#Lunar Config

1 messages Β· Page 6 of 1

remote kernel
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"dawn_lib:is_external, beaniebesmod:custom, beaniebesmod:oldred"

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or

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"dawn_lib:is_external, beaniebesmod:custom, magicwesleysmod:oldred"

ornate harbor
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I think as long as it has 'oldred' most mods that read them don't care, but I'd go with whatever it looks like on oldred (so probably Wesleys one)

mossy tide
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oh god, don't give people the ability to remove the is_external tag πŸ’€

ornate harbor
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I just take the tags before I add lunar config tag since I don't want them removing that, otherwise they are free to be as 'silly' as they want :3

remote kernel
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about editing tags

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also enjoy your holiday

ornate harbor
remote kernel
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Yo I think I found ur issue

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"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"

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same thing was happening to me sometimes when trying to fix another issue

weary edge
remote kernel
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since I had them saved

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either do that or make sure you use the 2.0 aliases instead

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essentially I think what happened is 2.0 changed how it detects aliases

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bc they werent the same when I checked

weary edge
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So did you enable configure content on each interior and add the old alias back or did you just add the old aliases to the LethalConfigMoons "Possible interiors" section?

remote kernel
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since I didnt wanna redo my template

weary edge
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I tried that and it didn't fix the issue

remote kernel
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actually where did you get the aliases from

weary edge
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I initially thought it was due to that so I went in and checked "configure content" for each interior and added the old alias. Didn't do anything

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pre 2.0

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I have an excel sheet with the old ones

remote kernel
remote kernel
weary edge
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I just added the old ones, didn't replace the new ones

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Should I try that?

remote kernel
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since you turned it off before

weary edge
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So replace the new ones?

remote kernel
weary edge
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Alright. I'll see if that does anything.

ornate harbor
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You should only have to do that if in your "Possible Interiors" you have like "Facility:100...", if yours looks like "Level1Flow:100..." right now then you should be fine

weary edge
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Thought I'd at least try it

mossy tide
ornate harbor
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I might not let anyone change any 'dawnlib' tags but I don't know if there are some tags people would like to change

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Idk what all dawnlib's tags encompass :p

mossy tide
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dawn_lib:is_external should not be changeable

ornate harbor
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I know but are there any other dawn_lib tags... at all?

mossy tide
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i dont think so

earnest raptor
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is it still possible to import centralconfig files to LunarConfig?

ornate harbor
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I'm afraid not sadly :(

earnest raptor
plush wasp
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Newest update made it impossible

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You were able to do it before i thinl

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But with dawnlib update its not possible anymore iirc

earnest raptor
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is it possible to downgrade then do some funky porting with older versions?

ornate harbor
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Well a couple reasons, first I changed when I do most of what I do to a time that's even more inconvenient for getting Central's stuff. Secondly, less of the settings would actually port (and I technically didn't test it so it's possible it just wouldn't work at all).

ornate harbor
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But you would still lose like 1/3 of the settings

earnest raptor
ornate harbor
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Which interior settings?

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Like interior selections for moons?

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If so, yes but you'll need to add the old aliases back

remote kernel
ornate harbor
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The latter

remote kernel
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not even an alias thing

earnest raptor
remote kernel
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id need a redo

remote kernel
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even on pre 2.0 dawn

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their formats are completely different

ornate harbor
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I'm pretty sure it worked pre 0.2.0

remote kernel
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but I dont think id work with interiors if it did it per interior in CC

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and not per moon

gaunt marsh
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I'm ngl it feels like no enemy related configs are working

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tried changing aliases now that it's possible and it looks like it's just spawning the moon's defaults cause i got an enemy that isn't in the list. Also spawn curves are still busted

earnest raptor
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I'm trying to get harbringer to have only rubber rooms

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and it just won't work

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could someone help me

remote kernel
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unless you added that

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these 2 are the generated ones

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make sure you check what aliases each interior uses

earnest raptor
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even tho I have Rubber Rooms as the only possible one

remote kernel
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because the value you input was invalid

earnest raptor
remote kernel
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to rubber rooms

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you can do that in dungeon settings

earnest raptor
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didn't work πŸ™

ornate harbor
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Just gotta make sure but:

  • Did you enable configure content on the moon?
  • Are you using any other mods for configuration? (LLL, LQ, CC)
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And does midnight sanctuary have it's own config?

earnest raptor
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i forgot the checkmark on configure content 😭

ornate harbor
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I can't really test a pack or anything right now but I can look at those and see if I can help you out

gaunt marsh
# ornate harbor Could you send the enemy and moon config entries?

I thought about it more and forgot to reply here that I think it might have just been facility meltdown experimental. I don't think that mod can use the interior list with custom aliases, and the wave I got was when I pulled the apparatus. I wish I could say anything more but I can't get spawn curves to work so idk if the aliases work yet

ornate harbor
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The spawn curves for enemies on moons?

gaunt marsh
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Yeah, it's still displaying the "minValue cant be greater than maxValue" error

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Not sure if that was ever fixed

ornate harbor
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Hm, can you send a log of the error?

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You might have before so you can point to that if you remember where it was too

gaunt marsh
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I'll have to get on pc first, somehow this forum ends like 10 messages above. I love mobile discord it works so well

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.

gaunt marsh
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the one i replied . to

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wait why didnt i just copy and paste the image again...

ornate harbor
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Can I also have a code? I won't be able to test it now but I can get to it later

ornate harbor
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Update for me to keep track:

  • Only about 9,874 issues are still left to fix
  • Unlockables is probably what I'm going to do next
  • I'd love to do keywords but that's still a little complex
  • Tags on everything is done, just not in a release because nobody actually needs it (next release it'll be in tho)
  • I fixed the bad zeekers numbers
  • After unlockables I might actually do injection update, a basic version shouldn't be very tough for me to make
  • One of my silly 'More???' ideas is a little ways away but it would be cool
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Also I'm sorry you've had that issue for like 2 weeks geo, I've just been a bit busy, within a few days tho things are gonna be free-er for me

ornate harbor
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@gaunt marsh Are you setting the probability ranges negative or something?

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If so, that would cause this error

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Setting them to 0 should have this not happen

earnest raptor
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Hey, I was wondering if you make it so Code Rebirth Enemies aren't set as like azards

remote kernel
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disable inside and outside curves for mapobjects

earnest raptor
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so once I set this would it just go back to the default settings on code rebirth config?

remote kernel
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you can set them with lunar youd just need to do it per moon

earnest raptor
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i actualy started doing that because it was easier on the crates but then i got super confused when it came time to set the enemies 😭

remote kernel
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lemme see on those

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since this was just traps

remote kernel
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letting the og mod handle it till you set it up yourself

earnest raptor
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okay so

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Enemies were fine

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its just

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a few of code rebirth enemies

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were treated as hazards for whatever reason

remote kernel
earnest raptor
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i was looking at configs then I saw Jimiothy was on there and got confused so I went here

remote kernel
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bc in enemies hes called

earnest raptor
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okay now a question

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WTF IS A KAMIKAZE JIMIOTHY

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😭

remote kernel
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only guess

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maybe something on oxyde

earnest raptor
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welp whatever it is

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my friends would most likely complain

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they have some thing against things that go boom for whatever reason

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be it tourist or boom traps you name it

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I REALLY DON'T KNOW WHY

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anyways thanks for the help

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appreciate it

gaunt marsh
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I wonder if it has to do with the days left thing that modifies enemy spawns

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Tbh idk. This game is coded weirdly

ornate harbor
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Try setting it to 1 and see if it happens?

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Is this like a 100% of the time issue?

