#darmuhsTerminalStuff (3.7.7) - Terminal Mod
1 messages · Page 4 of 1
History and autocomplete rely on the shortcuts system I built out to work
Autocomplete seems to be working fine, actually.
Hmmm
If you send your profile code I’ll take a deeper look
Coulda sworn I fixed it in 3.3.2 tho
It's happening on a profile with only TerminalStuff and history enabled in the config.
Gotcha, yea I’m pretty certain that error is getting thrown because of the word[0] check being invalid
I’ll put together a fix for it soon
I’ll double check history is working too, could I get your config to make sure it’s not some unique config issue?
There won’t be much logs unless you have all of my logging config items enabled for both terminalstuff and openlib
I'll send a code, actually, but it's just TerminalStuff and LethalConfig.
That’s why i usually just ask for a profile code lol
Yeah no worries, I disable them by default so as to not spam people’s consoles
There's several mods I need to make sure to reenable logs for when debugging my modpack, haha.
Hahaha yeah I think we all collectively decided to just hide them by default
I usually toggle most of them off when actually playing, since some can get spammed pretty often, but I do forget to reenable when I actually need them.
Same, if logs can be disabled I almost always will when playing
Would rather have blissful ignorance lol
Btw if you’re curious about OpenLib this is the thread for it https://discord.com/channels/1168655651455639582/1265423220102660229
Plan is to have all my stuff using it at some point
Oh, didn't know it had a separate thread, though I still would've come in here probably due to the TerminalHistory stuff, haha.
Yeah no worries, I appreciate the report either way
Probably best suited to report your issues here the other thread will hopefully be used to report issues with development
If anyone else ever uses it
There's something weird with TerminalConflictResolution too, actually. Entering mario in the terminal does match the suit item, but entering buy mario tries buying 'March'. Using this other profile that just adds some suits to the store to conflict with: 0190e7b1-3046-59bb-9204-52da7a20eab9.
Also, it does seem to be adding stuff to the CommandHistory list, or at least the log mentions it every time a command is entered.
[Info : Unity Log] Could not build 3
[Warning:darmuhsTerminalStuff] No matching keywords found for input: buy mario
[Info : Unity Log] Parsed word: buy
[Warning:darmuhsTerminalStuff] No matching keywords found for input: buy mario
[Info : Unity Log] Parsed word: mario
[Debug :darmuhsTerminalStuff] newdisplaytext event!
[Debug :darmuhsTerminalStuff] Added buy mario to CommandHistory List
[Debug :darmuhsTerminalStuff] returning current node
[Debug :darmuhsTerminalStuff] newdisplaytext event!
[Info :darmuhsTerminalStuff] 16 - listing count did not find node
[Debug :darmuhsTerminalStuff] LoadNewNode patch, nNS: False
[Debug :darmuhsTerminalStuff] ParserError3 has been loaded
[Debug :darmuhsTerminalStuff] Word mario suit noted with score 4 for input mario
[Debug :darmuhsTerminalStuff] adding matching word: mario suit to conlfict resolution list
[Debug :darmuhsTerminalStuff] New best score found, setting pairScore to 4 from keyword mario suit
[Debug :darmuhsTerminalStuff] Conflict resolution has determined word: mario suit is the best match with score: 4
[Debug :darmuhsTerminalStuff] returning conflictresolution word
[Info : Unity Log] Parsed word: mario
[Info : Unity Log] noun keyword: mario suit ; verb keyword: buy ; result null? : False
[Info : Unity Log] result: MarioSuitBuy1
hmmm, this might be because when I do string comparison I am removing the spaces for "better" matching
i'd have to double check though
yeah this would be because "buy" and "mario" are actually two separate keywords. so "buymario" is not matching anything
i'll work with the profile code you gave and see if I can come up with anything better
are you seeing this log? "Added {command} to CommandHistory List"
where {command} would be your input
Yeah, 7th line in here shows it.
oh yeah, i see now i'm blind
Makes sense, I'm not sure how TerminalConflictFix handles it but it's what I've been using for a while.
you'd see
"terminalhistory [next] bind detected and feature is enabled"
or
"terminalhistory [previous] bind detected and feature is enabled"
whenever you press the up/down arrows
yeah I avoided looking at the source because I didn't want to rip the author off
the scores mentioned here are actually using the Levenstein algorithm comparing your input to every terminalKeyword.word
I just need to figure out how to apply that to multiple keywords in one query rather than 1:1
Yeah that's fair, I don't really like doing that either even if it's got an MIT license, but sometimes I'm just curious and check how they solved a specific problem (without the intent of reimplementing the same solution).
How did you make it look like this? This looks awesome it should be the default
totally get it and I've definitely done the same. I'll probably take a look at some point if I cant think of anything
Pretty sure I tried pressing up arrow when I was trying to buy the mario suit, but I can't find that message in the full log file, though I'll double check real quick.
for the colors you can do [color=#hexcodehere]myColoredText[/color]. If you mean the multiple lines, you can actually use just one of the config boxes for the home screen and for each new line type \n
for any config box you dont use just leave it blank 👍
yeah it sounds like the keys themselves were not getting bound for some reason
every time you press either arrow you'd see a couple log statements saying so
so long as you have all the dev logging stuff on
Yeah there's no message when pressing either arrow, I even cleared AppData\LocalLow\ZeekerssRBLX\Lethal Company in case something weird was going on with my keybinds in LCGeneralSaveData, but it didn't do anything.
I actually dont have the keybinds saved to the game
the config items get translated to this lol
the dictionary holds keys assigned to specific strings specifying an action
then I just detect if the key is being pressed and throw it to an action
Ah, yeah it's weird that autocomplete does work then, assuming it's registered the same way.
yeah testing with this I'm not seeing the shortcuts get added for the terminalHistory feature
ugh im so dumb
i see the problem
if keyActions does not have any binds for UpArrow or DownArrow then the shortcuts are not being added at all
I thought i fixed this lastnight 
Oh, I see.
Happens, haha.
so a way to manually fix it, till I push out an update
set this as your keyActionsConfig - Tab=[autocomplete];UpArrow=[historyPrevious];DownArrow=[historyNext]
Adding UpArrow and DownArrow to the keybinds, right?
that will have all the correct bindings for autocomplete and terminalhistory
or yeah you can just bind anything to uparrow and downarrow, then let it fix it
I had to reload the lobby once I added them to the keyActionsConfig, not sure if that should be necessary tho
Oh, I thought the keyActionsConfig would autofill with Tab=[autocomplete], but I assume it's just for manually overriding, then.
it should
that is what is intended for both features
you are also then able to bind any keyword to any key. So a common use-case is this one "LeftArrow=previous;RightArrow=switch"
Oh that's pretty neat, actually! I might bind a bunch of those for commands I typically use.
I'll still probably wait until you're able to release a patch for the terminal history, but at least it's a pretty easy fix if I do end up playing later.
that was the idea behind it 
yeah I totally understand, thanks for finding the issue and reporting it!
also if you're curious to see what this mod looked like 8 months ago look at this
https://github.com/darmuh/TerminalStuff/tree/1.0.0
Ah, haven't seen TerminalAPI in a while, haha. Last time I was trying to do stuff with it I was trying to get a list of every new TerminalNode added, but couldn't find a registry or anything in its API...
I also like that the lol command was one of the first things added, clearly starting off with the highest priority stuff, haha.
I used TerminalAPI for a long time until I eventually just wrote my own command handling system
it was the whole reason for the mod at first 
I thought it'd be funny if I told a friend to go up to the terminal and type lol and they'd see this staring back at them
I will say that OpenLib does have something like this. I track every keyword/node added in lists so that I can add/remove commands between lobbies without issues
It's even better with the shared network nodes, but before I found out about them I was just telling my friends to type that into the terminal with absolutely no context, got a few laughs off of that, haha.
Yeah, I needed a list of every possible command available to add them to https://thunderstore.io/c/lethal-company/p/pacoito/AccessibleTerminal and wanted it to be sorted based on which mod was adding it, but couldn't really do that without custom commands being added to a registry, though I guess I probably could've patched it to do that...
