#darmuhsTerminalStuff (3.7.7) - Terminal Mod
1 messages · Page 2 of 1
correct
they are disabled xD
its a weird bug xD
Ah i'm able to replicate now
- load in and type more on the terminal then extras
- type next
- type overlay
- type extras (you will be stuck on the page that loads)
- type next (command fails)
okay so its replicatable
thats good at least, means its something consistent and its in one of those areas
closing lobby and reopening fixes it
odd thing is, if you disable overlay before typing extras again you dont get the bug
hmmm... very odd
I'll have to think on this one
thanks for the report! @dull sinew
no probs! glad I could help in some way
meow
Nice 
it seems to not work with MoreShipUpgrades Better Scan Commands (scan enemies, scan scrap, scan hives, scan doors, etc.)
thanks for the report, i'll look into this. If you'd like, it'd be helpful if you can load up your profile with the extensiveLogging config option enabled and get the log output from when this issue occurs
there seem to be nothing wrong on the console, 0 errors, i will make some more test but it only happen with the scan [stuff] command, scan (vanilla command) works fine as intended
@cunning moss does this look like the error you were mentioning before in this message?
hmmm, that's really odd. Even if there's no errors it still might be helpful for me to trace the logic to where the command is failing.
look,
have a fix ready for this issue, will be uploading once I have a few more bug fixes in
it does, yeah
wellp, you're right that's not helpful at all. I'll try to do some testing on my own
would definitely appreciate the assist
I guess the fact that the stack trace indicates you're getting the error in a separate class for the compat, I think the disabling inlining should do it
this is where the error is called https://github.com/darmuh/TerminalStuff/blob/563c776b7a88d1f40df4409b709df2565e2de568/DarmuhsTerminalCommands/OpenBodyCamsCompatibility.cs#L11
the snippet in the message you initially replied to is an annotation you can attach to the methods you're calling through to OpenBodyCams from
oh, you also have the BodyCamComponent as a field, that's (iirc) a no-no
it'll cause it to try to load that class whenever you call any method on that class
static or not
what I would do is store a MonoBehaviour that is the instance of the component, then cast it when it's needed
dayjob just got pretty busy (yea i work saturdays lol) will have to read through this later
@cunning moss Really appreciate any help you can provide 👍
ah, good luck at work
I think what I posted should cover it as far as your issue there goes, but feel free to ping me if you need any more help when you look at it
i think i found the conflictive stuff and i already remove it (i forget to remove a similar terminal mod) but now another error arrive, fortunately this one displayed an error on the console,
this happen everytime i want to use the "moons" vanilla command and the second one when using "scan doors"
could you let me know what the conflictive mod is so I can note it somewhere? As for the screenshots here, I would probably need the profile code to do some testing on my own.
ahhhhh I see. Interesting that there weren't any issues with the field up until people started testing with more expansive mod packs. I'll try your recommended fix and see how it goes. Will probably take me a bit
yeah, taht is kinda curious
I suppose there may just be a lot of factors that affect whether the JIT decides to inline it
could be that function got called enough that it thought it needed to inline it
do you think I still need to include [MethodImpl(MethodImplOptions.NoInlining)] somewhere?
just to be safe, probably
I'm not exactly sure what would cause it not to look at that field, but I think if the check whether the mod is present is working, that should take care of it
as long as it's always called after OpenBodyCams is loaded
do I call it on the patch or just any method that I don't want to have inlined? Not very familiar with it
the latter, the methods that interact with soft dependencies need to not inline
gotcha, that makes it easier. I thought maybe it was a Harmony specific thing
so in this case, that would be any OpenBodyCamsCompatibility method that interacts with the OpenBodyCams assembly's types
makes sense to me
nope, nothing to do with harmony
it was "BetterTerminal", but honestly that was an error from my side (that mod and your own share various commands so is obvious it will fail, i just forget to remove it before testing yours). but regarding the one i send you in the console... i already don't have a hint let me get some data.
ahh I see, well I appreciate the info regardless. Will keep an eye out for any more info you can give.
Is there anything special you require apart from my log?
if you can point to a specific part of the log that helps. But full log is perfectly fine
Also if you have a profile code from R2Modman or Thunderstore Mod Manager it helps to have that to troubleshoot any changes I make in my dev branch
i can get that from the settings section of r2modman right?
yes you should be able to via "export profile as a code" or something like that
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Thanks! I'll have a look at this when I find time
sure, thanks to you, if i find something else i'll be back
Okay this is super odd. Even after disabling inlining and using a monobehaviour instead of the direct class I continued to get the same error UNTIL i added TwoRadarMaps to this particular mod profile. Very confused at the moment lol
wellp, that lead me to the issue
needed to move this bit to it's own method with inlining disabled
https://github.com/darmuh/TerminalStuff/blob/563c776b7a88d1f40df4409b709df2565e2de568/DarmuhsTerminalCommands/OpenBodyCamsCompatibility.cs#L51
oh yeah, that makes sense
My mistake for only really testing with the both of them or without them at all
Updated to 3.0.1 with some bug fixes - https://thunderstore.io/c/lethal-company/p/darmuh/darmuhsTerminalStuff/changelog/
Now it works almost perfeclty, the only error i am experimenting is the "minicams" command, all the other cam modes works perfectly this just don't trigger anything.
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Also there is any possibility for you to add compatibility for the "Headset" and "TacticalHelmet" from "AdvancedCompany" mod? (i mean the terminal walkie talk button function).
I use this strings to make it work in betterportals config, i hope this is useful.
AdvancedCompany.Objects.TacticalHelmet
AdvancedCompany.Objects.Headset
I'll look into the minicams command. Perhaps I broke a portion of it when fixing the menus issue noted in 3.0.0. Thanks for the profile code 😁
As for the headset/tactical helmet I have been planning on adding this functionality. Need to familiarize myself a bit more with the latest AdvancedCompany release
just noticed this code setting the body cam FOV in your OpenBodyCams compat code, that will only take effect for the camera that is created initially, and be reset on subsequent camera re-instantiations
there's an option in OpenBodyCams to set the FOV, so hopefully that shouldn't be necessary, but if desired, you could use the camera creation event to override it
ah I see, definitely something I left in there when I was figuring things out. Will prob remove it next update. Maybe later down the line i'll add config settings for the cam
yeah, if users want to have separate options for the terminal that'd be nice I'm sure
hopefully the events provide all the entry points you need to set them, I think they should
I do wonder about the force enabling of the camera, too, I'm a little suspicious that some cases might force it to be enabled when it shouldn't be, like when the camera is recreated
it looks like you're setting it enabled when it's recreated, but I may be wrong
the flag should stay set regardless of the camera or texture being recreated
anyway, I'll probably check into that and some other stuff later this week, gonna be working on CullFactory a bit I think
sounds good 👍
It may be just me but it seems that the cameras is what causes so many incompatibilities with the other mods. since i can't use minicams command i am using the default open body cams view bodycams command, and it works but in a very glitchy way.
what kind of incompatibilities?
forgot to mention I tried this profile code the other day and minicams worked fine for me. Didnt see any issues in the log either
problems arise in multiplayer, in single player everything seems fine
hmmm that's odd. Could you explain what type of issues?
