#darmuhsTerminalStuff (3.7.7) - Terminal Mod
1 messages · Page 5 of 1
from the log messages: value1 would be "ice" and value2 would be what you typed "icebound"
- i-c-e all got matched to the query adding to the bonus value, then the error gets thrown
i = 0, c = 1, e = 2 (value1.length would be 3)
yeah, definitely bad math on my part sorry
flipping it to this since it's bothering me having i on the right lol
just now seeing this, if the screen is on at start but "alwaysOnAtStart = false" there's probably another mod that is turning the screen on when you load in. I remember specifically GeneralImprovements has this feature for example
posted 3.4.1 hotfix for some of the issues that were noted today
[3.4.1]
- Updated base custom font path to look for folders in the Bepinex/Config folder.
- This is because custom content packs cannot make folders in the base Bepinex folder.
- See Minecraft TerminalFont as an example for proper folder structure for a font pack.
- Fixed issue with Terminal Resolution bonus calculator throwing errors due to bad math.
- Thanks to nickham13 for the report and sorry for the mistake 🙂
- Fixed minor visual bug with alwaysonatstart showing the incorrect credits amount until the terminal was used
That minor visual bug has bothered me for so long but I was never sure if it could be fixed
yeah it has bothered me for a long time too but I kind of just ignored it for bigger stuff lol. Turns out the fix was ridiculously simple
Plugin.instance.Terminal.topRightText.text = Plugin.instance.Terminal.groupCredits.ToString();
Nice lol
lol this game is a mess
I imagine it's because zeekers never imagined someone would be able to see the text until they interacted with the terminal and turned the terminal screen on (but mods like this are forcing it on
)
darmuhsTerminalStuff (3.4.1)
oh I think I forgot to add it to the changelog but I added handling for setting the font back to default
you can either set the config item to blank or "default" and it will restore the terminal font to the normal terminal font. I'm caching it at Terminal Awake
What did you dooo 
i've spat my coffee lmaooo
feature request: make keystrokes that don't actually do anything (e.g. shift, alt, tab) not move the scrollbar to the bottom
makes it very annoying while trying to config when you need to see whats on the terminal
also i would like all of the text added by this mod to be in the terminal customization section, like the text in the MORE section and the new text in the HELP section
THATS AWESOME!
My friend group is very fond of you and the work you've done for us and everyone!
As of now until you release this improvement, I've found an "alternative" to the CAMS issue. Whenever viewing bodycams, I just type "clear" and the highlight color box becomes much more clear, only taking up a small portion of the camera. Its not a fix, but it does the job for now until an actual fix is released.
I'd also like to ask:
I use the OpenBodyCams mod for my cameras, they need to be purchased in order to appear on the ship screen, however, they do not need to be purchased in order to show up on the terminal screen "cams" command. Do you think theirs a way I can change this or is this something you'd have to internally with your mod?
unfortunately I think the only way to do this would be to patch into Terminal Update() which runs every frame. Personally I avoid any patches that touch Update because it's very easy to mess up and cause overhead/performance issues. I'll take another look but my initial answer is prob not something I'll be able to do just yet
😳 Can you give examples of exactly what you want to change? This sounds like a LOT more config items 😅
I'm glad yall are enjoying it and finding workarounds for the issue! I'm sure i've said it before somewhere but I do plan to implement a check for whether the OBC cam has been purchased or not. This is 100% something that will need to be done on my end internally within the mod. Since i'm taking my time with this next update i'll see if I can sneak this feature in there too before posting another update
i'm about to take a nap but next time i'm at my pc i'll boot up the game and take some screenshots
I appreciate that. I'd rather do specific target config options especially since some stuff would be especially difficult to allow for custom configuration
i lied 🙂
pretty much just anything that refers to the mod itself, i was only able to find these two examples and that should suffice
fair enough. I think I can make those strings in particular customizable
YOU 🪨 ( <---- that's a rock apparently, says discord)
@simple sierra figured out that weird autocomplete thing from a while back. for some reason when you open the steam overlay, the tab button is permanently held down. and i guess when it detected ad from adamance it autocorrected to coilheads
ohhhhhhhhhhhhh 
idk if I could fix that tbh
yeah its just an issue with the game in general
I've been extending the home page. @simple sierra
I wanted to disable the homeline3 and the hometextart but now when I leave it blank, it leaves a space that I can't find a way to completely eliminate so that the screen can be clearly seen.
This is because each config item does add a new line. You can fix this by moving a couple of your items to the other config item and your home page should look relatively the same I think
I'll check
yay
[Bug Report?] Hey Darmuh, took a screenshot last night but forgot to post it, and now I don't have the screenshot so apologies on that.
The bug: So when the ghost girl sends text through the terminal, it changes the text color on screen for me, but not the other players (Im still using the last "terminator" color config I posted, Red terminal screens with white text). Last night while playing, I used the ghost girl terminal command to put her onto another player instead of myself. She said "shell got huant 'such and such' instead".... the text she sent was red though, instead of white. Then for entire time we played, my text on screen was red and not white, even trying to re-apply your terminal config with my color codes didnt work, it only reset once I restarted the lobby. I, the host, was the only one who had their terminal text changed to red.
Not game breaking, I'm sure you're busy with a lot rn, but I figured I'd let you know though.
oh cool you're using ghostcodes? Yeah that's a known compatibility issue since ghostCodes grabs a cached font color at terminal awake and a major part of the terminal additions in that mod is changing the font color (where I was first learning how to do it). It makes sense it was only an issue for you, as ghostcodes does not sync the color change for everyone in it's current implementation
glad to hear the "haunt someone else" command works in that mod tho! I dont think I was ever able to really test it in-game
also, in case you weren't aware I made ghostCodes as well. I just need to update it
you mean you, darmuh, made DARMUHSghostcodes? wild.... never would have thought.
lmao okay ill stop being an ass. Yes haha, we've had it installed on our mod pack for a bit now, but never really got around to using much of it. That is until I took a few hours to go through some configs I had neglected, one of which was ghost girl. Since I tend to make custom spawns on moons and theme them, I decided to raise the values some in yours. So now we have a few "spooky children's hospital" themed moons, and let me tell you, that ghost does not fuck around. She's flipping lights, talking in my ear, its terrifying and I love it.
I'm sure you probably already know a fix... but as someone who took one single lego-block style coding class in college, perhaps you could implement a code that whenever the ghost girl writes on the terminal, after that, the terminal will be refreshed/applied with your darmuhTerminal settings.
I tried a lot of things that match to get the text color back to white and just nothing would do it. Or maybe just remove the fact she sends red terminal textm idk.
and yes, the haunting does work! I tried a few times, but it never worked, and I assumed the issue was that I wasnt the one being haunted. However, the time that I clearly saw the girl was haunting me specifically, I decided to try it again and sick the ghost on the new employee. Needless to say, it was very entertaining.
hahaha sometimes people dont pay attention to the full mod name so I just wanted to clarify 
And yes it will be fairly easy to build compatibility between the two, I just need to update ghostCodes to recognize the customization values from terminalstuff because the haunting stuff in ghostcodes was made before they existed 
As for the command only working when you're haunted, yeah that's 100% intended. I hope it was as hilarious as I'd imagined it'd be
playing hot potato with the ghost girl 
oddly enough, i can't replicate this in a profile I have with a bunch of different moons. Mind sending me a profile code where this error can be replicated?
01911f7a-321d-b891-3225-87bc4d26c79b
i've might actually forget to mention, but i started the game then went to lethal config to change some values and turn on the random moon
so
the cause may be because i didn't restart the game and instead just went to test
buy i may be wrong, so there's the profile
I don't think so. Anything you can change in the lethalconfig lobby shouldn't break anything for constellations
and any command added/removed in terminalstuff should be fine
Theyre all too dumb to read mod descriptions or config files, so none of them know how to do it... and im not telling lmao 🤫 🤣
lmao
honestly now that i think about it, it's probably not that obvious someone transferred her to you 
now that you guys mentioned, i remembered that this feature existed
I was hoping to one day see a clip of it in action to giggle at 😔
i would just take a shower and call it a day
the shower do be useful with that feature
ghost girl doesn't appear as often as i imagine 😔
yeah I forget who requested it but one thing on my laundry list of things to add in the next update for that mod is a way to adjust the ghostgirl spawn weights
even tho im sure other mods already have that function
for some reason, the ghost girl just appears to me when everyone died on Rend Eclipse runs 😭
that's strange, i remember seeing her way more often in previous updates
not sure how accurate this still is - https://lethal.miraheze.org/wiki/Entities/en
and these are the other moons not listed #1188262321970229358 message
i also remember seeing her way more
blud
even on experimentation
i've never saw her in artifice
maybe just cause there are more enemies now to level things out

I mean that picture is from April so idk 
I know zeekers did change some stuff with entity spawn chances in v56 but I never looked much into it
i never asked because i always thought that maybe i was unlucky to not be haunted
but
me and my friends never saw a broadcast by the GG, does this mods affect somehow?
not that i'm aware of
then i'm just unlucky
what was your message frequency set to?
default i guess
ah default would be 45% so that's wild yall didnt see any with a signal translator bought
could be an issue between my stuff and any of those mods. I just dont know about it in particular 
im using a vanilla method to send the messages tho so idk why it would stop workin https://github.com/darmuh/ghostCodes/blob/5bc1858814f12ecab2301f2589b2fcbb9831d8c1/Interactions/SignalTranslator.cs#L27
i never thinked about it, because mostly what they do are:
- Increase character limit
- Be able to put !?@#$%*
- Align text to center
yeah I guess I'd need to see logs or have steps to reproduce them not showing up
also kinda depends if yall use bypass or not, which lets ghostcodes do it's thing without the ghost girl
the whole config file is hella confusing which is a mistake on my part of trying to fit like 3 mods into one
this?
yeah, its enabled by default
let me check if i have a old log
i do remember seeing some ghostCodes stuff
[02:02:30.1104024] [Info :ghostCodes] The ghostGirl wants to play!
