#Lunar Config
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system for getting them from the mods had changed a bit back
so some of them I had to change back
I did
clicked reset and it's the same thing
only spelunker interiors had the wrong one which I updated those
the rest are correct but still not being recognized
but did you make sure on the moon you had the right alias
since that doesnt update automatically
what?
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.
the actual interior list on the moon
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
I was just saying to make sure they were the same
ok them
lemme try it rn
I... know better than that
bro I can never be sure
the first thing I checked was if the names didn't match, and only the caverns didnt cause it got updated
people make every mistake in the book
yes but I said this so I figured that was already known
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
losing hope here, kind of tired of it
would be more fun to throw it away atp
well just tested it
is that vanilla cause vanilla interiors are fine (ominous shadow for scale)
its spelunky
o
well, I did fix that one since the name was outdated
one that isn't working is chizra temple
if you want to try that one
even more specifically i put it on etern
was that on etern or just a random moon
cause aside from that, I don't know why mine magically decided to stop registering interiors
wasn't a problem before but suddenly it is
then idk why it isn't working
again just sounds more entertaining to abandon the modpack and just be done wasting my time atp. I'm just sick of it now
fun idea, absolutely hell trying to get it to work when mysterious issues pop up every week
I mean I just do mine on and off
my modpack wasn't just a "random mods thrown together" one
I actually spent a lot of time redoing the 50 moons for it
as in scrap enemies power levels etc
but now I just really can't be bothered
ever since LQ died I haven't been able to consistently work cause there's always something wrong with LC
Everyone
whether it's LC itself or a compat issue (i was lucky enough to find SDM being an issue so quickly)
it was the oppisite for me once LQ died I gave up
Lots of things happening rn tbh
This is a discord ping you can use to ping everyone
bc CC was total ass to work with
With the v73 like its been really hard to work on stuff like that
LQ was functional in what i needed, and worked just fine with the stuff i was using. But then v73 hit and... yeah
but Lunar should be fine
Lunar is a blessing same with dawn, but have lots of issues
its been updated a bunch
and i agree CC (assuming you mean centralconfig) was terrible
They get fixed rather quickly
what rn
So thwts really nice
last I checked they just fixed the map object issue
Yeah that was yesterday hehehe
its pretty much LLL's config but more buggy
also suspected it was vibe coded
yeah, I remember how it'd forcefully set moon scrap value multiplier to 0.4x even if you turned that off
it made shotgun shells spawn on random moons for me
when it was a fresh install
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.
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
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
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.
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
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
But I'd rather not see Lunar fall into the same pit that LCV, LQ and CC did
Well disabling interiors would be avoided since it's interiors that aren't working
Unless they're the last ones to disable
Yeah, it's still just annoying cause it takes like 5 minutes to load up the game
The only downside to large modpacks honestly
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
I just want to release this thing and be done with it...
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
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
So that helps a bit
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.
It's definitely a DawnLib thing, and I'm fairly sure I know why, I just haven't had time to make a good solution for it (the mapobject tries to spawn somewhere invalid, i.e. too close to main entrance, ship, somewhere it was told it wasn't allowed to, and just doesn't spawn)
Thankfully I don't mess with outdoor objects, but it is a shame that isn't working well too
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.
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.
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
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
Interesting
Ye, hopefully Xu is able to fix it
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.
Model? You mean mod?
Besides the "config" in the name, LunarConfig and LethalConfig have no correlation to one another, they are both completely different mods doing completely different things, so yeah they work fine
Generalimprovements should be fine too
If I meant mod, sorry.
Are there any known incompatibilities?
Not that i know of
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
butterybalance infestation with injection configs
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
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:
(So their weights should be 0)
Yeah, they still spawn
Shows both in Imperium Oracle and just during gameplay, same behaviour is seen with imperium off.
I then tried subtracting 9999 weight (So it should be 0 now), and they also still spawned when i tested again.