I really need to continue working on that mod, there's a lot of stuff I've yet to commit but just haven't gotten around to doing it...
Is there a reason you wanted to know which mod was adding which keyword? You can def get/refresh a list of every possible keyword
*Terminal.terminalNodes.allKeywords should hold any keyword that actually works at least
I did at one point circumvent that list and insert terminal nodes when I caught words that I wanted. So you'd miss those if anyone else was doing that
Yeah, I do use Terminal.terminalNodes.allKeywords in that, I mostly just wanted stuff to be organized/sorted (e.g. Lategame Upgrades in its own category back when it was text-only) since I was sorting alphabetically and you couldn't exactly tell which command came from which mod since they were not grouped.
ohhhhh yeah that's fair
unfortunately I dont think that's possible without a fully standardized terminal api
closest to that was probably TerminalAPI but it just has limits a lot of people dont wanna deal with
that said, if you want to at least detect keywords that OpenLib adds, you'll be able to cross-check them with this list https://github.com/darmuh/OpenLib/blob/f1f1fe39f089280303c0c6199cc83de4f2335d72/OpenLib/PluginCore/Plugin.cs#L33
Yeah, best I can do really is add support for other mods manually, but it can get pretty complex with several mods...
yeah and that would also be a lot of effort
to manually determine which mod is adding which keyword
I do know LethalAPI.Terminal has this at least https://github.com/LethalCompanyCommunity/LethalAPI.Terminal/blob/development/LethalAPI.Terminal/TerminalRegistry.cs, but I'm not sure if it's still being actively developed or if there's that many mods that actually use it.
yeah to be honest i'm not aware of many other terminal mods that are still being developed
I think the terminal sellallscrap mod uses terminalAPI but i could be mistaken
It used to, I think, but it handles adding commands by itself in the latest versions.
ahhhh I see
thats the same path I took basically lol
which then made me want to make OpenLib because I dont wanna keep copy pasting it around all my mods that add terminal commands lol
Yeah, hopefully at least one of these libraries becomes a proper standard, haha.
yeah I was telling mrov the other day, i'm willing to adopt another library IF it allows for everything I can do with my own
that's the main reason I dont still use terminalapi, or another api
got the other two issues fixed, gonna look at if I can improve this
funny enough, this small change is a major improvement on the conflict resolution process
idk why I avoided using the string from the method i'm patching into in the first place
tested it with the mario, march, buy mario example mentioned above
also tested it with the item "cat food" vs moons that start with "cat"
everything looks to be working as intended, so going to be pushing the update here soon
The ultimate test

I forgot about that mod cuz I was never able to buy the cat food last time I tried it
yeah that one was an example someone had given me when I was asking around for common terminal conflicts
3.3.5 update posted
[3.3.5]
- Updated mod to use OpenLib version 0.1.5
- Offloaded more game patches to OpenLib events
- Updated incorrect config option descriptions
- Fixed TerminalHistory issue of not creating the history keybind shortcuts
- Thanks to pacoito for the report!
- Improved TerminalConflictResolution keyword handling
- Thanks again to pacoito for the reported issues!
darmuhsTerminalStuff (3.3.5)
@simple sierra
Darmuuuuuuuuuuuuh
It broke agaaaaaain
This time when I tried entering moon names
could you send me a profile code as well?
I need to know what config items you have enabled
i'll parse the log and try to figure out whats going on
yeah i was getting some weird behavior too
no typing sound, and whenever i tried to type in adamance it kept autocorrecting to coilheads 😭
😵
were you two playing together? or sep lobbies
nah separate lobby
0190eb6a-10a2-db34-e92e-587874ae97d1
gotcha, could you provide profile code and/or logs?
This is the seperate file, no mods but it has my configs
this sounds like an issue with conflict resolution
okay thats fine, I just need something I can test off of
it was kinda weird though, idk how the conflict resolution works exactly, but i would type in "ada" without pressing enter and the text would just change to saying coilheads
that is definitely not how it should work lol
i figured
you need to hit enter for conflict resolution to do anything
yeah
there is the autocomplete feature, but that also requires a key bind to be pressed before placing any text for you
yeah looking at your config it sounds like conflict resolution is having issues
i still need to parse your log
[Error : Unity Log] ArgumentException: An item with the same key has already been added. Key: 8-Titan (TerminalKeyword)
yeah pretty certain its the changes I added to conflict resolution causing your specific issues mina
Ah
is this reproducible btw? or just happened once or twice
unsure exactly, it happened to me once, and apparently happened to one other person near the end
looking at the log around the time it happened it seems like there's nothing there
just says parsed word: adamance
weird
the only reason your text in the terminal would be getting replaced then is if you were pressing the up or down arrow
and had terminalHistory enabled
i wasn't doing that either
yeah very weird
i think it may have been a purely visual thing? because i think i remember pressing enter and it just routed to adamance as normal, even though the text was messed up, but im unsure, i probably should've clipped it
0190eb72-85b7-89e8-23c1-2c02a60d223c
here's the code if you would like to take a look still
sure i'll take a look. If you figure out how to reproduce the issue i'll have a better time finding an issue if there is one
sure
i'm not sure why coilheads would but it's way in there anyway 
do you think it would be worth turning on extensive logging just in case it happens again
yeah this is very easy to reproduce I just loaded in and type titan and i'm seeing the same error you got 
I should be able to hotfix that specific issue
Yay
i heavily doubt it's related, but also, when trying to go to adamance right after the weirdness occurred, our game softlocked while loading. like i said i doubt it but just in case it ends up being relevant or important
I feel you tho, it's good that the issue can be easily fixed tho
yeah sorry I missed this one
No no it's ok
Thank you for your hard work and trying your best
for context, this is what i needed to add to avoid your error
basically it was finding both the moon keyword by itself and also finding it in another word's compatible nouns list causing the issue of trying to add the key twice
I'm also trying to add some more null handling to provide better error messages when stuff fails
[3.3.6]
- Fixed issue with conflict resolution trying to add the same terminalKeyword causing keyword matching to break
- Thanks mina for the report and steps to reproduce!
- Added more visible logging statements to players by default.
- Added more null reference handling with better log messaging explaining what is happening
- Attempting to load home page now if a node is detected null when starting to use the terminal
sorry just saw this, hopefully not caused by terminalstuff. I've added some more logging (that cant be disabled) to maybe explain if this mod is the culprit
Yaaaay
Thank you darmuuuuuh
Smooch

late night hotfix 🙂
[3.3.7]
- Fixed conflict resolution trying to return keywords with less than 3 characters.
- another mod was adding a blank keyword (likely for an enemy bestiary registry) that was causing the terminal to resolve most shorthand input to this keyword.
thanks for the report @tough adder
darmuhsTerminalStuff (3.3.7)
idk if it's too hard, but could you make a option that makes the [Controls], [Comfort], [Fun] and [Extras] look more like the Help menu, they would show as >COMFORT or >FUN
just a vanilla-like feature
also, why >MORE in the list of other commands show as purple? 😅
definitely do-able, but will need to make that change in OpenLib at some point since the library actually handles most of the menu creation 😁
i wanted to be different 
running out of hotfix version numbers 
3.3.10 works :]
@simple sierra
couldnt get the text to picture working just yet bc I didnt have enough time, but these colors are pretty neat
oooooo thats a unique one!
literally the worst combination of collours i've ever seen
literally the worst spelling of color I've ever seen
thanks, that's quite the achievement
oh no... anyway
cant get the **collours **to sync perfectly between your mod and GeneralImprovements, assuming its bc yours allows for the translucent slider and/or the backlight on the terminal its different then the backlights for the ship screens
I enjoy seeing all the different ways people are personalizing the terminal. I think yours is the first red/white one I've seen
yeah i'm not too sure how GI does it. Never looked at their code
I'd guess the backlight of the terminal can affect how things look
i like that terminal color scheme a lot actually, im probably gonna try my hand at making mine look similar to this color scheme
i think you mispelled collor
tmrw ill attempt to make an image from text, but we keep trying to play rn instead. Lots of bugs and errors tonight with our mods sadly, taking way to long to fix some of these. I think LGU is needing an update soon and GI isnt the fix all mod I hoped for, some config settings just dont work
I love all the terminal collars
no I spelled keler fine
i think its spilled juice
Oh that be sweet, ive noticed you sorta have to stick to only 3 colors max or else it gets messy. I want to try and make a teal themed setup. The white on red was inspired by Terminator
I love this idea. Would you keep the grey color for the terminal?
might try to make it off-white like early computers always were for some reason
yoinking this from @silent quiver's server, gives me halo mtn dew vibes 
ooooooooooooooooooo that sounds good, lemme see it when you've got it set up
sure
do the colors update automatically if you change them in lethalconfig? would make things a lot easier
sorry you ran into so many bugs :/ I'd recommend working off a modpack that way you have a stable base
they load every time you host a lobby but you can also use the command [terminalRefreshCustomization] to reload customizations from config
oh, yeah i think i remember seeing that in the config
default keywords are "refresh colors; paintme; customize"
the command definitely makes it easier to play with the colors and find something you like
There’s been a lot going on in this thread
How’s the conflict fix fairing?