[02:02:30.1184034] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ghostCodes.Bools.AreAnyPlayersInShip () (at <24031e090e6943cd8a53d20e134dbc7c>:IL_00036)
ghostCodes.CodeActions.ShipStuff () (at <24031e090e6943cd8a53d20e134dbc7c>:IL_00001)
ghostCodes.CodeActions.InitPossibleActions (StartOfRound instance, System.Int32 randomObjectNum) (at <24031e090e6943cd8a53d20e134dbc7c>:IL_00018)
ghostCodes.CodeHandling.HandleGhostCodeSending (StartOfRound instance) (at <24031e090e6943cd8a53d20e134dbc7c>:IL_0001a)
ghostCodes.Coroutines+<GhostGirlEnhanced>d__9.MoveNext () (at <24031e090e6943cd8a53d20e134dbc7c>:IL_00071)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_00026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
ghostCodes.StaringInHauntPatch:Postfix(DressGirlAI)
DressGirlAI:SetHauntStarePosition(Vector3, Single)
DressGirlAI:TryFindingHauntPosition(Boolean, Boolean)
DressGirlAI:Update()
lol

I have your terminal synced for everything, so I tried to show what I was doing and kept saying "ohhhh dont read the terminal, oh no, that be a shame..." but they still were oblivious.
If yet to see the dice roll not work in my favor though, having the girl attack me for it. Although im sure it works.
Yeah ghostCodes is pretty broken
💀
Updated OpenLib to the latest version and having this error on the launch:
And after this error this shows up:
oh that's not good
let me look into it
for now recommend using old version of openlib
And this error shows up when creating save file:
yeah you're gonna see a lot of errors once you get the first error
something broke with backwards compat
coulda sworn I didnt see any issues when I tested before posting earlier
ok yeah i'm confused as hell. I made a fresh profile and dont get the error
Do you need my modpack code?
yeah that will help, I did see the error in a profile that I just updated openlib in so I believe you that it happens
but might be able to show you how to fix with the code
haha no worries
01912763-a2fd-a17a-257c-be987b436dfa
Oh and update Openlib in the modpack, I already reverted it
btw are you using gale mod manager?
yeah
okay
I think I know what the issue is
and it's because of a bad LethalConstellations package i think
if you delete that from the lethalconstellations folder the errors should go away I think
there is also an update I just pushed recently for lethalconstellations that should not have that dll in it anymore
Yup, no error
okay good, was worried I broke something really bad with OpenLib 😅
sorry about that. Mistake on my part with lethalconstellations lol
shouldnt be an issue whenever 0.1.5 is pushed to the mod manager
love this btw
Thanks! Thinking of making it smaller and on the top of the logo add information
I could see that 
ops
hahaha okay, just checking
lethalconstellations update should be on your mod manager now or showing up shortly (its on mine
)
Updated and everything works good
TMP effects when
I noticed the terminal's text can be seen through fog, so if it's near the doorway of the ship and it's set to not turn off outside the ship, you can basically see where the ship is from that side
Anything you could do about that?
Maybe another setting for "alwaysOnDynamic" that turns off the screen after you're a little farther away? I just don't like that it turns off as soon as you step outside the doorway
Is this even possible?
Could maybe add a configurable delay for when the screen turns off so it takes a bit longer for the screen to shut down. I’m assuming you want to be able to see the screen for a bit longer rather than it shutting off instantly when you step outside
I guess a delay wouldn't be too bad, but a larger distance would be nicer.
I just don't want it to turn off while im still close to the ship
I would have to recreate detecting whether you’re in the ship or not rather than using the game’s built in function for that. Which could end up causing some overhead performance issues
There isn’t a distance modifier I could easily access unfortunately
Hmm... no way to just check how far away a player is from the ship, not necessarily that they're in it?
Maybe, but again would have to add some more overhead to constantly checking the player’s position. I’ll think more on it but I do think a configurable delay is probably a better solution for you. You can just set it to like 15 seconds or so to get the same effect so long as you’re not standing outside the ship waiting for it to turn off
Alright. thanks
Just curious, the radar and monitors at the front of the ship work fine with fog. Do you know why the terminal is different?
I did notice the text of the monitors is actually applied to the model, while the terminal text floats in front of it and doesn't follow the model's curves, which is another thing that annoys me a little
Yeah base game handles the terminal monitor a bit differently from the ship’s monitors. Mostly due to the fact that it’s gotta handle user input
And there’s also layering being done between the canvas of the monitor, the text, and then any images it applies (bestiary, view monitor, etc.)
You may also be seeing the terminal light through the fog rather than the monitor itself. If you don’t wanna see it, you could set the terminal light to alwaysoff
As far as I know the ship monitors don’t produce any lights
No it's definitely just the text. Here's what it looks like
(The red is from the whiteboard mod which has a similar issue)
huh, that's weird. You're using alwaysOnDynamic and it's on from that far away?
No I have alwaysOnDynamic turned off since I don't like it turning off as soon as I step out of the door
ahh gotcha
that makes more sense
i'll add the delay config option for you and we'll see how that works for you
alright thanks
clamping it to a maximum of 30 seconds
just as an fyi, you may encounter some weird situations where if you leave the ship and come back before the delay has finished the monitor will turn off and then back on
testing it rn
actually, might be able to avoid that
just for comparison's sake, this is what i mean by this
and here's after
think it's safe to say I fixed the issue but if you are able to break my fix somehow i'll know where to look

another small QoL change i'm adding in next update - text you typed before leaving the terminal will be there when you start using it again
I was wondering why this was never a thing to begin with XD
no im adding that as well
ah
didnt show in video lol
i see
i think it's worth adding some sort of command that shows the home screen again, because afaik the only way to actually see it again in the vanilla game is to exit and enter the terminal, and obviously that won't work if it now saves what screen you were on
gotta make sure the feature works before i break the networking 
nah you can see it by typing "home"
is that vanilla?
no its a command I add by default
ah
also in vanilla the screen it loads every time you start using the terminal is actually the help commands menu
if i recall correctly
oh damn. i was preparing to prove you wrong because that didn't sound right at all in my head but no you're totally right
lol i do think it's not 100% of the time. I do recall sometimes it shows the other start page
the shorter one
but yeah since like version 1.2 or something this mod has forced the terminal to always load my customized start page when you start using it
[3.5.0]
- Completely reworked terminal cams logic.
- Adding one less image object for better optimization.
- Disabling all cams-type commands will leave (or re-enable) the vanilla "view monitor" command
- overall lots of optimizations with this.
- Reworked custom background Terminal Customization.
- Will now completely fill the screen space at all times
- No longer covers the cams feeds from any of the cams-type commands
- Added return to last node handling.
- The terminal will now return to the last node you were viewing when you start using it.
- It will also save any un-submitted text for you.
- If another terminal user updates the terminal screen to another node your last cached node will update with it.
- Added new config item [TerminalFillEmptyText] which allows you to add a base level of formatting from a few options for any terminalnode with text that does not fill the screen.
- default value is nochange and will do nothing.
- Added patch to fix zeekers typo in TextPostProcess()
- Updated radar zoom command to allow for input. You should now be able to perform a command such as "zoom 30" to set the zoom to 30
- this probably wont work with a multiword keyword like "radar zoom 10", I may add a fix for this later
- Added some more compatibility stuff for suitsTerminal.
