#Lunar Config
8597 messages · Page 9 of 9 (latest)
pain
I do though, and it's not just Jesters, this affects every enemy.
We've seen 2 Brackens and 2 Kidnapper Foxes before.
that sounds so ass 💔
In fact, it's possible for there to be even 3 Brackens.
I didnt even know brackers were capped at one
idk if some mod overrode it before but before lunar I saw that XD
a lot of inside enemies are
lunar has caused me a ton of issues w enemies before, even after uninstalling it my vanilla moons still have their spawn curves ruined
I uncap Barbers because they seem like an enemy there would be multiple of.
got like 12pm dogs on assurance and insta thumper at 8am the same round
when was that?
even when I try reinstalling the mod it just fails to land
also I dont think it should keep the modified spawns after uninstalling
last year in v72, then I came back to update that pack and it's still happening
oh yeah it was still pretty unstable back then
wait what
how
ive never seen that
I have nothing that modifies enemies really so idk
no like it should by literally impossible
recently I reinstalled it to the pack and deleted the old configs to regen them and I just can't land anymore
oh wait, just checking
so I just removed LCFG altogether for the pack
this is a v73 pack
ah
I can land after going on the lcfg central file and turning off every config BUT the item one which is the one I wanted to use
wait you downgraded it to the right version right
but even then the item one doesn't generate, and trying to move in an item config from a previous version of the pack doesn't do anything cuz it just doesn't read it
yeah bud
I have 55 mod updates pending lol
bruh I need to check stuff lol
if im to guess that may have been one the bugs that only god fixed in the v81 update XP
since some were bundled in with it
I'm just giving up on LCFG for this pack since the only thing I really needed it for was LLL scraps, and I removed those a few updates back
I also wanted it in order to change Biodiversity item names
but I can live with them so I'll be fine without it
something's just majorly fucked w the profile so I haven't found a reason to report any of this :P
ah yeah if you were just using it for that not worth messing with the old version thats not being fixed XP
ye lol
i'll start using it when I move to v81 but for the time being I'm good just thugging it out
Anyways if im correct at least the enemy cap thing may be on dawn's end? from what I saw xu saying
might be ye
then a fix should be out relativly soon, shes always fast with them
hopefully those things are fixed at some point cuz it sounds a little problematic for balancing lol
thankfully yeah
Yes.
I mean technically it's overall a vanilla bug actually.
But it never occurs in vanilla because there's never an instance where an enemy is in 2 different spawn lists.
ah yeah, well hope thats fixed soon but I can at least deal with it for now
(should say I when I said modded enemies drown that out, I dont spam them on every moon ive been setting per moon XP)
having every modded enemy installed on every moon would be pure chaos
I mean I know it's kind of a meme at this point but I do kinda wish I could find some custom moons that stuck a bit to vanilla formula but there just doesn't seem to be any really.
(I mean reason I have 95% of code rebirth off rn and have been adding it in 1 by 1)
no offence man but your gage for that seems weirdly specific 😭
im not saying that many do
but also I cant really tell what youd count as a point agaisnt that
I mean it is specific, I won't lie.
Like any moons that put indoor enemies outdoors, and vice versa, I generally don't like.
I kinda get why some people do that because there's very little in the way of variety of outdoor enemies.
Bracken outdoor has always been a fav of mine
was like the only reason ages ago I used to use lethalescape
I wont say try generic's since there is no chance you havent, as for others you could try that are updated
I could say these 4 at least deserve a look
if you havent
I've been looking, there's just not that much that scratch that itch well. But I'll look into the bottom 2.
I've looked into Turbotaliz's moons, I like their moons design but they also do the thing of having outdoor enemies indoors.
Which can be changed easily of course but still.
I also don't like moons with silly non-toggleable easter eggs >>
Yeah I know, I'm fun at parties. But I don't like anything immersion breaking like that.
ill say these 2 def fit with the overhauled march and vow
given they dont reuse the assets since all forest moons in vanilla now use unique sets of plants
with little overlap
any examples?, I only remember generic moons gokus which were toggleable
Well with Aerona, there's just a disco party happening in one of the warehouses lol
ah wait, that kinda easter egg, tbh I like ones like that cause it reminds me of zeeker's humor XP
I thought you meant like super pop culture ones or shitposty
which I dont like
Well I mean the disco thingy does use copyrighted music from what it sounds like
Unless it isn't, I don't know for sure tbh.
