#Lunar Config

1 messages · Page 5 of 1

gaunt marsh
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but that helps at least

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i dont have to guess . ..

remote kernel
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oh yeah diversity's dont show up there bc they use their own system

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if you plan to use it

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I dont think they will work with it ever unlike the dawnlib stuff which is soon

gaunt marsh
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i would, truly i would, but diversity still lags a ton on map gen so i cannot

remote kernel
gaunt marsh
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Did they add a config to disable the extra dungeon

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cause i think that was why it lagged so hard on map gen

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(or took longer, idk which one it is)

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awhghh light eater isn't updated to 73 im gonna throw a milk carton

remote kernel
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performance and stuff should be better now

gaunt marsh
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I already have, and the bracken thing being off didn't help either

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if i use diveristy moon loading times are just really long, seems to not matter what i disable from it

remote kernel
gaunt marsh
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except walker, i think it stopped taking so long when i disabled that

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btw do moons/interiors need to use LLLU as a dependency to work?

remote kernel
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stuff is mostly fine

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its mostly edge cases for mods not working

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as off now

gaunt marsh
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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

ornate harbor
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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

gaunt marsh
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prob will lose some but hopefuly not too many

raven edge
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i'm pre sure you do want lllu yeah

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Unless the moon had networked code it was using outside of like. jll or whatever it should work

remote kernel
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and keep in mind the ones that did that is like

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4

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so moons and interiors are fine

remote kernel
gaunt marsh
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jesus

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modpack on its way to take 5m to load . . .

remote kernel
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shits fine man the v73 panic was only short term

remote kernel
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1 1/2

gaunt marsh
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ones i liked, i should say

remote kernel
gaunt marsh
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it is what it is

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well that's just what i know is broken

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i dunno what else is (except lethalconstellations god why)

remote kernel
remote kernel
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I use it

gaunt marsh
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i thought it was still busted cause no updates

gaunt marsh
remote kernel
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v73 is not a total nuke lol

gaunt marsh
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so the openlib update patched it?

remote kernel
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it was for a bit but stugg

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has mostly fine

remote kernel
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it has worked

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it didnt break

gaunt marsh
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well that's confusing cause i saw people saying it didnt

remote kernel
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openlib was updated for v73 a bit back and new patch was some perfromance fixes

gaunt marsh
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uuauauuauhghgghghgh

remote kernel
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if it was my pack would not be at 260 mods lol

gaunt marsh
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there are forked mods i need right

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i remember seeing one

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i think it was lethalelements that got a fork since the original isn't updated?

remote kernel
gaunt marsh
remote kernel
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not needed now

gaunt marsh
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oh

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well i updated everything so now i get to find out if im missing a mod that's dead

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what will it be ? crash ? black fog of death softlock ? juan ?

remote kernel
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spam in logs

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releating to networking

gaunt marsh
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title loaded ... now to load a save . . ..

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oh, huh. so constellations does work...

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i was supposed to ask like one last thing and my brain just decided to shut off so that's like wicked

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oh my brain turned back on

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but probably not the question for here so to help i go

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what are the odds that this message i added popped up when the game fails to load the moon

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hilarious timing

gaunt marsh
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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

remote kernel
gaunt marsh
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Both. ........ ...

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Can scrap scp but I really don't wanna remove sdm

remote kernel
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its been reported

gaunt marsh
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Could I just disable them? Or will lunar still try to detect it

remote kernel
gaunt marsh
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So no choice but to disable sdm itself?

remote kernel
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not lunars fault here its just some jank from the og mod

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if im correct

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maybe you could generate it without SDM then try enabling it?

gaunt marsh
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This is gonna be a nightmare to figure out why all the others didn't work...

remote kernel
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but I dont think that would work

remote kernel
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by causing an issue

gaunt marsh
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Does sdm mess with map objects?

