soon but I'm also in the same boat lol
Moroxide
Fix my moon price changes
Quick question: Why is the max count of the butler bees set to 1 by default?
Does the method in which they spawn override the max cap?
bubler bees dont count towards any cap i think
I see
Buttery Fixes does let you change that though
So yeah, the way they spawn atm ignores the cap which makes sense
Anytime you kill one, bees with spawn regardless of how many there are already
So the spawn cap setting is basically useless unless you're actually setting them up to spawn directly from Vents and such
You can just set it to be the same as Butlers themselves (7 in vanilla) to avoid any weirdness
I believe max count is only relevant in normal spawning conditions
Which butler bees don't do
I believe it doesn't normally let you do that in LLL and you gotta find some other way to do it
I bet some JLL moons use a script for it
So in the next release I fixed the issues of the following individuals:
- #1 Giant Sapsucker Hater
- ..seeya. (already fixed because it wasn't Lunar)
- Syrus (I think)
Did anyone else encounter any problems?
so im updateing my mod pack but i noticed that there two verson of each moon, one that is normal and one with the LLL extendedlevel, which one would i edit?
How so?
Could you show a screenshot of your config file
Just changing the level flows from some of the moons
Did you use this mod before v0.2.0, and actually configure things and such?
Yes, ive used it pre 0.2.0
Because the ones with LLL are old entries, and the ones without it are new ones, if you used the mod before you might want to read the Lunar's thunderstore page on porting your settings from the old to new entries, from now on tho edit the ones without the LLL prefix
oh! ok
Anything with an LLL, LL, CRLib, Vanilla, etc. prefix is a pre v0.2.0 entry
So don't use those
Yeah, i reloded a lobby and they are now all gone now :>
Version 0.2.1
Fixes
- Fixed almost anything breaking if you had invalid names in the scrap, enemy, or dungeon fields on moon settings.
- Fixed some issues around item configs not working if you didn't enable node text editing.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
I am still getting this error when loading lobby
[23:08:58.0473296] [Info :LunarConfig] Initializing Moons
[23:08:58.0971420] [Error :LunarConfig] LunarConfig encountered an issue while configuring template_mod:forsaken, please report this!
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at LunarConfig.Objects.Config.LunarCentral.InitMoons () [0x00aa5] in ./Objects/Config/LunarCentral.cs:1883
[23:08:58.1011423] [Error :LunarConfig] LunarConfig encountered an issue while configuring lethal_company:test, please report this!
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at LunarConfig.Objects.Config.LunarCentral.InitMoons () [0x00aa5] in ./Objects/Config/LunarCentral.cs:1883
[23:08:58.1056557] [Error :LunarConfig] LunarConfig encountered an issue while configuring lethal_company:experimentation, please report this!
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at LunarConfig.Objects.Config.LunarCentral.InitMoons () [0x00aa5] in ./Objects/Config/LunarCentral.cs:1883
Version 0.2.2
Fixes
- Added a warning when a tag is improperly formatted (as opposed to just failing to register the moon).
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
That error is caused because tags end up getting backported wrong
So you'll just have to reset them to the defaults on your moons
But the new version should now not break it when they are formatted wrong
Let me know if it still doesn't work
Hai, thanks for updating this awesome mod, i was wondering since i updated is Level1Flow:300, Level2Flow:10, Level3Flow:44 normal? or are they supposed to be like that now since they used to be facility, mineschaft and mansion, its hard to know which is what ^^
Do you know where i can change that?
Or is just just Facility:XXX again?
I found it, but thanks for the information!
Did Lunar require WeatherRegistry as a dependency before the DawnLib port? I haven't played in a few months and upon installing the update and following the instructions it seems WeatherRegistry is preventing things from working, and/or something in Lunar is preventing WeatherRegistry from functioning.
It did require it, it doesn't anymore but that's still weird
It was saying something like "Something is attempting to get the weather before setup" and it was spamming it while the setup screen was frozen.
Hm I don't mess with weather after the DawnLib update
I didn't before but I did have some unused code
I tried removing WeatherRegistry and it's still stuck on the setup screen. This is the error I'm getting.
Did any of the interior and/or scraps naming get changed with this new update?
this is vanilla
send whole log
Did you figure it out?