Terminal command resolver
Whatever it’s called
lmao
conflict resolution, calling it that so people can differentiate between that and the popular conflictfix mod
so far, since the last bug report from Lunxara I havent heard any further issues
so coming up on 24hrs no bug reports 🙂 #1180739684654121091 message
gonna have to give it a shot
🫡
Hopefully with the various hotfixes I've put out in the last week we've got it in a stable state now
Thanks! Were getting there now, and its not even mod bugs so much as its Thunderstore issue. Had to try a number of fixes bc some peoples Managers just didn't want to download the mods.
It be cool to make some presets for my GI and DTS configs so i can easily swap colors. It also be neat to see some more formatting from your mod or the *Format * mod, since you've always gone above and beyond with yours.
Prob gonna make a more neon blue ish theme next, scifi vibes
youre fucking kidding me....................................
does it also work for the terminals UI, such as text, bgcolor, etc?
Is it possible to customize the text in the main monitor? 🤔
💀
yes
also love this vibe, if you have scolor enabled you can set the ship lights color to red to really tie it all together 
currently I dont have anything set up for that but maybe could add something in the future. Would probably need to be a terminal command though just to be in line with everything else
I didn't mean to modify the text, just to recolor it
But i would love a feature like that
I figured you meant the color, not the actual text haha
I will leave modifying the monitor texts to other mods
@simple sierra is there a list of formatting codes for terminal text?
its just those two. [leadingSpacex4] will give you 4 spaces (essentially " ") and [leadingSpace] will give you 1 space (so " ")
I had to add that specifically for my text art because bepinex removes leading spaces from config items
what about like <color> and stuff
just your standard color html code type stuff
how much actually is there though? is that it?
i see, thanks
thanks @lyric verge
was hoping i would be able to add a solid color background to text, but it doesnt seem like its possible. mark is pretty close, but it's an overlay rather than a background
you can use the TerminalCustomBG config settings and that is essentially what you're looking for
it's the background for the text box
nah i do have that enabled, i mean like for specific phrases though
yeah can't do it for that unfortunately
could you not just use this for that?
maybe, I never really messed with richtext
I was informed of using <color> by someone else, figured that was all you could do
this is actually exactly what im looking for, color scheme and all lol
<font=“NotoSans SDF”>This <mark=#FF8000>text is highlighted.
But instead of NotoSans SDF font it should be other
can't remember what font internal name is LC is using
let me open lethal project
wait you can just set the font through tag?
ohhhh
yeah I knew of this but figured base-game only had one font https://thunderstore.io/c/lethal-company/p/Naku/BrailleFont/
i was actually gonna ask a few days ago if it was possible to change the terminal font
but figured it'd probably be more trouble than it's worth
is there a way to just add a font that the game can use through the <font> tag
I'd assume if the game doesnt have it the font tag wouldn't work
but if you imported a custom font with FontPatcher you could probably access that font via the tag
if that makes sense
i imagine to truly get the look i'm going for i'd have to just replace the standard font, which i'm not really interested in doing
@lyric verge feel free to correct me if i'm wrong
Looks like only default font is added to the textmeshpro
hmmm, that doesnt look too bad though, for what you're going for @young stag
maybe mark and bold the text?
I dont think you'll need the font tag if that's the default
going off the screenshot above tho, "LiberationSans SDF" ?
oh, i figured the font tag was what made it a background instead of an overlay. if it's just the mark tag i'll give that a try
(also, the refresh command does not refresh the home page text 🙂)
yeah i'm thinking its just the mark tag
you need font tag to make mark work as background color changer
3270-Regular SDF
but as I said it will not work
oh 🙁
Zeekeerz didn't added that font to the list
but still try to in game
maybe is just doesn't work in editor, because of path to fonts is different
yeah always worth a shot @young stag
trying right now, if this doesn't work i'll try setting the font asset as "default" since the page diffoz linked says that should work as well
well i booted the game up but it didn't register as a tag because i forgot to close it lmao
oh lol
seems like the font doesn't work, it just surrounds the name in backslashes whenever i boot it up
i'll try "default" now
then yeah font is not added to the list
default is just return to the font that is used by this component
what is the red box there?
that's the mark
hmm
kinda wanna try changing the font to a VGA font, but FontPatcher looks like a headache and i'd have to upload it as a mod if i wanted to share it with anyone else
yeah maybe a headache, but would definitely allow for more flexibility
definitely not seeing a way to trick base-game into having mark work for you there
would maybe be cool for a censorship like effect though
Looks like if font will be added to MaterialReferenceManager then you can use font tag
👀
ORRR
like you can import system fonts to the game this way?
interesting
yeah you can actually create a font from OS
// Get paths to OS Fonts
string[] fontPaths = Font.GetPathsToOSFonts();
// Create new font object from one of those paths
Font osFont = new Font(fontPaths[index]);
// Create new dynamic font asset
TMP_FontAsset fontAsset = TMP_FontAsset.CreateFontAsset(osFont);
whaaaat that's so cool
iirc some mobile games uses that to optimize build size
would love an option to just specify an installed font and use that for the terminal, if you're interested darmuh
hmmm
I'll have to look more into it (and the stuff diffoz is sharing specifically)
because I was not aware of any of this
WOW
I spent like an hour reloading the game each time... and we all know how long Bep takes to load up. WOW WOW WOW... this will make it so much easier.
ACTUALLY... the *scolor *was already set to red. You prob just cant tell bc the lights are somewhat dim, especially in orbit.
We decided that theme was "Das boot Terminator sumbarine" vibe lmao
hahahaha I love it
I'm actually experimenting with some more color stuff keep an eye out 👀
i think this has the unfortunate side effect of making 3 letter routing terms (exp, ass, mar) not work anymore
I did test this with stuff like mar and ass. Will have to double check, I have a separate report of a specific modded item's keywords not working at all. So need to go back to the drawing board on that
something I have to look into ^
i actually didnt test more than exp so idk if the issue is that bad lol, i just assumed it would apply to all 3 letter terms
it shouldn't, 3 letter terms and up should be completely valid (just like base-game)
had a feeling this stuff might inspire some creativity lol
might be cool to stream line some of your mod with the ships terminals aswell...
but one im not a modder and idk what it takes, and two I'd hate for you to "step on the feet" of GeneralImprovements.
decided to try it out, i actually like it a lot, but i don't think it's worth changing the font game-wide for
the game definitely does not expect such a thick font to be used lol
looks pretty nice on the other monitors too, way easier to read from a distance. again though i don't think it's worth it
HDLC might help with some of the text here
something weird is definitely going on
[03:21:35.2253234] [Info :darmuhsTerminalStuff] RPC called from host, sending to client RPC
[03:21:35.2253234] [Info :darmuhsTerminalStuff] Node detected coming from host, resetting nNS and ending RPC
[03:21:35.2253234] [Info : Unity Log] noun keyword: bruce ; verb keyword: info ; result null? : False
[03:21:35.2253234] [Info : Unity Log] result:
[03:21:35.2262928] [Info :darmuhsTerminalStuff] LoadNewNode patch, nNS: False
[03:22:32.1305354] [Info : Unity Log] Parsed word: ass
[03:22:32.1305354] [Info :darmuhsTerminalStuff] Networked nodes enabled, sending result to server.