019cbdd0-82ec-b3e9-29cc-95841f576cfa
Test profile with just Lunar, CodeRebirth and small basic stuff
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
But trying to multiply by 0 or subtracting the weight doesnt seem to work
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
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...
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

Take it up with zeekerss
The normalised time to leave only works on enemies that have it implemented
Code wise
It's reverse BIDMAS
Ah nice
So in that case, it would need a new mod to add functionality to it then, kinda like StarlancerAIFix or Moon Day Speed Patcher
?
Uh I don't think those are great examples since they're really big fixes at their core
Ah
But the dev of the enemy needs to implement something to happen after they're "set to leave"
Also iirc this only works on daytime enemies too
For cutieflies, their time to leave will cause them to actually fly away after like 6pm or whatever I set it to next update
Ah nice
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)"
in general, the mod is perfect. all i really want to see is to that fix added and maybe adjusting scrap spawn weights?
So by default Lunar won't spawn in the hazards from Rebirth and Surfaced, what can I do to change that?
did you generate the config for map objects after the recent update or before
"THE UPDATE RESETS YOUR MAP OBJECTS CONFIGS, BE SURE TO BACK THEM UP"
had do that to fix some longstanding issues
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.
I would give the spawn curves a look-over, sometimes the auto-generated ones are broken
This is what it's at now (not even sure if this is what I'm suppose to look at...)
thats not for setting their spawns
hazard spawns are listed per moon
This?
Yes
and what do I do here exactly?
you modify the spawn curves?
those are the spawn rates
if its blank it has no spawns on that moon
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
Atm not even the normal upgrade prices can be modified iirc, it currently doesnt work 
how do you format tags you add to a moon?
WOrld ending typo. Need day 1 patch
have you figured this out? I think we can add completely arbitrary tags to any entity we want..?
hello
I don't think the "Can die" toggle on enemies is working in the latest release
can anyone else confirm this?
@ornate harbor whenever your less busy
the enemy or an external mod needs to implement the enemy taking damage
ah so you WOULD need a mod like everythingcandie
didnt know
it probably just reading how much damage it took, not the difference in hp
gotcha
What does, "Flush Against Wall," mean, in reference to Map Objects?
it means they spawn next to walls instead of the middle of the room
guys i need to increase amount of landmines ingame and im confused what i need to change in the config
maybe landmine curve in each moon config
trap spawns have to be set in each moon's config
the traps one is for editing the traps stats and spawn possibilities
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?
Probably
got it, thought id work like everythingcandie where you can make any enemy able to take damage
All lunar does is change a variable attatched to the enemy that's labelled something like canDie
It won't implement custom logic for it
Can I use this mod remove some of the custom hazards on Wesleys moons? Specifically I am trying to remove the explosives on Oldred.
you'd probably be able to do that in the moons config
it has none unfortunately βΉοΈ
I don't see them under hazards either
I didn't see it either
They're like hard built into the moon's scene, not implemented as hazards so I can't do anything
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
Make it prettier!!
Percentages have to be there 100%
Maybe graphs too like for hazards
accurate search function
Where you can move the graph yourself, or at least see it while you type it
yeah this is planned :D
:3 yayyy
I would love to help but im way too noob for it
So glad you decided to pick it up:3 i hope it goes amazing!!
i plan to have lots of analytical stuff abt balancing too like average profit and maybe try to estimate difficulty
lots and lots of charts
Would be really nice!
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
yeah i plan to use lll tags for dynamic themes
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)
ui design is one of the parts im most excited about
Yes!!!
