#Lunar Config
1 messages Β· Page 6 of 1
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)
oh god, don't give people the ability to remove the is_external tag π
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
Id say just add a warning about that in the little info box
about editing tags
also enjoy your holiday
What happens if they do?
Yo I think I found ur issue
"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"
same thing was happening to me sometimes when trying to fix another issue
wait so I need to use the LLL aliases?
I changed them back to the pre 2.0 ones in dungeon settings
since I had them saved
either do that or make sure you use the 2.0 aliases instead
essentially I think what happened is 2.0 changed how it detects aliases
bc they werent the same when I checked
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?
I did it on each interior
since I didnt wanna redo my template
I tried that and it didn't fix the issue
strange
actually where did you get the aliases from
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
pre 2.0
I have an excel sheet with the old ones
ah strange I did the same thing
oh wait did you add or replace since I just fully replaced
thats what I did at least, also just make sure dungeon config is on
since you turned it off before
So replace the new ones?
That seemed to work for me ye, worth a try at the very least, just make sure the per moon on is using the old ones as well
Alright. I'll see if that does anything.
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
Didn't work
Yeah I reset it to default on the moons I tested before to make sure that wasn't a factor
Thought I'd at least try it
a lot, idk the exact amount of changes it'd make but it'd make dawnlib think that it was registered by dawnlib itself
I might not let anyone change any 'dawnlib' tags but I don't know if there are some tags people would like to change
Idk what all dawnlib's tags encompass :p
dawn_lib:is_external should not be changeable
I know but are there any other dawn_lib tags... at all?
i dont think so
is it still possible to import centralconfig files to LunarConfig?
I'm afraid not sadly :(
wait why tho π
Newest update made it impossible
You were able to do it before i thinl
But with dawnlib update its not possible anymore iirc
is it possible to downgrade then do some funky porting with older versions?
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).
Theoretically yes
But you would still lose like 1/3 of the settings
if i downgrade can i get all my interior settings?
Which interior settings?
Like interior selections for moons?
If so, yes but you'll need to add the old aliases back
I forget was CC doing interiors per moon or did you select an interior then apply moon spawns to it
The latter
ah damn nah thats cooked then lol
not even an alias thing
the old what now
id need a redo
CC compat wouldnt work anyways if im correct, bc interiors are set per moon
even on pre 2.0 dawn
their formats are completely different
I'm pretty sure it worked pre 0.2.0
maybe for enemies
but I dont think id work with interiors if it did it per interior in CC
and not per moon
I'm ngl it feels like no enemy related configs are working
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
I'm trying to get harbringer to have only rubber rooms
and it just won't work
could someone help me
that isnt one of the aliases of rubber rooms
unless you added that
these 2 are the generated ones
make sure you check what aliases each interior uses
im still able to get other interiors tho
even tho I have Rubber Rooms as the only possible one
yes, its applying the default instead im pretty sure
because the value you input was invalid
but I changed it and put it to one of the things above and i'm still able to pull interiors such as Midnight Sanctuary
hm strange, might wanna try adding a new alias
to rubber rooms
you can do that in dungeon settings
okay just tried that
didn't work π
Just gotta make sure but:
- Did you enable configure content on the moon?
- Are you using any other mods for configuration? (LLL, LQ, CC)
And does midnight sanctuary have it's own config?
i don't walk to talk about...
i forgot the checkmark on configure content π
Could you send the enemy and moon config entries?
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
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
The spawn curves for enemies on moons?
Yeah, it's still displaying the "minValue cant be greater than maxValue" error
Not sure if that was ever fixed
Hm, can you send a log of the error?
You might have before so you can point to that if you remember where it was too
I'll have to get on pc first, somehow this forum ends like 10 messages above. I love mobile discord it works so well
.
that one
the one i replied . to
wait why didnt i just copy and paste the image again...

