#Lunar Config
1 messages Β· Page 7 of 1
So, in hopes this helps, here details for my issues: I am having an issue particularly with the possible interiors and spawnable scraps settings in the Moon configuration. No matter if I use the old configurations (pre-v3.0, [to be seen here][https://github.com/Team-Rebirth/Lethal-Rebirth/tree/main/config/LunarConfig)) or let them generate entirely fresh. The config options for the prior mentioned settings just do not appear and then Lunar tries to pullon them, making the game load infinitely or load the vanilla facility instead. The screenshots ahead show all the settings.
I wish you best figuring all this out Crafty. This mod is still awesome and I look forward to using its new options once it is fixed up :3
Pack code:
019bc3dc-6e95-3386-21e8-ce47510e7ee5
Log error:
[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
yes yes of course
we all appreciate your efforts good man
and what you do for people who wish to reshape or create new content in our visions
you make that possible
thank you
π
Hey all, modpack exploded again. Landing on any moon causes it to get stuck on the random seed screen. Funny red text had this mod in it so I'm sending it here
also in the config these options seem to not be working anymore
Profile code: 019bc646-f329-1e30-c5e0-22988bc81e4f
is it possible to change the routing name of a moon using LC? sorta like how starlancerzero does it
So, a couple of things for anyone using Lunar atm
As i am sure you know, unfortunately, updating DawnLib to 0.6.1 "semi-permanently" breaks your config (for now) and hides a bunch of moon settings etc.
Downgrading DawnLib will not fix it in my experience, it will remain broken (probably fixable by manually editing the cfg file itself in notepad or something to unhide the sections, or just wait for Lunar to update to fix it or use a backup)
As for the whole "no interiors spawn in" issue (causing a crash or defaulting to Facility everytime), thats from LunarConfig v0.3.0 onwards (Injection update), and is a separate issue to the DawnLib one, and both issues i imagine will be fixed soonish
Both of the issues can be worked around for now though by:
- Restoring your modpack to a backup you made prior to updating DawnLib/LunarConfig (Huge L if you didnt back it up, sorry)
- Updating LunarConfig to v0.3.0+ to get the injection update if you want, but do NOT update DawnLib
- If you did update LunarConfig, disable "Possible interiors" under the LunarConfigCentral --> Enabled Moon Settings
- You can now just use LLL for now to set your interior weights
Only issues i am getting is the Facility, Mansion and Mineshaft is being added to moons even if i removed them or set their weight to 0 in LLL, their default weight seems to be forced regardless. This is with those fields in the LLL config being clear / set to 0 (and working fine prior), and making sure nothing in my Lunar config is injecting the vanilla interiors at any point 
Also, it seems that enabling/disabling Dungeon injection as part of the WeatherInjection config will wipe the data from it π
AND, interior injection via weather doesn't seem to work. Tried adding Mansion to a moon that doesnt have it normally via a weather and it didnt spawn despite an extremely high weight. Unsure if that means injection is still broken in general, which would make the 0.3.0+ update kinda pointless anyways
Byeah other than that, its mostly functional, heres a temp solution for people
want to add that, in my experience, keeping dawnlib on 0.5.17 fixes interiors even on lunar 0.3.x
What an odd set of issues
yes
thats weird
but i was already handling interiors through LLL so i'm probably fine? i don't remember getting the issues you mention
It seems that anything interior related with lunar is the main thing that broke. So if you were using LLL instead you should be fine.
good to know
i'm just gonna wait until these issues are fixed to continue working on my modpack due to burnout
is there a ping role for lunarconfig/dawnlib updates?
nope
someone ping me then ig
Scrap injection is also still broken I think someone lmk when that's fixed
You could also just use the previous update for Lunar and DawnLib. Though if you're burnt out, yeah, best to take a breather. :)
both of my backups are new profile are on dawnlib v62
they're bricked according to the chat above I think
plus the entire reason I installed lunar was for injection
centralconfig's modded scrap is bricked, lunar config everything is brcked
pick your poision
crazy+
Reading Zeta's message shows that, yeah, this is pretty scuffed. :/
on my side, interiors work, but moon prices dont
enigma
oh looks like its mad about a curve i did
guess it still doesnt like empty curves
or nvm i mightve messed up on one
In it's defence, it worked pretty solidly prior to these new updates
its just a shame because its a combo of 2 breaking updates at once
Makes we wonder if having an experimental version of the mod could be handy for stuff like this, although usually a lot less people use it, test it etc.
Like in all honesty i would avoid experimental and just use the main one 
Tbh this last update was a patch to fix some bugs so
Nobody would have expected to break this badly
true
So, @mossy tide I may as well ping you since I'm not sure what to do with this information.
I tried out Shayde's pack, and with some extra logging I found that the problematic weight items (at least in their pack) was Company Globes. Now, this is interesting because that mod is DawnLib-based. Pretty much a summary of what I'm doing is on Moons freezing, using .GetFor on every item, now Moons actually freezes after the Items registry too, and for some reason trying to do .GetFor on the globes causes an error? Globes is the only DawnLib-based scrap mod Shayde has, I could try adding more to see if they all have this issue.
Yup just tried another DawnLib-based scrap mod
Same problem
can i see the error?
Also I'm not sure about the dungeon issue... on Shayde's pack I was able to configure dungeons to spawn on Experimentation normally, maybe it was an issue that was fixed by this Dawn update, it might have just been overshadowed by yknow... everything being on fire.
-# Also saw Zeta mention injecting dungeons with weathers not working, and I just tested them and they did work too with my version of Lunar
One moment please
[02:54:40.8765934] [Warning:LunarConfig] Failed to grab weight for companyglobe:globe on Experimentation
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 () [0x00488] in ./Objects/Config/LunarCentral.cs:2215
I've sent before but this is line 2215 in Lunar:
int? rarity = ite.ScrapInfo.Weights.GetFor(dawnMoon);
I'm not sure who I'm talking to but I suppose anyone reading this so uhhh to whom it may concern:
I am able to make the moon config file not fail as soon as an invalid item trips it, it doesn't fix the problem that I can't get weight on dawn items, but it will fix that issue breaking EVERYTHING ELSE in the process. I'm thinking about doing that since idk if this is something I can really fix on my side so best option maybe? Also I've had no issues with dungeons so I assume that it was fixed by a more recent Dawn update that was overshadowed by the aforementioned everything breaking (I can also support this as I tested soup's pack, someone who was reportedly having these issues, with the new Dawn version and Lunar build and dungeons/simulate worked just fine).
Just trying to keep you guys informed
, I may upload this new build after I hear what Xu has to say about all this.
Or upload it anyway depending on how tired I am
Well from the bottom the only direction you can go is up
Version 0.3.2
Fixes?
- Added failsafes if an item's weight cannot be gotten so it won't error the entire moon.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Thank you all for your patience and forgiveness while this is still getting sorted 
Yeah that's a good choice
is this supposed to stop this error
Never seen that before, so no
Sorry :(
damn
its still early to expect a mod like this to be super duper stable
this kind of thing is a given for the first couple public versions and with a new ish library
lunarconfig rocks i look forward to using it every time i do anything lethal related
still gon wait this one out
@ornate harbor
Got a very strange new bug
By the nature of it, i imagine its a silly quick fix
When i run "simulate" on any moon, it just gives me the weights for Experimentation lol 
Like, every single moon is using Experimentation's interior weights
See here exp's weights
Here's titan's (300 to every interior)
lol
Do interiors actually work?
