#darmuhsTerminalStuff (3.7.7) - Terminal Mod
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i prob should have pushed a hotfix before working on a new feature lol
updated mod to 3.2.0 (built for v50)
changelog:
[3.2.0] CURRENT VERSION
Added
- Added new feature called Purchase Packs (enabled via the [terminalPurchasePacks] configuration item)
- With this you can add customized purchase packs to the store.
- Purchase packs and their keywords are set in the [purchasePackCommands] configuration item.
- Syntax for this configuration item is "command:item1,item2,etc.;next command:item1,item2"
- The ":" separates the command from the items being purchased.
- Each item is separated by a "," just type what you would type in the terminal to buy it (ie. shov for shovel)
- Ship Upgrades can also be added to purchase packs, like my example "PortalPack"
- These are matched differently from standard items and will match to an upgrade that starts the same
- so in my example "inverse" matches with "inverse teleporter" and "teleporter" matches with "teleporter"
- Then each purchase pack is separated by a ";"
- Failure to adhere to this syntax can result in errors
- If you list more than 12 items in one purchase pack, the terminal will tell you the dropship can only hold 12 items.
- From my own testing, I've been able to get 24 items from a dropship, however I do suggest keeping this warning in mind.
- Added new configuration option [developerLogging] for my more spammy log messages.
- This is a retroactive change following the development of the purchase packs feature having a LOT of logs.
- If you find any log messages that show in extensiveLogging that should probably be in developerLogging please let me know ๐
- Added configurable keywords for the [terminalLobby] command to avoid conflicts with the LobbyControl mod by mattymatty
- This will be set via the [lobbyKeywords] configuration option
- Added the ability to configure the resolution for both potential cameras created with OpenBodyCams via this mod
- see [obcResolutionMirror] and [obcResolutionBodyCam]
- Added soft dependency for TerminalFormatter to detect if this mod is present and avoid double adding stuff to the store
Fixed/Changed
- Added some more null reference handling, especially when handling configuration items that can have incorrect format
- Added "SpawnPlayerAnimation" patch for AlwaysOnDynamic coroutine rather than attempting to run it every time the ship is landed.
- This may resolve some issues of the monitor not being on for someone who died on the last moon.
- Fixed error being thrown when buying something quickly and this mod is paired with TerminalFormatter
- Fixed Route Random being able to send you into debt with negative credits
- Now if you dont have enough credits you will be told lol
- Changed store names for VitalsPatch and BioscanPatch as they were much too long.
- I may make this configurable in the future but for now they are the above names in the store.
- Fixed some issues with the cameras created via OpenBodyCams for this mod.
- This was practically a complete rework of how OpenBodyCams is utilized in this mod.
- Added a function to remove persisting cameras between lobbys.
- Fixed some issues with the home-brew cameras created with this mod.
- Adjusted refund command to be more accurate, including trying to get current sales price for each item.
- Fixed issue with StoreRotation that caused anything I added to the store to break the store with this mod enabled.
- Fixed visual bug with Vitals Upgrade displaying wrong credits after performing the upgrade (the correct credits amount was being deducted still)
- Updated configuration items for more consistency/clarity
- extensiveLogging has been moved to "__Debug" section
- Moved alwayson config options [alwaysOnAtStart], [alwaysOnDynamic], and [alwaysOnWhileDead] to new section "Always On"
- updated [canOpenDoorInSpace] description to explain that this setting does not change actual game logic for the door in space
- Clamped [routeRandomCost] so that you can't set it to a negative value and give yourself credits...
- Added the rest of the home page as configuration options to allow full configuration of the home page.
- The new configuration option is [homeHelpLines]
- Changed some core functions in how this mod adds command to the terminal.
- This mod will now delete any pre-existing keywords/nodes if you have closed and opened another lobby.
- This will now make it possible to enable/disable commands between sessions without having to close the game to remove a command's functionality.
- This will also fix an issue I noticed where multiple keywords/nodes for the same command were being created due to hosting a new lobby.
- For multiple keywords, I am now reusing the same node rather than making a node for each keyword.
- While I don't expect a performance difference from this optimization, it was bothering me once I noticed the issue which delayed this update a bit.
- This mod will now delete any pre-existing keywords/nodes if you have closed and opened another lobby.
darmuhsTerminalStuff (3.2.0)
gonna work on updating https://thunderstore.io/c/lethal-company/p/darmuh/darmuhsTerminalStuff/wiki/1277-planned-work-community-suggestions/ with some of the suggestions that have been mentioned to me. I haven't updated the page since March 
some things I plan on adding that come to mind:
LobbyCompatibility support depending on mod config
Lock terminal camera feature
disable terminal light feature
The ability to use vanilla "view monitor" (this will probably need to completely disable any commands that add textures to the terminal)
Quick question: if a mod (example being GI) allows you to fit way more items inside the drop ship, would the terminal still complain? Or would it be chill with it.
I haven't tested interactions with GI but i'm pretty certain if they are modifying the game so that you can buy more than 12 of something without having the terminal complain it should interact the same way with my purchase packs.
My best answer for you is to try it out and let me know how it goes 
another smol update i see
LMAO
I gotta get in the habit of pushing actual smol updates 
naah you're good haha
Coulda shipped a 3.2.1 last week with the small fixes for terminalformatter
unfortunately I got hooked on trying to make purchasepacks a thing 
FYI - While I built 3.2.0 against v50 (since v55 is still actively being developed) I have done some limited testing in v55 just now and only issue I've noted is that the cruiser cannot be added to purchase packs. This is to be expected since the cruiser adds a new category of store items. When v55 is out and stable I'll see about adding the ability for the cruiser to be added to purchase packs.
I'm not sure how big of a deal breaker that is though, not sure what you'd group up with the cruiser as an autobuy. Maybe if/when items are added that make improve the cruiser experience?
Also, another not so obvious limitation of the purchase packs is that they can not be bought in multiple quantities. So if you have a pack that contains "flashlight, shovel,walkie" named "essentials" you cannot buy two of each item using essentials 2. You would have to have a separate pack called essentials 2 where each item is listed twice. I'd like to add this as an option in the future but this might not be possible in it's current implementation. Something to maybe look into, if there's interest
that's interesting
is that happening because you're not registering it as an item? ๐ค
that is correct, it is being registered in the same way as vitalspatch/bioscanpatch
I did some small testing when first developing the feature trying to register a faux item with the buyables list but this causes a lot of issues with other mods that touch the buyables list so I decided against it.
Especially since my "item" would be a null object (since the actual items being purchased are not actually tied to it at all, the pack is just a set of instructions on what to buy)
a solution breaking everything in the game? this sounds like something i should play with ๐คญ

i am still planning on separating my (item/unlockable/route)-node relations as a separate mod (because that helps SO MUCH)
and i wanted to make an a'la shopping cart-system in the terminal for so long
yeah another thing I noticed is that zeekers does not relate the buy keyword for the teleporters to the node result (like everything else) so getting those was a PAIN
LMAOOOOOOO I WASTED SO MUCH TIME ON THAT SHIT
I think even just having a store page separated by type (and if mods added it) would be nice
SAME
so, I found out zeeker's terminal nodes are actually disabled by default
oh no ๐
so to get them you need to use Resources.FindObjectsOfTypeAll instead of the usual way of finding active objects
i am just looking at my code
holy fuck this is exactly what i had to do
so this is how I get the teleporter nodes
๐
to be honest
my code looks like a dropped plate of spaghetti
it's so bad i just give up and go to a different project ๐
lmao nah your code is pretty organized
Mmm spaghetti
hard to be perfectly organized without having stuff all planned out beforehand
instead of iterating on top over and over again
it's really not ๐
doing this now i would at least split it into 2 different files
fair fair
I think i'm done reworking this mod, outside of where I find it necessary
like with the terminal command creation/removal I did with latest update from 3.1.0
as i said - i will TRY to make a nice wrapper on top
but i'm working full-time now
and (however it sounds) i've got more important things to keep my mind on
๐ฅฒ
yepp I feel that, I was much less busy with real life work back in December ๐