I just had a similar experience, and here is how i solved it (from what i can tell)
I had my interiors setup in LLL. For testing something, i added Rubber Rooms at a very high weight to Experimentation in the LLL config. I have not ticked "configure content" for Rubber Rooms or Experimentation inside of LunarConfig yet, and in LLL i messed with the size of the interior. What i found is that LunarConfig pulls the weights from LLL and throws it into the Experimentation section of the config, and it takes the interior size changes and puts it into the Rubber Rooms config. I tried landing there and it got stuck on Random Seed.
I assumed if i enabled "configure content" for Experimentation and then cleared the interior list in LunarConfig, that it would just use my LLL weights. When i did that, no interiors showed up, so it defaulted to Facility but it did let me land and everything.
So then, i went and enabled configure content for Rubber Rooms in LunarConfig as well, and now it has let me land, though i also reset the interior size changes that LunarConfig yoinked from LLL. However, if i re-apply those interior size changes (namely messing with the min/max clamp for the interior size) it doesnt let me land anymore. Resetting it back to "0 0" for each fixes it.
Tldr, LunarConfig prevents you from landing if you mess with the Min/Max clamp range of the interior in LunarConfig itself, or if you dont tick "Configure Content" and let it take those default LLL values. I am curious if LunarConfig is applying those interior sizes changes ON TOP of the LLL ones, that would make sense why it doesnt load the interior properly, its stacking the size decreases of LLL + LunarConfig making it really really small and preventing loading
Should note in all cases there was no errors in the log, though i have Unity logs off iirc
I have my profile code, though its a large wip pack so its not ideal for replicating the issue 019b36f3-1a63-2504-59e8-9ba925c033a6
You can replicate it by changing the min/max size for Rubber Rooms to 0.2 and 0.6 respectively in LunarConfig, and see that it wont land on Experimentation if the interior is selected. Setting it back to 0 for each lets it land.
kinda small thing, but i set min + max both to 15 on experimentation and then scrap multiplier to x5 and sometimes after pulling lever, id get the min higher than max error. but only sometimes. no log on hand but im sure youve seen the error a few times before
*Alternatively, it could just be the LLL clamping never worked to begin with, but LunarConfig correctly applies it...which...causes some interiors to bug out
I'm using Dawn's clamping now
I have no idea how it works
But I saw Xu add it in a patch so I trust
only works in non LLL moons on paco's request :p
How do I make sure this mod overrides modded enemies spawn weights? Some enemy’s that I set to spawn weight 0 are still spawning.
Have you enabled "Configure Content"
if so, other spawns override Lunar so you may need to disable them in the enemies respective config
yes
so i should just remove the text?
Yes
I'm not 100% sure this fixed the issue entirely, as I need to test more, but it seems the new update on Lunar changed all the interiors names, and I have a custom setup for every single interior with the old names. I just added the old names to the LunarConfigDungeons alias and it let me load in finally.
Okay that didn't fix it, just booted it up and got the same result again. Darn.
I haven't even touched the clamp range stuff and I have configure content on for all interiors and moons. Still doing the issue unfortunately.
What is clamping
non LLL moons or interiors???
Cuz otherwise that would be pretty jank
Depending on whether its an LLL moon or not would affect the interior size
ah i see
technically the moons do be deciding the interior's size but the clamping is interior based
Wait
Thats, literally no interiors then...?
Since they all depend on LLL?
yep, LLLU should be updating sometime soon to add their own clamping
Ah
i was explicitly asked to let LLL handle its own stuff, which i was fine with, makes sense to me
i dont know when the update is gonna be though, paco's packing a lot of stuff into it lol
So in that case, i just shouldnt touch the clamping in LunarConfig then
Since it shouldnt work for any of the LLL interiors, and doing so makes you unable to land
it shouldnt stop you from being able to land
itll just do nothing
if it makes you unable to land then that's something im unaware of
I turned configuration on for interiors and it completely prevented me from landing. I then turned it off, and now it's letting me land on stuff again. I can only land on vanilla moons currently with modded interiors. Any time I try to land on a modded moon with a modded interior, it prevents me from landing.
Scratch that, some vanilla moons dont work either. This whole thing is strange to me.
Might just revert versions for now
Ok yeah. It seems the new Dawnlib swap is screwing with LLL stuff, so until there's a fix for that I'm gonna have to keep it downgraded to before the 0.2.0 update unfortunately.
