#Lunar Config

1 messages Β· Page 8 of 1

remote kernel
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oh you may wanna check the aliases

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system for getting them from the mods had changed a bit back

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so some of them I had to change back

gaunt marsh
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I did

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clicked reset and it's the same thing

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only spelunker interiors had the wrong one which I updated those

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the rest are correct but still not being recognized

remote kernel
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since that doesnt update automatically

gaunt marsh
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what?

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I never touched it. I copied the one from the the dungeons list and pasted it on the moons. I know it's not me, cause aside from spelunker's caverns, none of them updated.

remote kernel
gaunt marsh
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they don't need to be, the interiors have not been updated, their flows are the same as the ones I put on the moons, evident by me resetting them and the names being the same

remote kernel
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ok them

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lemme try it rn

gaunt marsh
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I... know better than that

remote kernel
gaunt marsh
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the first thing I checked was if the names didn't match, and only the caverns didnt cause it got updated

remote kernel
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people make every mistake in the book

gaunt marsh
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sorry I'm just, annoyed rn. After ages I figure out why enemy spawns aren't working (LC isn't compatible with SDM) and was so ready to finish my modpack and then boom I find out most interiors are broken so I can't actually do that still

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losing hope here, kind of tired of it

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would be more fun to throw it away atp

gaunt marsh
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is that vanilla cause vanilla interiors are fine (ominous shadow for scale)

gaunt marsh
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o

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well, I did fix that one since the name was outdated

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one that isn't working is chizra temple

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if you want to try that one

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even more specifically i put it on etern

remote kernel
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im testing this on my main modpack for context

gaunt marsh
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was that on etern or just a random moon

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cause aside from that, I don't know why mine magically decided to stop registering interiors

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wasn't a problem before but suddenly it is

remote kernel
gaunt marsh
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then idk why it isn't working

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again just sounds more entertaining to abandon the modpack and just be done wasting my time atp. I'm just sick of it now

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fun idea, absolutely hell trying to get it to work when mysterious issues pop up every week

remote kernel
gaunt marsh
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my modpack wasn't just a "random mods thrown together" one

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I actually spent a lot of time redoing the 50 moons for it

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as in scrap enemies power levels etc

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but now I just really can't be bothered

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ever since LQ died I haven't been able to consistently work cause there's always something wrong with LC

plush wasp
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Everyone

gaunt marsh
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whether it's LC itself or a compat issue (i was lucky enough to find SDM being an issue so quickly)

remote kernel
plush wasp
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Lots of things happening rn tbh

gaunt marsh
remote kernel
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bc CC was total ass to work with

plush wasp
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With the v73 like its been really hard to work on stuff like that

gaunt marsh
remote kernel
plush wasp
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Lunar is a blessing same with dawn, but have lots of issues

remote kernel
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its been updated a bunch

gaunt marsh
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and i agree CC (assuming you mean centralconfig) was terrible

plush wasp
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They get fixed rather quickly

plush wasp
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So thwts really nice

remote kernel
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last I checked they just fixed the map object issue

plush wasp
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Yeah that was yesterday hehehe

remote kernel
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also suspected it was vibe coded

gaunt marsh
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yeah, I remember how it'd forcefully set moon scrap value multiplier to 0.4x even if you turned that off

remote kernel
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when it was a fresh install

gaunt marsh
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what πŸ’€

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how tf lmao

ornate harbor
# gaunt marsh ever since LQ died I haven't been able to consistently work cause there's always...

I just have to share something because you put it perfectly there. I have not really been 'satisfied' with Lunar since the dawn port almost 3 months ago, there is always something being a pain. Sometimes it's a line I typed something in wrong when copying a system from another function or something and those are great and easy to fix. But more than likely it's some obscure issue that comes out of the middle of nowhere that's a hassle to fix, or it's something Dawn has wrong and there's nothing I can even do about it.

That's probably why my updating has been so spotty since then, just no matter how much I think I do the mod has never reached another point where it's all working, there's always some underlying issue being weird. I just feel as if I've been disappointing everyone when I fix something but can't fix the next 2 issues, even more now that all the other mods broke, and it's just me left.

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That sounds so much more depressing written out so I'll also say 'it's not that serious', but it has just been disappointing I suppose

mossy tide
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Honestly I think LunarConfig's been doing super well, all mods have a few issues here and there and it's mod dev hell getting rid of em

gaunt marsh
# ornate harbor I just have to share something because you put it perfectly there. I have not re...

Yeah, I know it's hard to make a mod like this I just wish it was easier to diagnose issues. It just sucks that most of the time if any errors are even sent, it's usually extremely vague and leaves us guessing. Like the one I sent not long ago was an extremely generic error.

I'll still try to help in any way i can, if i find any incompatibilities I'll definitely let you know but aside from SDM I'm not sure what's wrong with interiors. Especially since it seemed to happen after an update, since previously they all worked fine. What's worse is, idk if it's Lunar compat issues or Dawn issues.

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And where to even begin... I have no idea what mods to even consider turning off, I might have to rely on the most agonizingly slow method and just disable chunks at a time

mossy tide
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i like disabling all unrelated mods first, i.e. moon mods, interiors, the kind you'd thjink would definitely not cause it, then see if that fixes it (unlikely but good precaution)
and from there disabling half the mod list etc

gaunt marsh
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But I'd rather not see Lunar fall into the same pit that LCV, LQ and CC did

gaunt marsh
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Unless they're the last ones to disable

mossy tide
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ye but u get what i mean

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cosmetic mods, etc

gaunt marsh
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Yeah, it's still just annoying cause it takes like 5 minutes to load up the game

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The only downside to large modpacks honestly

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Tbh it'd be less of a hassle for me if I wasn't working on a different not LC project. I feel like I can't afford the time to test for hours on end but also don't want to wait too long cause then Zeekerss will come around and be like "I fucked the game again" and then like 100 mods break and yeah the loop of my hell trying to fix everything again continues

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I just want to release this thing and be done with it...

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Well anyways hopefully I can find out what's wrong relatively soon and, if I do I'll be sure to let Crafty know which mod(s) are causing interiors to bug out

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At the very least thanks to the other person I can't name cause discord won't let me scroll up for some reason, we know it is a compat issue cause they got chizra to work on etern

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So that helps a bit

ornate harbor
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I may as well mention one bug that has been brought up which is outside objects not spawning how much they should by the curve. For instance, you try and spawn 20 turrets outside with 0,20;1,20, and you'll always get less than that. It is almost physically impossible that that issue is something wrong with Lunar, I just don't see how that could happen, it's either DawnLib not spawning them right (also unlikely) or Zeekers code being Zeekers code.

mossy tide
gaunt marsh
iron meteor
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I just hope you two (Zeus and Crafty) aren't beating yourselves up too much over issues. From my understanding, the changes in v73 killed quite a lot of momentum any mods in "maintenance mode" had which is rough enough. Top that off with DawnLib and LunarConfig seemingly aiming to be better, more modern core/config mods with proper interaction with one another... that's a tall task for two(?) people in a hobby/community undergoing such big changes. It's like a small revolution the two of you are leading in a way and I'd rather y'all take it slow rather than burn out for good if it means we get a better base modded experience in the long run.

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Granted, I haven't dabbled much in playing with mods since one the core mods of my pack (either Moon Unlocks or Selene's) haven't updated in a way that makes working on/playing my pack feasible, so maybe I'm talking out my rear.

mossy tide
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nah it's alright, i cant speak for crafty but im alright, i enjoy what i do quite a lot, otherwise stuff like coderebirth, dawnlib, etc, wouldnt exist

gaunt marsh
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Honestly yeah I hope Crafty isn't taking the issues too harshly. I don't wanna make it seem like it's their fault or anything, mods are just kind of like that. Let alone compatibility stuff... I can't even begin to imagine what a nightmare it is to make something like lunarconfig

hasty hull
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Ye, hopefully Xu is able to fix it

primal saffron
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Hey, im making a modpack and need a little help.

My ask is the next: Some one knows if this model have incompatibility?
For example: LethalConfig? GeneralImprovents? Something like this.

plush wasp
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Generalimprovements should be fine too

primal saffron
plush wasp
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Not that i know of

gloomy plume
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LunarConfig and DawnLib can interfere with mods that use LethalLib (mostly scrap not spawning as expected) but you can fix it by changing the config

jolly badger
hollow void
# mossy tide It's definitely a DawnLib thing, and I'm fairly sure I know why, I just haven't ...