[03:22:32.1305354] [Info :darmuhsTerminalStuff] Valid node detected, nNS true
[03:22:32.1305354] [Info :darmuhsTerminalStuff] RPC called from host, sending to client RPC
[03:22:32.1305354] [Info : Unity Log] noun keyword: lasso ; verb keyword: info ; result null? : False
[03:22:32.1305354] [Info :darmuhsTerminalStuff] Node detected coming from host, resetting nNS and ending RPC
[03:22:32.1305354] [Info : Unity Log] result: LassoManFile
[03:22:32.1315119] [Info :darmuhsTerminalStuff] LoadNewNode patch, nNS: False
[03:23:40.9721100] [Info : Unity Log] Parsed word: vow
[03:23:40.9721100] [Info :darmuhsTerminalStuff] Networked nodes enabled, sending result to server.
[03:23:40.9721100] [Info :darmuhsTerminalStuff] Valid node detected, nNS true
[03:23:40.9721100] [Info :darmuhsTerminalStuff] RPC called from host, sending to client RPC
[03:23:40.9721100] [Info : Unity Log] noun keyword: vow ; verb keyword: route ; result null? : False
[03:23:40.9721100] [Info :darmuhsTerminalStuff] Node detected coming from host, resetting nNS and ending RPC
[03:23:40.9721100] [Info : Unity Log] result: 56route
[03:23:40.9750324] [Info :darmuhsTerminalStuff] LoadNewNode patch, nNS: False```
yeah that specific issue is because "lasso" gets a better score than "Assurance" because assurance is a bigger word
I need to maybe implement a score modifier for words that start the same or something like that
that was partly the reason I needed to set a character minium of 3, because some mod adds a blank keyword that would get the best score regardless of what you typed
why does "bruh" correspond to "bruce" though
I'd like to see if I can allow for custom system fonts specifically for the terminal based on what Diffoz showed earlier. No promises tho 🙂
LMAO I have no idea
I'd have to turn debugging logs on to see how it's thinking
say no more
no plans to step on anyone's toes but I do have a rough mod idea I might try out just for fun
[03:31:24.8199687] [Warning:darmuhsTerminalStuff] No matching keywords could be found for input: bruh
[03:31:24.8199687] [Info : Unity Log] Parsed word: bruh
[03:31:24.8199687] [Info :darmuhsTerminalStuff] disabling ANY cams views
[03:31:24.8199687] [Info :darmuhsTerminalStuff] Networked nodes enabled, sending result to server.
[03:31:24.8199687] [Info : Unity Log] noun keyword: bruce ; verb keyword: info ; result null? : False
[03:31:24.8209452] [Info :darmuhsTerminalStuff] Valid node detected, nNS true
[03:31:24.8199687] [Info : Unity Log] result:
[03:31:24.8209452] [Info :darmuhsTerminalStuff] RPC called from host, sending to client RPC
[03:31:24.8209452] [Info :darmuhsTerminalStuff] Node detected coming from host, resetting nNS and ending RPC
[03:31:24.8209452] [Info :darmuhsTerminalStuff] LoadNewNode patch, nNS: False```
turning on developer logs yields pretty much the same thing
So that looks like after my conflict resolution said it couldn’t find anything it let basegame handle it
Will likely keep that behavior as a fail safe
im a dummy, i forgot to actually turn on the debug logs in bepinex
Haha you’re fine, I’m going off this message
I can’t copy it on mobile
But the one that says Warning:darmuhsTerminalStuff
still confused why the base game would do that. i don't think i've ever seen terminal behavior like that before
could be because it's a modded enemy or something like that
Base game handles keywords very weird
Like when you type telep and it gives you television
I do wonder if zeekers did that on purpose since the company is supposedly giving you less than ideal equipment
oh that could be
VERY EXCITED
#1267032461062311999 message
just stumbled upon this accidently, didnt think youd be so quick. Cant believe this mod didnt exist already. This is gonna be awesome dude
yeah it was just something fun to put together real quick, not a super hard to make mod just a little time consuming getting all the different texture paths
in it's current state it's very much just a start, can get way more specific like I do with the TerminalCustomization in this mod for example
which I might do at some point, but wanted to just have a proof of concept out there
That mod is dead
HDLethalCompany?
Im going to test it out some tonight, I'll send you some screenshots
Yea it has a lot of mod conflicts
is there an alternative?
HDLC with little to zero config edits seems to run fine with my ~140 mods.
is there something i should be looking for?
LCUltrawide
Doesnt have nearly as many settings as HDLC. I dont need widescreen support, but the HUD settings are a nice addition. I use ELAD and BetterHotbar for that stuff though. Ive still yet to see HDLC give me any troubles. Ill add LCUW to this list of alternatives though, thank you.
HDLethalCompany was already incompatible with some mods in v50 now in v56 i see even more error log spams when people need help with figuring out whats wrong
If it works for you, great! But you should be aware that it could spam errors like crazy
can you give me an example? what mods conflict? just curious to see if i can find or have found something similar.
finding that odd, ive managed to get quite a few 6+month old mods working smoothly on my end. Could be additional mods or poorly managed configs... but i dont make mods so idk.
Just saw a bunch of bigger mods be affected by it and then people complain about the error logs for those mods while the one that breaks it is actually HDLethalCompany
Well everything that uses LLL tbf
if you ever seen log spam about HDRenderPipeline
its probably from HDLC
although Lethal Performance experimental features are still in development and could also cause some log spam relating to it
I dont have LP exp, i think...
but thats very odd, we played about 3 hours last night and absoluetly visited atleast 2, maybe 3 of Rosies moons...
If anything, ive always found LLL to be the game breaking mod, but thats bc its the big framework mod so i guess if that gets a bad patch then everything else breaks lol.
ill have to run some tests later so see if i can replecate or atleast see what youre saying.
will these logs been in my bep / bep log?
and what do these errors produce, memory usage spam, crashes, etc?
LLL is pretty stable rn - there are ofc some issues but for players they are not really noticable
Yes logs will be in your profile’s folder
console / log spam which fills up the ram slowly, i know theres tons of snips of the log spam it makes but i cant find one rn. this is the issue with sending screenshots instead of copy/paste the text into code block
It usually has to do with an update, the admittedly gets hotfixed an hour or two later, or LLL updates but the moons it loads dont work bc they themseles need an update. However, yeah its not a big deal, usually LLL or the specific moon gets updated and the bugs cease.
there was a rough patch there for a couple days
everything seems to be in working order now
also is your pfp guts from berserk?
i never watched the original since i guess it covers the same parts as the Golden Age Arc
it was straight up borked for like 2-3 days
YES THERE WAS... had to roll back to LLL 1.2.4 that night or esle the ship just wouldnt take off
and the RAM thing can be an issue, however, one, most of us do run atleast 32gbs and i myself have made and made my friedns do some tweaks to help with ram, like cacheing (tbh idek if that helps). and two, ive been extra cuatious about using mods with a high hit to RAM, bc it can def cause issues
Yes sir it is
watch the OG '97 cartoon
(or ateast the movie if you havnt)
Not an anime or manga fan, but i sure do love Guts. Berserk just has some of most well written and human characters ive seen
it was one of the best anime's ive ever watched
hopefully they can wrap up the manga this year or next and do it justice with an anime that tells the whole story
im not a manga reader either
you see the 2016 reboot? ☠️
so always bummed to see only part of the story in an anime
i didnt mind it🤣
ive never had my soul crushed more.....
2015: finds Berserk, WOW THIS IS SO AMAZING, instantly a favorite... wait there rebooting the anime and continueing the story!?!? LETS GO!