Can I also have a code? I won't be able to test it now but I can get to it later
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
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
@gaunt marsh Are you setting the probability ranges negative or something?
If so, that would cause this error
Setting them to 0 should have this not happen
Hey, I was wondering if you make it so Code Rebirth Enemies aren't set as like azards
the traps dont have default level curves set up, so id you want them to spawn without setting per moon
disable inside and outside curves for mapobjects
so once I set this would it just go back to the default settings on code rebirth config?
yes
you can set them with lunar youd just need to do it per moon
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 π
wait enemies?
lemme see on those
since this was just traps
ok same idea for enemies
letting the og mod handle it till you set it up yourself
okay so
Enemies were fine
its just
a few of code rebirth enemies
were treated as hazards for whatever reason
Which in particular?
Jimothy i know
i was looking at configs then I saw Jimiothy was on there and got confused so I went here
oh thats some varient of him
bc in enemies hes called
welp whatever it is
my friends would most likely complain
they have some thing against things that go boom for whatever reason
be it tourist or boom traps you name it
I REALLY DON'T KNOW WHY
anyways thanks for the help
appreciate it
They are 0. Unless for some reason it thinks 0 is negative?
I wonder if it has to do with the days left thing that modifies enemy spawns
Tbh idk. This game is coded weirdly
Try setting it to 1 and see if it happens?
Is this like a 100% of the time issue?
Or does it happen on and off?
jimothy that kills himself on oxyde
Version 0.2.8
Features
- Added tags on everything! (mostly useless for now)
- Added configuration for unlockables (furniture, suits, ship upgrades)
Fixes
- Prevented meddling with DawnLib tags.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Unlockables yay!
question for unlockable settings
if this is already a thing or if you could add it
a option for them to be saved after you fail a quota
if using the same save file
like being able to set it per piece
I don't know if I can do that much
no problemo
There's only something that lets you have it from the start of the game
And that has it's terms (see the note)
Will test when I'm on, and as far as I can tell it's 100% of the time, every spawn wave (minus apparatus) shows the error. I never stuck around to see if night enemies spawned though, since their probability can't be modified
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
yeah idk why but day list isn't working, night and interior do though
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
oh yeah and the interior enemies were correct so ig that one issue with the default list being used was indeed facility meltdown. Ig I just have to use the proper names for the interior list
was something changed how locked moons behave with this mod?
i use the setting of this mod to unlock all locked moons, but for some reason it does not work anymore
It was changed, but it should still work for that
Are you sure you enabled configure content on every moon and that you don't have another mod changing moon visibility?
Can you please send a code? I'll be able to test it later today/tomorrow.
Are you using terminal formatter?
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
i see thanks for letting him know
I had Zeta take a look earlier and need to check 2 mods, if stuff still doesn't work I'll send the code then
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?
I think? Thats a CR issue
Not 100% sure
Lemme double check
It happened with my mod as well so I'm guessing its something LC is doing
(That or my mod also has issues
)
Ah, then yeah I assume LC may be grabbing values wrong
Id disable enemy and trap spawn cfgs for now
In lunar
Unless you plan to set them per moon now
I don't even want to imagine how long it'd take to set all of Code Rebirth's content per moon, lol
Wish me luck 
tho for traps im not doing special weights per moon
I have like 3 templates to use for it
rare, normal, common
just use those 3 depending on what moon the trap is on
Fun
very quick and dirty way to do it haha
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! (=
atleast nutcracker kicks are hard coded to just kill and would prob require another mod entirely to be able to change
Being able to adjust monster and trap damage would be goated
I get some things are hard-coded to just kill you but most arenβt
yea but i think landmine and trap are hard coded
but turret would be cool to be able to adjust
i do full sprint how did i forgor
i think it also says 100 damage on imperium so yea actually that prob could be changed
the vertical hitbox is evil
but if you run behind a wall it might do less
and you need momentum
if you run behind a wall it doesnt deal damage and if u full sprint you can only take 50 even with nothing nearby
[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```
when i land, it appears my curves & enemy weights are ignored
just checking, you checked the enemy aliases right
yeah
i know some appear weird like Leaf boy with a space and all
but i made sure they are all correct
- checked the logs later and found out Urchins is Urchin
i think theyre fine
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
but it also spawned a thumper inside so idk
am i doing something wrong or is it borked
the drains flow interior and the description work so its not that the entire file is being ignored
it could be that i installed the wrong rollinggiants mod and it mightve tried to inject itself and broke every other weight?
im going to give it another try now that i got the v73 one
nope, walked out and saw a manticoil
scrap weights didnt apply either it seems
ill do something else and wait for idk something before i continue with other moons
please ping me with any developments before my modpack dev autism dies 
Life of soup can