I am aware of this issue, but your modpack uses OBC so it should not be affected
also, sucks to hear about the news regarding Advanced Company. I just spoke with the mod dev last night about adding more to the AC API so I could hook into the communication equipment
oof what happened this time? :/
rumor on the street is the dev themselves is banned and with it all of their content is removed from thunderstore
specifically the Lethal Company section of thunderstore
#modding-general message
oh i think that was at the beggining of the year and AC dev started to work again on the mod recently
Nope, today they were banned again
XD
- sometimes the map is not removed when you use the map toggle command, causing it to remain permanently in the terminal,
- In other cases the map is automatically hidden if you use any other command in the terminal (instead of the command output appearing at the bottom of the screen as it usually does),
- Sometimes when executing a command it is overwritten by the "map" (instead of the output of the command I get a text like, monitoring X player as output, Currently it has only happened to me with the store command and the vanilla scan command)
- When returning to orbit after finishing a day of play, the ship's monitor showing the player's camera "Lose signal"
I have a little suspicion maybe the thing breaking all is the quick switch function of TerminalShortcuts (the one that let you switch to any player using the numbers) or maybe the FreeLookMonitor
I'd hope they put out a statement or something regarding the mod removal. I've heard bits and pieces but removing a mod with more than a million downloads i think warrants a reason
it's a shame since is a extremely good mod. at least the github page is alive.
so for 2. there is a config setting that will make it so any cams view is never hidden by another command "camsNeverHide"
Personally I think it's ugly to always have the cams views up regardless of any command, but understand not everyone shares my opinion lol
1 and 3 are concerning and i'd like to try and replicate it on my end to see it with extensive logging on.
4 could be an issue with how I create my version of OBC's camera. I would want to know if the camera says that even after running another cams command (which is set to reinitialize the bodycam if it doesnt exist)
As for terminal shortcuts, do you mean my shortcut function that i've created for this mod? Or another mod that does the same thing?
terminal shortcuts is one of the mods in the profile
ahh I see. Yea I didnt dive too far into the profile. Just loaded in and checked to see if minimap was broken lol
i will check the config setting but the weird thing is that it randomly triggers (the point 2)
I'd recommend trying my shortcuts functions and seeing if the issues persist, unless there is something that mod provides that mine does not
I have built in compatibility for the commands i've added through my shortcuts
really the shortcuts thing is just a name, this is what the mod really do
ah I see, some of those look very useful
like the repeating command
you could accomplish some of this stuff with my shortcuts function. But not anything dynamic like that that repeats on it's own (could try to add it later).
I could also look into switching to a specific target number, that is interesting
but yeah, i'd imagine the incompatibility starts there. As they wouldn't have any reference to my terminalnode logic that handles the different cams methods
I guess I wasn't so lost after all XD
if that mod dev wants to add compatibility with my commands (specifically the view commands) they could use this function to get the terminal node and displaytext https://github.com/darmuh/TerminalStuff/blob/563c776b7a88d1f40df4409b709df2565e2de568/DarmuhsTerminalCommands/TerminalEvents.cs#L21
that is a core function of my shortcuts handling logic
and this is how it's used https://github.com/darmuh/TerminalStuff/blob/563c776b7a88d1f40df4409b709df2565e2de568/DarmuhsTerminalCommands/ShortcutBindings.cs#L201
again this is me assuming they are doing something with the terminal node
I haven't looked at their code at all yet
I honestly don't think so, it seems like the mod is already a bit abandoned, so if the error will continue i will remove it and hope for you to add something similar.
eh, i take back what I said about there being any compatibility issues. I dont see anything touching the terminal nodes here https://thunderstore.io/c/lethal-company/p/TheLore/TerminalShortcuts/source/
Seems like they just add text to the terminal for you and send it?
i guess in the meantime, try testing without using that mod and using at least the following keybinds with my shortcuts
bind <key> switch to get the next target
bind <key> previous to get the previous target
flash and ping command shortcuts will have to wait till i can add multi-word shortcuts
same with switch to a specific radar booster or player
if you still experience any of those issues please let me know
posted 3.0.2 to try to address some of the minor bugs that were reported recently
see changelog update here - https://thunderstore.io/c/lethal-company/p/darmuh/darmuhsTerminalStuff/changelog/
also added multi-word shortcuts
I think this line here is causing the camera to get stuck on a freeze frame after turning off a radar booster being targeted by the terminal minicams
actually, lemme confirm that's happening before I conclude that lol
ah yeah, never mind, that code isn't running when it gets frozen after disabling the radar booster, but something weird is going on there
I guess I should check if this happens with my command too
well, it at least doesn't happen with OpenBodyCams's view bodycams command, so I think it might be a problem on your side
looking at UnityExplorer, it did look like the issue was with ForceEnableCamera being set to false, and the bodycam's target had successfully changed, so I think the issue is probably in your integration
not sure where exactly, though, I didn't see anything print at the moment that it set ForceEnableCamera to false
which profile code are you using to test this? Not seeing the issue in my dev branch. I do think I could remove the BlankedEvent method either way as I mostly just set it up to see when the event would get called
probably best to change it to hide the body cam footage instead, either by making it appear black with a material color change or disabling it
since otherwise you may see outside the map
also I don't have the exact profile code due to disabling some things, but
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appreciate whatever you can provide
that has SleepsDungeon enabled which wasn't present before, and your mod currently disabled, which it obviously wasn't before lol
you can disable LLL and that'll take care of what I added
gotcha
other than those, I believe it should be all the same
iirc, what I did was:
- I landed on exp on a new save
- spawned in a radar booster with dev tools, activated it and dropped it
- entered terminal, turned on minicams
- switched to the radar booster
- exited, picked up radar booster, disabled, then dropped it
- re-entered terminal and turned on minicams again
- at that point, the body cam was frozen on the last frame that was rendered from the radar booster
it was a consistent repro
Awesome, I’ll see about reproducing this with my dev version of the mod to see what’s goin on
yeah, lemme know if you can't repro with the live version as well
in that case, I can look into it more
I’ll prob start looking into it more tomorrow, about to head to sleep 😴
no worries!
so I think this might be a weird interaction with my alwayson logic. Wasnt able to reproduce until I turned alwaysOnAtStart off. Issues seem to affect any dual-view monitoring mode (overlay, minicams, and minimap). I also noticed the radar map texture wasnt loading until I cycled through a couple different view types. Definitely need to dig into this a bit more
ahh, that's curious
I didn't notice the radar map getting stuck when turning off the radar map on my end actually
it seemed to switch just fine
Why does it say this even though I did not disable it
it also lines up with the reason behind the texture freezing being the ForceEnableCamera value you were mentioning earlier as my alwaysondynamic coroutine is setting that to disabled when the terminal should not be in view. Could probably use a different method to blank the image
My mod does not one-line anything when disabled
I also dont have any functions for purchasing more item slots
yea it switches fine, it just was blanked on first load a few times. I'm guessing it might have to do with tworadarmaps compatibility there. Does the second radar immediately get made or only when there is a difference between the terminal radar and the main one?
haha no worries, hope you find your fix 😁
yeah, the terminal map renderer should always exist if it's non-null in the TwoRadarMaps.Plugin class
I thought about something to make it disable and re-enable based on what's being viewed but it's not really practical with the features it has now
gotcha, i'll look into it more on my end. Could be a weird conditional issue with all the config settings on my side
oh one other thing I noticed, it seems like you're keeping the body cam rendering even when the body cam isn't visible in the terminal
Last night before patching 3.0.2 I realized I had not been linking my own non-obc camera to the second terminal map and had to add that
makes performance in the ship kinda rough if the terminal is always on
I figured that's what setting ForceEnableCamera to false would accomplish
yeah you're juggling a lot of config options and combinations of mods 😅
should I just set the gameobject.active to false instead?
it does accomplish that, what I mean is that you're keeping the body cam rendering when the terminal is visible without the minicams enabled
so the camera is rendering for no reason
what I'd honestly recommend is to tie the body cam force enabled flag to a component that tracks visibility of the object that shows the body cam
been using AnyActiveMonitoring() to check if any of the monitoring views are active. That's an easy fix
although I suppose you can put the body cam on a big image renderer or a small one?