Actually this might be cus of TerminalFormatter
I think the issue is that it's grabbing whatever weights your LLL config has
try disabling TerminalFormatter's simulate node
TF doesn't register anything from DawnLib or Lunar Config
It doesn't support them
OH WAIT
yeah you're right, simulate is just grabbing weights from whatever moon i am orbiting it seems
hence why it was Exp, since thats the default moon
on vow now
how odd
it didnt do that before though, so thats a new incompat
but a kinda minor one at that
Yeah
@ornate harbor on an unrelated note, i found from testing that when you inject interiors via weather (in my case i added some spooky interiors when its Hallowed), they actually do show up on the simulate command which is pretty neat, i wasnt expecting it to
This was on Experimentation again, with these injected
so yeah, thats cool
I don't touch simulate at all :p
Magic
I think it's how Dawnlib works
Sadly, that didnt fix anything either
Still the same issue with the node off, but i will post about it elsewhere
Question
How possible would trap injection be via weather/interior?
I figured thats already way more complex since it uses a curve, not a simple value
I guess you could multiply/add/subtract from each "Y" value in the list of coordinates?? Or set a new curve entirely?
The main use case i was thinking of was stuff like having Seamines spawn outside during Flooded, or having no Teleporter Traps spawn in for certain interiors (Where they can often teleport you out of bounds etc.)
how do you check the interior chances on the terminal btw
simulate (moon name)
With LLL
harold hammer can spawn there
ah.
I want to find out what it does compared to the mortar hammer
but at the same time
I am terrified
take a wild guess
why does it only cost 12 credits
a weapon of mass destruction should not be this affordable
but its the stick
and why do you have 2 teach the disloyal tapes
you dont need that many
oh?
although there were two teach the disloyal videotapes I only got one
Will LunarConfig override butterybalances changes?
yacmflc
yet another config mod for lethal company
hopefully this one will remain maintained π
do we have examples of mod config pages ?
or maybe i misunerstood what this config mod does ?
a lot
π«
and bc of dawnlib will probably being able to do even more.
even more, to what extent ?
I saw it generated configs for other mods ?
for moons and interiors ?
Have you ever used CentralConfig or LethalQuantities?
Yeah I'm afraid not, Lunar is for configuring things about objects including items (value, weight, etc.), enemies (max count, health, etc.), dungeons, moons (what spawns, cost, etc.), map objects (spawn curves, etc.) and more but those are just some examples
oh no worries, it's okay I just misunderstood, I'll still see a use to this mod in a modpack with my friends lol
you're named like that one moon with a house and trees 
adamance
rend
titan
it's the opposite :p
the moon is named after me
π

Blehhh just use gale config :3
I like LethalConfig though, fancy UI
I like Gale but I prefer LethalConfig UI, it's well incorporated in Lethal style and all, real good
Ig
Havent tested extensively with other unlockables, but overwriting the inverse teleporter price doesn't work
In my own profile, i found that no price overrides worked for any unlockables, but i assumed it was a conflict with something else
However, i replicated it on a profile JUST with LunarConfig + Dependencies
https://github.com/CraftyC7/LunarConfig/issues/16
Replicated on a profile with minimum mods, literally just LunarConfig and dependencies. Cost is set to 200 in the config, yet still costs 400+ in-game, 425 iirc Could be that ALL unlockable price o...
Log and code is included in the git issue
anyone know why I cant change shop prices?
For unlockables?
Ehh, if flashlights or any items that show up in shop count then yeah.
I adjusted it in LunarItems section
When i downloaded some old non updated mod called CustomShopPrices to adjust shop prices it worked (didnt let me do all shop items though)
Just doesn't work right now in Lunar, its the same issue as i posted above i believe
Will be fixed pretty soon i imagine
Okay great, Ive been learning all of the lunar configs and can say that its the best config tool ive used
Pretty sure that should be fixed
Yeah I think it's an issue on Dawn's side, hopefully will be taken care of next Dawn update
I hope so too
I have been sitting on 0.6.0 while waiting for this kerfuffle to blow over
@ornate harbor dumb question maybe
Do injections stack?
I.e.
Can i, within the same config entry, do say Shy guy:+10 and Shy guy:*2, (so Shy guy:+10,Shy guy:*2) where if he previously had a weight of 0 by default there, it would now be 20 (+10, then x2)
Or, with the same injection applied somewhere he had a weight of 100, it would now be 220 (100+10, and then x2)
I am assuming multiplications are applied after any additions with the weights
So I believe multiple additions will actually either get averaged or discarded depending on what adds them, say if a moon has big bolts, and a tag also adds big bolts, the moon's weight will take priority. If multiple tags add big bolts and the moon doesn't have it's own, the weights from the tags will be averaged.
I believe the same thing applies for multiplications (as in the priority, averaging part).
You gave two examples, I believe the first one would work (unless he was explicitly set to 0 on the moon), but the second wouldn't depending on which injections are adding Shy Guy.
I don't really know exact details since I'm just putting the weights you give into Dawn's system so you might want to direct your questions to their thread for more help :D
This is assuming the quotations are weather/interior injections Vs. whatever is just "set" as the weights inside the normal moon config, not injected
Nothing tag related
Ah i see i see
well, i suppose i could just mess around with interior weights since those are the easiest to test with the simulate command
Let me know what you find since I'm curious too
I just know that the tags do the averaging thing if multiple add it, or they get ignored if the moon has it, the dungeons/weather may work a different way
I would hope additions are applied before multiplications
or else 0 weights on a moon would do nothing with the multiplier ye
Hmmm
This would actually make :*0 more useful than :=0 in some cases (well not 0, just :0 now) since it basically guarantees 0 no matter what
Any idea as to why the RollingGiant fork isn't showing up as an enemy in LunarConfig
if there is a way to manually add an entity to the enemy config let me know! It is detected by other mods just not this one sadly.
He's in mine
That's so weird-using the fork yeah?
Yep
I am so confused lol
It shows up in my EverythingCanDie just not here
It anyone has advice lmk lol
All i can say is, afaik, i added the fork prior to adding LunarConfig to the pack (???) Was around the same time so i cant really remember
So maybe try generating a config without it, then add the mod and see if it appears
Or do the opposite, add the mod first and then create the config and see if it appears
Will try. I made a new profile and just added Lunar and Rolling and it's not there. Will keep trying
Nope, nothing either way. This may reveal some ignorance of mine but if you were to copy and paste the giant's section of the .txt file and I added it in mine, if that would be able to pull it appropriatley?
Hmm, yeah that might work
I can send it in a bit
Try inserting this i guess
Obviously be careful you insert it properly like how all the other entries are
@ornate harbor I noticed in the "Central" part of the config, there is no toggle for Unlockable price
That might be why messing with their prices doesnt do anything, even with the new DawnLib update
You might want to check again... 
wdym
The item is always in stock
Already unlocked isn't on since i wouldnt want it unlocked straight away, i still want it to be bought
And in the central config, cost is enabled along with all the other default settings
Does the keyword settings / text stuff need to be enabled too for the cost changes to apply?
oh wait nvm i see the cost now
Byeah, even with the DawnLib update no price changes are applied
Hmm, that's not great
aww man, I seen that dawn updated and got excited and came here
Facts, turrets doing 50 damage (2 shot to kill) is absurd
I'd like to see you survive getting shot by a machine gun for longer than a few seconds
Wait what waaaa
I mean... balance wise maybe 2 hit kill not the best, but in realistic terms I think the turrets damage is fair
40 damage is nice so you always get crit
and theoretically survive infinite bullets
Nah i said it because i had no context so it was funny reading you say you should get shot by a turret xD
I wasn't saying they should... Just that I'd be surprised if they survived longer than in lethal
Sorry if it came off that way :(
Speaking of configuring traps, idk if you saw this @ornate harbor
I was wondering what your thoughts are on this
Hahaha yeah its not bad, it was just funny reading it without context
Yay!!
Something I want to do, but it is a Lil more complex than the other injections
Yeah
There are problems with the recent updates to this and Dawn Lib that are both causing dungeons to not generate correctly. Things for fine for me on Dawn 0.6.0 and Lunar 0.3.0, and you may be able to get away with a newer Lunar version
Both mods are being worked on but the issue is a stubborn one
If I wanted to add spawnable scrap as fast as possible would I just use a tag in "Tags" and put for example "genericscraps:custom" in the moon settings?
or do I place that in spawnable scrap
Oh Lunar can add scrap based on tags? I- Should tag my scrap
Right, I tried both of these versions, and it works fine except none of the CR coins are spawning, sometimes the CR traps are spawning so thats nice, but my debug menu is still not working with it.