2016:
the kitchen pot sword sound effects lmfao
caching stuff takes more ram. you're storing assets in ram which is faster than reading them from storage, but you can only cache so much until your ram is full and it gets cleared out to make room for new assets
unlesss hes referring to bflap
which caches to the disk in the steam folder
Lookin forward to it 
last thing, is there a way to refresh this in game (main menu or lobby) so i dont look like a jack ass again lmao
Yeah every time you update the config it’ll reset. Only reason the terminal customizations don’t do that for terminalstuff is because the config is a little more complicated and I’d have to catch the specific settings being changed
Hello, I am having a problem where the ship refuses to enter orbit when taking off from any planet. This is the error log I believe to be related, but I cannot confirm for sure.
[01:21:36.8333514] [Info : Unity Log] '''' [01:21:36.8503058] [Info : Unity Log] clip index: 4; current planet: 57 Asteroid-13 [01:21:36.8503058] [Info : Unity Log] Current ship ambience clips length: 12 [01:21:37.9524080] [Info : Unity Log] Waiting for 3 seconds... [01:21:40.9551464] [Info : Unity Log] Cooldown complete. Hiding UI. [01:21:45.7407135] [Info : Unity Log] Set interminalmenu to true: True [01:21:45.7427084] [Info :WeatherTweaks Terminal] Removing terminal weather formatting [01:21:45.7476941] [Info :WeatherTweaks Terminal] Removing terminal weather formatting [01:21:45.7537080] [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. [01:21:49.0782581] [Info : Unity Log] Stop special animation on TerminalScript, by Player (UnityEngine.Transform); Player (GameNetcodeStuff.PlayerControllerB) [01:21:49.0782581] [Info : Unity Log] Calling stop animation function StopUsing server rpc for player: 0 [01:21:49.0782581] [Info : Unity Log] Stop special animation F [01:21:49.0782581] [Info : Unity Log] Stop special animation G [01:21:49.0782581] [Info : Unity Log] Quit terminal; inTerminalMenu true?: {playerScript.inTerminalMenu} [01:21:50.3138808] [Info : Unity Log] Set interminalmenu to true: True [01:21:50.3148795] [Info :WeatherTweaks Terminal] Removing terminal weather formatting [01:21:50.3158776] [Info :WeatherTweaks Terminal] Removing terminal weather formatting [01:21:50.7629309] [Info : Unity Log] clip index: 3; current planet: 57 Asteroid-13 [01:21:50.7629309] [Info : Unity Log] Current ship ambience clips length: 12 [01:21:51.6978844] [Info : Unity Log] Could not build 3 [01:21:52.1000929] [Info : Unity Log] Could not parse word: orbit
I am not sure if this is related to an issue with weather tweaks or this mod as they are the only two that should be capable of producing this issue
what gives you the impression it's this mod?
It mentions terminalscripts, which from what I have installed, I dont believe any other mod should be doing anything that may cause this issue?
are you trying to type orbit into the terminal to leave a moon?
No, this is just from the lever
ah, usually see this type of log message when typing into the terminal "Could not parse word: orbit"
Interesting. Im really lost with this one, as it doesnt specificlly mention anything aside from Weather tweaks being close in proximity
i'd need to see your whole log because nothing from the bit you posted says anything about not being able to leave
that said, i'm fairly positive nothing in this mod should keep you from taking off or landing
even if this mod does break, it usually just makes it so you cant use the terminal. And you'd see a message about it in your logs
Ive been looking through, and havent seen anything else I think would be the reason
It doesnt mention anything about not being able to orbit from what ive looked through
Then again, I may have missed something
yeah no worries, i'm looking through it now
how many mods do you have going in this profile btw?
I have 144, but I have a bunch disabled right now, I think it should be around like 110 or 120?
gotcha, mind if i see the profile code?
Yeah no problem (0190fc0d-597f-9497-71d6-1cdd7a7d1d7a)
never seen this one before
Context: IMFSourceReader::SetCurrentPosition in SetSecPosition
Error details: The operation on the current offset is not permitted.
Track types:
Audio Track, type: %10%16
Video Track [1920 x 1080], type: H264
Nor have I, That sinteresting
yeah not seeing anything super obvious
can you describe what exactly the issue was? When you tried to pull the lever what happened?
My guess as of right now it is something graphics related and its unable to generate the sscene for whatever reason
I pull it, I take off, doors close, it looks like the scene is changing, but im stuck in limbo where the lever says, ship is in motion
yeah going off logs i'd point you towards maybe something going on between loadstone and LLL? I'm not able to look at the profile code rn but I can later. Really dont think it's anything terminal related though. Most often this kind of issue has to do with those kinda mods
I'd change my mind if you said you went up to the terminal, did something, it broke where you cant use it anymore and then you couldn't leave. But if the terminal was working fine and pulling the lever just infinitely loaded the ship leaving idk, just doesnt sound like a terminal related issue to me
Ill take a look into those, That might be a possibility. Probably will do a crude ish binary search if that doesnt do it
if you find anything new pointing you back to the terminal feel free to lmk
Will do! Thank you for the help
no problem, sorry I cant help more 🙂
is there a way to get the custom background color to extend all the way down even on very short nodes
also, cool idea that would make the terminal feel a lot more seamless: don't reset page or input on leaving and re-entering the terminal
Probably the only good way I could do it is by setting the display text to always be a certain length by injecting new lines in any short nodes. The background is really just an element of the text box that is added to the terminal from base game so it follows the text. I could maybe add my own 2d element rather than use the current one. I knew someone would be asking about this particular issue I’m mostly just deciding how I wanna go about it lol
Honestly I have an idea on how to implement this and I’m wondering why I never did it in the first place. Will just need to be careful about syncing it when networked nodes is on
maybe just insert a minimum amount of lines and ignore if the terminal is already over that line count
Yep, definitely a possible solution
It would ofc move you input to the very bottom of the screen every time though
So need to make sure that doesn’t ruin things lol
hmmmm what about always overriding the bottom line with your input? i think that would be a nice QoL change in itself
@simple sierra funny bug report: currently when clients buy more than one item, they're duplicated in the dropship
does not happen with host and does not happen when only one item is bought or multiple items are ordered at the same time
huh?!?
so it's a client only bug where they get double of one specific item in a large order?
i dont think its exactly double
its like, order one pro flashlight and one pro flashlight as client, and 3 come out of the drop ship
😵
wait so
host orders one pro flashlight
client orders one pro flashlight
dropship has 3?
client orders one flashlight, and then orders another flashlight, both separate, and the dropship has 3

i'll see if i can reproduce it on lan
if I can reproduce there may be something I need to fix in dropship sync networking I have going
the fuck
thanks for the bug report i'll uh, figure it out somehow lol
in the meantime if you don't want this bug you can disable the **refund **command
as that is currently the only command that needs the dropship sync stuff
yea it's refund that's doing that
I have an idea on how to fix it, we'll see how it goes lol
you should've seen our fucking reaction when my friend said "okay i bought two shovels" and i go to pick it up and they just keep on coming
legit we had like 20 shovels and 20 flashlights
we had another mod break and stopped playing for the night anyway lol but it was insane
funnily enough, it's been probably about 4 months since I put that in the mod and it's only now being discovered 

could be that you had the command disabled all this time
it's also not super noticeable if it's just like one extra item
yeah that's true ig
I will say there was another bug I found while working on a fix and uh yeah I'm surprised no one complained about it 
share please
I dont wanna spoil before the changelog 
I also dont want anyone to abuse it before I patch it lol
I only update it when I push to thunderstore 
yeah 
I even added a little penalty for words that dont start with the same characters 😭
maybe i'll just make it a BIG penalty instead
i dont really think words that dont start with the same characters should even be considered at all
I do think if the word starts the same it should definitely be prioritized
but I also would like to give results to keywords if they somewhat match
think I might have to do math 🤮
most minor bug of all time: with terminal alwayson, the game always shows 30 credits on game start instead of the actual credit count
actually this report is incorrect hold on
yeah it only updates if someone else uses the terminal I think
when you first load in it will display 30
yeah
Im aware, just havent really tried to fix it lol
my conflict resolution algorithm is getting complicated 
hopefully an improvement, will count the matching characters that start the same and check that "bonus score" before comparing the levenshtein distance
for matching bonus, the distance score settles the difference. And if both words have the same distance you get the first one in the list
I'm hoping this should resolve any weird conflicts like lasso/assurance without drastically screwing with the distance score
some more examples
gonna push this in the next update, let me know if there's any more issues 😅
there's something that has been bothering me, idk if it's from OpenBodyCams or some weird interaction between this mod and his
but i have a low-end pc, with forbidden technology in my GPU that doesn't render volumetric material, so i use HDLC to turn off those
but OpenBodyCams keeps spamming my console with the hardware doesn't support volumetric material
but that's fine because i can disable the OBC
but
does it only happen when both of our mods are enabled?