hmm I see
yeah I swap the textures around between a large image and a small image
gotcha
and then for overlay I have to transform the images to be the same for that specific scenario lol
basically what I'm concerned about is the fact that you call your ForceEnableOBC function from so many places, since that makes it more and more likely that something will go wrong and keep it enabled
the coroutine should be able to take care of all the conditions that need to enable it, I think, and it would probably override any other calls anyway
hmmm
I'll see what I can do about simplifying the usage of ForceEnableOBC
maybe I make another function that checks the AnyActiveMonitoring boolean and sets the condition based on that
I would offer to make a PR but I'm still trying to finish up some work on CullFactory 1.0 
and then just call that function instead
haha no worries, I do appreciate all the help
yeah, another function to determine specifically if the body cam is visible would be perfect I think
Once I get this mod in a solid spot ghostCodes needs some TLC 
yeah had too much time during the holidays lol
it's pretty cool, I gotta try it out
probably would have to disable the epilepsy mode lol
ahh damn I see
I'm sure I could figure it out
i'd recommend checking out the github for it when you do
I made a logic map for the config settings to try and explain things better lmao
yeah the same way this mod needed a rework, that mod could probably use one too
so I think the culprit for why the bodycam was failing is actually this guy here. the forceenableobc value was being set to false because all of these if statements were true. I think this might have been a typo and I meant to put !Plugin.instance.activeCam rather than it's true form
Seems to be fixed once "fixing" that typo. I'm still gonna try to clean some of this twisted logic up.
eh, on second thought i dont think that was a typo. This is my quit patch so if alwayson IS disabled then the cam should be hidden. I think it's more-so an issue that the rest of the monitoring command stuff is still active/initialized
Is it counterproductive to have both of these in one modpack? Theres no issues with it overall
if you like having the FastSwitchPlayerViewInRadar mod I think there shouldnt be any compatibility issues (so long as you dont bind any shortcuts to the same keys). However, I do think if you want to trim down your mod list that the shortcuts functions in my mod can do essentially the same thing
@cunning moss posted a fix for the camera freezing issue in 3.0.3
lmk if you can break it any other ways 
thanks! will do lol
ooffff.... i finally found the conflictive mod, https://thunderstore.io/c/lethal-company/p/Kyryh/FreeLookMonitor/ seems to be the one messing with the camera commands (overlay, minicams, minimap, etc.), but i also found a funny thing, all of those commands work perfectly the first time you load a save, after land the ship they are broken (i think because the FreeLookMonitor functionality triggers in that moment) and then the commands remain broken for the rest of your playing session until you exit and reload the save.
For the bodycam monitor shutting down after the first return to the orbit i think the mod messing with it seems to be GeneralImprovements (it has an option to add some extra monitors to the ship and has built in compatibility with OpenBodyCams).
FreeLookMonitor - Not sure why this one is having compatibility issues. It looks like they are modifying the radar camera directly rather than anything particular in the terminal. The latest update to my mod grabs the target texture of the mapScreen camera as seen here and FreeLook does something similar for their camera modifications here
I'd have to look further into what is causing the compatibility issues but I think in theory these should work together...
For the second bit where you mention generalimprovements, are you on the latest version (3.0.3) and experiencing this issue? When using this mod with OpenBodyCams I create a camera straight out of OBC and believe the camera freezing should be fixed now in the latest update.
overall, my focus has shifted to ghostCodes for the time being. I'll dive deeper into these different mod interactions later on once I've got my rework for ghostCodes done (unless anything is reported game/mod-breaking for this mod)
yep 3.0.3 this is what happen after return to orbit (bodycam off) it resets and work again if you power down monitors and power up again (so is just a small issue now), as for the multiple cam commands, if i trigger it once i load the save it will work until i toggle the command again (example: load save > minicams > minicam on (working) > minicams (again) > minicam off > minicams (one last time to power on again) > dead commands), by the way what are ghostCodes?
I appreciate the steps to reproduce the error 👍
ghostCodes is my other mod that has been in need of an update/rework
https://discord.com/channels/1168655651455639582/1188262321970229358
OOOOOOHHHHHHHH is yours?????? the one that trigger commands randomly???? good mod
yep thats my second mod for Lethal Company, this was my first 
Would appreciate if someone could check this mod’s compatibility with the v50 beta and update here if there are any issues. I’m not home for the week so won’t be able to check myself 
I will take a look in a bit running in the halls with pins atm.
Speaking of which.
I do appreciate the look. I’m pretty sure this mod will be fine but wanted a sanity check 🙂
Forgot to do it yesterday. Doing today for sure
I didn't do an extensive check but with the little I did, it seems to be working fine.
I appreciate it! Good to know if I have something I need to fix once I’m back in town
darmuhsTerminalStuff (3.0.4)
updated mod to version 3.0.4
--------------Below is relevant Changelog info--------------
[3.0.4] CURRENT VERSION
Fixed
- Added bioscanpatch config option to disable the patch but not bioscan itself.
- Fixed bioscanpatch always being enabled.
- Added compatibility for latest update of suitsTerminal
- Added fix for this mod's commands that was found while working on suitsTerminal.
- Added culling mask fix for mirror command that was found during suitsTerminal development.
most stuff inspired by my recent update to suitsTerminal
did a quick test and seems everything is still working with v50. Please let me know if you find any issues 👍
[v50 Compatible] darmuhsTerminalStuff (3.0.4)
Can you mke it so if we disable every command in a category it hides that category?
oooo, yeah that's a good idea. I'll add this to the list of things to add in the future
home page is broken in v50
I haven't seen this issue in my testing profile, do you have a profile code you can share?
It may be caused by that LLLFixed fork now that i think about it
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ahhh I see. Yeah my testing profile is very barebones atm. Just making sure no issues with vanilla
uhhh home page looks fine for me on this profile?
from your screenshot it looks like the config option [homeTextArt] didn't load properly. So I'd just delete config and let it regenerate. That might fix your issue @spare thorn
oh... alright I'll try that
hi 
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can you send a profile where you experienced this error and include steps on how I could reproduce it? Would also help if you turned extensiveLogging on if you want to get better logs to provide on this error
profile code and the command you tried to run when the error appeared would also work
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No rush, appreciate you taking the time when you can. I’m curious what might be causing that error to get thrown
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totally
Hmm that’s odd. Looks like I should add some error handling for that bit
Yeah I saw that Stack Trace a few times
Is there any way to disable the custom zoomed in terminal map btw?
I prefer the vanilla one
It shouldn’t be any different from vanilla, but no not at the moment
That’s one thing in the mod that isn’t able to be disabled as of yet
I’ll see about adding that, since I think you should be able to compartmentalize all of it
But the reason for it not being a feature is all the different cams views and videos rely on the same system which vanilla radar was messing with when I put it together
Fair
You can generate ascii art yourself, just type ascii art generator on google
i have but he used a sepcific formatting
just add \r\n after every line
what about [leadingspace]
just put your text after that, I don't know what it does but it didn't cause me any problems
ok
and for reference how many characters should it be
I don't exactly know but if your lines are too long they'll leak onto the next one
what is that?
Daymn
Already had my eye on this mod since i was looking for 1 terminal mod to consolidate all the little ones i accrued.
But this has convinced me to go for it. Thats badass.
Wait how can you change the top part?