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Or does it happen on and off?

mossy tide
ornate harbor
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Unlockables yay!

remote kernel
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if this is already a thing or if you could add it

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a option for them to be saved after you fail a quota

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if using the same save file

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like being able to set it per piece

ornate harbor
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I don't know if I can do that much

remote kernel
ornate harbor
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There's only something that lets you have it from the start of the game

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And that has it's terms (see the note)

hasty hull
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We can finally change shop upgrades

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Peak

gaunt marsh
gaunt marsh
# ornate harbor Try setting it to 1 and see if it happens?

It appears turning spawn probability to 1 stopped the error from happening, enemies have spawned on (most) of the waves but the error didn't show up for the waves that spawned nothing. Probably just the range setting it to 0 enemies since I'm testing a moon with low spawn counts (Or that I'm on day 2/4 for quota.). So I guess it might have been the probability this whole time? At least from what I can tell.

Not sure if just bad luck but no day enemies spawned, I might have to try a couple more times. Already checked the list to make sure there's no typos and it's fine so, not sure why none spawned yet

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yeah idk why but day list isn't working, night and interior do though

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unless it's ignoring the instant 5 spawn the moment you land on the moon, and the only other one (2) just gets set to 0 cause of prob range

gaunt marsh
stable carbon
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was something changed how locked moons behave with this mod?

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i use the setting of this mod to unlock all locked moons, but for some reason it does not work anymore

ornate harbor
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It was changed, but it should still work for that

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Are you sure you enabled configure content on every moon and that you don't have another mod changing moon visibility?

ornate harbor
mossy tide
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Doesn't work with terminal formatter, mrov said he'll fix it when he gets the chance, I've already sent him the needed code as well

stable carbon
gaunt marsh
warm swallow
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I noticed that with LunarConfig installed, Dawn registered stuff gets all its weight data set to 0 (dashing my dream of infinite Jimothys). Is this a bug or intended?

remote kernel
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Not 100% sure

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Lemme double check

warm swallow
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It happened with my mod as well so I'm guessing its something LC is doing

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(That or my mod also has issues clueless )

remote kernel
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Id disable enemy and trap spawn cfgs for now

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In lunar

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Unless you plan to set them per moon now

warm swallow
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I don't even want to imagine how long it'd take to set all of Code Rebirth's content per moon, lol

remote kernel
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tho for traps im not doing special weights per moon

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I have like 3 templates to use for it

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rare, normal, common

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just use those 3 depending on what moon the trap is on

warm swallow
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Fun

remote kernel
sick wraith
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Just a question: But would it be possible to add the capability to change monster/trap damage levels using this? Mainly just for the reasons of i'd like to make the Nutcraker kick not instant kill and reduce turret damage a bit. Would be nice, since i usually play with low player counts! (=

hollow cedar
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atleast nutcracker kicks are hard coded to just kill and would prob require another mod entirely to be able to change

hasty hull
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Being able to adjust monster and trap damage would be goated

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I get some things are hard-coded to just kill you but most aren’t

hollow cedar
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yea but i think landmine and trap are hard coded

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but turret would be cool to be able to adjust

digital quarry
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landmine has a 50 dmg range

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if youre far enough

hollow cedar
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i do full sprint how did i forgor

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i think it also says 100 damage on imperium so yea actually that prob could be changed

digital quarry
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the vertical hitbox is evil

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but if you run behind a wall it might do less

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and you need momentum

hollow cedar
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if you run behind a wall it doesnt deal damage and if u full sprint you can only take 50 even with nothing nearby

lime lark
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[March - lethal_company:march]

Configure Content = true
Appropriate Aliases = March
Display Name = 61 March
Risk Level = D
Description = POPULATION: Disputed.\nCONDITIONS: Perpetual rainfall. Drainage infrastructure remains inexplicably operational.\nFAUNA: Minimal outdoor presence. Amphibians thrive in high humidity.
Has Time? = true
Can Be Challenge Moon? = true
Time Multiplier = 1
Daytime Probability Range = 4
Daytime Curve = 0,8 ; 0.25,14 ; 0.75,4 ; 1,0
Max Daytime Power = 12
Interior Probability Range = 2
Interior Curve = 0,-1 ; 0.25,2 ; 0.5,5 ; 0.75,5 ; 1.8
Max Interior Power = 9
Outside Curve = 0,0 ; 0.25,0 ; 0.5,2 ; 1,5
Max Outside Power = 4
Min Scrap = 12
Max Scrap = 16
Interior Multiplier = 0.5
Route Price = 0
Is Hidden? = false
Is Locked? = false
Value Multiplier = 1
Amount Multiplier = 1
Tags = dawn_lib:is_external, lethal_level_loader:free, lethal_level_loader:valley, lethal_level_loader:vanilla, lethal_company:forest, lethal_company:temperate, lethal_company:valley, lethal_company:wet
Spawnable Scrap = Metal sheet:1
Spawnable Daytime Enemies = Prototax:8, Leaf boy:6, Coil Crab:2, Puffer:1
Spawnable Interior Enemies = Puffer:15, Blob:5, Aloe:1, BellCrab:2, Urchin:3
Spawnable Outside Enemies = Ogopogo:1, Flowerman:4, Puffer:8, Urchin:2
Possible Interiors = DrainsFlow:1```
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when i land, it appears my curves & enemy weights are ignored

remote kernel
lime lark
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yeah

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i know some appear weird like Leaf boy with a space and all

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but i made sure they are all correct

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  • checked the logs later and found out Urchins is Urchin
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i think theyre fine

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i also went over to disable the ogopogo config's weights since it appeared twice in a row despite having a weight of 1 + appearing at day

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but it also spawned a thumper inside so idk

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am i doing something wrong or is it borked

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the drains flow interior and the description work so its not that the entire file is being ignored

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it could be that i installed the wrong rollinggiants mod and it mightve tried to inject itself and broke every other weight?

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im going to give it another try now that i got the v73 one

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nope, walked out and saw a manticoil

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scrap weights didnt apply either it seems

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ill do something else and wait for idk something before i continue with other moons

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please ping me with any developments before my modpack dev autism dies Pray

errant bolt
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Life of soup can

lime lark
ornate harbor
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Well I'd also like to see your Enabled Moon Settings page in LunarConfigCentral

lime lark
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i am dw

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but i alternate between gale and vs code tabs

lime lark
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im on phone rn so i cant screenshot

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but i could go over to my room if youd like the code

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id say it should be light since its a test profile but im setting up every moon so its got the heaviest parts of the pack in

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my only theory now 2 hours after the fact is some modded enemies break the curves and such

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but i have no clue

ornate harbor
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Might you have any other mod that could be trying to set weight pools?

ornate harbor
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Aside from that I don't have many ideas

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Since these settings work for me

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Could you send a log?

lime lark
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sure, hopped on pc

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logs gonna contain launching the game, routing then landing on march

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then ill turn it off asap so theres not much end clutter

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ill say ive got imperium on, i dont think its the cause but ill mention it

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here you go @ornate harbor

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also feel free to ping me literally any time so i dont miss anything

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i alt tab and do a lot of stuff at once so i dont keep track of chats for very long

ornate harbor
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Erm

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Oddly enough it worked for me

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I landed on March and only the stuff you configured spawned

lime lark
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huh

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fr?

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no manticoils or thumpers?