My crude probably stupid solution i would try to do is:

  • Try and spawn the object, see if it spawns or not
  • If not, add it to a list of pending objects
  • Once every other map object has been placed, go through each pending object and try to spawn it X amount of times
  • The "X" is configurable and can be set in Lunar for each map object
  • In the event it still cant place it after X amount of times, print an error in the log, along with (if possible) debug info about where it was trying to spawn, since then with the same seed you could visit those coords and see whats up
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Also, found another bug
Seems that both setting the injection multiplier to *0 AND subtracting weight does not work
Had Experimentation with 9999 spawn weight for Maneater and Bracken, both would spawn every time as expected like on the Facility
Set the interior to the mansion, with these values for injection:

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(So their weights should be 0)
Yeah, they still spawn

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Shows both in Imperium Oracle and just during gameplay, same behaviour is seen with imperium off.

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I then tried subtracting 9999 weight (So it should be 0 now), and they also still spawned when i tested again.

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019cbdd0-82ec-b3e9-29cc-95841f576cfa
Test profile with just Lunar, CodeRebirth and small basic stuff

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Whats weird is that positive injections DO work, i know this for sure
With those, i could add enemies to moons that didnt have them before or make them spawn wayyy more
Same with scrap injections

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But trying to multiply by 0 or subtracting the weight doesnt seem to work

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I found another oddity too
It seems that messing with the "Normalised time to leave" doesnt do anything to any outside enemies besides those that already are scripted to leave at a certain point (Manticoils and Roaming locusts)
I spawned some Lootbugs and CodeRebirth cutieflys outside and gave them the same values, and they did not dissapear when the time came whilst the Roaming Locusts did
Which is a shame, that was one of the main ways i wanted to balance Cutieflys from CR, as they are much more unfair when its really dark outside

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GitHub

The mechanic of changing the Normalised time to leave for outside entities does nothing, except for select daytime entities that have that behaviour hard-coded into them (Roaming Locusts and Mantic...

GitHub

Seems that both setting the injection multiplier to *0 AND subtracting weight does not work Had Experimentation with 9999 spawn weight for Maneater and Bracken, both would spawn every time as expec...

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Also, i have a question about injections
What order are they applied?
Like, do Dungeon injections occur before or after Weather injections?
Or (hopefully) is it based on the operation being used?
I would hope the order would be like.... + / - THEN *
So for example, if you did +10 Bracken spawns for Eclipsed weather, but set a *0 multiplier for the Grand Armory interior, the multiplier would be applied after and therefore take priority

mossy tide
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The normalised time to leave only works on enemies that have it implemented

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Code wise

hollow void
hollow void
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?

mossy tide
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Uh I don't think those are great examples since they're really big fixes at their core

hollow void
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Ah

mossy tide
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But the dev of the enemy needs to implement something to happen after they're "set to leave"

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Also iirc this only works on daytime enemies too

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For cutieflies, their time to leave will cause them to actually fly away after like 6pm or whatever I set it to next update

grim raft
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hey @ornate harbor for the change display names options for moons in lunar config, can u also make it so the name changes as well for when it says "routing to (insert name here)"

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in general, the mod is perfect. all i really want to see is to that fix added and maybe adjusting scrap spawn weights?

hasty hull
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You can already adjust scrap spawn weights

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Make sure it is enabled in Central

potent lava
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So by default Lunar won't spawn in the hazards from Rebirth and Surfaced, what can I do to change that?

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

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had do that to fix some longstanding issues

potent lava
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Mostlikely after... I got Lunar around the same time I noticed the custom hazards weren't spawning anymore.
So I never made any config edits to it of my own. I installed it because it was recommended for better dedicated interior spawns to specific moons.

hasty hull
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I would give the spawn curves a look-over, sometimes the auto-generated ones are broken

potent lava
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This is what it's at now (not even sure if this is what I'm suppose to look at...)

remote kernel
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hazard spawns are listed per moon

potent lava
hasty hull
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Yes

potent lava
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and what do I do here exactly?

remote kernel
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those are the spawn rates

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if its blank it has no spawns on that moon

hasty hull
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Any chance this mod could be updated to allow configuring the price of vehicles in the shop? Basically the only thing it is missing imo

hollow void
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Atm not even the normal upgrade prices can be modified iirc, it currently doesnt work Cri2

remote kernel
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how do you format tags you add to a moon?

hasty hull
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I think it’s just a comma separated list

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Nothing fancy

errant bolt
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WOrld ending typo. Need day 1 patch

tired mural
buoyant nebula
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hello

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I don't think the "Can die" toggle on enemies is working in the latest release

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can anyone else confirm this?

remote kernel
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@ornate harbor whenever your less busy

mossy tide
buoyant nebula
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hmm

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well imperium does say enemy took x damage in its pop-up

remote kernel
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didnt know

mossy tide
buoyant nebula
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gotcha

sage spear
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What does, "Flush Against Wall," mean, in reference to Map Objects?

normal quarry
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it means they spawn next to walls instead of the middle of the room

true ermine
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guys i need to increase amount of landmines ingame and im confused what i need to change in the config

jolly badger
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maybe landmine curve in each moon config

remote kernel
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the traps one is for editing the traps stats and spawn possibilities

remote kernel
# ornate harbor Wuh

this question was a lil outdated since I talked with others about it but does the killable toggle for enemies only work properly with enemies that can already take damage?

ornate harbor
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Probably

remote kernel
ornate harbor
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All lunar does is change a variable attatched to the enemy that's labelled something like canDie

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It won't implement custom logic for it

ivory comet
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Can I use this mod remove some of the custom hazards on Wesleys moons? Specifically I am trying to remove the explosives on Oldred.

digital quarry
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you'd probably be able to do that in the moons config

ivory comet
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it has none unfortunately ☹️

tired mural
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I don't see them under hazards either

ivory comet
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I didn't see it either

ornate harbor
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They're like hard built into the moon's scene, not implemented as hazards so I can't do anything

ivory comet
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darn

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thanks for taking a look

subtle ingot
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hey i'm planning to make a web ui for lunarconfig as a school project :D as part of the research segment of the project id love it if people could lmk what they'd want for it (if ur not sure, maybe thing of what you liked/disliked about using something like the lethalquantities web ui or centralconfig etc) itll be my first time making anything of the sort so i might take some time

plush wasp
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Make it prettier!!

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Percentages have to be there 100%

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Maybe graphs too like for hazards

errant bolt
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accurate search function

plush wasp
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Where you can move the graph yourself, or at least see it while you type it

subtle ingot
plush wasp
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:3 yayyy

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I would love to help but im way too noob for it

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So glad you decided to pick it up:3 i hope it goes amazing!!

subtle ingot
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i plan to have lots of analytical stuff abt balancing too like average profit and maybe try to estimate difficulty

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lots and lots of charts

plush wasp
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Would be really nice!

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I would love to see it have a cleaner look too instead of ugly white with base text, but thst could be more complicated so only if its possible

subtle ingot
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yeah i plan to use lll tags for dynamic themes

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gonna be using react and typescript (ive used neither of these before but its a long project so ill have time to figure it out)

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ui design is one of the parts im most excited about

plush wasp
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Actually in that regard i do know a little

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But might be way too basic

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I actually was thinking of something in my head, since i also wanted to do this but didnt have enough knowledge

subtle ingot
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its probably better than nothing

plush wasp
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Im trash at doing concept stuff but ill try to see if i can make sum and show it to you :3

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Also, i wonder if it would be possible to make a save system of sorts so when you get in you can either open a new config file, or reopen an already used one

iron meteor
plush wasp
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oh yeah that too

long kernel
ornate harbor
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Make it if it's Kiszony uploading his config, it stays in permanent light mode

ornate harbor
ornate harbor
iron meteor
ornate harbor
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I have had a revelation

mossy tide
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Oh yeah?

ornate harbor
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So, for some reason this code exists:

float num2 = num + (float)Mathf.Abs(TimeOfDay.Instance.daysUntilDeadline - 3) / 1.6f;
    int num3 = Mathf.Clamp(this.AnomalyRandom.Next((int)(num2 - this.currentLevel.spawnProbabilityRange), (int)(num + this.currentLevel.spawnProbabilityRange)), this.minEnemiesToSpawn, 20);

num here is just whatever the spawn curve says should spawn now, for some reason however, extra numbers are added to the bottom range of the number generator seen in the second line but not the top based on how many days are left in quota. Now, this causes a pretty big issue if your spawn probability range is less than 1 (so 0), on later quota days the min put into Random.Next will be larger than the max, causing an error that prevents enemies from spawning that day outright.