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Idrk

remote kernel
gaunt marsh
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Ufgg

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I'll just disable it then try again

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Hopefully the dawnlib ipdate comes out soon

remote kernel
gaunt marsh
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I'm going to explode

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My goodness, I just cannot remember things

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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)

ornate harbor
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No clue

gaunt marsh
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I'll just put them on Experimentation or smth to see if it does. But if not it's probably not a LC issue

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...when dawnlib updates

gaunt marsh
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The explosion commences

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I will check

gaunt marsh
modern vector
gaunt marsh
modern vector
gaunt marsh
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yeah I've just given up hope on diversity ever since lol

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ik it got ported to v73 but the issue persists

sage spear
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Why are my indoor entities spawning so late?

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Experimentation has a similar curve, yet it spawns entities much earlier

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For reference, here is Experimentation's indoor spawns

remote kernel
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not accurate at alll

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from what I hear

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tho could have been fixed

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idk

gaunt marsh
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speaking of enemies, how do these curves work? trying to get them to function but it tells me this for some reason

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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?

remote kernel
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at least for curves on moons

gaunt marsh
remote kernel
gaunt marsh
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the info box even says "keyframes are x,y" which is the same deal as LQ

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like i said, first value is the time, second is the amount to spawn. That's how it should be working from my understanding

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unless for some odd reason they're swapped and it's y,x

gaunt marsh
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well, then i don't know what's wrong

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this is about the same deal as my curves

remote kernel
gaunt marsh
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yes, the first timer is 0,-4

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(4 cause i have deadline set to 4 days)

remote kernel
gaunt marsh
remote kernel
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not factoring in deadline

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crafty will def expain it better know bc I barely touch it

gaunt marsh
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I am aware of that

remote kernel
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cause id rather just organize my moons by their existing curves

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hah

gaunt marsh
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honestly, it's more annoying that the errors are useless to normal players so we just kinda wanna go ask about it

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like sure min/max wrong but what. show me

remote kernel
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thats 90% of errors

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most are useless to a normal player

gaunt marsh
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i guess mojang actually did something cool with their own logs then cause it usually tells me exactly what went wrong

remote kernel
gaunt marsh
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when I look at any LC errors i only know like, the issue in question but not what the issue is

gaunt marsh
remote kernel
remote kernel
gaunt marsh
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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

gaunt marsh
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uhh anyways

remote kernel
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maybe post some of your more drastically changed curves

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maybe ill make an issue

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more obvious

gaunt marsh
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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

gaunt marsh
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Heheh. I still haven't fixed it :) I'm suffering

left marten
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was told to come here instead of using centralconfig

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will try it out ... as long as it can do everything that centralconfig can do im happy

plush wasp
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I think only thing it cant right now is dungeon injection

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So multipliers for interiors

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Everything else should be in there

remote kernel
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more accuratly

plush wasp
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Hmmm

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Hi

ornate harbor
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Also doesn't work with DawnLib content for now, but I don't even know if Central can do that either

remote kernel
hasty hull
remote kernel
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randomly injecting shotgun shells as loot on all moons once

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idk how

hasty hull
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I never used the injection settings so I cannot comment on that

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The developer has been accused of AI-generating the mod’s code, which I think explains a fair bit

remote kernel
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it just happened 😭

hasty hull
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Ah

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Then yes definitely try this mod

remote kernel
hasty hull
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Very good

left marten
left marten
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@remote kernel umm is something wrong with this

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it feels like all the scrap values are higher than they normally are

remote kernel
# left marten

yeah its how zeekers stores values its weird lemme explain

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most of the time its multiplied by 0.4x

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of the set value

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dont ask me why its like that

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I have not clue

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in fact its technically times 0.4 then +1 for some reason if I remember right

left marten
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is there any way i can reflect that change or do i just have to manually calculate that

remote kernel
left marten
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well it seems the wiki si accurate enough anywas

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i was just using the wiki scrap values

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except for the train because thats just missing

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this is very cool thoguh :0 much more options

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and i see how the weatherregistery thing works too

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ok this shit is pissing me off

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@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

remote kernel
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could set up sheet code to at least do the calculations

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so you can just input the raw values

left marten
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are you sure its + 1 as well @remote kernel

remote kernel
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I remember something like that when trying to make scrap

left marten
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i think its juuust 0.4

ornate harbor
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Never heard about the +1 but I wouldn't be surprised tbh