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what about scrap, is it all metal sheets?

ornate harbor
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Nope

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I'm pretty sure it was just metal sheets but I can check again

lime lark
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this game out to kill me irl

ornate harbor
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I don't know what to tell you

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Maybe reinstall your pack from your code?

lime lark
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dumber stuff has happened before

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ill do that

lime lark
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ok strange

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loaded the code, went in, went to march, nothing worked

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went to the menu, made a new save, the entiies work i think???? but not the scrap

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dev startup might be to blame somehow so ill remove it and test again

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ooooook

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it seems to work

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dev startup and saves messed shit up somehow steamhappy

plush wasp
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what does dev startup do?

mossy tide
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i use em personally all the time

plush wasp
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what how

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omg

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:0

mossy tide
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afaik it doesnt cause any issues, i've been using it since year+ ago

plush wasp
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lucky xu

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skipping the online lan menu is not good, some mods load after clicking that

modern vector
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LC faststartup is actually the recommended Fast Startup mod to pair with LLL

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I've been using GI's but it's not the recommended one

plush wasp
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what about Gi statup

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oh okie

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but devstartup sounds overkill

lime lark
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to clarify

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used this

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my guess is it loaded so fast it mightve missed setting the weights ???

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idk

mossy tide
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not how that works cheese :p

lime lark
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yeah i dont think it waits for the mouse input

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or for the lan/online to be chosen at all

plush wasp
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ok 😭

lime lark
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thatd be dumb

plush wasp
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im getting so gaslighted its crazy

lime lark
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im not gonan use any dev startups now

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i lost way more time than i gained skipping 1 button LOL

lime lark
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it skips the launch mode lan/online

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AND the main menu

mossy tide
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the one im using should be fine, idk what the difference is with notez' one but yeah

lime lark
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and just immedittely throws you into... idk if its like a temp save or if just save file 1

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so my only awesome hypothesis is that it indeed went so fast it forgot to stop by the store and get my fucking weights

plush wasp
# lime lark like fyi cheese

nah yeah i know, no need to explain, is just, everyone in this server has said its a bad idea to skip that screen because some mods need that section to load some thing or smth like that

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but now yall are saying its not

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so

lime lark
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never heard that

plush wasp
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idk i dont care i dont use those mods

lime lark
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i cant test shit

mossy tide
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that was never the problem, the problem was that the mod that did that way back skipped the loading process, mods like dev startup just do the clicks and go let all that load past

lime lark
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always something new 😭

lime lark
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btw @mossy tide i been feeling bad for a year over something stupid you probably never even saw and i gotta say something so i can forget about it 😭

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random ass time but i dont coexist around you often i gotta do it now

mossy tide
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lol

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now i gotta see the context

lime lark
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nothing else

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just code rebirth when janitor was new

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heres apology year after

mossy tide
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lol, it's alright, i dont think rodrigo cares anyway

plush wasp
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:0

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lcmd lore!

lime lark
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yayyyyyy march is done

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its 1 moon out of 30something

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but im happy with it im glad it works

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mainly uses diversity's puffer revamp

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horrid puffer moon

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doesnt look like the moon info command shares the description

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it shows correctly on the screen

clever slate
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hello, i have two mods (Store Tweaks and ItemWeights) that change store prices and LunarConfig seems to overwrite them despite the config set to not even change the prices. Any idea how i can fix this?

ornate harbor
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If Configure Items is false, no code changing, or even getting, prices of items gets run

clever slate
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also it sets everything to vanilla values, not whatever is in the config

ornate harbor
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Oh... I know what's happening and that's an issue I wasn't even thinking about

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What do you need Lunar for?

clever slate
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I wanted to change total scrap amount for some modded moons but then I also changed luck value of the signal translator. so I had moons, unlockables and central, all other categories were turned off and deleted

ornate harbor
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It's a really long explanation why this works the way it does, but going into Enabled Moon Settings and turning off Spawnable Scrap will fix your issue, as I don't think you need that setting.

ornate harbor
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I'll give an explanation anyway:

So LunarConfig does what it does through DawnLib, there when you configure something about anything, Lunar gives it a special tag that makes Dawn set the values configured. Anything that you enable Configure Content in the items will give it that tag, however, for me to be able to modify scrap lists the way I do, I need to give EVERY item that tag. Meaning that Dawn will set the values that are configured (which are none but the scrap weights) for every item.

This can arise several ways but the effect is always getting some vanilla values peeping through.

I'll probably talk to Xu about this, and see if we can do something about it on DawnLib's side.

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i.e. Having Spawnable Scrap enabled makes Lunar give every item that tag, meaning that their basic costs are being set and enforced by Dawn

clever slate
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very interesting

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am I the first to experience this issue?

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or at least ask about it?

ornate harbor
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Yeah, it's something I never really considered, it's usually only an issue if you're trying to combine multiple configuration mods, since the vanilla values being set isn't really a problem otherwise

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There's another issue I think that could be drawn to this too

hasty hull
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Speaking of ItemWeights, could Lunar be updated to allow us to change the price of the Cruiser? If this gets added then I can finally completely get rid of ItemWeights

clever slate
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oh wait, if lunarconfig can change item weight (as in pounds) and change store prices, this means I can remove like 2 other configuration mods

clever slate
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I remember that the reason I had, like, 3 configuration mods was really dumb but couldn't remember what was it

hasty hull
clever slate
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StoreTweaks is for Store, ItemWeights is for weights and cruiser price, lunarconfig is for moons and luck.
so StoreTweaks is unneeded and I can remove it. nice.

hasty hull
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You can manually add the Belt Bag to ItemWeight’s string and it will be able to change it

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It’s just not there by default

remote kernel
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dont use it

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also Lunar covers item weights

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@ornate harbor just a minor compat thing id like, if you are generating a config file for unlockables and have an item set to always unlock in furniture lock, this will be ticked

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Lunar doesnt make it not be auto unlocked

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but id be good to have consistancy

hasty hull
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I also gotta ask, does giving luck to the suits and default furniture actually work? Giving luck to the pajama suit for instance (since it is 900 credits) actually sounds cool

clever shard
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Hi, has anyone had an issue where code rebirth prevents enemy spawn lists from working? Disabling that mod allows my per moon enemy lists to work properly and reenabling it seems to make spawn lists default to vanilla + coderebirth's injections. I've tried resetting rebirth's config but i haven't dug much further than that. Thought i'd ask here before i do any more potentially needless digging.

mossy tide
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Coderebirth itself doesn't affect other enemy spawn weights

clever shard
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Hmmm well I went through and disabled every other mod to see if there was some obscure conflict or something. Just having lunar config and code rebirth on with their dependencies still causes the issue. Disabling rebirth still fixes it. Are these mods incompatible? Should I empty out the rebirth configs and let lunarconfig handle everything? I thought lunar would overwrite rebirth anyways. Srry im kinda clueless I haven't kept up with the modding scene for a while.

lime lark
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i have code rebirth and my stuff works

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send your relevant configs and a code with just code rebirth and lunar

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might help

ornate harbor
remote kernel
clever shard
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Ok so I assume something I did in my configs is preventing enemy and scrap spawns from working with coderebirth. i'm afraid idk what tho. I had reset my moons config and the problem persisted. I assume if I reset everything tho it would work on my main profile as i made a new profile with rebirth and lunarconfig and it worked properly. I'm just sending these in case anyone wants to take the trouble of parsing through them to see what's wrong. The config i've messed the most with is the enemies config so I wouldn't be surprised if I f'd something up in there lol. Thanks for the help

modern vector
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@ornate harbor The Unlockable config stuff does not work it seems, at least when it comes to changing prices

lime lark
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id like to config the moon's routing messages

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march n titan's respectfully

lime lark
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generic scraps generate everywhere despite not being included in my lethalconfig's scrap weights steamsad
putting this in both mod's channels

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lunarconfig*****

mossy tide
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seems to have been a reoccuring LLL problem recently

remote kernel
# ornate harbor What have you tried?