when i try to use view monitor/view map*
with both mods
the console starts spamming again whenever i switch player
and that doesnt happen when you just use OBC?
let me try switch players on the terminal with just OBC real quick
lmk if you see the same issue with OBC's Picture in Picture commands or not
well, i do expect OBC or your mod to spam those things when i try using minimap/minicams/cams
but it shouldn't spam when i'm using view monitor
oh, weird
I have been asked to make it so you can completely remove anything cams related in favor of just the vanilla "view monitor" stuff
just haven't gotten around to it
I'd also wonder if you get the same log spam with my homebrew cam instead of the one I create with OBC
ok
i come back with the tests
i tried OBC solo and the terminalStuff solo to test
well
alright, lmk what you find out 
terminalStuff spams the volumetric material error when i'm using cams/minicams/map/minimap
but not when i'm using view monitor
and OBC doesn't spam when i'm using view monitor also, but it spams when i'm using the cam in the terminal
but for some reason
when OBC and TerminalStuff are together, they spam on "view monitor"
hmmm, that is very odd
weird interaction 
I wonder if it's because I create a graphic for the different render views to display on, which is different from the vanilla "view monitor"
but i'm not sure why it would spam for you here
ultimately, i'm sure being able to completely disable the cams stuff I do would help you. I'll see if I can get to this soon
maybe, i was thinking why show map spams and view monitor doesn't? don't they do the same thing?
don't worry, i'm not the ship guy most of the times
i can wait
I think as of latest update I am not replacing "view monitor" from base game anymore. But yes my map vs base-game view monitor is very different
I'm taking the ship monitor radar and placing the render texture on my 2d element that displays all the different cams views (i actually make 2 that I can manipulate for each different view)
it's just easier to manipulate between the cams views rather than using the stuff built in with "view monitor"
you're not the first person to have a need for disabling it though, which is why it's definitely on my radar lol
that's just the price i have to pay to use ancient technology (Nvidia MX130 💀)
well
gl with the next updates 👍
v60 is near 👀
MX130 💀 I had to google it 
we're cooking?
WOOOOOOOO YEAH
one downside i'm trying to work out maybe
only detects system fonts, not any custom ones I've installed from the web on my system
this is the full list
will obviously vary on different OS
rather, it detects the font but can't load it
yeah, any font downloaded from the web :/
[Debug :darmuhsTerminalStuff] attempting to create custom font from path/fontname: %LocalAppData%\Microsoft\Windows\Fonts\ARCADE_R.TTF
[Warning: Unity Log] Unable to load font face for [%LocalAppData%\Microsoft\Windows\Fonts\ARCADE_R]. Make sure "Include Font Data" is enabled in the Font Import Settings.
[Debug :darmuhsTerminalStuff] ARCADE_R.TTF found in path: %LocalAppData%\Microsoft\Windows\Fonts\
[Debug :darmuhsTerminalStuff] SetTerminalFont called to switch font```
🙁
im doing some more googles if there's a way around the warning, but everything I've seen so far is pointing me to do stuff in the unity project rather than through code lol
inkfree is an interesting one
uh
sorry, been a bit busy, grandmas bday etc etc, so I've yet to get a chance to mess with the ship colors mod.
Just to clarify, if I wanted to test out color, I'd just:
edit the config > log to main menu > log back into game / or not even have to leave the game at all / or restart the game each time i want to see the color change
no worries! yeah you wont have to do all that. Just change the config option and it will auto refresh the colors to what you picked
i mean, I'm assuming you have lethalconfig
Idk about changing the settings without it, i dont think the event would happen then
DOPE
I do have LethalConfig, but I was under the impression that 99% of config edits can't be applied until the game has restarted, so I've honestly rarely used it. This will give me an excuse to try it more however.
Two more things to "report"
-
When selecting the "mirror" function in the terminal, if you have a custom screen color set (like the red I've shown you), that mirror will have a square of that color over it. This essentially makes you almost unable to see the mirror.
Its not a huge deal, we really only use it to see our cosmetics, but I'd figure I'd let you know in case you wanted to somehow create a fix like disabling the screen color when viewing the mirror etc etc. You seem like a perfectionist lol. -
When the terminal boots up, were presented with your/our custom screen, is there a terminal command I can type that would then bring me to the default home screen? The one that lists the commands such as Moons, Store, etc.
WAIT I'm still gonna send this, but I'm pretty sure the command is "help", so never-mind on that second thing lmfao
hahaha yes help is the command you were thinking of
and i'll look into the other report 🫡
godspeed employee
so I was able to brute force it by copying the custom font files to C:\Windows\Fonts\ using an admin powershell window. Hardly ideal for the average user tho 
also not great if you wanna share your config with others and they have not done the same 
hmmmm
still trying some things, but I think font customization might have to be limited to system fonts for the time being
Try to call UnityEngine.TextCore.LowLevel.FontEngine.LoadFontFace(Font)
🫡
I was just trying
Font getFont = Resources.GetBuiltinResource<Font>(fontName); but that would fail to even find the file 
will revert to my previous method with your suggestion
oh lol
was just something i found on google so i figured i'd try it
it lets me compile 👀
damn
[Warning: Unity Log] Unable to load font face for [%LocalAppData%\Microsoft\Windows\Fonts\ARCADE_R]. Make sure "Include Font Data" is enabled in the Font Import Settings.
[Debug :darmuhsTerminalStuff] ARCADE_R.TTF found in path: %LocalAppData%\Microsoft\Windows\Fonts\```
let me see if that debug message still shows swithout trying to create the font asset
yeah no debug message without the font asset, gonna look around this font engine class
you should have logged the result of loading font face
yeah that would make more sense looking at this
returned Invalid_File (#4)
I wonder if my filepath isn't working
can you not set it to load a font from any path
nah not so simple unfortunately
just used the direct path instead of %LocalAppData% but still seeing the same error
say thanks to Terbium
just for funsies im gonna try an invalid path
wdym?
it hides pathes in logs that cannot be disabled with configs
even putting an invalid path gives me error code 4 so now im not sure of anything lol
ohhh I'm not using that atm
pretty sure im not, using a super small profile for testing
actually I forgor a "\" and this works. So the issue was indeed my %LocalAppData% shortcut because I wanted to hide my system username 🙃
custom font loaded from direct path
I mostly had it set up so that there was a fileName config option and a path config option
is the credits font not changing intentional
just forgot to end the path with a \
atm yes, I am only modifying one part of the text
have a link I can read up on that? Not aware of it at all
actually, I might already be using it in some other code one sec
okay yeah, that's exactly what I have in my other code
been a long time since I touched it
mostly uses ````Directory.GetDirectoriesandDirectory.GetFiles```
thanks for the help @lyric verge
i was gonna ask this earlier but just remembered now, are there any settings to change how sharp the fonts are? for example the font in this image looks a lot blurrier than the default terminal font and the inkfree image. maybe the font size or the thickness of the characters?