funny moment
me and my friend used the terminal at the same time and he got soft locked, then i teleported him and this happened
I don't think there's anything in my mod that should do that LOL
yeah, i imagined that, but there's other thing that it does
my friend can't acess the [Fun] commands, he types fcolor <color> and this happens
I saw someone report an issue with the Terminal softlocking people on the current beta build
It's a vanilla issue
and this when he types fcolor list
hmmm
, can he doublecheck the command is enabled in his mod config?
he imported my code, but anyways, here it is
very weird, are you on 3.2.0?
yeah
and would you happen to have the debug logging stuff enabled?
if not, no worries. Paste your code for me here and i'll try to get someone to test with when I have time
also some more questions for you @steep cosmos, is it just you and your one friend or are there more people in the lobby? Do the other people in the lobby have the same issue as your friend?
my other friend joined rn, he's having the same problem
i i'll ask if my other friend can give the logs later
Thanks I appreciate the report! If the issues are consistent I'd suggest switching back to 3.1.0 for the time being
and again, would help if I had the profile code too
nope sry, i also disabled Unity log because it kept lagging the game ๐
unlucky ๐
update:
Extras open the store
very odd indeed, i'd recommend reverting to 3.1.0 for now. I'll take a look at the profile code and do some testing myself when I can
i'm guessing my system for adding/removing keywords (added in 3.2.0) between saves is causing some issues for clients
okay
yeah I was right. It appears there was an issue where clients were deleting their keywords on join without recreating them. I've got a hotfix for this on the way. Sorry about the oversight ๐
version 3.2.1 uploaded to thunderstore now
lookin like a countdown 
darmuhsTerminalStuff (3.2.1)
changelog:
[3.2.1] CURRENT VERSION
Fixed
- Clients were having their commands deleted when joining. This made the mod basically un-usable for any clients.
- Fixed this by moving the command deletion method so that commands are only deleted when you leave a game, not when you are first loading in.
- Thank you to @steep cosmos for the report on the discord thread for this mod.
No problem 

3.2.2 posted to thunderstore just now
changelog -
[3.2.2]
Added
- Added support for LobbyCompatibility mod.
- Will set flags on load-in based on whether network is enabled or disabled.
- These flags do not refresh if the networking config item is changed after loading.
- Will set flags on load-in based on whether network is enabled or disabled.
- New Section "Quality of Life"
- This section will have simple client-side changes to the terminal.
- Currently the two new configuration items for this section are [LockCameraInTerminal] and [DisableTerminalLight]
- New Section "Terminal Customization"
- This section will have client-side customization of the Terminal.
- [TerminalCustomization] will enable or disable this entire section of customizations.
- [TerminalColor] changes the color of the actual physical Terminal Object.
- [TerminalTextColor] changes the color of the main text in the terminal.
- [TerminalMoneyColor] changes the color of the current credits text in the top left of the terminal
- [TerminalCaretColor] changes the color of the text caret in the terminal
- Currently, the defaults are set as examples of some fun colors to change things to.
- Host and client can have different customization settings depending on config settings.
Fixed/Changed
- Updated project to utilize plugin version number wherever possible, including compiling the assembly with the version number.
- Now when I update the version number in one spot, it'll update it everywhere (except the changelog, keeping that manual)
v here's the new client-sided terminal customization feature v
darmuhsTerminalStuff (3.2.2)

they were a lot easier to implement than I expected
hardest part was actually just figuring out the version stuff for LobbyCompatibility
glad with the QoL improvements 

the speedrun continues
[3.2.3]
Added
- Added new Quality of Life features
- [TerminalHistory], will store up to [TerminalHistoryMaxCount] commands that can be accessed with the up/down arrows.
- Requires [terminalShortcuts] to function.
- [TerminalHistoryMaxCount] is the max amount of historical commands remembered by the terminal.
- [TerminalAutoComplete], will allow you to auto-complete to a matching keyword in the terminal by pressing [TerminalAutoCompleteKey]
- Requires [terminalShortcuts] to function.
- If more than one command matches the input, you can press tab to cycle through all matching commands
- If [TerminalAutoCompleteKey] is set to Tab, will disable the Tab key quitting the terminal and update the HUD hint.
- [TerminalAutoCompleteMaxCount] is the max amount of matching commands that autocomplete will cycle through
- if more commands match than this number, auto-complete will not change your input to any other command.
- [TerminalHistory], will store up to [TerminalHistoryMaxCount] commands that can be accessed with the up/down arrows.
Fixed/Changed
- Moved some config options around.
- Updated key detection press delays to be more in-line with the new suitsTerminal defaults
Wait @simple sierra I can change the color of the entire Terminal as of the previous update? @-@
No more forced beige lmao
you should be able to. Not sure if any other mods will break that fun little thing
it also only changes the color slightly, there's still the actual game texture ofc
Yeah
@tough adder yeah I tried one of the old profiles I got from you and the terminal color doesnt get updated. Unlucky ๐
You could try this one lol it's my current one
The old one might have had GI conflicting or something
idk
maybe, it could be any mod really. My method of getting the texture is certainly not fool-proof
It might work with the current one, as a test the More text has color and I don't even have the setting set to true lol
the more text is actually a new configurable which is why you're seeing it colored lol. You can change the color of any text in the same way
darmuhsTerminalStuff (3.2.3)
maybe i'll find a better way of doing it in the future that doesnt require me to use GameObject.Find
working with one of my other older profiles I used the last time I played with friends (115 mods), doesn't dark terminal just look lovely?
hahaha
Also idk what the color code would be for the default green text, as I kinda wanna preserve that but change the color of the money lol
Especially since the scroll indicator stays default green XD
Yeah i was hoping to find a way to update the scroll bar color at some point
this is the profile code I used in this screenshot btw 0190815c-6bb0-63b0-d22a-6a145eb52cf1
according to https://imagecolorpicker.com/, the default terminal text color is #27dd28
lets see how accurate that is lol
looks good to me
for "More"?
yeah that's the caretcolor
yep i think they're actually different colors
but similar color pallete
caret - #9900ff
more - #b300b3
i think the caret is like a brighter purple/pink
I ended up copying the blue color for the text from my GI config instead, this looks pretty clean honestly
oooooooooo
I like it
and again, if you wanna change any specific text on the home page you just do <color=<hexcodehere>>text changing colors</color>
I'm surprised you don't have a dedicated section for those entries ๐
I should honestly lmao
You can probably add those to the Customization section
ASCII Art color especially should be there
Yeah youโre right that would make more sense
Mhm
At the moment theyโre in the โhome pageโ section or something like that
Lmao, Iโll hold off for the time being
๐
But likely yeah 3.2.4 can be some config cleanup
Reminds me I need to update the wiki now that Iโve knocked out a couple more long standing requests
one thing to note is those commands do require networking, so if that config item is disabled they will disable themselves
but that should disable the config item for them too
yeah networking is required because I sync the light color changes between players
I may, one day, make it so they can be client-sided OR synced. Rather than forcing them to be synced
yeah i cant see when my crew mate is typing or looking at something, it just shows what i had on last and i turned on networking idkk what to do
do you have the networkedNodes config item enabled as well?
it's in the "Networked Things" section
no worries! im taking a look at it now
this is what it looks like btw
yeah I dont see anything wrong with the config. Could you double check your friends also have ModNetworking and networkedNodes enabled?
if someone disabled one of those by accident then their game wouldnt know to send you the updated terminal screen stuff
if everyone has the same config then i'd like your profile code to see if maybe there's a new incompatibility with one of the other mods
oh okay ill tell him
theres a networking check that runs when you first start the game that disables anything that requires networking if ModNetworking is disabled so that you can still join vanilla lobbies if you'd like to. See my earlier messages regarding the fcolor/scolor features #1180739684654121091 message
i thought when they downloand the profile they get the same config too
theoretically they should, but i've heard there's some issues when updating an existing profile
like if the existing profile has old configs they wont update properly
my advice for my friends when I play is to always import to a new profile and just delete the old ones
looks like zeekers might be trying to fix this in the latest update to beta branch by force quitting people and syncing it. This has broken the quit function in any of my mods that use the quit terminal function as it added a new parameter
i dont think suitsTerminal uses it, so just ghostcodes and this mod (terminalstuff)
im a bit hesitant to throw any specific fixes together since v55 is still a beta branch, but I guess just putting this here as an fyi that im aware (and a reminder for myself lol)
working on it now
posted 3.2.4 to thunderstore, adds compatibility with latest update (v55)
darmuhsTerminalStuff (3.2.4)
[3.2.4]
Fixed/Changed
- Recompiled for compatibility with v55.
- Moved more configuration options around. Sections have been condensed.
- Updated config option name [enemyScanCost] to [bioScanScanCost] for clarity as to what this is
@simple sierra enabled route random and set the price to 0 for Today's stream btw, so hope to see you pop in later XD
I haven't slept yet but if I'm awake I'll come say hi haha
glad to see you're gonna try it tho!
I'm not streaming for over another 8 hours
Lol