in the future id like to be able to change the route price injection for items bc rn there isnt a way to change that, so it seems they get added on top of your setup Lunar scrap pool

hasty hull
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I will have to do some more testing on my end to say for sure, but I want to tentatively say that:

  • This mod may not be properly overriding mods that blanket-add scrap to moons without individual configs (ie LC Office)
  • The min/max scrap amounts seem to not work under some circumstances (will say more later)
  • I entered a moon’s hazard level as β€œF” and it said β€œD” in-game
hasty hull
modern vector
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Even with the default store node

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Deregistering and changing prices for store items doesn't work

mossy tide
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probably an incompat with some mod

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if you have terminal formatter, check if its an incompat with that, i hope not cuz that'd kinda suck, the moons stuff is already incompatible with it rn

modern vector
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That's what makes it so weird

#

I'll look and see if a mod might be messing with smth though

ornate harbor
#

Here we go

ornate harbor
ornate harbor
ornate harbor
ornate harbor
modern vector
ornate harbor
#

And what was wrong? Did it show up as the wrong price but when you try and buy it, the correct amount came up? Or just wrong altogether?

modern vector
#

Likewise I tried to remove items from the store from Lethal Things

ornate harbor
modern vector
#

Lethal Things yes but it's stuff never is removed from the Store

#

The Toy Hammer, Pinger and uhhh Remote Radar

#

I wanted to remove

hollow void
modern vector
modern vector
#

@ornate harbor Gonna forward this to you but configuring map hazards seems to cause an issue where the max curve is always used, for example on Kenji's moons Turret spawns and shit go absolutely wild

#

I'll turn off map hazard curve configuration settings for now, cus that seems to be the issue lol

mossy tide
lime lark
#

something else is going on

#

hazard curves work for me

modern vector
hasty hull
#

DawnLib is looking to replace it but I bet a lot of devs will stick with it, plus legacy mods use it

mossy tide
#

not replacement, more of a successor, it's still got an active maintainer that's giving it more features pretty actively

hasty hull
#

Ye

#

Better way of putting it

remote kernel
mossy tide
#

it is a successor of both really

#

LL was super super simple in code, did its job just fine, LLL was the editor registration side of things, DawnLib is both code and editor, with support for registering everything, more control, more friendly in code and editor than both

hasty hull
#

Not needing 5 MonoDetour mods is a plus

mossy tide
#

i wouldnt mind it depending on any amount of mods if it actually used em, but it doesnt

hasty hull
#

Exactly

ornate harbor
#

I've realized it's very difficult for me to keep track of things and everything that's wrong, can anyone who has found an issue make an issue post about it on Lunar's github please plink

https://github.com/CraftyC7/LunarConfig/issues

GitHub

A more specifc, complex alternative to config mods like CentralConfig and LethalQuantities - CraftyC7/LunarConfig

#

I may be a lil busier but this will help when I do have time

lime lark
#

awesome

#

pin?

plush wasp
#

Pin

ornate harbor
#

Pin?

plush wasp
#

yay

lime lark
#

@modern vector yo

#

make sure this is on before you touch anything

#

scroll down until you see the hazard you wanna touch

#

because of math stuff and the way zeekers made the curves the numbers are very big and scary but you can truncate/round them to be easier on the brain, like this

#

0,0 ; 0.7437997,2.125524 ; 0.9222283,6.08165 ; 1.000228,35
turns into
0,0 ; 0.7,2 ; 0.9,6 ; 1,35

#

the config value has 3 parts

#

the cyan part is each "dot" in a graph, and it holds the green and red parts

#

the GREEN part is random. from my understanding, every time the moon is launched, the game picks a random number between 0 and 1 for EACH HAZARD individually.

#

landmines can be 0.24871, turrets can be 0.972384

#

the RED part is the amount associated with the green value.

lime lark
#

if the game picks "0" for landmines, there will be 0 landmines
if the game picks "0.35", it will probably have 1 landmine, because its halfway to 0.7, and 0.7 would mean 2 landmines.
"0.7" is 2 landmines
then, everything inbetween 0.7 and 0.9, it will have minimum 2 landmines and max 6 landmines.
if the game picks "1", which is VERY unlikely, there will be a whole 35 landmines. of course, between 0.9 and 1, this means theres about a 10% chance (all the numbers between 0.9 and 1) of having a ton of landmines.

#

i hope this helps

mossy tide
#

you could also use ConfigManager.ParseCurve or ConfigManager.ParseString

#

from Dusk

ornate harbor
#

What's different tho

ornate harbor
#

Also can you let your system accept empty strings? There's some places that have empty curves like Titan, and it causes issues like this:

[Error  :LunarConfig] LunarConfig encountered an issue while configuring lethal_company:titan, please report this!
Dawn.MalformedAnimationCurveConfigException: Exception of type 'Dawn.MalformedAnimationCurveConfigException' was thrown.
  at Dawn.Internal.AnimationCurveConverter.ConvertToObject (System.String keyValuePairs) [0x00133] in ./src/Internal/ExtendedTOML/Converters/AnimationCurveConverter.cs:51
  at Dawn.Internal.TOMLConverter`1[T].Deserialize (System.String value) [0x00000] in ./src/Internal/ExtendedTOML/Converters/TOMLConverter.cs:23
  at Dawn.Internal.ExtendedTOML+<>c__DisplayClass6_0.<WrapConverter>b__0 (System.String s, System.Type type) [0x00000] in ./src/Internal/ExtendedTOML/ExtendedTOML.cs:85
  at BepInEx.Configuration.TomlTypeConverter.ConvertToValue (System.String value, System.Type valueType) [0x00024] in <cebe69d7792f4abca78b685257766c60>:0
  at BepInEx.Configuration.TomlTypeConverter.ConvertToValue[T] (System.String value) [0x00000] in <cebe69d7792f4abca78b685257766c60>:0
  at Dusk.ConfigManager.ParseCurve (System.String keyValuePairs) [0x00000] in ./src/API/Config/ConfigManager.cs:68
  at LunarConfig.Objects.Config.LunarCentral.StringToCurve (System.String data) [0x00001] in ./Objects/Config/LunarCentral.cs:235
  at LunarConfig.Objects.Config.LunarCentral.InitMoons () [0x00d90] in ./Objects/Config/LunarCentral.cs:2211
#

This one is when going from string to curve btw ^

#

It might also be nice if you could handle when a curve is just null when going from curve to string by just giving an empty/0 curve, it's something I probably should have done but it'd fix issues like the SDM incompat

mossy tide
# ornate harbor What's different tho

The issue I'm fixing is gonna fix some moon graphs being inaccurate when grabbing them, and also the proper way to grab em since it uses the tomltypeconverter

lime lark
#

hello can this be done with lc?

#

(from LLL config)

#

would help me balance moons less awkwardly

#

looks like its not, made an issue at git

mossy tide
lime lark
#

oh...

#

so its just like, decoration? informational?

#

i wish this was usable, would make balancing moon values way easier

#

with the game checking if theres enough scrap of any kind spawned to keep going or stop

#

way easier to add a bunch of scraps and tell the game "hey make sure theres a minimum of X and a max of X value with all the scraps combined" than to play with min-max scrap amounts and weights

#

i wish that was easier

mossy tide
#

i was gonna suggest paco to remove it since its useless to edit but you might be able to use it with LGU

lime lark
#

ooooo

mossy tide
#

i remember someone asking whitespike to make moons use that value

lime lark
#

yeah but thatd mean i have to shift my lunarconfig moon configs to lll and now im using 2 mods to touch stuff...