Actually in that regard i do know a little
But might be way too basic
I actually was thinking of something in my head, since i also wanted to do this but didnt have enough knowledge
its probably better than nothing
peak
Im trash at doing concept stuff but ill try to see if i can make sum and show it to you :3
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
Being able to directly input the range of how much a scrap is worth and how heavy it is without having to worry about the silly formulas the game passes the values through.
oh yeah that too
Obviously NOT IN PERMANENT WHITE MODE 
(This is kind of a thing already, there's options in LunarConfigCentral that let you do that)
Make it if it's Kiszony uploading his config, it stays in permanent light mode
(An actual suggestion)
My one suggestion would be to make hazard curve configuring look better in general; if you have 30 map objects, you'll get 60 separate config strings under each moon. There's not much more I can do to help this in BepInEx config format, but maybe something can be done in a web ui?
This is awesome btw, specifically being able to do this is what I would have wanted a UI for
Oh. Shows I haven't really touched configuring mods in a while. π
I have had a revelation
Oh yeah?
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.
This is in RoundManager.PlotOutEnemiesForNextHour
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
Could you send a profile code?
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).
019d16ea-bd85-7527-5ed9-6a39f4b46ed6
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
same with shy guy
legit may be issues with those mods
specifically I rememebr 096
oh wait did you check his config?
it may be in there
overriding lunar
I tested it with Masked on my own profile of Lunar and it worked fine
I can't import the code due to a mod called "Lethal StarRail"
I'm not sure why that happens, it's most likely another mod interfering with it
Lethal StarRail? 
Cinema
Version 0.3.9
Fixes
- Fixed an issue Lunar had with handling negative weights.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Dawn had some issues which were also fixed
Specifically trying to remove objects (in this case enemies) by doing -9999 or *0 from an injection pool just wasn't working
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)?
dawnlib combines them when base game does it, but i doubt i'd combine em in any other scenario
Yeah in vanilla it happens with Bottles in a couple cases
And on a few modded moons that just copied the scrap pool from a base moon
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?
I can confirm it combines them when a custom string does it
DawnLib prints a warning where it shows up
if you're asking this:
experimentation has hair dryer at 10 weight
mansion has hair dryer at 20 weight
they get combined (atleast by normal dawnlib logic)
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
pls banana come back
no, that's not a thing in lunar. easy to add theoretically but the config is pain I'd imagine. A functionally similar feature is LethalConstellations' distance based pricing. Maybe that's worth checking out for you.
I appreciate the answers saving me time (and probably a little headache) testing the idea. Thank you. :)
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.
Is this related to itemGroups?
Sadly the only way to fix it kind of makes the interior spawn unintended scrap in places
hmm, I'm not sure..?
unintended as in not in the spawnable scrap list?
Some items physically can't spawn in interiors if a scrap spawner doesnt have the appropriate item group
Lunar just like other config mods obv allows you to add scrap anywhere
But missing with an items spawn group is a bit of a nono
It defines things like what size of items can spawn in a spawner
then ig is it. Think paintings need a 'table' or sth
Something like that
there are ofc custom scraps with similar dimensions that do not respect this limitation
like fancy painting lol
I don't think any custom scrap exist rn that have any of these limitations
LL and LLL didn't allow defining em
ic
Does Dawn?
Is there a way to change the price of the Cruiser with this mod ?
Yeah I do blank reference replacement iirc
If there's no item groups it defaults to all item groups
No :(
Fuck
There would be but I don't think Dawn has a vehicle registry I can tap into
There is literally no good mod to do so
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
Wow who is that
teeehee :3
Hey lily :p
That's a curious issue though, do you know how to post your log file?
nope !
Do you use gale?
Okay so, launch one game, get into a lobby, quit out, go into your settings and find a button for copying log to clipboard
And just post that here
Wow that's a new error I've never seen before
im a true trailblazer
if it helps, the config folder for this profile has no lunarconfig folder in it
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
Nah it's not a LunarConfig issue, it's from my mod DawnLib, which LunarConfig depends on
Do you have a mod called WeatherRegistry installed
... Are your mods outdated lol
it only just gave me the popup saying to update !
plus its given me this problem in a pack that was fully updated :d
Try updating weather registry and see if the issue repeats lol
updated and trying again :3
okay yeah that worked
π my bad im just a dumbass
actually in my defence it didnt work in a brand new pack yesterday
Lol
Enjoy your pack, PS: you should be playing my mod don't let me catch you not playing peak again smh my head
i do plan on playing it again soon (tm) im just very very wesleys obsessed lately
ty for the help <3
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.
this reminds me, DawnLib has a PricingStrategy thing, i should try add defaults for some sort of distance based pricing strategy and a moon based pricing strategy
i tested it on a seperate instance and only downloaded dependencies, (22 mods) if its a seperate mod interfering i have no clue which one it is π
Could you send a code to this one?