I feel like a lot do and very well, not saying you haven't looked hard enough tho ik you have a very specific way to look at this game
I do too so I totes get it
I do agree w that, I don't think any that I use on my public pack do that
and even if they did LLL lets me just remove that so it's mostly fine
Why I can't anymore configurate The Fiend and Shy Guy (Scopophobia) after they been deprecated (until deprecate all was fine) ?
Since mods still working 🤔
also, i think that being able to edit an enemies increasedChanceInterior should also be an option, basically it's the property that maneaters use to have boosted rates on mineshaft
To edit the config file and options does exist a designed ui to use ?
thx i'll check!
That's just a curve visualizer, but Gale is the recommended config viewer currently, there are a couple custom ones in the works tho!
Version 0.3.14
Features
- Added Catalogue Index option in moon entries for allowing a custom order of moons in the terminal.
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Credits to @rancid pebble for this one <3
Probably some of the better written code in the whole mod lol
neat!
@ornate harbor do you know something about it?
Tried to set spawn weights with Lunar Config after Scopophobia and The Fiend deprecated and it just doesn't work, but built-in configurations (in mod itself) still work 🤔
Likely because their built in configuration is taking precedence over Lunar's
Nothing I can change about that
I think something similar exists for interiors/interior types on different moons, so would like to see config of this thing too
@ornate harbor If there are missing entries for scrap spawns on moons does it use default or does it just set the ones that are not there to 0
Set to 0
awesome as freak
I noticed recently that Lunar wasn't generating moon configurations for custom moons?
Should it?
definitely
Oh oh oh wait I think I know what happened.
Oh wait I don't have clear orphaned entries on
hmm
Nevermind for now
Hey @ornate harbor so the "is in store" option is broken, but also the "is scrap" option as well
'Sold In Shop' does work, in a profile with just Lunar and Dawn, I imagine it's some terminal mod not being compatible with Dawn's predicate system
Not something I can fix
How do you mean Is Scrap? is broken
Well i cant disable something from being scrap
When i set a scrap item to false, the item still spawns in
Yeah because that's not what that option does
Its not?
Let me find out what it does do
Alr thx
Seems like a lot of things use it, but primarily it determines whether an item can be sold for credits or be put in the belt bag
Honestly I might just get rid of it as a setting
I guess someone could use it for some things
But it has to be explained
Sold in Shop does work on my end, but I only used it to disable purchasing flashlights.
I think it only works for items that are already in the shop.
It works for enabling and disabling items from the shop
maybe doing smth like "IsScrap (Disable in store)" or smth like that
If I’m correct I believe it just makes it a tool when disabling is scrap
which mod allows to create new moon to terminal ? or allows basically to ducplicate a vanilla moon
I don't know if this is on Lunar or Dawn's end, but I noticed an oddity with Lunar generating Dungeon configs.
It says the Facility and Mansion dungeons are unknown modded dungeons.
Oh that's weird, is this something that's changed recently?
Yeah
Are u able to downgrade a few dawnlib versions to check if its always happened?
Fun, I'll have to see which of my changes could've done it
Hello, I have been doctoring a modpack for a little while, specifically item weight spawns within lunarconfigmoons, but I'm hoping to allow any loot item to spawn on any moon. Any way to do that? I'd like to add another item drop mod that's why
Try using the All tag in LunarTagInjection
here?
In the file called 'LunarTagInjection'
I feel silly but there's no file by that name in the config section
there is
maybe is not checked in LunarConfigCentral
this one?
The mod pack I’m doctoring has a bunch of adjustments spawnable loot, min/max scrap, and value multiplier. I don’t mind the configurations for the min/max scrap or the value multiplier, but I don’t like that it limits which loot spawns on certain planets with the spawnable scrap setting.