(it's TwoRadarMaps that is making the terminal color not change, at least in the most recent code from Lunxara when sending this)
๐
whats the most recent profile code?
01909074-11cd-d739-71fe-b554140eab71
also is it plausible for a config option of having the terminal light that shows up when u have the terminal open to appear when not on it
so like, you want the light to only show up when you are using it but not when others are? or vice versa?
anyone know how to rename your posted ideas?
have the light just always on
ohhhhh always on, yeah I could probably figure that out
it would likely just be the inverse of my current patch for always having it off
CozyImprovements has the option but kinda old
i see
so not sure if it's optimized
I dont think there should be any issues with cozyimprovements' implementation from the recent updates
but I can definitely add the option to this mod
I mean if you want to go beyond what Cozy does can try just, add the option to change it's color but shrug
definitely an idea ๐
I'm sure you would be happy with the light turning off when you're not on the ship (like alwaysondynamic does for the screen?)
yeah
nevermind i found it
@cunning moss any idea why TwoRadarMaps might be causing my code to have a hard time finding the meshrenderer for the terminal gameobject when tworadarmaps is present? You think it might be grabbing the wrong mesh renderer?
hmm, how are you finding it?
this is my current implementation https://github.com/darmuh/TerminalStuff/blob/260ea1cb75ef746be686fc1fbd0966662b085f0c/DarmuhsTerminalCommands/PluginCore/TerminalEvents.cs#L494
Mod for Lethal Company that adds my terminal commands - darmuh/TerminalStuff
very basic trying to find the meshrenderer game object then changing the material color
is the MeshRenderer null, or does it result in an error?
i havent seen my null log message display, but let me double check
I have a feeling it might be grabbing the meshrenderer of the radar you add to the terminal to separate from the screen (i believe thats how you do it with two radar maps if I remember right)
it shouldn't be adding any MeshRenderers as far as I recall
I definitely don't intend it to
I'll take a quick look at the code
I appreciate it 
also if you have an idea for a better method of grabbing the material* I'm modifying feel free to lmk
only thing I might suggest is doing Terminal.transform.parent.GetComponent<Renderer>(), but it doesn't really matter which you do since they both depend somewhat on the hierarchy not changing
wouldn't solve the issue at hand though
yeah unfortunately not
(I always forget that Lunxara has the console turned off, makes me think the game is broken)
lmao yea I always have to double check the bepinex console window is enabled
I'm seeing cyan text in the terminal, what should I expect to see if it's working?
or is this for the 3D model?
yeah it's for the actual model
I guess I may be confused about what this is for because I remember seeing people talking about text color
ah
@cunning moss here's an example from when I pushed the changes
Lunxara has it set to #666633 in the config
default moment
yeah I was thinking that is prob the default I put lol
it appears that your function works if I call it from UnityExplorer at least
are you sure it's running?
it should be
I guess if the text color is set, it must be, right?
any idea why it wouldnt run just when tworadarmaps is present?
yeah that is true lol
it is called after this logging statement btw if you wanna parse for that
you just need to have extensiveLogging enabled to see it in console
๐
and he never survived the unity incident
I've fallen prey to the single-user material property once again
what's this
did I do that?
anyways, probably not relevant

tl;dr: you're using material instead of sharedMaterial, so you're cloning the material and then TwoRadarMaps is setting it back to the original shared material afterwards
Renderer.material guarantees a single user of the material, so if it's in use anywhere else, it will be cloned and that clone will be assigned to that renderer only
the sequence of events was:
- TwoRadarMaps takes the terminal MeshRenderer and assigns it to the terminal map renderer for visibility checks, with the shared material assigned to the
onScreenMatandoffScreenMatfields so that it doesn't change the material ever - TerminalStuff takes the MeshRenderer and clones the material and sets the color on that clone
- TwoRadarMaps sees that the terminal screen has become visible (this modpack has the terminal always visible with your mod), and calls
SwitchScreenOn(true), which assigns the original material back tosharedMaterials, so the color change is no longer visible
This is partly an issue on my side, because I don't really need to make it call SwitchScreenOn() to disable the camera, but really I would generally recommend that you never touch the non-shared material properties without a really good reason
they are just asking for unexpected behavior, especially for a mod
Yeah I get it, I figured my implementation could use some work even when I released it
So with the mystery somewhat solved, is it really something as simple as getting the sharedMaterial property* instead of .material?
not sure what you mean by quality, but yeah, it's just s/material/sharedMaterial
@vernal shard unrelated to current discussion, this looks like an issue between terminalformatter and terminalstuff ๐
just in case anything like this happens again somehow, though, I'll put out a patch to make TwoRadarMaps stop touching the mesh
yeah I meant property sorry lol, currently multitasking
no worries, I kinda figured you mistyped it but I wasn't sure
funnily enough, it's the second time that property's behavior has caused people to report issues with my mod lol
thanks a lot Unity for your stupid defaults

thanks for figuring out which mod it was lol
I was kinda lucky lool
i only disabled like 5 mods when messing around in my own pack
huh, interesting
which node throws that error?
that was just me trying to re-enter the terminal with the profile code above
I had entered it once, if I remember correctly
if I had to guess, probably specialNodes.ToArray()[1] if zaggy is just reopening the terminal. Not 100% sure though
I'd bet an easy fix is to just add this at the top of your method here https://github.com/AndreyMrovol/LethalTerminalFormatter/blob/4f9f6c13d285fc2bab04f0735f6a1d5ab72abaa7/TerminalFormatter/Patches/Terminal.cs#L97
if(node == null) return true;
so uh, interesting side-effect from using the sharedmaterial...