As much as I want the dungeons to actually generate, I at least want things to work properly rather than stuff not working at all!
Thatβs the issue with downpatching, you donβt get new features and big fixes
Hopefully the issue just gets sorted out before too long
The more you know!!
How can I increase the chances of an enemy spawning on a specific interior?
Name:x1.7?
like this
thx
can you add enemy injection AND multipliers in the same string? is that compatible?
i havent tested
i am curious as well
well if that's the case (and everything from that fiasco a while ago)
has been fixed
I may start working on it again
main issues were scrap injection working properly and the enemy multipliers not being there
Yes you can do that
Also unrelated, a couple people here have said that dungeons still don't work for them, even though they were fixed for me with the more recent updates, does everyone have that issue still or is it more isolated?
I havent tested it
i've no issues with dungeon generation (please dont jinx it)
In my modpack made to play wesleys mod (with progression enabled) Lunarconfig is taking priority when both Lunar and LLL have "is hidden" and "is locked" enabled in the terminal, causing any moons that you've researched to not work as intended. This also makes moons that have hidden & locked enabled to still show up in the terminal.
Solution if youre having the same problem: Either disable LunarMoon config in the "LunarCentral" config, or disable all "is hidden" and "is locked" for every moon that is being used in LLL
this isnt just with wesleys, Ive noticed Lunar does try to take priority over LLL settings in my "regular lethal" modpack so idk if thats intended
Can this control morecompsny cosmetics too
Probably won't 
I got stuck in random seed screen
Its working now. I turned off the options im not using and its working
Lunar doesn't let you add/remove tags with dawn_lib as the namespace since it can break some stuff, also everything that has configure content on is given that tag in order for this mod to function at all
am i handling dungeoninjection correctly? i tried making it so the immortal snail doesnt spawn when the interior is the art gallery but it still spawns in game
You'll want to do *0
is map object spawning only in the moons cfg?
Yes
also why is outside hazards having its curve set in the interior curve?
how do spawn curves work? like i understand x is the time (i think) but what does the y value equate to?
y is the amount (rounded to nearest integer)
so if a keyframe was 0.44, 1.25 this spawns 1 enemy on average at 2pm? and if my probability range is 3 that makes it a range of -2 to 4 enemies?
0 is 6am (but you land on 8am), but yeah you've got the right idea
isnt 1 12am? what would 0.44 be
idk, i didnt do the math, but ig 18 * 0.44 hours + 6am
yeah i guess it is basically 2pm lol
idk im used to people thinking game starts at 8am and getting the math wrong
It breaks interior enemy spawn
What hazard is this?
LRAD from devious traps
heres my current interior curve, does anybody know why enemies only spawn on cycle 3 and 4?
Version 0.3.3
Fixes
- Added compatability with new Dawn version.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Yes, I spelled compatibility wrong, no I will not fix it
compatability
Crafty i think you misspelled compatibility
I just find it funny

Visual Studio doesn't have a spell check ok :(
Actually maybe it does
But I don't pay attention to it
Did any one else configs gets messed up?
Like my route prices are not what is it ingame
I'll replicate it on a small profile and give a code to make sure its not some weird conflict
When i have time to anyways
π
is it just that, or whole LC is borked 
atleast my moons are back sorted thank god
just unlockable prices afaik
oh
Oh weird
Zap Gun actually did work for me though
i lowered the price and it worked fine
let me check
Vanilla unlockables just dont work for me
zapgun is vanilla
Yeah, see its LunarConfigItems.cfg
Not somethi9ng in LunarConfigUnlockables.cfg
byeah it does work on my end
maybe I messed something up
wait
yours has a "Sold in Shop?" option
Mine doesn't, i have that disabled in the central part
Interesting
yeah in my central i have it enabled
let me disable it and see what happens
alr launching, should be 300 (your cost seemed reasonable)

let me land on a moon and get back here, should update the "sold in shop" option
no that didnt do anything, weird
@ornate harbor does lunarconfig override barberfixes' settings
I have not been keeping up for a bit, has the issue with moons not generating interiors been fixed yet?
I saw the new Dawn Lib update and want to get off 0.3.0 Lunar if I can
Only if you configure the Barber Stuff, by default no
i see
question 2
is this the placeholder string, similar to LLL's "Default Values Were Empty"
By taking a backup profile i had prior to that update, and then updating to all the latest dawn/lunar stuff, i've had no issues personally
Dunno about if you take an already bugged profile though with how it messed with the config
Sounds good
I have added text to equipment descriptions like this and they worked in-game, not sure about bestiary entries though
I think this is the placeholder I put it in yeah
Send me a modpack code, also does simulate work for you now?
not tested that yet
also i'll be able to get you the code tomorrow
Okie
does lunar require a curve like 0.00,0.00;1.00,0.00 in order to prevent things from spawning? i removed the curve on some moons and this trap still spawns on them
try that, but it shouldnt be spawning without a curve
oh i'll say the mod is DeviousTraps so if they still spawn i'll assume its the mod overwriting lunar
yeah its still overriding
Should be 200
019bf9c3-f3ec-1fff-4138-9f4443c49ab5
Is Dungeon injection in this update still breaking interior spawn?
Though simulate does work now
sick
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0009)
ButteRyBalance.Overrides.InfestationOverrides.CustomInfestation (System.Int32 forceIndex) (at <3ca2ff5c0a784661b25e098e72fe3d27>:IL_0228)
ButteRyBalance.Patches.RoundManagerPatches.RoundManager_Post_RefreshEnemiesList (RoundManager __instance) (at <3ca2ff5c0a784661b25e098e72fe3d27>:IL_00B9)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::RefreshEnemiesList>(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::RefreshEnemiesList>?-859448220(RoundManager)
Dawn.EnemyRegistrationHandler.UpdateEnemyWeights (On.RoundManager+orig_RefreshEnemiesList orig, RoundManager self) (at ./src/API/Enemies/.EnemyRegistrationHandler.cs:258)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::RefreshEnemiesList>?1369221920(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::FinishGeneratingNewLevelClientRpc>(RoundManager)
RoundManager.__rpc_handler_2729232387 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <83220f1fc337491eba19b3618ec61339>:IL_002E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_00A6)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:DMD<RoundManager::FinishGeneratingNewLevelClientRpc>(RoundManager)
<LoadNewLevelWait>d__133:DMD<RoundManager+<LoadNewLevelWait>d__133::MoveNext>(<LoadNewLevelWait>d__133)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[15:51:29.4342442] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ButteRyBalance.Overrides.InfestationOverrides.SpawnInfestationWave () (at <3ca2ff5c0a784661b25e098e72fe3d27>:IL_00C8)
ButteRyBalance.Patches.RoundManagerPatches.RoundManager_Pre_BeginEnemySpawning (RoundManager __instance) (at <3ca2ff5c0a784661b25e098e72fe3d27>:IL_0008)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::BeginEnemySpawning>(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::Update>(RoundManager)``` Dungeon Injection breaks butterybalance infestation
and interior spawn
Can you install Bepinex monomod debug patcher and reproduce error?