- Added new config item [aodOffDelay] to determine seconds delay after a player is detected off the ship where it will turn off the screen
- If a player returns to the ship within this time the screen will not turn off
darmuhsTerminalStuff (3.5.0)
btw re: aodOffDelay, default value is -1 and will essentially do nothing (no added delay or any sort of checks)
- is scroll position also saved when you exit the terminal?
- is unsubmitted text also synced between players? would be cool for extra ✨ immersion ✨
- did you remember that text customization stuff i asked for? 🥺
- no not at the moment, a feature I can look into at another time
- not at the moment, maybe something to look into later (would need to add some more networking to toss that string around lol)
- uhhhhh maybe not, remind me what it was?
just like the stuff that refers to the mod by name
oooooo, nah i hand't got around to that
i'll write it down in my notes to remember for next patch
omg this is so helpful
glad someone found the pin helpful 
kinda wanna do something company-related but it's so mysterious that it doesnt really have any good imagery
I think if you can find the right font you could probably even get braille ascii art to work without the font patcher
a while back before the current ascii art I had this one which went well with the mask update
update themed could be cool
this was also a contender but never used
i'll have to think about it
i.... don't know what this is supposed to be 😭
just found them on google and have had them saved in text docs for a while now lol
eh, supposed to be a butterfly

i thought it was some kinda crystal
yeah options with non-braille ascii art is pretty limited
skill issue tbh!
I also was trying to get ascii art that fit within 11 lines or so back then to not make the text scroll 
(just went cat and never looked back)
lemme see
I've used this specific pink for practically everything that allows me to
its a good pink 
have you messed with https://discord.com/channels/1168655651455639582/1267032461062311999 at all? I know there's some compat issues so maybe not but I'm curious what kinda style you could come up with
ahhhh okay np 🙂

when I started a fresh game, I didn't do my raise-from-kneeling-position animation
and also when trying to use the terminal
I could not hit enter
or escape
only keys
profile code?
I was trapped in the terminal lol
01912be5-c7ae-0218-1f07-88f50beac616
just downgraded terminalstuff tho
so if you wanna see it for yourself update it back to 3.5.0 before starting
yeah no worries, i'll take a look
cool thx
FYI seeing a lot of this in your profile. Think it's generally recommended to use mirage over swalkers (dont think this is related to the terminal issue tho)
Stack trace:
SkinwalkerMod.SkinwalkerModPersistent.IsEnemyEnabled (EnemyAI enemy) (at <6679b08185e8458dbc079e3188c359ea>:IL_043F)
SkinwalkerMod.SkinwalkerModPersistent.Update () (at <6679b08185e8458dbc079e3188c359ea>:IL_0105)```
I am aware, that is a mod I have basically non-functional through its config settings on purpose
ah, prob better just to disable it imo
it's left in because someone in my friend group likes to snoop in that mod's folder, nab the sound clips it records of us, and play them back to us on a soundboard he has so we hear our own screams over the walkie during tense moments
anyway I think I see a potential issue
I might get rid of it, but it's just for that one guy
ahhh I see
this mod is disabling the vanilla "view monitor" when adding my own cams logic (to deal with compatibility issues between the base-game view monitor and my extra cams views)
its looking like theres some compatibility issues between openbodycams' commands trying to add themselves and the way I am disabling that command
like this config item, i'd recommend disabling it if you're using my mod to make cams commands
doing some more testing, but i believe that's the reason the update has caused issues for you
huh, alrighty, I guess I can say goodbye to having a low-res bodycam on the big right-side monitor
since yours has bodycams as terminal commands anyway
i mean, i'd prefer not to break the game because of a config conflict so i'll look into fixing this
just thought it was neat to have a bodycam on a screen everybody could see
you can still use openbodycams you just have to disable that thing
also im talking about just the terminal command from openbodycams, the regular cam on the monitor is fine
that "stays on terminal monitor" setting seems to only apply for whoever used the terminal last, people can't actually see what I'm doing on the terminal nor what I was last doing if I step off of it
that is a known behavior, right?
oh okay just the terminal commands? lovely
yeah double checking the specific config item I sent above
seems to be a bit more than just that
think i've broken a lot of zaggy's stuff 😬
at (wrapper stelemref) System.Object.virt_stelemref_class_small_idepth(intptr,object)
at OpenBodyCams.Utilities.Utilities.SetMaterial (UnityEngine.Renderer renderer, System.Int32 index, UnityEngine.Material material) [0x00007] in <9f0a920cddee4ac0a64ee2eb2851cc5f>:IL_0007
at OpenBodyCams.ShipObjects.DisableCameraOnSmallMonitor () [0x00014] in <9f0a920cddee4ac0a64ee2eb2851cc5f>:IL_0014
at OpenBodyCams.ShipObjects.ManageShipCameras () [0x00024] in <9f0a920cddee4ac0a64ee2eb2851cc5f>:IL_0024
at OpenBodyCams.ShipObjects.LateInitialization () [0x00000] in <9f0a920cddee4ac0a64ee2eb2851cc5f>:IL_0000
at OpenBodyCams.Patches.PatchPlayerControllerB.ConnectClientToPlayerObjectFinalizer () [0x00000] in <9f0a920cddee4ac0a64ee2eb2851cc5f>:IL_0000
at (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
[08:27:46.0960611] [Error : HarmonyX] Error while running static void TwoRadarMaps.Patches.PatchVanillaBugs::ConnectClientToPlayerObjectPostfix(). Error: System.NullReferenceException: Object reference not set to an instance of an object
at TwoRadarMaps.Plugin.EnsureMapRendererHasValidTarget (ManualCameraRenderer mapRenderer) [0x00000] in <e634b330e8854e8e852eb8fb136988f5>:IL_0000
at TwoRadarMaps.Plugin.EnsureAllMapRenderersHaveValidTargets () [0x0000f] in <e634b330e8854e8e852eb8fb136988f5>:IL_000F
at TwoRadarMaps.Patches.PatchVanillaBugs.UpdateMonitoredPlayerNames () [0x00019] in <e634b330e8854e8e852eb8fb136988f5>:IL_0019
at TwoRadarMaps.Patches.PatchVanillaBugs.ConnectClientToPlayerObjectPostfix () [0x00000] in <e634b330e8854e8e852eb8fb136988f5>:IL_0000
at (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
[08:27:46.0965763] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TwoRadarMaps.Plugin.EnsureMapRendererHasValidTarget (ManualCameraRenderer mapRenderer) (at <e634b330e8854e8e852eb8fb136988f5>:IL_0000)
TwoRadarMaps.Plugin.EnsureAllMapRenderersHaveValidTargets () (at <e634b330e8854e8e852eb8fb136988f5>:IL_000F)
TwoRadarMaps.Patches.PatchVanillaBugs.UpdateMonitoredPlayerNames () (at <e634b330e8854e8e852eb8fb136988f5>:IL_0019)
TwoRadarMaps.Patches.PatchVanillaBugs.ConnectClientToPlayerObjectPostfix () (at <e634b330e8854e8e852eb8fb136988f5>:IL_0000)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
[08:27:46.0965763] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TwoRadarMaps.Plugin.EnsureMapRendererHasValidTarget (ManualCameraRenderer mapRenderer) (at <e634b330e8854e8e852eb8fb136988f5>:IL_0000)
TwoRadarMaps.Plugin.EnsureAllMapRenderersHaveValidTargets () (at <e634b330e8854e8e852eb8fb136988f5>:IL_000F)
TwoRadarMaps.Patches.PatchVanillaBugs.UpdateMonitoredPlayerNames () (at <e634b330e8854e8e852eb8fb136988f5>:IL_0019)
TwoRadarMaps.Patches.PatchVanillaBugs.ConnectClientToPlayerObjectPostfix () (at <e634b330e8854e8e852eb8fb136988f5>:IL_0000)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
darmuh moment
yeah
Easily animate Unity text and apply other effects with custom tags - Luca3317/TMPEffects
it works fine by itself 😭
i'll have to read thru this at some point then
oh you know what
I think I know what I broke
let me do some more testing
Stack trace:
System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_0011)
TwoRadarMaps.Patches.PatchTerminal.StartPrefix () (at <e634b330e8854e8e852eb8fb136988f5>:IL_0042)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?1265842216(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?1531621456(Terminal)
i broke that 
its how im disabling vanilla "view monitor" 😭
gotta figure out another way to disable the command without breaking things 
i have an idea
my idea didnt work out, I think for now i'll just leave vanilla "view monitor" alone.
and if you want the best experience with the other cams views, i'll highly recommend enabling the map command and making sure view monitor is a keyword that gets added (replacing the vanilla keyword)
Mirage can still do this
I think?
Unless im misremembering the access of other player's sound clips
posted the hotfix
[3.5.1]
- Hotfix for compatibility with TwoRadarMaps/OpenBodyCams removing a problem method that was added in 3.5.0
- This method was disabling the vanilla "view monitor" command. But in doing-so breaking the other mods in their entirety.