Are you... not using a mod manager?
Well I'd also like to see your Enabled Moon Settings page in LunarConfigCentral
everything except whether a moon is a challenge moon or not, made sure to check
im on phone rn so i cant screenshot
but i could go over to my room if youd like the code
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
my only theory now 2 hours after the fact is some modded enemies break the curves and such
but i have no clue
Might you have any other mod that could be trying to set weight pools?
Aside from that I don't have many ideas
Since these settings work for me
Could you send a log?
sure, hopped on pc
logs gonna contain launching the game, routing then landing on march
then ill turn it off asap so theres not much end clutter
ill say ive got imperium on, i dont think its the cause but ill mention it
019b90e8-134e-6973-4d73-a8c5e1434714
here you go @ornate harbor
also feel free to ping me literally any time so i dont miss anything
i alt tab and do a lot of stuff at once so i dont keep track of chats for very long
Erm
Oddly enough it worked for me
I landed on March and only the stuff you configured spawned
ok strange
loaded the code, went in, went to march, nothing worked
went to the menu, made a new save, the entiies work i think???? but not the scrap
dev startup might be to blame somehow so ill remove it and test again
ooooook
it seems to work
dev startup and saves messed shit up somehow 
what does dev startup do?
afaik it doesnt cause any issues, i've been using it since year+ ago
lucky xu
skipping the online lan menu is not good, some mods load after clicking that
LC faststartup is actually the recommended Fast Startup mod to pair with LLL
I've been using GI's but it's not the recommended one
to clarify
used this
my guess is it loaded so fast it mightve missed setting the weights ???
idk
that just isn't true
not how that works cheese :p
yeah i dont think it waits for the mouse input
or for the lan/online to be chosen at all
ok π
thatd be dumb
im getting so gaslighted its crazy
im not gonan use any dev startups now
i lost way more time than i gained skipping 1 button LOL
like fyi cheese
it skips the launch mode lan/online
AND the main menu
the one im using should be fine, idk what the difference is with notez' one but yeah
and just immedittely throws you into... idk if its like a temp save or if just save file 1
so my only awesome hypothesis is that it indeed went so fast it forgot to stop by the store and get my fucking weights
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
but now yall are saying its not
so
never heard that
i cant test shit
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
always something new π
okie thanks
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 π
random ass time but i dont coexist around you often i gotta do it now
nothing else
just code rebirth when janitor was new
heres apology year after
lol, it's alright, i dont think rodrigo cares anyway
yayyyyyy march is done
its 1 moon out of 30something
but im happy with it im glad it works
mainly uses diversity's puffer revamp
horrid puffer moon
doesnt look like the moon info command shares the description
it shows correctly on the screen
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?
That... shouldn't be possible? Are you sure it's LunarConfig that's overwritting these?
If Configure Items is false, no code changing, or even getting, prices of items gets run
removing LunarConfig makes everything correct. I checked the config multiple times, even turned it on and back off for good measure
also it sets everything to vanilla values, not whatever is in the config
Oh... I know what's happening and that's an issue I wasn't even thinking about
What do you need Lunar for?
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
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.
I am flabbergasted.
thank you!
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.
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
very interesting
am I the first to experience this issue?
or at least ask about it?
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
There's another issue I think that could be drawn to this too
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
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
oh yeah that's why I added itemweights
I remember that the reason I had, like, 3 configuration mods was really dumb but couldn't remember what was it
It can change the price of basically anything besides vehicles
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.
You can manually add the Belt Bag to ItemWeightβs string and it will be able to change it
Itβs just not there by default
storetweaks doesnt even work properly rn
dont use it
also Lunar covers item weights
@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
Lunar doesnt make it not be auto unlocked
but id be good to have consistancy
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
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.
Coderebirth itself doesn't affect other enemy spawn weights
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.
i have code rebirth and my stuff works
send your relevant configs and a code with just code rebirth and lunar
might help
I'm afraid I don't understand?
Furniture lock has the same setting to have something always unlocked, would want if its on in FL it translates too LC
