#Lunar Config

1 messages Β· Page 7 of 1

solemn blaze
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actually it'll give me something to do tomorrow so maybe

hardy glen
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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 
solemn blaze
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yes yes of course

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we all appreciate your efforts good man

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and what you do for people who wish to reshape or create new content in our visions

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you make that possible

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thank you

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πŸ™

desert pivot
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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

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also in the config these options seem to not be working anymore

Profile code: 019bc646-f329-1e30-c5e0-22988bc81e4f

plush wasp
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Same issue here

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Its either not generating configs or getting stuck on seed

thorny bane
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is it possible to change the routing name of a moon using LC? sorta like how starlancerzero does it

lime lark
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yeah i think so

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not home but i thjnk i saw it

hollow void
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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 OkuuShrug
Also, it seems that enabling/disabling Dungeon injection as part of the WeatherInjection config will wipe the data from it πŸ’€
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

wispy cliff
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want to add that, in my experience, keeping dawnlib on 0.5.17 fixes interiors even on lunar 0.3.x

mossy tide
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What an odd set of issues

plush wasp
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yes

normal quarry
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thats weird

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but i was already handling interiors through LLL so i'm probably fine? i don't remember getting the issues you mention

desert pivot
normal quarry
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good to know

solemn blaze
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i'm just gonna wait until these issues are fixed to continue working on my modpack due to burnout

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is there a ping role for lunarconfig/dawnlib updates?

plush wasp
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nope

solemn blaze
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someone ping me then ig

solemn blaze
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Scrap injection is also still broken I think someone lmk when that's fixed

iron meteor
solemn blaze
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both of my backups are new profile are on dawnlib v62

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they're bricked according to the chat above I think

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plus the entire reason I installed lunar was for injection

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centralconfig's modded scrap is bricked, lunar config everything is brcked

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pick your poision

plush wasp
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crazy+

iron meteor
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Reading Zeta's message shows that, yeah, this is pretty scuffed. :/

lime lark
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on my side, interiors work, but moon prices dont

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enigma

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oh looks like its mad about a curve i did

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guess it still doesnt like empty curves

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or nvm i mightve messed up on one

hollow void
# solemn blaze plus the entire reason I installed lunar was for injection

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 AunnMunch

plush wasp
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Tbh this last update was a patch to fix some bugs so

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Nobody would have expected to break this badly

ornate harbor
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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.

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Yup just tried another DawnLib-based scrap mod

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Same problem

mossy tide
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can i see the error?

ornate harbor
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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

ornate harbor
ornate harbor
# mossy tide can i see the error?
[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 
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I've sent before but this is line 2215 in Lunar:
int? rarity = ite.ScrapInfo.Weights.GetFor(dawnMoon);

ornate harbor
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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 plink, I may upload this new build after I hear what Xu has to say about all this.

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Or upload it anyway depending on how tired I am

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Thank you all for your patience and forgiveness while this is still getting sorted yoiled

mossy tide
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Yeah that's a good choice

normal quarry
ornate harbor
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Sorry :(

normal quarry
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damn

lime lark
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this kind of thing is a given for the first couple public versions and with a new ish library

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lunarconfig rocks i look forward to using it every time i do anything lethal related

solemn blaze
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still gon wait this one out

hollow void
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@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 dBirdtano
Like, every single moon is using Experimentation's interior weights

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See here exp's weights

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Here's titan's (300 to every interior)

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lol

modern vector
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Probably a DawnLib bug

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But could be wrong

ornate harbor
hollow void
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Lemme try, it did earlier

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imma go to vow real quick

modern vector
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I think the issue is that it's grabbing whatever weights your LLL config has

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try disabling TerminalFormatter's simulate node

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TF doesn't register anything from DawnLib or Lunar Config

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It doesn't support them

hollow void
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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

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on vow now

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how odd

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it didnt do that before though, so thats a new incompat

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but a kinda minor one at that

modern vector
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Yeah

hollow void
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@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

hollow void
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so yeah, thats cool

ornate harbor
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I don't touch simulate at all :p

hollow void
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Magic

ornate harbor
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I think it's how Dawnlib works

hollow void
hollow void
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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.)

solemn blaze
# hollow void

how do you check the interior chances on the terminal btw

hollow void
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simulate (moon name)
With LLL

solemn blaze
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hm

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is this supposed to happen

digital quarry
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harold hammer can spawn there

solemn blaze
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ah.