A few people have had issues with this and I could not figure out why until I noticed that num2 is only used on the bottom bound.

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This is in RoundManager.PlotOutEnemiesForNextHour

thorny bane
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my max spawns dont seem to be working, i have scp 096 and the snail set to one max spawn yet i see 2-3 whenever they do spawn

ornate harbor
tired mural
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fwiw I observed this with masked when testing wendigos voice cloning mod but attributed it to masked being masked at the time (had it set to 1 max count).

thorny bane
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ive also tried having the max spawns in immortalsnail to be 0 and have it set to 1 in lunar but it didnt seem to help

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same with shy guy

remote kernel
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specifically I rememebr 096

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oh wait did you check his config?

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it may be in there

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overriding lunar

ornate harbor
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I tested it with Masked on my own profile of Lunar and it worked fine

ornate harbor
thorny bane
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odd, let me remove it

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019d1727-b2c4-785e-b65b-5a6ea82b78e5

ornate harbor
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I'm not sure why that happens, it's most likely another mod interfering with it

long kernel
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Cinema

ornate harbor
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Dawn had some issues which were also fixed

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Specifically trying to remove objects (in this case enemies) by doing -9999 or *0 from an injection pool just wasn't working

iron meteor
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Speaking of weights, curious question: if a scrap item ends up on a moon's potential spawn list twice with different weights (say, Big bolt: 20, Big bolt:35), what happens? Does one overwrite the other or are the weights added together (resulting in 55 per my example)?

mossy tide
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dawnlib combines them when base game does it, but i doubt i'd combine em in any other scenario

ornate harbor
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Yeah in vanilla it happens with Bottles in a couple cases

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And on a few modded moons that just copied the scrap pool from a base moon

iron meteor
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So I'd have to test doing a scrap injection based on dungeon and then having that dungeon chosen on a moon with the same scrap to see if they're combined or not? Or is that answer known? Which is to say, if hairdriers are injected into the mansion interior and then mansion is chosen on a moon that already can spawn hairdriers, are those weights combined or is one nullified?

hasty hull
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I can confirm it combines them when a custom string does it

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DawnLib prints a warning where it shows up

mossy tide
cunning salmon
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Does Lunar let you configure moon pricing based on the moon the ship is hovering over?
E.g if you're hovering over Titan, then Rend and Dine are cheaper

I'm trying to move my modpack away from LethalQuantities but man that pricing by moon was such a nice feature

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pls banana come back

tired mural
iron meteor
tired mural
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in the past year or so has anything changed about these seemingly arbitrary item spawn limitations? I completely forgot it was a thing..
No tiles containing a scrap spawn with item type: Painting
kinda annoying when you configure a moon and then realize in 2 out of your 5 interiors half of the configured items can't spawn.

mossy tide
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Is this related to itemGroups?

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Sadly the only way to fix it kind of makes the interior spawn unintended scrap in places

tired mural
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unintended as in not in the spawnable scrap list?

mossy tide
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Some items physically can't spawn in interiors if a scrap spawner doesnt have the appropriate item group

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Lunar just like other config mods obv allows you to add scrap anywhere

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But missing with an items spawn group is a bit of a nono

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It defines things like what size of items can spawn in a spawner

tired mural
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then ig is it. Think paintings need a 'table' or sth

mossy tide
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Something like that

tired mural
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there are ofc custom scraps with similar dimensions that do not respect this limitation

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like fancy painting lol

mossy tide
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I don't think any custom scrap exist rn that have any of these limitations

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LL and LLL didn't allow defining em

tired mural
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ic

ornate harbor
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Does Dawn?

sage spear
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Is there a way to change the price of the Cruiser with this mod ?

mossy tide
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If there's no item groups it defaults to all item groups

sage spear
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Fuck

ornate harbor
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There would be but I don't think Dawn has a vehicle registry I can tap into

sage spear
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There is literally no good mod to do so

vale canopy
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so im tryna use lunar config with wesley's moons, it has worked in the past, but now it is not generating config files when i boot the game with it in the modpack. I've tried it with the HQHQ v73 wesley's pack, and with just wesley's moons (+ dependencies) installed, doesn't work on any of them

mossy tide
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Wow who is that

vale canopy
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teeehee :3

mossy tide
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Hey lily :p
That's a curious issue though, do you know how to post your log file?

vale canopy
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nope !

mossy tide
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Do you use gale?

vale canopy
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also hai xu :3

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i use r2modman

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(unfortunately)

mossy tide
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Okay so, launch one game, get into a lobby, quit out, go into your settings and find a button for copying log to clipboard

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And just post that here

vale canopy
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will do :3

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here :3

mossy tide
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Wow that's a new error I've never seen before

vale canopy
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im a true trailblazer

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if it helps, the config folder for this profile has no lunarconfig folder in it

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and i just tried with a different modpack that i know has worked with lunarconfig recently, just added wesleys moons to it and it generated the config files fine for that

mossy tide
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Nah it's not a LunarConfig issue, it's from my mod DawnLib, which LunarConfig depends on

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Do you have a mod called WeatherRegistry installed

vale canopy
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i think so yeah

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yes it is

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should i update it?

mossy tide
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... Are your mods outdated lol

vale canopy
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it only just gave me the popup saying to update !

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plus its given me this problem in a pack that was fully updated :d

mossy tide
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Try updating weather registry and see if the issue repeats lol

vale canopy
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updated and trying again :3

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okay yeah that worked

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πŸ’€ my bad im just a dumbass

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actually in my defence it didnt work in a brand new pack yesterday

mossy tide
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Lol

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Enjoy your pack, PS: you should be playing my mod don't let me catch you not playing peak again smh my head

vale canopy
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ty for the help <3

cunning salmon
tired mural
# cunning salmon Actually tried this once upon a time! Unfortunately, Journey Mode

ohhh, it messes with the unlock state of wesley's moons, right?
Lil self plug.. I think my mod https://discord.com/channels/1168655651455639582/1264314686170730688 can fix that. It has a very umm rich config.. but if you disable the only enabled-by-default feature unlock mode (makes moons free after buying once) I believe that should make constellations work together with wesley's without changing anything else. Basically LethalConstellation leaves the moon hiding/locking to me but I respect the wesley's story progression stuff.
You'd still have to set up your constellations of course.

mossy tide
thorny bane
ornate harbor
thorny bane
mossy tide
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Iirc imperiums spawn predictions arent correct either btw

thorny bane
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i know, but i wait until they spawn and confirm it for myself

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and it was still occuring

rancid kestrel
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Are there any tools for helping edit lunar configs for large amounts of mods? With 50+ moons and interiors it seems like a huge task to go through each one and manually edit the config for each. The easiest path forward looks like using tags so I can just create a few interior "groups" (each assigned to a tag) like "caves" for instance (it includes all cave variants I have installed) then give the "caves" tag to each moon I want to have the chance of spawning them. However, I dont actually know how to create tags or do this and I am kind of overwhelmed by all the configs I have (Im not sure which ones I need to touch)

plush wasp
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cozyton is working on a webui thingy, but will take waaay too long

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and yeah tags would be the best option if you dont wanna go moon for moon

rancid kestrel
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I am worried if I use lunarconfig to edit a moon to give it tags it will also overwrite all the settings it has by default. Are the configs generated by Lunar identical to the ones the game is already using?

plush wasp
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yes

rancid kestrel
#

Do you know how to create more tags than the ones the mods already add? I cant find a config that specifies them anywhere

plush wasp
#

to moons, you can add your own tags, but im not sure if you can create tags, only change those tags

cunning salmon
#

ima test the shit outta this i literally abandoned that project cuz I thought it was joever

#

you have provided inspiration tonight

cunning salmon
#

Can this pair with Wesley progression by locking/hiding a whole constellation behind a locked Wesley moon? I've been considering using Wesley's progression system as a method of hiding constellations until you unlock the moon

gaunt marsh
#

quick question, do these settings mean that the numbers you set are automatically converted by the mod itself? so a scrap set to 15-20 and weight 7 would be the same in-game too?

ornate harbor
gaunt marsh
#

Oof

tired mural
# cunning salmon Can this pair with Wesley progression by locking/hiding a whole constellation be...

Hmm, I don't think you can do both rn. I am thinking about rewriting the constellations extension on my side and change how stuff works though. Feel free to give your thoughts in my thread. Just keep in mind that I always have to make sure things work for or at least not break many possible configurations so sometimes things aren't as simple as they may appear from your particular POV in terms of what you want to achieve.