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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

left marten
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also can you tell me how the curving works? like what do all the numbers/symbols mean

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it'd especially be useful for tweaking traps and stuff

ornate harbor
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Thoughts on entries named like this:

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Someone wanted it neater than just the lethal_company:bell

modern vector
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Works for me

plush wasp
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amazing

left marten
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i mean it is nice to have the distinction for different mods

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but if its just for scrap its fine ig

plush wasp
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i think its for everything

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not just scrap

modern vector
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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

left marten
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yeah i suppose

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does anyone know how the curving works 😭

modern vector
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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

left marten
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ah...

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how long would thatb e

ornate harbor
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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
modern vector
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Got ya 👍

left marten
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guess i aint touching either of those until hte update hten

left marten
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?

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but if its gonna be changed anyways i guess theres no point

ornate harbor
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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 (;)

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x,y ; x,y

left marten
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but then how does the actual curve part work :0

modern vector
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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

left marten
ornate harbor
left marten
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does it not ?? curve

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is it literally just linear

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from each poitn to the next

ornate harbor
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If it's only two points it will be linear

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More will make it actually curve

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Try clicking on the graph to add more points in what I sent

left marten
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damn this website is finnicky to use

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alright i get it now

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do i just not use curves untli the next update then? whats even in hte next update

ornate harbor
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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
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You can mess with traps, but you'll just have to bring them over manually next update

left marten
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okay then

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thankies

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how come dungeon stuff wont carry over?

ornate harbor
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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

left marten
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touche :0

sturdy ledge
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

ornate harbor
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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)

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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

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Or I could do some workaround

left marten
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GHOST REACTION I FUCKING SAW THAT!!!!

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30 YEARS IN THE PITS OF HELL

plush wasp
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Who was it!!!

left marten
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its so dumb that discord notifies you for reactions now

plush wasp
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We gotta kill them!!

plush wasp
left marten
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yes

plush wasp
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Did it notify you?

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Im gonna assume not

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Hehe

left marten
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yes it did

plush wasp
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Grrrr

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Do it to me!!!

ornate harbor
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Due to them working differently on DawnLib

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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

crisp apex
ornate harbor
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Thanks to all of you for your patience and support!

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Before even updating the mod, read the README about porting!!!

remote kernel
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tbh ill prob do fresh as all my important stuff is saved in a google doc

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awesome work

ornate harbor
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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??????
remote kernel
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finally I can get rid of l thing's toy hammer

ornate harbor
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I'm honestly not sure how to do it so I hope I can figure it out

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I mean keywords, you can unregister toy hammer in the current release :D

remote kernel
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since some mods dont have store configs or have broken ones

ornate harbor
# ornate harbor

Also HUGE thank you to @mossy tide for tolerating soooo many questions, would not be here without them!

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(There will be many more to come Xu, don't think you're free yet)

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Well it's the middle of the night for me

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Goodbye

hasty hull
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Gonna be some issues sure but it is all in the name of progress

plush wasp
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crafty you are so cool omg

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really proud of you

plush wasp
remote kernel
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stinkyyyyyyyyyyyyyyyyyyyyyyyy

plush wasp
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its 2 am and and

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i havent slept like at all since thursday

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im dying

errant bolt
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You must get a healthy sleep...

plush wasp
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yes but i cant

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i had to wake up early all of this days

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and tomorrow is no exception :c

errant bolt
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best of luck mr cheesee.... stay safe

plush wasp
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Ty mr hat you be safe too

modern vector
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Wtf is this from?

modern vector
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Ah I see, it's a defaulted false setting you gotta toggle on

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lol

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Under Enabled Item Settings

sage spear
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And the facility being a colorful static version of the Factory

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Y’all know what we’re talking about right?

mossy tide
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Technically it'd be called "TestAllEnemies" but I just named it Test

jolly badger
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LunarConfig is detecting even the walker lol

hardy glen
# ornate harbor

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 ^-^

hollow void
# ornate harbor

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

ornate harbor
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The bugs are fixed, feature requests aren't tho

ornate harbor
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Specifically issue 6 and 7, technically issue 1 too because I just deleted the readme :3 (I'll fix it sometime)

hollow void
primal linden
sage spear
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Btw are our configs supposed to be.. reset