- For the best cams experience either have all cams commands disabled to use the vanilla "view monitor"
- OR ensure you have the map command enabled with "view monitor" as one of it's keywords to replace the vanilla one
@cunning moss when you get a chance lmk if you have an idea for how I can effectively disable the "view monitor" keyword without causing issues with your patch. Unfortunately i dont have a lot of time to look into it tonight. Tried a few quick fixes like changing the resulting node but it wasnt working how i'd like it
no rush since anything I need to do on my end will prob need to wait till saturday/sunday as I expect to be fairly busy with my dayjob the rest of the week lol
Teach me ur ways how do u make such inflated changelogs
we checked when first getting Mirage, Mirage doesn't, or at least it's not nearly as straightforward as keeping a folder open and watching it populate with easy little soundclips to yoink
somehow It was fixed
i think the new custom bg needs to be extended to the right a little bit. it looks kinda off when looking at it from different angles, like you can see that it's just a texture being applied over the terminal model
hmm, looks like I should have used FirstOrDefault there
you could also just remove the keyword after I've retrieved it, but I'll put out a patch that makes it silently ignore the missing map command
which version should I expect this to fail in?
3.5.0 i think
and I assume the error pops up upon loading a save
yeah I think it didnt help that we were effectively touching the same thing at the same time. My patch for disabling the compatible noun was being called as your prefix was iterating through the keywords to find "view" and "monitor"
and yes 3.5.0, I just removed it in 3.5.1
they shouldn't be able to be called at the same time, they would run in some certain order
if mine runs before you remove it, then mine sees the keyword, so it must be running after
My code is running on an event from OpenLib that patches a postfix into TerminalStart
I tried to basically make it so at lobby load my code determines whether or not to add my extra stuff for the cams commands based on if any of them are enabled. If any of them are enabled I am trying to disable the base "view monitor" command. And if none of them are disabled then "view monitor" is not touched (or restored if this is a lobby reload)
I can mess with it, I used a different base-game graphic to essentially copy and that was the size it had. I haven't tried modifying it at all
I see, and the default in 3.5.0 was to remove view monitor? it looks like typing view monitor still works on that version
at least it does with my mods
it depends on what you have configured in my mod
I don't think I changed anything much from default
😮
I had to make OpenBodyCams ignore the PiP option if it doesn't find view monitor, but that's fine
it'll print a warning
that's great, because if I dont disable it then there's some weird interactions with the PiP stuff I add that throw a wrench in it all
I probably should have something that works better with vanilla at some point, but disabling the keyword seemed a lot easier
go thru the diffs of your change and explain them to the imaginary audience 
if it happens again feel free to lmk, I figure it's likely related to the issue I hotfixed in 3.5.1
just uploaded new versions of both TwoRadarMaps (1.4.2) and OpenBodyCams (2.2.3) that fix those issues with removing the keyword
Thanks Zaggy, appreciate your help 
np!
checking rn on my new update
Sorry I'm not used to being lonely enough to imagine an imaginary audience
yup, somehow it's fixed :]
glad to hear 🙂
messed with the graphic a bit, feel like I closed most of the gaps
oh yeah that looks really nice
also adding these config items per request
i feel like the glass reflection is kinda weird
yeah I think it's a bit more exagerated with lighter colors. That is base game and likely something I wont be able to adjust (at least for the time being)
If I ever find a better way to do it maybe I can make it look better, but I do think this is probably the best I can get it looking for now
[3.5.2]
- Re-added method from 3.5.0 to disable view monitor command.
- Thanks Zaggy for providing a fix for the issue on your end 🙂
- Added some more configurable strings per request, (moreMenuText/moreHintText)
- Adjusted terminal background graphic to better fill in the gaps on the screen
darmuhsTerminalStuff (3.5.2)
Can u add an option to disable this 👉👈
I personally kinda found it annoying when I was playing a bit ago with oomfs
yeah definitely can. I thought about it at first but figured i'd wait and see if anyone didnt like the feature
will add a config option for it when I've got another patch going

I just hate it making the stupid cha ching sound again if you were last on a page where you bought something
oh lol, didnt know it did that
can look into changing it so that doesnt happen
Hope you can XD
I have an idea, just need to make sure it works before I make any promises lol
Haha
if(coming back){
playsound = no
}
no need to thank me
I get stuck here, cant go to homepage/moon list/store
and got this error
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: TerminalStuff.AdminCommands.GetPlayerToKickID (GameNetcodeStuff.PlayerControllerB matchingPlayer) (at ./CommandHandling/AdminCommands.cs:111) TerminalStuff.AdminCommands.KickPlayerConfirm () (at ./CommandHandling/AdminCommands.cs:93) OpenLib.CoreMethods.LogicHandling.GetNewDisplayText (OpenLib.CoreMethods.MainListing providedListing, TerminalNode& node) (at ./CoreMethods/LogicHandling.cs:34) OpenLib.Events.EventUsage.OnParseSent (TerminalNode& node) (at ./Events/EventUsage.cs:84) OpenLib.Events.Events+TerminalNodeEvent.NodeInvoke (TerminalNode& original) (at ./Events/Events.cs:46) OpenLib.Terminal_ParsePlayerSentence_Patch.Postfix (TerminalNode& __result) (at ./PatchThings/TerminalPatcher.cs:75) (wrapper dynamic-method) Terminal.DMD(Terminal) Terminal.OnSubmit () (at <0b5b829887344817a21214132ea92eef>:IL_0060) UnityEngine.Events.InvokableCall.Invoke () (at :IL_0010) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at :IL_0049) TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E) TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B) TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067) UnityEngine.EventSystems.EventSystem:Update()
only when I type "clear"
is this the correct position of the "mirror" command?
yes that is intended atm, do you think it's a bit too zoomed out?
Yeah, I think it's a bit zoomed out, but if you think it's fine, then there's no issues
did you type the kick command at all before this? That is an odd situation. Or maybe another player in your lobby used the kick command last before leaving the terminal?
I'll add a config item to adjust the zoom that way it's up to personal preference
I can understand not wanting to see the exterior of the ship with the mirror command
I just thought it looked neat, especially when landing, so I set it up that way lol
how does the font size works?
can I set the size smaller than it is right now?
at least the home page?
currently if you use LethalLevelLoader (which most people do) the font size cannot be changed
oh, I see
I have a PR with batby for that, just waiting on him to review it https://github.com/IAmBatby/LethalLevelLoader/pull/131
I could be mistaken but I think he plans on reviewing them when v60 hits
could this be used to reduce the text size?
I know it's used for ASCII Art, but in Theory it could also be used for that
yes, however it would change the font size for all of the text
It'd test it, how can I do that?
if you disable LLL you can test it. just set this config option to anything except -1
you'll need to have TerminalCustomization enabled as well
you could also try this, but not sure it'd work http://digitalnativestudios.com/textmeshpro/docs/rich-text/#size
Rich text documentation for TextMesh Pro.
it works lol
oh nice! glad to hear
The only thing I see is that it seems that the last "Size" is used as global, no matter where you have it, it will be used from there down until it is "size"d again.
no
ah that might fix it

yup, the <\size> works
also, this is only applied on the home page, so it's enough for me :]
time to play with this :]
:]
MAXIMUM ZOOM
Lol
I also added the ability to zoom it out further for a weird flat full ship overview 
Should I continue?
woahhhh 😮 what page is this?
home :]
yup
[3.5.3]
- Added config option to disable new cached terminal pages feature (CacheLastTerminalPage) per request
- Added config option to change Mirror zoom scale (mirrorZoom) per request
- Updated cached terminal pages handling to not replay any sounds that were associated with the page you left
darmuhsTerminalStuff (3.5.3)
update time :]
im hoping the issue you experienced here had to do with the terminal cached pages feature. I've reworked it slightly so hoping i've fixed the potential issue there
yes I type kick before. I'm alone in the lobby because I just testing the mod for my modpack
I just typed everything that is available in the config
This is what I found in your mod. I don't know if this is a conflict with another mod or not.
- Stuck in Kick page
- Rainbow flashlight stopped working when I dropped it, stopping at the last color
- Lever command stop working after the first input
my English is no good, sorry if you confused
yeah i'm willing to bet it was an issue with the cached pages feature and should be fixed in 3.5.3
2 is expected behavior for performance reasons.
3 is new, if you have the time i'd appreciate a clip of the issue
I've no issues understanding you dont worry 
Finished :]
I'll send the clip later.