If it's already installed and that's the error given then that's fine too
i will install
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0009)
ButteRyBalance.Overrides.InfestationOverrides.CustomInfestation (System.Int32 forceIndex) (at <3ca2ff5c0a784661b25e098e72fe3d27>:IL_0228)
ButteRyBalance.Patches.RoundManagerPatches.RoundManager_Post_RefreshEnemiesList (RoundManager __instance) (at <3ca2ff5c0a784661b25e098e72fe3d27>:IL_00B9)
RoundManager.RefreshEnemiesList () (at <83220f1fc337491eba19b3618ec61339>:IL_02CB)
DMD<>?1487559942.Trampoline<RoundManager::RefreshEnemiesList>?443750112 (RoundManager ) (at <7fc7551d925948c09bb6713049205ac1>:IL_0025)
Dawn.EnemyRegistrationHandler.UpdateEnemyWeights (On.RoundManager+orig_RefreshEnemiesList orig, RoundManager self) (at ./src/API/Enemies/.EnemyRegistrationHandler.cs:258)
DMD<>?-1094396126.Hook<RoundManager::RefreshEnemiesList>?1682817216 (RoundManager ) (at <22f4bf7324ad421c832181e26fb567cc>:IL_000F)
RoundManager.FinishGeneratingNewLevelClientRpc () (at <83220f1fc337491eba19b3618ec61339>:IL_0125)
RoundManager.__rpc_handler_2729232387 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <83220f1fc337491eba19b3618ec61339>:IL_002E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_00A6)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:FinishGeneratingNewLevelClientRpc()
<LoadNewLevelWait>d__133:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[16:18:41.3217037] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ButteRyBalance.Overrides.InfestationOverrides.SpawnInfestationWave () (at <3ca2ff5c0a784661b25e098e72fe3d27>:IL_00C8)
ButteRyBalance.Patches.RoundManagerPatches.RoundManager_Pre_BeginEnemySpawning (RoundManager __instance) (at <3ca2ff5c0a784661b25e098e72fe3d27>:IL_0008)
RoundManager.BeginEnemySpawning () (at <83220f1fc337491eba19b3618ec61339>:IL_0002)
RoundManager.Update () (at <83220f1fc337491eba19b3618ec61339>:IL_008F)
It looks like didn't change
That's fine, I was half expecting that
@lusty lake do you not have embedded debug lines for butterybalanced?
?
Error comes from your mod but I have no idea where since it's not giving a line of code
Can't check ils rn while outside lol
i build to release and not debug
if that is what you are asking
i could probably figure out what line is messed up given the error
Uhh not what I'm asking, I'll reference the code I mean in the csproj but it'd basically make it so errors spit out the exact line that errored rather than IL
https://github.com/XuuXiaolan/CodeRebirth/blob/main/Plugin/CodeRebirth/CodeRebirth.csproj#L24 including this property group into your csproj should make errors a lot more readable basically
It is super neat :3
Version 0.3.4
Fixes
- Fixed an obscure mistake where disabling configuring tags for items would break configuring enemies.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
@ornate harbor I think that Dawn Libβs new NamespacedKeys change βbreaksβ Lunar Config, as it is generating new entries for my moons rather than converting my existing ones. The old ones seem to not have been deleted, but are nonetheless are not being used
Have anyone tested if unlockable prices (and items) work in newer versions
Also I noticed changing scrap values does nothing aswell
Damn, updating dawn/lunar just make your configs revert to default
not that bad though, I have everything I did saved somewhere else
ok no, it just because all of my moons have "different" names now
it did not have the worded numbers before
This is all because of that guy who wanted to make the number 2 a scrap isn't it
i think whoever named them couldn't use real numbers for coding or something else
Its more annoying that they arent in alphabetical order now because of the numbers in front
jeez
what in the world happened here
Lmao idk I just updated to the newest version (after I reverted my dawn and lunar because MP Broke) and this happened
Time to learn each and every moon numbers
Did you update both mods or only lunar
Who set everything on fire again
Hides gasoline tank* 
last update broke me and the boys' modpack config for lunar
:(
basically resetting all the configs we did
In case anyone missed my post, here is what happened that the moon configs got reset
You old configs are still there if you open the actual file in a text editor
They're all still there according to the person above me
It was me barry
classic zulan
What's fucked up is the chain reaction
Lunar breaking <-- Dawn change <-- my bug report <-- goofy mods that register multiple things with the same name (Wesley's Gratar big red buttons, Rolling Giant having 3 separate enemies with the same name for inside/outside/daytime, slenderman pages 1-4 having an identical name)
The easiest solution in hindsight was to tell each of the devs to register their thingies in a less silly way

I thought that did it but how does this number thing fix same uuid items? Most of them don't use numbers?
The issue is just the sheer amount of mods that do it this way, since LLL doesn't care if you do it or not, a lot of mods have the issue
Honestly no clue
Since I understood Lunar already converted numbers to words
E.g. Asteroid13 is called Asteroid-onethree in my config, always has been
(Dawn did that, not me)
I guess it just cares about the actual planet number too now?
I used to skip the beginning numbers, and I'm still thinking if I should tbh
But the reason I did it is cuz of scraps that will have numbers in the name
Like Page1 or whatever
page2
Etc
Stuff like Wesley's buttons will never be compatible no matter what I do
I do recommend you changing the format with getting rid of the numbers in the beginning for your class name
I could add a method that'll do the same formatting but the C# name would follow the old way of doing things just for looking pretty
Might just also make that the default
Hey all, so it turns out that it is really easy for us to fix the number format issue on our end if you do not want to wait. If I have it right, you only have to change a single line per moon/item on the CFG files in Lunar to make it work with the new Dawn Lib version. Using moons as an example, they have this line before each of their config text in the CFG file in the old system:
But with the new Dawn Lib format, the line needs to look like this:
By my testing, if you can change all these such lines in your backup to be the new format (such as by copy/pasting from new entries generated by the update), Lunar will read your old configs without needing any other changes. You can either paste the new lines into a backup and then insert the backup into your LunarConfig folder, or you can go into your current LunarConfigMoons file and paste the correct lines above your old configs (and then deleting the empty config banks)
That's neat
I'm probably gonna hold off on updating until it's sorted though
Could it be possible for you to add a field that saves the name before you convert numbers and such? :3
Since I can't just unconvert them on my end or stuff happens like the word 'bone' becomes 'b1'
Sorry everyone I haven't fixed this yet, I'm going to be a little busy for a short while, I'll get to it as soon as I can :D
By a short while I mean like a couple daysish
I forgot to respond, I can re-add the legacy method if you'd like
I forgot to respond, hi xu
I never used that method I think but sounds neat!
Right yeah, I'll figure smthn out maybe tonight
Hi everyone!
Just wanted to report a bug - when I try to inject any scrap via "Inject by tag" config setting by "All" tag (so all moons will receive the injection) moons bug out and spawn only bottles every time I load any moon (or in my case, because I have a slenderman mod, only slenderman pages).
I know about bottles, because I thought that slenderman mod might be the cause of the bug, but it turned out that it bugs out even without the mod, lol
curse of assurance
Me watching my interor get all funked
(This doesnt matter whatsoever to me btw) Anyone else Experimentation and march is like this?
Risk level doesnt work
Honestly it mightve been me messing up my notepad config but idk
both versions of the moon configs are in the txt files
Hello! So I think LunarConfig wiped out the progress I had in Wesley's Moons.
I've tried following the solution here by disabling
"Is Hidden? & Is Locked?" from the Central Config but the moons don't show up again/can't be routed to in Terminal.
tried to work around the issue, but even with the settings like this the moon remains hidden in the terminal though routable
and when it's like this, if that moon meets the unlock criteria in-game it WON'T unlock and stay as 'route locked'
any ideas on what else I can do to recover progress?
@waxen granite do you have anything being configured in lethal level loader?
Also I dont use central config so I cant tell if using both central and lunar together breaks anything
Oh wait you mean LunarCentral srry
In LLL just settings for Interiors specifically and that's it!
I've tried messing around as much as I could but seems like I can't do much about it directly.
Keeping Hidden and Locked off from LunarConfig prevents the issue from happening again.