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I want to find out what it does compared to the mortar hammer

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but at the same time

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I am terrified

digital quarry
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take a wild guess

solemn blaze
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why does it only cost 12 credits

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a weapon of mass destruction should not be this affordable

digital quarry
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but its the stick

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and why do you have 2 teach the disloyal tapes

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you dont need that many

solemn blaze
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no theyre different

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same icon ig

digital quarry
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oh?

solemn blaze
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although there were two teach the disloyal videotapes I only got one

digital quarry
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but harold belongs there

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not his base form though

solemn blaze
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I see

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okay

jolly badger
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Will LunarConfig override butterybalances changes?

smoky tinsel
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yacmflc

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yet another config mod for lethal company

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hopefully this one will remain maintained πŸ˜„

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do we have examples of mod config pages ?

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or maybe i misunerstood what this config mod does ?

jolly badger
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a lot

smoky tinsel
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🫠

jolly badger
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and bc of dawnlib will probably being able to do even more.

smoky tinsel
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even more, to what extent ?

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I saw it generated configs for other mods ?

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for moons and interiors ?

ornate harbor
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Have you ever used CentralConfig or LethalQuantities?

smoky tinsel
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I haven't

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I thought it was a mod like LethalConfig lol but I mistook

ornate harbor
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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

smoky tinsel
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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

long kernel
digital quarry
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adamance

iron meteor
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rend

long kernel
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titan

smoky tinsel
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the moon is named after me

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πŸ‘

long kernel
plush wasp
smoky tinsel
plush wasp
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Gale ui better beevil

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And works better than lethalconfig

smoky tinsel
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I like Gale but I prefer LethalConfig UI, it's well incorporated in Lethal style and all, real good

plush wasp
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Ig

hollow void
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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

GitHub

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...

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Log and code is included in the git issue

weak basin
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anyone know why I cant change shop prices?

ornate harbor
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For unlockables?

weak basin
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Ehh, if flashlights or any items that show up in shop count then yeah.
I adjusted it in LunarItems section

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When i downloaded some old non updated mod called CustomShopPrices to adjust shop prices it worked (didnt let me do all shop items though)

hollow void
weak basin
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Okay great, Ive been learning all of the lunar configs and can say that its the best config tool ive used

solemn blaze
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have ya'll fixed the

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interior generation issues

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yet

ornate harbor
ornate harbor
hasty hull
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I hope so too

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I have been sitting on 0.6.0 while waiting for this kerfuffle to blow over

hollow void
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@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

ornate harbor
# hollow void <@745650608777986161> dumb question maybe Do injections stack? I.e. Can i, withi...

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.

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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

hollow void
hollow void
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well, i suppose i could just mess around with interior weights since those are the easiest to test with the simulate command

ornate harbor
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Let me know what you find since I'm curious too

ornate harbor
hollow void
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I would hope additions are applied before multiplications
or else 0 weights on a moon would do nothing with the multiplier ye

ornate harbor
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I would guess they would be

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It would be odd if they didn't

hollow void
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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

lilac finch
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Any idea as to why the RollingGiant fork isn't showing up as an enemy in LunarConfig

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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.