So basically when I join a lobby and type "lever", the terminal says "pulling the lever" and the ship is landing, it works. But after that, I want to leave, type "lever", terminal says I'm pulling the lever but the ship is going nowhere, no lever sound being pulled and it continues like that. Lever command can only be used once
so this is what I found after the update of your mod
- with CacheLastTerminalPage set to true
while on the "kick page" you still can't use any command but you can leave the terminal, before you couldn't even leave the terminal. After leaving the terminal and accessing it again while still on the "kick page" and typing any command, it starts working again - with CacheLastTerminalPage set to false
still can't use any command but after leaving and accessing it again you got straight back to the home page (which is intended to be like that, I know), basically the same as above
found an issue with TerminalStuff and LLL. (and/or TerminalFormatter)
If I exit the screen while in "Moons", when I re-enter it loads the vanilla Moons screen compared to the custom ones from LLL and LethalFormatter, without the possibility of seeing custom moons and without filtering by constellation or price.
@simple sierra to let you know about this issue.
I suppose it is from the mod networking and syncing?
okay i'll have to take a look at the kick command then. I think it's not used much so maybe I broke it back in 3.0.0 and you're the first person to report an issue with it lol
nah that looks like there might be an issue with Cached Terminal Pages not grabbing the correct output from the updated moons node
I'm guessing if you typed moons after the video ended it would update to the correct listing
yup, I typed moons and it updated to the correct one
yeah my guess is LLL updates the moons page after I grab the cached text
so my cached text is outdated compared to the "correct" text
you can check it on the second 0:11 of this video
oh I didnt see that
Is there a way to fix it?
yeah, 100% probably what I think it is
I'd disable this config setting until I can figure out a fix in my code
that should be the only page that messes up, but that's probably one of the most common pages to load in the terminal lol
or force it to be at home when re-entering the terminal, because I noticed that it also happens with terminalformatter when exiting and entering after having purchased an item
thanks!
yeah terminalformatter probably behaves in a similar manner
I have an idea for a fix, just need to test it
try it on m y modpack :]
🫡
I can assume from the deleted message that the tests have not been very successful :,]
just figured i'd stop giving status updates on whether i was busy at work or not 
Have it just about fixed, just correcting some small spacing issues that are bugging me
no issues :]
I was gonna show a funny video where the text floated down each time you opened the terminal but I got a work-call mid recording 
@simple sierra it seems like the new update when reopening the page you were last on will bring up the vanilla version instead of the TerminalFormatter one
So it breaks compat with TerminalFormatter slightly
btw I'm surprised Robyn hasn't done this yet, but you should probably change the thread name to darmuhs Terminal Stuff so the thread is easier to find XD
:]
is that why Robyn is changing the thread names?!?
I was so confused when suitsTerminal became Suits Terminal 
Yeah it's so they're easier to find in the search bar
lol
that makes a lot of sense actually 
so this is the spacing issue that is bugging me. I cant seem to detect that extra little line that is getting thrown in for the moons node specifically (only when it's the cached version and not the fresh one)
other than that tiny issue i've basically fixed the problem. Just really bugging me that I cant get them to look 1:1
are you using Gale?
yes, highly recommend it
yeah I installed it but can't figure it out how to move my profile from r2mm to Gale, it keeps throwing me errors
Oh that sucks, mine auto imported when I installed without issue
Also using profile codes doesn’t give me any issues
oh, I see
Making this feature way more complicated than it needs to be and trying to detect that particular keyword result to change directly 
it worked but im gonna see if i can do this a smarter way than just calling for the very specific node
okay i've got a bit of a smarter way to fix the issue. Basically reverting back to the initial way I handled cachedNodes BUT handling any nodes that play sounds via the newer method of grabbing specific text with also my fix I developed today for grabbing specific screen text
I think if anything the terminalformatter version of confirming purchases may have an extra space but that will annoy me less than ALL of the pages being formatted having an extra space
the first version of this was just that last line 😭
update posted
[3.5.4]
- Updated cached terminal pages for compatibility with TerminalFormatter & other mods that change text at TextPostProcess()
darmuh's Terminal Stuff (3.5.4)
great!
let me know if there's any further issues 👍
Darmuuuuuuuuuuuuh
did i break somethin
Idk but when I turn off the terminal stuff mod it doesn't break
I'll show you what it's supposed to look like
try disabling this setting
thats all that has changed in the last couple versions
not sure why it would break tho
Oh ok hold on
Where can I find it?
Found it
I'll look into it more when I have time
Works now
So yeah I guess that was the issue
yeah figures, how weird
no worries! sorry for the issues!
It's ok, ty for helping and stuff
ofc, btw what does selene's choice do generally?
Makes the moons list limited
For packs that have like a lot of moons in them
N randomizes the list every quota
So I have mine set to 3 free moons and 3 paid moons
And they rotate every time we quota
Hope I explained it well
It just makes choosing between moons easier
N more interesting
ohhhhh okay, so kinda like Lethal Moon Unlocks but randomized
I guess so
6 moons that are random each quota
Other moons are just locked
So you can't go to them
huh, i wonder what's breaking with the cached terminalnode
oh wait is the issue that the moons list is wrong?
Notice how it's 9 moons
it starts with 6 (Which is what it should be)
But then when I close that lobby and remake the save file
It's 9, and some moons are repeated
Like offense, it's repeated twice at the top
Need my code?
sure, best to double check no other conflicts
latest update broke the monitor for me lol
can you give the logs?
id' be better if you give the full log, that way it could be easier to find that bug
Will do in a few
Seems like a one-time thing I guess? I restarted the game and it just works now
But now I've noticed that the quit command no longer returns the terminal to the title screen
is route random reliable? It feels like some moons never get chosen?
those logs are pretty common. Definitely would prefer full logs and a profile code
I'd say it's as reliable as Unity Random will allow it to be lol
I've never seen route random choose MinecraftVillage. Only filters I have are eclipsed and stormy.
does it like have a max amount of moons it can randomize?
nope, no max level or anything like that
this is the only filtering it does
huh... maybe I got that one in a billion chance
and this is how the moon is chosen
I'm fairly certain LLL throws any custom moons into the moonsCatalogueList of the terminal so it should be possible to get it
im gonna turn off the weather filtering, perhaps one of my mods broke it and moons dont get chosen
that would be really odd if that were the case
its a very simple string match on my end 
Found a bug related to the syncing
vanilla moons when a friend types "moons"
I had that happen too
@simple sierra I think I may have found a bug with your mod but not sure, is it possible anytime the store page is reopened as the last page it's considering the items as being rebought? Cus we've had issues of getting negative credits.
think I'm just gonna disable cached terminal pages
it seems to be breaking a lot
I think I found the solution to my problem
its random routing to MinecraftVillage finally
Hey, what was your issue and how exactly did this mod fix it?
because it doesn't change anything outside of displayed text
really? Well my issue was that when I typed routerandom, it never routed to specific moons. I only had eclipsed, foggy and stormy filters on, and tried it on multiple different days, even ond ays where the moons had no weather, yet the route random didn't want to route to them, specifically MinecraftVillage seemed to never get picked. Now no idea why it decided to pick it again? I removed some moons and added scrap and moon mods, so maybe a different thing was causing issues.
huh, i might know why
@simple sierra add
StartOfRound.Instance.ChangeLevelServerRpc(validLevels[randomIndex].levelID, Plugin.instance.Terminal.groupCredits);
+ StartOfRound.Instance.SetMapScreenInfoToCurrentLevel();
if (and in my opinion it's exactly that) it's just a visual error (so a ship screen not being updated) this should completely solve it
@simple sierra This may not be your mod, apparently the other person that experienced it isn't using your mod
😵 this has probably been a thing longer than the recent cached pages issues however it's related to the same problem. Other mods modify terminal page text at a different point than what is expected for most of my stuff. I'll have to build something to catch their changes in the same way as I did with cached pages
thanks for looking into this, i'll add the suggested change in
yeah I am almost certain you should not be getting double charged from cached terminal pages. I did some limited testing to ensure this before releasing the feature
Yeah it was a bug with LGU after looking into it more thoroughly however there was a bug we ran into
If you try to route to a moon, or buy something too I think. and you don't confirm but try to back out or go back to home or anything the terminal simply soft locks
I had to have a client hop on the terminal to unsoftlock it
I had this happen cus I had a moon I didn't have enough credits for
and it just softlocked
lol
Will do cus I checked logs and no errors were there
0191439f-f871-57a4-4c45-bee2cae5bb78
btw it seems using tp to tp someone in the terminal as the last command entered causes the command to repeat when you get back onto the terminal, thus teleporting the same player again, odd bug introduced from 3.5.0, didn't happen prior to it
My friend is getting an error whenever they try to enter any phrase into the terminal. Plus it doesn't actually let them enter it. I have logs if you want them
ye send logs
It's towards the end
[Info : Unity Log] Could not parse word: home
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
OpenLib.Menus.MenuBuild.InMainMenu (TerminalNode terminalNode, OpenLib.Menus.TerminalMenu terminalMenu) (at ./Menus/MenuBuild.cs:101)
TerminalStuff.EventSub.TerminalParse.OnParseSent (TerminalNode& node) (at ./EventSub/TerminalParse.cs:23)
OpenLib.Events.Events+TerminalNodeEvent.NodeInvoke (TerminalNode& original) (at ./Events/Events.cs:46)
OpenLib.Terminal_ParsePlayerSentence_Patch.Postfix (TerminalNode& __result) (at ./PatchThings/TerminalPatcher.cs:75)
(wrapper dynamic-method) Terminal.DMDTerminal::ParsePlayerSentence(Terminal)
(wrapper dynamic-method) Terminal.DMDTerminal::OnSubmit(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049) TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E) TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B) TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
This is the error
@simple sierra Can I suggest a feature? I'd like for you to implement the option to change how many credits you start with :3
I found a bug related to this mod but I can't figure out if it has to do with a conflict with another mod or not. Whenever I have modded moons, if I exit my lobby and go back in, all the vanilla moons disappear from the exomoons catalogue on the terminal. Running a lobby right after opening the game doesn't have this issue.