One question on this: would you want to simply split up wesley's moons in multiple constellations of only wesley or use wesley's progression as the overarching progression system where each tier of moons (constellation) is accompanied by other moons not related to wesley?

errant bolt
#

I... have a dream...

#

A dream where a world exists where constellations is not just more text on a screen... A dream... where you have to upgrade your ship to actually fly to them with visual changes...

#

And that dream will stay a dream because no one will make one and neither will i ❀️

#

I thought this was lethal moon unlocks thread

#

But im too nonchalant to delete messages so im not going to

ornate harbor
ornate harbor
# gaunt marsh Oof

Only those fields I mean, since it won't autoconvert what you have written when you change it

mossy tide
#

Craftyyy

#

I hear you're overriding the saved states of my moons greed

plush wasp
#

UH OH

mossy tide
ornate harbor
#

Yeah I do that

#

Problem? greed

mossy tide
#

Yes greed

#

Because I'm told people can't turn it off for specific moons and such

ornate harbor
#

What do I do about it beevil

plush wasp
#

Kill everyone

mossy tide
ornate harbor
mossy tide
ornate harbor
#

Right now it's just two options
a) Hide/Lock will not be touched on any moons whatsoever
b) Hide/Lock will be set by Lunar for all moons you have configure content enabled on

#

If they don't enable configuring content on oxyde, Lunar should be leaving it alone, but maybe there's stuff on Oxyde they want to change

#

That isn't the hiding/locking

tired mural
#

Does Lunar need to set it again on each lobby start? Not sure how dawn handles this if it's only set once on onfreeze

mossy tide
#

i think technically it wouldnt need to set it on each lobby start but no idea tbh

tired mural
#

When I make changes to these with LMU I assume it's persistent until game close and reset it myself to what it was on disconnect.

mossy tide
#

wdym by on disconnect?

tired mural
#

on quitting to main menu

mossy tide
#

okay that would probably work, basically, there's a TerminalPredicate that handles the sort of savefile persistency that i use for moons like oxyde, if you edit it's IsUnlocked and IsHidden it'll basically automatically save that, that type of thing

#

other than that, there's one that just read's LLL's values for LLL moons, and then just the basic islocked ishidden isunlocked ones i imagine

cunning salmon
# tired mural Hmm, I don't think you can do both rn. I am thinking about rewriting the constel...

Yeah, coding gets real tricky when one starts building around other mods. If you need to focus compatibility over features it’s all good.

More of the second thing. The idea would be having an unlockable Wesley as the β€œdefault” for the system with any manner of moons also hanging out in that tier. So you’d have to unlock that default moon to access the constellation but once you’re there you can visit any of the other moons.

cunning salmon
#

I’m gonna take this conversation to the right thread from here on out

normal quarry
#

is lunar able to set moons as registered or not in terminal?

#

i saw it can do hidden and locked but not registered

ornate harbor
normal quarry
#

lethal level loader can set if a moon is registered which basically adds/removes terminal node

ornate harbor
#

Lunar doesn't do that I'm afraid, it just makes the node not go anywhere but it'll still enter and say 'Route Locked'

normal quarry
#

fair enough

#

i'll probably use that instead

#

im trying to migrate my LLL config to lunar and basically all the other features i use have an equivalent

normal quarry
#

actually different question

#

does lunar automatically import some fields from LLL

sage spear
#

We turned the setting for map object spawn curves on yesterday, and they generated as… all zeros?

#

Why?

mossy tide
#

What generated as all zeros? Can you show?

sage spear
#

E.g. 0.00, 0.00; 0.00, 0.11; 0.00, 0.22; etc

primal linden
#

Hey, I've heard you can make enemies die with this mod

plush wasp
#

not really

#

you need a mod that adds code for killing enemies to actually use the features

sage spear
#

@mossy tide

sage spear
#

You still can not edit the bestiary of modded entities

ornate harbor
#

Version 0.3.10

Features

  • Added a blacklist for using a moon's 'Is Hidden & Is Locked' settings, in case you wish to configure a moon, but don't want Lunar messing with it's custom unlock.

Fixes

  • Fixed an issue with curves breaking when trying to parse invisible characters.

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

#

There

#

Configure Oxyde!

#

Also let's you configure Wesley's without messing with Hiding/Locking, (again, you already could if you didn't want to mess with it on any moons, but now you can let Wesley handle most of them, and let Lunar pernamently lock the ones you don't like!)

sage spear
#

Forgot to give this to you initially

#

Here's the code 'n log for Ooblterra dying /w LunarConfig installed

ornate harbor
#

Does it only happen if you have configure content on?

sage spear
#

I haven’t tried, will try when I get home if you don’t do it already

#

Will you also look into the duplicate entity/Enemy Skin Registry bug?

sage spear
mossy tide
#

what even is the duplicate entities thing?

sage spear
#

Entities spawning more than they should

#

E.g. two brackens in one round, or four jimothies in one round

gaunt marsh
#

Ohm does skin registery not work well with lunar atm? I have it installed but haven't set any skins. I have noticed on rare occasion some enemies do appear more than they should, like I set max spore lizards to 1 but very rarely 2 will spawn

sage spear
#

It does not work, no

gaunt marsh
#

Like, do skins not get set? I haven't been paying attention ngl

#

But now that you mention it... I don't think I have seen any of the random skins being applied

sage spear
#

They just do not spawn with them

gaunt marsh
#

Son of aaaaaaaaaGghhhh

#

I mean at least it's just a visual issue but that still really sucks for me... I can never escape the issues...

#

Wonder why it wouldn't be working though. Maybe something to do with how lunar modified the spawns

sage spear
#

Idk, I hope he's gonna fix it

#

Both of these are pretty major

#

Either Xu or Craft fixes the ESR thing at least

gaunt marsh
#

Weirdly enough I spawned a creaker in and I think that did get a skin applied

#

Which is... odd, cause it's not a Nutcracker, but I guess it still thinks it is one (I mean it is just a variant)

#

Or maybe that's cause I spawned it with imperium rather than lunar. I dunno

#

I do hope it gets fixed too cause I planned to set skins for all the moons in my modpack

mossy tide
ornate harbor
#

I think it's a third mod as well, in all my testing I haven't had that happen to me on my minimal-ish profiles

#

Unless you're saying the third mod is ESR?

gaunt marsh
#

hrmm. Maybe it is a different mod. Regardless I hope ESR becomes compatible soon since it looks like skins aren't applying (unless that's also not a lunar issue)

gaunt marsh
#

wait after finally paying attention for a nano-second I realize the skins ARE applying

#

so I'm not really sure what the other person was having issues with but it must not be lunar config

stable carbon
#

was something changed with shop item prices?
i changed the price of the spray paint, but it does not apply anymore in game

gaunt marsh
#

I hate how zeekerss coded enemy spawns in this game every time I test it ends up like this . Why can't it just be easier to understand... WHY waves dont like to SPAWN things . joyous occasion I am going to take a vacation to hell

may as well ask if this might be lunar config having weird issues with day/interior spawns or if I'm just doing something wrong cause like why are all the night time spawns perfectly fine? They spawned well throughout the day, but day/interior (aside from gloom where I set low day spawns) are just... not spawning much if anything. The 2nd moon in that list there literally has a start of 5 spawns. How did that drop to 0? Especially with probability range set to 1

ornate harbor
gaunt marsh
#

sec

#

will DM so it's not too much text here

radiant scaffold
#

So, I need to ask something, I've been using this mod 'cause I read up here that this is the go-to for setting specific interior spawn rates. I wanted to play certain interiors more often with my friends and keep it truly varied, so I set everything to 300 in the config file for like, Rend for example. but when I go in-game and simulate Rend, the percentages remain their default value. is there no real way to configure this stuff?

mossy tide
#

Did you enable configure content on moons? I think you need to do that

#

Im not sure if you need to enable configuring content on interiors too but maybe

plush wasp
#

gotta enable content configuration on the moon you are changing

radiant scaffold
#

I'll check! thank you both

#

is it this? because it's enabled by default if so 😦

#

oops, meant to paste this

plush wasp
#

use gale btw :3

#

to make your life easier when interacting with lunar

#

in the same moon you are editing there should be a enable content configuration option

#

its there for every moon

ornate harbor
#

Ye, at the top of the section for the moon you're configuring, it should be a true/false value, you gotta set it to true for it to work

#

Also yeah use Gale like Chezzits said

plush wasp
#

haiiiiii craftyyyyyyyyyy x3

#

peak gale hehehe

ornate harbor
#

Hello.