But I can't recover the progress I had trough settings, it's ok, just wanted to see if there was a chance. lol
If its a save thats been played on before changing or adding mods thats probably the reason its not working right.
also it looks like in my modpack I have nothing in lunarmoons set to enable configure content
I havent played around with wesleys configs for lunar since Ive had that issue happen to me
but its working as intended
I would either try to turn off enable content config in lunar or LLL depending on which one you want to use
Fucking hell my god damn settings for moons were reset again cus of this shit
AHHHHHHHHHH
Luckily paco has a backup, I was gonna scream lol
i dont think lunarconfig got rid of your configs
as another person already stated
so you could either just wait like less than a day for crafty to get back to me or just spend a minute moving em manually
I'm just fixing them manually since idk if it will be fixed before stream
It did cus when this change occured I had the option on to delete Orpheans
β οΈ
Critical Blunder
skill issue 
Typically issues like this don't happen lmao
true
I typically have that option on when testing just cus I test out different moons and interiors lol
Can't believe you would nuke orphans smh π
wouldnt it be smarter to only turn it on at the end of testing
Probably
But sometimes it's turned on by other alters ((Usually Lacy)) and we forget to turn it off
lmao
alters trolling π
Lacy: Me doing some trolling is nothing new but yeah I do forget to just disable that settings sometimes whoopsie
wheres my LLL updates cheese man >:c
sir
do you know how to add wesley's tapes and logs to moon loot tables (eg. Oldred videotape)
I cannot get them to work for the life of me
@ornate harbor Ran into an issue, if you make items not be conductive it ends up fucking up after rehosting a lobby and they becomc conductive again
At least it seems to be Lockpickers but this might be cus we have a Lockpicker mod
Cus other items don't have the issue
speaking of that, which one of them is your preferred? I count at least 3 of those mods
engineer gaming
ConfigurableLockpicker by Slayer is the one I was using, found out why it breaks after lobby reload I think too it was throwing some errors for clients
I have informed him lol
I wonder if ye old EnhancedLockpicker would somehow be more stable
I swapped it out for that, I also realized the default weight of Lockpickers is insane to the point they aren't worth carrying so I'mma reduce that
Dunno why Zeekerss made them not only useless but also weigh 10.5 lbs
In Vanilla?
Most people just avoid them cus you find plenty of keys
lol
I do think they should weigh about the same as a Pro Flashlight, the amount of time they take to use in Vanilla is honestly fine
Like for a Vanilla rebalance they should prolly be 20s instead of 30 and weigh the same as a Pro Flashlight
Or well ig 15s instead of 30 would make more sense tbh
maybe its because butteryfixes default option: keys are not scrap and you can carry in the beltbag
I find keys are not very reliable when you really are playing hard
they are carry-able in the belt bag in vanilla too (iirc anyway)
I think they are too
But yeah the game spawns as many keys as there are locked doors, and I feel I often find several locked doors before finding a key. You gotta hope you unlock the one to progress and not just a dead end, or that you are not wasting your consumable on an empty room. Lockpicker is slower but takes away all the guesswork
the first part isn't true btw
you're only guaranteed a key for the first locked door, from there the chance for a key for a locked door diminishes
I see
there is a pretty high chance that you'll get some locked doors that don't have a key for em
Even more reason to bring Lockpickers
Honestly I think the game should guarantee a key for each door, not doing so is a bit much imo
Since the keys can spawn behind doors Lockpickers are still useful
yes, beltbag are able to do this. i was wrong about it
Now that I think about it keys are treated as equipment in vanilla, since iirc you keep them after a wipe
Which makes their 3 credit value even more bizarre
ButteryFixes makes them scrap actually worth 3 credits, or removes the misleading scan text
Is Locked a Vanilla thing or a LunarConfig thing? Is it just to lock out Moons for modpack developers or is there a way to unlock things via configurables?
Is there a way to randomize apparatus values? Like butterybalance does to the default one.
Not with Lunar
Locked pretty much just makes it inaccessible, there aren't conditions to it I'm afraid
Also to anyone wondering! The new Dawn update makes uuids like they used to be
Ight sick, I was trying to find an alternative to unregistering maps in a pack that I didnt want as it was causing problems. I was hoping to just hide and lock them instead.
Something I ended up needing that I've kinda just had to go nvm on I was wondering if you'd consider. Just like you can inject enemies or scrap based on interior, could you make it possible to do that with hazards too? You'd just provide a curve for the interior and or exterior. In addition if the map the interior is on already has that hazard setup then the map's curve is used instead (so if you wanted more or different you could supercede it, if you wanted it to not spawn at all you just 0 out the curve and just not leave it blank).
My use case for this is I wanted to make it so all mineshafts had the industrial fan from coderebirth and all expanded mineshafts had both it and the mining laser.
I'd like to remind you guys to put your issues in the github otherwise I'll probably forget about them :3
For when I get to them at some point
It's something I'd like to do too but more complex than the other injections
It's planned tho
Btw just a heads up that the Moon Names issue is now fixed after the latest DawnLib update
.
I had adapted my configs to the new DawnLib format, does this mean I will have to convert it back π
yes, we did say we were gonna do something about it for the user :p (even if that thing was reverting the changes)

sorry for the inconvenience lol
it should be pretty simple, just get rid of the starting numbers
would take like 5 minutes surely
and for the lethalcompany: entries change it back to lethal_company:
I generated a fresh config to make sure I did everything right when reverting the names
lol
Ahhhhh damn it lol.
For now I would keep DawnLib on v0.7.7, there are some issues atm
π
how do i disable a map? im not good with this kind of thing but me and my friends are tired of seeing the caves.
caves?
the mineshaft?
yeah
we got it 9 times in a row last night and its a very confusing map.
haha yeah people usually dont like mineshaft, i would recommend you try wesley's expanded mineshaft
but to disable mineshfat in lunar hmmmm
i dont remember exactly how it looks like, do you have a screenshot so i can refresh my memory?
This is what im looking at. dont know if this is right
do not use notepad what
use your mod manager
use gale hhehehe
is gale another mod?
it is
a
mod manager
same as thunderstore
lunx :3 help me idk exactly where to disable
i just know that ss they sent is not the right place hahaha
Fix has been found if you are on the latest DawnLib, you'll need to enable Configure Content for every Interior and set Clamp range max to 999
β οΈ and yeah you really should be using a mod manager
xD
https://thunderstore.io/c/lethal-company/p/Kesomannen/GaleModManager/
and where it says manual download
i use thunderstore. it just wouldnt let me open the file through there
it does let you
either way dont use thunderstore
Thunderstore Mod Manager is dookie
Gotta do for each moon if using LunarConfig, bit tedious with a large number 

You mean each interior
It's under Interior configuration
Hmmm
.
AHHHHHH

thenn best to use LLLLLLL
Dude I messed up my .cfg files (lunar moons notepad++ configs)
is there anyway I can just reset them?
Just delete the LunarConfigMoons file in your mod manager
it will reset it next game launch
Yeah, I was erasing the old way that dawn/lunar loaded the moon names and It just messed up some small things
Now with injection, it's a lot easier to disable things
You should be able to put thing:*0 under the All tag in tag injection
the problem is that injection is breaking spawn and butterybalance infestation for me
in what way? what are you injecting and how is it messing things up?
Spawnable interior enemies: Maneater:*1.7 from dungeon injection
It only breaks when it generates an interior that I added an injection
The enemies don't spawn
Ok so, you can change item prices in lunarconfig
buuuut that doesnt actually show in the terminal
can you try the vanilla terminal
lets see
hopefully thats also the reason some of my moon risk level doesnt change
Yeah terminal formatter is the reason
I was having some trouble using the all tag earlier when I was trying to equalize the chances of each interior. I ended up just going through each moon manually and setting the weights. Is this a known issue or should I send logs?
I was using the simulate command to check the weights on the terminal
What did you try doing to accomplish this?