a style I came up with is i turned the ship bronze (edit, experimenting with other colors, of course)
most minor issue ever: when loading into a save for the first time the $ symbol is missing from the credits
Terminal broke earlier on in the logs, which in turn breaks the rest of any mods touching the terminal. (including mine)
The below error is the first I see relating to the terminal -
Stack trace:
CentralConfig.UpdateLengthOfDay.Prefix () (at <77ad583410db49e5b1cb367f47b74be0>:IL_001F)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetMapScreenInfoToCurrentLevel>(StartOfRound)
WeatherRegistry.Patches.TerminalStartPatch.Postfix (Terminal __instance) (at <c020618209bb449d94ba93d3e91560b6>:IL_068A)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?-339440212(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?688928656(Terminal)
i'll see about adding something like this so long as I dont break the game in the process 
sounds like a potential issue with the cached terminal pages feature, you can disable it for the time being
oh nice! It works with ship windows now?
ah yeah I can fix that
From what I can tell it always did
It just doesn't change on Save Load
but changing it in-game does indeed work properly
oh and here's one i dont really care for anymore and a watermelon
haha nice I like the charger on the second one. Very sleek
seeds
I doubt it will, it seems like being able to implement that is fairly simple you might even be able to look at the code for MoreMoneyStart for it lol
I just feel like it's certainly something in the scope for your mod and I don't wanna keep using a seperate mod for it :3
How do you hide the Reserved item from the terminal?
idk it just disappeared when I changed things lol
yeah, same happened for me
i'm kinda scared to change it again because i don't want it to come back lmao
i believe editing this config in the terminal customization setting will make it fail to display?
Give it command to make reverb fart sound
nope, it's still there
idk what happened, but my terminal is not longer working
This is the log that happens when using the terminal
also this before?
I don't know what would be happening :,]
Halp @simple sierra :']
I haven't found the reason for this problem yet, I'm going to start doing rollbacks
sorry got called in to work today. I'll look when I have the time
No issues, I'll try to get this thing working
think LLL's latest update might have conflicted with something in LethalConstellations:
Stack trace:
(wrapper dynamic-method) LethalLevelLoader.TerminalManager.DMD<LethalLevelLoader.TerminalManager::GetWeatherConditions>(LethalLevelLoader.ExtendedLevel)
LethalConstellations.PluginCore.MenuStuff.CreateConstellationCategories () (at ./PluginCore/MenuStuff.cs:122)
LethalConstellations.PluginCore.MenuStuff.Init () (at ./PluginCore/MenuStuff.cs:31)
LethalConstellations.PluginCore.MenuStuff.PreInit () (at ./PluginCore/MenuStuff.cs:25)
LethalConstellations.EventStuff.Subscribers.OnTerminalStart () (at ./EventStuff/Subscribers.cs:45)
OpenLib.Events.Events+CustomEvent.Invoke () (at ./Events/Events.cs:96)
OpenLib.TerminalStartPatch.Postfix () (at ./PatchThings/TerminalPatcher.cs:54)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?-21189962(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?2089642460(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?2087507024(Terminal)
LethalBestiary.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <0d184de3cadb4a4a9b8ad443576d9910>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?-2135239524(Terminal)
[17:41:38.9446592] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) LethalLevelLoader.TerminalManager.DMD<LethalLevelLoader.TerminalManager::GetWeatherConditions>(LethalLevelLoader.ExtendedLevel)
LethalConstellations.PluginCore.MenuStuff.CreateConstellationCategories () (at ./PluginCore/MenuStuff.cs:122)
LethalConstellations.PluginCore.MenuStuff.Init () (at ./PluginCore/MenuStuff.cs:31)
LethalConstellations.PluginCore.MenuStuff.PreInit () (at ./PluginCore/MenuStuff.cs:25)
LethalConstellations.EventStuff.Subscribers.OnTerminalStart () (at ./EventStuff/Subscribers.cs:45)
OpenLib.Events.Events+CustomEvent.Invoke () (at ./Events/Events.cs:96)
OpenLib.TerminalStartPatch.Postfix () (at ./PatchThings/TerminalPatcher.cs:54)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?-21189962(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?2089642460(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?2087507024(Terminal)
LethalBestiary.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <0d184de3cadb4a4a9b8ad443576d9910>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?-2135239524(Terminal)```
got that from your log and it looks to be the first Terminal related error
Oh :']
Ok, let me see if I can do a rollback on LLL
I'll look into trying to push an update for LethalConstellations later tonight
Oh, ok, ok
i'm guessing something changed in LLL's code that i'm referencing to get the weather
Oof, you may ask there
I can look first since it's available on github
but yeah, may ask if I have any questions
break the mod so bad you create a new config option on your own
lmao what the fuck
im just trying to ascii art man
are you editing the config in gale or in a separate text editor?
can you send what the config file looks like if you open it in notepad
there was nothing
huh
also fyi, this is a pinned message that i think makes ascii art a lot easier to set up in the config #1180739684654121091 message
but I think it duplicated some of previous changes
i'd start fresh for now
very good yeah
if that happened solely from editing it in gale i would send a message in https://discord.com/channels/1168655651455639582/1246088342458863618
that definitely should not be happening
you can also just literally replace the new config with the old config
also a good suggestion
idk what's causing it
just an fyi, if you have notepad++ you can open the config and set the language to properties
makes it pretty easy to modify
where do I do that
this is what one of my profile configs looks like
Language -> P -> Properties
might be the default
yeah sometimes it autodetects
oh thats useful
oh yeah looks like it does
looks like gale uses whatever you have set as the default to open .cfg, idk how i was ever putting up with doing everything in notepad
i've used notepad++ since I took an HTML class in highschool lmao
i just use it for basic shit
on the other hand can't wait for things to implode for seemingly no reason
yeah took time to see some of the special characters that worked
‿ ♥ ♡ ♁ ¢ € £ ¥ ₮ ₠ ₡ ₢ ₣ ₤ ₥ ₦ ₧ ₨ ₪ ¤ ƒ Ξ ⁞ … ≡ ✕ ₮ Ð Ł ϑ ε Ӿ Ψ Ł ξ ※ ⁎ ⁑ ‡ © ® ¶ § ‰ ♂ ♀ ⍚ » « ‹ › → ▪ ▫ ” ‘ ‘ ’ ‚ ‛ “ ” „ ‟ ' ′ ″ ˊ ⌂ ⌈ ⌉ ⌊ ⌋ ⌐ ⌘ ⌙ ⌜ ⌝ ⌞ ⌟ ⌠ ⌡ ⌦ ⌧ ⌫ ⍦ ⍧ ⍪ ⍫ ⍬ ⍭ ⍮ ⍯ ⍰ ⍱ ⍲ ⍳ ⍴ ⍵ ⍶ ⍷ ⍸ ⍹ ⍺ ⎋ ⌶ ⌷ ⌸ ⌹ ⌺ ⌻ ⌼ ⌿ ⍀ ⍁ ⍂ ⍃ ⍄ ⍅ ⍆ ⍇ ⍈ ⍊ ⍌⍚ ! ! ‼ ¡ │ | I ¦ ║ ‖ ― — ‾ ○ ◌ ☮ ● ◙° ☼ Ο ∞ ⍣ ⍤ Ӫ ӫ ☺ ☻ ☹ ü Ü ½ ¾ ¼ ™
ooooooooo
these all the ones I bothered finding before getting bored
yeah and you could always change the font if you wanted
yeah these are just the default font
im surprised some of those actually work with the default font
I figured © didnt work
especially since $ changes to the square credit symbol
neat
my n++ doesnt do this already but if you're wondering how to auto-associate .cfg files with the Properties language, this
oh wow
@tender timber ^ I told you wrong
I typed wrong moon that wasn't in the moon list and now I can't leave from ' Route Locked '. If I type something I get this error and nothing happens. Not sure if it's your mod.
log
I was getting that error too when trying to type anything else from the locked screen, that’s why I had to turn off cached pages
FYI - pretty sure it's a known terminalformatter issue #1213797469192855553 message
this red text is all over the place, is this normal?