@ornate harbor I think the lastest ver is having issues with outsidemapobjects, fresh install and fresh config, random outdoor trees will not appear
then I enable a few my performance mods and they seems to spawn sideways
checked and it looks like outsidemap objects arent generating correct?
Damn I just thought some mooner came up with the cool idea to add fallen trees as a map object
I think i had that actually last session too
But it was when i was testing out the Hurricane weather so i assumed it was from that
No other mods enabled
I'm aware
I was just saying thats why i didnt take note of it when it happened
Curiously....it still doesnt let you land even if you disable interior min/max clamping inside of the CENTRAL bit of the config and have the Rubber Rooms Min/Max clamp messed with...
Which, shouldnt be possible as surely those values are ignored if that part of the config is off
Eitherway, the values have to be 0 for those for it to work.
The new LLL update has not affected anything i said before either
I've had a lot of stuff to do so sorry for neglecting this
You say the latest version, as in this wasn't an issue on v0.2.0? Just on one of the newer ones?
Or do you mean post-DawnLib
no problemo
Newest
Post Dawn
idk if it happened before on post dawn
since I didnt play on it before the hotfix
That is odd... I'm not getting your issue of no outside objects, but I am getting sideways trees with Lunar, and if I turn off Lunar they're normal again
And also on one of my tests the game just crashed
After I loaded in
Hm, @mossy tide, for some reason trees spawn sideways like these images, just trees, no other map objects, and I'm not changing their rotation vector either, not giving them the LunarConfig tag fixes this though, the only things I do to them at all is give them that tag and mess with their Inside and OutsideInfos and give them curves. I do give the trees an InsideInfo because I give everything every info, but I don't see how that would cause this? (As again, I don't give them a new OutsideInfo or change the rotation vector in the one they have)
Any ideas?
How would I check?
use unity explorer to check their local rotations
Teto
I checked out enemy spawns and if the curves were working again and it seems to be mixed. Sometimes it does spawn stuff sometimes it says the "minValue cannot be greater than maxValue" again. bummerly
also i messed with custom aliases and somehow bottles spawned in the scrap pool despite me wiping the list and adding custom names to experiment with it, any ideas why that happened?
oh yeah I don't think the scrap list overrides other mods that add scrap, so if a mod has no config for its scrap you can't do anything about them being injected into the scrap list automatically, at least that's what it looks like atm
I just wanna pop in and say that I love the alias feature LunarConfig now has! It is genious, especially if you have three different screwdriver items in your pack for example X3
Also just really cool for everything else, gives much more flexibility in how to deal with things ^-^
Hello, does lunar outperform LLL if both are present in a modpack, I'm asking because we put a minimum of 20 scraps and a maximum of 27 on a moon with lunar but we still have less than 10 scraps in play per moment on this moon
Hey for some reason this mod is breaking the moon list when combined with Wesley moons. I have progression mode enabled and I am able to see moons i have not yet unlocked, and i cant see some moons i do have unlocked. Additonally most of the vanilla moons are not appearing.
Min-max actually doesnt do anything
Its an unused vanilla thing
Zeek never made it actually used anywhere
Even if the value is set
how i can change the number of scrap on a moon ?
I dont think you can
so the number of scrap is based on the quota ?
No
I dont remember exactly what determines it
thanks for your answer
Min-max scraps do work, you're thinking of min-max values that do not
Also you should send a modpack code
019b46b0-2728-3646-5ad8-06d5b9abcf0e
you definitely can! i've done it with lunar before, you just gotta turn on configure content
Yeah i use it too
Ah fuck you right
I was wrong lol
To check if the setting is working use a mod that makes the scan tell you the exact item ammount
I had mixed it up with min-max value
Which IS unused
The vanilla scan does give exact amount :p
I didnt say vanilla
.
I said to use a mod for it hehe
Terminal formatter or buttery have morr exact lists
Yeah, like I said, vanilla's scan works fine, no need for a mod if there even is one
:p
I think id be better to get specifics if you also changing scrap weights, tho shoulda asked if they doing that as well hah
Sorry I just woke up
just a lil update after more testing, seems that configs for the outside objects doesnt work, same for their spawnweights per moon
and them spawning at all is really incosistant
I just wanted to say sorry for neglecting all of this right after the dawn update, I'd hoped more of it would have worked :(
I have a lot going on, it should ease up slightly within a couple weeks. I might work a little on fixing things before then but I wouldn't count on anything.