I thought only the ascii art was customizable
Download my boys mod and look at the configs
@simple sierra is king
I did multiple times, maybe I'm just blind

Im real :(
basically all the advice you got here was correct, just wanna add that [leadingspace] and [leadingspacex4] were created so that I could have spaces at the start of my ascii art. Bepinex doesnt save spaces at the start of a config item
also an easy way to get the ascii art to generate the new lines you need is pasting the ascii art into visual studio for a string item. Basically it does all the converting for you from this to this. Adding all the new line breaks (\r\n) and special formatting needed for your config item to work
just make a new C# file and type string whatever = "" and paste the ascii art into the middle of the quotes
prob works in other languages too but im not 100% sure. I only started using visual studio for C#
its above the ascii art stuff 🙂
Welp, I guess I'm really blind then xD
also good to note this is how you can change the color for specific items #1213797469192855553 message
LOL it's okay there's a lot of config items so it's easy to scroll past
I am working on consolidating the config a bit
and adding the ability for as many custom keywords for an action as you want, kind of in the same way gcGhostGirlOnlyList works in ghost codes
also another surprise, if I can get it all working how I want it to 🙂
Hey darmuh
Ive been doing the terminal shit and tis going great
except one bug i found with the camera shit
yea i got u
Ok
SO
I have an issue
when I use the view monitor command
and then
a command from your mod
relating to cameras
The vanilla function gets stuck
let me take a clip
the vanilla function shouldnt work at all lol
I replace it with my own map command
if its still using the vanilla radar map where it loads slowly then deleting the keyword didnt work, which is a bug
Watch Monitor :( and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
ahhhh so the issue is that "view body cam" is not a command I add in this mod. That's added as part of zaggy's mod openbodycams i'm pretty sure
this config setting in openbodycams
so i have to disable that feature :(
yeah I would, especially since my mod's command cams does the same thing
would save you on performance because it's one less camera being generated (both my cams and view bodycam create a new camera with openbodycams)
you can also change the keyword to be "view bodycams" so it feels relatively the same lol
this is assuming you have [camsUseDetectedMods] set to true in terminalstuff
Anything in TwoRadarmaps I should configure so your mod can prioritize
Yes
i dont think you need to change anything in two radar maps. I have built in compatibility to use the correct map with the body cam when that mod is present
also, still working on this. Theoretically you'll be able to have 10 different keywords do the same thing without having to fill out 10 different config items
either or i think is fine
just dont have both enabled
I have compatibility for tworadarmaps built in for that too
worked with zaggy on a lot of compatibility when doing the rework
not at the moment
it has been requested by a couple peeps
so it's on the to-do list
I know youve said it literally 4 times already, but I can enable tworadarmap's zoom feature and it should work with all of the cam features with terminalstuff
yeah lol
the idea was that you could create a mod with your own videos folder to call instead of the default ones
but no one ever tried it yet
I might move the default videos to a separate mod to show an example of how to do it
but it should be fairly easy to figure out if you've ever done a pack for custom music for the boombox or custom videos for the tv
I would just do a DarmuhsTerminalStuff/TerminalVids folder for it
well to make it shareable in a modpack you prob need to put together a pack and upload to thunderstore
gotcha
yeah so you just have a folder with videos in it
then put the folder name here
@pale breach here's an example pack i threw together https://thunderstore.io/c/lethal-company/p/darmuh/Cat_Stories_TerminalVideos/
🫡
figured i'd put one out anyway just so an example exists
might move the default videos to a separate pack too in the next update, for people who dont use the feature at all
i think its nice to include by default
again which crazed manic is gonna look at every single feature of a mod and go through every single config option to perfectly optimize it for thier taste
💀
I think it should be fine, the zoom command is pretty simple and only touches the secondary map that this mod supports
for the teleport command, I think that it might be preferable to use mine instead? I don't recall for sure, but I think that darmuh just activates the vanilla teleporter function, where I have it set up to modify the target so that you teleport who you see in the terminal
darmuhs tp command seems to work fine with the terminal
ill test
With my friends (radar boosters)
the question isn't whether it works but whether it targets the correct player
or that, I think it should work with that as well
Yeah I built that in with tworadarmaps compatibility
so im pretty sure there's no difference between the two commands
only one thing, checking that a player is being targeted shouldn't be necessary
Darmuh, it appears using any camera commands on a camera that is being disabled by disablecamerasinsideship or somthing like that with openbodycams makes it crap itself and either show the last frame of when that camera was transmitting
that'll prevent enhanced radar booster mod from teleporting them
hmmm, we had fixed this issue before by forcing it enabled
gotcha, i'll fix this in the next update
What it looks like to switch to an active camera then a camera of someone on the ship
forcing them enabled is for the screen visibility check iirc, the screen blanking is a separate thing that is meant to hide invalid states
Also finally figured out a sad thing
If you do have disablecamerawhile on ship, if you have EnhancedRadarBoosters they wont transmit their camera on the ship, and then you inverse teleport them and then you cant actually see their cam
yeah, someone reported that on GitHub recently, it's an issue with EnhancedRadarBoosters
so I cant just use this bool to force cams to stay enabled? https://github.com/darmuh/TerminalStuff/blob/3be9e507c78a1437bc3432adf549910d05fd12b5/DarmuhsTerminalCommands/OpenBodyCamsCompatibility.cs#L88
it's never set the GrabbableObject flags after teleporting the boosters, so it doesn't know that it's outside the ship
there's several issues with that mod unfortunately, but hopefully at least that one will be fixed soon since I gave the author the relevant flags
I guess I should have named that something clearer, but no
there are times where the camera would be showing something it shouldn't, so it sends an event to let the owner know that it should be hidden and stops rendering
for example, if a radar booster is destroyed
or if a player is eaten
that functionality is also used for when the target is on the ship at the moment for better or worse, but it's kinda a requirement that it's handled for things to appear correct to the user
eventually I might make it so that it switches the output to view some placeholder with some text saying "SIGNAL LOST", but I'd like to make a noise/distortion shader for that so I haven't gotten to it yet
so what do you suggest I do to resolve the issue noted here? #1180739684654121091 message
because as a dev using an API, i feel like I should have more control over whether or not my specific camera instance gets disabled
I get "cutting the feed" in cases of getting eaten by a monster, sent to the backrooms, that sort of thing. But for instances where a config item essentially kills my camera so long as all players are on the ship is a little excessive. I think that config item should only apply to the base openbodycams cameras that display on the ship monitor at all times
yeah, I don't disagree that it would be nice to have that option
I am intending to make it so that in the next update, the built-in body cam will be switched out for the external camera by default when it gets disabled due to an invalid target
I could also make a field on BodyCamComponent that defines the behavior in regard to the disabling when its target is on the ship, which would fix the camera freezing for you, but I think it might be nice to also mirror the new behavior of switching to the external camera
I've made it have a material it can assign to its primary renderer when it turns off, but you may have to implement it using the blanked event
not sure if your terminal uses a renderer that would be compatible with that code
yeah personally i'd prefer my camera is unaffected by cams being disabled on the ship
it wouldnt make sense for the terminal to be displaying "Monitoring Jack" and rather than monitoring jack its just displaying the external cam
that's fair, in that case it can just leave the new flag unset
it would probably be good still to react to the blanked event though, assuming that the conditions for the map showing a player are not the same as the conditions for the body cam
I know the map likes to continue targeting players that have no ragdoll and that would result in a bad view
I do have some extra handling for the map, similar to checking for a valid target with tworadarmaps
anyway, is there anything I will need to do on my end? Or just wait for an update to OBC?
given that your goal is to have it continue rendering regardless, I don't think there's anything you need to do, no
the update is a sizeable one, though, so I'm not sure when I'll be releasing it
I'm working on materials for an unlockable model at the moment and it's not something I have much experience with
gotcha, I guess in the meantime I'll be advising folks like @pale breach not to use that configuration option if using both mods together
💀
long story short dont have this config option enabled when using both obc and terminalstuff
until zaggy is able to push an update, which may take some time
Damn
Ok
How bad will this tank my fps tho :(
Nah I’ll cope
Pack runs fine enough
So just have cams always active
What’s the issue I ask because I’m too lazy to scroll up and read
im pretty sure @cunning moss disables body cams displaying on the ship if no one is on it so not much. Might be an issue with a bunch of loot on the ship and the cams displaying on the monitor but i'd think it's negligible
mostly just that any camera created with OBC is affected by that config option
also, i'm not sure if it's openbodycams but im pretty sure there is a mod that adds a button to the monitor that displays bodycams to turn it off
maybe GI?
wait really?