lilac finch
hollow void
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Yep

lilac finch
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It shows up in my EverythingCanDie just not here

lilac finch
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It anyone has advice lmk lol

hollow void
# lilac finch 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

lilac finch
lilac finch
hollow void
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Hmm, yeah that might work
I can send it in a bit

hollow void
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Obviously be careful you insert it properly like how all the other entries are

hollow void
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@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

ornate harbor
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You might want to check again... greed

hollow void
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Does the keyword settings / text stuff need to be enabled too for the cost changes to apply?

hollow void
mossy tide
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Hmm, that's not great

weak basin
hollow void
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nah its fine, just wait a bit for an update

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i cant imagine its a complex fix

weak basin
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Facts, turrets doing 50 damage (2 shot to kill) is absurd

ornate harbor
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I'd like to see you survive getting shot by a machine gun for longer than a few seconds

plush wasp
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Wait what waaaa

ornate harbor
digital quarry
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40 damage is nice so you always get crit

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and theoretically survive infinite bullets

plush wasp
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Nah i said it because i had no context so it was funny reading you say you should get shot by a turret xD

ornate harbor
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I wasn't saying they should... Just that I'd be surprised if they survived longer than in lethal

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Sorry if it came off that way :(

hollow void
plush wasp
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Yay!!

ornate harbor
hollow void
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Yeah

abstract tree
hasty hull
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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

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Both mods are being worked on but the issue is a stubborn one

lime lark
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interesting

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ill report if i come across this

weak basin
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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?

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or do I place that in spawnable scrap

weak basin
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I think I figured it out

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well it would be airhorn:[value]

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Im learning, I see now

warm swallow
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Oh Lunar can add scrap based on tags? I- Should tag my scrap

abstract tree
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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!

hasty hull
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That’s the issue with downpatching, you don’t get new features and big fixes

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Hopefully the issue just gets sorted out before too long

weak basin
jolly badger
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How can I increase the chances of an enemy spawning on a specific interior?
Name:x1.7?

jolly badger
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thx

hollow void
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use a * though

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not an x

solemn blaze
# hollow void

can you add enemy injection AND multipliers in the same string? is that compatible?

hollow void
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i am curious as well

solemn blaze
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well if that's the case (and everything from that fiasco a while ago)

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has been fixed

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I may start working on it again

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main issues were scrap injection working properly and the enemy multipliers not being there

ornate harbor
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Yes you can do that

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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?

solemn blaze
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I havent tested it

weak basin
hollow void
weak basin
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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

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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 intendedthumbsup

main lily
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Can this control morecompsny cosmetics too

ornate harbor
jolly badger
jolly badger
weak basin
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Have anyone tested being able to adjust item pricing with dawn_lib:lunar_config?

ornate harbor
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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

thorny bane
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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

ornate harbor
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You'll want to do *0

normal quarry
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is map object spawning only in the moons cfg?

ornate harbor
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Yes

normal quarry
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also why is outside hazards having its curve set in the interior curve?

thorny bane
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how do spawn curves work? like i understand x is the time (i think) but what does the y value equate to?

mossy tide
thorny bane
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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?

mossy tide
thorny bane
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isnt 1 12am? what would 0.44 be

mossy tide
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idk, i didnt do the math, but ig 18 * 0.44 hours + 6am

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yeah i guess it is basically 2pm lol

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idk im used to people thinking game starts at 8am and getting the math wrong

jolly badger
normal quarry
thorny bane
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heres my current interior curve, does anybody know why enemies only spawn on cycle 3 and 4?

ornate harbor
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Yes, I spelled compatibility wrong, no I will not fix it

primal linden
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compatability

plush wasp
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Crafty i think you misspelled compatibility

primal linden
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I just find it funny

plush wasp
ornate harbor
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Visual Studio doesn't have a spell check ok :(

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Actually maybe it does

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But I don't pay attention to it

weak basin
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Did any one else configs gets messed up?