i noticed the same thing when i was fucking with FontPatcher, but i didn't open unity again to check if there were any filtering options
I can look into it, rn im just trying to make sure the fonts actually import properly lol
and also trying to make sure it's fairly simple to config as a user
yeah sorry i dont mean to get you sidetracked lol
nah you're fine haha
i'm probably gonna take a break here soon tonight and look into it some more tomorrow
you earned it king 👑
we have 3 ways of getting the font now:
1 - system font on your OS
2 - custom fonts you've installed on your system (which go to "%LocalAppData%\Microsoft\Windows\Fonts")
3 - specify a folder within the bepinex root folder space that contains font files, my example rn is "BepInEx\fonts"
hollup i'll screenshot it 
i am quitting modding
💀 💀 💀
why does it look so clean 😆
for when yall have it, here's the settings 
it's breaching containment
you can ignore the customfontpath, that's a system font babyyyyy
i hope i'm not gonna break your settings with my shenanigans 💀

i'm replacing font size on terminalformatter's nodes to use vanilla's size 😭
LLL was changing the font size and i went "nuh-uh"
guess the only way we'll find out is if something breaks? this is how I set it up
that method will get called either when customizations get refreshed via the command or at first load
erm what the flip mrov
i'm sorry for doing that
i'll test if i can remove it lol
lmao it's fine, we just gotta figure out a good way to handle any "conflicts"

what the fuck 😆
I could set a public bool for if font has been changed?
fixed it 
i'll try to throw together a changelog before i fall asleep
so long as i dont need to change anything that is 
👀
you're def gonna forget something if you're about to fall asleep
nearly 6am for me 😀

[3.4.0]
- Updated to OpenLib v0.1.6
- Added License file to package
- Adjusted conflict resolution feature for better matching.
- Will now prioritize matching that start the same as your input with a bonus score system.
- This will fix issues like typing "ass" and getting lasso instead of assurance.
- Fixed issue with dropship syncing (as part of the refund feature) where clients would get an extra item from their order.
- Thank you for the report nickham13!
- Fixed unreported issue with refund command that would let a client get more credits than the cost of the items they originally purchased.
- This was related to the above bugfix for dropship syncing.
- Added new Terminal Customization features:
- You can now change the terminal font to a font specified in the [CustomFontName] config item.
- There are 3 different ways of getting the specified font:
- system font on your OS
- custom fonts you've installed on your system (which go to "%LocalAppData%\Microsoft\Windows\Fonts")
- specify a folder within the bepinex root folder space that contains font files via the [CustomFontPath] config item.
- You can also change the font size for the main text, the money text at the top left, and the terminalClock text if it's enabled.
- HUGE thank you to DiFFoZ for pointing me in the right direction for this feature and helping me debug when I ran into issues.
- Now using OpenLib SoftCompatibility checker for soft dependencies.
- Potentially fixed issue with AlwaysOnDynamic (untested)
darmuhsTerminalStuff (3.4.0)
update has been posted
don't break anything pls, i go eep now 🙂
i broke it
It broke me
Notable that Bodycams has a purchase option, but the commands Minicams or Minimap work even without it purchased.
yes this is a small thing I've been aware of since Zaggy added that feature. On my laundry list of stuff to address eventually
font size does not refresh with the customize command 
I need to figure out how I want to handle the purchase-able aspect of the body cams, if I want to allow for the commands to be created & just not show a blank screen in place of the bodycam or if I want to supress command creation until the bodycams have been purchased
font size does refresh on lobby restart
probably something to note: font size will only change if you have a custom font atm
good to know
weird, the refresh customizations command for me was refreshing font size
I was using it to take the screenshots last night lol
i mean the font itself does refresh correctly
maybe it's just a lethalconfig thing, i'll try manually updating the font size
I was using lethalconfig too
try changing it DRASTICALLY and running the refresh command
sometimes the change is just hard to notice
that's weird lol
mind sending me your profile code? I'll check it out some time later
do you have terminalformatter? I do remember mrov mentioning some fun stuff with font size would happen
^ this bit
but it does correctly update when leaving the lobby
I talked with him in DMs and he said he'd revert that change at some point
01910559-15d0-33e4-7c00-8ac8f01ee9c0 this is my code
https://github.com/YoBii/LethalMoonUnlocks/releases/tag/v2.0.0-alpha3 i'm also using this mod replaced over the 1.0.1 version of LethalMoonUnlocks so you'll have to replace that manually
try changing the font size and then running the moons command
yeah i was doing that
I think that will for sure reset the font size lol
i'll try without TF now
ohhhh, okay yeah i'll have to look later. mostly just checking in on the discord* rn
😮
that's really weird
the font size is not changing with TerminalFormatter present?
oh btw, would recommend if you have the time to toss your font in a folder in the bepinex root and share it as a pack. Think it might be easier than getting your friends to install a specific font to their system 
"at some point" meaning "later that day", so about now 🤭
all good 
sorry, was as work
it might not be a terminalformatter issue at all
capitalism is squeezing me hard
will revert that anyway, to be sure
felt 😔
im guessing this is the font your profile is using? https://int10h.org/oldschool-pc-fonts/fontlist/font?ibm_vga_8x16
Font: IBM VGA 8x16, from the world's biggest collection of classic text mode fonts, system fonts and BIOS fonts from DOS-era IBM PCs and compatibles
yes, specifically MxPlus_IBM_VGA_8x16.ttf
yep, found it lol
I made a folder called fonts and threw it in there for your profile code to test
yeah i'll set it up correctly later i was just testing to make sure it even worked since i had it installed already
no worries I get it
weird im seeing the same issue of font size not changing
money works, but main text is not updating
i didnt try the other font sizes tbh
i'm not sure what, but something is surpressing me changing this particular bit of the terminal (Terminal instance).screenText.textComponent.fontSize
gonna try with another random system font rq
could it be a different mod
yeah it's not font specific
I'm willing to bet it is another mod, but other than terminalformatter i'm not aware of any other mods messing with the font size?
i can try throwing it in a new profile in a bit and see if it still happens
I'm hoping it's not LLL
LethalMoonUnlocks might mess with the font size, it does have to do a bit of its own terminal formatting, but i think that's all handled through LLL
not this one
can also confirm it's not GI
guess i'll check LLL and all it's dependents now 😭
yep, it's LLL or one of it's dependents
fuck
well I guess I'm due to add some soft compatibility with it
fun 🙂
and it is specifically LLL
only re-enabled that mod and font size does not change
eh, it's a very small part of the mod that breaks
I'm surprised I've gotten this far without having to put together some soft compat with LLL
other than the time LLL actually broke my mod when I used to rely on custom terminal events to run my commands
that was fun to find out
I basically had to rework everything and then a couple days after I did LLL stopped breaking custom terminal events 
we'll see what batby has to say 🙂 #1193461151636398080 message
#1213797469192855553 message
i cannot
👁️
so i'm confused why not setting the font size to 0 here makes the terminal text just disappear for your moons page lol https://github.com/AndreyMrovol/LethalTerminalFormatter/blob/ac05b174fe5aab4e7071db709811f13ddb428f88/TerminalFormatter/TerminalPatches/ReplaceText.cs#L108
or is there something I'm missing
i THINK that it was setting it to 0 - hence the error
but there's something else going on, so debugging time 😭
😭
🙂


funny feature request: i know there's a setting to lock the camera, so why not a setting to unlock the camera. i know it's unlocked by default, but the game always forces the camera back to the terminal. would like to be able to look around while i'm on it
what your friends see when you start looking around from the terminal
i have to keep them in their place somehow
yeah I can look into if it's possible. I do think it'd be a bit more complicated than locking the camera to the terminal since that just required a property change
return;
if (localPlayer != null)
{
localPlayer.disableLookInput = !value;
Plugin.MoreLogs($"ShouldLockPlayerCamera set to: {!value}");
}```
this is the bulk of the feature ^
unlocking the camera would likely require changing some base game code that clamps your view to the terminal
you'd probably have to limit it at some point so that you can't completely turn around
hmmm, yeah i'd have to think about that
because what if you did want to turn around lol
i think that would look very funny with the terminal animation
definitely would be funny to see
you can already kinda fight it to get sideways which looks hilarious
in the meantime, made a quick sample font pack. Hopefully the folder structure is right as it's supposed to be the example
https://thunderstore.io/c/lethal-company/p/darmuh/Minecraft_TerminalFont/
exp still isn't recognized as experimentation 
ass works though great work iconic Darmuh developer
What do you get instead 😵
Hmmmmm, I’ll have to look into it
I also still haven’t fixed some of the issues with custom bgs people have noted
Like the short text and the impact it has on mirrors/cmas
what's wrong with it besides the line thing
Cams*
oh that
Ye
i get experimentation in my barebones pack. Has your code changed much from the last time you sent it?