019d22a4-040f-88f8-0913-d2b7fc1c6d8b
Iirc imperiums spawn predictions arent correct either btw
i know, but i wait until they spawn and confirm it for myself
and it was still occuring
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)
cozyton is working on a webui thingy, but will take waaay too long
and yeah tags would be the best option if you dont wanna go moon for moon
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?
yes
Do you know how to create more tags than the ones the mods already add? I cant find a config that specifies them anywhere
to moons, you can add your own tags, but im not sure if you can create tags, only change those tags
No way this is real bro
ima test the shit outta this i literally abandoned that project cuz I thought it was joever
you have provided inspiration tonight
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
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?
Yes, but you'll need to redo your item configs
Oof
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?
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 β€οΈ
I thought this was lethal moon unlocks thread
But im too nonchalant to delete messages so im not going to
You'll be hearing from my lawyer
Only those fields I mean, since it won't autoconvert what you have written when you change it
UH OH
What that mean 
It means that if oxyde is locked, and then I change it to unlocked, you keep thinking it's locked and a lobby reload brings it back to locked
What do I do about it 
Kill everyone
Add an option to interact with each moons terminal predicate, iirc that's where it's stored, something like that
Like enabling/disabling the locking/hiding setting on a moon-by-moon basis?
ye, im not sure how else you'd allow me to stick to doin my thing on my moon and not other moons
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
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
i think technically it wouldnt need to set it on each lobby start but no idea tbh
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.
wdym by on disconnect?
on quitting to main menu
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
Yeah, coding gets real tricky when one starts building around other mods. If you need to focus compatibility over features itβs all good.
More of the second thing. The idea would be having an unlockable Wesley as the βdefaultβ for the system with any manner of moons also hanging out in that tier. So youβd have to unlock that default moon to access the constellation but once youβre there you can visit any of the other moons.
Yeah this got outta hand real fast LMAO
Iβm gonna take this conversation to the right thread from here on out
is lunar able to set moons as registered or not in terminal?
i saw it can do hidden and locked but not registered
How do you mean?
lethal level loader can set if a moon is registered which basically adds/removes terminal node
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'
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
We turned the setting for map object spawn curves on yesterday, and they generated as⦠all zeros?
Why?
What generated as all zeros? Can you show?
Not rn as weβre at school, but not only your cactus hazards, but also vanilla ones like rocks and pumpkins
E.g. 0.00, 0.00; 0.00, 0.11; 0.00, 0.22; etc
Hey, I've heard you can make enemies die with this mod
not really
you need a mod that adds code for killing enemies to actually use the features
You still can not edit the bestiary of modded entities
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!)
019d34d7-86e4-e5ff-1bd3-24df98e153d8
Forgot to give this to you initially
Here's the code 'n log for Ooblterra dying /w LunarConfig installed
Does it only happen if you have configure content on?
I havenβt tried, will try when I get home if you donβt do it already
Will you also look into the duplicate entity/Enemy Skin Registry bug?
@ornate harbor I don't mean to harass you, but do you plan on ever looking into this? ESR is one thing, but entities duplicating is genuinely game-breaking
what even is the duplicate entities thing?
Entities spawning more than they should
E.g. two brackens in one round, or four jimothies in one round
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
It does not work, no
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
They just do not spawn with them
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
Idk, I hope he's gonna fix it
Both of these are pretty major
Either Xu or Craft fixes the ESR thing at least
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
i think that's another mod spawning them then, i just checked stuff with unity explorer, landing on a moon, and the bracken's max count never went above 1
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?