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
@ornate harbor The Unlockable config stuff does not work it seems, at least when it comes to changing prices
What have you tried?
generic scraps generate everywhere despite not being included in my lethalconfig's scrap weights 
putting this in both mod's channels
lunarconfig*****
seems to have been a reoccuring LLL problem recently
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
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 moonβs hazard level as βFβ and it said βDβ in-game
It works for me, make sure you have the βconfigure contentβ switch on
It was on. It doesn't work.
Even with the default store node
Deregistering and changing prices for store items doesn't work
probably an incompat with some mod
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
I tried with the Terminal Store node completely Vanilla
That's what makes it so weird
I'll look and see if a mod might be messing with smth though
Here we go
I can probably do that
My solution may be a setting and a soft dependency on LLL where I just delete all of their settings if you check something
I don't think I can do that but the ignoring LLL's settings should let you change them with Lunar
Again, what items did you try?
Furniture Items like from modded furnitures and such such as Beanie's and Lethal Things
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?
Likewise I tried to remove items from the store from Lethal Things
That I didn't test lol
Do they have their own configs?
Which items?
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
they have their own configs for it, i remove toy hammer from the store in mine
So i imagine LT overrides Lunar in that regard
Or do you mean its now bugged and doesnt remove regardless?
It doesn't get removed regardless yeah
@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
I will say I personally don't believe that this is a thing
A mod influencing the chosen amount to always be the max is just not a thing that you can do
But I'm sure crafty can open the game on like assurance twice on the same seed with that on and off to see no difference
Iβll run more tests later, Iβll admit it could be smth else I removed that fixed it and I was too quick to get excited this morning due to sleep deprivation if all works okay when I turn it back on that will make me happy lol
LLL is probably not going anywhere anytime soon so I would say that is worth
DawnLib is looking to replace it but I bet a lot of devs will stick with it, plus legacy mods use it
not replacement, more of a successor, it's still got an active maintainer that's giving it more features pretty actively
ngl while it is a LLL succesor ive been kinda more seeing it as a LL succesor
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
Not needing 5 MonoDetour mods is a plus
i wouldnt mind it depending on any amount of mods if it actually used em, but it doesnt
Exactly
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 
I may be a lil busier but this will help when I do have time
Pin
Pin?
yay
@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.
an example using adamance's here ^
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
https://github.com/CraftyC7/LunarConfig/blob/ff4b5f9c0395c5d86ee71aaef631a009b09f1c78/Objects/Config/LunarCentral.cs#L133
@ornate harbor use TomlTypeConverter.ConvertToString(curve, typeof(AnimationCurve)); dum dum, i provide it in DawnLib for a reason (my and your impl technically of converting the curve to string have a problem but ill fix it next update)
you could also use ConfigManager.ParseCurve or ConfigManager.ParseString
from Dusk
What's different tho
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
Sure yeah
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
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
you cant, its not usable in LLL either, its not used in vanilla, it's not used anywhere
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
it's old values zeekerss added but ended up not using, i BELIEVE you can use LGU to actually make it follow that value though
i was gonna suggest paco to remove it since its useless to edit but you might be able to use it with LGU
ooooo
i remember someone asking whitespike to make moons use that value
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?
yeah, just make sure its a thing first but that's a good call
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
you didnt end up saying more about the min/max setting breaking !!
pls lmk if you know whats going on
its 4 am ill sleep and see tomorrow
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
LGU? Where?
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
There's a patch that makes them being used but that's about it.
oh my god i can use this???
It depends on what you actually want.
This patch makes it so scrap generation considers both item count and total scrap value.
i got class soon so ill be here in like.. 8 hours
but ill definitely do
this is PERFECT yeah
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
If anything doesn't work about the patch, just let me know I guess.
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
I could also just add it... as a hidden setting like the terminal nodes for items