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Please tell us that we don't have to copy and paste all our settings over 😭

hollow void
ornate harbor
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It has instructions on porting things

ornate harbor
sage spear
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Oh ok ty

ornate harbor
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The readme is also the thunderstore page so that's probably nicer to look at

ornate harbor
ornate harbor
modern vector
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Ye they error

sage spear
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Ever since 0.2.0, moons do not display custom descriptions given to them, and you get softlocked when trying to land

mental chasm
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[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
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full log

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019b1f16-800c-1a39-00b5-824546d7ca3f

fringe yew
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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

hasty hull
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Yeah that means none will spawn

fringe yew
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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

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every modded hazard seems to be set to that

ornate harbor
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I don't know why it doesn't work

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I noticed that

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They work if you set them yourself

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But for some reason they're all 0 curves when I try and get them

tribal hazel
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Just so you know, there seems to be a bug where you're unable to change the prices for items and moons

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I forgot to mention, I set the configuration for Cosmocos and the jetpack to true

gaunt marsh
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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

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been trying to figure this out for far too long this is just stupid

ornate harbor
ornate harbor
ornate harbor
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It actually looks maybe something related to min max scrap values

gaunt marsh
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the error doesn't really elaborate on much so idk what the issue is

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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

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(enemies kept spawning on hours i didnt want them to so i added each hour there to try and prevent that)

sage spear
ornate harbor
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I did but I can't look at the log right now

ornate harbor
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Also is this error when you try and land?

gaunt marsh
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oh and interior power to 20

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uhhh hold on

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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?)

ornate harbor
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I'll need to look at roundmanagers code, which I also can't do now so I'll look into it later

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It looks fine though

gaunt marsh
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ok

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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)

tribal hazel
mental chasm
sage spear
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Will you perhaps look into our log soon

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Because we kinda

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can't work on our modpack rn due to this issue

ornate harbor
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Because they backport wrong

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I think that's what's messing you up

sage spear
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How do I go about that?

ornate harbor
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Do you use gale

sage spear
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Yuh

ornate harbor
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There should be a refresh icon next to the entry or something

sage spear
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Yea that fixed it, ty!

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Though, new issue

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A moon's custom description will display normally at first

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But the popup will not be changed

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And if you reset, the custom description as a whole reverts back to its vanilla state

remote kernel
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how do the moon tags work now?

fringe yew
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unless im just doing something wrong cuz i assume lunar config doesnt just break all hazards from every mod for everyone

ornate harbor
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They work, with LunarConfig, it just for some reason grabs the curve as 0

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I really don't know how to fix it

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It's probably something DawnLib would need to change

mossy tide
sage spear
#

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

ornate harbor
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I'm sorry just a bit tired from working on the release still

sage spear
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It's all good, just making sure u did see it :d

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Take ur time

ornate harbor
ornate harbor
# sage spear Take ur time

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

sage spear
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It's coming from here

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Is all that's logging necessary? Would you like me to get a cleaner log or smthn

ornate harbor
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Nah it's fine

sage spear
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Alr

ornate harbor
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It's still just an odd issue, does everything else work ?

sage spear
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Yuh

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Everything else about the affected moons work

ornate harbor
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Weird

mossy tide
mossy tide
primal linden
inland swift
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Quick question: Why is the max count of the butler bees set to 1 by default?