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)
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
was something changed with shop item prices?
i changed the price of the spray paint, but it does not apply anymore in game
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
Could you show me the curves for one of those?
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?
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
gotta enable content configuration on the moon you are changing
I'll check! thank you both
is it this? because it's enabled by default if so π¦
oops, meant to paste this
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
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
why so.
this.
oh! I see it now, testing it now, will say if it worked
what's "gale" btw?
thank you all for the help once more
https://thunderstore.io/c/lethal-company/p/Kesomannen/GaleModManager/
and where it says manual download
the best mod manager ever :3
has an amazing config ui that will make your life miles easier
oh!! thank you so much, I had no idea this existed
appreciate it, will take a look very soon
look! :3
it also automatically imports your stuff from other mod managers so wont take any time
it worked now, thank you all so much π₯Ή
that looks MUCH cleaner yeah, wow
also has a better ui overall, unique features like synced profiles, a better fetching of mods hehhe, prettier, customizable, way better performance and no ads :3
we love gale
also, something even better related to this mod is coming sometime soon :]
whAT
give an example of a modded entity
that you couldnt edit
Biodiversity, Code Rebirth, and Cabinet
All of them
LunarConfig only registers bestiary entry values for vanilla entities
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
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
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
where can we open the config file ?
it doesnt generate a lunar config file for me i think
it seems v80 broke the mod π
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 ?
Yeah prob a v80 issue
I wouldn't expect most mods to work fully there
Also Gale is best yes
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
@ornate harbor lunar doesnt make a moon config in v81
all the other configs generate just fine but moons specifically are missing
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
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
Crafty the best!!!
Version 0.3.12
Fixes
- Actually added the aforementioned map object fields.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Noones said anything yet 
hi
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
Would moons that don't use JLL have any issues?
I have it but havent tested it yet haha
configs seem to generate right
I need moons to test this, v80 has almost no custom moons lol
I mean some still work Xp
been trying waterguns rn since he just updated them
Yeah we gotta give it a week for all the Libs and APIs to update
moons and interiors are fine
i dont know any moons and interiors that dont use JLL that dont work, maybe they have some specific custom code like zeranos
wait, we don't have to wait for all interiors to update?
lol
this doesnt fix code that references DunGen, but it fixes scripts by DunGen that went missing
i.e. DungeonFlow, Tile, etc
sick. that's huge
@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
are you playing on v73?
Do you have configure content on?
Could you send a log?
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.
@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?
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
ok, makes sense. where does random size min/max come into play?
whats random size min/max?
## 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
that might be a lunarconfig thing, dunno
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?
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)
the limit is how many individual enemy types can spawn
so if its at 3 for example, then only 3 individual enemy types can spawn
let's say the spawn list is ForestGiant, MouthDog, Baboon hawk, Earth Leviathan, and RadMech
if the map already has dog, giant, and worm, it'll only keep spawning those types of enemies since it reached the limit (which is 3)
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
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
Version 0.3.13
Features
- Added the Diversity Power Level field to enemy configs
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
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
butler having a diversity power of 2 is uncalled for
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
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
Byte limits?
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?
Did you check the default values of the scrap fields?
For the boot, the default value for the scrap moon weights is lethal_company:vanilla=+1,lethal_company:custom=+1
The default fields in Lunar
The default SpawnableScrap lists?
Yes
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
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
Not as of now
Have you seen if Boot actually works and spawns?
Not at it's 1 weight, but I've set it to spawn at 999 before just as a test and it does spawn.
It's supposed to be a rare global spawn so that's why it's so low.
I don't know why it doesn't show up in Lunar then
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.
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!
if you go to the interiors tab youll see the names of the interiors!