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Like my route prices are not what is it ingame

hollow void
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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

weak basin
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πŸ’”

long kernel
weak basin
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atleast my moons are back sorted thank god

hollow void
long kernel
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oh

hollow void
weak basin
hollow void
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i lowered the price and it worked fine

weak basin
hollow void
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Vanilla unlockables just dont work for me

weak basin
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zapgun is vanilla

hollow void
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ZapGun is not an unlockable

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it is an equipment

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Well

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you know what i mean

weak basin
hollow void
# weak basin

Yeah, see its LunarConfigItems.cfg
Not somethi9ng in LunarConfigUnlockables.cfg

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byeah it does work on my end

weak basin
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maybe I messed something up

hollow void
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wait

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yours has a "Sold in Shop?" option
Mine doesn't, i have that disabled in the central part
Interesting

weak basin
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yeah in my central i have it enabled

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let me disable it and see what happens

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alr launching, should be 300 (your cost seemed reasonable)

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let me land on a moon and get back here, should update the "sold in shop" option

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no that didnt do anything, weird

twilit crypt
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@ornate harbor does lunarconfig override barberfixes' settings

hasty hull
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I have not been keeping up for a bit, has the issue with moons not generating interiors been fixed yet?

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I saw the new Dawn Lib update and want to get off 0.3.0 Lunar if I can

modern vector
twilit crypt
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i see

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question 2
is this the placeholder string, similar to LLL's "Default Values Were Empty"

hollow void
hasty hull
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Sounds good

hasty hull
mossy tide
mossy tide
# hollow void

Send me a modpack code, also does simulate work for you now?

hollow void
mossy tide
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Okie

normal quarry
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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

mossy tide
normal quarry
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oh i'll say the mod is DeviousTraps so if they still spawn i'll assume its the mod overwriting lunar

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yeah its still overriding

hollow void
jolly badger
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Is Dungeon injection in this update still breaking interior spawn?

hollow void
mossy tide
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sick

jolly badger
#
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

mossy tide
#

If it's already installed and that's the error given then that's fine too

jolly badger
#

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)
jolly badger
mossy tide
#

That's fine, I was half expecting that

mossy tide
lusty lake
#

?

mossy tide
#

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

lusty lake
#

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

mossy tide
#

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

lusty lake
#

i dont have this no but i suppose i will look into it

#

going forward

mossy tide
#

It is super neat :3

ornate harbor
hasty hull
#

@ornate harbor I think that Dawn Lib’s new NamespacedKeys change β€œbreaks” 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

weak basin
#

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

warm swallow
#

This is all because of that guy who wanted to make the number 2 a scrap isn't it

digital quarry
#

i think whoever named them couldn't use real numbers for coding or something else

weak basin
#

Its more annoying that they arent in alphabetical order now because of the numbers in front

#

jeez

normal quarry
weak basin
#

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

plush wasp
weak basin
#

All

#

so many got updated

#

but both lunar and dawn got update

ornate harbor
#

Who set everything on fire again

thin folio
#

Hides gasoline tank* plink

pseudo spade
#

last update broke me and the boys' modpack config for lunar

#

:(

#

basically resetting all the configs we did

normal quarry
#

it messed up mine too

#

at least i made backups but like

#

what happened

hasty hull
#

You old configs are still there if you open the actual file in a text editor

mossy tide
mossy tide
plush wasp
#

classic zulan

hollow void
# mossy tide It was me barry

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

ornate harbor
#

I thought that did it but how does this number thing fix same uuid items? Most of them don't use numbers?

ornate harbor
hollow void
ornate harbor
#

(Dawn did that, not me)

#

I guess it just cares about the actual planet number too now?

mossy tide
#

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

mossy tide
#

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

hasty hull
#

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)

hollow void
#

That's neat
I'm probably gonna hold off on updating until it's sorted though

ornate harbor
#

Since I can't just unconvert them on my end or stuff happens like the word 'bone' becomes 'b1'

ornate harbor
#

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

mossy tide
thin folio
ornate harbor
mossy tide
#

Right yeah, I'll figure smthn out maybe tonight

plucky nacelle
#

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

digital quarry
#

curse of assurance

dim cargo
#

Me watching my interor get all funked

weak basin
#

(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

waxen granite
waxen granite
#

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?