will do, thanks ๐
thank you ๐
oh I see
well, I guess I can change things on my side for your sake if that's not desired behavior
uhh, yeah i'd prefer to only change the terminal's color
lmao
no worries
is there any reason you think I should still avoid using .material?
like potential performance issues or anything
well.. not really
it's totally fine for this use case when you actually need that behavior
for sure, I really do appreciate your help
it's just not totally consistent, since you can:
- Assign materials in the editor to be shared between renderers like the above screenshot
- Access renderer A's
materialin a script, causing it to become single-user - Set renderer B's
sharedMaterialto renderer A'ssharedMaterial(or perhaps even itsmaterial, I don't think it mattered) - Access renderer A's
materialagain and modify it - Renderer B's material will recieve the changes that were made in step 4
so basically, Unity sucks
so i hear 
I guess I could create my own material from the sharedmaterial and modify that?
since it's already kind of doing that
you certainly can, but in this case I don't know if there's a reason to
I see
the above thing is just something to be aware of if you ever see issues with it
Unity should guarantee that you're not making an unnecessary clone if you access material, so it is preferable to use that, but if anyone reuses the material after it's marked as single-user, all bets are off
but you can't prevent that by cloning the shared material either

So I guess I should just ask users to accept that this feature will be finnicky lol
I wouldn't say there's any need to make a point to say that, but if anyone complains about some mesh looking weird, you know where to look lol
hahaha fair enough
TwoRadarMaps 1.4.1 is going up and should fix this for you
thank you ๐
can confirm the issue is now fixed 
also, got some more customization working
vibes
3.2.5 has been posted to the thunderstore
darmuhsTerminalStuff (3.2.5)
[3.2.5] CURRENT VERISON
Added
- New Quality of Life feature which will keep the terminalLight on whenever the screen is on.
- This has been added as an option for the [TerminalLightBehaviour] configuration option.
- set [TerminalLightBehaviour] to alwayson to try this new feature!
- Added customization items for the following:
- [TerminalScrollbarColor] change the color of the scrollbar
- [TerminalScrollBGColor] change the color of the background portion of the scrollbar
- [TerminalClockColor] change the color of the clock text item that is added via [terminalClock]
- [TerminalLightColor] change the color of the Terminal Light
Fixed/Changed
- Moved [terminalClock] to Quality of Life section and updated description.
- Fixed recently introduced issue where alwaysondynamic was not actually disabling the terminal screen when leaving the ship if you had [alwaysOnWhileDead] disabled
thoughts?
That's already better than how Cozy Improvements handles it
With Cozy Improvements it would stay on even while not inside the ship
Yay for optimization
c;

I removed Cozy Improvements due to it being fairly unoptimized in general tbh
the light changing logic is tied directly to the way I keep the terminal screen always on. So if you have alwaysondynamic disabled it will not turn off when you leave the ship (same as the screen) ๐
Oh its peak
forgot to change the descriptions of these 2 when copy pasting
perfect....... will probably keep it more green tho for consistency sake
I'd love to do a custom ASCII but I'm too dumb for that
I just looked up a cat ascii and just trial and error'd to figure out spacing and stuff lmao
Dunno how you restored the default Terminal Color though
left the spot empty
Also why do you have the post processing off?
XD
It looks so scuffed
I only notice it cus of the suits
They lose their detail
Whoops ๐
And that disabled the post processing for everything else? โ ๏ธ
not that i've noticed
suits look fine might just be the lights being off or something
heat
Thatโs some nice ascii work there
didn't make it myself ๐คท
looking up "cat ascii art" did wonders
just took like an hour getting the proper spacing
If you sift thru the pinned messages here thereโs also a way to get braille ascii art to work by using a custom font mod
time to pull out the steam profile comments
โฃฟโฃฟโฃฟโ โ โ โ ปโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโกโขโฃฉโฃโขป
โฃฟโฃฟโฃฟโ โฃฟโฃถโฃโฃโ นโ ฟโ ฟโ ฟโ ฟโ โ โฃโขโฃฐโ ฃโฃฟโฃฟโ โฃฟ
โฃฟโฃฟโฃฟโกโฃฟโฃฟโฃฟโฃงโขปโฃฟโฃถโฃทโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโ ฟโ ถโกโ โฃฟ
โฃฟโฃฟโฃฟโฃทโ โฃฟโฃฟโฃฟโขโฃฟโฃฟโฃโฃโฃโฃปโฃฟโฃฟโฃทโฃคโฃคโฃฟโกโขฟ
โฃฟโฃฟโฃฟโฃฟโฃโขฉโฃโฃซโฃพโฃฟโฃฟโฃฟโฃฟโกโ ฟโ ฟโ ฆโ โ ธโ ฟโฃปโฃฟโกโขป
โฃฟโฃฟโฃฟโฃฟโฃฟโกโขปโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃถโฃถโฃพโฃฟโฃฟโฃฟโฃฟโ โฃผ
โฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโกโขฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโกโฃฐ
โฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโ โฃผโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโขโฃฟ
โฃฟโฃฟโฃฟโฃฟโฃฟโ โขฐโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโขธโฃฟ
โฃฟโฃฟโฃฟโฃฟโ โฃฐโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโ โฃฟ
โฃฟโฃฟโฃฟโ โฃดโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโกโฃฟ
โฃฟโฃฟโ โฃผโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโฃฟโกโขธ

Finally happy with it
Need a way to change that color behind the money though lol
Hmm, Iโll see if I can figure that out
Dark terminal is def the best looking one Iโve seen lol
If you think of anything else you wanna change lmk Iโll see if itโs possible
The scroll bar and terminal light requests were fun to figure out
I guess I could try to see if the actual screen background is something I can change, tho I donโt know why youโd want anything other than the default lol
uhh
maybe so the background isn't jet black when the lights are off so it feels more naturally like it's a monitor that's on I guess?
Hmm, I wonโt make any promises for that but Iโll look into how it looks when I mess with it
oh yeah no nw what we have now is great

If changing it isnโt super ugly, I can maybe come up with a configurable that lets you change the screen color based on whether the ship lights are on or not
gone till end of 7/18, here's a sneak peak of what I have WIP for the next update
https://github.com/darmuh/TerminalStuff/compare/3.2.0...3.3.0
https://github.com/darmuh/OpenLib
so many invokes
So im having an issue where, basically typing in view monitor and leaving the screen on and exiting, when you get back on the terminal with the "Monitor" screen on, it breaks and looks you out after
Seems like it's most if not all the monitors
Thatโs really odd, first report Iโve had of this. Could you send me a profile code and some logs?
Also if you have them, steps to reproduce the issue?
0190c902-cd7b-74fb-75bf-c51f82a23eea
@simple sierra For easy access I have the delete key as the minicams
So just click that
Get off the monitor
N on it again
is it minicams that is having the issue or the normal "view monitor"?
or is it all cams views
Most likely all
But the ones I tried were both of these
I see, I'll have to take a look when I find the time
If I had to guess, since this is the first time I'm hearing of this issue it's probably some new mod conflict we are discovering together 
Alr ty<3
@simple sierra Update, i tried the mod on it's own and it does that