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
same as how LQ worked
99% of interiors are broken on v81
they need some time to patch
well that too, idk how related is that
since the update is new
some just dont load period
not just dont generate
poolrooms for example
not even with dungenreferencefixer?
nope., doesnt even get registered
oof
poolrooms dev said hed fix it
aw unforutnate. i prefer liminal pools more π©΅ Ig your boys gonna be reverting to 73 for a hot min. Thank yall for the help!
i like both hehe
I used both
but downgrading is also a bit of a pain
since v81 updated mods
no work
on v73
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 π
Is Lunar Config still not compatible with Death Animations?
I.e. making spore lizards mortal not working
It's not a compatibility issue, you're looking for a Mod that does something that lunar config doesnt
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
Im not sure, but this needs to be add in the enemy AI
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
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
Y is probably how many landmine will spawn but X is what?
x is a random number from 0 to 1 that the game generates
ah thx
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
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
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.)
It may be due to them being I injected but I'm going to assume you didn't set up the setting for that. The other thing I can think of is the LLL tags of the moons, I'll consider adding something to change those on top of Dawn tags.
Could you send a full code and log?
I figured out a good enough fix. If I add those interiors with 0 weight it does nothing but if I add them with 1 weight that works so they are technically still there but have a really low probability
@ornate harbor I thought to achieve that behavior one has to use the notation +20 ? Or was that a dawn thing π€
No sign is the same as using a +
That's still really weird
I might need to see how Kenji does his stuff
ah yeah it's injection so it makes sense nvm lol
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.
Cruiser's price cant be changed?
For whatever reason setting a moon to be configurable removes it's tags from the tag injection config. Does anyone else have this issue?
Did you also remove those tags from the moon's config entry?
Sadly not
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.
I found another mod that can do this alongside with other store items
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?
this is likely a mod conflict, if you can figure out which mod is causing this that would be helpful
Does everything show up in the logs? I'm not really sure... I'm using over 100 mods right now. I try to keep them updated to avoid conflicts as much as possible.
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
Got it. I'll try it out as soon as possible and share what I find. Thanks!
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 ππ
I was busy for a few days but I boiled down the cause of this bug. It seems to be a conflict related to Better Babies, which is a shame since that mod functions fine otherwise. But at least I figured out the odd mod conflict.
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)
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).
the game rolls a random value between 0 and 1, then gets the value for that input from your curve and uses it as number of hazards to spawn.
So if I have:
0.00, 0.00;0.11, 0.17;0.22, 0.26;0.33, 0.31;0.44, 0.36;0.56, 0.45;0.67, 0.62;0.78, 0.91;0.89, 1.35;1.00, 2.00
Is it using the Input value as an option and nearest to what it rolls it picks that and then output value is the amount of that hazard with values between whole values being a chance?
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?
yeah that's fine
might even give me more to write about ππ
no, your points define a curve. The curve has a value for every input, not only the points (keyframes) you have defined.
I'm not sure if it's rounding to the whole hazard number or if it's doing what you suggest tbh
Oh I see so it is literally a curve and it's making values between my set values
yuh
There is a pinned message to a link for visualizing curves
That might also make it easier to grasp
And to make your own
ah good to know that is pinned π
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
Because of when Lunar grabs it, many of those curves are zeroed out
However, changing them should still work
I was worried that Lunar was breaking tags but I ascertained that it was just the order of it happening ye.
I'm under the impression that if I turn off Moons Config and then let CodeRebirth use tags to figure out enemy spawn chances and THEN turn on Moons that it'll copy from LLL and I don't need to manually fix the Moons Config for enemies at least; is this correct? As for Hazards I'll just have to fix it manually.
I'm not sure that it would fix that, but you can try
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 
CRAFTY
It does not, however potential solution but I need to ask if this works: If I use Tag Injection, can I do something like "spring=+5" or something like that where it increases value?
Does not
Man converting CodeRebirth tag based things to manually populated stuff is horrible
I wish I didn't HAVE to change them.