#

i should probably wait on what the lc dev checks and sees if they can make this a thing yeah?

mossy tide
#

yeah, just make sure its a thing first but that's a good call

lime lark
#

ill go look at lgu just to know if this is a thing or not

#

i never config'd lgu so i cant go by memory either

#

cant find anything that does this no

#

i might be wrong but nothing i can see

mossy tide
#

its definitely a thing

#

dunno where though

lime lark
#

pls lmk if you know whats going on

#

its 4 am ill sleep and see tomorrow

hasty hull
#

I just am not sure about the cause

#

It happens on some moons in my pack but not others. It seems to happen if the moon has only a few (less than 15 max) items set to spawn

#

I usually only like reporting issues if I can actually say what is happening

ornate harbor
#

I've seen a few people report the min max thing but I've never seen it myself

#

If someone could find a way to reproduce it I'd look into it

#

Also maybe a log if this happens again

vocal copper
#

There's a patch that makes them being used but that's about it.

lime lark
#

oh my god i can use this???

vocal copper
#

It depends on what you actually want.
This patch makes it so scrap generation considers both item count and total scrap value.

lime lark
#

but ill definitely do

lime lark
#

only problem is ill have to use LLL to config the moons rather than lunar config

#

since that value's only there

#

but its honestly a good tradeoff

#

the total value is a lifesaver for balancing

vocal copper
#

If anything doesn't work about the patch, just let me know I guess.

lime lark
#

ya i will

#

ill also test if i can make it so that i only use LLL for the scrap part of the config, while LC controls everything else

ornate harbor
#

I could also just add it... as a hidden setting like the terminal nodes for items

lime lark
#

that would be so delectable and awesome

#

wdym as a hidden setting by the way

ornate harbor
#

Like in 'Enabled X Settings' it defaults to false

lime lark
#

oooh

#

yea i would SO use this so much

hollow void
# mossy tide you cant, its not usable in LLL either, its not used in vanilla, it's not used a...

iirc, it is used in ONE way in vanilla
When a single scrap day occurs, its used to set the value of every one of those same scrap items so they add up to the right amount
I found this out when i used to have a silly moon configured to have barely any scrap but have them at super high value
When a single scrap day occurred, the items then used the default Min/Max total value and so they were super low
Once i increased it, it fixed it
I do not use "Moon scrap limits patch" or anything like that.

ornate harbor
hollow void
#

You could also ping each person that submitted a bug report recently and ask them to make a github post for it

ornate harbor
#

I might do that later

lime lark
ornate harbor
#

But for now you get to choose the fate

#

For like the 3 people that read this thread

lime lark
#

im fine with your judgement anyway im not a mod dev and you gotta have your reasons for releasing it one time or another

#

whats the consequence of releasing the features now rather than wait for the fixes so its all in one update?

#

im waiting on the min/max value bit before i continue working on my pack but its fine if theres a reason to wait longer

ornate harbor
#

Not many, the bugs will still get fixed, and probably in the same timeframe

lime lark
#

seems fine then!

modern vector
ornate harbor
#

Switching to Xu's system is one of the 'features'

#

I guess that's a fix

modern vector
#

Ah lol

ornate harbor
#

Fine, mostly features and one fix

plush wasp
#

Release update, see people complain about fixes not being addressed, redirect them to github

#

Profit

lime lark
#

i realized i still do have an issue that id have to fix beforei can work on my pack also haha... oh well same timeframe, gonna go make a github issue

vocal copper
mossy tide
#

^

#

it is completely unused

#

SID prices increase or decrease depending on how much money the scraps came out to or smthn similar

ornate harbor
#

The 5 people have spoken, truly democracy

Version 0.3.0 - INJECTION UPDATE

Features

  • Basic injection is added based on dungeons, tags, and weather.
  • Includes injecting scrap, enemies, and dungeons!
  • Added a setting for changing the unused total scrap values.

Fixes

  • Moved to DawnLib's curve system.

https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/

plush wasp
#

WHAT WHAT WHAT

ornate harbor
#

I plan to do more with injection, but this is probably what most people would want in it and also the easiest to do with Dawn

mossy tide
#

i can add more stuff to SpawnWeightsPreset to include stuff like pricing of the moon, etc

#

but you could also achieve the same thing by copying the spawnweightspreset class, adding more to it, and using that instead, you can make weight conditional on anything you want with that type of thing :p

#

moons weathers and interiors are just the base thing i thought of

ornate harbor
#

My plan was like literally every setting can be affected by the current moon, tag, weather, or interior, like you could increase a thumpers max power by 2 if it's on the subsystems interior if that's something you would want to do, however that is a LOT to do

mossy tide
#

oh that is fairly invasive, i think that suits LunarConfig more

ornate harbor
#

Probably

#

But checking for duplicate items isn't? plink πŸ‘‰πŸ‘ˆ
-# Please :3

mossy tide
#

ill think about it

#

it's a lil bad because it does affect an item's spawn weight in that moon

#

like assurance would have /2 bottles

ornate harbor
#

Maybe only checking items that have the Lunar tag?

long kernel
#

Nononononopleasegodnonono dont break my config again it was doing so gooood pleeeasseeeeee

hasty hull
mossy tide
hasty hull
#

I see

abstract tree
#

No idea what's going on, but for some reason the coins from Code Rebirth no longer spawn with this mod on, this includes spawning traps or mostly anything from the emergency dice debug menu. Did I mess up a config? Is there a conflict?

lime lark
#

do hazards from code rebirth not work for you?

#

i dont use coins and havent really config'd them yet, so i can't help with those, but hazards work for me

#

you may have to set the curves up manually though

#

if you have a moon's config enabled and the hazard curve field is empty

ornate harbor
ornate harbor
#

Due to how Lunar grabs them

long kernel
#

some people do version numbers like that at major update
some after version x.x.9
some both, so I got scared concern

ornate harbor
#

Technically with semantic versioning I believe when the first number changes, it means that there's also some format change that makes it incompatible with how it was done previously. Meaning I should have changed the first number for the dawn port but I didn't because I didn't want to 1.0 Lunar yet greed

long kernel
#

reasonable

lime lark
#

Added a setting for changing the unused total scrap values.

#

i cant find it !!!

#

ik you said itd be hidden but i cant find it 😭

lime lark
# lime lark

i went to test a bit with the issue i had, where little scrap amounts would appear despite the minimum being higher. it seems like the issue isn't really lunar config's, it's just a weird thing i was trying to do lol.

the image i replied to was a march with a 0.6 interior size (40% smaller), on the generic drain interior.

#

i overestimated how stable the game would be with that kind of size

#

so i wont be lowering it from like 0.8, as 0.8 seems to not crash the game or break the scrap in any capacity
-# *update, depends from interior to interior. drains also just has very little spawn rate??

#

this isnt something lunarconfig controls afaik so ill close the issue on git

#

@hasty hull

#

maybe this helps and you had something similar going

#

tldr interior size issue

#

all works properly on 0.8 and higher

#

idk how interior works internally but ive heard the concept of scrap density before

#

i guess theres a max per room/area, and becaues of how tiny the place was, stuff couldnt spawn well?

lime lark
#

generic drains just wrecks my scrap amounts

hasty hull
#

I see, I shall keep this in mind

iron meteor
lime lark
#

huh

#

nop

#

no idea....

#

the code is there if youd like to check

lime lark
#

do the logs reveal anything at all??