weak basin
#

@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

waxen granite
weak basin
#

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

mossy tide
modern vector
#

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

mossy tide
#

i dont think lunarconfig got rid of your configs

mossy tide
#

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

modern vector
#

I'm just fixing them manually since idk if it will be fixed before stream

modern vector
#

☠️

#

Critical Blunder

mossy tide
#

skill issue greed

modern vector
#

Typically issues like this don't happen lmao

mossy tide
#

true

modern vector
#

I typically have that option on when testing just cus I test out different moons and interiors lol

swift pollen
normal quarry
modern vector
#

Probably

#

But sometimes it's turned on by other alters ((Usually Lacy)) and we forget to turn it off

#

lmao

mossy tide
#

alters trolling πŸ˜”

modern vector
#

Lacy: Me doing some trolling is nothing new but yeah I do forget to just disable that settings sometimes whoopsie

swift pollen
normal quarry
#

amazing

#

didnt know we had this sticker

mossy tide
normal quarry
#

lebron's such a menace

#

constantly delaying updates

solemn blaze
#

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

modern vector
#

@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

solid herald
normal quarry
#

engineer gaming

modern vector
#

I have informed him lol

hasty hull
#

I wonder if ye old EnhancedLockpicker would somehow be more stable

modern vector
#

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

mossy tide
#

they're pretty useful

#

you just arent using em right

modern vector
#

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

mossy tide
#

i see em used often

jolly badger
#

maybe its because butteryfixes default option: keys are not scrap and you can carry in the beltbag

hasty hull
#

I find keys are not very reliable when you really are playing hard

mossy tide
hasty hull
#

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

mossy tide
#

you're only guaranteed a key for the first locked door, from there the chance for a key for a locked door diminishes

hasty hull
#

I see

mossy tide
#

there is a pretty high chance that you'll get some locked doors that don't have a key for em

hasty hull
#

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

jolly badger
#

yes, beltbag are able to do this. i was wrong about it

hasty hull
#

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

rustic mural
#

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?

jolly badger
#

Is there a way to randomize apparatus values? Like butterybalance does to the default one.

ornate harbor
#

Also to anyone wondering! The new Dawn update makes uuids like they used to be

rustic mural
#

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.

ornate harbor
#

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

ornate harbor
#

It's planned tho

modern vector
#

Btw just a heads up that the Moon Names issue is now fixed after the latest DawnLib update

hasty hull
#

I had adapted my configs to the new DawnLib format, does this mean I will have to convert it back 😭

mossy tide
#

sorry for the inconvenience lol

#

it should be pretty simple, just get rid of the starting numbers

#

would take like 5 minutes surely

modern vector
#

I generated a fresh config to make sure I did everything right when reverting the names

#

lol

rustic mural
#

Ahhhhh damn it lol.

modern vector
#

For now I would keep DawnLib on v0.7.7, there are some issues atm

rustic mural
#

πŸ‘

plush wasp
#

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?

plush wasp
#

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

modern vector
#

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

#

☠️ and yeah you really should be using a mod manager

plush wasp
#

xD

#

i use thunderstore. it just wouldnt let me open the file through there

#

it does let you

#

either way dont use thunderstore

modern vector
#

Thunderstore Mod Manager is dookie

swift pollen
modern vector
#

It's under Interior configuration

swift pollen
#

That is not the thing bein discussed

modern vector
#

Hmmm

modern vector
#

AHHHHHH

swift pollen
plush wasp
#

thenn best to use LLLLLLL

weak basin
#

Dude I messed up my .cfg files (lunar moons notepad++ configs)

#

is there anyway I can just reset them?