Let me check what I had set up rq
I turned on "Configure tag injection", reloaded, turned on "Possible interiors" in tag injection, reloaded again, then put a long string of interiors with :99999 in the all tag's possible interiors box
β¨```
AquaticDungeonFlow:99999, BackroomsFlow:99999, Black Mesa:99999, CircusFacilityFlow:99999, DeepSewersFlow:99999, DrainsFlow:99999, ExpandedFacility:99999, Level1Flow:99999, FracturedComplexFlow:99999, GrandArmoryFlow:99999, GreenhouseFlow:99999, Level3ButCoolFlow:99999, Level2Flow:99999, Level3Flow:99999, MuseumInteriorFlow:99999, OfficeDungeonFlow:99999, PlayZoneDungeonFlow:99999, PoolRoomsFlow:99999, RubberRoomsFlow:99999, SCPFlow:99999, SHFlow:99999, SpookyManorFlow:99999, StoreFlow:99999, TowerFlow:99999, ToystoreFlow:99999
I ended up using RegEx to put this in all of the moons individually instead when it didn't work. I had no other configurations enabled (except for possible scrap under the same tag)
Modifying tags right now seems to not work yeah
I tried adding the Haunted tag to Roart for Chizra Temple and it wasnβt applying the tag based changes
Just tried the same setup again and got this
Did someone change with spawn curve handling? I get this error whenever a wave was meant to spawn
Despite Orphaned Entries being disabled, it removed all entries of disabled mods (specifically moon entries) for me π
Do you use Gale? It has a thing where it hides unused configs even though they are still there
interesting, I did not know it did that
cuz it only did that with lunar config
that I am aware of
actually no, that's not what happened cuz changes I made to vanilla moons stayed
only the modded moons I had disabled had their entries removed and reset
despite me also disabling all of lunar config
Check your LLL configs, something might be up there
If you disable Lunar but keep LLL enabled then LLL settings will take effect
Actually though that would not delete your configs, idk what caused that
Did you make your configs during DawnLib 0.7.5-0.7.7? Those versions used an experimental directory scheme that ended up getting rolled back, with the side effect being Lunar cannot read configs made with the scheme. If this is the case for you, you can open your raw CRG file and your settings will still be there, just orphaned. If you change the first line of each config to be the right format they will work
In this instance, I had disabled every single mod in my profile and had slowly enabled them all to find a mod that was causing trouble
0.7.4, skipped those versions you mentioned
I see
false alarm, the entries returned, I guess it hides them but saves a cache or something and loads them back after opening and closing or something. I was unaware of this very sorry lol
.
is it known that CodeRebirth traps and crates does not spawn when you install this mod by default?
Do I have to set it up manually or smth?
this person says it works for them
it might've been an older dawnlib update that it didnt work or smthn idk
try resetting those configs ig
I'm not sure if DawnLib has changed this, but in the past when Lunar grabbed the curves for CodeRebirth hazards they were all 0,0 ; 1,0 by default
Which is the cause for that issue
i think the update where i updated the spawnweightspreset stuff fixed that
Yeah I never changed the bear traps spawns at all and I randomly seen them once
but by default yes lunar turns them off
I changed Gorgonzola's interiors and removed Grand Armory from it, yet I still got Grand Armory on the moon? Also when I simulate the moon in the terminal the chance still pops up. Whats causing this?
Well simulate is a lethal level loader command (idk if it shows lunar weights) but also if youre using lunar for possible interiors on moons thats bugged rn
Doesnt work for me atleast, so i used LLL instead for now
@hidden basin
oh ok, thanks
If you haven't noticed by my complete inaction, I am quite busy for the time being, I'm unsure when it will clear up, but I'm sorry to say don't expect anything quite soon :(
What other things just don't work right now, working on a modpack and I kinda wanna avoid issues before encountering them if possible
Its alright no rush, take care of yourselfβ€οΈ
Ehhh, cant think of anything else
maybe code rebirth hazards not setting up properly with lunar
maybe just a me thing though
you have to reset the spawn curves in lunarmoons
AH kk, so for example it'll just default to 0
Basically yes
No
well
lunar dungeon injections doesnt work (known)
im assuming weather is the same unless you use another mod for weathers
like registry or wtv
No I ment like
there's config options for adding Interiors if it's a specific Weather
Will do
Cause on my todo list is
β¨```
Superstorm, Adds high chance for Atlantean Citadel.
Forsaken, Adds Flesh or Slaughterhouse.
Hallowed, Adds Liminal Facility or Liminal House.
Blackout, Adds Midnight Sanctuary.
I hope injection in general works because
I have alot on that list todo
@weak basin So I actually tested the Interior config for moons, it works for me
Interiors seem to work fine for me too
Possible interiors?
I mustve did something bad on my configs then
Unless some new update fixed it
lunar config has made me realise what tags on items are for, and now i wish i put some on my items...
I tried it again and the possible interiors seem to still not be working
no idea how you guys got it to work
Definitely possible I'm simply insane
Lunar Config is having an issue for me where it is not overriding the scrap spawn amount values for Dine. Strangely, it is happening only with the scrap amount on only Dine specifically. Based on the logs, maybe it is something to do with DunGenPlus?
was the issue with ScarletDevilMansion ever fixed?
so if i enable Content Configuration on Inazuma moon or Mondstadt moon the game softlocks when trying to land (even without actualy changing anything/they both work fine if Content Configuration is disabled)
Damn theres genshin moons?
hat moons
Grounded moon
yea, they werent update for a year now tho and arent realy set up too well, you land on the moon and the inside has like instantly 6 monsters hanging around
my friends are weebs so they usualy liked them but i threw those 2 moons out for now
idk how these moons in particular just die from this tho
Some moons have enemies spawned outside to begin with, this ones kinda up the moon dev unfortunately... if its the one im thinking of
id probably do the same if mine were weebs
though a lot of these models imported into lethal company like to be... hmm
unoptimised... sometimes
hey so does anyone know what are the issues with Lunar right now?
just so i know what to evade hehe
finally getting to doing my lunar configurationits
This is all I know of right now
no idea if this has been reported or not, butill throw it in the evergrowing list of things to check out - disabling has time in central config throws some dictionary errors
Dangerous name
LOL i meant config central my bad
If i change a config in one of the mods own configs, will thst make lunar configs config change?
I think LunarConfig's default value for the corresponding config would change
Ye
Version 0.3.5
Fixes
- Compatible with the newest DawnLib version.
- Fixed an issue with Has Time?
- Maybe unintentionally fixed other things who knows.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
I haven't forgotten about you guys quite yet :3
Also I tested tag configuration on my clean testing profile, using the same strings from SSJay's pack, and it worked for me perfectly
I wasn't able to test on their pack because of the Dawn update though
Version 0.3.6
Fixes
- Removed some logging.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Doesn't count as a mistake if noone saw it happen
W- wait... it was incompatible...?
The one that I just uploaded yeah
For about 5 seconds
crafty so cool yay!!
thanks for the updates
will this delete any previous configs?
i just started with my configs so im a bit scared
No, I'm pretty sure it shouldn't
Though people who had issues before and still have issues now may need to resend the errors they get, the line numbers are wrong and due to my poor use of version control, the last version of Lunar doesn't exist in code anywhere that I can look at, and it's hard to take a guess at where the issue may be.