I’d like my red solo cup (and other modded items) to appear on any moon
Would just clearing the “spawnable loot” line for each planet make any scrap spawn anywhere or just make no loot spawn?
That looks like a very old version of LunarConfig
I’m on the previous game version of lethal company, would updating just lunar go and ruin a bunch of things?
How old is this lunar version wth
Oooh
Hehe
Uhm its hard to help when is something old
I can share my code if you like
Not necessary
Try what you said and see if it works
From what i know, lunqr doesnt have a global option
It is fixed 🙏
so clearing the spawnable scrap spawn makes it to where none of those items spawn :/
Hey @ornate harbor is there a potential way in the next update we could be able to edit the height of objects? We can tweak width so I feel like it could make sense if height we're to be configurable too
But then what about the trees on Vow?
what about em
Like on Vow their super tall
yeah
But when you make lethal_company:tree spawn on uh
other moons
their shorter
theres no like
vow's are manually placed
some moons just have manually placed trees
there's no height option for bigger or smaller trees lol
the width isnt changing the actual object of the width either
it's just asking you to give it how big it is so it doesnt spawn inside other objects
Hm
And im assuming
Trees in LunarConfig are automatically placed and not manually I suppose
thus not letting it have the big size
in which essentially
theres zero way of getting bigger trees on moons
unless someone registers a bigger tree, no
not lunar or dawn
are LLL custom outside objects configurable thru dawnlib?
like if I add them to my moon do those get registered and are therefore configurable thru lunar?
or is that field for the outside objects just for vanilla ones?
@ornate harbor I think MapObjects supposed to spawn inside cannot spawn outside through the "outside" config part
tried Spawning Devious Traps and vanilla traps outside, it made maps endlessly load
I've had it work before with landmines
Devious traps besides LRAD worked in v73
Apparently the interior traps don't anymore
Seems like it
@ornate harbor can you tell anything about it?
- something similar for interiors/interior types on different moons (if it exists, but it seems like it does).
Why use that when you can use interior weights...?
Does Lunar not provide interior weights?
Lunar does provide interior injection for enemies
I'm just worried that my weights are being multiplied by some moons' hidden multipliers
maybe I'm just unlucky, but I have a feeling that moons' hidden multipliers in some way affect interior weights.
Also, can LLL show incorrect values when using "simulate"? (Maybe it doesn't account for these hidden multipliers) If its calculation is 100% reliable - sorry for disturbing
And if possible, what is the most reliable way to check spawn chances (for both - enemies and interiors)?
DawnLib recreates the simulate command and replaces LLL's, so it should be accurate
I'm not really sure what you mean by hidden multipliers
simulating on a moon will give you the spawn chance of the interiors on said moon as well
like what synthwave said
Who...?
this one
.
Ah right
Uhhh, honestly there shouldn't be much like this in base game
Other than this there's the special enemy stuff, there's infestations, anniversary rates and maybe thats it
ok, sorry for disturbing, maybe just my schizophrenia.
me!!!
burmp
blump @mossy tide ?
Probably
does anyone happen to have a flat image of the moons list in the terminal with no post processing, i could swear i've seen it somewhere

if i had to guess
days start at like 8 am or smth like that
so prob works to change that?
yeah that's it thanks
it adds time in ingame minute to the time start
past ≈1000 value, the day starts at very early morning like 6:30 am
This has been brought up before but you can't edit modded bestiary entries. Will this be fixed eventually?
Lunar currently uses Dawn to access the node and keyword so unless that changes it likely won't
Is Lunar still grabbing the bestiary values correctly, just not applying the ones you set right?
Question:
how does one check turret amount via lunar?
Under moons, look at the bottom where it says Inside/Outside Curve
Use this to determine graphs too
Bestiary configs dont appear as an option at all for modded monsters, while they do have bestiarys themselves
The configs still appear for vanilla monsters if they have a bestiary
Overwolf does not own Thunderstore
oh rlly?
is it just the mod manager then?