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Does the method in which they spawn override the max cap?

digital quarry
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bubler bees dont count towards any cap i think

inland swift
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I see

hollow void
hollow void
hasty hull
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You can just set it to be the same as Butlers themselves (7 in vanilla) to avoid any weirdness

ornate harbor
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I believe max count is only relevant in normal spawning conditions

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Which butler bees don't do

hasty hull
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True

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Although some modded moons do directly spawn them in

meager whale
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I believe it doesn't normally let you do that in LLL and you gotta find some other way to do it

hasty hull
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I bet some JLL moons use a script for it

ornate harbor
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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?

dim cargo
#

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?

ornate harbor
#

Could you show a screenshot of your config file

dim cargo
dim cargo
#

here another

ornate harbor
#

Did you use this mod before v0.2.0, and actually configure things and such?

ornate harbor
#

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

ornate harbor
#

Anything with an LLL, LL, CRLib, Vanilla, etc. prefix is a pre v0.2.0 entry

#

So don't use those

dim cargo
ornate harbor
#

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/

mental chasm
#

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
ornate harbor
#

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

narrow harness
#

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 ^^

lament turret
#

those are the internal names

#

you can change the aliases they use though

narrow harness
#

Do you know where i can change that?

#

Or is just just Facility:XXX again?

#

I found it, but thanks for the information!

weary edge
#

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.

ornate harbor
weary edge
#

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.

ornate harbor
#

Hm I don't mess with weather after the DawnLib update

#

I didn't before but I did have some unused code

weary edge
#

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?

mossy tide
#

this is vanilla

weary edge
#

alr

#

I haven't sent a log before, how do I do that?

#

nvm

ornate harbor
hollow void
#

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.

errant bolt
#

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

hollow void
ornate harbor
#

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

mossy tide
#

only works in non LLL moons on paco's request :p

jade tendon
#

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.

gloomy trellis
#

if so, other spawns override Lunar so you may need to disable them in the enemies respective config

jade tendon
jade tendon
gloomy trellis
weary edge
# ornate harbor Did you figure it out?

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.

weary edge
split trench
hollow void
mossy tide
#

oh sorry, meant interiors

#

lol

hollow void
#

Cuz otherwise that would be pretty jank
Depending on whether its an LLL moon or not would affect the interior size

#

ah i see

mossy tide
#

technically the moons do be deciding the interior's size but the clamping is interior based

hollow void
mossy tide
#

yep, LLLU should be updating sometime soon to add their own clamping

hollow void
#

Ah

mossy tide
#

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

hollow void
#

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

mossy tide
#

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

weary edge
weary edge
#

Might just revert versions for now

weary edge
remote kernel
#

@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?

gloomy trellis
#

Damn I just thought some mooner came up with the cool idea to add fallen trees as a map object

hollow void
hollow void
#

I'm aware
I was just saying thats why i didnt take note of it when it happened

hollow void
# hollow void I just had a similar experience, and here is how i solved it (from what i can te...

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

remote kernel
#

@ornate harbor ?

#

just wondering if you saw what I sent

ornate harbor
#

I've had a lot of stuff to do so sorry for neglecting this

ornate harbor
#

Or do you mean post-DawnLib

remote kernel
#

Post Dawn

#

idk if it happened before on post dawn

#

since I didnt play on it before the hotfix

ornate harbor
#

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

ornate harbor
# remote kernel then I enable a few my performance mods and they seems to spawn sideways

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?

mossy tide
#

what rotation are they offset by specifically

#

i.e. 90 degrees in the x etc

ornate harbor
#

How would I check?

mossy tide
gloomy trellis
gaunt marsh
#

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?

gaunt marsh
#

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

hardy glen
#

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 ^-^

torpid urchin
#

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

jade tendon
#

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.

remote kernel
#

Its an unused vanilla thing

#

Zeek never made it actually used anywhere

#

Even if the value is set

torpid urchin
#

how i can change the number of scrap on a moon ?

remote kernel
torpid urchin
#

so the number of scrap is based on the quota ?

remote kernel
#

I dont remember exactly what determines it

torpid urchin
#

thanks for your answer

mossy tide
mossy tide
jade tendon
digital quarry
errant bolt
#

Yeah i use it too

remote kernel
#

To check if the setting is working use a mod that makes the scan tell you the exact item ammount

remote kernel
#

Which IS unused

mossy tide
#

The vanilla scan does give exact amount :p

remote kernel
remote kernel
#

Terminal formatter or buttery have morr exact lists

mossy tide
#

Yeah, like I said, vanilla's scan works fine, no need for a mod if there even is one