#

Cheese.

plush wasp
#

why so.
this.

radiant scaffold
#

what's "gale" btw?

#

thank you all for the help once more

plush wasp
#

the best mod manager ever :3

#

has an amazing config ui that will make your life miles easier

radiant scaffold
#

oh!! thank you so much, I had no idea this existed

#

appreciate it, will take a look very soon

plush wasp
radiant scaffold
#

it worked now, thank you all so much πŸ₯Ή

radiant scaffold
plush wasp
#

we love gale

primal linden
plush wasp
#

whAT

plush wasp
#

whats that?

#

the webui

#

?

mossy tide
#

that you couldnt edit

sage spear
#

Biodiversity, Code Rebirth, and Cabinet

#

All of them

#

LunarConfig only registers bestiary entry values for vanilla entities

hasty hull
#

Well guys v80 beta is out

#

Sound the alarms

warped terrace
#

These changes seem the most relevant to LunarConfig
I do hope we get a configurable diversity meter to moon configs, since otherwise it likely screws over how spawns will work with existing packs, especially when adding more modded enemies
Not gonna spoiler since its largely technical information

mossy tide
#

diversity meter is a pretty fun mechanic

#

i like it

#

if something like hoarding bug, bracken and thumper fill up the diversity meter, then you'll only got those enemies for inside spawns

warped terrace
#

Depends though
Like, having some moons with low diversity vs. high diversity could be cool yeah

#

but if all moons have low diversity, you get way less interesting gameplay because there is less possible combinations for enemies
Which, sucks, because a lot of what makes some enemies interesting (both modded and vanilla) is how they can synergise with each other

#

low diversity means less variety and interactions

ornate harbor
#

Chat how cooked is Lunar

#

With v80

#

I haven't looked into much

dreamy gazelle
#

where can we open the config file ?

#

it doesnt generate a lunar config file for me i think

dreamy gazelle
#

it seems v80 broke the mod πŸ˜”

dreamy gazelle
#

Actually some config are created but the config file for moon isnt created (v80 issue maybe)
Also the best UI option is the gale mod manager ?

ornate harbor
#

Yeah prob a v80 issue

#

I wouldn't expect most mods to work fully there

#

Also Gale is best yes

ornate harbor
#

I may as well mention v73 support for Lunar is probably over now :3

#

Any future updates will be moved to v80

#

Including one I'll prob push out within a few days

wary wing
#

@ornate harbor lunar doesnt make a moon config in v81

#

all the other configs generate just fine but moons specifically are missing

ornate harbor
#

I see, I probably won't be doing a release until the update is out of beta

#

I also can't because I don't know how to reference the beta gamelibs on my project :p

ornate harbor
#

Version 0.3.11

Features

  • Compatible with v80(1)!
  • Added 5 new fields to moon configs; Offset Time, Can Spawn Shrouds?, Outside Probability Range, Max Outside Diversity, Max Interior Diversity
  • Added 2 new fields to map object configs; (Inside) Allow In Mineshaft?, (Outside) Minimum AI Nodes Before Spawning

Fixes

  • Fixed a tiny issue related to configuring map objects.
  • Fixed an issue where my invisible character fix also removed E.

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

#

This version is incompatible with v73

plush wasp
#

Crafty the best!!!

ornate harbor
ornate harbor
#

Noones said anything yet perceive

mossy tide
#

hi

ornate harbor
#

I'm scared it doesn't work

#

Hallo

mossy tide
#

i think some people are still on v73

#

but thereotically almost everything should be working on v81 now

#

even interiors, it's just JLL now

ornate harbor
#

Would moons that don't use JLL have any issues?

remote kernel
#

configs seem to generate right

primal linden
remote kernel
#

been trying waterguns rn since he just updated them

hasty hull
#

Yeah we gotta give it a week for all the Libs and APIs to update

mossy tide
#

i dont know any moons and interiors that dont use JLL that dont work, maybe they have some specific custom code like zeranos

tired mural
#

wait, we don't have to wait for all interiors to update?

mossy tide
primal linden
#

lol

mossy tide
#

this doesnt fix code that references DunGen, but it fixes scripts by DunGen that went missing

#

i.e. DungeonFlow, Tile, etc

tired mural
#

sick. that's huge

wary wing
#

@ornate harbor changing enemy lists doesnt seem to do anything with the new lunarconfig update

#

ive tested it on different save files and gotten the default lethallevelloader spawns still

#

same seems to apply for interiors too

#

basically nothing is actually configuring

#

yea i think the mod borked

ornate harbor
#

Do you have configure content on?

wary wing
#

yes I do

#

and im in v81

#

@ornate harbor sorry for the late response I went to sleep

ornate harbor
#

Could you send a log?

fluid snow
#

does anyone know how the diversity mechanic works? I get that it's meant to limit that amount of types of enemies that can spawn on a given day but knowing the workings behind it would help me determine what values I should set them at with this mod for my modpack.

tired mural
#

@remote kernel @primal linden do you guys (or anyone else) by chance have gone through dungeon size settings in lunar to bring them somewhat in line generation wise? any tips on which of the two settings to tweak when? I was quite happy with the interior multi in LQ. Is map tile size similar but inversed?

mossy tide
#

base game takes a map tile size and uses it to estimate how big it should make the interior

#

the math is something like this
assuming facility is a size 1 interior
if an interior is a smaller size, it needs to generate more tiles

#

if an interior is a bigger size, generate less tiles

#

hence 0.5 giving you more tiles than 1.5

tired mural
mossy tide
#

whats random size min/max?

tired mural
#
## The minimum length of dungeon branches.
## Having a different min and max allows variation between the size of a dungeon on the same moon.
# Setting type: Int32
# Default value: 6
Random Size Min = 6

## The maximum length of dungeon branches.
## Having a different min and max allows variation between the size of a dungeon on the same moon.
# Setting type: Int32
# Default value: 9
Random Size Max = 9

## Increase this setting to decrease the size of the dungeon overall.
# Setting type: Single
# Default value: 1
Map Tile Size = 1
mossy tide
#

that might be a lunarconfig thing, dunno

ornate harbor
#

It's vanilla

#

It's the DungeonFlow.Length.Min/Max

#

I believe it has something to do with how long in tiles each dungeon branch is?

wary wing
# ornate harbor Could you send a log?

forgot to do this but I ended up making a new profile and it seems to be working now
maybe it just doesn't work with some enemy spawns? (peeper and mopator caused issues)

wary wing
#

at least thats how I believe it works

idk if new enemy types can spawn once one of the 3 goes extinct but

#

for now just run with that unless someone corrects me

ornate harbor
#

So close, but instead of it being 'the power level is 3, each enemy contributes 1, 3 types of enemies can spawn', each enemy actually contributes a set value of 'diversity power' so it's really 'the power level is 3, each enemy type contributes it's own diversity value, a mixed amount of enemies can spawn'

#

I also did not know this until now, so as of right now Lunar can't change that value and you can't use Lunar to rip it either :p

#

That'll change tho

ornate harbor
#

Yeah I just didn't know that property existed

#

So have fun guys!

#

There's only 6 enemies that have more than 1 diversity power

#

And there's also a good few that just have 0

mossy tide
#

butler having a diversity power of 2 is uncalled for

ornate harbor
#

I mean he does change things up a bit, especially if you play solos

#

Though, I feel like a thumper is worse than a butler

#

I feel like Masked having 0 is also weird, though most of the moons they show up on are high diversity ones so it doesn't really matter

rustic mural
#

Would you be against adding a toggle for disabling diversity which just puts global moon diversity limits to byte limit?

#

Also being able to designate special enemy

plush wasp
#

Byte limits?

narrow pivot
#

I was told to bring this up since I'm not sure if this is intentional behavior or not.

#

In my scrap mod, there is a boot item which is set to spawn on every moon with a weight of 1.

#

With dawnlib, I had set it to spawn on lethal_company:vanilla and lethal_company:custom with a weight of 1.

#

I had noticed that with LunarConfig, the boot scrap wasn't added to the SpawnableScrap lists of moons.

#

For a test, I had set the weight of the boot to 999 to see if it was spawning period and it was, but it was still not being added to the lists in LunarConfig.

#

I guess what I'm asking would be whether this is intentional or not?

ornate harbor
#

Did you check the default values of the scrap fields?

narrow pivot
#

For the boot, the default value for the scrap moon weights is lethal_company:vanilla=+1,lethal_company:custom=+1

ornate harbor
#

The default fields in Lunar

narrow pivot
#

The default SpawnableScrap lists?

ornate harbor
#

Yes

narrow pivot
#

The SpawnableScrap lists are normally, they included the custom scrap defined for that moon specifically.