Is there any way I could get the actual default values for these? I just want to use it to remove the credits bg, but I don't know what to set everything else to to keep it normal.
Try removing the text/hex from the entries
hover over the config name, it tells you the default
the defaults are different colors from vanilla
and yeah it is slightly lighter than what it normally is
Yeah I need to update the defaults to their actual vanilla colors in a similar way to how I do it for shipcolors
In the meantime you basically have to do a best guess for setting the colors to their vanilla values
ok well
the bunkbed thing in ShipColors is good for the Terminal default
lool
#CFCFCF
@peak patrol
i'll mess around to get satisfactory vanilla values for the other options
- Terminal
- #CFCFCF
- Buttons
- #7388B5
- Keyboard
- #808080
- Text, Money, Caret, Clock
- #02FC01
- Scrollbar, Scrollbar BG
- #156116
- Light
- #D1F6AC
not exact but they're close
Thanks for that, next update I’ll have the defaults set to their actual vanilla values
I'll try these out right now, thanks!
Did anyone got a bug where people can no longer interact with the terminal ? It happened to us and i think it is this mod fault
network features are safe ?
found this by looking in the huge log file
[20:00:38.9714825] [Info : Unity Log] Set interminalmenu to true: True
[20:00:38.9817439] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TerminalStuff.EventSub.TerminalBeginUsing.StartUsingTerminalCheck (Terminal instance) (at ./EventSub/TerminalBeginUsing.cs:112)
TerminalStuff.EventSub.TerminalBeginUsing.OnTerminalBeginUse () (at ./EventSub/TerminalBeginUsing.cs:20)
OpenLib.Events.Events+CustomEvent.Invoke () (at ./Events/Events.cs:96)
OpenLib.Terminal_Begin_Patch.Postfix () (at ./PatchThings/TerminalPatcher.cs:65)
(wrapper dynamic-method) Terminal.DMD<Terminal::BeginUsingTerminal>(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
InteractTrigger+<specialInteractAnimation>d__69.MoveNext () (at <066a7b7eb8c24d4facd1e255e669803f>:IL_0033)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
InteractTrigger:Interact(Transform)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::Interact_performed>(PlayerControllerB, CallbackContext)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
@simple sierra just ponging to see if i may have an answer as if i should disable the mod for tonight session or if its even the one causing the issue
what is the issue
cant interact with the terminal
like someone used it, then after it nobody could
then we could again at some point, then someone used it and it happened again
download UnityDebuggerAssistant, that should tell you all of the mods that share patches with that error to see if its maybe some sort of conflict. i dont think terminalstuff is responsible, but it would help to see if it happens in a new profile with only terminalstuff and dependencies
i cant reproduce this by myself
that would imply that i keep as is for tonight, my friend wont be happy about it
pong
i just install it and play so ?
its client side right ?
yep
home screen is broken on rejoin
Is there a way to make the zoom command zoom out?
do you have logs for this?
if you type a number after the zoom you can zoom it in or out to that specific value
i dont think so?
let me see if i can make it happen consistently
this is probably related to something with the cached terminal pages (even if you have it disabled). I'm looking into it
also do you have cached terminal pages enabled or no?
i do
I'd disable it, seems to be causing more problems than it solves
at least until I can push an update
theres a few different issues that have been posted here now and I believe that feature is the common denominator
well i have disabled it for yesterday session and had no issues
okay, good to know
(the feature not the mod)
i guess so
idk, i can't get it to happen now. seems random
yep, I figured as much. Need to revisit it and take a look. I was worried I might have not handled having the feature disabled perfectly
I'd guess it has to do with specific terminal pages
I've also been made aware the new biodiversity mod causes some issues with conflict resolution
i mean, the feature is working as intended though isnt it? it just messes with people that are used to typing "pro" for pro flashlights
yeah the issue seems to be pro-flashlight vs prototax
my plan here is to prioritize store/moon keywords
that way bestiary entries will stop getting chosen over them
yesss
looks like it's working
this would be the new debug line:
[23:05:09.9263708] [Debug :darmuhsTerminalStuff] Word - pro flashlight given high priority attribute due to matching high priority verb: buy
any keyword that has a default verb of "buy" or "route" will be considered high priority
that makes sense
if anyone has any other examples I can try feel free to let me know
[3.5.5]
- Added config item [routeOnlyInCurrentConstellation] for LethalConstellations support.
- Enabling this will make it so route random will only choose a moon from the current constellation.
- Fixed Lever command only ever working once.
- Thanks @grave olive on discord for the report.
- Hopefully fixed cached terminal pages issues such as
- blank page on lobby reload
- incorrect moons/store pages when other mods modify the text in post process
- Updated networked nodes to hopefully better handle when other mods modify a terminal page's text in post process
- Added [StartingCreds] configuration item to modify a new game's starting credits.
- leave at -1 to leave the game untouched, will not revert any changes that were already made.
- Updated default TerminalCustomization colors to use the game's default values.
- You can either revert to the default config item, leave it blank, or type "default" to revert any changes on next customization refresh.
- Updated conflict resolution to prioritize moon/store items over any other keyword.
- This will mean if you want to access a bestiary item or any other non-store/moon word it will likely require a more precise query.
- If you are having any further issues with conflict resolution after this update please report them to me with logs (enable all logging configuration options and reproduce the issue)
- Compiled for the latest version of LethalCompany.
update just posted with above changes ^
hopefully didn't miss any other reports. I think a lot of them were all related to the cached terminal page issues
oh yeah, I added this. Sorry forgot to add it in the changelog but I do appreciate you 💚
darmuh's Terminal Stuff (3.5.5)
[3.5.6]
- Hotfix for minor issue with cached terminal pages
darmuh's Terminal Stuff (3.5.6)
One line for a patch? 
This isnt you 
cant have leading space in homelines ? :C
yea atm that's only set up for the ascii art config item. I can change that in a later update
you could try this couldnt you
ow
1em is 1 unite ?
i think so yeah
em would be the vertical size
you might be able to try the ch unit to ensure it's accurate to the width, but I don't know that it will work in Unity
Hello!
It seems there's an issue with Dynamic Always On
I've not enabled cache last option, but now It's displaying the old moon system when I open it instead of the home menu
even when entering
that's odd. What happens when you type "home" ?
and what leads you to believe its an issue with alwayson dynamic?
go to the home menu
cuz it was disabled before and I never had that issue
ah I see, what are the steps to reproduce the issue?
I'm willing to bet it's more likely a remnant of cached pages that isnt disabled. Alwayson dynamic only affects whether the screen is on and does not change the contents of the terminal
at least i'm fairly positive
yeah i think we were experiencing something similar last night with cached pages disabled
not necessarily with the moon list, stuff like bestiary entries and buying confirmations too im pretty sure
hmmm, i'll look into it. Probably something I missed with the cached pages fixes
still would appreciate some steps to reproduce and a profile code to test with tho @young stag @jade veldt
ok.
Sending you the logs and the ways I've been able to reproduce it
It's an issue with multiplayer
It seems to happen when another player (client) enters the terminal.
I happened to exit when I was in the moons view, and when he entered he appeared in the old list of moons instead of the home screen.
I don't have last page cache enabled, because people can get lost with the amount of commands I have in my modpack :]
I didn't have debug activated, sorry :,]
no worries, any info you have is helpful!
no idea how to reproduce, it kinda just happened sometimes. i can get you a code in like 20 mins
Mine is the latest version of Megalophobia
@simple sierra 01918cf6-0bd9-82ea-cfeb-e4a0f25d0ed3
@simple sierra any chance we could get a config option to make the terminal videos random non-repeating? like if a video plays it gets taken out of the list of random videos until all videos have played
i'm making a huge pack of short memes with an optimized file size for my group of friends but it kinda just plays the same videos a lot making it feel like theres not a lot of variety
how did you make the item so nicely placed on the shelves ?
just careful placement
what is the tips for having such perfect rotation ?
idk I just kept dropping the items at the angle I wanted till I was satisfied enough
well idk but me its never going as i would like to :C
funny enough, I do already have something built in to not play the last played video. After that it's purely up to unity's RNG. I guess I could see about adding an option to force playing only videos that hadnt been seen until the entire folder's videos has been played (where the process would then restart all over again)
that would be greatley appreciated as the current system just kinda replays videos a lot without seeing all of them, especially in large packs
happened again
but now with default store
what was the bug again?