Even that isn’t owned by Overwolf
There is no credible source to say that Overwolf owns the TS / managers
oh ok
Is Min and Max total scrap value supposed to do nothing?
Yup, unless some other mod changes that
Oh, sad. I was hoping to use it in order to make moons give specific amount of scrap value for balancing purposes.
So disabling inside and outside curve does not work (I did start the game and landed to update the configs)
theres a mod that makes it work
i can try finding it real quick
Yeah, but it does not work 😭
at least not on v81
Thats so weird, why did overwolf used to automatically install with thunderstore? And why did you have to go to thunderstore website to install the mod manager?
Weird, no idea tho I use Gale.
Gale is THE goat
Ye im asking ebkr since he works on both those mod managers hehe
Install what with Thunderstore?
But TSMM is not owned by Overwolf
thats crazy
Not really? There was a partnership around 5 years ago where OW gave money to have a mod manager on their platform, and I was hired by Mythic to build it on top of r2
People just assume that OW owns TS, but they don’t
well
kinda clear why people would assume that no?
if you need overwolf to use it, overwolf gav emoney to make it, with the condition that it has to be on their platform
that sounds like a product own by them lel
It’s more like something commissioned
Overwolf want it on their platform because they can show ads and they get more overall impressions. Once people are using their client they might also use the in game stats trackers and other apps to boost their platform more
a lot of people, at least here, thought thunderwolf was owned by overwolf, im just saying what could have made people think that
honestly doesnt sound much of a commision
sounds more like something they own
its weird hehe
but hey, nice to know that
My point here is just that it’s super easy to reach out and ask, especially if it’s something that someone has a dislike for
I’m just correcting any misinformation
It was mentioned in the RoR2 discord that someone got the incorrect info from here, so I figured I’d correct it
fair fair
i mean who owns it isnt really that relevant tbh
the issues people have with thunderstore are still related to overwolf, even if they dont own it
There is definitely disdain when people think that OW owns it
forcing people to install more software that they dont need, and having ads everywhere is probaly why people dislike thunderstore, which both come from overwolf
there is no forcing though
this is why r2modman and Gale can exist - it's not forced
im specifically talking about installing tsmm
to continue we should probably move though
Ok
I didn't forget about you guys forever
Only for a considerable amount of time
Version 0.4.0 - The B.I.G. Update
Bug fixes, Item features, and General additions
Features
- Added many new features to items, several are disabled by default as they're advanced!
- Added the ability to configure the LLL tags of a moon, this option only appears if you have LLL installed!
- Added the 'Disable Increased Chance Interior' field to enemy configs (for enemies like maneaters)
- Removed 'Is Scrap?'
Fixes
- Fixed Lunar grabbing empty map object weights (and any other issues with grabbing things that weren't initialized)
- Fixed an annoying spam message if Lunar tried to parse an empty tag on an entry
- Fixed enabling configure content on a moon removing it's tags from LunarTagInjection
- Fixed 'Catalogue Index' ignoring configure content
- Fixed inside objects freezing the game if you tried to spawn them outside
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
Now I sleep for another 400 years
Xbox, record that
awesome as fuck.......
Oh I don't know about allowing Floor Y Offset being exposed.
I believe that's a variable used to determine where it is currently as it's dropping.
its rotation
yes
the y value in resting rotation does nothing
dont ask why its done like this
Oh my god
tuff
@ornate harbor question
say I have TagInjection on, and config files per moon
If I have a tag that adds creature inside with their integer value (like Flowerman:5) and the moon's config file that do so as well (like Flowerman:50)
do they combine with each other or one overrides the other
?
The moon's Flowerman value will take presedence
hmm
so in order to make the TagInjection work what should I do
entirely disable the interior enemy function of the moon?
Does it take precedence only if it's higher?