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
yeah thats what i meant
thats a bit of a shame thunderstore kinda stinks lol
True hehe, at least you can improve your experience with the mod manager side of things, using gale or r2
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
yeah i used r2 and then adopted gale pretty early i loove gale
weird cause it has some questionable ownership
we love gale!!!
overwolf right?
same as curseforge
π
im blind sorry
hey...
Are there any news with the custom UI for Lunar Config?
I'm just actually asking
i wish you the best of luck cozy :3 you'll cook some amazing foods
hope so hope so
wa
yeah im sort of just waiting on this + doing some exams rn so im locking in for those
what custom UI?
then all will be sunshine and rainbows
lollipops!!
I remember there was someone that was making a custom ui for a college thing
yuh hi
XD
silly
thats literally what we are talking bout
thats why i thought you were joking
oh...
yeah, I didn't read
hehe dont worry
happens to the best of us
anyway gonna go revise maths for my exam tomorrow glup..
good luck!!
If I remove the mod but keep the configs, the changes will stay and be saved right?
No
no
lunar handles all of it, overriding LLL or other configs
so removing it will make it not apply
Its like saying ill add shy guy but then ill uninstall it and he will still be there
maybe he meant if the configs changes will stay or if they get wiped with the uninstall 
If you meant whether the files will persist, they should, but you might want to back them up just to be safe
does lunarconfig just delete all modded scrap unless you go and individually add it to every single moon as something that can spawn?
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 ?
The configs should stay there, but they will have no effect hehe
Maybe thats what they meant? No idea lel
No
im only getting vanilla scrap despite having other scrap mods
What you are doing is correct and if its not working its probably another mod messing stuff, remember to enable content configuration
Like which one?
i have the gold scrap mod, and none of that is spawning
Do they appear in the moons config?
Like do they have weights?
okay i think i found the problem
Me 
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"
yeah, it's working, but it seems like some entities spawns more often in their base interiors.
Like, butler in mansion/on dine
But maybe it just seems that way to me... π€
Ooohh
Makes sense
So just gotta refreh it
Oh yeah thats vanilla iirc
They have some multipliers
I think?
Also with the new update with the diversity stuff
Idk how that changes sruff ecactly
yeah, like I said, it looks like mostly vanilla entities (or all?) have some multipliers somewhere else, so I was curious about it
Hmmm ye im not 100% sure where that could come from
Also know that spawns are rng
Maybe you are just getting unlucky
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
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
Ah, you meant through WeatherRegistry then. Thanks, I have that mod too so that shouldn't be much of a problem
ye sorry, just realized this is lunar config thread
weather stuff has to be done through weather registry :3
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?
In a sense...
You have to both hide & lock the moon, making it functionally "disabled"
It's still of course loaded though
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.
I can't think of any other mod it might be besides LunarConfig.
Except unless DawnLib is causing weird problems but I doubt it.
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.
Can you post a modpack code with steps to reproduce?
019de6ec-4f01-d76a-7db7-3a2e295dd5c2 This is the current setup I am using to debug this, I have Imperium and UnityExplorer installed.
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.
Did you check the maxCount amount in the enemytype?
Did it seem double what you were expecting if so?
Yes, multiple times with different enemy types I've been testing.
Oh so the actual field itself was a different number than what it should've been
What's strange is that the max count doesn't change according to Unity Explorer.
Okay nvm
So it's something going on in the Round Manager somewhere.
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.
Thats also found in the enemytype incase you wanted to look at it
I tried looking, numberSpawned increases as expected.
well normally anyway.
I tried with coils again, and UnityExplorer said that 5 had spawned.
However, there were 8 that had spawned.
What's strange is that turning off Lunar enemy configuration fixes it.
how do you create or find these graphs please 
#1390479837025538048 message
is that it ?
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.
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.
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.
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.