#

But Boot doesn't get added to them.

#

Experimentation's for example: Bucket:19, Coffee pot:9, Pizza box:10, Stapler:35, Traffic cone:10, Wallet:4, Airhorn:3, Big bolt:80, Bottles:19, Candy:2, Cash register:3, Clown horn:3, Large axle:80, Dust pan:32, Egg beater:10, V-type engine:90, Plastic fish:12, Laser pointer:4, Gold bar:1, Metal sheet:88, Cookie pan:5, Jar of pickles:10, Ring:3, Steering wheel:32, Yield sign:6, Homemade flashbang:22, Gift:17, Flask:42, Easter egg:5

viscid mauve
#

Does Lunar Config let me change a moon's history entry in the terminal? Like if I typed "info Assurance," am I able to change what pops up on the terminal? Changing the population, conditions, and fauna in LunarConfigMoons.cfg only changes the information displayed on the screen by the ship's lever unless I should be looking elsewhere

ornate harbor
#

Not as of now

ornate harbor
narrow pivot
#

It's supposed to be a rare global spawn so that's why it's so low.

ornate harbor
#

I don't know why it doesn't show up in Lunar then

narrow pivot
#

Unless DawnLib spawns items by tag after the fact.

#

I was told to bring this up because it was unclear whether this was intentional behavior or not by Lunar.

scenic hinge
#

Hey there, new to the server and lunar config. Been making some modpacks for some friends and I. Prior to v80 i was using lethal quantities to adjust interior/dungeon spawn rates and enemy spawn rates. The custom dungeons dont show up under the lunarconfig file for me. How can I find the name of the custom interior so i can put it unders possible inteiros for the moon. Thank you!

plush wasp
#

if you go to the interiors tab youll see the names of the interiors!

scenic hinge
#

Its only showing level 1,2 and 3 in the ineriors tab under the moons. dont see any other interior tab, is there something im missing to get the names of the custom interiors? Sorry for being dumb

plush wasp
#

same as how LQ worked

remote kernel
plush wasp
#

to generate the new stuff you gotta get in a game

#

and a save

remote kernel
#

they need some time to patch

plush wasp
remote kernel
#

since the update is new

remote kernel
#

not just dont generate

#

poolrooms for example

plush wasp
#

not even with dungenreferencefixer?

remote kernel
plush wasp
#

oof

remote kernel
#

poolrooms dev said hed fix it

scenic hinge
#

aw unforutnate. i prefer liminal pools more 🩡 Ig your boys gonna be reverting to 73 for a hot min. Thank yall for the help!

plush wasp
#

i like both hehe

remote kernel
#

but downgrading is also a bit of a pain

#

since v81 updated mods

#

no work

#

on v73

scenic hinge
#

damn just might have to make the most out of V81. Thanks again, cool to stumble upon this disc considering ive been making 200+ mod modpacks for almost a year alone πŸ˜‚

sage spear
#

Is Lunar Config still not compatible with Death Animations?

#

I.e. making spore lizards mortal not working

mossy tide
#

It's not a compatibility issue, you're looking for a Mod that does something that lunar config doesnt

sage spear
#

Lunar Config should be doing it, though

#

Lunar Config has options for both entity mortality and hit points

#

what is the point of thoseo ptions if they dont do anything

jolly badger
#

Im not sure, but this needs to be add in the enemy AI

soft stream
#

Add dynamic interior variety into lunar config I beg!!!!

#

I feel like it is an amazing setting that helps the game stay refreshing while playing and the original mod is way out of date

pseudo spade
#

can we get ambiance library config?

#

since every moons technically uses a unique "Ambiance Library", every modded moon can also add in new ones so i'm wondering if there's a way Lunar Config could switch ambiance libraries across moons

jolly badger
#

Y is probably how many landmine will spawn but X is what?

mossy tide
#

x is a random number from 0 to 1 that the game generates

jolly badger
#

ah thx

rapid gyro
#

Am I understanding DungeonInjection correctly in that when I do for example Nutcracker:20 for mansion interior, it adds 20 weight on top of the existing moons weight for the nutcracker: Rend: 100 + 20 from the DungeonInjection

chilly ore
#

Im having a really weird issue where I have customized what interiors appear on moons and for some reason on 3 specific moons (dejection, thrive and lua from Kenji) it is adding 300 weight to facility and 100 weight to storehouse (from Generic Interiors) on top of the interiors that i added

#

I tried adding those interiors with a weight of 0 in the config but that didn't work

hexed crescent
#

Anyone know why Lunar Config would be causing this bug?
The first few days function fine, spawns work for both outdoor and indoor entities. After 3-5 days however it will completely flatline, and all spawns cease to function until the lobby is reloaded.

I do have the enemies and moon config enabled, however nothing about the power level of the moons or the enemies have been changed, and neither have any spawn curves. Nothing to influence the spawning of entities is installed otherwise.

It took me a while to narrow down in my modpack what was causing it, but ultimately it was narrowed down to this mod.

#

(I unfortunately have no other console errors to mention regarding this bug, besides this. But I had to remove the mod entirely from my pack because I could not fix this issue no matter how many config options I disabled, and upon removal all spawns function as intended again.)

ornate harbor
ornate harbor
chilly ore
tired mural
ornate harbor
#

No sign is the same as using a +

ornate harbor
#

I might need to see how Kenji does his stuff

tired mural
#

ah yeah it's injection so it makes sense nvm lol

hexed crescent
# ornate harbor Could you send a full code and log?

The modpack is manually made, so there is no pack code. However after I get finished with a VR Playtest tonight I can remove the console spammy clutter and send a log of the bug in action. Though there are no errors that are generated, just the unity log mentioned before.

sour meadow
#

Cruiser's price cant be changed?

clever shard
#

For whatever reason setting a moon to be configurable removes it's tags from the tag injection config. Does anyone else have this issue?

ornate harbor
ornate harbor
clever shard
# ornate harbor Did you also remove those tags from the moon's config entry?

No. I've like quadruple checked at this point. Reset tags to default, tried adding tags, completely deleted the tag injection config to let it regen and regened moons config too. I only realized that it was setting configurable to be true that was causing it when I checked it on for Gordion and the "wet" tag disappeared from tag injection config. As soon as I turn off configuring a moon those tags reappear in the tag injection config for me.

sour meadow
vital marlin
#

I adjusted the moon prices, and while the terminal displayed the updated values, the original prices were still being deducted when I actually tried to travel. Has this sync issue been fixed?

mossy tide
vital marlin
mossy tide
#

i dont think it'd show in the logs sorry

#

the only way to test would be to remove half hte mods in your pack (not including lunar config), seeing if that fixes things, etc

#

i would suggest starting with terminal related mods

vital marlin
subtle ingot
#

update on the web ui: my lazy ass has been doing anything but working on my project but those other things are more important so it's whatever

#

i have quite a long deadline I don't actually know it but it's okay

#

also once i start hrt (soon) I'll probably start feeling motivated to do anything other than eat and sleep 😭😭

hexed crescent
rustic mural
#

I'm not sure how hazard curves work, does anyone know of a tutorial or just what the values mean? I understand enemy spawn curves but this seems different.

#

I'm assuming it's Input:Output but ?:Density is what I'm assuming

#

I just don't know what Density is scaling with

#

and what a normal value would look like (as in what is low and what is high)

tired mural
# subtle ingot update on the web ui: my lazy ass has been doing anything but working on my pro...

on that, I wanted to ask you if you'd generally be fine with me releasing a similar app that I have been working on for a while.
I really don't want to discourage you from working on yours. I think it's super cool to get to work on something like this as part of a school project and I also think ultimately a web app can be more fancy and especially bring way better accessibility than my solution can (it's a local Avalonia app).

tired mural
rustic mural
#

So for example if it rolled 0.8 since 0.78 is closest it would pick that and then roll a 91% chance of 1 of the Hazard?

#

and if it was 1.91 it would be a 100% chance of 1 of the hazard and a 91% chance of a 2nd?