Question
Has anyone actually managed to spawn inside objects (like traps) outside successfully? and vice versa
I am experimenting with a moon idea where stuff is kinda inverted, but giving an outside curve to even just vanilla traps doesn't do anything, let alone modded ones
If it doesnt work, then i wonder whats the point of giving every inside-trap an outside-curve entry in the config, it kinda just bloats up the config
Actually hold on, this might address that issue
As far as I know this update was to get better compat so stuff like DawnLib hazard weights actually show up onto lunar, etc
But there might've been other stuff
i forgot if i already asked you this but would the devious traps hazards ignoring lunar settings be a problem with this mod or with devious
I'm surprised they do, it's likely a problem with lunar/dawnlib, though without seeing the code and issue it's hard to tell
After testing, yeah its still the same, you cant spawn inside traps outside with the curves, or do stuff like spawn CR crates indoors, i'll make an issue for it
Also there is this error everytime i land now with the latest Lunar + DawnLib:
Doesnt seem to do anything though
Might be related to AdjectiveNounNumber's issue where scrap amounts arent be overriden on Dine or whatever
Code and log if needed: 019c7fd7-9c92-3972-d24f-8d8f9f4cf342
Same issue for me
Also having issues landing on motra
A bunch of my configs reset, though that was likely from a previous update since i held off on updating both
Time to redo it all
Gotta start getting some backups
@ornate harbor https://github.com/CraftyC7/LunarConfig/blob/main/Patches/RoundManagerPatch.cs#L46
This line here should be LunarConfigEntry configuredMoon = moonFile.entries[$"{LunarCentral.NiceifyDawnUUID(dawnMoon.Key.Key)} - {uuid}"];

i do, i make a note of every change, hence why my changelogs are so big, and i have a lot of backup codes
Anytime an API updates i make a new code in case launching the pack with it nukes something
i just have to move it all across
crap, time to make a backup before running the game again
i mean, my Lunar was 0.3.4 and my Dawn was 0.7.4
17 dawn updates since then
so it could honestly be any one of those
I was able to make landmines spawn outside of Experimentation on my clean test profile with the newest versions
Very strange, i'll have to test more then to see whats up
could be that just the 1 moon i was trying it on doesnt support it
That would appear to be true 
Do you know what issues that has caused?
I think that would just be causing the issue that Zeta had landing
Well thank you Paco for your assistance
Unless someone points something out broken that I can fix in a relatively short time I'll push an update soon
Version 0.3.7
Fixes
- Fixed an error around setting multipliers.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Should be fixed hopefully :D
Hi, thanks for your work. I donβt understand how your enemy spawn weight configuration works. I set the Coilcrab (from Biodiversity Mobs) to 0 on a custom moon, but they are still spawning.
Does Lunar Moon not control the spawn weight, or is another mod overriding it by adding the mob to the map?
Does LunarMoonConfig not overwrite the spawn rate when I set it to 0?
it should but biodiversity might be doing special stuff to overwrite lunarconfig
okey thank you
for example coilcrab's weights might be getting edited because they maybe check if its stormy or something like that
the dungeon injection still breaks butterybalance infestation
you might also just be formatting it wrong etc
biodiversity on coilcrab was set on 48 spawn weight on this custom moon, so lunar don't rewrite it π
must i turn every modded custom ennemy to 0 ?
no, it's probably biodiversity overwriting it, but do test turning another custom enemy to 0 to see if it works
if it doesnt, its likely an issue with how you edited the config?
thats a shame, you can try writing in the thread to see if they can change that
A couple days ago I made turrets down outside on the modded moon Siabudabu, it was a bit scuffed though. I needed to set the curve to be about twice what I wanted for the intended amount to appear. idk why but thatβs what worked
So that they rebalance it for me here. x)
how does lunarconfig and by extent dawnlib handle duplicate entities (i.e. two with the same name/id)? For example I remember this being a problem specifically with the scrap items fireaxe and fire extinguisher that were added from wesley's but also immersive scraps iirc
is it resolved by the domain:id naming?
mod_name:enemy_name
there should no longer be any duplicate entities unless someone by the name of wesley creates two items with the exact same name
but scrap are not referred to like that in lunarconfig's moon config files? There it seems to just use the name?
in the rarity lists
Lunar Config allows you to set custom aliases for things, which can help solve this issue
My pack has ImmersiveScrap and LC Office, which has lead to some duplicate scraps. By using custom aliases though I can get the mod to treat them separately
interseting. so you add an alias to the item config e.g. fireaxe_lcoffice and then you can refer to it by that alias in the moon configs like so fireaxe_lcoffice:20, .., correct?
For that, i wouldnt know, I only assisted LunarConfig development by giving all the current options accessible really easily in DawnLib itself
Ye. You donβt even have to be that fancy, you could call them whatever you want so long as that is name that appears in the configs elsewhere
Could call them WesleyAxe and PiggyAxe
Good to know. Thanks. I'm cooking up something and these details are quite important.
is this generally speaking a common theme or more of an exception? mods forcing or overwriting enemies/scrap/etc. ?
Ofc something like Brutal Company will inject stuff to the pools but I'm thinking more in terms of: can I brick the wesley's moons story progressions be removing a relevant story scrap from the pool with LunarConfig? I'd have assumed at this point he has scripts going to force spawn stuff regardless of moon configurations. Sorry if my info on this is completely out of date lol. Last time I checked wesley story was new.
i think this is more of an exception, i've generally seen that most things can be overwritten
Always gotta ask just to be sure but did you enable content configuration?
Yeah I've also had biodiversity overwrite other things, such as whether an enemy is killable or its health
if i dont wanna config any hazards in the moon section wat should i disable?
trying to see if the hazards are whats causing the seed stuck thingy in my pack
Something something inside/outside map objects i think
@ornate harbor I believe the tags in LunarConfigTagInjection.cfg are not named correctly. The config sections headers are currently just e.g. [vanilla] when they should be [Vanilla - lethal_level_loader:vanilla] to align with the scheme used in every other config file. Thenamespaced notation is also what is used for Tags in the other entity's configs. Ig you could also run into problems with duplicate tags rn..? Made a PR on this but better check thoroughly. no idea where you match the taginjection stuff and apply it.
Is there any way to port central config configurations over to lunar config?
no
Ooof
That's really unfortunate
If I disabled every single config setting except for enemies in lunar config, would I be able to use it with central?
Since the enemy customization is all I really wanted lunar config for anyway
I'm using central config ForkForMe
It's more stable but still not ideal
But for the purposes of my project it works
It's a fork of central config
did you make it?
It's just more stable
No i did not make it
It works with the latest versions of dawnlib
thats weird
It got depricated like a day ago or so (I think) but so far it works fine
Sounds good :)
So, tags are like that because the namespace of a tag (what comes before the colon) doesn't actually matter for injection with DawnLib
Like if on an entry for a moon you give a tag to it without a namespace, Lunar will automatically give it one and it should still work
Though a lot of people have reported issues with tag injection and I haven't been able to look into why
wait, now I'm even more confused 
the injection is handled by dawnlib?
I need to wrap my head around the tag flow
so to say
Tags exist in DawnLib similar to LLL
LunarConfig adds tags to stuff through it's configs I think?
You get them on every entity entry from dawnlib, right? The Tags settings for moons, enemies, etc.
Then you join them discarding the namespace, from that list generate the tag injection file and reverse match those to the entities disregarding namespace?
Uh I kinda lost what you were saying halfway through but I think you're correct, and just to reiterate, the spawn weights implementation in DawnLib (which can be implemented by other mods too if they want to in their own ways) will ignore the Namespace part of tags because moons can have mod_name:forest instead of lethal_company:forest due to just it being from LLL
ok, then I guess there's not really a point in having namespaces at all in lunarconfig's config files..?
it's just additionally confusing because the namespace:key notation is not used the same way across
like tomb flow has tomb:custom
wdym? it uses the mod's name that i grab from LLL
it's like, coderebirth tags start with code_rebirth because thats coderebirth's namespace
ohhh, it's mod name. I though it was like the lib the mod is using or sth. Was looking at vanilla moons mostly
oh yea my only custom moon in this setup is fluffymoon cause it was one of the few single moon mods that I could find that depended only on dawnlib and that one doesn't have any tags
Oh whar, it was supposed to have the Fun tag iirc 
I'm trying to wrap my head around how everything works exactly because I'm building this app that's supposed to make reconfiguring all the moons in my actual pack easier since I'm not going through all that again manually
I did this with LQ and the trauma still sits deep lol
understanding tags will help hopefully
What about everything other than moons? I'm assuming the 'Tags' setting does allow users to change tags of e.g. an unlockable or an item in general, right? Regardless of tag injection.
So, I guess other mods could pick this up then? Which would mean namespaces do matter. Depending on how other mods handle it ofc.
But by extent that means it also matters for moons it just does not matter for injection itself which happens to only care about moon tags.