that would be so delectable and awesome
wdym as a hidden setting by the way
Like in 'Enabled X Settings' it defaults to false
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.
It'll be in the next update, there's actually a pretty big feature coming next update too, I've just been holding it as I hoped to fix some issues along with it but noone made an issue post in the GitHub :(
I'd recommend doing what Xu does and be quite adamant about it anytime someone pings you with a bug, tell em to put it on the github
Then eventually people start doing it
You could also ping each person that submitted a bug report recently and ask them to make a github post for it
I might do that later
oh helo youre the guy in the github email i got
But for now you get to choose the fate
For like the 3 people that read this thread
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
Not many, the bugs will still get fixed, and probably in the same timeframe
I think the only thing I hope to see you include with the features is the fix Xu told you to do for the curve stuff
Ah lol
Fine, mostly features and one fix
Release update, see people complain about fixes not being addressed, redirect them to github
Profit
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
I don't know where you saw this because there's only one mention of minimum total scrap value of the moon and it's in a log.
^
it is completely unused
SID prices increase or decrease depending on how much money the scraps came out to or smthn similar
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/
WHAT WHAT WHAT
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
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
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
oh that is fairly invasive, i think that suits LunarConfig more

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
Maybe only checking items that have the Lunar tag?
Nononononopleasegodnonono dont break my config again it was doing so gooood pleeeasseeeeee
What is different about DawnLibβs curve system? Do I need to change my configs?
no, it's just a fix for a thing lunarconfig was doin
I see
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?
yo
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
This update didn't change the format on anything, I just love misleading version numbers!
Yeah you'll need to set them up manually
Due to how Lunar grabs them

some people do version numbers like that at major update
some after version x.x.9
some both, so I got scared 
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 
reasonable
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 π
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?
turns out its NOT size dependant, this case at least
generic drains just wrecks my scrap amounts
#1192948703309344859 message
code & log, though i think its not lunar config anyway
I see, I shall keep this in mind
It's not Lunar, it's not the drains, and it's not Moon Scrap Limits Patch. I set march to the same specifications (scrap min/max 7/10, size x0.6) both with and without MSLP and was getting normal/expected readings on scrap scans. There is something else in your mod list messing with things. You don't by chance have LLL also set to configure moon values, do you?
So wait, since it uses DawnLib's curve system, what happens when nothing is parsed as a curve?
Should i go into each blank one and just make it "0,0 : 1,0" etc.?
Or was that fixed?
The update I just released to dawn makes a null be a constant curve with a value of 0
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!
5
7
1
Release features now!
1181287712943259738
yoiled

oh yay
just in time
showed up on gale now for me
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?
Lunar's system is:
+ or nothing - Adds weight
- - Subtracts weight
* - Multiplies weight
/ - Divides weight
They're applied in that order
These apply inside and outside of injection
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 
Shy guy:0 will do nothing, you might be thinking of Shy guy:=0
O true yeah
Actually that might not work right now, I might have to fix that
You can't set the weight to 0?
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
Oh, hm
The injection stuff has some bugs rn it might be that
You might wanna disable the injection settings lol
That's not the issue
Tags now need namespaces, like lll:paid
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
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
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
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)
How
?
What about Shy guy:*0?
Does multiplying by 0 work?
It won't yet
Damm
What if i do it as like, idk, Shy guy:*0.001 ? So its technically not 0 but very close to
Or is injection itself just fully broken?
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
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 :(
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-
Ah i see
I'll fix as soon as I can
All good, take your time
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).
@ornate harbor this man has questions that im too fucking stupid to answer
@solemn blaze
(i wonder why :P)
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.
you are using centralconfig and lunar config at the same time?
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
Using both will probably break everything
fair
ye
purple did it at one point so I assumed it was aight
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"
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

I would have swapped to lunar entirely but it didnt have the interior injections and that was the whole point of the modpack
2 days ago lol
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
That's unfortunate
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
π
i did not
and i did not mean to imply i did
oh I thought you did
however i did
saddest death
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