I haven't heard about that 
the button for the map screen will turn off the body cam though
Confused, wouldn’t any camera created by OBC would be a body cam for a player
Unless you’re saying you use OBC to create cameras for your mods
uh oh
But I was just about to go to sleep
Basically there was an issue with terminalsuits
Where you could see your playermodel and view model at the same fucking time
And you became this ugly looking polygon creature
Are you also using OBC for suitsterminal or just terminal stuff @simple sierra
only in terminalstuff
suitsTerminal doesnt have an OBC camera created
personally I dont want to add the dependency, but I will admit that OBC is much better about handling camera layers and culling mask info
but yeah when OBC is detected terminalStuff creates it's own camera from OBC. And it will be fully disabled whenever it isnt displayed on the terminal
I had to add ModelReplacementAPI for the model being able to be shown when using SuitsTerminal, otherwise you would just see floating cosmetics
XD
Uh
is this anything
[01:08:17.5802114] [Info :darmuhsTerminalStuff] No matching views detected
[01:08:17.5802114] [Info :darmuhsTerminalStuff] updating displaytext!!!
[01:08:17.5802114] [Error :darmuhsTerminalStuff] Error with mode return, setting to default value
[01:08:17.5802114] [Info :darmuhsTerminalStuff] Getting playername from TerminalMapScreenPlayerName.text which is MONITORING: meep803
[01:08:17.5802114] [Info :darmuhsTerminalStuff] Attempting to load darmuh's videoPlayer, ViewNode: 0
[01:08:17.5802114] [Info :darmuhsTerminalStuff] Server: Attempting to sync nodes between clients.```
@simple sierra is there any way to get the body and arms to show up without ModelReplacementAPI?
Sorry, been busy at work this week. Havent had much time to look here
that is odd, I wonder if it's because modelreplacementapi messes with layer information. I'll probably make a soft dependency portion of suitsTerminal to use OBC. But you will need to set the cameras not to disable when in the ship ofc
i'll also try to fix up my own camera, but the layer stuff is so confusing and changes between profiles because so many mods mess with it
👍
this happens to handle odd situations like when someone types switch when none of the cams views are enabled, or any other situation where the terminal is supposed to display a cam view but none of them were active. Shouldn't be an actual issue unless you were not expecting any of the views to show up and it did anyway
it does, yeah
three mods that I can think of off the top of my head do, which may allow the selfie view to work:
- ModelReplacementAPI
- Mirror (may also break other things? idr for sure)
- TooManyEmotes (and probably the emote API if that also has third-person functionality)
without those, you have to emulate what they do or use a camera callback like OBC does
@simple sierra Any chance that update is gonna come soon?
this mod or suitsTerminal?
suitsTerminal though I have a request for this mod too besides the view monitor config, could you add allowing to change the default starting position of the Terminal like LethalPipeRemoval has? ;o
hmmmm maybe, i'll have to see if this is doable. No update ready for either mod any time soon. Have some stuff to look into
All good bud ^^
after finally getting the body cam upgrade fully working, I've changed it so that ForceEnableCamera overrides disabling when the target is on the ship
should go out in 2.0.0 along with a few other things
it'll probably be a few days before I push it onto Thunderstore though, it's largely untested
glad to hear! I'm working on improving the implementation of OBC in this mod for a future update as well. Will probably include a config option in this mod to modify the horizontal resolution for the terminal bodycam so that it is handled separately from the main body camera added to the monitor (at the moment it just inherits)
also likely going to include an option to use OBC in suitsTerminal
oh, I might need to add a way to change the resolution separately then, iirc it would currently require replacing the new render texture when it notifies a change
that might be more handy, at the moment I am modifying the camera values directly on view change
does modifying camera fields actually work to change the resolution? I would've thought you would need to instantiate a new texture
ah sorry, misspoke. I haven't tested that. I have been modifying the camera fields for other properties like fov/orthographic settings while building compatibility with the mirror. Haven't implemented anything for the resolution yet
ah, gotcha
doing that is fine, the only thing I'm concerned about is allocating twice for the render texture
yeah I would probably only want to define the resolution once on camera creation
no need to have different resolutions between views
hmm, yeah looking now I dont think I'll be able to modify that any time soon with OBC
looks like it'll be tied to every other cam's resolution for the time being
your config item is used during the creation of the render texture if i'm reading it right
you certainly can by replacing the texture, but I would recommend just waiting for me to release 2.0.0 so that I can add a property for that
it is, yeah
Yeah no worries, I can be patient. Sorry for adding more work to your plate 😅
nah this is an easy one it's fine

creating and baking the materials for the upgrade took like 95% of the time for this update lmao
and retopologizing as well
sounds like fun 🙂
it actually was pretty fun to me but mostly because I was learning lots of Blender features
Oh so you created like custom assets for the next update? that is neat
only downside was when blender locked up when baking textures since it doesn't save them when you press Ctrl S 
yeah Smxres made a model and then I created some procedural materials to bake onto it
oooooo
is this update the one that will add purchase-able bodycams? I'll want to add compatibility with that
oh will you? to disable the body cams in the terminal you mean?
yeah, if you have a command and everything ready I'll just force my other commands disabled
that would be cool, I haven't given too much thought to API for that but I can add something
maybe you could allow me to still add compat with any of the commands that add multiple views though (ie. minicams/minimap/overlay)
oh wait I'm confused
I thought what you were looking for was a way to make your commands require the body cam upgrade
you were thinking of just letting my command do it instead?
I assumed you'd have terminal commands for viewing them set up as well
but yeah this would work as well
oh sure, I still have the picture in picture, but your commands provide more options for viewing it so it would be good to keep those
just a public bool saying bodycams have been purchased would be a super easy implementation
I think what I'll do is add an API class with a couple events you can hook into to react to the body cam enabling and disabling, as well as a method to query its status
or, once the update is released, i can look for if the specific item has been unlocked if that gets complicated
ok, whatever makes the most sense for you
keep me posted 👍
the events would cover cases where you have the body cam visible in the terminal and a player stores the body cam prop, since that will disable the main body cam
@cunning moss any way you could add a property to pause syncing the bodycamera element you create from the radarmap it's configured for? Running into an issue when creating a camera just for the purpose of being a mirror because of this reason I believe. Mirror camera created with OBC works fine till you press the switch player button on the monitors 🙂
you can set the target manually, you don't need to sync it to a radar map
it should work to set the target to whatever transform you like and then point that transform towards the outside of the terminal, unless I screwed something up
Oh really? I thought the method required a radarmap
if I remember right you can pass it null and it'll skip the synchronizer component
I see now there is null handling for that
so question
if I want to create a camera that is synced to a radarmap, but then pause syncing to the radarmap while a condition I defined is true is that possible?
hmm, actually probably not
because I kind of want to use one camera as an all-in-one and leverage the radar syncing feature when I can, but also have it display as a mirror when I want it to behave in that way
I think the target switching is still active when the component is disabled, but I could add a check for that
hmm, alright. I'll see what I can do in the meantime
oh hmm, I suppose that could make sense yeah
does it make it easier to write on your side to do that or is it mainly as an optimization?
I'll have to see, I thought it was an issue with my switch monitor patch until just now
I need to figure out how much I rely on the radarmap syncing OBC does vs my own. I dont think I understood what OBC was doing when I wrote this before
gotcha, hmm
I would hope you just wouldn't need to have that code but idk what all you use it for
I guess you have to have that for your own body cam
if you wanted to test out using your own code for that I wouldn't stop you, you could just pass null for the radar map and see what happens
yeah personally i'd prefer to keep things neatly under the API as much as possible, just to keep things streamlined
I tend to think it may be more prone to error or conflicts if you're changing the body cam target at the call site instead of inside hooks in ManualCameraRenderer, but if you have that code anyway there's no reason not to make sure it's up to snuff
yeah it's not the clearest at the moment I guess, feel free to ask any questions
will do, I have a direction to look now at least
it should Just Work to make it not create the synchronizer and then set the target for the body cam manually though
since that's essentially what my code does on the back end
Yeah think i'll just need to rewrite some things
Pretty sure I was relying on your backend for anything OBC related
especially with TwoRadarMaps
still need to double check everything, but thats what im thinking if i remember right
definitely seems like I had some redundant code
@simple sierra fyi, OpenBodyCams update with (hopefully) all the changes you needed is out now
I added a bool property and some events onto the API class so that you can disable/enable your body cam command based on whether the upgrade has been unlocked
Awesome! I'll have to check it out when I find time
hmm, looks like I broke things because you call EnsureCameraExists() from your code, but is that really necessary?