#

:p

remote kernel
#

Sorry I just woke up

remote kernel
#

and them spawning at all is really incosistant

ornate harbor
#

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.

mossy tide
plush wasp
#

then when you feel ready you can come back!

mossy tide
#

gotta turn this to true

hardy glen
hasty hull
#

Take your time Crafty, Merry Christmas!

meager whale
#

Merry Christmas Crrrafty!! Take your time with things and relax, tis the season of giving, so give yourself a break :D

gloomy trellis
#

Man I love LunarConfig

#

really convenient config mod

plush wasp
#

Man i love LunarConfig

ornate harbor
#

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

mossy tide
#

i wouldnt have touched anything last update to do it

ornate harbor
#

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?

mossy tide
#

hmm

#

giving an inside info makes the outside ones gain +90 in x-rotation? that's so odd

ornate harbor
#

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

mossy tide
#

okay then that is a me problem i can look into

mossy tide
#

i believe i see the problem

#

@ornate harbor imma send you a build to try

ornate harbor
#

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!

mossy tide
#

it's based on how vanilla does it iirc

#

uploaded the fix as well btw

ornate harbor
#

(I updated)

#

Will update again probably as I just depended on the old version of Dawn :p

ornate harbor
ornate harbor
#

Well good news friends, map objects should probably work!

ornate harbor
plush wasp
#

Then we gotta praise more!!!!

#

Hehehe

ornate harbor
#

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

jade tendon
#

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..

ornate harbor
ornate harbor
#

That might also work

#

Actually nevermind, yeah that might still override Lunar

jade tendon
#

-1 is an option but idk if that would work

ornate harbor
#

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

primal linden
#

Any news with "disabling" the loading of items?
No pressure at all, just want to know if there are any progress :]

ornate harbor
#

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

mossy tide
#

It's not possible

primal linden
#

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

mossy tide
#

Yes it'd be best to ask wesley

digital quarry
#

what does it mean with zeekkers math

mossy tide
#

Minimum value of a scrap is internally 0.4 * amountTypedIn

#

Same with max Value

digital quarry
#

so thats why my gold bard were '400-640' or something like that

ornate harbor
#

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

digital quarry
#

why did zeekkerss even

#

do that

ornate harbor
#

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

digital quarry
#

the weight represents how inconsistent item immersion is

torpid urchin
vital marlin
#

It seems like adjusting routing price for moons not working. Is it wip?

ornate harbor
ornate harbor
torpid urchin
ornate harbor
#

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?

torpid urchin
torpid urchin
#

and other of generic moons like submersion

ornate harbor
#

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?

torpid urchin
torpid urchin
#

sometime we have 6 or 7 scraps

#

and more often just 10 or 11

plush wasp
vital marlin
#

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

ornate harbor
#

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")); }

mossy tide
#

ill take a look, it looks like it almost works since the route cost changes but i must've missed editing a node

desert pivot
#

Minor bug but this mod seems to cause vow to undergo mitosis for some reason.

modern vector
#

Hmmmm actually @tardy oriole I wonder if this is also why MoonsPlus was breaking

modern vector
desert pivot
#

i did

modern vector
#

cus it could be smth with one of DawnLib's recent updates

#

Got ya

desert pivot
#

it's normal with it off

modern vector
#

@ornate harbor Hope it's easy to fix bud

thin folio
#

hope its very hard to fix

desert pivot
#

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.

mossy tide
#

Hope its

thin folio
#

hope.

modern vector
# desert pivot it's normal with it off

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

desert pivot
#

yeah dawnlib is pretty volatile so I was actually surprised it wasn't the cause this time

thin folio
#

i heard xu is also volatile

mossy tide
#

taunting at this point lmao

modern vector
desert pivot
#

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

modern vector
#

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

desert pivot
#

oh wait actually

#

does the devil mansion still have problems with lunar?

modern vector
#

Only the Enemies can't be registered

#

cus Raphtalia doesn't have any curves

mossy tide
#

wow

#

@north bolt don't listen to lunxara, you have teh greatest curves im sure

modern vector
#

lmao

desert pivot
#

so it shouldn't have the random seed screen of doom anymore?

modern vector
#

Lunar just ignores the enemies now and doesn't register them

mossy tide
ornate harbor
desert pivot
modern vector
#

Wtf is in this profile?