#

or am I misunderstanding?

subtle ingot
#

might even give me more to write about 😭😭

tired mural
rustic mural
#

Oh I see so it is literally a curve and it's making values between my set values

subtle ingot
#

yuh

ornate harbor
#

There is a pinned message to a link for visualizing curves

#

That might also make it easier to grasp

#

And to make your own

tired mural
#

ah good to know that is pinned πŸ˜„

rustic mural
#

Also a heads up, it seems like LunarConfig doesn't take into account tag based curves so it dumps things like Cactus from Code Rebirth and 0s it out

ornate harbor
#

Because of when Lunar grabs it, many of those curves are zeroed out

#

However, changing them should still work

rustic mural
#

I was worried that Lunar was breaking tags but I ascertained that it was just the order of it happening ye.

rustic mural
ornate harbor
#

I'm not sure that it would fix that, but you can try

rustic mural
#

I'll give you a heads up if it works

#

Gunna take a break for abit though, I've done 68 hours of work on the modpack in the past 5 days lol gunna eat, watch some stuff then get back to it Kekerw2

plush wasp
#

CRAFTY

rustic mural
rustic mural
#

Does not

#

Man converting CodeRebirth tag based things to manually populated stuff is horrible

#

I wish I didn't HAVE to change them.

subtle ingot
#

btw are there any alternative platforms to thunderstore that has any sort of use that i should try to support?

#

i remember advancedcompany was also on curseforge so ill look into that

plush wasp
#

I dont think so

#

I mean, if you mean for lethal, thunderstore is where everything is

subtle ingot
#

thats a bit of a shame thunderstore kinda stinks lol

plush wasp
#

But yeah could be improved

#

From what i understand there was quite a bit of drama in here regarding where the mods should have been

#

So yeah the community kinda chose thunderstore

subtle ingot
subtle ingot
plush wasp
#

same as curseforge

subtle ingot
#

yeah

#

they own mcpedl too apparently 😭😭

#

and tebex actually thats mental

plush wasp
#

no idea what those foods are hehe sorry

#

btw, how's the web thingy going?

plush wasp
#

im blind sorry

primal linden
#

hey...
Are there any news with the custom UI for Lunar Config?

plush wasp
#

moroxide dont make fun of me!! :c

#

hehehhe

primal linden
#

I'm just actually asking

plush wasp
#

i wish you the best of luck cozy :3 you'll cook some amazing foods

subtle ingot
#

hope so hope so

plush wasp
plush wasp
#

you gotta believe it!

subtle ingot
subtle ingot
#

then all will be sunshine and rainbows

plush wasp
primal linden
subtle ingot
#

yuh hi

plush wasp
#

silly

#

thats literally what we are talking bout

#

thats why i thought you were joking

primal linden
#

oh...

primal linden
#

yeah, I didn't read

plush wasp
#

hehe dont worry

plush wasp
#

happens to the best of us

subtle ingot
#

anyway gonna go revise maths for my exam tomorrow glup..

plush wasp
#

good luck!!

glass elbow
#

If I remove the mod but keep the configs, the changes will stay and be saved right?

plush wasp
#

No

remote kernel
#

lunar handles all of it, overriding LLL or other configs

#

so removing it will make it not apply

plush wasp
#

Its like saying ill add shy guy but then ill uninstall it and he will still be there

graceful hornet
#

maybe he meant if the configs changes will stay or if they get wiped with the uninstall pepe_think

ornate harbor
#

If you meant whether the files will persist, they should, but you might want to back them up just to be safe

humble terrace
#

does lunarconfig just delete all modded scrap unless you go and individually add it to every single moon as something that can spawn?

woven idol
#

Hello, tried to configurate enemies spawnrate through "LunarConfigMoons" (spawnable daytime/interior/outside enemies), so they would have identical spawnrate on any moon/interior, but it seems like some enemies (mostly vanilla, I think?) have configurated somewhere else to have some multipliers for their "base" moons/interiors and so I can't perfectly balance them on all the interiors/moons.

Any ideas for what I can do with this to have any enemy identical spawnrate on each moon/interior ?

plush wasp
#

Maybe thats what they meant? No idea lel

humble terrace
#

im only getting vanilla scrap despite having other scrap mods

plush wasp
humble terrace
#

i have the gold scrap mod, and none of that is spawning

plush wasp
#

Like do they have weights?

humble terrace
#

okay i think i found the problem

plush wasp
#

Me perceive

humble terrace
#

the default weights for every item is listed, but because i have configure content set to true, its using the purely vanilla scrap pool and not the "default"

woven idol
plush wasp
#

Makes sense

#

So just gotta refreh it

plush wasp
#

They have some multipliers

#

I think?

#

Also with the new update with the diversity stuff

#

Idk how that changes sruff ecactly

woven idol
plush wasp
#

Hmmm ye im not 100% sure where that could come from

#

Also know that spawns are rng

#

Maybe you are just getting unlucky

near merlin
#

Are there settings in the config files to change what weathers can spawn on which moons, and/or the rates at which those weathers are spawned? I can't find where in the files those settings are, if so

plush wasp
#

yes

#

use mod managers!

near merlin
#

What file(s) would those be in, and what're the settings called? I can't find them, at least under the files for moons and weather injection. And I use R2ModManager, if that matters

near merlin
#

Ah, you meant through WeatherRegistry then. Thanks, I have that mod too so that shouldn't be much of a problem

plush wasp
#

ye sorry, just realized this is lunar config thread

#

weather stuff has to be done through weather registry :3

narrow pivot
#

Weird question, can LunarConfig outright disable moons and allow other moons to replace the disabled moon?

#

Like let's say for instance I wanted to disable Vow, and then rename March to Vow, is that possible?

plush wasp
#

i think you can disable vow

#

but not rename march to vow

sage spear
#

You have to both hide & lock the moon, making it functionally "disabled"

#

It's still of course loaded though

narrow pivot
#

I don't know if this mod is causing it but me and my friends seem to keep running into multiple jesters.

#

Even though nothing about the jester is changed.

narrow pivot
#

I can't think of any other mod it might be besides LunarConfig.

#

Except unless DawnLib is causing weird problems but I doubt it.

narrow pivot
#

Alright so after some testing, I have determined that it is LunarConfig doing something.

#

For some reason, if enemy configurations is enabled in Lunar, enemies with a max count of 1 will instead have a max count of 2.

#

As far as I can tell, this happens with Jesters, Brackens, and even Kidnapper Foxes surprisingly.

#

I assume the same also happens with the Spore Lizard.

#

After disabling enemy configs in Lunar, they stopped spawning more than once.

#

What's weird too is that this affects enemies for which the config isn't even enabled for.

mossy tide
narrow pivot
#

I'm routing to Rend specifically to test this, currently I have Rend set via Lunar to only spawn Coils.

#

I noticed something strange when testing earlier, this does affect enemies with spawn counts greater than 1 too.

#

I had a day where 10 coils had spawned when the limit is currently only set to 5 in the config.

#

Plus the config for coils is turned off.

#

Something is causing max enemy spawn counts to double it seems.

mossy tide
#

Did you check the maxCount amount in the enemytype?

#

Did it seem double what you were expecting if so?

narrow pivot
#

Yes, multiple times with different enemy types I've been testing.

mossy tide
#

Oh so the actual field itself was a different number than what it should've been

narrow pivot
#

What's strange is that the max count doesn't change according to Unity Explorer.

mossy tide
#

Okay nvm

narrow pivot
#

So it's something going on in the Round Manager somewhere.

mossy tide
#

Lol

#

Maybe the numberSpawned isn't changing for the enemy?

narrow pivot
#

Either that or it's getting reset.

#

Because with testing Bracken, no more than 2 would spawn.

#

Similarly, I had set Coil's max count to 10 earlier and I had 13 spawn in one day.

#

I'd imagine if given more opportunity though, it would've capped out at 20.

#

I'm curious if there's another mod interfering.

mossy tide
narrow pivot
#

well normally anyway.

#

I tried with coils again, and UnityExplorer said that 5 had spawned.

#

However, there were 8 that had spawned.

narrow pivot
#

What's strange is that turning off Lunar enemy configuration fixes it.

dreamy gazelle
#

#1390479837025538048 message

#

is that it ?

narrow pivot
#

Alright so trying to debug again.

#

Testing using only Lunar this time, I got 10 coils on Rend, with their max count being at 5 and the number of them spawned hadn't gone over 5.

narrow pivot
#

Here's a log of the events from the start of the day to the last spawn cycle of the day.

#

What's strange is that Spring does get removed from the list of enemies that can spawn after 5 spawn.

#

But on a later cycle, reappears again and thus 5 appear again.

#

@mossy tide Pinging you incase you wanted a log to see what's been happening.

narrow pivot
#

Something with TryAddField is up.