#

driving me crazy

hollow void
#

Or was that fixed?

mossy tide
#

The update I just released to dawn makes a null be a constant curve with a value of 0

ornate harbor
# ornate harbor
poll_question_text

I have some features completed, but was holding them in anticipation of fixing some bugs alongside the update, but there's a lack of github issues currently. So I'm letting you vote on whether I continue to hold the update for fixes or just release it anyway!

victor_answer_votes

5

total_votes

7

victor_answer_id

1

victor_answer_text

Release features now!

victor_answer_emoji_id

1181287712943259738

victor_answer_emoji_name

yoiled

hollow void
#

oh yay

#

just in time

#

showed up on gale now for me

hollow void
# ornate harbor I plan to do more with injection, but this is probably what most people would wa...

Question
So with injections, is this purely just adding a weight or setting a weight if the condition is met?
Like, if lets say i dont want the Shy Guy enemy to spawn in the Grand Armoury interior, would setting it to Shy guy:0 override his weights on all moons if that interior spawns?

And then, likewise, are multipliers possible with this system like how they are in the CodeRebirth config? Like can i do Shy guy:*1.5 for a 1.5 spawn multiplier on top of whatever it is currently if the condition is met? Or can you only just set it to a flat value?

ornate harbor
#

They're applied in that order

#

These apply inside and outside of injection

hollow void
#

perfection

#

So in my case, both Shy guy:0 or Shy guy:*1.5 would work just fine?

hollow void
#

i've just realised that when you mix this with Combined Weathers Toolkit where you can make your own weather combos, you can kinda make your own custom events
Like you could make a new weather called "Bug Infestation", thats just Clear --> Cloudy or something
But then using Lunar, make it increase Spider, Lootbug and Snare Flea spawns
I need to make an "opposite day weather" that switches the inside/outside spawn weights around KaguyaStare

ornate harbor
hollow void
#

O true yeah

ornate harbor
#

Actually that might not work right now, I might have to fix that

hollow void
#

You can't set the weight to 0?

ornate harbor
#

I think currently doing Shy guy:=0 in dungeon injection might just set all other dungeon injectors for shy guy to 0

#

Which is not what I intend

hollow void
#

Oh, hm

normal quarry
#

what does all this mean

#

does lunarconfig no longer like lll tags

modern vector
#

You might wanna disable the injection settings lol

ornate harbor
#

That's not the issue

ornate harbor
#

So you might want to revert your moons' tags to defaults

#

You know, I might change that and just automatically give a tag a namespace if it doesn't have one since it's really annoying and I don't think the namespace even makes a difference

normal quarry
#

Augh

#

Is this because dawnlib is doing all the same stuff lll does

ornate harbor
#

Yeah, and DawnLib likes tags having namespaces, but next update I'll just give any tags that don't explicitly have one like lunartag: or something

normal quarry
#

I never changed the tags in the first place so it was def a legacy import

#

I'll just replace it with the defaults tomorrow

mossy tide
#

Give em the smart matching tag

#

That one will auto convert to the real namespace when it exists

#

Though keep in mind, if you have any dictionaries with any NamespacedKeys with smart matching, you'd need to remake the dictionary after the registrys freeze (internal hash issue)

ornate harbor
hollow void
ornate harbor
#

It won't yet

hollow void
#

Damm

hollow void
ornate harbor
#

So, the reason that doesn't work, is that when you do Shy guy:*0 it multiplies all other dungeon multipliers by 0, not including the actual moon definitions

#

I'm gonna switch to Dawn's system (which means we'll lose the = modifier but oh well) which will fix this

hollow void
#

So all dungeon multipliers are broken then?

#

What about the weather multipliers?

ornate harbor
#

Pretty much weather, tag, and dungeon multipliers don't work how they should right now

If you want to add weights though, that should work

#

Sorry for the inconvenience :(

hollow void
#

hmmm
in that case, i will hold off on any multipliers for now, i'll only put in adding weights for now
Its fine! i can wait

#

Wait

#

Subtracting should work too right?

#

Cant i just subtract 1000 or something?
I assume a negative weight doesnt do anything-

ornate harbor
#

Well... also no greed

#

Same issue as multipliers

hollow void
#

Ah i see

ornate harbor
#

I'll fix as soon as I can

hollow void
#

All good, take your time

hasty hull
#

I am a little late to the punch with this, but I have noticed a flaw with the script for porting legacy version configs to Dawn Lib. If two items have similar names (start with the same several letters), one item will have all its configs be overridden by the other. This is not a true problem since you can just change the configs back to normal yourself and it will be fine, but it still is annoying. It can happen a lot with modded items, and happens with Shotguns and Ammo in vanilla (for me it made Shotguns have Ammo aliases and properties).

twilit crypt
#

@ornate harbor this man has questions that im too fucking stupid to answer
@solemn blaze

#

(i wonder why :P)

solemn blaze
#

I am attempting to create a wesley's modpack in which the progression items to unlock a select few (about half of them) moons are inside of interior injection pools, alongside regular interiors having "immersive" scrap injections, enemy multiplers and enemy injection (eg. manor having a x1.25 jester mult and mineshafts having a small chance to pawn gold bars). I installed LunarConfig to fix the issue of modded scrap spawning improperly, originally using CentralConfig, everything but that worked fine. Post lunar installation has completely fried all interior weights, injections, enemy multipliers, enemy spawnrates and SOME scrap injections. Not sure what's causing the issue, whether it's an issue with the config itself or conflicts between the two.

plush wasp
#

you are using centralconfig and lunar config at the same time?

solemn blaze
#

yeah

#

probably shouldnt

#

but

#

I'm doing some testing and i'm going to disable central & see if it fixes anything.

#

should be ten or so ish minutes

ornate harbor
#

Using both will probably break everything

solemn blaze
#

fair

plush wasp
#

ye

solemn blaze
#

purple did it at one point so I assumed it was aight

ornate harbor
#

If you disable everything related to enemies in Lunar, it shouldn't touch them tho and you can use them on Central

#

Like disabling "Configure Enemies", and disabling the enemy pool-related settings in "Enabled Moon Settings"

solemn blaze
#

I tried that, i'm not sure if that worked or not

#

honestly

#

also

#

was it just me or did lunar only get the dungeon injection settings recently

solemn blaze
#

I would have swapped to lunar entirely but it didnt have the interior injections and that was the whole point of the modpack

ornate harbor
#

2 days ago lol

solemn blaze
#

yeah cause like

#

the DAY

#

i kid you not

#

the DAY i saw lunar had no injections

#

I went aw man

#

and programmed the tapes to spawn on the moons instead of interiors

#

got home

#

it was there

#

I was so confused

#

but I was happy

#

so

ornate harbor
#

That's unfortunate

solemn blaze
#

its fine

#

its configs

#

it's easily tweakable

#

and i have all my settings archived on a google spreadsheet

#

so if I need to go back to a previous string I can do so

#

πŸ‘

twilit crypt
#

and i did not mean to imply i did

solemn blaze
#

oh I thought you did

twilit crypt
#

however i did

solemn blaze
#

I blame YOU for my misfortunes....