Also sorry Xu but I do not know how to use unity explorer x)
When I tried I could get to seeing the object list but I just couldn't click on it look into anything or even scroll.
you gotta toggle a config cuz of the v73 update
dont worry Crafty, take your time, bugs will always be in there, just rest, you deserve it
then when you feel ready you can come back!
gotta turn this to true
I agree with Cheese, no need to be hard on yourself :3
Take your time Crafty, Merry Christmas!
Merry Christmas Crrrafty!! Take your time with things and relax, tis the season of giving, so give yourself a break :D
Man i love LunarConfig
For some reason, I no longer get sideways trees, I didn't change anything but I don't know what happened, if Xu wants it the rotations of a couple vanilla (not tipped-over) trees is 270 294 0 and 270 80 0
Actually I think I'm being stupid
Yes I was being stupid
Ok if I don't give them the LunarConfig tag, the trees don't spawn sideways
Nevermind, I think maybe DawnLib updating just caused that bug to fix since even with adding the tag trees are no longer sideways!
Other issue though, my changes to curves don't seem to work anymore
At least for outside objects, testing inside now
i wouldnt have touched anything last update to do it
Ok curves work mostly
I've changed this opinion for the second time now but I promise it's right this time
Trees are sideways if I give them an InsideInfo
If I don't do that, they'll spawn normally
Specifically the first number of their vector is zero, like 0 52 0 instead of the ones above where that number was 270
@mossy tide Ignore everything I said before you sent your message :3
Do you see anything that could cause this issue?
hmm
giving an inside info makes the outside ones gain +90 in x-rotation? that's so odd
Let me test objects that aren't trees too
I am so terrible at this, I'm sorry
It seems to actually be linked to having the LunarConfig tag
Ok my other assumption is true
It doesn't add 90 to the x-rotation
It just sets it to 0
Rocks that were 0 before are still 0
okay then that is a me problem i can look into
Seems to have worked, also a question, is there a limit to how many outside objects can spawn? When I try and spawn like 50 trees I usually only end up with like 20 on Experimentation
Appreciate the assistance!
i dont think there is a limit but i did add some restrictions that could result in less than expected, stuff like spawning too close would cancel one from spawning, spawning too close to an entrance, ship, etc
it's based on how vanilla does it iirc
uploaded the fix as well btw
I'm not sure if I actually changed anything, but there was something really wrong with my code that if it was in the release would cause issues:
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
(I updated)
Will update again probably as I just depended on the old version of Dawn :p
Version 0.2.4
Fixes
- Depended on the correct version of DawnLib.
Version 0.2.3
Fixes
- Fixed me breaking something relating to map objects (maybe), full fix will come alongside a DawnLib update.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Well good news friends, map objects should probably work!
Maybe praise does make updates lol
There is still an issue I know of that sometimes the game just crashes? It's happened to me too and it's kind of rare.
If it happens to any of you please send logs :3
To make this mod override modded enemies spawn weights I need to delete the weights in the modded enemies config right? Well the problem is when I do that for some of them it automatically puts back the original number if I delete it..
Version 0.2.5
Features
- Added settings that allow scrap values and weight to be based off of the real values/weight, not Zeekers math.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Try setting them to zero there instead
That might also work
Actually nevermind, yeah that might still override Lunar
-1 is an option but idk if that would work
It might
The only other way is really just contacting the dev if they're still around and see if they can add a checkbox or something to where they'll just not do anything with their config and let other mods like Lunar handle it
cool!
Any news with "disabling" the loading of items?
No pressure at all, just want to know if there are any progress :]
I'm not sure if it's possible to just prevent items from loading I'm afraid :(
At least it's not something I can do via DawnLib and I'm not sure how I'd do it myself
It's not possible
Oh :,]
that's bad
I'm really looking for options to force an item to just not spawn
But you can't add a blacklist on the safe crates on Wesley's Interior's Art Gallery
let me check if I can ask in there
Yes it'd be best to ask wesley
what does it mean with zeekkers math
so thats why my gold bard were '400-640' or something like that
Yeah if something said it's value was 100, it'd actually be 40 in-game
And weight also had a formula like (value - 1) * 105 to get to the actual weight in pounds
If you check the new options in the update, Lunar just does this math internally to let you set the real values
We may never know
The scrap value one looks like it might just be a feature he never used, but the weight? I have no idea
the weight represents how inconsistent item immersion is
if I put 20 scrap min and 29 scrap max on a moon it's value will be between 20 and 29 there will no longer be a chance of coming across only 10 scaps on the moon?