I guess I shouldn't have made that public though, it's not intended to be necessary
hmmm, sounds like i'll have to dig into it and fix compatibility for the new version
I should've checked it before release tbh, but also I think it should just mean removing these three lines, as well as the equivalent ones in TwoRadarMapsCamCreate()
the OnRenderTextureCreated event should cover what that code does
gotcha gotcha
it's not guaranteed that a camera will exist, since some mods like to break OpenBodyCams startup
or corrupted saves
I want it to be recoverable
yeah that makes sense
I'll put out a hotfix to bring that method signature back to what it was before in case you can't get to this soon
I appreciate it, will probably remove it in my next update 👍
not sure when that will be though, so hotfix will be nice in the meantime
no worries
lemme know if it breaks anything to remove that, but I think it shouldn't since I only create the camera in Start() after everything has been assigned already
will do 
looks like switching it to private but with the same method signature is compatible with the existing version, so I'll do that
that way you'll have a reminder if you update your copy of the assembly
oh yeah, it might also be nice to change the aspect ratio of your mirror camera with the resolution override I added, it looks a little vertically stretched I think
gotcha, i'll have to check that out too
is there a chance to add a random route command feature in this mod?
@simple sierra fyi, I'm going to be pushing an update for OpenBodyCams that makes it so that the resolution option in its config doesn't affect API users, so your mod's cameras will start using a resolution of 160x160
That means the aspect ratio of the camera will be square, so things might be stretched differently after that update. Using the Resolution property, you'll be able to correct that aspect ratio to whatever you need in your terminal views
(I'm deprecating ResolutionOverride in favor of a non-nullable Resolution property)
does the mirror functionality not use a body cam?
oh, it's a copy of the spectator camera, right
looks like the aspect ratio on that isn't quite right
i'll look into seeing if I can implement something like this without running into issues with vanilla vs LLL etc.
in current release yes, in my next update i'm looking to use OBC if it's available
still in the middle of some changes or else i'd just push a small update lol
yeah, no worries
I had checked something before that gave me the impression that it was using it, but to be fair it wasn't a good test lol
also going to be adding OBC cam to suitsTerminal whenever i get around to that too
the attachment points of the tulip snakes look very similar between first and third person in the mirror I think
oh yeah, I didn't look too closely but I guess that actually uses a separate camera right?
at first I wondered if it would reuse the mirror one
its basically the same implementation as mirror cam in this mod yeah
it would be smart to use the same cam between both mods if possible lol
in my dev version i am deleting my homebrew cams when they are not in use tho
tbh, I'm not sure if it's worth using the same camera, as long as you're disabling the cameras when they're not in use it probably doesn't really matter
except when it comes to OBC compatibility I suppose, since duplicating the compat code could be a bit stinky
yeah i'll have to think about it
Random sunday night update after a long hiatus 
Sorry for the long wait, got preoccupied with a lot of other things going on in my life 
relevant changelog info:
[3.1.0]
Added
- Mod is now completely self-reliant, with only soft dependencies if you so choose to enable certain features (fovAdjust, OpenBodyCams, etc.)
- This mod no longer uses TerminalAPI to create/implement commands. I have created my own home-brew command adding logic which I first used with ghostCodes' terminal commands.
- This was also a decision I made to give myself more freedom in what kind of commands I can create with this mod; including adding items to the vanilla store.
- My own command creation logic is HEAVILY influenced by TerminalAPI, so I still would like to give Atomic a huge thank you for their wonderful API.
- If for whatever reason you experience issues with this version of the mod failing to create commands consistently, I suggest returning to version 3.0.4 which still relies on TerminalAPI.
- Confirmation logic has also been reworked and built into the base-game terminal confirmation logic, rather than being it's own separate system.
- This mod's command help menu (more) has also been built in as regular terminal commands.
- You can now have as many keywords as you want for each command! (well, most of them)
- In the default configuration for each keyword you will see examples of multiple keywords for each command.
- Format is "keyword1; keyword two; anotherkeyword; etc"
- I have not set a hard limit on keywords per command, however use caution when adding so many words for one action.
- At the moment, this will also attempt to delete any other duplicate keywords. So I'd avoid making any keywords such as "store" for example.
- For certain commands, this feature has not been implemented yet. This may change in a future update.
- If you find any issues with this new feature please reach out on the modding discord or my github
- Added better syncing of the terminal between players when networked terminal nodes is enabled
- You should now have completely synced cams between players on the terminal when always-on is enabled.
- Cams will even sync when joining another lobby where the host has enabled a cam on the terminal already.
- The video player can also be synced if you choose, with the [videoSync] config option.
- Improved Always On Display handling
- Added better handling for Always On Dynamic, may see slight performance increase.
- Adding config item to keep monitors on after death [alwaysOnWhileDead]
- Improved Terminal Clock feature, will now display on terminal when screen is on (additional compatibility with alwayson feature introduced)
- Improved handling of terminal clock feature, may see slight performance increase.
- Improved home-brew camera creation/handling
- Home-brew camera mask should now be up to standards with most other mods that use cameras. Thanks again to Zaggy for all the pointers.
- Targeting system for both mirror/bodycams has been improved as well.
- Improved teleport command handling
- Removed check every store purchase in favor of detecting the specific teleporter instance.
- Added teleport by name feature per request.
- This is built on-top of the terminalTP configuration option and does not currently have it's own configuration option.
- simply type your teleport keyword, such as "tp", followed by the player's name.
- if a player matches the name listed, they will be teleported.
- if no matching player is found, the command falls back to just pressing the tp button.
- Added Route Random command per request. [terminalRouteRandom]
- This command is part of the "fun" section
- For your configuration fun, this command can choose from all moons or filter out moons with specific weather types via [routeRandomBannedWeather]
- Valid weather options: None, DustClouds, Rainy, Stormy, Foggy, Flooded, Eclipsed
- Separate each weather option by a semi-colon in the same way you would do the multiple keywords option
- Default config is filtering out flooded, eclipsed, and foggy weather from potential routing options
- To prevent command "abuse" where someone would keep rolling random till they got a high value moon I have added a flat rate price via [routeRandomCost]
- You can configure this to 0 if you want this command to be free, the default is set to 100 credits.
- You will be charged this amount of credits no matter what moon you get, even free ones.
- Another idea I've had regarding this command, but not implemented, is making this command a one time use that refreshes every time you land.
- If there is interest in this option, I can add a config option for this later.
- Added networking check on mod startup. Checks if ModNetworking configuration is set to disabled (indicating this mod should work with vanilla clients)
- Any other config items that requires networking will automatically be disabled to ensure compatibility with vanilla clients.
Fixed/Changed
- Terminal Upgrades such as bioscanpatch and vitalspatch are now properly integrated into the store.
- Upgrades should also be synced between all players now, rather than per player individually.
- Optimized code handling, might see slightly improved performance in longer sessions pertaining to this mod specifically.
- Lol command has been renamed to Video for better clarity.
- This includes any config option that referenced "lol" such as terminaLol will now say "video" ie. terminalVideo
- It remains in the Fun section of commands
- Updated compatibility with OpenBodyCams' latest update.
- Resolution is now set to 1000x700 by default. Expect a configuration option for this in the future.
- Mirror now properly utilizes OpenBodyCams to create a camera when it is detected (and with camsUseDetectedMods enabled)
- Improved overall handling for this mods' OpenBodyCams cameras.
- Improved Cams hiding logic for better consistency
- Have updated the list of commands that will not hide cams views after being run
- Reorganized Code into sectional folders for my own sanity...
Known issues/bugs
- (1) If another mod has a function that keeps the terminal screen enabled, alwayson will not always work as expected.
- It is generally preferred to use this mod's Always-On function compared to another mod keeping the terminal screen on.