Technically that is a thing
But also technically it is broken right now, and I'm fixing it as we speak
goodluck crafty!!
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
You may refer to this for how it works
I mean that's fair
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
wouldnt this make it harder to add or remove anything?
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
would have to change all weights so they fit 100
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)
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...............................................
it was a pain
trust me
I didnt want to do it either
for the scrap
originally the modpack was meant to be a vanilla rebalance
Make all numbers related to weight less than 10 
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
always mind
Version 0.3.1
Fixes
- Fixed multipliers not working with injection right.
- Removed using the '=' operator in weight strings.
- Automatically adds a namespace to tags that do not have one.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
that was FAST
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
losig my mind 
019bbf49-f581-f88d-78db-af2f9b6d37e7
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
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
updated still happen
gonna go to git

apparently i broke some weight stuff latest dawnlib so it's probably affecting lunarconfig, ill be taking a look
posted
Had this too yesterday
Was gonna wait to see if it was injection related
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?
mm yeah, i am now getting that too
Half of the config has now just disappeared 
Going from DawnLib v0.6.0 --> v0.6.1
And LunarConfig v0.3.0 --> v0.3.1
All of it is still enabled in the "Central" part of the config
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
Solid
And yeah not too upset about it, got everything backed up on notepad lol
Ill just wait some time
I added a comment with my profile codes and a log, same issue
This is also after the DawnLib + LunarConfig updates from today btw
i dont think the fix has worked
the fix worked for the problem i noticed, must've not been related to the lunar config problem you guys are having
i see i see
basically melanie was porting her interior and noticed weights werent applying, just fixed that for her
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
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...
its not reset, just hidden
Thats a seperate bug though
The interiors being brokey was happening prior to the config hiding itself
no as in i reset it
Ah i see
oh uhhh
so is it known now that possible interiors doesn't show up despite it being enabled?
mornin
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);
Help us
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
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
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
I'm aboutta sleep, i'd be surprised if I caused any breaking changes from 6 0 to 6 1
Are there errors or smthn I can look at?
Error here
And feel free to rest
Did you revert it and did it work? Or not doing it right now?
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
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
)
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
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 
so I can confirm that lunar doesn't require downgrade atm (I think) (that's just me) (greed)
Yeah same
just got the dawnlib 0.6.1, fixed it for me 



also how do you get this little menu thingy instead of the thunderstore config
someone hlep
gale
use gale please
how do I do that
is that an external application or can I download that on thunderstore
where it says manual download
ooh
that's nice
thank you
do you mayhaps know where the enemy multipliers are

like the default
name:weight, name:weight,
show your config and give a code of your modpack once you figure gale out
use gale and you will prob have an easier time finding those things
- way better to edit lunarconfig's configs through gale
will do
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
would be neat if gale was able to recognise ; delimiters as well for curves, when editing lists
Wherever you want to multiply enemies you do just Enemy:*multiplier
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?
In any of the fields labelled Spawnable Something Enemies
I didn't see any fields with those queries
Give an example of what exactly you want to do
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
Something like this should work
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
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
Yeah like this
oki, so its the internal name you have to use
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
You can change the aliases to actually use "Facility" but by default it's not recognized sadly
loot table for exp
is there a way to get those internal names?
How do you mean?
And I just realized Facility should be recognized by default
oh hehe
oh amazing yeah thats what i was asking thanks :3
i gotta start messing with lunarconfig haha
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
where'd you get that config name from btw?
the videotape
check the other configs
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
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 
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
where should the interior thingy appear in here?
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
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...
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
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
I have no clue what any of this means
Also, as it can not be replicated with a fresh configuration generation of LunarConfig I assume something is wrong with my central config.
Doesnt work
Did that like ten times over the other night 
Oh woe is my configs
have you tried plugging your brain out and back in again
if these interiors dont work I'm just gonna go play base wesleys and call it a day 
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
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)
Everything is still on fire from this morning
and yet
So everything is broken sometimes