this one
I get experimentation with this one too 😵
i added some new moons and updated everything, but it was also doing this a few days ago when i reported the ass thing
can you send me the new code
I wanna see what debug logs say
or you can enable both of these and try the command then look at the log
sure ill just do that
developer one should have the detailed info i'm looking for
my debug logs were off again 🤦♂️
you should be able to change it while in-game and it'll show the logs after
no need to reboot for that one
i mean like in bepinex lol
hmmm I wonder what mod adds expedition
yeah idk
so in order to get experimentation you'd need to type at least "exper"
because expedition is the smaller word it will always win that fight
Not sure if there's anything I should adjust in the algorithm for that. Maybe some day in the future I'll make a configurable "priority words list" that you can set to give words from the list an advantage against non-priority words
that way you could just set all the moons as higher priority, but i'd also need to match the config item to the actual word so 😵
maybe not that, maybe just a checkbox to prioritize moon (and store maybe) words over anything else 
yeah it only works when i type exper
but im not sure why expedition is even an option it doesnt lead to anything
ill have to troubleshoot that
this would be good
yeah i'll have to see what's possible 🙂
so yeah, this folder structure doesn't work. Looks like there's been some discussion that you can't place stuff in just the bepinex folder either so i'll likely push a hotfix tonight to direct reading/placing the files elsewhere (thinking of using the darmuhsTerminalStuff plugin folder if I can)
config folder maybe? i think that's how FontPatcher does it
maybe, I kinda wanted to avoid that because there is a max size config folders can get to where sharing a profile code wont work anymore
ran into an issue with that when doing some modded valheim with friends and the customloadscreen mod would chuck all the images into config
eh fuck it, fonts dont get that big
wish there was an easy way to test though
so does this mean that if i put it in BepInEx/fonts/ it won't transfer via code
Do you plan on making alwayson keep the light source of the screen on while there is no user?
Also for me alwaysOnAtStart being set to false still shows the screen without a user. If I type "alwayson" with "alwaysOnAtStart = false", it will say it is now enabled as if it was disabled. Then typing it again actually disables it.
Random suggestion, is it possible to make it so that the "more" command only displays commands that are enabled in config? I have a bunch disabled and they are still visible so it feels a bit confusing to players
well can i just change the custom path to config/fonts and then put it there? not really sure how it works
this is already a thing
Huh. Doesn't work for me. Maybe that's related to the bug I mentioned?
make sure this is set to alwayson
Ah, you right. Missed that config. Thanks
well this kind of works until it breaks things horribly
should probably make it so that if it cant find a font it falls back to the default terminal font
actually this is weird
if i just put in C it says this
[04:04:55.8902949] [Debug :darmuhsTerminalStuff] C found in system fonts!```
this should already be the case. Any command that is disabled should not be showing in the more command menus. Can you show me an example of this happening? Where a command you've disabled is still shown in the menu?
Yeah, give me a moment to boot up
if you set the config option [CustomFontPath] to "plugins\your-font-packname\fonts" it should probably work, but I'd rather you only have to specify a folder name not a partial path
font shouldn't break the menus??? How did you get this to happen LMAO
yeah I should probably cache the specific font similar to how LLL is caching the font size so that I can send you back to default font. Currently my suggestion would be to blank out the config item and reload lobby to get default font back
this is interesting... Can't say I intended this one but it does make sense since I'm checking if the font path contains the provided name. Candara does in fact contain "C" 
huh, well its all working now lol. Must have gotten fixed in a recent update. When I was testing not long ago a couple commands were popping up there that I had disabled
why tf does this have 122 downloads 😭
This is peak, simple
Maybe, I know I did change it so that bind/unbind can be disabled now in config. This was requested by Moroxide I believe
That could be it then. Yeah This was prior to the last update you made to the mod, so i wouldnt be surprised
it was a few patches ago, but i mean I did do like a hotfix a day at one point so easy to miss
Well, this is good to know haha, issue fixed without me even knowing
3.3.4 was that patch, looking at the changelog lol
set the path to config\fonts
did you have an actual folder there at the time?
yes, with the font
huh, i'll try to replicate
yeah not getting that error
I did however confirm you can have your config item set to config/fonts (or config\fonts) and it will work
can't route to icebound 
there's nothing that interferes with the quota in this mod, so I'd assume yes
its just an old mod , i didnt even realize this was for your terminal mod .
may i ask a few questions related to the ship lights and flashlightcolors
lol no worries, happens to me all the time jumping around threads
sure whats your questions?
btw could you let me know which mod adds icebound? I cant find it searching icebound on thunderstore 
i was reading something from earlier and then it jumped me down to present . i added custom commands after the regular commands and now neither the custom or the original scolor or fcolor no longer works for me
generic moons
i had to download ship lights to set them for every game
oh like the custom keywords you set for them dont work?
i can go to icebound using this mod
the customs and the regular fcolor and scolor wont work
you might run into the same issue as nick if you enable conflict resolution, that's what we're trying to determine right now
hmmm, mind sending me a profile code where they dont work?
I'll admit it's been a while since I've touched that portion of the mod other than porting it over to use openlib
conflict resolution , i guess he has it enabled ? i dm'd u the code but its 171 mods :/
no worries, i'll take a look here when I have time 🙂
i used 'fl' for flashlight color and then 'lamp' for the ship color
okay I see the issue. So with scolor and fcolor you can only have one keyword right now. I have not implemented multiple keywords for these commands just yet since it's a bit more complicated for them in particular. If you adjust fcolorKeyword to just "fl" it should work with your new keyword. Same with scolorKeyword, you can set it to "lamp" and it should work for you.
I'm sorry it's not super obvious in the config, but there's a handful of commands that can only have one custom keyword
just doublechecked for you and it is working with both of your keywords 🙂
here's a screenshot of what you'll want your config to look like
thanks i appreciate the help as i forsure didnt know that it was only able to use one and im sure the semicolon fucked up the original keyword
yeah that's probably what happened. Sorry for the confusion!
anytime i get new people in for a game, they always ask what terminal mod im using and i always stick to yours cause ive used it since i started playing really and getting into modding and making everything work , 150+ was getting really irritating with conflicts on other mods and what not but i live by this mod for my terminal at least but i was kinda bummed on the flashlight color not working as well as the ship light colors. i downloaded a diff mod to be able to change the colors of the overhead lamps and they have tons of other ways to change colors of all types of stuff. only downside is that if what youre changing shares textures with other items those items get changed too. so i made the cupboard fuschia and since i did that , the red part on the vtype engine is now fuschia as well, kinda cool but also kinda weird but i get why it does that
oh you made the ship color mod smh
haha yeah that was a proof of concept mod after getting the terminal customization in a good spot
eventually I might update that mod to have an option to not use shared textures but it will require a lot more effort and I have a whole bunch of projects that need my attention (ghostcodes is crying in the corner rn
)
terminal
Really appreciate the message though, glad there's people out there who appreciate the humble beginnings this mod had 
Of course no problem
update on the fonts pack thing, 1.0.1 of my minecraft one automatically made the fonts folder in bepinex/config so definitely take that route with yours 
looking into this now
okay I was able to reproduce this error. Think it's because of using "\" instead of "/" in the path config option
likely the "\" gets removed because of the way it's a special character in most strings
my testing profile can route there. I'm thinking it might be less of a routing conflict and more of that error broke everything 
probably something in my modpack 🙃
specifically this bit:
filter has compatible noun: ice which is in icebound
I think my failsafe for when the word is shorter than the input didn't catch the length difference
nah it's for sure my fault
oh ok 