#

(this is a joke)

plush wasp
#

saddest death

solemn blaze
#

lets see if the experimentation test worked

#

I disabled centralconfig

#

you guys should add enemy multipliers for interiors btw it would be cool and I dont have to rebalance and calculate every enemy weight

ornate harbor
#

Technically that is a thing

#

But also technically it is broken right now, and I'm fixing it as we speak

solemn blaze
#

ah

#

I see

plush wasp
#

goodluck crafty!!

solemn blaze
#

thank you

#

the way I uh

#

put weights in

#

is kinda dumb

#

for scrap and interiors

#

converted interior weights to the nearest integer instead of percentages because I cant be assed to calculate enemy spawn chances

#

so instead of a nutcracker being 70 weight on rend or whatever it is it's 24 because that's the actual spawn chance

#

24/100

#

rounded up

#

may be 25

ornate harbor
solemn blaze
#

and different moons have seperate weight

#

s

#

free moons (first 3) have a default weight of 7500

#

so interiors affect them heavily

#

paid 3 + emb is 8000

plush wasp
solemn blaze
#

last paid 4 (excluding titan which is 14000 because it uses the Factory Extra Large interior as it's default, which has a total scrap injection of 7500) is 10000

plush wasp
#

would have to change all weights so they fit 100

solemn blaze
#

heres an example for experimentation

#

Big bolt:1400,Metal sheet:1100,Flask:800,Dust pan:500,Egg beater:400,Candy:50,Gift:350,Jar of pickles:210,Plastic fish:175,Easter egg:100,Gold bar:120,Ring:90,Laser pointer:60,Airhorn:35,Clown horn:35,V-type engine:1000,Large axle:850,Bottles:125,Cash register:50,Hyx videotape:15

#

most modded moons in the modpack have their weights multiplied by 20-50 to ensure that the modded scrap is the primary spawn (interior injections should not impact them as much)

plush wasp
#

also you can use a free pie chart and just input the values in it so you get the chances instantly :3

#

LQ had that option too but...............................................

solemn blaze
#

too late now

#

πŸ˜”

#

I did it manually

solemn blaze
#

trust me

#

I didnt want to do it either

#

for the scrap

#

originally the modpack was meant to be a vanilla rebalance

ornate harbor
#

Make all numbers related to weight less than 10 greed

plush wasp
#

good idea crafty

#

actually use less than 7

solemn blaze
#

how come

#

I would have to convert everything again unless there's an easier way

plush wasp
#

its a joke

#

:3

solemn blaze
#

ohok

#

I made dine actually good

#

compared to rend

#

titan is

#

massive but theres a lot of loot to compensate

#

embrion and offense actually justify the risk of going there

plush wasp
#

why is this gif trending 😭

solemn blaze
#

also

#

why cant

#

wait nvm

#

nvm

plush wasp
#

always mind

ornate harbor
plush wasp
#

that was FAST

ornate harbor
#

It wasn't too much

#

I just needed to restructure the function that handles the weight strings, and then copy and paste something for the tag fix

lime lark
#

losig my mind steamhappy

#

run game,

"simulate" command, any moon

#

no interiors load

#

compeltely reset the config too

#

taking this over to git too

#

0.3.0 btw, 0.3.1 isnt on my gale yet

#

should i wait on that first??

#

i did hit fetch mods

clever shard
#

Ohhh I forgot to say this earlier but resetting and not messing with modded traps in the mapobjects config fixed the problem of my enemies list not working for me. IDK why messing with that would mess with some moon settings but not others but at least I found the cause on my end. Just wondering if this problem is a problem for other people too

lime lark
#

gonna go to git

mossy tide
#

apparently i broke some weight stuff latest dawnlib so it's probably affecting lunarconfig, ill be taking a look

mossy tide
#

posted

hollow void
dusty nova
#

Just spent three days making custom scrap and interior settings in the moon config section, updated, booted up, and now all the bubbles where I input stuff is gone
Where did everything get rearranged to?

hollow void
#

Luckily i made a backup

#

byeah everything after Route Price has disappeared
Looking into the cfg file itself, the data is still all there luckily, its just hidden

#

i'll make a github issue

dusty nova
#

Solid
And yeah not too upset about it, got everything backed up on notepad lol

#

Ill just wait some time

hollow void
hollow void
#

i dont think the fix has worked

mossy tide
#

the fix worked for the problem i noticed, must've not been related to the lunar config problem you guys are having

hollow void
#

i see i see

mossy tide
#

basically melanie was porting her interior and noticed weights werent applying, just fixed that for her

hollow void
#

Made 2 issues, 1 for the config disappearing and another for that interior Clamp min/max range causing me a crash
https://github.com/CraftyC7/LunarConfig/issues/13
https://github.com/CraftyC7/LunarConfig/issues/12

GitHub

Within the "LunarConfigDungeons" portion of the config, if the Clamp Min/Max range is set to anything above 0 in the profile, the interior will fail to generate, causing an infinite loadi...

GitHub

After updating my pack between 0.3.0 and 0.3.1, much of the moon information is now hidden. Checking the cfg file, the data is still there, its just hidden in the mod manager. Unsure if the data is...

hollow void
#

The interiors being brokey was happening prior to the config hiding itself

lime lark
hollow void
#

Ah i see

long kernel
#

oh uhhh
so is it known now that possible interiors doesn't show up despite it being enabled?

ornate harbor
#

Everything is on fire right now

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Moon config files have been nuked

mossy tide
#

mornin

ornate harbor
#

However, I'm pretty sure this is because of Dawn v0.6.1, as my profile with newest Lunar and Dawn v0.6.0 doesn't have this issue. So something that changed in the new Dawn update causes .GetFor to not work like when grabbing scraps at moon freeze.

Here's the type of issue that appears in Zeta's log (full log included too):

[09:29:55.0251590] [Error  :LunarConfig] LunarConfig encountered an issue while configuring code_rebirth:oxyde, please report this!
System.NullReferenceException: Object reference not set to an instance of an object
  at Dusk.Weights.SpawnWeightContextFactory.FromCurrentGame () [0x00056] in ./src/API/Config/Weights/SpawnWeightsPreset.cs:85 
  at Dusk.Weights.SpawnWeightsPreset.GetWeight () [0x00000] in ./src/API/Config/Weights/SpawnWeightsPreset.cs:69 
  at Dawn.SimpleWeightContextualProvider`1[TBase].Provide (TBase info) [0x00000] in ./src/API/Weights/SimpleWeighted.cs:9 
  at Dawn.ProviderTable`2[T,TBase].GetFor (TBase info) [0x00016] in ./src/API/Weights/ProviderTable.cs:17 
  at LunarConfig.Objects.Config.LunarCentral.InitMoons () [0x00487] in ./Objects/Config/LunarCentral.cs:2213 

And here's that line in Lunar:
int? rarity = ite.ScrapInfo.Weights.GetFor(dawnMoon);

ornate harbor
ornate harbor
#

Also some enemy configurations are broken due to Dawn's curve system not handling them the same way as Lunar in some capacity? Idk I'll look into it more later

#

Well while this is being looked into maybe revert to Dawn v0.6.0 for now

#

Hopefully that works

long kernel
#

yeah fair
but just the dawnlib or lunar config too to 0.3.0?

#

-# I'd downgrade lunar too just in case, I don't use injection stuff anyway for now

ornate harbor
#

I'm pretty sure v0.3.1 is fine, and I don't see how it'd cause issues here

#

Or at least these issues

mossy tide
#

Are there errors or smthn I can look at?

ornate harbor
#

And feel free to rest

ornate harbor
long kernel
#

so uhhh
I landed on seichi at 0.6.0 dawnlib and the interior was facility (which it wasn't meant to be here)
then I landed at 0.5.17 dawnlib again, and interiors worked
so I think lunar config is fine there

#

-# still at the 0.3.0

#

but actually I do it again but on 0.3.1 lunar now

ornate harbor
#

Hmm

#

I'm trying to figure out the moon config problem, and it might be some other mod incompatibility, since I actually tested it on my very very light profile with dawn 0.6.1 and it worked fine (sorry for being presumptuous greed)

#

I honestly have been testing everything on Facility interior so I have not had the chance to see if it's been generating because I told it to, or as a fallback

#

I'll be able to look into all of this more much later today

long kernel
# long kernel

what's funny
the configs weren't nuked at 0.3.1 with 0.5.17 dawn

#

I don't use EVERYTHING that lunar has to offer, but possible interiors & tags weren't nuked like before downgrading dawn PikaSip
so I can confirm that lunar doesn't require downgrade atm (I think) (that's just me) (greed)

lime lark
#

my configs werent even nuked

#

just the interiors stopped working

long kernel
#

Yeah same

lime lark
#

just got the dawnlib 0.6.1, fixed it for me steamhappysteamhappysteamhappysteamhappy

solemn blaze
#

thank you for the fix guys

#

uh

#

are the interiors

#

still dying

lime lark
#

nope

#

not on my end

solemn blaze
#

it seems so

#

where are the enemy multiplier settings?