modern vector
#

Just delete the LunarConfigMoons file in your mod manager

#

it will reset it next game launch

weak basin
#

Yeah, I was erasing the old way that dawn/lunar loaded the moon names and It just messed up some small things

ornate harbor
#

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

jolly badger
#

the problem is that injection is breaking spawn and butterybalance infestation for me

mossy tide
#

in what way? what are you injecting and how is it messing things up?

jolly badger
#

Spawnable interior enemies: Maneater:*1.7 from dungeon injection

#

It only breaks when it generates an interior that I added an injection

jolly badger
#

The enemies don't spawn

mossy tide
#

hmmm

#

that's weird

#

can you make a github issue for crafty for this one?

jolly badger
#

ok

#

Outside enemies still spawn

weak basin
#

Ok so, you can change item prices in lunarconfig

#

buuuut that doesnt actually show in the terminal

mossy tide
#

can you try the vanilla terminal

weak basin
#

lets see

#

hopefully thats also the reason some of my moon risk level doesnt change

#

Yeah terminal formatter is the reason

mossy tide
#

it's likely caching the price

#

nothing i can do about that

errant kettle
#

I was using the simulate command to check the weights on the terminal

ornate harbor
errant kettle
#

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

#

⁨```
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)

modern vector
#

Modifying tags right now seems to not work yeah

#

I tried adding the Haunted tag to Roart for Chizra Temple and it wasn’t applying the tag based changes

errant kettle
#

Just tried the same setup again and got this

gaunt marsh
#

Did someone change with spawn curve handling? I get this error whenever a wave was meant to spawn

weak basin
#

Issue with interior weights

timber isle
#

Despite Orphaned Entries being disabled, it removed all entries of disabled mods (specifically moon entries) for me πŸ™

hasty hull
#

Do you use Gale? It has a thing where it hides unused configs even though they are still there

timber isle
#

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

hasty hull
#

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

timber isle
#

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

hasty hull
#

I see

timber isle
#

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

weak basin
#

.

primal linden
#

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?

mossy tide
#

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

ornate harbor
#

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

mossy tide
weak basin
#

Yeah I never changed the bear traps spawns at all and I randomly seen them once

#

but by default yes lunar turns them off

hidden basin
#

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?

weak basin
#

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

hidden basin
#

oh ok, thanks

ornate harbor
#

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 :(

rustic mural
weak basin
weak basin
#

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

rustic mural
weak basin
rustic mural
#

Do you know if Interior Injection works?

#

Like for example

#

via Weathers

weak basin
#

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

rustic mural
#

No I ment like

#

there's config options for adding Interiors if it's a specific Weather

weak basin
#

havent tried

#

you should test that

rustic mural
#

Will do

#

Cause on my todo list is

#

⁨```
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

rustic mural
#

@weak basin So I actually tested the Interior config for moons, it works for me

arctic owl
#

Interiors seem to work fine for me too

weak basin
#

Possible interiors?

#

I mustve did something bad on my configs then

#

Unless some new update fixed it

errant bolt
#

lunar config has made me realise what tags on items are for, and now i wish i put some on my items...

hidden basin
#

I tried it again and the possible interiors seem to still not be working

#

no idea how you guys got it to work

arctic owl
#

Definitely possible I'm simply insane

hasty hull
#

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?

graceful hornet
#

was the issue with ScarletDevilMansion ever fixed?

graceful hornet
#

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)

errant bolt
#

Damn theres genshin moons?

plush wasp
#

hat moons

errant bolt
#

Grounded moon

graceful hornet
#

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

errant bolt
#

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

plush wasp
#

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

hasty hull
errant bolt
#

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

hasty hull
#

Central Config

plush wasp
#

Dangerous name

errant bolt
#

LOL i meant config central my bad

plush wasp
#

If i change a config in one of the mods own configs, will thst make lunar configs config change?