No
You would have to remove Flowerman from the moon's entry
I wish it combined but Dawnlib does it look this :p
Got this pretty nasty error with the terminal
[Error : Unity Log] An error occured while post processing terminal text: System.Collections.Generic.KeyNotFoundException: The given key 'Dawn.DawnMoonInfo' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <1071a2cb0cb3433aae80a793c277a048>:IL_001E
at LunarConfig.Objects.Config.LunarConfigCustomMoonOrder.GetIndex (Dawn.DawnMoonInfo moonInfo) [0x00000] in ./Objects/LunarConfigCustomMoonOrder.cs:24
at System.Linq.EnumerableSorter`2[TElement,TKey].ComputeKeys (TElement[] elements, System.Int32 count) [0x00010] in <ea489521390f48908a7ce45cb17a6848>:IL_0010
at System.Linq.EnumerableSorter`1[TElement].ComputeMap (TElement[] elements, System.Int32 count) [0x00000] in <ea489521390f48908a7ce45cb17a6848>:IL_0000
at System.Linq.EnumerableSorter`1[TElement].Sort (TElement[] elements, System.Int32 count) [0x00000] in <ea489521390f48908a7ce45cb17a6848>:IL_0000
at System.Linq.OrderedEnumerable`1[TElement].SortedMap (System.Linq.Buffer`1[TElement] buffer) [0x00006] in <ea489521390f48908a7ce45cb17a6848>:IL_0006
at System.Linq.OrderedEnumerable`1+<GetEnumerator>d__3[TElement].MoveNext () [0x0003d] in <ea489521390f48908a7ce45cb17a6848>:IL_003D
at Dawn.FixedGroupSizeGroupingAlgorithm.Group (System.Collections.Generic.IEnumerable`1[T] input) [0x0008d] in ./src/API/Moons/IMoonGroupAlgorithm.cs:59
at Dawn.MainGroupAlgorithm.Group (System.Collections.Generic.IEnumerable`1[T] input, System.Boolean reverse) [0x0008a] in ./src/API/Moons/IMoonGroupAlgorithm.cs:207
at Dawn.MoonRegistrationHandler.DynamicMoonCatalogue (On.Terminal+orig_TextPostProcess orig, Terminal self, System.String modifieddisplaytext, TerminalNode node) [0x00075] in ./src/API/Moons/.MoonRegistrationHandler.cs:393
at DMD<>?2023343454.Hook<Terminal::TextPostProcess>?238029012 (Terminal , System.String , TerminalNode ) [0x0001b] in <0dc2774ac9ce4d1db1620f6d70a71efe>:IL_001B
at DMD<>?-478419032.Trampoline<Terminal::TextPostProcess>?492734626 (Terminal , System.String , TerminalNode ) [0x00031] in <cddac6f97e644bb38c72c2d7a5409a64>:IL_0031
at Dawn.UnlockableRegistrationHandler.AddShipUpgradesToTerminal (On.Terminal+orig_TextPostProcess orig, Terminal self, System.String modifiedDisplayText, TerminalNode node) [0x00000] in ./src/API/Unlockables/.UnlockableItemRegistrationHandler.cs:130
at DMD<>?1057266410.Hook<Terminal::TextPostProcess>?-481176688 (Terminal , System.String , TerminalNode ) [0x0001b] in <197fd76e044e400ca8b92e203ab11354>:IL_001B
at DMD<>?-2030099692.Trampoline<Terminal::TextPostProcess>?-1164809812 (Terminal , System.String , TerminalNode ) [0x00031] in <78ba877cbd594e008a57609305d29a95>:IL_0031
at Dawn.Internal.TerminalPatches.UpdateItemPrices (On.Terminal+orig_TextPostProcess orig, Terminal self, System.String modifieddisplaytext, TerminalNode node) [0x0000f] in ./src/Internal/Patches/TerminalPatches.cs:138
at DMD<>?-1147765630.Hook<Terminal::TextPostProcess>?478929712 (Terminal , System.String , TerminalNode ) [0x0001b] in <896ad820f8174e09b2a4412248a282b4>:IL_001B
at DMD<>?1490508432.Trampoline<Terminal::TextPostProcess>?-359730198 (Terminal , System.String , TerminalNode ) [0x00031] in <c37e9a298022440880ff569b12e6322d>:IL_0031
at Dawn.Internal.TerminalPatches.HandleTerminalTextModifiers (On.Terminal+orig_TextPostProcess orig, Terminal self, System.String modifieddisplaytext, TerminalNode node) [0x00000] in ./src/Internal/Patches/TerminalPatches.cs:125
at DMD<>?-1950961622.Hook<Terminal::TextPostProcess>?-775502524 (Terminal , System.String , TerminalNode ) [0x0001b] in <b62abdf25d5d46adb7e226e78084ca0f>:IL_001B
at DMD<Terminal::LoadNewNode>?-87647176.LoadNewNode (Terminal this, TerminalNode node) [0x00098] in <cafb19973dd249ecb79d75ed576858cf>:IL_0098```
The catalogue index option breaks something
emoji
Aight thanks for the precision
They did write a reason for reposting it in the description but I don't understand what they mean
Anyways I'll take this as affirmation if I have people stealing my mod
CustomMoonOrder 24 (for later me)
@ornate harbor 'sup, I'm continuing the discussion I had over the Biodiversity Thread over here about the spawn rules of the "Coil-Crab" entity ; apparently the entity has two distinct spawn weights, one normal one and one for stormy weather.