#

lol

#

Matty's profile visualizer can't fetch it

#

Concerning as hell

desert pivot
modern vector
#

Ah odd

desert pivot
#

a few hundred other things

modern vector
#

☠️

desert pivot
#

or well only 1 hundred

#

but it's mostly weather and interiors

raven edge
#

I've never seen that before

modern vector
#

Yeah same

desert pivot
#

WHAT DID I DO?

#

it worked like

modern vector
#

sus profile Sus

desert pivot
#

a few months ago

raven edge
#

It lets me look at the modlist fine if I put the code into gale at least

desert pivot
#

and i haven't added that much

raven edge
#

even if i don't download it

raven edge
#

profile name isn't mildly sus at all

modern vector
#

XD

desert pivot
#

I should note at first I maintained and did not create it

#

and have not bothered changing the name lol

raven edge
#

lmao fair enough

desert pivot
#

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

raven edge
#

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

desert pivot
raven edge
#

Doubt

#

Rate limits are usually a thing of

#

oh you're trying to do thing too much, stop or you'll crash the server

desert pivot
#

I'm cursed

raven edge
#

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

desert pivot
#

it's just minor stuff like planet hiding only working for some planets (which is a known issue) and vow mitosis

raven edge
#

I feel like I've seen issues with moon mitosis before but I wouldn't know what'd cause it

ornate harbor
#

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

raven edge
#

Yeah, that's likely

desert pivot
#

cause double vow wasn't a thing until i did that and the mod updated

#

couldn't tell what one it was

raven edge
#

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

ornate harbor
#

Are you messing with the visibility?

desert pivot
#

when i ported the configs i had to unlock some modded ones

ornate harbor
plush wasp
#

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

ornate harbor
#

What have you done

desert pivot
#

I DON'T KNOW

#

i can make a duplicate without the black mesa moon soon

#

and send that code

plush wasp
#

Your pack is haunted

ornate harbor
#

Hold on my disk might have just been too full

#

I cleared my unused mod cache on gale and it deleted like 23gb 💀

desert pivot
#

oh

ornate harbor
#

I'm trying again now

desert pivot
#

I feel like a primitive human for still using r2

#

but at least it isn't thunderstore

ornate harbor
#

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

desert pivot
#

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

ornate harbor
#

Yeah it worked disk just too full

modern vector
# ornate harbor 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

ornate harbor
#

Not unless something that happened in the DawnLib update would have stopped this from working
purchaseInfo.PurchasePredicate = new ConstantTerminalPredicate(TerminalPurchaseResult.Hidden().SetFailure(true));

modern vector
#

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?

ornate harbor
# desert pivot Minor bug but this mod seems to cause vow to undergo mitosis for some reason.

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?

ornate harbor
#

Someone do correct me if this is not how End works

desert pivot
#

so no idea why it would show up

ornate harbor
#

I did see that but I might just be doing it very wrong since visibility is still broken

desert pivot
#

weird that it's (maybe) only a me problem then

ornate harbor
#

Ok I was right but had the wrong moon

#

Don't try touching test

mossy tide
#

LOL

#

that's a zeekerss test moon as well, never realised it had vow in its name and stuff

desert pivot
#

WHEN DID I CHANGE TEST??

mossy tide
desert pivot
#

i think i may have been on auto pilot while changing stuff dude

modern vector
mossy tide
#

idk, maybe

#

you'd have to test with the old version of openlib

modern vector
#

Yeah, for now I just set the items blacklisted to be super expensive

ornate harbor
#

There is no cost too great for toy hammer

sage spear
#

Custom moon descriptions still do not function properly

#

You're also unable to land on Vow now for some reason

ornate harbor
#

Do you have configure content on for Test by any chance?

sage spear
#

You also can't change the descriptions of custom entities (We're trying to edit the bestiary of the Shisha)

ornate harbor
#

Or just don't work at all

sage spear
#

They pop on up on the monitor upon initial orbit, but reset upon landing, save scumming, and/or switching moons

ornate harbor
#

What are the two different packs?

sage spear
#

They're the same pack

#

I just accidentally reinput the code for it out of habit

ornate harbor
#

Do you have any ideas on anything that might touch moon descriptions?