#

I can't seem to find them

solemn blaze
#

someone hlep

solemn blaze
#

how do I do that

#

is that an external application or can I download that on thunderstore

plush wasp
#

where it says manual download

solemn blaze
#

ooh

#

that's nice

#

thank you

#

do you mayhaps know where the enemy multipliers are

solemn blaze
#

I still cannot get mine to work

lime lark
#

like the default

#

name:weight, name:weight,

#

show your config and give a code of your modpack once you figure gale out

plush wasp
lime lark
#
  • way better to edit lunarconfig's configs through gale
solemn blaze
#

will do

lime lark
#

its still possible to do it by files

#

but we recommend gale to everyone so we are all on the same foot, plus its just nicer

wispy cliff
#

would be neat if gale was able to recognise ; delimiters as well for curves, when editing lists

ornate harbor
solemn blaze
#

019bc372-bc6d-bd39-6658-ce7c8e2b05ab here's the code

#

for some reason the story logs present in wesleys are completely absent in the config

#

though I can spawn them in game still?

ornate harbor
#

In any of the fields labelled Spawnable Something Enemies

solemn blaze
#

I didn't see any fields with those queries

ornate harbor
#

Give an example of what exactly you want to do

solemn blaze
#

I want to add certain logs in interior injection pools that have a chance to spawn

#

(eg. toy store spawning filitrios videotapes)

#

I've had issues regarding other things such as enemy spawns

#

I just deleted the centralconfig configuration file in the modpack, i'll see if that does anything

ornate harbor
plush wasp
#

hey crafty how should you type an interior for it to show on a moon? is it something like "facility:weight"?

#

in its corresponding moon

#

or did something change

solemn blaze
#

AquaticDungeonFlow:878,MuseumInteriorFlow:833,DeepSewersFlow:389,Level1Flow:33,ExpandedFacility:22,FracturedComplexFlow:55,GrandArmoryFlow:89,GreenhouseFlow:568,Level2Flow:2525,v62Mansion-Level2Flow:1665,Level3Flow:245,Level3ButCoolFlow:162,OfficeDungeonFlow:366,RubberRoomsFlow:732,SpookyManorFlow:1263,ToystoreFlow:175

#

that's how I have it set up

ornate harbor
#

Yeah like this

plush wasp
#

oki, so its the internal name you have to use

solemn blaze
#

Big bolt:1400,Metal sheet:1100,Flask:800,Dust pan:500,Egg beater:400,Candy:50,Gift:350,Jar of pickles:210,Plastic fish:175,Easter egg:100,Gold bar:120,Ring:90,Laser pointer:60,Airhorn:35,Clown horn:35,V-type engine:1000,Large axle:850,Bottles:125,Cash register:50,Hyx videotape:15,Harringtons crash log:30, Oldred videotape:25

ornate harbor
#

You can change the aliases to actually use "Facility" but by default it's not recognized sadly

solemn blaze
#

loot table for exp

plush wasp
ornate harbor
#

And I just realized Facility should be recognized by default

plush wasp
#

oh hehe

ornate harbor
plush wasp
#

oh amazing yeah thats what i was asking thanks :3

#

i gotta start messing with lunarconfig haha

solemn blaze
#

I tried that at one point

#

I don't think it worked

#

but I believe I had another setting on that prevented it from doing so

solemn blaze
#

the videotape

lime lark
#

item configs, dungeon flow configs and enemy configs

#

theyll give you aliases which work in configs

#

for example Big bolt:x and Big Bolt:x work

solemn blaze
#

maybe I just have the wrong internal ID for the tapes

#

instead of Oldred Videotape it's Oldredvideotape

#

let me screenshare my configurations and my life is yours fr

#

would probably make this a lot easier because I am silly innocent

#

are the interior names space sensitive because my strings have spaces

#

I don't think any new config entries are generation after I enabled the setting to generate and edit them

plush wasp
#

where should the interior thingy appear in here?

solemn blaze
#

you need to enable the option to edit interiors

#

make sure configure dungeons is on

#

and then launch the game, it should hopefully generate the configuration file

plush wasp
#

its not showing

hardy glen
#

For some reason the interior & scrap probabilities do not appear as a setting. I have just regenerated the config fresh and it just is not there. If there were values prior they also seem to get erased as missing interior weights is the reason I started to take a look at this in the first place...

solemn blaze
#

try relaunching the game

#

I installed the entire wesley modpack

#

and suddenly

#

ALL OF THE MISSING ITEMS

#

AND CONFIG SETTINGS

#

GENERATED!!!!

#

try that

#

you can uninstall it afterwards and the settings will still be there, though static

#

and any other related settings should generate

hardy glen
# hardy glen For some reason the interior & scrap probabilities do not appear as a setting. I...

Skimming through the log rn and it told me to report this:

[22:06:43.9299548] [Error  :LunarConfig] LunarConfig encountered an issue while configuring lethal_company:test, please report this!
System.NullReferenceException: Object reference not set to an instance of an object
  at Dusk.Weights.SpawnWeightContextFactory.FromCurrentGame () [0x00056] in ./src/API/Config/Weights/SpawnWeightsPreset.cs:85 
  at Dusk.Weights.SpawnWeightsPreset.GetWeight () [0x00000] in ./src/API/Config/Weights/SpawnWeightsPreset.cs:69 
  at Dawn.SimpleWeightContextualProvider`1[TBase].Provide (TBase info) [0x00000] in ./src/API/Weights/SimpleWeighted.cs:9 
  at Dawn.ProviderTable`2[T,TBase].GetFor (TBase info) [0x00016] in ./src/API/Weights/ProviderTable.cs:17 
  at LunarConfig.Objects.Config.LunarCentral.InitMoons () [0x00487] in ./Objects/Config/LunarCentral.cs:2213 

This repeats exactly for every moon

solemn blaze
#

I have no clue what any of this means

hardy glen
dusty nova
solemn blaze
#

have you tried plugging your brain out and back in again

solemn blaze
#

if these interiors dont work I'm just gonna go play base wesleys and call it a day innocent

#

i'm finna CRASH OUT I'M TWEAKINGS SDGJSIHOEGTRUBWSENIBDFHGIOBHSOIFSG

#

I cant even get moons to be hidden man

#

gonna try making a new profile and porting over my settings

#

I hope that eliminates any potential conflicts

#

that the other modpack had

#

if this doesnt work...

#

I'm gonna go take a break I think idk

solemn blaze
#

it

#

it actually worked

#

making a new profile

#

actually worked

#

the interiors they generate proper;y

#

the items generate properly

#

the monsters generate properly (needs testing I encountered the usual adamance bullshit since it was eclipsed)

ornate harbor
#

Everything is still on fire from this morning

solemn blaze
#

and yet

ornate harbor
#

So everything is broken sometimes

solemn blaze
#

I still cant find them gah dagn enemy multipliers

#

I need that bruh I need to rebalance interior injections if I dont have it

#

I dont wanna do thattt