Would it be possible for you to make Lunar handle the spawn weight over Biodiversity?
If Biodiversity uses Dawnlib to do it I should already override it
I dont think it uses dawnlib
In that case no, not really
I'd just ask them to add a toggle off for the extra stormy weight
@meager whale
And you add it in Lunar yourself
that's fine I use Lunar for everything anyway
LLL config is way too anemic for my taste
'sup
Read from here Monty :D
Montaña doesnt work on biod anymore because he hates everyone
Not gonna speak for the new team, I don't lead the mod anymore but I personally wouldn't like that? The whole point is that it spawns more on a specific weather since its mechanic is centered around being a lightning rod
according to doppelganger lunarconfig just cannot modify coil-crab weights, right?
It can change the basic weights, just not the stormy ones
yeah on non-stormy weather it doesn't seem to work
Oh nevermind I guess
we had a stormy one with couple of these
So you can't change the basic weights? but the stormy ones are still applied?
Or does having lunarconfig present just prevent coilcrabs from showing up EXCEPT when it's stormy?
yes and no, its inconsistent on non-stormy and seem consistent during stormy
I'll have to do more testing
Can't you disable spawning of creatures in Biodiversity?
yeah
You could just do that and do all the spawning yourself in Lunar then no?
that might just be cuz their weights on non-stormy are lower than on stormy, lol
does lunar allow weathers to influence spawn weights?
to maintain its kinda an hassle to not have everything at the same location, ergo Lunar
Yes
So you could just do that functionality yourself
haven't tested with the weather function
And the issue here is that Lunar cannot config Coil-crabs at all?
truthfully
Or is it smth else
ykwhat, I'll do some more testing with no Bio' configs but Lunar's, no Lunar Ones but Bio's, and with both
with and without stormy
aight!
Thanks for your time Monty
We will continue to ping you for biodiversity related questions
Jk :p
nah yeah do so
cuz I don't think beef and jacu know enough about how coil-crabs work to really answer these anyway :P
speaking of that, do the injections add, override, or get overriden? like lets say i have old birds at 80 for stormy, would it become 81, 80, or 1 on vow
I would guess they get added together, I know how it works with tags and I'll write that here for anyone:
- If the moon has a weight for the thing that weight is used over tags
- If the moon has no weight for the thing but has a tag with weight for the thing that weight is used
- If the moon has no weight for the thing but has multiple tags with weight for the thing they are averaged out and then used
@mossy tide may know the intricacies better than me for the weather and dungeon injections
@ornate harbor @meager whale did some test with the CoilCrab on non-stormy weather only ; with only Bio' ruling the spawn weight, then only Lunar, then both
Seems like its completely ignored
Do Injections override existing spawns or add to them and if they do override is there a way to make it so it adds? Like if I can do it like "braken+= 5" or something.
So for example if I made it so a specific weather adds braken outside, if the map already has outside braken at a higher rate do they have their rate lowered or added onto?