If anyone could help me with diagnose it, that would be massively appreciated because it's driving me nuts
@ornate harbor when you get the chance may wanna look into this
3 weeks aint that long to be not updated lol
wait
crafty should respond when he gets the chance he just gets busy for a lil while sometimes
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
but yeah it may have some lingering issues from the v81 port
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
actually maybe its an issue with the diversity settings?
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
I tried enabling and disabling a whole bunch of different options.
Even just having tags enabled caused the issue to occur.
I'll give it a try now, I do gotta steal your modpack code that you sent me at some point for this
019dec66-cd45-3988-df7f-869b1d2fc24d I'm using this to test it, it's more lightweight than the other one.
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.
Icic
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.
you mentioned earlier something about zeekerss updating stuff for v81, did you have any guesses on what it could be potentially?
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.
hmm okay
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.
Hi hi, Was still wondering about thiss. No rush at all but it would be neat to know if its a bug with the mod or somehow just something that happens on my end. Been getting this in the console is it linked to this or not relevant at all?
can you send your config file?
or modpack code beteter actually
@ornate harbor have fun
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
@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
@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
I'll fix it when I can π
Pretty sure its not just a v80+ thing, i think its something thats always happened in Lunar, i remember seeing reports of it before about the enemy spawn caps not working (Dunno if anyone made a github issue over it)
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
technically was a dawnlib issue, i have a fix for it just havent published yet
it'd only happen with dawnlib enemies and lunar tag'd enemies
I see, that explains why it was inconsistent to produce sometimes.
yep, basically everything that happened before like 10am would get reset
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.
ehhh, it kinda isn't
basically, dawnlib adds every enemy to every moon's spawnpool
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
is mold(bushwolf) spawning on modded moon also part of dawnlib or thats just vanilla doin its thing ?
Vanilla readded the fox
I don't touch other enemies unless lunar config asks me to anyway by default
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 ?
No idea lol, fox is not my domain
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?
@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
Will do sometime today
@ornate harbor i was just wondering, is being able to edit a moons special enemy a planned feature or nah?
I don't really know what special enemy means but I did notice that property
Do you know what it means?
here's buttery's explanation of it
Done
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
100% agreed, i'm too lazy to port over my shop items to this wretched API registry that is dawnlib because registering items on it is a chore more than a lil side thing you do for fun
So..... you're not doing it?
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
Any chance i could convince u to do it today? If crafty does end up doing it, u don't have to worry for any future shop items. This conundrum is kinda putting my work at a standstill....
i don't wanna sound like an ass rn, but i have better things to do, mostly : working on interiors and variants
Fair enough.
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)
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
are you using the dusk editor objects? if so i do agree that dawnlib's not great there so if you could list everything that you hate here: https://github.com/TeamXiaolan/DawnLib/issues/99
thanks :p
Is dungeon injection still broke? And wb weather injection?
Could we get the ability to edit the scrap modifiers on interiors?
For example, Mineshaft having +6 scrap?
Sciencebirdtweaks has that
(Also a bunch of other nice options)
Does it?
I'm looking in the configs and I don't see anything like that.
try regening the config ig
makes sense
@ornate harbor What's the difference between Min/Max Scrap and Min/Max Scrap total?
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
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 π
Literally worse than some Assurances or (old)Adamances lol
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
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.
tbh ig its like a thing you could selectivly turn on per moon, could be useful
Especially since I heard the injection stuff is broken right now.
wiht a lot of trial and error
to see what values actually make it decent
since default ones are NOT it XD
you can do that yeah
atleast on the old version I'm using you can
just disable the other stuff
in lunar config central
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
what bugs exactly are there rn
besides the enemy cap bug
I couldnt care less ab that one
Well that, and there's potentially an incorrect level value bug that I've rarely seen.
I care alot because I don't want 2 jesters lol
I have enough enemies to where I dont see that happen XD
the chances are far lower for me
than you
I don't play with bucket loads of different enemy mods, and I don't really play custom moons ever.
fair enough but it does sound like a big issue lol