Yes that is all correct
You can change tags on anything, but as far as I know nothing picks up on it except for moons in certain libraries, and of course injection
CRAFTY!!
haiii
uhmm any ideas on whats happening with the hazards? should we open an issue in the github???
ok, thanks. that's good to know
we are not completely sure whats causing it, Kayo was testing a lot of things, he found out Egypt was the culprit, it breaks any moons with content enabled, leaving you stuck on the loading seed

Egypt, along with a selection of other moons, have some mistakes in their traps, due to the fact in the moon-making process you manually copy them, they end up being like slightly different versions of the vanilla ones, which is probably why it's freaking out
whats the issue?
Could you send a picture of the entries in your LunarMapObjects?
I want to see if Dawn is actually picking them up as different from the vanilla
ooooooh that makes tons of sense
or well
hmmm yes?
i mean sometimes it also crashes on a few wesleys moons, its so weird hehehe
i would have to check again, maybe Kayo has them
@graceful hornet
do you still have the pictures? of the map objects thingy
is this what you are asking for Crafty?
i havent tested if its a generell tolian moon issue or if its only egypt or something
but yea that map objects list was with egypt installed
nothings new there compared to vanilla it seems
LandMine seems to come from egypt
oh landmine is twice there
the unkown lib one
A few moons, one of which is Egypt, have slightly messed up map objects, like typos in the name, or differ in some other slight unintentional way. Lunar is probably thinking the curves for something like landmine are referencing Egypt's messed up landmine, and breaking something that way. I'm not sure exactly the problem but it's most likely relating to Egypt's slightly different map objects.
π
Also, in lunar's current format for curves, I don't really have a way to distinguish two objects named 'landmine' from each other. Which also might be making it freak out.
My options I suppose are to revert to it's previous system of moons in map object entries rather than map objects in moons, or make it all a field like:
Inside Object Curves = landmine:0,1;1,12|egyptlandmine:0,0;1,0|turret:0,3;0.5,4;1,16
but if the problem is that it's matching the incorrect map object, the actual solution there is being able to differentiate landmine from egyptlandmine, no? how does the settings format matter?
dawnlib shouldn't be picking up hazards from modded moons and thinking of em as vanilla
but i think i see what you mean, LLL isn't replacing egypt's landmine with the vanilla one, probably because it's not done correctly
Guessing it's due to not being blank 
yeah, by not done correctly i did mean egypt not LLL
Just tested, and yeah this is exactly it
Seems the outside spawn curves are bugged, you have to put in much higher values to actually see them spawn
So either the spawn curve is bugged, or some are attemtping to spawn but are getting blocked somehow
i will update my github issue
I have an issue with lunar config, on titan its causing only airhorns to spawn. and whenever i uninstall lunar config its causing everything to spawn on titan fine
have you tried deleting your config for it?
yea, i can try deleting it again right now and see
okay idk why but only deleting lunarconfigmoons didnt work, i had to delete every config and its working
Hey, so I have no idea why. But every time I have this mod installed, it breaks the sea mines or big berthas and any other trap mods and stops them from spawning in. Is there a way to fix this?
might be related to what's been discussed the last few messages above.
tl;dr a conflict with certain moons.
Question regarding tags/namespaces etc.
Lets say i want to have the Bloody/Webbed versions of Deepcore Mines spawn on Espira
So the tags it is looking for are "Bloody" / "Webbed" respectively, according to this:
You can only have 1 tag for deepcore
What do i need to be putting in here?
I have tried doing the namespace as beaniebesmod, espira, lethal_level_loader, and no namespace and neither spawns
I've read that, but neither spawns
it always uses the default appearance
i am not asking how to have multiple appear at once, just the format for one of those to appear
Oof i actually wonder the same thing
Yeah sorry, replied too fast haha
@ornate harbor whats the correct way i should be doing this?
I believe this would need beanielib to read DawnLib's tags, which depends if @late wing implemented the soft dependency code I sent em
Oh my bad hehe just woke up im on low battery
ill add it with next update along side fixing shotgun syncing
ive got tests today so i might have to do it this weekend or friday
bleeh
But I was in experimentation π
(Plus I've already cleaned thr config.)
Its not the moon you go but the mods you have
Disable traps in the meantime in lunar
Should make it work

This answers so many of the bugs we've been having
just spent like 15 minutes going out of our minds because shotguns were showing different values for different people
and different shells values when you scrolled through your items
I think it affects any item's save data, we've been having similar issues with weed killer bottles being empty for one person and full for another
The save data messing up has also broken some modded items with variants stored in the save data int
i
i dont think having one custom shotgun script would infect every other object in the game
it is entirely isolated and doesnt patch any vanilla code
yes, currently the shotguns ammo is not synced, but only for modded shotguns that use it
which as far as im concerned is exclusively boom scraps
I wasn't looking closely and thought that you were the author of LethalConfig lol sorry
It might be dawnlib messing up my stuff π©
i run a pack w dawnlib and we didnt experience this
it could just be a combination of mods
Is there a way to adjust spawn rates and chances of interiors with LunarConfig anymore? I used to use LethalQuantities but that mod is broken now and I switched to LunarConfig for a while, but now the game just freezes when going to the moon, it displays the seed and stays in that screen forever. If I disable LunarConfig, it doesn't get stuck on seed screen, but then I cannot adjust the chances of interiors. I also tried using LethalLevelLoader config to adjust interior chances but none of the changes in that mod seem to do anything anymore.
My modcode is: 019ca4ac-2ca6-9381-bbdf-71ecb39a2e17
Hazards are broken right now, with some modded moons, disable mapobjects in configcentral in the meantime
Oh nice! This worked, thanks!
"sold in shop" option doesnt seem to work for me
even tho i unchecked it the item still appears in the shop
Well I have a fix for the map objects issue
The caveat is it will probably reset your configs for map object curves
yay!!!!!
That's not good cheese
i mean, it literally breaks the game so i dont think people have their configs set up xd
It just differentiates the name by having the full uuid instead of the key part of the NamespacedKey
It will just invalidate anything you had in these fields beforehand (the Inside Curve -, Outside Curve - fields)
okioki
btw crafty, to do the injection thingy, how do you have to type it in? :+? or is there another way?
dawnlib uses =+, but lunar still uses : so idk
Example?
ough
Lunar treats Airhorn:9 and Airhorn:+9 the same
how do you put it ok
I don't use equals tho
ok so it is :+
You don't need the plus, but it should work
can you also do :- :* :/?
Yes
yeah but like, you have a weight in a moon
you have an enemy with weight on a moon, but then you want that enemy to have a bigger weight if on that moon the mansion interior gets picked up
so Cabinet:50 on Acidir for example, and Cabinet:+30 if Vanilla Manor gets chosen
hi cheese
making Cabinet on Acidir in Mansion have 80 weight
say it back
haiiii :3
if i say it, say it back hehehehehe reference
You would put Cabinet:50 in Acidir's enemy list, and Cabinet:30 in the enemy list for LevelFlow2 in the DungeonInjection file. This will make Cabinet more likely in all mansions, as there's no way to make it specifically Acidir mansion yet :p
so just doing that would make cabinet have 30 weight on mansion in every moon, AND 80 on acidir?
so it still is adding up the weights even if you dont type it with a +?
Yes
Unless Xu comes out of the blue to correct it
Version 0.3.8
NOTICE: Your map object curve settings will be reset on this update, there's not much I can do about it.
Fixes
- Fixed duplicate map objects breaking everything (Like E Gypt's).
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
lets goooooooooooooooo
THE UPDATE RESETS YOUR MAP OBJECTS CONFIGS, BE SURE TO BACK THEM UP
here, so people know :3
oh but then, if you type :* it would work better!
gotta do some math but you can make it only appear on moons where it already has weight
Thanks for the heads up
just that?

yesh
thank god
public ex
good stuff π
mmmm mm is interiors broken it doesn't look like LC is recognizing them anymore
ok so it's only certain interiors for some reason
is this just lethalconfig but better? Im a bit confused what the difference is
hi