I assume since it is called injection it means adding on top of
That's my assumption as well
you can do that yeah
works like that
you can add, subtract, multiply and i think divide too
Can you do that in everything? because normally I see it being something like:
Large axle:4
So can I do instead:
Large axle+=4
?
: and :+ will do the same thing

So it should be fine then? or
not really no considering neither modified the spawn weight on non-stormies
so idk what to think
oh that's weird as hell
I'd likely report the issue with non-stormies to the biodiversity thread and @ mr salted beef and JacuJ
Is the Dawnlib and LunarConfig situation fixed up?
what is clamp in the LunarConfigDungeons
It dictates how likely an enemy is to spawn during hour. It's a graph that goes from 6:00 am to 12:00 am and depending on how high the function is at given hour it chooses the corresponding value to tell the game how likely an enemy is to spawn. Usually it gets really high at 12:00 am. The Daytime curve is about spawning the enemies like manticoils, tulipsnakes etc. basically daytime enemies. Interior curve is about interior. Self explanatory and outside curve is about enemies that spawn outside druing the evening and night aka the more hostile fauna.
alr thanks
"yes"
but from my testing seems to be a combo of mods if you mean the issue were you cant get on moons
dawnlib and lunarconfig together are fine
now I'm trying to figure out which additional mod added would be causing issues
can confirm its not code rebirth at least
what does this even mean, lunarconfig relies on dawnlib
what situation is there
having it myself but in a larger pack
trying to go to moons will just leave you in an endless loop were the ship wont land
its another mod most likely as just dawnlib and lunarconfig together are fine
Well something about Dawnlib and Lunarconfig in their new respective updates breaks, I dunno
oh just created it in a smaller profile

So one of these mods breaks them
you said both and listed 3 mods, are you unable to just test adding each of those mods one by one?
doing that now
i forgot I added starlancer which has depedants and code rebirth
redid again without starlancer and its depedants
try to disable arachnophobia event in emergency dice mod and any events from disabled/deleted mods - caused much issues with this mod for me.
"Allowed Effects"*
so landing is fine with surfaced and emergency dice & lunar config but add code rebirth and then it causes issues
disable emergency dice or lunar config and it loads fine
hmm?
i'll try that next
So somehow CodeRebirth has a problem with one of those then
its not DawnLib nor Lunar

seems to be something between
emergency die or lunar config gets haywire when you add code rebirth
disabling any of the 3 fixes it
Okay so
Its not just CodeRebirth
Im testing a modpack without it and it still fucks up
Not even with Surfaced
most likely another dawnlib depedent?
thats how I narrowed it down
Welp
I know it ain't my moon
Can't be TerraScrap
I think the new updates for Lunar and Dawn hate each other somehow but I don't even know how thats possible
no thats not possible
Imma remove Boom Varients and see what happens
send that in #help-and-troubleshooting
Pawsy will single out the errors
Well at this point imma keep using DawnLib 0.9.21 and LunarConfig 0.3.14
Okay so no
Its purely DawnLib and LunarConfig combating against each other for some reason
I made a pack with just Lunar, Dawnlib and their dependancies
and yeah
Oh right yeah that is a new bug introduced in latest lunar
It's not dawn and lunar fighting eachother, dawn is literally the dependency for it
I was gonna say I dunno what else to say
Is it the [planetTime] bug?
Yes
Disable catalogue indexing under moon settings, it's bugged currently
Ah alrighty
Yeah, it's a temporary fix until Dawn or Lunar get updated
Xu is smarts
I just mean in that they would know if it were Dawn
a-
My phrasing is bad
don't worry
-# my everything is bad

wait Terra
would I just make the Catalogue Index -1 to disable it?
I believe they mean disabling it in LunarConfigCentral
Under Moons
Oooooh gotcha
Simply enabling it causes the bug

well
step 1: go out to a bar
step 2: meet a nice lady-

for me it was
lunar config + code rebirth +
Emergency Dice Updated
oh
steps
my bad
add those 3 mods along with any of their depedncies
load game
create save
try to land on moon
get stuck in endless loop of never landing
broooo thats why it was broken for me 2 days ago
to be precise when code rebirth is added that when the issue occurs
disable emegency dice or code rebirth and its fine
i thought it was something completely different
There are two different issues going on here
I don't even know where to begin with this one, I don't know why that would be happening but I can confirm I also get that problem
The catalogue index issue, that I can fix
I'll push that out now
Version 0.4.1
Features
- Readded 'Is Scrap?'