It seems like adjusting routing price for moons not working. Is it wip?
That should be the case, but that's unrelated to what the update was about
It isn't supposed to be, are you using any other mods that could possibly influence the prices of moons?
excuse me I read it wrong, I often had this problem despite the fact that the scraps of a moon wavered between 2 numbers very often we had a value much lower than the minimum value chosen
Are you sure you don't have any other mods (LQ, CC, LLL) that could possibly be overriding them?
And on what moons does this happen?
i didn't have other of that mods except LLL for moon to work but i didn't touch LLL settings
mostly on divide from generic moons
and other of generic moons like submersion
Weird, idk what could be causing that
The next time it happens can you send logs?
You're not messing with the amount multiplier right?
yes i will do it when we play
sometime we have 6 or 7 scraps
and more often just 10 or 11

every vanilla moon that has routing price over $0
even if I change the value to, for instance, from $1,500 to $500, the changed value appears on terminal but actual cost remains the same
That does seem to be the case, @mossy tide any ideas? Here's the code I use for cost too:
if (enabledMoonSettings.Contains("Route Price")) { purchaseInfo.Cost = new SimpleProvider<int>(moonEntry.GetValue<int>("Route Price")); }
ill take a look, it looks like it almost works since the route cost changes but i must've missed editing a node
Minor bug but this mod seems to cause vow to undergo mitosis for some reason.
Hmmmm actually @tardy oriole I wonder if this is also why MoonsPlus was breaking
You sure it's this mod though? Test if it might happen with it disabled as well
i did
it's normal with it off
@ornate harbor Hope it's easy to fix bud
hope its very hard to fix
This seems pretty new since it wasn't a problem before. But I also did go through the planets configs and change dungeon weights, but I don't think that would cause this.
Hope its
I just wanted to be sure it wasn't DawnLib since DawnLib had a bug a while back where moons appeared in the list duplicated but I didn't think that issue would be from it since it was only Vow this time
where as before it was all the Vanilla moons
yeah dawnlib is pretty volatile so I was actually surprised it wasn't the cause this time
i heard xu is also volatile
taunting at this point lmao
It's been pretty stable for the past several updates Xu has been doing pretty good with it's updates lately
amazing mod i'm JUST saying the last like 3 bugs I have gotten before this have been from it
but yeah it has been surprisingly stable recently
It just hasn't had as many major changes that might break things, and even when things are gonna break Xu usually gives the heads up that an update is gonna cause breaking changes
She's been good with communication
lol
I saw Crafty officially say that was why before
lmao
so it shouldn't have the random seed screen of doom anymore?
Nah I had it earlier
Lunar just ignores the enemies now and doesn't register them
should be fixed, give it a try in 0.5.16, i go to sleep nmow
Could you send a code and logs for this :3
019b65a7-dd5f-6c3f-3216-7eb483caa817
Wtf is in this profile?
lol
Matty's profile visualizer can't fetch it
Concerning as hell
it's like 3 enemies, wesley, rebirth and like a few other things
Ah odd
a few hundred other things
☠️
I ran into a ratelimit when I tried just now
I've never seen that before
Yeah same
sus profile 
a few months ago
It lets me look at the modlist fine if I put the code into gale at least
and i haven't added that much
even if i don't download it
Lol that's good
profile name isn't mildly sus at all
I should note at first I maintained and did not create it
and have not bothered changing the name lol
lmao fair enough
Their is our tv mod. It's mostly vocaloid music, cat videos and inside jokes so if anything is flagging stuff it's probably that
It's a ratelimit I don't think the profile visualiser I was trying to use before peeking at it through gale cares what mods you have in there
I've pored through a much worse modpack with that same visualiser
Is a rate limit caused by modpack file size/mod amount?