Ill take a clip of it
that would help, ty
It locks it for everyone
Like I think it thinks that there's someone still on the terminal when there isn't
Ok so
I reset the config it fixed my issue
yeah that looks like something was breaking the terminal
Idk if there's something in the configs that was fucking it up
do you still have the old config?
Yes
Alright
my guess is some config items didnt like eachother and broke the terminal
nvm, wrong profile lol
i just got back from vacation sorry 
No no, you're good
I disabled the cams to have the minicams
They were all enabled before it broke N I was testing
ohhh okay
I was gonna check if maybe I made it a requirement for any cams to work to have the cams command enabled
that saves me time looking for that
hmmm
i wonder if it's because you had video disabled, but then had the video sync config option set to true?
i'll prob have to play with your config a bit to see how what combination breaks vs unbreaks it lol
narrow down the specific config item
Wait you're right I think
It is the cams one
๐ฎ
yeah probably an oopsy
I checked the videoSync bool and it looks like it stays in it's own lane
lemme check terminalCams
Triple checked
Disabling the terminal cams does break the whole thing

i'll have to dig into this
not seeing any super obvious oopsies
also have to see if this issue occurs in my dev build lol
thanks for the report @hard hinge ๐
No problem man, I was worried I was wasting your time N bothering you after you had just finished your break and stuff
no worries! you could have even reported while I was gone
I have still been browsing the forums on occasion even while i've been gone
just couldn't look into anything specifically since I was away from my pc getting some sun 
so I can't seem to fix it in your profile by just enabling cams. So think it might be another config option
I works when I enabled it

I turned all the terminal monitor related stuff on
I even enabled the dev logging config options and not seeing any errors get thrown
so weird
I can send you my config N you can compare both
sure that might help
gonna see if the issue is still there in my current dev build
yeah only way I fixed the issue was by regening the config, still have no idea what setting specifically was causing issues 
super weird to not see an error pop up at all
btw it looks like you have another mod doing it, so you can set LockCameraInTerminal to false
welcome back muhdar
tyty 
holy fuck i finally got it to show an error. Have something to look for now. Thanks again for the report i'm sorry the mod broke so hard ๐ฌ
No no it's ok, I'm happy to be helpful
very very helpful 
I'm very happy to hear<3
so uh, think this might be a big oopsy on my part
yep, triple checked I fixed the issue with this profile code even. My big oopsy is an oversight in how I get the "current" view mode. Wrote the method with the thought in mind all modes would be enabled so it was returning null when some config options were disabled
sorry about the inconvenience. Good news is I'm just about done putting together this update so hopefully I should have it out soon
That's great to hear!
in the meantime I'd recommend having at least 5 different cams views enabled for the minicams default (it's number for syncing purposes is #4, and the old patch was comparing the given number to the amount of cams views that are available)
^big whoopsy
im just glad it wasnt anything else super complicated lol
borked some stuff in my library so may take some more time before I can post a stable update sorry ๐
It's ok man
Pat Pat

Oh yeah quick question, What are my color options for the "</color><color=???>" thingy for the terminal text?
any hexcode color
The best color codes organized in named lists with in HEX and RGB values for all of your HTML, CSS, website, and other developer needs!
So I just put the hexcode in N it'll work? I always just used the name of the colors
yeah you can just use the hexcode in place of the normal name of colors
i think default config has an example lemme look
yeah from homeHelpLines - Type <color=#b300b3>"More"</color> for a menu
so #b300b3 is the hexcode
So I type <color=#"hexcode>"More"</color>?
almost, no quote in the hexcode
Yeah yeah
but yeah that's basically it
and you can do it as much as you want from what I can tell
anything where the stars are in <color>***</color> will be the color you assign it 
glad to help 
How does the terminal history work?
Is it not like when you press up on the arrow key you go back the previous command?
Oh yeah it does
But is there a way to recreate General improvements' left and right camera switch?
Enable "Terminal shortcuts" โ put LeftArrow=previous;RightArrow=switch in "Key actions config" (both are under Quality of Life section)
SEXY
Ty<3
You sure previous is a command?
yes
The previous one does not work
Make sure the previous command is enabled ๐
Oh it's part of the mod?
Yes itโs a custom command so that you can switch to the previous radar target in any cams view
Once you have that enabled the shortcut commands tumbleweed provided should work for ya
Yeah itโs a very simple feature. It remembers the last stuff you sent as commands and you can cycle through them with up and down arrows
Iโm thinking of adding something similar to terminal conflict fix since my auto-complete feature kind of already does that
Oh that would be really nice
Iโm fairly certain I could do it in a similar fashion to my autocomplete feature but wonโt make any promises rn lol
Guess I missed that part
No worries! Appreciate you giving advice in my absence 
coming with next stable release probably 
@tough adder got some more customizables for you to mess with as well
๐
I
Love it
Need the update
DX
noway
need to double check some networking things which takes way too much time. but we're getting there
does anyone care about changing the color of this sticker? I really dont think it's worth it lmao
there's a sticker?
its on the side of the terminal
there's a sticker...

I could add a config option and some code to grab the sticker material and change it's color. But seems like a waste lol
it'd probably be easier to just
remove it
if there were an option
though I guess it does give it not just a solid color but w/e
eh, could change the alpha value of the color to hide it
true
i just dont see it being worth the effort lol
most people dont know there's a sticker 
That sticker was bothering me when I was resetting up the positions for the Terminal and Storage Cabinet with Matty's FurnitureLock mod
Cus it would randomly clip through the cabinet
XD
Took a bit to fix that