I remember now
Still need to figure out the root cause of the issue
Especially since it’s specifically a multiplayer issue
noticed something
it caches the last used command by the client
it changed to cameras cuz a friend used it
if you're not using the terminal it will change because of networked nodes
if you mean when you start using the terminal yourself it switches to the client's used node, then can you double check you and the client have the same config set for cached terminal pages?
it shouldn't be a thing, but that's a possibility im thinking of
but with the view nodes specifically, it will always return to that if it's active on the terminal
not possible
we are sharing codes
and I don't have that enabled
my friend's cfg
I have an idea, I’ll look into it and get back to you
your new version.
client still has the default store and moon
but the home issue is fixed!
this is how the store should look
awesome, I have an idea why its not fully fixed
I'll post another .dll for you to try here soon @jade veldt
feel free to test whenever
here this should fix the above. Basically the issue is mods like TerminalFormatter modify the text at TextPostProcess which throws a wrench in a lot of my syncing logic. I have cached common nodes patched by TerminalFormatter and call the textpostprocess function on them when syncing the node as a non-terminal user now
give it some good testing please 🙂
I was sleeping ':]
Tested, I can now see the new store and moons
but, there's a desync on the always on dynamic.
When you leave and enter again on the terminal, it should automatically take you to the home page.
When the client does so, he told me that he is on the home page, but it appears to me that he is still on the last screen.
In this case, moons


will have to figure out what the desync is there
specifically though, it's an issue with networked nodes not alwayson dynamic
just a fyi for the future, because alwayson dynamic doesnt change the contents of the screen just whether it's on or off
Oh, my bad
no worries! just wanted to clarify 
Lmk if you need help or testing!
will do 
I'll assume it's because I have the beta build, but I have always on disabled and the terminal screen appears on
is there any way to have the terminal video play for all clients in the lobby when someone puts in the command
the terminal seems to still be clientside even tho the config to have it synced is on
do you have this setting enabled in Fun Configuration?
yes
you'll also wanna make sure these are enabled
if all that is enabled, videos should be synced between clients unless something is breaking
also worth noting, configs are all client sided so gotta make sure everyone has the same three settings enabled
i'm not sure why that's happening i'll need to take a look
Yeah. I wanted to disable the always on but I wanted to keep the networking nodes
if the screen isnt always on, whats the point in syncing the nodes?
genuinely asking, because that's why networkednodes is dependent on it right now lol
Well. That's my point of view, but I feel that being off, but when turned on your teammates can see the commands you are doing, buying, going to the moon, or even seeing what is in the cameras or read the bestiary could help
ah so you want the screen on for everyone as long as someone is using the terminal
that actually makes plenty of sense
Also, it "would" help with optimization when not in use :]
This will probably mean adding another config item, let me see what I can do
I say would cuz I'm not 100% if that would actually help lol
I could technically add it under alwaysondynamic but i'm sure some people dont want it to turn off while they are on the ship lol
yeah no clue either, I just add things that are asked for 
Glad to know
And, yes, that's what I want
I do think alwaysondynamic probably adds some performance boost in the fact that the screen is not rendering anything while you're not in the ship
I just wonder if the additonal overhead of checking if someone is using the terminal will outweigh the benefits of not rendering something for a brief period of time 
im sure someone else smarter than me could answer that
And I assume this is true, if this is enabled with Always On Dynamic, it will not be synchronized if you are not on the ship.
Or doing tests
And check if that's true
thats where it gets complicated haha. Yeah I'll probably add a check for if the person is on the ship
I may try to consolidate config items so it doesnt get too complicated. I dont think there's a niche use-case for someone to have the terminal screen come on while they are not at the ship because their friend started using the terminal and they dont have alwaysondynamic enabled for example
yes im aware of this for example - https://discord.com/channels/1168655651455639582/1259442214921175082
I haven't gone through the effort of trying it myself though
Oh, I can see how it can be complicated
@simple sierra I forget, but I think you instantiate your own body cam for the terminal rather than using the one from the main monitor or TwoRadarMaps right?
(the first-person perspective body cam rather than your mirrors, to be specific)
I'm looking into adding a flag for #1268919667347427390 to use to determine which cameras are "remote" from the ship to apply static effects
here are the changes I'm looking to include, the main relevant one to you being the last commit
i'll take a peak here sometime soon. Any changes i'll need to implement on my end? (you are correct that I instantiate my own bodycam with OBC when configured for it)
basically I think you'll just want to set IsRemoteCamera = false
okay that sounds easy enough
and if I want the effect applied to my camera as well, I'd keep it true right?
yee exactly
so for the body cams you probably want it to be true
it'll default to true though
is it know that this mod makes you unable to use openbodycams' bodycam pip?
Is there a secret option i don't know about that makes it so when you type on the terminal, it doesn't auto scroll down? Cuz i seem to have that said option on
I forget if one of our mods has code in it specifically to disable that in the presence of the other, but yes
darmuh has support for OpenBodyCams built into this mod for its bodycam view, so it would only cause issues for OpenBodyCams to do its PiP as well
Is there a way to use the bodycam pip? Pretty sure I’m missing something
Yup thats correct, thank you
@simple sierra is there any chance you could make store items take priority over moon routing? 
for example i'm working on a moon that starts with Pro, but typing in pro just makes it route instead of buying a pro flashlight, which i dont want. and i also dont wanna change the name because i like it
is that vanilla behaviour?
@simple sierra im still having the issues of terminal videos not syncing across clients in my modpack, there might be a conflict somehow? would you mind taking a look to see if you can figure it out?
here's the code if so 0191a8e5-b765-55d2-509d-970efe9bdf71
honestly i'm not sure, checking right now, but if it is i might end up changing the name anyway because i don't people to have to deal with that :/
it isn't actually, typing in "pro" without TerminalStuff orders flashlights
Sometimes when I open the terminal and have the last page save option disabled, it puts me on the Home Screen but on the bottom of it. Is there a way to make it open at the top because it’s annoying to scroll up.
iirc the moons are just more keywords in a giant disorganized list, so that seems like it might be a bit tricky
As Zaggy mentioned, I have terminalstuff replace the feature. As the OBC version would conflict with my version of it
there's nothing atm that configures scroll. I probably wont be able to change this behavior either because this function is part of Update (the terminal method that runs every frame)
I can try taking a look when I have time yeah. I'll also do some sanity checks with a smaller profile to make sure I didnt break syncing at some point
hmmm, yeah let me see what I can do. This is likely due to the fix for conflict resolution that prioritizes moons/store items. I may need to add another configuration item to choose which is highest priority... Could you give the moon name or a censored version of it? (example: providence -> proxxxxxxx)
it's called Provenance
huh, that should beat out pro-flashlight
in a head to head
oh right you DONT want that to be the case
yeah no i want "pro" to just be for the flashlights
makes sense 
so yeah I could either add a config item to set either store items or moons to highest priority. Or I could just force it without a config item lol
thank you so much, i've been messing with it for a few days (hence the other messages here) but i've been unable to figure it out
yeah hopefully its not something dumb on my end. Sorry it's not working out for you :/
considering store items seem to usually take precedence over moons in vanilla, I could probably get away with it not being configurable
i guess config would be best? but as stated earlier the default behavior is to order flashlights so idk if that'll affect your decision
i mean it's a pretty rare scenario, i doubt anyone would notice. i cant believe im even the first person to run into this issue lmao

yeah and the config file is so big
I dont wanna add something that no one will use
so I will prob just put in a fix for that and if someone comes asking that moons prioritize over store items I will add the config item for them
That's a vanilla behavior??
i'm like 90% certain it is lol
In update there is this, which forces the scrollbar down
that piece of code is below this
if (Keyboard.current.anyKey.wasPressedThisFrame)
so the frame you press a key, it forces you down to see what you're typing
they said it's not scrolling down when typing tho
oh I see I misread
that should not be the case lol. I dont mess with the above code at all
specifically because it's part of a base-game method that runs every frame
@hard hinge can you show an example when this happens and then provide a profile code? I'm pretty sure this mod should not be causing that but im curious what might be doing it lol
Ah sure, when I get the chance I'll do so N ping you
so I did a little LAN testing with your content pack but not the entire profile (because its so large lol)
is the syncing issue that different videos are playing for different clients?
I have discovered a few issues that might result in a video playing on one client's screen while a video not playing on anothers but that is about it
have not seen two sep videos play in my lan testing
it seems to be the terminal syncing in general thats not working
sometimes the screens sync and other times they dont
and if the video screen does sync it plays the last video the client watched with no sound, instead of the video the person on the terminal watched
and if the client hasnt watched a video yet it just says "lol." with no video