Doubt
Rate limits are usually a thing of
oh you're trying to do thing too much, stop or you'll crash the server
I'm cursed
yeah no from a vague glance over your modlist i don't see much that I'd expect to be busted? Touchscreen's prob broken in v73 but idk if that's causing your issue
everything (i think) works fine
it's just minor stuff like planet hiding only working for some planets (which is a known issue) and vow mitosis
I feel like I've seen issues with moon mitosis before but I wouldn't know what'd cause it
I'm pretty sure this didn't happen to me on a clean Lunar profile before, so I think it's something combined with Lunar being an issue
Yeah, that's likely
I messed with dungeon weights so maybe I did something wrong there?
cause double vow wasn't a thing until i did that and the mod updated
couldn't tell what one it was
unless lunarconfig was made of more spaghetti than i'm aware of i don't see why messing with interior weights would cause moon mitosis
Are you messing with the visibility?
not on vanilla ones
when i ported the configs i had to unlock some modded ones
Version 0.2.6
Fixes
- Removed some logging I forgot about.
- Changed Dawn dependency version to one that has working route price.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Yay!! So happy to see you really active Crafty
Dont burn yourself out, if you want to rest just do it, really deserved rest, this mod is so cool, tysm for fixing it
When I try to import your profile it says it failed to install a half-life moon
What have you done
I DON'T KNOW
i can make a duplicate without the black mesa moon soon
and send that code
Your pack is haunted
Hold on my disk might have just been too full
I cleared my unused mod cache on gale and it deleted like 23gb 💀
oh
I'm trying again now
I feel like a primitive human for still using r2
but at least it isn't thunderstore
I only switched mod managers when they failed me
Thunderstore just stopped working one day so I switched to r2, same thing happened so I went to gale
I have had some issues related to r2 recently but tbf i'm like 70% sure it's my fault somehow
i just spam relaunch it and it works after a few tries
Yeah it worked disk just too full
Btw smth I forgot to mention, does the new update fix De-Registering items from the Terminal? I noticed items I had De-Registered weren't being removed anymore with 0.2.5 and it definitely worked previously
I noticed it yesterday cus the Toy Hammer from Lethal Things was showing up in the store again
Never had any errors though
Not unless something that happened in the DawnLib update would have stopped this from working
purchaseInfo.PurchasePredicate = new ConstantTerminalPredicate(TerminalPurchaseResult.Hidden().SetFailure(true));
Ah then yeah I wonder if one of DawnLib's recent updates accidentally broke the feature lol
@mossy tide Can you double check if this got changed?
I've not played Wesley's enough to know whether or not this could be an issue, but I think the visibility setting is causing moons that don't show up in the moon screen to be visible, namely I think "End" from Wesley's might just have been a clone of Vow, and if it were never meant to show up in the terminal why would Wesley bother changing what it would look like there?
Someone do correct me if this is not how End works
I have content configurations for end off. I also don't think I have changed anything with it
so no idea why it would show up
I did see that but I might just be doing it very wrong since visibility is still broken
weird that it's (maybe) only a me problem then
LOL
that's a zeekerss test moon as well, never realised it had vow in its name and stuff
WHEN DID I CHANGE TEST??
no, nothing changed, are you using terminal formatter?
i think i may have been on auto pilot while changing stuff dude
Darmuh’s, it did work before but maybe when he updated OpenLib recently it made it stop lol
Yeah, for now I just set the items blacklisted to be super expensive
There is no cost too great for toy hammer
019b6676-85be-7a90-43b6-881c65b58922
Custom moon descriptions still do not function properly
019b667b-2af9-11c1-0fa3-7c08da70707b
You're also unable to land on Vow now for some reason
Do you have configure content on for Test by any chance?
You also can't change the descriptions of custom entities (We're trying to edit the bestiary of the Shisha)
Also can you remind me where you said they were broken? I remember it was like on the monitor it would work but on the popup it wouldn't or something?
Or just don't work at all
They pop on up on the monitor upon initial orbit, but reset upon landing, save scumming, and/or switching moons
What are the two different packs?
It's a compatibility issue with another mod, since it doesn't happen on a profile with just Lunar
Do you have any ideas on anything that might touch moon descriptions?
In your pack
Most likely an issue with Orbits now that we look at it, as it changes the moon's description. However, pre-v2.0.0 Lunar wasn't affected by Orbits. Could you consider compatibility, as they're the only mod to reimplement the preview video for Offense, and add ones for Vow, March, Adamance, Rend, Dine, Titan, Artifice and Embrion?
Despite being long deprecated, the mod functions without error
It works disabling orbits
Given the project was under an MIT license and extremely simple I just made a copy and removed everything about descriptions and it seems to work for me. If you want to upload it tho I would still ask fiufki (that is, if they're still around).