#

After doing a bit more testing, I found out that enabling enemy configuration, but disabling every option for the enemy, stops the bug.

#

However, if any of the options are enabled, even just tags, it bugs out.

#

Editing any of the enemy fields is seemingly making it think it's max count is double what it actually is.

#

But none of the values change according to UnityExplorer so I have no clue

#

Ah alrighty

#

Yeah this seems to be a v80/81 related bug.

#

I'm noticing that Zeekerss made changes to the RoundManager and that might be screwing up with how Lunar configures enemies.

narrow pivot
#

I have no idea, I really want to continue using Lunar but I can't keep using it if it's gonna break enemy spawning ;v;

#

And it seems like the mod hasn't been updated in a while either.

narrow pivot
#

If anyone could help me with diagnose it, that would be massively appreciated because it's driving me nuts

remote kernel
#

@ornate harbor when you get the chance may wanna look into this

remote kernel
narrow pivot
#

wait

remote kernel
#

crafty should respond when he gets the chance he just gets busy for a lil while sometimes

narrow pivot
#

Oh my god I am so sorry, I didn't realize it was updated a little more recently on the thunderstore page.

#

I was going by the github commits because I was looking through them crazily

remote kernel
#

since I think that last update was it

#

ok 2 before it but still

#

thoser were close to eachother so people prob didnt find all the issues yet

remote kernel
#

id not be surprised

#

since they were just added

#

im just making guesses at this point tho

#

but may wanna try disabling some of enemy settings

#

instead of the entire enemy configing

narrow pivot
#

I tried enabling and disabling a whole bunch of different options.

#

Even just having tags enabled caused the issue to occur.

mossy tide
narrow pivot
mossy tide
#

Okie

#

Is this setup for the bug or do I gotta edit a config

narrow pivot
#

So Rend is changed to only spawn Spring at 50 weight.

#

You can kinda see this with any enemy type though, just route to Rend on Eclipsed and watch the object list.

#

More often than not, 10 coils will spawn despite their max count being 5.

mossy tide
#

Icic

narrow pivot
#

This happens with other enemies, even outdoor ones.

#

So with brackens, you'll get 2 brackens, with jesters, you'll get 2 jesters, etc.

#

This bug also happens on outdoor spawns as my friends had reported seeing 2 foxes before.

mossy tide
#

you mentioned earlier something about zeekerss updating stuff for v81, did you have any guesses on what it could be potentially?

narrow pivot
#

I suspect it's something to do with diversity, if anything.

#

I'm not entirely sure though, nothing in the logs throws up an error or warning about anything breaking.

mossy tide
#

hmm okay

narrow pivot
#

It seemingly forgets that it spawned up to the max count of an enemy midway through the day, but even UnityExplorer says the number of spawns for an enemy type are at their max.

clever shard
mossy tide
#

or modpack code beteter actually

clever shard
#

Okei just a sec

#

019dec75-2bec-ea3d-f6f4-7f723c9ced04

mossy tide
clever shard
#

I will mention tho I have tried installing a new profile with just lunarconfig and it continued happening for me so im not sure whats going on haha

mossy tide
#

@narrow pivot im having trouble being consistent with reproducing it, does that sound right to you?

#

i reproduced the first time, but my second spawned 5 and no more

#

it was the same lobby, just reloaded to retest so no code or anything was changed

mossy tide
#

@narrow pivot took a while but i figured it out :p
it's a thing that'll be exclusive to stuff like eclipsed or very early spawns, ill try to fix it from dawnlib's side since this could happen with custom dawnlib enemies too

ornate harbor
warped terrace
#

back when i was testing the tag injection stuff not working though, according to Imperium's Oracle there wasn't multiple Maneaters or Brackens trying to spawn, so it seemed then that the spawn cap of 1 was working correctly

mossy tide
#

it'd only happen with dawnlib enemies and lunar tag'd enemies

narrow pivot
mossy tide
narrow pivot
#

Strange, I was looking at Lunar's code incessantly trying to figure out what could've broke but didn't find anything, I didn't think it was something on DawnLib's side.

mossy tide
#

zeekerss resets all the numberSpawned's everytime a new spawn pool starts spawning

#

i think it was either outside or daytime spawns that would start up at like 10am for whatever reason, while inside started out earlier
so inside spawned like 3 coilheads, then their numberSpawned got reset when daytime or whatever's spawn pool started spawning

#

there is a bug here in zeekerss code with the kidnapper fox but its rare enough that i dont think it matters

solid wing
mossy tide
#

Vanilla readded the fox

#

I don't touch other enemies unless lunar config asks me to anyway by default

solid wing
#

ohh aight
i forgot how the bushes work
cuz someone is telling me they spawn on galetry which im pretty sure fox already removed by that point in vanilla (galetry release)
so they just spawn everywhere by default even on modded map ?

mossy tide
#

No idea lol, fox is not my domain

vital marlin
#

I'm currently using a language patch, so items and planets are displayed in my native language. However, I still have to type the commands in English. Is it possible to make the terminal accept commands in my native language through LunarConfig, or is that something it can't handle?

rancid pebble
#

@ornate harbor could you update the github repository? it's only on 0.3.9 while the latest is 0.3.13. asking for #modding-general message

ornate harbor
#

Will do sometime today

carmine warren
#

@ornate harbor i was just wondering, is being able to edit a moons special enemy a planned feature or nah?

ornate harbor
#

I don't really know what special enemy means but I did notice that property

#

Do you know what it means?

carmine warren
grim raft
#

Hey @ornate harbor the Sold in Shop option for items doesnt remove them from the shop.....

#

for example, the geiger counter from facility meltdown, and other stuff from booms scraps mod

pseudo spade
pseudo spade
#

if crafty doesn't elaborate within a week's worth of time i'm doing it

#

i got it like half started anyway so idk man

#

but i still hate dawnlib to a point where i'd rather ask crafty to add shop item configuration to lunar

grim raft
pseudo spade
pseudo spade
#

so uhh if crafty wants to make items be changeable into shop items with lunar that'd be appreciated, not just by me

#

(and vice versa)

ornate harbor
#

It should work but I'm not surprised that it doesn't

#

I'm still a bit busy as of now but I'll add fixing it to the list too

rancid pebble
rancid pebble
grim raft
#

Is dungeon injection still broke? And wb weather injection?

narrow pivot
#

Could we get the ability to edit the scrap modifiers on interiors?

#

For example, Mineshaft having +6 scrap?

remote kernel
#

(Also a bunch of other nice options)

narrow pivot
#

I'm looking in the configs and I don't see anything like that.

remote kernel
narrow pivot
#

What

#

I don't have that

remote kernel
narrow pivot
#

Ohh

#

It requires LLL for it to appear.

remote kernel
worldly heath
#

@ornate harbor What's the difference between Min/Max Scrap and Min/Max Scrap total?

chilly ore
#

if I remember correctly min/max scrap total doesn't actually do anything

#

and min/max scrap is the number of scrap items that will spawn

narrow pivot
#

Yeah the scrap value min and max do nothing.

#

Thank god they don't too

meager whale
#

there's a mod you can use to make those values actually do something but out of the box it's not a good idea lol

#

700 max value titan 😭

narrow pivot
#

Literally worse than some Assurances or (old)Adamances lol

meager whale
#

yeahh lol

#

lowk I think if you didn't wanna run in-game tests for getting scrap value down the min and max value config + the mod would make balancing a lot easier

narrow pivot
#

I kinda wish there was just a lite version of this that just allowed you to edit the SelectableLevel, Item, and Enemy data without all the tags stuff.

remote kernel
narrow pivot
#

Especially since I heard the injection stuff is broken right now.

remote kernel
#

wiht a lot of trial and error

#

to see what values actually make it decent

#

since default ones are NOT it XD

meager whale
#

atleast on the old version I'm using you can

remote kernel
#

in lunar config central

meager whale
#

yeah just disable some of these in the central config

narrow pivot
#

Oh yeah I do, my mind is more or less speaking out loud because of the bugs with enemy spawning lately.

#

I'm kinda surprised this bug didn't get caught sooner with how often some custom moons put indoor enemies outside

remote kernel
#

besides the enemy cap bug

#

I couldnt care less ab that one

narrow pivot
#

Well that, and there's potentially an incorrect level value bug that I've rarely seen.

narrow pivot
remote kernel
#

the chances are far lower for me

#

than you

narrow pivot
#

I don't play with bucket loads of different enemy mods, and I don't really play custom moons ever.

meager whale
#

fair enough but it does sound like a big issue lol