That sticker is evil
oh wait i thought you were saying the sticker* was clipping
Lmfao
because im pretty sure it's just a 2d material lol
probably just a decal
yeah I wouldnt be surprised
Would it be possible to add a config to modify the cam resolutions used in the terminal so the performance hit is smaller?
How about a small feature that enables being able to type before transition to terminal finishes
I should have this config option already available for the OBC camera if Iโm not mistaken. Are you asking specifically for my home brew camera?
Iโll have to think about this one
what section would it be under?
oh I see it! Sorry for the trouble
It's under Extras Configuration
no worries! I was about to doublecheck myself
sometimes I add stuff to one mod but not the other and forget
also I can still look into modifying the resolution for my homebrew camera, but I'm not sure if there'd be any performance benefit
I'm using OpenBodyCams, hence my question. But thank you for your amazing mod. It's been really useful
glad you're enjoying it! 
posted 3.3.0 alongside my new library to thunderstore just now
[3.3.0] CURRENT VERSION
Added
- More Customization!
- Added configuration options for:
- Money background color/alpha
- A new custom screen background, color/alpha
- Terminal Buttons Color
- Terminal Keyboard Color
- Added configuration options for:
- New Quality of Life Feature, Conflict Resolution
- Similar to TerminalConflictFix, will use string comparison to provide the best matching keyword
- Uses the Fastenshtein implementation of the Levenshtein algorithm for fast/efficient string comparison.
- Added More command information to "other" command output.
- Added customization refresh command to the terminal. Run this command after you modify any of the customization settings in your config.
- Added radarZoom command to change the zoom level of the terminal radar.
- Built-in compatibility with tworadarmaps
- currently rotates through a range of possible zoom levels, each time you run the command.
- may add further configurables to this in the future.
- zoom levels will be synced with the rest of the lobby if networkedNodes is enabled.
- Without tworadarmaps this WILL affect the mapscreen in the terminal.
- Also added [TerminalRadarDefaultZoom] as a quality of life config setting to change the default radarzoom.
- This will be synced at each client load-in if networkedNodes are enabled.
- While the radarZoom command is recommended to be used alongside this feature, it is not required.
Fixed/Changed
- Command creation/deletion system has been offloaded to my new library "OpenLib"
- This will allow my other mods to quickly utilize the same system without the need for continuous porting.
- OpenLib will be open to anyone to utilize/contribute to. My only request is that it continues to support my own mods.
- OpenLib adds new backend features such as
- Config watching with the ManagedConfig class.
- Allows for easily checking networking required config items, checking for features being disabled/enabled between lobbies, and associating separate config items to eachother.
- Event system which allows my mods to not require patching into the game.
- The library will do the patching and create events for my mods to subscribe to.
- Extensive Terminal Keyword/Node/Store/etc. system.
- Will ensure no conflicting keywords exist, utilize similar terminalNodes whenever possible, and clear any items added utilizing this library on lobby close.
- Config watching with the ManagedConfig class.
- While I have extensively tested the move to OpenLib, there may be some new bugs introduced with this move. If you experience any issues please let me know.
- Fixed issue with return to cams that would throw null errors and break the terminal if only certain cams types were enabled.
- Thank you to mmiinnaa11 on discord for the report and assistance in troubleshooting.
- Fixed issue of throwing LogError messages when the message was more suited to be a warning or below level log message.
- Fixed issue of not syncing cams views between players with TwoRadarMaps present.
- while this added a networking method for switch/previous, this new method will only run when networkedNodes are enabled.
- Fixed issue of previous not being able to cycle to the end of the player list with TwoRadarMaps present
- Adjusted binding logic for TerminalHistory/TerminalAutocomplete binds to not throw a log error message at each load-in
- Cleaned TerminalClock creation method up a bit
- Adjusted restart command to sync between players. This feature will now require networking.
- Fixed issue with StorePacks returning a null node if you could not afford them and use any keyword besides deny/confirm
darmuhsTerminalStuff (3.3.0)
Hey Darmuh, do you recommend disabling TerminalConflictFix with this new update?
Honey, cancel all my plans. Gotta delete & update the darmuh terminal config again. 
it is controlled by a configuration. So you can disable it yes
also, here's the link to OpenLib for any issues discovered with the library specifically https://discord.com/channels/1168655651455639582/1265423220102660229
By the way, this update doesn't remove parts of the config?
I had to do the "home" part again because you removed it in your previous update :,]
Yes last update was because I moved some config items to more condensed sections (and I delete orphaned configs on each load of the mod)
sorry for the inconvenience! shouldn't be an issue with this update as far as i'm concerned
conflict resolution config is [TerminalConflictResolution] in Quality of Life section
it is disabled by default FYI
Man how do you make such long changelogs, I swear I change the entire game every update but my changelog is like "made tornado drown you, the end" 
tbh I prob provide way too much information
but i just go through my diffs and try to remember why i changed what i changed
for transparency
if you use github it can summarize the commits and pulls you made between 2 releases and remind you of all the changes you made, haha

I am a github novice unfortunately
for now
You can probably condense some of these patch notes to like 5 lines
Not like it's needed though
yeah like I said I'm probably yappin too much
just wanna be transparent of what im doing
oh i totally read this message wrong btw. You can keep using the mod TerminalConflictFix if you prefer that mod. I just added my own variation as another option, mostly because I wanted to figure out my own way of implementing it.
glad you had a smol update too lmao
I didnt peak too much into how that mod works but with mine I compare matching keywords with a string matching algorithm that should provide the best match

stuff started piling up because OpenLib was taking me a minute lol
Levenshtein is a goated algorithm

and it's a shame that it's not native to LC
LOL
i'm using this implementation which calls itself that https://github.com/DanHarltey/Fastenshtein
Just finding out about this mod
it's gone through quite the transformation since it's release date: 2023-12-2
This has a few features Iโve been looking for. Any known incompatibilities besides outdated terminal related mods?
no known compatibility issues at the moment. I usually stress test against Lunxara's modpack
lemme get that thang @tough adder
Dope. Iโm assuming I wanna uninstall TerminalConflictFix tho
there used to be an issue with the glowstick mod when this mod used TerminalApi but I don't know if it's still an issue now https://thunderstore.io/c/lethal-company/p/darmuh/darmuhsTerminalStuff/wiki/1279-glowstick-by-asylud-compatibility/
I forgot about that mod thatโs a throwback for me
up to you, you can disable my version of the feature if you'd like. I wouldn't recommend running both at the same time
mine is actually disabled by default for that reason
Thereโs been a weird anomaly with buying certain things and it could be TerminalConflictFix so ima see whatโs up
Also coulda been @rigid crow lantern I guess
I donโt really know
if it's something reproducible, I can look into it if there's issues with my version of conflict resolution
I tested a few known ones and didnt see problems tho
Lantern is no longer buyable item so that can be ruled out if the issue still occours ^^
an issue I could see happening is if a keyword exists that shouldn't exist then there's a chance it will be selected
when those issues occur I can create a filter of known keywords to ignore
Itโs not consistently reproducible thatโs what drives me insane, and i scoured the logs canโt find shit. Hereโs a summary of what happened last time where it was the shotgun+ from BuyableShotgunsPlus:
โShotgun+ 2โ
Buy 2 Shotgun+ for 1333?
โConfirmโ
Thank you for your purchase your Shell+ is on the way. 20 credits has been debited from your account
absolutely nothing in the log during this process
And I thought maybe it was the shotgun mod itself but then someone else reported the same issue with a completely different modded store item
if you try it with my conflict resolution with both extensiveLogging and devlogging you'll be able to see conflict resolution work through all the potential matching keywords
oh my
I just canโt comprehend how the wires can get crossed between it asking you to Confirm and then the delivery
bruh I read 1/09 as january 9th and i was like damn he is going AWAY away 
sorry for living in socialist europe ๐
could be an issue of adding the confirmation words incorrectly from the modded item 
๐ญ all my taxes go to imperialism
And the corresponding price tho?
could be if the compatible noun is for the wrong item
basically you have the main store keyword then a confirm "compatible noun" and a deny "compatible noun". The main keyword has a terminalNode with compatible nouns associated to it. If you type confirm it takes you to the terminalNode associated to the confirm compatible noun and with deny it's another terminalNode
the confirm/main nodes also are associated to an shipUnlockableID or buyItemIndex. So if you associate the wrong one you'd get the other store item's info
so I could def see like, if the store names were similar and they were just doing name matching that they'd grab the wrong compatible noun
its why adding stuff to the store is such a pain in the ass
I've clearly had way too much time learning how this game's terminal works 
node display text is different than buyableIndex
so the display info can be in a node with wrong index lol
terminal is a messssss
true true, but if you're grabbing the wrong compatible noun you would get both the incorrect displaytext and the buyableIndex no?
well, that's the thing that came up during my testing
after lobby reload the nodes didn't update their indexes
so there was a mismatch
yeah you gotta clear basically everything on terminaldisable
I was having the same issues with my keywords that create store items
closing and creating a new lobby will always have some residual stuff from the last session unfortunately