Yes, this was easier than adding compat on my side x)
Oh shit, fr?
Also if you do upload it you should change crafty to whatever you are on thunderstore
In the zip name
Does Shisha have a bestiary normally?
Yes
Weird
Hm, I'll look into that later
Ojay !
Version 0.2.7
Fixes
- Is Hidden? and Is Locked? work now!
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Could I have waited? Probably
Sorry for anyone actively working on a pack having to update like every 8 hours
What about Vow?
We don't see a reason to be annoyed if it isn't resetting configs every time lol
I'm not sure about the issue with Vow, I still think it's in some way related to the vanilla "Test" moon, as that one's based off of Vow and the other issue I was working on today was caused because of it
Are you able to route to Vow btw?
Is it routeing there or landing there that's the problem?
Landing there is the problem
You get softlocked on the seed screen
Vow isn't configured either, so
This issue only manifested after v2.0.0
Our only guess it's a compatibility issue between Lunar and Rebalanced Moons/Map Improvements
But fuck if we know, we don't know if the issue lies in the scene
rebalanced moons replaces the scene, doesn't add an entry, so it should be fine
I was just about to ask if this was still happening, lol. After the dawnlib update I’ve been having issues loading into any moon with a modded interior.
I get this error trying to land on Vow with your pack:
[20:59:21.6169856] [Error : Unity Log] NullReferenceException
Stack trace:
Dawn.MapObjectRegistrationHandler.HandleSpawningOutsideObjects (Dawn.DawnOutsideMapObjectInfo outsideInfo, System.Collections.Generic.List`1[T] occupiedPositions, System.Random everyoneRandom, System.Random serverOnlyRandom, EntranceTeleport[] entranceTeleports, UnityEngine.Transform[] shipSpawnPathPoints, UnityEngine.GameObject[] spawnDenialPoints, UnityEngine.GameObject itemShipLandingNode) (at ./src/API/MapObjects/.MapObjectRegistrationHandler.cs:383)
Dawn.MapObjectRegistrationHandler.SpawnOutsideMapObjects (On.RoundManager+orig_SpawnOutsideHazards orig, RoundManager self) (at ./src/API/MapObjects/.MapObjectRegistrationHandler.cs:337)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::SpawnOutsideHazards>?1192784428(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::FinishGeneratingLevel>(RoundManager)
LethalLevelLoader.Patches.OnGenerationStatusChanged_Prefix (RoundManager __instance, DunGen.GenerationStatus status) (at ./General/Patches.cs:587)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::Generator_OnGenerationStatusChanged>(RoundManager,DunGen.DungeonGenerator,DunGen.GenerationStatus)
(wrapper dynamic-method) DunGen.DungeonGenerator.DMD<DunGen.DungeonGenerator::ChangeStatus>(DunGen.DungeonGenerator,DunGen.GenerationStatus)
DunGen.DungeonGenerator+<InnerGenerate>d__94.MoveNext () (at <83220f1fc337491eba19b3618ec61339>:IL_046B)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
Maybe this one calls for you Xu
I will when I get home. I was reading up on the updates to see if it was fixed
for some reason there's null values in the outsideAINodes list?
MAP IMPROVEMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEENTS
The dev still has not fixed some of the AI node issues on Vow
I.e. entities can spawn underneath the terrain for some reason on a lone dam
near the ship
I'm guess it has soemthing to do with that
This is exclusive to Vow
No other moon of Spooky's has these weird oob nodes
Maybe just turn off the other scenes on Vow for now
i think the cause is them destroying ai nodes from spots after the game collects all the ai nodes
which makes me think that this issue will also happen with other mods and maybe even vanilla sometimes
We'll see what we can do but here's hoping one of you does smthn about it if this is truly the root issue X_X
This has plagued Vow for some time now
MI Vow* can't edit cuz our hands are dirty from eating and we aren't slobs
turn off the vow changes and let me know if that fixes it, if it does, then i guess that's the reason why
ill add a null check in dawnlib for it but it's kind of a minor thing to update, but oh well, it's fine
Alr
Yeah I can't do anything for this really so :p
Yeah, it's MI Vow
Disabling MI doesn't replicate the issue; you no longer softlocked on the seed screen
@mossy tide
okay, ill likely do a patch to account for something like that later tonight then
Sweet, ty
I updated to the latest version and ran a test. Still stuck on the seed loading screen. Here's the log:
I've been keeping Lunar downgraded to before the Dawnlib swap. I'm not sure if swapping to Dawnlib has caused issues with some other mods in my pack or if there's something that I need to do in the settings I'm overlooking. Already spent way too much time trying to find a solution and it's been frustrating to say the least.
install bepinex monomod patcher or whatever its called, reproduce error, and resend logs
Okay.