arctic owl
#

I think LunarConfig's default value for the corresponding config would change

hasty hull
#

Ye

ornate harbor
#

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

#

Doesn't count as a mistake if noone saw it happen

mossy tide
#

The one that I just uploaded yeah

ornate harbor
plush wasp
#

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

ornate harbor
#

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.

hollow void
#

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

mossy tide
#

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

normal quarry
#

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

mossy tide
#

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

hollow void
#

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

hollow void
plush wasp
#

Also having issues landing on motra

hollow void
#

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

plush wasp
#

Gotta start getting some backups

swift pollen
hollow void
# plush wasp Gotta start getting some backups

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

normal quarry
hollow void
#

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

ornate harbor
hollow void
#

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

ornate harbor
#

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

ornate harbor
rigid lion
#

Hi, thanks for your work. I don’t 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?

mossy tide
#

it should but biodiversity might be doing special stuff to overwrite lunarconfig

rigid lion
#

okey thank you

mossy tide
#

for example coilcrab's weights might be getting edited because they maybe check if its stormy or something like that

jolly badger
#

the dungeon injection still breaks butterybalance infestation

mossy tide
#

you might also just be formatting it wrong etc

rigid lion
#

biodiversity on coilcrab was set on 48 spawn weight on this custom moon, so lunar don't rewrite it πŸ˜•

#

must i turn every modded custom ennemy to 0 ?

mossy tide
#

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?

rigid lion
#

i test it on another custom moon

#

biodiversity rewrite the spawn weight πŸ˜•

mossy tide
#

thats a shame, you can try writing in the thread to see if they can change that

hasty hull
rigid lion
tired mural
#

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?

mossy tide
#

there should no longer be any duplicate entities unless someone by the name of wesley creates two items with the exact same name

tired mural
#

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

hasty hull
#

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

tired mural
#

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?

mossy tide
hasty hull
#

Could call them WesleyAxe and PiggyAxe

tired mural
#

Good to know. Thanks. I'm cooking up something and these details are quite important.

tired mural
# mossy tide thats a shame, you can try writing in the thread to see if they can change that

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.

mossy tide
plush wasp
arctic owl
plush wasp
#

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

normal quarry
plush wasp
#

yes is that

#

and thats what is breaking everything

tired mural
#

@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.

inland swift
#

Is there any way to port central config configurations over to lunar config?

plush wasp
#

no

inland swift
#

welp

#

That sucks

plush wasp
#

there was wayyy back then in the day

#

now its not possible anymore

inland swift
#

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

plush wasp
#

iirc central is not working anymore

#

at least if you use dawnlib

inland swift
#

I'm using central config ForkForMe

#

It's more stable but still not ideal

#

But for the purposes of my project it works

plush wasp
#

no idea what that is

#

i mean no idea what that fork does

inland swift
#

It's a fork of central config

plush wasp
#

did you make it?

inland swift
#

It's just more stable

#

No i did not make it

#

It works with the latest versions of dawnlib

plush wasp
#

thats weird

inland swift
#

It got depricated like a day ago or so (I think) but so far it works fine

plush wasp
#

oh well

#

yeah you can use lunar for the enemies

inland swift
#

Sounds good :)

ornate harbor
#

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

tired mural
#

I need to wrap my head around the tag flow

#

so to say

mossy tide
#

Tags exist in DawnLib similar to LLL

#

LunarConfig adds tags to stuff through it's configs I think?

tired mural
#

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?

mossy tide
#

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

tired mural
#

it's just additionally confusing because the namespace:key notation is not used the same way across

#

like tomb flow has tomb:custom

mossy tide
#

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

tired mural
#

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

swift pollen
tired mural
#

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

tired mural
#

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.

ornate harbor
#

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

plush wasp
#

CRAFTY!!

#

haiii

#

uhmm any ideas on whats happening with the hazards? should we open an issue in the github???

tired mural
plush wasp
#

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

ornate harbor
#

sigh

#

I know why that happens, just don't know how to fix it

plush wasp
ornate harbor
#

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

mossy tide
#

whats the issue?

ornate harbor
#

I want to see if Dawn is actually picking them up as different from the vanilla

plush wasp
#

or well

#

hmmm yes?