#

In your pack

sage spear
#

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

ornate harbor
#

It works disabling orbits

sage spear
#

As expected...

ornate harbor
# sage spear As expected...

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)

sage spear
#

Oh shit, fr?

ornate harbor
#

Also if you do upload it you should change crafty to whatever you are on thunderstore

sage spear
#

Change what now?

#

Oh

#

Alr

ornate harbor
#

In the zip name

sage spear
#

Ty

ornate harbor
sage spear
#

Yes

ornate harbor
#

Weird

sage spear
#

The entity doesn't have any abnormal dependencies either

#

Just BepInEX and LethalLib

ornate harbor
#

Hm, I'll look into that later

sage spear
#

Ojay !

ornate harbor
#

Could I have waited? Probably

#

Sorry for anyone actively working on a pack having to update like every 8 hours

sage spear
sage spear
ornate harbor
#

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?

sage spear
#

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

mossy tide
#

rebalanced moons replaces the scene, doesn't add an entry, so it should be fine

weary edge
mossy tide
#

uhh, send logs?

#

people have definitely been able to land on custom interiors

ornate harbor
# sage spear But fuck if we know, we don't know if the issue lies in the scene

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

weary edge
#

I will when I get home. I was reading up on the updates to see if it was fixed

mossy tide
sage spear
#

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

ornate harbor
#

Maybe just turn off the other scenes on Vow for now

mossy tide
#

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

sage spear
#

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

mossy tide
#

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

sage spear
#

Alr

ornate harbor
#

Yeah I can't do anything for this really so :p

sage spear
#

Yeah, it's MI Vow

#

Disabling MI doesn't replicate the issue; you no longer softlocked on the seed screen

#

@mossy tide

mossy tide
#

okay, ill likely do a patch to account for something like that later tonight then

sage spear
#

Sweet, ty

weary edge
#

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.

mossy tide
weary edge
#

Okay.

ornate harbor
#

Zeta spoke earlier about an issue like this related to dungeon clamping

#

But I really don't know much else

mossy tide
#

well, it seems like LethalLib is erroring, not too sure why but your mapobjects arent happy with you

weary edge
#

LethalLib? That's odd

#

How come it functions when dawnlib isn't active, then? That's what I'm confused about.

mossy tide
#

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

weary edge
#

Alright, sure thing.

#

019b687a-5fa8-4f4b-b2cd-de4e7b80f2fb

hollow void
#

For me, any value other than that causes the same issue

modern vector
hollow void
#

It still crashes even when that side of the config is disabled

#

The value must be changed

jade tendon
#

for some reason with this mod enabled the code rebirth hazards dont spawn nor does oxyde ship

ornate harbor
#

Or disable configuring curves

weary edge
ornate harbor
# weary edge 019b687a-5fa8-4f4b-b2cd-de4e7b80f2fb

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

weary edge
ornate harbor
#

It's not your fault, and a few people have had issues with this

#

I'm just finally getting around to looking at everything

mossy tide
ornate harbor
#

I only tried exp

weary edge
# ornate harbor I only tried exp

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.

remote kernel
#

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

remote kernel
#

also how does inputing new tags work now?

#

does it have to be in the format of the other ones

ornate harbor
#

So yeah you'll need to do them manually

ornate harbor
#

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

remote kernel
remote kernel
#

Ok weird had a moon spawn an interior I didnt set to spawn

#

I have Content config on

remote kernel
#

it seems my interior pools just arent applying at all

#

flat out

#

guess ill be on Lethal break for a little longer haha

remote kernel
#

everything gets marked as unviable

ornate harbor
#

Could you send a full log?

remote kernel
remote kernel
#

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

ornate harbor
#

Yeah you'd have to do that

remote kernel
#

I wanna add an oldread tag from wes to another moon so would it be like this