- (2) Picking up eachother's flashlights with modified colors will not automatically change any colors for the player picking it up.
- So your helmetlight will stay as-is and the flashlight you pick up will keep whatever color it was before you picked it up.
- (3) If another mod dev wishes to access any of my commands, I suggest taking a look at "GetCommandDisplayTextSupplier(TerminalNode query)" in TerminalEvents.cs and how it is used in ShortcutBindings.cs
- If you have any specific ideas I am always willing to collaborate on that effort.
Obviously I was sitting on a lot of updates. There were a few things that had some issues to iron out once I had the time 
[v50 Compatible] darmuhsTerminalStuff (3.1.0)
oh yeah here's link https://thunderstore.io/c/lethal-company/p/darmuh/darmuhsTerminalStuff/
thank you for the suggestion, I've added this feature in 3.1.0 as mentioned in the changelog above. Sorry for not responding earlier!
Random small update
[v50] darmuhsTerminalStuff (3.1.0)
always good to have alternatives to things, no need to deprecate imo 
your solution is lightyears ahead 😅
fuck!!! you're amazing holy SHIT
oh? like wat
@simple sierra Looks like StoreRotationConfig broke from the new update which then made other mods break lol
If it's just that though I can live without it for now til a compatibility patch is made
As far as I've seen
GI & ShipWindows have that incompatibility problem
It was working fine til darmuh's mod updated lol
and I have Ship Windows and GI
XD
But it could be cus
I mean
I reenabled the networking stuff for the terminal
When it updated both mods broke
GI and Ship Windows are working on my end after disabling StoreRotationConfig
Check logs for the first mod that broke
In my case it was StoreRotationConfig
That's probably causing the other stuff to die
- Lobby: Display the current lobby name.
will this conflict with my lobby [subcommand] from LobbyControl?
🤔
Long name
I’m sure someone will find a way to break it 
I peeped your logs and I’m willing to bet it has to do with the way I added my terminal upgrades to the store. There’s no physical item when you buy them so that is set to null. The base game handles this fine but I’m guessing the store rotation mod did not have this exception in mind. I’ll see what I can do to fix this
Oki ^^
Btw
SuitsTerminal update soon so I can remove TerminalAPI? 🥺 👉 👈
Soon ™️
Basically need to fork over the work from this mod over to that one. Also someone found a huge performance boost and sent me a PR for that mod a while ago I’ll need to integrate
Ooh
Yes it would definitely conflict atm. Luckily lobby isn’t all that important of a command in this mod so yeah you can just disable it as Lunxara mentioned. I will probably add keyword configuration for this command at some point which would make it so you could add the command without the conflicting keyword
I’d meant to add it sooner, like updating this mod, but got busy with other stuff irl
I might try to adjust this in the future. The reason for (bioscanpatch) at the end is I think that’s the only keyword you can type at the moment to actually get it
Ah yeah you may wanna implement this, the way I worked around it for now was setting unused suits as disabled in more suits' config
But yeah DiFFoZ pointed out the suits still load into ram and cause slowdowns
Yeah it’s a pretty big deal for sure
I just wanted to ship with the camera fixes, obc compatibility, etc.
Yeah I would appreciate the performance hotfix before that stuff though I feel that is most important
^^
Fair fair, i guess I’m a bit of a perfectionist when it comes to updating 
This would also explain why some of my friends get lag when they stand between the ship doors but I don't
Lol
Suits go brrrr
XD
Anyway, yeah suitsTerminal is up next now that I’ve finally got this mod updated
c;
Especially since a lot of stuff in this mod is essentially getting ported over
Btw @tough adder I saw you were playing with the new version of this mod today, did you notice any other issues?
Not really no
Also would help if I could get the profile code for troubleshooting the store rotation issue
GI broke at one point but I've been starting to get annoyed with GI as of late, it's a good mod but I also feel it's extremely bloated
But that wasn't related to your mod
lmao
Lol fair fair
I haven’t really messed with GI myself
Last I remember I needed to work out compatibility with ghostcodes and that mod for the scary screen messages that the ghost codes could send lol
I just wish Shaoshil would have got it in a bit of a more stable state before taking a break from modding tbh
But I don't blame him for needing a break
01904c49-cac5-953e-29d3-7240be5691ff My current pack btw, you just need to readd StoreRotationConfig
Tbh, sometimes a break is just really needed. Especially if you’re getting stuck on a specific issue/feature
Yeeeee
Anyway, glad to hear my mod somewhat withstood the lunxara stress tests 
the ultimate test
🥲
Having it break today and cause chaos was funny
But
I don't want it to always do that
Lol
also i want to bump that
@simple sierra your names are verrrrrrrry long 🤭
@vernal shard I know 
I will improve on it #trust
Just name it something smaller lol like (Bioscanpatch) 2.0
That's all it needs
🙏
Have the description show up before confirming the purchase
XD
what's even funnier it broke my code for checking if the name is too long (somehow) lol
So long even TerminalFormatter went "Bruh"
LMAO
Yeah the hot fix will definitely be to just name it like bioscanpatch but I’d like to have a decent store name to keyword translation so it feels more like a regular store item
I’m also surprised because I didn’t think anyone used either bioscan or vitals 
Always thought they were unpopular features
Is it the discount that sends it over the edge maybe?
@simple sierra I managed to repro the issue and just kept spamming enter on confirm to spam the error XD
oh awesome thanks! I was gonna try to do this soon but have been trying to figure out how to work around the StoreRotation issue
Lol all good XD
https://clips.twitch.tv/CrowdedApatheticBananaRiPepperonis-mrZfmZeQHFO5KTrB Lmao @simple sierra this is what was happening behind the scenes of that log
Watch Lunxara's clip titled "Slowly driving Mrov mad in the sake of getting errors"
XD
@vernal shard thank you again for the reaction XD
when that happens I usually press Backspace twice and it fixes (It's counting the "c" on the "cItem")
Sorry yall been really busy with work since yesterday (and im covering an early morning shift right now 😭 )
I'm pretty sure I found the reason for the null ref getting thrown, just need to do some testing when i have time
you got this king 🔥

not seeing any issues with this mod in v55 but did find an issue I let slip on last release
darmuhsTerminalStuff new feature: going in debt 
also oddly enough, the home-brew mirror in this mod does not have the same issue I noted in suitsTerminal's latest version on v55. Will have to look into that
darmuhsTerminalStuff (3.1.0)
at the moment it is not configurable, what were you thinking?
knowing that my friends will not enter "Help", I'm trying to extract those new commands from LategameUpgrades
Hey darmuh while you're here
Also, just to be clear the '>> Type "lategame" to enter new system' was not added by my mod. I'm assuming that's LGU putting their stuff in there
Is there a way to setup the mod to have switching between players with left and right arrow keys while viewing the monitor?