#

i mean sometimes it also crashes on a few wesleys moons, its so weird hehehe

plush wasp
#

@graceful hornet

#

do you still have the pictures? of the map objects thingy

#

is this what you are asking for Crafty?

graceful hornet
#

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

tired mural
#

LandMine seems to come from egypt

graceful hornet
#

oh landmine is twice there

tired mural
#

the unkown lib one

ornate harbor
# mossy tide whats the issue?

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.

plush wasp
#

πŸ™

ornate harbor
#

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

tired mural
mossy tide
#

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

swift pollen
mossy tide
hollow void
#

i will update my github issue

dim spire
#

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

mossy tide
dim spire
#

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

abstract tree
#

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?

tired mural
hollow void
#

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:

plush wasp
#

You can only have 1 tag for deepcore

hollow void
#

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

hollow void
#

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

plush wasp
plush wasp
hollow void
mossy tide
plush wasp
#

Oh

#

@late wing :3 ^

mossy tide
#

I just pinged him cheese

#

Actually ping him more

#

@late wing

plush wasp
#

Oh my bad hehe just woke up im on low battery

late wing
#

ive got tests today so i might have to do it this weekend or friday

#

bleeh

abstract tree
#

(Plus I've already cleaned thr config.)

plush wasp
#

Disable traps in the meantime in lunar

#

Should make it work

gloomy plume
#

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

late wing
#

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

gloomy plume
#

I wasn't looking closely and thought that you were the author of LethalConfig lol sorry

#

It might be dawnlib messing up my stuff 😩

late wing
#

i run a pack w dawnlib and we didnt experience this

#

it could just be a combination of mods

spiral ingot
#

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

plush wasp
spiral ingot
normal wolf
#

"sold in shop" option doesnt seem to work for me

#

even tho i unchecked it the item still appears in the shop

ornate harbor
#

Well I have a fix for the map objects issue

#

The caveat is it will probably reset your configs for map object curves

plush wasp
#

yay!!!!!

ornate harbor
#

That's not good cheese

plush wasp
ornate harbor
#

It just differentiates the name by having the full uuid instead of the key part of the NamespacedKey

plush wasp
#

oooh perfect

#

but will this reset mapobject configs, or every config

ornate harbor
#

It will just invalidate anything you had in these fields beforehand (the Inside Curve -, Outside Curve - fields)

plush wasp
#

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

ornate harbor
#

Example?

plush wasp
#

ough

ornate harbor
#

Lunar treats Airhorn:9 and Airhorn:+9 the same

plush wasp
#

how do you put it ok

ornate harbor
#

I don't use equals tho

plush wasp
ornate harbor
#

You don't need the plus, but it should work

plush wasp
#

can you also do :- :* :/?

ornate harbor
#

Yes

plush wasp
#

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

gloomy trellis
#

hi cheese

plush wasp
#

making Cabinet on Acidir in Mansion have 80 weight

gloomy trellis
#

say it back

plush wasp
gloomy trellis
#

too late

#

made me sad

plush wasp
ornate harbor
plush wasp
#

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 +?

ornate harbor
#

Unless Xu comes out of the blue to correct it

plush wasp
#

lets goooooooooooooooo

#

THE UPDATE RESETS YOUR MAP OBJECTS CONFIGS, BE SURE TO BACK THEM UP

#

here, so people know :3

plush wasp
#

gotta do some math but you can make it only appear on moons where it already has weight

hasty hull
#

Thanks for the heads up

plush wasp
#

yesh

long kernel
#

thank god

plush wasp
#

public ex

tired mural
#

good stuff πŸ‘

gaunt marsh
#

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

peak hedge
#

is this just lethalconfig but better? Im a bit confused what the difference is

plush wasp
#

hi