Zeta spoke earlier about an issue like this related to dungeon clamping
But I really don't know much else
well, it seems like LethalLib is erroring, not too sure why but your mapobjects arent happy with you
LethalLib? That's odd
How come it functions when dawnlib isn't active, then? That's what I'm confused about.
i'm not sure sorry, send your modpack code i might be able to look into it a bit more but the errors arent telling me anything
Try setting your Dungeon Clamp range min/max to 0
I assume for any interiors that you have ticked "Configure content" for
For me, any value other than that causes the same issue
Could also just disable configuring dungeon clamping too under Dungeon settings in LunarConfigCentral for now lol, saves having to set the values to 0 since it won’t touch that stuff if you disable configuring it
This does not work

It still crashes even when that side of the config is disabled
The value must be changed
See here
for some reason with this mod enabled the code rebirth hazards dont spawn nor does oxyde ship
The curves for those default to zero even though they shouldn't so you'll have to set them to normal manually
Or disable configuring curves
I’ll retest tonight but I believe I tried this before, and none of my interiors have configure enabled. Most of the moons I tried also had 0 set for the min/max.
Okay @mossy tide, this is weird:
Whenever I try and land on a moon using this profile, it'll give that weird LL RoundManager map objects error, but, if I comment these two lines of code, that don't even set anything, and replace my .dll with this one, everything works as intended???
dungeonEntry.TryAddField(enabledDungeonSettings, "Clamp Range Min", "The minimum of the dungeon's clamp range.", dawnDungeon.DungeonClampRange.Min);
dungeonEntry.TryAddField(enabledDungeonSettings, "Clamp Range Max", "The maximum of the dungeon's clamp range.", dawnDungeon.DungeonClampRange.Max);
They run at the start of the game when generating the config files for dungeons, this is what all my config file generation lines look like, but for some reason, the game did not like me even looking at dawnDungeon.DungeonClampRange???
I'm lost
Pls send help
@weary edge If you want a temporary solution, just turn off "Configure Dungeons" in LunarConfigCentral, since you don't seem to be doing anything with them anyway
Will do. Apologies for the headache lmao. I was giving myself one trying to figure this out as well and I’m not rlly savvy in log reading or anything and I noticed no one else was having this specific issue 😭
It's not your fault, and a few people have had issues with this
I'm just finally getting around to looking at everything
i think i tried that code, turned off imperium, and landed without any problems (in exp, didnt try anywhere else)
I only tried exp
So uh...
I tried experimentation before and it worked fine, but it seems only a few moons actually work. I've tried like 7-8 modded moons in my pack and they're all doing this. 😔
I have mentioned this before, but idk if you saw it. So, any time a modded moon has landed successfully, it always is a vanilla interior. I don't know if the perpetual loading is from it selecting a modded interior or not, though. Not sure how that stuff works.
You just disable interior and exterior weight editing for map objects to have them handles by the og mods?
I need this since CR's wont spawn atm
do plan to do them per moon eventually
also how does inputing new tags work now?
does it have to be in the format of the other ones
That should work, and CR's should spawn, but all the curves are 0 by default because of a bug
So yeah you'll need to do them manually
Yes, I think the part that really matters is what comes after the colon tho, I think most mods ignore what's before
Also will be going on holiday for a bit so don't expect me to do much
Though the last time I went on holiday I made a primitive first version of Lunar
But don't expect much this time
But I have universal curves for the in CR?
Np
Ok weird had a moon spawn an interior I didnt set to spawn
I have Content config on
just for when you get back
it seems my interior pools just arent applying at all
flat out
guess ill be on Lethal break for a little longer haha
everything gets marked as unviable
Could you send a full log?
lemme get a fresh one without async loggers so it has everything
ok was able to fix it
I had to change all the interiors to their old alias
from before 2.0
so id be compatible with my old inputs
at least it seemed to fix it
Yeah you'd have to do that
So how would I say format adding a tag to a moon, from another modded moon
I wanna add an oldread tag from wes to another moon so would it be like this