yeah, I know, I did it manually via cfg
yes you can set that up via the shortcuts bindings
Idk how the binding stuff works like at all
:]
I have just the wiki for you
https://thunderstore.io/c/lethal-company/p/darmuh/darmuhsTerminalStuff/wiki/1741-terminal-shorcuts-fyi/
ahh gotcha, wasn't sure if it was configurable or not
would you want to be able to configure like multiple lines? That will likely make the page too long and start to scroll
I guess I need to know the name of the command for switching targets
Idk what the name is for that
uh let me see
ah thought i left it as the default
LeftArrow=previous;RightArrow=switch
set that as your config for [keyActionsConfig]
or if you want to set it up in game
it would be
bind leftarrow previous
bind rightarrow switch
and ofc you'll need to enable terminalShortcuts
btw @jade veldt this is the main reason I didn't make those configurable. I can add configuring the both of them as an option though
I'm changing the Ascii art and adding that there, no issues :]
I also wanted to make sure anyone loading into the game would know about the "more" command option
Apparently it says leftarrow previous is incorrect XD
its in the extra commands section
well there ya go, invalid commands dont get bound unless they are multiword
to be fair, I know your modpack has loads of features so you likely tend to disable stuff you dont think you need
I might have disabled it in the past yeah, because it conflicted with GI or something
I remember I disabled stuff that conflicted with other things
It's fixed now though
GI used to handle the cam switching
ahhh makes sense to me
But GI is broken atm with V55 and it may be a while before Shaoshil updates
the shortcuts also run a corotuine whenever you are using the terminal so I imagine when you were optimizing your modpack you avoided any features that did that
haha yeah I saw
the clock, walkie binds, and shortcuts all run a coroutine off the terminal thread
and then suitsTerminal also runs a coroutine for the advanced suits menu
Have you tried the new one? 👀
I'll have to test it later
I'm not in a huge rush tbh cus I've been finding myself liking the vanilla sounds as a change of pace after using LR for so long
btw, while trying to fix the conflict with store rotation config i found that it's probably broken in v55. Not 100% certain though
Probably
At least, one of their patches throws an error on startup
also planning on fixing going into debt for routing random in next update 
lol
I know you said you're gonna modify the ascii art but I think i'll still open making the lines configurable. It should be up to the person modifying the config if they want to make the home page ugly and start scrolling 
I added that and [leadingspacex4] to basically save the leading spaces in my default ascii art
bepinex has a tendency to remove any leading spaces from config items
so " " would turn into "" and ruin the art
oh, I see
[leadingspace] is equal to one singular space " ", where as [leadingspacex4] is 4 of them " "
I'll do some tests :]
😁
worked better than expected :]
oh nice! if you added the >>Type "emotes" I'd recommend trying \r\n at the front of the config option
it should add a new line
yeah, I was going to do that, thanks!
Noice c;
no more going in debt
might change the cost number to red or something idk
or maybe it'd make more sense for your credits to be red
i think i fixed the issue with terminal formatter. Not seeing the error pop up anymore and I think its pretty clear that sometimes you can just beat the screen to typing "c" where your text is not going to register as a command because it's not in the input line lol
@vernal shard ^
Noice
Spamming enter on c was pretty funny though, Mrov I think was dying internally at watching his mod break
XD
working on this now
It's a bug on Terminal formatter that occurs when typing too fast
gotcha, yeah I was specifically referring to a null reference error that was getting thrown from my mod when trying to press enter with that bug
at least, that shouldnt happen anymore
im also looking to see if I can add a feature where you can set up purchase pack commands in the config
the idea would be that you could set a keyword like "essentials" to buy a shovel, pro flashlight, and walkie (or whatever else you configure it for)
that seems cool!
not 100% sure i'll be able to accomplish this but looking into it at the least
the store scares me 
v55?
oddly enough, I only saw that issue in suitsTerminal (if using the home-brew camera and not openbodycams)
v50
I'd guess that it depends on what mods you have in the profile being loaded

Well, I have a Modpack for v50 with 160 mods :,]
do you use openbodycams in the profile?
I'll change it to v55 when possible
yes
no worries, im assuming it's not a v55 vs v50 issue then
oh, that might be an already noted issue then
I think I only fixed it in suitsTerminal
thanks for the reminder
kk
the config item lets you make as many as you want with whatever items you want 
im not sure if i'll be able to fix the price showing as 0 in the store, since they are technically dynamic prices based on what is currently on-sale
I also dont really like that they show up as upgrades... 
Thank you 😁
Got it a bit more polished now, learning to live with them showing up in upgrades/furniture lists (I did some testing with the buyableitems list and it was not pretty)
I also am able to dynamically update the prices based on item sale price
and show it in the terminal store
hopefully one day @vernal shard will add the ability to identify your own section in the store with terminalformatter 😁
trying to avoid touching the store too heavily since lots of other mods like to do that at the moment 
I'll try playing with it the next week 😅

OH WAIT
Are you implementing custom "buying lists" (so to speak)?
the same as the "survival kit" in vanilla 😳
yes 
btw, the terminal throws a warning saying the dropship can only hold 12 items but I've been able to get about 24 items from a dropship
not 100% sure if that's vanilla behaviour of course
and by throws a warning i mean a node displays saying "hey dont do that" not an actual like game error
mine will also be completely configurable, from what items you want it to purchase to the name of the pack itself
should work with modded items too so long as they have a matching itemName property to what is in your config
took a handful of dictionaries 
and lots of logging 
this is just for updating the price target on the store (when the store node is loaded)
hmmm
i have a base for the system that could massively streamline the process
I'll definitely keep you in the loop when I start working on it
sounds good, obviously im not going to keep the logs in final product
was more just for my own sanity to see the pieces moving lol
this is when you select a pack, it used to have a lot more logs and I can still cut down 
also, to be fair, this is logging with the extensiveLogging config option enabled 🙂
yep, tested working with some of LethalThings' items
working on fixing this then I think I'll be ready to push my dev branch to thunderstore
c;
still not working how i'd like so prob wont have it ready till some time tomorrow maybe
any idea why the price/owned formatting in terminal formatter gets messed up if I use both these mods? any way to fix this?
#1180739684654121091 message
thankee kindly
yepp, have a fix on the way for this one once I have a stable release for thunderstore
I believe leading space & x4 are the only ones you can use so you’d need one 4 & three 1s
holy
interesting that [currentDay] didnt get converted to it's proper day here 
this is correct
i have fucked up a lot today 😥
also in this case, if you use another mod to use a custom font the art may work. I think it was @jaunty tinsel who showed me that
i feel that, part of what's holding this update up is I found some issues with my terminal command creation system that I wanted to fix
nothing game-breaking but it was bothering me lol
I was "rapidly iterating" today, breaking so much stuff it's genuinely impressing
didn't know that, but i'm happy with the one i made = )
correct me if i'm wrong, but the "always on" feature, when someone type cams, mirror or map
only the client can see it, right?
it doesn't impact the host?
yeah it wont impact the host unless you have networkedNodes on
if you have networked nodes on that will sync as well
great, cuz i was worried to enable those features and my pc explode with my friends using them
lol well the networkedNodes have been very optimized (especially with the dynamic setting) so if you do want to see when your friends are looking at cams or playing videos it should be fine
this shows what it looks like with two clients on the same network #mod-showcase message
the problem is: for some unknown reason those features use volumetric material, and my hardware doesn't support them, so i keep getting spammed at the logs and lagging my game
idk why it happens, but it also happens with TooManyEmotes, HelmetCamera and OpenBodyCams
oh really, I wasn't aware of that issue
OpenBodyCams is a mysterious also, the logs only spam when i'm looking at the screen
when i'm not looking it doesn't load i guess
if the ascii art uses braille characters this should work :p https://thunderstore.io/c/lethal-company/p/Naku/BrailleFont/
good to know, gonna pin this to the thread

it would be cool if this mod also added the lock camera at terminal feature from General Improvements 
I'll add it to my list of requested features. I think that and the disabling terminal light have been requested.
glad you enjoy it! 
[Debug :TerminalFormatter] Resolved Item: Pro-flashlight(Item)
[Debug :TerminalFormatter] Using node Buy
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TerminalStuff.StartofHandling.FirstCheck (TerminalNode& initialResult) (at <4eb3dc4ea8204934868b67dd5e1f5959>:IL_00001)
TerminalStuff.AllMyTerminalPatches+Terminal_ParsePlayerSentence_Patch.Postfix (Terminal __instance, TerminalNode& __result) (at <4eb3dc4ea8204934868b67dd5e1f5959>:IL_00021)
Terminal.ParsePlayerSentence () (at <9d798d8fc0874b219b10749c18a40b84>:IL_0059d)
Terminal.OnSubmit () (at <9d798d8fc0874b219b10749c18a40b84>:IL_00060)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_00010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_00049)
TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0000e)
TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0001b)
TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000b0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0007c)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_00000)
Cannot fast type "c" to confirm lol
yepp, aware about this one. Have a fix for it in my dev branch just working on something else before I can post to thunderstore lol