think you can also blame different mods all touching the list and adding their stuff in at different times
i have not debugged it to the point of knowing with certainty which mod does it
someone said it's LLL doing that, but i don't know for sure
i mean it's just an issue of many hands touching the same list
some mods do it themselves, some use this library or that library
that sorta thing
it's sooooooo bad
and there's no easy way to fix that except for outpatching them ๐
yeah, the race to be last or first depending on what you prefer
i would love to have a working solution for that
sadly, no time to pursue it to the extent it deserves
I think it would also require a bit more cooperation from the overall community
divide and conquer ๐คญ
Like if someone were offering a library that did it all and cannibalized my openlib I would absolutely use it

maybe a little ๐
thing is, it would def need to allow me to do everything i'm currently doing already with my own library
that's part of the reason I moved on from TerminalAPI because I wanted to be able to do more
oh, absolutely
something I noticed
Darmuuuuuuuuh
I can't enter anything on the terminal
Keybinds work but entering a command doesn't work
Inb4 it's cus of AdvancedCompany
that would be something I can't test for
I've disabled everything in the "Comfort" section, but when entering a game
there's still commands in there
ah, that's because shortcuts are technically part of the comfort category
I was trying to disable it both comfort and fun section entirely :,]
I'm not using AC thooooooo
if you disabled the shortcuts feature that menu should not create itself
Okay then well
Actually
Are you using TerminalConflictFix?
The new update for TerminalStuff makes TerminalConflictFix no longer be needed
Okay was just checking
TwoRadarMaps?
that feature I added is disabled by default so prob not the issue
I know darmuh said that mod is a pain to add compat with
tworadarmaps should be working fine now with the latest update
0190e222-529b-dcd3-6d07-be02ce626a38
also, when trying to use "fun" nothing happens, I think it's cuz I have everything disabled on that section
Idk then
@hard hinge could you test with all the debug logging config items on and send me a copy of your logs when the terminal breaks?
but the line is still there :,]
ohhhhhhh, so the menu item still shows up I see
Small oversight on my part, I should be able to fix that
Lol nice list
hmmm, that looks like the command isn't fetching the displaytext at all?
but I fixed the repeated descriptions :]
then see if the commands work
@tough adder
Nope
can you send me your profile code?
i wanna see what's going on with dev logging enabled
0190e225-148e-9703-c240-0d94cfcc09d8
Where can I find the config again?
Bepin EX?
do you have the LethalConfig mod?
Yeah
These two?
appreciate it
I'm wondering if it's another odd config interaction
because I tested my default config against one of your older profiles @tough adder and didn't have issues
ty ty
i'll look in a sec
@tough adder looks like just the menus are having issues. I see commands like doors/lights performing as expected
That's good
ugh, not seeing much info from this. Could you send me your profile? I need to play with it
logs are almost exactly the same as when we discovered the cams config issue
0190e22c-d4cc-b0d5-369f-2ac4a6dd0772
forgot to ask you to enable these too lol
im checking it now so dont worry
Oh, didn't know the lib had configs
yeah no worries, tbh i forgot too
yeah something is throwing a null terminalNode
gonna take me some time to figure out what and why
Thanks papa
i'm hoping if I fix whatever is going on for mina it'll also fix Lunxara's issue 
I'm aware of an issue with 3.3.0 that is breaking the terminal in some profiles. Still looking into what is causing the issue, if you're experiencing it in your profile please revert back to version 3.2.5 for now
@hard hinge I was able to fix the terminal in your profile by deleting the config file and using the autogenerated default. gonna try to narrow down some config settings now, if you can help I'd appreciate it
Alright
I tried the mod on its own with the configs N it's still having that issue
it's not a mod conflict
good to know
Now to just narrow down what it is that it doesnt like about your config
Yeah I think I found it as well
seems I'm not gracefully handling conflicts between TerminalHistory keybinds and anything else that may be set
oh that's weird, do you have another mod enabling the terminal screen?
I found what fixed the terminal not accepting input is disabling this config option
I reloaded with basically your config and disabled TerminalHistory and had no issues
triple checking, one sec
Turning off both of them in my pack rn
it's 100% this issue
reimported this exact code and disabled TerminalHistory. Terminal is working as expected now
I will push a hotfix soon
Alright Ill try
@native dirge could you provide your profile code? I want to double check you are having the same issue
0190e260-4a8e-ba7b-d9e0-d3102e3f710e
what's odd is you dont have like a conflicting bind, it just exists and is trying to add it again
ohhhhhhh I see the issue
oversight on my part
It was terminal history, my bad darmuh
nah it's my bad
I changed the way the keybind is added to try and detect when the keybind already exists and missed something
@native dirge I see you have terminalhistory enabled as well. Testing to confirm your config will work with it disabled
I guess the lack of logs earlier was because of asyncloggers or something like that
I haven't troubleshooted much with them
yep terminal works now with TerminalHistory disabled
I did see this but I didn't do it so 
still not sure why the menus weren't working for you @tough adder this is probably not related since your profile doesnt have TerminalHistory enabled
also prob why I missed this issue before posting earlier, yours is one of the few profiles I test against 
tbh idek what is causing that one

I got an idea
GeneralImprovements hides the old monitors, the other mod (lethalprogression) is trying to patch into stuff in the old monitors but they are not there anymore
just my guess tho
Lethalprogression is also old asf
Relatively
tbf it is the patched version but also that was before the latest version and I am not crazy about keeping it if its causing issues
I dont think it's causing issues other than you got an error in your logs
but I could be wrong 
pushed hotfix 3.3.1
[3.3.1] CURRENT VERSION
Fixed/Changed
- Fixed critical error that would brick the terminal with the TerminalHistory configuration item enabled.
- Apologies for the inconvenience and thankyou to all in the modding discord who helped troubleshoot
- Adjust more menu category to not display a category if no commands exist for it.