Fixes
- Fixed the catalogue index bug
- Fixed changelog
https://thunderstore.io/c/lethal-company/p/Crafty/LunarConfig/
i was referring to the catalogue index mb
Also for anyone curious on the catalogue index problem, the code for that feature was written by Bongo, but Bongo didn't write it with 'Configure Content' in mind, so it would always be applied regardless of whether that option was enabled. When I fixed that issue with Bongo's help in 0.4.0, it was done incorrectly.
So I fixed it to work right now
why was "is scrap?" removed in the first place? im just curious
Because it's a little complicated and I thought nobody cared about it
I since learned otherwise so I added it back
it says report this in the screenshot.
probably blind but were is hte part for changing how much battery and item has
I loved that feature tbh
Also uuuuuUUUUUUUUGH. Some of my spawning isn't working. I'm not sure why but it isn't spawning brackens outside as intended, and it's changed on LC and LLL.
I feel like I'm missing something but idk what, been at it for 2 hours and it's frustrating
AI Fix yes, enemyescape no
I have that one. Also, I turned off LunarConfig and it works with my lethal level loader customizations
LC ain't working but it has the same settings
Pareidolia my beloved
It works just fine with LLL
oh so bracken works fine with LLL but not Lunar?
of course you have content config enabled
Yuh I believe so
and disable the one in LLL
So
LLL settings keep to normal
put LLL settings in LunarC
I'll send an example screenshot as to what I mean btw
This is typical to spawn at the beginning of the day, this is with LunarC turned off.
oh i thought you meant screenie of the config lol
I mean I could do that too
First one is for LL, while the second one is for LunarC
Maybe bc there's spaces between the enemies in LLL?
Unsure at this point
wat
both look the same
which ones which??
is that thunderstore omg
ugly muehehehhe
I think it's the spaces in LLL
LunarC uses spaces to gap the entities when LLL doesn't. That's why it might be imcompatible due to formatting.
Gonna try it out
formatting shouldnt be unless done really bad
a space shouldnt be the reason but try it anyways i guess
idk what you mean by the spaces
Red = example with no spaces in LLL, yellow is with my current setup w/spaces, which could be causing the error
Maybe that's why tbh
Gonna test it
but you just said that LLL does work
The entity wasn't spawning overall, but it only spawned inside
Gonna test outside rq
Yep...LunarC is messing with it somehow :/ Gonna do some bug testing.
im so confused
do you have both lunar enable content and LLL enable content?
Yuh
So far so good, testing bugs and misformatting errors
choose one
Smallest of typos fucks my shit up something fierce
dont use both at the same time
either enable the content in LLL or in Lunar
not in both
to prevent any incompatibilities
we dont know which one takes priority over the other
Yuh LunarC isn't working :/
i would ask you to show your config in lunar but, without gale, a video would prob be better xD
Let me do some digging
Would adjusting the probability curve help on moons? I haven't touched that yet
But I'm also afraid to mess w/it regarding entities
scaryy
you gotta add bracken to daytime enemies in lunar
if you want it to spawn at the start
Are there plans to add battery life to item configs?
So we can configure them?
It would have 2 fields
Battery capacity (numbers idk) if -1 makes it infinite, if 0 makes it always discharged no matter what and >0 just sets the capacity to that number
and ofc an option like
Enable battery config (Boolean) in the managing what lunar configs you want to use window
agree
What happens if you change something in a config (Like Spawnable scrap) and then disable it? Will it let other mods add their scrap to the moon without Lunar setting it back?
Because I’m currently having an issue where scrap mods don’t do anything since Lunar overwrites scrap spawns on moons.
Nuevo subscriptor?
yo