Much hotfix
Okay I shouldn't have rushed this out, think terminalHistory is broken now. Shouldn't break your game or anything but I dont think the feature is working
not a critical issue for now
thanks for figuring it out so quick
Oh wow, that was quick
Good job man
I was trying to be smart about like, telling people in logs if their shortcuts for uparrow and downarrow were getting removed. But i think in doing so I've just made it so the shortcut doesnt get added properly
you can turn the option on, it just wont do anything
okay feature was broken for an unrelated reason
due to moving over to OpenLib, something I overlooked
will be pushing an update for OpenLib and this mod soon. Figured out and fixed all of the reported issues from today
last hotfix for the week hopefully
[3.3.2]
Fixed/Changed
- Fixed newly introduced issue for TerminalHistory in version 3.3.0 which caused the feature to not work at all.
- Commands were not being added to the command history list so the keybinds were not doing anything in particular.
- Fixed issue where, with certain config files, the category menus would not update their displayText properly.
- This issue was resolved by updating OpenLib to 0.1.3
jk lol need to fix the manifest ๐
[3.3.3]
- Fixed Manifest to target correct version of OpenLib
darmuhsTerminalStuff (3.3.3)
๐ณ. ๐ณ. ๐ณ
Thank you for your hard work good sir
I think the latest version might not be working ๐
OpenLib is throwing this error
๐ญ๐ญ๐ญ
Toss me your profile code and Iโll take a look in the morning when I have time
0190e441-7f47-da69-391c-b280de311ade
If I had to guess itโs my networking check failing at some particular config item, but not sure what or why I didnโt see it ever
What isnโt working?
the whole mod. The config loads, but the mod itself doesn't seem to function for me
looking at it now, my first impression was correct. Broke my network checking method somehow. So the client-side only version of this mod is not working atm
hmmkay
i havent installed it yet hehe
im spectating rn
If you play with the networking enabled (everyone in the lobby has to have the same mod) then you would never notice
however if you wanna use this mod with vanilla clients I have a config option to disable networking and with the OpenLib update I tried to automate it a bit more
it was working for me last week but I think i broke something since then lol
that makes sense
we are not playing til friday
bananapuncher spoke of possibly updating LQ this week but it doesnt seem to have started yet
I should be able to fix it today, just need to balance this with my day job since i'm working today lol
i am a patient man for LC modding
same im at work rn with my laptop
I used to be able to slack so much more at work ๐ญ
i just have to sell to customers so when theres no customers i work on my modpack
I work in IT so my work comes in random waves. But also we've lost like 3 people since i've got here and hired no one so ๐
got it working, now im not sure if the original method ever worked or if I hallucinated it 
gonna doublecheck I can join vanilla lobbies with just terminalstuff
yeah we good
I may have pulled a harmless prank of controlling the lights and tp from the terminal 
Hey darmuh, how can I disable the "bind"/"unbind"?
At the moment they are required by the terminalShortcuts feature
do you want the option to not be able to change shortcuts after loading in?
I could add a config option to disable the keywords if you dont want people to be able to modify the shortcuts once they've loaded into the game
note: terminalhistory & terminalautocomplete are dependent on terminalShotcuts being enabled
In short, I want to disable the "Comfort" section, and the "Bind" / "Unbind" are the only things left
but I'll see what I can do if that's not possible in a Easy way
I want to completely remove all furniture and decor options from showing up
can this mod do that?
I can add the option for you to disable the keywords. Like I said they are just needed if you want to modify your shortcuts while playing
ok, that's good
like remove the keywords? What if someone were to put the furniture in storage and you wanted to get it back?
I have to push an update to use OpenLib v0.1.4 so I can add that as part of it
I am the grinch of anything decor or furniture related I donโt want anything about it in the terminal at all
that's great!
hmmm, that might be outside the scope of this mod. Other than adding my purchase packs I do not mess with the furniture list
I still dont know exactly what the scope of this mod is, but that does sound more like a standalone mod
something like "NoMoreFurniture"
Okay just curious. Iโm definitely in the minority being a furniture hater so I havenโt seen any good options
yeah i'm usually for adding stuff even if it's a minority of people wanting it
I just have enough shit to scroll through in my store I donโt care about a shower
but the furniture thing sounds like it could cause issues with other mods that access the furniture list lol
i'm the opposite ๐ , my bros are like: "hey let's buy the teleport-" (see me taking a shower in the toilet watching TV while holding a boombox)
A mod that could just blacklist items based on names entered in the config then I could enter all the furniture manually
so, an idea, what if you just wanted to remove furniture from the store?
Yeah thatโs it really
hmmm
God bless the decorations ๐
LGU and a couple other mods add so much stuff combined the actual utilities and weapons etc is already a huge list
yeah I get it
I'll think on it
a furniture blacklist for the store doesnt sound too difficult
Or a custom blacklist , comma separated
Would work too
And allow ppl to remove other things too
I'm more just worried about messing with other mods that touch the same list ie. StoreRotation
Yea thatโs what I use to display all items all the time but I donโt think it has a blacklist
Maybe a good suggestion for him
yeah i'm still on the fence if that would be something worth adding to this mod or a standalone
because at that point, why not allow for modifying prices, store name, keyword, etc.
This was a functionality of AdvancedCompany and im surprised nobody has forked it out since itโs gone public with open source
When it went free-use I thought we would have a flow of mods that utilize parts of AC that donโt have a good alternative atm
Yeah I'm surprised that's not a mod already
But itโs like nobody wants to touch it still ๐คฃ
this 1000%
im not trying to touch anything AC after everything that happened
sorry i've been providing misinformation. It looks like those commands were always enabled regardless of whether shortcuts was enabled. Sorry about that
will fix this in next update
also adding terminalShortcutCommands configuration item to disable creation of the bind/unbind keywords
[3.3.4]
- Updated mod to use OpenLib version 0.1.4
- This should fix the issue of the NetworkingCheck failing, causing vanilla compatibility to fail.
- Added configuration item - terminalShortcutCommands to allow for disabling the bind/unbind keywords while keeping shortcut functionality.
- You will only be able to modify shortcuts via the configuration item, and they will only refresh between lobby loads.
- Fixed issue where bind/unbind was getting created regardless of whether or not the terminalShortcuts feature was enabled.
darmuhsTerminalStuff (3.3.4)
Oh, just happened to see this message, I was already planning on adding a configurable list of items to always include in rotations actually (mostly for mods that may use it for ship upgrades and don't account for me shuffling stuff), but I can do the opposite as well while I'm at it.
Yay
Youโre storerotationconfig guy?
Yeah
nice. Yea rn I have the mod config setup to show all items all the time
@raw oak think this is within the scope of your mod? I do think this would be a nice mod to have but got my hands full atm #1180739684654121091 message
I could definitely add some of those, actually. I was working on adding configurable sales (separate from shop sales) but modifying the price itself would not be too far off, and modifying names/keyword isn't too difficult either, though I wonder if it could cause issues with a mod that completely modifies an item.
Came here to report an error that was showing up with OpenLib, though, after entering 'ยฟ' accidentally and hitting enter:
[01:13:09.7641954] [Error : Unity Log] Trying to add Caret (TMPro.TMP_SelectionCaret) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
[01:13:13.6842261] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
OpenLib.Events.EventUsage.OnParseSent (TerminalNode& node) (at ./Events/EventUsage.cs:76)
OpenLib.Events.Events+TerminalNodeEvent.NodeInvoke (TerminalNode& original) (at ./Events/Events.cs:71)
OpenLib.Terminal_ParsePlayerSentence_Patch.Postfix (TerminalNode& __result) (at ./PatchThings/TerminalPatcher.cs:79)
(wrapper dynamic-method) Terminal.DMD<Terminal::ParsePlayerSentence>(Terminal)
Terminal.OnSubmit () (at <0b5b829887344817a21214132ea92eef>:IL_0060)
There's a few more lines but discord message limit was kicking in.
I appreciate the error report, are you able to reproduce it?
I should try with other symbols, but I typed ยฟ specifically into the terminal, just by itself.
that event is actually really simple in openlib so would want to try and figure out whats throwing it
Not sure if it's causing any other issues, though terminal history wasn't working for me (without throwing errors), so I'm not sure if it's related.
hmmm
I would want to test if the error appears without terminal stuff
the event in OpenLib even has null handling in the case of a null node https://github.com/darmuh/OpenLib/blob/f1f1fe39f089280303c0c6199cc83de4f2335d72/OpenLib/Events/EventUsage.cs#L64
actually
on second thought
thats definitely throwing the error
because it will filter out your special character and fail to build the array
I think
well specifically the next line where it tries to use words[0] but it doesnt exist
if i'm thinking right, any special character/punctuation should throw the error so let me test my findings
Loading up a separate profile right now, I was doing testing earlier with a sizeable modpack, so something could've been conflicting maybe (for TerminalHistory to not work)
also regarding terminalhistory, i did patch it rather recently
Oh, yeah it's any symbol.
okay yeah I think i'm on the right track then
@raw oak were you on version 3.3.2 or later with terminalhistory still not working?
I was testing with 3.3.4
Did you have terminalShortcuts enabled?
is there something wrong with me
